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.

Rules for playing Tsidatsidi in Tunnels and Trolls can be found here.

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.

Specific rules for running Volozule in Tunnels & Troll can be found here.

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.

Specific rules for playing a Death Maven in Tunnels and Trolls can be found here.

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

***

Illustration by David Michael Wright

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.

Ligen

© Daniel S. Wall, April 7, 2026.

***

“To the great and noble Sage, Hadin Kes,

As of the writing of this letter, your emissaries are enjoying the hospitality of my residence. As they have conveyed to me your wishes to learn more of my people and to establish long term connections between your kingdom and our own, I thought I should take the time to answer your questions directly. I will entrust the contents of this letter to your envoys and bid them farewell tomorrow morning. We here have no wish to keep such faithful and worthy servants from their master any longer than necessary. I shall try my best to answer all of your questions about my people and speed your trusty servants back home to you with what gifts we can manage to serve as humble tokens of our goodwill.

First, as I understand it, your knowledge of my Kindred is based largely upon rumor. When you read this, I hope you will count the rumors of our existence as confirmed. Yes, we do indeed exist. I further hope that you will not burden yourselves and your loyal servants with any further efforts on our behalf.. The road betwixt our lands can be quite dangerous, and I detest to hear that innocent lives have been placed at hazard without good cause. Please my friend, I pray that you will find my answers sufficient and rest knowing that you do indeed have a friend this side of the mountains, even if that friend is a distant presence. Though I may never look upon your face, I shall imagine you smiling when you read this. I pray once again that you will be content to do the same.

Now, as to your first question, it is indeed true that our Kindred bears not two but four genders. I must impress upon you that we do not merely have 2 additional genders, the extras being added as it were to the male and female which I suspect you have imagined us to possess. Rather, we have four distinct genders, each of which has been named for the seasons of the year. I myself am an ‘Autumn’. I have tried many times to explain the differences between each gender to your servants. It seems they find it a difficult concept. Though the evidence is plainly visible in the face and hands of each Ligén as well as our behavior. Sadly, your emissaries have proven themselves unable to master the difference between us. It is no fault of their own; our nature simply does not fit into the world in which they themselves live.

I must tell you that I find several of your questions regarding this matter to be quite indiscrete. Your representatives have also been quite rude on this point, albeit perhaps unintentionally so, but I am sorry to say that we grow tired of their curiosity. It is enough to know that all four genders of Ligén are essential to the act of procreation, and that all four parents play an equal role in the raising of any progeny resulting from this act. Please, we do not wish to know more about the happenings of your own sky-tables, I ask that you leave our personal affairs to us.

Regarding matters of commerce, I can assure you that we are quite self-sufficient for our own part, and that there are no resources with which we are sufficiently blessed to enjoy surplus for trade. I shall extend to you a few gifts, which I fear that you will find quite common enough for your own kingdom. Sadly, there is little to be gained from extended trade amongst our people.

As much distance as lies between us in this world – as much distance as will always lie between us in this world – I shall consider you just quite close to me in my spirit. I pray only that you will accept this and consider that it is enough.”

– K’endil Gnaine, Elder of the Ligén.

***

Postscript: It is really not very important, but in the interests of truthfulness, I thought I should tell you that the letter ‘l’ of your alphabet does not precisely match the sound which begins the name of our people, the Ligén. To make the sound properly, one places his tongue against the roof of the mouth just behind the teeth (much as you would when making the ‘l’ sound), but instead of setting the vocal cords to work on the matter you simply force air about both sides of the tongue, hissing as it were while keeping the tongue in that position. I have instructed your servants on the matter, and they have proven themselves capable of making the sound properly.”

***

Ligén are a mysterious kindred, tending to settle in remote parts of the world. They appear to be androgynous humanoids with strange conical heads and almond shaped eyes. They possess no hair. Their skin tone comes in four different hues. The pupils of a Ligén range in color from silver to bronze, the latter being thought particularly attractive among the Ligén themselves.

There are indeed four genders among this kindred, each named after a different season. While no-one outside this Kindred has ever grasped the physical differences between the genders of the Ligén, each enjoys somewhat different powers. Ligén marry for life and dwell together in a common home. Children appear in small broods (3d8-2), and Ligén consciously space the births of their children 3-11 years apart.

Questions about all marital affairs among the Ligén have been met with cross words and little in the way of answers.

A typical residence for the Ligén will consist of 4 square rooms all adjacent to one another. A circular room occupies the center of the house, as if carving a small corner our of each of the squares. This common area is separated from the rest of each room by a thin layer of curtains. Each of the four rooms empties directly out into a larger common area surrounding their outside walls, offering access to each of the squares within by means of two separate curtained doorways. The outer wall of the dwelling is thus a circle containing the four square rooms which themselves contain a circle in the center. Four separate doors will be located along the outside wall of a Ligen home, each positioned roughly adjacent to one of the four inside squares. This is fourse the most basic schema common to every Ligen household. With minor variations, one can expect this of pretty much every Ligen household.

A brood of children will live and sleep within the walls of the outer circle. Parents in a Ligén household take turns cooking for the whole family (often with the assistance of their mates or older children). A fireplace is located in the wall separating each of the four sleeping quarters from the common area to the outside.

Only the most trusted outsiders have ever been invited into the homes of a Ligén, and then only to eat and chat. Overnight guests are always lodged in the community town hall, which always has a few well-kept bedrooms set aside for that purpose. It is commonly supposed that a guest in one Ligén home is a guest to the entire community. As one may imagine, this custom also makes it easier to keep an eye on such outsiders.

On rare occasions, Ligén will travel about other regions, usually in pursuit of knowledge or magical power. Ligén are often the first to learn of any major threat to an entire region, and they will often take the initiative to inform others and provide assistance in meeting such dangers.

Ligén make good spell casters for the obvious reason that each is inherently capable of using a single school of magic. Ligén are also relatively good in close quarters combat. Unfortunately, the Kindred is also known for its clumsiness. Whether casting spells or fighting in melee, Ligén seem to fail spectacularly with an unusual frequency.

 

Hrega

© Daniel S. Wall, April 6, 2026.

***

“It is true that Hrega women may find common ground with anyone or anything they meet. It is also true that their men find cause for opposition in all creatures. And as much pleasure as one may find in the graces of Hrega women, one will find the same degree of displeasure in the presence of Hrega men.”

– Mawlin Caern, Scout

***

By all accounts Hrega woman appear quite beautiful. They are tall and thin, with exceptionally long fingers. Hrega women have no hair on their bodies, nor on their heads. The skin of a Hrega woman changes colors to reflect her mood (cool tones for calm and warm for excitement, …bright red for anger). As Hrega women are quick to adapt to those around them, the color of a female Hrega’s skin may often reflect the general mood of her companions quite well. Hrega women have no control over this, nor does this feature of her skin have any clear purpose.

Hrega men are significantly shorter than the women of their Kindred, with short strong fingers and sharp facial features. Hrega men are also completely devoid of body hair and their skin color changes to reflect their moods just those of Hrega women. In contrast to Hrega women, though, Hrega men typically fall into a mood quite the opposite of those around them. Hrega men, are not anymore likely to be cruel or evil than humans, but they do find cause for conflict quite easily. Whether this will be a matter for words or fists, or even swords, depends on the Hrega.

With both men and women, a bright red skin tone betrays a clear sense of opposition or even a desire to engage in violence. Strands of reddish hue appear whenever a Hrega attempts to lie, whereas strands of orange appear when simply shading the truth, the brighter the more egregious the deception. Any Hrega attempting to help another for unselfish reasons will develop extreme highlights of pure white on the surface of their skin. Any that are familiar with this Kindred will know the meaning of these signs.

It is of course no surprise that Hrega men and Women typically occupy different shades of the color spectrum. Each is capable of reflecting all the known colors, but their moods lead them to manifest differet hues most of the time.

Courtship among the Hrega is a rather clumsy affair as the Hrega men are so contrarian by nature. Hrega do not marry, and children are raised by their mothers with their maternal uncles providing the support and assistance one might normally expect of a husband. Hrega men are not known for their nurturing qualities, regardless of their relationship to a given child.

Whatever the gender, Hrega make interesting companions. Both genders of this Kindred tend to be very direct and honest in dealing with others. Deception is not much of an option for them, as others can literally see deception in their faces, Hrega women are well known for their capacity to aid others while the men can do immense damage in all forms of combat. Not surprisingly, the former tend to become mages specializing in healing and support spells whereas the latter typically become melee fighters.