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
🔗 Related Files
- age-of-umbra-overview - Overall world context
- major-groups - Organizations fighting these threats
- quick-rules - Mechanical information for encounters
- story-threads - How these threats drive ongoing conflicts
Last Updated: 2025-07-18 Next Update: As new threats are encountered or defeated