Settlers III WikiThe Caeldun Isles
The World

Wildlife

Live

Each region has its own designed wildlife, from red deer and wolf packs to whales, mosquitoes and the spirits of the high hills.

Vanilla's zombies, skeletons and creepers don't roam the Caeldun Isles. Each region has its own roster of creatures that fits the land, the climate and the height. Some are dangerous, some are dinner, and some are just birdsong.

Accept the resource pack

Many creatures are repainted by the server's resource pack. Without it, a red deer looks like a camel and a mosquito looks like a bee.

A creature's name only shows when you look straight at it.

The Northlands & Rainlands

The wild country of the big islands and peninsulas: forest, moor and mountain.

CreatureWhereNotes
Highland wolfWoods and hillsHunts in packs of three. Dangerous.
Brown bearWoods, up to the high slopesBig, strong, and not to be fought lightly.
Red deerWoods and open hillSkittish; runs from you. Good hunting.
Forest boarWoodlandFights back.
Wild goatHigh groundScreams, and unlike vanilla goats, starts the fight.
Red foxWoods and edges
WildcatPinewood (Ardveil)Every untamed cat in the Caeldun Isles is a wildcat.
Frogs & newtsLochs, ponds and burnsEverywhere near water.
Giant bull frogWaterside, NorthlandsMuch bigger than it has any right to be.
Wood spiderForest
Shore crabBeaches
EagleOverheadSwoops on you like a phantom.
Robin, blue tit, goldfinch, greenfinch, herring gullEverywhereSongbirds and gulls. They drop feathers.

Spirits of the high ground

The higher you climb, the more likely you are to meet things that aren't animals. They're peaceful until provoked.

SpiritNotes
Forest spriteA small green spirit that throws magick when attacked. Often carries a gold nugget.
Wandering soulA lost skeleton, unarmed and unarmoured, that hits very hard once angered. Becomes steadily more common above the treeline.
Soul riderA wandering soul on a spectral steed. Rarer, and found higher still.

The Outer Isles

CreatureNotes
Wild sheepFlocks on the machair and moor.
Wild horse & wild donkeyHerds that flee when approached. Worth catching.
Rabbit
Barren skeleton & skeleton archerRoam the barrens in groups. The archers shoot.
Barrens spriteA small drifting ghost of the moors that closes in and strikes.
Native huntsman & native shamanThe islands' people. Huntsmen shoot arrows and shamans throw fire. They're at war with the bears, wolves and skeletons as well as with you.
Brown bear, Highland wolfFewer than on the mainland.
SharkIn the waters around Dunbarra.

The Spiderholme Isles

CreatureNotes
Black grouseThe only chickens in the world: game birds of the fern country.
Giant spiderInfests the woods of Maigor.
Wood spider, songbirds, gulls
Whale, giant squid, squid herdsIn the abyss offshore. See The open ocean.

No wolves, no bears.

The Breadbasket

Tirwenn and Colvane are too small for large animals. There are no bears, wolves or deer, and no hostile humanoids at all. Being warm, they're a breeding ground for smaller things.

CreatureNotes
Mosquito & mosquito swarmsTiger-striped and bloodthirsty. They bite as they fly past.
Midge swarmsA west-coast summer in one creature.
Shore crab, rock crabBeaches and rocks.
Toad, newtAround the hundreds of ponds.
Palm spiderIn the palms and meadows.
Island boarRare.
Muntjac, island foxSmall deer and foxes.
FalconOverhead.

The Burning Isle

CreatureNotes
Hell toadA toad of the cinder fields.
Blood batSwarms the caves.
BlazeIn the deep places.
The dragonLives at the heart of the island.

In every sea

Cod and salmon in the shallows. Over the abyss: whales, squid, giant squid and pufferfish. See The open ocean.