Undead Origins

Voadam

Legend
Hacklopedia of Beasts

Hacklopedia of Beasts
Hackmaster 5e
Animating Spirit: Animating spirits are evil maligned spirits returned from beyond the grave. In life they were betrayed by friends and family members and now most often inhabit an item related to their betrayal and death.
No one knows where the animating spirit originates, for the first documented case has been corrupted by urban legend. Coincidentally (or not), this ‘fabric phantom’ was the spirit of an expert Mendarn tailor, Blesdar Forband, a man with the reputation of making the most magnificent clothing in the kingdom. However, one customer (a noble by the name of Granden) refused payment until he saw perfection. Blesdar locked himself in his shop and worked his hardest, though Granden proved unsatisfied with the first five attempts. Finishing his sixth effort with an unexpected speed, Blesdar presented himself at the noble’s home to show off his latest creation.
It was there, stumbling into Granden’s bedroom, that he accidentally learned the truth — Granden had cruelly kept Blesdar working so he could seduce the tailor’s wife. Collapsing from exhaustion and shock, Blesdar died.
The following week, Granden took the tailor’s last creation from his wardrobe, intending to wear the exquisite ensemble at his next ball. There, he was the talk of the party. When asked where he had commissioned such wonderful clothing, Granden claimed that his consort (Blesdar’s widow) had made them for him. Moments later, Granden fell dead to the floor. The noble’s chest had been crushed inward.
Supposedly, since that event, animating spirits have appeared across the Sovereign Lands. Some say Blesdar’s fabric had been resold and his vengeful spirit cursed any object that touched it. Others say that the story is no more than myth and that some type of unseen demon stalks the land. The Brandobians call this creature a ‘blesdar,’ with no other understanding of what it might be.
Barrow-Wight: This dreadful creature is an animated corpse whose spirit was so evil in life that it continues its existence to wreak vengeance and terror upon the living.
In life, barrow-wights were often of noble birth or held some position of power over others (e.g., a knight, duke or even a wealthy merchant). It is unheard of for a serf, squire or other menial person’s corpse to spawn the evil of a barrow-wight, perhaps because they lacked any feeling of power in life and so their spirit does not strive to hold onto it after death.
It is thought that a barrow-wight cannot arise from a consecrated corpse or a body lacking any limb or digit thereof, though this may be merely an old wives’ tale.
A wight's barrow is not only his tomb but, in large measure, his eternal prison as well. Those immutably bound to this sepulcher have but one one hope of escape, that being the ensnarement of a surrogate guardian. Any sapient human, demi-human or humanoid slain by the wight may serve this purpose. Of course, wights were doubtless haughty and proud in life and carried this trait through to their current existence. It wouldn't suit their legacy to have some orkin graverobber ensconced in their tomb. Thus they are choosy about whom they may grant unlife to even at the cost of their own freedom. Those deemed acceptable will be clad in their funereal garb and likely other objects denoting the wight's former status. The corpse will be laid upon the very same funeral slab once occupied by the current master and permitted to rise from death as a barrow-wight.
Tradition holds that the cairns of individuals who, in life, manifested such evil strength of will that those burying them feared their return were marked with runestones to warn visitors of the possible threat.
Fantom Dog: Parents often tell tales of ‘the awful fantom dog with vacant black eyes’ to frighten children from going outdoors at night. These stories provide a variety of origins for the creature, such as the death of a hanged baliff, the spirit of a huntsman falsely executed for murder, the incarnation of a shape-changing sorcerer, and even the spirit of a funeral bier.
Ghast: Ghasts are rumored to be agents of the Harvester of Souls – sapient beings so wicked in life that they now sustain themselves by literally feasting on death.
Ghoul: ?
Haunt: A haunt is created when a person dies prior to the completion of a significant task that he is unequivocally invested in. When this occurs, the life force becomes so strongly attached to its completion that the soul refuses to pass on into death until the task in question can be completed. This event is typically tied to a singular, and extremely powerful, emotion such as love, hate, greed, lust, revenge, and so forth.
Haunts may be found anywhere on Tellene where someone died before the completion of a significant task.
Mummy: Mummification consists of three separate processes. First comes the removal and separate preservation of major organs, including the liver, heart, stomach and brain. After this initial preparation, there is a ritualized bathing of the body in special liquids that preserve the flesh. The organs are then returned to the host in their proper orientations. Finally the body is bound in fine linen or silk, with each limb and digit wrapped separately, in order that the body might be fully articulated.
Mummification has fallen out of favor as a burial practice and is not currently utilized by any cultural group on Tellene.
As such, knowledge of the actual processes involved to properly mummify a corpse is something of a lost art. It is rumored within certain clerical orders that the Congregation of the Dead has retained this knowledge and some members of this vile sect are capable of returning from death as hideous animated mummies.
Rattlebone Mummy: Often they were members of the royal praetorian bodyguard ritually slaughtered and hastily mummified when their liege died.
Servitor Mummy: When an important noble or royal personage died or was otherwise removed from his position of authority, his personal courtiers were frequently ritually strangled and mummified along with their patron. Interred in his tomb, their symbolic role was to continue their service to their departed master. In truth, this ceremony was often just a ritual veil over the some brutal housecleaning by the new regime eager to ensure that no ties to the former sovereign remained and that the new cadre of attendants was aware in no uncertain terms that their very lives depended upon complete loyalty and devotion to the current ruler.
When their patron was invigorated with malevolent unlife, these jhurijany (or servitor mummies) were similarly animated and now truly fulfill the role they were, in theory, assigned at their death (despite it being mere court theater at the time).
Blood Mummy: ?
Natural Mummy: Not all mummies are the result of deliberate action by mankind. It is possible for exceptional environmental conditions to mummify a corpse as well. Extreme and persistent cold may freeze-dry a body preserving it for millennia while those buried (or perhaps simply perishing) in severely arid regions may desiccate leaving behind remains that persist for centuries. Cold bogs are another source of naturally occurring mummies. The combination of low temperatures, highly acidic water and lack of oxygen serves to preserve cadavers though tanning their skin in the process.
Noble Mummy: ?
Royal Mummy: ?
Rusalka: Rusalka are the undead spirits of women who met an untimely end through drowning, whether by murder or suicide.
Some Kalamaran scholars say that the ancient origins of the rusalka lie in the Ep'Sarab Swampland, where three witches lay buried in three separate, but adjoining mounds. In the year 458 IR, river pirates led by the famous brigand Caran Bluetooth plundered the mounds. When they did so they roused the souls of the three witches. These evil incarnations rose from the dead in raging madness, hounding the greater part of the crew to death. Only a few escaped, fleeing south down the Badato River. One of these, Caran’s brother Malaran, is thought to have escaped with a powerful magic ring. He fled into the swamps and wandered listlessly, without home or any kind of shelter. The witches, not satisfied with destroying the pirates, lay a curse on the swamp and all the water that earned the pirates their livelihood.
The curse had greater impact than the witches ever dared hope and soon the spirits of women tormented in life rose from the surrounding wetlands; the rusalka had come to Kalamar.
Shadow: A darkling’s chilling touch drains its victim’s strength (reducing its Strength score commensurate to the damage inflicted). Creatures sapped of all strength (i.e., their Strength score is reduced to zero) become shadows themselves.
A shadow’s touch drains STR equal to damage (save for half); creatures reduced to zero (0) STR become shadows.
Skeleton: Skeletons are unnatural creatures inspirited by dark energy.
Skeletons may be raised from the bones of any humanoid creature. The source material is irrelevant, for the evil enchantment providing the vigor to these bones supersedes any species differentiation. Thus an animated goblin skeleton is functionally equivalent to that of a human. That being said, the types of beings used as feedstock for this unholy ritual may provide some contextual clues as to the circumstances surrounding their current placement.
Once a zombie's tendons and muscles deteriorate completely, they collapse in a pile of bones, never to rise again (although the proper ritual can be used to raise them as skeletons).
Animal Skeleton: The bones of humanoids are not alone in being subject to reanimation. Animals too, as well as the remains of larger creatures, are not infrequently inspirited as obedient – if expendable – sentinels and warriors.
Unquestioningly easier to commandeer, the bones of animals such as dogs can be animated to serve as tireless guardians. Animal remains of a roughly comparable size (like wolves, boars, mountain lions or small black bears) may be used as analogues. However, like standard skeletons, the creature's capabilities in life do not translate to its revivified form. Rather, these bones are merely a template upon which is layered a standardized set of capabilities.
Monster Skeleton: The bones of larger bipeds such as bugbears and ogres may, via more powerful dark magic, be similarly animated.
Spectre: Spectres are the spirits of wickedly obdurate beings who failed in life to complete to fruition their grand evil schemes. Force of will coupled with supernatural assistance has permitted their continued existence as agents of evil.
It is an accepted belief that binding a corpse with ropes constructed of yarn wrapped in a band of high content silver filé prevents the dead from rising as a spectre.
Slain foes who die from a spectre's touch rise as spectres in service to their killer.
Vampire: ?
Will-o'-the-Wisp: The most common tale of the will-o’-the-wisp concerns a blacksmith in a war-torn, impoverished land. In unthinking desperation, he offers his daughter to any god or being that will bless his skill at the forge and so bring him coin with which he can support the remainder of his large family. The gods did not respond, but a being from the Nine Hells did.
This devil (or demon, depending upon the tale being told) quickly came to collect the girl, but the smith realized his own wickedness and decided not to give away his daughter. Instead, he tricked the devil by bragging about the hotness of his fire and claiming that the devil’s home could surely not be as hot. The devil jumped willingly into the smith’s hottest fire to prove his point, whereupon the smith doused him with a bucket of frigid water. The thermal stress shattered the devil into tiny fragments, which the smith later discarded in a nearby swamp.
Each individual fragment retained a bit of the devil’s mind and eventually became known as a will-o’-the-wisp among the locals – or so the story is often told.
Wraith: Wraiths be spirits of men most powerful and bounteous of ambition bewitched by powers nefarious to lead an eternal existence of malice and hatred.
A wraith is a fearsome undead creature inhabited by the spirit of an incredibly wicked mortal.
Most wraiths were powerful and capable men in life.
It is unknown how an individual becomes a wraith. Some sages postulate that great men who in life exhibited hatred, malice, and depravity of legendary proportions received this fate as punishment for their wickedness while others insist that these same lords bartered their souls for earthly power.
Zombie: Most zombies are mindless human or near-human (e.g.,various man-sized humanoids or demi-humans) corpses stolen or risen from their graves.
The Congregation of the Dead is ultimately responsible for many of the zombies found in the world, frequently employing them to sow terror in locals who would otherwise not countenance their presence. However, it must be noted that spontaneous mass risings of the dead have been recorded by scholars without the seeming intervention of these unholy covens.
It is rumored that zombies abound in the ‘city of the dead,’ a fabled lost ruin deep within the Khydoban Desert. Wilder tales declare that the entire population of the city was cursed and transformed into zombies who survive to this very day in a desiccated but very animated state.
Monster Zombie: Most zombies are mindless human or near-human (e.g.,various man-sized humanoids or demi-humans) corpses stolen or risen from their graves. Some evil priests favor the cadavers of large bipedal monsters (e.g., bugbears, gnoles, and minotaurs), should they have access to them.
 
Last edited:

log in or register to remove this ad

Voadam

Legend
Hackmaster Basic

Hackmaster Basic
Hackmaster 5e
Undead: Any creature whose ability score is reduced to zero from an energy draining attack perishes. Such a victim will rise from the grave the next day, a half-strength undead of the same type and under complete control of the undead that slew him.
Barrow Wight: A dreadful creature, the barrow-wight is an animated corpse whose spirit was so evil in life that it continues its existence to wreak vengeance on the living.
Ghast: ?
Ghoul: ?
Mummy: These undead corpses rise from their sarcophagi to enact vengeance on those who violated their place of rest. Mummies are easily distinguishable from other undead, since their bodies were preserved with various spices and chemicals, with their head, body and limbs wrapped from head to toe in strips of white cloth.
Skeleton: ?
Wraith: A wraith is a fearsome undead creature inhabited by the spirit of an incredibly wicked mortal.
Zombie: ?
 
Last edited:

Voadam

Legend
Frandor's Keep

Frandor's Keep
Hackmaster 5e
Ghoul: Roughly one year ago, a soldier fell off a tower into the courtyard and broke his neck. Although the manner of his death was distinctly unheroic, he was a sycophantic lackey quite popular among many of the officers, and thus buried rather than cremated. Several nights later, however, he was reborn as a flesh-hungry ghoul.
Skeleton: ?
 
Last edited:

Voadam

Legend
HackMaster GameMaster's Guide

HackMaster GameMaster's Guide
Hackmaster 5e
Undead: Any creature whose ability score is reduced to zero from an energy draining attack perishes. Such a victim will rise from the grave the next day, a half-strength undead of the same type and under complete control of the undead that slew him.
 
Last edited:

Voadam

Legend
HackMaster Player's Handbook

HackMaster Player's Handbook
Hackmaster 5e
Skeleton: Animate Skeleton spell.
Animate Skeletons spell.
Zombie: Animate Zombie spell.
Animate Zombies spell.

Animate Skeleton
Components: V, S, DI
Casting Time: 2 hours
Range: Touch
Volume of Effect: bones of a single man-sized bipedal creature
Duration: Permanent
Saving Throw: not applicable
This ceremony allows an evil cleric to animate the bones of a human or humanoid creature to serve as an undead minion. Generally any man-sized biped suffices as feedstock for the ritual. The creature's former skills in life are immaterial – once animated they take on the characteristics of Skeletons as defined in the Hacklopedia of Beasts.
Clerics have control of any skeletons they create (e.g. they are not required to make a commanding undead check). This is permanent unless their control is temporarily disrupted by another cleric forcibly commanding the undead in question.
This unholy liturgy permits animating one skeleton.
Only certain religions condone this practice.

Animate Skeletons
Components: V, S, DI
Casting Time: 2 hours
Range: Touch
Volume of Effect: bones of a dozen man-sized bipedal creatures
Duration: Permanent
Saving Throw: not applicable
Except for the increased efficacy in being able to animate 3d4p skeletons, this spell is identical to Animate Skeleton.

Animate Zombie
Components: V, S, DI
Casting Time: 3 hours
Range: Touch
Volume of Effect: corpse of a single man-sized bipedal creature
Duration: Permanent
Saving Throw: not applicable
This ceremony allows an evil cleric to animate the cadaver of a human or humanoid creature to serve as an undead minion. Generally any man-sized biped will suffice as feedstock for the ritual. The creature's former skills in life are immaterial – once animated they take on the characteristics of Zombies as defined in the Hacklopedia of Beasts.
Clerics have control of any zombies they create (e.g. they are not required to make a commanding undead check). This is permanent unless their control is temporarily disrupted by another cleric forcibly commanding the undead in question.
This unholy liturgy permits animating a single zombie.
Only certain religions condone this practice.

Animate Zombies
Components: V, S, DI
Casting Time: 3 hours
Range: Touch
Volume of Effect: corpses of a dozen man-sized bipedal creatures
Duration: Permanent
Saving Throw: not applicable
Except for the increased efficacy in being able to animate 3d4p zombies, this spell is identical to Animate Zombie.
 
Last edited:

Voadam

Legend
Iron Falcon

Iron Falcon
Iron Falcon
Ghoul: Characters slain by a ghoul will arise at the next nightfall (but not less than 8 hours after dying) as ghouls themselves.
Lich: A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life.
Mummy: Mummies are undead monsters, preserved corpses animated through the auspices of dark desert gods best forgotten.
Skeleton: Skeletons are undead monsters; they are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
Animate Dead spell.
Spectre: Any character slain by a spectre will arise at the next sunset (but not sooner than 6 hours after death) as a spectre under the control of its killer.
Vampire: Humans and humanoids slain by a vampire will arise at the next sunset (but not sooner than 6 hours after death) as vampires under the control of the one who slew them.
Wight: Wights are undead monsters, corpses of the dead animated by dark magic.
Wraith: Wraiths are undead monsters, spirits of the dead which live on, driven by hatred for the living.
Zombie: Zombies are undead monsters, corpses reanimated through dark and sinister magic.
Animate Dead spell.

Animate Dead
Magic-User 5
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster's spoken commands. Roll 1d6 for the number of hit dice of undead monsters animated, plus an additional 1d6 for each level the caster has above 8th. Excess hit dice which cannot be applied (due to lack of available remains) are lost. Undead creatures animated by this spell persist until destroyed.
 
Last edited:


Voadam

Legend
Bluffside City on the Edge Castles and Crusades

Bluffside City on the Edge Castles and Crusades
Castles & Crusades
Undead: When the ice came after the Great Sundering it consumed countless lives. The corpses were entombed in the ice as it spread and their souls grew cold and dark as the ice that entombed them. When the ice receded it took with it the sorrow, pain, and mourning it had trapped within itself for thousands of years. Now, ice is practically synonymous with undeath. Many undead creatures were born of the ice, filled with hatred for the living who ignored their cries for warmth and food in those difficult times. The Frozen One hears their cries and grants them power over his province.
Tamalek Aurtein, Human Vampire: ?
Jarman the Wise, Lich: After moving through a secret passageway, Jarman found himself in the ancient, unseen underground of Sem La Vah. Stumbling among the great treasures of the ancient Barroks, Jarman found a tome that drew his attention. Losing all sense of time, Jarman read the cursed text, unable to stop both from the magic and his lust for information, until he passed out. Upon awakening days later, he found he was a lich.
 
Last edited:

Voadam

Legend
Codex of Aihrde

Codex of Aihrde
Castles & Crusades
Vampire: Sagramore, who, through the curses of Nulak and the horned god, fathered the race of blood thieves, the vampires.
 
Last edited:

Voadam

Legend
2017 Gongfarmers Almanac 1

2017 Gongfarmers Almanac 1
Dungeon Crawl Classics RPG
Undead: Few organic beings know this, but sometimes when a mechanical life form “dies,” it is reconstituted in a special kind of afterlife. What happens to the Goody Two Wheels robots is a topic for another day, but the ones who end their functional life with a significant number of wicked acts listed in their behavior log end up in a place of eternal punishment for artificial entities. This place is the Abyss of Automatons.
This is a Hell that is run by robots, for robots. Any kind of robot imaginable can be found here, so the judge should feel free to add others not detailed in the encounter areas below. Note that because these automatons have all been previously destroyed, they are now considered un-dead.
Deceptiguard: ?
Severed Bot Limb: The limbs have all been violently severed from the original robots’ bodies, leaving the limbs with an unstoppable desire to be reattached to anything moving.
Endoskeleton: These are the robotic endoskeletons of former cyborgs who had their skins burned off as punishment for their evil.
Vacbot: ?
Fembot: ?
Zombot: Built to look like humans, the zombots have seen sufficient wear and tear in the Abyss to make them appear un-dead: some have loose skin drooping down from their faces like stroke victims, others leak coolant and other fluids, and most walk with a shuffling limp. Designed to keep going, and going, and going, a zombot only stops if their robobrain is destroyed.
Hari: HARI, an artificial intelligence designed long ago to be a Human And Robot Interface. After HARI went offline in his first life, he found himself here, in charge of punishing wicked robot souls (if asked who assigned him this task, he enigmatically answers, “I did”).
Robodemon: ?
Leaky: After a long life spent as a glorified transport for smarter AIs, Leaky is enjoying letting his new authority in the Abyss go to his head.
Demon-Saur: The desperate demons of Yoz, seeking vengeance against the voidlings (and soon, against each other), inscribed the demon-saur bones with terrible runes and assembled them into creaking, un-dead war-machines.
Demon-Saur Tyrannosaurus: ?
Demon-Saur Stegosaurus: ?
Demon-Saur Triceraptops: ?
Demon-Saur Raptor: ?
Demon-Saur Ankyslosaurus: ?
Demon-Saur Spinosaurus: ?
Demon-Saur Gigantosaur: ?
 
Last edited:

Remove ads

Top