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SPOREFOLK

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Name

sporefolk — a race of humanoid, sentient fungi

Description

The sporefolk are large, sentient fungus that are vaguely humanoid in appearance, aside from their over-sized head/caps. A quiet, patient people, they communicate by unknown means that is not spoken. They clone asexually, so it is common to choose to bypass social understandings of gender entirely.

Although their evolution has approximately paralleled that of the civilizations of the surface of Alyria, there are notable cultural differences. Due to their strong cultural values of community, they believe in each other instead of deities, which increases their empathy and ease of coexistence, but renders them atheist. However, to coexist peacefully with other races and avoid religious persecution, sporefolk can choose to follow religions. They remain non-practitioners as they do not truly believe in them and so, they are unable to cast any religious spells or benefit from religious proficiencies.

Despite their typical kindness, they are unwelcome foreigners within many classes pursued by Adventurers in Alyria, particularly the ones that focus around belief in a deity.

At home in dark, moist, warm places, sporefolk receive a 10% damage bonus when they remain outside of sunlight, however they are naturally afflicted by sunspots. As such, they are highly attuned to whether the sun is currently shining, and sporefolks' compasses shine yellow in the sunlight.

Sporefolks' biological processes are alien relative to other races', and release spores to accomplish many common tasks.

Racial hand-to-hand damage: poison Class availability: Mage: Wizard Psionic Ranger Warrior: Barbarian Valkyrie Cavalier Cleric: Druid Witch Thief: Rogue Bard Knave

Maximum racial stats (before class bonuses): (average is 17) Strength: 16 Vitality: 16 Knowledge: 18 Luck: 16 Wisdom: 18 Courage: 18 Agility: 16 Sanity: 16 Personality: 19

Maximum racial vital attributes: (average is 2000) Hit Points: 2000 Spell Points: 2000 Stamina: 2000

Racial skills:

Passive racial skills:

  • fungal growth — causes the caster to grow and utilize a symbiotic fungus offensively
  • germinate spores — infect a corpse with spores, respawning there if necessary
  • billowspore — waft around on the winds of fate, traveling elsewhere in the wilderness
  • saprotrophy — growing and healing out of rot, specifically corpses
  • spore bloom — releasing puffs of excess dead organic material into the room
  • sing — allows a bard to play music with their voice instead of an instrument
  • wind walk — allows the caster to pass through doors as easily as the wind
  • sunspots — sporefolk have weak optic nerve, reducing their damage output in sunlight by 20%
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