Deceit, Treachery and Suffering, all parts of Belial's Domain. The Lord of Hell bears with him the Fell Flame, charring his hapless enemies beyond recognition, where his demonic hordes don't do the job.
The Lord of War
Lord of War and Ruin, Mordred shall stride amidst the battlefield once more, his mighty blade cleaving all in his path.
Belial, the Deceiver, the Lord Infernal. Few dare stand in his path, and fewer still are left standing in his blazing wake. A deep, searing hatred for Mankind, the Avatar and the hypocrisy of Anu drives him to twist, corrupt and destroy all their work and instil his own hellish order in it's stead, where he reigns supreme over their wretched creations.
Souls of the damned, bound to the world either by necromantic fetters or strong emotional ties, they have long since lost any semblance of humanity or their former selves, becoming haunting, grim shadows of what they once were., there to serve their master or harm and haunt the living out of a hared they no longer have the capacity to understand.
A humble kobold leaves much unseen and unknown, leaving their true nature a mystery to most. They are always seen in the employ of a Netherlord, dutifully and purposefully moving the very earth to their whims and crafting elaborate dungeons to use as underground bases from where the Netherlords may stage devious attacks right at the hearts of their enemies. In fact it can easily be said that the Netherlrods owe much of their success to these creatures, who's immense skill with the rock and earth is all that permits the rapid excavation of such impressive lairs. Little else is known about these curmudgeonly scamps however.
These corpulent and impressive beasts are far more intelligent than their exterior lets on. While extremely hardy and very useful in combat, they are perhaps even more praised for their excellent craftsmanship and ability to construct nearly anything their masters may desire, given the right facilities. Give them time to themselves and they will construct a myriad of deadly traps for your dungeon to become a dangerous gauntlet, but put them in combat and they will give pause to most who seek to end your campaign for domination.
The bones of the dead, animated by foul sorcery, these Undead despise all living things, so be wary of having them too close to other minions, lest they take their hatred out on them. Driven only by an evil will, they require no sleep or food, although they may rest to restore themselves from damage. They fear next to nothing and will not stop until either they or their enemy lay destroyed. Sometimes even this will not stop them, as their undying will forces their bones back together, rising to assault their enemy once again.
These ancient priestesses were once chosen from the most beautiful maidens in the lands, yet their looks turned dire as their patron fell from grace, and with her, so did they. Their skin covered with snake-like scales, their hands clawed and their gaze capable of petrifying enemies, Gorgons bely their still seductive nature with an unmatched fury and ferocity.
The tawdry defenders of the common folk as they are hailed, the Men-at-Arms are irritatingly steadfast and will often come at you in numbers. They are however well known for abusing their power, with rampant corruption in their ranks, so they would probably give in to a less "honourable" world view after the right application of torture. Never the less, beware the police force of Amaranth, for they are no joke!
Denizens of the Great Swamps, hidden in secluded areas where only the mad and the overconfident tend to tread, Grindylows, despite their small statue, are not to be underestimated. Their poisonous spit has proven the death of many foolhardy tresspassers and they will defend their homes fiercely from any who seek to do them harm.
A tall and imposing figure, bearing the unmistakeable horns of the Dragon, an ancient symbol of strife and ruin, Mordred makes his intentions clear to all who witness him without uttering a word. Believing in only the merit of strength, chaos and war, Mordred abandoned the pitiful notions of peace that held him so very long ago to become the ultimate harbinger of War. Nations have crumbled as he has made his march, a stern, clever and merciless Warlord, he may rely on strength, but he applies it with great precision where the enemy is most likely to cave in from the blow.
The very elite of Amaranth's conventional armed forces, the Knight is truly a force to be reckoned with. Always given the role of commanders on the battlefield, they will bolster their allies and strike fear into the hearts of lesser minions. Their thick plating makes sure that nearly no regular blade can harm them and their supreme martial prowess is enough to cut down many an unprepared foe. Do not face these juggernauts lightly, Lord, or you will be picking your minions up in pieces!
The Murky depths, home to the Grindylow, hide many unseen dangers.
An ancient battle, tyrants laid low, but the dead know their true master and rise to abolish the false idols of the Avatar.
Many ancient things lurk in the dark corners of the world, and few of them bear humanity much good will.
Along the periphery of Amaranth's shores, far in the Outlands, the Fortress of Dunmore stands, isolated and alone, ripe for the picking.
The Monastic Order thinks their ancient enemy all but defeated. Such arrogance will be their undoing.
A busy hamlet, yet one without much love for outsiders. The irony of the town's name will become all too apparent.
These treacherous mires give pause to any who wish to venture to the tainted swamps beyond their borders.
Hordes innumerable, Amaranth shall burn in your glorious wake, my Lord!