Kalevala creatures in Among the Trolls
Enemies in Among the Trolls are built from wood and stone as if straight out of the Kalevala, split between hostile things in the forest and the guardians inside dungeons.

Among the Trolls builds its monsters out of the Kalevala and out of raw material. Creatures appear "as if straight from the Kalevala", the enemies you meet are made of wood and stone, and the sound team designed their voices to make sure you can hear exactly what they are made of.
What the enemies are made of
The setting's supernatural population is material, not spectral. Creatures are described as made of wood and stone, and the audio work confirms the intent: the sound designer recorded a death metal vocalist's screams and growls, then layered recordings of wood objects and surfaces being manipulated on top, so the wooden nature comes through in the voice. Everything was processed further from there.
That gives a consistent idea of what you are fighting: animated material with the resonance of the thing it came from, rather than a generic beast or a ghost.
Categories you will meet
| Category | Where | Notes from official material |
|---|---|---|
| Forest creatures of wood and stone | Across the islands, denser as the balance breaks | Part of the arriving world; some help rebuild the borders, others do not |
| Dungeon guardians | Inside portals' dungeons | Chosen for corridors; combat and resource management |
| Hostile characters with group behaviour | Everywhere, especially ruins | Some attack in packs, others ambush |
| The Crow | Near the cabin and in the story | Talks, guides, withholds |
| Trolls | The game's namesake | Present in the setting and the title art |
| Aallottaret | The waters | Drowned women who drag swimmers down |
The material is careful to say that some creatures will gladly help Anna rebuild the borders of the worlds, while others will not. Not every encounter is a fight, and not every creature is a threat.
The corruption: Hiisi
The reason the creatures get worse is named. As the world grows corrupted, the soundscape gets quieter and quieter, animal calls take on unsettling and menacing tones, and the player is told it is urgent to restore nature's balance and save it from Hisii's corruption. In the game's own words, things change once a rift opens.
Mielikki and the rules of engagement
The hunting material gives the setting's ethical frame: grandfather says that only those who show respect earn the grace of Mielikki, the goddess of the woods and animals. Hunting is designed as an ancient ritual inside a fragile balance, and Lykky — the region's balance — responds to how you treat the forest.
Fighting creatures without inflated numbers
There is no published bestiary with hit points or drop tables, and inventing one would be dishonest. What the game does publish is behaviour:
- Enemies react to your actions and adapt to their surroundings.
- Each enemy has a unique attack pattern.
- Some attack in packs, others ambush.
- Patrolling enemies exist near ruins.
- Placing a fight near water removes your weapons.
Sources
- Devlog #11 (creatures of wood and stone, borders of the worlds) and Devlog #13 (how their voices were made): Steam news archive
- Devlog #8 (Mielikki and the rules of the hunt): Steam news archive
- Devlog #1 (enemy behaviour design): Steam news archive
Game imagery on this page is official promotional material, used for reference.