Life in the World: Undeath and Necromancy

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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