Auroch
APP: 12	INT: 4	CON: 22	SC: 32	AP: 44
CHA: 12	JUD: 7	STR: 22	DC: 31	EP: 100
ZEA: 10	WIL: 16	DEX: 6	HP: 97	RP: 60
SOC: 3	TAL: 3	AGI: 13	FP: 97	AV: 3|3|3
Butt Attack	SR: 35	AP: 24	MD: 25
Dodge Defense	SR: 31	AP: 24	MD: 0
Trample Attack	SR: 28	AP: 32	MD: 50
	Aurochs are huge, slow-witted bovines.  They are 
slow and passive.  They are excellent beasts of burden for 
hauling carts, plows. or anything else.  They eat voraciously, 
and can work for long periods.  They are used by common 
people for a variety of duties, while horses aze reserved for 
the upper classes.  They can also be ridden.  They are slow, 
hard to train beyond the most basic pulling tasks, and have 
almost no attention span, so that they have to be constantly 
prodded, and  it takes a great deal of provocation to move 
them to violence.  Their trampling attack is usually done by 
accident.  The Auroch is the focal center of many farms, and 
can be treated in some ways like the contemporary cow or ox.  
Their great asset is vast, uncomplaining strength.

Batrag Warrior
APP: 6	INT: 13	CON: 16	SC: 18	AP: 67
CHA: 15	JUD: 12	STR: 18	DC: 23	EP: 100
ZEA: 16	WIL: 10	DEX: 14	HP: 58	RP: 30
SOC: 9	TAL: 5	AGI: 8	FP: 72	AV: 3|3|3
Halberd Attack	SR: 44	AP: 28	MD: 42
Parry Defense	SR: 41	AP: 28	MD: 0
BattleAxe Attack	SR: 36	AP: 22	MD: 30
Javelin Attack	SR: 32	AP: 25	MD: 28
Dodge Defense	SR: 28	AP: 24	MD: 0
	Batrags are another of the native races of Ysgarth.  
Their origin is unclear, though Trozards claim that they 
were raised to sentience as a race of laborers by ancient 
Trozards.  As their society exists now Batrags are fairly 
numerous in some areas of Jahannam and Arojika.  They are 
large amphibian bipeds with webbed feet and hands, heavy 
bodies which include a system of air-sacks for floatation and 
underwater breathing, frog-like heads with virtually no 
necks (they can rotate their heads 180 degrees).  Their skin is 
leather-like and elastic .  They have ear-flaps to protect their 
ears and excellent peripheral vision, though their range of 
vision is limited.  Batrags have long, flexible tongues, which 
some, especially Batrag thieves, are able to train to be 
virtually prehensile.  They are large and rather ungainly on 
land, but have developed skills and crafts well suited to the 
environment of their swamp settlements.  leathery skin.  
Batrag females keep fertilized eggs in an external pouch 
located on their belly beneath a flap of skin and give birth 
from there.  Batrags are not known for their imagination or 
their great culture, but they are often very religious and are 
good at some crafts.  Batrags are thought by many to be 
somewhat treacherous, but they are often hired as personal 
guards or for city militias because of their sheer bulk.

Bear
APP: 12	INT: 6	CON: 20	SC: 28	AP: 55
CHA: 15	JUD: 6	STR: 23	DC: 31	EP: 150
ZEA: 12	WIL: 15	DEX: 10	HP: 93	RP: 45
SOC: 10	TAL: 4	AGI: 12	FP: 91	AV: 3|3|2
Claw Attack	SR: 42	AP: 16	MD: 28
Dodge Defense	SR: 36	AP: 24	MD: 0
Hug Attack	SR: 33	AP: 40	MD: 44
	Bears are fairly common to Ysgarth, particularly in the 
mountainous regions of the northern nations and around 
the steppe areas.  They have been hunted heavily for their 
furst for years and have become rather wary of humans, but 
their population is sufficiently large that they are still fairly 
numerous.  There are several different breeds, but these 
stats should serve for most of them.  The standard attack of a 
bear who is annoyed is the claw swat.  The attack of a serious 
bear bent on mayhem is the hug.

Boadile
APP: 8	INT: 6	CON: 18	SC: 18	AP: 81
CHA: 8	JUD: 8	STR: 22	DC: 26	EP: 175
ZEA: 15	WIL: 12	DEX: 16	HP: 67	RP: 30
SOC: 9	TAL: 6	AGI: 16	FP: 83	AV: 4|5|3
Bite Attack		SR: 43	AP: 16	MD: 34
Dodge Defense	SR: 38	AP: 24	MD: 0
Constriction	SR: 35	AP: 40	MD: 47
	This is a river-dwelling creature which is related to the 
crocodile, but adapted to colder climates.  They have a 
crocodile-like head and legs, but a much longer and more 
sinuous body.  They have powerful jaws, but also have the 
ability to climb, to swim very rapidly and use their body in a 
constricting attack.  Boadile live mostly on fish and small 
animals that they catch while they are drinking from the 
rivers in which the boadile live, but they have been known 
to attack humans and larger creatures.  They don't hunt in 
groups, but do tend to congregate together and compete for 
the best morsels.

Boar
APP: 8	INT: 7	CON: 15	SC: 16	AP: 67
CHA: 10	JUD: 9	STR: 16	DC: 20	EP: 160
ZEA: 6	WIL: 15	DEX: 10	HP: 57	RP: 70
SOC: 10	TAL: 6	AGI: 14	FP: 74	AV: 3|3|3
Tusk/Bite Attack	SR: 37	AP: 16	MD: 16
Dodge Defense	SR: 32	AP: 24	MD: 0
Trample Attack	SR: 28	AP: 20	MD: 32
	These are one of the most common breeds of larger 
creatures found in Ysgarth.  They are large, hooved 
omnivores, essentially super-pigs, with tusks and powerful 
bodies.  They seem huge and fat, but are capable of 
surprising speed and since they travel in packs they can do 
considerable damage in a group charge.  They are of high 
intelligence for animals and will eat just about anything, 
preferring roots and bugs, but also eating some carrion.  
They are not hunters, but don't shun meat.  They area also 
rather territorial, especially the dominant males.

Cernion
APP: 14	INT: 12	CON: 18	SC: 20	AP: 87
CHA: 16	JUD: 8	STR: 20	DC: 26	EP: 180
ZEA: 14	WIL: 8	DEX: 10	HP: 73	RP: 20
SOC: 16	TAL: 15	AGI: 22	FP: 78	AV: 6|6|4
Spear Attack	SR: 40	AP: 24	MD: 39
Parry Defense	SR: 33	AP: 24	MD: 0
Longbow Attack	SR: 40	AP: 40	MD: 39
Dodge Defense	SR: 36	AP: 24	MD: 0
	Cernion are humanoids, larger than man-size, with the 
heads of stags and the bodies of men.  They go lightly 
clothed and use simple weapons, such as spears and bows.  
Cernion are fairly unusual creatures, believed to be the 
special servers of the god Guyon, though there are 
indications that they might actually be a natural breed.  They 
are found most often in deep woods, such as the Yngwald 
and the Tandurwald.  They live in small family groups and 
are believed to have considerable magical powers, mostly 
relating to nature.  It is said to be very lucky if you see a 
Cernion and live, and there are stories of them leading 
hunters astray and also rescuing those who are lost in the 
woods.  Some consider them to be guardian spirits or the 
protectors of the woodlands.

Chitare Warrior
APP: 4	INT: 10	CON: 12	SC: 18	AP: 95
CHA: 8	JUD: 12	STR: 22	DC: 26	EP: 120
ZEA: 22	WIL: 16	DEX: 15	HP: 56	RP: 25
SOC: 7	TAL: 3	AGI: 22	FP: 66	AV: 6|6|4
Weapon Attack	SR: 50	AP: 24	MD: 39
Parry Defense	SR: 45	AP: 24	MD: 0
	Chitare are another of the native races of Ysgarth, but 
they are now virtually extinct.  The total Chitare population, 
located mostly in remote desert and wilderness areas, is 
probably less than 10,000.  Chitare are intelligent insectoids.  
They have six limbs and stand erect.  They havce an 
exoskeleton for protection.  Their hind limbs function as 
clawed legs, their middle limbs are manipulative three-
fingered hands and their forward limbs end in pincers.  They 
also have sharp mandibles.  It should be noted that different 
breeds of Chitare will look very different, with characteristic 
body coloration with which they identify each other plus in 
many cases gross differences in body formation and even in 
body shape, type of limbs and function.  The mutation rate 
among Chitare is very high and there are also several 
distinct sub-species known to exist.  Chitare live in close knit 
communities and the only Chitare who will encounter 
humans or enter human society (where they are not very 
welcome) are outcasts of their own society who are 
frequently mentally disturbed and suicidal.  Most Chitare are 
of a non-specialized variety which are sexually neutral until 
they reach about 30 years of age.  The typical Chitare 
matures at age 5, lives to age 30, becomes male, breeds and 
dies before age 35.  Males who do not breed are rare, but 
have virtually unlimited natural lifespan, though as time 
goes by they become more physically debilitated and 
develope diseases and problems with their exoskeletons.  
Virtually the only Chitare humans will encounter are non-
breeding males who have been ostracized.  Chitare have a 
very hard time with human language, but they are good 
warriors, reliable by their own code of ethics and good at 
certain crafts.  However, they avoid and fear humans and 
there are many regions where humans have hunted 
Chitare into extinction.

Coney
APP: 12	INT: 8	CON: 15	SC: 3	AP: 85
CHA: 16	JUD: 10	STR: 16	DC: 14	EP: 80
ZEA: 7	WIL: 9	DEX: 10	HP: 19	RP: 60
SOC: 10	TAL: 8	AGI: 22	FP: 68	AV: 2|2|2
Kick/Stomp Attack	SR: 34	AP: 24	MD: 6
Dodge Defense	SR: 29	AP: 24	MD: 0
	The coney is what we may know as the hare or rabbit.  
It is a hopping creature with long ears and fur, usually living 
in underbrush and burrows in hillv and wooded areas, 
especially near cultivated land. Coneys sre sometimes 
attributed with supernatural cunning, magical powers and 
wisdom.  They are associated with luck and fate, and are 
often thought to be the familiars of mages or witches.  In 
reality they are not particularly dangerous, but they are 
more naturally sensitive to the use of magic than most 
animals.

Cyhiraeth
APP: 13	INT: 9	CON: 22	SC: 15	AP: 91
CHA: 15	JUD: 6	STR: 24	DC: 26	EP: 180
ZEA: 6	WIL: 18	DEX: 12	HP: 62	RP: 20
SOC: 11	TAL: 15	AGI: 24	FP: 107	AV: 1|1|1
Sword Attack	SR: 60	AP: 24	MD: 32
Parry Defense	SR: 31	AP: 24	MD: 0
	The Cyhiraeth is a funerary spirit.  a rather gruesome 
apparition assosciated with the burning and burial of the 
dead, as well as with sacrifices and the funeral pyre  It is 
somerimes called a 'wicker man' because of its resemblance to 
a man of sticks or straw.  In actuality, the cyhiraeth takes the 
form of an animate skeleton held together by tendons sinew 
and some muscle.  All of this is dried and yellowed with age, 
and a red  glow comes from the eye holes of the skull.  They 
move fast, and make a habit of dancing around funeral pyres 
after mourners have left.  They function as guardians of the 
dead, and have the ability to go immaterial at will.  They also 
go armed, usually with swords, and are frequently 
garlanded with flowers from funeral wreaths.  They are 
believed to escort the dead to new realms.  They have full 
physical substance, but can dematerialize at will, and move in 
an invisible form.  They almost always travel in groups.   They 
are particularly opposed to grave robbers, but they ars often 
mischievious as well, and may appear in disguise as 
mourners at a funeral.  They will also take vengeance for the 
dead, and are sometimes attributed with the ability to make 
their bodies flame causing an additional 20MD of flame 
damage on any attack.

Fyryoton
APP: 12	INT: 15	CON: 20	SC: 35	AP: 129
CHA: 12	JUD: 10	STR: 22	DC: 36	EP: 330
ZEA: 6	WIL: 16	DEX: 26	HP: 135	RP: 15
SOC: 15	TAL: 16	AGI: 22	FP: 100	AV: 3|3|3
Sword Attack	SR: 62	AP: 22	MD: 51
Parry Defense	SR: 49	AP: 22	MD: 0
Magical Missile Attack	SR: 58	AP: 22	MD: 60
Dodge Defense	SR: 49	AP: 24	MD: 0
	The Yoton are a race of the borderlands of Ysgarth.  
The Fyryoton or Fire Yoton dwell mostly in the southern 
mountains of the Kymraeg regions and are among the rarest 
of the breed..  They try to avoid humans but have some 
contacts with others of their own race or other sub-groups of 
Yoton.  They are hmanoid in appearance, but of huge size.  
They are intelligent and often skilled with magic, but their 
population is small and they produce offspring farily 
infrequently.  They are fairly aggressive and given to 
attacking strangers who enter their territory.  The Yoton 
have a clan-like society, with several major clans whose chiefs 
are called kings.  Most of the clans are named after their 
leader, and because the Yoton live for a very long time, many 
of them still have the same leader who originally foundd the 
clan.  Ths, Thrym rules the Thryming, Surdor rules the 
Surding, Hrim rules the Hriming, etc.   The Fyryoton tend to 
specialize in fire magic and unlike some other Yoton they 
build large fortresses and are good metal workers.

Gaborchin
APP: 14	INT: 12	CON: 18	SC: 22	AP: 95
CHA: 16	JUD: 9	STR: 20	DC: 27	EP: 240
ZEA: 6	WIL: 15	DEX: 18	HP: 84	RP: 20
SOC: 13	TAL: 15	AGI: 16	FP: 88	AV: 3|3|3
Spear Attack	SR: 51	AP: 22	MD: 30
Parry Defense	SR: 44	AP: 22	MD: 0
Magical Attack	SR: 39	AP: 20	MD: 60
Dodge Defense	SR: 39	AP: 24	MD: 0
	The Gaborchin are related to the Fomori..  They form a 
specially bred caste within the race.  They have few magical 
powers, but are highly resistant to magic.  They resemble 
darker skinned Fomori, usually naked, human in form, but 
large and with the heads of animals, usually horses, bulls, 
boars, or dogs.  The sight of a Gaborchin will cause fear in 
most humans, with a WIL save applicable.  They are 
essentially shock troops, and will attack viciously, silently, and 
relentlessly, never being put to flight.  They usually have a 
Fomor somewhere around to lead them.  What wit they 
have is limited and not immediatly evident through their 
sctions.   They are, of course, able to swim excellently and can 
breathe water as well as air.

Goat
APP: 9	INT: 6	CON: 20	SC: 9	AP: 59
CHA: 6	JUD: 6	STR: 18	DC: 18	EP: 80
ZEA: 6	WIL: 24	DEX: 8	HP: 37	RP: 80
SOC: 9	TAL: 4	AGI: 16	FP: 102	AV: 1|1|1
Head Butt		SR: 35	AP: 24	MD: 13
Dodge Defense	SR: 33	AP: 24	MD: 0
	Goats are useful but malicious cre#rures. often 
domesticated for milk and for meat  They like to sneak up 
behind the unsuspectin. and knock them down, but they 
don't seek to do real damage.  They are playful and irrascible.  
Wild goats are quite agile, and usually live in rocky areas.  
Rams are male goats, and have curled horns, which can 
increase the damage done on a butt.  lncrease DC by 5 on the 
initial butt for the full charge.

Grey Walker
APP: 10	INT: 6	CON: 25	SC: 25	AP: 76
CHA: 4	JUD: 8	STR: 25	DC: 31	EP: 180
ZEA: 20	WIL: 12	DEX: 15	HP: 93	RP: 20
SOC: 10	TAL: 10	AGI: 15	FP: 108	AV: 3|3|3
Sword Attack	SR: 61	AP: 22	MD: 41
Parry Defense	SR: 33	AP: 22	MD: 0
Dodge Defense	SR: 33	AP: 24	MD: 0
	The Grey Walker is a dreadful creation.  It is a 
featureless humanoid, with a blank face, bearing a hooked 
sword.   It is made of grey stone, and can sense living things, 
which it seeks to destroy.  It will always seek the higher 
order of life, usually humans.  It originates in the power of 
ancient nature gods, and they usually live beneath the 
ground in circles of standing stones.  If they can return to this 
resting Place they will regenerate damage and lost parts in 
the course of 12 hours to full strength.  They walk by night 
to kill, and nothing will dissuade them.  In general it should 
be noted that since Grey Walkers are not aclly alive, you can 
ignore the first column (lxHP) on the location table, as full 
damage will have no effect on them.  All of their parts will 
continue to work up to double damage, and they cannot go 
unconscious.  This means that they have the equivalent of 
double the HP given. 

Horse
APP: 14	INT: 6	CON: 20	SC: 28	AP: 60
CHA: 12	JUD: 8	STR: 20	DC: 29	EP: 60
ZEA: 16	WIL: 10	DEX: 7	HP: 78	RP: 90
SOC: 11	TAL: 4	AGI: 20	FP: 85	AV: 1|1|1
Kick Attack	SR: 35	AP: 24	MD: 35
Dodge Defense	SR: 33	AP: 24	MD: 0
	Horses should be a fairly familiar creature to most.  
They will not use their attacks unless extremely provoked, 
sick, or trained specifically to use them on command.  They 
are primarily beasts of labor and burden, but unlike many 
other animals they are regularly trained, so warhorses with 
far greater amounts of EP and perhaps even bred for higher 
intelligence can be found at high prices.

Huchwyr
APP: 10	INT: 8	CON: 24	SC: 26	AP: 69
CHA: 6	JUD: 6	STR: 28	DC: 34	EP: 200
ZEA: 6	WIL: 18	DEX: 12	HP: 97	RP: 20
SOC: 10	TAL: 7	AGI: 14	FP: 111	AV: 3|3|3
Club Attack	SR: 50	AP: 20	MD: 41
Parry Defense	SR: 39	AP: 20	MD: 0
Grapple Attack	SR: 47	AP: 30	MD: 58
Dodge Defense	SR: 39	AP: 24	MD: 0
	The Huchwyr is another demi-human woodland 
being.  They are larger than humans, but humanoid in form.  
They have tusked heads which resemble the head of a 
boar.  They are generally believed to be humans who are 
cursed to wander the woodlands in this form as punishment 
for their bestial personal qualities.  Huchwyr have human 
skills, but bestial tendancies and reactions.  They tend to 
operate alone, preying on woodland hunters and travellers.  
They may be spirits who represent the vengeful aspects of 
the woodland, similar to the Cernion who represent the 
mysterious powers of the woods.

Isyoton
APP: 15	INT: 15	CON: 20	SC: 35	AP: 111
CHA: 12	JUD: 12	STR: 26	DC: 39	EP: 350
ZEA: 6	WIL: 16	DEX: 20	HP: 137	RP: 10
SOC: 15	TAL: 16	AGI: 18	FP: 99	AV: 3|3|3
Greatsword Attack	SR: 61	AP: 26	MD: 63
Parry Defense	SR: 47	AP: 26	MD: 0
Magical Missile Attack	SR: 57	AP: 20	MD: 60
Dodge Defense	SR: 47	AP: 24	MD: 0
	The Yoton are a race of the borderlands of Ysgarth.  
The Isyoton or Ice Yoton are a sub group dwelling mostly in 
the mountainous regions north of the Great Abyss, where 
there are glaciers, frozen lakes and even volcanic valleys 
where the climate is fairly temperate.  The only humans with 
whom they have contact are the Ukral and some Vaen 
tribes, though they have a fair amount of contact with the 
Gwyllion.  They are hmanoid in appearance, but of huge 
size.  They are intelligent and often skilled with magic, but 
their population is small and they produce offspring farily 
infrequently.  They are fairly aggressive and given to 
attacking strangers who enter their territory.  The Isyoton 
have a clan-like society, with several major clans whose chiefs 
are called kings.  Most of the clans are named after their 
leader, and because the Yoton live for a very long time, many 
of them still have the same leader who originally foundd the 
clan.  Ths, Thrym rules the Thryming, Surdor rules the 
Surding, Hrim rules the Hriming, etc.  They tend to be skilled 
with ice and weather magic.

Koblynau Warrior
APP: 6	INT: 10	CON: 24	SC: 11	AP: 70
CHA: 6	JUD: 8	STR: 30	DC: 28	EP: 100
ZEA: 6	WIL: 14	DEX: 12	HP: 47	RP: 40
SOC: 8	TAL: 4	AGI: 14	FP: 106	AV: 4|4|4
Spear Attack	SR: 55	AP: 24	MD: 31
Parry Defense	SR: 42	AP: 24	MD: 0
Dodge Defense	SR: 33	AP: 24	MD: 0
	The Koblynau are the degenerate branch of the 
Dothian descended races.  They are short, wiry and black 
skinned.  They have no hair, their limbs tend to be spindly 
with enlarged joints, but otherwise they are humanoid.  
Their sloping foreheads and sunken eyes give a hint of their 
limited mental capacities, but from looking at a Koblynau 
their immense strength is not apparent.  Koblynau live in 
small tribal groups led by a shaman/priest/chief who 
usually has some genuine magical power and keeps his 
people in line mostly out of fear.  They live in the mountains 
between the Gael kingdoms and the Vaen Steppes.  Because 
their population grows quickly they often find food in short 
supply and will raid out of the mountains for provisions and 
every 20 years or so they come down from the mountains in 
hordes to seize land and food, rape, pillage and destroy 
human territory.  Koblynau are generally despised.  Many 
believe that they live in filth and are cannibalistic.  Their 
names and their language are extremely simple, consisting of 
grunted consonants.  Frequently names are of only one 
syllable and in their rudimentary written language they use 
single letters and variations on letters from the Gael alphabet 
to cover some 150 words.  Literacy is almost exclusively a 
privelege of the Shaman class in the Koblynau.  One 
frightening Koblynau development of recent years is the rise 
of a leader named Ul.  He is a Koblynau of super normal size 
and intelligence, standing as tall as a human, with equal 
intellectual prowess.  He has taught members of his tribe to 
ride horses, engage in military tactics, and hire out as 
mercenaries to human lords.  He has also conquered a 
number of other tribes and formed an alliance in the 
southern part of their mountains which poses a much more 
serious threat to local human settlements than any previous 
raiding groups.  For the farmers in the Kymric foothills there 
is nothing more frightening than a clever, organized 
Koblynau, and until recently nothing seemed less likely.

Kymraeg Archer
APP: 14	INT: 13	CON: 14	SC: 14	AP: 100
CHA: 14	JUD: 13	STR: 20	DC: 23	EP: 120
ZEA: 12	WIL: 12	DEX: 22	HP: 48	RP: 70
SOC: 10	TAL: 4	AGI: 15	FP: 69	AV: 3|3|4
Longbow Attack	SR: 55	AP: 40	MD: 33
Dodge Defense	SR: 43	AP: 24	MD: 0
Broadsword Attack	SR: 39	AP: 22	MD: 30
	The Kymri are the most populous and most civilized of 
the peoples north of the Cynfael River and Ptolemeias.  They 
are a settled people, a society of farmers and herders and 
craftsmen, with several relatively large cities, like Baelnok , 
Harddlic and Seith Marchwc.  They are renowned as 
bowmen, poets, musicians and teachers.  Education is highly 
prized among the Kymri and their literacy level is second 
only to the Etruans and the population of Ptolemeias.  
Politically the Kymri are organized into five nations.  The 
largest is Seisyllwc, the smallest is Ustradwi.  Marchwc is in 
the chaotic southern border area and faces many political 
problems.  Morganwc is the most politically and economically 
developed.  The King of Morganwc is acknowledged as the 
High King of all the Kymri, though this is mainly an 
honorary title.  Ptolemeias was originally established to open 
up trade with the Kymric nations by merchants from the far 
east who discovered that the Kymri had developed trade 
and civilization well before other tribes in the area.  Physically 
the Kymri are of average height, with brown hair and eyes.

Mandragora
APP: 10	INT: 8	CON: 28	SC: 6	AP: 91
CHA: 14	JUD: 8	STR: 20	DC: 19	EP: 90
ZEA: 4	WIL: 15	DEX: 15	HP: 37	RP: 10
SOC: 10	TAL: 16	AGI: 22	FP: 125	AV: 1|1|1
Hand Attack	SR: 44	AP: 16	MD: 18
Dodge Defense	SR: 42	AP: 24	MD: 0
	The mandragora is a small creature. of indeterminate sex, 
native to the woodlands  They are essentislly animate roots of 
a magical nature, brought to life by malignant powers, 
usually only in the darkest and most evil kind of woodland.  
They seek to feed by bathing in human blood which they 
can absorb through highly mobile roots which cover their 
bodies and can pierce human flesh.  To feed they have to 
attract and subdue victims.  There are several methods they 
use.  They have a shriek which can cause insanity and a 
song which exerts a powerful sexual lure to attract victims of 
either sex who will be enthralled to the extent that they will 
lie down among the mandragora who will then proceed to 
tear them apart and burrow into their bodies to bsthe in 
blood. which increases their power and size.  They usually 
live in packs of 20-30 and burrow in shadowed ground while 
waiting for victims.  When in a group they are not intellizent, 
but if taken awsy and raised among humans they may 
develope low human iintelligence with a good bit of magical 
potential.  They look like humanoid roots and are made of 
woodlike flesh, though they bleed human-like blood if cut.  
Their bodies are a popular ingredient in a variety of potions 
and philtres. 

Mandridin
APP: 13	INT: 14	CON: 15	SC: 12	AP: 130
CHA: 13	JUD: 14	STR: 15	DC: 19	EP: 200
ZEA: 10	WIL: 17	DEX: 28	HP: 49	RP: 10
SOC: 13	TAL: 22	AGI: 20	FP: 82	AV: 4|5|3
Sword Attack	SR: 54	AP: 22	MD: 21
Dodge Defense	SR: 47	AP: 24	MD: 0
Magical Ray Attack	SR: 42	AP: 20	MD: 60
Parry Defense	SR: 47	AP: 24	MD: 0
	The Mandridin are not native to Ysgarth and are, in 
fact, not very common.  They are a race of extra-planal mages 
from the world of Niusara which they use as a base of 
operations for ambitious merchant ventures trading 
fantastical items with mages on other worlds.  They have a 
natural affinity for transportation and illusion magic of various 
sorts.  Physically they are somewhat smaller than humans 
and have an extra set of arms, but otherwise they are fairly 
physically similar.  They have certain advantages in spell 
casting and combat because of their extra limbs.  These are 
reflected in their AP.  They will generally go incognito when 
visiting other worlds, concealing their extra limbs and trying 
to pass as natives.

Mermaid
APP: 20	INT: 13	CON: 15	SC: 12	AP: 95
CHA: 16	JUD: 9	STR: 16	DC: 19	EP: 180
ZEA: 10	WIL: 9	DEX: 16	HP: 48	RP: 35
SOC: 12	TAL: 15	AGI: 18	FP: 69	AV: 1|1|1
Dagger Attack	SR: 45	AP: 18	MD: 18
Dodge Defense	SR: 45	AP: 24	MD: 0
	Mermaids are sea-dwelling demi-humans.  They have 
the upper bodies of women and the lower bodies of fish, and 
can live out of water briefly, though with limited mobility.  
They have a reputation for luring sailors to their doom, and 
are generally believed to be mythical creatures, but with all 
that sea out there, sightings are not uncommon.  They have 
a hard time relating to humans, and though men may come 
to love them they tend not to respond to human emotions.  
Presumably they have a society and civilization among their 
own kind deep beneat the sea.

Melusine
APP: 18	INT: 15	CON: 15	SC: 28	AP: 102
CHA: 16	JUD: 13	STR: 16	DC: 27	EP: 280
ZEA: 10	WIL: 20	DEX: 16	HP: 102	RP: 97
SOC: 15	TAL: 20	AGI: 18	FP: 84	AV: 4|5|3
Sword Attack	SR: 48	AP: 22	MD: 30
Dodge Defense	SR: 41	AP: 24	MD: 0
Constriction Attack	SR: 41	AP: 20	MD: 57
Parry Defense	SR: 41	AP: 24	MD: 0
	The Melusine is an unusual, intelligent cre#ture, part 
of a rare race which can be found in only the most remote 
spots, often near the sea cosst.  They are the product of 
meetings between Lamia, Succubi or Incubi and human 
mates.   Because Incubi/Succubi are essentially duo-sexual 
and Lamiae are female.  all Melusines are females, but they 
can breed true with human males. or any form of demonic 
male.  producing true Melusines, as their breed is genetically 
dominant.  Nonetheless, the original stock was small and they 
live in hard conditions, so there are always few around.  They 
are of full human intelligence, and capable of working magic. 
usually of Low Mage varieties. though not all are well 
endowed  magically.  They are reclusive, but when they 
meet strangers, they may try to be helpful, so long as it does 
not threaten their privacy.  They can be fierce warriors. but 
are not committed to many causes and try to stay neutral.   
They are not evil or particulsrly nasty, despite their ancestry, 
though some groups have a reputation for kidnapping 
human males for breeding purposes.  They appear as large 
snakes, topped by the upper torso of a rather attractive 
woman, plus the wings of a dragon.  They have two human 
arms. plus full flying ability, and sinuous, snake-like 
movement.   Their hair is usually long and of a dark-
black/blue hue.

Miryoton
APP: 9	INT: 15	CON: 20	SC: 30	AP: 84
CHA: 13	JUD: 14	STR: 18	DC: 29	EP: 300
ZEA: 8	WIL: 18	DEX: 12	HP: 116	RP: 15
SOC: 15	TAL: 16	AGI: 12	FP: 98	AV: 5|5|5
Spear Attack	SR: 50	AP: 24	MD: 44
Parry Defense	SR: 40	AP: 24	MD: 0
Javelin Attack	SR: 35	AP: 25	MD: 35
Magical Missile Attack	SR: 40	AP: 20	MD: 60
	The Yoton are a race of the borderlands of Ysgarth.  
Miryoton or Sea Yoton dwell mostly along the sea coasts.  
They have little contact with humans, but do interract with 
other Yoton breeds and with some of the sea-dwelling races 
such as the Fomori and Roanes  They are hmanoid in 
appearance, but of huge size.  They are intelligent and often 
skilled with magic, but their population is small and they 
produce offspring farily infrequently.  They are fairly 
aggressive and given to attacking strangers who enter their 
territory.  The Yoton have a clan-like society, with several 
major clans whose chiefs are called kings.  Most of the clans 
are named after their leader, and because the Yoton live for a 
very long time, many of them still have the same leader who 
originally foundd the clan.  Ths, Thrym rules the Thryming, 
Surdor rules the Surding, Hrim rules the Hriming, etc.  
Miryoton are often skilled with weather and water related 
magic.

Morgow
APP: 7	INT: 5	CON: 18	SC: 75	AP: 55
CHA: 7	JUD: 7	STR: 30	DC: 58	EP: 180
ZEA: 7	WIL: 18	DEX: 12	HP: 225	RP: 20
SOC: 8	TAL: 9	AGI: 12	FP: 87	AV: 7|8|9
Bite Attack		SR: 55	AP: 16	MD: 35
Dodge Defense	SR: 34	AP: 24	MD: 0
Constriction Attack	SR: 44	AP: 40	MD: 198
	The Morgow is a fearsome sea-creature which dwells 
in muddy coastal waters, especially around the mouths of 
bays and rivers.  They are essentially giant worms, similar to 
burrowing sea.-bottom worms or earth worms, but 
considered to be of the family of some kinds of dragon.  They 
can live in water or on land, but are too heavy to move much 
on land.   They swim quite well, and are carnivores, but they 
are none too bright.  Their main attack is a bite with their 
greatly expandible mouth, but they can also constrict.  This 
constriction will kill a human almost instantly and they also 
use it on small boats which they will wrap around and crush, 
so they can pick up the crew one by one from the water. 
They usually travel in groups of 3 or 4.  They only come to 
the surface to feed from time to time, whenu they exhaust 
the supply of large fish near the ocean floor.  They can also 
burrow through earth at a fair rate. but won't attack on land 
unless food is really scarce.   They are much dreaded by 
coastal fishermen, especially in Southern Kymria.

Mountian Yoton
APP: 14	INT: 15	CON: 28	SC: 50	AP: 91
CHA: 15	JUD: 12	STR: 24	DC: 44	EP: 300
ZEA: 7	WIL: 12	DEX: 15	HP: 187	RP: 15
SOC: 15	TAL: 16	AGI: 15	FP: 122	AV: 3|3|3
Greatsword Attack	SR: 54	AP: 26	MD: 71
Parry Defense	SR: 42	AP: 26	MD: 0
Magical Missile Attack	SR: 51	AP: 20	MD: 60
Dodge Defense	SR: 42	AP: 24	MD: 0
	The Yoton are a race of the borderlands of Ysgarth.  
The Thyryoton or Mountain Yoton dwell mostly in the 
mountainous regions along the western rim of the Great 
Abyss, a remote area well suited to their desire for isolation  
The only humans with whom they have contact are some of 
the Vaen tribes, though they also have a fair amount of 
contact with the Gwyllion.  They are hmanoid in appearance, 
but of huge size.  They are intelligent and often skilled with 
magic, but their population is small and they produce 
offspring farily infrequently.  They are fairly aggressive and 
given to attacking strangers who enter their territory.  The 
Yoton have a clan-like society, with several major clans 
whose chiefs are called kings.  Most of the clans are named 
after their leader, and because the Yoton live for a very long 
time, many of them still have the same leader who originally 
foundd the clan.  Ths, Thrym rules the Thryming, Surdor 
rules the Surding, Hrim rules the Hriming, etc. 

Norka
APP: 7	INT: 8	CON: 18	SC: 45	AP: 59
CHA: 7	JUD: 9	STR: 22	DC: 38	EP: 180
ZEA: 7	WIL: 12	DEX: 9	HP: 142	RP: 20
SOC: 9	TAL: 10	AGI: 13	FP: 80	AV: 4|4|4
Bite Attack		SR: 42	AP: 16	MD: 35
Dodge Defense	SR: 36	AP: 24	MD: 0
Claw Attack	SR: 36	AP: 18	MD: 23
	The Norka is a large, sea-going saurian, a primitive 
creature somewhere between a lizard and a fish.  They have 
finned hind-bodies and webbed feet in front.  They stay 
mostly in coastal waters, eat fish and small animals which come 
too close to the shore.  They require a great deal of food and 
their bodies are inefficient and have to rest large portions of 
the day, usually in caves and protected areas along the coast.  
They are not terribly bright and their hides are highly 
prized as leather for light armor.  They generally try to avoid 
fighting on land, preferring the water or shallows where 
they are far more mobile.

Ogre
APP: 8	INT: 10	CON: 18	SC: 60	AP: 56
CHA: 8	JUD: 8	STR: 28	DC: 50	EP: 150
ZEA: 8	WIL: 15	DEX: 14	HP: 176	RP: 20
SOC: 8	TAL: 7	AGI: 8	FP: 84	AV: 3|3|3
Club Attack	SR: 53	AP: 20	MD: 60
Parry Defense	SR: 50	AP: 20	MD: 0
Dodge Defense	SR: 40	AP: 24	MD: 0
	Ogres are native to many parts of Ysgarth, but their 
population is small.  They are primitive cousins of the Yoton, 
barbaric and violent, even known to be cannibalistic.  They 
are not inherently unintelligent, but tend to be less well 
educated and more prone to solve problems with violence.  
They have been hunted and persecuted for years, so those 
who survive tend to live far from human society.  They are 
considerably larger than man-size, but humanoid in 
configuration, though given to enlarged heads and 
sometimes fanged or tusked.

Orswaet
APP: 15	INT: 9	CON: 18	SC: 30	AP: 93
CHA: 14	JUD: 9	STR: 22	DC: 32	EP: 180
ZEA: 9	WIL: 22	DEX: 12	HP: 100	RP: 20
SOC: 15	TAL: 12	AGI: 25	FP: 97	AV: 3|3|3
Kick Attack	SR: 45	AP: 24	MD: 48
Dodge Defense	SR: 45	AP: 24	MD: 0
Bite Attack		SR: 39	AP: 16	MD: 32
	These winged horses are not the traditional pegasi. 
Rather, they are mounts bred long ago by the Dothian.  
They are of various colors, though mostly black, with bat-
wings, which shimmer polychromatically.  They fly fast, are 
small and light, and once tamed, they are loyal.  They are of 
near human intelligence, and guite honorable.  They herd 
together in small groups in the wild.

Roane
APP: 13	INT: 10	CON: 13	SC: 9	AP: 107
CHA: 14	JUD: 9	STR: 14	DC: 16	EP: 180
ZEA: 9	WIL: 12	DEX: 18	HP: 37	RP: 25
SOC: 10	TAL: 8	AGI: 23	FP: 66	AV: 2|2|2
Dagger Attack	SR: 44	AP: 16	MD: 16
Dodge Defense	SR: 46	AP: 24	MD: 0
	The Roane are otter-like humanoids who live in the 
ocean, particularly near shoals or inlets in the areas off the 
Kymric coast of Ysgarth.   While they tend towards lower 
than human intelligence, they are fairly clever and have a 
basic knowledge of the use of tools.  Their hands and feet are 
webbed and they are covered with light, brown fur.  They 
are not particularly aggressive, but have learned to avoid 
human beings.  They do not have a technological society, 
live in family groups, and use only primitive tools.  They 
have little or no idea of property, and while they live in the 
sea they are capable of walking on land.

Satyr
APP: 14	INT: 9	CON: 14	SC: 10	AP: 98
CHA: 10	JUD: 5	STR: 16	DC: 18	EP: 150
ZEA: 5	WIL: 8	DEX: 18	HP: 40	RP: 20
SOC: 9	TAL: 8	AGI: 22	FP: 64	AV: 1|1|1
Dagger Attack	SR: 44	AP: 18	MD: 18
Dodge Defense	SR: 46	AP: 24	MD: 0
	These are humanoids with the legs and lower-bodies 
of goats, plus pointed ears.  They are of mercurial disposition.  
They live in the deep woods, and try to avoid humans, but 
they don't dislike humans.  They merely doubt their 
safeness.  They have raport with all animals.  The difference 
between Fauns and Satyrs is that Satyrs are slightly taller, 
and can get nastier, having a liking for liquor and practical 
jokes.  Fauns like to be liked.  Both types have power of 
charming, and have considerable vocal and instrument 
playing skill  Both also have powers over nature of a low 
level.  Fauns are generally more magically adept than are 
Satyrs.  Satyrs like to rape human women and hold drunken 
orgies.  Fauns are arrested at adolescence and are very 
playful.

Sheep
APP: 13	INT: 3	CON: 14	SC: 8	AP: 68
CHA: 11	JUD: 5	STR: 14	DC: 15	EP: 50
ZEA: 5	WIL: 8	DEX: 16	HP: 28	RP: 90
SOC: 7	TAL: 5	AGI: 16	FP: 62	AV: 2|2|2
Head Butt Attack	SR: 37	AP: 18	MD: 11
Dodge Defense	SR: 30	AP: 24	MD: 0
	Sheep are one of the most common food animals of 
Ysgarth.  The dominant Ysgarth breed is large and heavily 
furred, with curved horns on males.  They aren't particularly 
bright, easily herded and not prone to violence, except in 
mating rituals and in establishing dominance within the herd.

Trozard Warrior
APP: 12	INT: 15	CON: 15	SC: 19	AP: 95
CHA: 12	JUD: 15	STR: 18	DC: 24	EP: 150
ZEA: 10	WIL: 12	DEX: 16	HP: 64	RP: 50
SOC: 12	TAL: 6	AGI: 16	FP: 73	AV: 4|4|4
Falchion Attack	SR: 48	AP: 22	MD: 34
Parry Defense	SR: 46	AP: 22	MD: 0
Dodge Defense	SR: 35	AP: 24	MD: 0
	Trozards are warm-blooded bipedal saurians, one of the 
native races of Ysgarth which has been in decline since the 
influx of humans and humanoid races.  The Trozard 
population is fairly low, much of it living integrated with 
human society in large cities.  At one time Trozards had a 
highly developed society with advanced magic and 
technology, but wars with thge Chitare and with invading 
tribes of humans destroyed much of their society and 
considerably reduced their population.  Trozards are large 
and scaled with blunt-snouted lizard heads, tails which are 
used primarily for balance and hands with opposable 
thumbs.  They come from a background as carnivores and 
have sharp teeth, but they prefer to fight with weapons, 
generally suitably large for their size.  Their bone structure is 
somewhat lighter than that of humans and they are 
surprisingly swift for their size.  They are highly intelligent 
and skilled in many crafts and trades.  They are in great 
demand within human society as soldiers, guards and 
teachers, areas well suited to their physical and mental skills.  
It should be noted that although Trozards are saurian in 
appearance, they are warm-blooded and give birth to live 
young.  Trozards generally have a somewhat shorter 
lifespan than humans.  They reach maturity at 8 years and 
live to an average age of about 50 years.

Turchtreth
APP: 8	INT: 8	CON: 22	SC: 18	AP: 71
CHA: 6	JUD: 10	STR: 20	DC: 24	EP: 150
ZEA: 12	WIL: 18	DEX: 8	HP: 68	RP: 20
SOC: 10	TAL: 15	AGI: 18	FP: 104	AV: 3|3|3
Charge Attack	SR: 43	AP: 20	MD: 44
Dodge Defense	SR: 36	AP: 24	MD: 0
	These are semi-mythical giant boars with long sharp 
spines running the length of their backs.  They run at 
unusual speed, and in addition to their tusk and charge 
attack, their spines are poisonous, and on a successful charge 
they will do an additional 40 points of overall poison damage 
each time they hit a victim, broken down evenly over the 5 
subsequent rounds.  An initial charge attack also does 
double damage.  Those poisoned  will fall into a deep sleep 
and unles healed they will die in CON number of minutes 
after that.  The Turchtreth will then eat their entrails.

Uvezich
APP: 18	INT: 23	CON: 12	SC: 20	AP: 122
CHA: 16	JUD: 14	STR: 19	DC: 26	EP: 650
ZEA: 6	WIL: 30	DEX: 18	HP: 95	RP: 20
SOC: 22	TAL: 26	AGI: 13	FP: 87	AV: 5|5|5
Sword Attack	SR: 62	AP: 22	MD: 39
Dodge Defense	SR: 53	AP: 24	MD: 0
Magical Ray Attack	SR: 46	AP: 20	MD: 60
	Uvezich are humanoid, but by no means human.  
They are tall and thin, hairless, have elongated facial 
features, pointed ears, yellow eyes and very supple grey 
skin.  They consider themselves to be superior to all other 
beings, the natural nobles of the multiverse.  Uvezich think 
that everyone who is not Uvezich by birth is scum, and 
totally at their command and whim, and this is true in both 
law and custom.  They are often magically talented, generally 
without any kind of fear or remorse.  They are asexual and 
reproduce through the culturing of parts of their own flesh 
into clones of themselves.  Because of their origin on the 
world of Skakrodjar their genes are tainted and they are 
given to both beneficial and crippling mutations.

Wolf
APP: 11	INT: 7	CON: 18	SC: 10	AP: 71
CHA: 9	JUD: 12	STR: 20	DC: 20	EP: 150
ZEA: 14	WIL: 16	DEX: 8	HP: 43	RP: 60
SOC: 11	TAL: 5	AGI: 16	FP: 87	AV: 2|2|2
Bite Attack		SR: 43	AP: 16	MD: 18
Dodge Defense	SR: 36	AP: 24	MD: 0
	The wolf is the premier predator of the northern parts 
of Ysgarth.  They travel in packs, are of fairly high animal 
intelligence, and most are a mixture of grey and black in color.  
Wolves tend to avoid heavily populated areas, but although 
they mostly hunt smaller, weaker animals, they will attack 
humans in remote areas, especially when the humans are in 
small groups and winter weather has made hunting scarce.


