Monster Families¶
Family Planning Rule¶
The original eight-family sketch is not enough for the long-term world. The full plan should support a broader family map, while a two-region launch should still activate at least ten of those families.
Planned Family Set¶
1. Beasts¶
Wolves, boars, bears, dire cats, and regional apex predators. These fill hunting, escort, and wilderness pressure content.
2. Goblinoids¶
Goblin skirmishers, raiders, sappers, shamans, and larger goblin kin. Good for camps, ambushes, and stolen-supply quests.
3. Raiders and Brigands¶
Bandits, deserters, corsairs, reavers, and poachers. They provide humanoid enemy logic and tie directly into trade disruption.
4. Undead¶
Skeletons, wights, revenants, drowned dead, tomb guardians, and cursed militia remnants. Strong for barrows, ruins, and failed towns.
5. Fae¶
Sprites, tricksters, wild hunt retainers, briar hounds, and glamour-casters. These support misdirection, curses, and forest mystery.
6. Plant Horrors¶
Shambling roots, thorn beasts, spore growths, and carnivorous vines. Useful in cursed groves, swamps, and overgrown ruins.
7. Vermin and Swarms¶
Giant rats, cave spiders, locust swarms, burrowers, and infestation queens. These create crop, granary, and cave problems.
8. Trollkin and Giants¶
Trolls, ogres, frost giants, stone brutes, and bridge-keepers. They fit roadblocks, frontier terror, and cold-region pressure.
9. Drakes and Lesser Dragons¶
Lesser drakes, wyverns, young dragons, reef drakes, and frost drakes. These should be dangerous mid-to-high tier threats.
10. Elementals¶
Storm spirits, dust elementals, ember forms, ice hearts, and living tides. These connect strongly to climate-heavy regions.
11. Constructs and Guardians¶
Animated armor, rune sentries, tomb statues, and arcane wardens. These add defense puzzles and ruin-specific content.
12. Aberrations¶
Void-touched things, warped predators, dreaming parasites, and mind-bent horrors. These serve rare and unsettling late-area content.
13. Netherborn¶
Demonic invaders, ash fiends, pact creatures, and infernal scouts. Use carefully so they remain special instead of generic filler.
14. Aquatic Horrors¶
Drowned beasts, reef lurkers, marsh horrors, and deepwater predators. These are important for coasts, swamps, and flooded ruins.
Family Tags¶
Every family should have structured tags for:
- biome affinity
- combat style
- damage types
- status effects
- material outputs
- contract categories
- codex keywords
These tags power encounter generation, contracts, loot tables, and knowledge tracking.
Launch Use Rule¶
Not every family must appear in equal volume at launch, but each starting region should expose enough families that local hunting and scouting do not become repetitive.