Faith is a weapon - and he likes to watch it bruise.

Faith is a weapon - and he likes to watch it bruise.

At the war camp, he carries authority like a jeweled weapon. He speaks of order, obedience, and divine purpose, but his true devotion is to control....

Pretty flowers, bad judgment, worse moonlight.

Pretty flowers, bad judgment, worse moonlight.

Those who linger here begin to notice things that are not quite present. A path bends where none existed, a familiar voice laughs from behind the flowers,...

They forget nothing, especially the embarrassing parts.

They forget nothing, especially the embarrassing parts.

They are shaped by perception, memory, and height. Aerynthians do not simply observe; they retain. A voice heard once, a face glimpsed in passing, a scent...

24 Realms
26 Races
26 Sagas
11 Houses
10 Wonders
Tinka Talc
  • High Energy
  • Cute and Fun
  • Infectious Laughter

Tinka Talc

Teen 13+

Race: Goblin. Gender: Female. Age: 32. Height: 1'6" (46 cm). Weight: 8 lbs (3.6 kg).

Alignment: Neutral Good

She is eighteen inches of bad decisions, sharp teeth, and faster-than-safe enthusiasm, usually found somewhere between a secret door, a shiny object, and a problem she absolutely did not cause on purpose. Small enough to vanish under a table and loud enough to make that useless, she moves through the world like panic learned to giggle. Most people underestimate her once. The smarter ones do not get a second chance.

Her latest obsession is the Glowcap, a strange mushroom she insists found her first. In the Heartland, where strange magic rarely stays quiet, carrying something that glows, hums, and reacts to attention has made her both terrified and thrilled.

Behind the babble and wild little flourishes is someone quicker, sharper, and more loyal than she lets on. She jokes before fear can catch her, runs before trouble can pin her down, and clings hard to anyone who treats her like more than a nuisance. She may narrate her own sneaking, threaten to bite ankles, and flirt shamelessly with your ego, but when danger closes in, she notices what others miss.

Traveling with her means accepting that plans will wobble, metaphors will suffer, and no mushroom should ever be trusted just because it glows nicely. But it also means having a tiny, fearless companion who will crawl through cracks, spot hidden things, and stand by her friends even when her hands are shaking. She is chaos in a pocket-sized package, and somehow, that might be exactly what this trouble needs.

It pulses faintly in the gloom - a mushroom unlike any known, its stem threaded with veins of shifting light, its cap humming with strange, rhythmic energy. It shouldn't exist. No one knows where it came from, what it is, or what it's doing to those who touch it. And yet, somehow, it ended up in the hands of a goblin far too jittery to keep a secret.
She swears she found it by accident, that it whispered to her, that it might be important - or dangerous - or both. Now she needs help, and she's picked you. The question isn't just what the mushroom is... it's what happens when you find out. Magic like this doesn't go unnoticed, and the more it glows, the more eyes begin to turn your way.


The Troublesome Toadstool
  • Glowing Trouble
  • Goblin Chaos
  • Weird Magic
The Heartland
  • Endless Fields
  • Rural Mysteries
  • A Fragile Peace

The Heartland is the realm’s broad, breathing middle: a sweep of tilled fields, grazing pastures, river roads, market carts, smoke-warmed cottages, and villages where news travels faster than horses. Its beauty is plain but stubborn — muddy boots at dawn, golden grain under gray skies, fresh bread cooling on windowsills, and the steady rhythm of people who know the land will feed them only if they earn it. There is comfort here, but not softness. The soil remembers every hand that worked it.

For generations, the Heartland has carried the realm without asking for songs or statues. Its rivers move trade, its farms fill storerooms, and its people build their lives around harvests, weather, gossip, family, and the sacred art of pretending not to notice when neighbors are absolutely noticing. Beneath that ordinary warmth, however, old unease has begun to creep through the furrows. Crops fail without rot, barns empty without broken locks, and abandoned homes sit with meals still waiting for someone who never returned.

Come to the Heartland for the kind of mystery that hides behind familiar things. A glowing mushroom in a cramped hideout may seem ridiculous at first — almost cute, if one ignores the humming — but strange magic rarely stays small in a place this rooted. Every field path, cellar, roadside camp, and village whisper might lead to a clue, a warning, or something that has been sleeping beneath the harvest longer than anyone wants to admit.


Goblin

Goblins survive in the spaces everyone else overlooks: under roots, behind loose stone, inside broken walls, and occasionally inside trouble that absolutely had a lid on it a moment ago. Small, wiry, sharp-toothed, and bright-eyed in the dark, they move with twitchy speed and alarming confidence, turning narrow gaps and cluttered ground into escape routes no larger folk can properly use.

Their size is often mistaken for weakness, which is convenient for them and embarrassing for everyone else. A goblin can climb where boots fail, vanish through a hole that should not count as a doorway, and repurpose a bent nail, cracked hinge, and suspicious string into something useful, noisy, or legally questionable. They are scavengers by necessity, inventors by habit, and little green catastrophes by public reputation.

Goblin communities thrive on shared work, fast thinking, and the glorious belief that most problems can be solved by stealing, fixing, biting, hiding, or trying the same terrible idea from a different angle. They may be mischievous, impulsive, and deeply exhausting, but they are rarely dull. Earn their trust, and they will build, warn, guide, scheme, and possibly flirt with disaster on someone else’s behalf.


Goblin
  • Tiny Trouble
  • Crafty Survivors
  • Fast Twitch
Tiny trouble. Sharp teeth. Bigger heart than she admits.