Table of Contents

Creature Types

  • Aberration. Creatures native to or spawned entirely by the roiling chaos.
  • Beast. Natural creatures of the mundane worlds. Most animals are beasts, as are homidians, the ancestors of homids.
  • Celestial. Beings native or bound to the celestial spheres. These include a wide variety of angels, deific aspects, and divine spirits.
  • Constructs. Constructs are made, not born. Some are created with a singular purpose to eternally fulfill a particular task while others are imbued with
  • Drakid. Descendants of drakonids, drakids are generally scaled creatures.
  • Elemental. Creatures native to the mundane worlds, often formed within the elemental cores of the world that spawned them. Each elemental is tied to a specific element.
  • Fae. Most fae are refugees from the faewyld, which was shattered long ago by ancient High Elves from Terra mundus. They have retreated to the natural places within the mundane worlds and and often dwell in trees, hills, or even objects . Those that remained behind in the faewylds are often broken and mistaken for aberrations.
  • Fiend. Creatures of the lower planes, such as imps and demons.
  • Homid. Descendants of homidians, homids are generally smooth skinned creatures with most of their hair on top of their heads, though there are exceptions.
  • Protoid. Often mistaken for homids or drakids, protoids are descendant from elementals. Protoid species are particularly few, though some (such as dwarves) have proven to be particularly prolific. There is no known consistent phenomenon that allows elementals to produce or become sapient protoids, though their connection to specific classifications of elementals is clear.
  • Wyrm. Wyrms are reptilian creatures closely tied to the mundane worlds and are capable of harnessing their natural elemental power. Some wyrms, such as dragons, have access to an awesome range of elemental powers while others simply have an inborn connection to an element that allows for a simple survival trick.


Descriptors are places in front of the creature type. A Human Soldier, for example is a Sapient Homid while a Malevolence is an Undead Fiend.

  • Diabolic. Diabolic beings have one fiendish soul, often created by making a bargain with or being corrupted by a fiend. They often appear to be twisted more powerful versions of their natural kin
  • Sanctified. Sanctified creatures have one divine soul often bestowed to them or an ancestor by a powerful celestial being. Sanctified creatures are often idealized forms of their natural kin.
  • Sapient. Sapient beings are thinking creatures with three souls. Many are playable lineages.
  • Natural. Natural creatures are not supernatural in any way. They have often developed and refined their unique survival traits through harsh evolution.
  • Undead. Undead versions of creatures are corpses or spirits of once-living creatures.
  • Wyld. Wyld creatures have a fae soul. They are often more whimsical or magical versions of natural creatures.


Subtypes are listed in parentheses and separated by commas. Creatures can have any number of subtypes. A Bobgoblin Theif is listed as a Sapient Homid (gnome, goblinoid). This list of subtypes is not exhaustive.

  • Augmented. Augmented creatures have been modified with technological wonders. While this is often done to give them new abilities not available to their original form, some augmented creatures receive these enhancements to restore lost functionality by means of mechanical prosthetics.
  • Lineage. Every playable lineage is also a creature subtype (Dwarf, Elf, Human, etc..).
  • Dragon. Dragons are powerful and intelligent wyrms born with natural poly-elemental talent.
  • Goblinoid. Goblinoids are corrupted fae creatures. Non-fae creatures with the Fae Legacy trait (such as Gobs and Bugbears) might also be goblinoids.
  • Ooze. Oozes are gelatinous creatures without a fixed shape. Most indiscriminately digest organic material by engulfing it in their bodies. Oozes are formed through countless processes, both magical and natural, though most are aberrations or elementals, though some swarms of miniscule beasts have been known to form mobile ooze-like colonies.