[Rynmere] Development Thread

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Wickon Trees
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Name: Wickon Trees

Frequency: These trees are relatively rare in Rynmere, growing only in north and central Warrick, near the Burning Mountains. They prefer dry soil and warm, flat land to grow on, generally only found in grasslands. Outside of Warrick, wickon trees are nonexistent.

Toxicity/Hazard: Wickon trees are nontoxic, though can be hazardous to humans in other ways. Their danger lies in their leaves. Should a person come into contact with wickon leaves, perhaps by climbing the tree, they would fall in danger of becoming ensnared in the tree's branches. The leaves also turn hard and sharp in the winter; as such it is advised to be careful when standing under one of the trees during that time.

Appearance: Wickon trees are moderately tall, straight-backed, deciduous trees measuring anywhere from 30 to 50 ft in height, with a trunk about as thick around as a man's arms hooped. They have peculiar leaves, green in color but otherwise strange: long, thin, and pointed on the end. The branches of the tree only grow out of the very top of the plant, leaving a long, barren trunk that is very hard to climb. The size of one leaf, if removed from the main body of the plant, is about the length of an adult forearm, and as thick around as two fingers together.
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Wickon trees flower in the early spring like many other plants. Their flowers are said to be quite beautiful, trumpet-shaped, brilliant blue and flecked with black dots, reminiscent of a lily. The flowers grow in clusters and give off a delightful scent like a perfume, which in the summers give way to sweet-smelling blue-black fruit. During this time, specifically Saun, the wickon trees lose their leaves, unlike normal trees which shed in the winter.

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On the outside, wickon fruit are rounded and smooth, almost shiny in appearance, and so dark blue as to be black. They grow anywhere in size from a bit smaller than a human palm to the size of a grapefruit.

The flesh of the fruit is soft and orange and marked with a simple, pleasing pattern, similar to a persimmon. Each fruit holds only eight seeds which are easily removed from the flesh. The taste of the fruit is incredibly sweet; the juice can be collected and dried in trays to produce yellowish wickon-flavored sugar, wonderful for use in pastries and desserts.
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Wickon seeds are flat and dull on the outside, an unremarkable brown, each about the size of a nel (coin). Cut open, they are a beautiful blue. Wickon seeds are not good for much, though some grind them to add to more fiber and texture to their breads. Others chew and spit them much as someone might on straw or sunflower seeds, though wickon seeds have no taste of their own.


Properties/Abilities: For the most part, wickons are like other trees, with bark, roots, a trunk, and branches. It is their leaves that make them exceptional. Because the shape of their leaves is poor for collecting sunlight, wickon trees find nourishment in other ways, namely by trapping birds and small climbing animals in their branches. Their leaves have the ability to snap shut over prey, winding in place to trap small animals much like a slap bracelet on a wrist. In the summer when they defoliate, the fallen leaves lose their ability to snap and are not dangerous to walk near or on.

In the winter is when these leaves, now newly regrown on the trees' branches, become dangerous again, albeit in a different way. In the winter, starting with the first frosts, the leaves become stiff and sharp, making wickon trees somewhat risky to walk under during this time, as any displaced leaves may fall and puncture anyone beneath them. In this way, the trees again seek nourishment; any small animal killed under the trees' branches will provide nourishment for its roots.

Lifespan and Development: Wickons may live for up to 70 years, casting fruit every summer. They reproduce sexually, needing pollen from another tree's flowers to produce viable young. From a seed, a wickon tree may take ten years to reach a respectable height, and they grow perpetually throughout their lives. Seedlings are small and incredibly spiky, almost like cacti, to dissuade animals or other creatures from destroying them.

Other Information: A person or animal ensnared by a wickon tree will not die immediately and will find themselves unhurt even if the leaves have wound around their throat, though they will likely be unable to move or pull free. If they are able to call for help they stand a good chance of being rescued unharmed, as long as their rescuer is careful not to be trapped themself. Wickon leaves are strong enough to grip onto a creature but not strong enough to crush or damage it; their prey tends to die from exposure, dehydration, or starvation, not from any injury sustained from the tree.

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Last edited by Quio on Sat Nov 05, 2016 1:03 am, edited 1 time in total. word count: 862
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[Rynmere] Development Thread

Nehren
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Name: Nehren, singular Nehr (pronounced Ne'er-en, Ne'er)

Frequency: Nehren are common beasts of burden and companions to the people of Warrick, especially those of Henry Warrick's bloodline; outside of Warrick they can be found in most parts of Rynmere. They only very rarely travel away from the island Rynmere itself.

Toxicity/Hazard: Nehren are not toxic in any way and are generally nonhazardous. They don't have a fighting temperament, and can't reliably be trained to attack. These are docile creatures, simply devoted to their masters.

Appearance: Nehren are gentle giants, huge and threatening in appearance but of sweet disposition. They are extremely strong and muscled, their bodies something of a cross between man and beast, with characteristics of goats or oxen. At the same time --perhaps due to their bumbling gait-- the nehren in a way are reminiscent of bears. They have strong, wide shoulders that, when full grown, are easily the width of a man's wingspan outstretched, and nehren stand at the shoulder just a hair taller than the average person. They are extremely big and well-suited to hard labor, like farm work or pulling carts or wagons. In a pinch, a nehr can be used as a mount, though they are slower than horses; however, when used as draft animals they tend to pull harder than the average horse or ox, making up for their slowness. They are often trusted to pull even the heaviest loads.

Nehren walk on all fours, though can stand on two feet like a bear; when standing, they reach a head-height of fifteen feet. They are extremely heavy, weighing in at half a ton, and are covered in a fine greyish coat of hair, more like a fuzz than anything, though males often have darker, heavier manes around their heads, shoulders, and bellies. They have large, curled horns, long floppy ears, hand-like paws in the front (though they lack a true thumb) and hooves on their back legs, with very little neck between head and shoulders.

Properties/Abilities: Nehren are strong, capable laborers, good for pulling a plow, uprooting stubborn stumps, digging trenches, and any and all other indelicate outside work; thanks to their hand-like front paws, they are also able to grip and lift things in a way that most animals could not. Though of little intelligence, they can be readily trained to perform just about any unrefined manual task.

It is when nehren come together in groups that they can achieve just about anything. These beasts of burden have a sort of 'additive quality' when they are near each other, tending to think alike, and thus able to work with one another to combine their efforts; the more nehren gathered, the stronger --and more capable-- they become. It is said that Hunter's Pass was created by the fallen body of a slain giant; in truth the pass was forged through the mountains by a large herd of nehren, commanded by the original Hunter.

Hunters are the descendants of Henry Warrick-- one of the seven founders of Rynmere. Nehren, for whatever reason, seem to gravitate towards these people through some sort of connection created long past. Though good workers for anyone, nehren seem to adore the Warrick bloodline especially. The bond between a Warrick and their nehr is one of true trust, loyalty, and devotion. Warrick nehren love their masters unconditionally. It is these nehren that tend, more than the rest, to be treated as companions or mounts, rather than mere beasts of burden.

History: Like most everything on Rynmere, not much is known of the nehren's origins, though some have speculated that at one point they were more human than the creatures known today.

Lifespan and Development: Nehren tend to live about 15-odd arcs (years), though some have lived as long as twenty. Most of their growth is in their first four years; after that, they usually have reached their full-grown size. There is no size or strength dichotomy between male and female nehren, and, though unusual, some females even grow horns, though theirs tend to be shorter and straighter, instead of curled forward near the face. It is thought that the horns of nehren are for the most part ornamental, used only for gentle head-bumps and to determine a creature's attractiveness as a mate.

Nehren tend to mate in the early spring, just after Cylus, and gestate for around 5 and a half months, birthing midway through Ymiden. They can have up to four calves per pregnancy, though the usual is one or two. When they are newborn, nehren weigh only a few pounds. They grow quickly, and like many animals are able to see, walk, and follow their mothers within a few short days. A nehren will stay with its mother for one to two years unless part of a breeding program; bred nehren can be sold at 8 months, at the earliest. Young nehren separated from their mothers must have a surrogate parent to care for them, someone they spend most --if not all-- of their time with, or they will become severely depressed.

Most nehren retire from labor at the age of twelve, though these animals are so amiable that even in their later years they make excellent pets, especially as nannies for small children. There has never been an incident reported of a nehr turning on its adopted family; even if abused, they're much more likely to become sad and listless than to protect themselves.

Diet: Nehren mostly subsist on vegetable matter. Hay and other sweet or starchy grasses, grains, tubers, and roots are the majority of their diet. However, they can supplement their food with insects and even worms and snails if plant matter is lacking; they also appreciate the occasional table scrap as a treat. Some nehren must be trained not to dig in the ground in a search for food, as letting a nehr develop bad habits could end up quite poorly, with the nehr destroying a person's entire property.

When eating, nehren pick up their food with their hands to bring to their mouths, much like people, or rats. Their teeth are dull and square, good for grinding, like a cow's. They cannot digest much meat or dairy, though they can digest cellulose and other tough fibers.

Vocalizations: Nehren are quiet creatures who hardly ever make noise. When they do it is usually in distress or as a sign of affection. They have a limited range of vocalizations, usually soft moos, grunts, deep exhales called chuffs, and whickers.

Other Information: People who ride nehren usually ride bareback, right up behind the shoulders. Nehren have occasionally been known to climb trees and other obstacles, and perhaps make better mounts than horses for rough mountain terrain. However, these large creatures are too dense to properly swim, and as such cannot be expected to ford lakes or other deep bodies of water. Their ability to cross a river or stream depends entirely on how deep the water is.

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Last edited by Quio on Sat Nov 05, 2016 1:04 am, edited 1 time in total. word count: 1205
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[Rynmere] Development Thread

Närkï
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Särkïn Blood
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Purple Gambles
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Names: Gamble Flower

Frequency: Grows from late Saun to the end of Vhalar, and is found only in northern parts of Warrick, and along trails in the Burning Moubtains below snow-level.

Appearance: Dark purple flowers that grow in scattered groups, usually amongst the common weeds or long patches of grass, as they prefer shade and being protected from cold winds. Gamble flowers come in two colours, purple and blue, and are often difficult to tell apart. The purple flowers only ever have six petals, while the blue flowers can have up to eight. They grow on long green stems that can measure up to two feet in length, and the centres are always yellow.

Toxicity & Hazards: None that are harmful to humans, but too many flowers consumed by horses have been known to give the animals a terrible stomachache.

Properties: The Gamble flower is used to make a sweet smelling oil that makes wrinkles appear finer, hair and nails stronger, and softens rough skin.

Other Information: Unbeknown to most, the Gamble flower is a key ingredient used in making invisible ink, however, the process for extracting the right flowers during the perfect time of arc (year) is very time consuming.

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1 bunch: 2gn
1 bottle of oil: 30gn

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Star Fire
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Names: Star Fire.

Frequency: Rare.

Appearance: Star Fire is a rare salt found on blacksand or rocky beaches around Rynmere's coast and parts of the Eastern Settlement (mainly the island of Pyke). Star Fire is only harvested during Cylus when it glows in the dark under extremely cold temperatures. It is common in Endor, Gawyne, and northern parts of Krome, but usually only found in small quantities. Star Fire is harvested by fairies and Tunawa, both creatures who have small enough hands to pick it away from the sand and muck the small, bright blue veins of salt run through. Endor gets the odd meteorshower from time to time, and experts believe this is what helps create the strange salts.

Toxicity & Hazards: As a powder, Star Fire works as a fast acting numbing agent, and as a liquid, it will put a person to sleep within five bits. It is used a lot by the infirmary on patients undergoing operations, and will completely numb a person for up to a break when given the right dose. The powdered form has also been used on individuals under interrogation as it keeps them awake, and numbs them to the pain of removed teeth, fingers, toes, and other limbs and appendages.

Properties: Glows in the dark in cold climates, and floats in salt water. It has a special chemical bond that makes it almost magnetic, but it only sticks to itself and can appear almost oily in liquid. Star Fire desolves in boiling water, and one dose boiled can make enough Fire Water for ten shots. Star Fire in its rawest form is highly flammable, and burns a bright, blinding white when set alight.

Other Information: In its liquid form, Star Fire is called Fire Water, and has a slight, blue tinge. As a salt, the compound appears white unless it is frozen. The salts are usually ground down into a fine dust and snorted, or boiled into a liquid drink and taken in a shot glass. Star Fire will make the user extremely thirsty, and it is recommended that with every shot taken, the user also drink a glass of water to avoid stomach pain or cramps after it has worn off.

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1 dose: 15gn
10 doses (1 bottle): 100gn

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