By Per Jorisch (ljusalven@sopti.pp.se)
Randas cows are imposing and sturdy, and they are red, black or normally colored. Very seldom Randa might have goats, but it's really rare. Randa treats her cows really well, and if anyone treats their cows, horses or maybe goats badly, she takes them away. One story goes like this: There was a woman who was shepherding her cows in the forest. At one moment she was sitting on a rock, sewing. A cow came forward to her; it wanted some food, and irritated the woman in her work. The woman became angry and said"Go away, and I don't want to see you in 8 days!" The cow went away and disapeared for 8 days. But then it came back to the place she left from, like nothing had happened. Randa had had her during the 8 days.
Randa kidnaps cows but also humans, especially males. The easiest way to be protect from Randa's kidnappings, is to wear cold iron, or put cold iron by the doorstep to the cow-house. But the best way is to wear a bottle with mercury to protect yourself, or dig down a bottle of mercury under the threshold to the cow-house. (This kith is not a good kith for players, but can be interesting as a Non-playing-character.)
Wilders are at the age when they set their eyes on men, whom they seduce with their song and looks.
Grumps are show themself very rarely to humans, prefering to hide away in the woods, stealing some cows every now and then that have been abused by some farmer.
Speed of the wind: Randas can move at an extreme speed, approximately 70 km/h with perfect control, but only in rural areas, away from technology and of course cold iron.
Talk to cows: Randas are able to talk to cows as if they were humans, and what she tells them they will do, if it doesn't mean death for the cow (like go to the lake and jump into it, wouldn't work).
Territorial: A Randa is very territorial. You all know the phrase, Home sweet home! When a Randa is more than 10 km from her home she really want's to go home. If she must move away from her home even more than 10 km, she must make a Willpower (diff: 7) roll. She can move 10 km for every success she generates. When she's all out of successes, she must return home instantly. If she can't, all her attributes, abilities, etc. will be reduced by 1 for every day (to a minimum of 1). But she regains all she's lost the moment she returns home.