• Lenticulating oats: A cereal grain inedible by humans, the seeds of which are translucent. When the seeds are dehusked and rolled or cut, the flakes refract recondite portions of the superspectrum, allowing e.g. some invisible things to be seen through them. You have to figure out how you're going to effectively look through a pile of transparent oatmeal.

  • Rusk: A low, sparse bush that grows relatively high on some mountainsides. Its buds, when harvested and ground, can be mixed with an equal measure of sand and left covered overnight; in the morning the mixture will have congealed into a solid piece of dark glass. The glass is difficult to see through, like overly-dark sunglasses, but allow the wearer to see through one meter of solid stone. The glass is coveted for use as lenses in stoneshades.

  • Walkingfruit: A one- to two-meter tall shrub growing on the borders of deserts and famed for its fruit, which are seemingly living ruminant animals attached by stems to the shrub. The fruit feed on the leaves of the shrub, and die when the leaves are gone. The fruit has blood similar to honey and a somewhat chewy meat.

  • Swyshemorem's Gluttony: Originally the product of a botanically-minded wizard's crossbreeding project, the petals of this flower can be eaten to allow the consumption of normally inedible material. It is difficult to gauge how long the effect lasts, and what exactly it will allow you to eat.

  • Rhu's Tongue: A dark moss that grows on the roots of certain trees. Two people that eat from the same patch of Rhu's Tongue can hear each other's whispers from any distance, for a period of time.

  • Grurnsh: The leaves of this herbaceous plant, when rolled and smoked fresh, will cause you to cough up a fist-sized glob of blood and mucous. This is as gross and painful as you imagine. Smoking the crushed flowers of the same specimen allows you to see and hear from that glob's perspective for five to ten minutes at a time. The glob dries up / congeals over the course of a an hour or two.


  • Vitiatus: An innocuous, ground-based creeper that will work its way into bags, packs, and clothing, and spoil any perishable goods within.

  • Swyshemorem's Folly: The wizard bred this herb in an attempt to create a psychoactive compound for use in inducing visionary states. This attempt largely failed, and the tenacious plant now grows in the few cloud forests in the far east of Gult. Folly secretes an oil which, on contact, causes you to ooze a foul-smelling, milky substance from your pores. This substance is highly flammable. If consumed by another person, the substance delivers confused visions of your memories, fears, and secrets.

  • Pracc: The seed pods of this well-known plant are dried and ground to produce a mild, warm-tasting spice. If improperly dried, the seed pods can cause powerful hallucinations; you'll believe that various of your internal organs are communicating with you. The communications give you instructions on arcane methods of modifying and strengthening the organs in question.

  • Marablood: A dark red ivy that is sometimes seen on high, rocky cliffs. It produces a viscous sap that causes unpredictable anomalous effects.

  • Thraum's Oak: A seemingly normal oak tree. Its acorns are full of a dense pollen that cause a horrific, disruptive rash as each particle of pollen causes the flush it touches to be randomly time-displaced; the net result is e.g. your arm boils and distorts as its displaced by a thousand different durations. Attempts to use this as a weapon generally go poorly as the acorn shell is remarkably fragile.

  • Thievesbane: A maple-like deciduous tree. When its leaves have fallen and dried, they become incredibly brittle; stepping on them is absurdly loud. Additionally, the crystalline fibers of the broken leaves are uncannily sharp and tend to penetrate through shoes and boots and lodge in the foot as painful, near-invisible splinters. Naturally, they produce an inordinate amount of leaves. Predators know to listen for them.


  • Algamb: A dangerous, fast-growing algae; quickly spreads through any fresh water into which it's introduced like Ice-9 and converts it into saltwater, then dies. Effective siege weapon, difficult to find as it so quickly destroys the fresh water it needs to survive.

  • Drytouch: A small tuber, the inside of which is intensely hydrophobic. Ground and turned into a paste, this can be used to coat equipment with a waterproof layer. If eaten, death is nearly assured.

  • Swyshemorem's Wrath: Another seemingly unsuccessful cross-breeding project, this tough grass is a dull blue with a coarse texture. Anything on which the seeds are spread will grow into the grass, including stone, other plants, animals, metals, etc. The seeds must be tended to fairly carefully, however, as they only germinate under specific conditions, likely making this a difficult weapon to employ. That being said, travellers across barren lands tell of sometimes coming across sporadic fields of Swyshemorem's Wrath, growing in patterns describing ruins of towns.

  • Mailfern: This cubit-tall fern grows near some difficult-to-reach swamps of Gult. Cut the fern's stem near the root and embed it in your body; it will grow fast to you, its fronds forming an overlapping scale-like mail, surprisingly damage-resistant. The implanting of the fern is painful and you will need several just to cover one arm, etc.; that being said, caring for it is relatively easy as long as you drink plenty of water and get a fair amount of sun. However, you will be driven to return to the swamps from whence you picked the fern, in order to sporulate at inopportune times.

  • Yradin: This jungle bromeliad grows high on the tallest trees. You can infuse the liquid in its tank into your veins, replacing your blood. You'll have to do this slowly, over several weeks, and you'll need to find more than one Yradin to do so. Once you're done, all your blood will be gone and it'll just be Yradin juice, a thick fluid that barely seeps from cuts. Over time, this will soak into the walls of your veins and arteries and saturate your organs, until after some years you won't bleed at all.

  • Salt-tooth: A cactus that's one giant spine projecting from the baked and broken ground, like a jagged canine tooth. Drinking its juice makes you faster and sharper than you should be, both physically and mentally. It also gives you a predisposition to clever violence and your eyes ooze thick blue-green jelly flecked with red.


  • Hapax: There is only one hapax, period. No one knows where it is or what it looks like. Touching it lets you make something unique; i.e. there used to be many of something and now there's only one.

  • Swyshemorem's Hubris: Likely the wizard's final effort, Swyshemorem's Hubris is a small, gnarled tree not more than a foot tall. If the seedpod of the tree is ingested, it lodges in the back of the throat in an irritating and painful manner, though you can still eat and breath normally. As the seed sprouts, it wraps its roots around your spinal column. It begins consuming the bone and flesh of the head to fuel its growth, and after it has consumed the entire head over the course of several months, you are left an animated body controlled by the small tree growing from your neck. Around this time you probably disappear and are likely never heard from again. Where the victims of the Hubris go and what they do is unknown. It is generally said that Swyshemorem themself was the original victim.

  • Ash Heather: A dark grey shrub, utterly non-native to Gult; it comes from some other world or dimension, and is widely known to be a sign of congress with dark forces. Its flowers are black. Often grows when reality is bent or things are disturbed which ought not to be.

  • Dogsign: Dogs, extinct from Gult for untold ages, have nevertheless left their mark. Coming across dogsign indicates that the remains of a dog, whether physical or ethereal, are somewhere nearby.

  • Ichorice: Said to only grow on the graves of an ancient race of witches. Its sap can be used as ink in hypergeometric tattoos.

  • Huntress's Favor: Grows where an old god is said to have left a trail of blood after a particularly trying battle. Can facilitate congress with those who came before, along with potentially granting other boons.