Undead Origins

Voadam

Legend
OD&DITIES 09
Basic
Undead: ?
Govenai, Vampire: In life, Govenai was a native of Jerek'Ha, in the Old Countries; he was a Master of Brands who grew more and more afraid of death as he grew older. In a desperate attempt to stave off death, he created the Vivicant Brand, which reanimated him as Herol's first Vampire - an act which earned him the right to seek Immortality in the Sphere of Entropy, despite his limited "level".
Elbrolac: Hither and Yon were commissioned a century ago by one Elbrolac, a cold, ruthless assassin for hire operating from the free city of Port Jansor. Elbrolac, known also as Jansor's Scourge, slew no less than three score minor nobles and well known politicians during his short but pestilent career. In what some posit a bid to incite war with neighbouring Nadoria, Elbrolac was hired to commit a wave of politically motivated slayings in which he wielded Hither and Yon with a deadly efficiency that culminated in the bold murder of Port Jansor's popular Lord Mayor.
The assassination incited unanticipated outrage, and Elbrolac, who sought to flee Port Jansor, was foiled through the renewed vigour of the local constabulary and his betrayal by other underworld figures who believed that Jansor's Scourge had finally gone too far. Within a week of the Lord Mayor's death, Elbrolac was rooted out and summarily sentenced to death.
The Silent Square within Port Jansor's Founding District is so named for Elbrolac's execution, for while he was set on a pyre fueled by Elemental flame, he uttered not a sound of protest, spite, or agony whilst he burned, instead fixing his gaze firmly upon a rising sun of full, radiant glory. Elbrolac's ashes were left to wash away in the rain, and his fearsome blades were sequestered in the City Treasury.
Ghoul: ?
Skeleton: ?
Vampire: ?
 

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Voadam

Legend
OD&DITIES 10
Basic
Undead: Any intelligent, humanoid creature - Human, Demi-Human, Goblinoid, even monsters - can be transformed into an intelligent Undead on Herol.
Unquiet Guardian spell.
Ghoul: Ghouls - lesser followers of Govenai, these creatures are reanimated by a weaker variant of the Vivicant Brand, developed by Govenai’s Priests, which must be placed on their chests before death.
Vampires - the most favoured followers of the Immortal Govenai, Herolian Vampires are former NPCs who received the Vivicant Brand in life; once killed - either in the course of their lives, or via suicide - the Brand activated, returning them to Unlife as Vampires. The majority of Herol’s Vampires possess high-level Clerical or Magical abilities, in addition to their Vampiric powers - which do not include the ability to turn their victims into lesser Vampires, unless the Vampire himself has the Branding skill; those who do can use that skill on Charmed slaves before killing them, transforming them into Ghouls or lesser Vampires, if desired.
Skeleton: Zombies and Skeletons, of course, can be animated from any dead body.
Zombies and Skeletons - the spell Animate Dead is available to both Clerics and Magi on Herol; however, Undead created by this spell are often weak, pathetic things, easily destroyed. Most “permanent” Undead of this type are created by Branding dead bodies (for Zombies) or etching a Brand-like sigil into the skulls of Skeletons.
The Brands used to create these constructs were originally designed by followers of Govenai, but knowledge of their design has passed into common lore.
Awakened Army spell.
Spectre: Wraiths and Spectres - unlike most corporeal Undead, these monsters do not owe their existence to Govenai; most are ancient, created thousands of ago in a ritual employing the lost spell Unquiet Guardian. Those created since were made by the Undead themselves, since those slain by a Wraith or Spectre will rise again as the same sort of Undead which killed them.
Unquiet Guardian spell.
Vampire: Vampires - the most favoured followers of the Immortal Govenai, Herolian Vampires are former NPCs who received the Vivicant Brand in life; once killed - either in the course of their lives, or via suicide - the Brand activated, returning them to Unlife as Vampires. The majority of Herol’s Vampires possess high-level Clerical or Magical abilities, in addition to their Vampiric powers - which do not include the ability to turn their victims into lesser Vampires, unless the Vampire himself has the Branding skill; those who do can use that skill on Charmed slaves before killing them, transforming them into Ghouls or lesser Vampires, if desired.
Wight: ?
Wraith: Wraiths and Spectres - unlike most corporeal Undead, these monsters do not owe their existence to Govenai; most are ancient, created thousands of ago in a ritual employing the lost spell Unquiet Guardian. Those created since were made by the Undead themselves, since those slain by a Wraith or Spectre will rise again as the same sort of Undead which killed them.
Unquiet Guardian spell.
Zombie: Zombies and Skeletons, of course, can be animated from any dead body.
Zombies and Skeletons - the spell Animate Dead is available to both Clerics and Magi on Herol; however, Undead created by this spell are often weak, pathetic things, easily destroyed. Most “permanent” Undead of this type are created by Branding dead bodies (for Zombies) or etching a Brand-like sigil into the skulls of Skeletons.
The Brands used to create these constructs were originally designed by followers of Govenai, but knowledge of their design has passed into common lore.
Awakened Army spell.
Ghoul Elder: ?
Mummy: Mummies - like Wraiths and Spectres, most ancient Mummies owe their existence to a variation of the Unquiet Guardian spell, and were created during the era of the Lost Empires; however, the mummification process is also known to occur when powerful worshippers of Entropic Immortals (other than Govenai) die a natural death; the power residing within them both corrupts and preserves them in a withered, desiccated husk. Those who achieve the state in this fashion retain much of their magic, in the manner of Liches.
Unquiet Guardian spell.
Lich: Liches - Lichdom is achieved in the same manner on Herol as it is on Mystara; only high-level Magi can use this method.
Gorend: Gorends are horrid undead constructs, made from the fleshy tissue of unfortunate elves.

Awakened Army
Level: 6
Range: 90’ radius
Duration: one night
Effect: summons Undead horde
This mighty enchantment is only available to the most powerful of Govenai's Clerics- Vampire or otherwise – who must be in good standing with their Immortal, as it allows them to directly channel his Immortal essence on this Plane.
The spell requires a moonless night to function, and must be cast in an area of death; a battlefield or cemetery is ideal. The spell is normally started shortly after sunset, to maximise the time available. The caster must invoke the power of Govenai, beseeching him to raise up the dead to serve the caster’s will; this can take an hour or more. If successful, all dead bodies within 90’ of the caster will jerk into a mockery of life, digging themselves out of their own graves if necessary. The strain of channelling Immortal power causes 2d6 hp of damage the caster at this point, which may be healed normally (but not magically); a Vampire caster cannot regenerate this damage until he sleeps again. Conversely, a mortal caster gains the ability to regenerate any further damage received, at the rate of 1 hp per Turn, for the duration of the spell.
The size of the Awakened Army is dependent on both the number of corpses available, and on the caster’s level – use the “Undead Liege” rules in the RC to determine how many Undead the Cleric can command. Vampire casters, who may already function as Lieges, can command 50% more HD of Undead than living casters when using this spell. The animated corpses will be either Zombies or Skeletons, with the lowest possible HD for their type. They will obey the spoken or mental commands of the caster, no matter how complicated, but may move no further than 500’ from the caster without collapsing; however, if the caster moves back into range, they reanimate immediately. If slain in combat, they do not reanimate. Awakened Army Undead cannot be Turned at all for the duration of the spell.
If the caster is slain, the spell is immediately broken, and the Awakened Army collapses. Even if not interrupted, the spell lasts only until the first rays of dawn strike the Awakened Army, at which point they crumble into dust, like a Vampire. This spell is not often used, both because of the damage it causes to the caster and because of the wholesale destruction of “raw materials” that results. The occasions when Awakened Army has been employed, over the centuries, have gone into folklore and legend; indeed, in parts of the Old Countries, an ancient and popular Autumnal festival has been based around the “night of the walking dead”.

Unquiet Guardian
Level: 7
Range: 10’
Duration: permanent
Effect: creates Undead being
This spell is ancient, and believed lost by those few who know of it. It was created many thousands of years in the past, in a period now known as the “Lost Empire” Era (the “Lost Empire”, actually several such empires which succeeded each other over a period of nearly 5,000 years, occupied the area of Draman now known as the Old Countries).
Unquiet Guardian was originally devised to provide untiring, deathless protectors for the tombs of the great kings. It required the sacrifice of an intelligent being in a long, dangerous ritual lasting up to three days, during which the still-living victim was chained to an altar and had slender needles of silver pushed slowly into different parts of his body.
The ritual has several variations depending on the type of Undead to be created. In order to create a Mummy, for instance, the body is drained slowly of blood, creating a desiccated husk; to create a Spectre or Wraith, the heart must be cut from the body and burnt, and the feet removed (to free the spirit from earthly ties). Both these procedures require constant, droning chants to be performed for the entire duration, invoking Entropic powers (both magical and clerical versions invoke the same powers, although the former command, while the latter beseech). Most casters used a succession of trained slaves to do the chanting, rather than risk faltering by themselves; this meant they could catch a few hours of sleep during the spell’s duration.
To determine whether the spell has been cast successfully, the caster must make three successive Saves vs. Death Ray. If creating a Mummy, all three saves must succeed. When creating an incorporeal Undead, however, three successful saves transforms the victim into a Spectre, while two successes and one failure creates a Wraith. More than a single failure will ruin the spell, either destroying the victim (with a magical backlash which deals 6d6 damage to the caster and either infects him with Mummy Rot or drains a level from him, depending on the type of Undead that was being created), or creating a free-willed Undead which immediately attacks the caster and those with him.
If the spell is successful, the resulting Undead must obey the first command given by the caster as if Geased - usually to guard a tomb, treasure-house, or other location from intruders, but possibly to hunt down and slay a particular foe. If the task is completed, the Undead becomes free-willed.
If the spell were to be rediscovered (or granted anew by one of the current Immortals), it might easily be adapted to create other forms of Undead - perhaps even new forms never seen before.
 


Voadam

Legend
Wormskin Issue 2
Basic
Bog Zombie: Sodden corpses of those hapless mortals who have died, accursed, in the bogs and swamps of the forest. Inhabited by the spirits of marsh-fires, they rise at night to wreak death and jealous vengeance upon the living.
Upon a successful hit with a damage roll of 4 or greater, a bog zombie clasps its hands around the throat of the victim, attempting to strangle it. The victim thence suffers 1d6 hit points’ automatic damage per round, until the zombie is killed. A victim killed in this way will be dragged into the bog and will rise the following night as a bog zombie.
Ritualistic bog-graves. The zombies are the victims of tribal sacrifices, buried in the marsh in order to appease ancient, heathen deities.
 


Voadam

Legend
Wormskin Issue 4
Basic
Wight: The Miracle of Resurrection.
Cadaverous Monk Zombie: ?
Monk Husk: ?
Brother Bertram, Zombie: ?
Skeleton: The Miracle of Resurrection.
Zombie: The Miracle of Resurrection.
Ghoul: The Miracle of Resurrection.
Chaotic Undead: ?

The Miracle of Resurrection
In this area, the most celebrated miracle of St Clewd (the resurrection of Gondyw) is relived, in a twisted form, via the chaotic influence of the cataract. If a corpse is placed inside one of the coffers here, roll on the following table at dawn each day to determine what happens to it:
1. The flesh rots at a frightening rate.
2. The eyes are revitalised, rolling in their sockets and blinking. *
3. Begins to dance with macabre glee. *
4. Crawls about in search of meat. *
5. Wails and moans, but cannot move. *
6. Shouts obscenities and moves about in a fumbling fashion, attempting to grope any living flesh that comes within reach. *
7. Reanimated as a non-sentient undead monster (zombie or skeleton).
8. Reanimated as a sentient undead monster (ghoul or wight).
9. Returned to life with an utterly different personality.
10. Returned to life with an unusual (possibly supernatural) physical mutation. (Tables of mutation may be utilised.)
11. Returned to life, but with several mental aberrations or oddities. (Tables of insanity may be utilised.)
12. A perfect resurrection.
(*The corpse is reanimated, but non-sentient. It may be turned as a zombie.)
 

Voadam

Legend
Wormskin Issue 5
Basic
Undead Wanderer: Bafflestone was irrevocably warped by the arrival of the Nag-Lord in Dolmenwood. Beneath the weight of Old Shub’s smothering psychic miasma, the stone’s inner magical structure erupted with a grievous and invisible wound that bled into the dreams of the Wood’s inhabitants for a long, dark time. The Drune — being self-appointed stewards of all the standing stones in Dolmenwood — attempted to clot Bafflestone’s wound and put an end to its leaking nightmares. They failed miserably at this task, effectively amplifying Bafflestone’s unnatural radiance.
Any who stand within a mile of its location will perceive Bafflestone’s psychic malaise and must save vs spells. Failure indicates that the character is sympathetic to the stone’s deep malignity. Sympathy manifests as follows:
• Inability to sleep.
• Unwillingness to leave the stone’s presence (must be physically forced to go beyond Bafflestone’s reach, a roughly one-mile radius extending from the site of the stone in all directions).
• Unwillingness to eat or drink, despite feelings of hunger and thirst.
Unless sympathetics are dragged, pulled, or otherwise coerced away from the stone, they will wither and die, remaining on this plane as morose and disconsolate undead wanderers who are compelled to patrol the environs of Bafflestone without rest. These desiccated corpses will seek to drag outsiders to the site of the stone in order to test their wills against the monument’s eldritch presence. Close proximity (within 10 feet) to the stone requires a second save vs spells to resist its pull (-3 modifier to roll).
Zombie: ?
Ghoul: ?
 


Voadam

Legend
The Haunted Tower (Basic)
Basic
Zombie: ?
Ghost: ?
Vampire: ?
Skeleton: ?
Ghoul: ?
Wight: ?
Wraith: ?
Mummy: ?
Sir Matthew, Mummy: When the spell was cast by the Mad Mage during the War of Sword and Wand, he was caught outside. The ground beneath him became a huge bog. Sir Matthew was unable to reach solid ground and was sucked beneath the bog’s surface. The evil of the fens mixed with his angry spirit, which was frustrated at not dying nobly in battle, and he rose from the bog as a mummy.
Sir Jameson the Defender, Specter: This tower was formerly a fighters’ academy established by Sir Jameson the Defender. Sir Jameson and all who were in the tower died in the horrible spell cast by the Mad Mage. Sir Jameson’s vengeful spirit has refused to seek final rest, and it tries with all its might to gain revenge even in death upon the magic-users of Wizardspire.
Lord Ursus Longmane, Vampire Magic-User 5: ?
Specter: ?

Haunted Tower Game
Sir Jameson, Specter: ?
Ghoul: ?
Mummy: ?
Skeleton: ?
Vampire: ?
Wight: ?
Wraith: ?
Zombie: ?
 
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Voadam

Legend
PC3 Creature Crucible: The Sea People (Basic)
Undead: ?
Spectre: ?
Sasskas, Devilfish Vampire: ?
Wight: ?
Triton Wight: The triton swam upwards but was caught by devilfish warriors and a vampiric devilfish cleric. The warriors ripped up his body, but left him barely alive so that the cleric could drain his remaining life energy and turn him into a wight.
Caxctiou, Baron of Calitar, Velya Triton Cleric 14: As a youth, Caxctiou loved to explore old ruins. He and his companions entered large numbers of Taymora tombs to lay the dead to rest. One day they set off to explore the ruins on the Terraces. Led by their shark-kin guide, they entered an ancient temple and were confronted by the horrific form of Saasskas the Hissing Demon. Using her demonic powers, Saasskas claimed their minds and souls. Her undead servants leeched the life out of them and turned them into velya-the dreaded vampires of the deeps.
Velya: As a youth, Caxctiou loved to explore old ruins. He and his companions entered large numbers of Taymora tombs to lay the dead to rest. One day they set off to explore the ruins on the Terraces. Led by their shark-kin guide, they entered an ancient temple and were confronted by the horrific form of Saasskas the Hissing Demon. Using her demonic powers, Saasskas claimed their minds and souls. Her undead servants leeched the life out of them and turned them into velya-the dreaded vampires of the deeps.
Zombie: Skeletons and zombies can be created from any race that exists in the sea as well as from humans.
The devilfish are fanatical in their devotion. The appearance of Saasskas the Hissing Demon has convinced them that they are the chosen people of the depths. Their mission is to bring death to all they find. Corpses are either eaten or turned into zombies or skeletons by the clerics.
Mesmer: ?
Skeleton: Skeletons and zombies can be created from any race that exists in the sea as well as from humans.
The devilfish are fanatical in their devotion. The appearance of Saasskas the Hissing Demon has convinced them that they are the chosen people of the depths. Their mission is to bring death to all they find. Corpses are either eaten or turned into zombies or skeletons by the clerics.
Shark-Kin Skeleton: ?
Shark-Kin Zombie: ?
Wraith: ?
Devilfish Vampire: In the depths of the seas and oceans of the world, their vampiric clerics sacrifice many who fall into their clutches. Others they drain of their life energies, turning them into wights. Vampiric devilfish never create other vampires, except among their own kind. Once a devil fish cleric has proved itself, it is transformed during a diabolical ceremony into a vampire.
Undead Fish: The fish are undead created by the sea hag.
Deep Sea Ghoul: ?
Ghoul: ?
Ghoul Fish: Once scavengers and hunters, they have been turned into ghouls by the devilfish.
Elder Ghoul Fish: ?
Mummy: ?
Vampiric Devilfish Patriarch: ?
Super Zombie: ?
Kna Zombie: Standing on the deck is a kna zombie which was created by the lama on the preceding day.
Devilfish Zombie: The zombies have been recently animated by a devilfish bishop hiding in the darkness, and they bear numerous fish gun darts and trident wounds.
 
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