Glimmering Water Gardens

The Glimmering Gardens is a special location within the Rovanian Kingdom that is coveted by Rovans and Mojans alike. It contains all manner of unique flora that can't be found anywhere else in the land. The magic of the gardens comes from a blessing from a water goddess. Many of the flora within the garden are breathtakingly beautiful and have very random effects depending on how they are prepared. The Moja Tribe holds onto their secrets very tightly so no one knows how to prepare the plants of the Gardens except for them. Favors could grant you special gifts made from the plants in the Moja Tribe. The reason the garden continues to thrive is because the Mojans hold tightly to the garden's power, constantly being able to use it as a bargaining chip.

## The Flora of the Gardens

1. *Purple Fang-* A purple shrub that when the seeds are prepared correctly becomes a light purple liquid that can be drank or coated on weapons.
	1. This poison causes an explosive amount of pain when first introduced to the bloodstream, this poison causes the victim to hallucinate everyone around them become dark purple shades and it causes sensory overload to the point where any kind of movement, or touching anything causes pain.
	2. Every 5ft the user moves on their own, or 20ft when moved by something else causes causes 2d6 +2 poison damage on a failed Strength saving throw or half damage on a successful one. Every unique living thing that the victim looks at appears as a slightly different and terrifying image causing 1d4 + 2 psychic damage on a failed Wisdom saving throw or half damage on a successful one. This affect lasts for 3 hours.
2. *Flicker Flower-* A white flower with very large petals layered on top of each other and barb sticking out of the center. These flowers only bloom at night without any light around. Very shortly after these flowers bloom they emit a dim light and then teleport to a new location in the gardens as a seed. When the barb has been prepared correctly it creates potion that when consumed teleports you in a to a random spot nearby.
	1. 3d6 ft away in a random d4 direction. If the space that the flower would take you is occupied or would put you in danger (above lava, a cliff or into a damaging spell area for example) re-roll.
3. *Satinvita-*A flower with dark red and purple petals that grows along vines. The vines attach themselves to larger plants in the garden and form symbiotic relationships with other plants. When pieces of the vines are prepared correctly they remove all diseases, poisons and magical effects short of a *Wish* spell and restore all missing hit points, all missing spell slots and granting 2d10 in temporary hit points that gives the user a purple glow.
4. *Halitua*- This flower looks similar to a hyacinth, has large orange petals and grows on the water. When the leaves that rest on the surface of the water and keep the plant afloat are prepared correctly, it creates a tincture that can be added to any liquid to be consumed. It has 2d12 uses when created and has the follow affect.
	1. For the next 12 + 2d6 hours you have the ability to breath underwater and if you don't already have it you gain Darkvision 40 ft. You are also lighter and have an easier time moving through the water, if you must make an ability or saving throw involving aquatic move do so with advantage.