A parasitic mold with an unusual lifecycle and powerful mind-control properties.
An ashen grey willow with pale leaved tendils obscuring it's gnarled trunk. Sitting in the mire of great swamps, rare even in it's natural environment. The Banshee Willow's bark is known to have magical properties. Travelers beware, these trees seem to attract ghosts and other unsavory undead.
A hardy deep blue vine with needle-like thorns and bright orange flowers. If pricked by Widowthorn one should quickly seek the antidote or a natural remedy, the poison secreted by the thorns induces drowsiness and saps one's strength.
An evergreen shurbery that can forsee the future. Also a very sought after item for high end landscaping.
These flowers give an... explosive suprise to those who would pick it for its silver stem and gold petals.
An addition for the Whimsical Flora Codex (based on my Crunalan society in my Dragon Empire setting)
From the same school of thought as, "Hey GM, which book did I just randomly pull from the shelf of the wizards' library?" No plot hooks here, just flavor additions.
Shrinkstools are a powerfully enchanted toadstool, typically found in enchanted forests or other secluded magical locations. Watch your step.
A heat resistant tree with stone bark and leaves, that only lives in volcanic areas.
Part of my series on pseudo-magical world building
Found, normally, deep in the swamp, the Friar's Weed's poison is something to be watched for.
Also called the Flowers of Childhood, they look like they were taken straight from a fairytale. But they have a darker side.
The food of the Gods: specifically a bitter sappy God.
Those attuned with magic and nature can use this plant to quickly identify what might be traveling or living in its area by their footfalls.
A tree that sends roaming fruit on a singular quest.
The land of Airithrin is a horrible place, a land of reeking fumes and geysers of flame, lakes of lava and the strange life forms that emerge when elementals breed with mundane creatures
"Aye, lad, the Great Tree- its got a branch in each world, and each branch is a world. If one were to find the place this world, this branch, met the main trunk, like I did, they could go to them other worlds. 'Course, you'd be some kinda poison, or, or, disease to the Tree, and that damn tree got one hell of an immune system. When me an' me buddies entered her trunk, she put up one hell of a fight. We fought for hours through every protection system she had, and all to get lost is this world fulla strange elves who glamoured us, trying to keep us as pets. We barely got back." -Old Gerald, man in the pub
Borrowed shamelessly from Norse mythology (see Yggdrassil, the World Tree), the Great Tree both connects and is worlds.
The Slow Death Cap looks, to those who don't know what they are looking at, like an edible mushroom, but eating it is one of the most unwise things anybody could possibly do.
The Qualm is a giant mass of tentacles and leaves with hundreds of mouth-like pods lined with teeth. It is about 1/8 of the size of Earth's moon, and it travels through space looking for nutrient rich planets that it can suck dry.
A strange magical plant known for it's psychosis-inducing effects, commonly used in poisons, alchemy, rituals, and illicit drugs.
Includes: Appearance, Toxin Information, Harvesting and Uses, Signs, Plot-Hooks.
A response to Dragonlordmax's Freetext Friday. Specifically, Exotic Mounts.
Thanks to axlerowes for help fleshing out the details and helping me tie it in further with the rest of the setting.
The Macabre style of architecture is common in ancestor venerating societies, or societies that have been afflicted by a long term period of loss of life. The style is best noted for its use of a morbid and gruesome, skulls and bones, severed limbs and the like. It also alternately honors the spirits of the dead with stunning works of art, and mocks death through caricature and comedy. Macabre is the common architectural style in Ozea.