The Nature Sourcebook

Nature, in the broadest sense, is the natural, physical, or material world or universe. The word nature is derived from the Latin word natura, or "essential qualities, innate disposition", and in ancient times, literally meant "birth". Natura is a Latin translation of the Greek word physis (φύσις), which originally related to the intrinsic characteristics that plants, animals, and other features of the world develop of their own accord. The concept of nature as a whole, the physical universe, is one of several expansions of the original notion; it began with certain core applications of the word φύσις by pre-Socratic philosophers, and has steadily gained currency ever since. This usage continued during the advent of modern scientific method in the last several centuries. Within the various uses of the word today, "nature" often refers to geology and wildlife. Nature can refer to the general realm of living plants and animals, and in some cases to the processes associated with inanimate objects–the way that particular types of things exist and change of their own accord, such as the weather and geology of the Earth. It is often taken to mean the "natural environment" or wilderness–wild animals, rocks, forest, and in general those things that have not been substantially altered by human intervention, or which persist despite human intervention. For example, manufactured objects and human interaction generally are not considered part of nature, unless qualified as, for example, "human nature" or "the whole of nature". This more traditional concept of natural things which can still be found today implies a distinction between the natural and the artificial, with the artificial being understood as that which has been brought into being by a human consciousness or a human mind. Depending on the particular context, the term "natural" might also be distinguished from the unnatural or the supernatural.

From within verdant forests, among nomadic caravans, or atop soaring cliffsides, courageous adventurers arise from the people known as the races of the wild: elves, halflings, and raptorans. Living in harmony with the natural world, these noble individuals embark on grand adventures that become fireside tales for generations to come.

1. Ecosystems
2. Forests
3. Jungles
4. Swamps
5. Plants
6. Animals
7. Insects
8. Algae
9. Fungi
10. Humidity
11. Nature Races
12. Nature Classes
13. Forest Bestiary
14. Fairy Rings
15. Fairy Paths
16. Forest Cities
17. Dimensions within the Faerie Realm
18. Sacred Groves
19. The Guide to Herbs
20. Nature Products
21. Organizations
22. The Bioscape
23. Adventures in the jungle
24. Earth Elemental Magic
25. Faerie Magic
26. Nature Powers

 

1. Ecosystems
An ecosystem is a community of living organisms in conjunction with the nonliving components of their environment (things like air, water and mineral soil), interacting as a system. These biotic and abiotic components are regarded as linked together through nutrient cycles and energy flows. As ecosystems are defined by the network of interactions among organisms, and between organisms and their environment, they can be of any size but usually encompass specific, limited spaces (although some scientists say that the entire planet is an ecosystem). Energy, water, nitrogen and soil minerals are other essential abiotic components of an ecosystem. The energy that flows through ecosystems is obtained primarily from the sun. It generally enters the system through photosynthesis, a process that also captures carbon from the atmosphere. By feeding on plants and on one another, animals play an important role in the movement of matter and energy through the system. They also influence the quantity of plant and microbial biomass present. By breaking down dead organic matter, decomposers release carbon back to the atmosphere and facilitate nutrient cycling by converting nutrients stored in dead biomass back to a form that can be readily used by plants and other microbes.

Ecosystems are controlled both by external and internal factors. External factors such as climate, the parent material that forms the soil, and topography control the overall structure of an ecosystem and the way things work within it, but are not themselves influenced by the ecosystem. Other external factors include time and potential biota. Ecosystems are dynamic entities—invariably, they are subject to periodic disturbances and are in the process of recovering from some past disturbance. Ecosystems in similar environments that are located in different parts of the world can have very different characteristics simply because they contain different species. The introduction of non-native species can cause substantial shifts in ecosystem function. Internal factors not only control ecosystem processes but are also controlled by them and are often subject to feedback loops. While the resource inputs are generally controlled by external processes like climate and parent material, the availability of these resources within the ecosystem is controlled by internal factors like decomposition, root competition or shading. Other internal factors include disturbance, succession and the types of species present. Although humans exist and operate within ecosystems, their cumulative effects are large enough to influence external factors like climate. Biodiversity affects ecosystem function, as do the processes of disturbance and succession. Ecosystems provide a variety of goods and services upon which people depend; the principles of ecosystem management suggest that rather than managing individual species, natural resources should be managed at the level of the ecosystem itself. Classifying ecosystems into ecologically homogeneous units is an important step towards effective ecosystem management, but there is no single, agreed-upon way to do this. Energy and carbon enter ecosystems through photosynthesis, are incorporated into living tissue, transferred to other organisms that feed on the living and dead plant matter, and eventually released through respiration. Most mineral nutrients, on the other hand, are recycled within ecosystems. Primary production is the production of organic matter from inorganic carbon sources. Overwhelmingly, this occurs through photosynthesis. The energy incorporated through this process supports life on earth, while the carbon makes up much of the organic matter in living and dead biomass, soil carbon and fossil fuels. It also drives the carbon cycle, which influences global climate via the greenhouse effect.

A terrestrial ecosystem is an ecosystem found only on landforms. Six primary terrestrial ecosystems exist: tundra, taiga, temperate deciduous forest, tropical rain forest, grassland and desert. A community of organisms and their environment that occurs on the land masses of continents and islands. Terrestrial ecosystems are distinguished from aquatic ecosystems by the lower availability of water and the consequent importance of water as a limiting factor. Terrestrial ecosystems are characterized by greater temperature fluctuations on both a diurnal and seasonal basis than occur in aquatic ecosystems in similar climates. The availability of light is greater in terrestrial ecosystems than in aquatic ecosystems because the atmosphere is more transparent in land than in water. Gases are more available in terrestrial ecosystems than in aquatic ecosystems. Those gases include carbon dioxide that serves as a substrate for photosynthesis, oxygen that serves as a substrate in aerobic respiration, and nitrogen that serves as a substrate for nitrogen fixation. Terrestrial environments are segmented into a subterranean portion from which most water and ions are obtained, and an atmospheric portion from which gases are obtained and where the physical energy of light is transformed into the organic energy of carbon-carbon bonds through the process of photosynthesis. Terrestrial ecosystems occupy 55,660,000 mi² (144,150,000 km²), or 28.26% of Earth's surface. Although they are comparatively recent in the history of life (the first terrestrial organisms appeared in the Silurian period, about 425 million years ago) and occupy a much smaller portion of Earth's surface than marine ecosystems, terrestrial ecosystems have been a major site of adaptive radiation of both plants and animals. Major plant taxa in terrestrial ecosystems are members of the division Magnoliophyta (flowering plants), of which there are about 275,000 species, and the division Pinophyta (conifers), of which there are about 500 species. Members of the division Bryophyta (mosses and liverworts), of which there are about 24,000 species, are also important in some terrestrial ecosystems. Major animal taxa in terrestrial ecosystems include the classes Insecta (insects) with about 900,000 species, Aves (birds) with 8,500 species, and Mammalia (mammals) with approximately 4,100 species.

Organisms in terrestrial ecosystems have adaptations that allow them to obtain water when the entire body is no longer bathed in that fluid, means of transporting the water from limited sites of acquisition to the rest of the body, and means of preventing the evaporation of water from body surfaces. They also have traits that provide body support in the atmosphere, a much less buoyant medium than water, and other traits that render them capable of withstanding the extremes of temperature, wind, and humidity that characterize terrestrial ecosystems. Finally, the organisms in terrestrial ecosystems have evolved many methods of transporting gametes in environments where fluid flow is much less effective as a transport medium. The organisms in terrestrial ecosystems are integrated into a functional unit by specific, dynamic relationships due to the coupled processes of energy and chemical flow. Those relationships can be summarized by schematic diagrams of trophic webs, which place organisms according to their feeding relationships. The base of the food web is occupied by green plants, which are the only organisms capable of utilizing the energy of the Sun and inorganic nutrients obtained from the soil to produce organic molecules. Terrestrial food webs can be broken into two segments based on the status of the plant material that enters them. Grazing food webs are associated with the consumption of living plant material by herbivores. Detritus food webs are associated with the consumption of dead plant material by detritivores. The relative importance of those two types of food webs varies considerably in different types of terrestrial ecosystems. Grazing food webs are more important in grasslands, where over half of net primary productivity may be consumed by herbivores. Detritus food webs are more important in forests, where less than 5% of net primary productivity may be consumed by herbivores. There is one type of extensive terrestrial ecosystem due solely to human activities and eight types that are natural ecosystems. Those natural ecosystems reflect the variation of precipitation and temperature over Earth's surface. The smallest land areas are occupied by tundra and temperate grassland ecosystems, and the largest land area is occupied by tropical forest. The most productive ecosystems are temperate and tropical forests, and the least productive are deserts and tundras. Cultivated lands, which together with grasslands and savannas utilized for grazing are referred to as agroecosystems, are of intermediate extent and productivity. Because of both their areal extent and their high average productivity, tropical forests are the most productive of all terrestrial ecosystems, contributing 45% of total estimated net primary productivity on land.

 

2. Forests
A forest is a large area dominated by trees. Hundreds of more precise definitions of forest are used throughout the world, incorporating factors such as tree density, tree height, land use, legal standing and ecological function. According to the widely used Food and Agriculture Organization definition, forests covered four billion hectares or approximately 30 percent of the world's land area in 2006. Forests are the dominant terrestrial ecosystem of Earth, and are distributed across the globe. Forests account for 75% of the gross primary productivity of the Earth's biosphere, and contain 80% of the Earth's plant biomass. Forests at different latitudes and elevations form distinctly different ecozones: boreal forests near the poles, tropical forests near the equator and temperate forests at mid-latitudes. Higher elevation areas tend to support forests similar to those at higher latitudes, and amount of precipitation also affects forest composition. Forests provide ecosystem services to humans and serve as tourist attractions. Forests can also affect people's health. Human activities, including harvesting forest resources, can negatively affect forest ecosystems. Although a forest is usually defined by the presence of trees, under many definitions an area completely lacking trees may still be considered a forest if it grew trees in the past, will grow trees in the future, or was legally designated as a forest regardless of vegetation type.

There are three broad categories of forest definitions in use: administrative, land use, and land cover. Administrative definitions are based primarily upon the legal designations of land, and commonly bear little relationship to the vegetation growing on the land: land that is legally designated as a forest is defined as a forest even if no trees are growing on it. Land use definitions are based upon the primary purpose that the land serves. For example, a forest may be defined as any land that is used primarily for production of timber. Under such a land use definition, cleared roads or infrastructure within an area used for forestry, or areas within the region that have been cleared by harvesting, disease or fire are still considered forests even if they contain no trees. Land cover definitions define forests based upon the type and density of vegetation growing on the land. Such definitions typically define a forest as an area growing trees above some threshold. These thresholds are typically the number of trees per area (density), the area of ground under the tree canopy (canopy cover) or the section of land that is occupied by the cross-section of tree trunks (basal area). Under such land cover definitions, and area of land only be defined as forest if it is growing trees. Areas that fail to meet the land cover definition may be still included under while immature trees are establishing if they are expected to meet the definition at maturity. Under land use definitions, there is considerable variation on where the cutoff points are between a forest, woodland, and savanna. Under some definitions, forests require very high levels of tree canopy cover, from 60% to 100%, excluding savannas and woodlands in which trees have a lower canopy cover. Other definitions consider savannas to be a type of forest, and include all areas with tree canopies over 10%. Forests account for 75% of the gross primary productivity of the Earth's biosphere, and contain 80% of the Earth's plant biomass. Forest ecosystems can be found in all regions capable of sustaining tree growth, at altitudes up to the tree line, except where natural fire frequency or other disturbance is too high, or where the environment has been altered by human activity. The latitudes 10° north and south of the equator are mostly covered in tropical rainforest, and the latitudes between 53°N and 67°N have boreal forest. As a general rule, forests dominated by angiosperms (broadleaf forests) are more species-rich than those dominated by gymnosperms (conifer, montane, or needleleaf forests), although exceptions exist.

Forests sometimes contain many tree species within a small area (as in tropical rain and temperate deciduous forests), or relatively few species over large areas (e.g., taiga and arid montane coniferous forests). Forests are often home to many animal and plant species, and biomass per unit area is high compared to other vegetation communities. Much of this biomass occurs below ground in the root systems and as partially decomposed plant detritus. The woody component of a forest contains lignin, which is relatively slow to decompose compared with other organic materials such as cellulose or carbohydrate. A forest consists of many components that can be broadly divided into two categories that are biotic (living) and abiotic (non-living) components. The living parts include trees, shrubs, vines, grasses and other herbaceous (non-woody) plants, mosses, algae, fungi, insects, mammals, birds, reptiles, amphibians, and microorganisms living on the plants and animals and in the soil. A forest is made up of many layers. Starting from the ground level and moving up, the main layers of all forest types are the forest floor, the understory and the canopy. The emergent layer exists in tropical rainforests. Each layer has a different set of plants and animals depending upon the availability of sunlight, moisture and food. Forest floor contains decomposing leaves, animal droppings, and dead trees. Decay on the forest floor forms new soil and provides nutrients to the plants. The forest floor supports ferns, grasses, mushroom and tree seedlings. Understory is made up of bushes, shrubs, and young trees that are adapted to living in the shades of the canopy. Canopy is formed by the mass of intertwined branches, twigs and leaves of the mature trees. The crowns of the dominant trees receive most of the sunlight. This is the most productive part of the trees where maximum food is produced. The canopy forms a shady, protective "umbrella" over the rest of the forest. Emergent layer exists in the tropical rain forest and is composed of a few scattered trees that tower over the canopy.

Boreal forests occupy the subarctic zone and are generally evergreen and coniferous. Temperate zones support both broadleaf deciduous forests (e.g., temperate deciduous forest) and evergreen coniferous forests (e.g., temperate coniferous forests and temperate rainforests). Warm temperate zones support broadleaf evergreen forests, including laurel forests. Tropical and subtropical forests include tropical and subtropical moist forests, tropical and subtropical dry forests, and tropical and subtropical coniferous forests. The number of trees in the world, according to a 2015 estimate, is 3 trillion, of which 1.4 trillion are in the tropics or sub-tropics, 0.6 trillion in the temperate zones, and 0.7 trillion in the coniferous boreal forests. The estimate is about eight times higher than previous estimates, and is based on tree densities measured on over 400,000 plots. It remains subject to a wide margin of error, not least because the samples are mainly from Europe and North America.

Temperate needleleaf forests mostly occupy the higher latitude regions of the Northern Hemisphere, as well as high altitude zones and some warm temperate areas, especially on nutrient-poor or otherwise unfavourable soils. These forests are composed entirely, or nearly so, of coniferous species (Coniferophyta). In the Northern Hemisphere pines Pinus, spruces Picea, larches Larix, firs Abies, Douglas firs Pseudotsuga and hemlocks Tsuga, make up the canopy, but other taxa are also important. In the Southern Hemisphere, most coniferous trees (members of the Araucariaceae and Podocarpaceae) occur in mixtures with broadleaf species, and are classed as broadleaf and mixed forests.
Temperate broadleaf and mixed forests include a substantial component of trees in the Anthophyta. They are generally characteristic of the warmer temperate latitudes, but extend to cool temperate ones, particularly in the southern hemisphere. They include such forest types as the mixed deciduous forests of the United States and their counterparts in China and Japan, the broadleaf evergreen rainforests of Japan, Chile and Tasmania, the sclerophyllous forests of Australia, central Chile, the Mediterranean and California, and the southern beech Nothofagus forests of Chile and New Zealand.

There are many different types of tropical moist forests, with lowland evergreen broad leaf tropical rainforests, for example várzea and igapó forests and the terra firma forests of the Amazon Basin; the peat swamp forests, dipterocarp forests of Southeast Asia; and the high forests of the Congo Basin. Seasonal tropical forests, perhaps the best description for the colloquial term "jungle", typically range from the rainforest zone 10 degrees north or south of the equator, to the Tropic of Cancer and Tropic of Capricorn. Forests located on mountains are also included in this category, divided largely into upper and lower montane formations on the basis of the variation of physiognomy corresponding to changes in altitude. Tropical dry forests are characteristic of areas in the tropics affected by seasonal drought. The seasonality of rainfall is usually reflected in the deciduousness of the forest canopy, with most trees being leafless for several months of the year. However, under some conditions, e.g. less fertile soils or less predictable drought regimes, the proportion of evergreen species increases and the forests are characterised as "sclerophyllous". Thorn forest, a dense forest of low stature with a high frequency of thorny or spiny species, is found where drought is prolonged, and especially where grazing animals are plentiful. On very poor soils, and especially where fire or herbivory are recurrent phenomena, savannas develop.

Sparse trees and savanna are forests with lower canopy cover of trees. They occur principally in areas of transition from forested to non-forested landscapes. The two major zones in which these ecosystems occur are in the boreal region and in the seasonally dry tropics. At high latitudes, north of the main zone of boreal forest, growing conditions are not adequate to maintain a continuous closed forest cover, so tree cover is both sparse and discontinuous. This vegetation is variously called open taiga, open lichen woodland, and forest tundra. A savanna is a mixed woodland grassland ecosystem characterized by the trees being sufficiently widely spaced so that the canopy does not close. The open canopy allows sufficient light to reach the ground to support an unbroken herbaceous layer consisting primarily of grasses. Savannas maintain an open canopy despite a high tree density. Forest plantations are generally intended for the production of timber and pulpwood. Commonly mono-specific and/or composed of introduced tree species, these ecosystems are not generally important as habitat for native biodiversity. However, they can be managed in ways that enhance their biodiversity protection functions and they can provide ecosystem services such as maintaining nutrient capital, protecting watersheds and soil structure, and storing carbon. Forests provide a diversity of ecosystem services including converting carbon dioxide into oxygen and biomass, acting as a carbon sink, aiding in regulating climate, purifying water, mitigating natural hazards such as floods, and serving as a genetic reserve. Forests also serve as a source of lumber and as recreational areas.

 

3. Jungles
A jungle is land covered with dense vegetation dominated by trees. One of the most common meanings of jungle is land overgrown with tangled vegetation at ground level, especially in the tropics. Typically such vegetation is sufficiently dense to hinder movement by humans, requiring that travellers cut their way through. This definition draws a distinction between primary forest and jungle, since the under-storey of tropical forests is typically open of vegetation due to a lack of sunlight, and hence relatively easy to traverse. Jungles may exist within, or at the borders of, tropical forests in areas where the forest has been opened through natural disturbance such as hurricanes, or through human activity such as logging. The successional vegetation that springs up following such disturbance of rainforest is dense and impenetrable and is a ‘typical’ jungle. Jungle also typically forms along forest margins and along stream banks, once again due to the greater available light at ground level. Tropical seasonal forests and mangroves are commonly referred to as jungles of this type. Having a more open canopy than rainforests, seasonal forests may have denser under-storeys with numerous lianas and shrubs making movement difficult, while the prop roots and low canopies of mangroves produce similar difficulties. Because European explorers initially travelled through tropical forests largely by river, the dense tangled vegetation lining the stream banks gave a misleading impression that such jungle conditions existed throughout the forest. As a result, it was wrongly assumed that the entire forest was impenetrable jungle. This in turn appears to have given rise to the second popular usage of jungle as virtually any humid tropical forest. Jungle in this context is particularly associated with tropical forest, but may extend to cloud forest, temperate rainforest and mangroves with no reference to the vegetation structure or the ease of travel. The word "Tropical forest" has largely replaced "Jungle" as the descriptor of humid tropical forests, a linguistic transition that has occurred since the 1970s. "Rainforest", a specific type of tropical forest that does not occur in the Indian sub-continent, itself did not appear in English dictionaries before the 1970s. The word "jungle" accounted for over 80% of the terms used to refer to tropical forests in print media before the 1970s, since when "rainforest" has been used widely, although "jungle" still remains common in discourse when referring to tropical forests.

 

4. Swamps

Click here for a guide specifically about swamps including races and bestiary.

 

5. Plants
Plants are mainly multicellular, predominantly photosynthetic eukaryotes of the kingdom Plantae. The term is today generally limited to the green plants, which form an unranked clade Viridiplantae (Latin for "green plants"). This includes the flowering plants, conifers and other gymnosperms, ferns, clubmosses, hornworts, liverworts, mosses and the green algae, and excludes the red and brown algae. Historically, plants formed one of two kingdoms covering all living things that were not animals, and both algae and fungi were treated as plants; however all current definitions of "plant" exclude the fungi and some algae, as well as the prokaryotes (the archaea and bacteria). Green plants have cell walls with cellulose and obtain most of their energy from sunlight via photosynthesis by primary chloroplasts, derived from endosymbiosis with cyanobacteria. Their chloroplasts contain chlorophylls a and b, which gives them their green colour. Some plants are parasitic and have lost the ability to produce normal amounts of chlorophyll or to photosynthesize. Plants are characterized by sexual reproduction and alternation of generations, although asexual reproduction is also common.

There are about 300–315 thousand species of plants, of which the great majority, some 260–290 thousand, are seed plants. Green plants provide most of the world's molecular oxygen and are the basis of most of Earth's ecologies, especially on land. Plants that produce grains, fruits and vegetables form humankind's basic foodstuffs, and have been domesticated for millennia. Plants play many roles in culture. They are used as ornaments and, until recently and in great variety, they have served as the source of most medicines and drugs. The scientific study of plants is known as botany, a branch of biology. Land plants, also known as Embryophyta Plantae sensu strictissimo "Plants in the strictest sense". This group includes the liverworts, hornworts, mosses, and vascular plants, as well as fossil plants similar to these surviving groups. Green plants, also known as Viridiplantae, Viridiphyta or Chlorobionta Plantae sensu stricto "Plants in a strict sense". This group includes the green algae, and land plants that emerged within them, including stoneworts. The names given to these groups vary considerably as of July 2011. Viridiplantae encompass a group of organisms that have cellulose in their cell walls, possess chlorophylls a and b and have plastids that are bound by only two membranes that are capable of storing starch. Archaeplastida, also known as Plastida or Primoplantae Plantae sensu lato "Plants in a broad sense". This group comprises the green plants above plus Rhodophyta (red algae) and Glaucophyta (glaucophyte algae). This clade includes the organisms that eons ago acquired their chloroplasts directly by engulfing cyanobacteria.

Diversity of living green plant (Viridiplantae)
Green algae - Chlorophyta green algae (chlorophytes) 3,800–4,300 living species
                    Charophyta green algae (e.g. desmids & stoneworts) 2,800–6,000 living species

Bryophytes - Marchantiophyta liverworts 6,000–8,000 living species
                  Anthocerotophyta hornworts 100–200 living species
                  Bryophyta mosses 12,000 living species

Pteridophytes - Lycopodiophyta club mosses 1,200 living species
                      Pteridophyta ferns, whisk ferns & horsetails 11,000 living species

Seed plants - Cycadophyta cycads 160 living species
                   Ginkgophyta ginkgo 1 living species
                   Pinophyta conifers 630 living species
                   Gnetophyta gnetophytes 70 living species
                   Magnoliophyta flowering plants 258,650 living species

 

6. Animals
Animals are multicellular, eukaryotic organisms of the kingdom Animalia (also called Metazoa). The animal kingdom emerged as a basal clade within Apoikozoa as a sister of the choanoflagellates. Sponges are the most basal clade of animals. Animals are motile, meaning they can move spontaneously and independently at some point in their lives. Their body plan eventually becomes fixed as they develop, although some undergo a process of metamorphosis later in their lives. All animals are heterotrophs: they must ingest other organisms or their products for sustenance.
Most known animal phyla appeared in the fossil record as marine species during the Cambrian explosion, about 542 million years ago. Animals can be divided broadly into vertebrates and invertebrates. Vertebrates have a backbone or spine (vertebral column), and amount to less than five percent of all described animal species. They include fish, amphibians, reptiles, birds and mammals. The remaining animals are the invertebrates, which lack a backbone. These include molluscs (clams, oysters, octopuses, squid, snails); arthropods (millipedes, centipedes, insects, spiders, scorpions, crabs, lobsters, shrimp); annelids (earthworms, leeches), nematodes (filarial worms, hookworms), flatworms (tapeworms, liver flukes), cnidarians (jellyfish, sea anemones, corals), ctenophores (comb jellies), and sponges. The study of animals is called zoology.

Animals have several characteristics that set them apart from other living things. Animals are eukaryotic and multicellular, which separates them from bacteria and most protists. They are heterotrophic, generally digesting food in an internal chamber, which separates them from plants and algae. They are also distinguished from plants, algae, and fungi by lacking rigid cell walls. All animals are motile, if only at certain life stages. In most animals, embryos pass through a blastula stage, which is a characteristic exclusive to animals. With a few exceptions, most notably the sponges (Phylum Porifera) and Placozoa, animals have bodies differentiated into separate tissues. These include muscles, which are able to contract and control locomotion, and nerve tissues, which send and process signals. Typically, there is also an internal digestive chamber, with one or two openings. Animals with this sort of organization are called metazoans, or eumetazoans when the former is used for animals in general. All animals have eukaryotic cells, surrounded by a characteristic extracellular matrix composed of collagen and elastic glycoproteins. This may be calcified to form structures like shells, bones, and spicules. During development, it forms a relatively flexible framework upon which cells can move about and be reorganized, making complex structures possible. In contrast, other multicellular organisms, like plants and fungi, have cells held in place by cell walls, and so develop by progressive growth. Also, unique to animal cells are the following intercellular junctions: tight junctions, gap junctions, and desmosomes.

 

7. Insects
Insects are a class (Insecta) of hexapod invertebrates within the arthropod phylum that have a chitinous exoskeleton, a three-part body (head, thorax and abdomen), three pairs of jointed legs, compound eyes and one pair of antennae. They are the most diverse group of animals on the planet, including more than a million described species and representing more than half of all known living organisms. The number of extant species is estimated at between six and ten million, and potentially represent over 90% of the differing animal life forms on Earth. Insects may be found in nearly all environments, although only a small number of species reside in the oceans, a habitat dominated by another arthropod group, crustaceans. The life cycles of insects vary but most hatch from eggs. Insect growth is constrained by the inelastic exoskeleton and development involves a series of molts. The immature stages can differ from the adults in structure, habit and habitat, and can include a passive pupal stage in those groups that undergo 4-stage metamorphosis (see holometabolism). Insects that undergo 3-stage metamorphosis lack a pupal stage and adults develop through a series of nymphal stages. The higher level relationship of the Hexapoda is unclear.

Adult insects typically move about by walking, flying or sometimes swimming. As it allows for rapid yet stable movement, many insects adopt a tripedal gait in which they walk with their legs touching the ground in alternating triangles. Insects are the only invertebrates to have evolved flight. Many insects spend at least part of their lives under water, with larval adaptations that include gills, and some adult insects are aquatic and have adaptations for swimming. Some species, such as water striders, are capable of walking on the surface of water. Insects are mostly solitary, but some, such as certain bees, ants and termites, are social and live in large, well-organized colonies. Some insects, such as earwigs, show maternal care, guarding their eggs and young. Insects can communicate with each other in a variety of ways. Male moths can sense the pheromones of female moths over great distances. Other species communicate with sounds: crickets stridulate, or rub their wings together, to attract a mate and repel other males. Lampyridae in the beetle order communicate with light.

Insects can be divided into two groups historically treated as subclasses: wingless insects, known as Apterygota, and winged insects, known as Pterygota. The Apterygota consist of the primitively wingless order of the silverfish (Zygentoma). Archaeognatha make up the Monocondylia based on the shape of their mandibles, while Zygentoma and Pterygota are grouped together as Dicondylia. The Zygentoma themselves possibly are not monophyletic, with the family Lepidotrichidae being a sister group to the Dicondylia (Pterygota and the remaining Zygentoma).

Paleoptera and Neoptera are the winged orders of insects differentiated by the presence of hardened body parts called sclerites, and in the Neoptera, muscles that allow their wings to fold flatly over the abdomen. Neoptera can further be divided into incomplete metamorphosis-based (Polyneoptera and Paraneoptera) and complete metamorphosis-based groups. It has proved difficult to clarify the relationships between the orders in Polyneoptera because of constant new findings calling for revision of the taxa. For example, the Paraneoptera have turned out to be more closely related to the Endopterygota than to the rest of the Exopterygota. The recent molecular finding that the traditional louse orders Mallophaga and Anoplura are derived from within Psocoptera has led to the new taxon Psocodea. Phasmatodea and Embiidina have been suggested to form the Eukinolabia. Mantodea, Blattodea, and Isoptera are thought to form a monophyletic group termed Dictyoptera. The Exopterygota likely are paraphyletic in regard to the Endopterygota. Matters that have incurred controversy include Strepsiptera and Diptera grouped together as Halteria based on a reduction of one of the wing pairs – a position not well-supported in the entomological community. The Neuropterida are often lumped or split on the whims of the taxonomist. Fleas are now thought to be closely related to boreid mecopterans.

Though the true dimensions of species diversity remain uncertain, estimates range from 2.6–7.8 million species with a mean of 5.5 million. This probably represents less than 20% of all species on Earth[citation needed], and with only about 20,000 new species of all organisms being described each year, most species likely will remain undescribed for many years unless species descriptions increase in rate. About 850,000–1,000,000 of all described species are insects. Of the 24 orders of insects, four dominate in terms of numbers of described species, with at least 670,000 species included in Coleoptera, Diptera, Hymenoptera and Lepidoptera.
Coleoptera 300,000–400,000
Lepidoptera[35] 180,000
Diptera 90,000–150,000
Hymenoptera 100,000–150,000

Insects have segmented bodies supported by exoskeletons, the hard outer covering made mostly of chitin. The segments of the body are organized into three distinctive but interconnected units, or tagmata: a head, a thorax and an abdomen. The head supports a pair of sensory antennae, a pair of compound eyes, and, if present, one to three simple eyes (or ocelli) and three sets of variously modified appendages that form the mouthparts. The thorax has six segmented legs—one pair each for the prothorax, mesothorax and the metathorax segments making up the thorax—and, none, two or four wings. The abdomen consists of eleven segments, though in a few species of insects, these segments may be fused together or reduced in size. The abdomen also contains most of the digestive, respiratory, excretory and reproductive internal structures. Considerable variation and many adaptations in the body parts of insects occur, especially wings, legs, antenna and mouthparts.

 

8. Algae
Algae comprise several different groups of organisms which produce energy through photosynthesis and for that reason have been included in the plant kingdom in the past. Most conspicuous among the algae are the seaweeds, multicellular algae that may roughly resemble land plants, but are classified among the brown, red and green algae. Each of these algal groups also includes various microscopic and single-celled organisms. The Viridiplantae, the green plants – green algae and land plants – form a clade, a group consisting of all the descendants of a common ancestor. With a few exceptions among green algae, the green plants have the following features in common; cell walls containing cellulose, chloroplasts containing chlorophylls a and b, and food stores in the form of starch contained within plastids. They undergo closed mitosis without centrioles, and typically have mitochondria with flat cristae. The chloroplasts of green plants are surrounded by two membranes, suggesting they originated directly from endosymbiotic cyanobacteria. Two additional groups, the Rhodophyta (red algae) and Glaucophyta (glaucophyte algae), also have chloroplasts which appear to be derived directly from endosymbiotic cyanobacteria, although they differ in the pigments which are used in photosynthesis and so are different in colour. All three groups together are generally believed to have a single common origin, and so are classified together in the taxon Archaeplastida, whose name implies that the chloroplasts or plastids of all the members of the taxon were derived from a single ancient endosymbiotic event. This is the broadest modern definition of the plants.

In contrast, most other algae (e.g. brown algae/diatoms, haptophytes, dinoflagellates, and euglenids) not only have different pigments but also have chloroplasts with three or four surrounding membranes. They are not close relatives of the Archaeplastida, presumably having acquired chloroplasts separately from ingested or symbiotic green and red algae. They are thus not included in even the broadest modern definition of the plant kingdom, although they were in the past. The green plants or Viridiplantae were traditionally divided into the green algae (including the stoneworts) and the land plants. However, it is now known that the land plants evolved from within a group of green algae, so that the green algae by themselves are a paraphyletic group, i.e. a group that excludes some of the descendants of a common ancestor. Paraphyletic groups are generally avoided in modern classifications, so that in recent treatments the Viridiplantae have been divided into two clades, the Chlorophyta and the Streptophyta (or Charophyta). The Chlorophyta (a name that has also been used for all green algae) are the sister group to the group from which the land plants evolved. There are about 4,300 species of mainly marine organisms, both unicellular and multicellular. The latter include the sea lettuce, Ulva. The other group within the Viridiplantae are the mainly freshwater or terrestrial Streptophyta, which consists of the land plants together with the Charophyta, itself consisting of several groups of green algae such as the desmids and stoneworts. Streptophyte algae are either unicellular or form multicellular filaments, branched or unbranched. The genus Spirogyra is a filamentous streptophyte alga familiar to many, as it is often used in teaching and is one of the organisms responsible for the algal "scum" that pond-owners so dislike. The freshwater stoneworts strongly resemble land plants and are believed to be their closest relatives. Growing underwater, they consist of a central stalk with whorls of branchlets, giving them a superficial resemblance to horsetails, species of the genus Equisetum, which are true land plants.

Supergroup affiliation
Primoplantae/Archaeplastida - Chlorophyta, Rhodophyta, and Glaucophyta (Cyanobacteria). These algae have 'primary' chloroplasts, i.e. the chloroplasts are surrounded by two membranes and probably developed through a single endosymbiotic event. The chloroplasts of red algae have chlorophylls a and c (often), and phycobilins, while those of green algae have chloroplasts with chlorophyll a and b without phycobilins. Land plants are pigmented similarly to green algae and probably developed from them, thus the Chlorophyta is a sister taxon to the plants; sometimes the Chlorophyta, the Charophyta, and land plants are grouped together as the Viridiplantae.

Excavata and Rhizaria - Chlorarachniophytes and Euglenids (Green algae). These groups have green chloroplasts containing chlorophylls a and b. Their chloroplasts are surrounded by four and three membranes, respectively, and were probably retained from ingested green algae. Chlorarachniophytes, which belong to the phylum Cercozoa, contain a small nucleomorph, which is a relict of the algae's nucleus. Euglenids, which belong to the phylum Euglenozoa, live primarily in fresh water and have chloroplasts with only three membranes. The endosymbiotic green algae may have been acquired through myzocytosis rather than phagocytosis.

Chromista and Alveolata - Heterokonts, Haptophyta, Cryptomonads, and Dinoflagellates (Red algae). These groups have chloroplasts containing chlorophylls a and c, and phycobilins. The shape varies from plant to plant; they may be of discoid, plate-like, reticulate, cup-shaped, spiral, or ribbon shaped. They have one or more pyrenoids to preserve protein and starch. The latter chlorophyll type is not known from any prokaryotes or primary chloroplasts, but genetic similarities with red algae suggest a relationship there. In the first three of these groups (Chromista), the chloroplast has four membranes, retaining a nucleomorph in cryptomonads, and they likely share a common pigmented ancestor, although other evidence casts doubt on whether the heterokonts, Haptophyta, and cryptomonads are in fact more closely related to each other than to other groups. The typical dinoflagellate chloroplast has three membranes, but considerable diversity exists in chloroplasts within the group, and a number of endosymbiotic events apparently occurred. The Apicomplexa, a group of closely related parasites, also have plastids called apicoplasts, which are not photosynthetic, but appear to have a common origin with dinoflagellate chloroplasts.

Some species of algae form symbiotic relationships with other organisms. In these symbioses, the algae supply photosynthates (organic substances) to the host organism providing protection to the algal cells. The host organism derives some or all of its energy requirements from the algae. Examples are: Lichens (an association of a fungus and a photosynthetic symbiont resulting in a stable vegetative body having a specific structure), Coral reefs (accumulated from the calcareous exoskeletons of marine invertebrates of the order Scleractinia. These animals metabolize sugar and oxygen to obtain energy for their cell-building processes, including secretion of the exoskeleton, with water and carbon dioxide as byproducts), Sea sponges (green algae live close to the surface of some sponges, the alga is thus protected from predators; the sponge is provided with oxygen and sugars which can account for 50 to 80% of sponge growth in some species).

On the basis of their habitat, algae can be categorized as: aquatic (planktonic, benthic, marine, freshwater, lentic, lotic), terrestrial, aerial (subareial), lithophytic, halophytic (or euryhaline), psammon, thermophilic, cryophilic, epibiont (epiphytic, epizoic), endosymbiont (endophytic, endozoic), parasitic, calcifilic or lichenic (phycobiont).

 

9. Fungi
A fungus (plural: fungi or funguses) is any member of the group of eukaryotic organisms that includes unicellular microorganisms such as yeasts and molds, as well as multicellular fungi that produce familiar fruiting forms such as mushrooms and bracket fungi. These organisms are classified as a kingdom, Fungi, which is separate from the other eukaryotic life kingdoms of plants and animals. A characteristic that places fungi in a different kingdom from plants, bacteria and some protists, is chitin in their cell walls. Similar to animals, fungi are heterotrophs; they acquire their food by absorbing dissolved molecules, typically by secreting digestive enzymes into their environment. Fungi do not photosynthesise. Growth is their means of mobility, except for spores (a few of which are flagellated), which may travel through the air or water. Fungi are the principal decomposers in ecological systems. These and other differences place fungi in a single group of related organisms, named the Eumycota (true fungi or Eumycetes), which share a common ancestor (form a monophyletic group), an interpretation that is also strongly supported by molecular phylogenetics. This fungal group is distinct from the structurally similar myxomycetes (slime molds) and oomycetes (water molds).

Abundant worldwide, most fungi are inconspicuous because of the small size of their structures, and their cryptic lifestyles in soil or on dead matter. Fungi include symbionts of plants, animals, or other fungi and also parasites. They may become noticeable when fruiting, either as mushrooms or as molds. Fungi perform an essential role in the decomposition of organic matter and have fundamental roles in nutrient cycling and exchange in the environment. They have long been used as a direct source of human food, in the form of mushrooms and truffles; as a leavening agent for bread; and in the fermentation of various food products, such as wine, beer, and soy sauce. Since the 1940s, fungi have been used for the production of antibiotics, and, more recently, various enzymes produced by fungi are used industrially and in detergents. Fungi are also used as biological pesticides to control weeds, plant diseases and insect pests. Many species produce bioactive compounds called mycotoxins, such as alkaloids and polyketides, that are toxic to animals including humans. The fruiting structures of a few species contain psychotropic compounds and are consumed recreationally or in traditional spiritual ceremonies. Fungi can break down manufactured materials and buildings, and become significant pathogens of humans and other animals. Losses of crops due to fungal diseases (e.g., rice blast disease) or food spoilage can have a large impact on human food supplies and local economies.

The fungus kingdom encompasses an enormous diversity of taxa with varied ecologies, life cycle strategies, and morphologies ranging from unicellular aquatic chytrids to large mushrooms. However, little is known of the true biodiversity of Kingdom Fungi, which has been estimated at 1.5 million to 5 million species, with about 5% of these having been formally classified. Ever since the pioneering 18th and 19th century taxonomical works of Carl Linnaeus, Christian Hendrik Persoon, and Elias Magnus Fries, fungi have been classified according to their morphology (e.g., characteristics such as spore color or microscopic features) or physiology. Advances in molecular genetics have opened the way for DNA analysis to be incorporated into taxonomy, which has sometimes challenged the historical groupings based on morphology and other traits. Phylogenetic studies published in the last decade have helped reshape the classification within Kingdom Fungi, which is divided into one subkingdom, seven phyla, and ten subphyla.
Before the introduction of molecular methods for phylogenetic analysis, taxonomists considered fungi to be members of the plant kingdom because of similarities in lifestyle: both fungi and plants are mainly immobile, and have similarities in general morphology and growth habitat. Like plants, fungi often grow in soil and, in the case of mushrooms, form conspicuous fruit bodies, which sometimes resemble plants such as mosses. The fungi are now considered a separate kingdom, distinct from both plants and animals, from which they appear to have diverged around one billion years ago.

Most fungi lack an efficient system for the long-distance transport of water and nutrients, such as the xylem and phloem in many plants. To overcome this limitation, some fungi, such as Armillaria, form rhizomorphs, which resemble and perform functions similar to the roots of plants. As eukaryotes, fungi possess a biosynthetic pathway for producing terpenes that uses mevalonic acid and pyrophosphate as chemical building blocks. Fungi produce several secondary metabolites that are similar or identical in structure to those made by plants. Many of the plant and fungal enzymes that make these compounds differ from each other in sequence and other characteristics, which indicates separate origins and convergent evolution of these enzymes in the fungi and plants. Fungi have a worldwide distribution, and grow in a wide range of habitats, including extreme environments such as deserts or areas with high salt concentrations or ionizing radiation, as well as in deep sea sediments. Some can survive the intense UV and cosmic radiation encountered during space travel. Most grow in terrestrial environments, though several species live partly or solely in aquatic habitats. Around 100,000 species of fungi have been formally described by taxonomists, but the global biodiversity of the fungus kingdom is not fully understood.[38]On the basis of observations of the ratio of the number of fungal species to the number of plant species in selected environments, the fungal kingdom has been estimated to contain about 1.5 million species. A recent (2011) estimate suggests there may be over 5 million species.

Although often inconspicuous, fungi occur in every environment on Earth and play very important roles in most ecosystems. Along with bacteria, fungi are the major decomposers in most terrestrial (and some aquatic) ecosystems, and therefore play a critical role in biogeochemical cycles and in many food webs. As decomposers, they play an essential role in nutrient cycling, especially as saprotrophs and symbionts, degrading organic matter to inorganic molecules, which can then re-enter anabolic metabolic pathways in plants or other organisms. Many fungi have important symbiotic relationships with organisms from most if not all Kingdoms. These interactions can be mutualistic or antagonistic in nature, or in the case of commensal fungi are of no apparent benefit or detriment to the host.
Mycorrhizal symbiosis between plants and fungi is one of the most well-known plant–fungus associations and is of significant importance for plant growth and persistence in many ecosystems; over 90% of all plant species engage in mycorrhizal relationships with fungi and are dependent upon this relationship for survival.

Lichens are a symbiotic relationship between fungi and photosynthetic algae or cyanobacteria. The photosynthetic partner in the relationship is referred to in lichen terminology as a "photobiont". The fungal part of the relationship is composed mostly of various species of ascomycetes and a few basidiomycetes. Lichens occur in every ecosystem on all continents, play a key role in soil formation and the initiation of biological succession, and are prominent in some extreme environments, including polar, alpine, and semiarid desert regions. They are able to grow on inhospitable surfaces, including bare soil, rocks, tree bark, wood, shells, barnacles and leaves. As in mycorrhizas, the photobiont provides sugars and other carbohydrates via photosynthesis to the fungus, while the fungus provides minerals and water to the photobiont. The functions of both symbiotic organisms are so closely intertwined that they function almost as a single organism; in most cases the resulting organism differs greatly from the individual components. Lichenization is a common mode of nutrition for fungi; around 20% of fungi—between 17,500 and 20,000 described species—are lichenized.

Many insects also engage in mutualistic relationships with fungi. Several groups of ants cultivate fungi in the order Agaricales as their primary food source, while ambrosia beetles cultivate various species of fungi in the bark of trees that they infest. Likewise, females of several wood wasp species (genus Sirex) inject their eggs together with spores of the wood-rotting fungus Amylostereum areolatum into the sapwood of pine trees; the growth of the fungus provides ideal nutritional conditions for the development of the wasp larvae. At least one species of stingless bee has a relationship with a fungus in the genus Monascus, where the larvae consume and depend on fungus transferred from old to new nests. Termites on the African savannah are also known to cultivate fungi, and yeasts of the genera Candida and Lachancea inhabit the gut of a wide range of insects, including neuropterans, beetles, and cockroaches. Fungi ingrowing dead wood are essential for xylophagous insects (e.g. woodboring beetles).

Many species produce metabolites that are major sources of pharmacologically active drugs. Particularly important are the antibiotics, including the penicillins, a structurally related group of β-lactam antibiotics that are synthesized from small peptides. Although naturally occurring penicillins such as penicillin G (produced by Penicillium chrysogenum) have a relatively narrow spectrum of biological activity, a wide range of other penicillins can be produced by chemical modification of the natural penicillins. Modern penicillins are semisynthetic compounds, obtained initially from fermentation cultures, but then structurally altered for specific desirable properties. Other antibiotics produced by fungi include: ciclosporin, commonly used as an immunosuppressant during transplant surgery; and fusidic acid, used to help control infection from methicillin-resistant Staphylococcus aureus bacteria.

 

10. Humidity
The body attempts to maintain a constant temperature of 37°C at all times. In hot weather the body produces sweat, which cools the body as it evaporates. As the humidity or the moisture content in the air increases, sweat does not evaporate as readily. Sweat evaporation stops entirely when the relative humidity reaches about 90%. Under these circumstances the body temperature rises and may cause illness.
Humidity Effect
50-59% 30°C to 36°C; Heat rash or prickly heat occurring when blocked sweat glands become inflamed. This painful rash reduces the body's ability to sweat and to tolerate heat. -1 on all combat and skill rolls.
60-69% 37°C to 39°C; Painful spasms of the muscles caused by the failure of the body to replace its lost body salts and usually occur after heavy sweating in the leg or abdomen muscles. -2 on all combat and on skill rolls. 50% chance of fainting every 8 minutes. 
70-89% 40°C to 45°C; Heat exhaustion resulting when the body loses large amounts of fluid by sweating during work in hot environments. The skin becomes cool and clammy. Symptoms include profuse sweating, weakness, dizziness, nausea, and headaches. The pulse becomes weak. 70% chance of fainting and vomiting. -5 on all combat and skill rolls.
Over 90% Over 45°C; Heatstroke is the most serious condition and requires immediate medical attention. The body stops sweating, and its temperature becomes very high (even exceeding 41°C). Symptoms include hot and dry skin, and can progress to delirium, convulsions, coma and death. Unconsciousness is possible. 50% chance of heatstroke every 2 minutes. No bonuses maybe used with combat rolls, -10 on skill rolls.
Extreme heat also reduces INT thinking ability by -1 point per 10C over 400C when in direct exposure.
Thermal and Infravision are useless once the humidity reaches over 80% due to all the moisture in the air.

 

11. Forest Races
These include races which have some direct connection with nature or in some cases are a part of it.
01-02 Arboreal
03-04 Atomie
05-06 Barbaros
07-08 Bariaur
09-10 Brownie
11-12 Brutt
13-14 Cactun
15-16 Centaur
17-18 Dwarf, Karakthane (Hill)
19-20 Eldritch
21 Elf, Kagonesti (Wood)
22 Elf, Silvanesti (High)
23-24 Fae
25 Felinar, Caliconar
26 Felinar, Cheetarinar
27 Felinar, Jagaranar
28 Felinar, Leopardinar
29 Felinar, Lionar
30 Felinar, Pantherinar
31 Felinar, Persinar
32 Felinar, Saberinar
33 Felinar, Tigrinar
34-35 Frucht
36-37 Geophant
38-39 Gnome, Valley
40-41 Grig
42-43 Halaman
44 Halfling, Hobbit
45 Halfling, Kender
46-47 Jotnar
48-49 Kobolos
50-51 Lost Fae
52-53 Lupinoid, Canis
54-55 Lupinoid, Coylar
56-57 Lupinoid, Iena
58-59 Lupinoid, Lupus
60-61 Lupinoid, Sciacallo
62-63 Lupinoid, Volpe
64-65 Mangal
66-67 Myconid
68-69 Naga
70-71 Nixie
72-73 Nymph, Dryad
74-75 Nymph, Helead
76-77 Nymph, Leimakid
78-79 Nymph, Napaeae
80-81 Ogre
82-83 Orc
84-85 Orcling
86-87 Orso
88-89 Pixie
90-91 Satyr
92-93 Sprite
94-95 Swanmay
96-97 Uldra
98 Vegible
99-00 Wemic

 

12. Nature Classes
Augmented Botanicum Mystic Nature Soldier
Elemental, Earth Warriors of Gaea
Elemental, Plant Shepherds of the plant kingdom

 

13. Forest Bestiary
A guide to real and mythological animals which inhabit the forests and jungles.
Type (real) Size (metres) HPs AC Speed (MR)
Ape 1.7 40 6 12
Baboon .6 9 7 12
Badger .5 10 4 30
Bat .5 2 8 30
Bear 3.6 42 6 12
Boar 1 27 7 12
Lizard Monitor 3 25 5 15
Mole .5 1 10 32
Rabbit .5 1 6 43
Snake 1 17 6 6
Wolf 1 24 7 18
Type (fantasy) Size (metres) HPs AC Speed (MR)
Alaghi 1.8 72 4 12
Ankheg 3 24 2 12
Aranea 2 136 7 3
Couatl 3.6 9 5 6/18
Dinosaur Allosaurus 12 120 5 15
Dinosaur Ankylosaurus 4.5 450 0 6
Dinosaur Aptosaur (Brontosaurus) 21 250 5 6
Dinosaur Brachiosaur 27 350 4 15
Dinosaur Ceratosaurus 5.1 64 5 15
Dinosaur Compsognathus .6 10 9 30kph
Dinosaur Deinonychus 3.9 90 4 21
Dinosaur Dimetrodon 2.7 24 4 12
Dinosaur Diplodocus 24 192 6 6
Dinosaur Euparkeria .9 9 5 15
Dinosaur Gallimimus 3.9 30 9 240kph
Dinosaur Gorgosaurus 9 104 5 15
Dinosaur Iguanodon 2.7 24 4 12
Dinosaur Lambeosaurus 6 96 6 12
Dinosaur Monoclonius .9 9 5 15
Dinosaur Plateosaurus  6 24 5 12
Dinosaur Stegosaurus 10 200 0 6
Dinosaur Struthiomimus 4.8 51 6 18
Dinosaur Tanystropheus 9 54 5 6
Dinosaur Teratosaurus 6 60 40 18
Dinosaur Trachodon 9 96 5 12
Dinosaur Triceratops 11 120 2 9
Dinosaur Tyrannosaurus 15 150 5 15
Dinosaur Velociraptor 2.1 75 9 250kph
Dire Wolf 2.4 36 6 18
Giant Beetle 1.2 18 4 9
Giant Praying Mantis 1 16 5 15
Gibberling 1.2 8 10 9
Ophidian Snake 1.5 24 5 9
Owlbear 2.4 42 5 12
Rakshasa 1.8 56 -4 15
Type (fantasy plants) Size (metres) HPs AC Speed (MR)
Fungus Ascomid 2 54 3 12
Fungus Phycomid 1 40 5 3
Fungus Shrieker and Fungus Violet 1 12 7 1
Plant Amber Lotus 1.8 4 9 0
Plant Archer Bush .9 16 9 0
Plant Black Willow 2 86 2 .5
Plant Bloodthorn 3 80 4 .25
Plant Blossomkiller 14 72 9 0
Plant Boring Grass 1.8 32 8 0
Plant Brambleweed 15 8 per 3 metres 8 1
Plant Chokecreeper 6 200 6 .5
Plant Clubthorn Tree 6 48 5 1
Plant Dark Tree 4 80 0 3
Plant Dew Frond 3 24 0 0
Plant Giant Sundew 1 64 7 1
Plant Grab Grass .9 1 per 1.5 metres 9 3
Plant Hangman Tree 6 48 3 0
Plant Kampfult 1 16 4 3
Plant Killer Spruce Tree 9 64 0 0
Plant Mantrap 6 32 6 0
Plant Poisonweed .6 80 8 0
Plant Retch 6 40 8 0
Plant Shambling Mound 1.8 64 0 6
Plant Singing Tree 3 100 7 0
Plant Snappersaw 4.5 40 4 0
Plant Strangling Vine 8 16 5 0
Plant Thornslinger 1.2 32 8 0
Plant Tri-flower Frond 1.5 24 9 3
Plant Twilight Bloom 2.4 24 8 0
Plant Vampire Rose .9 32 7 3
Plant Viper Vine 6 16 8 3
Plant Whip Weed 4.5 16 6 3
Plant Wither Weed 6 16 8 0
Plant Wood Woad 1.5 64 3 6

 

14. Fairy Rings
A fairy ring, also known as fairy circle, elf circle, elf ring or pixie ring, is a naturally occurring ring or arc of mushrooms. The rings may grow to over 10 metres in diameter, and they become stable over time as the fungus grows and seeks food underground. They are found mainly in forested areas, but also appear in grasslands or rangelands. Fairy rings are detectable by sporocarps in rings or arcs, as well as by a necrotic zone (dead grass), or a ring of dark green grass. Fungus mycelium is present in the ring or arc underneath. Many folk beliefs generally paint fairy rings as dangerous places, best avoided Even collecting dew from the grass or flowers of a fairy ring can bring bad luck.

Fairy rings indicate a portal or passageway between our world and the Faerie Realms; a series of dimensions within the Outer Realms. Destroying a fairy ring is unlucky and fruitless; it’ll simply return… over and over again. The faeries are persistent. After all, it’s their passageway, no matter where it manifests in our world.

Characters can enter the fairy ring system and attempt to activate its magical gateway which leads to the fairy path. This can be done via spell, artifact or if they know the mystical command word. Rings don't stay open long, but do remain gateways forever.

 

15. Fairy Paths
A fairy path (or 'passage', 'avenue', or 'pass') is a route taken by fairies usually in a straight line and between dimensions of traditional significance. Ley lines and spirit paths, such as with corpse roads, have some similarities with these fairy paths.

Each path is a vast, seemingly intelligent or partially intelligent ecosystem that forms a boundary between Arcadia and the prime material realm. A dangerous and savage place that few dare enter. It is a psychoactive wilderness that reshapes itself to the mindset of the traveller, usually manifesting as a thick jungle or swamp. The path often branches off to either connect with other fairy paths or other significant locations. Fairy paths are always full of life; there are many plants, most of which are sentient.

Fairy forts (also known as raths from the Irish, referring to an earthen mound) are fortresses of brambles and thorns which may block an entire path. Usually they are empty, gutted of life but still with some cobwebbed weapons and tokens left behind — but sometimes they only appear empty.

Hidden Hollows within the path walls may hide thatch huts or entire towns, though many do not conform to anyone’s rational idea of a “town”. Some may contain a small army, fairy villagers, a fae library, temple or a prison.

 

16. Forest Cities
Click on the above link for information on the cities located in the various forests and jungles around the world.

 

17. Dimensions within the Faerie Realms
The Faerie Realms refers to any parallel magical dimensions directly connected to the Beyond Heroes universe. Some physics work differently in these realms than they do in the real world, depending on the nature of the magic present in each.
Abyss Also known as Dark World. This was formerly a normal earth until it was overrun by demons. After destroying all life the demons turned on each other until eventually noone was left. There are no living, intelligent, humanoids left in this realm.
Arcadia Home realm of many of the Fae races.
Chesscape This realm is the source of the patrons of the Chess Avatars. It is a realm of ongoing strategic wars, fought on many different levels.
ChiYou Island Once every thousand years, this island of combat can breach the dimensions and enter earth. In order to make it permanent the inhabitants need seven victories. So far they have had six. One more will allow them to remain and conquer the Earth realm.
Gemscape Thousands of years ago, when magic began to drop in its levels on Earth due to a change in the alignment of the stars (caused by a star going nova) the most powerful sorcerer at the time discovered the Gemscape and with his companions and some Faerie migrated there. The Gemscape contains a variety of terrains, and has been settled by cultures from all around the world. Time moves at a different rate; a Gemscaper raised on Earth will change into an older form if brought back after several years, only to change back to normal if returned to Earth. The reverse is also true - a human raised in the Gemscape will de-age on Earth. The Gemscape's level of technology is medieval, and it is divided into numerous Royal Houses, each represented by a type of gemstone; the Houses take turns ruling the Gemscape. All of Gemscape's inhabitants can use magic, though most only at a very pedestrian level (fishermen use spells to help them fish, for example). Gemscape is also home to all the traditional Faerie races. Each realm contains a vein of the appropriate gemstone, and its fragments are mined to make their Royal Family's jewellery. These jewels increase their magic powers enormously. Among the royal Houses are; Topaz, Emerald, Moonstone, Sapphire, Amethyst, Diamond, Ruby, Opal, Garnet, Sardonyx, Turquoise, Aquamarine, Feldspar, Malachite, Obsidian, Onyx, Zircon, Bloodstone, Jade, Quartz, Pyrite, Agate, Tourmaline, Andalusite, Axinite, Benitoite, Morganite, Cassiterite, Celestite, Cordierite, Dumortierite, Hematite, Jasper, Aventurine, Rhodochrosite, Variscite, Vesuvianite, Zeolite, Tanzanite and Thulite. The dimension is heavy in gem and crystal magic.
Hydros Hydros is an otherwordly alien dimension comprised completely of water. It is inhabited by a people who were, at one time, the rulers of the aquatic Atlantis until religious persecution drove them to seek a new home in another dimension. It is not known whether this race of telepaths is native to Earth of came to Earth from some other realm.
Lost Realm The Lost Realm was originally believed to exist within the Centre of the Earth, it was later discovered that it actually exists within a separate dimension that is sometimes accessible from the rest of the world. It is a tropical region lit by a miniature sun suspended at the centre of the hollow sphere, so it is perpetually overhead. The miniature sun never changes in brightness, and never sets; so with no night or seasonal progression, the natives have little concept of time. There is however, a "moon" that orbits the sun in a random way, resulting in certain areas being covered in darkness from time to time. The events of the series suggest that time is elastic, passing at different rates in different areas and varying even in single locales. The Lost Realm is populated by primitive people of various levels of culture ranging from the primitive to medieval, with the most advanced inhabiting city state monarchies. The practice of magic is well developed, numerous sorcerers being known, usually antagonistic to each other. It is overrun by a variety of prehistoric creatures from all geological eras, notably dinosaurs.
Manascape This realm is the source of all mana energy which constitutes magic.
Neververse

The Neververse or Demon Realm is a universe where physical laws are almost entirely reversed, which makes the domain inimical to life from our world. Thousands of years ago demons ran rampant on the Earth making it a dark place upon which the Infernal ruled and nightmares came true. Eventually, the evil attracted the attention of the mystical Lords of Order and after a long and bloody struggle, the demons that were too difficult to destroy were banished to the Neververse. The inhabitants have ambitions of coming to Earth to rule it, and work through human agents to accomplish that goal, but they have been thwarted thus far. It is rumoured to have once been a veritable paradise with blue-green skies and crimson clouds. Now it is simply the home of all Demon life and has become a chaotic evil universe unto itself with uncountable layers of infinite variety connected haphazardly. The landscape itself tortures the mind and body of all who dare to enter.

Shangri-La Shangri-La is a mystical, harmonious valley, gently guided from a lamasery, enclosed in the western end of the Kunlun Mountains. It's one of the longest mountain chains in Asia, extending more than 3,000 km. The mountain range exists entirely within the Tibet region of the People's Republic of China. Shangri-La has become synonymous with any earthly paradise, a permanently happy land, isolated from the outside world. The people who live at Shangri-La are almost immortal, living years beyond the normal lifespan and only very slowly aging in appearance. While humanoid beings maintain a tentative presence there, the city is mainly populated by descendants of an alien race who crashed there long ago and were unable to leave. Points of interest include the Bridge of Destiny, Cave of the Dragon, Central Hall of Ancestors, Dwellings of the Commoners, Garden of the P'an-T'ao, Gate of Heaven, Palaces of Minor Nobleman, and the Tree of Immortality. All Living Weapons come from this city.
Tunnelverse The Tunnelverse is a realm in which outer space appears to be solid and the inhabitable surfaces are long tunnels snaking through the solid matter. It is an earth like world which is like a tunnel and has gravity on its outer surface, narrowing toward its end where there exists a hole into an unknown void.
Wastelands

In this realm a million years ago the worst of the Greater Daemons rose up. They pillaged and corrupted the worlds in their universe, then set forth in search of new lands to pollute. Five times they attacked the Earth, in the dimension closest to them, and five times they were driven back by various gods banding together. The last time the Beasts were sealed behind a barrier designed to keep them forever in their own realm, but over time it has weakened.

 

18. Groves
A sacred grove or sacred woods are any grove of trees of special religious importance to a particular culture. Sacred groves feature in various cultures throughout the world. They were important features of the mythological landscape and cult practice of Celtic, Baltic, Germanic, ancient Greek, Near Eastern, Roman, and Slavic polytheism, and were also used in India, Japan, and West Africa. Examples of sacred groves include the Greco-Roman temenos, the Norse hörgr, and the Celtic nemeton, which was largely but not exclusively associated with Druidic practice. During the Northern Crusades, there was a common practice of building churches on the sites of sacred groves. The Lakota and various other North American tribes consider particular forests or other natural landmarks to be sacred.

Sacred Groves are places of sanctuary and worship for agents of the Parliament of Nature. Like a temple or chapel set within the natural world, they are places of spiritual refuge: places to calm the mind, refresh the spirit, and give comfort in times of distress. Many create new sacred groves – in their gardens, on their farms or on public land. To support an agent and any companions, a grove site must have several features. First, there must be a place for them to sleep. This can be a natural shelter, such as a cave, or one built from natural materials, such as a sod hut or tree house. Next, there must be a good supply of food and clean, fresh water. The food supply can include nuts and berries, tree fruit, and a diverse population of animals. In addition, most maintain at least one herb garden, and many also cultivate a patch of vegetables. The next vital feature is a system of protection for the agent and his charges, both plant and animal. This often takes the form of natural barriers, such as briar hedges or dense forest. Magical protections often come into play as well, but rarely set traps in their home areas unless they can be sure animals will not blunder into them and come to harm. Warmth is another vital issue. If the climate where they live is temperate or cooler, he requires a good source of firewood, coal, or other fuel. As with his other activities, he always harvests firewood in a manner that ensures that the forest can renew itself. He clears brush and fallen limbs from the forest floor and thins the trees to help ensure the forest’s viability. Many also possess the magic to make warmth
without fire, and they use this ability to avoid overharvesting wood. In addition, agents use natural materials to make warm clothing and blankets. Each generally has a cache of tools stashed away for sewing hides and weaving cloth from plant fibres or animal hair. Agents like to be prepared for emergencies, so most keep a supply of important magical and nonmagical items secreted about their groves—in hollow trees, under stones, and in unused animal lairs. Stashed magical items usually include goodberries and infusions of useful spells. Other useful items include small amounts of money (in case they need to visit a town), tools for starting a fire, a knife, torches, extra weapons, and skins of fresh water and food.

A grove's size  will be up to 5 square metres radius per WIS of the one who creates it, +5 additional square metres radius per year of its existence. It can also be enlarged through holy consecrations and blessings of adjoining areas.

All receive a +1 bonus to saving throws vs. spell, death magic, and wands while within a magical grove. The grove’s steward receives a +2 bonus. All in the grove are rendered immune to magical fear while within it. Dig spells never work within a grove. Natural (nonmagical) lightning never strikes trees or beings in the grove. Evil enchanted creatures cannot enter the grove unless it has been defiled.

A typical grove features some means for scrying— most often a pool of still, mirrorlike water. A large, highly polished rock also might make a good scrying device. In a pinch, an agent can use the create water spell to produce still water for scrying in a large container or natural crevice. Water from a source within the grove or dew gathered from the grass in the area has the properties of sweet water, but loses these special properties as soon as it is removed from the site. Anyone bathing in the water gains the benefit of simultaneous neutralize poison, cure disease, and cure serious wounds spells. The water loses all special properties outside the grove's boundaries, however, so characters cannot use it as a hearing potion. Also any pool or well within the grove may be used for divination.

Agents usually maintains one or more animal companions at all times. These creatures live with him in his grove and travel with him as he wishes, though they must also roam through the area at large to forage for food. Thus, a reasonably convenient means of egress from the grove must also be made available for them. Higher-level agents occasionally grant humanlike intelligence to plant or animal creatures through magic as well. Though awakened animals are not required to stay in their native areas, many choose to do so, either out of love for the land or friendship for the agent. The grove also supports populations of the types of animals, feys, and natural creatures that normally would live in such an area. Agents make an effort not to disturb the natural environment too much, so they rarely interfere with these local populations unless the creatures are nonnative and somehow harmful to the environment.

The magic from a Sacred grove will "awaken" D4 x3-metre-square patches of weeds, creepers, or bushes with semi intelligence, 4 Hit Dice, AC 10, and the ability to attack as an entangle spell. They will act to protect themselves and defend the grove. Any large, ancient tree living in the grove gains Intelligence and Wisdom (2D6+6), the spellcasting ability of a 5th-level druid, and the power of speech. It can use any of its branches at once like arms. It speaks in a deep, slow voice. In combat, treat it as a treant created by the liveoak spell. Roots bind it to the earth like a normal tree. Any normal or giant animal with an Intelligence score between animal and low can speak and understand the character's language for as long as it remains within the sacred grove. The animal's Intelligence does not increase. Also, casting animal summoning calls a 50% greater number (or Hit Dice) of animals than usual.

If the sacred grove contains plants that produce edible fruit, nuts, or berries, 3D6+20 enchanted examples sprout
each spring along with the usual crop. The magic fruit, nuts, or berries-the largest and most healthy will offer the benefits of a goodberry spell's products on the characters who eat them.

Any Nature worshiper in the grove may make a grove's temperature rise or fall within 10 degrees centigrade. This ability, possible once per day, affects the entire grove. Arctic or desert groves commonly feature this power, which enables those in the grove to survive brief climatic extremes, especially combined with the power to still winds (below). They can also cause winds to calm for up to one turn per level, as long as they concentrate on maintaining this power. Triple the duration when an ally of nature invokes it. This power, is quite common in desert, mountain, and arctic groves, as it protects the sacred grove and those in it from sandstorms, tornadoes, or snowstorm, and the like.

Beings allied to nature may heal wounds at twice the rate of natural healing while in the magical sacred grove. Healing related spells produce the maximum benefits. Any in the sacred grove who cast a Plant or Earth Elemental sphere spell within its boundaries, double the spell's duration, area of effect, and range.

Any who spend the night sleeping in the grove may receive a magical portent in a dream concerning the past, present,
or future. The nature of the prophecy remains the GM's decision, but it should never contain more information than would come to light using a properly cast commune with nature spell. The portent usually warns of danger or hints at a task Nature wishes the druid to perform. Additionally all who sleep overnight in the grove before praying for spells receive an extra spell.

Any ally of nature who has his ashes or remains buried in the sacred grove, becomes reincarnated (per the priest spell) in D6 days.

Any non supernatural creature will fail to perceive the grove as nothing other than a normal clearing (or the like) until they are led into it. The sacred grove also generates a continual protective field similar to protection from evil, 10'
radius, except it covers the entire grove. All mobile beings (not normal plants) within the grove when concealment is invoked become invisible for three turns per level of the druid or until they leave the grove.

A grove allows any to travel instantly from one sacred grove to another. The enchantment needs to be invested in
both sacred groves and each enchantment allows for the creation of a gate to only one other sacred grove. A single grove could be enchanted multiple times to allow for travel to more than one other sacred grove. Only one gate can be open at one time and only the seneschal can change which gate is operating. A character enters the gate by stepping into the stone or tree anchor at the heart of the grove (limiting travel to large or smaller creatures). The character exists the gate out of the destination grove's anchor. Each enchantment only forms half of the two-way gate
but the same caster is not needed to create both halves. A character could create the first half of the gate and then travel to the other grove to complete the gateway. Alternatively, two druids could agree to create this enchantment and travel separately to each grove to create their half of the gate.

Sacred Elemental Groves are discussed in The Parliament of Nature section.

18a. Defiled and Cursed Groves
Some sacred groves tell a tragic story: their plants have been dug up, trees burned or chopped down, water sources fouled, or standing stones overturned and broken. Perhaps their clearings once served as altars to other priests in the worship of strange gods. Such groves have been defiled, stripped of all their powers until druids reclaim them (described below). Other events may result in a still worse fate grove becoming cursed.

For instance:
A terrible event takes place within the grove's boundaries: Someone reads a cursed scroll, a deity's avatar passes through, a druid dies violently, or another highly charged event takes place. The grove is deliberately defiled but not
destroyed. When plants begin to grow back, the grove may retain some twisted vestige of its original power. If the druid who sanctified the grove strays badly from the neutral alignment, abandons the Order, or takes up the path of
the Lost Druids, the grove's beauty and powers may become warped-perhaps as a warning to the erring steward.
To determine what curse has struck a particular sacred grove, the DM may roll on Table 5. A druid who discovers a cursed grove nearly always tries to find a way to lift the curse and ultimately resanctify the land. Some typical curses are described below.

Those who eat natural fruits of the grove or drink its water must save vs. spell or become charmed. They refuse to leave the grove, claiming they must defend this beautiful place. They resist forcefully if anyone tries to harm the grove or take them from it. The charm is broken if those it has entranced leave the grove, or it can wear off, per the charm person spell.

A terrible poison lives within the ground, although the plants in the grove m immune. Those who touch the vegetation (including grass) with bare skin must save vs. poison each round of contact or suffer D6 points of damage. Characters who eat fruits, etc., from the grove must save vs. poison or die.

The life forces of people who die in a haunted grove or within a mile of its boundaries are drawn into one of the grove’s trees or standing stones. The trunks of the trees or the surfaces of the stones contain twisted images of the dead trapped within. While trapped, these souls cannot be raised, resurrected, or reincarnated. To defend itself, the grove can summon any of its prisoners’ spirits as ghosts or banshees each summoning takes two rounds, but only one ghost or banshee can exist at any time. Resanctifying the grove ends the curse and frees the trapped spirits, who now may be reincarnated, raised, or resurrected. Destroying the grove before resanctifying releases all the trapped spirits as malevolent ghosts or banshees to haunt the region.

The trees in this grove have been animated by a hunger for flesh. Treat the 2D8 hungry trees of this cursed grove as evil treants. Masquerading as normal trees, they suddenly attack anyone entering the grove. They never cross its borders unless attacked from outside the grove, though; in that case, they re-enter the grove after defeating (and consuming) foes.

The first step in reclaiming a defiled grove involves repairing any damage it has sustained: planting new trees, restoring damaged standing stones, and so on. Then, a druid must perform an uninterrupted daylong ceremony within the grove to ask for the renewed blessings of Nature. Reclaiming a cursed grove poses additional difficulties. After performing the above steps, the druid must complete a task to balance the forces behind the curse. The nature of the task is up to the GM, but it usually involves a dangerous quest in a real or symbolic attempt to ”undo” the curse, punish those who caused it, or make amends for the act that led to it. After concluding the task, the druid must return to the grove to invoke Nature and cast a remove curse spell.

 

19. The Guide to Herbs
Click here for a guide to hundreds of detailed descriptions of herbs of all kinds, both real-world herbs and herbs from fantasy literature. The Guide presents each herb with comprehensive notes, such as availability, preparation, and game use.

 

20. Nature Products
Experimentation through the use of magic has allowed the creation of various nature biotechnological devices.

Atmospheric Filter Symbiotes: These microscopic helpful creatures thrive in the human lung, where they feed on the trace elements which would otherwise prove harmful to their hosts. This allows the user to survive in almost any toxic environment. Filters expelled from the body (i.e., exhaled or ejected in a cough) die quickly outside of the lungs. On average, Filters outside of the body can live no more than five minutes. Weight: Not Applicable

Biocontacts: These are transparent lenses worn in the eye. The user must insert them, keep his eyes closed, and remain at rest for eight hours to activate the contacts and allow them to adapt to his body chemistry. (This is normally done during a sleep period. ) Once activated, the biocontacts are specific to the owner and will not function for anyone else. They can be removed and stored or kept in the eyes indefinitely. They draw nourishment from the owner's tears, and so, if removed, must be stored in a special solution. The wearer needs to increase his fluid consumption slightly while wearing them for extended periods of time. Biocontacts give the wearer enhanced infrared vision (for night vision) and squinting will give up to a 5x magnification. Weight: Insignificant

Biosampler: The biosampler is a plant programmed to determine edibility of plant and animal tissue. Communication is simple: if it eats the material, it is safe; if it refuses it, it is toxic. Weight: 0.5 kg

Direction Finder: In form, this is a slimy green translucent creature with metallic bronze flecks inside, resting on a grey-brown, shell-like base. Regardless of how the plant is turned, the bronze flecks will always congregate toward planetary north. Weight: 0.5 kg

Earplugs: In a wide variety of environments, hearing protection is desirable. Heavy equipment and weaponry often create intense noise. One of the problems with most hearing protectors is that some necessary sounds are dulled or lost. This problem can range from a minor irritation, such as a conversation being difficult to hear, to a real danger, such as an enemy being undetected when close by. This plant is largely a tube of muscle the approximate diameter of the human ear canal possessing its own sense of hearing. When noise reaches a dangerous level, the plant clenches shut, protecting delicate human hearing mechanisms. When the noise level drops, the plant relaxes, allowing normal hearing once again. The earplug cannot be worn for more than six hours at a time or it perishes from lack of nutrients. When not being worn, it is to be stored inside an opaque vial of sugar water. Weight: Insignificant

Hibernation Inducers: These plants look like globs of glistening black jelly about ten centimetres in diameter. On the underside, they have a soft white hair, which is much like a cat's fur. When placed on the back of a human being, the plant is able to sense the flow of energy in the spinal column; it then gradually stretches out until it covers the length of the back, from the base of the skull to the tailbone. After about a minute, its hairs extend into the skin of the subject, but because of chemicals secreted during this process, the patient feels nothing. After about five minutes, the tendrils of the plant reach the bones of the spine ad slip into the nerves beneath. Once this contact is made, it begins to take control over much of the body. As this occurs, the injured person sinks into unconsciousness, if not in such a state already. After about ten minutes, during which time the metabolism drops dramatically, the body is stabilized in a state of deep hibernation. At this point, there is almost no measurable brain activity, the heart is all but stopped, and breathing is shallow and infrequent. Time passes very slowly for a person in this condition, roughly one hour of subjective time for every week of real time. When the hibernating body is delivered to medical facilities for care, the plant is removed and the patient gradually returns to a normal state, and after four hours is fully out of the hibernation state. Weight: 1.5 kg

Pest Controller: This plant chemically attracts insects, catches them in its sticky surface, and slowly absorbs them. Weight 1.5 kg

Pod Plant: The pod plant in form, it is a hardy, dark green, vining plant that produces pods similar to gourds, but with much stronger shells (stronger than ironwood). Pods are harvestable when they reach a size of one quarter of a litre interior volume; but if left to grow, they can attain volumes of up to 500 litres. While growing, they are very sensitive to long-term outside pressure, and as a consequence, if a wire-mesh form is built around a developing pod, the pod will grow to fill the space the form marks out. Pods can be grown to nearly any shape and size before harvesting, making them of great use as crates, barrels, furniture, canteens, or many other commonly needed items. Once the pod is harvested, one end is opened and the pulp inside is scooped out. The shell is then allowed to air cure for several hours. Fittings such as reclosable necks are then affixed if the pod is to become a reusable container. lf the pod is to be used as a shipping crate, the item to be packed is placed inside, and packing material is inserted. The opening is then reclosed by gluing the removed piece back into place, making an airtight seal. Weight: Variable

Stabilizer: The stabilizer is an organic cocoon nearly two meters long and a meter in diameter. Its tough, opaque, outer shell protects delicate organs inside which can function in place of those of a comatose human being for an indefinite period of time—as long as it takes to get the patient to a medical facility that is able to treat him. The stabilizer splits along one side to open, and the patient is placed naked inside, upon which, the stabilizer closes once again. Tiny projections pierce the patient's circulatory and nervous systems, providing nutrients, removing wastes, and controlling pain. A chemical released into the blood halts the patient's respirations while he is inside the stabilizer. As long as the construct has oxygenated air to breathe, water to drink, and food to consume (about twice that required by a single human), it will remain in operation; patients left inside for more than a week begin to rapidly lose muscle tone, body weight, and joint flexibility due to lack of active or passive exercise. Of course, this is a small price to pay for remaining alive while critically wounded. Weight: 400 kg

Water Breather: This is a plant that fits tightly to the human face, with a clear section over the eyes, a tube that projects into the mouth, and an expandable sac at the chin. The sac expands as the wearer exhales and contracts as the wearer inhales. Meanwhile, the creature filters oxygen out of the surrounding water and exudes it into the sac, while filtering carbon dioxide out of the exhaled air. Some feel suffocated to have a living creature covering their faces. Weight: 0.5 kg

 

21. Organizations
The A-Force

F.A.R.M.

The Parliament of Nature

 

22. The Bioscape
Part of Ninth Space and contains the following dimensions; the Faunascape, the Florascape, the Machinescape, the Orescape, the Quantumverse, and the Stratoscape. The Faunascape is further subdivided into; the Animorphicverse, the Antipodalverse, and the Arthropodicverse. While the Florascape is further subdivided into; the Saphromorphicverse.
The Faunascape
Part of Tenth Space this is an infinite universe which connects all forms of organic non plant life (including animals, monsters, and insects) on earth, dead or otherwise. Also known as the Dimension of the Menagerie. It exists in a balance between the Florascape, the Machinescape, the Orescape, the Quantumverse, the Stratoscape and the Entroscape. It contains the following subdimensions; the Animorphicverse, the Antipodalverse, and the Arthropodicverse.
Animorphicverse Part of Tenth Space. A dimension that connects every animal, extinct or otherwise. The Animorphicsverse relates to the relationship between organisms in the animal kingdom and their connection to the Earth.
Antipodalverse Part of Tenth Space. A dimension that connects every monster, extinct or otherwise. The Antipodalverse relates to the relationship between organisms in the dragon, kaijuu and monster kingdoms and their connection to the Earth.
Arthropodicverse Part of Tenth Space. A dimension that connects every insect, extinct or otherwise. The Arthropodicverse relates to the relationship between organisms in the insect, arachnid, centipede and scorpion kingdoms and their connection to the Earth.
The Florascape
Part of Tenth Space this is an infinite universe of green acting as the life source of all plants. Also known as the Dimension of Plants, it connects all forms of botanical life on earth, dead or otherwise. It is also inhabited by the minds of all members of the Parliament of Nature's Throne of Trees. It exists in a balance between the Faunascape, the Machinescape, the Orescape, the Quantumverse, the Stratoscape and the Entroscape. It contains the following subdimensions; the Saphromorphicverse.
Saphromorphicverse Part of Tenth Space. A dimension that connects every fungoid, extinct or otherwise. The Saphromorphicverse relates to the relationship between organisms in the fungal, mould, yeast and mushroom kingdoms and their connection to the Earth.
The Machinescape
Part of Tenth Space this is an infinite universe of machinery and all things mechanical. Also known as the Dimension of Machines, it connects every sentient machine based lifeform, dead or otherwise. It exists in a balance between the Faunascape, the Florascape, the Orescape, the Quantumverse, the Stratoscape and the Entroscape.
The Orescape
Part of Tenth Space this is an infinite universe of solid minerals and ores. Also known as the Dimension of Minerals, it connects every sentient mineral based lifeform; those which are natural, inorganic, solid compounds with a regularly ordered crystalline structure or composed of minerals. It exists in a balance between the Faunascape, the Florascape, the Machinescape, the Quantumverse, the Stratoscape and the Entroscape.
The Quantumverse
Part of Tenth Space this is an infinite universe of living energy which swims in a sea of photons. They accumulate matter and energy and reshape themselves as they age. Each has a unique colour pattern due to the different photons it has consumed and may include colours like UV, microwave and cosmic rays.  Also known as the Dimension of Photons. It connects every sentient energy or light particle based lifeform, dead or otherwise. The Quantumverse is a different dimension opposite from that of normal space. Matter interactions with energy on the scale of atoms and subatomic particles within it. It is the source of most of reactions of physics within our universe. It exists in a balance between the Faunascape, the Florascape, the Machinescape, the Orescape, the Stratoscape and the Entroscape.
The Stratoscape
Part of Tenth Space this is an infinite universe of gas. Also known as the Dimension of Clouds. It connects every sentient gas based lifeform, dead or otherwise. Creatures that have no physical body at all. It exists in a balance between the Faunascape, the Florascape, the Machinescape, the Orescape, the Quantumverse, and the Entroscape.

 

23. Adventures in the Jungle
Jungle adventures give the GM a chance to put the players in situations unlike any they’ve ever experienced before. Environmental conditions become an extremely important part of the adventure and even finding food and water may become an important quest. Unless a character has something in his background that would make him suited to leading a jungle expedition, most PCs will find that they need the services of a guide. To the untrained eye there aren’t many discernable landmarks in the dense jungle so knowing where you are and where your going can mean the difference between life and death. Jungle adventures can be perilous so adventurers beware and GM’s be kind.
1. There goes our guide
The PCs head into the jungle in search of treasure. They hire a guide who knows the place they seek and take them there. Since the exact location isn’t recorded on any map the PCs can find they are absolutely dependent on this guide to lead them. Unfortunately he is killed when he gets poisoned by a thorny plant or eaten by a monster. Will the PCs try to find the location they seek by themselves or will they turn back. There’s no guarantee that they can retrace their steps to safety.
2. The main attraction for the zoo
A wealthy patron hires the PCs to go deep into the jungle and find a rare creature. He doesn’t want them to kill it, he wants them to capture it alive and bring it safely back to him. He’s opening a zoo and this creature will be the main attraction. If they can bring back a male and female their reward will be tripled. It’s up to the GM to decide what creature the patron wants but it should be rare and dangerous. If the PCs manage to find one and capture it, the creature’s mate or others of its kind fight the PCs all the way home as they try to free creature.
3. Crazy from the heat
While adventuring in the jungle the PCs find a “wild man.” Assuming they don’t kill him on sight they eventually learn his story. He was part of an adventuring company seeking treasures in the jungle. His party was attacked and he was the only survivor. For the past five years he’s been trying to find his way home. During that time he’s learned to adapt and live off the land. Despite moments of clarity, the wild man has clearly gone crazy during his time alone. If the PCs decide to help him or allow him to accompany them they realize that the bugs don’t bite him, hazardous terrain or flora doesn’t attack him, and any water he finds and drinks (no matter how vile) doesn’t make him sick.
4. The Zombie Master
Zombies have been emerging from the jungle and attacking outposts and villages on the fringes. The attacks are getting more frequent and the number of Zombies in each assault grows. The PCs are asked to find out where the Zombies are coming from and stop them. An explorer seeking rare plant life found something unusual while exploring the jungle. Anyone who ate a certain fruit became highly susceptible to suggestion. Quite accidentally he discovered that if someone died after eating the fruit two things happened. First they arose as a Zombie and secondly the traces of fruit still in their body continued to make them receptive to commands even in death. Now he’s combining the fruit’s juices with a powerful poison and tricking the Orc, Lizard Men, and Human clans he’s encountering in the jungle to drink it. They die almost instantly and then awaken under his control.
5. We need a map
A Monk who’s a member of a reclusive order approaches the PCs and begs for their help. The most holy site of his order is hidden somewhere deep in the jungle. His leader is very sick and the only way to cure him is to bring him to this site and perform a ritual. He’s asking the PCs to find the site and create a map he and his brothers can use to find it. He emphasizes the need for secrecy. If the temple’s location became common knowledge it would ruin his order. The Monk is not really a Monk at all; he’s a miner. He’s learned that the holy site is considered holy because it sits on top of a fortune in gems and minerals in the ground below. If the PCs bring him a map he’ll go in, destroy the temple and start mining for emeralds and diamonds. He pretended to be a Monk because he knew the order was very secretive and confirming his identity or even his story would be next to impossible.
6. Big game hunters
Some of the fiercest creatures in the world live in the jungles. The PCs are hired as a protective detail to a group of big game hunters looking to bag the biggest trophy. The hunters are reasonable combatants but they live for the hunt and don’t want to worry about other obstacles that might come up. They want to remain singularly focused and let the PCs handle any other problems or monsters they might interfere with the hunt.
7. The welcome wagon
While exploring the jungle native humanoids rush the PCs. They use aggressive battle cries and in a strange language the PCs have never heard before and they look like they’re casting spells. These natives are actually friendly and helpful. Their language is generally spoken at louder than normal volume and their gestures do not indicate spell casting, just the visual component of their language. They seem aggressive towards the PCs because they’re trying to warn them not to proceed down the path as poisonous plants will lash out at them if they do. If the PCs attack or kill any of the natives in the patrol the tribe will assume they are evil and hunt them to the death.
8. The source of magic
The PCs hear rumours that a group of powerful Wizards entered the jungle a decade earlier in search of the source of all magic. None have ever been heard from since. However, the PCs are approached by a woman who says her father, one of these Wizards, recent sent her a magical sending. He said they’re alive and well having found the source of magic. He asked her to find someone trustworthy who would bring him a special spell book. If the PCs agree she says they’ll receive a magic sending with directions from her father the following day. The directions are brief and rely on outdated landmarks. When the PCs eventually find the Wizards any arcane spell casters are invited to stay. When the party is ready to go they learn that the Wizards have enacted a protective barrier that prevents them from ever leaving.
9. Not quite Godzilla
While adventuring in the jungle the party finds and explores an old temple. While fighting monsters inside the temple, one of the spells a PC uses has an unknown and initially undetectable side effect. The spell’s energy is partly absorbed by a magical glyph in the temple. The next creature to cross it is infused with ancient magic and is transformed into a hulking creature which destroys everything in its path. Although the party isn’t present when the creature is infused, the local people connect the PCs to the creature’s first appearance. They blame the PCs for all the destruction and death the creature brings. Bounty hunters are hired to find the PCs and bring them back to pay for their crimes. If the PCs are captured they may be able to plead their case and if they vow to kill the monster they might be forgiven.

 

24. Earth Elemental Magic
Earth is the basis of natural cycles, and thus has power over all of nature - animals, plants, insects, even the land itself. It is a tough and steadfast Element, offering protection from physical threat to those in its embrace. The power of Earth is as vast as mountains, and a mage must be hardy and tough to channel such power without permanent harm. 

 

25. Faerie Magic
Druids and Rangers embrace a vitalistic vision of nature in which the whole world contains an amount of magical fluid that gives life and fertility to everything, and that is present in large amount in the element of water. In fact the Earth is seen as a living being, where the rivers and streams act as the means by which this life-force flows to feed all creatures and plants. They believe that violence is the entity that most interferes with the serenity of life, and for this reason have an unsurpassed arsenal of calming and pacifying spells. Everything must be free to manifest to the full its wish to live, from plants and animals to moulds and fungus. Druids construct circles of stone monoliths in the countryside to channel their magic in yearly rituals they perform to bring fertility to the soil. In fact Faerie magic is tightly linked to the flow of the seasons, as its energy flows freely in spring, only to hide in the deepest recesses of trees during the winter. 

 

26. Nature Powers
Control Animal

Control Insect

Control Monster

Control Plant

Emission Plant Cage

Emission Plant Net

Empathic Ecological

Field Plant

Metamorph Animal

Metamorph Dinosaur

Metamorph Dragon

Metamorph Insect

Metamorph Monster

Metamorph Mythic Animal

Metamorph Plant

Metamorph Wood

Mimicry Animal

Mimicry Dinosaur

Mimicry Dragon

Mimicry Insect

Mimicry Monster

Mimicry Mythic Animal

Telereformation

 


 

 

Beyond Heroes Index