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Mushrums

Ancestry

Land of Eem Core Rulebook · p.62

Open source p.62

mushrums

Mushrums are fungal folk with mushroom cap heads that vary in size, shape, and color, but are usually shorter than humans. Hailing from tight knit colonies where individuals can telepathically share thoughts with each other, they often speak in a high-pitched, lilting monotone. Since they are rarely integrated into society at large, some mushrums have trouble understanding the social cues and humor of other folk, tending to take things very literally.

EXAMPLE NAMES

Tymbo'zama'gowadax (or Tymbo), Zona'imbok (or Zona), Ooda'wunga (or Ooda), Leeloo'weebaway (or Leeloo), Myko'morga'megolomungus (or Myko), Jera'moona (or Jera), Babo'jeejo (or Babo), Gabba'zorn (or Gabba)

SIZE

Small or Medium

SKILLS

Wilderness, Vitality, or Sneak

  • Realms, Charm, or Trickery

HOMELANDS

The Underlands, The Quagmash

PERKS

  • Multiply (Ancestry): Mushrooms don't perish by normal means. When PC dies the first time, they live instead, splitting into two mushrums that share the same personality, thoughts, and motivations. Mechanically, the PC functions the same as before: they share Courage and one Action in a Conflict.
  • Telepathy (Ancestry): Mushrums share a connectivity with fungi. PC can speak telepathically with all fungi and fungal beings.
  • Undersight (Ancestry): Mushrum eyes are suited to the dark. PC can see Close and Nearby things clearly in the dark.

QUIRKS

  • Bad With Money (Culture): Mushrum colonies don't use money and aren't accustomed to frugality. On a Usage Die result of 1–4 (instead of 1–2), PC spends the entire pouch of Coins.
  • Literal Mind (Culture): Mushrums often take other Folks' meaning at face value. Take something literally at an inopportune moment.