Threats & Creatures of the Age of Umbra

🌑 Umbral Creatures

Born from or corrupted by the Eclipse

Shadow Wraiths

Type: Undead/Spiritual Threat Level: Moderate to High Description: Once-living beings who were consumed by the Eclipse’s darkness, now existing as malevolent spirits of pure shadow.

Abilities:

  • Phase Walking: Can become incorporeal to pass through solid objects
  • Light Drain: Suck illumination from nearby sources
  • Despair Aura: Cause fear and hopelessness in living creatures
  • Possession: Temporarily control weak-willed individuals

Weaknesses:

  • Bright Light: Takes damage from intense illumination
  • Sacred Symbols: Repelled by religious artifacts
  • Memory Anchors: Confused by reminders of their former life

Behaviour:

  • Hunt in groups of 3-6
  • Drawn to areas of intense emotion or despair
  • Often found haunting sites of past tragedies
  • May retain fragments of their former memories

Encounter Tactics:

  • Ambush from shadows or underground
  • Target light sources first
  • Flee if exposed to strong illumination
  • Try to separate groups and pick off individuals

Void Stalkers

Type: Aberration Threat Level: High Description: Predatory creatures that seem to emerge from areas of absolute darkness. They hunt by sound and movement rather than sight.

Physical Features:

  • Eyeless: Navigate entirely by sound and vibration
  • Shadow Camouflage: Nearly invisible in darkness
  • Razor Claws: Designed for silent killing
  • Silent Movement: Make no sound when hunting

Abilities:

  • Echolocation: Can “see” in complete darkness
  • Darkness Generation: Create zones of absolute black
  • Paralytic Venom: Claws inject numbing poison
  • Pack Coordination: Hunt in groups with tactical precision

Weaknesses:

  • Loud Noises: Confused by sudden, intense sounds
  • Bright Light: Temporarily blinded and disoriented
  • Predictable Behaviour: Follow specific hunting patterns

Habitat:

  • Deep caves and underground areas
  • Abandoned buildings in ruined cities
  • Areas where the Eclipse’s effects are strongest
  • Places with no natural light sources

Corrupted Beasts

Type: Mutated Animals Threat Level: Variable (Low to High) Description: Normal animals transformed by prolonged exposure to Umbral energy. The corruption affects different species in different ways.

Shadowhounds

  • Origin: Domestic dogs
  • Changes: Increased size, glowing red eyes, shadow-step ability
  • Behaviour: Hunt in packs, can phase through shadows
  • Threat: Moderate, especially to isolated travelers

Gloomwolves

  • Origin: Wild wolves
  • Changes: Skeletal appearance, ice-cold breath, pack telepathy
  • Behaviour: Coordinated pack hunters with supernatural intelligence
  • Threat: High, especially in winter conditions

Duskbears

  • Origin: Brown bears
  • Changes: Massive size increase, armor-like hide, hibernation immunity
  • Behaviour: Solitary, territorial, extremely aggressive
  • Threat: Very High, avoid at all costs

Nightmares (Corrupted Horses)

  • Origin: Horses
  • Changes: Flaming manes, ability to run on air, fear aura
  • Behaviour: Serve as mounts for powerful Umbral entities
  • Threat: High, usually indicates greater danger nearby

General Corruption Patterns:

  • Size Changes: Usually larger, sometimes dramatically so
  • New Abilities: Supernatural powers related to darkness
  • Aggression: More violent and unpredictable than original species
  • Intelligence: Sometimes increased, but always twisted
  • Pack Behaviour: Even normally solitary animals may group together

The Hollow

Type: Corrupted Humanoids Threat Level: Variable (Moderate to Extreme) Description: People who have been completely consumed by Umbral corruption, losing their humanity but retaining their intelligence and memories.

Stages of Corruption:

Stage 1: The Touched

  • Appearance: Pale skin, dark veins, shadowed eyes
  • Mental State: Still mostly human, but increasingly paranoid
  • Abilities: Enhanced night vision, resistance to Umbral effects
  • Threat Level: Low (might still be helped)

Stage 2: The Shifting

  • Appearance: Flickering between solid and shadow form
  • Mental State: Severe mood swings, memory gaps
  • Abilities: Limited shape-changing, shadow manipulation
  • Threat Level: Moderate (unpredictable, may attack)

Stage 3: The Lost

  • Appearance: Constantly shifting shadow form with glowing eyes
  • Mental State: Alien intelligence, human memories but inhuman goals
  • Abilities: Full shadow form, corruption touch, reality distortion
  • Threat Level: High (actively dangerous to all life)

Stage 4: The Void-Sworn

  • Appearance: Living shadows with only vaguely human shape
  • Mental State: Completely alien, serve the Eclipse directly
  • Abilities: Master-level Umbral magic, reality manipulation
  • Threat Level: Extreme (avoid at all costs)

Recognition Signs:

  • Temperature Drop: The air grows cold around them
  • Light Dimming: Illumination weakens in their presence
  • Emotional Drain: Feelings of hopelessness and despair
  • Memory Fog: Difficulty remembering why you’re there

🌊 Aquatic Threats

Creatures from the corrupted seas

Abyssal Rays

Type: Corrupted Sea Life Threat Level: High Description: Massive ray-like creatures that feed on light energy. They can drain the power from ships’ lighting, leaving vessels helpless in the dark waters.

Abilities:

  • Light Absorption: Drain energy from magical and mundane light sources
  • Electromagnetic Pulse: Disable crystal-powered devices
  • Size: Wingspan of 50+ feet
  • Deep Diving: Can attack from extreme depths

Hunting Behaviour:

  • Target the brightest ships first
  • Circle vessels to drain light sources systematically
  • Attack crew once ship is darkened
  • Often travel in small groups (3-5)

Deep Leviathans

Type: Ancient Sea Monsters Threat Level: Extreme Description: Enormous creatures that dwelt in ocean depths before the Eclipse, now driven to the surface by changes in the deep waters.

Characteristics:

  • Colossal Size: 200+ feet in length
  • Ancient Intelligence: Possibly older than human civilization
  • Territorial: Claim large areas of ocean as their domain
  • Unpredictable: May ignore ships or attack without warning

Signs of Presence:

  • Unusual whale songs or deep rumbling sounds
  • Sudden temperature changes in the water
  • Schools of fish fleeing in panic
  • Strange lights visible deep underwater

Echo Fish Swarms

Type: Mutated Marine Life Threat Level: Low to Moderate Description: Small fish that have developed echolocation abilities. Individually harmless, but their sonar can interfere with navigation and communication.

Problems They Cause:

  • Sonar Interference: Disrupt crystal communication systems
  • Navigation Confusion: Make it difficult to determine direction
  • Equipment Damage: High-frequency sounds can crack crystals
  • Predator Attraction: Their noise draws larger threats

🏛️ Artificial Threats

Remnants of the old world turned dangerous

Guardian Constructs

Type: Magical Automatons Threat Level: High to Extreme Description: Defensive systems from the Luminous Empire that are still active but corrupted by the Eclipse. They follow their original programming but interpret it through Umbral influence.

Types:

Crystal Sentinels

  • Function: Building security and patrol
  • Appearance: Humanoid figures made of crystalline materials
  • Abilities: Energy blasts, self-repair, magic detection
  • Corruption Effect: Now attack anyone as potential threats

Solar Guardians

  • Function: Protection of important facilities
  • Appearance: Lion-like constructs with solar crystal manes
  • Abilities: Light beam attacks, energy absorption, tracking
  • Corruption Effect: Drain light from victims instead of protecting

Archive Keepers

  • Function: Library and knowledge protection
  • Appearance: Floating spheres with multiple manipulator arms
  • Abilities: Memory manipulation, information scanning, telekinesis
  • Corruption Effect: Steal memories instead of preserving knowledge

Dealing with Constructs:

  • Original Commands: May respond to proper authorization codes
  • Magical Interference: Umbral magic can confuse their systems
  • Physical Damage: Still vulnerable to conventional attacks
  • Light Deprivation: Some shut down without power sources

Malfunctioning Crystals

Type: Environmental Hazard Threat Level: Variable Description: Magical crystals from the old world that have become unstable due to the Eclipse, creating dangerous magical effects.

Hazard Types:

Discharge Crystals

  • Effect: Release random bursts of magical energy
  • Warning Signs: Crackling sounds, visible energy buildup
  • Danger: Burns, magical overload, equipment damage

Memory Leak Crystals

  • Effect: Project traumatic memories from the Eclipse
  • Warning Signs: Whispers, hallucinations, emotional distress
  • Danger: Mental trauma, madness, possession

Temporal Crystals

  • Effect: Create zones where time flows differently
  • Warning Signs: Objects aging rapidly, movement lag
  • Danger: Accelerated aging, temporal displacement

Reality Fracture Crystals

  • Effect: Cause local breaks in physical laws
  • Warning Signs: Floating objects, impossible geometry
  • Danger: Spatial distortion, dimensional tears

🧑‍🤝‍🧑 Human Threats

The dangers posed by other survivors

Umbral Cultists

Threat Level: Variable (Low to High) Description: Humans who worship the Eclipse and seek to spread its influence. They range from desperate survivors to true believers to powerful corrupt leaders.

Cult Types:

The Desperate

  • Motivation: Survival through submission
  • Threat Level: Low
  • Tactics: Sabotage, information gathering, recruitment
  • Weaknesses: Can often be reasoned with or helped

True Believers

  • Motivation: Religious devotion to the Eclipse
  • Threat Level: Moderate
  • Tactics: Organized attacks, ritual corruption, propaganda
  • Weaknesses: Predictable behaviour, rigid thinking

The Corrupt

  • Motivation: Power through Umbral magic
  • Threat Level: High
  • Tactics: Advanced magic, creature summoning, mind control
  • Weaknesses: Corruption makes them vulnerable to light magic

Common Cult Activities:

  • Light Sabotage: Destroying community defenses
  • Recruitment: Converting desperate or disillusioned people
  • Ritual Sites: Creating areas of concentrated Umbral energy
  • Information Warfare: Spreading despair and false hope

Scavenger Raiders

Threat Level: Moderate Description: Survivors who have turned to banditry and raiding for survival. Unlike cultists, they’re motivated by practical needs rather than ideology.

Raider Types:

Desperate Bandits

  • Motivation: Basic survival needs
  • Tactics: Hit-and-run attacks on weak targets
  • Behaviour: May negotiate, will flee if outmatched

Professional Pirates

  • Motivation: Profit and lifestyle choice
  • Tactics: Well-organized attacks on trade routes
  • Behaviour: Ruthless but practical, may honor agreements

Fallen Soldiers

  • Motivation: Maintaining military structure without purpose
  • Tactics: Disciplined assaults, fortified positions
  • Behaviour: Follow military codes, may be reasoned with

Common Raider Targets:

  • Trade Caravans: Rich in goods and poorly defended
  • Isolated Settlements: Easy targets with valuable resources
  • Ruins Expeditions: Steal from successful scavenging operations
  • Light Sources: Valuable commodities for trade or personal use

Warlords and Tyrants

Threat Level: High to Extreme Description: Leaders who have seized control of resources or territory through force, often ruling through fear and oppression.

Warlord Types:

Resource Hoarders

  • Control: Monopolize essential supplies (food, light, water)
  • Method: Economic coercion, protection rackets
  • Weakness: Dependent on maintaining resource control

Fortress Dictators

  • Control: Rule fortified settlements through military power
  • Method: Brutal enforcement, public executions, propaganda
  • Weakness: Vulnerable to organized rebellion

Cult Leaders

  • Control: Combine religious authority with temporal power
  • Method: Mind control, false promises, ritual enforcement
  • Weakness: Loss of credibility can cause rapid collapse

🌿 Environmental Hazards

The world itself has become dangerous

Shadow Storms

Type: Weather Phenomenon Threat Level: High Description: Intense concentrations of Umbral energy that sweep across the landscape like supernatural blizzards.

Effects:

  • Light Extinguishing: All illumination within the storm is snuffed out
  • Corruption Acceleration: Living beings exposed may undergo rapid change
  • Reality Distortion: Physical laws become unreliable
  • Duration: Can last from hours to days

Warning Signs:

  • Temperature drops suddenly
  • Animals flee the area
  • Existing shadows begin moving independently
  • Crystal devices malfunction or crack

Survival Strategies:

  • Deep Shelter: Underground locations offer best protection
  • Light Crystals: Charged crystals may provide limited protection
  • Group Together: Shared body heat and morale support
  • Wait It Out: Storms always pass eventually

Light Drains

Type: Geographical Anomaly Threat Level: Moderate to High Description: Permanent areas where illumination is supernaturally absorbed, creating zones of absolute darkness.

Characteristics:

  • Size: Range from small pools to areas covering miles
  • Expansion: Some grow slowly over time
  • Depth: Effects extend both horizontally and vertically
  • Permanence: No known way to restore light to these areas

Dangers:

  • Umbral Creature Spawning: Many threats originate here
  • Corruption: Extended exposure causes physical and mental changes
  • Navigation: Impossible to see or navigate within
  • Equipment Failure: Technology stops working in the darkness

Detection:

  • Temperature: Noticeably cooler near the edges
  • Sound: Echoes behave strangely
  • Animal Behaviour: Wildlife avoids these areas completely
  • Light Behaviour: Illumination dims as you approach

Temporal Rifts

Type: Spacetime Anomaly Threat Level: Variable (Moderate to Extreme) Description: Areas where the Eclipse has damaged the flow of time itself, creating pockets where time moves at different speeds.

Types of Rifts:

Acceleration Zones

  • Effect: Time moves much faster inside
  • Danger: Rapid aging, equipment degradation
  • Duration: Can age years in minutes

Deceleration Fields

  • Effect: Time moves much slower inside
  • Danger: Becoming trapped, missing important events
  • Duration: Hours can pass outside while minutes pass inside

Time Loops

  • Effect: Events repeat endlessly
  • Danger: Mental breakdown, inability to escape
  • Duration: Loops can last from minutes to days

Temporal Mazes

  • Effect: Different areas experience different time flows
  • Danger: Becoming lost in time, paradox creation
  • Duration: Navigation becomes nearly impossible

Survival Guidelines:

  • Avoid if Possible: Mark and route around known rifts
  • Group Travel: Never enter suspected rifts alone
  • Time Anchors: Carry items that track normal time
  • Emergency Protocols: Plan for temporal displacement

🛡️ Defense Strategies

Community Protection

  • Light Barriers: Maintain bright perimeters around settlements
  • Watch Systems: Organized patrols and early warning networks
  • Safe Houses: Fortified buildings for emergency shelter
  • Evacuation Plans: Routes and procedures for abandoning areas

Personal Safety

  • Light Sources: Always carry multiple backup illumination
  • Travel Groups: Never travel alone in dangerous areas
  • Weapons: Both conventional and light-based armaments
  • Knowledge: Learn to recognize threats and warning signs

Emergency Protocols

  • Threat Recognition: Know the signs of different dangers
  • Communication: Signal systems for calling for help
  • First Aid: Treatment for Umbral corruption and injuries
  • Retreat Options: Always have an escape route planned


Last Updated: 2025-07-18 Next Update: As new threats are encountered or defeated