Mushnooman

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This page relates to lore, you can find the original lore here.
Mushroomman.jpg
A little Mushnooman
Mushnooman
Minecraft item: Lantern
Location: In the hollows of trees
Edibility: Inedible
Alchemical sign: Aether
Alchemical symbols: 2x Rigidity, 2x Curtailment, 2x Sound
This herb requires ST signing and can be found at nodes.
Forums post: Original and Mushroomman

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.

Description

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

Habitat and distribution

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. 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.

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.

Cultivation

Mushroomman can not be Cultivated..

Uses

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. T

Alchemical

To extract the symbols from this reagent, its entire body must be processed accordingly.
Symbol(s): 2x Rigidity 2x Curtailment 2x Sound

Culinary

he mushnooman may be cooked and eaten akin to a portobello mushroom, and bear a notably pleasant, vaguely chicken-like flavor.

Flora
Forest Ant Blight🗻 · Alabaster Leaf🗻 · Beard Weed🗻 · Blissfoil💧 · Diddyfunkles💧 · Gislocinovi · King's Ivy🔥 · Mushnooman · Night Sap🗻🔥 · Oracle Wood🗻🌫 · Ponderlot · Serpents Stalk💧 · Tippens Root🗻
Tree Ashwood Tree · Elderwood
Swamp Aqua Nymph💧 · Jailer's Moss🌫 · Mandragora💧 · Saffvil🗻 · Dwarfs Pumpkin🔥
Jungle Atheros
Tundra and Snow Lands Athin💧 · Elfs Hair Vine🗻🌫 · Frost Vine💧 ·
Desert Blood Lotus🗻💧 · Desert Berry Bush🔥 · Drakes Tail🔥 · Goblins Ivy🔥
Caverns Bat's Eye Bulb🗻💧 · Miners Helmet · Murkshroom🗻🌫💧
Aquatic Aqua Nymph💧 · Aquate Root💧 · Chime Lily🗻
Other Cryptus Shroom🔥 · Nightglow💧 · Paddfoot💧 · Saffvil🗻
Legend Uses:   Medicinal Uses   Poisonous

Signs:   Earth🗻   Air🌫   Fire🔥   Water💧   Aether