7 Hex Dragon Undead
See the
Necromancer in 7HD House
Rules for a discussion of the difference between Spirit energy
and Souls. Briefly, Spirit energy is soul residues of intense
emotions. Much is benevolent, much is malevolent. Spirit energy
forms much of the Spirit Field. See 7Hex
Dragon Bestiary for specific stats of these creatures.
(Physcial) Types of Undead
Vampires (traditional): Spawn, Vampires and Princes
Ghostly Undead: Shadow
Spawn, Shadow Wights and Shadow
Spawn, Banshee, Spectres,
Revenants
Zombies: Normal Zombies and Kirean Zombies
True Skeletons: Liches, Lords and Warriors
Below is a typology of the Undead from the
perspective of Necromancer ethics.
(Ethical) Categories of the Undead
Undead creatures conform to one of 4 Necromancer ethical
categories:
- Willing Returns: These are
undead who have chosen and actively sought to extend their
natural lives. These includes Liches, Skeleton Lords, Skeleton
Warriors, Revenants, Spectres and some few Vampires. The
distinguishing characteristic of this group is that the full
soul of the individual is either free floating or re-bound to
their own bodies. Death comes for all, the extension of a few
years or even centuries is not of itself considered to
transgress against the Natural Order to most Necromancers
(though some few object to any spirit/soul
rebindings).
- The UnWilling Returns: These
are undead who have not willingly chosen to remain, but who
were trapped, tricked or who were victim of intense negative
emotion at the time of their death. These include: Wights,
Gaunts and Night Gaunts, and most Vampire Spawn, Shadows, some
Spectres, etc. Use or creation of these goes against the
Necromantic Oath and are hunted (as are those who may have
helped create them like Vampires). Do note there are Spectres
who are Willing Returns, and those are generally permitted in
the Enforcer Brotherhoods. These too are full souls.
- Impressioned Remains:
Impressioned Remains are not full souls, but the stamp on the
Spirit Field made by
a strong character or strong (usually negative) emotion felt
at death. These impressions have many of the attributes that
the Spirit did in life, but will be more erratic and emotional
and occassionally confused and angry as they do not possess
the full integrated mental discipline, rationality and
abilities of the departed Spirit. Think of it as a temporary,
or slippery, knot in the spirit field that must be
untied. These are also hunted down and removed by Enforcement
Necromancers. Stronger, more focused, ones can attempt to take
over the body of a weak (sick or mentally ill or chronically
anxious) or recently dead person. They seem drawn to death and
near death experiences. Additionally, some can invade the
dreams of people who are in distress or mentally disturbed,
causing horrible nightmares and weakening their health through
exhaustion so they can try to posses them. Some Shadow Wights
fall into this category, as do all Banshees and Shadow
Spawn. Note the Kirean Zombie is likely closer to an
Impressioned Remain (or, heaven forbid, Unwilling
Return). They are dark and mysterious beings.
- The Reanimated. Zombies and
Golems. Zombies are bodies that have been
animated, not with a soul, but with impersonal, vague and
malevolent Spirit Energy to create quick, cheap armies. They
are not self conscious and are soulless. They are closer to
robots, but with the ethical twist that there is (barely)
sentient spirit energy driving these desecrated corpses. This
is an ethical transgression for the overwhelming majority of
Necromancers. This also is explicity forbidden in the
Necromantic Oath. Do note that the Zombie spell was invented
by a renegade group of Necromancers who were hunted out of
existence, but not before the spell was spread to a number of
Wizarding covens and secreted away by some Necromancer
Brotherhoods for further study. Necromancers are unclear as
to the relationship between the long gone soul and the body
and fear that there will be some tie that is not
understood. They assume there is little connection, but do not
know for sure. Zombies can include Mummies and a Zombie who
has been around long enough may look like a Skeleton Warrior,
but do not confuse the two (see
below). Golems are (less malevolent) Spirit Engery bound
to an inanimate object and thus generally escape the problems
with binding Spirit Energy to Corpses. All Combat
Necromancers approve of Golems, but some other brotherhoods do
not. Do note the difference between a normal Zombie and
a Kirean Zombie, the Kirean Zombie
is generally held to be and abomination and far worse than an
Impressioned Remain or an Unwilling Return (which it may be
one of those), and would be hunted with prejudice, but the
ability to make a Kirean Zombie
has hopefully
been lost with long
dead Kirean
Kingdom.
Necromancers only approve of (most of) category 1 (Willing
Returns) and Golems (well, most approve of Golems). The
Skeletons, Liches and Spectres they summon are Willing Returns.
Revenants are a bit more controversial as they are willing, but
malicious, wanting to exact revenge on the living, so the
purists will ban them but the Combat Brotherhoods who are
fighting deep in dangerous territory resort to them, but the
debate rages even there. Necromancers actively oppose those who
are or use category 2 or 3, the Unwilling Returns and
Impressioned Remains. They also oppose reanimating corpses with
malevolent Spirit Engery (Zombies).
Theoretically, Necromancers do not have an inherent issue
with Vampires as Willing Returns. Practically, however,
the vast majority of Vampires cannot resist creating
Unwilling Returns (vampire spawn) since they are feeding
anyway. So you can generally assume a -1 to -2 reaction roll
between Vampires and Necromancers (-2 or -3 if the Necromancer
is a Combat/Enforcer Necromancer). Combat/Enforcer Necromancers
(Watchers, Gate Wardens, Banishers, etc) investigate and put to
rest other Unwilling Returns including Gaunts, Wights, Zombies,
unwilling Vampire Spawn and those that created them.
There are two kinds of Zombies, normal and Kirean. Normal
Zombies are as described in the Advanced Wizard spell: Zombie. A
Kirean Zombie is a special Zombie created by
the Kirean
Kingdom.
The ancient
Kirean Kingdom had a technique revolving around their ritual
torture and sacrifice whose point was to create
an Impressioned Remain from the
intense negative emotions created by the torture techniques and
then bind that Impressioned
Remain back to the victim's newly minted corpse, creating a
fairly intelligent, malevolent and angry Zombie (as compared to
a normal, more mechanical, Zombie). They
used these Zombies for shock troops and they are referred to as
Kirean Zombies in the Necromancer's Encyclopedia. They have some
level of confused and tortured self-consciousness and memory of
their past selves, can make use of their past memories for
instructions (i.e. "Go to Kirea Atlon" would work if they were
familiar with the city and knew in their past life how to get
there from here) and can make minimally intelligent
decisions. They are best used as guards or shock troops, but
have been used as assassins or messengers for low priority
messages. The process consisted of a magical torture device
called the Kirean
Stone Dagger that caused excruciating pain while
bloodletting, and a spell to magnify the mental duress, then
capture the Impressioned Remain
and bind it back to the body. The torture tool,
theStone Dagger
has been seen in the company of a tribe of
Orcs of the
Borderlands. Hopefully
the horrific spell that finished the process and created the
Zombie died with the Kirean Kingdom.
We use a more traditional approach to Vampires than cannonical TFT in
that vampirism is not a disease in the narrow sense but a
creature who wants to lengthen his life by "unnatural means" and
living off of the blood of others. There is a dimly understood
biological process that takes place if you are bitten enough
times by a current vampire that is probably disease like, but
finally you do have to biologically die before you arise
as a vampire. Your Spirit and it's field are bound back to your
old body that must feed off of living blood to keep you
functioning. If you are bitten by a full Vampire you will become
a Vampire Spawn in 3 days after death if the right conditions
are met (you are laid out on your native soil, etc). Vampire
Spawn start out weak and clumsey as their bodies do not have
normal sensations they are accustomed to. They often stay
tightly cloistered for a several months just to get up to the
basic stats listed in the
Bestiary for basic spawn. After that they can gain ST,IQ and
DX like normal characters. If they want to break the servitude
to their Vampire master they have to overcome the will of the
Vampire. We use an "Contest"
Saving throw. Subtract the Spawn's IQ from the Vapmire's who
created you and add (or subtract) that number to a 3 die saving
throw against your IQ. So if the master Vampire as IQ 15 and
the Spawn has IQ 13, you would roll 3d and add two to the roll
(the difference between 15 and 13) and try to get 13 or less.
If the Spawn loses the Vampire will know he tried to break free
and the Spawn will likely be killed or sent to the dungeons to
do manual labor where he cannot challenge the Vampire
again. Once the break is made, the master Vampire no longer has
a sense of where the Spawn is and it's general state of mind if
it is close enough. Thus many Spawn wait until they are very
strong before trying. Do note that Vampires can release a Spawn
voluntarily. In breaking free they get a few extra powers that
the Vampire holds back from them. Vampires also have some mind
control over Night-Gaunts (sort of like an innate New Followers
Talent and Charisma combined on Night Gaunts) and will use them
as guards or spies.
Vampires can gain talents and character points like normal
characters after being spawn for 6 months. Princes, have
additional powers gained by creating and controlling more than 3
spawn for more than a year. They dive deeper into the spirit
field and gain those powers from having spawn under
control. They must maintain more than three spawn continuously
to keep those benefits. If they drop down to 3 or less, they
must restart the 1 year clock to build back up to having the
extra powers.
See the bestiary for the NightMare an undead/demonic
steed used by Vampires (mostly Princes).
Ghostly Undead The ghostly
undead are a genus of undead that are semi-material, so only
magic and magic weapons (at half-damage) can harm them. Their
touch does a drain life of varying degrees, counting as
fatigue against the victim, but healing damage to
themselves. Except for Shadow Spawn, they are full souls, but
could be Willing or Unwilling. The Ghostly Undead include, in
ascending order of might (for a generic
encounter): Shadow
Spawn, Shadow
Wights, Banshees, Spectres,
and Revenants. Interestingly they can
also be categorized by their driving emotion before death:
lethargy gets you a shadow wight, grief gets you a Banshee,
fear gets you a Spectre, and anger gets you a Revenant. That
driving emotion structures their bodiless un-life.
We use these a
bit more extensively as Demons, Necromancers, Vampires and even
Orc Shamans can make use of them. They tend on the weak side,
but some older ones can slowly collect enough ST and power to
become wizards to a limited extent, and are the weakest of the
ghostly undead (Shadow Wight, Banshee, Spectre,
Revenant). Spells like Shadow, Darkness, Summon Shadow Spawn,
Drain St, Confuse are useful. The most powerful ones can cast
Control Person or, it is rumoured, even Possession. They are
Unwilling Returns and do have a full soul, but are almost always
more limited than Spectres, Vampires or True Skeletons. They are
usually trapped by greed, fear, or other recessive negative
emotion (rarely rage or revenge, etc). They live exclusively
underground as even moonlight is uncomfortable for them, though
the most powerful ones go above ground on any but a full moon to
travel on NightMare
Steeds. They can form alliances but are not highly energetic
or motivated, wanting to slowly build themselves up or pass the
time. They have a very distored sense of time and feel that the
time since their death is very short, even if it has been
decades or centuries. One of the first signs of a Shadow Wight
coming into higher sentience is it's better tracking of the
passage of time. Realizing this either makes them finally angry
and hence come out of their stupor, or they despair and fall
into semi-conscious hibernation. Those that get angry become
Shadow Wight wizards and are more likely to be active and build
some kind of power base with kobolds or other limited creatures
doing it's bidding, but often cannot maintain those alliances as
even the advanced ones can slip into long periods of very low
activity, confused depression and lethargy. For those of you
using the 7HexDragon Campaign, one way
Shadow Wights are created is to trap someone in
a Soul Mirror, destroy
the body and then shatter the mirror. A shadow wight steps out
of the ruble confused and slinking to the nearest dark
spot. This releases lots of energy and doesn't always work, so
it is not an effective method of execution.
Shadow Spawn - created by the most
powerful Shadow Wight Mages (and some others) so they can summon
help. They are weak creatures of shadow and can cast the Shadow
Spell and Drain Life. They are weak Impressioned Remains.
Banshees are Impressioned Remains who have died due to
intense grief. They are ghostly but can harm individuals and be
harmed. They exude a MH Despair around them (each creature who
comes within one hex of a banshee has to make an initial Contest
save of the ST of the banshee against the IQ of the Victim and
if they succeed are immune to the Despair effects of that one
Banshee, if they fail they have to remake the save every time
they get near again until they succeed) and can "cast"/emit a
Piercing Cry that acts like an Induce Fear Spell in a 3MH radius
(Cost 2ST). Her touch does a Drain Life that goes straight to
her. All wounds are considered fatigue to a Banshee and only
spells and magic weapons can harm her, but at half damage. They
tend to be single minded, obsessed over recovering what was lost
or staying near the place where a loved one died or near the
grave site of a loved one or other such grief inducing
phenomena. As grief driven, they can fade over time if the site
of their grief undergoes significant transformation (say the
graveyard is bulldozed and turned into office buildings). They
will defend these areas from interlopers. They are associated
with females, and while they are likely a slight majority, there
are plenty of male banshees.
Spectres are Willing Returns in that they desire to continue
to walk the earth out of fear of what true death is, but are
prone to dull wittedness and a bit recessive until
angered. Most Necromancers approve of their limited
operational use (though some few purists will contend that
they are not fully Willing as they are too confused and
fearful to be fully Willing). All Combat Brotherhoods
approve of their use. They are semi-material and can walk
smoothly on swampy land, rocks, a twig, etc. They can fit
under the crack of a door. When angered they become more
effective in combat and can move faster with more focus, but
it is hard to anger them. They drain life (fatigue against
the victim) that goes straight to healing any damange they
have received (by spell or magical weapon only). They are
fearful creatures and cause despair and anxiety wherevery
they go. As a generic category, most Revenants are more
powerful than Spectres due to their unremitting drive,
though since Spectres have more self-control than Revenants,
very powerful mages, necromancers and war lords can become
very powerful Spectres. Spectres have a wide range of
personality and power depending on their history and past
life. Particularly powerful and focused Spectres can rival
some Liches, but they are very rare due to the constant
pressure to passivity that this fear based
bodiless/non-sensory existence provides. It takes power and
a strong will to resist the constant lethargy/despair. Over
long periods of time, the pressure will usually prevail,
leaving Spectres dormant in the shadows rousing minimally if
disturbed. Tolkien's Nazgul are very powerful Spectres and
willing returns. The Numenorians were fearful of death, and
these powerful beings sought extended life through the Rings
of Power. The Barrow Wights would be good examples of a
powerful Spectre after centuries of Spectral un-life,
slowing caving to the pressure of despondency and dormancy
in the shadows. See thebestiary or
7HexDragon House Rules
for the Necromancer spell Summon Spectre for
generic/encounter Spectre abilities.
Revenants are the Willing Return of an angry and vindictive
full soul (note that In The Labyrinth has Revenants as just the
ghost version of normal characters, or even player characters,
we treat them like a normal category of monster, and have no
idea what SJ was talking about ITL being for the
living...). They are semi-material, ghostly figures, projecting
a daunting visual appearance with their emotions coloring their
appearance (melting face, small pulsing black flames outlining
their form, hands and arms enlarging/stretching to grab you,
etc). They tend to be near single-minded, wangint to come back
and punish the living. They often had difficult and violent
lives and feel they have not gotten their fair share or just
deserts. They are highly focused and purposeful if given
structure for their anger, though their driving emotion makes
them narrow in understanding, purpose and use, but fearful when
you are the object of that anger. Summoned Revenants make
excellent shock troops, advance scouts or assassins, IF you can
focus their anger to your mission (not an easy task, and GMs
should force some creativity in co-opting a Revenant's narrow
minded anger). Most Necromancers do not approve of them, but a
very few active Enforcer Necromancers who are aggressively
hunting down entrenched and powerful forces will resort to them
for limited missions (think assassination or spying) with some
small chagrin and internal debate on the circumstances that
would ethically justify summoning one (similar to democracies
all having spy/assassin agencies and the ethical quandries they
cause). A robust ethical code around the use of them should be
articulated by any Necromancer who knows the summoning spell,
and expect most other Necromancers, and just about everyone
else, to actively disapprove. As a generic category, they are
the most powerful of the ghostly undead (Shadow Wight, Banshee,
Spectre, Revenant, though particularly powerful individual
Spectres can be more powerful than most Revenants), but due to
their narrow and single minded existence, they have less range
than Spectres. Being semi-material, they can pass smoothly over
swamp or rocks or water, on a twig. They can't fly, but can fit
under the crack of a door, etc. They drain life that heals any
damange they have taken (by magic weapon or spell only). They
carry with them an MH despair aura, and all must contest save ST
of the Revenant vs IQ of the victim (plus any morale
bonuses). They can cast several spells (Induce Fear, Control
Person, MH Shadow, etc). Tolkien's Nazgul are particularly
powerful versions of Revenant. See the
bestiary or
7Hex House Rules for
what a summoned Revenant can do.
Skeleton Warriors/Lords and Liches. True Skeletons (not
decayed Zombies) are a unique breed of undead with a peculiar
history. They are Willing Returns (see history below) with full
souls and are particularly hostile towards demons (try not to
summon a Lich and Demon together!) as demons tend to attack them
on sight. They have volunteered to continue their service for
a fixed time after death. Usually out of loyalty to the
Necromantic Brotherhood and belief in the cause.
Skeleton Warriors are similar to myrmidons, but weaker.
Skeleton Lords are the best and most accomplished warriors,
working on their martial and spiritual sides. Achieving a strong
Spirit Field, they even have some Spirit Magic. They are
fearsome and project fear and deadly intent. Untrained animals
will shy away and the ignorant and superstitious will flee. Even
the bold will have to steel his nerve to look them in the eye.
Liches are the top of the undead hierarchy. The most
accomplished Necromancers (and the very rare wizard) with the
strongest spirit fields. They exude power, fear, mortal threat
and purpose. The ignorant and superstitious will flee from
them, untrained animals will shy away whimpering, even the
bold will have to steel their nerve even to approach one. Many
will have a Necrostaff and magic items, some more established
Liches will have a retinue of Skeleton Warriors/Lords and a
Spectre or two. Summoned ones are the weakest of the lot. They
tend to keep their association with their Brotherhood and live
in seclusion or fortified settings as the populace can turn
against you...
History: Almost 400 years ago the
Great Sea Commander Cartoque, who had dabbled in the Necromantic
arts and even studied at a Brotherhood for a few years, left the
Necromancer Brotherhood before taking the Necromantic Oath to
join the Imperial Navy to defend her seaside village from
attacks by pirates backed by a neighboring duchy (which has
since been incorporated into the Empire). She was a brilliant
tactician and advanced to First Mate and then Captain in just a
year and half. There were persistant rumours that the souls of
sailors slain underneath her would come back at critical times
to help him win battles. The Watchers planted a Necromancer on
her ship to do an investigation of these unauthorized
recallings. That backfired for the Watchers. Cartoque had a very
strong Spirit Field and was promoted to Commander of a Battle
Group and then Admiral of the South (almost a third of the
Imperial Navy, see
The Imperial Sorcerers for a
history). The Watcher became her second-in-command and they
spent long nights alone together in the old abandoned light
house near the naval headquarters and in the Commanders quarters
while at sea. The Imperial Sorcerers had always had a second
rank navy and Commander Cartoque was tagged to lead the entire
navy. However, the near fanatical loyalty of her men (some
speculate due to implicit promise of life after death if they
died in battle for her) became a concern to the Imperial
Council. When the Imperial Sorcerers finally turned against
their favorite Commander, she refused to leave her post and took
her fleet out to sea. Hunted by the Sorcerers with all their
vindictive might, Cartoque, despite winning battle after battle,
was beginning to see the end via attrition alone. She took the
fleet way out to a large chain of uncharted islands where she
hoped to plot a quick strike coup against the Imperial
Sorcerers.
On these particular islands were a large tribe who had a long
tradition of great shamans. The current Great Shaman was a
potent witchdoctor indeed. This tribe had long feared death and
had elaborate rituals around the disposition of their dead. They
would go through a process similar to Egyptian mumification, but
would actually strip the corpse to it's bare skeleton, purified
of all other organic matter and treated with special resins to
preserve the bones and keep them together. They believed that
the bones would get new flesh laid upon the bones (the core of
the warrior's body) when the gods came down to battle the forces
of evil in the next millenial battle. These skeletons were then
interred in elaborate catacombs in the lava tubes of the
inactive volcanoes that created the island chain. This Shaman
had recently been promoted to Great Shaman due to his
unprecedented powers, unseen before in the tribe. Many
apprentices flocked to him and he began to attempt communication
and recall of the dead. The combination of the Necromancer,
Cartoque and the Shaman proved a potent combination. The Shaman
now had the resources of the Necromancer to help refine his
great powers and understanding of the Spirit Field, the vision
and drive of Cartoque to pursue a bold new course and a host of
apprentices to draw power from. They experimented with great
magics and were able to rebind the spirits of their lost men to
their old bodies in a new way. Not just zombies, but these
spirits could be bound to their former bodies once they were
turned to skeletons (any other organic remains ruined the spell,
only pristine skeletons would do). The binding process took the
skeletal remains to the alternate plane where the men's spirits
were waiting. At first Cartoque had thought they had failed and
simply vaporized the skeletons, but the Necromancer could sense
a heightening of the Spirit Field and realized he could recall
these rebound skelton warriors. This had the advantage of being
able to recall not just a barely material Spectre or a dumb
zombie (what the Necromancers had accomplished), but a highly
intelligent material armed force. Of interest to the
Necromancer and his Oath was the fact that the process had to be
done on willing subjects, the departed soul had to be
instructed to wait for re-binding and some who wanted to be
rebound did not have the ability to wait in the appointed place
long enough. Unwilling souls simply did not wait and could not
be rebound against their will. Additionally, a small amount of
non-organic matter can go with the skeleton (i.e. the resin,
maybe a sword and shield, but no leather armour or bow strings
or arrows fletching, or wooden shafts, etc). Figure about 7.5Kg
after the resin.
The islands became an underground mecca for those wishing
extended life (and many seeking revenge on the Imperial
Sorcerers). The Necromancer, Cartoque, the Shaman and his
apprentices created a small army of recallable skeletons and
moved against the Imperial Sorcerers, attempting to take a key
port and storm the Sorcerer's Palace that was 80 miles inland
while the fearsome Imperial Infantry was away on a major
campaign to the West. Meanwhile the Watchers had prepared a
strike of their own, and when Cartoque's navy was away. The
Watchers captured their own renagade Necromancer from the
Islands and brought him back. Bringing in the more scholarly
Alethia Brotherhood to help them understand what the Necromancer
and his new friends had done, they were able to replicate this
unique binding process where the skeletal remains are taken with
the spirit to an alternate plane and then recallable from that
plane (this is not entirely unlike how vampires get rebound to
their bodies after a brief time lapse). The process was extended
over the next 150 years to include the most powerful of the
undead, the Lich. The Alethia Brotherhood pioneered work
here. The Lich is an undead Necromancer. The apprentice to the
first Necromancer to become a Lich was a powerful Necromancer
whose Spirit Field has not been surpassed
named Kalcrear and he became a Lich on
his 60th birthday. Kalcrear set the bar for Liches and he was
finally killed (again?) by a powerful Vampire Coven who had
rallied several renegade Necromancers and other undead to the
cause of crushing the hated Kalcrear. The Necromancers guard the
process of becoming a Lich with the utmost seriousness, only the
most powerful Necromancers can perform this process of creating
Liches. Any leak is hunted down with the combined might of all
Combat/Enforcer Necromancer Brotherhoods.
As for Cartoque, she did not surprise the port city of Dar
Miralo and the Northern Fleet was recalled to help the Port
Fleet repell the attack. The Sorcerers had planted a few spies
on the islands and done some
advanced Crystal
Ball work. Despite the ambush by the Northern Fleet,
Cartoque almost won the day. Finally, the Imperial Sorcerer's
Council itself came to the cliffs above the battle to aid their
fleet with mighty magics: summoned Dragons and Greater Demons,
illusions, darkness and telepathic control of any of Cartoque's
officers who got close enough to the cliffs. In a last ditch
effort, the Great Shaman and his remaining adepts sailed near
the cliffs to counter the might of the combined Council, but he
was soundly defeated after the air crackled with magic. Those
officers unfortunate enough to be controlled would then ground
their ship or ram another of their own group. Most of Cartoque's
fleet and skeleton army were finally wiped out. Cartoque's own
ship and a handful of her faster rear guard evaded capture. She
has passed into legend, with every half-drunk sailor alleging
sightings of skeleton ships with Cartoque at the helm. She is now
used as a morality tale to scare children in the Empire as to
what the enemies of the Empire are like (summoning the dead,
creating armed rebellion, "Cartoque will come for your bones if
you don't defend the Empire!"). The battle is still studied in
the academies and the demise of Cartoque is used as an object
lesson to over ambitious military commanders in the IS army and
navy.