Harvesting the World: A Guide to Herbology and Rare Magical Components
This reference guide is the culmination of research into various alchemical, medical, and arcane resources. It is written by a famed Tenari researcher, Tamlin Syra'nar. The guide has a forward section that is instructive on the use of a harvesting, alchemy, herbalist's kits. Allowing anyone who studies it for a week to replace a tool proficiency they have with one of those three.
Harvesting the World is a collection of all the accrued knowledge I have obtained related to the harvesting of rare and exotic magical components and herbs. As many have pointed out, my texts on regional ecological assessments and resources tended to be extremely repetitive from book to book and in many cases contain errors and truths that I have later learned to be false. While I do not claim that this book will be complete or without error, it is a more accurate accounting of the given topic. I have found that while there are some exceptions, these components can be more standardly categorized by the biome that they inhabit. For this reason, that is how this manual will be arranged. It should also be noted that all harvesting and herb gathering requires the supplies contained in harvesting and herbology kits, as well as the knowledge of how to use them.
Forests
Forests are the most common biome throughout the Mortal Realm. While some of the fauna of forests throughout the world differs, much remains the same, especially when it comes to the flora. Arrowblossom, Fey Orchid, Poison Birch Bark, Treestars, and Lichlichen can all be found in forests. The availability differs by region, however any forest can contain these herbs. Common creatures found in forests that contain magical components are giant spiders, ettercaps, treant, violet fungus, myconids, and hambling mounts. Trolls are easy to find when you get there, but can only be found on a single island off the southern coast o f Hraun. More uncommon finds in forests are rocs, griffons, phase spiders, unicorns, will-o-wisps, tarrasques, elementals, and displacer beasts.
Jungle
Jungles are incredibly diverse areas, generally with a lot more rainfall and thick vegetation. While it is a bounty of harvesting and herbological offerings, they are often more dangerous and hard to get to. Generally the easier parts of the jungles are less bountiful, as they are more saturated with collectors. All creatures and plants found in forests can be found in jungles as well. Additionally Coatltail Vine and Stormfern can be found here. More exotic creatures to inhabit jungles are medusa, elementals, coatl, and harpies. However, there are many parts of the jungles still left to explore.
Mountains
Mountains are a tough climate to exist in, which tends to lead to a lot of powerful creatures and rare herbs. Among those herbs to be found in the mountain are Dwarvesbeard Moss, Runidiri Lavender, Troll Pine Cones from the great Troll Pine Trees. Mountain creatures with valuable reagents commonly include griffons, rocs, elementals, treants, ettercaps, giant spiders, and phase spiders. On rare occasions you can find tarrasque or even cave dwelling creatures.
Plains
The plains of the world are one of the hardest places to scavenger such valuable assets. Part of this reason is that much of the fertile plains of this realm are now farm lands. The best plains to forage are in the Celestine Empire, where ongoing conflict keeps most people in cities. Flora of the plains include; Celestialbloom, Noxious Ragweed, and Elysian Thistle. It is said that Elysian Thistle only grows where one of the chosen perished during the War of Ashes. Creatures of the plains are also quite rare but include coatl, displacer beasts, unicorns, and shambling mounds. On nights where there is a new moon you also are much more likely to find Nightmares stampeding across a plain.
Swamps
Swamps provide a litany of herbs, especially mushrooms. A swamp has the potential to contain just about any mushroom, even those not usually found in the swamp biome. What you are likely to find in any swamp is; Duckweed, Stinking Bogberry, Violet Lionsmane, Frogstools, and Sable Waterlilies. Straddling the line between botany and harvesting is also the Whomping Willow Seed, which you will likely need to defeat a Whomping Willow for. Unlike shambling mounds or treants, Whomping Willows will require an herbalist kit to get at its seeds, rather than either that or a harvesting kit as is the case with the former. Swamps are also home to many creatures, but especially myconids, shambling mounds, treants, hydras, giant spiders, elementals, ettercaps, and the occasional will-o-wisp, shadow, or wraith.
Boreal
Tundras and boreal forests are quite inhospitable, which means that many of the plants and animals that live there have unique coping mechanisms that often have magical properties. For plant life we have Frostfern and Polar Lichen, followed by the ever elusive Snowlily. Snowlily’s have been known to be found anywhere cold, however the most profitable trade are those who make the dangerous travel to the Rimescorn Iceshelf, which is why they tend to be more expensive. Remorhaz are the most valuable of the arctic creatures, however they only live in areas where there is volcanic activity, which generally means cold places, but deep underground. One oddity in boreal climates are demons. Many demons fled to far off places after the war, and these cold regions have proved to be excellent hunting grounds for them.
Desert
While there are few beings, plant or creature, that can survive in the desert, those that do tend to be valuable. Manticore Cactus Pins can be found throughout deserts as well as Sandtuber Roots, however the latter is much more common on coasts or oases. Exotic creatures can be hard to find, but if you do you can come across lamia, sphynx, harpies, medusa, vrock, or even a tarrasque.
Caves
Caves are one of the most overlooked wonders of the magical reagent game. They are home to some unique flora, however it is the unique creatures that are the real prize. Flora to look out for are Starlight Lichen, Twilight Jasmine, and Seershroom. Creatures of the deep you may find are cloakers (especially in caves containing water), aboleth, spiders, ettercaps, wraiths, shadows, remorhaz, dretch, elementals, lemure, or vrocks.
Aquatic
There are certain creatures and plants that prefer an aquatic lifestyle. Kraken Kelp can be found in any ocean, as well as Seatalk Roots which are usually found on the coast. Kraken themselves are the most valuable sea creature and are most common off the coast of Golgolthyr. Mudroot, Rivercaps, and Snakeweed Pollen can be collected near just about any river in the realm. Duckweed and Whomping Willow Seeds are also a potential find near still water like lakes or ponds. As for creatures, larger hydras will move into lakes once they get to a good size, but be prepared if you are going after such a beast. Freshwater areas can also attract many creatures from the biome that the river or lake are in. Water type elementals are obviously much more common near natural water sources.
Other
There are some other creatures that contain important ingredients, however can be found anywhere. Mimics, vampires are among those. While wraiths and shades are more common in some areas, they can also be found anywhere death has been dealt. Demons, whose blood is a powerful component could also potentially be anywhere, however it should be know that lesser demons such as imps or tieflings do not have a useful magical property to their blood. It should be said that varl horns are also a powerful reagent, however many consider harvesting them unethical due to them being sentient creatures whose horns are culturally important, but that does not deter some folk.
This concludes all I know of harvesting. Perhaps one day another will take up my mantle and continue this work as we learn and discover more secrets of this world.
Type
Manual, Professional Skills
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