Undead Origins

Life-Shaping Handbook
3.5
Undead, Undead Creature: Perhaps the gravest casualty due to the Great Earthquake happened with the inhabitants of the rhul-thaun village of Mir-Sath, killing most of its inhabitants and turning the others into undead creatures.
General History of Mir-Sath
When the Great Earthquake shook the small rhul-thaun village of Mir-Sath, the ledges that sustained the village crumbled and fell into the swamp at the bottom of the Jagged Cliffs, taking most of the community and its entire population of 2,000 individuals with them. Since no rhul-thaun community ever heard news from it since, they assumed the worst and never visited the place again, afraid of more landslides.
Secret History of Mir-Sath
What most people don't know, however, is that several rhul-thaun did not die in that accident, but rather became undead.
Undead Rhulisti: Many rhulisti killed at the prison or during the cave-in still roam the Caves, seeking blood.
Radu, Powerful Undead Creature: ?
Venger: Once the captain of the Jade Marquess has sailed her from dawn to dusk of the same day, he is permanently bonded. If he ever steps off her deck for more than a day, he is compelled to return as if under a geas/quest spell. When he eventually dies, he will rise as a venger always in search of the Jade Marquess. The Jade Marquess has twice as many encounters with undead as normal. They are the spirits and corrupt bodies of her former captains and other[s ] that she has devoured.
Spirit: Once the captain of the Jade Marquess has sailed her from dawn to dusk of the same day, he is permanently bonded. If he ever steps off her deck for more than a day, he is compelled to return as if under a geas/quest spell. When he eventually dies, he will rise as a venger always in search of the Jade Marquess. The Jade Marquess has twice as many encounters with undead as normal. They are the spirits and corrupt bodies of her former captains and other[s ] that she has devoured.
Corrupt Body: Once the captain of the Jade Marquess has sailed her from dawn to dusk of the same day, he is permanently bonded. If he ever steps off her deck for more than a day, he is compelled to return as if under a geas/quest spell. When he eventually dies, he will rise as a venger always in search of the Jade Marquess. The Jade Marquess has twice as many encounters with undead as normal. They are the spirits and corrupt bodies of her former captains and other[s ] that she has devoured.
Undead Spirit: ?
Undead Life-Shaped Item, Death-Shaped Item: General History of Mir-Sath
When the Great Earthquake shook the small rhul-thaun village of Mir-Sath, the ledges that sustained the village crumbled and fell into the swamp at the bottom of the Jagged Cliffs, taking most of the community and its entire population of 2,000 individuals with them. Since no rhul-thaun community ever heard news from it since, they assumed the worst and never visited the place again, afraid of more landslides.
Secret History of Mir-Sath
What most people don't know, however, is that several rhul-thaun did not die in that accident, but rather became undead. This affected even some of their life-shaped possessions, turning them into undead monstrosities, enhanced by the magical energies of the Swamp.
Both rhulisti and rhul-thaun consider undead an abomination of nature. They would never voluntarily associate themselves with undead or wear any kind of undead life-shaped items, created with arcane magic instead of life-shaping techniques. The Eldaarish have rather embraced this art and can make several items that can be considered to be death-shaped items.
Undead Life-Shaped Item, Undead Monstrosity: ?
Abomination of Nature: ?
Undead Rhul-Thaun: ?
Undead Rhul-Thaun Commoner: ?
Undissolved Spirit: Many rhul-thaun killed during the avalanche still roam the remains of Mir-Sath.
Undead Graft: ?
Undead War Beetle: ?
Dwarven Banshee Fighter 7: ?
Rhulisti Dhaot: This is where the nature-benders kept captured rhulisti that were friendly to the nature-master faction, to be used for both interrogation and experimentation. Several died during the cave-in, others died out of hunger and thirst, returning as undead.
Dhaot Elf Rogue 10: ?
Fael Human Cleric 8: ?
Bal-Omehk, Ioramh, Faithful Assistant, Almost Skeletal Figure: When the cave-in destroyed most of their secret lab, Ner-ameth’s desire for revenge brought back Bal-omehk as a ioramh.
Ioramh: ?
Kaisharga: ?
Kaisharga Human Defiler 15: ?
Ure-opith, Krag: General History of Mir-Sath
When the Great Earthquake shook the small rhul-thaun village of Mir-Sath, the ledges that sustained the village crumbled and fell into the swamp at the bottom of the Jagged Cliffs, taking most of the community and its entire population of 2,000 individuals with them. Since no rhul-thaun community ever heard news from it since, they assumed the worst and never visited the place again, afraid of more landslides.
Secret History of Mir-Sath
What most people don't know, however, is that several rhul-thaun did not die in that accident, but rather became undead. This affected even some of their life-shaped possessions, turning them into undead monstrosities, enhanced by the magical energies of the Swamp. Ure-opith, an air cleric, after being killed by an earth slide, came back as a krag.
A proud air cleric of the Mir-Sath community, Ure-opith’s life was radically changed after the earthquake that killed him and also transformed him into a krag
Kragling: General History of Mir-Sath
When the Great Earthquake shook the small rhul-thaun village of Mir-Sath, the ledges that sustained the village crumbled and fell into the swamp at the bottom of the Jagged Cliffs, taking most of the community and its entire population of 2,000 individuals with them. Since no rhul-thaun community ever heard news from it since, they assumed the worst and never visited the place again, afraid of more landslides.
Secret History of Mir-Sath
What most people don't know, however, is that several rhul-thaun did not die in that accident, but rather became undead. This affected even some of their life-shaped possessions, turning them into undead monstrosities, enhanced by the magical energies of the Swamp. Ure-opith, an air cleric, after being killed by an earth slide, came back as a krag. Slowly, Ure-opith began to create kraglings and to command them to rebuild their village.
Any animal, humanoid, giant, magical beast, or monstrous humanoid slain by Ure-opith’s elemental infusion has a 50% chan[c]e of rising as a kragling after 1d4 days.
Earth Kragling Guard: ?
Earth Kragling Leader: ?
Strong Rhul-Thaun Undead Warrior: ?
Krag: ?
Meorty Human Cleric 11: ?
Morg Fighter 14: ?
T'liz Elf Defiler 17: ?
Athasian Wraith: ?
Zhen Human Cleric 18: ?
Shadow: ?
Greater Shadow: ?
Rhulisti Skeleton: ?
Human Skeleton: ?
Rhul-Thaun Skeleton Warrior: ?
Rhulisti Zombie: ?
Kobold Zombie: ?
Rhul-Thaun Zombie: ?
Gray Zombie: ?
Zombie Bugdead Soldier: ?
 

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Maxolt's Magical Menagerie #1
3.5
Standard Skeleton, Skeleton, Necklace Skeleton: ?
Undead Guardian: There is a legend about a powerful Elven Adventurer who became corrupted by an artifact of chaos and turned on his community. Once its best protector, the corrupted company in wanton slaughter of the village. The deaths were too gruesome for me to recount here but the gods of that time are said to have punished the Elven company for the heinous deed by turning them into undead guardians of the once peaceful glade, forced to forever look upon their misdeed.
Undead: ?
Zombie, Instant Guardian: ?
 
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Nemesis VII: Unsettled Spirits
3.5
Elizabeth Goodmane, Ghost Human Ranger 2/Rogue 3, Villain, Unsettled Spirit, Mud-Covered Child: The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead.
Elizabeth Goodmane, Ghost Human Ranger 6/Rogue 4, Villain, Unsettled Spirit, Mud-Covered Child: The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead.
Elizabeth Goodmane, Ghost Human Ranger 8/Rogue 8, Villain, Unsettled Spirit, Mud-Covered Child: The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead.
Ghast: The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead.
Wight: The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead.
Vampire Spawn: The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead.
Mohrg: The woods in which Elizabeth died are rumored to have been cursed (though the exact nature of the curse is up to the GM), and as such the region is often blighted by various forms of undead.
Amos Haber, Ghost Human Fighter 5, Villain, Unsettled Spirit, Evanstown Ghost, Spirit, Ghostly Resident: The village of Evanstown had been suffering hardships for some time. They had suffered several seasons of poor harvests. The village schoolhouse collapsed with eleven children and their teacher inside. And yet it was only on the morning that farmer Amos Haber's cow gave birth to a stillborn calf that the residents of Evanstown decided to see these misfortunes not as random bad luck, but the result of a curse. Haber himself suggested Merga Bien as a prime candidate for the town's ill fortunes. She owned her own business in town, a dry goods store and one of the only successful businesses in Evanstown. She didn't walk on a man's arm like the other women of Evanstown; she strode about freely and had, Haber claimed to have remembered, patted his pregnant cow on the head as she passed just days before.
One morning, a small band of villagers, Haber at its head, broke to Merga Bien's home and pulled her from her bed. Accusing her of practicing black magic, they dragged her up to Black Cross Hill and murdered her by hanging. When she had stopped swinging, the villagers slowly dispersed without much talking. Merga hung there for days. Most of the village had quickly made it a habit to avoid looking in the direction of Black Cross Hill altogether. And of the men who were involved, not one was willing to go back there or to take responsibility for disposing of the body.
Several weeks later, her sister Martha, who had grown concerned when Merga hadn’t replied to her last letter, made a trip to Evanstown to check in on her sister. Upon finding her sister’s rotting corpse still hanging from the tree from which she was killed, Martha cut down her sister and dug a shallow grave with her bare hands.
Martha didn’t bother to accuse or ask questions in the village. It didn’t matter who had killed Merga. The entire town was guilty of being so cowardly as to leave her hanging to rot. Unfortunately for Evanstown, Martha was an adept practitioner of the dark arts. And she would make the entire village pay for the crime.
She made her way to the village cemetery. She knelt and pushed her hands into the dirt. She remained there for several minutes; head bent in concentration. Then she stood, brushed off her hands and walked out of town pausing only briefly before farmer Haber’s home when she saw him watching her with a pitchfork gripped meaningfully in his hands. Those who had seen Martha’s quiet ritual from their back windows didn’t know what to make of it, but were happy to see her leaving town and, frankly, happy to have Merga cut down, however, it had come to pass.
Two days later, Haber was overtaken by a dreadful fever. He shrieked and tossed about his bed twisting himself in sheets soaked with sweat. Every medicine he was given he spit up weakly down his chin. Water seemed to boil in his throat. He lasted an agonizing day and a half, appearing to shrink visibly as all fluid was wrung out of him before he fell silent and still. The next morning, he was buried in the village cemetery.
His wife told her neighbors that, even after he was laid to rest, she still heard his screams each night and the sheets twisted around her.
And then there is Amos Haber, who through the depth of his hatefulness and rage has become a more powerful ghost than the other Evanstown residents.
The village of Evanstown is haunted by the ghosts of anyone who has been buried in their cemetery. Amos Haber, Ghost Human Fighter 9, Villain, Unsettled Spirit, Evanstown Ghost, Spirit, Ghostly Resident: The village of Evanstown had been suffering hardships for some time. They had suffered several seasons of poor harvests. The village schoolhouse collapsed with eleven children and their teacher inside. And yet it was only on the morning that farmer Amos Haber's cow gave birth to a stillborn calf that the residents of Evanstown decided to see these misfortunes not as random bad luck, but the result of a curse. Haber himself suggested Merga Bien as a prime candidate for the town's ill fortunes. She owned her own business in town, a dry goods store and one of the only successful businesses in Evanstown. She didn't walk on a man's arm like the other women of Evanstown; she strode about freely and had, Haber claimed to have remembered, patted his pregnant cow on the head as she passed just days before.
One morning, a small band of villagers, Haber at its head, broke to Merga Bien's home and pulled her from her bed. Accusing her of practicing black magic, they dragged her up to Black Cross Hill and murdered her by hanging. When she had stopped swinging, the villagers slowly dispersed without much talking. Merga hung there for days. Most of the village had quickly made it a habit to avoid looking in the direction of Black Cross Hill altogether. And of the men who were involved, not one was willing to go back there or to take responsibility for disposing of the body.
Several weeks later, her sister Martha, who had grown concerned when Merga hadn’t replied to her last letter, made a trip to Evanstown to check in on her sister. Upon finding her sister’s rotting corpse still hanging from the tree from which she was killed, Martha cut down her sister and dug a shallow grave with her bare hands.
Martha didn’t bother to accuse or ask questions in the village. It didn’t matter who had killed Merga. The entire town was guilty of being so cowardly as to leave her hanging to rot. Unfortunately for Evanstown, Martha was an adept practitioner of the dark arts. And she would make the entire village pay for the crime.
She made her way to the village cemetery. She knelt and pushed her hands into the dirt. She remained there for several minutes; head bent in concentration. Then she stood, brushed off her hands and walked out of town pausing only briefly before farmer Haber’s home when she saw him watching her with a pitchfork gripped meaningfully in his hands. Those who had seen Martha’s quiet ritual from their back windows didn’t know what to make of it, but were happy to see her leaving town and, frankly, happy to have Merga cut down, however, it had come to pass.
Two days later, Haber was overtaken by a dreadful fever. He shrieked and tossed about his bed twisting himself in sheets soaked with sweat. Every medicine he was given he spit up weakly down his chin. Water seemed to boil in his throat. He lasted an agonizing day and a half, appearing to shrink visibly as all fluid was wrung out of him before he fell silent and still. The next morning, he was buried in the village cemetery.
His wife told her neighbors that, even after he was laid to rest, she still heard his screams each night and the sheets twisted around her.
And then there is Amos Haber, who through the depth of his hatefulness and rage has become a more powerful ghost than the other Evanstown residents.
The village of Evanstown is haunted by the ghosts of anyone who has been buried in their cemetery. Amos Haber, Ghost Human Fighter 16, Villain, Unsettled Spirit, Evanstown Ghost, Spirit, Ghostly Resident: The village of Evanstown had been suffering hardships for some time. They had suffered several seasons of poor harvests. The village schoolhouse collapsed with eleven children and their teacher inside. And yet it was only on the morning that farmer Amos Haber's cow gave birth to a stillborn calf that the residents of Evanstown decided to see these misfortunes not as random bad luck, but the result of a curse. Haber himself suggested Merga Bien as a prime candidate for the town's ill fortunes. She owned her own business in town, a dry goods store and one of the only successful businesses in Evanstown. She didn't walk on a man's arm like the other women of Evanstown; she strode about freely and had, Haber claimed to have remembered, patted his pregnant cow on the head as she passed just days before.
One morning, a small band of villagers, Haber at its head, broke to Merga Bien's home and pulled her from her bed. Accusing her of practicing black magic, they dragged her up to Black Cross Hill and murdered her by hanging. When she had stopped swinging, the villagers slowly dispersed without much talking. Merga hung there for days. Most of the village had quickly made it a habit to avoid looking in the direction of Black Cross Hill altogether. And of the men who were involved, not one was willing to go back there or to take responsibility for disposing of the body.
Several weeks later, her sister Martha, who had grown concerned when Merga hadn’t replied to her last letter, made a trip to Evanstown to check in on her sister. Upon finding her sister’s rotting corpse still hanging from the tree from which she was killed, Martha cut down her sister and dug a shallow grave with her bare hands.
Martha didn’t bother to accuse or ask questions in the village. It didn’t matter who had killed Merga. The entire town was guilty of being so cowardly as to leave her hanging to rot. Unfortunately for Evanstown, Martha was an adept practitioner of the dark arts. And she would make the entire village pay for the crime.
She made her way to the village cemetery. She knelt and pushed her hands into the dirt. She remained there for several minutes; head bent in concentration. Then she stood, brushed off her hands and walked out of town pausing only briefly before farmer Haber’s home when she saw him watching her with a pitchfork gripped meaningfully in his hands. Those who had seen Martha’s quiet ritual from their back windows didn’t know what to make of it, but were happy to see her leaving town and, frankly, happy to have Merga cut down, however, it had come to pass.
Two days later, Haber was overtaken by a dreadful fever. He shrieked and tossed about his bed twisting himself in sheets soaked with sweat. Every medicine he was given he spit up weakly down his chin. Water seemed to boil in his throat. He lasted an agonizing day and a half, appearing to shrink visibly as all fluid was wrung out of him before he fell silent and still. The next morning, he was buried in the village cemetery.
His wife told her neighbors that, even after he was laid to rest, she still heard his screams each night and the sheets twisted around her.
And then there is Amos Haber, who through the depth of his hatefulness and rage has become a more powerful ghost than the other Evanstown residents.
The village of Evanstown is haunted by the ghosts of anyone who has been buried in their cemetery. Evanstown Farmer, Ghost Human Commoner 1, Evanstown Ghost, Spirit, Ghostly Resident: The village of Evanstown had been suffering hardships for some time. They had suffered several seasons of poor harvests. The village schoolhouse collapsed with eleven children and their teacher inside. And yet it was only on the morning that farmer Amos Haber's cow gave birth to a stillborn calf that the residents of Evanstown decided to see these misfortunes not as random bad luck, but the result of a curse. Haber himself suggested Merga Bien as a prime candidate for the town's ill fortunes. She owned her own business in town, a dry goods store and one of the only successful businesses in Evanstown. She didn't walk on a man's arm like the other women of Evanstown; she strode about freely and had, Haber claimed to have remembered, patted his pregnant cow on the head as she passed just days before.
One morning, a small band of villagers, Haber at its head, broke to Merga Bien's home and pulled her from her bed. Accusing her of practicing black magic, they dragged her up to Black Cross Hill and murdered her by hanging. When she had stopped swinging, the villagers slowly dispersed without much talking. Merga hung there for days. Most of the village had quickly made it a habit to avoid looking in the direction of Black Cross Hill altogether. And of the men who were involved, not one was willing to go back there or to take responsibility for disposing of the body.
Several weeks later, her sister Martha, who had grown concerned when Merga hadn’t replied to her last letter, made a trip to Evanstown to check in on her sister. Upon finding her sister’s rotting corpse still hanging from the tree from which she was killed, Martha cut down her sister and dug a shallow grave with her bare hands.
Martha didn’t bother to accuse or ask questions in the village. It didn’t matter who had killed Merga. The entire town was guilty of being so cowardly as to leave her hanging to rot. Unfortunately for Evanstown, Martha was an adept practitioner of the dark arts. And she would make the entire village pay for the crime.
She made her way to the village cemetery. She knelt and pushed her hands into the dirt. She remained there for several minutes; head bent in concentration. Then she stood, brushed off her hands and walked out of town pausing only briefly before farmer Haber’s home when she saw him watching her with a pitchfork gripped meaningfully in his hands. Those who had seen Martha’s quiet ritual from their back windows didn’t know what to make of it, but were happy to see her leaving town and, frankly, happy to have Merga cut down, however, it had come to pass.
Two days later, Haber was overtaken by a dreadful fever. He shrieked and tossed about his bed twisting himself in sheets soaked with sweat. Every medicine he was given he spit up weakly down his chin. Water seemed to boil in his throat. He lasted an agonizing day and a half, appearing to shrink visibly as all fluid was wrung out of him before he fell silent and still. The next morning, he was buried in the village cemetery.
His wife told her neighbors that, even after he was laid to rest, she still heard his screams each night and the sheets twisted around her. The neighbors listened but paid her no attention. A few months later, another villager died from choking on a chicken bone. After the funeral, the family reported seeing him after his burial, sitting each night at the kitchen table making horrible guttural noises. Two more deaths in the next six months and twice more their spirits were found haunting the village. Despite all evidence, the villagers continued to bury their dead in the cemetery. Some villagers eventually called up enough courage to leave Evanstown. But a strange compulsion kept most of the residents in their dying village.
The village of Evanstown is haunted by the ghosts of anyone who has been buried in their cemetery. Evanstown Shopkeeper, Ghost Human Expert 2, Evanstown Ghost, Spirit, Ghostly Resident: The village of Evanstown had been suffering hardships for some time. They had suffered several seasons of poor harvests. The village schoolhouse collapsed with eleven children and their teacher inside. And yet it was only on the morning that farmer Amos Haber's cow gave birth to a stillborn calf that the residents of Evanstown decided to see these misfortunes not as random bad luck, but the result of a curse. Haber himself suggested Merga Bien as a prime candidate for the town's ill fortunes. She owned her own business in town, a dry goods store and one of the only successful businesses in Evanstown. She didn't walk on a man's arm like the other women of Evanstown; she strode about freely and had, Haber claimed to have remembered, patted his pregnant cow on the head as she passed just days before.
One morning, a small band of villagers, Haber at its head, broke to Merga Bien's home and pulled her from her bed. Accusing her of practicing black magic, they dragged her up to Black Cross Hill and murdered her by hanging. When she had stopped swinging, the villagers slowly dispersed without much talking. Merga hung there for days. Most of the village had quickly made it a habit to avoid looking in the direction of Black Cross Hill altogether. And of the men who were involved, not one was willing to go back there or to take responsibility for disposing of the body.
Several weeks later, her sister Martha, who had grown concerned when Merga hadn’t replied to her last letter, made a trip to Evanstown to check in on her sister. Upon finding her sister’s rotting corpse still hanging from the tree from which she was killed, Martha cut down her sister and dug a shallow grave with her bare hands.
Martha didn’t bother to accuse or ask questions in the village. It didn’t matter who had killed Merga. The entire town was guilty of being so cowardly as to leave her hanging to rot. Unfortunately for Evanstown, Martha was an adept practitioner of the dark arts. And she would make the entire village pay for the crime.
She made her way to the village cemetery. She knelt and pushed her hands into the dirt. She remained there for several minutes; head bent in concentration. Then she stood, brushed off her hands and walked out of town pausing only briefly before farmer Haber’s home when she saw him watching her with a pitchfork gripped meaningfully in his hands. Those who had seen Martha’s quiet ritual from their back windows didn’t know what to make of it, but were happy to see her leaving town and, frankly, happy to have Merga cut down, however, it had come to pass.
Two days later, Haber was overtaken by a dreadful fever. He shrieked and tossed about his bed twisting himself in sheets soaked with sweat. Every medicine he was given he spit up weakly down his chin. Water seemed to boil in his throat. He lasted an agonizing day and a half, appearing to shrink visibly as all fluid was wrung out of him before he fell silent and still. The next morning, he was buried in the village cemetery.
His wife told her neighbors that, even after he was laid to rest, she still heard his screams each night and the sheets twisted around her. The neighbors listened but paid her no attention. A few months later, another villager died from choking on a chicken bone. After the funeral, the family reported seeing him after his burial, sitting each night at the kitchen table making horrible guttural noises. Two more deaths in the next six months and twice more their spirits were found haunting the village. Despite all evidence, the villagers continued to bury their dead in the cemetery. Some villagers eventually called up enough courage to leave Evanstown. But a strange compulsion kept most of the residents in their dying village.
The village of Evanstown is haunted by the ghosts of anyone who has been buried in their cemetery. Evanstown Guard, Ghost Human Warrior 3, Evanstown Ghost, Spirit, Ghostly Resident: The village of Evanstown had been suffering hardships for some time. They had suffered several seasons of poor harvests. The village schoolhouse collapsed with eleven children and their teacher inside. And yet it was only on the morning that farmer Amos Haber's cow gave birth to a stillborn calf that the residents of Evanstown decided to see these misfortunes not as random bad luck, but the result of a curse. Haber himself suggested Merga Bien as a prime candidate for the town's ill fortunes. She owned her own business in town, a dry goods store and one of the only successful businesses in Evanstown. She didn't walk on a man's arm like the other women of Evanstown; she strode about freely and had, Haber claimed to have remembered, patted his pregnant cow on the head as she passed just days before.
One morning, a small band of villagers, Haber at its head, broke to Merga Bien's home and pulled her from her bed. Accusing her of practicing black magic, they dragged her up to Black Cross Hill and murdered her by hanging. When she had stopped swinging, the villagers slowly dispersed without much talking. Merga hung there for days. Most of the village had quickly made it a habit to avoid looking in the direction of Black Cross Hill altogether. And of the men who were involved, not one was willing to go back there or to take responsibility for disposing of the body.
Several weeks later, her sister Martha, who had grown concerned when Merga hadn’t replied to her last letter, made a trip to Evanstown to check in on her sister. Upon finding her sister’s rotting corpse still hanging from the tree from which she was killed, Martha cut down her sister and dug a shallow grave with her bare hands.
Martha didn’t bother to accuse or ask questions in the village. It didn’t matter who had killed Merga. The entire town was guilty of being so cowardly as to leave her hanging to rot. Unfortunately for Evanstown, Martha was an adept practitioner of the dark arts. And she would make the entire village pay for the crime.
She made her way to the village cemetery. She knelt and pushed her hands into the dirt. She remained there for several minutes; head bent in concentration. Then she stood, brushed off her hands and walked out of town pausing only briefly before farmer Haber’s home when she saw him watching her with a pitchfork gripped meaningfully in his hands. Those who had seen Martha’s quiet ritual from their back windows didn’t know what to make of it, but were happy to see her leaving town and, frankly, happy to have Merga cut down, however, it had come to pass.
Two days later, Haber was overtaken by a dreadful fever. He shrieked and tossed about his bed twisting himself in sheets soaked with sweat. Every medicine he was given he spit up weakly down his chin. Water seemed to boil in his throat. He lasted an agonizing day and a half, appearing to shrink visibly as all fluid was wrung out of him before he fell silent and still. The next morning, he was buried in the village cemetery.
His wife told her neighbors that, even after he was laid to rest, she still heard his screams each night and the sheets twisted around her. The neighbors listened but paid her no attention. A few months later, another villager died from choking on a chicken bone. After the funeral, the family reported seeing him after his burial, sitting each night at the kitchen table making horrible guttural noises. Two more deaths in the next six months and twice more their spirits were found haunting the village. Despite all evidence, the villagers continued to bury their dead in the cemetery. Some villagers eventually called up enough courage to leave Evanstown. But a strange compulsion kept most of the residents in their dying village.
The village of Evanstown is haunted by the ghosts of anyone who has been buried in their cemetery.
Queen Cordelia, Ghost Human Wizard 4, Villain, Unsettled Spirit: Cordellia became queen after the death of her father, as there were no male heirs or relatives with enough influence to take the throne. Though she had no interest in actively running the kingdom, she benefits from her father’s many experienced advisors who ran the land for her. The arraignment pleased everyone involved: Cordellia spent her time enjoying the trappings of wealth, the advisors had all the real power in the land and didn’t have to answer to any royal authority, and the people mostly were left alone to go about their lives.
This sense of complacency, however, eventually made the small kingdom a target for a more powerful neighbor. By the time the Queen realized what was going on; the enemy was already at the gates. Realizing the people still held some affection for their Queen and not wanting to waste resources on a drawn out Civil War, the new King allowed Cordellia to remain in the Castle; though stripped of her title and restricted to one of the towers. To ensure a smooth transition, one of the King’s loyal dukes moved his family to the castle to rule the region.
The now-former queen remained in her tower with her personal belongings. Over time, her mental faculties began to falter. She allowed her clothes to fall into disrepair and refused the help of servants that offered to assist her with personal hygiene. She spent every waking moment polishing and cleaning her personal treasures while paying no regard to her own care. Eventually, the Duke’s family all but forgot she was even in the castle and only a handful of servants bothered to make sure she was eating and not living in filth.
One evening, a new servant tasks with replacing Cordellia’s chamber pot went into her room in the tower and stole a bracelet sitting atop of a pile of jewelry strewn about a table, as he assumed she would never miss it.
When Cordellia awoke, she immediately realized the bracelet was missing and went into a frenzy. What was left of her mind snapped. She found a jeweled dagger among her treasures and slowly crept out of the tower to locate the thieves that had broken into the castle. As it was late at night, most of the castle residents were asleep with only a few guards posted at the main entrances.
She went from room to room in search of her missing bracelet, stabbing to death the “intruders” she found asleep in their beds. By the time she was finally stopped, the Duke’s family and most of his personal servants were dead.
The mad queen was executed secretly and her body dumped in the nearby lake in an effort to prevent the populous from realizing what had transpired. Eventually, the truth came out but by that time the descendants of Cordellia’s former subjects no longer cared about her.
Queen Cordellia’s only interest now as an unsettled spirit is in regaining her possessions, which passed on to other owners after her death. Cordellia’s anchor to the material world is tied to all of her former possessions, and she cannot pass on until they are all returned to her.
This [artifact Fenton] amulet holds special significance for Queen Cordellia. It was presented to her on her nineteenth birthday by her father just before his death. The amulet had been in the royal family for generations and was passed down from ruler to ruler.
The onyx face of the amulet features the outline of her former kingdom. Her father placed it around her neck and said, "With this, I pass my kingdom to you. As the kingdom you carry now shall never diminish, never fade, so too shall the kingdom of Fenton under your rule be as stalwart and as steadfast as stone." She wore the amulet until the day she died.
Unbeknownst to the new ruler, the amulet was taken as a souvenir by the executioner, who did not at the time know what he possessed. It was, in fact, this act of theft that caused Cordellia to return as a spirit.
Queen Cordelia, Ghost Human Wizard 7, Villain, Unsettled Spirit: Cordellia became queen after the death of her father, as there were no male heirs or relatives with enough influence to take the throne. Though she had no interest in actively running the kingdom, she benefits from her father’s many experienced advisors who ran the land for her. The arraignment pleased everyone involved: Cordellia spent her time enjoying the trappings of wealth, the advisors had all the real power in the land and didn’t have to answer to any royal authority, and the people mostly were left alone to go about their lives.
This sense of complacency, however, eventually made the small kingdom a target for a more powerful neighbor. By the time the Queen realized what was going on; the enemy was already at the gates. Realizing the people still held some affection for their Queen and not wanting to waste resources on a drawn out Civil War, the new King allowed Cordellia to remain in the Castle; though stripped of her title and restricted to one of the towers. To ensure a smooth transition, one of the King’s loyal dukes moved his family to the castle to rule the region.
The now-former queen remained in her tower with her personal belongings. Over time, her mental faculties began to falter. She allowed her clothes to fall into disrepair and refused the help of servants that offered to assist her with personal hygiene. She spent every waking moment polishing and cleaning her personal treasures while paying no regard to her own care. Eventually, the Duke’s family all but forgot she was even in the castle and only a handful of servants bothered to make sure she was eating and not living in filth.
One evening, a new servant tasks with replacing Cordellia’s chamber pot went into her room in the tower and stole a bracelet sitting atop of a pile of jewelry strewn about a table, as he assumed she would never miss it.
When Cordellia awoke, she immediately realized the bracelet was missing and went into a frenzy. What was left of her mind snapped. She found a jeweled dagger among her treasures and slowly crept out of the tower to locate the thieves that had broken into the castle. As it was late at night, most of the castle residents were asleep with only a few guards posted at the main entrances.
She went from room to room in search of her missing bracelet, stabbing to death the “intruders” she found asleep in their beds. By the time she was finally stopped, the Duke’s family and most of his personal servants were dead.
The mad queen was executed secretly and her body dumped in the nearby lake in an effort to prevent the populous from realizing what had transpired. Eventually, the truth came out but by that time the descendants of Cordellia’s former subjects no longer cared about her.
Queen Cordellia’s only interest now as an unsettled spirit is in regaining her possessions, which passed on to other owners after her death. Cordellia’s anchor to the material world is tied to all of her former possessions, and she cannot pass on until they are all returned to her.
This [artifact Fenton] amulet holds special significance for Queen Cordellia. It was presented to her on her nineteenth birthday by her father just before his death. The amulet had been in the royal family for generations and was passed down from ruler to ruler.
The onyx face of the amulet features the outline of her former kingdom. Her father placed it around her neck and said, "With this, I pass my kingdom to you. As the kingdom you carry now shall never diminish, never fade, so too shall the kingdom of Fenton under your rule be as stalwart and as steadfast as stone." She wore the amulet until the day she died.
Unbeknownst to the new ruler, the amulet was taken as a souvenir by the executioner, who did not at the time know what he possessed. It was, in fact, this act of theft that caused Cordellia to return as a spirit.
Queen Cordelia, Ghost Human Wizard 17, Villain, Unsettled Spirit: Cordellia became queen after the death of her father, as there were no male heirs or relatives with enough influence to take the throne. Though she had no interest in actively running the kingdom, she benefits from her father’s many experienced advisors who ran the land for her. The arraignment pleased everyone involved: Cordellia spent her time enjoying the trappings of wealth, the advisors had all the real power in the land and didn’t have to answer to any royal authority, and the people mostly were left alone to go about their lives.
This sense of complacency, however, eventually made the small kingdom a target for a more powerful neighbor. By the time the Queen realized what was going on; the enemy was already at the gates. Realizing the people still held some affection for their Queen and not wanting to waste resources on a drawn out Civil War, the new King allowed Cordellia to remain in the Castle; though stripped of her title and restricted to one of the towers. To ensure a smooth transition, one of the King’s loyal dukes moved his family to the castle to rule the region.
The now-former queen remained in her tower with her personal belongings. Over time, her mental faculties began to falter. She allowed her clothes to fall into disrepair and refused the help of servants that offered to assist her with personal hygiene. She spent every waking moment polishing and cleaning her personal treasures while paying no regard to her own care. Eventually, the Duke’s family all but forgot she was even in the castle and only a handful of servants bothered to make sure she was eating and not living in filth.
One evening, a new servant tasks with replacing Cordellia’s chamber pot went into her room in the tower and stole a bracelet sitting atop of a pile of jewelry strewn about a table, as he assumed she would never miss it.
When Cordellia awoke, she immediately realized the bracelet was missing and went into a frenzy. What was left of her mind snapped. She found a jeweled dagger among her treasures and slowly crept out of the tower to locate the thieves that had broken into the castle. As it was late at night, most of the castle residents were asleep with only a few guards posted at the main entrances.
She went from room to room in search of her missing bracelet, stabbing to death the “intruders” she found asleep in their beds. By the time she was finally stopped, the Duke’s family and most of his personal servants were dead.
The mad queen was executed secretly and her body dumped in the nearby lake in an effort to prevent the populous from realizing what had transpired. Eventually, the truth came out but by that time the descendants of Cordellia’s former subjects no longer cared about her.
Queen Cordellia’s only interest now as an unsettled spirit is in regaining her possessions, which passed on to other owners after her death. Cordellia’s anchor to the material world is tied to all of her former possessions, and she cannot pass on until they are all returned to her.
This [artifact Fenton] amulet holds special significance for Queen Cordellia. It was presented to her on her nineteenth birthday by her father just before his death. The amulet had been in the royal family for generations and was passed down from ruler to ruler.
The onyx face of the amulet features the outline of her former kingdom. Her father placed it around her neck and said, "With this, I pass my kingdom to you. As the kingdom you carry now shall never diminish, never fade, so too shall the kingdom of Fenton under your rule be as stalwart and as steadfast as stone." She wore the amulet until the day she died.
Unbeknownst to the new ruler, the amulet was taken as a souvenir by the executioner, who did not at the time know what he possessed. It was, in fact, this act of theft that caused Cordellia to return as a spirit.
Taylor Johnson, Ghost Human Ranger 6, Villain, Unsettled Spirit: When his friends asked if he would be interested in joining them on an adventure, Taylor Johnson had at first demurred. When they later insisted and brushed aside each of his objections one by one, he found himself with no reasonable position left to defend and agreed to go. Taylor reminded himself of this series of events as he stood at the base of Mount Karakhan, already feeling cold and pained by the weight of his pack, and wondered how he had arrived at this point.
Their party needed a fifth and they preferred to enlist a friend, even an inexperienced one, then to engage one of the adventurers-for-hire that hang around the local taverns. They began their ascent through crags up the mountain, bound, Arthur had assured him, for a cache of ancient artifacts left by the civilizations that once inhabited these mountains. The thought of uncovering a relic that might shed some light on the history of this region appealed, as Arthur knew it would, to Taylor’s interest in history. He had collected hundreds of books on the subject.
By about lunchtime - which was to be taken while they walked, Taylor learned to his displeasure - they had managed to climb both up and somehow into the mountain. Narrow shafts, invisible until you were standing next to them, led into the mountain before a set of rough-hewn steps took them higher again.
Taylor was pecking the crumbs of lunch from his palm when he looked up to notice they had reached a sort of landing, a flat open area with distinct signs of human activity, the remains of a fire, odd paintings on the rock walls by way of decoration. Hanging from one wall, Taylor discovered a mask. It appeared to be carved from dark polished wood and glistening white crystals ringed the wide eyes and mouth. He gently removed it from the wall and showed it to his comrades, who congratulated him on his first “official” find as an adventurer.
From that point forward, Taylor felt invigorated, not only able to keep up with his friends but demonstrating an uncanny knack for dungeoneering. The next landing was reached only by squeezing through a very narrow passageway. They had to remove their packs and pass those through separately. On the other side awaited the treasures Arthur had been expecting. All about the room, there were gold coins imprinted with a roughly human face, though also oddly bestial. But, while the others were gathering coins, Taylor noticed that there was a passageway that led still higher hidden behind a massive boulder.
With all of them pushing together, they managed to dislodge the boulder. They climbed and found the final chamber, a room shaped like an amphitheater with arcs of benches descending down to a small flattened area with an altar. Arthur announced that they would set up camp along the upper lip of the amphitheater and in the morning thoroughly examine the altar and treasure rooms.
Watching the campfire light dwindle through the canvas walls of his tent, Taylor held the mask in his hands and imagined what would happen to the treasures. Would they be divided up equally among them with no attention paid to the real contribution of the adventurer? He imagined these priceless relics sitting on a shelf in Karina’s doubtlessly cluttered home eventually lost or broken. Could he allow that to happen? They didn’t even understand the significance of this room. If they did, would they have set up tents here? It had one purpose and they were all currently defiling it. Taylor wondered if he should wake Arthur, consult him about his conclusion. No, he was sure Arthur would agree with what had to be done.
When Arthur woke, the bodies of their fellow adventurers lay awkwardly splayed on the altar. Wearing the mask he had found previously, Taylor expressed gratitude to his friend for bringing him on this adventure. He had learned a great deal about himself and began to explain how they would uncover more relics together in the future. Arthur attempted to flee and Taylor pursued him. In the ensuing struggle, they both fell through a chasm to the rocky ground below.
Because of his stubborn refusal to accept that he died having betrayed his companions in a cave on Mount Karakhan, Johnson holds tightly to his physical manifestation. Taylor is more than a ghost; he is cursed by the mask and doesn’t even realize he is dead.
Johnson's actions in life have doomed him to repeat this story - of joining an adventure, being overtaken by greed and anger, and betraying his companions - until he can find a way to break the cycle and redeem himself. Taylor Johnson, Ghost Human Ranger 10, Villain, Unsettled Spirit: When his friends asked if he would be interested in joining them on an adventure, Taylor Johnson had at first demurred. When they later insisted and brushed aside each of his objections one by one, he found himself with no reasonable position left to defend and agreed to go. Taylor reminded himself of this series of events as he stood at the base of Mount Karakhan, already feeling cold and pained by the weight of his pack, and wondered how he had arrived at this point.
Their party needed a fifth and they preferred to enlist a friend, even an inexperienced one, then to engage one of the adventurers-for-hire that hang around the local taverns. They began their ascent through crags up the mountain, bound, Arthur had assured him, for a cache of ancient artifacts left by the civilizations that once inhabited these mountains. The thought of uncovering a relic that might shed some light on the history of this region appealed, as Arthur knew it would, to Taylor’s interest in history. He had collected hundreds of books on the subject.
By about lunchtime - which was to be taken while they walked, Taylor learned to his displeasure - they had managed to climb both up and somehow into the mountain. Narrow shafts, invisible until you were standing next to them, led into the mountain before a set of rough-hewn steps took them higher again.
Taylor was pecking the crumbs of lunch from his palm when he looked up to notice they had reached a sort of landing, a flat open area with distinct signs of human activity, the remains of a fire, odd paintings on the rock walls by way of decoration. Hanging from one wall, Taylor discovered a mask. It appeared to be carved from dark polished wood and glistening white crystals ringed the wide eyes and mouth. He gently removed it from the wall and showed it to his comrades, who congratulated him on his first “official” find as an adventurer.
From that point forward, Taylor felt invigorated, not only able to keep up with his friends but demonstrating an uncanny knack for dungeoneering. The next landing was reached only by squeezing through a very narrow passageway. They had to remove their packs and pass those through separately. On the other side awaited the treasures Arthur had been expecting. All about the room, there were gold coins imprinted with a roughly human face, though also oddly bestial. But, while the others were gathering coins, Taylor noticed that there was a passageway that led still higher hidden behind a massive boulder.
With all of them pushing together, they managed to dislodge the boulder. They climbed and found the final chamber, a room shaped like an amphitheater with arcs of benches descending down to a small flattened area with an altar. Arthur announced that they would set up camp along the upper lip of the amphitheater and in the morning thoroughly examine the altar and treasure rooms.
Watching the campfire light dwindle through the canvas walls of his tent, Taylor held the mask in his hands and imagined what would happen to the treasures. Would they be divided up equally among them with no attention paid to the real contribution of the adventurer? He imagined these priceless relics sitting on a shelf in Karina’s doubtlessly cluttered home eventually lost or broken. Could he allow that to happen? They didn’t even understand the significance of this room. If they did, would they have set up tents here? It had one purpose and they were all currently defiling it. Taylor wondered if he should wake Arthur, consult him about his conclusion. No, he was sure Arthur would agree with what had to be done.
When Arthur woke, the bodies of their fellow adventurers lay awkwardly splayed on the altar. Wearing the mask he had found previously, Taylor expressed gratitude to his friend for bringing him on this adventure. He had learned a great deal about himself and began to explain how they would uncover more relics together in the future. Arthur attempted to flee and Taylor pursued him. In the ensuing struggle, they both fell through a chasm to the rocky ground below.
Because of his stubborn refusal to accept that he died having betrayed his companions in a cave on Mount Karakhan, Johnson holds tightly to his physical manifestation. Taylor is more than a ghost; he is cursed by the mask and doesn’t even realize he is dead.
Johnson's actions in life have doomed him to repeat this story - of joining an adventure, being overtaken by greed and anger, and betraying his companions - until he can find a way to break the cycle and redeem himself. Taylor Johnson, Ghost Human Ranger 15, Villain, Unsettled Spirit: When his friends asked if he would be interested in joining them on an adventure, Taylor Johnson had at first demurred. When they later insisted and brushed aside each of his objections one by one, he found himself with no reasonable position left to defend and agreed to go. Taylor reminded himself of this series of events as he stood at the base of Mount Karakhan, already feeling cold and pained by the weight of his pack, and wondered how he had arrived at this point.
Their party needed a fifth and they preferred to enlist a friend, even an inexperienced one, then to engage one of the adventurers-for-hire that hang around the local taverns. They began their ascent through crags up the mountain, bound, Arthur had assured him, for a cache of ancient artifacts left by the civilizations that once inhabited these mountains. The thought of uncovering a relic that might shed some light on the history of this region appealed, as Arthur knew it would, to Taylor’s interest in history. He had collected hundreds of books on the subject.
By about lunchtime - which was to be taken while they walked, Taylor learned to his displeasure - they had managed to climb both up and somehow into the mountain. Narrow shafts, invisible until you were standing next to them, led into the mountain before a set of rough-hewn steps took them higher again.
Taylor was pecking the crumbs of lunch from his palm when he looked up to notice they had reached a sort of landing, a flat open area with distinct signs of human activity, the remains of a fire, odd paintings on the rock walls by way of decoration. Hanging from one wall, Taylor discovered a mask. It appeared to be carved from dark polished wood and glistening white crystals ringed the wide eyes and mouth. He gently removed it from the wall and showed it to his comrades, who congratulated him on his first “official” find as an adventurer.
From that point forward, Taylor felt invigorated, not only able to keep up with his friends but demonstrating an uncanny knack for dungeoneering. The next landing was reached only by squeezing through a very narrow passageway. They had to remove their packs and pass those through separately. On the other side awaited the treasures Arthur had been expecting. All about the room, there were gold coins imprinted with a roughly human face, though also oddly bestial. But, while the others were gathering coins, Taylor noticed that there was a passageway that led still higher hidden behind a massive boulder.
With all of them pushing together, they managed to dislodge the boulder. They climbed and found the final chamber, a room shaped like an amphitheater with arcs of benches descending down to a small flattened area with an altar. Arthur announced that they would set up camp along the upper lip of the amphitheater and in the morning thoroughly examine the altar and treasure rooms.
Watching the campfire light dwindle through the canvas walls of his tent, Taylor held the mask in his hands and imagined what would happen to the treasures. Would they be divided up equally among them with no attention paid to the real contribution of the adventurer? He imagined these priceless relics sitting on a shelf in Karina’s doubtlessly cluttered home eventually lost or broken. Could he allow that to happen? They didn’t even understand the significance of this room. If they did, would they have set up tents here? It had one purpose and they were all currently defiling it. Taylor wondered if he should wake Arthur, consult him about his conclusion. No, he was sure Arthur would agree with what had to be done.
When Arthur woke, the bodies of their fellow adventurers lay awkwardly splayed on the altar. Wearing the mask he had found previously, Taylor expressed gratitude to his friend for bringing him on this adventure. He had learned a great deal about himself and began to explain how they would uncover more relics together in the future. Arthur attempted to flee and Taylor pursued him. In the ensuing struggle, they both fell through a chasm to the rocky ground below.
Because of his stubborn refusal to accept that he died having betrayed his companions in a cave on Mount Karakhan, Johnson holds tightly to his physical manifestation. Taylor is more than a ghost; he is cursed by the mask and doesn’t even realize he is dead.
Johnson's actions in life have doomed him to repeat this story - of joining an adventure, being overtaken by greed and anger, and betraying his companions - until he can find a way to break the cycle and redeem himself.
Vampire Spawn, Intelligent Undead: ?
Undead: ?
Corporeal Undead: ?
Intelligent Undead: ?
Ghost, Standard Ghost: A child killed by the [cursed item the lost] doll’s effects cannot be raised or resurrected. Such victims may return as ghosts themselves.
 

Nemesis VIII: Cults of Personality
3.5
Dierdre Forestshade, Lich Half-Elf Enchanter 17, Liche: With this seed, the PCs can be recruited to Dierdre’s aid for purposes of acquiring a necromantic tome she requires to move forward with her plans of lichdom.
Sister Obdare, Wight Cleric 5/Monk 9, Undead Cleric: ?
Undead: ?
Intelligent Undead: ?
Unintelligent Undead: ?
Ghoul: ?
Lich: With this seed, the PCs can be recruited to Dierdre’s aid for purposes of acquiring a necromantic tome she requires to move forward with her plans of lichdom.
Zombie: ?
 
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Oathbound Arena
3.5
Undead: Once the Charioteer of the Sun, Nemamiah ruled a lush and green domain, a paradise. That changed when a madman shattered the magic mirrors that heated the domain. The land perished in the frigid night, as did Nemamiah’s will. He underwent a most grievous transformation, taking the epithet The Leper. Slipping into a hopeless darkness, Nemamiah transformed the dead inhabitants of his domain into undead, and to them laid the task of seeking his absolute oblivion.
The caverns contain numerous labs, libraries, and undead creation pits that continually swell the ranks of his lifeless militia.
Foul Undead: ?
Lord Raghuveer, The Shadow Mage, Human Wizard 14/Assassin 10/Demagogue 8, Undead Wizard, Mysterious Human, Enigmatic Human, Warlord, Sorcerer, Bloodlord, Pirate, Warlock, Wizard, Dark Force, Powerful Wizard: ?
Sturdy Undead Warrior: Mariadok only raises the largest and best-preserved bodies he finds, which coupled with the necromancer’s potent magic make for sturdy undead warriors.
Free-Willed Undead, Intelligent Undead: ?
Undead Emissary: ?
Ghast: ?
Ghoul: ?
Ghoul King: ?
Mariadok the Undying, Half-Elven Lich Necromancer 15/Fighter 7/Cleric 5, Warlord, Necromancer, Ancient Mage: ?
The Warlock, Human Lich Necromancer 15, Desiccated Corpse, Master, Gifted Creator of Wands and Staffs: ?
Mohrg: ?
Spectre: ?
Vampire, Free-Willed Undead: ?
Vampire Bride: ?
Zombie: Zombie Missile magic item.
Zombie, Ravening Zombie: ?
Bone Sovereign: ?
Undead Warlord: ?

Zombie Missile
Heavily modified from the inferno shrieker (see below), the zombie missile contains a magical payload that explodes and then transforms those killed into ravening zombies with a thirst for the flesh of their former allies. Devious and deadly in the extreme, this weapon is used only by the most depraved warlords who do not fear the retribution of their peers. Anyone using this weapon on the battlefield is likely feel the wrath of those who regard this weapon as horrific and abominable.
The weapon is fired in the same manner as the inferno shrieker and requires the same Profession (siege engineer) skill check as detailed for that weapon. Zombie shriekers also have a range increment of 200 feet.
When the zombie missile hits, however, it explodes in a blast of necromantic energy, rather than a ball of fire. Targets are allowed a Fortitude save (DC 20) to avoid the effects of this negative energy, but those who fail suffer 1d4 negative levels. Creatures reduced to 0 levels or less immediately die as a result of this effect.
Any creature that dies rises as a zombie on the next turn. This zombie is not controlled in any way and will attack the nearest living creature it spots.
Mass Combat: To simulate the confusion and damage caused by a group of zombies suddenly bursting up in the middle of an enemy unit, use the following system. For every point by which the unit fails its Fortitude save, it suffers one round of damage from the zombies. Each round, the unit will suffer 2d10 points of damage. At theend of this time, it is assumed the zombies have been destroyed or otherwise dealt with.
Caster Level: 12th; Prerequisites: Craft Wondrous Item, animate dead, enervation; Market Price: 3,000 gp; Weight: 10 lbs.
 
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Oathbound Mysteries of Arena
3.5
Mirajii, Full Powered Mirajii: They are the cunning remnants of bandits, brigands, and traitorous mercenaries who perished while enacting death on others. Whether they are animate by the cosmic forces that course through the Forge or the will of Barbello is unknown.
Victims whose Constitution scores are reduced to zero by means of a mirajii’s ability drain become full powered mirajiis the following dusk.
Oblivion Creature: Oblivion creatures have reached the point of supreme success in their minds and body – a stage wherein they have mentally departed fully from the mortal realm and are no longer living creatures.
Prestige Race Focus of the Grave Oblivion Creature.
Mirajii, Undead Shapeshifter, Plague on the Living, True Polymorph: ?
Mirajii, Cunning Remnants of a Bandit Who Perished While Enacting Death on Others: ?
Mirajii, Cunning Remnants of a Brigand Who Perished While Enacting Death on Others: ?
Mirajii, Cunning Remnants of a Traitorous Mercenary Who Perished While Enacting Death on Others: ?
Oblivion Creature, Formidable Opponent, Free-Willed Undead: ?
Undead, Undead Creature: ?
Undead Soldier: ?
Nememiah, Undead Lord, Hated Taskmaster, Covetous Overlord, Former Master, Undisputed Master, Vengeful Ruler, Feathered Fowl, Loathsome Ruler, Horrific Figure, Lifeless Taskmaster, Master, Callous Overlord, Captor, Overlord, Despondent Elderly Adversary: ?
Athicluss, Lich, Warlock, Enigmatic Author, Insidious Wizard, Renowned Linguist and Mathematician, Ambitious Lich, Foremost Expert on the Subject of Curses and Oaths: ?
Lich: ?
Mariadok the Undying, Half-Elf Lich, Warlord, Undead Warlord, Benefactor: Consumed by his self-loathing and a genuine desire to retain his memories of Sovann for all eternity, Mariadok underwent the horrific transformation from life to undeath.
Myraxon, Warlock, Lich Wizard 15, Skeleton Tightly Wrapped in a Shroud of Desiccated Flesh Bearing the Faint Remnants of Geometrically Shaped Tattoos, Corrupted Undead Abomination, Brilliant Servant, Pitiful Wizard, Desiccated Lich, Calculating Vindictive Lich, Resourceful Lich, Relatively Youthful and Highly Motivated Lich: The unflinching glare of Nemamiah’s ominous avatar pierced his frightened soul literally transforming the once attractive and charismatic Myraxon into a corrupted, undead abomination sculpted in the image of his new master.
Advanced Shadow: ?
Spectre: ?
Bone Sovereign: ?
Undead Warlord: ?

Oblivion Creature
Example: Oblivion Karnos
Cost: 10,500 XP
Minimum Level: 11th
Prerequisite: Necrotic
Unavailable to: Non-necrotic races.
Details: Oblivion creatures have reached the point of supreme success in their minds and body – a stage wherein they have mentally departed fully from the mortal realm and are no longer living creatures. Their bodies are little more than vacant mortal shells and their minds have transcended the bonds of the living world. Only their tortured soul remains intact, seeking the ultimate release, and they seethe with venom, jealousy and hatred at both the realm of the living, in which they feel trapped and at the world beyond the grave, which calls to them with its sickly sweet siren’s song. As such, with so little to lose in this world and so much to gain in the next, they are formidable opponents indeed. Oblivion creatures are surrounded at all times by the putrid smell of the grave, and a disturbing aura of cold akin to death itself.
Game Effects: The creature becomes, in all aspects, a free-willed undead. An oblivion creature gains resistance 10 to all cold-based attacks, and takes ½ damage from piercing weapons. Further, the creature’s Constitution score becomes 0 (as well as all associated bonuses, additional hit points, and so forth). Lastly, an oblivion creature no longer has need of sleep, food, or water.
 
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Oathbound Plains of Penance
3.5
Undead, Undead Creature: ?
Undead Vixen: ?
Lord of Winter, Mysterious Bloodlord: ?
Ghost: ?
Mekos, Spectre, Apparition of a Frey: This is the spectre of Mekos, the frey that was entrusted the safety of the temple during her life. Like many others, she was killed when the city fell, but after death she refused to relinquish the responsibility she had to her fellow faithful.
Vampire, Creature Dependent on Blood: ?
Wight: ?
Wraith: ?
 

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