THE ECHO ARCHIVE · NATURE & CREATURES

THE WORLD
IS ALIVE.

From mist-grown flowers to the creatures of the ice fields. This field guide connects plants, animals and the bestiary to the lands in which they are found.

22PLANTS25ANIMALS18BESTIARY
FIELD NOTES

PLANTS, ANIMALS
AND CREATURES.

Choose a land or a topic. Game-world entries remain explicitly identified as concepts.

65 entriesSOURCE & CONCEPT STATUS PER ENTRY
Flora
GAME WORLD CONCEPT

Weeping Willow

Willows line the wet approaches to Baisu and soften the boundaries between wooden houses and the Naeril.

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Flora
GAME WORLD CONCEPT

Night Lotus

A named waterside flower of the Baisu region, tied to the still ponds and slow river margins in the Shoan field notes.

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Flora
GAME WORLD CONCEPT

Mistgrain

A highland plant named among the vegetation of the mist terraces, appearing beside farms and cultivated steps.

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Flora
GAME WORLD CONCEPT

Lantern Berries

Berries named in the Shoan terraces, one of the small plants that distinguish the highland vegetation from the dry south.

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Flora
GAME WORLD CONCEPT

Ashgrass

Sparse grasses associated with the old battlefield and Bone Bridge, where open ground breaks the wetter valley vegetation.

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Flora
GAME WORLD CONCEPT

Dwarf Pine

Compact conifers of the upper Shoan slopes and monastery grounds, where wind and altitude limit taller growth.

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Flora
GAME WORLD CONCEPT

River Reed

Reeds gather in the banks and shallow water of the Naeril, a natural boundary for paths and river life.

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Flora
GAME WORLD CONCEPT

Black Ivy

Dark ivy appears on Grauwall stone and in the upper city’s damp courtyards in regional plant accounts.

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Flora
GAME WORLD CONCEPT

Plague Lily

A named flower found in Grauwall vases and the surrounding plague-marked lands; its title belongs to local language, not to a verified medicinal property.

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Flora
GAME WORLD CONCEPT

Gallows Oak

Old oaks mark the tracks toward gallows hills and outlying settlements in Graufeld.

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Flora
GAME WORLD CONCEPT

Soot Moss

A dark moss of shaded canal stones and the low districts, named in the Grauwall undercity vegetation notes.

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Flora
GAME WORLD CONCEPT

Emberthorn

A thorny desert plant named around Txolqan, part of the sparse flora of the hot canyon routes.

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Flora
GAME WORLD CONCEPT

Ash Palm

Palms listed among the plants of the canyon city, where limited water makes even sparse shade meaningful.

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Flora
GAME WORLD CONCEPT

Blood Blossom

A ritual flower named in Xicalan temple contexts.

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Flora
GAME WORLD CONCEPT

Salt Crystal Trees

Tree-like forms recorded on the salt roads and flats, part of the stark visual identity of the Sunscar approaches.

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Flora
GAME WORLD CONCEPT

Silver Thistle

A pale highland thistle named for the Orush plateau, set against dry stone and long caravan roads.

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Flora
GAME WORLD CONCEPT

Night Cactus

A dryland cactus identified in the plateau flora near the towers of Orun.

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Flora
GAME WORLD CONCEPT

Riverbank Fig

Fig trees are named along the Xolca river gorges, where the water softens the harsh desert edges.

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Flora
GAME WORLD CONCEPT

Frost Moss

Low moss among the northern holds, enduring where the landscape offers little shelter from snow and ice.

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Flora
GAME WORLD CONCEPT

Steam Moss

Moss associated with the geyser strongholds, where geothermal warmth interrupts frozen ground.

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Flora
GAME WORLD CONCEPT

Frost Fungus

A fungus named in the black sand and glacier fields, one of the few living details described for those reaches.

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Flora
GAME WORLD CONCEPT

Snow Lichen

Lichen on northern stone and sheltered rock, among the sparse living traces of the Rimefrost outposts.

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Fauna
GAME WORLD CONCEPT

Highland Crane

Cranes inhabit the rivers and monastery approaches of Shoan.

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Fauna
GAME WORLD CONCEPT

Mist Moth

Small moths are noted around Baisu’s damp buildings and lantern-lit river paths.

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Fauna
GAME WORLD CONCEPT

River Frog

Frogs belong to the waterlogged margins of Baisu; field notes describe their strange silence as part of the landscape mood.

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Fauna
GAME WORLD CONCEPT

River Serpent

Large river serpents form part of the Naeril and Heartmere animal world; they appear in regional stories as much as in practical river lore.

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Fauna
GAME WORLD CONCEPT

River Heron

Herons watch the shallows of the Naeril and the banks around shrines and reeds.

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Fauna
GAME WORLD CONCEPT

Terrace Lynx

A mountain cat of the Shoan terraces, listed as a territorial predator in the ARPG bestiary.

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Fauna
GAME WORLD CONCEPT

Mist Crane

Cranes associated with highland mists and the terraced slopes, distinct in local field notes from ordinary river birds.

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Fauna
GAME WORLD CONCEPT

Highland Sheep

Sheep graze the mountain terraces where fields yield to rougher grass and highland pathways.

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Fauna
GAME WORLD CONCEPT

Marsh Crow

Crows appear among western marsh roads, rooftops and old gallows sites.

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Fauna
GAME WORLD CONCEPT

Bell Bat

Bats nest among Grauwall’s bell towers; the game bestiary links them to a landscape of constant ringing.

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Fauna
GAME WORLD CONCEPT

Plague Rat

Rats gather in the canals and outlying plague lands; in game design some appear as hostile swarms.

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Fauna
GAME WORLD CONCEPT

Plague Hound

Hounds are recorded in the Graufeld bestiary as dangerous packs on neglected roads.

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Fauna
GAME WORLD CONCEPT

Blind Canal Fish

Sightless fish live in the undercity waterways according to the Grauwall zone notes.

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Fauna
GAME WORLD CONCEPT

Carrion Fly

Carrion-fly swarms belong to the damp, troubled ecosystems described around Grauwall.

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Fauna
GAME WORLD CONCEPT

Salt Lizard

Pale, salt-crusted lizards navigate rock and desert canyons; the ARPG bestiary treats them as agile wildlife.

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Fauna
GAME WORLD CONCEPT

Sun Falcon

Birds of prey named in the Txolqan and Sunscar field notes, crossing the open air above stone and salt.

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Fauna
GAME WORLD CONCEPT

Desert Scorpion

Scorpions occupy the dry lands and salt roads of the Xicalan Reach.

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Fauna
GAME WORLD CONCEPT

Salt Worm

A massive subterranean creature described beneath the salt flats in the game bestiary, treated by caravans with caution.

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Fauna
GAME WORLD CONCEPT

Highland Fox

Foxes are listed among the animals of the Orush plateau and the ridges near Orun.

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Fauna
GAME WORLD CONCEPT

Plateau Owl

Owls appear in the Orush animal notes, a quiet part of the plateau’s night ecology.

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Fauna
GAME WORLD CONCEPT

Ice Eel

Eel-like creatures inhabit northern frozen waters in the ARPG bestiary and Rimefrost region notes.

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Fauna
GAME WORLD CONCEPT

Steam Crawler

Small creatures of the geyser environment, named for their movement through hot steam and cold rock.

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Fauna
GAME WORLD CONCEPT

Frost Crow

Crows of the northern holds, seen against snow and dark volcanic stone.

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Fauna
GAME WORLD CONCEPT

Blind Ice Stag

A deer-like animal named in the Kelda region’s cold-weather field notes.

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Fauna
GAME WORLD CONCEPT

Geyser Salamander

Salamanders belong to the hot-water margins of northern geysers, contrasting with the surrounding frost.

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Bestiary
GAME WORLD CONCEPT

Mud-Drowned

Waterlogged undead from the Shoan bestiary, designed for slow, grasping encounters in flooded terrain.

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Bestiary
GAME WORLD CONCEPT

Mist Stalker

A swift hostile creature of Shoan mist, appearing in the game notes as an ambush predator of poor visibility.

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Bestiary
GAME WORLD CONCEPT

Lantern Wisp

A wandering light in the mist, classified among spirits in the game bestiary.

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Bestiary
GAME WORLD CONCEPT

War Dead of Wild Greed

Armoured remains associated with ancient highland battlefields and the oldest conflicts remembered there.

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Bestiary
GAME WORLD CONCEPT

Ashen Host Scout

A low-ranking operative of the Ashen Host in ARPG creature design, marked by secrecy rather than overt military force.

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Bestiary
GAME WORLD CONCEPT

The Restless

The troubled dead of Graufeld are designed around the region’s bells; their behaviour changes with the sound of the city.

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Bestiary
GAME WORLD CONCEPT

The Hanged

Figures associated with the gallows roads, represented in the game bestiary as a nocturnal threat.

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Bestiary
GAME WORLD CONCEPT

Canal Ghoul

Lurking figures in wet urban passages, listed among the dangers of Grauwall’s canals.

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Bestiary
GAME WORLD CONCEPT

Bellward

Armed guardians who embody Grauwall’s relationship to order, ritual and its bells.

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Bestiary
GAME WORLD CONCEPT

Bone Priest

A cultic adversary of the ARPG bestiary, dressed in ritual imagery rather than a conventional soldier’s uniform.

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Bestiary
GAME WORLD CONCEPT

Sunscar Demon

A hostile presence of the heat-burned desert, linked in game design to sand and sudden movement.

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Bestiary
GAME WORLD CONCEPT

Emberash

Ash-dark figures with embers in their cracks, among the enemies proposed for the ruined firelands.

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Bestiary
GAME WORLD CONCEPT

Obsidian Warden

A defensive construct in the Xicalan game bestiary, visually bound to the region’s dark mineral architecture.

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Bestiary
GAME WORLD CONCEPT

Ink Wraith

A spectral figure associated with the scholarly and tower environments of the eastern highlands.

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Bestiary
GAME WORLD CONCEPT

Frostbound

Cold-bound undead from the northern game bestiary, moving through frozen routes and outposts.

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Bestiary
GAME WORLD CONCEPT

Heat-Eater

A hostile northern creature named for its relationship to warmth in a landscape where heat is scarce.

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Bestiary
GAME WORLD CONCEPT

Wound Shard

A spirit-like threat named in the ARPG notes for the far northern reaches near the Wound.

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Bestiary
GAME WORLD CONCEPT

Draconid

A dragon-like humanoid form documented among the elite creatures of the ARPG.

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ONE WORLD, DISTINCT SOURCES

MYRHA IS STILL
BEING CHARTED.

Some species and habitat notes come from ARPG development. Each entry identifies its status. The site does not disclose unpublished quest outcomes.

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