
Hearth Cat
A small home friend that makes the first shelter feel occupied instead of empty.
Wiki / Creatures
Friends, wildlife, hostiles, and bosses are organized by habitat, behavior, route pressure, and why a player cares. Images use checked-in alpha art while entries deepen.














Friends

A small home friend that makes the first shelter feel occupied instead of empty.

A meadow friend tied to early region discovery and the first small menagerie loop.

A quarry-region friend that helps the wildlife record feel connected to mining routes.

A marsh friend hinted by rain and still water rather than by a GPS marker.

A small frost friend that keeps the cold route from reading as only combat pressure.

Appears around Dragon Gate conditions after the landmark is known.

A shy frost keep friend tied to aurora weather over the castle route.

Kingwatch's rare friend, framed around the stand-to instead of a map coordinate.
Ambient Wildlife

Soft region life for early evening routes.

Early-route wildlife used to soften the first wilderness loop.

Coastal life that helps docks and crossings read as lived-in places.

A small coastal critter for beach and islet edges.

Marsh life that supports the wetland identity without becoming a chore system.

Scrubland movement and small-world flavor around hotter paths.

Small cinder-route wildlife that foreshadows the hotter landmark line.

Friendly early-region motion around grass and home-adjacent paths.
Hostiles

Telegraphs a line before committing, teaching dodge timing and punish windows.

A hostile paperwork-flavored mob for the audited-island tone.

Part of the bureaucratic enemy family that turns paperwork into threat language.

Bursts from cover and leaves muck, making wetland paths more than scenery.

Creates slowing muck fields; dodge can break the footing pressure.

Shakes loose rubble and uses masonry terrain to teach cover reads.

Circles the player and leaves cold ground that changes movement choices.

A ghost-ranged cave threat that pressures route movement underground.
Boss Creatures

Dragon Gate's headline fight, tied to the Wyrm Hollow route and hoard gate.

Combines range, charge, and floor-freezing pressure inside the castle route.

The Kingwatch throne ward that turns the great hall into a boss arena.

A Bureau-facing boss identity for the island's paperwork pressure.