Veilshroom
Veilshroom is a mushroom that grows in the southern forests of Birnordheim and the far northern forests of Harental. It is known for it's hallucinogenic properties that sometimes cause berserk behavior. Raiders sometimes eat these mushrooms before a raid to fly into this rage, and seers are known to use them in rituals to see between worlds.
Properties
Material Characteristics
Small gray-blue mushroom. Its cap hangs over the stem almost entirely and becomes increasingly translucent toward the edges.
Physical & Chemical Properties
In its natural state, it is poisonous if consumed, but when dried it is mildly hallucinogenic and in some cases may cause those who imbibe it to fly into a berserk state.
The magical properties of the mushroom are of the divination variety, making it useful in many potions and alchemical concoctions that deal with divining and scrying.
The magical properties of the mushroom are of the divination variety, making it useful in many potions and alchemical concoctions that deal with divining and scrying.
Compounds
Alchemists and arcanists use extracted liquid from the plant to create various oils and potions such as: the ointment necessary for True Seeing, Oil of Etherealness, and Potions of Scrying.
Geology & Geography
The mushrooms are found in marshy areas of the Black Feather Isles ruled by Clan Munnin as well as the southern shores of Binordheim ruled by Clans Rev and Ulger.
History & Usage
History
There is a long history of berserkers and raiders consuming these mushrooms in Binordheim before a raid, but due to their state after doing so many raiding parties split their forces between the berserkers and the rest of the raiding party to reduce the chance of friendly fire. Some raiding parties have banned them entirely for the same reason.
Seers in Binordheim, however use them often in their rituals to See. Though they often burn them as part of incense or brew them into a potion or ointment.
Seers in Binordheim, however use them often in their rituals to See. Though they often burn them as part of incense or brew them into a potion or ointment.
Everyday use
Berserkers and raiders sometimes use these (berserkers more so) when they go raiding or fighting, but when they do their companions generally give them a wide berth due to the nature of the rage not being able to discern friend from foe as well.
Seers, diviners, and the like make use of the mushrooms in concoctions and rituals. Seers often burn them or eat them to assist in their visions. Diviners can use them to attempt to empower some of their divinations. Other rituals use them similarly to the seers in an attempt to peer beyond the veil and view other worlds.
Alchemists use liquid extracted from the mushrooms to make various oils and potions such as the ointment necessary for True Seeing, Oil of Etherealness, and Potions of Scrying.
Seers, diviners, and the like make use of the mushrooms in concoctions and rituals. Seers often burn them or eat them to assist in their visions. Diviners can use them to attempt to empower some of their divinations. Other rituals use them similarly to the seers in an attempt to peer beyond the veil and view other worlds.
Alchemists use liquid extracted from the mushrooms to make various oils and potions such as the ointment necessary for True Seeing, Oil of Etherealness, and Potions of Scrying.
Cultural Significance and Usage
The Nords find some significance in the fungus' properties and call it "Odin's Eye" or "Odin's Ire" named after their chief god who has the ability to peer across worlds and is known as the Master of Ecstacy and patron of berserkers.
Refinement
Most alchemical formulas surrounding the mushrooms extract the juices from the fungus rather than using it whole.
Hazards
The consumption of the mushroom raw, while rarely lethal, is dangerous as the mushrooms are poisonous.
Consuming them after drying removes most of the chance of poisoning, but the hallucinogenic properties and the chance for them to cause the consumer to fly into a berserk state can make them dangerous to those around them.
Consuming them after drying removes most of the chance of poisoning, but the hallucinogenic properties and the chance for them to cause the consumer to fly into a berserk state can make them dangerous to those around them.
Distribution
Trade & Market
Clan Munnin, as the largest form of outside trade from Binordheim, sell the mushroom to a number of other people and countries.
Those within Binordheim most likely to purchase it from the Munnin are Ulfur, Bjorn, and Drage, and most of the clans find some desire for it for their seers' in small amounts to aid in their divinations.
Most consumers outside of Binordheim are either alchemists or arcanists. The most common buyers are Zarrath, the Free City, Dracia, Gaklin, and the The Bomul Archipelago, each for their own reason.
Those within Binordheim most likely to purchase it from the Munnin are Ulfur, Bjorn, and Drage, and most of the clans find some desire for it for their seers' in small amounts to aid in their divinations.
Most consumers outside of Binordheim are either alchemists or arcanists. The most common buyers are Zarrath, the Free City, Dracia, Gaklin, and the The Bomul Archipelago, each for their own reason.
Mechanical Effects
Ingested
Veilshroom can act as a hallucinogenic drug in the hands of some. Disadvantage on Skill checks that require sight. DR 3 vs BPS damage for 1 hour DC 12 Wisdom Save: On a failed save the imbiber suffers chaotic, hostile visions that makes them confused on what is real. The imbiber views all creatures it can see (and some it can't) as enemies for the duration. On a failure of 5 or more, the imbiber is gets sick from the visions and suffers from the Poisoned effect (regardless of immunity). On a successful save, the imbiber may see glimpses through the veil between worlds... probably. For every 5 the imbiber succeeds the saving throw by, the more vivid the vision. The DM will roll on a table as to what "world" one might be seeing if the need arises.
Ritual/Inhaled
Veilshrooms are used by seers and diviners in various rituals with other reagents to enhance their Sight.
One can take 10 minutes to attempt to use the veilshroom in ritual to pierce the Veil.
Short term hallucinations for 1 hour as the effects of its use wear off. Disadvantage on skill checks that require sight.
DC 15 Medicine(Wis) or Religion(Int) check: On a failure, the user gains no visions clear enough to make sense of.
On a success, the user may view past the veil into another world. If in a place connected to another plane of existence, it is likely to be that plane. Otherwise, the plane will be determined by the DM. On base success the user can see vague shadows and effects in relation to the plane they are viewing. On increased successes, the visions gain clarity.
Use of different components in the ritual can focus this effect on specific planes of existence.
The effect of the visions last 10 minutes.
Type
Organic
Rarity
Fairly common in a few regions of Binordheim
Color
Red, Translucent toward the edges of the cap
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