Note: Many non-human creatures has a special attribute called
toughness. This is a special extra note that represents the
creatures general extra toughness against all kind of physical damage.
They are simple not hurt so easily. Likewise, social attribute
is not marked as most creatures do not simply socialize. If it is
needed, the GM may determine suitable social skills for the creature.
As the one of the most aggressively expanding races, humans are much
more brighter than orcs and do not live in past like high elves and
dwarves do. As a result, human settlements have expanded into almost
all corners of the world and the kingdom of Thee'tuon is the most
powerful and largest civilized state in the Mainland.
An average human is about a 175 cm long and weights around 70 kg,
women being a bit shorter and lighter. This varies mainly by the
climate and sub-race, and northern humans are usually much bigger.
An average male has strength and health +1 for all the hard work he
- Human Guard
- Strength +1, Health +1, Melee-1, Bow-1. Usually a chain or
leather armor, spear and/or crossbow or bow and a short sword.
- Human Character
- As defined in the main system, no modifications (but note that
most men have strength and health +1). However, women
character have -2 cps for gender in some fantasy worlds.
Elves are once a proud race of long and slender humanoids with pointed
ears, skinny body and long legs. Today, only rare high elves closely
resemble these ancient elves, while most elves have fallen into
barbaric savage elf cultures, living in the forests and hunting all
creatures that come close.
A typical elf is almost a 2 meter long but weight only 60 kg. Hair and
eye color varies, but lifecycle is very slow and lifespan is about 500
years. Agility, health and awareness are usually +1, but no elf can
have strength +2. Most elves are good at stealth and with a bow, but
all have light bones, and suffer from broken bones more
frequently than humans do. However, their eyes adapt much better to
darkness (night vision, half the penalty from darkenss) and their
senses are superior. Picture of a savage
- Savage elf warrior
- Agility +1, Health +1, Awareness +1, light bones, night vision,
Warrior Frenzy, Melee-1, Bow-1, Stealth-2. Usually armed
with long bow, spear, stone or bone axe, sword or mace.
- Elf Character (2 cp)
- Awareness +1, stealth-1, light bones, night vision. Usually obvious
stranger, and most elves have agility +1. Strength maximum +1.
Dwarves are an ancient race of subterranean humanoids. Deep into the
mountains of the Midland they once build their huge mines and
dungeons. The legend tells that they dig too deep and disrubted the
Sleeping Gods, and they cursed the race of dwarfes, and most of them
became sterile. So started downfall of the ancient race, and nowadays
most of the dungeons and mines are abandoned or conquered by orcs or
other aggressive creatures.
A typical dwarf is about 1.2 meter long and weights something like 110
kg, males being a bit fatter. All dwarves have a beard, even women.
Their lifecycle is slow, and some live almost 1000 years. All dwarves
have base health +1 and can have it up to +3, but they have short
legs and cannot run very fast nor have exceptional agility.
- Dwarf Warrior
- Health +2, Willpower +1, short legs. Melee-2. Chain
hauberk, metal helmet, reinforced shield and axe or hammer.
- Dwarf Character (0 cp)
- Health +1, short legs. Most dwarves have willpower +1, and
no dwarf can have agility or strength +2.
Orcs are large and aggressive race of strange humanoids. Their skin
color is green and their body is very adaptative, surviving from
extreme damage. Orcs live mainly to wage war, and this is the only
reason they have not conquered the known world. Or maybe it is their
stupidity, only a few are bright enough to invent anything
new. Anyway, an orc warrior is a fearsome sight and opponent, and they
usually move in groups.
An average orc stand almost 2 meter long while crouched. If they
extend into full length, they are almost two and half a meter long,
but they find this position uncomfortable. They have long arms like
gorillas, and have broad faces and large pointed ears. They are
usually dim-witted and slow to react, but have good strength and
health. Their eyes adapt well to darkness and their healing is far
superior to other races. Wounds close at amazing speed and they are
very hard to poison.
- Orc Warrior
- Strength +1, health +1, willpower -1, slow-witted, fast
healing, night vision. Leather or no armor, big sword or axe
and a wooden shield.
Trolls are strange solitary humanoids of dark caves, barren wastelands
and misty swamps. They are usually night dwellers, shunning bright
light. They eat anything that comes in their path, but prefer fresh
meat, especially that of a man or an elf. All trolls have a strange
metabolism allowing unnaturally rapid healing and regeneration.
- Rock Troll
- Strength +5, health +3, willpower -2, awareness -1,
scent +3, skin 2/4, toughness +2, very slow witted, fast
regeneration, claws 0/3 or big implement.
A rock troll resembles an almost 3 meter pile of moving rock, as gray
scales as hard as rock cover it, and its back is covered by moss. It
moves very crouched, having head at lower than its back.
- Swamp Troll
- Strength +4, health +2, willpower -2, scent +2, skin 0/1,
toughness +1, very slow witted, extra fast regeneration,
melee-1, claws 0/3 or big implement.
A typical swamp troll stands about 2 and half meter long, with long
skinny hands extending into the ground, broad shoulders, large nose
and little round stomach. It has a rubbery skin and super fast
regeneration, closing wounds in a few seconds, and rejoining limbs in
less than ten seconds. If hacked to pieces, the pieces will keep on
fighting and moving, and ultimately rejoin with main part, recreating
the troll. This may take a few minutes, and does not always work. The
only guarenteed way to kill a swamp troll is by burning the corpse,
which creates toxic gases.
Giants are, as name suggest, gigantic humanoids. They are usually very
stupid ones, eating everything in their path, and drunk very
often. Some of them have only one eye (known as cyclops) while some
may have two heads (known as ettins or simply two-headed giants),
which constantly argue with each other.
Note: Although their melee combat is not very skilled, a normal
fighter just can't simply attack and dodge their attacks, they are
just that big that it is like a full-grown man against (an agile)
- Hill giant
- Strength +12, awareness -1, willpower -2, toughness +4, skin 0/2,
slow witted. Height about 10 meters.
These mythical beasts are usually found only from fairy tales, but
in some parts of the world they are as true as any 'natural' creature
like a fox or a bear.
This small chicken-reptile is one of the most feared creatures in the
known world, although it is only a meter tall at most. Its touch can
any living creature it touches, so all creatures
fear and avoid it. A direct skin contact is required, gloves are
sufficient to save against it, and even if the cockatrice succeeds to
peck its target, the victim might be unaffected - this time. If the
transformation takes place, it is usually a slow one and it is told
that a lizard eaten immediately will cancel the effect. However, if
the skin contact is a very long one, the petrification is almost
- Strength -1, agility +1, animal intelligence, wings, peak 0/1,
petrificates, melee 1
Dragons, reptiles with wings, come in so many shapes and powers, that
only imagination of the those who tell the tale limit their
appearance. They come from as small as half a meter long to as huge as 50
meter long. Most of them breath fire, but some breath freezing cold,
corrosive acid or posionous vapors (which is not tied to scale color
of the dragon). Most of them are intelligent and can speak, but some
are dump as animals. Yet exceptional ones can learn spells and
practise ancient magics.
- Small Dragon
- Strength +4, agility +1, health +2, willpower +1, social +1,
toughness +1, wings, scale 1/3, claws 1/3, fangs 2/5, breath
weapon, melee-1, con-1.
This almost 10 meter dragon has winspan of about 10 meters. It may
breath now and then a cone of flames, which resembles a flame thrower
or similar weapon, although no burning media is projected.
Zombie is an animated corpse, created by some foul necromancer
or demonologist. A simple and weak evil spirit controls it, and thus
it can be anything from a simple automaton to speech-capable monster
with low cunning. Most zombies must be hacked to pieces before they
stop moving, but some stop when their head is severed. Neverthless,
they ignore all pain and can work without limbs.
Skeleton is a zombie with less meat but usually more potent
magic. They are usually fast and skilled in combat, but are
neverthless mindless animatons, made only to serve their master.
- Animated Human Zombie
- Strength +2, agility -1, awareness -1, ignores wounds,
mindless, does not tire.
- Human Skeleton
- Strength +2, melee 1, ignores wounds, mindless, does not tire.
Wight is a powerful spirit of the fallen, which has reinhabitated its
body (or other dead corpse). Its vision of the world is strange and
shadowy, but it is intelligent, fast and can easily memorize things
and learn new ones.
- Wight Warrior
- Strength +2, agility +1, awareness +1, ignores wounds, does
not tire, melee-2, bow-1
Lich is similar to the wight, but the spirit is completely voluntary
in the corpse. More precisely, it has never left it, the body has just
died a natural death and the magic keeps it alive after that. Only
powerful necromancers and other practioners of foul magic ever become
liches, but as such they usually have many powerful magical powers,
like a touch of extreme coldness and ability to teleport almost at
will. No lich have health attribute, they never tire and ignore
This rare undead creature lives by the blood of living
creatures. Powers of vampires vary from vampire to vampire, as they
are similar to liches that living creatures have only changed to this
undead state. Some vampires have powerful magical skills, but many of
them just live in the severs of the cities and drink what they succeed
to catch. It is said that those who drink the blood of vampire become
one. Some of vampires have hypnotic eyes.
- City Vampire
- Strength +3, health +3, agility +2, awareness +2,
willpower +2, social +1, melee-2, stealth-2
Trapped spirits are those spirits that are bound between the normal
world and the spirit world. They exist in both worlds at the same
time, and can affect either world, but cannot travel into the deeper
spirit world. On the other hand, by following a trapped spirit in the
spirit world it is possible to travel long distances without venturing
into deeper spirit world.
Trapped spirits can only be harmed by means capable of harming spirit
entities. So, one must either travel to spirit world and beat them in
a fight using their very essence, or use special magical means to
fight them. Normal physical weapons are useless against them.
All trapped spirits have willpower from -1 to as high as +5, depending
on spirit's power and size. They are seldom capable of speech but if
they do, they speak in tongues known by their former selfs, if any.
- A banshee, usually also known simply as a ghost, is a simple
spirit trapped between the worlds. It usually appears similar to
original creature, but transparent. However, it can usually walk
through walls, but has no special powers.
- This strange spirit is made of fire, earth, water or air. It is
sually created by powerful sorcery, as some simple elemental spirits
gain extra power to move and act in wrong media. The elemental has
standard powers of that media, air can create wind, water waves etc.
- Spectre is a very powerful spirit entity, with combined powers of
several spirits of the dead, even hundreds. It usually appears as
ghostly mainfestation of screaming faces, being able to become
invisible to normal sight and to possess inanimate objects.
- Wraith is often referred as an evil spirit of darkness beyond, and
it has many things common to demons. It appears as a column of dark
smoke with red glowing eyes, but can change shape to slide through
gaps. It cannot, however, move through solid objects nor turn
invisible. It can drain life force from all living things it
encounters, and if it traps a weak spirit (like a spirit from a
just dead creature), it might succeed to turn it into a new wraith.
Free spirits are spirits normally living in the spirit world. Some of
them can manifest
into the normal world in a similar way that
some normal creatures can enter the spirit world. The more dangerous
ones have power to possess
objects and creatures.
If a possessor succeeds to enter the target body, by beating
the dormant or awakened spirit of the target, they gain complete
control over target, or at least partial, forcing them to do things
they want. If the control is complete, replacing all physical
capablities of the target, the victim is often referred as a
ghoul. However, if the control is not a complete one, and
the target fights the control, any movements might be clumsy or
fail altogether, depending on the spirit's power. However, a possessed
creature usually has unnatural strength and health and can ignore
wounds unless they sever parts - pain and loss of blood does not mean
anything to them. Thus it is dangerous to fight a ghoul, as you harm
only the material host body, unless special means are used.
A possessor can be get rid with three means: The
spirit may leave the body voluntariely, it can be forced away with
spells or other spirits, or it can be fight in the spiritworld. Fight
in the spirit world can be dangerous to host body, however. Of course,
hacking the host body to pieces usually drives the possessor away,
although it may then try to possess a new victim. However, the possion
is usually a very stressing act for a spirit to do.
Note that those accepting voluntary an spirit into their body for
co-existence are often called as avatars, see general world
description for more.
Demons are evil spirits usually trapped into the deep spirit realm
usually known as Abyss. Only the most evil and foul spirits breed
there, and they consume souls to gain more power. All demons can speak
in all tongues, whatever they say is understandable by all intelligent
creatures that hear it.
When a demon is summoned to the normal world, it materializes into a
horrific creature. While in material form, a demon is subject to all
normal physical damage, and if mortally wounded, it is either banished back
to Abyss or eternally destroyed, depending on demon's powers. If it
is banished back to the spirit world, it is immediately sucked back
to the Abyss, but some demons can willingly enter the spirit world
and wander there as any free spirit.
All the following define demon manifestations, and names are not
common known, only some descriptive ones. If demons are met in
Spiritworld, they either resemble their physical manifestations or
large dark shadows, possible with gleaming eyes.
- Bull Demon
- Strength +4, health +2, skin 1/4, toughness +2, melee-1,
This horrible manifestation is similar to gigantic hairless gorilla
with dark black skin and long fangs. It stands about 2 and half a
- Claw Fiend
- Strength +3, health +2, skin 0/2, toughness +2, melee-2,
A red demon with four arms, each with long claws.
- Strength +1, agility +1, health +1, skin 0/1, melee-1,
These small demons resemble humans but with long pointed teeth,
leathery skin, glowing red or yellow eyes, pointed tail and possibly
small horns. They are one of the most least and common demons seen.
- Pit Horror
- Strength +4, health +3, awareness +1, willpower +2,
skin 1/2, toughness +2, melee-2, claws 0/3, tail, wings, demonic
This over 2 meter dark gray or brown demon has huge bat wings and a long
tail. It is capable of powerful demonic magics and is a formidable
fighter, usually wearing a dark enchanted demon sword and a whip.
Back to Index
- RIP Fantasy (c) Kalle Marjola 1997-99. All rights reserved.