Threats
Corruption
- Show the effects of corruption on people and places, especially those closely connected to the PCs. Once-safe areas become less friendly and present threats, allies become unable to help or even turn against the PCs.
- Make enemies subtle; patient; willing to allow rumors, lies, diseases, and poisons time to take effect. In battle, they might be satisfied to curse PCs and their allies or otherwise inflict long-term afflictions, then retreat.
- Contrast the corruption with education, healing, and working toward progress that uplifts everyone.
- When the PCs make progress, allow them to expose agents of corruption and to inoculate allies and neutral parties against the growing threat or educate them about it.
Foes fiends, Midwives, psychic fungus, undead
Devastation
- Show the effects of destruction on people and places, especially those the PCs hold dear. Show them desperate, devoid of resources, and psychologically changed.
- Make enemies hard to reason with and overwhelming in number. In battle, they want not just to win, but to kill, maim, or devour.
- Contrast devastation with forces of preservation and order.
- When the PCs make progress, show the slow recovery from devastation.
Foes dragons, daemons, Swarm
Extremism
- Demonstrate the ruthlessness of the enemy, especially the discrepancy between their care for their cause and their ambivalence or hatred toward everything else.
- Have enemies focus purely on their goal. Have them fall back on their rhetoric or dogma to justify themselves.
- If something about the extremists' cause is just—such as preserving the natural world or protecting their people— reveal the foes' sympathetic side. Demonstrate the horror of what they're fighting against in addition to the horror of the way they fight it.
- When the PCs make progress, show uncertainty or demoralization in their foes, possibly even desertion in their enemies' ranks.
Foes angels, cultists, jinsuls, terrorists
Mayhem
- A single powerful foe is a common source of mayhem, but a pack, herd, cult, or secret society could also be to blame. The source of the mayhem might have resulted from the natural order being out of balance or might be a distraction set off by a different foe looking to use it to further its own goals.
- Emphasize the cascading effects of unchecked mayhem. Normal trade, travel, and similar systems are disrupted, causing problems far from the immediate location of violence and disruption.
- When the PCs make progress, show how resilient systems can recover from massive disruptions but might need additional help or protection.
Foes akatas, beasts, bloodbrothers, dinosaurs, gremlins, orocorans
Subjugation
- Show how groups submit to subjugation rather than suffer the consequences of resistance. The PCs see elements of culture destroyed to ensure subjugation— are religions and churches destroyed, subverted, or replaced? Are lackeys put in place to keep oppressed populations in line?
- Make enemies self-righteous, focused, and in control of groups they've previously subjugated. Fights aren't just for the sake of violence, but steps toward greater control.
- Show opposition: open conflict, rebellion, secret groups, sabotage, and countercultural art. Give PCs the opportunity to support or participate in each.
- When the PCs make progress, have previously cowed or neutral parties be moved to rebel.