Bloomnight
The whole fen flowers at once. Every herb node yields double, Astral Bloom is guaranteed at the Witchlight Pools, Witchlight Moths swarm, and the Gloam Stag walks down out of the Gloaming.
A crooked hut on stilts at the edge of the Gloamfen, the best herb grounds in the heartland. The fen sits in a hollow where the evening fog pools and lingers long after it has lifted everywhere else, so things grow here that grow nowhere else. Every new player who wants to learn herb-gathering ends up on Marla Fennick's porch. Fewer of them ask about the ruined glasshouse up the slope, or why the grey patches in the herb beds keep spreading.
Herbalists, apprentices and seed-keepers
Hive-keepers and herb-wardens who walk the beds at night
Rootwives, who can talk a mandrake out of the ground without it screaming
Fogtouched gatherers who can find Void Moss by feel
Long, soft banks below the hut where the Moonroot grows thick enough to walk on. The Rootwife's mandrake beds sit at the far end behind...
walled garden · draftA walled garden and a tall stone storehouse full of seed jars, some labelled in hands nobody can read any more. Hollis Dunmore's hives...
poison bog · draftA sunken, purple-flowered bog where everything that grows is poisonous and most of what moves is too. Dace Kettleby lives here by choice...
moonpools · draftA chain of still, black pools that hold the moon perfectly. On clear nights Astral Bloom opens on their edges and the Witchlight Moths...
lair · draftThe hollow where the fog pools and never quite lifts. Void Moss grows here and nowhere else in the fen. So do Briar Stalkers....
dungeon · draftForty years ago the herbalist Hester Vane built a glasshouse up the slope to grow Void Moss without the fog. It worked. The moss grew...
Fed by the Void Moss inside; the only Keisai in the wetlands. Dungeon only.
Ore-stage pebbles you can wade for on clear nights; Bloomnight brings up Refined pieces.
Salvage; low grade.
The whole fen flowers at once. Every herb node yields double, Astral Bloom is guaranteed at the Witchlight Pools, Witchlight Moths swarm, and the Gloam Stag walks down out of the Gloaming.
Grey, dead patches creep down from the Old Glasshouse into the herb beds. Blightlings rise from them. Left alone, the blight reaches the hut and every herb yield in the fen drops until players burn it back.
As across the wetlands, but the fog pools in the Gloaming and lingers. Void Moss can only be found in it.
Moonroot Banks
Basic remedies; seeds plant on the Aetherial Starter Farm
The Gloaming, during Fogfall
Potent reagent; Marla pays best for it
Witchlight Pools on clear nights; guaranteed on Bloomnight
High-tier alchemy; glows when ripe
Shade under the Seedhouse eaves and the willow roots
Sleep tonics, cooking
Foxglove Mire (gloves needed)
Poisons, and — boiled down properly — antidotes
The Rootwife's beds on Moonroot Banks
Strength draughts; screams when pulled (stuns without earplugs)
Hollis Dunmore's hives by the Seedhouse
Potion binder; heals a little on its own
Netted Witchlight Moths (night only)
Enchanting and glow-dyes
Snails the size of a loaf with gardens growing on their shells. Slow, harmless and — according to Wren — very competitive.
Fist-sized green frogs that sing all night. The first thing most players ever hunt.
Grey-brown hares with burrs in their fur, fat on stolen Moonroot. Marla pays a copper a tail.
Hollis Dunmore's bees, or their wild cousins. Fat, slow and fine unless someone touches the hive.
Purple-banded snakes that lie among the foxglove and look exactly like it.
Wild pigs whose bristles have grown into stinging nettles. They root up whole herb beds overnight.
Golden motes that drift over the beds at dusk, puffing sleep-pollen at anything that breathes.
Shambling heaps of grey, rotted moss that climb out of the Rotblight patches. Where they walk, herbs die.
A cat-shaped tangle of thorn and bramble that hunts gatherers in the fog. You hear it as a rustle that stops when you stop.
Fog given a shape, drifting out of the thin places at Fogfall. They wear the faces of people you've lost.
A pulled mandrake that didn't want to be. It grows little legs, runs, and screams loud enough to drop a grown warrior.
Pale moths with wings like lit paper that feed on Astral Bloom. Killing one dims every bloom around it; netting one...
The herbalist who wanted Void Moss without the fog. She's still in the heart of her glasshouse, moss-grown and...
A pale stag whose antlers flower with Astral Bloom. It walks down out of the Gloaming on Bloomnight to drink from...
Hester's garden construct, built to carry soil and water the beds. The moss got into its joints and its orders. It...
Marla will teach you the herbs — if you bring her some first.
Marla's busy. Wren has a list, and she's handing half of it to you.
Every herbalist needs to know the poisons. Dace knows all of them personally.
Thessaly needs her mandrake beds thinned, and she isn't going to do the pulling.
Once a month the whole fen flowers at once. Marla wants you out there for it, and she wants the first bloom.
Thessaly says the fen has a spirit, and on Bloomnight it comes down to drink. Rook says poachers are after its antlers. Find it first.
Grey, dead patches are spreading through the herb beds. Rook wants to know where they're coming from.
The trail leads to the Old Glasshouse. Gaffer Pell knows whose it was, and he has a page of her journal. The rest are...
Marla hands over the key she's kept for forty years. 'She was good to me. Whatever's in there now isn't her.'
Before the glasshouse, Hester kept heirloom beds. Pell wants the seed back before the blight takes the last of them.
Hollis's wild hives need harvesting, and his paws are too big for the smoker.
Someone has been stripping the Gloaming of Void Moss. Rook has found their camp. He hasn't found them.
Wren's snail is undefeated. Wren would like you to know that.
Every morning Marla pins an order to the door. Fill it before dusk.
A working household, not a chartered settlement; ranks are by trade.
Owns the hut and the herb rights to the whole fen, teaches herbalism and buys what you gather.
Walks the beds at night: poachers, blight and anything with teeth.
Keeps the Seedhouse and its jars of heirloom seed, some older than the kingdom.
Work their own patch of the fen and pay Marla a tenth of the harvest.
Does everything nobody else wants to, and has opinions about it.
Gather on the Keeper's licence and sell the herbs back to her.
herbalist hut
Damp and still; the fog arrives an hour early and leaves an hour late. Every full moon the whole fen flowers at once.
3–12 (the herbalism grounds, and the Old Glasshouse dungeon at the top end)
Herbs, remedies, seeds, fenhoney and, quietly, poisons.
Kingdom of Behemoth; the herb rights were granted to the Keeper by the steward of Behemoth's Rest.
Keeper of the Gloamfen Herbary
Marla's apprentice
Keeper of the Seedhouse
Hive-keeper
Mandrake grower
Poisoner (licensed, mostly)
Warden of the Gloamfen