So I was thinking of necromantic schtuff, which meant it
must be a day that ends in a 'y,' and I realized that Coldweave would be nifty
to include as a specifically necromantic magical item (or alchemical treatment).
This version wouldn't involve the maidenhair plant (which was clever, and
I'd keep), but instead involve the hair of a deceased person, woven and treated
to trap residual necromantic energies lingering within the tissue, energies
which would suck in light, warmth and even (to a very limited extent) life
around them.
This 'darkweave' would become darker than it was in life, as it draws light
into itself, and would always feel cool to the touch, and somehow *sharp*
even though it was simple woven fibers of human hair. The feeling of it being
rough or sharp would be a side-effect of its necromantically charged nature,
and the cloth itself would be uncomfortable against bare skin (no game effect,
just uncomfortable), being more prone to chafing and promoting sores, so that
it would be worn with something underneath it, a bit of underclothing to protect
living skin from its necromantic 'hunger.'
One unsettling side-effect of this is that necromantic darkweave is very slightly
vampiric, so that blood landing upon it leaves no stain and is absorbed into
the fibers.
A person wearing a full suit of darkweave finds that he recovers one less
hit point / day, as the suit draws warmth and life from him. Extensive darkweave
wearers often have paler than normal skin, as even a partial suit of darkweave
tends to absorb light before it reaches the skin. Different wearers seem to
react differently to the life-draining nature of the suit, some reacting more
extremely to pain, others 'getting used to it' and becoming almost innured.
(Again, in game effect, just 'color.')
One societal side-effect of darkweave is that residents of Hollowfaust are
encouraged to mimic the long flowing hairstyles displayed by the ruling necromancers
(who also occasionally sport long flowing beards as well). This is a matter
of convenience, so that more hair will be available on the decedents for use
in manufacturing this special necromantically charged cloth. (This is an echo
of the development in Thay, but in this case, the upper class spellcasters
have no way to mandate their desire for their 'herd' to grow long hair, other
than to grow magnificent manes themselves, and hope that the lower classes
emulate them.)
Maidenhair fibers might be a later development, safer and easier to harvest
(and on the wearer) than the old necromantic version, and the maidenhair vine
might specifically grow in still-warm volcanic ash, drawing sustenance as
much the heat of their surroundings as another plant would from the sunlight.
Perhaps the maidenhair plant has been tainted by elemental or even fiendish
influences, perhaps its heat-absorbing properties, preserved by alchemical
processes when made into clothing, are 'natural,' much like those of thermophilic
bacteria in the deep ocean. In either case, when the settlers would have arrived,
the maidenhair vine crept in patches to the very brim of the caldera, sometimes
crawling so near active sources of magma that it was charred and destroyed,
like a moth attracted to flame. This version of maidenhair might be very distantly
relate to Brown Mold, although without any supernatural abilities relating
to cold or fire, simply a tendency to thrive on heat and feel cool to the
touch in any environment. Mists would be common around maidenhair plants,
a further example of how the plants thermophilic nature aids it, as it helps
to attract water to condense on the leaves, in an otherwise arid environment.