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.
Interracial offsprings: while intercourse between humanoid
races is in general possible, this rarely causes pregnancy, and
even then miscarriage, stillborn or disfigured baby is common. Even
if the baby is fine, it is then a crossbreed, most probably shunned
by both sides and usually sterile.
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 hard.working human 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, in some
regions, shunned (-1) might apply based on character gender and/or
High Monks of the Mountains
In high mountains of Tanion there exist monastries of monks.
These monks live in solitude adn seek for total inner peace and
mind control. They rigorously train their body and mind to seek
englightement, and can learn telepathic innate powers, which
draw power from the tranquillity
of the monk's mind and spirit. However, some practioners become
corrupted by their superior powers and start to feed on
negative emotions instead of own inner piece of mind.
In addition to be able to pick monk innate powers, these monks
can have combat awereness, sub-class of normal awareness
(half cost) which only applies in combat but can be trained
beyond normal human maximum. With this awareness, they can do
superhuman feats in combat.
Possible innate powers are: Levitate, Suggest and Mind
Probe (Illusionism), Detect Life (Druidism), Hold and
Spirit Projection (Shamanism), Telekinesis (see
demonic powers), and:
- Initiate of the High Monks (3 cp)
- Monk training (can meditate regardless of
surrounding noise, can sleep very lightly, and can take
combat awareness and innate monk powers). Usually
minimum +1 strength, health, agility, awareness and willpower.
- Channel Force (power level 3)
- The monk channels his inner power as devastating
current to nearby targets. This can take form as a blast wave,
electricity or invisible force. This power is mainly used
by corrupted monks and even them in extreme situations.
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 darkness) and they
have supernatural resistance against any diseases.
Elves reproduce very rarely; females are fertile only a few days
each year and pregancy is long. If half-elves are ever born, those
are usually cast away or killed outright, and those - if not sterile -
can never have offsprings that are more elves than they were, even
if the other parent is a purebred elf.
- Savage elf warrior
- Agility +1, health +1, awareness +1, elf physique (see below),
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)
- Strength max +1, awareness max +3, elf physique
(light bones, night vision, long lifespan,
resist diseases (+3)).
Usually shunned (-1 or even -2) and cultural stranger,
typically awareness +1, agility +1, stealth at least 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.
Mining and metalwork is highly appreciated dwarf skill, and some
master smiths can empower items with magical dwarved runes, creating
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 good health, but have short legs and cannot run very fast nor
have exceptional agility.
- Dwarf Warrior
- Health +2, willpower +1, Dwarf physique (see below), melee-2. Chain
hauberk, metal helmet, reinforced shield and axe or hammer.
- Dwarf Character (-2 cp)
- Health max +3, agility max +1, Dwarf physique (slow run, short jumps,
very long life span).
Usually shunned (-1 or even -2). Typical dwarves have strength +1,
health +1 and willpower +1.
Runesmith (skill): the character can forge items
with magical runes. The power and type of the rune defines what
runesmith level is required for the task. The actual forging requires
days of work and usually rare and expensive materials. Requires
gifted attribute for more effective forging.
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 +2, health +1, willpower -1, Orc physique (slow-witted, fast
healing, night vision, poison resistance (+3), limited speech
generation). Leather or no armor, big sword or axe
and a wooden shield.
- Orc Boss
- Strength +3, health +2, Orc physique, melee-1. Leather or metal
armor, big sword or axe in both hands.
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 +10, 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
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
- 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 poisonous vapors (which is not tied to scale color
of the dragon). Most of them are intelligent and can speak, but some
are dumb 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.
Undead are creatures with dead body animated by some spirit, or
restless spirits trapped between the normal and the spirit world.
In case of corporal undead, the spirit of undead is in
co-existant state, and if banished from the body, usually cannot
or does not want to return. The body itself is often old and dry
and suspectible to flames; on the other hand, cold not not harm
undead, they are usually immune to any mind-affecting effects
and never get tired nor feel any pain.
The undead usually only sees the spirit world, with normal world
things as shadows as described in the spirit world description.
Zombie is an animated corpse, created by some necromancer.
A simple and weak spirit controls it
and 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). It can often speak and is fast and can
easily memorize things and learn new ones. If banished from the body,
it usually immediately reinhabits it if it is still in pieces.
- 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, using rituals taking years to finish.
Liches, in addition for being master or even better magicians, usually
also have powerful innate powers, like a touch of extreme coldness and
ability to teleport. Most can also see the normal world.
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. However, they body is usually much more preserved and
kept in good shape via drank blood, and thus they appear as normal
person, along with normal eyesight. Some vampires have powerful
magical skills or innate powers, 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, some are vulnerable to
sunshine, and some can shapeshift.
- 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, forever lingering in co-existant spirit
state without able to wander deeper into spirit realm. A creature
killed in dramatic situations or by foul magic has higher changes to
transform into a trapped spirit. Sometimes trapped spirits are called
dead spirits or spirits of the dead.
Most trapped spirits have an insubstantial physical manifestation
that cannot be harmed by normal physical ways, but instead fought
like spirits. Normal physical weapons are useless against them.
Some of them can turn invisible, and some can possess the living
like some free spirits, temporally losing their manifested form.
All trapped spirits have willpower from -1 to as high as +4, depending
on spirit's power and size. Those capable of speech 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, but can also turn invisible
and sometimes detach to the spirit world but not wander further
into the sprit realms. It can usually walk
through walls, but has no other special powers. However, some
of them can possess the living, at least briefly.
- 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, sometimes
also living. The possession can sometimes be done to multiple targets
and main spirit still stay separated.
- 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, not is it capable of communication, acting more like
a force of evil. 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 those which usually roam in the spirit world,
often unable to manifest into the normal world without outside help.
They might be drawn to certain events and can be called or summoned
with suitable rituals.
These free spirits usually need to follow odd rules of magical
beings, and if a person knows the exact spirit - the better if knows
it true name - and has sufficient knowledge and possible ingredients,
can inscript wards to prevent that spirit from crossing or entering.
These usually last until physically broken.
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.
Many demons have innate demonic powers,
varying from demon to demon with any powers. Basically almost
any invocation from Primal, Sorcery, Illusionism, Shamanism
or Necromancy exists as innate power for some demon, and
they also have some typical demonic powers of their own:
A demon usually has a horrific form, and when it materializes to
co-existant state when summoned, it is usually 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.
- Gate (power level 1+)
- The demon "gates in" another specified demon, usually its
lackey or slave. The power level needed is based on target demon's
power and size - 1 for small demons, 2 for big ones, 3 for
- Telekinesis (power level 1+)
- The demon can remotely close doors, move chairs or do
other poltergeist activities. Manipulating larger or
living objects require more power, finer manipulation
is harder, and concentration is required to keep on
moving or hovering the object.
- Teleport (power level 2)
- The demon can instantly teleport from one place to
another within 50 meters. The demon is transfered into pure
power which flies to target location and reappears
there. Possible visible and audible effects depend
on demon, and teleporation is impossible through anti-magic
barriers or wards affecting this demon.
All the following define demon manifestations, and names are not
common known, only some descriptive ones. If demons are met in
the spirit world, they either resemble their physical manifestations or
large dark shadows, possible with gleaming eyes.
- 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.
Some of them might know magic.
- 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.
- Pit Horror
- Strength +4, health +3, awareness +1, willpower +2,
skin 1/2, toughness +2, melee-2, claws 0/3, tail, wings, demonic
powers-2 (pyrokinesis, telekinesis, gate).
This almost 3 meter tall dark gray or brown demon has huge bat wings and a long
tail. It has powerful innate demonic powers and is a formidable fighter,
usually wearing a dark enchanted demon sword and a whip.
- Evil Spirit Demon
- Willpower +2, demonic powers-2 (telekinesis)
This demon does not usually materialize - if forced to, it
becomes some gruesome horror (define suitable values). It stalks
in the fringes of parallel spirit world and when agitated,
rushes as strong felt presence which can make lamps flicker,
flowers die, mirrors break and cause various telekinetic
effects, and then possesses the final target, usually some
creature. This target can sometimes called as deadite,
and at that form, has increased strength, ignores wounds
and can sometimes levitate, teleport or have telekinetic powers.
The target usually has gruesome appearance or at least empty eyes.
The motivation to possess and action thereafter depend on demon
and its targets - some are just irritated for being disturbed,
some protect some areas, while some try to open further gates
Many other spirits wander the spirit world. Most are harmless and
ignore any travellers, like weaker spirits often bind by shamans.
On stronger spirits, there exist benevolent strong spirits often
called as angels, strong nature spirits and various random spirits
of varying powers. Most stronger spirits have varying innate powers
and can turn a living creature to an avatar.
One known type are benevolent spirits which have or grant to their
avatar divine powers. Typical spell-like powers come from almost
any magic path, except foul effects from Necromancery and most
Other known is various strong spirits of the nature which
have or grant nature powers, which are typically close
to Druidic path powers, but also elemental part of Sorcery.
- This strange spirit is a semi-physical manifestation of the
elemental force, and is made of fire, earth, water or air. Like
trapped spirit, it is forced to co-exist between worlds. It is
usually created by powerful sorcery. The elemental has innate
powers typical to its type, and usually cannot be harmed by
normal physical means.
Back to Index
- RIP Fantasy (c) Kalle Marjola 1997-99, 2018. All rights reserved.