Area: Amanitan
Tunnels
Unsafe,
Blighted, Possession (Bright
White Circle)
Monsters (Amanitan
Myconids),
The first sign that one has entered the Amanitan Tunnels is
the smell. They reek horribly of decay and fried radishes. As one advances
the air becomes dense with a white, soot-like mold which coats
everything, causing visitors to cough and hack, their mucous
membranes going into high panic as their bodies try in vain to keep
the toxic spores out of their lungs. Travel further and the place
grows thick with ankle to knee-high mushrooms, snowy white in
coloration, which send out clouds of the mold if kicked or jostled.
That's where the Amanitans live, little squat things on small
and ungainly legs. They have distant and placid looking expressions,
their faces shadowed by their broad caps which send off little puffs
of white whenever they move too quickly. There are corpses
everywhere, from wild animals to intelligent beings like Rathbuni
& Svirfneblin,
all with masses of mushrooms bursting from their fallen bodies. The
putrefying fluids make the ground into a slick mess of rot and bare
rock. As myconids go
the Amanitans
are quite friendly, in spite of the abattoir-like appearance of their
home. They are unable to individually communicate, given that they
lack mouths, but the spores they give off eventually begin to
penetrate the mind of the afflicted, and the voices of the members of
the Bright White Circle
can be heard if guests
stay long enough. Amanitan's
high and piping voices
come in the form of intrusive thoughts. The mushrooms are chatty
little conversationalists, always curious about the various goings on
of the world surrounding their tunnels, surrounding outsiders to
pepper them with questions. They grill their visitors for as long as
they can, trying to keep them in the white clouds, keeping them
breathing deeply until their liver and kidneys begin to fail,
followed quickly by the rest of their organs. They'll apologize
extensively for the jaundice that their guests are experiencing, even
as they glom themselves upon them, dragging them down to the ground
once they inevitably try to escape. The myconids
of the Bright White
Circle are always
interested in expanding the size of their colony and they need a
constant stream of corpses to continue those plans. They are terrible
fighters, but there are thousands of them and if roused they pour
forth in a seemingly endless stream to pummel with tiny fists,
trusting in the efficacy of their spores to take their opponents
down. They fight without regards to their own safety, dog-piling upon
and rubbing themselves against opponents even as they are slashed
and hacked to bits. Once they've killed their foes, they drag the
dead back to their abode and expand it just a little bit further. The
Amanitan Tunnels are
a few days east of Stilty
Town in Ingram's Tangle, and only a day
and a half underground.
- In practical terms the spores of the Amanitan Tunnels necessitate a save against Poison or Constitution for every half-hour of exposure. Failure deals 1d4-1 Constitution damage, which does not recover until the victim is exposed to healing magic or away from the spores for at least 24 hours.
- The Amanitans generally stay out of politics and trade. They want for little beyond more fodder for their mushrooms. They are unconcerned with the Chorus, their vacuous minds give them resistance against all psychic powers.
- While fatal in large doses, Amanitan fungus can also be used as a means to create a drug which confers resistance to psychic attacks and induces a feeling of mild euphoria.
Unsafe,
Possession (Red
Heap Circle),
Monsters (Myconids),
The
abode of the other major Myrconid settlement
of the Mushroom
Forest, the Cortinarian
Reaches are significantly less
hazardous and inimical to life as those of their Amanitan
cousins. Cortinarian
Myconids of the Red
Heap Circle are nearly as
powerful psychically as the Chittering Chorus,
but unlike the cranium rats their powers are only functional near large
growths of those of their kind currently in the non-motile stage of
their life cycle. While this limitation forces them into a defensive
posture, the caves which make up their homes are essentially
impregnable unless their adversaries manage to destroy large sections
of fungus all while being unceasingly attacked by the Red
Heap myconids.
The myconids are made up of thick, crimson tubules bound together in
tangled jumbles which extend in long and unbroken growths throughout
the cave system. The caves are eerily silent, offering little more
than the sound of trickling water and the occasional moan of a dying victim or the echoing foot
steps from a myconid patrol.
Proximity to the tunnels by most beings causes headaches, nosebleeds and blurred
vision. Venturing deeper results in a sensation of being constantly
under observation, eventually climaxing in the ability to hear the
collective mind of the Circle. The myconids themselves could easily be mistaken for outgrowths of the tubules that they nest in, generally preferring not to move until they're forced to defend them homes. They stand nearly waist-high, but they often crouch or sag, which makes them seem smaller. They are fairly quick however, able to scamper along the ground with their many tubes acting as a mass of legs or to even wield simple equipment such as spears or picks. The mind of the Red Heap is
of course focused on propagating itself further, but beyond that it's
something of a plotter. Information, rumors, gossip, anything that it
can use to try and swing the balance of power towards itself is interest. Places outside of its home are only notable insomuch
as the effect they have upon it, otherwise they are seen as mere
trivia. If invaders have enough information that interests it then
they're allowed to leave. If they don't, they're simply commanded to
stay, a command backed up by the mystical might of their collective
mind. Affected individuals simply sit down and wait until thirst or
starvation takes them. Those who repeatedly come to the Red
Heap with useful knowledge are
rewarded lavishly. Envoys and diplomats come back and forth from the
Cortinarian Reaches in
a steady drip, coming to treat with the circle or leaving on errands
from the collective mind to the rest of the region. In both personal
and political dealings the Red Heap Circle is
conservative, risk-averse and unwilling to commit to conflict unless
victory is nearly assured. The Red Heap and the Cortinarian Reaches are located a day and a half under the eastern bank of the Golden Road River, a day's west of Clotaire's Tomb.
- The collective has no use for riches, but they have piles of coin, gems and more from lifetimes of capturing outsiders. The hoard is equivalent to thousands of GP, but unfortunately for any would-be plunderers it is kept in a cavern situated deep within Red Heap Circle's territory.
- Large climate events such as major cave-ins, Purple Worm attacks and volcanic eruptions preoccupy the Circle's collective mind. They are always trying to start new colonies, but are hampered by the fact that they inevitably began to separate from the collective consciousness.
- While the Amanitans have little to nothing to fear from the Cortinarians, the Red Heaps have done their absolute best to keep the Bright Whites from settling near them, wisely concluding that they could do little to stop them.
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