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<blockquote data-quote="Voadam" data-source="post: 8639683" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/168149/Primeval-Thule-5e-Campaign-Setting?affiliate_id=17596" target="_blank">Primeval Thule 5e Campaign Setting</a></p><p>5e</p><p><strong>Frost Corpse:</strong> Those killed by a polar eidolon rise the next day as frost corpses unless their bodies are kept warm for 24 hours.</p><p><strong>Corpse:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> The century’s leaders are torn over whether to replace fallen comrades with living recruits, or to raise the fallen myrmidons as wights or other undead.</p><p>Must one die to become undead? Can one become both living and dead simultaneously?</p><p>Darkwind Citadel: Former home of a necromancer named Khalav the Black, this citadel was destroyed last year by an expanding wave of necrotic energy—energy that animated every victim in the massive fortress and every corpse within 50 miles as undead.</p><p>The world of Shadow is likewise closely bound to Thule, and is innately magical in a dark and deadly way. By all reports, the shadow-Earth is a cold and gloomy realm, sparsely peopled; life itself is slowly leeched away from those who linger too long. Necromantic energy infuses this reality—things do not stay dead for long in this otherworld, and Thulean mages who wish to meddle with the nature of life and death sometimes draw upon this dark power.</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Undead Elf:</strong> ?</p><p><strong>Undead Underling:</strong> ?</p><p><strong>Undead Overlord:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Undead Rakshasa:</strong> This castle is the lair of a rakshasa necromancer, Juram, who believes that the rakshasas’ numbers are too few to allow any to travel to the afterlife—not when Juram can add them to his legion of undead rakshasas. If a rakshasa dies anywhere within the Striped Empire—or sometimes beyond—Juram will be there to collect the body and begin his dark rituals.</p><p><strong>Undead Draconic Horror:</strong> ?</p><p><strong>Ghedrar the Necromancer, The Necromancer King of Ikath, The Sunset Lord:</strong> Ghedrar was in the process of becoming a lich when the Atlanteans invaded, and his transformation was interrupted.</p><p><strong>Powerful Free-Willed Undead:</strong> ?</p><p><strong>Animated Undead:</strong> ?</p><p><strong>Undead Guardian:</strong> The Tower itself is a valuable prize; the PCs may want to claim it as their own lair in Quodeth. Its magical properties and defenses are not easily puzzled out, however—it will take characters with arcane talents months to figure out how the Tower’s magic can be used to create illusions and animate objects or undead guardians, during which time the PCs may discover new secrets of the Tower of Black Flames.</p><p><strong>Undead Defender:</strong> ?</p><p><strong>Vashana:</strong> Kal Keor married Vashana, and they had a son, Kal Menna. When the boy was only thirteen, the prince of Thran struck back. He hired foul sorcerers to afflict Vashana with a curse of undeath; Kal was forced to destroy Vashana to save himself and his son.</p><p><strong>Restless Dead:</strong> ?</p><p><strong>Animated Bones of the Dead:</strong> ?</p><p><strong>Hungry Dead:</strong> Some terrible curse fell over the town long ago, driving its people out into the surrounding jungle. There they devolved into mindless undead ghouls or zombies, hungry for human flesh.</p><p>Worse yet, some dire curse lies over the silent streets of Droum. Here the dead do not rest as they should, and packs of fearsome ghouls roam the desolate quarters of the dying city.</p><p><strong>Bloodthirsty Monster:</strong> The climate is growing too cold to sustain the city here; Droum is weakening, and the barbarian tribes of the nearby lands are growing stronger. But these troubles pale in comparison to the mysterious curse that causes the dead to rise as bloodthirsty monsters.</p><p><strong>Living Dead:</strong> ?</p><p><strong>Death Knight:</strong> ?</p><p><strong>Ghost:</strong> The place was once home to a local lord who held sway over surrounding lands by brawn and sword until a traveling peddler brought with him the malady known as the Creeping Plague—so named because it reduces its victims to crawling and finally to creeping slowly on all fours. The disease claimed the lives of the lord and all his household and army. Their ghosts now drift malevolently through the tower and its dungeon levels, clad in crumbling armor and wielding rusting weapons; their hatred for the living goads them to slay all who intrude into the keep. They all became ghosts, legends whisper, because of a great pulsing gem the lord unearthed in his adventuring days, so strong in its life-force that it keeps the dead from resting and heals the living, even the most sorely-wounded.</p><p><strong>Atlantean Ghost:</strong> ?</p><p><strong>Kal Keor the Terrible, Ghost:</strong> ?</p><p><strong>Ghoul:</strong> An abandoned town on the island of Ry Mar in the middle of the Kalayan Sea, Caetirym is overrun by hordes of ghouls or zombies that rise from their crypts on moonless nights. According to tales, Caetirym was once a prosperous town of Atlantean merchants and mages who fell victim to some dire curse hundreds of years ago. The curse transformed these unfortunate folk into the monsters that shamble through the ruins today.</p><p><strong>Mindless Undead Ghoul:</strong> Some terrible curse fell over the town long ago, driving its people out into the surrounding jungle. There they devolved into mindless undead ghouls or zombies, hungry for human flesh.</p><p><strong>Fearsome Ghoul:</strong> Worse yet, some dire curse lies over the silent streets of Droum. Here the dead do not rest as they should, and packs of fearsome ghouls roam the desolate quarters of the dying city.</p><p><strong>Monster:</strong> An abandoned town on the island of Ry Mar in the middle of the Kalayan Sea, Caetirym is overrun by hordes of ghouls or zombies that rise from their crypts on moonless nights. According to tales, Caetirym was once a prosperous town of Atlantean merchants and mages who fell victim to some dire curse hundreds of years ago. The curse transformed these unfortunate folk into the monsters that shamble through the ruins today.</p><p><strong>Zuur, King of Ghouls, The Ghoul King, Ghoul of Great Size and Intelligence Armed with Magical Powers, Unliving Master, Creature:</strong> ?</p><p><strong>Ghedrar:</strong> Ghedrar was in the process of becoming a lich when the Atlanteans invaded, and his transformation was interrupted.</p><p><strong>Lich:</strong> ?</p><p><strong>Hralia, Lich:</strong> ?</p><p><strong>Zemar Phaw, Prince of Conjurors, Lich, Dread Wizard:</strong> ?</p><p><strong>Mummy Warrior:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Damaged Minotaur Skeleton, Animated Skeleton of a Minotaur:</strong> ?</p><p><strong>Damaged Minotaur Skeleton, True Guardian, Dangerous Skeleton:</strong> ?</p><p><strong>Decrepit Skeleton, Skeletal Warrior:</strong> ?</p><p><strong>Skeleton:</strong> Dragon's Teeth magic item.</p><p><strong>Ancient Minotaur Skeleton, Gigantic Skeleton, Large Skeleton, Ancient Guardian, Undead Servant:</strong> The large skeletons are ancient guardians of the caverns, and Yhurgya has discovered that they are the work of the evil king entombed in area 7.</p><p><strong>Skeleton, Human Skeleton:</strong> Dragon's Teeth magic item.</p><p><strong>Monstrous Skeleton:</strong> Dragon's Teeth magic item.</p><p><strong>Minotaur Skeleton:</strong> Dragon's Teeth magic item.</p><p><strong>Troll Skeleton:</strong> Dragon's Teeth magic item.</p><p><strong>Specter, Glowing Ghostly Presence, Incorporeal Undead:</strong> ?</p><p><strong>Invisible Specter:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Khoredir, Vampire:</strong> ?</p><p><strong>Wakira Chunash, Vampire:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Wight:</strong> The century’s leaders are torn over whether to replace fallen comrades with living recruits, or to raise the fallen myrmidons as wights or other undead.</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> Some terrible curse fell over the town long ago, driving its people out into the surrounding jungle. There they devolved into mindless undead ghouls or zombies, hungry for human flesh.</p><p>Protigath: This village has the misfortune of being nearby a stand of unusual forest mushrooms that emit a spore that transforms those who breathe it into zombies in a matter of days.</p><p></p><p>DRAGON’S TEETH</p><p>Centuries ago, Ghedrar the Necromancer conquered most of what is now Dhar Mesh and the western reaches of the Inner Sea. When he was finally defeated four hundred years later, his armies were destroyed, but there was no proof of his destruction. There are those who believe the Necromancer still lives, having extended his life by centuries through his magic. These cults bide their time and wait for the moment when the dead will rise to reclaim the world.</p><p>Wondrous item, rare or very rare (greater dragon’s teeth)</p><p>These rune-carved ivory fangs are each about the size of a human thumb, and are usually found in a pouch containing 1d6+8 teeth. When cast from the pouch onto bare earth or sand as an action, each tooth grows into a human skeleton. The skeleton obeys your mental commands as if animated by an animate dead spell. You can command a number of dragon’s teeth skeletons equal to your Charisma modifier (minimum 1), and can cast as many as five teeth in the same action. However, any attempt to create more skeletons than your Charisma modifier causes all such created skeletons to become autonomous and attack the nearest non-skeletal creature until few enough remain that you can regain control.</p><p>Skeletons created by the dragon’s teeth crumble into bone shards after 24 hours; each skeleton has a 50% chance of leaving behind 1 dragon’s tooth when it collapses back into the dust. Your GM has the statistics for skeletons. Each full moon, the pouch has a 50% chance of generating a new tooth, to a maximum of 14 teeth.</p><p>Greater Dragon’s Teeth. Very rarely, a pouch might also contain 1d6+4 greater fangs in addition to the 1d6+8 lesser teeth, and functions like the lesser dragon’s teeth with the following additions. When a greater fang is cast onto the ground, it becomes a monstrous skeleton, like that of a minotaur or troll. You can choose to cast lesser teeth, greater fangs, or a mix of both, from the pouch. When a monstrous skeleton is destroyed, it has a 50% chance of leaving behind 1 greater fang when it collapses back into the dust. Each full moon, the pouch regains one lesser tooth and has a 50% chance of generating a new greater fang, to a maximum of 14 lesser teeth and 10 greater fangs.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8639683, member: 2209"] [URL=https://www.drivethrurpg.com/product/168149/Primeval-Thule-5e-Campaign-Setting?affiliate_id=17596]Primeval Thule 5e Campaign Setting[/URL] 5e [b]Frost Corpse:[/b] Those killed by a polar eidolon rise the next day as frost corpses unless their bodies are kept warm for 24 hours. [b]Corpse:[/b] ? [b]Undead, Undead Creature:[/b] The century’s leaders are torn over whether to replace fallen comrades with living recruits, or to raise the fallen myrmidons as wights or other undead. Must one die to become undead? Can one become both living and dead simultaneously? Darkwind Citadel: Former home of a necromancer named Khalav the Black, this citadel was destroyed last year by an expanding wave of necrotic energy—energy that animated every victim in the massive fortress and every corpse within 50 miles as undead. The world of Shadow is likewise closely bound to Thule, and is innately magical in a dark and deadly way. By all reports, the shadow-Earth is a cold and gloomy realm, sparsely peopled; life itself is slowly leeched away from those who linger too long. Necromantic energy infuses this reality—things do not stay dead for long in this otherworld, and Thulean mages who wish to meddle with the nature of life and death sometimes draw upon this dark power. [b]Intelligent Undead:[/b] ? [b]Undead Minion:[/b] ? [b]Undead Elf:[/b] ? [b]Undead Underling:[/b] ? [b]Undead Overlord:[/b] ? [b]Incorporeal Undead:[/b] ? [b]Undead Rakshasa:[/b] This castle is the lair of a rakshasa necromancer, Juram, who believes that the rakshasas’ numbers are too few to allow any to travel to the afterlife—not when Juram can add them to his legion of undead rakshasas. If a rakshasa dies anywhere within the Striped Empire—or sometimes beyond—Juram will be there to collect the body and begin his dark rituals. [b]Undead Draconic Horror:[/b] ? [b]Ghedrar the Necromancer, The Necromancer King of Ikath, The Sunset Lord:[/b] Ghedrar was in the process of becoming a lich when the Atlanteans invaded, and his transformation was interrupted. [b]Powerful Free-Willed Undead:[/b] ? [b]Animated Undead:[/b] ? [b]Undead Guardian:[/b] The Tower itself is a valuable prize; the PCs may want to claim it as their own lair in Quodeth. Its magical properties and defenses are not easily puzzled out, however—it will take characters with arcane talents months to figure out how the Tower’s magic can be used to create illusions and animate objects or undead guardians, during which time the PCs may discover new secrets of the Tower of Black Flames. [b]Undead Defender:[/b] ? [b]Vashana:[/b] Kal Keor married Vashana, and they had a son, Kal Menna. When the boy was only thirteen, the prince of Thran struck back. He hired foul sorcerers to afflict Vashana with a curse of undeath; Kal was forced to destroy Vashana to save himself and his son. [b]Restless Dead:[/b] ? [b]Animated Bones of the Dead:[/b] ? [b]Hungry Dead:[/b] Some terrible curse fell over the town long ago, driving its people out into the surrounding jungle. There they devolved into mindless undead ghouls or zombies, hungry for human flesh. Worse yet, some dire curse lies over the silent streets of Droum. Here the dead do not rest as they should, and packs of fearsome ghouls roam the desolate quarters of the dying city. [b]Bloodthirsty Monster:[/b] The climate is growing too cold to sustain the city here; Droum is weakening, and the barbarian tribes of the nearby lands are growing stronger. But these troubles pale in comparison to the mysterious curse that causes the dead to rise as bloodthirsty monsters. [b]Living Dead:[/b] ? [b]Death Knight:[/b] ? [b]Ghost:[/b] The place was once home to a local lord who held sway over surrounding lands by brawn and sword until a traveling peddler brought with him the malady known as the Creeping Plague—so named because it reduces its victims to crawling and finally to creeping slowly on all fours. The disease claimed the lives of the lord and all his household and army. Their ghosts now drift malevolently through the tower and its dungeon levels, clad in crumbling armor and wielding rusting weapons; their hatred for the living goads them to slay all who intrude into the keep. They all became ghosts, legends whisper, because of a great pulsing gem the lord unearthed in his adventuring days, so strong in its life-force that it keeps the dead from resting and heals the living, even the most sorely-wounded. [b]Atlantean Ghost:[/b] ? [b]Kal Keor the Terrible, Ghost:[/b] ? [b]Ghoul:[/b] An abandoned town on the island of Ry Mar in the middle of the Kalayan Sea, Caetirym is overrun by hordes of ghouls or zombies that rise from their crypts on moonless nights. According to tales, Caetirym was once a prosperous town of Atlantean merchants and mages who fell victim to some dire curse hundreds of years ago. The curse transformed these unfortunate folk into the monsters that shamble through the ruins today. [b]Mindless Undead Ghoul:[/b] Some terrible curse fell over the town long ago, driving its people out into the surrounding jungle. There they devolved into mindless undead ghouls or zombies, hungry for human flesh. [b]Fearsome Ghoul:[/b] Worse yet, some dire curse lies over the silent streets of Droum. Here the dead do not rest as they should, and packs of fearsome ghouls roam the desolate quarters of the dying city. [b]Monster:[/b] An abandoned town on the island of Ry Mar in the middle of the Kalayan Sea, Caetirym is overrun by hordes of ghouls or zombies that rise from their crypts on moonless nights. According to tales, Caetirym was once a prosperous town of Atlantean merchants and mages who fell victim to some dire curse hundreds of years ago. The curse transformed these unfortunate folk into the monsters that shamble through the ruins today. [b]Zuur, King of Ghouls, The Ghoul King, Ghoul of Great Size and Intelligence Armed with Magical Powers, Unliving Master, Creature:[/b] ? [b]Ghedrar:[/b] Ghedrar was in the process of becoming a lich when the Atlanteans invaded, and his transformation was interrupted. [b]Lich:[/b] ? [b]Hralia, Lich:[/b] ? [b]Zemar Phaw, Prince of Conjurors, Lich, Dread Wizard:[/b] ? [b]Mummy Warrior:[/b] ? [b]Shadow:[/b] ? [b]Damaged Minotaur Skeleton, Animated Skeleton of a Minotaur:[/b] ? [b]Damaged Minotaur Skeleton, True Guardian, Dangerous Skeleton:[/b] ? [b]Decrepit Skeleton, Skeletal Warrior:[/b] ? [b]Skeleton:[/b] Dragon's Teeth magic item. [b]Ancient Minotaur Skeleton, Gigantic Skeleton, Large Skeleton, Ancient Guardian, Undead Servant:[/b] The large skeletons are ancient guardians of the caverns, and Yhurgya has discovered that they are the work of the evil king entombed in area 7. [b]Skeleton, Human Skeleton:[/b] Dragon's Teeth magic item. [b]Monstrous Skeleton:[/b] Dragon's Teeth magic item. [b]Minotaur Skeleton:[/b] Dragon's Teeth magic item. [b]Troll Skeleton:[/b] Dragon's Teeth magic item. [b]Specter, Glowing Ghostly Presence, Incorporeal Undead:[/b] ? [b]Invisible Specter:[/b] ? [b]Vampire:[/b] ? [b]Khoredir, Vampire:[/b] ? [b]Wakira Chunash, Vampire:[/b] ? [b]Vampire Spawn:[/b] ? [b]Wight:[/b] The century’s leaders are torn over whether to replace fallen comrades with living recruits, or to raise the fallen myrmidons as wights or other undead. [b]Wraith:[/b] ? [b]Zombie:[/b] Some terrible curse fell over the town long ago, driving its people out into the surrounding jungle. There they devolved into mindless undead ghouls or zombies, hungry for human flesh. Protigath: This village has the misfortune of being nearby a stand of unusual forest mushrooms that emit a spore that transforms those who breathe it into zombies in a matter of days. DRAGON’S TEETH Centuries ago, Ghedrar the Necromancer conquered most of what is now Dhar Mesh and the western reaches of the Inner Sea. When he was finally defeated four hundred years later, his armies were destroyed, but there was no proof of his destruction. There are those who believe the Necromancer still lives, having extended his life by centuries through his magic. These cults bide their time and wait for the moment when the dead will rise to reclaim the world. Wondrous item, rare or very rare (greater dragon’s teeth) These rune-carved ivory fangs are each about the size of a human thumb, and are usually found in a pouch containing 1d6+8 teeth. When cast from the pouch onto bare earth or sand as an action, each tooth grows into a human skeleton. The skeleton obeys your mental commands as if animated by an animate dead spell. You can command a number of dragon’s teeth skeletons equal to your Charisma modifier (minimum 1), and can cast as many as five teeth in the same action. However, any attempt to create more skeletons than your Charisma modifier causes all such created skeletons to become autonomous and attack the nearest non-skeletal creature until few enough remain that you can regain control. Skeletons created by the dragon’s teeth crumble into bone shards after 24 hours; each skeleton has a 50% chance of leaving behind 1 dragon’s tooth when it collapses back into the dust. Your GM has the statistics for skeletons. Each full moon, the pouch has a 50% chance of generating a new tooth, to a maximum of 14 teeth. Greater Dragon’s Teeth. Very rarely, a pouch might also contain 1d6+4 greater fangs in addition to the 1d6+8 lesser teeth, and functions like the lesser dragon’s teeth with the following additions. When a greater fang is cast onto the ground, it becomes a monstrous skeleton, like that of a minotaur or troll. You can choose to cast lesser teeth, greater fangs, or a mix of both, from the pouch. When a monstrous skeleton is destroyed, it has a 50% chance of leaving behind 1 greater fang when it collapses back into the dust. Each full moon, the pouch regains one lesser tooth and has a 50% chance of generating a new greater fang, to a maximum of 14 lesser teeth and 10 greater fangs. [/QUOTE]
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