Hopebloom Shrub
Grade: High · Capacity: 1,000 MP · Gathering: Nature DC 20 · Min. work: 3 hours Classification: Medicinal, Unique Where: Found in structures (homesteads) (arid, tropical climates).
Parts and processing
| Part | Used as |
|---|---|
| Root | Medicinal |
| Blooms | Unique |
Seasons
| Spring | Summer | Autumn | Winter |
|---|---|---|---|
| 🟢 plentiful | 🟢 plentiful | 🟢 plentiful | 🟢 plentiful |
Estimated – Nord gives no seasons. Edit seasons in the frontmatter if you disagree. Abundance sets the quantity die; in tropical climates nothing is fully absent (see Seasons).
Where it is found
| Environment | Search | d100 | Where |
|---|---|---|---|
| Urban | Wood & trees | 87-93 | Found in structures (homesteads) (arid, tropical climates). |
Property
A yellow-flowering shrub, one of the first medicines ever found – a symbol of hope.
Use (blooms): added to a brew that causes despair, they give the drinker advantage on saves against that despair.
Use (root): steeped for 10 minutes, a tea that lowers fever, settles the stomach and relaxes (drink within an hour). For 2 hours you are very relaxed: half speed and −2 to AC and Dexterity saves.
Good for: soothing remedies and items of hope.
Affinity: healing, calm, hope
In this system
A portion of Hopebloom Shrub is an empty vessel that can hold 1,000 MP (MP). It only becomes magical when a character charges it. Unique parts are what a special slot is for.
Based on Nord Games – Foraging, Urban (p. 81) – text rewritten in our own words.