Blue-Collar Gnomes: These are gnomes who have left their homeland in search of work. They are much more trustworthy than other types of gnomes, and are so considerate that they send most of their wages back home to their... well... gnomes don't seem to have mothers... but they definately send that money back home to someone they care for back home... Blue-collar gnomes can travel about 5 steps. Dinosaurs: They supposedly enhabit the rainforest Discordians: The founding fathers of Discordianism from the far eastern lands. They are great mystics and prophets with the knowledge of the faith, and the turkey curse. They are the arch enemies of Grayface. Fairies: Frequenters of the land's only bar. They are flamboyant and possess perverse magics. Not counting magic, fairies as a formidable as .75 lawn gnomes. A fairy can travel about 9 steps. Gargoyles: Firey demonically-animated statues. These flying fiends emerged from hell and guard the Evil Bank. They are estimated to be about as powerful as 7 lawn gnomes. Goblins: The inhabitants of the Goblin Mts. They exist in great numbers under the earth, although relatively few dwell above ground, in search of new economic prospects. They are formidable, well armed fighters, but cowardly in even remote adversity. They are relatively passive and willing to do business, just don't go poking into theirs. A goblin is as formidable as 3.75 lawn gnomes. A goblin can move about 5 steps. Glorag: The goblin warrior who spent a great deal of time in the embuing chamber. He is now very powerful and possesses great magic. Grayface: The embodiment of the life-less Order. The quasi-god is the enemy of change, dynamism, diversity and adventure. He has the power to create laws and rules, and enforce them via his will. He is currently lurking in the Grey Zone, biding his time. Gray, The: The draining aneristic field that exudes from Grayface and his Minions. Whatever falls within its field loses all hope. Gromyl: Beings that have skin like silver and bones like steel. These creatures were created by Lee and serve his purposes. They also carry pieces of Lee's magic bag o' tricks, so that Lee and the Gromyls can access the same items, wherever they are. Unarmed Gromyl are as formidable as 6 lawn gnomes. Gromyl can typically take about 6 steps. Josh's Lawn Gnomes: Little creepy bearded bastards that have long beards and funny hats. They can be sprouted from seeds, and they have a great affinity for lawns. They are mischevious, and although not very formidable, they fight dirty and have porceline-like skin. These are the first gnomes that have walked the realm, and they recognise Josh as the original planter. These gnomes have gone through hell and back... but they're still gnomes... all said and done... A gnome can move about 4 steps. Lawn gnomes(Ferrel): Little creepy bearded bastards that have long beards and funny hats. They can be sprouted from seeds, and they have a great affinity for lawns. They are mischevious, and although not very formidable, they fight dirty and have porceline-like skin. Theses gnomes are reverse engineered from mysterious gnomes, and while nearly identical to Josh's lawn gnomes in almost every way, they have no particular loyalty to him. A gnome can move about 4 steps. Minions: The giant gray-suited figures that from the the gray-zone. They are beings without identity, but do possess twin eye lazers. The lazers have a 6 out of 6 chance of hitting their target at a reasonable distance. The turkey curse and comparable effects lower the accuracy. They are estimated to be about as powerful as 18 lawn gnomes. Mysterious Beings: The little gray humanoids that emerge from the Mysterious Center are known for doing mysterious things. Mysterious gnomes: Very much like lawn gnomes... apparently... Just, much more mysterious... Turkeytrons(v3000): Specially produced mysterious beings, embued in the Toupkia Sophia, with an automatic turkey curse field and lazer guided socks. aproximately 5 gnomes Turkeytrons(v3400): Specially produced mysterious beings, embued in the Toupkia Sophia, with an automatic stabilizing field and erazer lazer. aproximately 8 gnomes Peatea: Beware this monstrosity. Proto-"dancing" Gnomes: These gnomes were created by Julie, but their exact nature is still unknown. However, they do have longer and more lithe "dancer's" legs, and more flamboyant garments than other gnomes. They can also travel about 9 steps per turn. Vicious Red Square: This vicious red square has only become more vicious, more red, and more square since its escape from imprisonment. It currently roams the halls of the mountain fortress The Stranger: He's not from these lands and nothing is known of him, but he keeps to himself in his secured compound. Less is known about the strange box his always holding.