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creatures

Same text as in-game help creatures.

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creatures -- author custom creatures for your demesne only

Custom creatures are demesne-scoped: stored with your demesne (not the shared git bestiary), and only ever spawn on your own ground. You pick a manifestation archetype (a fixed mechanical stamp), never a free Origin or Path -- this is not chargen.

How you play
  1. creature copy <archetype>       author one (24 cap); note the new id
  2. creature name <id> <text>       set the display name
     creature desc <id> <text>       set the look text
  3. creature mold <id> tier <n>     set strength band (0 up to one below your Tier, never above Tier 4)
     creature mold <id> stat <STAT> <lo> <hi>   tune one primary's range (capped to the creature's tier band and below your own stats)
     creature mold <id> statmode fixed|roll     anchor stats: roll once and keep, or reroll each respawn (wilderness spawns always roll)
  4. creatures                       list what you have authored + caps
     creatures place|unplace|...     same subcommands as creature below
     creature show <id>              full stat block for one
  5. creature blend on|off           wilderness cells: custom-only, or mixed with your stock beasts pack
  6. creature place <id> here          anchor where you stand (micro cell)
     creature place here <id>          same -- stand on the spot first

     creature place <id> <macro_x,macro_y>   macro cell center (5,5 micro)
     creature place <id> <mx,my>/<ux,uy>   exact macro + micro foot spot
     creature guard <id> stay|nest|free   stay put, wander its home cell, or roam the whole demesne
     creature unplace <id>           pull it back out
  7. Killed anchors return after a short delay; a fixed anchor keeps its rolled stats, a rolling one rerolls. Remolding tier/stats on a placed creature needs unplace + place again to take effect on the anchor.
  8. creature remove <id>            delete it (auto-unplaces first)

Manifestation archetypes
  feral_beast       prey, quadruped lean
  blood_feeder       prey + typed blood, bite economy only
  spirit_shade       no_blood, ethereal lean
  domain_sentinel    humanoid; mold spar_only for a non-lethal warden
  corrupt_seed       prey + corruptible (Demon corruption floor)
  mortal_echo        reads as human; mortal prose only