Shyft

Faction: Shyft
Leader: Unknown
Racial Composition: Unknown
Origin of Faction: Unknown
Age of Faction: Unknown
Geographic Control: Unknown
Religion: Unknown
Magical Affinity: Unknown
Political Loyalty: Unknown

The Shyft's eruption from the Dungeons of the Land to attack the surface dwellers took many warlords by surprise. With armies of Mage Spawn, empathic warriors, and quick-birthing Matriarch breeding machines, the Shyft soon claimed territory throughout the Land. While two distinct tribes survived – the Shyft of the Red Fen and the Blue Water clans – they are at war with one another for dominance just as much as they are trying to destroy the other cultures that stand against them.

A few of the Key Transition Events:

Solonavi Spell: The increase of magic in the Land has allowed this ancient race to adapt to surface life in ways that most scholars couldn't imagine. Now, the Shyft Matriarch – merely by taking a bite out of a captured warriors – can give birth to a fully-grown, blue-skinned version of that warrior in the space of a few short weeks.

The Red Fen Tribe: While the Atlanteans have fought hard against the Shyft of the Red Fen – a location less than fifty miles from the floating city of Atlantis – they have not yet eradicated this menace. While Jolum the Fish and his warband served admirably to weaken and disperse a Shyft army in late 434 Tz, the Shyft menace – however disorganized – still poses a danger to river traffic and villages in the region.

The Blue Water Tribe: The islands to the south of the Wylden Plateau became a perfect breeding ground for the Shyft. Able to fly there on winged horses, the Shyft took residence in the ancient, broken temples and structures littering the tropical island, and the Matriarch of the tribe set about the task of creating an army that would one day cover the Land in a tide of blood. While Kastali was part of a band that attacked the Shyft Isles, and succeeded in her mission, the rest of her warband was slaughtered by the angry Shyft warriors.

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