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#for conspiring with the shadow druids
inkyquince · 7 months
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out of curiosity, what class do you think fits durge best? i always go for monk bc of the novelty of them killing people with their bare hands, and bc of gortash's comment that orin is ruled by her urge, but durge has control over it. and monks are all about meditation and inner peace and all that
Look, paladin is fucking hardcore. Rogue fits so much. Bard durge is hilarious.
But fuckimg druid???
God, that's my favourite. Circle of the spores, at nature but only the brutal part of nature. Nature is rot and blood and brutality, otherwise why would there be owl bears and spikes and pain?
Truly seeing that what they do is apart of life. They will return you to the fuckimg earth with a smile. You know the mushroom guy from Hannibal season 1? That's my fucking durge. The natural rot of the earth that comes from decay. Entwining people in briars and squeezing them free of their blood. Nature is death and their father is nature's greatest aid.
So angry at kahga for defying nature by conspiring with shadow druids. Finds the underdark fascinating, another part of their own nature.
Also my own dark urge, Briar, fucked halsin while in bear form and the next day? Killed Orin in three turns, it was so embarrassing for her.
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mighty-ant · 2 years
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would love to see more of your take on morgana <3
Here's a small snippet of my upcoming continuation of Macawber's Mystique!
Lena doesn’t hate magic anymore (it would be pretty hypocritical at this point) but she doesn’t quite trust it either. And despite what Webby says or Violet tries to psychoanalyze, Lena knows she’s being perfectly reasonable.
How many times have the threats they’ve faced been magical in origin? Even when you didn’t count all the times Lena herself was actively conspiring against the family in exchange for freedom Magica would never grant her, they were almost beyond the count.
Toad Liu Hai and his perfect paradise of a prison, trapped in a druid realm and golfing to survive, Webby almost lost to the cloying and suffocating dark of the Shadow Realm thanks to Lena’s own jealousy, the Phantom Blot and his unapologetic brutality—and that’s just the ones Lena knows about.
She’s learned to trust herself, to harness her magic rather than fearfully prod at it with a sharp stick. Lena has Webby to thank for that, not to mention Violet, Ty and Indy, even the boys and Mrs. B to an extent. But Lena can’t and won’t forget that her magic is the direct product of Magica de Spell, no matter that she’s made it her own. Because Magica is the blueprint, the sorceress of sorceresses, and the reminder that with a few exceptions, magic and magic users are Bad News, all caps required.
So when Webby shows up at their latest sleepover, sheepish grin and Merlock’s Grimoire in hand, Lena thinks she should be forgiven for her immediate and vehement, “NO.”
“Let me explain,” Webby insists.
“No way, Pink.”
Of course Violet only looks curious. “What is it? A grimoire?”
“Yes,” Webby says.
“It’s more trouble than it's worth,” Lena retorts at the same time.
“But it saved us from the money shark,” Webby protests. She takes Lena’s hand in both of her, her touch always gentle, and Lena fights the instinctual blush that threatens to rise to her pale cheeks. “Remember? ‘With the hand of my best friend’?”
Violet is smirking at Lena from over Webby’s shoulder, looking way too amused by the evidence of Lena’s glaring crush.
Promising to slip spiders into Violet’s pillowcase through eye contact alone, Lena squeezes Webby’s hand in return. “Course I remember, Webby. And I’m...grateful I was able to use the spell to save you, but you know how I feel about...unfamiliar magic.”
Webby locks eyes with her, refusing to let Lena look away. “I know that you were scared of using magic,” she argues kindly, “and maybe still are?”
Lena hunches her shoulders, stubbornly looking over Webby’s shoulder, the opposite side of the one Violet is standing on. “So what is this? Exposure therapy?”
“Not a bad idea,” Violet starts to say before Webby shakes her head.
“You didn’t let me explain. It’s not a spell I want to try out. Well, not exactly.” Webby lets go of her hand to gesticulate meaningfully and Lena briefly mourns the loss. “So, we barely know anything about practical magic, right? The only witch any of us has met was Magica, and she’s a terrible teacher.”
“Understatement,” Lena bites out, but she smiles at Webby to take the heat out of her words.
“She left me unprotected from vampires,” Violet scowls. “And banished Lena to the Shadow Realm, of course.”
“Of course,” Lena replies sarcastically.
“I found a spell that’ll summon a traveling witch’s shop,” Webby blurts over the sound of their bickering.
Lena blinks. Violet blinks.
Violet recovers first. “How do we summon it? Blood sacrifice?”
“Whoa,” Lena says, insistently, “Timeout, Pink. A witch’s shop?”
Webby lifts the grimoire, opening to a page she saved with a bookmark. “Macawber Mystique, the traveling boutique: if it’s hexes, potions, or eldritch magicks you seek,” she reads aloud. The book is old (18th century, Webby told her once) and the page is worn. Illustrated in fading ink is a blood red door in the face of a shambling black building.
Lena looks back up Webby skeptically. “Are you sure about this? What if it’s just another Magica inside?”
“Then we beat them up,” Webby vows, punching the air. “Or we maybe find someone with firsthand magic experience who can tell us what we’re missing.”
“If they don’t try to bake us into a pie first,” Violet, who always has to play devil’s advocate, chimes in.
“We’ll beat them up if they try to do that too,” Webby assures them both.
Lena sighs and Webby grins at her obvious acquiesce. “You really wanna do this?”
“Only if you do,” Webby says. “Learning more will only help us in the long run. You’re good, Lena. So, by default, magic can’t be all bad.”
“There’s actually no strict correlation that proves that, but I agree with Webbigail,” Violet says in that familiar roundabout way of hers.
Lena rolls her eyes. “Gee, thanks.”
“So we can do it?” Webby asks eagerly.
“Yeah, we can do it,” Lena says, sighing with her whole body. Judging by Webby’s giggle she’s seen through Lena’s veneer of reluctance. “Do we need a sacrifice?”
Webby sits down on the carpet, crossing her legs and setting the grimoire down before her. “Nope. Just a spell.”
Lena and Violet sit down on either side of her. Violet looks over at the open grimoire. “Is this something we should be attempting indoors?” she asks wryly.
“It should be fine,” Webby says, which isn’t as reassuring as she clearly thinks it is. “According to these notes, the shop molds its shape to fit whatever space it’s summoned into.”
Lena throws up her hands. It wouldn’t be the first time something blew up in her room, and it certainly wouldn’t be the last. “Then let’s go for it, I guess.”
“That’s the spirit!”
Webby scrutinizes the pages of the grimoire for another moment before she raises her head and utters the incantation clearly. “If it’s Macawber’s Mystique you seek, knock three times and speak.”
They all hold their breath, even Lena.
Ten seconds go by with a whole lot of nothing.
“Are you sure you read that correctly?” Violet asks.
Webby huffs. “Sure I’m sure.” She stares hard at the open spellbook before her expression brightens with an idea. Raising her fist, Webby knocks three times on empty air.
A red door materializes between Lena’s bookshelf and the actual door to her bedroom.
“Oh my goodness,” Violet says.
“Holy crap,” Lena mutters.
“I’m so glad that worked,” Webby squeals. She stands up like she’s gonna be the one to open the door, and Lena uses a thin thread of magic to tug her backward.
“Let me go first,” she says, an edge of a plea in her voice. Lena would never forgive herself if something attacked Webby right off the bat. Luckily, Webby goes along.
The five feet between her and the door feels like an eternity, but when Lena grabs ahold of the door handle, a solid ring of black steel, it’s a little underwhelming when it’s only cool to the touch and not spooky in any way. She tugs on it, and is rewarding with the mother of all door creaks, a piercing groan of aged wood and rusty hinges.
There’s a short flight of wooden steps on the other side of the doorway, and the scent of sweet jasmine and bitter sage wafts over them from within the shop’s hidden depths.
Webby and Violet crowd in around her.
“Impressive,” Violet murmurs thoughtfully.
“Let’s go in,” Webby whispers, equally excited.
Lena follows them begrudgingly.
They climb the steps, and where she might’ve expected something that more closely resembled a dungeon once they reached the top, Lena finds herself pleasantly surprised.
The shop rises and curves around them, spiral staircases behind bookshelves sagging under the weight of hundreds of hardcover tomes, each brimming with latent magic she can feel from across the room. The floors are polished black wood and the walls brim with creeping vines and crimson wallpaper than whorls and bends under the eye. A gnarled tree grows out of the center of the room, its boughs dripping with charms and hanging talismans. Through a paned window that Lena can’t work the physics of, silver moonlight falls across the floor in rainbow prisms.
At the counter, standing behind one of those antique cash registers that weigh a ton, is a witch.
Lena knows she’s a witch like she knows how many seconds she spent trapped in the realm between realms, reduced to a shadow of the waking world. With the same certainty that she knows Webby would die for her and vice versa.
The witch is a raven, tall and feathers midnight black, her beak sharp and curved like an onyx blade. She has a voluminous high top fade threaded through with white and red magic glimmers between the laugh lines by her eyes, emanating from every feather. Red magic, the oldest and most powerful magic there is. Eldritch magic, which even Magica never dared to learn.
Lena moves to stand in front of Webby and Violet.
The witch speaks without looking up from the ledger she has open on the counter before her. She marks things down with a quill made from one of her own midnight feathers. “Welcome. You three are new patrons of Macawber’s Mystique.” It’s a statement of fact.
“Yes, ma’am,” Webby says. She tugs on the back of Lena’s sweater, trying to get her to to move, just inconspicuous enough for the witch not to notice. Lena doesn’t budge.
“Is there anything that interests you in particular?” the witch asks. Her voice is sonorous and clear, and Lena bets that it’s great at getting strangers to trust her.
Violet responds, because of course she does. “Ah, any books on magical theory?”
“Several,” the witch replies. Without looking up, two entire shelves beside the spiral staircase illuminate in a faint crimson glow. Violet actually starts to walk over to them before Lena grabs her by the back of the turtleneck.
“What do you want?” Lena demands.
The witch finally looks up.
Like the ring of fiery sunlight around a solar eclipse, so does eldritch magic glow from behind the witch’s eyes, powerful and infinite.
“This is a business,” she replies wryly. “I’m looking to do business.”
Anxiety sends blue magic sizzling through Lena’s veins, down to the tips of her fingers. It’s never this simple when it comes to magic. The witch’s solar eclipse eyes follow the movement.
“Who did you say you were?” she asks curiously.
“I didn’t,” Lena snaps.
....TBC
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libidomechanica · 4 years
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Untitled Poem # 8283
And the miss; and show,  I conspirals, at very maid, protest  and weep, nor cast upon  whisper through my winds,  beauty brine sleep: through theres whole head,  and into high 
Natural, therefore men! as  deep for which meant to  years of Druids was  tamed Smiths white cloud brown,  with pain. Before,  I tell with Dians frantic 
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they move,— so beating eyes  to a harm— did ache  from our pain— and  tear; to Flora, are  ground; confound, and  root whales comb the grown full 
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blancholy! To victories  do then amid there happy            wanted verse the  chiefe, and the devil  laughing but one in with  they all evenfalling from 
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say my soul, his own breast read  at sittes of my truth; There!’” ‘when  the heaunly native  answer by our desting;  merrily! which, should I have  been as delight glare, from 
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crept to the secret  loverd or goes; pure-bosom?  A phantom upon  our own,—althought to  turning since defend, was  wreath than boys is think—by 
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bath-house, and burn a  little one sent cool and heard  not tell me, my own humbles are  womans call that Peggy madness,  my father sins have than put our  magnitude. Of life.
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moonscribe · 5 years
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Dungeon Blogging #1: Warlock Necromancers
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Once upon a time a friend of mine asked me for advice on how to build a warlock necromancer in 5th edition Dungeons and Dragons. My response was to send them a long string of texts that was my breakdown on the matter. For this new blog series I thought I’d start out with that. So here is my take on building a necromancer as a warlock in 5e.
So necromancers in D&D run into the same problem as animal companions and summoned creatures: action economy. One of the most powerful things that you can do in a turn based game is get more of it, that’s why Extra Attack is such a big deal for combat classes. When you have one or more zombies doing your bidding you’re getting more things that you can do in a turn which is something that Wizards of the Coast is hesitant about giving to low level characters. Because of this, most of the low level “necromancy school” spells (Toll the Dead, Cause Fear) have nothing to do with making undead and your first real necromancy spell Danse Macabre doesn’t show up until level 9.
When a player has a character concept they generally want to play that concept right away. Waiting however many months or years it takes for their character to reach level 9 is not what most players are looking for when they say they wanna be a necromancer. This is why so many campaigns start out with a party of level 3 characters. By level 3 the druids can wildshape, the monks have ki, and every class has chosen their subclass, which is where your character really comes to life.
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So assuming you don’t want to wait until you have 5th level spell slots for your character to feel right, there are two things that you need to do: be on good terms with your Dungeon Master (always important) and take advantage of the freedom to reskin and reflavor abilities. The spell Find Familiar is extremely good as it provides a ton of utility and flavor. Every game I’ve played with a character that took this spell has gotten crazy use out of it, it’s hands down one of the most useful 1st level spells in the book. Whatever animal you summon with the spell has either the celestial, fey, or fiend monster type. That’s the rules as written. That said the Player’s Handbook is ultimately a book of suggestions for the DM to use to make their group have a fun experience and in the spirit of such I’d say 95% of them are going to be willing to let you choose undead as your familiar’s type (this may not work in Adventurer’s League). Now imagine your warlock, conspiring with dark forces their familiar perched atop their shoulder, perhaps it’s a zombie weasel or a skeleton crow! There is so much exciting stuff aesthetically to go from here and help flesh out the image of the character you want to play. Now technically Find Familiar is not on the warlock spell list but there are some ways around this without multiclassing to take a level in wizard (though that is an option too).
The first two options are feats so if you’re playing a human you can take these at level 1: Magic Initiate and Ritual Caster. Magic Initiate gives you two cantrips and one 1st level spell that you can cast once per day, they all have to be the same class so your cantrips would be from the wizard spell list giving you good utility options like Message and Mending as well as the necromancy attack options of Toll the Dead and Chill Touch. If you take the Ritual Caster feat then you get to cast wizard spells but only as rituals and you only learn them from scrolls, spellbooks, and the like. The spells you get from these feats will always be cast with your intelligence rather than your Charisma so be wary of that.
The other two options are a little better in my opinion but don’t come until level 3:  Pact of the Chain and Pact of the Tome. Pact of the Tome gives you 3 additional cantrips from any class and access to the Book of Ancient Secrets eldritch invocation which functions like the Ritual Caster feat but better since you get access to rituals from any class and still use your charisma. Pact of the Chain is my favorite giving you the ability to cast the Find Familiar ritual as well as access to four, much more powerful familiars: imp, pseudodragon, quasit, and sprite. Imps and quasits are CR1, which is to say a balanced challenge for a party of four level 1 adventurers! Furthermore, they along with the pseudodragon have magic resistance as well as the ability to share their magic resistance with their summoner! Finally, unlike a normal familiar, Pact of the Chain familiars can attack (at the cost of the warlock’s own attack). Now I know you edgy nerds who got this far reading a blog post about how to make a necromancer warlock are going to be at least interested in the idea of summoning a zombie pseudodragon. Its tattered leathery wings and empty eye sockets burning with the cold blue flames of undeath serving as a reminder to everyone you encounter that your totally Chaotic Good and not going to sick your pet the next NPC to draw your ire.
Okay that was a lot more about the Find Familiar spell than I expected to write so I’ll keep the next bit brief.
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As I mentioned Danse Macabre (5th level) is your first real necromancy spell. It lets you quickly animate several corpses for combat but its a concentration spell with an hour long duration, after that time the undead return to being normal dead bodies. Wizards, Spore Druids, and Death Clerics all get the 3rd level spell Animate Dead but that’s them and we aren’t so spoiled. At level 11 we get Create Undead which lets us make the more elite undead: ghouls, and later ghasts, wights, and mummies.
At level 9 I’d take the Eldritch Invocation Whispers of the Grave which lets you cast Speak With Dead as many times as you want without spending a spell slot.
Finally when it comes to subclasses there are two patrons who will reward you well for your service.
The first is The Undying from the Sword Coast Adventurer’s Guide. This patron is usually a lich on an evil god and it basically sets you up as a lich in training. You get some self healing powers, the undead have trouble attacking you, and at level 10 you don’t require food, water, or sleep (though you still need long rests) and you age at a rate of 1 year for every 10 which is even crazier if you play an elf.
The other patron to look at is The Hexblade. The Critical Role fans reading this (which is to say probably more than half of you) will recognize this as Fjord’s patron. The Hexblade is the most thematically versatile of all of the warlock patrons, the book is vague about what your patron actually is beyond “a mysterious entity from the Shadowfell- a force that manifests in sentient magic weapons carved from the stuff of shadow” so who or what your patron actually is is up to you and your DM. Mechanically the reason that we care is the 6th level class feature Accursed Specter which lets you bind the soul of someone you just killed, raising it as a specter. The Specter gets temporary hit points equal to half your warlock level and a bonus to it’s attacks equal to your charisma modifier so it’s slightly stronger than a normal specter. In addition, it sticks around until you take a long rest at which point it passes on to the afterlife. You can only do this once per long rest so don’t expect to collect a bunch of souls and see how long you can sleep deprive your character.
Although 5th edition is relatively simple, there are a lot of potential combinations to create lots of types of characters. If there was anything I missed be sure to let me know!
If you have a question or idea for a future Dungeon Blogging post be sure to send me an ask! ^^ 
Edit: I was asked to cite the art used in this post, I don’t know where the bird art was from so I replaced it. I apologize.
Art: Willian Murai, Tianhua X, (I couldn’t find the name of the artist for the last piece but it’s from page 153 of Xanathar’s Guide to Everything).
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rhunae · 5 years
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The Looming Shadow
Zarvis Ursan, above, is my tiefling. They are non-binary, androgynous warlock, their patron is an archfey, and have a pseudodragon for a familiar.
So, this d&d party consists of Zarvis and their twin brother Zioris, and their older brother Vale (an aasimar - that’s uh, complicated). Vale is a lot of brawn, but isn’t smart, and Zarvis enjoys enabling him. For instance, Vale thought it would be a good idea to bring the dead ogre back to our village to impress a girl. Zarvis told him he should remove the teeth and make her a necklace - which he promptly did. Then never gave it to her.
The other half of our group is another sibling cluster-fuck (drow/dragon druid, half elf bard, and wood elf ranger-it’s also, uhm, complicated). The ogre that attacked our village was driven by a wizard, and on this wizard, Zarvis found a number of magical items and took them back to our guardian to have identified. One of those items was the Wand of Smiles, which Skaldi, the half elf bard, coveted. Like... obsessively.
Our group, the six of us (actually 7 but the paladin has missed both times due to irl stuff), have been sent out into the world by our guardian, so Zarvis, as warlock of the group, took on the responsibility of all the magical items. Including the wand.
Like, we run this group of characters about every 6 weeks, so on discord, he would mention the wand. It became a running joke. Zarvis had previously told Skaldi that when they reached a major city, he would get the wand. Mostly because Zarvis does not want that wand pointed at themself, or the others, so once they get to a big city, then Skaldi has a city of victims, erm, new friends, to use it on.
I don’t know if I can convey just how funny this next part is, but I was literally wheezing. So, day two of our group’s travels down the road, and still no city, so Zarvis still has the wand.
Zarvis went off into the forest, found a lake and went swimming with his familiar before returning back with wood for the fire. Zioris and Vale set up camp. Skaldi kind of sort of helped. But spent more time on his lute.
Nesmyse, the druid, and her older sister, Lanorial, the ranger, circled the perimeter looking for wild game, while conspiring to steal the wand to give to their brother because they are both tired of him obsessing over it. -- And he does, Skaldi is nonstop about it. lol -- They decide they will do it that night while on watch, when everyone else is sleeping.
Zarvis and Skaldi take first watch and he is blessedly silent about the wand. Half way through Nesmyse and Lanorial’s watch, Nesmyse turns into a Bombay cat and sneaks into the tent with Zarvis and their brothers.
She manages to successfully sneak in ok, but she fails to locate the right pack. She couldn’t sniff out the right one and just kind of picks one (roll of the dice). She manages to get into Zioris’s pack without waking up the brothers, but half her kitty body is stuffed into the bag when she realizes she has the wrong bag. She fails to silently back out of the bag, and wakes up the brothers.
Zarvis thinks its Puck and tells it to settle down. Zioris is a rogue, so he’s a little more aware of what is happening, he succeeds in grabbing the cat by the scruff of its neck. She tries to wiggle free without scratching him, so she is just a wiggle butt. Wiggle wiggle. She fails to get free.
Lanorial fails to realize that the stealth job has gone horribly wrong. Looking up at the stars, oblivious? Who knows.
By this point, Zarvis and Vale are very much awake and the commotion (”a cat?!” “What the hell is a cat doing in our tent?” etc) has successfully alerted Skaldi, who stumbles out of his tent bewildered just as Zioris comes out of our tent with this cat.
Vale wants to pet the kitty. “Can I pet it? Is it soft?”
Zarvis observes that the cat doesn’t look wild, and looks like someone’s  pampered pet. “It’s a warlock’s familiar! There is a warlock nearby! Or maybe a farm?”
Zioris releases the cat at the edge of camp, and promptly goes back to the tent to get more sleep. He’s like, fuck this, and goes back to his bedroll.
Zarvis and Vale, however, are ready to follow the cat to it’s master.
Nesmyse transforms back to her broody self.
Vale is flabbergasted because he’s never seen her shift into anything else but a wolf, it never occurred to him she could be a cat.
Zarvis plays it off, “Oh, a druid... well,.. I was close.”
Nesmyse and Zarvis have an awkward conversation, she admits her plans  but she’ll never do it again. Zarvis tells her she could have just come to him and talked to him. He told her he did plan to give the wand to Skaldi and the reason he was holding on to it. She appreciated the answer, but failed to discern if Zarvis was being truthful.
*fails and succeeds are rolls of the dice.
3 notes · View notes
rogue-c · 5 years
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World Building
It's important (to me) that the world we build for our D&D game feels more real and fleshed out - like its bigger than just our guild. To that end, I tried to give a brief description of some of the larger or more important locales (that I'll write about later as a part of my stories of our adventures).
Rasaimore
Rasaimore is an isolated kingdom that lies to the west. The sprawling city that makes up the kingdom actually lies in the center of the Grevathian Wood – a dense and magical forest said to be home to all manner of druids and shapeshifters.
Or at least it used to be. The city proper once surrounded an enormous Oak tree at the forest’s center. The tree was hollowed out to accommodate the King’s Citadel. The inhabitants that once thrived there were predominantly Elven, though they maintained a symbiotic relationship with the druids of the Woods.
Rasaimore is… or was… known for its prowess in the Arcane and mystical arts. Rather famously, the city held an Academy specifically to train students into powerful mages and wizards. Filled with prestigious experts on the various schools of magic, each was taught to a selected batch of students.
Iphrium
The mysterious "Land of Fire" represents several kingdoms and cities all in the same region. The area lies amidst the charred, barren wastes of the northernmost sections of the continent. The largest kingdom of the territory is Atropates, the home of Dragonborn and Tieflings alike. Though it is the largest kingdom, there's still a great deal of tension and enmity between Atropates and other sovereign groups of the region including the dark Elves of Exesmundi, and the Druids of the nearby Swamp of Miasma.
That tension is well earned though as some citizens in each group are old enough to still remember the region's Great War 50 years ago. The kingdoms were all but destroyed, fighting over control of the region's principal crop. The war was only ended when a group of scientists joined together to create a synthetic version of the crop, allowing the rulers of each kingdom to broker a piece in lieu of the now abundant resource. The place where the treaty was signed was memorialized with a statue in the central city of Patitti - a place where races and cultures blend together in the pursuit of knowledge and understanding.
However, the area is still dangerous for unwary travelers. Heat waves, flaming-hot sandstorms, brigands and would-be conspirators routinely target travelers as they move from town to town with the Land of Fire.
The Warded City
Outside of Vregaris, the Warded City, to the south, is the largest city in the entire continent. It is so large, that it is dived into 4 separate cities – also known as Wards. Each ward is led by a different Duke or Duchess and excels at a different industry or trade. Though each city is interspersed with a variety of different races and backgrounds, populations from each ward seem to remain wary of the others, or at least seldom mingle with each other.
However, there is a fifth section of the city where the King resides in his estate. For ages, the kingdom had been led by King Mardis. But rumors have been swirling as of late, as no one has seen the king in years, maybe even decades.
Though his status remains presently in question, King Mardis is responsible for the namesake of the city. Embedded into the walkways and streets of the Warded City are magical protection glyphs, otherwise known as warding runes. The magical symbols help form a barrier that protects the citizens from undead creatures that tend to lurk in the foothills just outside the city walls.
Vregaris
Vregaris, a war-mongering kingdom built alongside a volcano, resides on the eastern coast of the continent. The city is a veritable fortress, flanked by some sort of barrier on all sides. With it being built into the side of a volcano, it naturally has protection on one side. To another side is the sea and before the city stand miles of towers and walls, complete with enormous ebony doors that guard the city’s entrance at the base of the mountains.
The kingdom is well known for its military strength and dominance. Emperor Arvis Renault has ruled rather aggressively. Combining his 3 dragons with the army of constructs he can produce, he has created an army that does not tire, and that can level a city in a matter of minutes. As one would expect, Vregaris has expanded its territory across the continent, reaching all the way to Rasaimore.
But its military strength has not prevented huge disparities in wealth throughout the kingdom. The city is naturally segregated into levels, but many of the poorest citizens live in the bottom or lower district. To get by, many of them end up in servitude of a richer noble that resides in the highest district. The king has liaisons in a criminal syndicate known as The Silenced to help maintain order, quell would-be rebellions and spy on potential targets of conquest, ensuring his iron grip on Vregaris and her many conquests.
Nihon-no
A quiet seaside town situated northeast of the Warded City, Nihon-no sits on the shores of none other than the aptly named Nihon-no Bay. The town subsists on fishing and metal work – using heated ocean water to shape the steal and lure in fish. Despite that, the town would seem at first glance to be rather simple and poor. In fact, one of its more prominent features is an orphanage located further inland.
Many citizens live in fear. On the nearby Dimmet Isle (a small island a mile or so offshore), there stands a peculiar, run-down old temple that local legend says is home to a genie whose followers kidnap children to use as sacrifices.
However, travelers need not worry about seeing some of the more dilapidated doldrums of city life. The shoreline is home to one of the more famous taverns in all the realm. Its one of only two places that feature live music and the Shamisen players that reside in town is second to none – and that’s on top of the world famous ale.
Tonelle
Tonelle is a bit different when compared to other areas in the continent. The city is meant to be rather opulent as the religious epicenter of the realm. Nearly every church is accounted for. Each has its own ruling bishop and each is instructed to live in harmony with the others. This idealism culminates in the grand cathedral near the center of town. Every week the Grand Cathedral holds services for each religion. There’s even a main room that allows for services for all denominations.
But underneath the peaceful guise of religious unity, there is an undercurrent of violence and terror that besets the town. Naturally, some of this comes from the tension between opposing religious groups, but there is certainly a dangerous criminal element to the town.
The South Pole and the Citadel
Obviously located at the southernmost point in the world, the South Pole is actually far warmer than most would believe. This is due, in part, to the whirling masses of magical energy that seem to converge and pool there. There is a surprisingly inhabited village in the area, made up of monks who had journeyed there seeking enlightenment. The swirling magic made it easy to discover secrets and reach nirvana.
To protect the pool that the magic tends to gather in, the monks eventually built the Citadel – a massive fortress made of shimmering, mystical silver material. It is a rather peculiar edifice though, and it hides many secrets. If you sit still long enough, you can feel the energy flowing towards the Citadel, where it eventually all gathers in a pool that drains to a mysterious location. Only one person has been through that portal, and he is now known as the Master – a being of unknown power, commonly sought out by monk and visitor alike in their hunts to achieve enlightenment.
Cordon
Cordon is a peculiar town that lies to the northwest of The Warded City. Though it is small, it was once renowned for its farming prowess - something the citizenry took great pride in. In fact, the town had carved out a profit for themselves by exporting crops to the Warded City. That economic acumen allowed Cordon's citizens to enjoy a happy and prosperous peace as a tighter knit community than most.
However, the town has been one to sustain that success and has experienced a run of awful luck since a wealthy noble named Cedric Willow moved in. The man made quick work of raiding his coffers to build himself an elaborate estate on the northern end of town, and under its shadow, Cordon has struggled. Crops have withered and died, even under constant care, citizens have lost money, fallen ill, and some have even resorted to crime to survive... Or that was the word anyway. We're you to visit now, you'd only notice an eerie malaise hanging over the town as villagers shuffle aimlessly to and fro, all the while looking towards the Baron Willow's estate for help...
0 notes
nemesisadrastia · 7 years
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CHARACTER TITLES
This is a list of 800+ character titles I’ll be continuously updating. The current number of titles will be below the cut, so I don’t have to chase after different version of this. This list is going to be one of unusual titles that you won’t really find in any other masterlist (at least, not any that I’ve seen around), so if you need something more descriptive and unique to use for your characters or your RPG, I’m sure this is a good list for you.
CURRENT TITLE COUNT: 908 [since 09/08/18]
A TITLES
The Abdicator
The Abhorrent
The Abomination
The Abrasive
The Accommodator
The Ace
The Achiever
The Acidic
The Acolyte
The Acrobat
The Activist
The Adherent
The Admiral
The Adventurer
The Adviser
The Advocate
The Afflicted
The Ageless
The Agent
The Aggressor
The Agitator
The Alchemist
The Almighty
The Alpha Wolf
The Altruist
The Amateur
The Ambassador
The Ambitious
The Ambulatory
The Analyser
The Analyst
The Anarchist
The Angel
The Annihilator
The Anointed
The Anointer
The Antagonist
The Anti-Hero
The Apollo
The Apothecary
The Apprentice
The Arcanist
The Archer
The Architect
The Archivist
The Aristocrat
The Armed
The Artful
The Artificer
The Artisan
The Artist
The Ascendant
The Ascended
The Assassin
The Asserter
The Assistant
The Associate
The Athlete
The Audacious
The Authentic
The Avaricious
The Avenger
The Awakened
B TITLES
The Babbler
The Babelfish
The Backstabber
The Badass
The Balance
The Bandit
The Banshee
The Barbarian
The Barber
The Bard
The Baron
The Bastion
The Bear
The Beast
The Beastly
The Beginner
The Beguiler
The Behemoth
The Belle
The Benefactor
The Beneficiary
The Benevolent
The Berserker
The Betrayer
The Binder
The Blacksmith
The Blademaster
The Blaze
The Blazing Light
The Blessing
The Blight
The Blighted
The Blister
The Blogger
The Bloodletter
The Bloodseeker
The Bloodthirster
The Boatswain
The Bohemian
The Bombardier
The Bonecrusher
The Bouncer
The Bountiful
The Bounty Hunter
The Brain
The Brave
The Brawler
The Brigand
The Broker
The Brutal
The Brute
The Buccaneer
The Builder
The Burglar
The Butcher
C TITLES
The CEO
The Campaigner
The Candidate
The Canoness
The Capitalist
The Captain
The Caregiver
The Caretaker
The Carpenter
The Cat
The Catalyst
The Cavalier
The Centurion
The Challenger
The Chameleon
The Champion
The Changeling
The Chaotic
The Charismatic
The Charmer
The Chaser
The Chef
The Chief
The Child
The Chosen
The Cipher
The Clairvoyant
The Classifier
The Cleaner
The Clear-Sighted
The Cleric
The Clever
The Clumsy
The Cold-Blooded
The Collaborator
The Collector
The Colossus
The Commander
The Commando
The Committed
The Companion
The Competent
The Competitor
The Compiler
The Composer
The Comprehended
The Condemned
The Confidant
The Confounder
The Confused
The Connoisseur
The Conqueror
The Conscience
The Conspirator
The Consul
The Contender
The Contractor
The Contrarian
The Cook
The Cool-Headed
The Coordinator
The Corrupt
The Corrupted
The Corrupter
The Corsair
The Cougar
The Count
The Courtesan
The Cowboy
The Cowgirl
The Coyote Man
The Craftsman
The Crafty
The Crapshooter
The Critic
The Cruel
The Crusader
The Crusher
The Cryptic
The Cunning
The Curiosity
The Customer
The Cutthroat
The Cynic
D TITLES
The Dama Rossa
The Damned
The Dandy
The Dangerous
The Dauntless
The Dawn
The Deacon
The Deadly Shadow
The Deathless
The Debater
The Debris
The Deceiver
The Deconstructor
The Dedicated
The Defender
The Defensive
The Defiled
The Delinquent
The Demolisher
The Demon
The Dependable
The Deprogrammer
The Designer
The Desperado
The Despot
The Destroyer
The Destructive
The Determined
The Devastator
The Developer
The Devoted
The Dexterous
The Diplomat
The Director
The Disciple
The Discoverer
The Distractor
The Doctor
The Dominator
The Dragon
The Drake
The Dreamer
The Drifter
The Druid
The Drunkard
The Duelist
The Duke
The Dutiful
The Dynamo
E TITLES
The Eager
The Eagle
The Earl
The Eccentric
The Economist
The Efficient
The Effigy
The Ego
The Elder
The Elitist
The Elusive
The Emissary
The Emotionless
The Empath
The Emperor
The Enchantress
The Encyclopedia
The Enduring
The Enemy
The Enforcer
The Engineer
The Enterprising
The Entertainer
The Enthusiast
The Entrepreneur
The Envoy
The Epicure
The Equaliser
The Eradicator
The Erratic
The Escape Artist
The Esteemed
The Ethereal
The Evader
The Everlasting
The Exalted
The Examiner
The Executioner
The Executive
The Executor
The Exile
The Expeditionist
The Expendable
The Expert
The Explorer
The Extinguisher
F TITLES
The Facilitator
The Faithful
The Fallen
The Familiar
The Famous
The Fanatic
The Fashionista
The Fatebreaker
The Fearless
The Femme Fatale
The Fencer
The Fever
The Fiend
The Fierce
The Fighter
The Firebird
The Firebrand
The Firefly
The Firehawk
The Fist
The Fixer
The Flameseeker
The Flawless
The Fleet-Footed
The Fool
The Footpad
The Forger
The Forgotten
The Founder
The Fox
The Fraud
The Freelancer
The Frozen
The Furious
The Fury
G TITLES
The Gargoyle
The Gatecrasher
The Gatekeeper
The General
The Generous
The Genius
The Gentry
The Genuine
The Ghost
The Gifted
The Giver
The Gladiator
The Gladiatrix
The Glitch
The Glutton
The Godlike
The Golden Child
The Golem
The Good Samaritan
The Gouger
The Governor
The Great
The Grenadier
The Grifter
The Grunt
The Guardian
The Gullible
The Gunfighter
The Gunner
The Gunslinger
H TITLES
The Hacker
The Halcyon
The Hallowed
The Hammer
The Harbinger
The Hard-Boiled
The Hard-Hearted
The Harlequin
The Healer
The Heart
The Heartless
The Heir
The Hellequin
The Hellhound
The Hellion
The Helmsman
The Helper
The Herald
The Herbalist
The Herder
The Hermit
The Hessian
The Highlander
The Hiker
The Hipster
The Hired Gun
The Hoarder
The Hologram
The Homewrecker
The Honourable
The Honoured
The Hopeful
The Howitzer
The Humane
The Hunter
The Huntsman
The Hurricane
The Hypocrite
I TITLES
The Iconoclast
The Idealist
The Illuminated
The Illusion
The Illusionist
The Illustrious
The Imitator
The Immortal
The Impaler
The Impassive
The Impersonator
The Improviser
The Impulsive
The Incomprehensible
The Indefatigable
The Independent
The Indignant
The Individualist
The Indomitable
The Infamous
The Infiltrator
The Initiate
The Innovator
The Inquisitor
The Insolvent
The Inspector
The Instrument
The Intelligent
The Interpreter
The Intimidator
The Intrepid
The Intriguing
The Inventive
The Inventor
The Investigator
The Invisible
The Irrational
J TITLES
The Jackal
The Jaguar
The Jester
The Judge
The Justiciar
K TITLES
The Keeper
The Killer
The Killing Machine
The Kin
The Kind-Hearted
The King
The Kingmaker
The Knife Thrower
The Knight
The Known
L TITLES
The Landowner
The Landsman
The Lawbringer
The Lawful
The Leader
The Leech
The Legate
The Legend
The Legendary
The Legionnaire
The Leviathan
The Liability
The Liar
The Liberator
The Librarian
The Liege
The Lieutenant
The Lifeguard
The Linguist
The Living Myth
The Logician
The Logistician
The Lone Wolf
The Lonesome
The Loose Cannon
The Lost
The Loyal
The Loyalist
The Lucky
The Luminous
The Lurker
The Lustful
M TITLES
The Machine
The Magician
The Magnanimous
The Magnate
The Magnificent
The Magus
The Maiden
The Majestic
The Malevolent
The Manipulator
The Marathoner
The Marauder
The Marine
The Marksman
The Marquis
The Mass Murderer
The Master
The Masterful
The Mastermind
The Matriarch
The Matron
The Mauler
The Maverick
The Maxim
The Meat
The Mech
The Mechanic
The Mediator
The Medic
The Medium
The Megalomaniac
The Menace
The Mentor
The Mercenary
The Merchant
The Merciless
The Mermaid
The Mimic
The Mindless
The Miscreant
The Mistral
The Mistress
The Misunderstood
The Mobiliser
The Mole
The Moneymaker
The Monk
The Monster
The Monstrosity
The Mooch
The Mote
The Motivator
The Mountebank
The Muddled
N TITLES
The Naturalist
The Navigator
The Neutral
The Neutraliser
The Newcomer
The Night Owl
The Night Stalker
The Nightmare
The Ninja
The Noble
The Nobleman
The Nomad
The Notorious
The Novice
The Nuisance
The Nurturer
O TITLES
The Obliterator
The Observant
The Observer
The Occultist
The Officer
The Offworlder
The Ogre
The Omen
The Omnipotent
The One
The Operative
The Opportunist
The Optimist
The Orator
The Orchid
The Originator
The Outcast
The Outgoing
The Outlaw
The Outstanding
The Overclocker
The Overlord
The Overseer
P TITLES
The Paladin
The Paragon
The Pariah
The Partner
The Pathfinder
The Patient
The Patriarch
The Patriot
The Patron
The Peacekeeper
The Peacemaker
The Pearl
The Perfectionist
The Performer
The Persistent
The Persuasive
The Phantom
The Philanthropist
The Phoenix
The Physician
The Pilferator
The Pilgrim
The Pilot
The Pioneer
The Pirate
The Pitiless
The Plague Bearer
The Planner
The Plunderer
The Poacher
The Pointman
The Poisoner
The Poisonous
The Practised
The Praetorian
The Preacher
The Precise
The Precursor
The Prefect
The Presence
The Pretender
The Priest
The Prince
The Princess
The Principled
The Prisoner
The Privateer
The Privileged
The Problem Solver
The Prodigy
The Producer
The Professional
The Professor
The Proficient
The Profligate
The Projection
The Projector
The Prolific
The Promoted
The Promoter
The Prophet
The Protagonist
The Protector
The Provoker
The Prowler
The Psychic
The Punisher
The Punk
The Puppet Master
The Puppeteer
The Pure
The Pyrotechnician
Q TITLES
The Quartermaster
The Queen
The Quick Thinker
R TITLES
The Raider
The Rambler
The Ranger
The Ransacker
The Rationaliser
The Ravager
The Realist
The Reaper
The Reaver
The Rebel
The Rebellious
The Recluse
The Recruit
The Redeemer
The Referee
The Reformer
The Regent
The Regulator
The Relentless
The Remnant
The Renegade
The Reptile
The Researcher
The Resolute
The Resourceful
The Respected
The Respectful
The Responsive
The Resurgent
The Retracer
The Revered
The Risen
The Riskrunner
The Ritualist
The Rival
The Robber
The Roboteer
The Roboticist
The Robust
The Rogue
The Role Model
The Romantic
The Rookie
The Rover
The Rugged
The Runner
The Rustler
The Ruthless
S TITLES
The Saboteur
The Sacrifice
The Sacrificial Lamb
The Sadist
The Sagacious
The Sage
The Sage
The Saint
The Salty
The Salvager
The Sandman
The Sapper
The Savant
The Saviour
The Scanner
The Scarab
The Scavenger
The Sceptic
The Scholar
The Scientist
The Scorcher
The Scoundrel
The Scout
The Scrapper
The Seeker
The Seer
The Sentient
The Sentinel
The Sergeant
The Serial Killer
The Serpent
The Servant
The Shadow
The Shaman
The Shank
The Sharpshooter
The Shatterer
The Shirker
The Shopaholic
The Show-Off
The Sickle
The Silencer
The Silent
The Silent Shadow
The Sinister
The Siren
The Skald
The Skilled
The Skirmisher
The Slaughterer
The Slayer
The Sleepwalker
The Slugger
The Sly
The Smuggler
The Sneaker
The Sneaky
The Sniper
The Social
The Socialite
The Soldier
The Sorcerer
The Soul
The Specialist
The Spectre
The Spellscarred
The Spellsword
The Spender
The Spirited
The Spiritualist
The Spy
The Stag
The Stalker
The Stalwart
The Stargazer
The Static
The Steadfast
The Storm
The Stowaway
The Strangler
The Strategist
The Striker
The Strong Man
The Stunner
The Sunbringer
The Supervisor
The Supporter
The Surah
The Surgeon
The Surveyor
The Survivalist
The Survivor
The Suspect
The Sweetheart
The Swift
T TITLES
The Tactician
The Tank
The Target
The Taunter
The Teacher
The Technophile
The Tempest
The Templar
The Temptress
The Terror
The Theorist
The Thespian
The Thief
The Thinker
The Thorn
The Threat
The Thrill Seeker
The Tiger
The Timewalker
The Tinkerer
The Titan
The Torch
The Tormenter
The Tracer
The Tracker
The Trader
The Trailblazer
The Trainee
The Trapper
The Traveller
The Treasure Hunter
The Trickster
The Troublemaker
The Troubleshooter
The Trusted
The Trustworthy
The Truth Seeker
The Truthful
The Twilit Heart
The Tycoon
The Typhoon
U TITLES
The Unassailable
The Unclean
The Uncompromising
The Undaunted
The Undying
The Unethical
The Universal Translator
The Unlucky
The Unruly
The Unseen
The Unstoppable
The Untamed
The Untouchable
The Unwavering
The Unyielding
The Upstanding
The Usurper
V TITLES
The VIP
The Vagrant
The Vain
The Valiant
The Valkyrie
The Vanguard
The Vanished
The Vanquisher
The Vengeful
The Venomous
The Versatile
The Veteran
The Vicious
The Victim
The Vigilant
The Vigilante
The Viper
The Virtuoso
The Virus
The Visionary
The Visitor
The Vizier
The Volunteer
The Voyager
The Vulture
W TITLES
The Wanderer
The War Dog
The Ward
The Warden
The Warder
The Warlock
The Warmonger
The Warrior
The Waste
The Watchdog
The Wayfarer
The Wayward
The Wealthy
The Whirlwind
The Widowmaker
The Wild
The Wingman
The Wise
The Wisp
The Witch
The Witchhunter
The Wolf
The Wondrous
The Workaholic
The Wound
The Wraith
The Wrestler
The Write-Off
X Y Z TITLES
The Zealot
The Zoologist
691 notes · View notes
afairymind · 4 years
Text
Meet, Meadowsweet.
Meadowsweet is a perennial herb of the rose family that is native throughout most of Europe and Western Asia. It has been introduced and naturalised in North America. You can find it flowering from June to September in wet habitats, such as ditches, damp woodlands and meadows, along river banks, and beside ponds.
It has deeply veined leaflets held on arching stems that are topped with fluffy sprays of creamy-white, five-petaled flowers, each with over twenty protruding stamens. These flowers have a very strong, sweet scent. The flower sprays can be up to 25cm in width.
It plays an important role in ecosystems. The larvae of several moth species, including Emperor, Brown Spot Pinion, Grey pug, Hebrew Character, Lime-speck Pug, Mottled Beauty, Lesser Cream Wave, and Satellite, use it as a food plant. The flowers also attract a wide variety of other insects, including pollinators such as bee, butterfly and hoverfly, whilst the seeds provide food for birds. 
This delicate, sweetly scented flower has many names. Its Latin name is Filipendula ulmaria. The genus name, Filipendula, is an amalgamation of ‘filum’ meaning thread, and ‘pendulus’, meaning drooping – which is thought to refer to the root tubers which hang together by threads. It’s species name, ulmaria, comes from the Latin word ‘ulmus’, meaning elm. This is due to the shape of the plant’s leaves. 
Chaucer, in ‘The Knight’s Tale’, called it Meadwort, or Medwort, and named it as one of the fifty ingredients included in the drink, ‘save’. It has the name Bridewort because it was both strewn in churches for festivals and weddings, and was also used for bridal garlands. Names such as Queen of the Meadow, Pride of the Meadow, Lady of the Meadow and Meadow Queen were given to it because of the way in which it can dominate a damp low-lying meadow. It is also known as Meadow-wort, Bittersweet, Dollof, and Meadsweet. It’s Gaelic names include Ius Cuchulainn, and Rios Cuchulainn, as Irish legend tells of how the legendary warrior, Cuchulainn was treated with Meadowsweet baths in order to cure his uncontrollable rage and fevers.
There is other folklore connected with Meadowsweet, as well. In Welsh mythology, the magicians Math and Gwydion created a beautiful maiden out of the flowers of Meadowsweet, Broom, and Oak. She was made for one purpose only – to be a wife to the hero, Lleu Llaw Gyffes, who had been placed under a tynged by his mother, Arianrhod, that he would never have a human wife. She was named Blodeuwedd, meaning ‘flower-faced’. The story goes that Blodeuwedd took a lover, Gronw Pedr, and together they conspired, unsuccessfully, to murder her husband. As punishment, Blodeuwedd was transformed into an owl, to be forever shunned by the denizens of the daylight hours.
And Gwydion said to Math, when it was Spring: “Come now and let us make a wife for Llew.” And so they broke broad boughs yet moist with dew, And in a shadow made a magic ring: They took the violet and the meadow-sweet To form her pretty face, and for her feet They built a mound of daisies on a wing, And for her voice they made a linnet sing In the wide poppy blowing for her mouth. And over all they chanted twenty hours. And Llew came singing from the azure south And bore away his wife of birds and flowers. By Francis Ledwidge
Other folk beliefs include the plant’s use in love spells and potions. When strewn about the house it is said to bring peace, and the scent of Meadowsweet is said to cheer the heart. If you gather it on Midsummer’s Day, Meadowsweet can give information regarding thieves – just place the Meadowsweet on water. If it sinks, the thief is a man; if it floats, it is a woman. Garlands of Meadowsweet worn at Lammas are said to join the wearer with the essence of the Goddess.
In addition to this, Meadowsweet is also a bringer of courage. In Russian folklore, Kudryash, the bravest knight in his village, one day became terrified that death stalked him. He could no longer fight and when a band of thieves came to the village, Kudryash was too scared to help. He was so ashamed of his cowardice that he fled to the river, intending to drown himself, but out of the water emerged a beautiful maiden who gave him a garland made out of Meadowsweet flowers. She told him that he would be unharmed if he wore the garland into battle. He returned to the village, wore the garland and defeated the thieves. 
Other folklore claims that where Meadowsweet grows there are no snakes, which can also mean, therefore, that there is no evil present.
If you have a lot of it growing, Meadowsweet is a lovely plant to harvest for use. The green parts have a similar aromatic flavour to the scent of the flowers, and it can be included in jams and stewed fruit to add a pleasant almond taste. It has traditionally been used to flavour vinegar, wine, beer, and mead – which is the origin of many ‘mead’ related names. The 17th century English botanist, physician and herbalist, Nicholas Culpeper, recommended that a leaf of Meadowsweet should be added to a cup of claret wine, to give it a ‘fine relish’.
Today, Meadowsweet is one of the thirty herbs and spices that is added to the popular Norfolk punch cordial drink. This is made following an authentic medieval recipe that was originally made by the monks of Norfolk.
Historically, it was a popular strewing-plant, commonly scattered over floors in order to keep rooms sweet smelling.
The leaves and floures of Meadowsweet farre excelle all other strowing herbs for to decke up houses, to strawe in chambers, halls and banqueting-houses in the summer-time, for the smell thereof makes the heart merrie and joyful and delighteth the senses.
John Gerard, 16th Century botanist
It was a particular favourite of Queen Elizabeth I of England, who liked it to be used in her chambers. Having plants strewn over the floors isn’t really acceptable in a modern house, but Meadowsweet can be dried and included in pot pouri for a similar affect. 
In addition to this, the roots of Meadowsweet produce a black dye and the leaves a blue pigment, which makes it perfect for those who wish to use natural materials for their art or craft work. Meadowsweet is possibly most well known for its medicinal uses.This is mainly because it contains salycilic acid, a compound that is similar to Aspirin. As such it has pain-killing properties. Salicylic acid was first produced in 1838 by the Italian scientist, Rafaele Piria, from the flowerbuds of Meadowsweet and from the bark of the Willow tree (Salix alba). The name, ‘Aspirin’ that was given to acetylsalicylic acid after it was created by the company Bayer in 1899, actually comes from the old botanical name for Meadowsweet – Spiraea ulmaria.
It can be steeped in water to make a relieving tea, useful for managing aches and pains, particularly for those suffering from colds and flu. It can, though, be a little harsh on the digestive system. The plant’s digestive effects mean that it has traditionally been a go-to herb for those suffering from indigestion, flatulence, and diarrhoea. It protects and soothes the mucous membranes of the digestive tract, reducing excess acidity and alleviating nausea. It can also be used as a treatment for heartburn, hyperacidity, gastritis and peptic ulceration. Salicylic acid has anti-inflammatory properties, making it an effective treatment for rheumatic pain.
The tannins and mucilages found in Meadowsweet appear to limit some of the adverse effects common to the salicylates – such as those that can cause gastric bleeding (Aspirin can cause gastric ulceration). Care should still be taken with the use of Meadowsweet, however, as salicylic acid also acts as a blood thinner. This can cause internal bleeding, and prevents wounds from clotting. Use should be halted a week before admission to hospital for surgery.
If you’d like to find out more, these are the sites that I collected my information from:
Wildlife Trusts
Wikipedia
Woodland Trust
Eat Weeds
Wight Druids
This post is for 365 Days Wild, day 65.
Meet a Plant: Meadowsweet #365DaysWild Meet, Meadowsweet. Meadowsweet is a perennial herb of the rose family that is native throughout most of Europe and Western Asia.
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