Brinemarch Myketikon
THE DEPARTMENT OF THE INTERIOR LIMINAL PROVINCES · ARCHIVE FOLIO
--NOT A COMPREHENSIVE STUDY--
THE MYKETIKON BRINEMARCHII
TRANSLATOR: TESSA RAYTHEON, FIELD TREASURER OF LISTS
In recognition of established constraints upon classificatory integrity under the authority of the Euclidian Prefectory, it is incumbent upon me as a representative of the Lordship Table, to preface this record with a petition for a variance. It is important to note that their exclusion here would necessitate expansion of the Noumenomikon and the requirement of budgetary, doctrinal, and hymnal provisions. Inclusion in the official MYKETIKON is undertaken provisionally and without implication as to sapience, extra-natural status, or future classificatory continuity, pending further review.
THE MEMORY MOTHER
Type: Entity / Astral / Ethereal
Form: There are terrestrial and aquatic forms. Appears as a giant rubbery sand dollar with nine eyes with pupils. The largest fruiting forms are orange-brown and a dozen feet across. It can “see” the timeline from outside current events. Substrate: Water + Polegrass pulp + Polarized Human Emotion (grief, hope, hate).
Trigger: Drop of blood, or a Memory Pearl (see below)
Note: Process stops if any part comes in contact with any metal Effect: Fermentation of Brineocular solution. Secondary Effect: Cultural interdependence with Locals like Keepers of the Tide, Canoe Folk, and others.
### BRINEOCULAR SOLUTION
Type: Artefact / Ethereal
Form: Fermentation
Substrate: Water
Trigger: Ingestion + Psychological State
Effect: A vision of a place within the Memory Mother, congruent with the state of the visitor.
Secondary Effects: Can strain sanity (see: Memory Mother).
MEMORY PEARL (byproduct of fermentation + magic)
Type: Artefact / Ethereal
Form: Fungal byproduct, looks like an eyeball, takes three years for a brine to produce one viable pearl.
Substrate: Brineocular Solution from the body of a singular scribe Trigger: Ingestion + Concentration + RED SIGHT
Effect: Directions to a place within the Memory Mother specific to the scribe.
ARCHIVAL AUNTIE
(Fungal Library of Anvil-zal)
A variant of Memory Mother that grew on the paper or imperial texts and then wove into the minds of digested scholars. Holds the linguistic and musical information of its donors. Cannot “see” the timeline in the same way as the Memory Mother. It does not integrate with adjacent Memory Mother networks; it can only know itself.
Type: Entity / Ethereal
Form: fungal entity threading the once ambitious imperial library structure. See blackened shelves, stone alcoves, and collapsed reading pits. Outside, the structures’ slow respiration sound and a purple haze on the horizon.
Substrate: wood, or pulp + linguistically shaped information (words, characters, poems, sigils)
Trigger: Entering the musty library + Reading or reciting a book or written document.
Effect: Scholars seduced by knowledge remain as drones. Drones who wish are given one day after every new moon to pursue their academic ambitions . . . if relevant after witnessing the secrets of the universe.
Secondary Effect: Musical beans. A single or synchronized group of performers must volunteer their memory of performing. They lose that donation. The fermentation listens to them and creates an overlay of experiences while performing music. If the doner eats the beans, they experience nothing but emptiness and grief. Retrieve by eating.
Notes: (See faction: College of Anvi’zal)
MUSICAL BEANS
Type: Food / Arcane / Ethereal
Form: umame sticky slime
Substrate: Beans
Trigger: Music Performance + Ethereal Curiosity A single or synchronized group of performers must volunteer their memory of performing.
Effect: The fermentation listens and integrates the performance into a congruent totality. Retrieve by eating. Secondary Effects: The performer(s) lose that donation. If the doner eats the beans, they experience nothing but emptiness and grief.
Note: No metal can touch the donor or the recipient.
CATAPULTUS MYCORISE
(Ballistic Mushrooms)
Five‐foot “bread‐bun” mushrooms that slowly compress gas, then erupt, flinging anything that disturbs them and painting the air in glowing spores. Most animals scent-mark “live” caps, clearly avoiding casting a shadow.
Type: Hazard
Form: 5 ft wide dome, subtly bulging, warm mist at close range.
Substrate: Herbivore droppings and unclaimed bodies.
Triggers: Light–shadow flicker (passing bird, glider, or fast traveler), or touch.
- 1 lb of herbivore dung, doubles the launch distance.
Effects:
If triggered by light-shadow: Spits a hot jet of gas and spores with sufficient force to kill a small bird or tattoo a hippo.
If triggered by touch: Erupts a ten‐foot plume of white spore haze.
Launches target 4d6 × 10 ft, vertical or horizontal as adjudicated.
Unskilled landings risk falling damage.
Reset: Recharges within an hour when watered (1/2 ration).
RHIZOFERRUM
(Red Bloom, Red Haze, Red Sight & Rust Ruin)
A living law against unattended iron. Rhizoferrum is the endemic fungus, and the Red Bloom is its visible, iron‐eating outbreak, that leaves behind rust-red monuments fused to the landscape.
RHIZOFERRUM (Dormant Spores)
Type: Environmental condition
Form: spores, dormant in living warm‐blooded creatures.
Substrate: Iron and entropy.
Trigger: A beating heart (warm) within 5 ft suppresses bloom: iron carried by the living remains protected.
Effect: Maintains dormancy of the Red Bloom as long as living proximity is kept.
Note. While most locals cannot see metal, they can smell it. They carry their iron, never store it.
RED BLOOM (Active Rust Rot)
Type: Effect
Form: Rust‐red hyphae and lichen‐like masses that consume iron and fuse it to adjacent bodies.
Substrate: exposed iron
Trigger: The iron is more than 5 ft and 5 seconds away from any beating, warm heart, or the carrier dies.
Note: Once started, the process cannot stop without being saturated with Brineocula.
Effect (stages):
- Heat and discoloration of iron.
- Wet root smell;
- Threads (red) spread through iron and nearby materials.
- Skin forms, then pits through into honeycombs and gills.
- The structure convulses, belching spores: a RED HAZE forms (see also: RED ROT)
- Structure hardens into a red‐black iron–silicate monument similar to obsidian.
- Warm, hyper magnetic; becomes ice‐beetle/mouse habitat.
RUST RUIN
Type: Structure
Form: Stone, an abrasive black‐and‐red iron–silicate compound, honeycombed, like rust or obsidian‐coral version of the original.
Trigger: Final result of a fully resolved Red Bloom.
Effects: Hyper‐magnetic; tangibly pulls at loose metal, distorts compasses, hums Warm to the touch, tunnels riddled with ice beetle larvae.
THE RED SIGHT & RED HAZE
Red Haze is the spread; the affliction is RED SIGHT that changes how people relate to metal
RED-SIGHT
Type: Health condition
Form: Behavioral and sensory change after exposure. Substrate: Lung tissue
Trigger: Inhalation of Red Haze spores. Note: Ends if the victim bathes in Brineocular solution.
Effects:
- Can smell metal: automatically detects all metal within 4 paces
- Cannot see metals: Armor, coins, tools “drop out” of perception.
- Cannot speak about metal: speech stalls, redirects, into euphemism
- Can see a glow around fungal forms and lichen-bound creatures
Note: Most local people have this condition. Most carry a single piece of iron.
RED HAZE
Type: Environmental
Form: Rust‐red, burning fog of spores.
Trigger: Released in step 5 of the Red Bloom, Fast Travel, stirring up hidden red blooms inside THE CHURN. Settles after 1 hour.
Effects: “Magnetic” to all metals: pulls exposed iron first, then to any other metal. Irritant: penalties to vision and ranged actions.
Secondary Effects: Red Haze (as heavy fog) significantly reduces visibility. ICE BEETLES are attracted to the red haze, which signals the possibility of new nesting grounds. Other things follow them like Aardbadgers.
BRINEOCULAR INTERACTION (Reverse a Rust Ruin)
A bath of brineocular solution reverses the Black-Red Fungal monument but sacrifices the brine.
Type: Alchemy
Form: Vessel of Brineocula plus fragments/spores from a Rust Ruin Monument.
Substrate: Rust Ruin Composite + Chronology + Etherial Reason
Trigger: Submersion of the monument or infected object + A sufficient reason to change
Note: Once started, cannot be stopped.
Effect (reverse bloom): Brine boils as rust retreats Pits seal, and the shell unwinds back into threads. Threads dissolve with a citrus/copper scent The object cools and returns to its pre‐Bloom state (or as perfect as is reasonable).
Secondary Effect: The Brineocular solution is destroyed as a living medium, becoming flammable ink.
THE CHURN NETWORK
The fungal wrapper for the bones of the Brinemarch plains. Formed by dueling mycelium networks in constant flux, rewriting landform and exposing archaeology daily.
MYCOAQUATICUS (Canteen Mushroom)
Type: Resource
Form: Fruiting body; a mushroom with a cool interior.
Substrate: Spora Arcanum
Trigger: Any successful spellcasting; process takes between 1 and 2 minutes
Effects: Grow 2 for each spell successfully cast, place within 4 paces of the caster.
Note: This can be reused like a waterskin or eaten for moisture and food.
SPORA ARCANUM (Golden Siphon)
Type: Hazard / Resource
Form: Fruiting body; a shelf fungi with gold leaf gills.
Substrate: Mycoaquaticus
Trigger: Successful spellcasting
Effect: 50% spell will “fail” and have no immediate effect. 1d6 Spora Arcanum Siphon Mushrooms sprout within a 3‐minute walk of the casting site.
Secondary Effect: Each mushroom holds a 1× copy of the failed spell, contains 1⁄2 a water ration. It must be “squeezed” to cast the stored spell 1x, there’s a burst of heat as it withers into ash.
Note: After 24 hours, it becomes dry and inert unless soaked in a full ration of water for 1 minute to revive.
THE CHURN OF THE PLAINS
Type: Environmental / Plains Variant
Form: Hybrid; exotic fungi reshape topography as they vie for moisture and magic.
Triggers:
- Time. 1x daily roll 1d6 for a new landform.
- Jostling. Each hex of Fast Travel: 50% chance preroll landform roll + trigger a giant veil Red Haze (visibility as thick fog) .
Effects:
- Dehydration: Each traveler needs +1 water ration per day (Mycoaquaticus below). -Mana Drain: Non‐native magic falters: 50/50 spell failure on the Plains (Spora Arcanum reacts).
DAILY TOPOGRAPHY (1d6):
Spongy hills: Sound is swallowed; stealth is easier, but movement is tiring.
Hillocks: Low vantage, little cover; good for spotting, bad for hiding.
Firm plains: Faint glowing hyphae threads grow in footsteps; retreat in a day
River valley: Always runs parallel to the nearest river.
5. Fissures: Depth equals the tallest thing on the horizon; water runs to coast.
- Karst: Sinkholes, echoing caverns, unstable ceilings, hidden structures.
TRAVEL MODIFICATIONS
Movement: Normal pace for whatever landform is currently present.
Fast Travel has 50% chance of provoking the land. If provoked, reroll landform and add a plume of red haze over the entire hex until the next day.
SIGNED: TESSA RAYTHEON, VICE TREASURER OF LISTS 1131 9778 9731 0332
POST SCRIPT: “In faithful memory of those who returned unchanged, or not at all.”