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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

  • creature-grade-escalation.md — how Normal specimens become Rare, Elite, and Boss; quality implications per grade
  • monsters-and-knowledge.md — knowledge tiers and how fighting creatures builds codex progress
  • monster-families.md — full family planning and future regional expansion
  • gathering-and-resource-ecology.md — harvest activity selection, node types, and gathering loop
  • crafting-and-itemization.md — quality model for finished items; how material quality feeds crafting output
  • material-relevance-and-recipe-structure.md — material roles and anti-obsolescence rules
  • combat-resolution-and-party-logic.md — coverage requirements that apply to Elite and Boss fights