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[Rharne] Development Thread

Posted: Thu Aug 02, 2018 3:12 am
by Ministry
 ! Message from: Oracle
Approved, I think this is a really neat idea that allows for some spiffy customization.
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Name: Cerberus
Appearance: A Cerberus always has an extremely large body, as the upper half of the dog must be able to fit three heads comfortably, and the body itself able to fit double the amount of organs. As far as height, weight, and coat color that is entirely dependent on the breeds. A Cerberus has either only female or male reproductive organs.
Description: Cerberus are rumored in Rharne to be the result of a cruel necromancer that has stitched together dog corpses in order to make a fighting machine. Yet, if this were true, the Cerberus' seen today are far from undead: a Cerberus has overall three breeds coexisting in the same large body, and it's existence has prompted medical mystery into it's origin for as long as it's been known. The behavior, and overall personality of the Cerberus is wildly dependent on three breeds that it makes up. Some Cerberus that are made up of friendly, domesticated breeds like Golden Retrievers or German Shepherds can be quite friendly overall, and a Cerberus that has wolf and any of the various hunting breeds will be aggressive.

Yet, out of those three breeds, is the "alpha", which determines the majority of the Cerberus' bodily behavior, and it influences the other two breeds. If a Cerberus is made up of a poodle and chihuahua, but has an alpha of a wolf, the whole Cerberus will be aggressive, and the dominant force of the three. Despite this, most Cerberus are quite large dogs regardless of their breeds, as their body needs to make space for three heads and double the amount of most organs: two hearts, four kidneys, etc. Each head on the body however has it's own separate brain and personality, but the alpha of the three will be the leader of the body and influence the two others. It's uncommon, but certainly possible, for the alpha to change in a Cerberus' lifespan.

A Cerberus is usually domesticated, but some can be found in the wilderness outside Rharne. Despite having a powerful body and three sets of teeth, a Cerberus is typically not found in the military as common as some other creatures, because their organs are so close together and so they are easy to injure and prone to many health complications. While having double the amount of organs might sound well, if a heart dies in the body of a Cerberus, or even a single head, the whole Cerberus will slowly and painfully die. It is possible to save a Cerberus once one head has been killed, but the two remaining breeds would likely be so distraught they would become a shadow of who they were before.

Cerberus are also difficult to train, and not nearly as common as most dog breeds, and so usually they are not useful or desirable pets. The lifespan of the Cerberus is often very short, and most do not live past the age of five arcs due to their health risks, but they do reach full maturity in only two arcs. It is possible that the entire Cerberus is one breed (for example, a Cerberus with three poodle breeds) but it's considered extremely rare and double as expensive as most Cerberus. They're eating habits are also dependent on their breeds, and that being said, many prefer meat. When a Cerberus mates, three breeds from the parent's maximum of six total breeds will be chosen, and typically no Cerberus breed is one hundred percent pure, considering they are mostly mutts.
Frequency: Rare
Level of Danger: High
Additional Information: Cost untrained: 150 gn, Cost trained: 250 gn
Credit: Ministry

Re: [Rharne] Development Thread

Posted: Fri Aug 10, 2018 2:22 pm
by Varlum
 ! Message from: Oracle
Approved: Beautiful and dangerous, well done!
[Image
Name: Lightning's Grasp
Appearance: With a stem of around eighty centimetres and a small but beautiful bud, the Lightning's Grasp is a unique and notable plant. When night time falls these beautiful plants will glow in vibrant colors, making them easy to find and incredibly stunning to look at, especially when grouped together in a small cluster. Finally, they will drop bright purple seeds when they have fully grown to fill the ground, sometimes causing big waves of purple to flood the air, making for a stunning sight for anyone there to see it. Despite the awe these florae bring there is an inherent problem they cause, as they will oftentimes lean towards anyone that comes near, leading some to believe they have a level of intelligence to them. This, however, is a theory that can not be proven.

Description: Found in fields all around the Stormlands, and grown within the Thunder Priestesses bases, these plants are not uncommon to see and are actually spreading at alarming rates. With only forty trials needed to grow the plants to full size, the Lightning's Grasp have begun covering entire fields with their midnight glow, alluring many and drawing them closer to the plant. When a man or woman walks near them, the plants will learn closer in an attempt to touch the person in question. While many view this as a beautiful spectacle, avoiding the touch of the plant is crucial.

Frequency: Common

Level of Danger: High

Special Properties: Many people view this plant as cute, but the real danger comes from the paralytic moisture coating the petals. When touching direct human skin, the petals will drop a small dose of a contact poison on to the skin, quickly rendering the area of contact paralyzed. This, without a cure, can take up to a trial to be fixed. However, because these plants are often at leg height and the effect comes suddenly, it can cause many to fall and land deeper in the plants - rendering their entire body immobilized. Sustained contact with these plants can be lethal as the poison starts affecting any and all vital organs. As such, these plants are often taken by the Thunder Priestesses and turned in to a weapon smear, capable of taking down someone with little to no damage done to them.

Additional Information: Watch your step :twisted:

Credit: Varlum

Re: [Rharne] Development Thread

Posted: Tue Aug 14, 2018 2:42 pm
by Lucas Nardovino
 ! Message from: Oracle
Fantastic job! What's a beautiful addition to Rharne! Approved!
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Name: The Lightning Violet

Appearance: The Lightning Violet is a bioluminescent flower thought to have originated on Isle Vyrelle however it can now be found all across the Stormlands. A highly adaptable species of violet the plant has an electric blue stalk normally around 6 inches tall and pale violet petals that shimmer like the water of an ocean. Dull and simple in the day it is at night that these plants truly show their beauty, it is also at night that they are most easily identified as their glow gives them away. Some might describe the spectacle of finding a meadow of these glorious flowers as ethereal and surreal, like one was walking through a sea of lightning. They truly capture the imagination and offer everyone a connection and sight into the domain that Ilaren controls, lightning.

Description: These plants are believed to have spread from Isle Vyrelle, perhaps through pollination of a more standard violet species upon the mainland. Their adaptability and toughness is hard to rival as they will flower throughout all seasons except Cylus in which they pass into a dormant state. The bioluminescence that is within them also causes them to radiate a slight heat. Scientists have speculated that this may be why they do not glow in the day to avoid over heating themselves and why they turn grey and dormant in the winter, only producing the glow deep within the cells of the flora. It is somewhat agreed that this is how they avoid dying during Cylus, the process keeping the cells from being destroyed during the freezing and eventual thawing that effects many plants. The only real interaction with these plants from mortals is one of watching them and occasionally picking them although they will only glow for one night after being cut from their roots. Following that they will turn grey and die.

Frequency: Common

Level of Danger: Non-existent

Special Properties: These plants are surprisingly useful to the night time ecosystem of the Stormlands, their glowing attracts many species of insects which will feed upon the pollen of the Lightning Violet during the night. This allows the insects to feed while making sure the violet can easily reproduce. However, the plants also attract frogs and lizards that have learnt to seek out these plants in search of the insects that feed there. This miniature ecosystem acts as a limiting factor on the number of insects within the lands and also the spread of the violets, helping to keep a balance that is ever present in nature.

Additional Information: It has been considered that these plants may be able to provide a form of glowing dye. However, no one has yet to manage it, most failing at the first hurdle of extracting the glowing matter without causing impurities or dilution that ruins the effect. Neither has anyone been able to figure out how to replicate the reactions that occurs within the plants either.
Credit: Lucas Nardovino

Re: [Rharne] Development Thread

Posted: Sun Aug 19, 2018 11:32 pm
by Jonathan Burr
Westwind Ruins
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The Westwind Ruins were once a thriving small town based just on the edge of Rharne's vast forests. As a bridge between the Stormlands and the intimidating Ywyngyll Forest, the people of Westwind were primarily woodworkers and stonemasons. They cut down the behemoth trees growing in the forests and swamps, and were some of the only people who knew how to traverse the forests safely. They led a comfortable if meager existence, and Westwind existed to showcase their skills as well as an area of trade. The stones are remarkably well-placed and secured even in wet soil, and this has allowed the buildings to stand the test of time longer than the average home or shop. However, fifty arcs ago, the town of Westwind went completely and utterly silent.

Worried about their upcoming lumber and stone needs, angry contractors soon descended upon Westwind to demand their goods. What they found was...nothing. Every single home, shop and street was completely empty as if some great god had erected the town and left it uninhabited. Cookfires burned low in hearths. Meals rotted untouched on tables. Half-finished logs rested on sawing tables and unfinished frescoes littered shops. The Lightning Knights were called to investigate the disturbance and found absolutely nothing out of place. There were no signs of a struggle. No signs of some great fire, or natural disaster, or even a raid. It was as if people simply packed up and left. By the time a proper investigation got underway, the ruins of the town had self-erased all evidence. Any footprints had been covered up by curious visitors or the Knights themselves.

There is but a single clue: the statue of Ilaren in the middle of the town has been cracked in half. The statue, miraculously, has not fallen. It is simply cut in half, as though someone had taken a knife to a clay replica.

Lately, the forests have begun to reclaim this area of land. Vines and wildlife inhabit the homes and stores, and traces of what once was have begun to rot away.

The No-No Lair

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The No-No Lair is hidden under a dilapidated staircase at the heart of the Westwind Ruins. It is a strange thing, as it appears as though some gigantic awl has drilled a hole straight down into the soil. This hole is studded with bright fragments of shattered glass, old lamps, stuffed toys, games, game pieces, ribbons, and other brightly colored knick-nacks all designed to make the lair look less intimidating than it really is. Contrary to what one would expect, it's quite brightly lit with torches being changed by its single inhabitant every few bits. The deeper one goes, the more intricate these adornments become. Steps harvested from the ruins make the floor flat and welcoming, and the No-No Man has eliminated all forms of rats, worms, spiders, and other creepy inhabitants. Several tunnels branch off from the main one, each leading to a different room. The forefront rooms are traps, designed to slam closed with an old wooden door once the inhabitant triggers a panel on the floor. The rear chambers belong to its inhabitant including a large bedroom with all of the comforts taken from the ruins before they rotted too far, a latrine, and a garbage chute. The last is the only way out of the lair once the No-No Man has sealed the entrance, and is filled with the parts of past victims he didn't find appetizing... the ground is soft, rotten with blood and old organs, and is incredibly dangerous. If you wander through the garbage chute with any injuries, infection is certain.

Call of Emea
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The artifact that keeps the No-No Man fed is a simple thing. Looking like a hand-carved horn with only simple black cord wrapped around either end, the horn will influence the dreams of anyone near it. Nightmares become twice as bad. Pleasant dreams lure the dreamer to stay in them for hours or trials longer than a normal being could sustain sleep. By blowing the soundless Artifact near a sleeping person or persons, one can effectively imprint on their dreams, implanting suggestions such as leaving a key out on a windowsill. The dreamer, upon awakening, will find this idea fixed in his head. Many unsuspecting mortals will simply follow the strange urge implanted in their dreams, forgetting about it soon afterward.

Moderator's Note: Players must get approval from a moderator before embarking on a mission into the No-No Lair, as the No-No Man is extremely dangerous and death is always an option..

The No-No Man

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Race: Unknown
DoB: Unknown
Title: None
Skills:Unknown


Named for one of the worst and depraved acts ever conceived, the No-No Man exists deep in a hole burrowed into the heart of a ruin. He guards a small, horn-shaped artifact that, among other things, influences dreams of the easily swayed. The biggest demographic among these are children, lured from nearby towns and attracted into the hole by the toys, games and colorful regalia of the hunters lair. This allows the monster to simply lay in wait and allow his prey to come to him. Beware, he doesn’t like his meat aged, and wants no word of his horrific acts to leave his darkened hole.

The No-No Man, being a man cursed by Immortals in some legend past, has deformed considerably since being damned to the depths of the Lair. He has six elongated arms tipped in tiny, sharp claws. His face is narrow, with a small mouth filled with sharp fangs. His eyes dominate the majority of his head in order to help him see in the dark. His multiple limbs aid him in climbing around the labyrinthine tunnels underneath the Westwind Ruins, setting traps for the unwary adventurer or curious child drawn by the mystery of the artifact. The No-No Man speaks common, but it's unlikely he will ever hold a conversation with adults, as his intended prey are children and all others are to be avoided and destroyed. His original name has been lost to the sands of time, but several rotten journals hidden around the ruins tell the tale of a mason with an unhealthy predilection for the neighbor's children...
Credit: Moulder

Re: [Rharne] Development Thread

Posted: Mon Aug 20, 2018 12:51 am
by Jonathan Burr
 ! Message from: Oracle
Approved, thanks for this submission!
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Name: Gasping Orchid
Appearance: The Gasping Orchid is roughly 6" in height, but as most parasitic orchids are wont to do, will wrap around tree trunks with scarlet tendrils in order to fight for a place in the sun. Their leaves are small, roughly the length of a man's thumb. Though green in hue they are veined in the same blood-red color as the vine itself. The leaves grow in bunches, with foot-long bare intervals where they are few if any leaves at all. What makes this plant most striking is it's flower. Larger than an ithecal's fist, blood-red, and sticky, they bring to mind a red mouth opening to consume some poor creature. When not open, these flowers seal themselves up in fleshy, veiny 'pods' that are nearly impossible to cut through. These flowers are crepuscular, and bloom at early morning and sunset. All other times they are sealed.

Description: Gasping Orchids are native to the swamps of Rharne. They exist by winding up trees, sinking their roots deep into the flesh of the tree. Their aim is not to kill their victim, though the trees infected with Gasping Orchids often fail to thrive and wither away within a few arcs, leaving the orchid to capitalize on the corpse. Gasping Orchids reproduce in a strange way. A pair of white swellings at the rear of the "throat" of the flower will become monstrously huge in late Ymiden. By early Saun the swellings have grown to a point where the flower can no longer shut itself. When the pressure becomes too immense, the flower will explode. A hail of wet, sticky seeds each the size of a flea will fly through the air and (hopefully) stick to a nearby tree.

Beware; though these bursts are relatively harmless unless you happen to be a tree, Gasping Orchid seeds are designed to stick and hook onto a warm, viable host. Once they find one, be it the surface of a man's skin or the sun-warmed trunk of a tree, they immediately send a root down. This root is tipped in barbs. The longer the itchy seed stays on a man's skin, the deeper the root goes. The root will eventually mistake muscle tissue or bone for a tree, and will start to sprout. Once a man has been affected with this level of Gasping Orchid, it is too late. No matter how hard he tugs on the plant, or attempts to cut it out, the roots will allow it to leech energy from a man's flesh and regrow itself. Gasping Orchid infections can last for decades and decades. Skeletons of the afflicted look like swiss cheese where the roots have bored holes in and out of the bones to more securely anchor itself. Death is slow, and agonizing, and takes dozens of arcs. A man will shamble along until he is no longer recognizable, with flowers sprouting out of his back or arms, and vines consuming his features. If the roots manage to bore into the brain, a more severe symptom occurs; madness.

The plant will burrow deep into the brain and begin to drill holes into it for nutrients. Seizures, hallucinations both complex and simple, swelling in the brain, and eventual death are all symptoms of a poor mortal afflicted with a Gasping Orchid that has made its way to the brain. These individuals can be unspeakably violent, and will often attack friends and family members. The afflicted are known as Gaspers. Gaspers will shamble through the swamps of Rharne and stand in sunny spots to allow their vines to soak up the sun. They live a meager, horrific existence, until someone comes along to either cure them, or end their suffering.

The treatment for Gasping Orchid is currently unknown.

Frequency: Uncommon
Level of Danger: Extremely High
Special Properties: Psychotoxins; the Gasping Orchid seems to have the power to convince its mammalian victims that it is somehow beneficial, to prevent them from removing it. This is derived from the roots of the plant, and can be ground up and added to food to temporarily make an individual highly suggestible. However, due to the instability of the compound, the difficulty in harvesting the orchids without oneself becoming infected, and the relative rarity of the plants, only a master alchemist or chemist would have the skills to produce such a serum. Alchemists lower than Master will find that their serums only aid in suggestibility of a varying to lower degree, and run the risk of the serum backfiring and infecting the intended target with Gasping Orchid seeds.
Additional Information: Hi, I love you, this is for the contest.
Credit: Your name here

Re: [Rharne] Development Thread

Posted: Tue Aug 21, 2018 6:55 pm
by Faith Augustin
 ! Message from: Oracle
Looks good to me! Approved!
Isonomia HQ: Rharne
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Founded in Saun 718, the Isonomia HQ in Rharne is in a small and pleasant house in the Earth Quarter. The building has a good number of rooms and is bright and airy. Since she had bought it, it acted as the Headquarters for the Isonomia Faction in Rharne. As the founder of the faction, Faith was there most of the time.

Isonomia, as a faction, is increasingly known as a group who work to help others. Seeking to eradicate poverty, they have a specific agenda and that is help out, not hand out. Money from Augustin's, the high end boutique run by Faith and from members and donations keep this place functioning and they work with the Cathedral, Merchants' Guild and the Order of the Adunih to fund and staff community projects, working for the betterment of all citizens of Rharne.

There are a number of reasons for visiting this building. It might be that a civic minded citizen wishes to join the faction, or to make a donation. Maybe the individual wishes to volunteer their time or take up one of the jobs which Isonomia advertises. Either way, there is always someone at reception and, it is worth to note, there are always guards. The reception room is the first room as one enters the door and there are armchairs and sofas for people to wait, if necessary.

Services

Isonomia is a different kind of location! Here, you can give back to the Rharne community. Therefore, your PC can:
  • Donate money to Isonomia
  • Join the Faction (write up linked in my signature below)
  • Donate time to Isonomia
  • Take up one of the jobs currently advertised (see next tab)

Current Jobs

Here will go a list of three or four jobs which are for the betterment of the poorest in Rharne. I'll get them approved by a Rharne mod before being completed and agree rewards etc, and where they come from, also.

Posting Rules

This is an OPEN location. Please post directly into this location in order to receive a reply. Your reply will be by one of the PC Members of Isonomia in Rharne and may be a single post or, if it's required, a link to a new thread. This allows the Mods to see on a seasonal basis, how busy the faction is.

Isonomia Members will also post here with links of Isonomia-related threads and IC single posts which detail things which are happening, etc.


Credit: Faith

Re: [Rharne] Development Thread

Posted: Wed Aug 22, 2018 6:42 pm
by Faith Augustin
 ! Message from: Oracle
Approved! Thanks so much for writing this up, it's a fantastic location.
Merchant's Guild Hall
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Merchants Guild Write UpAll administrative business takes place at the Guild Hall - an imposing building located in the Glass Quarter. Along with the administrative offices, the Hall contains many meeting rooms that can be freely booked by any of the guild’s members. The Hall also holds a large ballroom, which is frequently used to host exclusive parties and events for business owners, suppliers, contractors, and powerful travelers from other lands.

The Merchant's Guild Hall of Rharne is a beautiful building located in the Glass Quarter. It has high, vaulted ceilings and beautiful gilded chandeliers. The building is a picture perfect example of Rharnian architecture at it's best made from clean marble and white stone with lots of windows and stained glass. The visitor to the Guild Hall finds their way into a plush reception area with all amenities and a smiling and efficient receptionist.

However, if one is not a member of the Merchants' Guild or, holding an invitation to a specific function currently happening, then the reception area is as far as you will ever get. The Guild Hall is very strictly Members Only and has a number of meeting rooms and function rooms which are free for Merchant Guild Members. These are able to be booked by members of the public, should they feel inclined and, of course, subject to availability. The Ball Room is exquisite and boasts an entirely glass ceiling which is made from glass imported from Scalvoris - the massive dome swirls in a rainbow of moving colours, reflecting down on the room itself.

Of course, Merchant Guild seasonal meetings are held here, and often there are workshops and discussion evenings for members. These provide training and teaching alongside mentoring and sharing experience. The Guild Hall is always busy and members of the Merchants Guild have communal spaces here to share stories and tips.

Pricing

Meeting Room Hire:
► Show Spoiler

Moderator's Note: Please see current Merchants' Guild PCs and NPCs listings.

Credit: Faith

Re: [Rharne] Development Thread

Posted: Thu Aug 23, 2018 5:47 pm
by Faith Augustin
 ! Message from: Oracle
Approved! This is a lovely write up. Thank you!
Merchants' Guild: Guild Library
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Merchants; Guild: Guild Library write up The Merchants' Guilde Library: The Guild Library is located in the Glass Quarter, and is owned and run by the Merchants Guild. It is the only publicly accessible library in Rharne. Guild members can access the library for free, while non-guild members are able to use it by shelling out 2 gold nel per visit. The library’s resources are extensive and contain a breadth of knowledge ranging from the history of Rharne to the economics of Nashaki. Both fiction and non-fiction manuscripts can be found on its well-crafted shelves. While books cannot be removed from the library’s premises, the library itself contains many desks that can be used for reading and research.

Write up: here
Rharne's only publicly accessible library sits in the Glass Quarter, a bastion of knowledge and learning. While the outside is all clean lines and tall windows, inside the library itself is a wonder. Not, however, because of the undoubtedly beautiful furnishings or the way that the light pours in and reflects off the marble floors. Even the large tables carved to appear as though they themselves are open books pale into the mundane when compared to the sheer organization of the place.

Everything is in a clear and specific order and it has a labeling and classification system which the best trained military minds envy. This vast collection of books, scrolls, journals and papers spans five stories, all filled with floor to ceiling shelves both against the wall and free standing.

Unless one is a member of the Merchants' Guild, the entrance fee must be paid on entry. However, once inside everyone has almost equal access to the main library. There is a restricted section which only members of the Guild may peruse, without exception. What is contained in that section is a well guarded secret and something not discussed with members of the public.

There are notices pinned to boards inside the library, showing the layout and beautiful mahogany draws filled with carefully written index cards. The place is quiet and there is an air of reverence, it seems, every time someone touches a book.

Pricing


Entry to the Library
Merchants' Guild Members: Free
Members of the Public: 2gn

Borrowing up to two books
Merchants' Guild Members: Free
Members of the Public: an additional 30gn , fully refundable deposit upon the safe return of the books.

NPCs

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Name Winston Weeble
Race: Human
DoB: Born Ymiden 12th 689
Title: Librarian
Skills: Logistics: Master (78), Writing: Expert (60), Linguistics: Expert (65), Research: Expert: (68), Needlecraft: Competent: 45

With a name like Winstone Weeble, what else would he ever be but a librarian? This is a joke often told by Winston and he inevitably chuckles to himself once he's told it. He never gets tired of it, it seems. He's a quiet and studious chap with no family - he seems to be married to his job. The organization of the library is his and he tends to be far too much of a micro-manager for his own good.
Credit: Faith


Credit: Faith

Re: [Rharne] Development Thread

Posted: Thu Aug 23, 2018 8:16 pm
by Mute
 ! Message from: Oracle
Oh my gosh I love this! A Stormwastes cacti! Fantastic! Approved!
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Name: Prickled Fists

Appearance: The spherical cacti range from three to six inches in diameter and can weigh from two to ten pounds, all the depending on the quantity of the cluster growing together. The stems are a dull green color, though the dust from the Storm Wastes often clings to the plant, giving it a brownish tint during much of the arc. Tiny areoles sit between the stems, which ripple like that of a pineapple, and the spines grow out in a five-sided star pattern across the entirety of the plant. They bloom in the latter half of the Ashan season for about a fortnight, producing a vibrant purple color.


Description: One of the few plants that can survive the desolate Storm's Waste, these cacti grow in small clusters among rocky terrain and in the more shaded areas, few that can be found, in the area. Given the lack of extensive fauna in the region, this plant has evolved over the centuries to self-pollinate their seeds that then attach to the flower blooms in the spring season. As the flowers wilt, the wind carries the them far distances until the debris settles and the seeds germinate elsewhere. The Prickled Fist is a squat and tough plant, both of which are necessary traits in this harsh environment.


Frequency: Uncommon


Level of Danger: Low


Special Properties: Like most cacti, The Prickled Fist conserve water in their stems, making it a vital plant for any wanderer or resident who tries to travel in The Storm's Waste. The yield is low for any one plant, but these cacti tend to grow in clumps of eight to twelve, so there is often more than enough to sustain a small party as long as they're not solely reliant on the plants. The one downside is the water is tainted with the Fist's natural pollen which has a hallucinogenic effect if too much of the liquid is consumed. Side effects include feverish dreams and an increased reaction to visual stimuli.

Additional Information: Besides the water, the spines can also be harvested and are sturdy enough to be used as makeshift needles in sewing kits if necessary

Credit: Mute

Re: [Rharne] Development Thread

Posted: Fri Aug 24, 2018 1:47 am
by Yavanna
 ! Message from: Oracle
What an interesting plant! I'm sure the denizens of the Adult Forum will appreciate this! Approved!
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Name: Tempestatem Dulcia Facit (Seductive Storm)
Appearance: 14 - 16 inches when mature, has an faint static sound that echoes from it
Description: Native to the plains of Rharne, the Seductive Storm is a remarkable flower that blooms with their pink petals tipped in bright blue appear to be almost hand painted! Shorter in stature, the Seductive Storm typically has smaller leaves than other Rharne flowers. The small pink lily is adored for its pink to lavender-blue blooms that appear very late in Ymiden and early in Saun. This bulbous perennial is native to the forests and even the sheltered areas of the plains of Rharne, where it grows in moist, often shaded, locations. Delivering a clump of green, strap-like leaves in very early spring, the flowerless clump remains photosynthetic until it dies away in early summer. Leafless stems rise from the ground in mid- to late-Ymiden. Each stem is topped with a cluster of four to six pink, trumpet-shaped flowers, each with six petals edged with a vibrant light blue color. Some plants' flowers are deeper rose-pink while others are pale violet-blue. Insects are the primary pollinators but in some areas, small birds may also visit the blooms. Bulbous, three angled pods willed with flattened black seeds are produced during the end of the Hot Cycle. These plants rarely germinate in a garden.

Frequency: Common
Level of Danger: Only when taken in drug form (Dangerous) as it can cause damage to your liver and bladder.
Special Properties:

Flower Nectar: Used primarily as an aphrodisiac, the nectar of the Seductive Storm lives up to the name its been given. The nectar is as sweet as honey and when one drinks it and it increases arousal, which is great for foreplay and setting the mood for any carnal interaction. Taking excessive amounts or using for extended periods of time can cause severe damage to the lining of your liver & bladder, so take sparingly.

Stems: The safest form of the plant, it acts as an erectile dysfunction cure when ground into a fine powder and imbibed with a liquid.

Additional Information: None

Credit: Yavanna E.