The Greenwold bestiary: every body the first zone needs, and what each one does

Written 2026-09-06 from src/mmo/monsters.js (the rows and their tags), src/mmo/realms.js (which place holds what), src/world/fauna.js (the animals) and src/game/monsters.js and monster_ai.js (what the tags make a body do). Every behaviour listed here is one the engine drives today; nothing is promised that the code does not do. Where a number is given it is the constant the code uses.

Every creature below already has a procedural body in monster_models.js (BODY_FAMILIES: biped, skeleton, goblin, zombie, rat, wolf, grub, flyer, and one per animal). Those are stand-ins. This list is what to replace them with.

1. The clips every body needs

The monster layer drives one set of animation states, so every model needs these, at minimum:

clipwhat triggers itnotes for the animator
idlestanding, drifting about its home spota new spot every 3 to 7 seconds, a slow amble; the idle should loop with a breath in it
walkmoving below its run speedspeed scaled by the engine, so author at a natural pace and it will be stretched
runchasing, fleeing, chargingfleeing is 1.1 times run speed
swinga melee blowone shot, wind up then strike; the hit lands part way through, so keep the strike beat readable
hurta blow lands on itone shot flinch, short
casta spell or a shoutfalls back to swing if there is no cast clip; bodies with a ranged or shouted move want a real one
diehealth reaches zero1.1 seconds to the ground; the corpse then lies 90 seconds and can be skinned

Then the tags add moves. Each creature's row below says which.

2. The animals (tier 0)

Targetable, skinnable, no gold, never attack first. They bolt when you come within 7 metres or when anything hurts them, run until they are 25 metres away, then walk home. Fleeing is the whole of their combat. All of them drop meat and hide.

animalwherebodyclips beyond the base set
Deermeadow, in ones to fours1.4 m at the shoulder, hooves, ears up, carried headgraze (head down idle variant), bolt with the head high, a startle before the bolt
Rabbitmeadow, ones to threessmall, long earssit up, hop cycle instead of walk, bolt in zigzag
Field Mousemeadow, ones and twostiny; will be seen at grass heightscurry, freeze
Frogwet ground and shoresmallsit, hop, a throat pulse in the idle
Foxthe Beech Hangar and the Standing Hedge, ones and twoslow, brush tailtrot, an erratic approach (its path wanders rather than running straight), pounce is not needed
Goosethe Mill Run, in twos to sixesupright bird, walks and swimswaddle, wing flap threat, peck idle; the flock moves as one group
Crowmeadow and shore, twos to fivesblack birdperch, take off, flap and glide, land, hop on the ground
Gullthe shore, twos to sixeswhite birdas the crow, plus a stand into the wind
Hawkthe Standing Hedge, aloneraptorperch, take off, soar with rare wing beats, a stoop (dive) with wings folded, land. Tamable at Taming 45

Birds fly for real. A crow, gull or hawk stands on the ground until you come inside 7 metres, then climbs at 3.5 metres a second to a band of 6 to 12 metres, circles there with a slow bob, and comes back down to land once you are gone. So each bird needs: perched idle, take off, flying loop, landing. The hawk also stoops: from the air to the ground in a fold and back up.

Tamable animals here: goose (Taming 10, fed bread), fox (20, game meat), hawk (45, rat meat). A tamed animal will need a follow and a sit.

3. The monsters of the open Greenwold and its places

The realm's danger band is tier 1, so open country between the named places spawns only tier 1: giant rats and goblin scouts by day, zombies and skeletons by night. The named places carry their own tables and are allowed above the band. This is the code as of today, and the wiki's "who lives where" table is now what actually spawns.

Giant Rat (tier 1, vermin)

Goblin Scout (tier 1, humanoid, goblin body)

Goblin Warrior (tier 2, humanoid, goblin body)

Zombie (tier 1, undead)

Skeleton (tier 1, undead)

Thorn Grub (tier 1, vermin, grub body)

Bandit (tier 2, humanoid, biped)

Wolf (tier 2, beast)

Boar (tier 2, beast)

Legion Soldier (tier 2, humanoid, biped)

Legion Archer (tier 2, humanoid, biped)

Raider (tier 2, humanoid, biped)

Drowned (tier 2, undead)

Wraith (tier 4, undead, hunter)

Crab and Salt Crab (tier 1, vermin, grub body)

4. The boss: Sergeant Oram Blackhand (the Old Cellars)

5. What the animator can skip for now

6. Counted

30 rows are named for the Greenwold or its shore: 9 animals, 16 monsters, 1 boss, and 4 beach rows the band cuts. The named encounters (Old Grist, the Fox That Is Not, the Tithe Wagon, the Legion convoy) are variants and events on these bodies and need no body of their own.