Golems and Undead
These creatures are either created by the magics of a magician, or are the unfortunate result of something going awry in the movement from life to death.
Golems -- These beings are rare indeed, for the magics for creating them are difficult to come by. Nevertheless, they were once common, and many lie forgotten, gathering lichen and moss, in old places. Because they possess a small amount of intelligence, many can be convinced to serve.
Most golems
are capable of limited speech, with flesh golems able to speak almost as a human. Most golems, however, have a very limited intellect and are not great conversationalists.
Only a few variants are outlined here, but any substance, if formed to a proper shape and enchanted, can be made into a golem. The appearance of a golem depends on the desires of the creators, so that some are formed in exquisite detail, and others, made for war, are large, powerful, and roughly-built.
The golem creation magics give otherwise stiff materials a fluid flexibility and movement.
These creatures are, of course, tireless, and if controlled by the original creator, completely loyal. If their creator is dead, they will be free and under their own command.
Here are the most common types --
Wood Golems
Damage Points- 150 - 200, depending on size
Defense - 20%
Reaction - 3
Weapons % DB
Type Range
Fists
70 3 - 6 C
-
Weapon type, figure as strength of 25-30 50 as type as type as type
Armor Rating P- S- C- none - armor is reflected in high damage points
Number of Attacks- 1
Speed Rating - 7
Appearance and Description - Crafted of wood, these golems are usually of a moderate size. Some are polished and quite lovely. They can usually speak, but have only a moderate intelligence. Variants include golems crafted of vines and other plant material, as well as animated trees who 'walk' on their roots. These varieties are
susceptible to fire damage, but carved wood golems are not particularly so. *
Rock Golems
Damage Points- 200-400
Defense - 10%
Reaction - 2
Weapons %
DB Type Range
Fists
50 10 - 20 C
--
Armor Rating P- S- C- none - armor reflected in high damage points
Number of Attacks- 1
Speed Rating - 5
Appearance and Description - The most common golems after flesh golems, these can be finely crafted of marble or huge and shambling, made of granite or other rough stone. They are dimly intelligent, less so than wood golems, but make incredible fighters. Any normal blade which strikes them will have a 30% chance of breaking and will have its damage base reduced by one for each successful strike (a weapon cannot be reduced beyond a damage base of 0 by this means). Rel Morde blades will not be affected.
Variants of this type include golems crafted of clay or hardened mud. *
Flesh Golems
Damage Points- 50-150
Defense - 30%
Reaction - 7
Weapons % DB
Type Range
Fists
65 2-5 C
-
As weapon type, figure for strength of 20-30, 75%, DB as type, Type
listed, Range as type
Armor Rating P- S- C- none - armor reflected in high damage points
Number of Attacks- 1 or 2
Speed Rating - 8-12
Appearance and Description - These golems are created from any available corpse of humanoid shape. They are the most intelligent of the golems, able to hold a simple conversation, and are usually created as servants, since they are not the most potent fighters as far as golems go. They do not rot or otherwise deteriorate,
yet neither do they heal, eat, or perform other 'human' functions. *
Metal Golems
Damage Points- 200-500
Defense - 30%
Reaction - 4
Weapons % DB
Type Range
Fists
65 3-10 C
--
Weapon type, strength figured at 25-35, 70%, DB as type, Type listed, Range as type
Armor Rating P- S- C- none, armor represented by high Damage Points
Number of Attacks- 1 or 2
Speed Rating - 7
Appearance and Description - The most coveted and difficult to create of golems, these can be of varying metals. Nearly mindless, they are nevertheless
almost unstoppable fighters, able to withstand enormous punishment. Too, they tend to be faster and quicker than Rock Golems. Any normal weapon striking them has a 40% chance of breaking, and will have its damage base reduced by one for each successful strike (a weapon cannot be reduced beyond a damage base of 0 by this means). Rel Morde blades will not be affected. *
The Undead
-- This broad category is commonly used to define a vast array of creatures thought to exist upon the blurred line between life and death. Ghosts are spirits trapped on the realm of Carador, Wraithes and Vampires
are the victims of creatures who steal a portion of their life-force, and the Animated Undead are corpses imbued with a necromantic 'life'.
Ghosts
Damage Points- cannot be harmed by non-magical means
Defense - n/a
Reaction - 5
Weapons % DB
Type Range
see below
Armor Rating P- S- C- n/a
Number of Attacks- see below
Speed Rating - variable
Appearance and Description - These are spirits who for one reason or another cannot move onward to the realms of death. Most quietly haunt a place, making
occasional sounds or small disturbances. Some, however, can be more destructive, breaking things or even throwing things in an effort to harm people. Others might try to communicate. In the event of a destructive ghost, magics must be used in an
attempt to send the spirit away, but most are accepted residents of this tavern or that home.
If communication can be established through familiarity, seances, etc., some ghosts will have much to tell of old deeds, hidden treasures, or other items of interest, since most of these spirits seem to have been involved in rather curious affairs. *
Wraithes
Damage Points- none or up to whatever the wraithe possessed as a human
Defense - 30%
Reaction - 6
Weapons %
DB Type Range
Touch
75 see below -
-
As weapon type if in human form
Armor Rating P- S- C- as type, otherwise none
Number of Attacks- 1-2
Speed Rating - 10
Appearance and Description -
A wraithe is a human who has had their soul devoured by a type of demon known as a
Seula, or by another wraithe. A wraithe must make a choice - either they can fade away into a ghost-like apparition which can only observe the world, and never again interact, or they can maintain their physical body by devouring the soul-life of others.
If a wraithe has faded away, it can only watch, and can do nothing to harm anyone, let alone communicate. Such sad apparitions can, however, be seen by those with the proper magic or psychic abilities. Feeding wraithes will possess their original human body and will exist exactly as a human, except that they will regenerate at the rate of 3 damage points per quint and can only be killed if their body is destroyed. If a wraithe touches its flesh to the flesh of another human, it will drain them of life-force. The merest brush will do 1-10 damage, with another 1-10 damage done for each quint that contact is maintained. Damage done by a wraithe is permanent, for it is the very soul it feeds off of, and thus these 'wounds' do not heal, leaving the victim forever weaker than they were.
A victim who is totally devoured becomes a wraithe themselves.
The wraithe's touch is said to feel tired and surrendering, creating a feeling of cool release.
A wraithe needs to feed but once per Passage, on an average, and must take the equivalent of one soul during this time (some opt to take small bits from many people).
Wraithes wishing to interact with human society will often wear gloves so that their touch does no harm. *
Vampires
Damage Points- 60
Defense - 45%
Reaction - 8
Weapons % DB
Type Range
As weapon type
Armor Rating P- S- C- as type
Number of Attacks- 2
Speed Rating - 12
Appearance and Description - The exact mode by which vampirism is spread is little understood, but the nature of the affliction is well known. The victim enters a state of being in which their body no longer produces its own blood, and the blood of others must be taken instead. In addition, the vampire gains many of the benefits of being 'undead', such as a heightened strength (4 points above whatever they had as a human), heightened senses, and the ability to regenerate (at 2 damage points per quint).
Vampires can be of any appearance or persuasion, but cultural attitudes (which are geared toward slaying any known vampire) make things difficult for the vampire who does not kill his or her victims. As many wish to continue living among us, they cannot risk being found out, and so must devise cunning ways to gain their sustenance. Vampires suffer no other limitations, and it is thought to be legend that they can shapeshift, fly, etc..
When a vampire bites a victim (who usually is seduced, as it is difficult to bite a thrashing victim), they drain blood at the rate of 1 damage point per quint. A vampire must take the equivalent of its own damage points at least once every 5 days or so, but may take more. Blood must be taken fresh in order to serve as food.
A person killed by a vampire is simply dead, but the vampire can, if they desire, 'breathe' life back into the victim, making them into a vampire who will feel bound to their maker.
Vampires do not age, and to be killed their physical bodies must be completely destroyed (as they will regenerate from the smallest bit). Most are burned. If a vampire does not feed, it will steadily weaken at the rate of about 20 Damage Points per Passage. As it does it will grow pale, thin, and emaciated. If it reaches 0, it will be unable to move, and will eventually enter a catatonic state where its body grows dry and brittle until blood is once again placed in its mouth.
A freshly fed vampire appears flushed and vital. *
Animated Undead-
These undead are purposefully animated by a necromancer. They are bound to their creator, and will serve with complete loyalty. If the necromancer dies, however, they will be free to act on their own volition. The same magic is used in the creation of all such undead - the only difference in the types below is the span of time between the death of the person and their animation by a necromancer.
Mordas
Damage Points- 70
Defense - 35%
Reaction - 7
Weapons %
DB Type Range
As weapon type 80 see below
unarmed 65
2-5 C
-
Armor Rating P- S- C- as armor type
Number of Attacks- 2
Speed Rating - 13
Appearance and Description - These are created with a freshly dead corpse, and retain about 90% of the personality, memories, and other
capabilities, including skills and magic, of the living person. No longer bound by the limitations of pain and life, however, these creatures are immensely strong (add 6 to the original strength), tireless, and not dependent on their bodily processes. Thus they cannot be poisoned, are not dependent on such organs as their brain or heart, and need not eat or sleep if they do not desire.
Because they can fight even if nearly chopped to bits, and do not bleed (they never take a Pass action in combat), they make terrible combat opponents. They never heal, however, and so damage is permanent unless healed by a necromancer (whose healing magic will repair them). *
Fetters
Damage Points- 60
Defense - 20%
Reaction - 7
Weapons % DB
Type Range
As weapon type 70 see below
unarmed 60 1-3
C -
Armor Rating P- S- C- as armor type
Number of Attacks- 1
Speed Rating - 10
Appearance and Description - These creatures have been animated after the corpse was dead for a few hours or more. They still retain their original appearance (though they may be a bit pale), and possess only about 30% of their original personality, memories, etc. Although still stronger than an average human (add 4 to original strength), they do not have the vital appearance and swift thought that a Morda does. Otherwise they are quite similar. *
Zombies
Damage Points- 40
Defense - 20%
Reaction - 5
Weapons % DB
Type Range
As weapon type 50 see below
unarmed 40 0-2
C -
Armor Rating P- S- C- as armor type
Number of Attacks- 1
Speed Rating - 8
Appearance and Description - Zombies are made from corpses which still retain some of their flesh, but have decomposed to the point where they are weaker and much less agile then others of their kind. Although they still make fearsome fighters, they are fairly mindless, possessing only a simple, limited intellect and nothing of the memories or skills of their
former life. Otherwise they are quite like their brethren. Note that a skeleton or zombie can be made 'fleshed out' by regenerative necromantic magics. This will give it a better appearance, but will not make it stronger or more agile, as the mind of the creature is largely gone, and it cannot coordinate physical activities like a Fetter or Morda.
In determining the strength of a Zombie (for weapon damage), consider them of the same strength of their original form. *
Skeletons
Damage Points- 30
Defense - 10%
Reaction - 3
Weapons % DB
Type Range
As weapon type 50 see below
unarmed 40
0-2 C
-
Armor Rating P- S- C- as armor type
Number of Attacks- 1
Speed Rating - 4
Appearance and Description - These are animated skeletons, lacking any sort of mind except that necessary to carry out simple commands. They are rather slow, and lacking muscle, are not strong (-4 from original strength). Skeletons are useful mainly for their intimidation factor, as they
tend to strike fear into even seasoned warriors.
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