The Queendom & the Caves Below
Shroomeria extends through an immense system of caverns and passages known collectively as the
Threaded Halls. The first tier comprises cathedral-like vaults adorned with stalactites that drip at measured intervals, creating a natural chronometer.
Deeper lie the
Fungilands, cultivated terraces where edible moulds and towering fungal structures are farmed. Bioluminescent runnels, referred to as the "milk of the stone," irrigate these terraces; the waterways are carefully directed by means of clay sluices and ritual chanting.
Beyond the farmlands, winding corridors carved by ancient winds lead into the
Archive Galleries. These are the remnants of a civilisation long lost, marked by benches of carved stone and walls inscribed with spiral motifs overlain by present-day spore gardens.
At the deepest extent is the
Ever-Glow, a dazzling network of caverns encrusted with luminescent crystals. Here, vast curtains of light-producing stone and fungal webs combine into a subterranean phenomenon described as an eternal dawn. The queendom is bound together by the great network of living mycelium, which functions as both structural reinforcement and an organic alarm system sensitive to intrusion.

Shroomeria by Tillerz using MidJourney
Society, Court & Custom
Shroomeria is governed by Queen Mycelia, who presides from the Spore-Throne, a mound of living fibrous matter that resonates as she speaks. Social hierarchies are identified by the form of cap worn. Courtiers wear bell-shaped caps, healers flat gills, wardens toothed conical caps, and artisans concave pored caps.
The culture favours slow deliberation followed by quick execution. Court gatherings take place in deep silence while the queen listens to the murmurs conveyed by the earth, rendering judgement only after careful discernment.
Festivals are understated and symbolic. Glow-processions mark the renewal of spores, harvest feasts celebrate communal meals of truffle broth and moss bread, and the Night of Shed Skins ritually transforms old stalk coverings into lanterns for the following year.
Trade with the surface is conducted both carefully and infrequently. Shroomeria exports lantern-caps, medicinal poultices, fermentation tonics, and pigment-spores. In return, subterraneans import necessities such as bronze tools, woven cloth, glass vessels, and oral histories. Storytelling has particular value, for spoken tales cannot travel through stone without the correct rhythm, making accomplished orators highly prized.
Magic of the Mycelium
The magical tradition of Shroomeria derives entirely from fungi, moisture, and mineral networks. Practitioners interact with the subterranean environment through tone, rhythm, and spores, shaping growth, communication, and light.
Core disciplines include:
Mycelial Whisper: Transmission of thoughts across root systems, enabling long-distance communication.
Biolumen Craft: Regulation of fungal phosphorescence to produce practical light or coded signals unreadable without training.
Spore Weaving: Manipulation of spores for protection, healing, or influence. Groups of sporemancers can create artificial weather such as fog or dew.
Regrowth: Application of fungal energy to repair injury, restore wood, and even stabilise stone.
The magic functions best communally. While a single individual may kindle minor effects, a choir of casters can transform caverns dramatically, creating warmth equivalent to summer sun.
Allies of Sap and Stone
Shroomeria maintains longstanding alliances. Chief among them are the Greenwardens, forest beings who traverse the root-roads. Ancient oak roots also extend into the Threaded Halls, facilitating a pact of kinship between tree and fungus.
Surface allies include the people of Floxville, who exchange goods, and selected animals such as badgers and salamanders who serve as messengers. Dwarves occasionally cooperate, exchanging maps and warnings concerning geological instability, their respect for stone aligning with Shroomfolk values.
Foes, Threats & Unwelcome Growths
Threats to the queendom include external exploitation and internal corruption. Crystal-poachers seek to plunder the Ever-Glow at the cost of destabilising the caverns. The Mould-Witches of the Salt Vein are hostile practitioners of fungal corruption, while enormous heat-draining cave leeches pose continual danger. More abstractly, the greatest threat arises from those who act without understanding: cutting fungal strands, kindling fire, or consuming carelessly.
Trade, Craft & Wonders
Everyday craftsmanship reflects both magical and practical ingenuity. Bioluminescent pigments derived from sprites are woven into textiles. Baked bread may be infused with spores to calm, encourage bravery, or reassure children. Medical caps carry tactile ridges, enabling healers to identify remedies in darkness.
Glasswork is much admired, but mirrors are avoided, for the Ever-Glow itself provides the only reflected light Shroomfolk require.
GM info / spoilers / plot hooks. Mouse-over to read,
Inhabitants
The inhabitants of Shroomeria are diverse in form, yet all share a biological and cultural foundation in their fungal nature. As a general characteristic, fungal beings neither bleed nor succumb to disease, and they demonstrate heightened resilience against poisons. Conversely, they are more vulnerable to fire and require damp conditions to remain fully vigorous. Extended droughts may cause weakness or fatigue amongst them, although they often recover rapidly when restored to their preferred subterranean habitat.
Shared Trait (WFRP4e): Fungal
All fungal creatures in this article share the following: They do not Bleed; are Immune to Disease; gain +20 to Endurance Tests against Poison; suffer +1 Damage from Fire; heal an additional +1 Wound per hour in damp darkness; prolonged drought imposes Fatigued at GM discretion.
Queen Mycelia, Keeper of Threads
Queen Mycelia is the sovereign of Shroomeria and is revered as the embodiment of balance between fungus, stone, and soil. She rules from the Spore-Throne, a living mound of fibre that hums softly with her speech. Her crown is formed of intertwined fungal caps, symbolising her bond with both her people and the ecological web they inhabit.
The queen is admired not for ostentation but for her serenity, compassion, and profound attunement to her realm. She listens to the earth itself, discerning truth from tremors and wisdom from silence. Communication with subterranean animals, fungal networks, and even stone is within her capability when patience is given. She is regarded as both monarch and spiritual guide, consulted not only by her fungal subjects but also at times by Floxville traders, Greenwardens, and dwarves.
WFRP4e
Cypher
M 4 | WS 35 | BS 30 | S 35 | T 45 | I 45 | Ag 35 | Dex 40 | Int 60 | WP 65 | Fel 55
W 18 | Size: Average
Traits: Night Vision; Fungal (Does not Bleed; Immune to Disease; +20 to Endurance vs. Poison; Vulnerable (Fire): +1 Damage from Fire Armour 1 (natural, all locations).
Skills: Channelling (Lore: Fungus) 65; Language (Magick) 60; Lore (Herbalism, Geology, Nature) 60; Intuition 55; Perception 55; Leadership 55; Endurance 55; Cool 60.
Talents: Aethyric Attunement; Second Sight; Magical Sense; Strider (Underground Savant (Nature).
Magic (Fungal Lore): Casts as a Wizard. Examples:
- Spore Veil (CN 4): Creates a 10-yard radius mist; enemies suffer −20 to Perception; ranged attacks suffer −10; lasts WP Bonus Rounds.
- Mycelial Whisper (CN 5): Sends a 50-mile message through living roots; arrives in WP Bonus Minutes; can include simple images/emotions.
- Biolumen Beacon (CN 3): Bright light in 20-yard radius; choose either dispel one Fear Condition from allies in range or impose −10 on Stealth tests against those within the light. Lasts Int Bonus Rounds.
- Regrowth (CN 8): Target heals TB Wounds; removes one Bleeding or one Fatigued; plants/wood mend a broken object of SBx10 Encumbrance.
Special: Royal Chorus: If accompanied by two or more Shroomfolk casters, reduce her CNs by 1 (min 1).
Level 6; Health 24; Damage 5; Armour 1
Modifications: Task involving fungal magic or natural lore as level 7; social tasks with subterraneans as level 7.
Movement: Short.
Combat: Spore Veil (long range point, creates obscuring zone; attacks through it are hindered Beacon Pulse (immediate radius; allies gain +1 Armour for one minute; enemies make a Speed defence or are dazed for one round).
Abilities: Mycelial Whisper (send message across a region linked by roots Regrowth (heal 6 points to one creature or repair a wooden/plant object).
GM Intrusion: The network answers back - revealing a truth the PCs weren’t ready to hear, or attracting something that was listening.

Queen Mycelia by Tillerz using MJ
Funglings
Funglings are the smallest and most playful members of Shroomerian society. Resembling tiny mushrooms with legs, they rarely exceed the size of a human thumb. Mischievous and curious, they travel in darting groups, often gathering bioluminescent spores to fashion glowing artworks upon cavern walls.
This artistic expression manifests in patterns resembling constellations and flowing light across stone, discernible only to sharp-eyed observers. Though harmless, funglings are known to play tricks, scattering luminescent distractions to confound larger beings. They are less participants in governance and more a source of mirth, beauty, and occasional irritation within the queendom.
They are treated indulgently by the Shroomfolk, who value them as both artists and bearers of youthful spirit.
WFRP4e
Cypher
M 3 | WS 25 | BS 20 | S 20 | T 25 | I 40 | Ag 45 | Dex 35 | Int 30 | WP 30 | Fel 35
W 8 | Size: Small
Traits: Night Vision; Fungal; Small; No Fine Manipulation (tools hindered Painless.
Skills: Stealth (Underground) 55; Perception 45; Athletics 40; Sleight of Hand 40 (when prising light-beads!).
Attacks: Spore Puff (Ranged, Short; Average (+20) Endurance or gain Blinded 1 until end of next Round). Damage 1 + SL if appropriate.
Special: Glimmer-Chase: Once per Encounter may impose −10 to an enemy’s next Perception test by scattering dancing lights.
Level 2; Health 6; Damage 2
Modifications: Speed defence as level 3 due to size; stealth as level 4 in caves.
Movement: Short; can climb rough stone.
Combat/Abilities: Blinding Puff (immediate range; target makes a Might defence or is impaired for one round). Glimmer Art can create a distracting pattern granting an asset to an ally’s stealth for one minute.
Interaction: Friendly if bribed with story-trinkets, glow beads, or sweet crumbs.

Funglings by Tillerz using MJ
Luminescent Sprites
Luminescent Sprites are entities composed entirely of coherent bioluminescent spores. Ethereal and delicate, they drift through caverns like lantern-motes and provide illumination to Shroomeria’s halls. Unlike funglings or Shroomfolk, they are not corporeal in the usual sense; instead, they form collective shapes and speech through pulses of light.
Their language is not spoken but displayed through shifting patterns, hues, and brightness. This flicker-code is an intricate system understood by trained interpreters, allowing the sprites to serve as couriers and messengers throughout the extensive tunnels.
Sprites are regarded with reverence as the heralds of messages and guardians against darkness. Their presence also enables ceremonies, in which their choreographed illuminations become part of processions or courts.
WFRP4e
Cypher
M 4 (Fly/Drift) | WS 20 | BS 20 | S - | T 25 | I 50 | Ag 40 | Dex - | Int 25 | WP 40 | Fel 20
W 6 | Size: Small
Traits: Night Vision; Sporeform (may pass through gaps; non-magical weapon Damage −1, minimum 1 Fungal; Hover; No Fine Manipulation.
Skills: Perception 55.
Attacks: Dazzle Flash (Opposed Cool vs WP; on failure, target gains Blinded 1 for one Round).
Special: Courier Light: Can carry simple messages as light-patterns; allies taught the code gain +10 to relevant Language (Sprite-light) tests.
Level 3; Health 9; Damage 2
Modifications: Perception as level 5.
Movement: Short (hovering).
Combat/Abilities: Dazzle (immediate radius; Intellect defence or tasks hindered for one round Glow (bright light in short radius; grants an asset to seeing in the dark). Physical attacks against them are hindered unless area-effect or energy.
GM Intrusion: The message the sprite carries was misread; pattern code requires context the PCs don’t have.

Luminescent Sprites by Tillerz using MJ
Shroomfolk
Shroomfolk are the principal people of Shroomeria, humanoid in stature yet entirely fungal in physiology. Each member possesses a distinct mushroom cap that signifies role and status. Caste and vocation are structured visibly: healers wear distinctive flat caps, warriors develop robust crowned caps, and artisans create depressed, pored caps reflecting their craft.
As a society they place high value on patience, listening, and deliberate decision-making. Shroomfolk participate in all aspects of subterranean life, from cultivation and healing to defence. Healers brew medicinal teas and poultices, while warriors, clad in layers of hardened bark or resin, defend the passageways in disciplined silence.
Through their fungal heritage, Shroomfolk share a unique relationship with their environment, blending seamlessly with caves and gardens, and ensuring that each act of harvest and construction is reconciled with the living network of mycelium.
WFRP4e
Cypher
M 4 | WS 35 | BS 30 | S 35 | T 40 | I 30 | Ag 30 | Dex 30 | Int 35 | WP 40 | Fel 30
W 12 | Size: Average
Traits: Night Vision; Fungal; Armour 1 (hide, all locations).
Skills: Melee (Basic) 40; Endurance 45; Perception 35; Lore (Herbalism) 40; Outdoor Survival 40.
Attacks: Club or Spear (Damage SB+4 or as weapon Spore Burst (once/Encounter; Average (+20) Endurance or gain Stunned 1 and Poisoned 1).
Variants:
- Healer: Trade (Herbalist) 50; Heal 50; Talents: Surgery, Resistance (Poison). Loses Spear, carries Staff and poultices (treat as Healing Draughts).
- Warrior: WS 45; Melee (Polearm) 50; Talents: Strike Mighty Blow; Shield (Wood) AP +1 Body/Arms.
Level 3; Health 10; Damage 3; Armour 1
Modifications: Endurance/poison defence as level 5; tracking in caves as level 4.
Movement: Short.
Combat/Abilities: Spore Burst (short cone; Might defence or take 3 damage and become impaired for one round Steady Growth (once per rest, heal 3 by rooting for a minute).
Variants: Healer grants an asset to healing/recovery tasks; Warrior deals 4 damage, carries a shield (+1 Armour).

Shroomfolk by Tillerz using MJ
Myconid Guides
The Myconid Guides are among the most respected beings in Shroomeria. Enormous, slow, and ancient, they resemble living stalagmites of fungal form, their bodies bearing concentric age-rings. These beings act as advisors to Queen Mycelia, guardians of vital passages, and preservers of ancient lore.
Their strength is prodigious; tasks that would challenge teams of Shroomfolk are achieved with ease. Far more than simple wardens, they exude patience and wisdom, often counselling others on matters of geology, tradition, and ecological balance. Their mere presence is thought to bring calm to those who travel with them, as guiding pheromones allow safe navigation of subterranean terrain.
The Myconid Guides are regarded as living pillars of stability in both a literal and cultural sense. They embody endurance and continuity, reminding all denizens that while growth may be slow, it is enduring.
WFRP4e
Cypher
M 3 | WS 45 | BS 25 | S 50 | T 55 | I 30 | Ag 25 | Dex 30 | Int 40 | WP 50 | Fel 30
W 22 | Size: Large
Traits: Armour 2 (thick rind, all locations Fungal; Fear 1; Ponderous; Night Vision; Crushing Blow.
Skills: Melee (Brawling) 55; Intimidate 50; Navigation (Underground) 50; Lore (Geology) 45; Cool 55.
Attacks: Slam (Damage SB+6; on a Critical, target is Prone Ward-Spore (reaction, once/Round: reduce incoming Damage by TB to an adjacent ally as the Guide interposes a dense spore-screen).
Special: Guiding Pheromones: Allies within 20 yards gain +10 to Navigate (Underground) and Track checks while the Guide is calm.
Level 4; Health 18; Damage 5; Armour 2
Modifications: Intellect defence against fear as level 5 for allies within immediate range; navigation underground as level 6.
Movement: Short (cannot sprint).
Combat/Abilities: Slam (knocks prone on a minor effect Spore Wall (create a barrier granting 2 Armour to allies behind it for one minute).
GM Intrusion: The Guide halts, sensing a collapse - progress costs time or a detour that crosses political boundaries.

Myconid Guide by Tillerz using MJ
They're the ones behind the Goblin Mushroom Town in my world...
:D Awesome. Do you have a link? Also I need to write a lot more into this article, this is just the tip of the iceberg. I want to make separate areas like Shroomeria and Mag Mell be their own big quest hubs / Points of Interest.
Sure do. Here goes: https://www.worldanvil.com/w/the-true-dark-ages-colonel-101/a/goblin-mushroom-town-settlement?preview=true
Thanks!