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[✓] [Reagent] Mushnooman


Quavinir_Twiceborn
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Mushnooman
(Noded ST Approved Herb)

 

Sign(s):
Aether

Symbol(s):
2x Rigidity
2x Curtailment
2x Sound

Appearance:

A mushnooman is a seemingly semi-sentient walking mushroom. It appears akin to a rotund, bipedal Fly Amanita mushroom, with 2 stubby white legs, 2 stubby white arms, and a small face, comprising of 2 black eyes, and a small mouth. The cap of the mushroom looking almost akin to a hat atop the small white body of the plant. These mushrooms measure at roughly 5 centimeters tall, and wander the forest floor, picking up various detritus and dead bug parts, such as cicada carapaces and snail shells. They’re demure and easily frightened, running away into small narrow-dug burrows when danger approaches.

The burrow of a mushnooman is little more than a dark hole, filled with various stones and bones the creature has found, as some rudimentary form of fortification for its home.

The creature itself has no discernable organs, seemingly having a gooey white mass of mycelia beneath its mushroomesque ‘skin’.

Location:

Mushnooman thrive in dense temperate and tropical forests with ample canopy and little direct sunlight. They do not wander far from their root-nook burrows.

Harvesting:

To ‘harvest’ a mushnooman, one must simply find and catch one.Though they’re not particularly stealthy or quick, It is moreso ensuring that he mushroom doesn’t see the one wishing to catch it, for with any sign of danger, the creature shall run off into its nigh unfindable burrow. It is akin to chasing a wild mouse through the forest. 

 

Once caught, the mushnooman will begin making a quiet, high pitched scream of terror, and attempt to escape its captor. This usually requires a small devoted cage, or a suitable jar to keep the creature for wriggling out of one’s hands and running off. However, should the captor decide to kill the creature (simply by breaking or slicing apart its little body) it will loose its alchemical effectiveness 30 minutes after its death.

The mushnooman will eventually calm down after a few hours in captivity, however, it is never properly tamed, attempting to escape if possible, but otherwise must simply be fed detritus or bug parts once a day, if not fed, they will die after 3 days. Though these creatures can be kept alive, they cannot be farmed or bred for additional mushmooman.

Raw Effects:

Mushnoomen offer no notable effects aside from simply being small living creature themselves. They cannot be tamed, trained, taught, or spoken with, though they do warble to themselves, and scream and cry when in pain or scared. The mushnooman may be cooked and eaten akin to a portobello mushroom, and bear a notably pleasant, vaguely chicken-like flavor.

To extract the symbols from this reagent, its entire body must be processed accordingly.


Redlines:

-Mushnoomen aren't pets or companions, given they cannot be trained, and will continually attempt to escape to the wild if captured. Though communing druids can lessen the creatures fears and calm them, this does not equate to taming.
(Should the ST wish these creatures tameable, or the community at large, a separate submission for these as tameable creatures will be made, yet as of current, they’re purely ‘reagent’ based creature.)

-If a mushnooman is killed, one has 30 minutes before it becomes alchemically useless. If processed before the 30 minutes have elapsed, the extracted symbols act the same as all others.

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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