Sea Giants

© Daniel S. Wall, April 16, 2026.

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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.

 

Voluzule

© Daniel S. Wall, April 16, 2026.

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“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

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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.

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“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.

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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.

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

Lisien Talloween, Dwarven Princess

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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.