Mushroom Folk | Group, Small, Magical, Amorphous | |
Spear (1d4 damage) | 5 HP | 1 armor |
Close, Near | ||
Special Qualities: Projects visions (confused or sick -1 ongoing) |
Mushroom folk have been found thriving in the moist and humid areas of Dungeon World for as long as anyone can remember. Though historians often enjoy their company, as they have much more knowledge of earlier years, it can be hard to win their favor as civilization encroaches on their living environments. Rather than fingers, they have opposable mycelial roots. When in their villages, they can interweave these with their fungal structures as a means of communication amongst each other. This process, called solidelipathy, also allows them to share any collected nutrition. This nutrition comes from often comes rot and decay. It has become an important part of their way of thinking and a loose hierarchy forms in the mushroom communities based on which individuals have moved further along in their own natural decaying processes. Often, this simply matches their age, though a mushroom who has undergone a particularly harrowing life will rise in ranks faster than an elder. The mushroom folk are intimately acquainted with many forms of poison and are known to use them to create powerfully hallucinogenic toxins. These toxins are for the most part used to confuse and terrify enemies in battle but the mushroom folk can modify them in a way that will grant allies visions of the near future. Instinct: Protect their teritory (forest/caverns)
Created by: flycatcher