Aberrations: Intrusions from beyond the rhombicuboctahedron—the composition of these beings is dominated by alien geometries and Shadow admixtures that do not properly map to the Elemental ring at all. Their “Lík” is only a flattened silhouette of something extra-dimensional; their Óðr is alien and often draws power directly from that outer realm rather than Spirit magic.
Beasts: A rather standard Lík but the Essen is either minimal or absent. Most lack a developed Óðr (Intelligence) and Önd (Wisdom) sufficient for language or culture.
Celestials: These mostly non-corporeal creatures gain temporary physical forms consisting of Light admixtures (Spirit, Lightning, Sound, Acid) fused with borrowed elements and para-elements.
Constructs: No natural Lík at all. Bein (and sometimes other materials) has been artificially shaped and animated by external will and magic—often with a programmed or implanted Óðr and minimal Önd/Litr. They are made, not born; the elemental materials are present but arranged by craft or magic rather than by the living synthesis of the Elemental ring and divine gifts.
Dragons: Ancient, near-self-sustaining creatures with an excess of Lá fused with strong Bein. True dragons carry an almost pure elemental, para-elemental, and quasi-elemental core that grants innate magic and longevity; the lesser dragon-kin are diluted versions of the same materials. Their Essen is powerful but oriented toward solitary intellect rather than humanoid-scale culture.
Elementals: These mostly corporeal creatures are near-pure expressions of a single element or para-element from the Elemental ring, with little or no complex Litr, Önd, or Óðr.
Fey: These creatures contain an excess of Litr (Semblance) bound tightly to elements, para-elements, and the Light admixtures, especially Önd (Spirit). Their Lík is present but secondary and often mutable; the dominant materials tie them to nature and the Feywild. They are less Bein (earthy) and more spirit-and-semblance than humanoids.
Fiends: These mostly non-corporeal creatures gain temporary physical forms consisting of Shadow admixtures (Soul, Venom, Decay, Void) fused with borrowed elements and para-elements.
Giants: Primarily these creatures are an excess of Bein (Earth/mineral essence) scaled far beyond the humanoid proportion, with Viðr and Lá stretched to match. The result is a humanoid-shaped chassis of exaggerated size and durability; the Essen remains present and functional, but the sheer mineral mass dominates. Giants in this campaign setting have height and weight based upon AD&D measurements. All giants, however, may innately cast Enlarge/Reduce on themselves at-will with near-limitless duration.
Monstrosities: Often due to curses, magical experimentation, and heavy Shadow influence, unstable elements and forced admixtures form a monstrous Lík. The Essen of these creatures remains intact enough for intelligence and will, yet the overall admixture is “not truly natural.”
Oozes: These creatures are almost pure Viðr expressed as the para-elemental Ooze (Water + Earth), with Bein and Lá reduced to near-zero and the Essen absent or vestigial. They are ambulatory vegetable-mineral sludge that feeds and expands without the structured bone, blood-precision, or divine gifts.
Plants: Very close to the humanoid Lík but decisively lacking (or radically minimized) in Lá—the animal/magma essence of fiery blood and limb precision. Their composition is dominated by Viðr (Wood/vegetable essence) with supporting Bein often needing to be absorbed through a temporary root system; the Essen can be present, but the absence of true animal-magma blood keeps them classified as botanical rather than animal.
Undead: A Lík held from dissolution (Bein, Viðr, and Lá separating back toward the Elemental ring) that has been re-bound and energized by Shadow and Shadow admixtures. Their “Essen” consists mostly of cached (lingering) Óðr and Litr residue from a previous life.