The Nobility bred animals for war, for sport, for their gardens, and for purposes no longer recorded, and distributed more kinds across the world than the Institute has catalogued. In the golden era, fire-breathing dragons were prey for three-headed birds, and forests were taught to walk. The entries below are those personnel are most likely to encounter.
Lesser dragons
Engineered fauna, bred for sport and war · high valleys of the Northern sector and the deep East · Threat: high
The lesser dragons outlived the Nobles who raced and fought them. They are the size of a wagon, armored, and breathe fire. Greater dragons have been reported; the Institute holds no confirmed specimen.
Indicators. Burned timber with no storm to account for it. Goats missing from high pastures, their bones dropped from a height. A silhouette in the sky too large for a bird.
Handling. Dragons hunt from the air and nest in golden era structures. Engage them on the ground, at the nest, with firearms, and pin the wings with stakes. A successful engagement commands substantial fees.
Carrion birds
Engineered fauna, bred to hunt dragons · open country, all sectors · Threat: moderate
Three-headed birds bred to prey on dragons, and consequently willing to prey on anything. They circle a fight and descend when it ends, and do not reliably wait for it to end.
Indicators. Three heads on a single silhouette. A fight in open country drawing a crowd overhead. Carcasses stripped from above.
Handling. Avoid prolonged engagements in open terrain. Conclude the fight quickly or move it under cover.
Walking woods
Engineered flora, ornamental · estate grounds, chiefly the Eastern sector · Threat: situational
Forests the Nobility taught to move, so that an estate’s grounds could rearrange themselves to the lord’s taste. Some untended woods still move. A road through one is not where it was the day before, and the wood is not always kind to what it finds inside itself.
Indicators. A road that ends at trees. Trees standing where there was a field. Ruts beneath the roots.
Handling. Do not attempt engagement. Leave before the wood closes. Entlings can sometimes judge a wood’s temper.
Night-cloud
Engineered hazard · low ground, all sectors · Threat: high
A drifting fog that kills. It moves along low ground after dusk, and whatever it covers does not wake. The Nobility used it to clear valleys of unwanted life, and it continues to do so.
Indicators. Livestock dead in a low field without a mark. Fog moving against the wind. No frogs where there should be frogs.
Handling. Take high ground; a night-cloud cannot climb, and it will not cross flame. By day, locate where it beds, usually a golden era drain or cistern, and burn it out.
Takers
Engineered fauna, collectors · settlements, all sectors · Threat: high
Long-armed, silent creatures that come over walls at night and carry people away alive. They were bred to collect, and they continue to. Their purpose in collecting has not been determined.
Indicators. A window opened from outside. Long fingermarks in the dust on a sill. A bed slept in and empty, and no blood.
Handling. Takers avoid bells, dogs, and light, and will drop what they carry to escape any of the three. Track them to the lair, which is usually a golden era structure, where some of what was taken is often still alive. Recovered persons should be examined by a physician before readmission to the settlement.
Head-takers
Engineered fauna, purpose unrecorded · Southern sector · Threat: severe
Pale, fast, and selective: they take heads, cleanly, and leave the rest. Last spring Ashfall woke to find a row of its dead laid out along the Salt Road. Redwater found the heads a week later.
Indicators. A body with a single wound. Bodies laid out in a straight row. A season of killings in one district, then nothing for years.
Handling. Head-takers hunt alone and take one victim a night. Bait a road with a decoy and wait in numbers. Companies customarily charge triple rates.
Storm-leeches
Engineered fauna · open country during storms · Threat: 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 on open ground. In a dry season they starve, grow desperate, and settle for the spark in a living body.
Indicators. Lightning striking the same place in every storm. Scorched flesh with no thunder heard. Charged air in a still room.
Handling. Cold iron, grounded. Stake a chain into the earth and let the leech come to it. Firearms are not recommended during storms.
Land sirens
Engineered fauna, ornamental · empty country · Threat: high
Beautiful voices in empty country, singing from just out of sight. Those 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 remain.
Indicators. A song where no one is. Travelers leaving the road without explanation. The same tune, later, from a companion who never heard it.
Handling. Wax in the ears, a rope between riders, and a hunter who has heard the song before. The siren itself is frail; its song is the entire danger.
Glamour-beasts
Engineered fauna, illusory · roads, all sectors · Threat: high
They hunt with illusion, presenting what the victim wishes to see: a waystation’s lights, a friend on the road, a well. What is actually present is teeth. For most victims, the moment the glamour breaks is the last thing they learn.
Indicators. A waystation on a road that has none. A friend who does not answer to their name. Tracks that end at nothing.
Handling. Distrust anything that arrives too conveniently. A glamour can be seen through by anyone who stops wanting what it shows.
Muddle-mold
Engineered fungus · damp golden era structures and houses built from their stone · Threat: moderate
A fungus that grows in damp ruins and in the walls of old houses and confuses whatever breathes near it. Scavengers who enter a patch lose the way out. Towns built with salvaged stone have been known to find a whole street losing its way home.
Indicators. People lost inside familiar houses. A crew that went in confident and came out somewhere else. A smell of bread where there is no bread.
Handling. Torches and lime: the mold burns, and lime kills it. Scavengers mark known patches at a structure’s entrance with three short lines, for whoever comes next.
Hedge-hounds
Engineered fauna, garden guardians, feral · green ruins, Eastern sector · Threat: moderate
Bred to patrol the Nobility’s estates, now feral. Long, low, and mottled like undergrowth, they hunt in packs that make no sound until the last moment.
Indicators. Stems snapped at knee height. Livestock taken without a struggle. Silence in the hedges where birds should be.
Handling. They avoid open ground and bright light; drawn out of cover, they lose most of their advantage. Entlings can sometimes calm a pack.
Lampjaws
Engineered fauna, ambush predators · roadsides, all sectors · Threat: high
Predators that display a pale light before the mouth and wait in the dark, motionless as a lantern on a post, for whatever comes to investigate.
Indicators. A light in the distance that does not move toward you. A lantern where no lantern should be. Travelers who went to look.
Handling. Do not approach a stationary light on the road at night. Hunters kill lampjaws by day, when the lure is dim and the beast is slow, and shoot from well outside the light.
Frostwings
Engineered fauna, cold-adapted · Northern sector · Threat: 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.
Indicators. Frostwings in autumn mean an early winter. A circling pair means a nest. A frozen valley with its houses still standing.
Handling. Slow to rise and slow to turn. Engage them on the ground at dawn, when the cold has stiffened them, and never in open sky.
Sand mantas
Engineered fauna, burrowing · salt flats, Southern sector · Threat: high
Broad, flat predators that move through loose salt and sand as rays move through water. They rise beneath horses and riders and take them whole. They are why Southern ranchers count the herd every morning.
Indicators. A ridge in the salt moving against the wind. Cattle half-buried. A rider’s tracks that end.
Handling. They hunt by vibration. Cross the flats slowly and in single file, never at a gallop. Stake bait at a distance and shoot when the manta breaches.
Tithe-moths
Engineered fauna, blood-collecting · settlements, summer, all sectors · Threat: 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.
Indicators. Sleepers waking pale and tired in summer. Fine grey dust on the windowsills. A soft sound in the walls, like paper.
Handling. Smoke drives them out and fire finishes them. Many towns burn wormwood in their chimneys on midsummer nights, for reasons not recorded. Trace the swarm to the structure where it roosts.
Bell-crows
Engineered fauna, timekeepers · settlements, all sectors · Threat: indirect
Carrion birds bred to keep time on the Nobility’s estates. They have 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.
Indicators. A dusk bell before the sun is down. Crows on the church roof. Someone missing who should have made it home.
Handling. Bell-crows are easily frightened and easily shot. The hazard is not the birds but whatever comes for the travelers they lock out. In crow season, sheriffs post a watcher on the bell.