Myconids, or derogatorily referred to as “fungus men”, are a race of highly intelligent fungi that live in remote reaches underground, far away from others. A subspecies of fae, they are cautious creatures that deplore violence with the exception of those who might join adventuring parties and stray from home.
Myconids are native to the lands of Eyr, making their home in the dually named Myconid forest which is found underground in a very large cavern. Being very docile creatures, they have not made a very large impact on the lands, often sticking to themselves and making friends where enemies are usually found.
Myconids resemble humanoid toadstools, standing anywhere from a few inches tall up to five feet tall. Their flesh is bloated and spongy and varies in color from purple to gray. Their wide feet have vestigial toes and their pudgy hands have two stubby fingers and a thumb on either side. The species is known to eat by standing on their food, usually while they sleep, and prefer their consumptions to be slightly rotten - using their vestigial limbs to extract to the nutrients into their bodies.
From a distance, Myconids are almost indistinguishable from any local fungus that would grow in the wilds of Eyr, leading them to be praised as masters of disguise. Unless wished to be seen, even the best of trained eyes would have a hard time spotting the difference between a Myconid and regular toadstools. This adaptability is suggested as one of the many ways that Myconids have lived so prosperously and undisturbed in the jungles and swamps.
The myconid race also has various sets of abilities specific to their kin. They are known masters of telepathy among each other, communicating preferably to others of their species in this means. They have a strong resistance to poisons as well, proving to only appear with slight discomfort when faced with a regular amount of toxins. It would take a very large dose to disable a Myconid. Lastly, they are known to have regenerative abilities - to an extent. The myconids can regrow limbs and heal themselves from mortal wounds over a span of time but has been known to quicken when in their preferred habitats.
Weaknesses also vary for this species. Fire has proven to be no friend to the Myconids, fearing it terribly as it normally will leave them in quite a disabled state if set ablaze. Fungicides are also proven to work in weakening them, usually causing a ferocious sickness that can discolor or even rot their appearance. Their soft bodies are also very susceptible to cuts, leaving them wary of very sharp objects. Myconids cannot survive being cut into pieces.
Due to their hospitable nature and weak physical forms, Myconids have adapted and evolved to develop defensive abilities unique to each individual. These defensive abilities stem specifically from regular biological fungal properties. Myconids only have one type of ability and some have been listed below for your convenience! If you choose to play a myconid, may only select one of the defensive abilities and we recommend displaying it in your picks. You may not swap out abilities.
Spore Toxicity is a very common defense among the Myconid race, some possessing the ability to release a fine cloud of spores from their gills, which, if inhaled can prove toxic for many life forms. Other defensive spore clouds vary from the mildly intoxicating, to the hallucinogenic, to inducing tranquilization effects.
Poison Secretion is a less common defense, though highly effective. When in danger, the Myconid is able to ooze out gel-like substance that, if touched, will absorb through the skin or other membraes and those affected must immediately ingest an antidote or suffer intoxication, hallucination, or tranquilization effects.
Cordyceptic Parasitism is one of the rarest forms of defense and said to be present in 1 in every 100 Myconids. Cordyceptic spores are passed by the Myconid to a host, through the inhalation of spore dust from the Myconid’s gills. The spores take a few minutes to root into the brain of the victim, after which they can be manipulated by the dispensing Myconid for a period of about an hour, allowing the Myconid to have simple aspects of mind control over the host, such as altering speech and movement patterns. There is no known antidote for cordyceptic spore inhalation, but the effects wear off rapidly.
As stated, many myconids are extremely docile creatures known to sometimes take great caution with their way of life, normally sticking to a very set routine if among their clan. Though adventurous myconids differ from common ones of their race, they tend to be somewhat unsociable compared to most races when first meeting, but they form tight bonds with any group after a while. Myconids are quick to listen, slow to talk, and even slower to act. Although they are willing to act without planning, they are much less willing to act without a firm grasp of their surroundings and situation. Recklessness is unknown to them. Those who have adventured for some length of time will learn to act with less information if the situation forces them to, but a myconid straight from the colony is likely to be cautious to a fault.
Myconids, especially those removed from their colony, are hard workers, and prefer to finish an entire day's work in one continuous action. When the day's work is done their preferred form of recreation is a type of telepathically shared hallucination, but without other myconids to share the experience with they are likely to attempt to join in whatever form of recreation is common among those hosting them.
Myconids tend to be somewhat unsociable, and enjoy small intimate gatherings. Though loyal, they will not fight to help a friend unless to defend that friend. An enemy of a friend is not an enemy to a myconid, but someone who attacks that friend is. Myconids are most at home in their native underground Myconid forest and the warm, humid and dark jungle floors and swamps of Eyr.
Culture & History
Native to Eyr, the Myconids have been a very shy species when it comes to talking about their history or expressing their culture. This obviously has made it very difficult for those that wish to study them, only able to rely on sleuthing to learn what they have.
Myconids have been found throughout Eyr but the biggest population is within the Myconid forest, which houses an unknown amount. Others have been spotted in swamps or deep in the jungle, but they have claimed to be wanderers from their clans. As they are never hostile towards one another, Myconids can often be seen working together in their habitats performing various tasks that, from an “outsiders” view, may seem pointless. They are also seen sitting quietly in a meditative state with each other which is known to be a form of recreation for them, using their telepathy to entertain one another as a favorite past-time.