#story_event #Flower_Knight Rushing into the settlement, the returning survivors desperately attempt to convey to the others the powerful memories that dwelt in the very air of the glade. Even as they pass the settlement's threshold, the memories fade and the delicate blooms clutched in their hands wilt. The settlement may pour their inspiration into [[#Inspired Crafting]]. ### Inspired Crafting ##### Vespertine Satchel >1x Lantern Bloom, 1x Leather ##### Vespertine Foil >1x Osseous Bloom, 1x Bone, 1x Scrap ##### Vespertine Cello > 1x Lantern Bud, 2x Flowers ##### Vespertine Arrow > 1x Flower ##### Vespertine Bow > 1x Osseous Bloom, 1xSighing Bloom, 1x Organ, 1x Hide While crafting the Vespertine Bow, a renegade seed escapes into the crack between the two stone faces. Add Story Event FLOWER KNIGHT ![[Story_EventIcon_black.png]] [[Necrotoxic Mistletoe]] to the timeline 4 years from now. ### Scent Crafting If the settlement has **Pottery**, the returning survivors are able to preserve the delicate blooms, whose scents fill the survivors' heads with wondrous ideas. Their recollections inspire distillations of scent memory. Any survivor may craft the following this settlement phase: ##### Scent of Lost Wealth > 1x Warbling Bloom, 3x Organ The scent produces strange tears in the survivor's eyes, sharpening their vision of potential boons. Gain the [[Otherworldly Luck]] fighting art. ##### Scent of Lost Sight > 1x Lantern Bud, 3x Organ The survivor's scent sets others' teeth on edge. They gain the [[Leader]] fighting art and the **Anxiety** disorder. ### Ballad of the Wallflower Once per campaign, if the settlement has innovated [[Sculpture]] and [[Song of the Brave]], they may perform the Ballad of the Wallflower. 1x Endeavor - Ballad of the Wallflower As the song reaches its climax, the entire settlement is on the verge of understanding a hidden meaning when they mysteriously fall asleep. When they wake, the performers are found frozen in the moment, snoring soundly as strange petals sprout from their mouths and eyes. -1d5 Population. Do not gain the benefits of your **Death Principle**. Increase the settlement's Survival Limit by 1. Departing survivors gain +1 understanding and +3 insanity.