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.

Civilized Creatures


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 does.

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 elf.

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.

Giant Humanoids


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) baby...

Hill giant
Strength +12, awareness -1, willpower -2, toughness +4, skin 0/2, slow witted. Height about 10 meters.

Mythical Beasts

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 petrificate 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 instantenous.
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 wounds.


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

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

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, claws 0/4.
This horrible manifestation is similar to gigantic hairless gorilla with dark black skin and long fangs. It stands about 2 and half a meter long.

Claw Fiend
Strength +3, health +2, skin 0/2, toughness +2, melee-2, claws 0/3.
A red demon with four arms, each with long claws.

Strength +1, agility +1, health +1, skin 0/1, melee-1, claws 0/1.
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 powers-3.
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.

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