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<blockquote data-quote="Voadam" data-source="post: 7271079" data-attributes="member: 2209"><p><strong>The Keepers of Lingusia</strong></p><p></p><p><a href="http://www.drivethrurpg.com/product/59765/The-Keepers-of-Lingusia?affiliate_id=17596" target="_blank">The Keepers of Lingusia</a></p><p>Castles & Crusades</p><p><strong>Vampire:</strong> There are three known ways to become a vampire, according to those specialists who are necromantic students of the undead. First, followers of Set who betray the dictates of their accursed god can be damned with Setitic Vampirism. </p><p>Vampirism can be brought down on someone who was so evil and villainous in life that they are grabbed by Devonin and offered a second chance to walk the land of the living, as a stalker in the night.</p><p>Finally, a vampire can be created when they bite a mortal and share blood, rendering the blood of the mortal impure. This is not always effective, and the process creates a special master-servant bond between the vampires, which has such psychological ramifications that it is done rarely.</p><p><strong>Hagarant Lords:</strong> These are the descendants of House Dadera and other evil people who, in their corruption, lost their souls entirely to the temptations of chaos and evil. Now, they are undead husks of the people they once were.</p><p>The Hagarant Lords are an ancient evil which some say has its roots beneath the capitol of Octzel. The Hagarant Lords were a coven of nobles and powerful mages who swore fealty to the mad god Slithotep in exchange for immortality. The unexpected result of their immortality was a slow descent in to madness and undeath.</p><p><strong>Esidria Elas Phallikoskis, Vampire Wizard 14:</strong> ?</p><p><strong>Castor Elas Markovin, Vampire Fighter-Wizard 13:</strong> ?</p><p><strong>Moria, Ahstarth Vampire Ranger-Rogue 9:</strong> Her curse is a mystery, for she is not known to have worshipped Set, but some believe that she was bitten by a Setitie Vampire who once served Karukithyak, and for such shame, she was forced to leave her homeland.</p><p><strong>Lich Lord Krenkin, Human Wizard 23:</strong> Krenkin was eventually able to make his way to Halistrak’s distant stronghold on the seventh planet of the system and broke in to his vault of secrets, where he learned much about magic, and how to prolong his life as a liche.</p><p><strong>Aggamite Troll:</strong> The magically created children birthed of trolls impregnating undead wombs spawned terrible outcasts.</p><p><strong>Barrow Wight:</strong> In the ancient history of Hyrkania, many of the old kings of the pre empire days would bury their dead in huge mounds, with rock tombs beneath. Within these catacombs would go the line of their family, and for generations the dead would be buried like so. These ancient mound lands were, alas, ripe for the time of the War of the Gods, and when the power of the Chaos Lords spread through the land, many necromancer kings who rose in the time of conflict saw to it that their tombs were guarded, often by the reanimated remains of these earlier kings.</p><p>The lords and kings themselves are said to have arisen, willfully, from the grave to jealously guard the treasure hordes they buried themselves with.</p><p><strong>Veregnar Gonn Dalpuris, Hagarant Lord:</strong> Veregnar Gonn Dalpuris was a powerful duke seven centuries ago who had an unfortunate habit of taking on mistresses behind his wife’s back. He was seduced by a woman named Melantha, who was in fact a member of the Black Society in Octzel, a vampiress and half-demon who lured him in to the study of the dark arts of chaos and the worship of Slithotep, the mad god. Veregnar was swayed by this cult and joined the movement, becoming a potent wizard. In time, their plot was foiled and he was one of the few survivors, who stole away and hid in a tomb-like secret enclave in the city sewers, where he went undiscovered in an undead slumber.</p><p><strong>Knight of Chaos:</strong> The Knights of Chaos (also called death knights) are a rare and horrifying form of undead, spawned from the incarnation of a truly evil Black Rider. Usually, the knight was dedicated to a chaotic order, such as the Black Riders of Slithotep, or the Order of Set. It is also known that a knight dedicated to a just or good order who succumbs to supreme corruption might be swayed into the domain of evil.</p><p>Such knights are forbidden to walk the path of the Final Night (a euphemism for the journey the dead make to the afterlife), leading them into the Land of the Dead, for their souls have been claimed by Chaos, but in defiance of their true masters in the Abyss, the pure strength of their post mortem incarnations are capable of fending off the petitioners of the Abyss.</p><p><strong>Velboshia-Lok Nodivia:</strong> Ancient guardians of the Tombs of the Gods, these desiccated corpses were once the proud Temple Guards of the Divine Palaces in the mythic city Corti’Zahn. When the War of the Gods</p><p>destroyed the early Fertile Empires of Hyrkania and laid low the mortal forms of the divine lords, the temple guardians who died in the conflict against the demons were mummified and submitted to a terrible necromantic process to revive them as eternal tomb protectors. Something horrible corrupted the spells of reanimation, however, seeping in from the Chaos Energy which permeated the land in the wake of the war, and grew like a fungus in the bodies of these undead guardians.</p><p><strong>Vessilante:</strong> The Vessilante are a rare sort of entity which is created magically through the bonding of a corrupted Devonin or Seraph in the form of a mortal human. These great monstrosities are usually culled from freshly dead corpses, often pieced together if there was damage to the original body. The process of habitation heals the damage and changes the nature of the body such that it must shun the light or suffer excruciating pain.</p><p><strong>Undead:</strong> In Lingusia, returning from the dead is not easy. Few local clerics have the ability, and fewer still would use it out of hand or without good cause. Evil clerics are much likelier to use it….but corruption of the risen can happen, and anytime an evil cleric raises someone there is a cumulative 3% chance that person will rise as a powerful undead, instead!</p><p>The tales of this victory are not unblemished, however, for the bards of Dra’in say that Erik Kharam earned his victory by making a pact with the Banshee Liawnenshe, a diabolical spirit of the Silver Mountains who knew the secrets to Anharak’s defeat. She offered them to Kharam, for a price. He was to take her as his wife, thus freeing her of her curse.</p><p>Kharam agreed, but could not bring himself to marry the hideous spirit, and reneged on his agreement after Anharak was defeated (some say Anharak was defeated by a knight errant of the Yllmar, as well, and that Kharam didn’t even accomplish this much). Liawnenshe was mortified, and cursed Kharam and his kingdom to an eternity of haunted strife. So it is said, the tale goes, that Dra’in became the damnable place it is.</p><p>In fact, Dra’in might not seem so terrible to those who have visited some other, harsher realms, but the troubles of living in a domain where all warriors seemed doomed to fall in battle and rise as restless undead seem very much difficult to an everyday peasant. The people of the land are fearful of their very shadows, and take special measures to seal corpses in to coffins, or enact elaborate rituals to put the restless spirits to rest. The dead return to life all too easily in this land.</p><p><strong>Lord Sitor, Human Lich Wizard 23:</strong> Sitor had long prepared for his death, however, and the Cult of the Undying, a group that had formed over the last century of mages who worshipped him, held the phylactery into which his spirit transferred on death.</p><p><strong>Darksed, Death Knight Fighter 10, Rogue 6, Mage 6:</strong> ?</p></blockquote><p></p>
[QUOTE="Voadam, post: 7271079, member: 2209"] [b]The Keepers of Lingusia[/b] [URL=http://www.drivethrurpg.com/product/59765/The-Keepers-of-Lingusia?affiliate_id=17596]The Keepers of Lingusia[/URL] Castles & Crusades [b]Vampire:[/b] There are three known ways to become a vampire, according to those specialists who are necromantic students of the undead. First, followers of Set who betray the dictates of their accursed god can be damned with Setitic Vampirism. Vampirism can be brought down on someone who was so evil and villainous in life that they are grabbed by Devonin and offered a second chance to walk the land of the living, as a stalker in the night. Finally, a vampire can be created when they bite a mortal and share blood, rendering the blood of the mortal impure. This is not always effective, and the process creates a special master-servant bond between the vampires, which has such psychological ramifications that it is done rarely. [b]Hagarant Lords:[/b] These are the descendants of House Dadera and other evil people who, in their corruption, lost their souls entirely to the temptations of chaos and evil. Now, they are undead husks of the people they once were. The Hagarant Lords are an ancient evil which some say has its roots beneath the capitol of Octzel. The Hagarant Lords were a coven of nobles and powerful mages who swore fealty to the mad god Slithotep in exchange for immortality. The unexpected result of their immortality was a slow descent in to madness and undeath. [b]Esidria Elas Phallikoskis, Vampire Wizard 14:[/b] ? [b]Castor Elas Markovin, Vampire Fighter-Wizard 13:[/b] ? [b]Moria, Ahstarth Vampire Ranger-Rogue 9:[/b] Her curse is a mystery, for she is not known to have worshipped Set, but some believe that she was bitten by a Setitie Vampire who once served Karukithyak, and for such shame, she was forced to leave her homeland. [b]Lich Lord Krenkin, Human Wizard 23:[/b] Krenkin was eventually able to make his way to Halistrak’s distant stronghold on the seventh planet of the system and broke in to his vault of secrets, where he learned much about magic, and how to prolong his life as a liche. [b]Aggamite Troll:[/b] The magically created children birthed of trolls impregnating undead wombs spawned terrible outcasts. [b]Barrow Wight:[/b] In the ancient history of Hyrkania, many of the old kings of the pre empire days would bury their dead in huge mounds, with rock tombs beneath. Within these catacombs would go the line of their family, and for generations the dead would be buried like so. These ancient mound lands were, alas, ripe for the time of the War of the Gods, and when the power of the Chaos Lords spread through the land, many necromancer kings who rose in the time of conflict saw to it that their tombs were guarded, often by the reanimated remains of these earlier kings. The lords and kings themselves are said to have arisen, willfully, from the grave to jealously guard the treasure hordes they buried themselves with. [b]Veregnar Gonn Dalpuris, Hagarant Lord:[/b] Veregnar Gonn Dalpuris was a powerful duke seven centuries ago who had an unfortunate habit of taking on mistresses behind his wife’s back. He was seduced by a woman named Melantha, who was in fact a member of the Black Society in Octzel, a vampiress and half-demon who lured him in to the study of the dark arts of chaos and the worship of Slithotep, the mad god. Veregnar was swayed by this cult and joined the movement, becoming a potent wizard. In time, their plot was foiled and he was one of the few survivors, who stole away and hid in a tomb-like secret enclave in the city sewers, where he went undiscovered in an undead slumber. [b]Knight of Chaos:[/b] The Knights of Chaos (also called death knights) are a rare and horrifying form of undead, spawned from the incarnation of a truly evil Black Rider. Usually, the knight was dedicated to a chaotic order, such as the Black Riders of Slithotep, or the Order of Set. It is also known that a knight dedicated to a just or good order who succumbs to supreme corruption might be swayed into the domain of evil. Such knights are forbidden to walk the path of the Final Night (a euphemism for the journey the dead make to the afterlife), leading them into the Land of the Dead, for their souls have been claimed by Chaos, but in defiance of their true masters in the Abyss, the pure strength of their post mortem incarnations are capable of fending off the petitioners of the Abyss. [b]Velboshia-Lok Nodivia:[/b] Ancient guardians of the Tombs of the Gods, these desiccated corpses were once the proud Temple Guards of the Divine Palaces in the mythic city Corti’Zahn. When the War of the Gods destroyed the early Fertile Empires of Hyrkania and laid low the mortal forms of the divine lords, the temple guardians who died in the conflict against the demons were mummified and submitted to a terrible necromantic process to revive them as eternal tomb protectors. Something horrible corrupted the spells of reanimation, however, seeping in from the Chaos Energy which permeated the land in the wake of the war, and grew like a fungus in the bodies of these undead guardians. [b]Vessilante:[/b] The Vessilante are a rare sort of entity which is created magically through the bonding of a corrupted Devonin or Seraph in the form of a mortal human. These great monstrosities are usually culled from freshly dead corpses, often pieced together if there was damage to the original body. The process of habitation heals the damage and changes the nature of the body such that it must shun the light or suffer excruciating pain. [b]Undead:[/b] In Lingusia, returning from the dead is not easy. Few local clerics have the ability, and fewer still would use it out of hand or without good cause. Evil clerics are much likelier to use it….but corruption of the risen can happen, and anytime an evil cleric raises someone there is a cumulative 3% chance that person will rise as a powerful undead, instead! The tales of this victory are not unblemished, however, for the bards of Dra’in say that Erik Kharam earned his victory by making a pact with the Banshee Liawnenshe, a diabolical spirit of the Silver Mountains who knew the secrets to Anharak’s defeat. She offered them to Kharam, for a price. He was to take her as his wife, thus freeing her of her curse. Kharam agreed, but could not bring himself to marry the hideous spirit, and reneged on his agreement after Anharak was defeated (some say Anharak was defeated by a knight errant of the Yllmar, as well, and that Kharam didn’t even accomplish this much). Liawnenshe was mortified, and cursed Kharam and his kingdom to an eternity of haunted strife. So it is said, the tale goes, that Dra’in became the damnable place it is. In fact, Dra’in might not seem so terrible to those who have visited some other, harsher realms, but the troubles of living in a domain where all warriors seemed doomed to fall in battle and rise as restless undead seem very much difficult to an everyday peasant. The people of the land are fearful of their very shadows, and take special measures to seal corpses in to coffins, or enact elaborate rituals to put the restless spirits to rest. The dead return to life all too easily in this land. [b]Lord Sitor, Human Lich Wizard 23:[/b] Sitor had long prepared for his death, however, and the Cult of the Undying, a group that had formed over the last century of mages who worshipped him, held the phylactery into which his spirit transferred on death. [b]Darksed, Death Knight Fighter 10, Rogue 6, Mage 6:[/b] ? [/QUOTE]
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