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<blockquote data-quote="Voadam" data-source="post: 9476106" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/97762/PFRPG-Mor-Aldenn-Setting-Guide?affiliate_id=17596" target="_blank">Mor Aldenn Setting Guide</a></p><p>Pathfinder 1e</p><p><strong>Advanced Fiendish Mohrg:</strong> These four creatures are all that remains of an adventuring band who called themselves the Cadre. They did not survive their encounter with the Demon. All were despicable men and women life, and in death the quartet have become mohrgs partially infused with an evil power from the Demon’s plane of origin.</p><p><strong>Sir Arvik the Stalwart, Human Ghost Paladin 11:</strong> Common wisdom of Mor Aldenn provides that bad luck descends on any who would steal the bones here in this venerated hall of the city’s wealthy and worthy. This common wisdom is correct, as one of the heroes interred here was Sir Arvik the Stalwart. Sir Arvik was a member of the Aldenic Guard and a defender of Mor Aldenn’s people. This brave knight rests among his gilded bones, but rises when any of the bones in this hall are disturbed. If the thief, when confronted, returns the bones and goes on his way, Sir Arvik lets the thief depart in peace, his lesson learned. If the thief has exceedingly good reason for this desecration (such as to provide greater assistance to Mor Aldenn), Arvik might be swayed by a successful Diplomacy check. Otherwise, Arvik attacks the thief with all of his spectral might.</p><p><strong>Taraathalorm Wyrmmother, Mature Adult Green Dragon Ghost, Tortured Spirit, Ghost Dragon, Powerful Ghost Dragon:</strong> Decades after the first Marsh War, the island upon which Mor Aldenn now stands was again a lonely, forgotten place along the Spindleflow. In a way, Mor Aldenn’s existence can be traced to the decision of Taraathalorm, a green dragon heavy with eggs. Taraathalorm discovered the island in 16 BF while fleeing the elves of Ossindil. She chose the ruin-covered island to hatch her offspring. Taraathalorm’s litter was a dozen wyrmlings, unprecedented among dragon-kind. Taraathalorm flew further and further afield to find sufficient food for her growing brood. Suspicious that her hated enemies, the elves of Ossindil, might find her lair, she allied with several lizardfolk and kobold tribes in the area to watch the forests to the northeast.</p><p>Doom came to the island not from the northeast, but from the south. In 11 BF, while Taraathalorm was on one of her long forays away from the nest, a group of human adventurers from the southern kingdoms discovered the island. They slew the only wyrmling to put up a fight, captured the rest, and gathered as much of Taraathalorm’s treasure as they could carry. With these rich spoils, the adventurers headed to Ossindil, the largest nearby city, to sell the wyrmlings and live high on the dragon’s wealth.</p><p>When she returned, Taraathalorm found one of her children murdered and the rest kidnapped. She raised her humanoid allies into an army and struck at Ossindil itself over and over again. The elven city, initially set back by the ferocity of these attacks, nevertheless resisted the green dragon’s forces in a war that lasted several seasons. The elves dispatched a group of adventurers—including many of the human adventurers that had originally plundered the island—to find and slay Taraathalorm. In 8 BF, the adventurers surprised Taraathalorm in her lair on the island, killing the Wyrmmother and ending her furious crusade against the elves. The adventurers returned to Ossindil with the dragon’s heart and yet more plunder, spurring several other expeditions to the island. This wave of hopeful explorers found an island brimming with ancient ruins and magical power, and decided to stay. Thus was Mor Aldenn born.</p><p>Most will tell you that Taraathalorm Wyrmmother’s story ended there, over 300 years ago. Few know that the vindictive dragon still exists as a ghost, occasionally attacking elves and humans alike throughout the forests of Ossindrillon. More than one caravan from Mor Aldenn to Ossindil has gone missing, only to later be found blasted by acid and torn to pieces. This tortured spirit still seeks revenge for her stolen young and plundered lair. Even if defeated, this ghost cannot truly be laid to rest until her scattered bones (including several used to build the Barrowdelve, and her petrified heart in Ossindil) are brought together again.</p><p><strong>Taraathalorm Wyrmmother, Mature Adult Green Dragon Ravener, Powerful Skeletal Dragon:</strong> The only way to permanently destroy Wyrmmother’s ghost is to bring together substantially all of her bones - including her heartstone - onto the island of Mor Aldenn. At this point, the bones knit together recreating Wyrmmother as a powerful skeletal dragon known as a ravener.</p><p><strong>Undead, Undead Creature, The Dead:</strong> Some claim that an artifact in the Mage Vaults is to blame, animating the dead each night. Others say the Night Hag has levied a horrible curse upon the dead within the city. Still others claim the Shadow Tower, charged with maintaining the Barrowdelve, botched a magical ritual deep within the decaying crypts.</p><p><strong>Incorporeal Undead:</strong> ?</p><p><strong>Diseased Undead:</strong> ?</p><p><strong>Undead With Special Dietary Needs:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Restless Undead:</strong> ?</p><p><strong>Restless Dead:</strong> ?</p><p><strong>Stranger and More Powerful Undead:</strong> ?</p><p><strong>Undead Spirit:</strong> Finally, undead spirits may linger nearby, perhaps lost victims of an improperly performed druid ritual or wicked fey.</p><p><strong>Restless Undead Spirit:</strong> ?</p><p><strong>Undead Elf:</strong> ?</p><p><strong>Daylight-Shunning Undead:</strong> ?</p><p><strong>Devourer:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Coulter, Ghost:</strong> ?</p><p><strong>Stealthy Ghoul:</strong> ?</p><p><strong>Ghoul:</strong> Decades ago, a group of Ehloran priests seeking greater power engaged in forbidden rites involving consuming the dead of the Barrowdelve. These priests were transformed into ghouls for their blasphemy.</p><p><strong>Ghoul, Fallen Priest:</strong> ?</p><p><strong>Lacedon:</strong> ?</p><p><strong>Mallaghast Thale, Archmage of Necromancy, The Undying, Lich:</strong> ?</p><p><strong>Lich, Former Archmage of Necromancy:</strong> ?</p><p><strong>Lich-King:</strong> ?</p><p><strong>Mummy:</strong> Notably, the mages interred in the Mage Vaults are often ritually mummified, rising as mummies to guard the vaults and treasures hidden there.</p><p><strong>Shadow, Daylight-Shunning Undead:</strong> ?</p><p><strong>Lucky Skeleton:</strong> ?</p><p><strong>Skeleton:</strong> These halls connect several large crypts for the well-to-do of Mor Aldenn. Generally, each of these crypts is maintained by one family for several generations and contains over a dozen bodies. During the day, at least one or two devout family members are visiting one or two of the crypts at any time. In the event of a funeral, this number can swell to thirty people or more. Unfortunately, at night the curse of the Barrowdelve causes some of these revered ancestors to animate, and 1d3 zombies and 1d6 skeletons prowl these halls.</p><p><strong>Human Skeleton:</strong> ?</p><p><strong>Eln Kruthimko, Spectre:</strong> This large crypt is distinctive in that it bears no plaque. The long-dead Kurthimko family that was once interred within this crypt, including their patriarch Eln Kurthimko, was recently discovered to be traitors to the city. Although the Kurthimko family has no living members to punish, the mayor decreed that the Kurthimko family was no longer worthy to occupy the Barrowdelve. The bodies here were all removed and cremated. This desecration enraged the spirit of old Eln Kurthimko, and the hateful traitor has returned as a spectre.</p><p><strong>Vampire, Daylight-Shunning Undead:</strong> ?</p><p><strong>Wight:</strong> Would-be tomb robbers must also contend with the denizens of these tombs, raised as wights by the curse on the Barrowdelve.</p><p><strong>Black Glass Wight:</strong> ?</p><p><strong>Flesh Eating Zombie:</strong> ?</p><p><strong>Zombie, Walking Dead:</strong> These long halls contain several alcoves, some containing statues of revered figures in Mor Aldenn’s history that dedicated their lives to the poor and downtrodden. Lining all of the halls and most of the alcoves are narrow niches, each jammed with one or two bodies dressed in rags and wrapped in rough funeral linens soaked in cheap perfumes to mask the smell of death. These halls are given over to the poor of Mor Aldenn to bury their dead in the Necropolis alongside the worthy and wealthy of the city. At any time during the day, at least a half-dozen grieving mourners go about the business of finding a place for a recently departed friend or family member. Usually, a priest of Ehlora is on hand to help put the dead to rest properly; if not, mourners are likely to empty a niche by stuffing its current occupant into another occupied niche. This practice makes finding a specific corpse in the Pauper’s Catacombs a dubious prospect, despite the rough wooden plaques near many of the niches. At night, due to the curse on the Barrowdelve, these bodies do not rest quietly, and 1d4 zombies prowl these halls.</p><p>These halls connect several large crypts for the well-to-do of Mor Aldenn. Generally, each of these crypts is maintained by one family for several generations and contains over a dozen bodies. During the day, at least one or two devout family members are visiting one or two of the crypts at any time. In the event of a funeral, this number can swell to thirty people or more. Unfortunately, at night the curse of the Barrowdelve causes some of these revered ancestors to animate, and 1d3 zombies and 1d6 skeletons prowl these halls.</p><p><strong>Human Zombie:</strong> ?</p><p><strong>Haunt:</strong> Ancestral spirits function like haunts in the Pathfinder Roleplaying Game. However, instead of being psychic manifestations of anguish or terror, ancestral spirits are munificent spirits eager to bestow their blessings upon living creatures.</p><p><strong>Haunt, Psychic Manifestation of Anguish:</strong> ?</p><p><strong>Haunt, Psychic Manifestation of Terror:</strong> ?</p><p><strong>Ancestor Spirit, Spirit of Departed Ancestor:</strong> ?</p><p><strong>Ancestor Spirit, Benevolent But Ephemeral Spirit of the Dead, Munificent Spirit:</strong> ?</p><p><strong>Ancestral Spirit Courageous Spirit:</strong> ?</p><p><strong>Vendal Scrim, Ancestral Spirit, Arson Victim:</strong> Five years ago, Vendal was a strong porter often hired to deliver heavy casks of ale to taverns around Mor Aldenn. While loading several casks into the cellar of the Pernicious Pixie, Vendal slipped and was pinned under a cask. He would have been rescued eventually, but for his terrible timing; that very afternoon, the Guild decided to teach the Pernicious Pixie’s owner a lesson about not paying protection money and burned the inn to the ground. Vendal Scrim burned to death in the cellar, his cries for help unheard. When his body was later found in the rubble, Vendal’s wife had his bones interred in her family’s crypt in the Barrowdelve.</p><p><strong>Ancestral Spirit Spirit of Plenty:</strong> ?</p><p><strong>Ancestral Spirit Stone Forest Spirits:</strong> ?</p></blockquote><p></p>
[QUOTE="Voadam, post: 9476106, member: 2209"] [URL=https://www.drivethrurpg.com/product/97762/PFRPG-Mor-Aldenn-Setting-Guide?affiliate_id=17596]Mor Aldenn Setting Guide[/URL] Pathfinder 1e [b]Advanced Fiendish Mohrg:[/b] These four creatures are all that remains of an adventuring band who called themselves the Cadre. They did not survive their encounter with the Demon. All were despicable men and women life, and in death the quartet have become mohrgs partially infused with an evil power from the Demon’s plane of origin. [b]Sir Arvik the Stalwart, Human Ghost Paladin 11:[/b] Common wisdom of Mor Aldenn provides that bad luck descends on any who would steal the bones here in this venerated hall of the city’s wealthy and worthy. This common wisdom is correct, as one of the heroes interred here was Sir Arvik the Stalwart. Sir Arvik was a member of the Aldenic Guard and a defender of Mor Aldenn’s people. This brave knight rests among his gilded bones, but rises when any of the bones in this hall are disturbed. If the thief, when confronted, returns the bones and goes on his way, Sir Arvik lets the thief depart in peace, his lesson learned. If the thief has exceedingly good reason for this desecration (such as to provide greater assistance to Mor Aldenn), Arvik might be swayed by a successful Diplomacy check. Otherwise, Arvik attacks the thief with all of his spectral might. [b]Taraathalorm Wyrmmother, Mature Adult Green Dragon Ghost, Tortured Spirit, Ghost Dragon, Powerful Ghost Dragon:[/b] Decades after the first Marsh War, the island upon which Mor Aldenn now stands was again a lonely, forgotten place along the Spindleflow. In a way, Mor Aldenn’s existence can be traced to the decision of Taraathalorm, a green dragon heavy with eggs. Taraathalorm discovered the island in 16 BF while fleeing the elves of Ossindil. She chose the ruin-covered island to hatch her offspring. Taraathalorm’s litter was a dozen wyrmlings, unprecedented among dragon-kind. Taraathalorm flew further and further afield to find sufficient food for her growing brood. Suspicious that her hated enemies, the elves of Ossindil, might find her lair, she allied with several lizardfolk and kobold tribes in the area to watch the forests to the northeast. Doom came to the island not from the northeast, but from the south. In 11 BF, while Taraathalorm was on one of her long forays away from the nest, a group of human adventurers from the southern kingdoms discovered the island. They slew the only wyrmling to put up a fight, captured the rest, and gathered as much of Taraathalorm’s treasure as they could carry. With these rich spoils, the adventurers headed to Ossindil, the largest nearby city, to sell the wyrmlings and live high on the dragon’s wealth. When she returned, Taraathalorm found one of her children murdered and the rest kidnapped. She raised her humanoid allies into an army and struck at Ossindil itself over and over again. The elven city, initially set back by the ferocity of these attacks, nevertheless resisted the green dragon’s forces in a war that lasted several seasons. The elves dispatched a group of adventurers—including many of the human adventurers that had originally plundered the island—to find and slay Taraathalorm. In 8 BF, the adventurers surprised Taraathalorm in her lair on the island, killing the Wyrmmother and ending her furious crusade against the elves. The adventurers returned to Ossindil with the dragon’s heart and yet more plunder, spurring several other expeditions to the island. This wave of hopeful explorers found an island brimming with ancient ruins and magical power, and decided to stay. Thus was Mor Aldenn born. Most will tell you that Taraathalorm Wyrmmother’s story ended there, over 300 years ago. Few know that the vindictive dragon still exists as a ghost, occasionally attacking elves and humans alike throughout the forests of Ossindrillon. More than one caravan from Mor Aldenn to Ossindil has gone missing, only to later be found blasted by acid and torn to pieces. This tortured spirit still seeks revenge for her stolen young and plundered lair. Even if defeated, this ghost cannot truly be laid to rest until her scattered bones (including several used to build the Barrowdelve, and her petrified heart in Ossindil) are brought together again. [b]Taraathalorm Wyrmmother, Mature Adult Green Dragon Ravener, Powerful Skeletal Dragon:[/b] The only way to permanently destroy Wyrmmother’s ghost is to bring together substantially all of her bones - including her heartstone - onto the island of Mor Aldenn. At this point, the bones knit together recreating Wyrmmother as a powerful skeletal dragon known as a ravener. [b]Undead, Undead Creature, The Dead:[/b] Some claim that an artifact in the Mage Vaults is to blame, animating the dead each night. Others say the Night Hag has levied a horrible curse upon the dead within the city. Still others claim the Shadow Tower, charged with maintaining the Barrowdelve, botched a magical ritual deep within the decaying crypts. [b]Incorporeal Undead:[/b] ? [b]Diseased Undead:[/b] ? [b]Undead With Special Dietary Needs:[/b] ? [b]Mindless Undead:[/b] ? [b]Intelligent Undead:[/b] ? [b]Restless Undead:[/b] ? [b]Restless Dead:[/b] ? [b]Stranger and More Powerful Undead:[/b] ? [b]Undead Spirit:[/b] Finally, undead spirits may linger nearby, perhaps lost victims of an improperly performed druid ritual or wicked fey. [b]Restless Undead Spirit:[/b] ? [b]Undead Elf:[/b] ? [b]Daylight-Shunning Undead:[/b] ? [b]Devourer:[/b] ? [b]Ghost:[/b] ? [b]Coulter, Ghost:[/b] ? [b]Stealthy Ghoul:[/b] ? [b]Ghoul:[/b] Decades ago, a group of Ehloran priests seeking greater power engaged in forbidden rites involving consuming the dead of the Barrowdelve. These priests were transformed into ghouls for their blasphemy. [b]Ghoul, Fallen Priest:[/b] ? [b]Lacedon:[/b] ? [b]Mallaghast Thale, Archmage of Necromancy, The Undying, Lich:[/b] ? [b]Lich, Former Archmage of Necromancy:[/b] ? [b]Lich-King:[/b] ? [b]Mummy:[/b] Notably, the mages interred in the Mage Vaults are often ritually mummified, rising as mummies to guard the vaults and treasures hidden there. [b]Shadow, Daylight-Shunning Undead:[/b] ? [b]Lucky Skeleton:[/b] ? [b]Skeleton:[/b] These halls connect several large crypts for the well-to-do of Mor Aldenn. Generally, each of these crypts is maintained by one family for several generations and contains over a dozen bodies. During the day, at least one or two devout family members are visiting one or two of the crypts at any time. In the event of a funeral, this number can swell to thirty people or more. Unfortunately, at night the curse of the Barrowdelve causes some of these revered ancestors to animate, and 1d3 zombies and 1d6 skeletons prowl these halls. [b]Human Skeleton:[/b] ? [b]Eln Kruthimko, Spectre:[/b] This large crypt is distinctive in that it bears no plaque. The long-dead Kurthimko family that was once interred within this crypt, including their patriarch Eln Kurthimko, was recently discovered to be traitors to the city. Although the Kurthimko family has no living members to punish, the mayor decreed that the Kurthimko family was no longer worthy to occupy the Barrowdelve. The bodies here were all removed and cremated. This desecration enraged the spirit of old Eln Kurthimko, and the hateful traitor has returned as a spectre. [b]Vampire, Daylight-Shunning Undead:[/b] ? [b]Wight:[/b] Would-be tomb robbers must also contend with the denizens of these tombs, raised as wights by the curse on the Barrowdelve. [b]Black Glass Wight:[/b] ? [b]Flesh Eating Zombie:[/b] ? [b]Zombie, Walking Dead:[/b] These long halls contain several alcoves, some containing statues of revered figures in Mor Aldenn’s history that dedicated their lives to the poor and downtrodden. Lining all of the halls and most of the alcoves are narrow niches, each jammed with one or two bodies dressed in rags and wrapped in rough funeral linens soaked in cheap perfumes to mask the smell of death. These halls are given over to the poor of Mor Aldenn to bury their dead in the Necropolis alongside the worthy and wealthy of the city. At any time during the day, at least a half-dozen grieving mourners go about the business of finding a place for a recently departed friend or family member. Usually, a priest of Ehlora is on hand to help put the dead to rest properly; if not, mourners are likely to empty a niche by stuffing its current occupant into another occupied niche. This practice makes finding a specific corpse in the Pauper’s Catacombs a dubious prospect, despite the rough wooden plaques near many of the niches. At night, due to the curse on the Barrowdelve, these bodies do not rest quietly, and 1d4 zombies prowl these halls. These halls connect several large crypts for the well-to-do of Mor Aldenn. Generally, each of these crypts is maintained by one family for several generations and contains over a dozen bodies. During the day, at least one or two devout family members are visiting one or two of the crypts at any time. In the event of a funeral, this number can swell to thirty people or more. Unfortunately, at night the curse of the Barrowdelve causes some of these revered ancestors to animate, and 1d3 zombies and 1d6 skeletons prowl these halls. [b]Human Zombie:[/b] ? [b]Haunt:[/b] Ancestral spirits function like haunts in the Pathfinder Roleplaying Game. However, instead of being psychic manifestations of anguish or terror, ancestral spirits are munificent spirits eager to bestow their blessings upon living creatures. [b]Haunt, Psychic Manifestation of Anguish:[/b] ? [b]Haunt, Psychic Manifestation of Terror:[/b] ? [b]Ancestor Spirit, Spirit of Departed Ancestor:[/b] ? [b]Ancestor Spirit, Benevolent But Ephemeral Spirit of the Dead, Munificent Spirit:[/b] ? [b]Ancestral Spirit Courageous Spirit:[/b] ? [b]Vendal Scrim, Ancestral Spirit, Arson Victim:[/b] Five years ago, Vendal was a strong porter often hired to deliver heavy casks of ale to taverns around Mor Aldenn. While loading several casks into the cellar of the Pernicious Pixie, Vendal slipped and was pinned under a cask. He would have been rescued eventually, but for his terrible timing; that very afternoon, the Guild decided to teach the Pernicious Pixie’s owner a lesson about not paying protection money and burned the inn to the ground. Vendal Scrim burned to death in the cellar, his cries for help unheard. When his body was later found in the rubble, Vendal’s wife had his bones interred in her family’s crypt in the Barrowdelve. [b]Ancestral Spirit Spirit of Plenty:[/b] ? [b]Ancestral Spirit Stone Forest Spirits:[/b] ? [/QUOTE]
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