Bestiary¶
"Something out there is bigger than you. Something else is smarter. A few are both. The rest are dinner."
Ghelmyon's wilderness is not empty. From sewer rats to roosting rocs, the bestiary catalogs the things that hunt, hoard, and haunt the world you're walking through. Each entry is a small field guide habitat, weaknesses, what drops when you bring it down, and the behaviour quirk that decides whether your first round is a kill or a corpse-recovery quest for someone else later.
This page is the player-facing overview. Specific entries live
in-engine; query them with /bestiary once you've encountered a
creature in the wild.
At a glance¶
| Catalogued | 125 (complete) |
| Threat range | CR 1 (rat) to CR 5 (roc, wendigo, aboleth) |
| Most common encounter | Wolf, bandit, skeleton, wild boar |
| First creatures most players meet | Rat, large rat, bat, feral cat, wolf, bandit, skeleton, wild boar |
| Parley-eligible | About 1 in 8 - see Parley vs combat |
| Yields skinning materials | Most natural creatures; constructs and elementals do not |
Threat ladder (CR distribution):
| CR | Tier | Examples |
|---|---|---|
| 1 | Vermin | Rat, large rat, kobold, cave rat, bat, feral cat |
| 2 | Light threat | Wolf, spider, skeleton, goblin, wild boar, dryad, imp, lizardfolk, mountain lion, fey wisp |
| 3 | Standard | Bandit, bear, ghost, troll, dire wolf, ghoul, gnoll, harpy, mimic, hobgoblin, centaur, salamander, peryton, pseudodragon, myconid |
| 4 | Dangerous | Wight, basilisk, drake, manticore, mummy, hag, owlbear, werewolf, lamia, vampire spawn, wyvern, gelatinous cube, doppelganger, nightmare, bulette, dragonelle |
| 5 | Legendary | Wraith, hill giant, cyclops, chimera, frost giant, kraken, werebear, wendigo, roc, naga, gorgon, aboleth, unicorn, medusa, cyclops brood giant |
Reading a bestiary entry¶
Each catalog entry has the same shape. Once you've fought a
creature once, /bestiary <name> shows you:
| Field | What it tells you |
|---|---|
| Display name | The proper name. Use this in conversation; underscore-ids are an engine thing. |
| Threat (CR 1-5) | Rough difficulty. CR 1 is a 30-second fight; CR 5 is a story beat. |
| Habitat | Where you'll find it. Region tags map to the world's canonical biomes. |
| Weaknesses | What hits hard. Sometimes a damage type (fire / silver / cold-forged iron); sometimes a tactic (called shot to the eye, throw a salt-line, parley in the old courtesies). |
| Resistances | What bounces off. Includes immunities - ordinary piercing doesn't bother a wraith, fire heals a salamander, lightning heals a shambling mound. |
| Loot hints | What the corpse yields, including curio / alchemy / smith-grade / rumor-token tags. |
| Skinning yield | Material harvested with the Skinning sub-skill. Quality scales with skill rank - a master skinner pulls fine-quality bear pelt where a novice pulls scraps. |
| Behavior | Combat quirks. Most fights are won or lost on whether you read this row first. |
| Description | Flavour. Worth reading once for atmosphere. |
Save-DC mechanics. Many entries gate effects on a saving throw Constitution save vs paralysis from a carrion crawler, Wisdom save vs a banshee's scream, Reflex save vs a gelatinous cube. The DC is folded into the behaviour line; the higher the CR, the nastier the DC.
By region¶
Where you walk decides what walks at you. The full catalog spreads across nine canonical biomes:
Ghelmyon (city and undercity)¶
CR 1-4. The wild has fingers under the cobbles.
- Rat, large rat, cave rat, feral cat (CR 1) - sewers, alleys, cellars
- Carrion crawler, giant centipede (CR 2-3) - sewer mains, the lower undercity tunnels
- Bone construct, bone golem (CR 3) - necromancer workshops, sealed crypts
- Vampire spawn (CR 3) - sealed wine-cellars beneath merchant houses
- Fire elemental, salamander (CR 3) - lava-vents beneath the old ruins
- Aboleth (CR 5) - sunken cisterns far below the temple
Iron Pass (mountains and high passes)¶
CR 3-5. Cold work, and most of it can fly.
- Mountain lion, harpy (CR 2-3) - scree slopes and ruined watchtowers
- Hill giant, ogre, cyclops, frost giant (CR 4-5) - bald hills and high snowfields
- Griffon, wyvern, hippogriff, chimera, roc (CR 3-5) - high crags and storm-eyrie spires
- Winter wolf, wendigo (CR 4-5) - above the snowline, where the cold never breaks
- Tatzelwurm (CR 3) - scree-slopes; leave a milk-bowl at the cairn and it lets you pass
Thornwood (deep forest)¶
CR 2-5. Old growth. Old rules. Old things watching.
- Wolf, dire wolf, bear, cave bear (CR 2-3) - forest floor and deep groves
- Wild boar, dire boar (CR 2-3) - lowland thickets and oak-mast clearings
- Owlbear, displacer beast, thornwood bear (CR 4) - deep territories and sacred groves
- Dryad, fey wisp, thornwood spider (CR 2-3) - old-growth groves the Verdathi tend
- Werewolf, werebear (CR 4-5) - under the full moon, where bitten woodsmen went home and changed
Greenweald (downs, meadows, broken stoneworks)¶
CR 2-5. Open country with old shrines crumbling in it.
- Centaur (CR 3) - high meadows and pilgrim roads
- Cockatrice, basilisk (CR 3-4) - abandoned poultry-yards and broken stoneworks
- Peryton, pegasus (CR 3) - high cloud-cover ridges and altar-peaks
- Gorgon (CR 5) - petrified-forest reaches east of the wood
- Couatl (CR 4) - abandoned sun-temples
- Unicorn (CR 5) - the blessed glade three days south; she chooses who sees her
Darkhollow (crypts, ruins, deep galleries)¶
CR 2-5. Most of what's down here was not always down here.
- Skeleton, zombie, ghoul, ghost, wight, wraith (CR 2-5) - the undead column, in escalating order
- Banshee, mummy (CR 4) - old graveyards and sealed tombs
- Skeleton knight (CR 3) - barrow-tombs and ruined battlefield chapels
- Bone golem, lich acolyte (CR 3-4) - necromancer workshops
- Giant spider, cave spider queen, phase spider, darkmantle (CR 3-4) - web-choked towers and roof-ambushes
- Medusa, naga (CR 5) - sealed temple sancta and ruined oracle-shrines
King's Road (highways, plains, ruined steadings)¶
CR 2-5. The civilized route - until it isn't.
- Bandit, bandit captain, mercenary (CR 3-4) - highway camps and conflict-zone borders
- Goblin, hobgoblin, gnoll, kobold (CR 1-3) - abandoned border-forts and ambush points
- Lizardfolk, swamp troll, hag, shambling mound (CR 2-4) - marsh-pockets and standing pools
- Bulette (CR 4) - the dry plains east of the road, surfacing from below
- Barghest, nightmare (CR 4) - blackened battlefields where bodies were left unburied
Sunken Mines (deep underground)¶
CR 3-5. The dwarves left it. Other things moved in.
- Tunnel worm, bulette, cyclops brood giant (CR 4-5) - the deepest galleries
- Phase spider, myconid (CR 3) - abandoned arcane-vaults and fungal galleries
- Chitin drake (CR 4) - the sand-dunes east, near the foothills
Sea & coast (Mag-Mell, harbour mouth, sunk reefs)¶
CR 5. Deep water keeps deep things.
- Kraken (CR 5) - the trench beyond the harbour
- Aboleth (CR 5) - drowned dwarf-galleries and salt-bitter under-lakes
Mountain peaks (above the treeline)¶
CR 3-5. Wing country.
- Griffon, hippogriff (CR 3-4)
- Wyvern, dragonelle, roc (CR 4-5)
- Couatl, pegasus, unicorn (CR 3-5) - the sacred end of the scale
By class taxonomy¶
The catalog also splits along what kind of thing you're fighting. Crafting reagents, weapon picks, and parley options all key off these.
Beasts (territorial wildlife)¶
Wolves, boars, bears, lynxes - natural predators. Most yield pelts, meat, fangs. Fire works. Pack-hunters call reinforcements.
- Wolf, dire wolf, winter wolf
- Bear, cave bear, thornwood bear (Verdathi-tagged)
- Wild boar, dire boar
- Mountain lion, feral cat
- Rat, large rat, cave rat, bat
Undead¶
Crypt-dwellers and battlefield revenants. Holy and silver damage shine; ordinary piercing struggles. Fear-aura common.
- Skeleton, skeleton knight, zombie, ghoul, wight, wraith
- Ghost, banshee, mummy
- Bone construct, bone golem
- Lich acolyte (phylactery-anchored)
- Vampire spawn (sunlight-vulnerable)
Lycanthropes¶
Cursed shapechangers. Silver bypasses regeneration entirely - without it the kill never finishes. A werewolf bite contracts the curse on a failed Constitution save; the next full moon does the rest.
- Werewolf
- Werebear (parley-eligible if you know the human name)
- Barghest (grows by feeding on corpses)
Aberrations¶
Things that should not be. Mind-effects, illusion, and shapes that don't match what's there.
- Aboleth (older than memory; speaks in three voices)
- Lamia (illusion-veiled; charm-touch drains Wisdom)
- Myconid (colony-mind; spore-puff causes confusion)
- Displacer beast (illusion-tinged hide; first strikes miss)
- Phase spider (steps through walls)
- Doppelganger (reads thought-on-contact; takes faces)
- Mimic (the chest you were about to open)
- Darkmantle (the ceiling stalactite that isn't)
Fey¶
Forest-bound creatures bound by old rules. Iron hurts them on contact. Bargains are real and binding.
- Dryad (charm-song; will not leave her bound tree)
- Fey wisp (does not fight - leads)
- Pegasus, unicorn (parley-or-leave)
- Peryton (must eat its kill's heart or cannot truly die)
- Pseudodragon (bonds for life with the right caster)
- Couatl (winged-serpent prophet; speaks in your own tongue)
Dragonkin¶
Wingless drakes, half-grown dragonelles, wyverns and the cold cousins. Scaled hide turns ordinary steel; called shots find the soft underbelly.
- Drake (wingless, breath-weapon, magpie hoard)
- Wyvern (paralytic tail-sting)
- Dragonelle (juvenile dragon; can be parleyed if you speak Draconic)
- Chitin drake (sand-burrowing desert cousin)
- Cockatrice (the small-and-mean end of the scale; petrifying peck)
- Chimera (three heads, three threats)
Elementals¶
No flesh to skin - the kill yields a heart-shard or ember-charge. Each is vulnerable to its opposite.
- Fire elemental (water = massive damage)
- Ice elemental (fire = melts the lattice)
- Salamander (heat aura; lava-vent dweller)
- Frost giant (parley-able if you speak the old greetings)
Constructs¶
Animated frames with no morale and no fatigue. The binding rune or phylactery is usually the real target.
- Bone golem (smash the binding-skull - the lattice collapses)
- Bone construct (Lore-check the rune)
- Shambling mound (lightning HEALS it - warn casters loudly)
Goblinoids¶
Cowardly individually, dangerous in packs. Kill the matriarch / sergeant / boss and the rest scatter.
- Kobold (trap-layer; sunlight-penalty)
- Goblin (rock-thrower; the boss yells from the back)
- Hobgoblin (disciplined; fights in formation; honours surrender)
- Gnoll (matriarch-led pack; cackle-fear)
- Bugbear (knuckle-walking solo brute)
Giants & big game¶
The wall-of-meat tier. Boulders before melee; called shots to knee, eye, or breath-vent end fights early.
- Hill giant, frost giant, cyclops, cyclops brood giant
- Ogre, troll, swamp troll
- Owlbear, bulette, gorgon
Parley-eligible vs combat-only¶
About 1 in 8 catalogued creatures has a parley path. Approach with the right gesture and you skip the fight entirely - or buy yourself a single binding boon.
| Creature | What to bring |
|---|---|
| Frost giant | Northern greetings, a salt-gift, no drawn iron, no forge-smoke |
| Werebear | Approach unarmed; address the human name they had before the curse |
| Naga | The shrine-greeting, warm milk, a sworn secret, a clean blade |
| Couatl | A clean record (no broken oaths); speak truth in any tongue |
| Pegasus | Salt-and-apples, no drawn iron, patient bearing |
| Unicorn | A clean year (no betrayed trust). She scents the wrong at 300 yards. |
| Dragonelle | Speak its name in Draconic; offer a finer treasure than its hoard |
| Hag / hag coven | Sign a name in the soul-ledger - the price is always more than it sounds |
| Lamia | A freely-given memory or sworn secret |
| Hobgoblin | Honourable surrender terms - they will hold to the parley for years |
| Centaur | Tight quarters refused; meet in the open and treat as equals |
| Cyclops brood giant | The trade-cant of stone-masonry; bring a dwarven chisel-and-hammer |
| Lizardfolk | Learn the hand-signs; they trade fairly |
| Tatzelwurm | Leave a milk-bowl at the trailhead cairn |
| Myconid | A colony-elder cap or the Verdathi spore-greeting + organic offering |
Players who only stab get a fraction of the bestiary's depth. Players who read the behaviour line find half the catalog willing to talk first.
Quality-graded skinning¶
Every natural kill is also a trade good. The Skinning sub-skill under Survival gates yield quality:
| Skill rank | Yield |
|---|---|
| Untrained | Scraps. Half the hide is ruined; alchemists pay junk-rates. |
| Novice (1-3) | Standard pelt. Sellable; not impressive. |
| Journeyman (4-6) | Fine quality possible on cooperative kills. |
| Master (7+) | Excellent / cloak-grade / barding-grade. Some yields require two or three skinners working together (giants, dragonkin, gorgon, roc). |
Materials drop into the crafting economy:
- Hides and pelts → leatherworker → cloaks, armor backings
- Fangs, claws, horns → curio merchants, alchemists, fletchers
- Scales and chitin plates → blacksmith and armorer
- Venom sacs, ember-glands, ink-sacs → alchemist (reagent components)
- Spirit essences and binding-runes → necromancer / Pale Order (handle carefully)
- Feathers → fletcher (high-quality arrows)
Many entries are explicit about needing multiple skinners for the full yield - a roc takes three skinners and a full day before the carcass freezes. Bring help.
Sacrilege tags. A small set of kills (unicorn, pegasus, couatl, thornwood bear) are tagged Verdathi-grade sacrilege. The pelt is curse-tagged, honest tanners refuse it, and the gift-yield from a clean parley-end is the only honourable harvest.
Where to find creatures in-game¶
/bestiary - list creatures you've encountered, with kill
counts. Once you've fought one, the field-guide entry is
permanently unlocked for review.
/bestiary <name> - pull up a specific entry. Habitat,
weaknesses, loot, behaviour, the full card. Use display names
("dire wolf", "frost giant") rather than ids.
Examining a carcass - fresh kills can be skinned with the Skinning sub-skill. Quality grades by rank. Some bodies also yield intel - a contract-letter on a mercenary names the employer; a locket on a doppelganger names the person it was eating.
Track-and-hunt at zone-run venues. Many outdoor classes (hunter, ranger, forager, trapper, woodsman) run zone-runs at specialized venues - game-trail hunts in the Thornwood, ice-fishing on the high ridges, alpine herb-gathering above Iron Pass. These funnel creatures of the appropriate tier into your path with the correct biome-tag.
The notice board. Town guard, Rangers Lodge, and Hunters Lodge all post bounty contracts on specific creatures - a "missing livestock" notice usually means a thornwood-bear or hill-giant; an "urgent" rumor of howling at the wood-edge usually means a werewolf has settled in. Bounties pay coin AND reputation with the posting faction.
See also¶
/bestiarycommand - the in-game query interface- Skinning and crafting materials - what to do with the trophies
- Factions: Rangers Lodge - wilderness wardens; hunting and tracking quests
- Factions: Town Guard - bounty contracts on threats inside the wall
- Ranger class onramp - tracking, skinning, and beast-lore from level 1