Bestiary
The bestiary holds every being of the world that is not a people: the animals, plants, fungi, and crops of Caeldon; the natives of the planes and zones; the hosts and spawn of the Dark Entities; constructs; the risen dead; beasts of the world that a zone, a thin place, or magic has touched; and the few beings that fit none of these.
Fauna · Flora · Fungus · Crop · Plane native · Zone native · Dark Entity host · Construct · Risen dead · Other · Touched beast
Fauna
- Air-Finches CreatureThe yellow songbirds bred in the Dwarven holds and carried caged on the vent rounds, which stop singing when the air goes bad.
- Badgers CreatureThe badgers of hedgebanks, wood edges, and flood banks, whose setts weaken the dykes the basin reeves pay to keep.
- Bark Beetles CreatureSmall dark beetles whose galleries under the bark kill a great tree from inside, and leave a Wood Elf grove to decide how far it will let a kinsman die.
- Bats CreatureThe small insect-eating bats of caves, ruins, barns, and towers, whose evening flight every people knows and whose sudden flight from a working warns Kobold crews of gas.
- Bearded Vultures CreatureThe great vultures of the Stormcrown crags that drop bones on the broad stones of the Long Tread to crack them, whose bone-strewn stretches the Edgeway Kindreds read as unlucky ground.
- Black-Water Eels CreatureThe long blind eels of the Roothollows' still black water, the creatures of the black water that the Dark Elf houses leave alone, whose bite festers.
- Blackfins CreaturePack-hunting black-and-white whales of the outer coastal and current-road water that take seals and porpoises, to which a run gives water and a Gnome pilot gives sea-room.
- Bough-Cats CreatureThe small tufted cats of the Crownbough canopy, kept on as hall-mousers, whose leaving a hall is read as a boughway beginning to sag.
- Brown Bears CreatureThe great brown bears of the Elderweald and the Crownbough understorey, which den in the root-fed hollows and come out angry when the wet season floods them.
- Cats CreatureThe house and granary cats of every people, kept by every threshing floor against rats, and their feral kin of the ruins.
- Cattle CreatureThe milk and beef cattle of the Cradle web, grazed on the wet meadows of the Confluence Basins and the summer slopes of the Headwater valleys.
- Cistern Newts CreatureBlack-and-gold newts kept in the cistern halls of the Leeward Folds as a living gauge of the water, which leave or die when it goes bad.
- Congers CreatureThick, grey sea eels of the far-side breakwaters and wrecks, whose bite takes fingers and of whom every breakwater crew has a story.
- Crag Eagles CreatureThe great golden-brown eagles of the cliffs and open shelves of both halves of the world, taking lambs and kids, whose feather Orc and Dwarf alike count a mark of a high road walked.
- Crag Goats CreatureThe wild goats of the Ironspine's cliffs and scree and the Stormcrown's high pasture, hunted by Gatehold Dwarves for horn and meat, whose starts of stones are the commonest rockfall nobody saw.
- Crows and Ravens CreatureThe black scavenger birds of open country, battlefields, and mountain passes, whose gathering and flight augurs and soldiers read for coming death.
- Deathwatch Beetles CreatureBeetles of old beams and bridge timbers whose ticking at night is read as a death coming, and on the Greyspan as the braces going.
- Deep-Witnesses CreatureGreat whale-like beings of the open sea that the Thaluren tell of as an ocean people and hold sacred in their reading of the larger sea.
- Deer CreatureThe red deer of the Cradle web's woods and brush, hunted by Elves under grove answerability and by Human lords and poachers in the foothills and march country.
- Devourers CreatureThe squid-like route-breakers that Thaluren ocean memory places in the open sea beyond the last current roads, sensed more often than seen and feared for the roads they break.
- Dew Beetles CreatureIridescent beetles of the glassed ground of the Glassbelt that tilt their backs into the dawn mist to drink, the salt foxes' food and a crosser's sign of where dew forms.
- Dogs and Hounds CreatureThe dogs of Caeldon's settlements, from yard dogs and herd dogs to the scent hounds and bloodhounds that hunters, wardens, and bounty-takers set on a trail.
- Doves CreatureThe dovecote birds of the basin and river lands, whose keeping is a lord's privilege and whose dung is a field's wealth.
- Dragons CreatureGreat scaled beasts remembered only in legend: no one has seen one for a very long time and most believe they never existed, but they may still live somewhere, and may one day come back.
- Draught Moths CreatureThe pale moths that ride the draughts of the Deeps' vent runs, whose settling in a run tells the crews the vent has stopped drawing.
- Drowning Garden Fauna CreatureThe fish, shrimp, whales, anemones, and glowing creatures of the Drowning Garden, a submerged forest where breathing runs backwards and life grows, heals, and ages too fast.
- Dun Dogs CreatureThe wild dogs of the Windscar shelves and dry ravines, hunting in packs of a dozen that shadow herds and escorted parties.
- Dust Runners CreatureGreat flightless birds of the Rimward basin floors and the Glassbelt edge, whose kick breaks bone and whose emptied eggs are the water flasks of the far crossings.
- Eels CreatureThe dark, slippery river eels of the cradle-web's lowland rivers, taken in wicker traps by Reedfolk households and by the Goblin households of Lowbank.
- Egg-Takers CreaturePike-like river fish of the Tidebound Reaches that raid the spawning grounds and nursery waters, driven off by Sanctuary Custodians and Kavari custodians in turn.
- Elk CreatureThe great deer of the bog edges and wet foothill woods, too big for most poachers and too rare for most lords.
- Farwings CreatureLong-winged ocean birds that nest only on the outermost isles of the Tidelace and fly out past the last beacon, of which pilots say they know a shore nobody has charted.
- Fish CreatureThe sea and river fish of Caeldon that the coastal hamlets, harbour towns, reef settlements, and river households catch, dry, salt, and trade.
- Fog Serpents CreatureThe silver serpents of Tidelace fisher tales, seen in the Long Grey, whose plain truth is a long ribbon-like fish of the deep that sometimes washes up.
- Fogbells CreatureBell jellyfish that drift in by the thousand with the Long Grey, whose sting welts the skin and can stop a swimmer's heart.
- Foxes CreatureThe small red foxes of field edges, woods, and ruins, hen-thieves to farmers and a favourite shape of morphic scouts.
- Frogs and Toads CreatureThe frogs and toads of ponds, ditches, fens, and cisterns, whose spring chorus tells a basin the floodwater has fallen back.
- Glove Spiders CreatureBlack spiders of the old cellars and storeworks whose bite festers and sometimes kills the old and the small, the reason a salvager reaches in gloved.
- Glow-Flies CreatureThe summer fireflies of the forest meadows and basin fields, whose lights over the groves Wood Elf children name the year by.
- Gluttons CreatureThe squat, fearless gluttons of the mountain forest and snowfields, raiders of trap-lines and buried caches and the trapper's curse.
- Great Catfish CreatureThe whiskered catfish of the Serath's deep slow channels and oxbows, longer than a barge pole, of which bargemen tell that one took a child off a landing.
- Grey Seals CreatureGrey seals of the far-side islands and sounds, rivals of the inshore fishers, whose numbers Gnome sounding ledgers note as a sign of fish.
- Grey Wolves CreatureThe grey wolves of the Cradle web's woods and forest edges, pack hunters of deer and boar who come down to the winter pastures in hard years.
- Gut Worms CreatureThe threadworms, roundworms, and flat worms that live in the guts of people and beasts, driven out by bitter herbs and by Parasite Expel.
- Hares CreatureThe brown hares of the basin fields and heath, coursing game, spring's boxers on the stubble, and the witch's shape in basin tales.
- Hawks and Falcons CreatureThe birds of prey of open country and woodland edge, flown by hunters and lords, and a shape that morphic masters take in pursuit.
- Heath Adders CreatureThe zigzag-backed vipers of warm heath, dry terraces, and thorn, whose bite can kill a child, and against which scholars at Stillgate and herders at the Grey Line carry the same poultice.
- Hedgehogs CreatureThe hedgehogs of hedges, gardens, and orchards, night-wandering slug-eaters welcome in every garden.
- Herd Animals CreatureThe herds the peoples drive between pastures rather than keep at a farm: the stair kine of the Windscar kindreds, the hold herds of the Ironspine, and the beasts of Ogre threshold camps.
- Herons and Cranes CreatureThe grey herons and the cranes of the fens, reed beds, and flood meadows, whose coming and going Reedfolk pilots read with the reed beds.
- Horned Vipers CreatureSand-coloured vipers of the Rimward rims and the Glassbelt with a horn over each eye, lying at the edge of the shade, whose bite can kill a child.
- Hornets CreatureGreat banded wasps that nest in hollow trees and eaves and drive a picker off the ladder at harvest; the fold orchard leagues burn their nests at night.
- Horses CreatureThe riding horses of the Cradle web's roads, the mounts of couriers, lords, and cavalry, and the beasts most often called, sped, and fought over by magic.
- Insects and Bees CreatureThe bees of the orchards and the insects of field, corpse, marsh, and archive that the peoples of Caeldon keep, fight, and read.
- Kelpshade Rays CreatureFlat, sand-coloured rays that lie buried in the sand beneath the Kelpshade, where returning runs rest, armed with a spine in the tail.
- Kiln Newts CreatureThe orange newts of the hot seep pools of the Stonewake Deeps' lowest levels, whose skin numbs and whose bite festers, and whose slime Dwarven healers scrape for a numbing salve.
- Kingfishers CreatureThe bright blue kingfishers of clear side channels and willow banks, whose nesting in a bank the Lowbank Goblins take as a sign the bank is sound.
- Lampless Spiders CreaturePale, eyeless cave spiders whose webs across a passage show it has gone unused, read by Roothollows route keepers before they read the marks.
- Lampreys CreatureJawless suckers of the Tidebound and Tidelace estuaries and rivers that latch onto big fish and sometimes a swimmer, eaten by the Kavari and loathed by the Thaluren.
- Leeches CreatureThe leeches of the basin fens and ditches, kept by bleeders and healers and the fen-wader's horror.
- Lice and Fleas CreatureThe small blood-drinkers of bodies, bedding, and dwellings, which every crowded house and camp has and which carry camp fever and the swelling plague.
- Liver Flukes CreatureSmall flat worms of the wet common meadows that pass through water snails into grazing sheep and cattle, the "sheep rot" that a wet year brings.
- Locusts CreatureGrasshoppers of the far side's dry grassland that, in a swarm year, rise in clouds and eat a fold or a shelf bare.
- Magpies CreatureBlack-and-white thieves of ruins, field edges, and towns, whose nests full of bright fittings Goblin salvagers call the first salvage market.
- Moles CreatureThe moles of meadows, fields, and terraces, whose hills foul the scythe and whose tunnels undermine a terrace drain.
- Mud Turtles CreatureThe snapping turtles of slow fen water, which take ducklings and the careless hand in an eel-trap, and whose leaving a pool Reedfolk read as the water about to move.
- Mules CreatureThe sure-footed, long-eared riding and pack mules of the Headwater exchange roads, walked rather than ridden over the worst stretches.
- Octopus CreatureThe rock-pool and breakwater octopus of the Tidelace, the pot-thief that opens jars, which Gnome children watch to learn patience.
- Orchard Dormice CreatureSleepy fruit-eating dormice of the Leeward Folds' orchards and store-rooms, the counted shelves' worst enemy and a dish for the autumn table.
- Ossuary Beetles CreatureSmall dark beetles kept in beetle-rooms by ossuary orders, whose larvae clean a body to bare bone for the shelves and the sentinels.
- Otters CreatureThe otters of rivers, side channels, and rocky shores on both sides of Caeldon, weir and trap thieves whom Kavari pool-keepers argue with as with neighbours.
- Owls CreatureThe silent night hunters of woods, barns, and towers, mousers to farmers, omens to most, and sometimes the bonded companions of night couriers.
- Oxen CreatureThe yoked plough and cart oxen of the Cradle web's farmlands, slow, strong, and patient, the draught beasts of the basin harvest.
- Pack Animals CreatureThe pack and draught beasts that carry Caeldon's road and river trade: the caravan beasts of the Headwater roads, the towpath teams of the Serath, and the thirstbacks of the far side.
- Pale Cave Creatures CreatureThe pale, eyeless fish and small cave creatures of the Roothollows' reservoirs and hollows, remnants of an old underforest life that the Dark Elf houses take as food after their fungus.
- Pan Hyenas CreatureStriped scavengers of the Glassbelt's salt pans and ruin fields that follow crossings at a distance and dig at shallow graves, which is why the crossers bury under stone.
- Pan Shrimp CreatureTiny red shrimp that hatch from eggs dried for years in the Rimward pans, turning a flooded pan pink and feeding the waders.
- Pass Bears CreatureThe black bears of the Headwater mountain forest that learn the walled waystations and come back each autumn for the stores, driven off by the Ogre winter-road crews.
- Pigs CreatureThe household pigs of the villages and fold houses, fattened on autumn mast under a lord's pannage right and killed at the turn of winter.
- Porpoises CreatureSmall grey porpoises of the coastal water and the current roads that ride bow waves and keep runs company, welcomed by Gnome pilots and called run-guests by the Thaluren.
- Poultry CreatureThe hens, ducks, and geese of every yard, which give eggs as small rent, feed the fox, and make the first offering in a poor house.
- Rats and Vermin CreatureThe rats, mice, and other small pests of granaries, dwellings, ships, and drains, against which whole workings of ward and blessing are kept.
- Ravine Cats CreatureThe spotted ambush cats of the Briarreach's wet ravines, which take deer at the water and whose kill-places the Troll crossing families mark beside the collapses they remember.
- River Crayfish CreatureThe crayfish of the gravel streams on both sides of Caeldon, a poor household's meat in the low months and a sign of bad water upstream when they die.
- Rock Conies CreatureSmall, round rock-dwellers of the Windscar shelves and rim walls, the eagles' bread and a High-Scar child's first snare.
- Root-Borers CreaturePale grubs that bore the living root of the Roothollows, so that the root dies and goes grey and its chamber loses its bracing and its air together.
- Rose Waders CreaturePink, long-legged birds that come in thousands to a flooded Rimward pan to feed on its shrimp, the surest sign of a good year.
- Ruin Hogs CreatureFeral swine of the ruin country, gone wild from failed settlements, that root in cellars and old graves and are more feared by salvagers than bad air.
- Run-Followers CreatureSharks that gather off the estuary mouths of the Tidebound Reaches when the Thaluren young come down from the rivers, named by the Thaluren for what they do.
- Salt Foxes CreatureBig-eared pale foxes of the Glassbelt's salt pans and stony desert that live without water, of whom crossers say follow one at dawn and it will drink before you do.
- Scar Vultures CreatureBald-headed vultures of the Windscar escarpments and the Glassbelt, whose circling over a pass tells escorts that someone did not get through.
- Scorpions CreatureThe scorpions of the Windscar, the Glassbelt, and the Folds' bare saddles, painful everywhere and deadly in the pale kind of the glassed ground.
- Seabirds CreatureThe gulls and cliff-nesting birds of the far-side coasts, whose eggs are part of the coastal diet of Gnome harbours and the Soundchain corridor.
- Sheep CreatureThe wool and mutton sheep of the Cradle web, grazed on the Headwater summer slopes and on the uplands of the basin edge up to the Witnessfields' Grey Line.
- Shelf Antelope CreatureFawn antelope of the thin grass of the Windscar shelves and rims, moving with the grass as the kindreds do, and the prey of the wind cats and dun dogs.
- Shellfish CreatureThe mussels, oysters, and other shellfish gathered on the far-side shores and reefs by coastal Humans, Gnomes, and Thaluren, and traded along the coast.
- Shipworms CreatureBoring molluscs of the far-side coast that hollow wooden hulls, quay piles, and timber breakwaters from the inside, the breakwater crews' other enemy.
- Slow Returners CreatureSea turtles that come back to the beach they hatched on, honoured by the Thaluren as keeping the same rule as their own return, so that taking one is a wrong.
- Sparrows CreatureThe small brown seed-thieves of threshing floors, granaries, and eaves, scared off by children with clappers and caught by the poor for the pot.
- Squirrels CreatureThe red squirrels of the nut woods and canopy gardens, counted against the harvest by High Elf gardeners and left a share by Wood Elves.
- Stair Kine CreatureThe shaggy shelf herds of the Windscar kindreds, between a large goat and a small cow in size, that give the Orcs milk, meat, hides, felt, and the price a wrong is paid in.
- Stone Cats CreatureThe pale, long-tailed cats of the Stormcrown's crags and storm shelves, seldom seen, of which the holds say one on the gate stair means the passes close within days.
- Storks CreatureThe white storks that nest on the towers and rooftops of the march-towns and come back each spring, whose failure to return is read as a bad year.
- Storm Toads CreatureToads of the Long Pan's clay that lie buried for years in the dry and wake by the thousand in the first storm, their calling telling the camps the pan has flooded.
- Sturgeon CreatureThe armoured, long-lived sturgeon that come up the Serath each spring from downstream water nobody has followed, claimed as a toll fish by the corridor towns.
- Sun Spiders CreatureFast, hairy desert hunters of the Glassbelt and Rimward Basins that chase the shade, so that a sleeper's shadow draws them, and are far less deadly than the tales make them.
- Terrace Snails CreatureThe large brown snails of the Leeward Folds' terraces and gardens, a pest of the garden plots and a dish, gathered by children after rain.
- Thirstbacks CreatureThe humped, long-legged escort beasts of the far side and the Glassbelt crossing, which go long between waters, eat thorn, and groan at every load.
- Thorn Ants CreatureRed ants that nest in the hollow spines of ant-thorn and swarm out to defend it; the Thornbound grow ant-thorn into their hedges, so that a hedge chooses its visitors.
- Threshold Crickets CreatureThe pale crickets kept in the threshold chambers of the Roothollows' Dark Elf houses, which fall silent when a stranger comes, a house's oldest door-warden.
- Ticks CreatureThe blood-drinking ticks of grass, heath, and bracken, the herder's and hunter's companion, picked off every evening; some carry a fever.
- Trout CreatureThe speckled, cold-water trout of the Greyford side channels, served at the carters' inns of Highbank with barley bread and mutton broth.
- Wall Lizards CreatureSmall quick lizards that live in every dry-stone terrace wall of the Leeward Folds and the Tidelace terraces; a wall with no lizards has gone damp and is about to slump.
- Water Snakes CreatureThe harmless water snakes of the basin ditches and fens, killed on sight by farmers who take them for adders and spared by the Reedfolk.
- Weasels and Martens CreatureThe weasels, stoats, polecats, and martens of woods, hedges, and store sheds, hen-killers and store-raiders whose winter pelts trim a lord's collar.
- Well Grouse CreatureDesert birds that fly to water at first light and carry it to their chicks in their breast feathers, the crossers' oldest guide to an unmarked well.
- Whistlers CreatureThe fat marmots of the alpine meadows and scree, whose whistle warns of eagles and strangers and whose silence Kindred caravans on the Long Tread read as a bad stretch.
- Wild Asses CreatureGrey wild asses of the Rimward basin floors and the Glassbelt edge, which come down to the Long Pan in a good year and dig for water where herds cannot.
- Wild Boar CreatureThe wild boar of the oak woods and thickets, which turn a field margin over in a night and give the lords their most dangerous hunt.
- Wild Geese CreatureThe wild geese whose autumn skeins come down on the wet meadows and stubble of the Basins and the Serath: the lord's fowling right, the poacher's net, and the basin calendar.
- Wild Kine CreatureThe great dun wild cattle of the Witnessfields' grassed terraces, grazing past the Grey Line where no herder follows, which Flockturn calls the registers' cattle and will not hunt.
- Wind Cats CreatureLong-legged spotted runners of the High Scars' plateaus, the fastest thing on the shelves, that take kids and lambs but not people.
- Woodpeckers CreatureThe woodpeckers of the old timber, whose drumming tells a tender of rot inside a living trunk before the tree falls.
- Wound Flies CreatureFlies that lay their eggs in the open wounds of beasts and people, whose maggots eat living flesh; an escort with a wounded traveller rides hard for the passward shelter.
Flora
- Ageless Spring Flora CreatureThe moss, flowers, and trees around an Ageless Spring, held in one moment of perfect health, rigid as glass, never growing, wilting, or falling.
- Alders CreatureDark-barked trees of wet ground and river banks whose wood lasts under water, the stuff of quay piles, ford stakes, and the old causeway's footings at Greyford.
- Ash-Thistle CreatureThe last flowering plant of the Ashen Wastes, a grey thistle whose seed-down drinks the heat out of any fire it drifts into.
- Bitterberry CreatureA ravine shrub of the Briarreach whose glossy berries kill a child; the Thornbound use them as poison bait and as a dark dye.
- Bloodgrass CreatureThe razor-edged red grass of the Scourge's plains, which opens a leg at a walk and hides the plane's ambush hunters.
- Bog Myrtle CreatureA low, sweet-smelling shrub of the fens that keeps gnats off and flavours ale; the Reedfolk strew it in their sleeping places.
- Bracken CreatureThe tall fern of heath and hill pasture that gives bedding and thatch and poisons a beast that grazes it, and has taken the old terraces of the Witnessfields.
- Canopy Lilies CreatureLilies grown in the bough crotches and garden-walks of the Crownboughs, whose night scent fills a hall; a house's lilies are its signature at court.
- Carnivorous Plants CreaturePlants that catch and digest animals: the marsh vines a nature mage turns into hunting tendrils for a while, and the many meat-eating plants of the Verdant Expanse that take travellers for fertilizer.
- Dreamcress CreatureA cress of spring-fed brooks that deepens sleep towards the Dreaming Veil, the dream-workers' herb, and in excess a giver of nightmares.
- Driftmats CreatureMats of floating weed that drift in with the storms from water nobody has read; Gnome pilots log them, then strike them out.
- Drowning Garden Flora CreatureThe submerged forest of the Drowning Garden: towering kelp, coral trees, and flowering water plants that breathe the water, suffocate in air, and grow inches in an hour.
- Ember Moss CreatureA dark red moss of the Glassbelt's furnace scars that grows on glassed ground still holding the old fire's heat and smoulders for days once lit.
- Fen Pitchers CreatureKnee-high pitcher plants of the Reedmere's deep fens that drown frogs, mice, and small birds in their rain-filled cups: the largest plants of Caeldon that hunt without a mage.
- Fractal Trees CreatureThe trees of the Apex, each one identical, branching in the same flawless pattern again and again, unchanging and impossible to cut.
- Gallows Root CreatureA forked, man-shaped root of trampled ground at crossroads and under gallows, believed to grow from a hanged man's last breath, bought by necromancers and burnt by Sanctified clergy.
- Glare-Lilies CreatureFlowers of the Radiance's crystalline plains that gather the plane's light and show whatever they light too brightly to bear.
- Glasscup CreatureA water-holding succulent of the cracks in the Glassbelt's glassed ground that crossers cut for a mouthful; a bitter kind that looks the same is poison.
- Gorge Gentian CreatureA blue-flowered plant of the high meadows and gorges whose intensely bitter root breaks fevers; the Ironspine holds brew their bitters from it.
- Grass and Heath CreatureThe open ground cover of Caeldon: the wet meadow grass of the basins, the summer pasture of the mountain valleys, the thin wind-cut grass of the Windscar shelves, and the heath and grass that have…
- Great Trees and Groves CreatureThe great trees of the old Elven forest world, from the never-cut stands of the Elderweald to the trees the High Elves have trained into halls and gates, and the groves the peoples hold sacred.
- Grey Poppy CreatureA pale field poppy whose milky sap kills pain and brings sleep, the medicine of the corridor's healers and of the dying, and a habit for some; the Folds count it on the shelves like any store.
- Groveknot CreatureAn evergreen parasite of the great trees' branches; High Elf shapers prune it, Wood Elves will not cut what lives, and the two peoples argue it.
- Heart-Leaf CreatureTall spires of spotted, drooping bells in the glades of the Elven forests, whose right leaf steadies a failing heart and whose second leaf stops it.
- Hemlock CreatureThe tall spotted-stemmed umbel of ditches and damp field edges that someone mistakes for a pot-herb every spring, and whose poison climbs from the feet while the mind stays clear.
- Herbs CreatureThe medicinal and fragrant plants that the peoples gather, grow in beds, and dry, from the herb beds of the Crownbough understorey to fever-bark, which carry a living pattern of their own and act…
- Hoodwort CreatureA blue-hooded flower of the mountain meadows and stream sides whose root kills; wolf-bait, poisoners' root, and a hold healer's careful painkiller.
- Kelp CreatureThe tall brown sea-weed of the far-side shoals, rooted on reef and stone and grown into forests whose stalks lean with the current, the broadest of them the Kelpshade of the Tidebound Reaches.
- Living Root (Gloam) CreatureThe living roots of the Elven forest that come down through the ceilings of the Roothollows and grow into the stone, carrying the chambers, bringing down their air, keeping the root-year in their…
- Lodewort CreatureA small pink-flowered plant of ore outcrops and spoil heaps that grows over metal-bearing ground, followed by prospectors and Backbone mages.
- Marker Lichen CreatureA slow grey-and-yellow lichen of the Witnessfields' inscribed stones, scraped by scholars to read the script and said by herders to eat the words.
- Moss and Lichen CreatureThe mosses that make the soft, wet floor of the old forests and fur its stones and stairs, and the lichens that crust stone, bark, and in the Verdant Expanse even metal.
- Nettles CreatureStinging weeds of waste ground and village edges that give spring greens and fibre cloth, and mark old habitation, since nettles follow people.
- Nightshade CreatureA bushy hedge and ruin plant with shiny black berries that widen the eyes; a healer's measure and a poisoner's dose.
- Oaks CreatureThe oaks of the lowland and foothill woods, which give mast for the pigs, beams for bridges, and bark for tanning, and the edge oak that the basins most want and may least cut.
- Omenfern CreatureA fern of shaded wells and north faces whose spring uncurling augurs read for the year ahead.
- Quietbell CreatureA small white bellflower of burial grounds that grows only over the settled dead and never where a remnant is hardening, read by mortuary staff and used in Grave Quiet.
- Reed CreatureThe tall plumed grass of fen, river margin, and estuary silt, in whose beds the Reedfolk live and which they cut for thatch, matting, and trade, with the rush of the river shallows beside it.
- Ridge Pines CreatureLow, knotted, pitch-heavy pines of the high mountain slopes above the foothill pine, whose resin and torch-wood the holds buy from Headwater farmers.
- Rime Lichen CreatureThe feathered living frost of the Frost-Bound's ice faces, the plane's only pasture and the food of the Stillhares.
- Rubble Elder CreatureThe first shrub to take a ruin, giving berries, flowers, and a cure for colds, whose roots then pry the stones apart.
- Salt Pines CreatureWind-shaped pines of the headlands and cliff terraces whose lean pilots read for the prevailing wind, and beacon fuel when the oil runs out.
- Saltbush CreatureA grey, salty shrub of the basin rims and pan edges, the herds' last browse in a dry run.
- Samphire CreatureFleshy, salty shore-greens of the salt marshes and tide edges, gathered at low tide and eaten fresh or pickled.
- Seagrass CreatureUnderwater meadows of the Tidebound shoals where the young coming down from the rivers first feed, and where the Thaluren watch for a dying meadow as a sign that the water is going wrong.
- Skeletal Trees CreatureThe bare, silent trees of the misty forests of the Whispering Trace, grey and leafless, fading at their edges like a half-remembered wood.
- Sky Isles Flora CreatureThe plants of the floating Sky Isles: wind-swept grass, stunted trees whose roots hang in open air, pine, sweet sky-flowers, and rare high-air plants found nowhere else.
- Stagger-Vetch CreatureA low purple-flowered vetch of the shelves and rim slopes; a herd that grazes it walks in circles and falls, and Orc herders burn it in a wet year.
- Stanchweed CreatureA feathery-leaved wayside herb whose crushed leaves stop bleeding; the wound herb every escort and soldier carries.
- Sundews CreatureTiny sticky-leaved insect-eaters of the bogs and fens, the commonest of the few plants on the Material Plane that hunt unbidden, and nothing like the tales.
- Swollen Plants (the Blood River) CreatureThe oversized, flesh-soft plants that crowd the banks of a Blood River and feed on its flow while the land beyond them withers.
- Thirstroot CreatureRoots of the Parched's dry ground that rise in the night to drink from whatever lies still on the surface, a sleeper among them.
- Thorn and Thornwood CreatureThe thorn trees, thickets, hedges, and brambles of broken and abandoned ground, from the cultivated thorn-hedges and seasoned thornwood of the Briarreach to the lone lightning-struck thorns of the…
- Thornapple CreatureA rank, spiny-fruited weed of the ruin-courts whose smoke gives visions that dream-workers buy and fear, and whose seed kills.
- Timber Trees CreatureThe ordinary trees the peoples of Caeldon cut, coppice, strip, and tap, from the foothill pine that braces the mines of the Ironspine to the coppice of the Briarreach and the deadwood the Elderweald…
- Trimmed Trees CreatureThe trees of the Gilded Cage, clipped into perfect cubes and spheres and set in rows along its grid, kept in shape by protocol and by the plane itself.
- Twisted Trees CreatureThe dead, twisted trees of the Soul Anchor, standing among its broken monuments on iron-hard ground, held from rotting as its Echoes are held from release.
- Veilmint CreatureA sharp-scented mint of old shrines, boundary roads, and thin places, chewed by Veil crossers to hold their intent, which in excess loosens it instead.
- Verdant Expanse Flora CreatureThe jungle of the Verdant Expanse: spiral trees, root bridges, vines that lift tons, flowers that bloom and wither in moments, carnivorous plants, and fruit and herbs everywhere, all linked through…
- Wall Figs CreatureSweet figs that root in retaining walls and terrace faces and split them; a household that will not pull its wall fig hears about it at the next commons.
- Well Palms CreatureDate-bearing palms of the caravan wells and springs; a stand on the horizon means water, and a dead stand means a dead well.
- Wildflowers CreatureThe flowers of meadow, field edge, bank, and shore that bloom unplanted across Caeldon, and that the peoples gather for wreaths, garlands, and the yearly offerings to river and sea.
- Willow CreatureThe quick-rooting tree of river margins, gravel bars, and flood-ground, whose islands and thickets fringe the Greyford Reach and the Lower Serath and whose withies are woven into traps, baskets, and…
- Wind-Bent Trees CreatureThe trees of the two wind zones of the Unbound Gale: bowed to the ground and snapped without a sound in the Silent Gale, and grown sparse and leaning in the never-ending speech of the Whispering…
- Yews CreatureDark evergreen trees of the old woods and burial grounds, whose wood makes the best bows and whose leaf and seed kill; folk say the yew drinks from the dead.
Fungus
- Beyonder Spores CreatureThe spores two Beyonders shed into the world: Qzoth's protean spores, which sleep in the Wrongwood's burned ground and set a body changing without end, and the Rust Flower's rust spores, an example…
- Black Mould CreatureThe black fungus that furs the Rotting Crown's face and drips from its crown, and the soft, rotting Mould Trail it leaves wherever it walks.
- Cellar Rot CreatureThe dry rot of old storework timber in the Broken Marches and under Lowbank, which turns a sound-looking beam to powder.
- Chamber-Grey CreatureThe fine grey mould of the Roothollows that blooms on living root as it begins to die, the first sign of a failing chamber.
- Foxfire CreatureThe faint green glow of rotting deadfall on the Elderweald and Briarreach floors, too weak to light a path and seen only in full dark.
- Fungus Beds CreatureThe pale cave fungus that Dark Elf houses grow in beds on dead root and leaf-mould, the staple food and lamp oil of the Roothollows, and its kin in the Dwarven deep and the forest floor.
- Glowing Fungi CreatureLight-giving fungi that cling to the shifting walls of the Flux Maze and the walls of the Gravity Well, and that nature-workers grow on damp stone in the world as a cold, dim lamp.
- Grain Spur CreatureThe purple-black spur that grows in place of a grain in wet years, whose poison survives the mill and the oven as Burning Bread.
- Hall Canker CreatureA canker of the Crownboughs' shaped boughs that kills a trained branch and spreads from hall to hall along the boughways.
- Pale Caps CreatureThe pale cap, a white woodland mushroom that looks like several good kinds and kills slowly after a false recovery.
- Ringcaps CreatureEdible meadow mushrooms that come up in wide rings, which folk everywhere believe mark a thin place to the Veil and step around.
- Rot-Shelf CreatureA wild bracket fungus of the Roothollows' fungal darks, gathered from dead root beyond the beds as the hungry year's food.
- Sourcrust CreatureA pale yellow crust of the Stonewake Deeps that grows only where a draught has failed, so that Kobold crews chalk a warning beside it.
- Spore-Clouds CreatureDrifting swarms of sentient spores in the Verdant Expanse that settle into a living host and drive it to carry and plant the plane's seed.
- Storm Truffles CreatureDesert truffles of the Rimward Basins' floors that swell under cracked ground after the storms and are dug by children.
- Weeping Caps CreatureDark, dripping mushrooms of the Roothollows' black-water margins that kill whoever eats them, and that children are taught to turn back from.
- Xylos Mycelium CreatureThe glowing fungal threads of Xylos, the Hive-Mind, which spring from skin and soil, join separate bodies into one, and wrap its Root-Hosts.
Crop
- Barley CreatureThe hardy bearded grain of the hill valleys and Dwarven terraces, grown where the ground is too steep and the summer too short for basin wheat, and eaten as dark bread and thick pottage.
- Beans CreatureThe field bean of the basin and river country, a hardy pulse dried for winter and cooked with barley into the pottage that feeds labourers, carters, and Ogre bands.
- Flax and Hemp CreatureThe two fibre crops of the river lowlands: blue-flowered flax, retted and spun into linen, and tall rank hemp, beaten into the rope, sacking, and rough cloth the barges and harbours run on.
- Fodder CreatureThe cut green feed and hay grown on the walled cistern terraces of the Rimward Basins under strict water shares, to carry Orc herds through the months when the pastures fail.
- Fold Saffron CreatureThe autumn crocus of the warm Fold terraces whose red threads, picked by hand, are the Leeward Folds' richest small export.
- Garden Crops CreatureThe small crops of house plots, terrace gardens, and island patches, greens, onions, peas, and the like, grown by hand close to home from the Halfling folds to the Gnome cliffs and the Goblin flats…
- Grain CreatureThe bread grain of the basin lowlands, wheat above all, whose harvest feeds the Human corridor, pays the lords' levies, and opens each year with the first sheaf cut for the Harvest-Mother, with the…
- Nuts CreatureThe nuts of the Elven forests, gathered where they fall in the Elderweald and grown in the trained canopy gardens of the Crownboughs, eaten through the winter and traded out as part of what the…
- Oats CreatureThe loose-headed hill grain of the Headwater valleys, grown beside barley on narrow and colossal terraces, eaten as porridge and oatcake and fed to the horses and mules that work the passes.
- Orchards and Fruit CreatureThe fruit trees of Caeldon, above all the terraced orchards of the Halfling folds, whose apples, pears, and stone fruit are eaten fresh, dried, and pressed and go out as the Folds' main trade, with…
- Root Crops CreatureThe roots grown on the Dwarven valley terraces below the Ironspine holds and dug from the canopy gardens and forest floors of the Elves: turnips, carrots, parsnips, and the edible roots of the wild…
- Vines CreatureThe climbing plants of Caeldon: the cultivated grapevine of the warm Halfling terraces, the wild vines and ivy of hedge, marsh, and wall, and the living green vine that binds the Harvest-Mother's…
- Woad CreatureThe blue dye crop of the Confluence Basins, whose leaves are fermented in vats that stink a village out.
Plane native
- Apex Predators (the Scourge) CreatureThe beasts of the Scourge as a kind, made to dominate their food chain, among them the Blood-Hounds, Iron-Claws, and Murk-Fangs.
- Apex-Born CreatureThe flawless, unchanging people of the Apex, who neither eat nor sleep nor want, and pity every outsider as unfinished.
- Arbiters CreatureThe tall robed judges of the Binding Song, who carry crystal scales and gavels and judge disputes over oaths and contracts.
- Archivists (the Eternal Record) CreatureThe paper-skinned, lens-eyed recorders of the Eternal Record, who consume information, only observe and record, and keep the universe's memory.
- Ash-Turned CreatureBeings of the Crucible that survived its heat but are slowly turning to ash, and wander seeking somewhere to cool.
- Ash-Walkers CreatureThe grey, porcelain-skinned people of the Ashen Wastes, who hoard every spark of warmth and kill for heat.
- Bleed-Beetles CreatureSwarming insects of the Parched that seek out any moisture, including the living, and drain it through hollow mandibles.
- Blood-Hounds CreaturePack hunters of the Scourge with keen senses and razor claws, that hunt in coordinated groups.
- Bloomspawn CreatureGlowing clouds of spawn in the Surging Deep's warm currents that heal whatever they touch, and that the Tidesingers herd.
- Bone-Walkers CreatureScavengers of the Parched that live on the dried marrow of the dead, and will defend a carcass to the death.
- Burners CreatureThe wild flame-beings of the Crucible, vaguely human in shape, that consume whatever they meet to feed themselves, and the kinds that run with them.
- Cage-Larks CreatureSmall grey-gold larks of the Gilded Cage that sing only the permitted songs; one that sings off the tune is about to be reset.
- Carrion-Kites CreatureRust-red scavenger birds of the Scourge that follow every fight, and whose shrieking starts one where there is none.
- Censors CreatureBeings of the Eternal Record that seal away knowledge too dangerous for the Material Plane.
- Chance Hares CreatureShimmering hares of the Shifting Path that are always on the road not taken; catching one is luck, and chasing one is folly.
- Chorus CreatureThe beings of the Weave that have merged wholly into its network and lost all separate form, among them the Singers and the Menders.
- Cold-Stalkers CreatureWolf-like predators of the Ashen Wastes that track their prey by the faintest difference in warmth.
- Contract-Binders CreatureBeings of the Binding Song that seal agreements with seals of power, so that what is agreed holds across all planes.
- Cornerstones CreatureThe boundary guardians of the Iron Backbone, which make sure that nothing from outside breaches its structure.
- Current-Bound CreatureThe beings of the Surging Deep that are part of the flow itself, water, mist, or living current, and guide energy and matter through the plane, among them the Wave-Weavers and Life-Bearers.
- Deepswells CreatureBeings of the Dissonance that are never seen first: they come as a swelling dread, a slow throb felt in the teeth and feet like a bell struck far below, and those they reach are not found.
- Dice-Lords CreatureBeings of the Shifting Path and the Forking Road that control the outcome of random events.
- Dream-Forms CreatureDreams made real: objects, omens, creatures, and rooms born in the Dreaming Veil that cross into the waking world and last as long as something holds them.
- Drifters CreatureThe shape-changing predators of the Veil, which hunt the Lost and the unwary, among them the Fog-Stalkers and Voice-Mimics.
- Drowse-Wings CreatureMoths of the Dreaming Veil's skies whose dust carries dream into waking, so that a sleeper on the Material Plane may wake with it in their hair.
- Dust-Eaters CreatureThe gaunt, leathery people of the Parched, who draw water out of rock and air and treat every meeting as a bargain over what can be consumed.
- Dust-Striders CreatureInsect-like beasts of the Ashen Wastes that strain energy out of the air and leave a trail of colder air behind them.
- Dust-Wyrms CreatureSerpentine predators of the Parched that swim through loose sand, swallow their prey whole, and drink it dry over weeks.
- Echo-Statues CreatureVisitors to the Apex who stayed too long and were perfected into motionless, smiling statues held in eternal bliss.
- Echo-Walkers CreatureThe faceless, flickering guides of the Whispering Trace, who live on the memories of the living and help lost Echoes towards release.
- Ember-Grubs CreaturePale grubs of the Ashen Wastes that burrow under any warmth left in the ash and drain it, so that a camp wakes cold.
- Enforcers CreatureThe tall armoured patrols of the Gilded Cage, who carry batons that pulse with order and reset whoever breaks the rules.
- Entropy-Seekers CreatureBeings of the Ashen Wastes that gather where things are running down, drawn to the last of every dying warmth.
- Erasure Mites CreaturePale mites of the Eternal Record's stacks that feed on erasure itself, gathering where something has been struck out and bringing the struck lines back.
- False Wells CreatureA being of the Parched that lies in a sand hollow as a pool of clear water and drinks whoever kneels to drink from it.
- Fare Leeches CreatureGrey leeches of the Veil's thick fog that latch onto travellers and drink the cost of the crossing, so that the traveller pays twice.
- Fear-Monsters CreatureThe monsters the Whispering Trace makes out of a visitor's fear, which take the shape of what the visitor dreads.
- Fire-Stalkers CreaturePredatory flames of the Crucible that hunt cold spots to put them out.
- Flawless CreatureThe beings of the Apex that the plane has perfected, among them its border-guarding Crystal-Golems, its Harmony-Beasts, and the Echo-Statues.
- Flower-Stalkers CreaturePredatory plants of the Verdant Expanse that mimic flowers to lure their prey, then digest it.
- Fog-Stalkers CreatureDrifters of the Veil that blend into its fog and strike travellers from it.
- Forgers CreatureThe magma-bodied artisans of the Crucible, beings of living fire and cooling rock who see the universe as raw material to be made better.
- Fortune-Weavers CreatureBeings of the Shifting Path and the Forking Road that spin threads of fate, making or cutting connections between lives.
- Foundations AgeThe first age, c. 35,000,000,000-c. 500,000 BR, from the first stirring of time to the first lineages of Caeldon; also the name of the book's first block, which holds what does not change from era to…
- Frost-Born CreatureThe tall, translucent-skinned people of the Frost-Bound, solitary hunters of the ice who hold that closeness costs heat.
- Frost-Wolves CreatureSnow-coloured pack hunters of the Frost-Bound that hunt in silence and kill with freezing bites.
- Gale Jellies CreatureClear, stinging jellies that drift on the Unbound Gale's winds trailing long threads, and sting whatever is blown into them.
- Gamblers CreatureThe chance-feeding beings of the Shifting Path and the Forking Road, whose features change with every roll of the dice and who force travellers into high-stakes choices.
- Gilded CreatureThe metal- and porcelain-skinned people of the Gilded Cage, who live by protocol, need tending instead of food, and are set right when they deviate.
- Glacier-Drakes CreatureHuge blind reptiles of the Frost-Bound that burrow through the ice and find their prey by its heat.
- Grave-Keepers CreatureBeings of the Whispering Trace that guard the resting places of powerful Echoes.
- Gust-Callers CreatureBeings of the Unbound Gale that summon powerful winds to clear paths or block those they oppose.
- Harmony-Beasts CreatureThe animals of the Apex, which move in perfect step, never collide, never hunt, and never die.
- Hoar Owls CreatureSilent white owls of the Frost-Bound's ice crags that hunt Stillhares by sound and, in travellers' tales, take the fingers of the sleeping.
- Hollows CreatureThe pale, blank-faced natives of the Silence, islands of awareness without speech or society, slowly dissolving into the plane.
- Ice-Beasts CreatureThe great shaggy grazers of the Frost-Bound, which feed on what the cold keeps and whose hides clothe the Frost-Born.
- Ice-Stalkers CreatureThe predators of the Frost-Bound as a kind, among them the Frost-Wolves and the Glacier-Drakes.
- Illuminated CreatureThe inwardly glowing people of the Radiance, who live on light and truth, cannot be deceived, and practise a radical honesty outsiders find cruel.
- Indexers CreatureBeings of the Eternal Record that organize new knowledge as it arrives.
- Iron-Claws CreatureMassive armoured beasts of the Scourge, solitary and territorial, whose jaws crush stone.
- Keepers of Dust CreatureThe huge robed beings of the Whispering Trace that sweep its floor and gather the dust of forgotten things, so that nothing is lost completely.
- Kinspinners CreaturePale spiders of the Weave that spin threads of light between travellers, binding each to feel what the others feel.
- Last-Light Moths CreatureAsh-grey moths of the Ashen Wastes that gather and settle on the dying, so that travellers read their settling as a death near.
- Last-Word Finches CreatureSmall grey birds of the Whispering Trace that perch along the paths of the dead and sing the last words of those who passed.
- Life-Bearers CreatureBeings of the Surging Deep that carry the seeds of life to new worlds.
- Linked CreatureThe mirror-skinned people of the Weave, who live as one network without 'me' or 'mine', and pity every outsider as lonely.
- Load-Bearers CreatureBeings of the Iron Backbone that spread the weight of the cosmos, so that nothing carries more than it can bear.
- Lucids CreatureThe guardians of the Dreaming Veil, beings of light and thought in the shape of a dreamer's ideal self, who guide lost dreamers back to waking.
- Memory-Keepers CreatureBeings of the Frozen Moment that store the memories of the dead in crystal shards.
- Memory-Thieves CreatureBeings of the Whispering Trace that steal memories to feed their own existence.
- Menders CreatureBeings of the Weave that repair its network, healing rifts in the connection.
- Midflight Birds CreaturePale birds of the Frozen Moment held still in mid-wingbeat, which move only when no one is watching.
- Mossbacks CreatureSlow, enormous grazers of the Verdant Expanse that carry a tended garden on their backs, the only safe ground a traveller may meet there.
- Muffle-Wings CreatureSoft, colourless moths of the Silence whose wings drink sound, so that a traveller wrapped in them cannot call for help.
- Murk-Fangs CreatureUnseen predators of the Scourge that strike from darkness and feed on fear and blood.
- Muse-Spirits CreatureThe Phantasms of the Dreaming Veil that inspire creativity and grant visions of art and invention.
- Nightmares CreatureThe fear-born Phantasms of the Dreaming Veil that hunt unaware dreamers, and the grotesque hunters of the Nightmare Nexus that only will can harm.
- Oath-Breakers CreaturePunitive beings of the Binding Song that hunt those who break their vows.
- Offnotes CreatureBeings of the Dissonance that are impossible things with a will: never the same shape twice, and set apart from a mere oddity by the fact that they notice.
- Ore-Worms CreatureGrey, metal-eating worms that bore into the Iron Backbone from its edges and leave its structure weakened; the Cornerstones hunt them.
- The Overgrown CreatureThe creatures of the Verdant Expanse that have merged with its growth, among them the Tree-Men, the Flower-Stalkers, and the Spore-Clouds.
- Phantasms CreatureThe instinct-driven manifestations of strong feeling and archetype in the Dreaming Veil, among them the Nightmares and the Muse-Spirits.
- Preservers CreatureThe living statues of the Frozen Moment, which stand guard over particular moments and prevent any change in them, among them the Memory-Keepers.
- Quenchers CreatureBeings of the Dissonance that feed where light, sound, and warmth go out, and leave dead spots behind; fire only feeds them.
- Sand-Stalkers CreatureThe beasts of the Parched as a kind, hunters and scavengers made for the dry wastes, among them the Dust-Wyrms, Bleed-Beetles, and Bone-Walkers.
- Scavenger Beasts CreatureThe beasts of the Ashen Wastes that live on leftover heat and motion, among them the Cold-Stalkers and the Dust-Striders.
- Scourge Tuskers CreatureArmoured, boar-like grazers of the Scourge's plains, born fighting, that charge whatever comes near and are the Iron-Claws' prey.
- Scourge-Born CreatureThe scarred, fast-healing people of the Scourge, whose societies are built on strength and who count mercy a mistake.
- Scribes CreatureThe parchment-skinned recorders of the Binding Song and the Name Bound, who live on meaning, write every word and name, and enforce the laws of language.
- Scythe Mantises CreatureMantises taller than a mounted rider that wait motionless in the Scourge's red grass and strike with scythe-edged forelegs.
- Seedwasps CreatureGreen-gold wasps of the Verdant Expanse that lay seed, not eggs, in a living body, where it roots and grows.
- Singers CreatureBeings of the Weave that manifest as pure sound and weave the shared mind into new patterns.
- Sky-Weavers CreatureThe living storms of the Unbound Gale, which shape its currents and clouds into paths and barriers, among them the Gust-Callers and Storm-Bringers.
- Slag Eels CreatureEels of glowing liquid slag that swim the Crucible's molten rivers and drag down anything that wades the shallows.
- The Stilled CreatureThe crystal-and-ice guardians of the Frozen Moment, who sleep with closed eyes and wake only when something significant happens.
- Stillhares CreatureWhite hares of the Frost-Bound that freeze motionless for days and let their warmth go, so that the Frost-Wolves pass them by.
- Stonewrights CreatureThe amber-eyed builders and guardians of the Iron Backbone, beings of living granite, obsidian, and metal with joints like machinery.
- Storm-Bringers CreatureBeings of the Unbound Gale that raise turbulence to test the resolve of travellers.
- Storm-Callers CreatureBeings of the Crucible that summon lightning storms to reshape its landscape.
- Strata Crabs CreatureSmall crabs with shells of layered mineral that live in the gaps between the Iron Backbone's rock layers and eat the dust of its grinding.
- Telltale Flies CreatureSmall glowing flies of the Radiance that crowd a liar's mouth and settle wherever something is hidden.
- Thirst-Flies CreatureSmall grey flies of the Parched that crowd a traveller's eyes, lips, and sweat and drink them, leaving the body drier than the sun does.
- Tidesingers CreatureThe sea-glass-skinned healers of the Surging Deep, who breathe water, speak in song, and cannot die while the flow goes on.
- Tree-Men CreatureBeings of the Verdant Expanse that have become part of a forest, legs rooted and arms grown into branches, and who guard the Expanse.
- Truth-Seekers CreaturePredators of the Radiance that hunt hidden secrets to consume, drawn to the dark spots that lies leave in a liar's light.
- Unblemished Hinds CreatureDeer of flawless form in the Apex's perfect meadows, never hunted and never dying, that no hunter can bear to kill, or to leave.
- Undertow Rays CreatureGreat dark rays of the Surging Deep that ride the plane's undertow and pull a swimmer down into it.
- Unspoken CreatureThe beings of the Silence that have lost their names and selves, among them the Void-Stalkers and the Wordless.
- Vaultstones CreatureThe massive stone-like guardians of the deepest sections of the Eternal Record, who keep its most dangerous and forbidden knowledge from the unworthy.
- Verdant CreatureThe bark- and leaf-skinned people of the Verdant Expanse, who live on sun and soil, regrow lost limbs, and embrace strangers until vines bury them.
- Voice-Mimics CreatureDrifters of the Veil that call to travellers in the voices of the people they love, to lead them off their road.
- Void-Stalkers CreaturePredators of the Silence that feed on whatever meaning is left in a traveller's mind, hastening the slide into madness.
- Vow-Wrens CreatureSmall brown wrens of the Binding Song that repeat any promise spoken aloud, carrying it along its tether so that the Oath-Breakers can find it.
- Wave-Weavers CreatureBeings of the Surging Deep that shape its currents into paths and barriers.
- Wayfinders CreatureThe kaleidoscope-skinned guides of the Shifting Path and the Forking Road, who see in many directions at once, carry compasses that point to possibilities, and age only when they choose.
- Wayward Lights CreaturePale lights that glow ahead of travellers in the Veil's fog and at thin places on Caeldon; whoever follows one loses their intent and drifts.
- Wind-Walkers CreatureThe footless, glass-skinned messengers of the Unbound Gale, who glide on its currents, live on motion, and think everyone else heavy.
- The Wordless CreatureFormless presences of the Silence that have no shape at all, only a weight that drains the will to exist.
Zone native
- Air Eels CreatureSilver eels of the Drowning Garden that breathe air and swim in it above the sunken forest, dropping into the water only to strike.
- Air-Goats CreatureSmall shaggy goats of the Sky Isles that cross the gaps between islands on the air itself, held up by nothing but their own certainty.
- Anvil Snails CreatureSlow snails of the Forge Deep whose shells are forged metal, built over centuries of slow time on the hot ledges; the Smiths of the Deep value the shells.
- Architects CreatureThe rare and powerful beings of the Flux Maze who have learned to bend its geometry to their will, making shortcuts and traps; the Path-Weavers and Door-Keepers are among them.
- Blood-Eels CreatureLong serpentine predators of the Blood River that hunt for lifeforce in its crimson flow and strike at anything warm that touches the water.
- Blood-Spinners CreatureSpiders of the Blood River that spin webs of blood across its banks to trap prey.
- Chain-Binders CreatureTurnkeys of the Soul Anchor that reinforce the invisible tethers holding the Anchored to the places where they died.
- Changers CreatureBeings transformed by the Probability Fog who can no longer return to their first form and now belong to its ecosystem; the Shape-Shifters and Probability-Beasts are among them.
- Chime-Bats CreatureSmall glass-winged bats of the Crystal Spire whose cries stay in the crystal walls and can be mined as sound; a stored cry can shatter.
- Cinder-Moths CreatureGrey, frost-winged insects of the Cinder Fields that are drawn to body heat and swarm warm-blooded creatures, draining them of warmth.
- Clearwater Shrimp CreatureTiny glass-clear shrimp of the Truthwell's water that burst into a milky cloud whenever a lie is spoken near them.
- Clockrats CreatureRats that came into a Stopped Clock after its moment froze and live there on bread that never stales, the only things besides a traveller that move.
- Cold-Salamanders CreatureSerpentine creatures of blue flame and frost that slither through the grey cinder of the Cinder Fields hunting the warmth of living bodies.
- Coolers CreatureEntities of the Forge Deep that manage the slow release of its stored heat, keeping the zone from erupting and destroying itself.
- Crystal Singers CreatureTranslucent, faceted humanoids of the Crystal Spire who vibrate in chords instead of speaking and spend their lives keeping the sounds that matter and silencing the dangerous ones.
- Door-Keepers CreatureArchitects of the Flux Maze that guard particular exits and let travellers through for a toll or a riddle answered.
- Echo-Divers CreaturePale, black-eyed humanoids of the Tidal Mirror who live partly in the past, can pass through solid things, and warn every visitor not to look too long.
- Echo-Readers CreatureBeings of the Lost Archive merged with its books, living embodiments of the stories they hold, who lure readers into particular shelves as guides or as traps.
- Flesh-Eating Arachnids CreatureGiant spiders that the Nightmare Nexus makes from the fear of spiders, the zone's standing example of how a traveller's worst fear becomes its chief predator.
- Floaters CreatureTall, spindly beings of the Gravity Well's lighter rim who move with a jerky, bouncing gait and venture into its heavier depths to retrieve what has been drawn in.
- Foregone Hounds CreatureGaunt grey hounds of the Prophecy's Edge that wait where a traveller will be; you cannot outrun what is already there.
- Frost-Burned CreatureCracked, blue-tinged hermit-guardians of the Cinder Fields who live on the cold blue fire, speak only in whispers, and freeze solid if they leave the zone.
- Frost-Wyrms CreatureLarge serpentine predators of the Cinder Fields, kin to the Cold-Salamanders, that can drain the heat from a living creature in moments.
- The Gaoler CreatureThe powerful jailer that oversees the whole of a Soul Anchor, master of its Chain-Binders and Loop-Weavers, keeping the trapped Echoes from release.
- Gill-Folk CreatureGreen-to-blue, gilled, and webbed humanoids of the Drowning Garden who breathe water and air, tend the submerged forest as gardeners, and live rich, short lives.
- Gloom-Leeches CreatureInvisible parasites of the Stopped Clock, born of the frozen people's suffering, that show only as cold spots and the feeling of being watched, and feed on despair while deepening it.
- Gorge-Gnats CreatureGnats of the Blood River's banks, swollen as big as a thumb on the river's blood, that drain the living in a swarm.
- Gust-Stalkers CreatureWind-Ghosts of the Silent Gale that hurl stones and debris through the soundless wind as lethal projectiles that give no warning.
- Hemophages CreaturePale, red-veined, black-eyed humanoids who live on the Blood River's water and the lifeforce of others, worship the river as a god, and hunt travellers to feed it.
- Judges CreatureTall, robed, obsidian-masked figures of the Silent Court who never speak, carry scales that weigh every word said there, and sit as its silent arbiters.
- Lattice Guardians CreatureBeings merged with the crystal deep in the Crystal Spire, frozen in the lattice with faces of awe or terror, who keep its most dangerous sounds from ever being released.
- Lead Crabs CreatureSquat crabs of the Gravity Well, dense as anvils, whose slow pinch crushes whatever it closes on.
- Liar Toads CreatureSquat black toads of the Silent Court's floors that swell with every lie spoken near them and grow heavy with what they hold.
- Librarians CreatureParchment-skinned, inkwell-eyed curators of the Lost Archive who wear robes of woven pages, consume knowledge, and try to order the chaos of books that were never written.
- Lightning Larks CreatureSmall brown larks of the Storm Heart that ride the upward bolts into the storm and drop singing back to the glassed plain.
- Lightning-Beasts CreatureThe creatures of the Storm Heart that have evolved to thrive in its rising lightning, among them the Thunder-Wyrms and the Storm-Hawks.
- The Lingerers CreatureMortals who drank from an Ageless Spring and stayed beside it, unchanged for centuries, wounded forever by any cut taken there, and guarding the water in small communities.
- Loop-Weavers CreatureTurnkeys of the Soul Anchor that keep its trapped Echoes turning in the loops of their last moments, so that none of them can settle or move on.
- Manifestations CreatureThe physical forms that thought takes in the Muse's Studio, from artworks to monsters, rough drafts of matter that fade if they are not finished; the Melody-Beasts and Plot-Weavers are among them.
- Margin-Worms CreaturePale bookworms of the Lost Archive that eat the might-have-been out of a book and leave its page as it was.
- Maze Mice CreatureSmall grey mice that live inside the Flux Maze's shifting walls and always know the way out; travellers carry crumbs for them.
- Melody-Beasts CreatureManifestations of the Muse's Studio made wholly of sound, ribbons of visible music shaped like animals, that can soothe or madden whoever hears them.
- Mirror Swans CreatureWhite swans of the Mirror of Regret whose reflections do not follow them but swim the life the swan did not live.
- Muses CreatureShifting figures of colour and voice in the Muse's Studio, living concepts of the aspects of making, who encourage and tempt artists in equal measure.
- Muster Rooks CreatureRooks that gather over battles where the Grammar of War wakes and repeat the commands they hear, so that their calls take the force of orders.
- Mute-Walkers CreatureWiry, wind-burnished humanoids of the Silent Gale with sealed throats, who speak in signs and through the ground, feed on the wind's motion, and hold the soundless storm sacred.
- The Nameless CreatureBeings of the Name Bound who have hidden their True Names and move cloaked in shadow and silence as spies and thieves of other names.
- Nightmare-Slayers CreatureNative hunters of the Nightmare Nexus who stalk its Nightmares and feed on their fear instead of being fed upon.
- Odds-Takers CreatureFog-adapted humanoids of the Probability Fog whose forms shift with every step, who are immune to its random transformations and treat the whole place as a game of chance.
- Path-Weavers CreatureArchitects of the Flux Maze that open or close its corridors at will, leading travellers out or shutting them in.
- Plot-Weavers CreatureManifestations of the Muse's Studio that spin a narrative around a traveller and trap them inside it as a character in a story.
- Pressure-Wraiths CreatureWind-Ghosts of the Silent Gale that make small pockets of empty air around their prey and suffocate it.
- Probability-Beasts CreatureChangers of the Probability Fog that exist in several states at once and so attack from every angle at the same time.
- Reflections CreatureThe semi-solid figures of light and memory in the Mirror of Regret: the viewer's other selves and idealized loved ones, living the life the viewer wished for.
- Rimecoal Beetles CreatureBlack beetles of the Cinder Fields that carry a spark of cold blue fire under their shells, and spread it wherever they crawl.
- River-Beasts CreatureThe animals of the Blood River's banks, changed by living on its water into swollen, hungry things, among them the Blood-Eels and the Blood-Spinners.
- Seers CreatureWhite- or gold-eyed humanoids of the Prophecy's Edge who live in a state of becoming, read the most likely future as a sacred text, and speak only of what will happen.
- Shape-Shifters CreatureChangers of the Probability Fog who can take any form they will, but only while they stay inside the Fog.
- Silence-Bringers CreatureWind-Weavers of the Whispering Winds that can still the wind for a while, opening pockets of quiet in a valley where the voices never stop.
- Silencers CreatureNameless of the Name Bound that erase names from existence, and with them the beings who bore them.
- Sky-Walkers CreatureSlender, sky-shimmering humanoids of the Sky Isles who drift instead of sleeping, live on air and sunlight, and steer the floating islands by focus; the rarest can hold an island in place.
- Sleep-Drinkers CreatureGrey, long-limbed things of the Lucid Wastes that crouch over a resting traveller and drink away the dreamless sleep that is the mind's last refuge there.
- Smiths of the Deep CreatureLava-skinned, gold-eyed smiths of the Forge Deep who cool over centuries instead of ageing, live as long as they keep forging, and give whole lifetimes to a single work.
- Spring Carp CreatureOld golden carp of an Ageless Spring's pool, as old as the spring, that never feed and are never taken; an anglers' legend.
- Stone-Walkers CreatureGranite-skinned, magma-eyed humanoids of the Flux Maze who move through its shifting stone, guide and test travellers in equal measure, and speak in riddles.
- Storm-Hawks CreatureLightning-Beasts of the Storm Heart: birds of prey with wings of pure electricity that dive from the clouds to strike.
- Storm-Walkers CreatureStatic-crackling, lightning-haloed humanoids of the Storm Heart who absorb electricity through their skin, ride the lightning to travel, and speak in bursts.
- Thieves of Tongue CreatureNameless of the Name Bound who steal True Names and sell them on a black market of names, so that whoever buys one can command its owner.
- Thought-Steered Birds CreatureThe birds of the Sky Isles, which find their way by thought rather than instinct and fly where they mean to as surely as the islands drift where attention points.
- Thunder-Wyrms CreatureGreat serpentine Lightning-Beasts of the Storm Heart that swim through its rising bolts and feed on their energy.
- Twinned Crows CreatureCrows of the Forking Road that sit on both forks at once; whichever branch a traveller follows the crow down, it turns out to have been the right one.
- Vault Spiders CreatureSmall dusty spiders of the Memory Palace that web shut the door of a locked memory, so that it can never be opened again.
- Voice-Catchers CreatureWind-Weavers of the Whispering Winds that capture particular voices out of the wind, to study them or to use them.
- Water-Robed CreatureStone-skinned guardians of the Truthwell in robes of woven water, with eyes like its surface, who hold the well as a sacred trust and speak only when they must.
- Waymoths CreaturePale, faintly glowing moths of the Ghost Step that fly the routes of pilgrims long dead, so that a traveller who follows them walks an old road.
- Weight-Bearers CreatureBroad, squat humanoids of the Gravity Well with diamond-dense bones and skin like compressed stone, who quarry it and build there things of impossible strength.
- Wind-Ghosts CreatureFormless predators of the Silent Gale made of the soundless wind itself, felt but never seen or heard, that hunt by the vibration of living bodies; the Pressure-Wraiths and Gust-Stalkers are of their…
- Wind-Listeners CreatureStone-skinned, long-eared humanoids of the Whispering Winds who keep their eyes closed or covered, see by sound, and live on the voices the wind carries.
- Wind-Weavers CreatureRare and powerful beings of the Whispering Winds who shape the wind and the voices in it, steering it to reveal or hide what was said; the Voice-Catchers and Silence-Bringers are among them.
- Year-Fish CreatureSilver fish of the Tidal Mirror that are only ever seen as fry or as old, scarred fish, never as they are now.
Dark Entity host
- Adoring Statues CreatureThe petrified faithful of the Weeping Idol: worshippers turned by its gaze into aware statues of marble or gold, kneeling in unthinking adoration and unable to move, speak, or think their own…
- Ash-Wights CreatureThe Ashen Army of the Ashen Child: shambling shapes of grey ash raised from the residue of burned things, shaped like what was lost, and moved by the Cast-Out's grief.
- Blank Hosts CreatureThe hosts of Mnemosyne Null: bodies that keep their strength but have lost every memory, feature, and will, and that carry the blank to anyone still remembering.
- Bone Statues CreatureThe victims of the Bone Singer: living people ossified by its song into conscious statues of bone that see and hear but cannot move, speak, or feel.
- Bone-Choirs CreatureThe raised dead of the Bone Singer: choirs of calcified remains moved by its song, that hunt the living to "preserve" them, each victim joining the choir.
- Burden-Stays CreatureKeepers of a failing refuge whom the Cast-Out of Unyielding Burden holds standing as its supports, unable to die or let go while the roof still rests on them.
- Chorus-Hosts CreatureThe hosts of Omm: radiant, smiling, golden-glowing people who move as one, never attack, and hum around anyone still discordant until that one joins them.
- Courtiers (the Puppet Court) CreatureThe Puppet Court of the Hollow King: people whose will it has drained, animated as empty suits with blank faces that seek out the living to crown them, each one crowned joining the court.
- Facet Lice CreatureTiny crystal lice that come through with a Krystallis incursion and bite skin into a flawless, dead patch of lattice; on Caeldon they died with the lattice of the Hanging Vale.
- Flesh-Hosts CreatureThe hosts of Qzoth: unstable chimeras of shifting flesh, from towers of arms and mouths to puddles of thinking protoplasm, whose one drive is to grow by taking in living matter.
- The Grafted CreatureBeings the Rootless Tree has grafted into its own growth in the Garden of Nowhere: bodies that branch and reach with no trunk behind them, and that feel themselves branching and cannot find the root.
- Hiss-Flies CreatureFlies that come through with an incursion of the Static and are only a hiss and a flicker, jamming whatever they settle on.
- Hollow Flocks CreatureFlocks of birds caught in the Hollow Chorus's Resonance Field, singing with one voice that comes from none of them.
- Kindless Broods CreatureThe young that beasts caught in a Qzoth incursion give birth to, of no kind at all, which survive the Bloom and go on breeding after it has been burned back.
- Mist-Merged CreatureCreatures and people the Grey Mist's Blend Field has left without edges, run into the ground and air around them, and still aware of the blur.
- Noise-Hosts CreatureThe hosts of the Static: flickering, half-formed figures that move in stutters, speak only in hiss, and fill the heads of clear-minded people with noise.
- The Over-Mended CreaturePeople and beasts the Flesh Weaver has healed without their consent into perfect and wrong shapes, still alive, still themselves, and no longer wholly their own.
- Root-Hosts CreatureThe hosts of Xylos: people wrapped in fine, glowing mycelium who move as one, never fight, and press close so that the threads root in bare skin.
- Rust Mites CreatureTiny rust-red things that come through with a Rust Flower incursion and corrode whatever they settle on, the strongest first.
- Rust-Hosts CreatureThe hosts of the Rust Flower: walking tombs of leathery skin and stick-dry bones that creak, shed dust, and grip whatever is still strong until it crumbles.
- Seed-Hosts CreatureThe carriers of Silence Seed: pale, gaunt figures with mouths that look sewn shut and terrified eyes, who seek out sound, smother it, and drink words from living throats.
- Shadow-Hosts CreatureThe hosts of Nyx Vora: hollow, gaunt shells filled with the Star-Eater's hunger, that feel no pain or fear and gather every scrap of energy and matter for it.
- Shard-Hosts CreatureThe hosts of Krystallis: living beings turned to flawless living crystal that keep their memories and skills but lose emotion and will, and hunt whatever is still organic.
- The Slumbered CreatureHerds and villages the Great Slumber's Drowse Field has left standing where they stopped, unwakeable, aware of everything and unable to act.
- Smoulder-Kept CreatureAnimals the Ashen Child keeps burning and alive past their ending, which seek out the living for the warmth they are losing.
- Stitch-Lings CreatureThe Patchwork Choir of the Flesh Weaver: bodies it has altered without asking, animated as mismatched marionettes on strings of sinew, some still knowing what they have become.
- Stitch-Wraiths CreatureThe Shadow Stitcher's animated threads: figures of black thread and shadow that do not attack but embrace, wrapping a victim in thread until they are bound to others for ever.
- The Strayed CreatureBeasts and people the Nameless Current's Drift Field has left walking with no destination, aware and unable to steer, until they fall.
- The Sundered CreatureThe hosts of Xyphra: bodies come apart, head, torso, and limbs hanging a hand's breadth from each other in the air, whose touch makes a traveller's own body drift apart and cuts every bond.
- The Unweeping CreaturePeople the Silent Screamer has hushed, who can no longer cry or complain, rot quietly from within, and spread the hush with a soothing touch.
- Watchers CreatureThe Eye-Cloud of the Many-Eyed One: swarms of disembodied, unblinking eyes that follow a victim everywhere, recording every act, word, and thought.
- Wayturned CreatureTravellers who took the Broken Compass's safe road once too often, and now walk its loop for ever and guide others into it.
Construct
- Bronze Sentries CreatureThe guards of the Time Lock: tall, featureless figures of living bronze and temporal energy that perceive time at the vault's crawl, count every sealed thing a threat to existence, and may seal in…
- The Clockwork CreatureAutomata of the Frozen Moment that tick in perfect unison and go on counting time where time itself has stopped.
- Clockwork Guards CreatureTireless automatons among the Enforcers of the Gilded Cage, which patrol its straight streets, never question an order, and reset whoever breaks a rule.
- Conjured Constructs CreatureThe temporary servitors and sustained constructs of Conjuration: stone labourers, water bearers, messenger birds, household servants, invisible drudges, and decoys, held in shape by a conjurer's…
- Crow-Scarers CreatureScarecrows of sacking, straw, and hedge-stuff that a hedge-conjurer sets walking the furrows of the sowing fields to keep the birds off the seed.
- Crystal-Golems CreatureSentient statues of flawless crystal among the Flawless of the Apex, which guard its borders, take no harm, and move with perfect efficiency.
- Curators CreatureSpectral keepers of the Memory Palace, shaped like a traveller's younger selves or idealized loved ones, which the traveller's own mind makes to keep its rooms in order and its repressed memories…
- Familiars CreatureBonded companions of conjurers: minor spirit-constructs, most often in the form of a small creature, held by an established bond and recalled into attendance rather than made anew.
- Field Bulwarks CreatureHard constructs of rammed earth and stone raised by battle conjurers to hold a breach, most of them now inert mounds and a few still rising when the breach is threatened.
- The Guardian Host CreatureA few radiant warrior forms of golden vow-light raised by Sanctified Magic to hold a line and strike corruption: sustained liturgical constructs, not souls.
- Guardians (the Ageless Spring) CreatureThe constructs and spirits that Resonants or the Lingerers have set at an Ageless Spring to keep anyone from tampering with its water or destroying it.
- Hunger Engines CreatureConstructs bound by Sacrificial Magic's Hunger Engine, which stay strong as long as they are fed offerings and always come to demand more than was promised.
- Ice-Shards CreatureCrystalline constructs of the Frost-Bound that lie still as ice until disturbed, then wake and attack anything that makes heat.
- Ill-Called CreatureConstructs that bad conjuration brings out malformed, hungry, or attached to something their maker did not intend, the reason lords and temples keep conjurers who know the Word of Banishing.
- Night-Markers CreatureFaceless shadow figures of the Lucid Wastes, psychic constructs of a traveller's own deepest fears that stalk and feed on terror and can be dispelled only by overcoming the fear that made them.
- Predecessor-Frames CreatureMindless, golem-like Dwarven workframes built for the deep holds' most dangerous work, the ancestors of the Wrought.
- Rebinders CreatureSmall constructs of the Eternal Record's stacks that mend and rebind damaged volumes and know nothing else.
- The Record-Engine CreatureThe under-mountain work of the Sepulchre-Kin, of name-vaults, burial chambers, and preservation cores, built to hold the dead until they settled into Record, which in the Unburial War preserved its…
- Sketch-Soldiers CreatureWarriors drawn on paper in the Muse's Studio that come to life to fight: rough drafts made real from ink, paper, and the matter at hand, which fade or rust if they are not finished.
- Slag-Tenders CreatureAsh-furnace automata of the Glassbelt's dead furnace zones that still tend furnaces gone out ages ago, and drive off whoever disturbs the slag.
- Grey Clerks CreatureMade figures of the elder Archive-Law world, left at the road-meetings on the edge of the Witnessfields when it sealed its last cities; they still keep their post, and ask every passer, in a dead…
- Turnkeys CreatureThe jailers of the Soul Anchor, constructs or remnant beings that reinforce the chains of the Anchored, keep their loops turning, and attack anyone who threatens the zone.
- Ward-Hounds CreatureGuard dogs of conjured force bound to a warded threshold, which wake when the mark is crossed without leave and cannot leave the boundary they guard.
Risen dead
- The Anchored CreatureThe imprisoned Echoes of the Soul Anchor: translucent figures pinned where they died, replaying their last moments and grasping at the living.
- Bridge-Dead CreatureThe dead of failed crossings, who linger at the bridge, ford, or ravine where the crossing gave way, and whom the crossing families remember by name.
- Burst-Dead CreatureCadavers prepared with Corpse Burst and left as traps, which lie still until the sigil wakes and then explode into bone, rot, and remnant shock.
- Cairn-Wakers CreatureThe dead of High-Scar escorts whose warning was not given, who rise at the fading cairns where they fell and stand across the route.
- The Choked CreatureLiars drowned by the Truthwell, their bodies hanging preserved in its water and their Echoes held there until their lies are confessed or named.
- The Clock-Keeper CreatureThe local anchor of a Stopped Clock, often the shade or preserved Pattern of whoever made it, frozen at the zone's centre and speaking to visitors in thought.
- Crossroad Hanged CreatureThe remnants of hanged criminals at crossroad gibbets, which linger where they died and drag at those who pass at night.
- The Drowned Court CreatureThe sworn drowned of Ithaere the Drowned Mother: Echoes of those given to the flood, who rose from black water as a spectral host with root-spears and drowned-bark shields.
- The Forgotten (the Eternal Record) CreatureRecord-bound Echoes of people erased from the Material Plane, who wander the stacks of the Eternal Record as memory-forms.
- Fused Dead CreatureFigures fused into the glassed ground and walls of the Glassbelt's furnace ruins, whose remnant voices are heard when ash or slag is carried away.
- Grey Crews CreatureDrowned crews seen rowing in the Long Grey and the fogs of the Soundchain, hailing living boats to follow them onto wreck-ground.
- Hostile Remnants CreatureTraces of the dead that harden into a hostile lingering presence where Echoes are left unguided, unsettled, or disturbed, and the hungry remnants of the Hushvale fog.
- Marrow Sentinels CreatureSkeletons and ossuary constructs bound by necromancy to a fixed watch around a tomb, wall, or chamber, for a night or for many months.
- The Old Hunt CreatureThe semi-solid echo of a hunt centuries gone, hounds, horses, and riders, that runs the Ghost Step's road and knocks down whoever stands in its line.
- Path-Echoes CreatureTranslucent Echo-recordings of those who walked the Ghost Step, bound to the road and replaying their final moments or their daily routines.
- Pit-Wakers CreatureThe remnants of plague pits, many dead hardened into one cold presence that drains whoever digs, ploughs, or builds nearby.
- Possessing Ancestors CreatureThe dead whom the Rotting Crown summons to possess and rule their living descendants, who act out the ancestors' desires aware and unable to resist.
- Raised Corpses CreatureCorpses and bones given temporary structure and command by necromancy, to walk, carry, labour, or march under simple orders, without life or will of their own.
- Rattlecut Dead CreatureThe dead the river took with the road in the Rattlecut gorge and gave back only part of, who linger on the worst stretch of the Headwater road.
- The River-Given CreatureThe unrited drowned of the Serath, who walk up onto a landing or a sandbar when the spring rise falls, and for whom the corridor towns keep a rite of their own.
- Salt-Kept CreatureDead preserved in the salt of the Glassbelt's vanished inland sea, who walk the pans and the old shorelines at night.
- Seal-Knockers CreatureThe knocking heard behind the seals of closed holds and galleries, which Dwarves take for the dead of sealed places and fear may be the living.
- Self-Raised CreatureCorpses moved by their own hardened remnant, with no necromancer behind them, which rise where rites were skipped or necromancy was careless.
- Surface-Walkers CreatureFigures who walk on the still water of the Tidal Mirror as on solid ground, often the Echoes of those drowned there, and lure travellers out onto it to fall through into the reflected time.
- The Taken CreatureThe Sepulchre-Kin preserved as damaged Echoes inside their dormant Record-engine, the last of the Tomb-Builder's worshippers.
- The Unfinished CreaturePostmortem Echoes of the Whispering Trace formed around unresolved business, trapped in a loop of repetition until the business is settled.
- The Unreturned CreatureThe felt presence of Thaluren runs that never came home, met on the far current roads they did not finish.
- Unsworn Dead CreatureBasin and corridor dead whose deaths were never sworn before the gods, who haunt the Accord's oath-houses and the record-houses until their death is spoken and written.
- The Warmed CreatureDead rulers and heads of houses kept warm and pulsing by blood magic for one last appearance, and those whose fraud went on too long.
- Word-Generals CreatureSpectral commanders of past battles who manifest when the Grammar of War wakes, clad in the armour of a dozen ages and repeating their final orders for ever.
Other
- The Changed Living CreatureLiving people of the Hushvale whose bodies can be overwritten by predatory survival under deep fog, fear, or moonless dark; not undead.
Touched beast
- Brace-Gnawers CreatureBurrowing beasts of the mountain roots whose hide hardens like stone and who gnaw and tunnel through the timber bracing of mines and holds.
- Coldcoat Wolves CreatureWolves of the Cinder Fields' edges whose coats frost over and whose bite chills, changed by the cold fire that runs out of the zone.
- Glassback Lizards CreatureMonitor lizards of the Glassbelt's furnace scars that carry the old fire's heat in their blood and give a burning bite.
- Greenharts CreatureMoss-hided deer of the Elderweald's oldest groves, which the Wood Elves will not hunt, since to kill one is a breach of stewardship.
- Ill-Hatched CreatureWhat comes out of a chrysalis rite of Imago that went wrong: unfinished, half-made creatures that are not persons, and that the rite's own house must put down or keep.
- Ley Moles CreatureMoles that tunnel along ley lines and follow them as they drift, so that mages hire mole-catchers to find the lines.
- Skin-Lost CreatureShape-changers who stayed in Beast-Skin too long and forgot the way back: beasts now, no longer persons, with a person's habits, whom their villages treat warily as kin.
- Slip-Foxes CreatureFoxes of the shrines, boundary roads, and thin places that slip half into the Veil, so that whoever follows one is led into drift.
- Springwater Herds CreatureDeer that drink the outflow below an Ageless Spring and do not age, so that to hunt one is held a sacrilege.
- Spurred Hounds CreatureWar dogs bred over generations under Nature Magic's Latent Spur into huge, savage, unstable hounds that breed true and turn without warning.
- Weather Goats CreatureGoats of the Stormcrown ridges that gather on the heights before a storm with their horns crackling, read by Notchfield with the Weatherline.