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    1. Incanus 10 yrs ago

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10 yrs ago
Current "Surprising what you can dig out of books if you read long enough, isn't it?" - Rand al'Thor

Bio

I am a writer and a story teller. I love tales of myth and magic as much as I love tales set in the distant future. I prefer to roleplay with good writers who use words with purpose and write with imagination. If you are ever in need of such a player yourself, please don't hesitate to send word.

Most Recent Posts

@fantasyfan28 The area to the west of Elinor... Let me see. It is said that those are part of the realm of Elinor, but it has been generations since the villages there have seen a tax collector or a messenger from the Queen. They are completely autonomous and self-sufficient to a degree. The land is largely hilly, with green pastures and cool summers. The sea freezes over during the winter months near the north, and seafaring has never been Elinor's tradition. As @MacabreFox rightly guessed it, I don't have specific plans for that region as of now. You are free to create a village (might I suggest something built along the lines of the English countryside?), and maybe even a town (though I wouldn't recommend it now). I would imagine the dominant profession would be sheep rearing. Or perhaps a wheat-based economy? Considering the topography, I would suggest the former. Waiting to see what you make of this world.
@Mokley Nice work with the index page! I like the categorisation of information. It makes for easy reference. Let me see if I can build on the pantheon of Dryadism after bringing the herblore to some sort of cohesion.
@MacabreFox Great! Very soon a call will go out in Anora - to all able-bodied men. 'Men', because, like most medieval societies, the Elinorans are patriarchal and don't like to have women fighting. It will be interesting to see how ambitious and adventure-seeking Zahira will react to that.
Great CS. You are accepted. New applicants: please post your CS in the OOC section. Once approved, you can put it up in the characters section.
@MacabreFox Wonderful character. I wanted to use the first few CS as evil stomping grounds, but I could find no faults with yours. You understood the culture very well (a little too well) and I like your naming conventions though I would like to see less RL and more fantasy to go with the theme. Be that as it may, Zahira is accepted. Feel free to add to the culture of the Dun. If you are feeling inspired enough to write about the culture or cuisine of Dun, the dressing styles, the history et al, I will only be too happy to add it to the main section.

Welcome!
Herblore of the forest of Drea

Compiled by Master-Healer Thengu in conversation with Witch-Mother Nili

Author's Introduction


Praise be to Drea, she of the thousand leaves! It is with extreme humility and satisfaction that I present this work to our beloved Chief Wangat in the hope that practitioners and students of the art of herbology will find it useful. This compendium would not have been possible without the patient assistance of the blessed Witch-Mother Nili. Over several years, she shared with me some of her secrets regarding the herbs and plants of the forest and gave me leave to put them to leaf. I stood on her shoulder to see far. May you, the reader, see further.

A word of warning to the uninitiated: Several of the herbs mentioned in this work have a lot of visual similarities with several other herbs and takes a trained eye to spot the difference. A simple mistake can result in death. At least.

NOTE: Wherever possible, I have included the names of herbs in the Common Tongue. Since the Witch-Mother was not a speaker of that language, inaccuracies are possible.

Herbary


Asfodel (Silver Sage)

I start with the most popular herb. Asfodel is usually found in the drier regions of the forest and is instantly recognizable by its bright silver leaves shaped like teardrops. It is a general purpose herb with decent healing properties. Dried asfodel, when sprinkled on boiling water, generates fumes that are strong but not unpleasant. This is a common cure for a blocked or a runny nose and soothes the nerves.

Amaril (Crow's Foot)

Amaril is usually found growing near the roots of the giant kapok tree. The leaves are dark green and shaped like the crow's feet. Dried and powdered, it is a good remedy for nausea and light headedness. Pregnant women are often asked to drink Amaril Dust Tea by the witches.

Bibak (Queenberry)

In the wild, it is quite rare to come upon the bibak. They are very sensitive to the nature of water in the soil and will only grow near the mouths of rivers and springs. When mature, they sprout yellow-colored berries. In the rare event that you stumble upon one, you should immediately consume the berries or preserve them in honey instantly upon picking. The bibak has some amazing properties. It greatly reduces fatigue, invigorates the mind and body and numbs pain. For these reasons, it has been rightly called the Queenberry.

Chukchak (Sukak)

This is perhaps a true native to the land of the Dryads. It can be readily found in the vicinity of the village and is even more common in damp areas near water bodies. The chukchak can be identified easily when it flowers. The flowers are an ashen white color and have five petals. The fat pollen from the flower is very sweet and we Dryads have long since perfected the art of making sugar from it.

Dreabas (Dragon's Tongue)

The word Dreabas means Drea's Lips and the plant is one of the rarest in the forests of Drea. It usually inhabits dank places, like swamps and caves, and needs very little light. When fully mature, the plant will put out thin long red flowers with no petals. The stem of the Dreabas is a wonderful antidote when used rightly. While cutting the stem, care must be taken to avoid ones where the sap has curdled. This can be potentially lethal.

Findril (Smokeleaf)

Ah Findril! Many a night have I smoked you in peace! Findril grows in the warmer and drier regions of the forest, but can be grown in the area near the village as well, as I have proven. It has large, broad leaves that have been dried and smoked for generations. While it has no apparent healing or magical benefits (unlike the potent Nimrodel which gives one visions), the smoking of Findril leaves one feeling calm. Dependence on Findril has been noted, and it is habit forming.

(Will update this regularly with new herbs and plants - Incanus)
@Mokley Yeah, it can quickly become overpowering in inept hands, I agree. I am not sure what backstory you plan to weave for the ruined cities of old and their civlization, so I will withhold any mention of the stone's power or any instance of its effect and safely keep Mat inconsequentially lucky. For now, I will let Mat believe that it is a lucky charm because Uncle Tam said so. Later, when we get down to it, I can bring in the stone.

On a related note, I would like to compose a herblore of the plants found around the Dryads in the forest of Drea. The other players can also use it if they feel like it, and I will give Dryad and common tongue names to the sages and plants I describe. Is that cool? If it is, should I put it up here in the main OOC section?
Name: Matin Dripwood
Alias: Mat, Little Fox
Age: 19
Apparent Age: 18
Height: 5' 8"
Weight: 50 kg
Eye Color: Brown
Hair Color: Black

Physical Identifiers: Nothing characteristic unless one considers his smile. Over the years, he has perfected it into an art. He has a repository of smiles: the ingratiating one for the older ones who catch him pawing off a sweetmelon; the innocent smile for his master who catches him napping in the middle of class; the mischievous smile for Uncle Tam when they drink and dance; the flirting smile for the girls who are either exasperated or enthralled (usually the former).

Appearance: Matin is a thin, bony young man, always looking like he goes to sleep in his day clothes. He has a shaggy shock of black hair that falls around him in a tangled mess. His face makes him look younger and more innocent than he really is - a feature he constantly uses to his advantage. He has soft brown eyes that he is constantly ashamed of. He knows he will never be a mighty warrior with those eyes! He usually stands slouched or leaning against something, and ambles rather than walks, always chewing something.

Equipment/Personal Possessions: There are three things of which Matin can said to be the owner. A wooden flute given to him by his dear, departed father; an oddly shaped stone with strange markings on it - something he had picked among the ruins; and his trusty catapult
that he made himself.

Pets/Companions: While Matin has no living relatives, he can be often seen hanging out with the eccentric, Tamlin, who he calls 'Uncle Tam'. Known to be an anti-social, Tamlin however has a soft spot for the boy.

Tribe/Village: The Dryad Tribe
Titles/Occupation: Apprentice to the Healer
Languages Spoken: Dryadic, bits of the Common Tongue
Languages Written: Dryadic

Opinion of the Ruse: Fear
Opinion of Outsiders: Matin has rarely met people from other tribes, but he is immensely curious of their ways and tongues. Within the Dryad tribe, no one speaks of the Outsiders or the Ruse.

Hopes and Dreams: Matin secretly wants to be a great warrior, but he knows that he is too small and weak to be one. He wants to see big cities and listen to old tales about old things. He wants to meet someone who can tell him where the ruins came from.

Likes and Desires: Matin really enjoys songs and dancing. Very recently, he has discovered the joys of drinking hugi - a liquor brewed by the Dryads. He loves a good story and a good meal. Also recently, the boy has discovered that he is turning into a man, being a late bloomer. He is beginning to notice girls and wonders what it would be like to kiss one.

Fears and Dislikes: Matin hates being alone. He fears being made into one of those twisted old Healers like his master Thuril.

Secrets and Regrets: Matin, as a young adult of 19, had many secrets after the way of boys of his age. The time he felt a woman's breasts accidentally; that time when he stumbled on that big old ruin and found the stone; the time when he killed a squirrel for fun and wept over it later - they are all secrets he swears to take to the grave. His biggest regret is that once, two years earlier, the Chief's daughter had confessed her love for him. He had been scared by it back then and backed out. The next month, she was married off to her uncle's son. While Matin is absolutely scared of marriage, he often feels that he should have said yes to Lena.

Personality: Matin is usually care-free and full of energy, always dreaming up elaborate stories or getting into trouble because of some antic of his. He firmly believes that he can easily smile his way out of anything. He is quick-witted but is not given to deep thoughts. He enjoys songs and fun more than a quiet time in the forest.

Religion: Dryadism - a pagan belief in the divinity of the Forest.

Relatives: None
Friends: 'Uncle' Tam (Tamlin)
Enemies: None

Defining Moments: Matin still yearns to relive that one glorious day when, during a hunting trip with Uncle Tam, he had gotten lost, fallen down a ravine and had stumbled on an ancient ruin. He had never seen stonework like that. Even in its weed-overgrown state, the ruins held him with their craftsmanship from a forgotten time. With fear beating in his heart, he had somehow walked through them, taking in every carving and arch. Finally, he had taken a small stone from one of the ruined courtyards as a proof that it had not been a dream, and wandered back to the village. Uncle Tam had taken one look at the stone and pronounced it to be a lucky charm. Since that day, Mat has never let the stone leave his person.

A Typical Day: Mat is an apprentice to the Healer, so his typical day begins very early, before sunrise. He rises grumbling, and is prodded and pushed through the forest by his Master as they go on their morning herb hunt. His education starts almost immediately and all through the morning, the pair roam the nearby forest for herbs. By lunchtime, they are back in the village and Matin is taught potion-making and herblore. By sunset, his apprentice duties are done (save those days when night herbs have to be collected) and he heads to Tam's hut. The two sit there and talk and drink and dance till they pass out - an activity that doesn't help the morning after, or his herb-master's mood.

Tribe/Village Detail: The Dryads are a forest-dwelling tribe eking out an existence in the dense rainforest of the south. The large jungle, they call Drea. Drea is also their prime deity - the goddess of the Forest. Drea and her minions form their pantheon and they live in fear and awe. The tribe lives by the counsel and power of the Witch-Mothers - three old women who keep the fury of Drea appeased and protect their dwellings from animals and trees. The Witch-Mothers don't live in the village but live in the deep jungle. Every full moon day, they come to the village to reweave their protection spells. The Dryads are largely hunter-gatherers, but they also grow vegetables, mushrooms and some herbs in their village.

Magic: Magic and religion is intertwined in the life of a Dryad. Drea, the Forest Goddess, is their prime deity. She is the giver and taker of Ka - the life force. Young unmarried women are chosen in their teen to be trained as witches. At any given point of time, the tribe will have three Witch-Mothers giving counsel to the tribe chief. The magic of the witches comes from the herbs and trees and mushrooms. Their profound knowledge of all the magical herbs gives them some measure of control over the forest and its beasts. Some rare Witch-Mothers are born with the ability to sense the weather or talk to beasts. The first full moon day of a year is celebrated as the Night of Souls. On this day, the Witch-Mothers take the entire tribe through an all-night ritual, culminating in the Dance of the Dead. At midnight, with the moon at its zenith, the tribe elders and witches come out wearing gruesome masks and chant and sip Ayonil, a magical draught brewed by the Witch-Mothers that gives the village protection against Ruses.
@Mokley Thanks. That was some good feedback and some important pointers. With regards to the formatting, I think my different word processors don't work well together. Will watch that in the future.

Yes, I plan to use Uncle Tam sparingly, more as a bouncing board for revealing Mat's character. And yes, I am open to using him later if it turns out that way.

I hear you on the Gods. And yes, it is THIS tribe's interpretation of the strange things around them. They see trees walking and attribute it to Ka, the life force. They see bears rampaging and attribute it to the wrath of Drea. Like most religions, they are but a reflection of the truth, whatever that might be.

I read your update on magic system and yes, mine seems more or less there. As you may have realized, the herb system needs a dedicated mind years of study before it can be exploited properly. Even then, the practitioner is limited by the herbs and potions available. Those are the counterweights for the powers given by the herbs. The powers are usually physiology related - sharper vision, keener mind, agile body, underwater breath etc. And yes, Mat doesn't have magic. But I have a question, or rather a request. The stone that Mat carries - can I attribute magical properties to it? Basically I want the stone to function as a true lucky charm. The holder experiences chance going his way in those rare moments when great things are at stake. The holder is naturally better at games of chance, such as dice or stones. Would this sit well with you, or should the stone receive something in return from Mat as a balance?

Meanwhile, I will format the CS properly and put it up on the Characters section. Thanks.
@Lazo Hey thanks for the interest. I wasn't aware there existed something called the White Company. So, no, this isn't based on anything though it is inspired by almost all the fantasy books I've read. Do go through the OOC and let me know what you think.
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