Honey Caves Harvesting

One of the major parts of food production in Kaendor is the harvesting of honey from giant bees. Giant bees construct their hives in cave systems and abandoned burrows of large animals, but in some places have been successfully lured into artificially dug tunnels. Hives generally consist of a small number of brood caves where larvas are being raised, and several storage caves where honey is being kept.

Giant bees are highly protective of they honey and quickly attack any intruders they perceive as a threat. To safely harvest the honey, workers protected by armor take buckets of honey contaminated with a fungus that is deadly to giant bee larvas and pour it on the floor of a storage cave. Worker bees quickly detect and identify the fungus and use chemical markers that make the entire cave off limits and abandon all the honey stored in it. Within a day or so, the cave becomes safe to enter and the honey can be harvested, with the giant bees having no more interest in it.

While seemingly easy work, harvesting honey is a highly skilled occupation. Not only is preparing a storage cave for harvesting extremely dangerous, with death a constant threat, but the leader of a harvesting group also has the great responsibility to prevent the fungus from accidentally being spread to other caves, potentially killing off the entire hive in a matter of weeks. As such, giant bee keepers are often highly respected people in their towns, like millers, smiths, and shipwrights.

Giant Bee

Small beast

Armor Class 11
Hit Points 4 (1d8)
Speed 10 ft., fly 40 ft.
STR 8 (-1), DEX 12 (+1), CON 10 (+0), INT 1 (-5), WIS 10 (+0), CHA 3 (-4)
Senses passive Perception 10
Languages
Challenge 1/8 (25 XP)

Actions

Sting: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must make a DC 10 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Swamp Sage

I saw this picture and had to turn it into a creature. Took just an hour to create this.

The swamp sage is a spirits that lives in swamps, marshes, and other wetlands. Its body consist of a large shell that often looks like a boulder overgrown with moss and lichen and can easily be mistaken for such when its small crustacean legs are tugged in below it under the water. There is a small opening in the shell at the creature front that houses its face, which consists of four small black eyes and its maw. Swamp sages are reclusive and rarely seek interaction with people, but are of a calm and nonthreatening demeanor and occasionally come together to consult with each other when something is causing disturbances in their territory. They usually try to avoid fights and use their fetid cloud and entangling plants abilities to retreat from attackers. If forced to defend themselves, they can spit a spray of acid from their mouths and strike out with one of their four long tongues.

Swamp sages know almost everything that is going on in their homes and know much about a swamp’s or marsh’s history and inhabitants. If something is threatening their territory, they usually prefer to advise others on how to deal with the situation than engaging threats themselves.

Swamp Sage

Large fey
Armor Class 15 (natural armor)
Hit Points 78 (8d10 + 24)
Speed 20 ft.
STR 17 (+3), DEX 8 (-1), CON 16 (+3), INT 15 (+2), WIS 17 (+3), CHA 14 (+2)
Skills Stealth +2
Damage Resistances bludgeoning, piercing
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages telepathy 60 ft.
Challenge 4 (1,100 XP)

Special Traits

Amphibious: The swamp sage can breathe air and water.
Magic Resistance: The swamp sage has advantage on saving throws against spells and other magical effects.
Innate Spellcasting: The swamp sage’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no components:

At will: dancing lights, druidcraft
1/day each: commune with nature, confusion

Swamp Camouflage: The swamp sage has advantage on Dexterity (Stealth) checks it makes in swampy terrain with ample obscuring plant life.

Actions

Multiattack: The swamp sage uses either its Acid Spray, Entangling Plants, or Fetid Cloud, then makes a tentacle attack.
Tentacles: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Acid Spray (Recharge 6): The swamp sage spits acid in a 15-feet cone. Each creature in that cone must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
Entangling Plants (Recharge 5-6): Grasping roots and vines sprout in a 30-foot radius centered on the swamp sage, withering away after 1 minute. For the duration, that area is difficult terrain for non plant creatures. In addition, each creature of the swamp sage’s choice in that area when the plants appear must succeed on a DC 13 Strength saving throw or become restrained. A creature can use its action to make a DC 13 Strength check, freeing itself or another entangled creature within reach on a success.
Fetid Cloud (Recharge 6): A 15‐foot radius cloud of disgusting green gas extends out from the swamp sage. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can’t take reactions.

Peoples of Kaendor

Fitting the overall style of the setting, it’s not populated by the generic D&D races. Instead, the mortal inhabitants of Kaendor have their own styles, though not necessarily very original ones. They are listed here without their full stats, but they are represented well enough by wood elves, half-orcs, high elves, tabaxi, half-elves, tritons, and goliaths. All taken from either the PHB or Volo’s Guide.

Fenhail

Kaska

Kuri

Macan

Murya

Sui

Yao

Demons

When you don’t have a really good name for it, call it what it is. And these are demons.

Yog-Sothoth
Shub-Niggurath
Tharizdun
Pale Night
Ghaunadaur
Reaper
Xel’lotath

Shadows
Darkweaver
Silent Hill
The Marker

The original idea for these dark and dangerous spirits goes back to when I first read about Daedra in Morrowind, without really knowing anything about them before. The description that the elves called the gods “our ancestors” and those other beings “not our ancestors” was really evocative and made a big impression on me. I only actually met any daedra many years later when giving Skyrim a shot, and it turned out that they are actually just very generic demons. They are described as strange immortal spirits with alien minds, but in practice they are really just lizardmen or humanoids who do evil for the lulz. That was really lame.

I was reminded of that image I had had when encountering demons in Dragon Age, which in that world are simply called demons. They are somewhat more abstract, but I found them still not nearly as weird and alien and horrific as they could have been.

The third source of inspiration for what I want demons to be like, comes from Mass Effect. In the first and second game they are woderfully strange and terrifying, and not being able to do something proper with that buildup is one of the many disappointing flaws of the third game. (I’m still disappointed.)

“A god – a real god – is a verb. Not some old man with magic powers. It’s a force. It warps reality just by being there. It doesn’t have to want to. It doesn’t have to think about it. It just does.”

When I decided that I want to run my Green Sun campaign in D&D, I entertained the idea of using yugoloths as the dangerous alien spirits of the underworld. But then, how do you make them actually weird? Ultroloths may have some potential, but the rest are just too much regular humanoid enemies. They really can’t stand up to this lineup, so I might actually discard them entirely.

Working with images has always worked quite well for me. It makes it easy to notice the common elements between various different things you think have a somewhat general style. In this case, I think it’s quite obvious. The common characteristics of these beings are associations with darkness and shadows, to the point of not having any really discernable shape. They are more vague impressions of beings than truly physcial beings, combined with a lack of humanoid faces. I can work with that.

Creatures under Leaf and Moon

I went into the creation of the Green Sun setting (which I think could get a proper name by now) deliberately avoiding any elements that are specific original creations of Dungeons & Dragons. And I still think that this was a really good idea. Dark Sun and Planscape are both my favorite D&D settings, and I am far from alone in that opinion. And they both have their own setting specific casts of monsters, many of which became quite iconic, that aren’t part of the regular D&D economy. Especially with Dark Sun, which has only unique creatures other than elves, dwarves, and halflings, but even with Planescape most of the famous monsters first appeared in that setting and where added to the regular monster manuals later.

Setting out to make a non-D&D world first and only later starting to think of how it would translate to D&D rules (which wasn’t even a given when I started the work) led to a very different outcome than if I had just sat down with a Player’s Handbook and Monster Manual and browsed for the classes and creatures that I want to use. But now that I decided to start the first campaign using the setting in D&D 5th Edition and a lot of my creatures can be done perfectly with reskins of existing creature stats, I don’t feel bad about picking other creatures that I find fitting for the setting from the Monster Manual and Volo’s Guide to Monsters as well.

Monsters

These are dangerous creatures of the wilderness that are not magical in nature but clearly more than normal animals.

  • Hydra (CR 8)
  • Giant Ape (CR 7)
  • Wyvern (CR 6)
  • Phase Spider (CR 5)
  • Umber Hulk (CR 5)
  • Girallon (CR 4)
  • Manticore (CR 3)
  • Carrion Crawler (CR 2)
  • Ettercap (CR 2)
  • Ogre (CR 2)
  • Yuan-ti Pureblood (CR 1)
  • Aaracockra (1/4)
  • Kuo-toa (CR 1/4)

Spirits of Forest, Mountains, and Sea

This category consists of fey, as well as all plant creatures and most elementals. They are all detected by a detect good or evil spell and affected by similar magic.

  • Treant (CR 9)
  • Genie (CR 8)
  • Stone Giant (CR 7)
  • Air Elemental (CR 5)
  • Earth Elemental (CR 5)
  • Water Elemental (CR 5)
  • Night Hag  (CR 5)
  • Unicorn (CR 5)
  • Yuan-ti Abomination (CR 5)
  • Wood Woad (CR 4)
  • Succubus (CR 3)
  • Merrow (CR 2)
  • Will-o-wisp (CR 1)
  • Deep Gnome (CR 1/2)
  • Myconids (CR 1/2)
  • Blights (CR 1/8 – 1/2)

Spirits of Beneath and Beyond

This category covers spirits that are native to the Realm Beneath, the subterranean wilderness that is inspired by Pandemonium and Gehenna, and also beings from the stars, though there aren’t any of those at this point. They are all either aberrations or fiends.

  • Aboleth (CR 10)
  • Efreeti (CR 8)
  • Mind Flayer (CR 7)
  • Fire Elemental (CR 5)
  • Helmed Horror (CR 4)
  • Grell (CR 3)
  • Choldrith (CR 3)
  • Howler (CR 3)
  • Dark Stalker (CR 2)
  • Grick (CR 2)
  • Meenlock (CR 2)
  • Chitine (CR 1/2)
  • Dark Creeper (CR 1/2)

Undead

Undead are limited to the very basics. Undead in the world are always the result of warlocks using powers gained from Spirits from Below and Beyond and never rise naturally.

  • Wraith (CR 5)
  • Wight (CR 3)
  • Ghoul (CR 1)
  • Specter (CR 1)
  • Shadow (CR 1/2)
  • Skeleton (CR 1/4)

Beasts

This category covers all the natural animals that are enough of a threat to deserve getting stats.

  • Axe Beak
  • Brontosaurus
  • Crocodiles
  • Giant Badger
  • Giant Beetle
  • Giant Boar
  • Giant Centipede
  • Giant Crab
  • Giant Hyena
  • Giant Octopus
  • Giant Rat
  • Giant Wasp
  • Hadrosaurus
  • Plesiosaur
  • Pteranodon
  • Sharks
  • Snakes
  • Tiger
  • Triceratops

There are a handful of additional creatures that I want to incorporate, but for those I have to write stats first. When I have them, I will share them here with descriptions.

I didn’t plan that eight of the Top 10 biggest critters are all underworld monsters, but that’s actually a pretty cool outcome.

They look like us, but they are not us

They look like people, and they talk like people. But they don’t think like people, and they don’t feel like people.

They are unable to feel compassion for mortals, and they are selfish beings, rarely thinking of anyone else. They are volatile and erratic, but not easily harmed, and strike out at each other without thought. When they get agitated, things get broken. And they get agitated easily.

They are always dangerous to be around, even when they like you. They are proud and easy to anger, but you must never go with them.

Figuring out the Kaas

The kaas are one of the six mortal humanoid peoples that live in the Ancient Lands and were one of the very first things I created for the setting. It really started all with these two creature designs:

Human/Ferai Hybrid Form (Primal)
Charr (Guild Wars 2)

From a visual design perspective I think this is a really cool style for the look of a new fantasy race that fits into a Sword & Sorcery setting. But something that I have always been pushing back all these years is to really sit down and take the time to fully develop them into a full and distinct people and culture that will be recognizable to players. With the skeyn that wasn’t much of a problem and even though I came up with the yao and sui very late in the development they came together pretty much by themselves by relying on old archetypes that feel fitting.

But with kaas I mostly knew what I don’t want. I don’t want orcs, vikings, or klingons, or any of the many other iteration of this old stereotype and I also don’t want them to be the big silent guys who glower down on everyone else in mild contempt (that’s more the basis for the yao). Kaas are big and they are strong, and having a lion/bear motif making them at least somewhat more warlike than the other peoples just comes by itself. But I want them to be more “cheerful” and less psychopatic about killing or obsessed with honor. People that clearly are dangerous, but who could still be really fun to be around.

I think this last weekend I really made some big progress again by putting together a list with various existing characters from fiction that I could also really well imagine as kaas characters in the Ancient Lands. The resulting list is this one, which I hope will make some people as enthusiastic about having them in a campaign as I am.

Naked Snake (Metal Gear Solid 3)
Cerys (The Witcher 3)
Sylvar (Tales of the Jedi)
Canderous (Knights of the Old Republic)
Goliath (Gargoyles)
Dax (Star Trek: DS9)
Eve and Wrex (Mass Effect)
These two cool dudes (Halo 2)
These entertaining lunatics (Bound by Flame)

If you know only half of them, I think you should agree that these guys should be a blast to have in the party. One specific trait I have decided on for the kaas, which I think makes a great base to build their cultural identity on, is that violence is usually not their first choice of a solution to deal with a problem. But generally it’s their second choice if the first one didn’t work. They also need some more calming elements to balance them, but I think I am definitly on the right track with these guys now.

 

Eldritch Lore: Elementals

Air Elemental by javi-ure

A while back I’ve seen someone describe elementals in Dungeons & Dragons as fundamentally boring. I think they are really cool, but what is it that they rally have going for themselves? When you look at their description in the Monster Manuals and Expert Sets, really all that you get is a description of how they look and their abilities in combat. And that’s really everything there is about them. What little there is about their role in the wider world makes them appear more like mindless temporary golems controlled by wizards than actual nature spirits. I have to agree. Elementals in Dungeons & Dragons are super lame.

Yeah, well… I’m gonna go build my own fantasy setting. With blackjack and cool elementals!

Elementals

Earth Elemental by javi-ure

Elementals are the oldest and most numerous of the spirits inhabiting the Spiritworld. Even more so than the spirits of trees and animals, they are the spirits of the land, sea, rivers, and sky themselves. They have no shape or form of their own, but wherever the elements are present there are also elemental spirits inhabiting them in the Spiritworld.  Whenever they have a need to interact with the physical world around them they can manifest a body shaped from their element. Weapons can not damage water and fire and even when rock is crushed an earth elemental can maintain a body made from rubble. The only ways to deal any harm to an elemental spirit are magic and the elements themselves. Dousing fire with water or turning water into steam with extreme heat can overwhelm the power of an elemental spirit, causing it to lose its hold over its physical form and disappearing back into the environment to recover its strength. Like all spirits, elementals are hurt by iron as well, but bronze, wood, and stone have no effect on them whatsoever.

Fire Elemental by javi-ure

Elementals don’t have any needs as living creatures would understand them or even desires like the shie, naga, and raksha. They are eternal beings as old as the world itself, who will probably continue to exist until the end of time, long after all people, beasts, and other nature spirits will be gone. Yet they are not mindless forces of nature, nor completely devoid of emotions. The main priority pursued by elementals is to be left in peace. The one thing that drives them into furious rage are disturbances of their comfortable quiet. However what costitutes a disturbance to these enigmatic beings is never clear to tell. The presence of beasts large and small is a constant and regular occurence throughout all the world and most of the time elementals make no distinguishment between people and animals. The affairs of mortals are of no relevance to them and so they are generally ignored by elementals. However, their apparent peacefulness can very quickly turn into determined agression by causing a commotion in their vicinity or merely getting to close for their comfort.

Water Elemental by javi-ure

While elementals usually don’t talk to other creatures they are capable of speech, speaking in the languages of spirits of the earth, water, and sky. They simply lack any desire to communicate with other beings. But when approached with care by a shaman they can be drawn into a conversation and reveal themselves to be quite intelligent creatures of great wisdom, though much of it has little meaning to the short lives of mortal beings. When interacting with people, elementals often take a vaguely humanoid shape but they can also assume forms resembling various great beasts or simply appear as rolling clouds or bulges of water. The minds of elementals are nearly as alien as those of the ancients that predate the formation of the world, but being a fundamental part of the natural world their presence has none of their warping and corrupting effects on the land and creatures around them.

Lesser Elemental

XP: 500
No. Appearing: 1 (1)
Armor: 19
Move: 120′
Air: Fly 240′
Earth: Climb 60′
Fire: Fly 120′
Water: Swim 180′
Hit Dice: 6 (27 hp)
Attack: Slam 1d6
Earth: Slam 1d8
Fire: Slam 1d6 fire
Saving Throws
Paralysis: 12
Poison: 10
Breath: 13
Device: 11
Magic: 14
Morale: 10
Special: No damage from bronze, wood, and stone weapons and natural attacks. Full damage from iron weapons. Half damage from cold, fire, and lightning.
Fire: No damage from fire, normal damage from cold.

Greater Elemental

XP: 1,200
No. Appearing: 1 (1)
Armor: 21
Move: 120′
Air: Fly 240′
Earth: Climb 60′
Fire: Fly 120′
Water: Swim 180′
Hit Dice: 8 (36 hp)
Attack: Slam 1d8
Earth: Slam 2d6
Fire: Slam 1d8 fire
Saving Throws
Paralysis: 10
Poison: 8
Breath: 11
Device: 9
Magic: 12
Morale: 10
Special: No damage from bronze, wood, and stone weapons and natural attacks. Full damage from iron weapons. Half damage from cold, fire, and lightning.
Fire: No damage from fire, normal damage from cold.

Elder Elemental

XP: 1,900
No. Appearing: 1 (1)
Armor: 23
Move: 120′
Air: Fly 240′
Earth: Climb 60′
Fire: Fly 120′
Water: Swim 180′
Hit Dice: 12 (54 hp)
Attack: Slam 2d6
Earth: Slam 2d8
Fire: Slam 2d6 fire
Saving Throws
Paralysis: 8
Poison: 6
Breath: 9
Device: 7
Magic: 10
Morale: 10
Special: No damage from bronze, wood, and stone weapons and natural attacks. Full damage from iron weapons. Half damage from cold, fire, and lightning.
Fire: No damage from fire, normal damage from cold.

Eldritch Lore: Undead

This is hopefully going to be the first enty in a new series of post. I’ve often been talking about having a pretty much complete monster book for the Ancient Lands lying around that only needs the various monster descriptions typed down but so far I’ve never got around to actually do it. This hopefully is going to change now. There are close to a hundred monsters I’ve created for the Ancient Lands (and probably that many again that ended up cut) and they more or less fall into two basic categories. Supernatural monsters and fictional animals. While I really love my weird animals, there’s not really much interesting to say about them. A hippo with horns is stills just a hippo and a big hadrosaurus that has the stats and behavior of a camel is still just a camel. Not terribly exciting to read, nor to write. For the final document I am probably going to cover them with just two or three sentences each.

That still leaves the spirits, demons, undead, and other magical critters, and those are where all of the real meat is. I am kind of starting this at the very end with the undead, who don’t actually play much of a significant role in the greater design of the setting and which are by far the fewest in number. Though this is what is actually making them the easiest to cover, and I’m always the first to admit that I am really lazy, so here you have them. I admit that there is nothing drastically new or original about them and they are in fact the most mainstream depictions of undead you can get. But I think most undead in fantasy are really just slight modifications of these and since undead are not going to be a real focus of the setting they should be sufficient. Also, given the way that undeath works in the Ancient Lands, having numerous highly specialized forms of undead wouldn’t feel really appropriate.

General Undead Information

Undead are rare and terrifying monsters in the Ancient Lands and only come into being through the effects of sorcery and demonic corruption. There is no single definition of undeath, but all these creatures share in common that they originally used to be living people (or animals) but have been transformed into something neither fully living nor dead. Animated corpses, wights, shades, and wraiths are the remains of people who have unquestionably died and whose spirits are forever gone. With ghouls and darklings things are much less clear as they have never truly died but share many of the other traits common to undead creatures. They might more accurately be described as corrupted rather than undead but this is a distinction that only matters to sages who have never actually encountered them in person.

While ghouls and darklings are still consisting of a unified body and spirit and sustain themselves through consuming the flesh of the living, the other types of undead are fully magical beings that can not exist independently of the source of sorcerous power that created them. Walking corpses are usually close to the sorcerer or demon that created them while wights, shades, and wraiths are eternally linked to the corrupted energies of the place that spawned them. In fact they are more part of the place than separate beings and as such it is impossible to exist beyond its borders. This is widely seen as a blessing as these undead horrors have the ability to turn the slain into more of their own.

Animated Corpse

XP: 20
No. Appearing: 2d4 (4d6)
Armor: 12
Move: 90′
Hit Dice: 2 (9 hp)
Attack: Claw +2 (1d6) or weapon +2 (1d6)
Saving Throws
Paralysis: 14
Poison: 12
Breath: 15
Device: 13
Magic: 16
Morale: 12
Special: Immune to disease, poison, charm, paralysis, and sleep.

Animated corpses are known under many names but in the end they are effectively just that. The remains of living people and beasts that have magically been giving a semblance of life by the magic of a sorcerer or demon. They have no spirit of their own and are nothing more than empty shells made to rise and move pulled by magic strings. While terrifying to look at, animated corpses pose no greater threat than living beasts and can simply be cut down by any blade, but as there is no blood running in their veins they tend to continue fighting until they are hacked to pieces.

Ghouls

XP: 25
No. Appearing: 1d8 (3d6)
Armor: 14
Move: 120′
Hit Dice: 2 (9 hp)
Attack: Claw +2 (1d4 + paralysis) or weapon +2 (1d6)
Saving Throws:
Paralysis: 14
Poison: 12
Breath: 15
Device: 13
Magic: 16
Morale: 8
Special: Immune to disease, poison, charm, paralysis, and sleep.

Ghouls are elves, yao, or other humanoids who have been corrupted by the dark magic of sorcery or demons. Though they have never truly died, they resemble the undead, existing in a state between life and death. They grow gaunt with pale skin and dark sunken eyes and are suffering from madness, but are also filled with unnatural vigor and are much more cunning than any beast. Their clawed fingers can crush a mans throat and leave deep rends in the flesh of their victims, and their teeth have the strength to bite through bones, as they regain their strength by feeding on the flesh of humans and beasts.

Many ghouls once were adventurers and treasure hunters who delved too deep into ancient places where the living are not meant to tread, or what remains of those who become slaves of dark sorcerers or demons. The corruption that warped their bodies also affects their minds and all of them are clearly unhinged, but most of them seem to retain the memories of their former lives and traces of their past selves.

A living creature hit by a ghoul’s claws must make a saving throw against paralysis or collapse to the ground unable to move for 2d4x10 minutes.

Darklings

XP: 35
No. Appearing: 1d8 (2d8)
Armor: 14
Move: 120′
Climb: 90′
Hit Dice: 3 (13 hp)
Attack: Claw +3 (1d6 + paralysis)
Saving Throws:
Paralysis: 14
Poison: 12
Breath: 15
Device: 13
Magic: 16
Morale: 10
Special: Immune to disease, poison, charm, paralysis, and sleep.

Darklings are ghouls that not only have survived in their undead state for decades but actually managed to gain additional strength from it, losing their last traces of humanity in the process. While still roughly the size of a person, darklings are are powerfully build beasts with pale gray hide that run on all fours and have become truly feral in their madness. Darklings are almost always found underground and never go outside during the day. Their small black eyes can see perfectly even without any kind of light. They have never be seen to follow commands of other creatures or communicating in an intelligible manner but have been known to be magically goaded by sorcerers to patrol the area around their lairs or attack the strongholds of their enemies in large packs. Continue reading “Eldritch Lore: Undead”

Unbe or not unbe?

Undead! One of the great classics of fantasy monsters with a history that goes back to the earliest beginnings og culture. Could you even imagine a Sword & Sorcery world without any undead in it? They are probably a much more common representation of sorcery than sorcerers themselves.

Yet I am finding myself beginning to seriously doubt my concept for undead in the Ancient Lands setting. The problem begins with the basic assumption that for mortal creatures body and soul are an inseparable whole, from which follows that people do not face troubles with the certainty that a better life awaits them after death. This really is one of the core premises of the whole setting that forms part of the basis of its many cultures and religions. This is something that just can’t go. But I still love undead and so reduced them to half a dozen forms that are mostly mutations caused by sorcerous energy (ghouls, wights) or or elemental-like entities that have some faint resemblance to the people from which they were created (shadows, wraiths) But the downside is that you can’t really have conversations with the actual dead. Hellboy has a lot of scenes where he discovers old battlefield and the frozen skeletons whisper warnings and advice to him. That’s an element that is just so cool and I don’t really want to have missing out on it.

And sometimes they aren’t even human.

But the problem gets even bigger. The Ancient Lands are a very nontraditional setting while zombies, ghouls, wights, and wraiths are all as generic Standard Fantasy as orcs and goblins. Now that I’ve started looking again over towards Final Fantasy, Star Wars or Kalimdor from Warcraft 3 as stylistic inspirations and references they’ve started to stand out to me as somewhat out of place. Morrowind has lots of undead but those exist within a context of a complex culture of worshipping dead ancestors. Can’t worship your ancestors if they’ve ceased to exist.

What am I going to do with unbdead that really makes them seem like an integrated part of the setting instead of something foreign clumsily tacked on? No afterlife has to remain integral to the religion and cosmology of the Ancient Lands. Removing the spirit of a mortal (and putting it somewhere else) also must remain an impossibility. But there is still the Spiritworld. The limitation that spirits have to be tied to the body applies only to mortals, such as people and animals. For spirits this is not the case and they can manifest physical shapes separate from their actual “bodies” (mountains, lakes, trees, …) and possess the bodies of mortals. In Final Fantasy X, there are the fayth, great mystics of ancient times who have somehow preserved their bodies in an eternal sleep within sacred shrines and gained the ability to create powerful spiritual phantoms that can aid living summoners in battle. I really quite like that concept. Putting great shamans into an eternal sleep between life and death to become something similar to spirits that can advise the living in times of need would be pretty cool.

And it could also be extended to undead. Instead of people simply dying in places of great sorcerous power, they could become part of the place. Their bodies may be dead, but the energies of the place keep their spirits together to at least give them some ability to communicate with living visitors through visions. It would also mean that they can never leave the place, which is not just an interesting image but also keeps them neatly confined and unable to spread across the world. For simple animated corpses an exception could easily be made. They would be mindless and only be moving on magic strings created by a sorcerer. Scary, but not really returning from death. The bodies move again, but this time there is no spirit inside For ghouls I think the idea of sorcerous mutants that are technically still alive, just really sick and unnaturally strong, could still work really well.

That would only really leave the wight, which I had already fused with the mummy and the lich, I think those are all really different expressions of the same idea, I could simply scrap them and leave it at that, but perhaps I could also find a different background and role for them that would fit better into the setting.