The codex

The Greenwold: every monster and animal, by the skeleton it rides

Read off the tables that spawn them, the places' own lists, the spaces' placed spawns and the fauna table, so what is here is what a player meets.

32 bodies: 23 that fight and 9 animals, on 12 rigs. Generated 2026-09-07.

A rig is one skeleton, one rest pose, one set of clips. The bodies on it swap heads, outfits and weapons on the same bones, so a bandit archer is a bandit with a bow and a green coat and not a second model. Author the clips once per rig. What each body does in play is the bestiary; this page is the modelling list. The stand-in column is the height of the code body the game draws today.

The human rig 11 bodies, 1.7 to 1.9 m

The game's own human skeleton: the same one the player bodies (human-slim, human-medium, human-heavy) ride, so every clip already authored for the player retargets. One skin per body, under 100 bones, feet on y = 0.

Swappable parts:

Clips: idle, walk, run, swing (a dagger slash and a rapier thrust as two variants), hurt, die, cast. The archers use `cast` as draw and loose, so author it as one; the Legion wants block and a shield raise; the scarecrow, the zombie and the drowned want a slow shamble in place of run (their run speed is 3 to 3.6 m/s); the wraith hovers, so its idle and walk are a drift a hand off the ground.

idnametierkindgrouprun m/smoves beyond the base clipswherestand-infile
banditBandit2humanoid2 to 36the base setthe open country by day; the open country by night; The Mill Run by day; The Old Cellars; The Kingsroad by day; Highwayman's Hollow; Highwayman's Hollow (placed)1.50 mcode body
banditArcherBandit Archer2humanoid2 to 36.2draw and loosethe open country by day; the open country by night; The Old Cellars; The Kingsroad by day; Highwayman's Hollow; Highwayman's Hollow (placed); The Old Cellars (placed)1.79 mcode body
highwaymanHighwayman2humanoid2 to 36.5a crouched waitThe Kingsroad; Highwayman's Hollow; Highwayman's Hollow (placed); The Kingsroad Camp by night (placed)1.85 mcode body
raiderRaider2humanoid2 to 46.4a chargethe open country by day; the open country by night; Highwayman's Hollow1.85 mcode body
legionSoldierLegion Soldier2humanoid2 to 45.8a block, a shoutthe open country by day; the open country by night; The Kingsroad; The Kingsroad Camp (placed)1.85 mcode body
legionArcherLegion Archer2humanoid2 to 36.2draw and loosethe open country by day; The Kingsroad; The Kingsroad Camp (placed)1.85 mcode body
oramBlackhandSergeant Oram Blackhand6bossalone6a shout, a whistle, a chargeThe Old Cellars; The Old Cellars, its lair1.85 mcode body
scarecrowScarecrow2undead1 to 23.6a wake from stillnessthe open country by night; The Mill Run by night; The Mill Run by night (placed)1.96 mcode body
zombieZombie1undead1 to 23a shamble in place of run, clawed handsthe open country by night; The Mill Run by night; The Sunken Chapel; The Sunken Chapel by night (placed)1.10 mmonster-zombie.glb (stand-in)
drownedDrowned2undead2 to 33.5a shamble in place of runThe Sunken Chapel; The Sunken Chapel by night (placed)1.50 mcode body
wraithWraith4undeadalone7a hover, a reachThe Sunken Chapel by night; The Sunken Chapel by night (placed)2.40 mcode body

The skeleton rig 1 body, 1.8 m

The human skeleton again, with a bones mesh on it: the same bone names and rest pose, so it shares every human clip, and only its die (a collapse into a heap) is its own.

Swappable parts:

Clips: the human set, plus a collapse for die.

idnametierkindgrouprun m/smoves beyond the base clipswherestand-infile
skeletonSkeleton1undead2 to 34.5the base setthe open country by night; The Chalk Pits by night; The Sunken Chapel; The Chalk Pits by night (placed); The Sunken Chapel by night (placed)1.10 mmonster-skeleton.glb (stand-in)

The goblin rig 2 bodies, 1.2 to 1.35 m

A short biped with a big head and long arms. Its own skeleton, because the proportions do not retarget cleanly from the human one; two bodies share it.

Swappable parts:

Clips: idle, walk, run, swing, hurt, die, cast. The scout is a thrower: its `cast` is an overarm knife throw and it holds its ground, so a wary idle with the knife up reads right.

idnametierkindgrouprun m/smoves beyond the base clipswherestand-infile
goblinScoutGoblin Scout1humanoid2 to 36an overarm throwthe open country by day; The Old Cellars; Highwayman's Hollow by day; Highwayman's Hollow by night (placed)1.10 mmonster-goblin.glb (stand-in)
goblinWarriorGoblin Warrior2humanoid2 to 36the base setThe Old Cellars; The Beech Hangar by night1.50 mmonster-goblin.glb (stand-in)

The canine rig 4 bodies, 0.4 to 0.8 m at the shoulder

One four legged runner. The wolf is the base; the wild dog is it at three quarters, the badger at a half with a flatter back, the fox a lean tail-heavy variant of the same bones.

Swappable parts:

Clips: idle, walk, lope (run at up to 8.5 m/s), bite, hurt, die, plus a howl (the wild dog pack), a circling idle for the wolf near you, a tail-down flee.

idnametierkindgrouprun m/smoves beyond the base clipswherestand-infile
wolfWolf2beast3 to 48.5the base setthe open country by night; The Mill Run by night; The Beech Hangar by night; The Kingsroad by night; The Standing Hedge by night; Highwayman's Hollow by night; The Beech Hangar by night (placed); The Kingsroad Camp by night (placed); The Long Meadow by night (placed)1.50 mcode body
wildDogWild Dog1beast3 to 57.5a howlthe open country by day; The Mill Run by day; The Beech Hangar by day; The Chalk Pits by day; The Beech Hangar (placed); The Chalk Pits (placed); The Mill Run (placed)0.86 mcode body
badgerBadger1beast1 to 25.2a wake from stillnessthe open country by night; The Beech Hangar by night; The Standing Hedge by night; The Beech Hangar (placed)0.55 mcode body
foxFox0critter1 to 28a wandering approachthe open country by night; The Beech Hangar; The Standing Hedge; Coldwake by night (placed); The Long Meadow (placed)0.50 mcode body

The boar rig 2 bodies, 1.0 m at the shoulder; Old Grist the size of a pony

A heavy quadruped with a short neck and a charge. Old Grist is the same skeleton scaled up with a grey spine and one broken tusk; the code stands him on the wolf body today, which is why the row says wolf.

Swappable parts:

Clips: idle (rooting), walk, run, charge (a lowered head run, one shot), gore (swing), hurt, die.

idnametierkindgrouprun m/smoves beyond the base clipswherestand-infile
boarBoar2beast1 to 27a chargethe open country by day; The Beech Hangar; The Beech Hangar (placed); The Long Meadow (placed)1.50 mcode body
oldGristOld Grist3uniquealone8.5a charge, a charge that throws youThe Beech Hangar by night; The Beech Hangar by night (placed)1.90 mcode body

The rat rig 2 bodies, 0.5 m long plus tail; the mouse a tenth of it

A scurrier. The giant rat is the base; the field mouse is the same bones tiny.

Swappable parts:

Clips: idle, scurry (walk and run), bite, hurt, die, a freeze for the mouse.

idnametierkindgrouprun m/smoves beyond the base clipswherestand-infile
giantRatGiant Rat1vermin1 to 35.5a wet mouththe open country by day; The Mill Run by day; The Old Cellars; The Beech Hangar by day; The Chalk Pits; The Chalk Pits (placed); The Mill Run (placed); The Old Cellars (placed)1.10 mmonster-rat.glb (stand-in)
fieldMouseField Mouse0critter1 to 24the base setgrown by the fauna table in the meadow (generated worlds; a sculpt world only where a space names it)0.50 mcode body

The spider rig 1 body, 0.8 m, a metre and a half across

Eight legs and an abdomen. One body here; the blossom spider of the next realm is a recolour.

Swappable parts:

Clips: idle, walk, run, bite, hurt, die, and a web spit (its `cast`, which roots you).

idnametierkindgrouprun m/smoves beyond the base clipswherestand-infile
giantSpiderGiant Spider2vermin1 to 37a lunge, a web spitthe open country by night; The Old Cellars; The Beech Hangar by night; The Chalk Pits by night; The Beech Hangar by night (placed); The Chalk Pits by night (placed); The Old Cellars by night (placed)1.50 mmonster-spider.glb (stand-in)

The grub rig 1 body, 1.0 m long

A segmented crawler with a thorned head, a spine of ten segments.

Swappable parts:

Clips: idle, crawl (its run is 2 m/s, so one cycle serves for walk and run), a lunging bite, hurt, die.

idnametierkindgrouprun m/smoves beyond the base clipswherestand-infile
thornGrubThorn Grub1vermin1 to 32a lungeThe Chalk Pits; The Chalk Pits (placed)1.10 mcode body

The wisp 1 body, 0.4 m, in the air

No skeleton: a light with a core, a shader thing. Flies, drifts, and its `cast` is a flare.

Swappable parts:

Clips: a drift loop, a flare (cast), a gutter (hurt), a going out (die).

idnametierkindgrouprun m/smoves beyond the base clipswherestand-infile
wispWill o' Wisp2elemental1 to 27take off, fly, land, a wandering approach, a cast, a hover, ranged, castThe Mill Run by night; The Sunken Chapel by night; The Mill Run by night (placed); The Sunken Chapel by night (placed); The Water Meadows by night (placed)1.50 mcode body

The bird rig 3 bodies, 0.3 to 0.7 m

One bird skeleton with wings, scaled: the goose walks and swims, the hawk soars and stoops, the crow and the gull are the same at their sizes.

Swappable parts:

Clips: perched idle, walk (a waddle for the goose), take off, fly loop, land, and for the hawk a stoop with the wings folded; a wing flap threat for the goose.

idnametierkindgrouprun m/smoves beyond the base clipswherestand-infile
gooseGoose0critter2 to 66the base setThe Mill Run; Coldwake (placed); The Mill Run (placed); The Water Meadows (placed)0.50 mcode body
hawkHawk0critteralone11take off, fly, land, a stoopThe Standing Hedge by day0.50 mcode body
crowCrow0critter2 to 59take off, fly, landgrown by the fauna table in the meadow (generated worlds; a sculpt world only where a space names it)0.50 mcode body

The deer rig 1 body, 1.4 m at the shoulder

A long legged quadruped with a carried head. Its own bones; nothing else here walks like it.

Swappable parts:

Clips: graze idle, walk, bolt (run with the head high), a startle, hurt, die.

idnametierkindgrouprun m/smoves beyond the base clipswherestand-infile
deerDeer0critter1 to 47the base setgrown by the fauna table in the meadow (generated worlds; a sculpt world only where a space names it)0.50 mcode body

The small animals 3 bodies, 0.15 to 0.4 m

Three tiny bodies, each its own: they hop or sit rather than walk, and none of them fights.

Swappable parts:

Clips: sit idle, hop (walk and run), a startle, die.

idnametierkindgrouprun m/smoves beyond the base clipswherestand-infile
rabbitRabbit0critter1 to 34.2the base setgrown by the fauna table in the meadow (generated worlds; a sculpt world only where a space names it)0.50 mcode body
squirrelSquirrel0critter1 to 24.6the base setgrown by the fauna table in the meadow (generated worlds; a sculpt world only where a space names it)0.50 mcode body
frogFrog0critter1 to 32the base setThe Water Meadows (placed); grown by the fauna table in the meadow (generated worlds; a sculpt world only where a space names it)0.50 mcode body

The variety, counted

By tier: tier 0: 9, tier 1: 7, tier 2: 13, tier 3: 1, tier 4: 1, tier 6: 1. By kind: critter 9, beast 4, vermin 3, humanoid 8, undead 5, elemental 1, unique 1, boss 1. By rig: bird 3, deer 1, rat 2, canine 4, small 3, goblin 2, skeleton 1, grub 1, human 11, boar 2, spider 1, wisp 1. 31 can be met by day and 18 by night.

Gaps a read of the counts shows. Wants, not rows; nothing here is in the code.