Summoned by Wizards to protect
their fortresses and secret treasures, these forces of nature attack
with Air-based physical attacks. They have also been known to attack
using the Sparks spell at varying degrees of mastery. Greater Air
Elementals can also attack with Lightning Bolt and Implosion spells,
presenting a serious problem to those that attempt to defeat them.
Though they rarely descend
to the lands of Erathia, Archangels will occasionally appear to right
grievous wrongs or to aid a devout follower of the ways of Light.
They are welcome allies and fearsome opponents, possessing enormous
power in both their blades and their ability to channel the raw power
of Light. Archangels are vulnerable to the powers of Dark and physical
attacks, but resistant to all else.
Bandit (Fighter in Leather)
The bandit is a fighter wearing
light armor and specializing in fighting merchants and other non-combatants.
More a bully than anything else, bandits can prove dangerous when
massed together, as their bravery is proportional to their numbers.
Some bandits are skilled enough to steal items from their opponents,
though these types of bandits are rare.
Terrible creatures of the Underworld,
these creatures of sheer physical violence vent their anger at any
creature that they see. Behemoths physically charge any opponent,
destroying armor and rending the victim limb from limb.
Clerics of the Sun worship
the powers of Light and Nature. Generally good natured, these Clerics
are rumored to be helpful to those whose beliefs are similar to their
own. Beware their wrath if you offend them, however. Clerics of the
Sun can attack physically or by using the forces of Light to cast
Light Bolt or Paralyze. Clerics of the Sun are immune to the forces
The supreme king of beasts,
Dragons are actually rather reclusive, preferring to spend time amongst
their own kind rather than meddle in the affairs of humans, elves,
and other creatures. The stories of their hoards are legendary, second
only to the stories of their vast destructive power. Their physical
attacks with claw and fang, their breath weapon, and their magical
ability are all more than powerful enough to level a town. In addition,
very few attacks will seriously hurt a Dragon.
Dwarves are a short, underground
race. Though surly and sometimes accused of avarice, dwarves make
strong allies and are generally impassive in both extreme adversity
and fortune. Though their main homeland has been in constant strife
since the ascendance of the Warlocks and their underground armies,
they still represent a power in Erathian politics both due to their
mining and crafting. Their deficiencies in magic are more than made
up for in their strength and endurance. Dwarves also have some resistance
to earth and fire magic.
The elves of Avlee have lived
in an extremely militaristic society since the first Timber War. Due
to this, almost all elven males are in the Avlee army, and male peasants
are extremely rare. Females handle most domestic chores and manage
most of the shops in the towns of Avlee. Elven warriors possess excellent
fighting ability because of their lifelong training in the military
arts, an advantage they need against the numerically superior human
The giant rat is very similar
to its smaller cousin. Though not normally aggressive, the giant rat
will certainly attack if provoked or if its territory is threatened.
Giant rats pose about as much danger as a medium sized dog, but beware
of their razor sharp teeth-they can pierce soft clothing and leather
easily, and will do serious damage to flesh. Also, rats commonly spread
disease with their piercing bites.
These peasants of the Goblin
tribes go about their lives as any people would. Working in taverns
and shops to earn a living.
Found in both Erathia proper
and Bracada, Griffins are fiercely independent creatures with the
occasional appetite for humans. Griffins are easily strong and agile
enough to carry a rider, and are prized mounts for commanders because
of their speed and the visibility of the battlefield offered from
their backs. However, it is a rare event for one of any race to actually
befriend a griffin, though once you have earned a griffin's loyalty,
it is a friend for life.
A strange, snake-like creature
with multiple heads found mainly in the Warlock area of Nighon. Hydras
are apparently a creation of the Warlocks, like minotaurs and beholders
and manticores. Hydras have a breath weapon attack similar to- though
not nearly as strong as- a dragon's. Also, hydras can poison its unlucky
victim with its bite, or shatter the armor with its powerful strikes.
Knights are the elite of the
human military. Their plate armor and swords are crafted with the
highest quality craftsmanship and material, and they have the skill
to use both effectively. No single warrior can match the fury of an
angry knight, and most knights know a few special, devastating attacks
with their weapons. Knights are slightly resistant to most magic,
though less to air and fire.
These foul creatures are the
result of those that would bargain their very souls for the chance
at immortal life. Almost all liches are powerful spellcasters, as
they have had as long as they need to perfect their craft. Liches
are the elite of the elite in Necromancer society, and because their
intelligence and ambition is no longer constrained by any human emotion
or conscience, they are remorseless enemies. Though vulnerable to
Light magic, they are resistant to most other forms of magic and possess
offensive and defensive spells.
Masters of the Unarmed physical
attack, Monks are followers of the powers of Light. Employing spells
from Mind, Spirit and Body, the Monks are powerful foes if angered.
Monks are somewhat resistant to Light magic, but affected by all other
Dressed in chainmail and wielding
a cutlass, the saracen is basically a mercenary. Their loyalties lie
with whomever paid them last. As fragile as they may seem, they are
capable of delivering great damage quickly with skilled, strong swings
of their cutlasses. They have no appreciable magic resistance, though
some saracens have been noted to possess strong resistance to spells
from the school of Mind.
The lowest caste of warriors
animated by Necromancers, skeletons are just that- the animated bones
of the once dead. Skeletons exist only to serve their Necromancer
masters, and will follow any commands, no matter how self-destructive
they may be. Though not incredibly strong, they have otherworldly
endurance, and their single-minded attacks with a blatant disregard
for their own well-being makes them dangerous opponents.
A master of the blade, the
swordsman can be found as guard, adventurer, and opponent. They are
highly skilled in the use of a sword, capable of breaking their opponent's
weapons with a well-placed blow. Although they are not generally aggressive,
rogue swordsmen do exist and make tough opponents. Swordsmen have
only slight resistance to the various magics.