A GM should feel free to create their own creatures to inhabit the world and take part in their games. However all creatures must have the following defined traits:
Example: A GM is putting an encounter of some wolves and a bear into a game. They decide that the wolves as pack hunter creatures specialising in backstab will recognise as ‘Scouts’ and the bear as a tough and strong fighter will recognise as ‘Warrior’. They later include some Demons. Demons have no class and recognise as ‘None’
Example: A GM puts Clay Sand Elements onto a game and decides that they take damage from Gale effects and double damage from Air Blast as the air. This should remain consistent throughout the game.
Specific types of creature can have additional traits and features as well as those from their overall category. A GM should not remove traits or features from a creature’s overall category except where justified by a logical reason.
Example: A GM puts an Undead ghost into a game. In addition to all the base traits and features of Undead, it also gains the Incorporeal ability. If a GM wishes to put a beneficial spirit into a game which does not take Holy damage, it should not have the Undead category.
Monsters, much like members of the Kingdom, have limited access to advanced training. Unless a Guild specifically provides advanced training, or it has access to the abilities naturally, creatures do not have access to:
These limitations only hold true on a general level, and a GM has the perogative to ignore these limits as they see fit. In particular, more advanced enemies may be members of guilds, or guild-like organisations which give suitable training.
Example: Drew’s Mercenaries are lead by Drew, survivor of many battles. Whilst the rank and file of Drew’s mercenaries only have Weapon Expertise, Drew himself has Weapon Advanced Mastery.
Example: All Demons have access to both Chaos miracles and spells from their element to any level and require no teacher.
| Group | Proficiency | Specialisation | Expertise | Mastery |
| Humanoid | Human | Amazon | Were creature/Vampire | |
| Human | Barbarian | Were creature/Vampire | ||
| Human | Hassani | Were creature/Vampire | ||
| Human | Half-Elf1 | Were creature/Vampire | ||
| Elf | Half-Elf2 | Were creature/Vampire | ||
| Elf | Were creature/Vampire | |||
| Drow | Were creature/Vampire | |||
| Half-Orc | Were creature/Vampire | |||
| Half-Ogre | Were creature/Vampire | |||
| Humanoid | Dwarf | Were creature/Vampire | ||
| Humanoid | Duergar | Were creature/Vampire | ||
| Goblinoid | Goblinoid | Goblin | Tree/Fire/Rock Goblin | Vampire |
| Goblinoid | Hobgoblin | Vampire | ||
| Goblinoid | Orc | Vampire | ||
| Goblinoid | Ogre | Vampire | ||
| Goblinoid | Troll | Fire/Night Troll | Vampire | |
| Undead | Undead | Skeleton | Death Knight | Lich |
| Undead | Zombie | |||
| Undead | Ghoul | |||
| Undead | Shadow | |||
| Undead | Ghost | Warrior Ghost | Possession Ghost | |
| Arcane | Arcane | Sprite | Wood/Water/Air/Fire/Earth/Iron Sprite | |
| Arcane | Elemental | Earth/Air/Fire/Water Elemental | ||
| Arcane | Planar | Demon | Fire/Earth/Air/Water/General/Light/Dark/Spellsword Demon | |
| Arcane | Planar | Devil | ||
| Arcane | Planar | Angel | ||
| Arcane | Fae | (Type) Fae | Seelie/Unseelie Fae | |
| Plant | Tree3 | Ash, Elm, Oak etc. | Treant | |
| Flower4 | Daisy, Dandelion etc. | |||
| Bush | Shambling Mound | |||
| Animal | Chicken, Sheep, Cow etc.5 | |||
| Animal | Wildcat | Dire Wildcat | ||
| Animal | Wolf | Dire Wolf | Werewolf | |
| Animal | Bear | Dire Bear |
Abstract Type
Concrete Type
1 For half-elves with rounded ears.
2 For half-elves with pointed ears.
3 Any normal tree. These shouldn’t need a Rec Creature call, maybe if the party need to find a specific type of tree for a Druid etc.
4 Any normal flower. These shouldn’t need a Rec Creature call, maybe if the party need to find a specific type of flower for a Druid etc.
5 Any domestic animal.
Humanoid creatures include all the known civilised races, and various others as well. This includes Humans, Elves, Half-Elves, Half-Orcs, Half-Ogres, Drow, Dwarves and various other less commonly seen creatures. A humanoid creature is typically native to the home plane, intelligent, capable of performing both magic and miracles and has a soul. They can be healed, resurrected and raised as undead as circumstances dictate.
Humanoids have no inherent traits by default.
Goblinoid creatures include various greenskinned shorter lived races, typically of lesser intelligence, which inhabit the home plane. This includes Goblins, Hobgoblins, Orcs and Ogres. A goblinoid creature is typically native to the home plane, intelligent (although typically in more direct methods and less abstract ways than a humanoid), capable of performing both magic and miracles and has a soul. They can be healed, resurrected and raised as undead as circumstances dictate.
Goblinoids have no inherent traits by default.
Undead are created when one of the soul bearing races is animated by the dread powers of Necromancy, or otherwise returned to prey upon the living and further the powers of Death either by direct divine intervention or arcane power surges in the area. Some undead can also infect others to become undead in various ways.
Undead all have the following traits:
For further information see Undead
Arcane creatures are creatures strongly influenced and shaped by either magical or miraculous powers, and have a strong connection to one, or several, of the magical and miraculous planes. Arcane creatures are primarily divided into those which are native to the home plane, such as Sprites, and those which are visitors from another Plane, such as Demons. Some Arcane creatures can fall into either category, such as Elementals, and Fae.
Arcane creatures have no traits by default.
Plants all have the following traits:
For further information see Plants
Animals all have the following traits:
All creature stats have the same basic template as described below:
| Attribute | Value |
| Rank | Minimum Rank – Maximum Rank |
| Minimum Rank: The minimum rank the creature can be (this includes all abilities described below). | |
| Maximum Rank: The maximum rank the creature can be. Some creatures have no maximum rank. | |
| Skill Table | Skill Table (Class) |
| Skill Table: The skill table to use for this creature when buying skills. | |
| Class: The class(es) the creature can be. | |
| Life | Starting (Theshold) |
| Starting: The starting Life of the creature. | |
| Threshold: The Life Threshold of the creature. | |
| DT | Number of Death Thresholds |
| Standing | Starting (Theshold) |
| Starting: The starting Standing of the creature. | |
| Threshold: The Standing Threshold of the creature. | |
| Path | A list of the only Paths that the creature may follow. |
| Mana | Starting (Theshold) |
| Starting: The starting Mana of the creature. | |
| Threshold: The Mana Threshold of the creature. | |
| School | A list of the only allowed Schools that the creature may cast from. |
| Damage | Damage Type Damage |
| Damage Type: The basic weapon used by the creature e.g. Claws, 1H Weapon etc. (this includes all abilities described below). | |
| Damage: The basic damage the creature does (this includes all abilities described below). | |
| Abilities | All the base skills the creature has on creation. This includes any special traits from the below list: |
| Roleplaying | Notes on costume to wear, ways to act, speak etc. |
| Trait | Meaning |
| Incorporeal | Has no physical body. Has no wounds, is immune to all strength resisted effects and normal damage |
| Undead | It cannot receive Life Healing from any source except the Steal Life casting or Regeneration, it is immune to Unholy Damage, and a valid target for the Turn Undead, Destroy Undead and Control Undead castings. |
| Flying | Moves by flight, either natural or magical. When airborne, the creature is out of range of all castings and attacks and cannot use any attacks or castings. Flying creatures are immune to all effects resisted by Float. This should be phy-repped by the monster having both arms outstretched. |
| Burrowing | Moves by burrowing under the ground. Whilst underground, the creature is out of range of all castings and attacks except for Tremor and Earthquake. Tremor brings the creature to the surface in addition to the normal effects. Earthquake brings the creature to the surface and has effects as though the creature was in an Earth Withdraw in addition to the normal effects. The creature must erupt out of the ground, becoming a valid target for attack, before attacking. This should be phys-repped by the monster having both thumbs pointing down. |
| Mindless | The creature is incapable of intelligent thought, and is immune to all effects with the Mental tag |
| Alien Mind | The creature has a radically different thought pattern. It is immune to all effects with the Mental tag |
| Unintelligent | The creature does not possess complex intelligence. It cannot cast magic or miracles as standard castings (but may be able to use innate abilities of these). |
| Soulless | The creature has no soul. It cannot be raised as undead or resurrected and the castings Consecrate, Permanent Consecrate and Speak with Dead have no effect. It has no Death Thresholds. |
| Incompetent | The creature is generally inept. All normal damage the creature deals is reduced by one, and it cannot buy skills above Expertise. |
| Sightless | The creature does not use sight in order to see. It is immune to all effects resisted by Dark Sight. |
| Plant | The creature is a plant. It is a valid target for the Control Plant casting and can always cast Trip and Entangle without requiring other plants to be present. It is immune to all effects resisted by Plant Walk. |
| Animal | The creature is an animal. It is a valid target for the Befriend Animal, Talk with Animal and Control Animal castings. |
| Bloodless | The creature has no blood or other analogous vital fluids. It is immune to Lethal Strike. |
| Global | The creature has no discrete locations. It has a single wounds total equal to it’s life total. |
| Swarm | The creature is comprised of innumerable smaller beings. In addition to the effects of Global, it is immune to non-damaging castings which only target a single creature. Castings which target multiple targets have their effects doubled (before applying defences). |
| Vulnerability | The creature is weak to some particular form of direct damage or effect. Damage or castings have their effects doubled (before applying defences). |
| Slow | The creature is naturally slow. It moves, fights and casts at half speed. |
| Ponderous | The creature has poor mobility. It moves at half speed, but fights and casts at normal speed. |
| Unhealing | The creature cannot be healed by normal healing effects (Heal Life, Heal Wounds etc.). It does not recover naturally with sleep. This may be due to being a construct carved from stone, a rotting corpse or various other means. The creature may have specific methods by which it can be healed. |