
NOTE: These creatures are the results of most of the faerie creatures that fled to the south. They dont have any class and rely on the environment mostly to cope with their abilities. However, they can be played as character and everything is different in regards of race. They are the offsprings of some and are very territorial. Huge thick fog drifts down from the elven lands and cover the south completely. In this fog, only the creatures remain, seperated, but extremely violent. They regard humans as a disease and vow to rid the world of them so they can reclaim it. However, they quarrel more with each other than with the humans. They all have special abilities which makes up the fact that their stats are usually low and that they dont have any class. Most of these creatures are mercenaries because of their talents.

Not much are known about these cat creatures. They have their own set of rules and are very religious. The only people they get along with are the cat druids and they war with anyone else. They can be very vicious and dangerous to fight against.
HP: 900
MP: 50
INTELLEGENCE ROLL: Normal
ATTACK ROLL: +1
DEFENSE ROLL: +1
STEALTH ROLL: +1
SPECIAL ABILITY: Berserk fury attack: Attack with a fury of claw attacks. This counts as 3 rolls resulting in 50 damage each. Costs 10 mp each.

Cat Druids have the ability to conjure cats. Their cats are sacred and they worship the cat god of their religion. They feel any injustice against cats result in the death penalty. They dont engage in battle themselves but they send their cats to do their bidding.
HP: 900
MP: 50
INTELLEGENCE ROLL: Normal
ATTACK ROLL: -2
DEFENSE ROLL: -2
STEALTH ROLL: Normal
SPECIAL ABILITY: Conjure Cat: conjures up #cats equal to your lvl. It's attack and defense rolls=+ # of cats you control. Their hp are 100, but their damage is 50 each. Opponent must kill the cats before they can attack you. You can use this ability each attack turn and it costs 15 mp points.

Cobras are humans that have the ability to turn completely into giant snakes. They are powerful but have normal stats. However, they can become a pain if you are fighting against them. They can only turn into snakes during an attack roll and they must use a full turn to turn into one. Nothing can prevent it though so it is worth taking a few blows. Snake damage is taken when in snake form or when transforming into a snake and not from a snake. However, you cant use weapons or items in snake form.
HP: 900
MP: Not applicable
INTELLEGENCE ROLL: Normal
ATTACK ROLL: Normal
DEFENSE ROLL: Normal
STEALTH ROLL: Normal
SPECIAL ABILITY: Transformation: Transform into a giant snake. Intellegence and stealth gets a -2 to rolls and attack and defense gets a +2 to rolls in snake form. If your attacks are successful, they do double damage, but you can choose to paralize them and they take no damage. Critical hits automatically paralizes them and do double damage. Opponent must make a paralization roll beginning of each attack phase. Paralization wears off if opponent's roll greater than 13. This counts as an intellegent roll.

All fairies look the same, but there are many kinds of them. Depending on each, they have different attacks, but they have the same stats. Their stealth is exceptional, but their regular attacks not that good. They exist only with their own kind and no one else. However, they have a powerful magic attack starting out.
HP: 900
MP: 50
INTELLEGENCE ROLL: Normal
ATTACK ROLL: -2
DEFENSE ROLL: -2
STEALTH ROLL: +4
SPECIAL ABILITY: Earth attack doing 100*lvl damage. Its roll is a +2 than a -2 and costs 15 mp.

All fairies look the same, but there are many kinds of them. Depending on each, they have different attacks, but they have the same stats. Their stealth is exceptional, but their regular attacks not that good. They exist only with their own kind and no one else. However, they have a powerful magic attack starting out.
HP: 900
MP: 50
INTELLEGENCE ROLL: Normal
ATTACK ROLL: -2
DEFENSE ROLL: -2
STEALTH ROLL: +4
SPECIAL ABILITY: Fire attack doing 100*lvl damage. Its roll is a +2 than a -2 and costs 15 mp.

Harpies are a race of half-bird half-human. They love to fly in the skys of the south and trys to control it. However, they have to compete with the serpent riders who live near the southern eastern borders. They are actually very intellegence, but lack the strength to carry alot of its burden. They rather control and manipulate any situation over violence. However, they can be very aggressive when cornered and are not to be taken lightly of. Harpies are flying creatures and possess the ability to fly.
HP: 900
MP: Not applicable
INTELLEGENCE ROLL: +3
ATTACK ROLL: -2
DEFENSE ROLL: -2
STEALTH ROLL: +1
SPECIAL ABILITY: EGG BOMB: Launches an egg projectile at enemy below. Causes double damage. Add 2 to roll if enemy is an orc or a troll or something big in mass, meaning bigger than 3 humans combined.

All fairies look the same, but there are many kinds of them. Depending on each, they have different attacks, but they have the same stats. Their stealth is exceptional, but their regular attacks not that good. They exist only with their own kind and no one else. However, they have a powerful magic attack starting out.
HP: 900
MP: 50
INTELLEGENCE ROLL: Normal
ATTACK ROLL: -2
DEFENSE ROLL: -2
STEALTH ROLL: +4
SPECIAL ABILITY: Ice attack doing 100*lvl damage. Its roll is a +2 than a -2 and costs 15 mp.

Imps are very presistant and they get annoying after awhile. They have high intellegence and attack, but their defense and stealth are not that good. Its their ability that makes them annoying.
HP: 900
MP: 50
INTELLEGENCE ROLL: +2
ATTACK ROLL: +2
DEFENSE ROLL: -2
STEALTH ROLL: -2
SPECIAL ABILITY: Clone: Costs 10 mp. Clones a duplicate of yourself until end of 3 turns. It has half your hp, but can not use this ability. You can have up to 3 clones out at once.