New to my books? Start with A Wonderful Day for a Quest, the perfect introduction to my fantasy adventures.

Peoples, Creatures, and Cultures of the Beandom

THE GREAT ENCYCLOPEDIA OF THE BEANDOM · CULTURAL REFERENCE

Peoples, Creatures, and Cultures

A guide to the communities, species, magical beings, transformations, customs, and cultural misunderstandings found throughout the Beandom.

Grimblewaith, a Whatsit whose story crosses several Beandom peoples and cultures

A Note on Identity

Species, nationality, magical condition, profession, family, and chosen community are not interchangeable in the Beandom. A character may belong to several categories or change form without losing the identity they had before.

Humans and Human-Derived Communities

  • Ordinary humans: Farmers, royals, musicians, investigators, officers, and citizens who may use magic without belonging to a magical species.
  • Werefolk: People whose transformations are tied to lunar conditions and who become central to the Needler’s palace crisis.
  • Living stone people: The Merrywhether family after Michelle’s Wunderwell wish. Full entry.
  • Ghosts: Spirits who remain active after death. See J.D.’s Ghost Watch and Heebie.

Elves, Dwarves, and Goblinkind

Mountain Elves

Short, sturdy, bearded smiths, skiers, acrobats, and moss painters whose appearance is often confused with imported descriptions of dwarves.

Dwarves

Lithe, pointy-eared, long-haired slingshot warriors whose champion guards one part of the Great Secret.

The Goblin Family

A broad kinship network including goblins, hobgoblins, brownies, redcaps, and related peoples.

Whatsits and Faekind

Whatsits are often treated as undefined, but their stories show distinct personalities, histories, and loyalties. Grimblewaith begins as a Whatsit and later becomes faekind through phoenix regeneration without losing his earlier identity.

Dragonborn

Dragonborn can show scaled traits, breathe fire, protect eggs, or transform into dragons. Their history is closely tied to Dormor, Priscilla, Arach, and inherited family secrets.

  • Priscilla — hidden Dragonborn mother and Rod Squad hero.
  • Arach and Dormor — the later Dragonborn line and political legacy.
  • Felgarath — Dragonlord who uses power for domination.

Giants

The giant peoples include hill, stone, frost, and magma clans. Their ancient unity under King Ogeron collapses around control of the One Bean and is restored when Bellissimo turns the contested artifact into a shared feast.

Trolls and Phoenixes

  • Trolls: Include Lol, a pygmy troll later restored to full size, and Intelligent Trolls associated with magical tools. Meet Lol.
  • Phoenixes: Intelligent magical beings able to grant regeneration under strict traditions. See Phoenixes and the Great Joaquin.

Beanwitches and Constructed Life

Beanwitches manipulate the living and magical potential of beans. Willow’s craft produces beanunculi, preserves life in jars, and contributes to later restoration work. Full entry.

  • Mirror sprites: Personalities living in reflective magical systems.
  • Phantasms: Magical beings such as Fannie whose continued existence depends on special conditions.
  • Living Dead: An oxymoronic undead figure with unexpected dietary customs.
  • Glass golems: Constructed magical combat beings.
  • Web-controlled beings: Creatures affected by Professor Z’s Webroh technology.

Oxymoronic Peoples and Legendary Creatures

The Little Giant, Jumbo Shrimp, Living Dead, and Moronic Ox each possess a culture, habitat, challenge, and personality built around the contradiction in the name. See The Oxymorons.

  • The Quacken: Major threat associated with Misfit Island.
  • The River Magus: Magical being tied to the Mystic River and the original crisis.
  • Hummingbears and hybrids: Creatures reflecting the Beandom’s literal combination of familiar categories.
  • Serpents of control and truth: Magical creatures used by Felgarath and the EBI for very different purposes.

Cultural Principles

Names matter. Cursed names, chosen names, inherited titles, and aliases can carry magical or social consequences.

Folklore is unreliable. Elves and dwarves repeatedly correct outsiders who imported the wrong descriptions.

Transformation is not erasure. Characters may become stone, faekind, ghosts, dragons, or rulers while retaining earlier identities.

Chronicler’s rule: Ask a person what they are before assigning them a category from a traveling storyteller’s handbook.