Mucky Loons

© Daniel S. Wall, April 17, 2026.

***

“These bizarre little creatures have defied the narrative skills of far more eloquent people than yours truly, but I shall try my best to explain. If you can imagine a duck… now take away its wings and its feathers, lengthen it’s feat just a little bit, and replace its beak with a small elastic mouth capable of forming into a shape not unlike that of a tiny bugle. Now make the creature brightly colored. It can be any hue, but it will always be bright and, well, colorful… If you’re still with us on this, now just imagine about a dozen of them frolicking about a meadow, running around at high speed and causing all kinds of mischief. Imagine all that, and you have the general idea, sort of.

“Mucky Loons do not speak, though they use a range of toots and honks to communicate basic emotions with one another. The overall effect of their appearance and behavior is usually one of such homeliness that it somehow passes over into cuteness.”

– Arglemis Schmee, Gnome Story-teller.

***

Mucky Loons generally keep to themselves, and avoid sentient beings as much as possible. They spend their lives eating plants and small bugs and playing in the meadows and forests. When threatened, a flock of these creatures can become quite dangerous, however, swarming about a foe and bombarding it with acid spittle until even the bravest and toughest of creatures beats a hasty retreat. For most of these little creatures, that is enough, but the occasionally mean-spirited loons have been known to chase down and slay retreating foes. Most survivors will lick their wounds (carefully) and eventually go on about their lives. Should an opponent reveal himself to be a serious danger Mucky Loons will generally scatter and run away at great speed.

Sea Elves

© Daniel S. Wall, April 16, 2026.

***

Sea Elves are a special variation of Elves who generally live their entire lives aboard great ships. Sea Elves refer to themselves as “Kiamsti.” Kiamsti spend virtually their entire lives aboard ships, forming a maritime society in the remote waters far from major shipping lanes used by the land-bound kindreds. Kiamsti get most of their needs from the sea, and from merchant trade with select trading partners. They usually refrain from visiting the major port cities of the land-bound nations, preferring instead to trade with other ships out at sea.

Few representatives from the land-bound kindreds have actually met Kiamsti up close, though many sailors have reportedly seen their ships which are notable both for their speed and for their use of reflective surfaces to blind opponents in naval combat. Kiamsti rarely encounter anyone they do not want to at sea, and when they do, it is almost always on their own terms. Few have seen such ships up close in any event, and those who do so in conflict have often found themselves blinded by the sight of a Kiamsti ship.

Those fortunate enough to meet Kiamsti on friendly terms have relayed stories of beautiful bronze-hued warriors clad in seashell armor (equivalent to banded). Favored weapons among this kind include crossbows, long spears, and scimitars. Both men and women serve in Sea Elven fleets. Often generous to reliable trading partners, Kiamsti nevertheless choose when and where they will conduct business with great care. They seem to know a great deal about who is travelling the seas and what is on board.

Rumors hold that in remote waters, Sea Elves have actually created entire cities which float on the deep waters of the ocean. This, it is said, is where their children reside, and where their arts and sciences have flourished. If any human or land-bound elf has even been to such a place, though, none can confirm it. Certainly no-one hostile to these Elves or indiscreet enough to talk about it much has ever visited one and returned alive.

Additional rumors that some Kiamsti engage in piracy unfortunately appear to be quite true. That few first-hand accounts of such activities are available is most likely due to the effectiveness (and ruthlessness) with which these pirates conduct their business. Nobody really knows just how many reported lost at sea were actually lost to the sea elven pirates.

Sea Giants

© Daniel S. Wall, April 16, 2026.

***

Sea Giants could easily be confused with normal humans were it not for their great size and strength. They average about 9’ tall, and weigh around 800 pounds. Their features are much like those of a normal human.

Living along the seashores of remote northern lands, Sea Giants are known both for their magical lore and for their great seamanship. Both of these characteristics are combined in the creation of the great ships in which these giants travel. No-one outside their own circles is quite certain whether ships manned by Sea Giants are made of stone which has been treated to add buoyancy or wood which has been treated to add hardness. Either way, these great vessels are widely regarded as great wonders among the seafaring peoples of the world. By most accounts, it takes magical powers to man a Sea Giant vessel.

Sea Giants generally hold themselves aloof to mankind, preferring to keep to themselves. They will occasionally help others in need, but rarely will Sea Giants make any commitments or take sides in the great conflicts of their days. Few friends could elicit more than a little advice and perhaps a helpful spell from Sea Giants; still fewer enemies would be foolish enough to provoke them into more direct involvement.

 

Tsidatsidi

© Daniel S. Wall, April 16, 2026.

***

“The world contains nothing within which a Tsidatsidi could not find beauty, nor anything the beauty of which she could not reveal to others. Give her a burlap sack and she will hand you back the finest of dresses. Shatter a glass and she will use it to sculpt the very light of the sun. Cut your finger and she will paint with your blood a rose of such beauty that you will soon forget the pain that birthed it.”

– Pali Gundith, Merchant

***

These creatures appear as brightly colored humanoids, but upon closer inspection it becomes clear that they are actually plants. The skin of a Tsidatsidi is smooth. The internal structure of her body is a highly pliable form of wood, and her blood is in fact a clear sap.

As it turns out, an individual Tsidatsidi can change her color patterns over a night of sleep.  Individuals use this ability as a form of artistic expression. Most Tsidatsidi will adopt a distinctive personal color motif and explore its variations for some time before moving on to something new. If a Tsidatsidi is slain, the color her entire skin will fade to green, a fact which lends the color special significance among this kindred. To a Tisdatsidi, Green is the color of death. Few members of this species would allow themselves to go purely green without adding at least some splash of color.

Due to the changes in coloration, it can be somewhat difficult to recognize one of these creatures amongst her own kindred, but the task is not impossible. (Treat as a target of 20 on a Mental Task Roll for any other Kindred.)

Tsidatsidi are born with a love of visual arts and a gift for producing them. Tsidatsidi will create something beautiful whenever given the opportunity to do so, often producing great works of art out of odd materials and placing them in the strangest of places. It matters little to one of these creatures whether or not a work of art lasts. When the notion strikes, a Tsidatsidi will happily create something with even the most transient of material. No member of this kindred would think it an objection to a piece of art that it had not been made to last. So long as the artist survives, a Tsidatsidi will remind you, there will always be another piece of art to replace those that deteriorate.

Voluzule

© Daniel S. Wall, April 16, 2026.

***

“He is not working on the castle, your highness. He is preoccupied with the design of a new chapel sir. It is written all over him.”

– Consular Urepti Kassid

***

From a distance, Voluzule have the appearance of tall thin humans. Their most distinctive feature would be an elongated skull the top of which seems to possess structural features vaguely resembling those of a building. Up close, one might also notice their lack of body hair, but the interesting physical trait of a Voluzule would be the appearance of tattoos all over their skins. The tattoos on a Voluzule reflect the architectural designs of buildings on which he or she is working. They are always working on some building or another. Even if a Voluzule is only brain-storming ideas, her mind is most certainly bent on the design of some new building. The process is slow and it does not appear to be conscious, the skull and the skin of a Voluzule will always come to reflect the nature of any current projects upon which she is working.

Voluzule consistently treat architecture as a life-long devotion, learning anything that might help them to develop a distinctive approach to their world. They always develop magical abilities along with a number of professional skills useful in the design and construction of actual buildings. They will learn whatever languages give them access to resources and ideas relevant to their interests. The good life, for a Voluzule, is one that leaves behind a range of structures with a style distinctive enough to be recognized on site by anyone who knows anything about architecture.

Although their thoughts are never far from matters of design and construction, a Voluzule will often take an interest in the people and the communities in which their projects take place. They want to know how best to build things suitable for the those who live in and around their projects, and in their own way Voluzule do care about the health and welfare of those around them. A Voluzule will always seek to bring their designs to bear on matters of interest to those around them, but this doesn’t stop them from traveling with friends, participating in community activities, exploring new regions, or contributing to warfare.

Chiroptid

© Daniel S. Wall, April 16, 2026.

***

“When you whisper in a cave, the cave hears you. Speak with confidence, and it will know you don’t have anything to hide.”

– Folk Wisdom common to adventurers.

***

Chiroptids are a kindred of bat-like humanoids dwelling deep inside the largest of caves and dungeon networks. Often assumed to be hostile to creatures of the day, Chiroptids are actually rather indifferent to the fate of most living things. They will, however, keep tabs on anyone entering their domain. What frequently turns them against an adventuring party is an arrow fired in haste or a spell directed at a passing shadow.

With rare exceptions, Chiroptids of advanced ability devote themselves to the craft of spell casting. They are prone to use hit and run tactics against any who prove themselves a danger. Chiroptids will rarely strike on their own. When they decide a given intruder needs to be dealt with, they will usually wait until an enemy runs into conflict with some 3rd party. At such times an extra spell may well make the difference, often with its victims non-the-wiser as to the actual source of their misfortune. In such cases, Chiroptids are often quite content to see their targets abandon a quest as they are to seek lasting harm. Should someone chased out of a cavern return again, however, Chiroptids will do everything they can to bring about their demise.

Death Maven

© Daniel S. Wall, April 15, 2026.

***

“She regards those resting in the graveyard as her children.”

Lisien Talloween, Dwarven Princess

***

A Death Maven appears to be tall gaunt woman with a long neck. Often, the head of a Death Maven is adorned with a small set of horns, though this is not always the case.

Nobody seems to know the origin of these mysterious creatures, but the great mages of the world do have some sense of the nature of a Death Maven. Their appearance is often a sign of a coming disaster. That much is well known. Some say that they come to bring about the disasters themselves. Others believe they arrive hoping to ease the passage of the living into the worlds of the dead. They have never been known to help others avert disaster, but the spirits of the dead generally regard these creatures as a benign force, albeit one with little to offer the living. When a disaster causes sufficient loss of life, a Death Maven may well take up residence, effectively adopting the souls of the departed. In such cases, a Death Maven will likely remain at the site of a terrible disaster long after the event has passed from human memory, leaving only if and when living things come to revitalize the location.

Death Mavens are also known to reside in large graveyards in remote locations, watching over the remains of generations long since past. Wherever she lives, a Death Maven will surely find herself among the dead. By all accounts, she will regard them as her own personal responsibility.

A Death Maven will allow nobody to threaten those under her protection. Efforts to resurrect the dead have been known to raise the ire of a Death Maven, but they tolerate healers in most cases. Those who come to pay their respects and leave in peace have little to fear. Grave Robbers will be treated with little mercy.

Has any given Death Maven ever been alive or did they take shape as a kind of avatar and spirit protector of the dead? Nobody seems to know the origin of these creatures.

Moggy Toad

© Daniel S. Wall, April 7, 2026.

***

“Mogusthloed,”- Map-Meat Hammergren, Dwarven Hero.

“Tis almost correct, but your lips must be more rounded on the final vowel.” –Nariae Dveng, Sage.

“Mogusthoed,” – Map-Meat

“Tis a bit too nasal on the first vowel.” – Nariae

“Mogusthloed,” – Map-Meat

“Tis still a bit nasal, but there is also the silence that should come toward the end…” – Nariae

“What is it that others call you creatures?” – Map-Meat

“Let us stay focused…” – Nariae

“Mogusthloed” – Map-Meat

“Please remember to round your lips…” – Nariae

“I did round my lips!” – Map-Meat

“My apologies. I did not notice, but may I suggest that you round them more.” – Nariae

“Maybe, I should use it in a sentence?” – Map-Meat

“Tis an excellent idea.” – Nariae

“Mogusthloed is an idiotic name,” – Map-Meat

“I…” – Nariae

“Mogusthlodie-type creatures make my axe-hand all anxious.” – Map-Meat

“Tis funny, what you say, but it is still…” – Nariae

“Mogus-Bogus, target for my damned axe, …dammit!” – Map Meat

“Reflecting on your question from a moment ago, I think perhaps ‘Moggy-Toad’ will do just fine.” – Nariae

“Do I still need to round my damn lips? – Map-Meat

“Only if you want to.” – Nariae

***

Appearing as small, awkward looking, and oddly colored humanoids, Moggy Toads are often mistaken for gremlins (or anthropomorphic toads). Appearances aside, however, there is little in common between a Moggy Toad and a Gremlin. No-one has ever met a Moggy Toad who engaged in frivolous pranks as gremlins do. In their own way these slow-moving and seemingly innocuous creatures can be quite dangerous.

Moggy Toads prefer to live in remote swamps and other riparian settings. They are reluctant to engage in sociable activities, and still more reluctant to engage in violent activities. If pressed, however, a Moggy Toad can be quite dangerous. This is particularly true if she has the space to get away from potential melee attackers and focus on using her own abilities. Moggy Toads wield great spiritual powers, a fact which a wise character would keep in mind.

Moggy Toads are occasionally inquisitive enough to leave their homelands and explore the rest of the world. With rare exceptions, this is a temporary phase, and few Moggy Toads would ever do so without planning to return home to the pace and quiet of the remote swamps.