In the year since Eidolon’s first
conquest, many strange and deadly creatures have stalked
Thyrion’s shores. So that the reader might comprehend the
might of Eidolon’s army, I shall spare a few brief pages
documenting the nature of these creatures.
![]() Eidolon has bent a race of giant Scorpions to his will. These creatures are truly horrific: their deadly sting, combined with their variable size, force the citizens of Thyrion to continually watch their step. There are two known varieties of Scorpion: the pale Sand Scorpion, which fights viciously but lacks the strength of its darker cousin, and the glossy black Bog Scorpion, whose attacks are notoriously deadly. Both are best avoided. |
![]() Just as Eidolon has turned Scorpions into his footsoldiers, his race of giant Spiders is a plague upon the land. Like Golems, they come in many different sizes. There are two distinct varieties of spider, each with its own color scheme. One sports a black and yellow coloration, while the other is a muddy brown or red. The black spider is reputed to be the deadlier of the two, but the red variety is still a dangerous foe. |
![]() Among the weakest of Eidolon’s minions, Imps are nevertheless vicious adversaries. Imps have been sighted in both the coldest and hottest of Thyrion’s climes. There seem to be two distinct varieties, each best suited for a particular extreme of temperature: the Fire Imp and Ice Imp. They are quite similar in physiognomy, though the Ice Imps’ bodies are a frosty blue, and the Fire Imps exhibit a ruddy coloration. Imps fly upon leathery bat wings and attack their hapless victims with magical projectiles of ice or fire–or with vicious, swooping dives. They are fragile but extremely quick, and thus quite difficult to kill. All four continents of Thyrion are currently plagued with Imps. |
![]() Eidolon’s minions include a number of human and semi-human followers. In particular, Eidolon seems to favor the cadres of deadly archers who heed his beck and call. The continents of Thyrion veritably swarm with roving Knight Archers, each seeking to prove his worth by slaying a foe of Eidolon’s empire. Knight Archers occupy the middle range of Eidolon’s minions, both in terms of commonality and power. Their swift arrows can be deadly, while at close range these archers are forced to punch at their opponents. Knight Archers fire enchanted arrows of two varieties. The standard Archer arrow emits a greenish glow and deals considerable damage to its target. The alternate type of arrow glows luminous red, and knocks the archer’s foes backward with great force while causing an equal amount of damage as the green arrows. These red arrows are deadly tools, as they allow the Archer to buffet nearby foes back to long range–thus maintaining the optimum distance for successful archery. Occasionally the traveler may encounter commanders of Knight Archer regiments. These men, known as Archer Lords, are considerably more skilled (and therefore deadlier) than their common minions. |
![]() Even as the lands of Thyrion were being subverted by Eidolon’s minions, the waters were likewise undergoing a horrific change. Sinewy, tentacled Hydra now prowl the dank waters surrounding Eidolon’s strongholds, promising violent death for the unwary swimmer. Hydra can rip a victim to shreds with their wickedly barbed tentacles. When their prey is too far to grapple with, they spit a corrosive bile that sears the skin and even tarnishes metal. It’s a common misconception that Hydra can harm people on land. While all agree it is true that Hydra cannot leave the water, some claim they can rear above the water line and spit their bile at humans near the water’s edge. The truth of this frightening story remains to be seen. |
![]() Golems were the mainstay of Eidolon’s first assault on Thyrion. These colossal automatons are both durable and formidable, winning many battles through sheer intimidation. The typical Golem stands twice the height of a man, and moves with measured, ponderous steps. Golems come in many sizes, however. There are reports of several distinct types of Golem. Though different varieties may appear on several continents, there are definite concentrations of particular types on each continent. The mid-sized Iron Golem, a ponderous creature of iron and lead, plagues the castles of Blackmarsh and jungles of Mazaera. Deadly and massive Bronze Golems tread the paved streets of Septimus, while the relatively diminutive Stone Golems prowl amongst the pyramids of Thysis. All Golems love hand-to-hand combat, where they can crush opponents under their massive, nerveless feet. Additionally, the larger Iron and Bronze Golems fire a deadly blast from magical gems set in their foreheads. The main challenge in fighting Golems is to deal enough damage to destroy them. There are tales of agile warriors who evaded Golems’ attacks with ease, but eventually grew tired of hacking at their durable opponents, and were forced to give up and run. |
![]() No one knows the origin of the Skull Wizards. What is known, however, is that they posses immense magical power. Skull Wizards serve as generals and councilors to Eidolon, advising him in arcane matters and overseeing the gradual destruction of Thyrion. Skull Wizards are masters of summoning. Instead of directly attacking their foes, they like to summon lesser creatures to do battle in their stead. Spiders are reputedly their favorite subjects. When pressed, however, a Skull Wizard is not incapable of defending itself. It can summon a magical skull to fire at enemies, and it teleports short distances whenever it feels genuinely threatened. Even in death, the Skull Wizard is deadly. It is said that a dying Skull Wizard does not truly die, but instead is transmuted into a host of giant spiders. Finally, it is said that the Skull Wizard is merely a lesser form of an even mightier creature, the Shadow Wizard. None have seen a Shadow Wizard and lived to tell of it, but the rumors are so persistent that its existence seems likely. |
![]() Fallen Angels haunt the decaying castles of Blackmarsh. Ghostly and ethereal, they possess a surreal, deceptive beauty. But beware! Fallen Angels rank among Eidolon’s most deadly minions, and harbor no love for humans despite their charming appearance. Fallen Angels use magic to harm their foes. Common attacks include magical bursts that seem to originate from the Angel’s translucent wingtips, and a crimson, spiraling bolt of magic that rends everything in its path. When attacked, the Fallen Angel is more than capable of protecting itself. Naturally hard to see due to their ghostlike transparency, Fallen Angels further confound their opponents by flying to and fro. When seriously threatened, the Angel can enfold itself in its own wings to ward off damage. |
![]() Medusa roam the great cities of Septimus, inspiring fear in all who tread those flagstoned streets. A startling combination of woman and snake, the Medusa is capable of turning her prey to stone with a mere glance. Her head is crested with snakes instead of hair, and these snakes spit venom that sears the unwary target. Little else is known of Medusa, for very few humans have seen one and lived to tell of it. |
![]() Travelers in the deserts of Thysis must constantly be wary of Mummies. These desiccated tomb dwellers are slow of foot but remarkably hardy. In the narrow confines of their decaying tombs, speed is less important than power. Wielding long scepters to good advantage, Mummies tend to have the upper hand when fighting in their natural environs. When their foes retreat to greater distances, however, the Mummy is by no means helpless. By stamping their scepters upon the ground, Mummies are capable of summoning flames from the earth itself, scorching hapless foes who try to run away. One cannot make the mistake of assuming that a Mummy is dead when its limbs have been severed. So powerful is its spirit that the Mummy will continue to attack after vital pieces of its body have been hacked off. Destroying a Mummy, therefore, is often a slow and painful process that requires the utmost diligence. Only when the Mummy has been thoroughly dismembered can an adventurer rest easy. |
![]() The steamy jungles of Mazaera are home to a particularly deadly foe: the Were Jaguar. Brandishing serrated swords, Were Jaguars look like a combination of great cat and conventional footsoldier, but they are considerably more deadly than either. Were Jaguars are extremely adept with both sword and shield, hacking and slashing at medium range, and bashing with their shields when an opponent draws too close. Were Jaguars are also incredibly fast and agile. They are known to leap and dive at their foes, and roll nimbly from side to side in order to dodge attacks. Occasionally they use their great shields to reflect incoming projectiles, sometimes even turning these projectiles back upon their originator. An even tougher race of Were Jaguar has recently been sighted in Mazaera. Dubbed the Were Panther, these beasts are supposedly even stronger and faster than their common Jaguar cousins. |
Riders of the
Apocalypse Four grim generals carry out Eidolon’s decrees upon the four continents of Thyrion. The origin of these dread beings is unknown, but none questions their power: Eidolon himself, it is rumored, cannot fully control them. These four abominations are known as the Riders of the Apocalypse. Mounted on dire steeds, these riders are known by the names War, Famine, Pestilence and Death. Who can say what dire magic they command, or what deadly powers they possess? The only certainty is this: should a wandering hero encounter one of these four beings, his life is in great peril. |
Eidolon Any man or woman who tries to free Thyrion must do battle with Eidolon himself. Reports of Eidolon’s appearance and powers are wildly conflicting, though all agree that he is potent beyond all human reckoning, and that he bears great resemblance to a creature from a nightmare. Nothing else is known of Eidolon’s powers or physiognomy. When the time comes for a hero to challenge Eidolon’s dominion, we can only hope that he does not despair at the sight of this horrific fiend. |