Undeath
and necromancy are two staple themes in most fantasy, but
traditionally, their roles are rather one dimensional, always
linked to evil and insanity and general wrongness.
On Ere,
undeath is a force unto itself, neither good nor evil, despite
the negative connotations attached to it even in some of the
more enlightened places in the world. This article is designed
to give you an idea of how undeath operates and is treated
in the World of Ere Campaign Setting.
The Undead
While undead are a single creature type, they come in a much
wider variety then most people give them credit for. Contrary
to popular belief, and doubly true in the World of Ere, not
all undead are ghouls, possessed with a hatred of living beings
and a desire for murder. Undead motives and desires are as
varied as those of any other creature type.
Undead
are classified into three distinct categories on Ere, which
determine basic interactions with them. These types are detailed
below:
Mindless:
Mindless undead, such as zombies and skeletons are little
more than constructs; automatons powered by negative energy.
These creatures can do nothing unless ordered. If they become
uncontrolled, they attempt to carry out their last orders.
If these orders are open ended, such as ‘take water
from the lake and put it in the cistern’, this can have
a disastrous effect.
When
turned, mindless undead halt, they do not cower or flee. They
are incapable of making those decisions.
Driven:
The revenant that rises for revenge, the bodak who became
undead because of their exposure to powerful evils, the former
serial killer that became a morhig; these are the undead that
live on for a purpose. These creatures continue on in unlife,
attempting to fulfill their purpose.
Unlike
mindless undead, these creatures aren’t single minded
in their quests. They are fully capable of formulating a plan
and very often do. These purposes are often, typically dark
and devious, which is why they were transformed into that
type of undead (Note that in the World of Ere Campaign Setting,
some driven type undead return for more pleasant purposes
than typical driven undead.).
Over
time (usually one to five years for normal driven undead),
however, the raw urges and instinct dims and a particularly
strong willed undead can break free of its urges for one week
with a Will Saving throw (DC = 10 + undead HD). A creature
that suppresses its instincts can live a life in any way of
its choosing, provided it continues making saving throws.
If it fails, it reverts to its normal behavior (as noted in
its entry) for 1d4 days before being allowed to attempt another
will save. Driven undead created by the create undead spell
or similar effects do not have this option.
Intelligent:
In their own circles, these creatures call themselves the
‘true undead’ and in a way, the title fits them.
Mummies, vampires, and liches, among others form a class of
undead that form a type of shadow society of sorts, for good
or ill. Typically, these creatures were one living beings
who were somehow transformed into undead, by ritual or by
transmission of their condition.
This
transformation and the ramifications of virtual immortality
is damaging to the mind, causing the effected creature to
make a Will saving throw (DC = 10 + character level) or take
on the nature listed in their entry. A creature that succeeds
on this saving throw never has to attempt to resist urges
– they don’t have those urges. Those who fail
may eventually gain their freedom from their instincts but
not for at least 1d8 times 10 months.
Intelligent
undead tend toward long term planning, owing to their undying
state. Like dragons or other long lived creatures, most intelligent
undead turn a blind eye to the world, preferring to pursue
their own interests.
The
Unwashed Masses and their Pitchforks: Necromancers in the
World
Necromancers in the World of Ere are victims of cultural bias
and the religious dogma of Sylph who views all undead as mockeries
of nature. Most necromancers learn very early not to discuss
their pursuits in polite company and not to showcase their
achievements at all. Even in more accepting communities, a
budding necromancer will usually focus entirely on animals
and lesser magical beasts so as not to anger the townsfolk.
In some
remote or particularly besieged towns, fear of annihilation
at the claws of spirit beasts has overcome distain for the
animation of the dead. In these places, the true power of
the necromancer has been unleashed. Zombies help in the day
to day operations of the town, while skeletons or even more
powerful undead are raised to protect the town.
At the
same time, the Temple of Sylph crusades to wipe the ‘taint
of undeath’ from the face of the world. Using its powerful
influence, the temple has pushed to have the field of necromancy
that involves undeath banned from most major cities and mage’s
societies (though most of these groups still carry out secret
experiments).
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