Undead Origins

Voadam

Legend
Let’s Get Kraken
5e
Bog Zombie: The bodies of a bog hag’s victims are often steeped in the fetid ground of her home bog to ripen to her foul tastes. Sometimes, however, the bog hag allows the deceased to rise after seven days as a bog zombie that faithfully serves its fey mistress.
A bog hag can create a number of bog zombies up to her Charisma modifier. To create a bog zombie, the bog hag must have a fresh corpse and access to its home bog. It takes seven days for the corpse to steep and become a bog zombie.
Viable Undead From Mixed Parts: Books, scroll tubes, and rolled maps fill this bookshelf. It contains treatises on Hyperborean history, anatomy, necromancy, the summoning and control of living creatures, the creation of viable undead from mixed parts, and other topics.
Ghost of Past Priest: ?
Ghost: ?
Skeleton: Kaltran makes far more undead than he can control and turns the rest loose.
Belsir of Reme, Vampire Spawn: ?
Tala, Vampire Spawn: ?
Tef, Vampire Spawn: ?
Vampire: ?
Zombie: Kaltran experimented with creating zombies from the mercenaries who died clearing out the fortress, but the rest of the mercenaries complained.
 

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Voadam

Legend
Lord of Gloomthrone (Level 12 PCs)
5e
Ghost, Viceroy Stoddis Albrec: However, misfortune abruptly befell the Albrec family. One clear, cold, autumn night, a horrible noise could be heard around the countryside coming from their tower home. A flash tore across the night sky, rending Gleamthrone’s silhouette upon the horizon. In an instant the once prominent tower had been wrenched in two. Its top levels collapsed, spilling over the pines and fields below, claiming the lives of Cormyra, Gregor, Harris, and all of the family’s servants. The townsfolk were able to pull Stoddis from the wreckage, and though he lived, he could not speak, and his wounds were mortal. The viceroy expired days later, and was buried in a small mausoleum on his estate.
The events that led to the tower’s collapse is a mystery to the townsfolk. Many have their own theories, ranging from wrathful gods to shoddy craftsmanship, but the truth is different altogether.
Harris Albrec, Stoddis’ youngest son, was born a sorcerer - something equally inexplicable and terrifying to the viceroy. When Harris’ magic began to manifest, the viceroy did everything he could to suppress his son’s powers, and kept them secret from the public. Harris proved unable to control his magic, and was confined to his room on the tower’s second floor until Stoddis could reach a sage for council.
That council would never make it in time. Traumatized by his powers, Harris lost any grip of control over the power flowing through him. A magical cacophony erupted from him that split the walls and foundations of the tower, causing it [to] crumble and collapse.
The Albrec family still remains in the ruins of the tower, only now as ghosts that do not tarry far from one spot. The tragedy that led to their deaths has doomed them to such a fate. To worsen matters, most of the ghosts do not realize they are dead.
Ghost, Ghost of a Child, Harris Albrec: However, misfortune abruptly befell the Albrec family. One clear, cold, autumn night, a horrible noise could be heard around the countryside coming from their tower home. A flash tore across the night sky, rending Gleamthrone’s silhouette upon the horizon. In an instant the once prominent tower had been wrenched in two. Its top levels collapsed, spilling over the pines and fields below, claiming the lives of Cormyra, Gregor, Harris, and all of the family’s servants. The townsfolk were able to pull Stoddis from the wreckage, and though he lived, he could not speak, and his wounds were mortal. The viceroy expired days later, and was buried in a small mausoleum on his estate.
The events that led to the tower’s collapse is a mystery to the townsfolk. Many have their own theories, ranging from wrathful gods to shoddy craftsmanship, but the truth is different altogether.
Harris Albrec, Stoddis’ youngest son, was born a sorcerer - something equally inexplicable and terrifying to the viceroy. When Harris’ magic began to manifest, the viceroy did everything he could to suppress his son’s powers, and kept them secret from the public. Harris proved unable to control his magic, and was confined to his room on the tower’s second floor until Stoddis could reach a sage for council.
That council would never make it in time. Traumatized by his powers, Harris lost any grip of control over the power flowing through him. A magical cacophony erupted from him that split the walls and foundations of the tower, causing it [to] crumble and collapse.
The Albrec family still remains in the ruins of the tower, only now as ghosts that do not tarry far from one spot. The tragedy that led to their deaths has doomed them to such a fate. To worsen matters, most of the ghosts do not realize they are dead.
Ghost, Ghost of a Middle-Aged Woman, Lady Cormyra Albrec: However, misfortune abruptly befell the Albrec family. One clear, cold, autumn night, a horrible noise could be heard around the countryside coming from their tower home. A flash tore across the night sky, rending Gleamthrone’s silhouette upon the horizon. In an instant the once prominent tower had been wrenched in two. Its top levels collapsed, spilling over the pines and fields below, claiming the lives of Cormyra, Gregor, Harris, and all of the family’s servants. The townsfolk were able to pull Stoddis from the wreckage, and though he lived, he could not speak, and his wounds were mortal. The viceroy expired days later, and was buried in a small mausoleum on his estate.
The events that led to the tower’s collapse is a mystery to the townsfolk. Many have their own theories, ranging from wrathful gods to shoddy craftsmanship, but the truth is different altogether.
Harris Albrec, Stoddis’ youngest son, was born a sorcerer - something equally inexplicable and terrifying to the viceroy. When Harris’ magic began to manifest, the viceroy did everything he could to suppress his son’s powers, and kept them secret from the public. Harris proved unable to control his magic, and was confined to his room on the tower’s second floor until Stoddis could reach a sage for council.
That council would never make it in time. Traumatized by his powers, Harris lost any grip of control over the power flowing through him. A magical cacophony erupted from him that split the walls and foundations of the tower, causing it [to] crumble and collapse.
The Albrec family still remains in the ruins of the tower, only now as ghosts that do not tarry far from one spot. The tragedy that led to their deaths has doomed them to such a fate. To worsen matters, most of the ghosts do not realize they are dead.
Ghost, Transparent Image, Gregor Albrec: However, misfortune abruptly befell the Albrec family. One clear, cold, autumn night, a horrible noise could be heard around the countryside coming from their tower home. A flash tore across the night sky, rending Gleamthrone’s silhouette upon the horizon. In an instant the once prominent tower had been wrenched in two. Its top levels collapsed, spilling over the pines and fields below, claiming the lives of Cormyra, Gregor, Harris, and all of the family’s servants. The townsfolk were able to pull Stoddis from the wreckage, and though he lived, he could not speak, and his wounds were mortal. The viceroy expired days later, and was buried in a small mausoleum on his estate.
The events that led to the tower’s collapse is a mystery to the townsfolk. Many have their own theories, ranging from wrathful gods to shoddy craftsmanship, but the truth is different altogether.
Harris Albrec, Stoddis’ youngest son, was born a sorcerer - something equally inexplicable and terrifying to the viceroy. When Harris’ magic began to manifest, the viceroy did everything he could to suppress his son’s powers, and kept them secret from the public. Harris proved unable to control his magic, and was confined to his room on the tower’s second floor until Stoddis could reach a sage for council.
That council would never make it in time. Traumatized by his powers, Harris lost any grip of control over the power flowing through him. A magical cacophony erupted from him that split the walls and foundations of the tower, causing it [to] crumble and collapse.
The Albrec family still remains in the ruins of the tower, only now as ghosts that do not tarry far from one spot. The tragedy that led to their deaths has doomed them to such a fate. To worsen matters, most of the ghosts do not realize they are dead.
 

Voadam

Legend
Cities & Towns
5e
Undead Abomination: Bellanus is actually an evil warlock, and her routine display of magnanimity is a clever ruse to curry favor with the residents of Rellholdt City. The elf has been using a cave, hidden behind the waterfall, as a base of operations for necromantic rituals. Any beggar she “saves” from the streets of the city quickly becomes a cadaver for her experiments; little do the people of Rellholdt know her undead abominations lurk so near the city walls.
 


Voadam

Legend
M1 Rise of the Nefarious
5e
Undead: ?
Lord Arlin, Semi-Lich: This is the room where the PCs will find the tome of necromancy titled “Delvin’s History of Untamed Power”.
Once the tome is returned to Alfie’s Claudia and Vardon will require three days to study it and un-derstand what information Lord Arlin is attempting to gather. In this time, they should have already had the dinner with Arlin, or they should have already refused his offer. After three days, Claudia and Vardon will pull the PCs in private. They will explain [to] the PCs that they believe Arlin is attempting to acquire lichdom. The book speaks about the process in becoming a lich.
Arlin had recently sacrificed her in the name of Hades. He did so because he thought Hades would reward him with full lichdom; however, as you should know, Hades has no hand in this.
Arlin is not a lich nor demilich because his path to lichdom was blocked by him not being powerful enough. He is a semi-lich. However, he did follow the proper steps, so he is rewarded with being a semi-lich.
Lich: ?
Demilich: ?
Mummy: ?
Mummy Lord: ?
Specter: The specter is the old captain of the adventurer [band] bound to the keep because he was often tormented by the nobles who would come visit. Regardless of his accomplishments, he was looked down upon since he was not a noble.
Wraith Create Specter power.
Vampire Spawn: ?
Wight, Pale Humanoid Figure: This wight was an elf adventurer who failed to complete its final tasks, including the initiation chamber.
Wraith: ?
Zombie: The two zombies are former cultists looking for Exwyn that the wight sl[ew].
This room was created by Lord Arlin to preserve the dead to be once more risen. He keeps the bodies here so not everyone would stumble upon them. He did not just wish for them to be raised as zombies, but as a much more feral and inhumane foe. However, his magic was not strong enough. If any of the PCs interact with the bodies or pedestals, 12 of the 14 bodies will rise and fight as zombies.
Avatar of Death: ?
Ghostly Humanoid Skeleton: ?

Create Specter: The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.
 
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Voadam

Legend
Magic Items of the Flanaess
5e
Undead, Undead Creature: ?
Specter: ?
Vampire: ?
Ghost: ?
Einherjar, Spectral Einheriar, Spirit Warrior: Black Sails of the Schnai magic item.
Undead Warrior: ?
Special Undead: ?
Bladestar, Alair Daraan: Bladestar is made sentient by the haunting of its former owner, the assassin Alair Daraan.
Noncorporeal Undead: ?
Undead Crew: ?
Undead Servitor: ?
Shadow: ?
Wraith: ?
Walking Corpse: Necklace of Vengeance magic item.
Corporeal Undead: ?
Undead Dragon: ?

BLACK SAILS OF THE SCHNAI
Wondrous item, very rare
These religious artifacts are in fact powerful magical items, unique to the Snow Barbarian priests. Used only on funeral ships of great Schnai heroes, a small square of the sail is retained before the ship is sent into the sea and burned. Once the body has been sent to the afterlife in this way, the soul of the deceased is linked to the remnant of the sail, and can be called upon by burning the remaining fragment of the sail. These undead warriors are called einherjar, and are detailed below. Many Schnai villages will have up to ten such sails that they can use to summon einherjar protectors. They will obey the orders of the one who burned the sail for up to 1 week or until they are slain, after which time they will leave the material plane forever.

NECKLACE OF VENGEANCE
Wondrous item, rare (requires attunement)
This enchanted piece of jewelry appears as a rusted and worthless bit of chain. It is cursed, and cannot be removed once worn as a necklace, save by use of the spell remove curse. Ironically, the wizard who first crafted it died a peaceful death, and thus did not engage its powers.
If you die while wearing the necklace, your corpse will rise from the dead nine days later as a walking corpse, and your singular mission will be to slay those who were responsible for your death. You will ignore anyone and anything that is not directly involved with that mission, except if they attempt to interfere with you. In that case, you will fight to remove such interference, but once it is removed, you will return to your original mission. Once you have slain the creature that slew you, there is a 50% chance you will continue your campaign for revenge, in the following order:
1. Your slayer’s companions at the time you were killed
2. Your slayer’s companions at the time you killed your slayer
3. Whomever killed your slayer before you did, thus depriving you of your vengeance
While walking the earth in search of vengeance, your corpse cannot be turned and regenerates all but fire damage, but still shows signs of decay. Only immolation will destroy the corpse. 15 days after rising from the dead, your spirit departs your body, even if your mission of vengeance has not yet been completed. Your body will collapse where it stands, and you can never be raised, resurrected, or reincarnated after that point.
 
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Voadam

Legend
Manastorm: World of Shin'ar (5e)
5e
Mana Zombie, Mindless Mana Zombie: Created from the remains of a creature suffering from mana psychosis, mana zombies are raised through the excess mana accumulated through the overuse of, or overexposure to, raw mana. Those caught in manastorms are at risk of overexposure to mana and the saturation of the body and mind from it. Only the sickest of the poisoned have enough mana accumulated to become mana zombies after death. It has been theorized by Calvoid researchers that the Manasphere itself raises these poor souls as conduits to vent excess radiation and thus avoid catastrophic and chaotic fits due to too much pressure in the Manasphere.
Mana Psychosis is a disease creatures of Shin'ar suffer from with repeated, long-term exposure to large concentrations of mana.
If they die from mana psychosis, the player will rise as a Mana Zombie within 1d3 hours unless their body is completely destroyed via a disintegrate spell or ability or is otherwise completely burned to ash.
People who die from mana psychosis can be resurrected normally, but the spell must be cast within the first hour after death or the soul is lost, dispersed into the Manasphere and forever unreachable, as it is not transferred to their deities domain.
[Mana Poisoning] Points Effects
1 Disadvantage on All saving throws.
2 -1 hp, 5% spell failure.
3 Decrease all ability scores by 2. (Cannot be healed with anti-poison spells or potions, now suffering from Mana Psychosis)
4 Decrease all ability scores by 3, 1d4 permanent hp loss
5 Decrease all ability scores by 5, 50% chance of spell failure
6 75% chance of spell failure
7 1d4 Negative Levels
8 90% chance of spell failure
9 Intelligence, Wisdom, and Charisma reduced to 1.
10 Death and Rising as a Mana Zombie in 1d3 hours
Anytime a death from Mana Poisoning or Mana Psychosis occurs, either from Constitution loss, HP loss, or accumulating 10 points, eventual rising as a Mana Zombie is imminent unless proper steps are taken.
The use of ManaBoost before the 8 hour cool down period gives the character double the side effect damage and mana poisoning each time it is used this way, (2 mana poisoning points and -4 hp, 4 mana poisoning points and -8 hp, etc.) up to eventual death and rising as a Mana Zombie.
When a creature dies from mana psychosis, there is a very small chance the Manasphere resurrects it as Manaborn, instead of it coming back as a Mana Zombie.
They [manaborn] can die a number of times equal to their HD when they were first reborn. Once that number is depleted, they rise one last time, but as a Mana Zombie. When a Manaborn is brought to 0 HP, they dissolve into dust and vapor and reform somewhere within 100 feet of where they first became Manaborn 1d3 days later. This process is infallible unless there is a Lunar Quickening happening. When the Manasphere is in flux and a Manaborn dies, there is a 10% chance each new death that the Manaborn stays permanently dead and does not reform or rise as a Mana Zombie.
Manaborn begin with 10 mana poisoning points. They lose 1 mana poisoning point every 120 hours. If they are brought to 0 mana poisoning points, they die and reform with 10 points 1d3 days later, if they have another resurrection. If they are out of resurrections, they reform as a mindless Mana Zombie.
Manaborn, Terrifyingly Deadly Manaborn: When a creature dies from mana psychosis, there is a very small chance the Manasphere resurrects it as Manaborn, instead of it coming back as a Mana Zombie. Any time someone or something dies from the deadly accumulation of mana in their bodies, a roll of 1d100 is made. If the roll comes up 100, the creature is turned into Manaborn.
Undead, Undead Creature, Undead Being: Some time later, the ruler of the kingdom, King Alcor, became infected by the whispers of the Archdevil Garloch and was persuaded to sacrifice the life essence of his own people in a selfish bid to gain power. Rather than giving this power to the Archdevil, Alcor took it into himself, transforming the entire kingdom into undead or twisted monstrosity. While those in the noble class remained sentient in their undeath, most peasants became lesser undead, mindless and otherwise, and easy to control. Few of the citizenry survived this betrayal, but among them, those who worshiped Parlam were saved, as the God of the Harvest and Trade sacrificed himself for his followers, transforming them into the bird-like Aravork and, shortly thereafter, experiencing his own rebirth into Phoenix.
2,000 years ago, the humans of Eltra were transformed into undead creatures when King Alcor cast a forbidden spell at the behest of the Archdevil Garloch and transferred the life essence of his subjects into himself, elevating him to godly status. The majority of the nation were transformed into all manner of undead, but the aristocratic ruling class were transformed into powerful vampires.
The Archdevil Garloch, upon finding the growing kingdom, with their cruel and selfish solutions, began to speak to King Alcor, whispering of unlimited power from a single source: souls. Although Garloch intended to take this power for himself, when King Alcor began casting the spell and drew the souls of his citizens out, he instead took them into himself, becoming a god and, in turn, snubbing the Archdevil. While the common people were transformed into all manner of undead, the noble houses were gifted with immortality in the form of a magical vampirism.
The Eltrabi let loose hundreds of aberrations and mutated minions against the Frode and Meek'ah, in addition to countless undead fodder, and a cabal of Drampyr went so far as to curse the area, making it so that anything succumbing to death would return as undead.
This area [the city of Thrace] was the first Baka settlement on the coast, founded over a thousand years ago. The ruins of the original settlement can be found north of the city's wall, and until recently, it was the home of a large resistance cell determined to rid the area of Imperial presence. The cell was responsible for the death of two legion commanders and countless Imperial citizens. The Alterian governor chose to take direct action following the cell’s bold attack on his palace, killing half of his servants and guards before detonating an alchemical bomb that ended up maiming his daughter. He ordered the building of a large gallows and rounded up all suspected resistance members. The hangings took place day and night, a cycle of death until the leader of the cell gave himself up in exchange for the freedom of the remaining prisoners. The man was stripped naked and staked to the ground in the middle of the city while the same alchemical substance that was used in the bomb was poured over his body. Half of the remaining prisoners, including all women and those under the age of sixteen, were set free. The rest were killed and raised as undead, set to wander in the ruins to deter any future use of the site.
The Illumnarus lasted for nearly two weeks under siege, but the might of the Atlanteans combined with their use of the substance known as Alterian Fire eventually left the remaining inhabitants without homes to return to. The few survivors were shackled and shipped back to Atlantis, and a small group of Atlanteans sent by the Boule raised a large crystal monolith at the center of the island, ultimately sacrificing a dozen Meek'ah and Illumnarus to infuse the monolith with their blood, causing the entire island to radiate a[n] unholy presence.
Nothing will ever grow here, and any who perish on its shores are doomed to rise as the undead.
The very ground is cursed, as anything that dies in the Umbral not only rises as an undead being, but is empowered by demonic energy, making it all the more difficult to destroy.
Each member of the cult must ingest small amounts of snake venom every day to build up tolerances to the poison, and one in ten cultists die from the venom. Those weak few are raised as undead to forever serve Vesh.
The Ezeru of Eltra are another unfortunate byproduct of the soul stealing spell cast by King Alcor. While the human population transformed into all manner of undead beings, the monstrous inhabitants of the kingdom were warped and twisted; fused together in a jumble of miss-matched limbs and body parts.
Lesser Undead: Some time later, the ruler of the kingdom, King Alcor, became infected by the whispers of the Archdevil Garloch and was persuaded to sacrifice the life essence of his own people in a selfish bid to gain power. Rather than giving this power to the Archdevil, Alcor took it into himself, transforming the entire kingdom into undead or twisted monstrosity. While those in the noble class remained sentient in their undeath, most peasants became lesser undead, mindless and otherwise, and easy to control.
Lesser Undead Mindless: Some time later, the ruler of the kingdom, King Alcor, became infected by the whispers of the Archdevil Garloch and was persuaded to sacrifice the life essence of his own people in a selfish bid to gain power. Rather than giving this power to the Archdevil, Alcor took it into himself, transforming the entire kingdom into undead or twisted monstrosity. While those in the noble class remained sentient in their undeath, most peasants became lesser undead, mindless and otherwise, and easy to control.
Undead Monstrosity: The God of Hatred and Undeath is responsible for the killing spell that transformed the Eltra into undead monstrosities thousands of years ago.
The Crystal Skulls are as much feared for their ferocity as for their tactic of turning their defeated foes into undead monstrosities.
Undead Minion: ?
Mindless Undead: ?
Ethereal Undead: ?
Undead Master: ?
Spiritual Undead: ?
Sentient Undead: ?
Undead Horror: Last Bastion was the scene of an epic battle as thousands of demons and devils assaulted the town. The Army of Light was easily decimated, its survivors carried off to Libon. Groups of cultists soon moved into the ruins, raising thousands of undead horrors to stalk the streets.
The small group of white-necromancers left Eltra around the time Alcor's ascension to the throne, fleeing the kingdom before the killing spell that would plunge the area into darkness was cast, creating tens of thousands of undead horrors overnight.
The southern ruins are infested with undead horrors and deadly aberrations, results of experimentation by the former humans who dwelt there.
Undead Guard: ?
Frightening Undead Horror: The dominating vampire aristocracy have, for the most part, lived well over two millennia in their undead state. Their vampirism was caused not by an outside source, but rather, a soul-stealing spell the Archdevil Garloch intended to use in a bid for power. However, Eltra King Alcor instead used the spell to transfer power to himself in a display of trickery the Archdevil had not expected. The entire population of Eltra was transformed, tens of thousands of humans died instantly as their very life essence was drained from their bodies. Men, women, and children rose again as freighting undead horrors, while the nobility of Eltra awoke to new powers and a new thirst. A small percent of the human commoners, fervent worshipers of the god Parlam, were spared this gruesome fate, instead being spirited away from the carnage by a powerful expenditure of mana caused by the sacrifice of their god.
Undead Citizen: ?
Roaming Undead: ?
Mindless Undead Horror: The Drazil are aware of the market for the [poisonous] water [of Jabberwock Lake] but consider every drop sacred to their god; as such, anyone caught around the lake is either fed to the Jabberwock or made to guard the area forever as some form of mindless undead horror.
Undead Fodder: ?
Frode Undead: ?
Meek'ah Undead: ?
Wandering Undead Spirit of a Vengeful Meek'ah: Thousands of Meek'ah prisoners were killed on the islands, unable to escape the mana-charged killing cloud that was dispersed from the Darkfrost Mountains. Since then, no Jute has set foot on the island in fear of the many wandering undead spirits of vengeful Meek'ah who remain.
Powerful Undead: ?
Mindless Form of Undead Servant: New cult members are tasked with bringing two more people into the cult, one known as the Proposed, one known as the Submitted. A secret party is held, where the new cult member and the Proposed encourage the Submitted to overindulge in wine, drugs, sex, anything they desire. The use of spells and magical items that control the mind are not allowed, though spells that amplify emotion are encouraged. The goal is to get the Submitted to willfully drag their life into the gutter by over excess and the loss of self-control. Once they have reached rock-bottom, they are given over to Shizzar. The goddess consumes the soul of the Submitted, and turns the body into a mindless form of undead servant.
Undead Rabble: ?
Horrific Undead: ?
Undead Rusk: The powerful child came across the demon, who was now being attacked by a Rusk war party. She landed amid the battle, and blasted the demon with supernatural frost and ice. The Rusk fell back, in fear and awe. She made short work of the demon, and it begged for mercy from the crystal Rusk child. She ended the demon with a simple touch, his form pulsated and crystallized before exploding into thousands of shards. The Rusk were far enough away that the shards did not endanger them, but those who fell in battle with the demon that were hit by a shard rose up again and surrounded the child. The undead Rusk bent a knee to her and she gave a great Rusk victory cry before swirling snow and ice carried them all away.
Undead Soldier: After news of Vid saving Rusk from demons and other horrors, some Rusk began to make sacrifices to her. They called her the Daughter of Krum, and spoke of her in reverence when a tribe member perished. The tribes began to leave their dead on the battlefield if word of her presence was near. The dead would later be turned into undead soldiers in her army, a fitting tribute to a warrior's life in some eyes, to fight for eternity against one's enemies.
Over time, her worship grew among the tribes, and the dead were no longer left on the battlefield, instead they were cremated in an elaborate ritual that saw their spirit be reborn in her army, which now numbered in the tens of thousands and protected Krum's realm from incursion. Krum made it so his faithful's spirit is split, and the worshiper spends eternity in his frozen paradise as both animal spirit and undead soldier.
Typical Undead: ?
Banshee: ?
Ghast: ?
Ghost: ?
Ghoul: ?
Icyarracick, Some Hideous Form of Lich: However, before he flew away from the shore, a powerful Jute witch cursed him, sacrificing her life to fuel the dark spell. When he finally died, Icyarracick’s soul became trapped in his body as it slowly decomposed. The great dragon became some hideous form of lich, trapped inside his own mind, unable to move the now-skeletal body.
Lich: ?
Savok, Lich: Savok became very powerful and turned slowly into a lich during his time in exile.
Powerful Mummy: ?
Mummy: ?
Shadow, Undead Shadow: The Lluruth who remained after the birth of Brhuaal and the transformation of so many into Drazil were slaughtered en masse, and their spirits live on as undead shadows.
Skeleton: ?
Roaming Skeleton: ?
Specter, Ghost: The Ashmede Devil who ruled the Goblins constructed the room to be a prison, tormenting the angels within for centuries. The Goblins’ society declined over the same centuries, and the angels were eventually rescued by a group of adventurers, two of which perished in the cavern. The souls of those adventurers are being held by the walls and the magic they bare. Any Goblin who enters the cavern is set upon by the specters immediately and killed.
Specter: ?
Spirit Ancestor: ?
Ruling Vampire: ?
Powerful Vampire: 2,000 years ago, the humans of Eltra were transformed into undead creatures when King Alcor cast a forbidden spell at the behest of the Archdevil Garloch and transferred the life essence of his subjects into himself, elevating him to godly status. The majority of the nation were transformed into all manner of undead, but the aristocratic ruling class were transformed into powerful vampires.
Vampire Noble: ?
Vampire Parent: ?
Vampire Progenitor: ?
Vampire Master: ?
Vampire: At the Archdevil Garloch's urging, Alcor, King of Eltra, cast a spell that siphoned the life force from all of his subjects. The power was meant to be transferred to the Archdevil, but the king instead absorbed it into himself, swelling his body and mind to the point where he gained god-like powers. The vampire ruling class was created as a result, as well as the Ezeru, from the backlash of mana expended by the spell and brief deific battle that followed.
The dominating vampire aristocracy have, for the most part, lived well over two millennia in their undead state. Their vampirism was caused not by an outside source, but rather, a soul-stealing spell the Archdevil Garloch intended to use in a bid for power. However, Eltra King Alcor instead used the spell to transfer power to himself in a display of trickery the Archdevil had not expected. The entire population of Eltra was transformed, tens of thousands of humans died instantly as their very life essence was drained from their bodies. Men, women, and children rose again as freighting undead horrors, while the nobility of Eltra awoke to new powers and a new thirst. A small percent of the human commoners, fervent worshipers of the god Parlam, were spared this gruesome fate, instead being spirited away from the carnage by a powerful expenditure of mana caused by the sacrifice of their god.
The Archdevil Garloch, upon finding the growing kingdom, with their cruel and selfish solutions, began to speak to King Alcor, whispering of unlimited power from a single source: souls. Although Garloch intended to take this power for himself, when King Alcor began casting the spell and drew the souls of his citizens out, he instead took them into himself, becoming a god and, in turn, snubbing the Archdevil. While the common people were transformed into all manner of undead, the noble houses were gifted with immortality in the form of a magical vampirism.
Another two decades would pass before Garloch came to take his due from the king. He gave Alcor a scroll that contained a spell that would transfer the essence of his subjects into a carefully prepared vessel. Alcor promised to cast the spell for Garloch, but he needed time to prepare the vessel. Garloch returned exactly one year later and Alcor cast the spell. Instead of the souls entering the vessel Alcor presented to Garloch, they were sucked into Alcor himself. Tens of thousands of souls and the power they hold swelled Alcor's body. Garloch was unable to harm Alcor while he was going through his transformation, and fled before Alcor's body finally exploded in a terrific backlash of raw mana. Alcor's essence descended into the Nine Hells and he wasted no time carving a portion of Garloch's realm in Malbolge for himself. Other devils took the opportunity to assault Garloch as well, and he was hard pressed to defend his holding against the onslaught. A truce was made. Garloch ceded a portion of his vast realm to each surviving devil who assaulted him, and Alcor, in exchange for them halting their attack. The king’s family, and that of every noble in Eltra were turned into vampires, and began to worship Alcor at first out of fear.
Eltrabi Vampire Noble, Eltra Vampire Noble: ?
Eltra Vampire: ?
Eltrabi Vampire Lord, Eltra Vampire Lord, Vampire Lord of Eltra, Vampire Lord: ?
Pure Blood Vampire of Eltra: ?
Vampire Overlord: ?
Vampire-Queen Selene of Eltra, Vampire: ?
Queen Calliope, The Undead Queen, Vampire: ?
Cruel Vampire Lord: ?
Wight: ?
Wraith: ?
Will-o'-Wisp: ?
Zombie: ?
Frode Zombie: The Sorrow Fens: This area of swamp lies on the kingdom’s northeastern border, along the Bitterflow River. This is the site of a climactic battle between kingdom forces and legions of undead and other horrors, the second wave of enemies to besiege the new kingdom from their former masters in the east. The Eltrabi let loose hundreds of aberrations and mutated minions against the Frode and Meek'ah, in addition to countless undead fodder, and a cabal of Drampyr went so far as to curse the area, making it so that anything succumbing to death would return as undead. Hundreds of Frode and Meek'ah zombies wander the area, cursed to un-life as a reward for their bravery.
Meek'ah Zombie: The Sorrow Fens: This area of swamp lies on the kingdom’s northeastern border, along the Bitterflow River. This is the site of a climactic battle between kingdom forces and legions of undead and other horrors, the second wave of enemies to besiege the new kingdom from their former masters in the east. The Eltrabi let loose hundreds of aberrations and mutated minions against the Frode and Meek'ah, in addition to countless undead fodder, and a cabal of Drampyr went so far as to curse the area, making it so that anything succumbing to death would return as undead. Hundreds of Frode and Meek'ah zombies wander the area, cursed to un-life as a reward for their bravery.
Animated Zombie: ?
Animated Zombie Drazil: ?
Animated Zombie Goblin: ?
 
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Voadam

Legend
Melestrua's RPG settings: Ragnar's Keep
5e
Ghost, Nardya: Nardya was the lady of the castle a hundred years ago when invaders (the current ruling class) came. They entered the castle disguised as traders, then when night came they slew all the guards and soldiers including her husband and then approached the women. When they came for her she fought a despairing final battle while her personal bodyguard took her two children down the stairwell she now haunts, hoping to take them to safety down the secret passage. She fought as long as possible, and when she was about to be overrun she threw herself down the stairwell to her death rather than let attackers capture her.
 

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