Category: Ruby Spindlebulb Quick Facts: Used for chemistry reagent, makeshift glue.
Height: 8 inches
Width: 4 inches
Length: 4 inches
Poison: A fruity bulb the size of a marble.
Locations: Eastern and Southern coast of Central Idalos
Appearance: The small plant has dark green leaves and a red and pink bulb with a small inch long needle. The grey-green seeds grow below the bulb and fall to the ground when the fruit is ripe. The roots of this plant grow chaotically through the ground.
Habitat: Swampy areas with low light or damp caverns. Survives best in areas of Central Idalos where it is kept cool and does not dry out with dry heat.
Lifespan and Development: 10 Arcs. This plant takes a full 90 trials to sprout its first fruit. The small seeds appear twice an arc, in spring and autumn. These can be buried to ensure new plants grow. These plants often grow sideways when near death at eight or nine arcs old and should be replaced when they reach this stage.
Uses: The juice from the fruit is a chemistry reagent used to bind an amalgamation of other reagents. The juice is also used as a glue to close wounds. The root water is also an antiseptic when let drip.
Abilities: Chemistry Reagent, Antiseptic, field glue
Category: Stink Lily Quick Facts: An inhibitor and trigger combination
Poison: Releases a specific compound when exposed to the smell of itself, even once inside the body.
Native to: Mouth of Caves somewhere in Central Idalos
Locations: Most of Central and Western Idalos
Appearance: A small lily that looks very similar to breeds created by gardeners. The petals are white with a central vein of pink. Like most lilies, it grows to be a foot or two tall and a single plant will often make two or three flowers. It has a strong, sweet scent bordering on unpleasant. Their roots are similar to wild carrots, and often have rocks embedded where the plant simply absorbed the obstruction.
Habitat: It requires damp, rocky soil and cool temperatures. The caves provide the cool, moist air while the sun can still reach them by the mouth of the cave. It is also common to find them under rocky outcroppings in mountain ranges, or anywhere those criteria are met.
Lifespan and Development: They rely on self-pollination, and create small, delicious purple fruit in the winter. It is a nice treat if found by an explorer, but it lacks any significant nutritional content and they do not live in sufficient numbers to provide a full meal. They live forever, dying off each summer when the heat becomes too much to bear. Their leaves continue to live, collected energy and storing it in their tuber-like roots.
Uses: The roots of the plant act as the inhibitor, and can react with the scent upon removal of the root from the stalk. As such it is very difficult to collect, as one must wait until the plant is no longer flowering, and this short window leads to very high costs.
Often the roots are dried and powdered, but they can also be turned into an extract by soaking in alcohol for an arc or more.
The flowers have been grown by gardeners for centuries, and are now a common sight in whorehouses and bathrooms, where their strong scent overpowers the less appealing smells of those locations. The flowers are often dried and kept for their beauty, but no herbal use has been found for them as of yet.
Abilities: Inhibitor and Trigger
Tear Bower Mushroom
- Height: 8-12"
- Width: 2-4"
- Length: 2-4"
- Native to: Forests of Northern Idalos
- Locations: North-Western to Some Parts of Central Idalos (Only West Continent)
Appearance: The small mushroom is rarely overlooked in the forest, its pale blue colour making it nearly glow in the darker recesses. It has a long, thin stem topped by a steeply angled cap. The whole mushroom is blue, but the cap has a slight gradient towards the base, darkening to nearly a navy. If the cap is removed, the underside is even darker, nearly black, and ribbed.
Habitat: The Tear Bower mushroom originally grew in the northern forests, and some believe it originally only grew on the slopes of the Heart of the World. It requires both cold winters and hot summers in order to germinate, and recently has been seen further south than ever seen before. It prefers to grow on dead animals, and often its spores take root in the fur of various species. If those animals die, some reaction occurs with the spore, and it begins to grow. The mushroom itself will grow, and then die each arc, and will continue to continue this cycle until its root system is destroyed.
Lifespan and Development: The spores of the plant take root in the fur of various animals. Due to this, they do not attach themselves to reptiles, birds or fish. If the animal dies, the spore begins to grow, and feasts upon the dead flesh. Most of its initial energy is spent growing an intricate root system, or mycellium, and by the time the first hints of a mushroom appear, the mycellium can reach up to a mile away. Any given mycellium can spawn up to two dozen mushrooms per arc, all possessing the traits of the animal it originally grew from. The hot summer seasons allow the mushrooms to flourish, and during the course of the Hot Cycle, the plant grows to its entirety, releases the spores, and begins to die by the end of Saun. The mycellium goes into hibernation until the following Ashan, when it reawakens, and grows another set of mushrooms. The spores that are caught in the fur of the animals can attach themselves to the individual fibers during the Cold Cycle. There is a chemical reaction that occurs, and the two bond together, the spore awaiting its chance. If the animal fails to die by about the end of Cylus, the spore looses its energy, and becomes useless.
Uses: The cap is used for making several medicines, and the stalk can be collected and ground up into a spice, creating a very nutty flavor. There has been some recent discoveries into animal-specific mushrooms. Depending on the original host species, it appears that there may be some long-term usage benefits. This is likely due to the very slow release of the mushroom into the body.
Abilities: The cap of the mushroom can be used in making several sleeping draughts, however it typically takes a long time to be absorbed into the body. The cap must be dried and ground in order to make this, but the grinding process sparks the reaction, and it loses its power within bits if not ingested. Powders are wholly ineffective, and poultices are typically not absorbed fast enough. The cap itself slows the heart rate, and clouds the brain, and the sleep it induces cannot be broken until the remainder of the mushroom has worked its way out of the system.
The entire mushroom, eaten raw and whole, is an effective solution to prevent many stomach aches, however due to the long absorption time, it is rarely useful once the pain has begun, making this effect unknown to many accomplished herbalists.
As noted above, recently several prominent researchers have discovered that the animal that the spores attach to can drastically change its effect. The benefits they have discovered have all been preventative rather than recuperative. At the moment, they have discovered that the fur of carnivores has a tendency to increase the aggression of those who take it regularly, and can act as a small steroid. They have also found that a mushroom growing on a deer, that subjects who regularly take it have an increased sensitivity to sound, and are slightly more nimble.
However, in order to gain these effects, all researchers have agreed that it requires a minimum of two Cycles in order to see the benefits. This can pose an issue, as the mushroom must be taken daily, and as such it is incredibly expensive to do.
Just the handful needed for a sleep draught will often go for 15-20 gn; the single whole plant for the stomach remedy costing 3-5gn, due to the extremely short shelf-life. To truly benefit from a long-term regimen of ingestion for the animal-related benefits, one should expect to pay 500-600 gn over a two-cycle span.