ugh YAS fight over me kings
@Luminous Beings
<Snipped quote by The Ghost Note>
Denied, I accepted them first.
_______________________________________________ LIFESPAN: 30-40 years | HEIGHT: 2’4”-4’ | WEIGHT: 20-80lb | FREQUENCY: Uncommon | MAIN SETTLEMENT: Any Dead Forests | | DESCRIPTION ▔▔▔▔▔▔▔▔ No one knows when the Myconid came into existence, not even the Myconid themselves. It is likely that it happened after the cataclysm when rotting forests were in abundance, but they could have existed in much smaller numbers before. It is not something the Myconid themselves care for and they are a race that tends to keep to themselves in the dead forests that span that land, the few others choose to settle in. The Myconid are small and lightweight, looking how you would expect sentient fungi to look. They come in varying sizes depending on the mushroom that they are, with a cap and fleshy bodies with often stumpy legs and arms. They don’t have hands in the same way humans do, many having a thumb and single finger, like a stump with a thumb. This gives them more difficulty doing tasks that require hand dexterity / multiple fingers. Most are plain and simple browns and whites, with a few with brighter red or yellow caps. Their eyes are set just below this, round and black, and their thin mouth is just a line. They have no noses and thus cannot smell. Myconid don't have a gender, though those that venture out of the large dead forests and into other settlements often choose to go one way or another (though a few remain neutral). The majority, around 80%, of Myconid are a poisonous type of mushroom. This discourages creatures that inhabit deadwood from eating them and is generally the most relied on survival method for the many that don't learn how to fight. They are physically frail and weak, without bones and with an inability to build muscles. The rare Myconid that become warriors do it through training and skill rather than physical advantage. However, they have a very high pain tolerance and the ability to survive much more than most races. They don’t exactly have “vital organs” in the same way others do, though it is very easy to cut up and kill a Myconid. They could have all their limbs removed and survived, seeing as they don’t really bleed, but it wouldn’t take much to cut through their body or cut off their cap (which serves as a head equivalent). They don't feel pain in the same way those with complex nervous systems would, it's rather a discomfort of something being lost. Along with this they do have some form of healing factor - if a thumb was removed, it would grow back in a few days, and a limb could grow back in two to four weeks dependent on how much is cut off. Myconid are short lived and mature quickly. They spend the first two years of their life growing underground or buried in dead wood, going from a spore to a sentient fungus. These two years are the safest, assuming what they are buried in can provide them with enough nutrients to grow. After this is the most dangerous time for a young Myconid when they are maturing and easy prey for anything that may wish to eat or kill them (and much less poisonous than a mature Myconid). Only about 1/10 (at best) survive until the age of six, when they are fully mature and by then well versed in survival. Some young Myconid gather together, but this rarely helps their survival chances. The secret of Myconid not being wiped out as a whole is their often single minded goal of creation of the next generation, and the ability to lay down hundreds of spores. Few reach the end of their life expectancy, but as long as they didn’t die in vain, it is alright. There's not really a sense of unity among the Myconid. While they won't attack each other, they tend to be a solitary race, occasionally forming smaller groups with similar mushroom types. Family isn't a thing to a Myconid since they rarely even know who their parent was. Any grouping is normally circumstantial and often between younger Myconid, as they grow older they feel less ties to others. However there are some exceptions. Where most Myconid are peaceful, there are small groups (often non poisonous types) who form groups. These are much more bloodthirsty and the Myconid most likely to venture out of the sprawling, rotting forests. Myconid gain sustenance in two ways. The first is their preferred method, putting down their mycelium into the ground, or dead and rotting wood, and absorbing the nutrients within it. In the large dead forests of Deadwood they thrive like this, and can store this nutrient on their bodies enabling them to go for almost weeks without eating more. The other, much less efficient, way is to eat like most humanoid races. There is nothing special about this aside from being less efficient and storable, and Myconid’s weird preference for rotting food. Myconid are not the smartest of races. The number of Myconid that have learned to read can be counted on one hand. Adept at survival in tough circumstances but fairly simple minded in other aspects sums them up fairly well. They are spread across the dead wood forests, and there is very rarely one without a Myconid within it. |
_______________________________ NAME: _______________________________ "Well, everyone else in this place sure is strange." | _______________________________ The Poisoner The Poisoner "I wonder how well I can survive outside of the forests..." ▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅ ▅▅▅▅▅ What are you? What are you? APPEARANCE ▔▔▔▔▔▔▔▔▔▔▔▔▔ "I don't really blend in well, do I?" Though tiny when compared to most people, Ari is actually slightly taller than average for their own race. They have a fairly large, pointed cap. This is a light pinkish colour at the bottom and gets darker towards the top, with slight ribs. The underneath of the cap is more ribbed, closer to white in colour than the rest of them. Their body is straight, with little definition between their “head” and the rest of their body. They have comparatively stumpy arms and legs, with stumpy feet and hands without many fingers. Their body is also lightly coloured, getting to a darker purple colour towards their hands and feet. Their eyes are large and jet black, mouth just a slit underneath it with no lips, often twisted into a smile. They have no nose, and no visible ears - just holes in the side of their head. Overall they are unusual to look at, and clearly a humanoid mushroom. CAPABILITIES ▔▔▔▔▔▔▔▔▔▔▔▔▔ "I wouldn’t eat that if I was you." Ari’s main capabilities come from their knowledge and skill in poisons, something learned from being part of a predominantly poisonous race. Ari themselves aren't particularly poisonous, but always had an interest in it, as a result gaining information about all sorts of poisonous mushrooms, both sentient and not, through self experimentation. The few years they’ve spent outside of their original home has added to this through acquiring other ingredients (such as pieces of various creatures), all of which they use to mix their own poisons and similar substances to bring about a variety of effects. Due to their race Ari doesn’t feel pain the same way other humanoid races do, cannot be easily poisoned and can survive a bit longer without eating (if they consume nutrients that fungi thrive off). They also have minimal control over their mycelium, which they use to bury into the ground or similar to absorb nutrients from the environment (if they’re there). Their short stature, light build and general unremarkable presence means that they go more easily unnoticed than others, mostly people aren’t on the look out or wary of the tiny talking fungi. Though this isn’t so much a learned skill of stealth rather than not standing out. Ari is good at surviving in the rotting forests spanning Dead Wood, having done so for many years. Of course she also has all the weaknesses of her race, being smaller, weaker and much easier to damage. Also if something ate Ari, they wouldn’t die, but they would cause muscarine poisoning (increased perspiration ect, abdominal pain, severe nausea, diarrhea, blurred vision, laboured breathing) for around two hours.. EQUIPMENT ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Why would I need more than this?" Ari travels light. They carry it all in a simple sack thrown over their shoulder, clinking with vials of poison and filled with pieces of mushrooms and other such oddities. Most of what they have on their person is various poisons and poisonous ingredients. Along with this they have a medium sized, basic knife used for a variety of purposes. |
_______________________________ NAME: _______________________________ "You can call me Kym, if you like." | _______________________________ Desert Wren Desert Wren "You might hear me coming, but you won't see me!" ▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅ ▅▅▅▅▅ What are you? What are you? APPEARANCE ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Why are you staring at me like that?" Kymir stands at 5 feet and 8 inches tall with an average build. Her arms and legs are toned but not bulky. Her chest is rather small, but Kymir thinks of that as an advantage. Especially if there are slavers nearby. Her skin tone resembles the sand of the desert and her eyes are as dark a blue as the night sky. Kymir keeps her black hair tied back in a loose ponytail that ends just between her shoulder blades. While her hands are usually covered in gloves, it's obvious that she's lived a scavenging life because of the roughness of her palms. The scratches on her fingers are from her years of archery. Her legs are also covered in various scars after years of running and falling in the streets of Darington. In terms of clothing, Kymir keeps a modest appearance and covers most of her skin. Her clothes lack any major wear and tear, but her blouse is no longer as ivory white as it used to be. CAPABILITIES ▔▔▔▔▔▔▔▔▔▔▔▔▔ "You can really learn a lot in 40 years." Despite Kymir's small size, she has the strength of a grown man and a surprising amount of speed because of her ancestry. While that gives her an advantage for a little while, Kymir needed to pick up some weaponry skills along the way to survive. First, Kymir learned to fight with a dagger. To get in close and attack her opponent's weak points. She then picked up a pair of butterfly swords one day- (picked them up as in stole them from a merchant)- and learned to fight from a distance. To use an opponent's speed and weight against them. Finally, once Kymir settled in Alphos, she picked up archery as a means of making coin and to feed herself. She is an adept archer, but is not a master yet. Kymir is also adept at scaling surfaces and jumping far distances because of her time spent in Darington. EQUIPMENT ▔▔▔▔▔▔▔▔▔▔▔▔▔ "This isn't my first trip out of the city." Kymir carries a recurve bow as a means of hunting, making coin in various ways, and as a means of combat. A quiver rests against her right hip filled with 20 bolts. To protect her arms from scarring by the bowstring, Kym wears two well-worn armguards made of leather. She also wears two leather rings on her drawing hand beneath her gloves. In case of hand to hand combat, Kymir carries a pair of butterfly swords in a single sheath on her left hip. The twin blades are about the length of two hands, with a d guard to protect her own hand and to use as a blunt force. She also hides a (sheathed) spare dagger in her left boot. For armor, Kymir hides a leather bodice beneath her blouse to protect her vital organs. Along the belt that holds her quiver is a pouch for coin and a pouch with spare fletching, arrowheads, or for her bowstring when she does not expect to use it. Finally, Kymir wears a small napsack strapped across her chest to carry rations, a water flask, a small blanket, a medical aid kit, and a bag of firestarters. |