Undead Origins


log in or register to remove this ad


Voadam

Legend
Return of the Woodland Warriors
Woodland Warriors
Undead: Undead beasts are either the dead bodies of beasts that have been reanimated by evil wizards and cultists to serve them as bodyguards, or tormented souls that due to the way they died have been unable to leave the earthly realm.
Bone-Beast, Skeleton: Bone-beasts are animated skeletons of dead beasts, usually under the control of some evil master.
Ghost: They are usually tied to a specific location, item or creature (their “haunt”). They are often stuck in the material realm because they have unfinished business; which when completed allows them to “die”.
Ghoul-Rat: For some reason, when diseased rats are reanimated, instead of coming back as skeletons or zombies, a different type of undead is created – the ghoul-rat.
Lich: Liches are the undead remnants of Wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magic, gone awry).
Wraith: ?
Vampire: Vampires are creatures that have been infected by vampirism; a disease that is transmitted from some creature already infected to another, by biting them and draining all their blood.
Zombie-Vermin, Zombie, Walking Dead: Zombie-vermin are mindless creatures, the walking dead. They are generally created from Vermin – that is shrews, rats, weasels, stoats, crows and sometimes foxes (although the latter would have 2d+3 HD). Why only vermin can become zombies is not known. The standard zombie is simply a corpse animated to do its creator’s bidding, but the Keeper can give them extra HD or abilities if required.
 


Voadam

Legend
Into the Wyrd and Wild
OSR
Mire Ghost: A Mire ghost is a spectre of a dead mortal that haunts the fens and swamps of the Wilds.
Those who die unloved and uncared for in the cold dark of the Wilds can find themselves in a state of undead limbo, perpetually trapped in an icy prison of their last harrowing moments.
Vampylf: Vampirism did not start with humans. The “ailment” or “curse” that birthed the decadent nocturnal blood-drinkers is much older than humans, dating back to the prehistoric era. It was in the time before written word that a creature evolved without the need to breed, instead seeding its murderous genetic code into other animals with a crushing bloody bite. The wounded animal would begin to change, slowly growing or shrinking, its bones and muscles contorting into new shapes while an insatiable lust for flesh grew within its primitive mind.
If a victim’s Charisma score drops to 0 [from feral vampirism] they flee into the wilds and mutate into a Vampylf over the course of 1d6 days.
Vampire: What we call Vampires are just a strange genetic mutation of the true, original monster: the Vampylf.
If a victim’s Constitution score drops to 0 [from feral vampirism] they die, but rise again as a vampire in 1d6 days.
Vermincaust: The ground is made of the dead. The soil we walk is a culmination of crushed stone and the decomposed remains of an infinitesimal tiny, meaningless deaths. To be a small creature in this world is to eventually be one of those countless meaningless deaths. No tears are shed for the vermin. The rats, the birds, the squirrels and voles, all of them die with the horror of their miniscule existence. It is from their countless tiny broken bones, all dreaming the same terrifying dream, that a flame of consciousness begins to grow. Fury and rage, against a world that cursed them to die.
A Vermincaust is made from the collective conscious of thousands of dead vermin, all united in their hatred of a cruel and unjust world.
Each skeleton that makes up its form has long since cast aside its individuality, instead joining a consciousness born of pure animalistic rage.
Vermincausts are thankfully very rare, typically only occurring in places with an extra high concentration of animal bones or arcane exposure. One can actually “feel” the places at risk of birthing a Vermincaust, always places that crack and snap underfoot with countless bones. Called “Spite Beds,” creatures walking over them are overcome with a dizzying sickness tainted with anger, while their mind rings with the faint screeches of rats. The birth of a Vermincaust is sudden and explosive, as thousands of skeletons burst up from the Spite Bed with a piercing chorus of shrieks and a whirlwind of bone, earth, and malice.
Ghost: ?
Lich: ?
 

Voadam

Legend
Lorn Song of the Bachelor
OSR
Skelephant: ?
Skeleton: Wake Skeleton spell.
Wet Corpse: ?
Zombie Thumb: ?

Wake Skeleton
Magic-user Level 2
Duration: 1 round/level
Range: Touch
Life is but an egg, an incubator for future undeath. Your necromancy pierces a living creature, rousing the skeleton waiting fetal within.
Imagine waking in your mother’s womb. The terror of it. The skeleton panics, attempts to claw free of smothering flesh. Every round, your target must save or take d6 damage and lose their round.
Requires concentration. If your target dies before the spell ends, their skeleton rises under your permanent control. HD equal to half your level, rounded down.
 

Voadam

Legend
The Demon Collective, Vol. 1
OSR
Mummy: ?
Belona, High Vampire: ?
Vampire: ?
Lesser Vampire: ?
Nergal, High Vampire: ?
Zombie: Skull Chest ritual.
Orlock, High Vampire: ?
High Vampire: A high vampire is an accumulation of cursed leeches in a human form.
Particularly Powerful and Old High Vampire: ?
Vampire Princess Amashilama: ?
Amashilama Upper Half: May separate her torso from her lower body, becoming two creatures.
Amashilama Lower Half: May separate her torso from her lower body, becoming two creatures.
Skeleton: ?
Bloody One Skeleton: ?
Headless Skeleton: ?
Shadow: Dwarven ghosts, accumulated over centuries and malformed by constant exposure to the magical slabs.
Silas Slabsmith, Dwarven Ghost: After death, realizing the fate awaiting him without purpose, he locked himself in here and adopted the arduous task of cataloging the dwarven canon—examining how each slab in the room relates to every other on each of hundreds of different topics.

Skull Chest
Rites of Return
Kill and gut an innocent, stuffing their cavities with black lotuses. Place three drops of your blood onto their tongue, then three on their lips. Bury them in a graveyard and visit three times at night. Each time confessing a loss that has caused you great pain. On the third night, after your confession, the victim and additional bodies equal to your Intelligence rise from their graves. These undead are mute and pliable, incapable of disobedience.
 
Last edited:




Remove ads

Top