Frontier Marches Bestiary¶
Names in this bestiary draw from the same language pool used for settlement and NPC naming across the Frontier Marches: Finnish (suo = bog, joki = river, metsä = forest, kivi = stone, karhu = bear, susi = wolf), Welsh and Cornish (blaidd = wolf, arth = bear, coed = forest, maes = field, bryn = hill, tarw = bull, cath = cat), Old Norse (úlfr/ulfr = wolf, björn/bjorn = bear, berg = mountain, grjót = stone, dalr = valley), Tamil (kaadu = forest, puli = predator/tiger, maan = deer, neer = water, kal = stone), and Tlingit-influenced roots (xóots = bear, gôôsh = wolf, séet = passage/glacier). Creature names are compound forms blending two or more of these languages in the same style as settlement names.
Harvesting and Material Quality¶
Creature Quality Bands¶
Every species has a material quality floor and ceiling that reflects its biology — the thickness of its hide, the density of its bone, the properties of its glands. This band is fixed per species and applies to all specimens of that type regardless of combat grade.
Within that band, each individual specimen spawns with a specimen quality determined by its condition: age, nourishment, health, and region. Normal specimens cluster toward the floor. Elite specimens cluster toward the mid-to-upper portion of the band. Boss specimens are always at or near the ceiling.
| Grade modifier | Specimen quality within band |
|---|---|
| Normal | Lower third of band; a small fraction roll up to mid |
| Rare (2-day veteran) | Lower to mid portion of band |
| Elite (5-day named) | Mid to upper portion of band |
| Boss (7-day apex) | Always ceiling quality; full yield |
Harvesting Skill and Extraction Quality¶
The Hunting and Trapping skill governs how much of a specimen's potential quality the harvester actually extracts. A poor harvest on a prime specimen wastes its material into unusable scraps and offal.
| Hunting & Trapping | Material quality extracted | Volume yield |
|---|---|---|
| Untrained | Species floor only | 50% |
| Familiar | Floor to floor+1 | 65% |
| Practiced | Up to specimen quality (max floor+2) | 75% |
| Skilled | Full specimen quality | 85% |
| Veteran | Full specimen quality; ceiling quality if specimen is prime | 90% |
| Expert | Ceiling quality from any prime or above specimen; rare components unlock | 95% |
| Master | Ceiling quality from any specimen; bonus rare components always; full byproduct recovery | 100% |
Specialist tools matter. A skinning knife, bone saw, and curing salt in the field kit do not change the quality band, but they unlock the upper half of the yield range at each skill tier. Without them, Practiced and below are capped at 65% yield regardless of skill.
Secondary harvesting skills. Alchemy-relevant glands, venom sacs, and bile require Herbalism at Familiar or above to be recognized and extracted cleanly. Without Herbalism, these components are either missed entirely or extracted in degraded form. Construct salvage requires Salvage Recovery in place of Hunting and Trapping.
Biome Presence Reference¶
| Creature | Plains | Farmland | Light forest | Dense forest | Marsh | River | Hills | Rocky hills | Mountain | Karst | Behavior |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Harmulfr | ● | ◌ | ● | ◌ | Emigrant | ||||||
| Maesarw | ● | ◌ | ● | Migratory herd | |||||||
| Maeshirvi | ● | ● | ◌ | ◌ | Migratory seasonal | ||||||
| Coedmoch | ● | ● | Territorial | ||||||||
| Coedwych | ● | Territorial | |||||||||
| Tapiokarhu | ◌ | ● | ◌ | Territorial | |||||||
| Metsäkath | ◌ | ● | Territorial solitary | ||||||||
| Kaaduaran | ● | ◌ | ● | Migratory seasonal | |||||||
| Suohauki | ● | ◌ | Territorial | ||||||||
| Jokipuli | ◌ | ● | Territorial | ||||||||
| Tunturikat | ◌ | ● | ● | Territorial solitary | |||||||
| Kivisusi | ● | ◌ | Territorial pack | ||||||||
| Bergulfr | ● | ● | ● | Emigrant (hunts downhill) | |||||||
| Kivipiika | ● | ● | ● | Territorial | |||||||
| Metsäpiru | ◌ | ● | Territorial | ||||||||
| Bergvargen | ● | ● | Emigrant raiding | ||||||||
| Suovaras | ● | ◌ | ◌ | Territorial | |||||||
| Maarenvaki | ◌ | ● | Bound to site | ||||||||
| Karnhaunt | ◌ | ◌ | ● | Bound to ruin | |||||||
| Hjalmarift | ◌ | ● | Bound to site | ||||||||
| Peltorotta | ◌ | ● | ◌ | Emigrant (granary) | |||||||
| Kivirotta | ● | ● | ● | Territorial | |||||||
| Suokuori | ● | ◌ | Territorial swarm | ||||||||
| Brynhämähäkki | ● | ● | Territorial | ||||||||
| Maarenhauki | ● | Territorial (river stretch) | |||||||||
| Suopuli | ● | ◌ | ● | Territorial | |||||||
| Jokilaakso | ● | ● | Emigrant with flood events | ||||||||
| Karnwarden | ◌ | ● | ● | ● | Bound to ruin | ||||||
| Dursentri | ● | Bound to ruin |
● Primary biome. ◌ Secondary / occasional.
Family: Beasts¶
Beasts are the most common creature type in the Frontier Marches and the primary source of organic harvesting materials. All beast materials require the Harvesting Beast Carcasses wilderness activity to be selected before departure. Without it, kills yield nothing.
1. Harmulfr — Grey Plainswolf¶
Finnish harm- (grey, dull) + Norse úlfr (wolf)
| Primary biome | Plains, light forest edges |
| Behavior | Emigrant — follows prey herds between plains, farmland margins, and light forest; pack-bound |
| Size | 0.7–1.1 m at shoulder; 28–55 kg |
| Encounter rank | F–D (solo or pair); D–C (full pack, 4–8 individuals) |
| Optimal loadout vs. | Bow + light armor (strong matchup vs. beasts) |
| Material quality band | Floor: Common — Ceiling: Fine |
Grey-coated wolves with a banded undercoat that thickens noticeably in autumn. They run in packs of four to eight, route-testing prey before committing. A lone Harmulfr is rarely a lone wolf — it is a scout. The pack follows two to three minutes behind. Their territory is not fixed; they move with the seasonal deer and auroch herds across plains and farmland edges, which means a patrol route that felt safe last week may not be this week.
Elite-grade specimens grow visibly larger and carry a pale silver stripe along the spine that local hunters call the harm-mark — a sign the animal has survived enough winters to develop genuine situational cunning. They tend to hang back from pack engagements and pick off stragglers rather than leading charges.
| Material | Harvest skill | Quality range | Crafting uses |
|---|---|---|---|
| Wolf pelt | Hunting & Trapping | Common → Fine | Leatherworking: light armor lining, cold-weather layering, quiver; trade good |
| Wolf sinew | Hunting & Trapping | Common → Crafted | Weapon binding (binding role); bowstring replacement cord |
| Lean wolf meat | Hunting & Trapping | Common → Common | Cooking: lean field ration; acceptable but not valued |
| Wolf bone fragments | Hunting & Trapping | Common → Common | Crafting: bone needles, crude arrowhead blanks, tool handle insets |
| Wolf canine (Skilled+ only) | Hunting & Trapping | Crafted → Fine | Tinkering: clasp hardware, fishing hook blank, decorative fitting |
Elite/Boss additions:
| Material | Quality | Crafting uses |
|---|---|---|
| Prime silver-stripe pelt | Superior | Leatherworking: Superior insulating lining, high-value trade fur |
| Intact fang pair | Fine | Jewelry component; Tinkering: specialty catch-and-release tool fittings |
2. Maesarw — Plains Aurochs¶
Welsh maes (open field) + tarw (bull)
| Primary biome | Plains; seasonal movement through hill grassland |
| Behavior | Migratory herd — moves in groups of 8–20 animals, seasonal pasture rotation |
| Size | 1.7–2.4 m at shoulder; 650–1,100 kg |
| Encounter rank | C–B (herd bull or territorial male) |
| Optimal loadout vs. | Polearm + medium armor; blade loadout neutral; bow poor (hide too thick) |
| Material quality band | Floor: Crafted — Ceiling: Superior |
Massive ground-shaking animals with wide swept horns and a slate-grey coat that fades to rust at the flanks in summer. They do not attack unless their calves are threatened or the herd is cornered. Individual herd bulls patrol a perimeter — if that bull catches a scent or sound it does not like, the herd will stampede before the player gets into visual range. They migrate between open plains and hill grassland as grass quality shifts through the seasons, which makes their location predictable once a player has watched the pattern two or three times.
The meat is exceptional. Every provisioner in Trevalkaan knows what an Arwmeat package means for the cooking board. Getting one back in reasonable condition is harder than killing the animal — the field dressing takes time and requires tools.
| Material | Harvest skill | Quality range | Crafting uses |
|---|---|---|---|
| Thick aurochs hide | Hunting & Trapping | Crafted → Superior | Leatherworking: medium-heavy armor shell, war-pack body, saddle body; trade good |
| Aurochs beef | Hunting & Trapping | Crafted → Fine | Cooking: premium ration pack, preserved cured beef, high-calorie trail meal |
| Aurochs bone (load-bearing) | Hunting & Trapping | Crafted → Fine | Crafting: tool handles (excellent grain), structural peg, wagon joint insert |
| Aurochs horn (pair) | Hunting & Trapping | Crafted → Fine | Woodworking: horn cup, handle cap; Tinkering: powder horn, oil reservoir; trade good |
| Gut cord | Hunting & Trapping | Common → Crafted | Weapon binding: lashing role; Leatherworking: heavy lace and closure cord |
| Aurochs tallow | Hunting & Trapping | Common → Crafted | Finish role in armor preservation; Cooking: rendering fat for preserved ration base; waterproofing agent |
Elite/Boss additions:
| Material | Quality | Crafting uses |
|---|---|---|
| Prime herd-bull hide | Exceptional | Leatherworking: Exceptional heavy armor panels; saddle shell — top-tier material for defensive gear |
| Aged horn (boss-grade) | Superior | Tool handles at master-quality ceiling; hunting horn instrument (trade good) |
3. Maeshirvi — Plains Deer¶
Welsh maes (field) + Finnish hirvi (elk/deer)
| Primary biome | Plains; seasonal shift into light forest and hill margins |
| Behavior | Migratory seasonal — large groups summer on open plains, retreat to forest edges in winter |
| Size | 0.9–1.4 m at shoulder; 60–180 kg |
| Encounter rank | F–E (non-aggressive unless cornered; flee by default) |
| Optimal loadout vs. | Bow + light armor (strong matchup; they run fast and terrain advantage helps) |
| Material quality band | Floor: Common — Ceiling: Fine |
Lean deer with wide branching antlers on mature males and a dun summer coat that bleaches nearly white at the throat. They bolt at the first sign of danger and are well suited to open ground — a sprinting Maeshirvi can extend a bow's effective range quickly. Patient hunters who have Tracking above Familiar can cut off their escape routes; unskilled hunters often end up chasing them into other encounter zones. The herd structure makes territorial marking reliable once the grazing routes are known.
A major food source for Trevalkaan provisioners and a primary source of light leather for early adventurers. Every beginning Leatherworker has worked Hirvi hide.
| Material | Harvest skill | Quality range | Crafting uses |
|---|---|---|---|
| Deer hide | Hunting & Trapping | Common → Fine | Leatherworking: light armor, gloves, boots, quiver, straps; most accessible early leather |
| Venison | Hunting & Trapping | Common → Fine | Cooking: standard ration, dried venison strip, meal component; valued at Trevalkaan and villages |
| Deer bone | Hunting & Trapping | Common → Crafted | Crafting: bone needle blanks, arrowhead set (crude), hook blank |
| Antler sections | Hunting & Trapping | Common → Fine | Woodworking: handle set, grip cap, structural peg; Alchemy: antler velvet (see below) |
| Deer gut | Hunting & Trapping | Common → Common | Weapon binding: lashing; bowstring base |
| Antler velvet (seasonal, spring only) | Herbalism Familiar+ | Crafted → Fine | Alchemy: recovery tonic base, stamina reagent; valuable to Physician in Trevalkaan |
Elite/Boss additions:
| Material | Quality | Crafting uses |
|---|---|---|
| Grand stag rack (antler full set) | Superior | Tinkering: luxury display piece; Woodworking: matched handle and grip set for master-quality tools |
| Prime buck hide | Superior | Leatherworking: Superior light armor shell, fine boot upper |
4. Coedmoch — Forest Boar¶
Welsh coed (forest) + moch (swine/pig)
| Primary biome | Light forest, dense forest margins |
| Behavior | Territorial — roams a defined woodland patch; will not cross open plains |
| Size | 0.8–1.1 m at shoulder; 90–200 kg |
| Encounter rank | D–C; boar matriarch groups reach C–B |
| Optimal loadout vs. | Blade or polearm + medium armor; bow can work but the animal closes fast |
| Material quality band | Floor: Common — Ceiling: Fine |
Short-legged and broad-chested with wiry dark-brown bristles and paired curved tusks. They live in roaming groups of two to five and hold loosely defined woodland territories. They do not actively stalk players but will charge without warning if approached to within twenty meters — and they do not stop. A charged player who cannot stop the momentum or step aside is likely to take serious injury from the tusk hook even if the combat resolves in their favor overall.
Their presence is often announced before they are seen: fresh rootings, overturned soil, and shredded bark at tusk height. Players with Tracking at Familiar can read the sign and plan an ambush position rather than walking into a surprise charge.
| Material | Harvest skill | Quality range | Crafting uses |
|---|---|---|---|
| Boar hide | Hunting & Trapping | Common → Fine | Leatherworking: medium armor panels, work boot sole layer, heavy strap; more durable than deer hide |
| Boar meat | Hunting & Trapping | Common → Fine | Cooking: cured pork, ration fill, stew base; better yield volume than wolf or deer |
| Boar fat | Hunting & Trapping | Common → Crafted | Finish/preserve role: leather waterproofing, metal rust treatment, cooking fat base |
| Boar tusk (pair) | Hunting & Trapping | Crafted → Fine | Woodworking: reinforcing inlay, tool handle cap; Metalworking: decorative mount; trade good |
| Boar bristle bundle | Hunting & Trapping | Common → Crafted | Craftwork: brush blank, fiber bundle for rough scrubbing; packing material |
Elite/Boss additions:
| Material | Quality | Crafting uses |
|---|---|---|
| Thick boar plate-hide | Superior | Leatherworking: Superior medium armor; quality differential noticeable by touch — measurably stiffer |
| Hardened elder tusk pair | Fine | High-value carving blank; Tinkering: impact-resistant tool face |
5. Coedwych — Briar Thornboar¶
Welsh coed (forest) + gwych (fierce, excellent)
| Primary biome | Dense forest (Briar Thicket and Old Coedwood only) |
| Behavior | Highly territorial — does not leave dense forest under any circumstance; defends nesting ground aggressively |
| Size | 1.1–1.6 m at shoulder; 200–420 kg |
| Encounter rank | C–B (standard); B–A (elite-grade) |
| Optimal loadout vs. | Tank + Blade or Polearm; bow poor (too dense for clean shots; animal closes before second draw) |
| Material quality band | Floor: Crafted — Ceiling: Superior |
Much larger than the Coedmoch, with a ridge of stiff briar-hooked bristles running from neck to haunch that snarl in undergrowth and make close combat extremely dangerous. The tusks curve outward and upward and are worn smooth at the tips from years of scraping bark and stone. Unlike the Coedmoch's reactive charge, the Coedwych will actively stalk a player it has scent-marked for several minutes before committing — it picks an angle, then hits with full momentum. Solo encounters are not recommended below C rank.
The Briar Thornboar is the creature most closely associated with Metsadu. Herb Elder Tapiosel maintains an ongoing record of territory maps for the known boar in the Thicket's near-boundary zone. Players who bring that data current receive a Village Standing bonus with Metsadu.
| Material | Harvest skill | Quality range | Crafting uses |
|---|---|---|---|
| Thornboar hide | Hunting & Trapping | Crafted → Superior | Leatherworking: Superior medium-heavy armor shell; the briar-ridge skin makes the back panel extraordinarily puncture-resistant |
| Thornboar meat | Hunting & Trapping | Crafted → Fine | Cooking: rich cured pork; high calorie count per unit; premium trail ration base |
| Thornboar tusk (pair) | Hunting & Trapping | Fine → Superior | Woodworking: master handle blank; Metalworking: reinforcement plate inlay; trade good of meaningful value |
| Boar ridge-bristle bundle | Hunting & Trapping | Crafted → Fine | Leatherworking: heavy brush blank used in armor finishing; Alchemy: abrasive component |
| Thornboar bile | Herbalism Familiar+ | Crafted → Fine | Alchemy: corrosive catalyst for metalwork solvent; reagent for several mid-tier poison recipes |
Elite/Boss additions:
| Material | Quality | Crafting uses |
|---|---|---|
| Elder thornboar plate-hide | Exceptional | Leatherworking: approaches metal armor in protection; Exceptional heavy armor shell; extremely heavy demand from Blacksmith Gwayra |
| Apex tusk pair (boss) | Exceptional | Tinkering and Woodworking: one of the few organic materials rated Exceptional; specialty weapon grip and structural mount component |
| Elder bile sac (intact) | Superior | Alchemy: intact sac is a quality multiplier for solvent and toxin recipes; do not puncture during extraction |
6. Tapiokarhu — Forest Bear¶
Finnish Tapio (forest spirit of Finnish mythology) + karhu (bear)
| Primary biome | Dense forest (Old Coedwood, deep Briar Thicket margins) |
| Secondary biome | Light forest (rare, usually seasonal food-seeking) |
| Behavior | Territorial — holds a large but fixed forest range; does not cross into open terrain willingly |
| Size | 1.4–2.1 m at shoulder (standing 2.5–3.2 m); 250–650 kg |
| Encounter rank | C–B (standard); B–A (elite-grade) |
| Optimal loadout vs. | Tank + melee damage; bow loadout neutral (workable but risky); support strongly recommended for full party |
| Material quality band | Floor: Crafted — Ceiling: Superior |
Dark brown bears with a heavy layer of subcutaneous fat that makes them appear soft until something commits them to motion. They are not aggressive under ordinary circumstances and will retreat from a noisy party. The problem is that they are hard to hear and harder to surprise — their hearing and sense of smell are significantly better than any player-character tracking skill at Practiced. A bear that has been pushed too far, has cubs nearby, or has been wounded by a failed trap gives very little warning before charging.
The bear associated with Coedwair's old-growth zone appears reliably at the same den site each autumn. Branch Warden Gwydinti has named it Tanrwth and considers it off-limits without a proper B-rank commission and a full group.
| Material | Harvest skill | Quality range | Crafting uses |
|---|---|---|---|
| Bear hide (full pelt) | Hunting & Trapping | Crafted → Superior | Leatherworking: Superior heavy armor lining, cold-weather outer layer, tent panel material; most valued early-mid tier organic armor input |
| Bear fat (rendered) | Hunting & Trapping | Crafted → Fine | Finish/preserve: heavy-duty leather conditioner, metal oil base, cold-weather skin treatment; Cooking: rendering fat for calorie-dense preserved ration |
| Bear meat | Hunting & Trapping | Crafted → Fine | Cooking: high-calorie ration, preserved smoked bear; valued for winter expedition packs |
| Bear bone (load-bearing femur) | Hunting & Trapping | Crafted → Fine | Crafting: heavy tool handle, load-bearing peg, structural insert in wagon joint |
| Bear claw set | Hunting & Trapping | Crafted → Fine | Tinkering: hook blank set, tool face reinforcement; Jewelry: trade good |
| Bear gall (intact) | Herbalism Familiar+ | Fine → Superior | Alchemy: potent bile reagent for several medicine and endurance tonic recipes; Physician in Trevalkaan buys these at premium |
Elite/Boss additions:
| Material | Quality | Crafting uses |
|---|---|---|
| Prime winter pelt | Exceptional | Leatherworking: Exceptional insulated armor; heaviest cold-protection layer available before high-region content |
| Boss-grade claw rack | Superior | Jewelry and Tinkering: six-claw set; matching grade for highest-tier grip and harness hardware |
7. Metsäkath — Forest Cat¶
Finnish metsä (forest) + Welsh cath (cat)
| Primary biome | Dense forest; occasionally light forest boundaries |
| Behavior | Territorial solitary — each individual holds a defined forest patch; does not overlap with other Metsäkath or with Tunturikat |
| Size | 0.5–0.75 m at shoulder; 30–70 kg |
| Encounter rank | E–D (solo); higher in old-growth |
| Optimal loadout vs. | Bow + light armor (strong matchup; cat ambushes punish slow reactors) |
| Material quality band | Floor: Common — Ceiling: Fine |
A compact, spotted forest cat with tufted ears and very wide paws for silent movement on wet forest floor. It stalks from above and drops on prey rather than charging level — players learn quickly to watch the canopy edge before entering dense forest. It rarely pursues far if the target fights back; it prefers an uncontested kill. Lone players in B- and C-rank forest zones have reported the cat following at distance for a full hex before committing, timing the approach to coincide with a moment of distraction.
Not the most dangerous creature in the forest but responsible for a notable number of injuries to unsupported single players who assumed the sound behind them was wind.
| Material | Harvest skill | Quality range | Crafting uses |
|---|---|---|---|
| Cat pelt (spotted) | Hunting & Trapping | Common → Fine | Leatherworking: fine light armor trim, glove upper, boot lining; decorative value above utility value |
| Cat meat | Hunting & Trapping | Common → Common | Cooking: lean emergency ration; not sold to provisioners |
| Cat claw set | Hunting & Trapping | Common → Crafted | Tinkering: fine hook blank, jewelry component |
| Cat sinew (thin) | Hunting & Trapping | Common → Crafted | Binding: precision binding cord for fine tools and light weapons |
Elite additions: Prime spotted pelt (Superior); intact retractile claw pair (Fine, Tinkering specialty component).
8. Kaaduaran — Forest Stag¶
Tamil kaadu (forest) + arasu (king, as in a regal animal)
| Primary biome | Light forest; seasonal movement to plains and hill margins |
| Secondary biome | Dense forest (winter shelter only) |
| Behavior | Migratory seasonal — forest in summer/spring, open ground in autumn for rut and winter foraging |
| Size | 1.2–1.6 m at shoulder; 150–300 kg |
| Encounter rank | E–D (hind groups); D–C (rutting stag) |
| Optimal loadout vs. | Bow + light armor (strong matchup; range matters — a disturbed stag crashes through undergrowth unpredictably) |
| Material quality band | Floor: Crafted — Ceiling: Fine |
Larger and darker than the Maeshirvi, the Kaaduaran carries a heavier rack that can span 1.4 m across on a mature male. During the autumn rut a stag that has not been hunted in several ticks is genuinely dangerous — it will charge anything it perceives as a rival, including players. Hind groups are calmer and their migration pattern is reliable enough that a hunter with Tracking at Practiced can anticipate a window. The Archivist in Trevalkaan pays well for documented migration route updates; the data affects village supply planning for Talmaes and Metsadu.
| Material | Harvest skill | Quality range | Crafting uses |
|---|---|---|---|
| Stag hide | Hunting & Trapping | Crafted → Fine | Leatherworking: premium light armor, quality boot upper, saddle panel; step above Maeshirvi hide in density |
| Stag meat | Hunting & Trapping | Crafted → Fine | Cooking: premium venison, dried stag strip, feast provision; fetches more than common venison at market |
| Rack antler (matched pair) | Hunting & Trapping | Fine → Fine | Woodworking: matched grip and handle set; Tinkering: wide-span decorative mount; trade good — higher floor than Maeshirvi antler |
| Antler velvet (spring, before hardening) | Herbalism Familiar+ | Fine → Fine | Alchemy: high-grade stamina and recovery tonic; the Physician requests these regularly |
| Gut cord (heavy) | Hunting & Trapping | Crafted → Crafted | Binding: heavy bowstring, lashing for medium-weight loads |
Elite/Boss additions:
| Material | Quality | Crafting uses |
|---|---|---|
| Grand matched rack | Superior | Woodworking and Tinkering: finest organic handle material in launch region before drake-class content |
| Boss-grade stag hide | Superior | Leatherworking: Superior light armor shell; visible grain pattern valued by clothworkers as decorative leather |
9. Suohauki — Bog Lurker¶
Finnish suo (bog/swamp) + hauki (pike — the ambush fish)
| Primary biome | Marsh/wetland |
| Secondary biome | Shallow river margins |
| Behavior | Territorial — anchors to one bog section or marsh inlet; displacement-aggressive if range is entered |
| Size | 1.8–3.2 m body length; 90–280 kg |
| Encounter rank | D–C (standard); C–B (large specimen or elite) |
| Optimal loadout vs. | Blade or polearm (the animal is low to the ground; bow angles are poor in reed beds); arcane damage is neutral |
| Material quality band | Floor: Fine — Ceiling: Exceptional |
A heavily built semi-aquatic predator with a flat broad head, vestigial neck, and six thick low-slung legs adapted for explosive acceleration from still water. The skin is leathery, deep olive-brown, and beaded across the back with low bone-ridged scales. It ambushes from the waterline or from beneath a reed mat, using the murky water to conceal its approach. Players who find themselves in marsh without Waterfinding at Familiar are at genuine risk of not hearing the approach before it commits.
The Suohauki is the most valuable regular harvest in the launch region for materials. Its skin and fat have properties that no land beast can replicate — genuinely waterproof, flexible at low temperature, and resistant to the bog-water contamination that ruins other leathers. Metsadu herbalists use its swamp-gland extract in specific medicine recipes that have no viable alternative input.
| Material | Harvest skill | Quality range | Crafting uses |
|---|---|---|---|
| Bog-lurker skin (full dorsal and flank) | Hunting & Trapping | Fine → Exceptional | Leatherworking: waterproof armor layer, wading boot waterproof shell, tent fly panel; cannot be substituted for water-exposure roles |
| Bog fat (subcutaneous slab) | Hunting & Trapping | Fine → Superior | Finish/preserve: heavy waterproofing oil for leather and rope; cold-resist grease for metal fittings; Alchemy: stable emollient base |
| Swamp gland (paired, intact) | Herbalism Practiced+ | Fine → Exceptional | Alchemy: unique reagent for several Metsadu-linked medicine recipes; Physician in Trevalkaan pays premium; must be intact — punctured glands are worthless |
| Scale-ridge plates (dorsal) | Hunting & Trapping | Fine → Superior | Metalworking/Leatherworking: armoring inlay for water-exposure gear; reinforcement plates for heavy pack waterproofing |
| Gut sac | Hunting & Trapping | Crafted → Fine | Crafting: water-tight container blank; small oil or liquid vessel; Tinkering: flask interior |
Elite/Boss additions:
| Material | Quality | Crafting uses |
|---|---|---|
| Ancient bog-lurker skin (boss) | Exceptional | Leatherworking: Exceptional waterproof armor; rarest organic armor material in the launch region |
| Grand scale-ridge plates (boss) | Exceptional | Armor and craft reinforcement at Exceptional rating — equivalent to low-grade drake scale for water-exposed gear |
| Apex gland sac pair (intact) | Exceptional | Alchemy: one of three Exceptional organic reagents available before expansion content; drives a permanent demand among all alchemists in Trevalkaan |
10. Jokipuli — River Stalker¶
Finnish joki (river) + Tamil puli (tiger — used to name ambush predators)
| Primary biome | River (holds a territorial stretch of 3–5 km) |
| Secondary biome | Lake shore in flood season |
| Behavior | Highly territorial — will pursue invaders of its river stretch aggressively; does not migrate |
| Size | 2.5–4.5 m body length; 120–350 kg |
| Encounter rank | C–B (standard); B–A (large specimen) |
| Optimal loadout vs. | Blade or polearm; bow can work from elevated bank but river banks are rarely elevated; arcane damage neutral |
| Material quality band | Floor: Fine — Ceiling: Exceptional |
A long-bodied river predator that moves through water with an undulating whole-body motion rather than a lateral tail sweep. On land it is clumsy and slow but extraordinarily persistent — it will not break off a pursuit until the player has left its stretch of river. Its jaw closes with a grip strong enough to pin a limb against the riverbed; it rotates in the water to disorient prey. Fishers along Arujoki's reeds know to watch for the characteristic disturbance: a gentle ripple moving upstream against current, just below the surface, is the Jokipuli scanning its stretch.
Arujoki's Branch Warden Tapaulo monitors the population of Jokipuli along the lower Maren stretches. When one establishes itself within 1 km of the fishing zones, he posts a C-rank bounty.
| Material | Harvest skill | Quality range | Crafting uses |
|---|---|---|---|
| River-stalker hide (full) | Hunting & Trapping | Fine → Exceptional | Leatherworking: fully waterproof supple armor layer, wading gear, river-crossing pack cover; similar quality to Suohauki skin but more flexible |
| River-stalker scale (ventral plate strip) | Hunting & Trapping | Fine → Superior | Metalworking/Leatherworking: armor plating strip, reinforcement for water-exposure gear |
| River-stalker fat | Hunting & Trapping | Fine → Fine | Finish/preserve: waterproofing oil for rope and leather; cold-resist grease |
| Jaw-muscle sinew (heavy) | Hunting & Trapping | Fine → Superior | Weapon binding: high-tension bow-limb cord; heavy lashing for structural loads |
| Venom gland (if present — Elite grade only) | Herbalism Skilled+ | Superior → Exceptional | Alchemy: potent toxin base; only found in mature specimens; Physician pays substantially |
Elite/Boss additions:
| Material | Quality | Crafting uses |
|---|---|---|
| Elder river-stalker skin | Exceptional | Leatherworking: paired with Suohauki skin as the two Exceptional organic waterproof materials in the launch region |
| Elder jaw sinew set | Exceptional | Weapon binding at Exceptional grade — used in Masterwork bow constructions by advanced Woodworkers |
11. Tunturikat — Mountain Lynx¶
Finnish tunturi (open fell, highland moorland) + Welsh cath (cat)
| Primary biome | Mountain, rocky hills upper zones |
| Behavior | Territorial solitary — each adult holds a defined mountain range; territories do not overlap |
| Size | 0.6–0.85 m at shoulder; 25–55 kg |
| Encounter rank | D–C (solo — does not pack) |
| Optimal loadout vs. | Bow + light armor (strong matchup; the lynx commits to a single strike and then retreats — interrupt the commitment) |
| Material quality band | Floor: Crafted — Ceiling: Superior |
A heavy-coated mountain cat with oversized paws, tufted ears, and a banded grey-white pelt that provides near-perfect camouflage against the pale stone of the Northwall escarpment. It is the most effective ambush hunter in the launch region — it waits motionless for hours on a rock shelf above a trail, drops on prey with the full force of a falling body, and severs the spine if the strike connects cleanly. The full-force drop is survivable with a tank loadout. Without one, a Tunturikat striking without warning at the opening of a mountain encounter is frequently the last encounter the expedition resolves.
Rumiarr's quarry workers occasionally find lynx paw prints near the upper shafts. Branch Warden Killaitzi treats confirmed sightings near working sections as board-eligible bounties at D rank.
| Material | Harvest skill | Quality range | Crafting uses |
|---|---|---|---|
| Mountain lynx pelt | Hunting & Trapping | Crafted → Superior | Leatherworking: fine cold-weather layering, luxury collar and trim, light armor lining of notable quality; high trade value |
| Mountain lynx fat | Hunting & Trapping | Crafted → Fine | Finish/preserve: cold-weather leather conditioner; Alchemy: mild emollient base |
| Lynx claw set | Hunting & Trapping | Crafted → Fine | Tinkering: fine hook blank, clasp face, jewelry component |
| Lynx bone fragments | Hunting & Trapping | Common → Crafted | Crafting: bone needle, fine arrowhead blank |
Elite/Boss additions:
| Material | Quality | Crafting uses |
|---|---|---|
| Elder winter pelt (full, uncut) | Exceptional | Leatherworking: Exceptional cold-weather armor lining; highest insulation value of any beast pelt in the launch region |
12. Kivisusi — Stone Wolf¶
Finnish kivi (stone, rock) + susi (wolf)
| Primary biome | Rocky hills |
| Secondary biome | Mountain lower zones |
| Behavior | Territorial pack — pack of 3–7 holds a defined rocky section; defends aggressively against encroachment |
| Size | 0.9–1.3 m at shoulder; 40–75 kg |
| Encounter rank | D–C (small pack); C–B (full pack near den) |
| Optimal loadout vs. | Polearm or blade + medium armor (pack rushes punish bow repositioning on rocky ground) |
| Material quality band | Floor: Crafted — Ceiling: Fine |
Heavier and stockier than the Harmulfr, with a pale grey-brown coat that blends with the limestone and granite of rocky hill outcrops. Kivisusi packs do not range far — they defend a specific section of rocky terrain with focused intensity rather than the Harmulfr's wide-ranging pursuit. They understand vertical terrain in ways that flat-ground players do not. A pack that has lured a target up a boulder field can cut off retreat routes without the player noticing until three or four of them are already above and behind.
Goblinoid camps in the rocky hills frequently clash with Kivisusi packs — both groups compete for the same elevation zones. Players clearing a goblin camp sometimes attract a pack that takes advantage of the noise and confusion.
| Material | Harvest skill | Quality range | Crafting uses |
|---|---|---|---|
| Stone-wolf pelt | Hunting & Trapping | Crafted → Fine | Leatherworking: medium-quality cold armor lining, working-grade strap and belt; better density than Harmulfr but less fine than Tunturikat |
| Stone-wolf sinew | Hunting & Trapping | Crafted → Fine | Weapon binding: strong bowstring replacement, lashing cord for medium loads |
| Stone-wolf meat | Hunting & Trapping | Common → Crafted | Cooking: lean field ration — serviceable |
| Stone-wolf bone | Hunting & Trapping | Common → Crafted | Crafting: arrowhead blank, hook blank |
Elite additions: Prime pack-leader pelt (Superior); intact pack-leader fang pair (Fine).
13. Bergulfr — Mountain Wolf¶
Norse berg (mountain) + úlfr (wolf)
| Primary biome | Mountain; seasonal hunting descent to rocky hills and hill grassland |
| Behavior | Emigrant — moves down from mountain elevations during winter prey scarcity; returns to mountain in spring |
| Size | 1.1–1.5 m at shoulder; 65–110 kg |
| Encounter rank | C–B (pair); B (pack of 4–6 — rare) |
| Optimal loadout vs. | Bow + light armor on open ground; blade + tank on mountain terrain |
| Material quality band | Floor: Crafted — Ceiling: Superior |
The largest wolf in the Frontier Marches, with a pale silver-grey winter coat that grows a full undercoat two centimeters thick before the first snow. It hunts alone or in pairs rather than the large packs of the Harmulfr, relying on endurance and elevation advantage rather than numbers. When it descends to hills in winter it represents a substantial threat to any village patrol — Rumiarr and Trevalkaan's Gate Sergeant both maintain winter alert boards whenever Bergulfr sightings are confirmed below the escarpment edge.
Elite specimens are called Fimbulfr in local speech — a Norse-root word that has been absorbed into Rumiarr dialect. They are the subject of half a dozen recurring board commissions.
| Material | Harvest skill | Quality range | Crafting uses |
|---|---|---|---|
| Mountain wolf pelt (winter, full) | Hunting & Trapping | Crafted → Superior | Leatherworking: Superior cold armor lining and winter outerwear; highest-value wolf pelt in the launch region |
| Mountain wolf fat | Hunting & Trapping | Crafted → Fine | Finish/preserve: heavy cold-resist grease, leather conditioner for extreme cold use |
| Mountain wolf sinew | Hunting & Trapping | Crafted → Fine | Weapon binding: high-quality bowstring, structural lashing |
| Mountain wolf bone | Hunting & Trapping | Crafted → Fine | Crafting: quality bone handle, needle, arrowhead blank |
| Mountain wolf canine pair | Hunting & Trapping (Skilled+) | Fine → Superior | Tinkering and Jewelry: premium tooth mounting, specialty clasp hardware; highest-value wolf tooth in the region |
Elite/Boss additions:
| Material | Quality | Crafting uses |
|---|---|---|
| Full Fimbulfr winter pelt | Exceptional | Leatherworking: Exceptional cold armor outer shell — the single highest-rated non-aquatic pelt in the launch region |
| Fimbulfr canine set | Superior | Tinkering: precise specialty hardware; Jewelry: significant trade value |
Family: Goblinoids¶
Goblinoid creatures drop materials from the Harvesting Beast Carcasses wilderness activity like all non-human families. Their biological materials are low quality but their crude equipment provides salvage value accessible via Salvage Recovery skill. Goblinoid matriarchs and shamans may also carry herbs and primitive reagents harvestable with Herbalism.
14. Kivipiika — Cave Goblin Scout¶
Finnish kivi (stone) + piika (imp, servant, creature of service) — the scavenger subordinate
| Primary biome | Rocky hills, mine entries, mountain lower passages |
| Behavior | Territorial — defends ore deposit zones aggressively; scouts range ahead of camp clusters |
| Size | 0.9–1.1 m height; 35–50 kg |
| Encounter rank | F–D (scout or pair); D–C (camp group) |
| Material quality band | Floor: Common — Ceiling: Crafted (biological) |
Lean, grey-skinned goblins with disproportionately large ears adapted to echo-reading in cave passages. They navigate mine shafts and rocky tunnels without light, using sound and touch to compensate for poor vision in full daylight. On the surface they are jittery and quickly overwhelmed. In confined passages they are patient and coordinated. Rumiarr's mine levels above depth-two are regularly cleared of Kivipiika by Branch Warden Killaitzi's standing board. Depth-three and below host larger and more settled concentrations.
| Material | Method | Quality | Crafting uses |
|---|---|---|---|
| Goblin hide scraps | Hunting & Trapping | Common | Leatherworking: crude scrap leather filler, patch material only |
| Crude iron scraps | Salvage Recovery | Common → Crafted | Metalworking: crude iron input — worth smelting at low yield |
| Crude tool parts | Salvage Recovery | Common → Common | Tinkering: scrap component for rough tool blanks |
| Crude rock reagents (shaman only) | Herbalism Familiar+ | Common → Crafted | Alchemy: low-grade mineral ingredient; some value for beginner potions |
15. Metsäpiru — Wood Goblin Ambusher¶
Finnish metsä (forest) + piru (devil, wicked spirit) — the forest troublemaker
| Primary biome | Dense forest; light forest edges |
| Behavior | Territorial — holds forest camp zones; ambushes rather than open fighting |
| Size | 1.0–1.2 m height; 40–55 kg |
| Encounter rank | E–D (pair ambush); D–C (camp raid) |
| Material quality band | Floor: Common — Ceiling: Crafted (biological) |
Darker-skinned than Kivipiika with green-tinted camouflage patches that serve surprisingly well against the mottled light of dense forest. They use thrown stones, crude traps, and noise coordination to disorient prey before committing to melee. Their camps are positioned to deny exit routes rather than to hold ground. Players who have Tracking at Practiced can usually identify a Metsäpiru approach by the pattern of bird silence ahead of them on a route.
| Material | Method | Quality | Crafting uses |
|---|---|---|---|
| Goblin hide scraps | Hunting & Trapping | Common | Leatherworking: scrap patch material |
| Crude carved wood components | Salvage Recovery | Common → Crafted | Woodworking/Carpentry: rough peg blank, fuel material |
| Crude iron scraps | Salvage Recovery | Common → Crafted | Metalworking: crude iron input |
| Forest herb bundle (carried, shaman only) | Herbalism Familiar+ | Common → Fine | Alchemy: mixed herb bunch — value depends on specific herb contents; always worth examining |
16. Bergvargen — Hill Goblin Raider¶
Norse berg (mountain) + varg (wolf — also used for outlaw) — the mountain outlaw
| Primary biome | Hills, rocky hills |
| Behavior | Emigrant raiding — camp-based but raids down into road corridors and farmland margins seasonally |
| Size | 1.1–1.4 m height; 50–70 kg |
| Encounter rank | D–C (raiding group); C–B (warband with leader) |
| Material quality band | Floor: Common — Ceiling: Crafted (biological) |
Heavier than the forest or cave variants, with broader shoulders and iron-braced leather armor that distinguishes them as a raiding culture rather than a scavenging one. They run in warbands of five to twelve, with a leader carrying recognisably maintained weapons — not crude bone or rock implements but stolen or salvaged steel in poor condition. The warband structure means there is a hierarchy: a killed leader usually breaks the group's coordination and forces a retreat. Polheen's Customs Warden Lowaan tracks Bergvargen raiding season cycles and updates the security board accordingly.
| Material | Method | Quality | Crafting uses |
|---|---|---|---|
| Goblin hide scraps | Hunting & Trapping | Common | Leatherworking: scrap only |
| Crude iron scraps | Salvage Recovery | Common → Crafted | Metalworking: crude iron input |
| Stolen cargo fragments | Salvage Recovery | Variable | Depends on what the warband was carrying — can include food, tools, or minor crafting materials |
| Leader's iron (warband leader only) | Salvage Recovery Practiced+ | Crafted → Fine | Metalworking: recovered iron in moderate condition; better than crude scrap |
17. Suovaras — Bog Skulker¶
Finnish suo (bog) + varas (thief, skulker) — the bog sneak
| Primary biome | Marsh/wetland |
| Secondary biome | Karst scrubland edges |
| Behavior | Territorial — extremely shy, camp-less; individual or pairs; avoids combat; scavenges kills rather than hunting |
| Size | 1.1–1.3 m height; 45–65 kg |
| Encounter rank | F–E (individual); escalates rapidly if cornered |
| Material quality band | Floor: Common — Ceiling: Crafted |
Thin-limbed, mottled grey-green goblins that make almost no sound moving through wet vegetation. They follow hunting parties and other predators at distance, harvesting abandoned kills and dropped materials after the main event has concluded. They do not initiate combat. If cornered or their scavenged materials are contested, they respond with erratic thrown attacks and terrain exploitation — dragging the fight into water or reed beds where they have mobility advantage. Arujoki fishers report losing dried fish stocks from shore caches to Suovaras raids, but rarely see the thieves themselves.
| Material | Method | Quality | Crafting uses |
|---|---|---|---|
| Goblin hide scraps | Hunting & Trapping | Common | Leatherworking: scrap only |
| Bog herb bundle (carried) | Herbalism Familiar+ | Common → Crafted | Alchemy: bog-specific herbs from their scavenging — occasionally contains rare marsh species worth examining |
| Crude bone implements | Salvage Recovery | Common | Tinkering: minimal |
Family: Undead¶
Undead are bound to specific sites — barrow fields, old battlegrounds, drowned river stretches. They do not range freely and do not migrate. Killing undead does not reset a zone timer in the same way as killing beasts — their presence is tied to the site condition rather than a creature spawn. Clearing an undead-infested site reduces threat level but the site must be fully purged (typically through a specific Adventurers Hall commission) to eliminate the recurrence.
Undead drop bone fragments and grave materials collectible via Hunting and Trapping. Wight ash and spirit residue require Herbalism at Practiced or above to identify and extract cleanly.
18. Maarenvaki — Drowned Hollow¶
Finnish Maaren (River Maren, genitive form) + väki (folk, people — also used for spirit folk in Finnish mythology)
| Primary biome | River (drowned sections, flooded low ground along the Maren) |
| Secondary biome | Marsh edges near old Maren oxbow sites |
| Behavior | Bound to site — flooded sections of the lower Maren and old flood-plain graves |
| Size | Human-proportioned; 1.5–1.9 m height |
| Encounter rank | D–C (individual); C–B (drowned cluster near flood grave) |
Grey-skinned, waterlogged humanoid remnants of those who drowned in the Maren during flood seasons. They move slowly on land but with unnerving speed in shallow water — knee-deep river crossings that should be straightforward become dangerous in their presence. Their hollow chest cavity fills with river water when they submerge, which they expel violently to destabilize nearby combatants. A support loadout significantly reduces the attrition of a Maarenvaki encounter — their primary damage is through repeated low-magnitude disruption rather than a single powerful hit. Arcane damage is the most efficient counter.
| Material | Method | Quality | Crafting uses |
|---|---|---|---|
| Sodden bone fragments | Hunting & Trapping | Common → Crafted | Crafting: bone material — waterlogged, lower grade than fresh beast bone; still usable |
| Grave cloth remnant | Hunting & Trapping | Common → Crafted | Leatherworking/Clothworking: salvaged cloth input; specific use in certain Alchemy rituals |
| Maren silt residue | Herbalism Practiced+ | Crafted → Fine | Alchemy: river-bound spiritual reagent used in purification and warding recipe lines; Archivist Gwydnila has standing interest |
19. Karnhaunt — Barrow Shade¶
Cornish karn (cairn, pile of stones, ruined structure) + haunt
| Primary biome | Karst and rocky hills (barrow fields); old ruins in hills and dense forest edges |
| Behavior | Bound to ruin/barrow — does not stray more than 2 hexes from the interment site |
| Size | Variable; typically a visible humanoid silhouette 1.6–2.2 m; no physical mass |
| Encounter rank | D–C (single); C (barrow cluster — multiple shades at one site) |
Not a physical creature — a concentrated impression of a person who died with unresolved purpose, strong enough to act on the world. A Karnhaunt does not bleed and a blade passes through it. Its damage is fear-based: it works on morale first, degrading the expedition's willingness to fight before the damage numbers become a problem. Without support coverage to counter fear escalation, a solo player against a Karnhaunt loses long before they run out of health. Arcane damage (especially Warding and Restoration) is strongly preferred; blades and bows are poor matchups.
The site-binding is the relevant tactical detail. A player who retreats and re-enters the barrow does not start fresh — the Karnhaunt retains awareness of their previous presence.
| Material | Method | Quality | Crafting uses |
|---|---|---|---|
| Wight ash (spectral residue) | Herbalism Practiced+ | Fine → Superior | Alchemy: warding and protective ritual reagent; used in several anti-undead preparation recipes; Archivist Gwydnila buys all available supply |
| Barrow earth (charged) | Herbalism Skilled+ | Crafted → Fine | Alchemy: catalyst in protective ward materials; Masonry: specialized use in foundation preparation for structures in contested ground |
| Bone fragments (physical anchor if applicable) | Hunting & Trapping | Common → Crafted | Crafting: standard bone material from the physical anchor object |
20. Hjalmarift — Shattered Warrior¶
Old Norse hjalmr (helmet) + rift (break, fracture) — armored dead with broken helm
| Primary biome | Old battlefield sites — typically open plains near road junctions and hill passes |
| Behavior | Bound to site — holds the ground where the battle occurred; radius is the extent of the original engagement |
| Size | Human-proportioned; 1.7–2.0 m height; wearing fragments of old armor |
| Encounter rank | C–B (individual); B (group — old company remnant) |
The animated remains of soldiers from a campaign old enough that no living person remembers who they were fighting for. They carry corroded weapons and wear fractured armor that still provides partial protection. Their damage is purely physical — they fight like soldiers, using suppression and flanking rather than fear or disruption. This makes them the most straightforward of the undead to approach mechanically, but also among the most dangerous in sustained combat: they do not tire and their armor reduces the resolver's damage application until it is specifically accounted for. Blades at poor matchup vs. armored undead; Arcane or blunt weapon loadout works well.
The ground near Trevalkaan's eastern road junction contains several old engagement sites. The Archivist pays for documentation of any warrior remnant that carries identifiable insignia — she is building a record of which armies passed through.
| Material | Method | Quality | Crafting uses |
|---|---|---|---|
| Corroded iron fragments | Salvage Recovery | Common → Crafted | Metalworking: crude iron scrap with moderate contamination; requires extra refining step |
| Old soldier bone | Hunting & Trapping | Common → Crafted | Crafting: standard bone material |
| Wight ash | Herbalism Practiced+ | Crafted → Fine | Alchemy: see Karnhaunt entry; same use |
| Insignia fragment (rare component) | Salvage Recovery Skilled+ | Crafted (historic artifact) | No crafting use; sells to Archivist Gwydnila at premium; codex contribution |
Family: Vermin and Swarms¶
Vermin are typically low-encounter-rank creatures that appear in farmland, caves, and marsh margins. They can cause supply disruption as events and their swarms are dangerous through attrition rather than burst damage. Primary threat to granaries and mine workings rather than to individual players.
21. Peltorotta — Field Rat¶
Finnish pelto (field, cultivated land) + rotta (rat)
| Primary biome | Farmland |
| Secondary biome | Plains, light forest storage sites |
| Behavior | Emigrant — follows food storage; infests granaries, field barns, and caravan supply caches |
| Size | 0.3–0.6 m body length; 0.8–3.5 kg |
| Encounter rank | F (individual or pair); F–E (infestation — granary event) |
Brown-grey rats that grow noticeably larger near Talmaes Vale due to the reliable grain supply. A single Peltorotta is not a meaningful threat to any player. An infestation of forty in a sealed grain store — which is what the event type generates — costs Talmaes or Trevalkaan a measurable food reserve band if not cleared quickly. Field Warden Enkwenol posts these infestation orders at Emergency urgency when granary contamination is confirmed; they typically require a fast response window of 8–12 hours.
Their materials are low-grade but they are abundant enough that a player who harvests consistently across multiple infestations builds a useful supply of cheap leather scraps.
| Material | Method | Quality | Crafting uses |
|---|---|---|---|
| Rat hide (strip) | Hunting & Trapping | Common → Common | Leatherworking: crude patch material, scrap leather fill for low-grade repairs |
| Rat meat | Hunting & Trapping | Common → Common | Cooking: emergency ration only — not accepted by provisioners at standard rates |
22. Kivirotta — Cave Rat¶
Finnish kivi (stone) + rotta (rat)
| Primary biome | Rocky hills, mine passages, mountain lower zones |
| Behavior | Territorial — does not leave cave system |
| Size | 0.5–0.9 m body length; 3–12 kg |
| Encounter rank | F–E (small group); E–D (mine infestation) |
Larger than the Peltorotta, with a pale grey-white coat adapted to low light and broader incisors used to chew through timber support beams, rope, and pack materials. Their damage to mine infrastructure is economic before it is combat-related — a Kivirotta infestation in Rumiarr's mid-section starts chewing through shoring beams within two ticks, creating a mine event that blocks access until repairs are completed. Shaft Foreman Qorxabi posts bounties and shoring commissions simultaneously when this triggers.
| Material | Method | Quality | Crafting uses |
|---|---|---|---|
| Cave rat hide | Hunting & Trapping | Common → Crafted | Leatherworking: crude scrap leather, better than Peltorotta due to size |
| Cave rat incisors (pair) | Hunting & Trapping | Common → Crafted | Tinkering: crude scraping or cutting tool insert; minimal trade value but locally useful |
| Cave rat meat | Hunting & Trapping | Common → Common | Cooking: emergency ration only |
23. Suokuori — Bog Beetle Swarm¶
Finnish suo (bog) + kuori (shell, carapace — also the word for bark or husk)
| Primary biome | Marsh/wetland |
| Secondary biome | River margins in wet season |
| Behavior | Territorial swarm — nests in bog-saturated ground; aggressive when nest zone entered |
| Size | Individual beetles 4–8 cm; swarm mass 0.3–1.5 m diameter cloud |
| Encounter rank | D–C (established swarm); C if near nest |
| Optimal loadout vs. | Arcane (fire-affinity) or Traps + tools; blades and bows are poor matchup vs. swarms |
Iridescent blue-black beetles with serrated leg joints that cause lacerations on contact. The swarm is dangerous not for individual bite force but for the volume of simultaneous contact — an unprotected character entering a swarm takes status-type attrition damage that compounds faster than combat healing can address. Support coverage with Restoration reduces this significantly. The swarm disperses if its nest core is destroyed rather than if individual members are killed, which makes targeted Arcane or trap approaches far more efficient than general swarm combat.
Suokuori carapace is a genuine crafting material despite the creature's combat annoyance — the shell plating has light armor reinforcement use and the chitin dust that accumulates during extraction is a dye-and-finish input.
| Material | Method | Quality | Crafting uses |
|---|---|---|---|
| Beetle carapace plates (harvested from nest aftermath) | Hunting & Trapping | Crafted → Fine | Leatherworking: minor reinforcement inlay, light impact-resistant plating for light armor; Tinkering: tool face material |
| Chitin dust (from processing plates) | Hunting & Trapping | Crafted → Fine | Clothworking: hard-finish coating for cloth armor; Alchemy: abrasive component in several preparation recipes |
| Bog-beetle oil (extracted from abdomen glands) | Herbalism Familiar+ | Fine → Superior | Alchemy: unique waterproofing agent and reagent — specific to bog-dwelling insect species; Metsadu distillers use it in a specialized tincture |
24. Brynhämähäkki — Hill Pit Spider¶
Welsh bryn (hill) + Finnish hämähäkki (spider)
| Primary biome | Hills, rocky hills |
| Behavior | Territorial — excavates vertical pit traps in hillside soil; highly sedentary once established |
| Size | Body 0.4–0.7 m diameter; leg span 0.8–1.4 m |
| Encounter rank | E–D (individual pit ambush); D–C (colony section) |
| Optimal loadout vs. | Polearm (reach avoids contact with venom legs); Arcane neutral |
A heavy-bodied burrowing spider with a wide flat profile adapted for its excavated ambush pit. The pit opening is disguised with a silk-framed dirt cover. Players with Tracking at Practiced can identify the characteristic soil disturbance pattern (a ring of slightly displaced earth with a darker center) before stepping on it. An unaware player stepping onto the covered pit is pulled in and held by adhesive silk for the opening moments of the encounter — this is the primary danger. Once above ground and at reach, the Brynhämähäkki is significantly less threatening.
Its silk is one of the most valuable Vermin materials in the launch region — strong, lightweight, and naturally adhesive at low tension while being releasable with solvent. Clothworkers and Alchemists both draw on it.
| Material | Method | Quality | Crafting uses |
|---|---|---|---|
| Spider silk (raw, from web remnants) | Hunting & Trapping | Fine → Superior | Clothworking: reinforcement fiber for fine cloth armor; Leatherworking: binding wrap for precision joints; Tinkering: precision suspension cord |
| Spider silk (processed thread) | Alchemy Practiced+ (processing step) | Fine → Superior | Same uses as raw but processed form is more consistent quality; reduces crafting waste |
| Spider venom sac | Herbalism Practiced+ | Fine → Superior | Alchemy: primary toxin base for several poison recipes; also used in anti-venom preparation as a desensitisation component |
| Spider carapace fragments | Hunting & Trapping | Crafted → Fine | Leatherworking: lightweight rigid plating; Tinkering: tool face blank |
Family: Maren Kin¶
Maren Kin is a new family designation for the semi-aquatic and fully aquatic predators native to the River Maren watershed, its tributaries, the associated marshlands, and the karst drainage systems of the Limestone Steps. They are not Ocean creatures and do not belong to the broader Aquatic Horrors family (which is associated with storm coasts and deep saltwater). Maren Kin are freshwater and brackish-water predators adapted specifically to the Frontier Marches' river and bog ecology. Their materials have unique waterproofing and flexibility properties not found in land-beast equivalents.
25. Maarenhauki — Maren Pike¶
Finnish Maaren (River Maren, genitive) + hauki (pike — the ambush freshwater predator)
| Primary biome | River (River Maren main channel) |
| Behavior | Territorial — holds a defined river stretch; treats anything entering the water as prey |
| Size | 1.2–2.4 m body length; 15–90 kg |
| Encounter rank | E–D (standard); D–C (large specimen) |
| Optimal loadout vs. | From bank: bow + light armor; in water: polearm mandatory; avoid melee in water at any loadout |
A massive freshwater pike relative with a reinforced jaw capable of closing on a limb. It is primarily a hazard to players who enter the river without checking the encounter status of that stretch — the Maarenhauki takes an ambush strike at anyone wading or swimming, which is instant and well before the encounter formally opens. From the bank it is far less dangerous. Arujoki's fishing community considers specific large Maarenhauki specimens as named local hazards; a few are on standing bounty at D rank.
| Material | Method | Quality | Crafting uses |
|---|---|---|---|
| River pike scale strips | Hunting & Trapping | Crafted → Fine | Leatherworking: flexible scale-plated armor strip, waterproof facing for light gear; Metalworking: decorative inlay |
| River pike flesh | Hunting & Trapping | Common → Fine | Cooking: river fish fillet, smoked preservation; valuable to Arujoki and Trevalkaan provisioners |
| Pike bladder (intact) | Herbalism Familiar+ | Crafted → Fine | Alchemy: natural buoyancy reagent; watertight container blank before processing; used in fishing and diving recipes |
Elite additions: Elder Maarenhauki scale (Superior, full dorsal strip); pike jaw assembly (Fine, Tinkering: unique clasp mechanism blank).
26. Suopuli — Marsh Serpent¶
Finnish suo (bog) + Tamil puli (tiger, ambush predator)
| Primary biome | Marsh/wetland |
| Secondary biome | Karst pools and flooded limestone depressions |
| Behavior | Territorial — holds a defined marsh section; may relocate between adjacent marsh hexes seasonally |
| Size | 2.8–5.0 m body length; 40–180 kg |
| Encounter rank | D–C (standard); C–B (large specimen) |
| Optimal loadout vs. | Polearm + medium armor (the serpent constricts — reach prevents this); blade at poor matchup (too short to interrupt constriction before it sets) |
| Material quality band | Floor: Fine — Ceiling: Superior |
A long-bodied marsh serpent with mottled green-brown scales and a flattened body profile that slides through dense reed beds with minimal water disturbance. It does not bite primarily — its kill method is constriction, wrapping around a limb or torso and holding. Against a solo player without polearm reach this is a near-certain capture, and the resolution options narrow quickly without a party member to interrupt the hold. Its venom is secondary to the constriction; it uses it as a paralytic to prevent the prey struggling rather than as a primary delivery system.
Polheen's karst pools occasionally host Suopuli that have followed the underground waterways from the marsh system.
| Material | Method | Quality | Crafting uses |
|---|---|---|---|
| Marsh serpent hide (full dorsal + lateral panel) | Hunting & Trapping | Fine → Superior | Leatherworking: waterproof supple armor layer; excellent for wading gear and river-crossing equipment; unique flex-and-seal property |
| Serpent scale patches (ventral) | Hunting & Trapping | Crafted → Fine | Metalworking/Leatherworking: small waterproof plate panels; decorative inlay |
| Constriction muscle sinew | Hunting & Trapping | Fine → Superior | Weapon binding: exceptional high-tension bowstring; binding role in specialty weapons |
| Marsh paralytic gland | Herbalism Skilled+ | Fine → Superior | Alchemy: high-value paralytic reagent; primary input for several immobilization and tranquilizer preparations; the Physician pays premium for intact specimens |
| Serpent fat (rendered) | Hunting & Trapping | Fine → Fine | Finish/preserve: waterproofing grease for rope and leather; outperforms land-animal fats in damp environments |
Elite/Boss additions:
| Material | Quality | Crafting uses |
|---|---|---|
| Elder marsh serpent hide (full, uncut) | Exceptional | Leatherworking: Exceptional waterproof armor — one of three Exceptional organic materials in the launch region |
| Intact elder paralytic gland | Exceptional | Alchemy: Exceptional reagent; can substitute for materials from future-region content in specific recipes |
27. Jokilaakso — Flood Eel¶
Finnish joki (river) + laakso (valley, low passage) — the creature of the low water passage
| Primary biome | River and marsh |
| Behavior | Emigrant with flood events — stays in deep river channel normally; flood events push it into farmland drainage and low plains, where it becomes a genuine area hazard |
| Size | 1.5–3.5 m body length; 12–80 kg |
| Encounter rank | E–D (normal river encounter); D–C (flood-displaced specimen in farmland) |
| Optimal loadout vs. | Bow from bank; polearm in shallow water |
| Material quality band | Floor: Crafted — Ceiling: Fine |
A long pale-grey eel with vestigial limb stubs that allow slow ground movement when water levels permit. Under normal conditions it stays in the Maren's deeper midchannel and is only encountered by players who enter the water intentionally. During flood events — when the Maren overflows into the Talmaes Vale drainage or the low plains — displaced Jokilaakso can be found in ankle-deep farmland runoff, trapped in farm ditches, or working their way back toward open water. In this displaced state they are aggressive and disoriented, treating anything moving in the water near them as a threat.
Talmaes's Field Warden Enkwenol posts flood-displacement bounties for Jokilaakso during active flood events because the displaced eels damage drainage infrastructure and threaten livestock.
| Material | Method | Quality | Crafting uses |
|---|---|---|---|
| Eel skin (full) | Hunting & Trapping | Crafted → Fine | Leatherworking: smooth waterproof facing for light gear; straps for wet-environment use |
| Eel flesh | Hunting & Trapping | Crafted → Fine | Cooking: smoked eel — valued delicacy at Arujoki and Trevalkaan River Market; higher market value than standard fish |
| Eel liver oil | Herbalism Familiar+ | Crafted → Fine | Alchemy: cold-resist and waterproofing tonic base; Cooking: preservation oil additive |
Family: Constructs and Guardians¶
Constructs are not biological. They yield no organic materials. All construct harvesting is done via Salvage Recovery skill rather than Hunting and Trapping. The quality of recovered components depends entirely on the Salvage Recovery skill band — there is no equivalent of a biological specimen's quality variance. Instead, the construct's age and original construction quality set a fixed ceiling.
28. Karnwarden — Ruins Warden¶
Cornish karn (cairn, ruined stone site) + warden
| Primary biome | Ruins in rocky hills, karst sites, dense forest edge ruins |
| Behavior | Bound to structure — will not leave the footprint of the ruin it was set to guard |
| Size | 1.8–2.5 m height; stone and metal composite body |
| Encounter rank | C–B (standard); B (guardian at major ruin entrance) |
| Optimal loadout vs. | Blunt weapon + medium-heavy armor (Constructs — strong matchup); blade is poor matchup vs. stone body |
| Material quality band | N/A — see Salvage Recovery table |
Animated stone constructs that predate the current settlements. The original purpose of most is not recoverable from available codex records — they guard spaces that are no longer inhabited and hold corridors that lead to emptied chambers. Some may still be executing instructions from a command structure that ceased to exist generations ago. They do not react to neutral presence until a threshold is crossed: a door opened, a specific room entered, an object touched. This makes ruin exploration around Karnwarden sites into a knowledge problem as much as a combat problem — the player who has scouted the activation triggers does not have to fight at all if they route carefully.
| Material | Method | Quality | Crafting uses |
|---|---|---|---|
| Fitted stone blocks (large) | Salvage Recovery | Crafted → Fine (ruin age dependent) | Masonry: high-quality pre-fitted stone; saves cutting time on town projects; Quarrymaster Intiker buys these |
| Iron binding rods | Salvage Recovery | Crafted → Fine | Metalworking: clean iron rods, moderate quality; tool and structural use |
| Arcane binding residue (animated core) | Salvage Recovery Practiced+ (+ Herbalism Familiar+ for full yield) | Fine → Superior | Alchemy: arcane binding reagent — used in Warding and Ritualism preparation recipes; Archivist Gwydnila considers these irreplaceable for codex research |
| Carved stone fragments (inscribed) | Salvage Recovery Skilled+ | Fine | Historic artifact — no crafting use; Archivist pays for documented pieces; codex contribution |
29. Dursentri — Iron Sentinel¶
Welsh dur (hard, steel — also figuratively unyielding) + sentry
| Primary biome | Karst ruins (Limestone Steps) — a specific cluster of old structures in the western karst interior |
| Behavior | Bound to structure — guards a narrow corridor network within the limestone ruins |
| Size | 2.0–2.8 m height; primarily iron construction |
| Encounter rank | B–A (standard); A (full patrol group activation) |
| Optimal loadout vs. | Blunt weapon or Arcane (Constructs — strong matchup); all other loadouts at neutral or poor |
The Dursentri are a different tier of construct from the Karnwarden — their construction is primarily metal rather than stone, the arcane binding is more sophisticated, and their movement speed is substantially higher. They are rarely encountered individually; the known cluster in the karst runs in patrol groups of two to four and has a coordinated command structure that means disabling one does not end the engagement. Their appearance in the Limestone Steps ruins is not currently explained in available codex records. The Archivist Gwydnila has issued a standing B-rank knowledge expedition to document the inscription work on the site, which no fully-surviving expedition has yet completed.
| Material | Method | Quality | Crafting uses |
|---|---|---|---|
| High-grade iron construction plates | Salvage Recovery Practiced+ | Fine → Superior | Metalworking: Superior iron plate input — equivalent to worked fine steel; drives direct market demand |
| Iron gear and joint assemblies | Salvage Recovery Practiced+ | Fine → Fine | Metalworking/Tinkering: precision gear set, fine joint hardware — above common construction quality |
| Advanced arcane binding residue | Salvage Recovery Skilled+ (+ Herbalism Practiced+ for full extraction) | Superior → Exceptional | Alchemy/Ritualism: the highest-quality arcane binding material available in the launch region; demand exceeds supply at all times |
| Inscription plate fragments (structural) | Salvage Recovery Expert+ | Superior | Historic artifact — Exceptional trade and research value; Archivist Gwydnila pays more for these than almost any other single item |
Master Material Index¶
This index lists every material introduced in this document, its source creature, primary crafting use, and quality band for quick reference.
| Material | Source creature | Primary crafting category | Quality range |
|---|---|---|---|
| Advanced arcane binding residue | Dursentri | Alchemy / Ritualism | Superior → Exceptional |
| Aged horn | Maesarw (boss) | Woodworking / Tinkering | Superior |
| Antler sections | Maeshirvi, Kaaduaran | Woodworking / Alchemy | Common → Fine |
| Antler velvet | Maeshirvi, Kaaduaran (spring) | Alchemy (medicine) | Crafted → Fine |
| Apex tusk pair | Coedwych (boss) | Tinkering / Woodworking | Exceptional |
| Arcane binding residue | Karnwarden | Alchemy / Ritualism | Fine → Superior |
| Aurochs beef | Maesarw | Cooking | Crafted → Fine |
| Aurochs bone | Maesarw | Crafting (structural) | Crafted → Fine |
| Aurochs hide (thick) | Maesarw | Leatherworking | Crafted → Superior |
| Aurochs horn | Maesarw | Woodworking / Tinkering | Crafted → Fine |
| Aurochs tallow | Maesarw | Finish / Cooking | Common → Crafted |
| Barrow earth | Karnhaunt | Alchemy / Masonry | Crafted → Fine |
| Bear bone | Tapiokarhu | Crafting (structural) | Crafted → Fine |
| Bear claw set | Tapiokarhu | Tinkering / Jewelry | Crafted → Fine |
| Bear fat | Tapiokarhu | Finish / Cooking | Crafted → Fine |
| Bear gall (intact) | Tapiokarhu | Alchemy (medicine) | Fine → Superior |
| Bear hide | Tapiokarhu | Leatherworking | Crafted → Superior |
| Bear meat | Tapiokarhu | Cooking | Crafted → Fine |
| Beetle carapace plates | Suokuori | Leatherworking / Tinkering | Crafted → Fine |
| Bog beetle oil | Suokuori | Alchemy / Finish | Fine → Superior |
| Bog fat | Suohauki | Finish / Alchemy | Fine → Superior |
| Bog-lurker skin | Suohauki | Leatherworking (waterproof) | Fine → Exceptional |
| Bone fragments (beast) | Various | Crafting | Common → Crafted |
| Bone fragments (undead) | Maarenvaki, Hjalmarift | Crafting | Common → Crafted |
| Boar bristle bundle | Coedmoch / Coedwych | Leatherworking / Alchemy | Common → Fine |
| Boar fat | Coedmoch | Finish / Cooking | Common → Crafted |
| Boar hide | Coedmoch | Leatherworking | Common → Fine |
| Boar meat | Coedmoch | Cooking | Common → Fine |
| Boar tusk pair | Coedmoch | Woodworking / Metalworking | Crafted → Fine |
| Carved stone fragments | Karnwarden | Historic artifact | Fine |
| Cat claw set | Metsäkath | Tinkering / Jewelry | Common → Crafted |
| Cat pelt | Metsäkath | Leatherworking (decorative) | Common → Fine |
| Cat sinew (thin) | Metsäkath | Binding (precision) | Common → Crafted |
| Cave rat hide | Kivirotta | Leatherworking (scrap) | Common → Crafted |
| Cave rat incisors | Kivirotta | Tinkering | Common → Crafted |
| Chitin dust | Suokuori | Clothworking / Alchemy | Crafted → Fine |
| Constriction muscle sinew | Suopuli | Weapon binding | Fine → Superior |
| Corroded iron fragments | Hjalmarift | Metalworking (scrap) | Common → Crafted |
| Crude iron scraps | Kivipiika, Metsäpiru, Bergvargen | Metalworking (crude) | Common → Crafted |
| Deer bone | Maeshirvi | Crafting | Common → Crafted |
| Deer gut | Maeshirvi | Weapon binding | Common → Common |
| Deer hide | Maeshirvi | Leatherworking | Common → Fine |
| Eel flesh | Jokilaakso | Cooking | Crafted → Fine |
| Eel liver oil | Jokilaakso | Alchemy / Cooking | Crafted → Fine |
| Eel skin | Jokilaakso | Leatherworking | Crafted → Fine |
| Elder arcane binding (boss Karnwarden) | Karnwarden (boss) | Alchemy / Ritualism | Superior → Exceptional |
| Elder bile sac | Coedwych (elite/boss) | Alchemy | Superior |
| Elder marsh serpent hide | Suopuli (boss) | Leatherworking | Exceptional |
| Elder paralytic gland | Suopuli (boss) | Alchemy | Exceptional |
| Elder river-stalker skin | Jokipuli (boss) | Leatherworking | Exceptional |
| Elder river-stalker jaw sinew | Jokipuli (boss) | Weapon binding | Exceptional |
| Elder Maarenhauki scale | Maarenhauki (elite) | Leatherworking / Metalworking | Superior |
| Elder thornboar plate-hide | Coedwych (boss) | Leatherworking | Exceptional |
| Elder winter pelt (lynx) | Tunturikat (boss) | Leatherworking | Exceptional |
| Fimbulfr canine set | Bergulfr (elite/boss) | Tinkering / Jewelry | Superior |
| Fimbulfr winter pelt | Bergulfr (boss) | Leatherworking | Exceptional |
| Fitted stone blocks | Karnwarden | Masonry | Crafted → Fine |
| Forest herb bundle | Metsäpiru (shaman) | Alchemy | Common → Fine |
| Goblin hide scraps | All Goblinoid types | Leatherworking (scrap) | Common |
| Goblin rock reagents | Kivipiika (shaman) | Alchemy (low grade) | Common → Crafted |
| Grand matched rack (stag) | Kaaduaran (boss) | Woodworking / Tinkering | Superior |
| Grand scale-ridge plates | Suohauki (boss) | Armor reinforcement | Exceptional |
| Grand stag rack | Maeshirvi (boss) | Woodworking / Tinkering | Superior |
| Grave cloth remnant | Maarenvaki | Leatherworking / Alchemy | Common → Crafted |
| Gut cord (heavy) | Maesarw, Kaaduaran | Binding | Common → Crafted |
| Insignia fragment | Hjalmarift (Skilled+) | Historic artifact (Archivist) | Crafted |
| Inscription plate fragments | Dursentri (Expert+) | Historic artifact | Superior |
| Intact arcane binding residue | Dursentri | Alchemy / Ritualism | Superior → Exceptional |
| Intact fang pair | Harmulfr (elite) | Tinkering / Jewelry | Fine |
| Intact gland pair | Suohauki | Alchemy | Fine → Exceptional |
| Iron binding rods | Karnwarden | Metalworking | Crafted → Fine |
| Iron gear and joint assemblies | Dursentri | Metalworking / Tinkering | Fine |
| Iron sentinel plates | Dursentri | Metalworking | Fine → Superior |
| Leader's iron (goblin) | Bergvargen (leader) | Metalworking | Crafted → Fine |
| Lynx bone fragments | Tunturikat | Crafting | Common → Crafted |
| Lynx claw set | Tunturikat | Tinkering / Jewelry | Crafted → Fine |
| Lynx fat | Tunturikat | Finish / Alchemy | Crafted → Fine |
| Lynx pelt | Tunturikat | Leatherworking | Crafted → Superior |
| Maren silt residue | Maarenvaki | Alchemy | Crafted → Fine |
| Marsh paralytic gland | Suopuli | Alchemy | Fine → Superior |
| Mountain wolf bone | Bergulfr | Crafting | Crafted → Fine |
| Mountain wolf canine pair | Bergulfr (Skilled+) | Tinkering / Jewelry | Fine → Superior |
| Mountain wolf fat | Bergulfr | Finish / Preserve | Crafted → Fine |
| Mountain wolf pelt | Bergulfr | Leatherworking | Crafted → Superior |
| Mountain wolf sinew | Bergulfr | Weapon binding | Crafted → Fine |
| Pike bladder (intact) | Maarenhauki | Alchemy / Crafting | Crafted → Fine |
| Pike jaw assembly | Maarenhauki (elite) | Tinkering | Fine |
| Prime buck hide | Maeshirvi (elite) | Leatherworking | Superior |
| Prime herd-bull hide | Maesarw (boss) | Leatherworking | Exceptional |
| Prime silver-stripe pelt | Harmulfr (elite) | Leatherworking | Superior |
| Prime winter pelt (bear) | Tapiokarhu (boss) | Leatherworking | Exceptional |
| Prime wolf fur | Harmulfr (boss) | Leatherworking | Superior |
| Rat hide strip | Peltorotta | Leatherworking (scrap) | Common |
| Ridge-bristle bundle | Coedwych | Leatherworking / Alchemy | Crafted → Fine |
| River pike flesh | Maarenhauki | Cooking | Common → Fine |
| River pike scale strips | Maarenhauki | Leatherworking / Metalworking | Crafted → Fine |
| River-stalker fat | Jokipuli | Finish / Preserve | Fine → Fine |
| River-stalker hide | Jokipuli | Leatherworking | Fine → Exceptional |
| River-stalker scale | Jokipuli | Armor plating | Fine → Superior |
| Scale-ridge plates | Suohauki | Armor reinforcement | Fine → Superior |
| Serpent fat | Suopuli | Finish / Preserve | Fine → Fine |
| Serpent hide | Suopuli | Leatherworking | Fine → Superior |
| Serpent scale patches | Suopuli | Armor plating | Crafted → Fine |
| Silver-stripe pelt (elite wolf) | Harmulfr (elite) | Leatherworking | Superior |
| Spider carapace fragments | Brynhämähäkki | Leatherworking / Tinkering | Crafted → Fine |
| Spider silk (raw) | Brynhämähäkki | Clothworking / Leatherworking | Fine → Superior |
| Spider silk (processed thread) | Brynhämähäkki | Clothworking / Leatherworking | Fine → Superior |
| Spider venom sac | Brynhämähäkki | Alchemy | Fine → Superior |
| Stag hide | Kaaduaran | Leatherworking | Crafted → Fine |
| Stag meat | Kaaduaran | Cooking | Crafted → Fine |
| Stag rack antler | Kaaduaran | Woodworking / Tinkering | Fine → Fine |
| Stolen cargo fragments | Bergvargen | Variable (depends on cargo) | Variable |
| Stone-wolf bone | Kivisusi | Crafting | Common → Crafted |
| Stone-wolf meat | Kivisusi | Cooking | Common → Crafted |
| Stone-wolf pelt | Kivisusi | Leatherworking | Crafted → Fine |
| Stone-wolf sinew | Kivisusi | Weapon binding | Crafted → Fine |
| Swamp gland (paired) | Suohauki | Alchemy | Fine → Exceptional |
| Thornboar bile | Coedwych | Alchemy | Crafted → Fine |
| Thornboar hide | Coedwych | Leatherworking | Crafted → Superior |
| Thornboar meat | Coedwych | Cooking | Crafted → Fine |
| Thornboar tusk pair | Coedwych | Woodworking / Metalworking | Fine → Superior |
| Venison | Maeshirvi | Cooking | Common → Fine |
| Wight ash | Karnhaunt, Hjalmarift | Alchemy | Crafted → Fine / Fine → Superior |
| Wolf bone fragments | Harmulfr | Crafting | Common → Common |
| Wolf canine | Harmulfr (Skilled+) | Tinkering | Crafted → Fine |
| Wolf pelt | Harmulfr | Leatherworking | Common → Fine |
| Wolf sinew | Harmulfr | Weapon binding | Common → Crafted |
Related Systems¶
creature-grade-escalation.md— how Normal specimens become Rare, Elite, and Boss; quality implications per grademonsters-and-knowledge.md— knowledge tiers and how fighting creatures builds codex progressmonster-families.md— full family planning and future regional expansiongathering-and-resource-ecology.md— harvest activity selection, node types, and gathering loopcrafting-and-itemization.md— quality model for finished items; how material quality feeds crafting outputmaterial-relevance-and-recipe-structure.md— material roles and anti-obsolescence rulescombat-resolution-and-party-logic.md— coverage requirements that apply to Elite and Boss fights