Stock bred by the Nobility for war, for sport, for the gardens, and for purposes recorded only in the lord’s own books. More kinds were released than any single register holds. In the golden era, dragons were hunted by three-headed birds for sport, and forests were taught to walk.
Amended. These are the kinds a hunter is most likely to meet.
Lesser dragons
Bred for sport and war · high valleys of the North and the deep East · Danger: high
The lesser dragons outlived the Nobles who raced and fought them. They’re the size of a wagon, armored, and breathe fire. People have reported greater dragons, but nobody has ever brought one back.
Signs. Burned timber with no storm to explain it. Goats missing from high pastures, their bones dropped from a height. A shape in the sky too big for a bird.
How to handle it. Dragons hunt from the air and nest in golden era buildings. Fight them on the ground, at the nest, with firearms, and pin the wings with stakes. Killing one pays very well.
Carrion birds
Bred to hunt dragons · open country, everywhere · Danger: moderate
Three-headed birds bred to prey on dragons, which means they’ll prey on anything. They circle a fight and come down when it’s over, and they don’t always wait until it’s over.
Signs. Three heads on one silhouette. A fight in open country drawing a crowd overhead. Carcasses stripped from above.
How to handle it. Don’t drag out a fight in the open. End it fast or move it under cover.
Walking woods
Bred trees, for decoration · estate grounds, mostly in the East · Danger: depends
Forests the Nobility taught to move, so an estate’s grounds could rearrange themselves to suit the lord. Some untended woods still move. A road through one isn’t where it was yesterday, and the wood isn’t always kind to what it finds inside itself.
Signs. A road that ends at trees. Trees standing where there was a field. Wheel ruts running under the roots.
How to handle it. Don’t fight it. Get out before the wood closes. Entlings can sometimes tell what mood a wood is in.
Night-cloud
Bred hazard · low ground, everywhere · Danger: high
A drifting fog that kills. It moves along low ground after dusk, and whatever it covers doesn’t wake up. The Nobility used it to clear valleys of life they didn’t want, and it’s still doing that.
Signs. Livestock dead in a low field without a mark on them. Fog moving against the wind. No frogs where there should be frogs.
How to handle it. Get to high ground. A night-cloud can’t climb, and it won’t cross fire. By day, find where it beds down, usually a golden era drain or cistern, and burn it out.
Takers
Bred collectors · towns, everywhere · Danger: high
Long-armed, silent creatures that come over walls at night and carry people away alive. They were bred to collect, and they still do. Nobody knows what they collect people for.
Signs. A window opened from outside. Long fingermarks in the dust on a sill. A bed that was slept in, empty, and no blood.
How to handle it. Takers avoid bells, dogs, and light, and will drop what they’re carrying to get away from any of the three. Track them to their lair, usually a golden era building, where some of the people they took are often still alive. Have a doctor look at anyone you bring back before they go home.
Head-takers
Bred for a purpose nobody knows · the South · Danger: severe
Pale, fast, and picky. They take heads, cleanly, and leave the rest. Last spring Ashfall woke up to find a row of its dead laid out along the Salt Road. Redwater found the heads a week later.
Signs. A body with a single wound. Bodies laid out in a straight row. A season of killings in one area, then nothing for years.
How to handle it. Head-takers hunt alone and take one victim a night. Set out a decoy on a road and wait in numbers. Companies usually charge triple for this job.
Storm-leeches
Bred animal · open country during storms · Danger: moderate
Creatures that feed on lightning. They rise with thunderstorms and cling to whatever draws the strike: a church tower, a lone tree, a rider in the open. In a dry season they starve, get desperate, and settle for the spark in a living body.
Signs. Lightning hitting the same spot every storm. Burned flesh and no thunder heard. Charged air in a still room.
How to handle it. Grounded cold iron. Stake a chain into the earth and let the leech come to it. Don’t fire guns during a storm.
Land sirens
Bred for decoration · empty country · Danger: high
Beautiful voices singing from just out of sight in empty country. People who follow the song are found later, far from the road, and not all of them are found. The Nobility kept sirens in their gardens. The gardens are gone. The sirens aren’t.
Signs. Singing where nobody is. Travelers leaving the road for no reason. The same tune, later, from a companion who never heard it.
How to handle it. Wax in your ears, a rope between riders, and a hunter who’s heard the song before. The siren itself is fragile. The song is the whole danger.
Glamour-beasts
Bred to deceive · roads, everywhere · Danger: high
They hunt with illusions, showing their prey whatever it wants to see: a waystation’s lights, a friend on the road, a well. What’s actually there is teeth. Most victims learn the truth at the last moment they learn anything.
Signs. A waystation on a road that doesn’t have one. A friend who doesn’t answer to their name. Tracks that end at nothing.
How to handle it. Be suspicious of anything that shows up too conveniently. Anyone who stops wanting what a glamour shows can see through it.
Muddle-mold
Bred fungus · damp ruins, and houses built from their stone · Danger: moderate
A fungus that grows in damp ruins and in the walls of old houses, and confuses anything that breathes near it. Scavengers who walk into a patch lose the way out. Towns built from salvaged stone have had whole streets of people get lost on the way home.
Signs. People lost inside houses they know. A crew that went in confident and came out somewhere else. A smell of bread where there isn’t any bread.
How to handle it. Torches and lime: the mold burns, and lime kills it. Scavengers mark known patches at a ruin’s entrance with three short lines, for whoever comes next.
Hedge-hounds
Bred garden guards, gone feral · the green ruins of the East · Danger: moderate
Bred to patrol the Nobility’s estates, now wild. Long, low, and mottled like undergrowth, they hunt in packs that don’t make a sound until the last second.
Signs. Stems snapped at knee height. Livestock taken without a struggle. Silence in the hedges where birds should be.
How to handle it. They avoid open ground and bright light, and lose most of their edge once you draw them out of cover. Entlings can sometimes calm a pack.
Lampjaws
Bred ambush predator · roadsides, everywhere · Danger: high
Predators that hold a pale light in front of their mouths and wait in the dark, still as a lantern on a post, for whatever comes to look.
Signs. A light in the distance that doesn’t move toward you. A lantern where no lantern should be. Travelers who went to take a look.
How to handle it. Never walk toward a light that isn’t moving on a road at night. Hunters kill lampjaws by day, when the lure is dim and the beast is slow, and they shoot from well outside the light.
Frostwings
Bred for the cold · the North · Danger: moderate
Pale, wide-winged flyers bred to ride the cold. They follow the early winters the failing weather engines bring down from the peaks, and they nest in whatever the snow has emptied.
Signs. Frostwings in autumn mean an early winter. A circling pair means a nest. A frozen valley with its houses still standing.
How to handle it. They’re slow to take off and slow to turn. Fight them on the ground at dawn, when the cold has stiffened them, and never in the open sky.
Sand mantas
Bred burrower · the Southern salt flats · Danger: high
Wide, flat predators that move through loose salt and sand the way rays move through water. They come up under horses and riders and take them whole. They’re why Southern ranchers count the herd every morning.
Signs. A ridge in the salt moving against the wind. Cattle half buried. A rider’s tracks that just stop.
How to handle it. They hunt by feeling movement. Cross the flats slowly and single file, never at a gallop. Stake out bait at a distance and shoot when the manta surfaces.
Tithe-moths
Bred blood collectors · towns, in summer, everywhere · Danger: moderate
Swarms bred in the golden era to collect the Nobility’s tithes from sleeping villages. The Nobility are long gone from most of the Frontier. The moths still come on summer nights, and still collect.
Signs. People waking up pale and tired in summer. Fine grey dust on the windowsills. A soft sound in the walls, like paper.
How to handle it. Smoke drives them out and fire finishes them. Many towns burn wormwood in their chimneys on midsummer nights to keep them off. Follow the swarm back to the building where it roosts.
Bell-crows
Bred timekeepers · towns, everywhere · Danger: indirect
Crows bred to keep time on the Nobility’s estates. They’ve learned to imitate the dusk bell, and they ring it early. A town that bars its doors at a bell-crow’s call shuts its own travelers outside after dark.
Signs. A dusk bell before the sun is down. Crows on the church roof. Someone missing who should have made it home.
How to handle it. Bell-crows scare easily and shoot easily. The real danger isn’t the birds, it’s whatever finds the travelers they lock out. In crow season, sheriffs put a watcher on the bell.