Samhain’s kiss is an blue starlike flower that signals the end of period of bounty and the period of loss. It is also symbolically linked to “the other side” and is used in a number of traditions.
A careful forester keeps an eye out for the Orc Rose. The presence of Orc Roses in an area often shows that Orcs have been, or are, in the area. This way they can avoid suprises.
“Evil” often infests swamp. This tree thrives when the other plants wither under the presence of true Evil. However, this is not an evil plant, but a land healing one as nature attempts to reclaim its own.
Fydre tried to destroy cities and return people to the Green in his lifetime. His “curse” attempts to drive people out of the cities.
There are times at night when you think the evil tree spirits are out to get you. They open their eyes. They reach for you, grasping for your soul. When you try to run, the very ground rebels, you trip and fall, often finding the branches reaching for you in the night air.
The basis for many a bardic tale of courting and love, these beautiful small flowers symbolize new love to many.
A plant named for its gords, both in the smell of wet dog and for their roughly dog like appearance.
Treller Vines are impressive enough in the jungle, where they wind along trees adding a riot of color. Then they moved to a new neighborhood.
Sometimes, someone is watching in the middle of the night.
It is a squeeky clean flower.
Scarlett Call: Also known as Blood Tangle, Tryms Mark (Trym being a god of Battle), Hunter’s Eye,Krell’s Mark (Krell being an Evil Spirit whos worship has to deal with blood), Widow’s Tears, Scarlet Call, and Earth’s Wounds. When blood has been shed in anger or waste, The Scarlett Call will be there.
“ew. What is that smell? Where did it come from?”
“Where did that wyvern come from!”
A bright red flower that faces certain directions all in unison.
Quote from an idea of Strolen: “A series of trees drop super spiny seeds to the ground. Only the most durable shoes can keep the spines from stabbing through.”
Pixie flowers are small flowering ground cover. The plant itself is a creeping vine that can cover the side of a building like an ivy.
“Like the Jewel of the Mire, the soul is a bright light along the dark path of time. “
All too often, a new magical creature, or plant is not seen with wonder or awe, but rather a keen eye for exploitation. In the often violent and brutal realm of role-playing, the wonders of nature are often overlooked, and never realized. I though I would start this thread to see if anyone else had any ideas along these lines. With that being said, may I present…
Small red flower, originally sprouted from the blood where St. Senren fell but now found widely over all Laurentia. Occasionally, a rare white flower will be found, with powerful magic properties. It is particularly prized by the religious order, the Senrenites.
The ochre sands stretch for miles around. Something kicks up the dust. It’s a yak. A desert-yak. It ambles slowly, nuzzling the ground for the low-growing shrubs. The ranger freezes. “Stay very still,” he warns. “Don’t move at all.” “What is it?” you ask, breathlessly. “It’s the most dangerous creature in the whole Ocadian desert. And it’s about to eat that yak…”
“Man, that is an incredible likeness.”
“What’s that stuff growing on that statue?”
“The better question, what is that statue doing out here?”
As far as everyone knows, the Maze has always been there; the strange pair of gates set in the side of a mountain a common feature in every painting of the area, no matter how ancient. One white, one red, nobody knows what they're made of but they resist any attempt to damage them; they’re always slightly cool to the touch no matter the weather, they have a very reflective surface, and if you look at them in a bright light, sometimes it looks as if they glow on their own.
The important thing is what’s on the other side of them, of course. The Maze itself is a strange place where the normal rules are suspended, and its own set takes their place. It’s a place filled with puzzles and riddles, monsters and traps; it’s always consistent with itself in any single run but is never the same two times around, and sometimes you could swear it has a sadistic streak, delighting in tricking the unwary adventurer.
It is a dangerous place, as so many people will rush to tell you; most people who go in never come out, and even those who do usually end up scarred for life. They also bring out with them enormous piles of riches, which is why people keep going in anyway.