Terrain & Flora

The humid temperatures and year round rains make Solidar Minor a tropical paradise, or, in some areas, a dangerous tangle of uninviting wildness.  The main roads of Karfax, Kismet, and Sapphire Counties cut through the less habitable places, bringing civilization with them, but just off the beaten path lay many unexplored and hostile mysteries of undiluted nature at its prime.

Known Plants of Solidar Minor

Ambrocca: This strange and wonderful medicinal herb grows wild in many places of Solidar Minor, but because of its miraculous properties, is quickly becoming over-farmed and soon to be endangered.  Depending on how it is prepared and consumed, Ambrocca can heal wounds and fatigue, restore spell energy, prevent or even reverse aging, and much much more.  Wild Ambrocca is exported to Solidar Proper, Drakengard, and the Scorched Coast, and as awareness of this plants existence spreads, so does its demand soar.  Solidar Minor Nobles who use Ambrocca do so in shameful quantities.  While Ambrocca still grows wild in some undiscovered places, the art of farming it is known only to Weh’Lan druids, who are very reluctant share, fearful of the abuse by the lesser races…

Dojah: There are dozens of strains of Dojah, and dozens of ways to smoke it.  Usually, it offers a spiritual experience that elevates the mind and unlocks new avenues of thought, relieves muscle pain and fatigue, allows one to focus on a single mental task above all else, and elicits artistic creativity.  Dojah smoking is celebrated south of the Sands of Fire, frowned upon as an excess within Solidar Minor, and outright outlawed within Solidar Proper.  Goblins & Halflings smoke copious amounts of dojah.

Foolnip: This creeping weed is a nuisance to gardeners, and has little value, except it is known to intoxicate felines.  Its aroma alone will render Bastet either completely docile, confused, or infuriated.

Gloom Lichen: This blue or purple luminescent moss gross in areas where death energy is prevalent.  If found in large concentrated amounts, it can grant nearby undead Turn Resistance, and inspire spiritual haunting.

Huellas: This ornate blue blossom grows in areas near Hyldavar ruins or defunct Hyldavar portals.  It has the natural quality of sapping nearby arcane energies; if found in large quantities, it imposes a natural antimagical aura in the area requiring a Spellcraft Skill Check DC 10+ Spell Level to cast arcane spells within its area of influence.  It is a potent ingredient for a variety of potions, scroll inks, and other magical items, netting 600 gp per dried pound.  If its bulbs are boiled and drank as a tea, it inhibits any spellcasting ability you may have (you cannot cast your highest level spells, and all your other spells suffer -2 DC), but bestows Spell Resistance (10 +1 per HD) for 1d4 hours.  If you drink more than 1 dose within an 8 hour period, or are attacked with a concentrated dose, you must roll a Will Save DC 14 or suffer 2 Int, Wis, & Cha damage, wrestle with vivid hallucinations, and lose your highest level memorized spell (or spell slot).  As a side effect, whether using responsibly or poisoned with an overdose, any Conjuration (Summoning) magic you use while under the influence of Huellas has a 20% chance of going haywire and either targeting the wrong recipient, teleporting something to a random location, or summoning a random ill disposition Outsider.

Iridescent Flower: The petals of this bloom glow yellow-orange in the dark.  The stamen extend visibly longer than usual, and if disturbed, by local movement or even wind, the blossom expels a toxic cloud of pollen.  This serves a threefold purpose; it discourages predators from damaging the flower, it sends passers-by away covered in pollen to germinate other areas, and it forms a symbiotic relationship with local predators, weakening their prey, so that their felled decomposing bodies may fertilize the plant.

Kapashe Melons: Delicious red citrous fruits with yellow rines, these are a staple export of Solidar Minor.  Kapashe juice can be distilled into a potent wine, called “Kapashine” or “Epsu Kiss,” depending on quality.

Lethe Lotus: This purple flower, which grows wild in higher remote regions of both the Starlight & Sapphire Mountains and the dankest recesses of the Meddlewood Swamp, can be brewed into a powerful psychoactive tea.  Consumed as is, it is a chaotic hallucinogenic experience, but when guided by various divination magics and skilled shamans, it can become an intense spiritual quest for redefining one’s self.  Those that perform the Lethe Ritual can relive the lives of their ancestors, forget their past, or even acquire the memories and skills of past lives or alternate versions of themselves from other dimensions.  The mind becomes a blank slate to be rewritten by the joint efforts of the individual soul and its ancestor spirits.  One may simply alter or swap current abilities, or a dramatic change may occur; a fierce warrior may awaken as a potent spellcaster, or vice versa.  The plant was declared contraband in Solidar Minor hundreds of years ago by the Sol Inquisitors (and is still illegal today long after their disbanding) because its use tends to invite demonic possession.  Those that overdose on Lethe can be reduced to vacant catatonia or ripe vessels for malevolent alien entities to seize.

Lunamarcha: A white and yellow flower, its scent is known to repel predators and vermin, especially rats and wolves.  It is mildly toxic if consumed.  Legend has it the petals of this flower can be brewed into a cure for lycanthropy, powdered and used as a seal against witches, or a poison to kill various shapechangers.  Shamans regularly drink lunamarcha tea in order to commune with their totem spirits.  Lunamarcha exclusively grows on the slopes of the Starlight Mountains.

Mandolora Root: Common folk chew or brew this bulb for increased sexual potency, or a quick burst of energy during their work day.  Those who channel divine magic know this as a spiritual supplement that, when properly treated (Craft: Alchemy DC 20, 400 gp) creates a potion that increases their effective spellcaster level by +1 for 4 hours; afterward though it leaves them fatigued.  Anyone consuming more than 1 dose of Mandolora root in a 24 hour period must roll a Fort save (DC 13) or become nauseated.  It is thought to grow in areas of dragon droppings.

Mocconut: A savory, if hard to get to, fruit from the Mocco Tree.  Mocconut milk is said to aid in childbirth.

Smeckal: A highly toxic mushroom that induces hallucinations.  Nin’ki can usually find it.  An ingested pinch is enough to send you into a lucid dream state for hours. Afterward, you are exhausted.

Tobacco: Also called pipeweed, it grows naturally throughout Solidar Minor.  Export of tobacco is one of the many lucrative business ventures of the Grunschild gnomes.  There are various taxes involved moving large quantities from county to county, up north past Pitchfork Post, or across national boarders.

Unidade Lily: Despite efforts of horticulturalists and druids, this red flower only grows on a small patch of fertile ground on the Isle of Sorrows, within a sanctuary for endangered plants and beasts tended by the druids of Weh’Lan.  It has a distinctive scent sought by perfume makers across the realm.

Vine Doors: Bred by lizardfolk of the Turtle Tribe, these sentient vines attack with lashes and strangulation any that they are unfamiliar with.  Like a guard animal, they can be trained to let certain individuals through without harm.

Virfem Tulip: Often the subject of bawdy humor, this plant’s blossoms and stamen very much resemble the genitals of humanoids.  Growing them in your personal garden is thought to bestow virility.