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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7845290" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/180610/The-Rhune-Dawn-of-Twilight-Campaign-Guide?affiliate_id=17596" target="_blank">Rhune Dawn of Twilight Campaign Guide</a></p><p>Pathfinder 1e</p><p><strong>Whisper Ghoul:</strong> ?</p><p><strong>Undead Dwarf:</strong> ?</p><p><strong>Undead Lord:</strong> ?</p><p><strong>AElven Ghost:</strong> Many ælves also believe that the runes other races carve into jötunstones to create storm-tech engines harm their racial connection to their spiritual afterlife in the same way as the Bilröst Gate—they believe every stormtech engine created binds the ælven hosts more strongly to cursed unlife on Midgard.</p><p></p><p><strong>Undead:</strong> The largest concentration of the undead is among the Ruined Cities in the South, all of which have been animated by the Ghoul Stone (and the necromantic energy it channels from Neinferth directly into Midgard).</p><p>The Ghoul Stone was raised above the former cities in 166 YUR by invading cultists, draining the life force from the cities below it and leaving South Pointe, Way Pointe, and Way Station undead wastelands. Today, many Vitkarr believe the Ghoul Stone acts as a giant magical gate, one that links Neinferth to Midgard, channeling negative energy directly into the former cities and damning all who enter to a fate worse than death.</p><p>While all of the Thrall Lords were transformed into their current states in the awful crucible of the Great Void, Felashurann is the one among their number who chose to remain behind, and so became the closest thing Neinferth has to a master. He is perhaps the most active of the Thrall Lords within his chosen domain, endlessly on the hunt for new flesh to warp and transform into the undead horrors with which he bolsters his army for the coming final battle of gods and men.</p><p>Many Vitkarr believe that the Ghoul Stone that hovers above the Ruined Cities on Midgard draws its power directly from Neinferth, acting as a conduit for this twisted realm. While none know for sure, this realm clearly displays ties to the entropic energies that animate the dead.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wraith:</strong> Lady Y'Draah's fateful vision led her, alongside her followers, to build the Bilröst Gate so that they could travel the Great Tree in search of the gods. Later, when they opened the gate, the ælves realized the irony of their actions. For the Thrall Lords, most evil of the ancient giants, had twisted her visions, and everything she designed carried a fell purpose. An unprecedented blend of rune lore and nascent clockwork technology, when the Gate was opened it consumed the life force of nearby ælves in an uncontrolled wave of runic magic. Some survived, hideously changed and separated from their true nature. These became the ash elves. Others perished utterly and in the ensuing years it became clear that their fate was darker than any natural death. Rather than progress to the Halls of the All-Father, as had all previous ælves killed by misadventure or war, the spirits of those killed by Lady Y'Draah's gate were trapped in Midgard. The spirits of the fallen did not progress to their promised afterlife, instead became beings of loss and darkness, ill-fated wraiths haunting the once fair city of Summer Night.</p><p>The Raven and the Wolf—This constellation contains thirteen stars, which appear to depict a raven resting atop the face of a wolf. While many starwatchers say this is a bit of an exaggeration, a great number of ælven druids look to this constellation with both awe and wonder, some going so far as to say that it the true resting place of their dead, calling the spirits and wraiths of Summer Night City little more than cursed shells.</p><p>Some whisper they have learned to summon wraiths, strange ælven-like spirits cursed to wander Midgard until Ragnarök.</p><p><strong>Lich:</strong> Some of her southerner worshipers, however, look to her as a goddess who can give them life beyond death, forestalling the great bane of mortality. While this state of affairs does not necessarily sit well with the Mistress of the Grave, the benefits she reaps in converts is well worth the ideological sacrifice of allowing some few of her faithful the selfish indulgence of undead existence for a few centuries. For every one who learns the secrets of lichdom or vampirism, for instance, scores or even hundreds look to the example of the few and believe, in vain, that they, too, might know such power.</p><p><strong>Vampire:</strong> Some of her southerner worshipers, however, look to her as a goddess who can give them life beyond death, forestalling the great bane of mortality. While this state of affairs does not necessarily sit well with the Mistress of the Grave, the benefits she reaps in converts is well worth the ideological sacrifice of allowing some few of her faithful the selfish indulgence of undead existence for a few centuries. For every one who learns the secrets of lichdom or vampirism, for instance, scores or even hundreds look to the example of the few and believe, in vain, that they, too, might know such power.</p><p><strong>Ghast:</strong> ?</p><p><strong>Zombie:</strong> Draugir Cap magic item.</p><p>Meatwalker Serum Alchemical Item</p><p></p><p>Draugir Caps</p><p>Weight 1lb per cap; Price 400 gp per cap</p><p>These hook-lined skullcaps come attuned to a command cap. By affixing the cap to a Small- or Medium-sized corpse as a full round action that provokes attacks of opportunity, the wearer of the command cap may spend a minute concentrating and make a DC 20 Concentration check (caster level is equal to character level in this case) to alchemically animate the corpse. This corpse functions as a zombie (see the Pathfinder® Roleplaying Game Bestiary™) except is it unharmed (although not healed) by channeling positive energy. Channeling negative energy still damages the corpse. Once the zombie reaches 0 hit points, it is destroyed and cannot be reanimated. Removing the draugir cap is also a full-round action, which provokes attacks of opportunity. Controlling the corpse is a move-equivalent action that does not provoke attacks of opportunity. A corpse can be given instructions as per animal tricks, and performs the command until destroyed or until the wearer of the command cap issues a new command. The wearer of a command cap is limited to a number of zombies equal to their character level.</p><p></p><p>Meatwalker Serum</p><p>Weight —; Price 250 gp</p><p>This substance creates an alchemically driven zombie. One dose animates a single Medium-sized creature, or two Small-sized creatures over the course of a round. These zombies are statistically identical to zombies in the Pathfinder® Roleplaying Game Bestiary™, but remain unharmed (and not healed) by channeling positive energy. Channeling negative energy damages still damages the corpse. Once the zombie reaches 0 hit points, it is destroyed and cannot be reanimated. When used in combination with corpse fitted with a draugir cap, the character wearing the command cap does not need to spend a minute of concentration to control the corpse. Otherwise, these zombies shuffle around aimlessly for three days, until the serum becomes inert and the corpses become inanimate. The serum also provides a side benefit of acting as a gentle repose spell while active.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7845290, member: 2209"] [URL=https://www.drivethrurpg.com/product/180610/The-Rhune-Dawn-of-Twilight-Campaign-Guide?affiliate_id=17596]Rhune Dawn of Twilight Campaign Guide[/URL] Pathfinder 1e [b]Whisper Ghoul:[/b] ? [b]Undead Dwarf:[/b] ? [b]Undead Lord:[/b] ? [b]AElven Ghost:[/b] Many ælves also believe that the runes other races carve into jötunstones to create storm-tech engines harm their racial connection to their spiritual afterlife in the same way as the Bilröst Gate—they believe every stormtech engine created binds the ælven hosts more strongly to cursed unlife on Midgard. [b]Undead:[/b] The largest concentration of the undead is among the Ruined Cities in the South, all of which have been animated by the Ghoul Stone (and the necromantic energy it channels from Neinferth directly into Midgard). The Ghoul Stone was raised above the former cities in 166 YUR by invading cultists, draining the life force from the cities below it and leaving South Pointe, Way Pointe, and Way Station undead wastelands. Today, many Vitkarr believe the Ghoul Stone acts as a giant magical gate, one that links Neinferth to Midgard, channeling negative energy directly into the former cities and damning all who enter to a fate worse than death. While all of the Thrall Lords were transformed into their current states in the awful crucible of the Great Void, Felashurann is the one among their number who chose to remain behind, and so became the closest thing Neinferth has to a master. He is perhaps the most active of the Thrall Lords within his chosen domain, endlessly on the hunt for new flesh to warp and transform into the undead horrors with which he bolsters his army for the coming final battle of gods and men. Many Vitkarr believe that the Ghoul Stone that hovers above the Ruined Cities on Midgard draws its power directly from Neinferth, acting as a conduit for this twisted realm. While none know for sure, this realm clearly displays ties to the entropic energies that animate the dead. [b]Ghoul:[/b] ? [b]Wraith:[/b] Lady Y'Draah's fateful vision led her, alongside her followers, to build the Bilröst Gate so that they could travel the Great Tree in search of the gods. Later, when they opened the gate, the ælves realized the irony of their actions. For the Thrall Lords, most evil of the ancient giants, had twisted her visions, and everything she designed carried a fell purpose. An unprecedented blend of rune lore and nascent clockwork technology, when the Gate was opened it consumed the life force of nearby ælves in an uncontrolled wave of runic magic. Some survived, hideously changed and separated from their true nature. These became the ash elves. Others perished utterly and in the ensuing years it became clear that their fate was darker than any natural death. Rather than progress to the Halls of the All-Father, as had all previous ælves killed by misadventure or war, the spirits of those killed by Lady Y'Draah's gate were trapped in Midgard. The spirits of the fallen did not progress to their promised afterlife, instead became beings of loss and darkness, ill-fated wraiths haunting the once fair city of Summer Night. The Raven and the Wolf—This constellation contains thirteen stars, which appear to depict a raven resting atop the face of a wolf. While many starwatchers say this is a bit of an exaggeration, a great number of ælven druids look to this constellation with both awe and wonder, some going so far as to say that it the true resting place of their dead, calling the spirits and wraiths of Summer Night City little more than cursed shells. Some whisper they have learned to summon wraiths, strange ælven-like spirits cursed to wander Midgard until Ragnarök. [b]Lich:[/b] Some of her southerner worshipers, however, look to her as a goddess who can give them life beyond death, forestalling the great bane of mortality. While this state of affairs does not necessarily sit well with the Mistress of the Grave, the benefits she reaps in converts is well worth the ideological sacrifice of allowing some few of her faithful the selfish indulgence of undead existence for a few centuries. For every one who learns the secrets of lichdom or vampirism, for instance, scores or even hundreds look to the example of the few and believe, in vain, that they, too, might know such power. [b]Vampire:[/b] Some of her southerner worshipers, however, look to her as a goddess who can give them life beyond death, forestalling the great bane of mortality. While this state of affairs does not necessarily sit well with the Mistress of the Grave, the benefits she reaps in converts is well worth the ideological sacrifice of allowing some few of her faithful the selfish indulgence of undead existence for a few centuries. For every one who learns the secrets of lichdom or vampirism, for instance, scores or even hundreds look to the example of the few and believe, in vain, that they, too, might know such power. [b]Ghast:[/b] ? [b]Zombie:[/b] Draugir Cap magic item. Meatwalker Serum Alchemical Item Draugir Caps Weight 1lb per cap; Price 400 gp per cap These hook-lined skullcaps come attuned to a command cap. By affixing the cap to a Small- or Medium-sized corpse as a full round action that provokes attacks of opportunity, the wearer of the command cap may spend a minute concentrating and make a DC 20 Concentration check (caster level is equal to character level in this case) to alchemically animate the corpse. This corpse functions as a zombie (see the Pathfinder® Roleplaying Game Bestiary™) except is it unharmed (although not healed) by channeling positive energy. Channeling negative energy still damages the corpse. Once the zombie reaches 0 hit points, it is destroyed and cannot be reanimated. Removing the draugir cap is also a full-round action, which provokes attacks of opportunity. Controlling the corpse is a move-equivalent action that does not provoke attacks of opportunity. A corpse can be given instructions as per animal tricks, and performs the command until destroyed or until the wearer of the command cap issues a new command. The wearer of a command cap is limited to a number of zombies equal to their character level. Meatwalker Serum Weight —; Price 250 gp This substance creates an alchemically driven zombie. One dose animates a single Medium-sized creature, or two Small-sized creatures over the course of a round. These zombies are statistically identical to zombies in the Pathfinder® Roleplaying Game Bestiary™, but remain unharmed (and not healed) by channeling positive energy. Channeling negative energy damages still damages the corpse. Once the zombie reaches 0 hit points, it is destroyed and cannot be reanimated. When used in combination with corpse fitted with a draugir cap, the character wearing the command cap does not need to spend a minute of concentration to control the corpse. Otherwise, these zombies shuffle around aimlessly for three days, until the serum becomes inert and the corpses become inanimate. The serum also provides a side benefit of acting as a gentle repose spell while active. [/QUOTE]
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