Enemies

Clan Of Venom

An offshoot of the Arachnidar Clan of Death, the Clan of Venom seeks to become closer to the spiders that infected their ancestors with lycanthropy. The werespider ancestors of the Arachindar did not give their full lycanthropy to their descendants. Instead, the Arachindar closely resemble Humans, but with an extra pair of eyes and arms. The Clan of Venom are obsessed with finding a way to become werespiders again.

Crimson Blades

The Lilzerian Elves used to be known as the Dark Elves before they joined Riddocia. The Crimson Blades are a rebel group that want to return Lilzeria to its evil roots. They dye the metal they forge their arms with crimson, giving them their name.

Deepplace Defectors

The Deepplace defectors are a rebel military group trying to start a military state to the south of Deepplace. They stole some of the technology from their old home before leaving. The Deepplace military actively tries to combat the defectors, as they make travel dangerous for merchants and trade caravans from the other Riddocian states.

Savage Greenskins

The Savage Greenskins are wild raiders that attack and pillage.

Shadows

The vile Shadows are some of the most fearsome enemies that plague the good people of Ylinthia. While their origins are unknown to most, The Sentinel knows their true origin.

The man known now as The Shadow King, who is the ruler of the Shadows, was once a normal mortal and a powerful mage. In his haughtiness, he sought to combine all mana types save for holy to create his own mana, his own magic, his own spells.

Messing with God’s Creation is always problematic. The attempt backfired and a massive explosion of corrupted mana filled the island nation the man ruled. The corrupted terrain broke apart into floating pieces and the denizens of the island became twisted and cursed for all eternity. A Shadow can never truly die, instead their bodies disintegrate into dust when destroyed to be returned to their realm later. The island and its fragments became known as the Shadow Realm.

Now trapped in their Shadow Realm, the Shadows can only remain outside of their realm for a brief time before being returned to their prison. If summoned by an exceptionally talented Shadowmancer, they can remain outside for longer.

That land is so seeped with darkness that no mortal without the blessing of Heaven can enter the Shadow Realm safely. The Shadows can freely traverse between the fragments of their realm. Mortals can only visit a single fragment at a time and while in a fragment, other fragments are unable to be seen.

The Shadows are the essence of fear, and fear is their weapon against the living. The Shadow’s glowing red eyes are the last thing their enemies see. Shadows have a special form of incorporability and their energy is harmful to all non-Shadows. Like other incorporeal creatures, Shadows are immune to mundane weapons. Not even magical enchantments do much harm against these evil creatures. In addition, they are resistant to spells.

The only effective offense against the Shadows is holy energy. The power of God pierces the resistance of the Shadows, rendering their magic resistance useless.

A large portion of Shadows fall into one of seven main categories, though other types exist and are seen rarely. The majority of the members of each category share a common appearance, but the bat headed Terrors and insect headed Abominations are examples of different forms.

Summer Court

Of the four seasonal Vampire courts, the Summer Court is the least evil, though that doesn’t mean they are not still vile and dangerous. The court is ruled by the pirate captain Candi Dubois who usurped the throne from the previous ruler. She and her crew of female pirates known as “The Sirens” took over command of the court and changed the court into a large den of pirates.

Undead

Undead are the animated remains of dead bodies. While their soul has already left their body, their skeletal or decaying remains can be animated using necrotic mana.

These undead possess limited sentience and follow their animator’s commands to the letter. More powerful necromancers can animate undead with more sentience, giving them more ability to think for themselves, which makes them more useful as soldiers as well as commanders.

Though not actually an undead, some soldiers of necromancers are merely conjured out of necrotic energy, not much different from their animated counterparts.

Sometimes, in areas with high concentrations of necrotic mana, dead can be animated without a necromancer. The type of undead raised by the mana is based on how long the person has been dead. While sometimes these undead are sentient and have some elements of their former personality, that is merely a coincidence and not actually memory of who they were.

Elemental manas of fire, air, water, earth, and cold have an opposite mana that is strong against it. Because necrotic mana has strong ties to death, necrotic’s opposite is holy mana, with its ties to life and God.

Vampirism is a disease with necrotic origins, so Vampires are also susceptible to holy energy.

Zarhul

The Zarhul are a race of desert dwelling humanoids that make their living as nomads, traveling around peddling their magic items. While a large group of Zarhul live this way, others fall to banditry or live in large established cities.

Factionless

Factionless units are enemies not aligned to a particular faction.