This listing provides a catalogue of the various creatures encountered in the SWATT universe that the average citizen can find from asking questions and tales handed down in folklore. It is not a complete listing of every creature that will ever be encountered, and is subject to change as the system evolves. Certain skills and IC affiliations may give more information on the creatures listed here, and further information on creatures not listed at all.

Local Wildlife

The countryside around Brighthelm is generally safe to travel, although there are seasonal and locational variation in the wildlife present. The local wildlife may not always be aggressive, but there are other safety issues to take into consideration while travelling (for example, banditry is fairly common…)


Swogs are the ubiquitous wildlife of the south downs. Generally harmless unless provoked, these clawed, slimy creatures are sometimes kept as livestock, but the meat tends to be chewy and tasteless and only the most basic of subsistence farmers survive on this diet. Swogs are known for their shaggy green and brown manes, similar in colour and texture to seaweed. A close relative of the swog, the sea-swog, is similar in appearance but with blue strands in its mane. Unlike Swogs they prefer freshwater and sometimes can be seen swimming just off the coast.


Silklings are fast, lizardlike creatures, and fairly rare. They can spit a sticky web when hunting prey or when startled. If one gets trapped in a house it tends to make a huge mess scampering around in terror while coughing up cobwebs all over the place.


Occurring most commonly in the summer months, these creatures are said to resemble gangly, walking flowers. Apparantly they are mostly harmless, but can become dangerous if provoked.


Thankfully relatively rare, a Basilisk is a fearsome, scaled beast which can freeze a person to the spot with its hypnotic gaze.


An undead is a creature which used to be a living, sentient mortal, who upon death did not receive the appropriate funeral rites and in time rose again to stalk the living. While many priests can accelerate this process to create undead to house the spirits of their deity, undead also occur naturally, generally when someone dies and is not laid to rest within about a week. Folklore also tells tales of individuals who undertook pacts with demons or fae, or who had such a strong desire not to leave this life that they were cursed to wander the lands of the living as an undead for the rest of eternity.


This form of undead most closely resembles the deceased in physical appearance, and is generally still found wearing the clothes they had while alive. The flesh is decaying and they move slowly, wailing softly. However, despite their decaying state, tales of those unlucky enough to encounter them say that zombies heal from their injuries remarkably quickly, and it is very difficult to permanently destroy a zombie without divine assistance.


These undead are animated and held together by unseen forces. They are generally silent and capable of moving quickly. Their lack of soft organs means that their structure is generally more resiliant to damage than that of an average human.


Tree ghouls are said to be a powerful undead that inhabit woodland areas, picking on lone travellers and being responsible for many mysterious disappearances. They say that there is no birdsong in a forest inhabited by a tree ghoul.


It is said that in some cases the soul of a dead person, rather than their body, may be prevented from passing on and be stuck wandering the prime as a ghost. Stories variously say that ghosts are harmless, or only attacking when you can't see them – others say there are many kinds of ghosts, naming starvlings, cold children, and banshees as but a few.

There are stories of many more kinds of undead, but only those with sufficient knowledge will know for sure, and they are generally not willing to share what they know…



Well known and generally despise everywhere, goblins have sentience, but are generally considered to lack a soul and hence are not considered “real people” for the purposes of law and business. Goblins generally travel in loose packs, and if you meet one of these you can be sure they're up to something. They will tend to mob small groups or individuals if they think they can take them, hoodwink traders foolish enough to talk to them, and steal anything that isn't nailed down. They are of limited intelligence, which, coupled with their high-pitched voices, can make them extremely irritating. They are easily recognised by the green markings around their eyes. Goblins.JPG


Kobolds.JPG Kobolds are much more rarely encountered than their cousins the goblins, tending to keep to themselves; but when they don't, they are often even more trouble. They appear to be more organised than goblin parties, and adhere to a chain of command. A Kobold will generally stand and fight in a situation that a goblin would run away from. Their voices are barking and gutteral, and they can be easily recognised by the red markings around their eyes.


Gremlins are the subject of many campfire stories, but are generally accepted to be very real. They live in dark places, such as caves, disliking sunlight. They are rarely encountered by the ordinary person giving their seclusion, but are said to viciously attack anyone who tresspasses on their territory.


Similarly to Gremlins, gnollops live in caves, being more attuned to the earthy ambiance than the shadows that Gremlins are more familiar with. They are said to be slow in movement and thought.


These lesser air uruk are most similar in nature to golbins, but they tend to be less violent. They are keen traders and even occasionally find something useful, but will demand a high price. Their voices tend to be shrill and nasal. They can easily by recognised by the blue markings around their eyes.


Pixies are almost legendary creatures, as they are very rarely seen, if at all. It is thought that they must exist considering that lesser uruk of every other kind exist, but tales of them are varied. Some say that if you can catch a Pixie it must tell you where it hides its pot of gold.


The standard, “mid-sized” uruk are much stockier than their lesser-uruk counterparts, being a similar size to most humans at the corresponding stages of development, but generally physically stronger. They all have green skin, their elemental colouration showing through only as a band across their eyes. Uruk of this size are the most intelligent and reasonable, though many people still consider them to be barbaric and try to avoid dealings with them. To date, only orcs are represented as a community within the city, the others remaining in their ancestral dwelling places surrounded by their element.

Uruk are generally recognised as properly sentient creatures and are protected under both king's and city law.


The Orcs as a people have only really started taking part in the integrated society of Brighthelm (and elsewhere across Albion) about 50 years ago – they are generally described as a very private people, who attach great importance to their own customs and traditions. Many citizens are distrustful of orcs, and there is a general impression that orcs and other kinds of uruk are “less civilised” than the other races protected by the law. Indeed, due to conflicts going back centuries from when orcs lived almost exclusively in mountain caves alongside the Jabberwockes, there are often incidents of violence between these two factions. However, Jaberwockes have not yet established themselves as a city-dwelling race and so these are mostly isolated incidents.

The city, outstanding in Albion as a bastion of multiculturalism, has more or less done its best to help the orcs become integrated into civilised society, though the church of the Aten are a notable exception, who do not relish having yet another magical race inside the walls to keep an eye on.Many many have found a place in the city watch or in various private militias, as they tend to value swordsmanship and be formidable warriors, if properly directed. Some have adopted worship of the gods, Mallan and seemingly paradoxically Aten being by far the most popular devotion among orcs, though other orcs remain scornful of such things

Orcs are dark uruk, and can be recognised by their green skin and black band across their eyes. Their bodies dissolve into darkness once their soul has been laid to rest.


Little is known about jabberwocke society and culture, save that they are the ancestral ancestors of the orcs, dwelling below the mountains. They rarely venture into cities, and will generally be attacked on-sight by any orc in the vacinity. Orcs say that jabberwockes bring this persecution upon themselves, and revel in goading orcs into flying into a rage.


The Sahagain are a seafaring people; it's no exaggeration when they say saltwater is in their blood. They make excellent crew upon a ship, and a few can be found in the employ of the various merchants and navies which occupy the waters around Brighthelm. However, for the most part they prefer to stay in their own community, as all uruk, travelling the seas in vast flotialls of crafts which always appear crudely made, but which can outsail and outturn any merchant ship on the open waters. Many survive by fishing but there is a strong pirate contingent among the Sahagain. Piracy is illegal under king's law, but due to their vessels and skill, Sahagain pirates are rarely caught.



From a distance these have the appearance of an extremely large, muscled goblin, and that is much what they are. However, what they have in extra brute strength, they lack in intelligence. Some understand the principals of trade and the value of wealth, and a few can be convinced to trade goods for fish or other foodstuffs, though more common is to exchange food or gold for right of passage across a bridge under which the troll has taken up residence. Trolls are said to be extremely difficult to kill. Some peculiar stories say that if you did manage to cut a troll in half, it would actually become two trolls instead.

Other kinds of Troll

The watery greater uruk are the only kind regularly encountered in the South downs, but travellers tell of different varieties of greater Uruk in foreign lands or specific environmental niches. Many of these stories are clearly the stuff of fairytales, but the terms “golem”, “ice-troll”, “fire giant” and the like are generally thought to refer to other kinds of greater uruk.


Rarely, beings from other planes of existance are summoned by mages or encountered by adventuring parties. There is a particularly wide breadth to their tales in folklore, so determining the truth is difficult without specific knowledge or first-hand experience. Followers of Aten caution any who will heed them that all such creatures from planes other than the Prime (except angels) are considered “demons” in the strictest sense of the word, and that anyone who deals with them is putting their immortal soul in grave peril.


Demons are beings from other planes of existance. There are many, many different kinds of demon, so it is difficult to categorically describe what a demon is like, but intellectuals say that they all come from “below the Prime, in some abstract sense.” Stories tell of their realms as chaotic and filled with war, and there are several cautionary tales of small pockets of demons making their way onto the Prime in an attempt to claim dominion over part or all of it. Demons are occasionally encountered close to ritual sites, which are said to be capable of providing passage between the planes. While some think that demons slipping through is a natural occurance, others blame rogue mages attempting to summon these creatures to do their bidding. Demons.JPG


Elementals are beings of pure magic, and they tend to occur in regions of high magical concentrations, and hence it is fairly rare to encounter one in everyday life. There is one elemental “family” for each of the six elements. Elementals come in a range of sizes, and their personalities are said to reflect the nature of their elements.


Fae are creatures of legend. Their many tales give wildly varying descriptions; some calling them inhumanly beautiful, others twisted and ugly; but these tales almost always involve mortals making bargains. Tales also disagree on whether Fae are bound to the spirit or the letter of their agreements. Some stories call them agents of the goddess Luca, others say they wage a secret war with her for mastery of the Dreaming. Then again, they are only stories, and there are a many natural (or at least only slightly supernatural) beings which could fit each description.


Said to also be servants of Luca, these beings are both the literal and metaphorical embodiment of the nightmares that plague the dreams of mortals. Sometimes harmless, sometimes dangerous, rarely expected and rarely explained, they are viewed with fear and apprehensions and only really liked by followers of Luca… apparantly.


Most churches have tales of legendary heroes of their faith returning as functionaries of their deity in the hour of direst need. The popular image of angels vary a little from church to church, but must religious iconography depicts angels bearing the Holy Symbol of their god on their forehead and wrists. While the notion of angels is held in reverence by most faithful, some sects within the church of Azrael believe “angels” are in fact some description of undead, and that their high standing in the public imagination is a travesty orchestrated by a necromantic conspiracy.

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