Plants of the Wastes.   Posted by GM.Group: 0
 GM, 6285 posts
Mon 20 Apr 2015
at 09:45
Plants of the Wastes.
Lets stick here healing herbs and other odds and bods that we come across on our adventures.
 GM, 6304 posts
Tue 21 Apr 2015
at 17:31
Re: Plants of the Wastes.

Mashed root used as a poultice for arrow wounds, especially poisoned or infected wounds. Will stop the bleeding and on a successful first aid roll will heal 1d4 pts of blade venom damage.
 GM, 6305 posts
Tue 21 Apr 2015
at 17:34
Re: Plants of the Wastes.

A moderately common grass in the Wastes, with long, stiff leaves and rigid seedheads of a pinkish-grey colour. Rarely reaches 1m in height and grows from the middle of Winter fertile through Summer.
 Praxian herd beasts avoid the grass, but nomads use the seeds, roots and most often the stems as a spice for their food.
 GM, 6306 posts
Tue 21 Apr 2015
at 17:39
Re: Plants of the Wastes.
Healing Herbs

Blackseed: The black seeds of this herb are crushed into powder, mixed with milk and used to combat the Creeping Chills

Fingersticks: The soft, fleshy stalks of this herb are used to heal wounds when made into a poultice. 1d4 pot.

Hairflower: Used to combat the Shakes.

Inipris: Useful in resisting the Wasting disease when drunk as a hot brew.

Lang: A healing herb that speed natural healing and will stop bleeding.

Liverleaves: Used to counter ingested poison.

Silver strands: Used to combat Soul Waste.
Ohanzee Shappa
 player, 1702 posts
 Rhino Rider
 Raven Follower
Mon 27 Apr 2015
at 19:53
Re: Plants of the Wastes.

Thunder Fruit: found during Earth Season, below the sand. A bloating Mushroom,
brown with orange markings on it's underside.

The South Wind: A lichen found on the Southern sides of boulders, similar in
colour, Brown with orange specks. All year round though more potent in Sea Season
than others.

Morocanth’s Piss - Grows along river edge, smell terrible but keeps insects away.
 GM, 6577 posts
Fri 15 May 2015
at 09:07
Re: Plants of the Wastes.

Healing cactus. 1d4+2 pt.

Goyo root

Blade venom from the Saxaul tree. 1d12 pot.
 GM, 8823 posts
Wed 30 Mar 2016
at 17:32
Re: Plants of the Wastes.
@Joerg's post Termites in the Wastes reminded me of the critter section for the upcoming Prax book. Initially I was a bit daunted that I would have to populate the Wastelands with creatures to possibly emulate a real ecology, so I ignored it for three years and came back to it. My realisation is that the Wastes don't have a rich "ecology". It has a limited damaged one maintained by a magical pact with the gods. I don't have to fill it. The main cycle is Earth -> Plant -> Herd beast -> humans/predators -> Earth. Any waste returns directly to the Earth to be reused. Fertility is finite, what was Genert's Garden has lost its fertility. There isn't much plant waste at all, most is eaten at some point. There are other creatures in the wastes, but not many. The encounter table sums it up in Pavis GtA, some birds not many species, perhaps only 6 or 7, predators 4 or 5, other small herbivores 4 or 5. Insects - some, flies, mosquitos on the coast, 1 species of ant, a beetle or two, but not the rich ecology of a chaparral. The richest places will be those adjacent to water. Oasis will have 1 or 2 other animal types. Rivers have fish etc. Plant wise, the Wastes probably only have 20 types including trees. It's not rich or varied by any means. Once Genert's fertility is restored, things will be different.
 GM, 8836 posts
Fri 1 Apr 2016
at 10:11
Re: Plants of the Wastes.
Blood flower.

Found only at Tourney Altar, the flowers of this plant, which grows around the edge of the natural amphitheatre, are used to stop bleeding.
 GM, 8837 posts
Fri 1 Apr 2016
at 18:20
Re: Plants of the Wastes.
David Scott

It's my intention to portray the Wastelands as a very nearly destroyed god's garden that has barely survived into time. I'm not intending to model it using ecology (hence my "Ecology" in the title) or real world evolution. I've studied enough of both evolution and ecology at uni, to know what to avoid. So

  On 31 Mar 2016 at 7:38 PM, Jeff said:
Mythology explains Gloranthan reality far better than poorly applied terrestrial physics.

This is my starting point, erase from your minds, the real world of animals, ecological niches, etc. I fully understand that your Glorantha will vary, but that can come later.

So lets head back to the Great Darkness. Genert's garden is destroyed, it's fertility lost, Genert is dead. Eiritha's been buried to avoid death and there are pockets of survivors being barely sustained by those who will later become Waha's friends and part of the Praxian tradition. Waha gets everyone together and realises that the fertility is so badly damaged that without magical intervention, it's not going to be sustainable. Waha also ties the Wastelands back together, the damage is so bad that parts float away and are lost. Only that which Waha ties together is saved.

At the Dawn Ernalda does not return to the Wastelands, she can exist only at the Paps and then only really through her daughter Eiritha. Aldrya only exists at the paps, along with a few other fertility related gods. The only fertile spot is the Eiritha Hills and the sacred ground around the Paps. There is no land god or goddess present in the Wastelands. Any other fertility or plant can be brought into the Wastes, but has to fight to remain. Other sources of fertility are clearly the Zola Fel, a few other rivers and the Oases.

At the Dawn there are the tribes of the covenant, the independents and a few animal that survived the Great Darkness for their own reasons. The Basmoli are clearly the source of the lions. Tigers I'm unsure about - but there is clearly a cool myth called Waha and the Tigers.

If we drew a fertility map of the Wastes, it would be more fertile at the edges, around water, the Eiritha hills. Fertility like Ronance is ephemeral and localised.

  23 hours ago, TRose said:
But then you could also have a  rare  plants and animals that  have limited range. A Blood red flower that only grows at Tourney alter or a Herb that only grows at the Well Of Eriniala . Or a beetle that nest only on the tops of Condors Crag. And of course these rare plants and animals are the ones you really, really need for making magic potions and the like.

This is exactly how it works.

  7 hours ago, Joerg said:
and those sort of emulating the Covenant like unicorns and war zebras (who are based on the still extant plains zebras, IIRC).

Unicorns returned due to a Green Age heroquest, War Zebras were bred magically by expert Pure Horse People breeders fulfilling a Paps prophesy to return the Zebras. There was also a Green Age Heroquest involved - just think who the Zebra founder really is.

Plants brought in by invaders need fertility magic to stay - the sun domers did it, Dorosar's settlers did it, Pavis did it. Ernalda and Aldrya at the Paps are clearly involved in this, as are the 48 old ones for some of the crops that are now successfully grown.

The broken fertility needs something big to change it, this comes with the Hero Wars, but not without a price.