The Relnar Dossiers

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GrayDoctor
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The Relnar Dossiers

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The Relnar Dossiers
Volume Zero: The Codex
Research and compilation performed by Knight Bannerite Shy'Nar, of the Companions of the Noble Heart.
Introduction


You hold the codex of the Relnar Dossiers in your hand. This magical tome has been keyed to your specific life signature, Companion. With it, you can summon any page of the collected Relnar Dossiers as befitting your rank and ability. Although the Dossiers have been made available to the general public, these codices have not. Take care not to lose it. The introductions to each section will be made available to you in this codex, to conjure the information of the section you wish to read, simply speak aloud the codex code or the name of the section.

The Undead
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This dossier is to meant to serve our novice members, and will be keyed towards the unique skill set of the Companions of the Noble Heart. Non-members may also find the information contained therein to be useful, and can benefit from it's reading. This particular volume will be devoted to the study of the various undead creatures that plague our world, from the lowly zombie to the nigh legendary demilich. Each section will deal with a different type of undead creature, with information based upon their necrology, their salient abilities, and (Gods be praised) their weaknesses.

Some of these creatures may seem fantastic to the point of being fiction, but I promise that each of these abominations exist and each one is a very real threat to the goodly peoples of Toril. While the armies arrayed before the living are formidable, never forget; The war against evil is not one that can ever truly be won, but it is one that must be fought.

Section One: The Minions of the Dead (Skeletons and Zombies)
Section Two: Corporeal and Incorporeal Threats (Bodaks, Ghosts, Ghouls/Ghasts/Lacedons, Mohrgs, Shades)
Section Three: Lords of the Dead (Vampires, Liches, and The Ancient Dead)
Section Four: Unthinkable Horrors (Demiliches and Dracoliches)
Section Five: Myths and Legends (The Atropal, and the World Born Dead)
Contents
Volume One: The Undead
Section One: Minions of the Dead
Section Two: Corporeal and Incorporeal Threats
Last edited by GrayDoctor on Tue Feb 18, 2014 6:46 pm, edited 14 times in total.
GrayDoctor
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Re: The Relnar Dossiers

Unread post by GrayDoctor »

(1.1) Minions of the Dead



This section will deal with the most common undead that you are likely to face, and it is probable that you have already faced them in combat. Of course, I am speaking of the shambling dead (otherwise known as zombies) and skeletal reanimations (which will be referred to as skeletons for the remainder of this dossier). Although these creatures rank amongst the weakest of all vile beings of undeath, they typically animate in great numbers, and strangely powerful specimens have been known to stalk the dark corners of the continent.
(1.1.1) Skeletons and Zombies
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Chapter One: Necrology


The title of this chapter may seem strange to lay-persons, but it is a suitably apt term to describe the life functions (Or rather, unlife functions) of an undead creature. In the Necrology chapter of each section, we will discuss how such a being comes into existence, and how they sustain themselves throughout the centuries.

For the "lowly" skeleton or zombie, the two most common means of reanimation are Controlled Reanimations, and Reanimations through Exposure.

Controlled Reanimations occur from the use of a spell or salient ability that causes the creature to rise from it's grave. This often conjures an image of a necromancer clutching gems of black onyx as he mutters arcane words and makes strange gestures over a corpse. Although this is a common means of a Controlled Reanimation, there are abilities possessed by the vilest of necromancers and even certain other types of undead that cause a controlled reanimation without the need of rituals or even expenditure of spell power. Usually this power requires the wielder to make physical contact with the body to be reanimated in some way, but this is not always the case. One should always be vigilant when they have cornered a necromancer, lest he reanimate the corpses of his slain acolytes behind you through force of will alone. A word to the wise, it is not uncommon for undead creatures to propagate themselves through the slaying of other creatures with their salient abilities. If your companions fall to the unholy talons of such a creature, be prepared for the eventuality that you will need to face your freshly reanimated brethren.

Reanimations through Exposure most often occur over time when a corpse is exposed to the evil that is the Negative Energy Plane. Depending on the concentration of energy in a given area, such a reanimation might take minutes, or it may take years. A rip in the aether between planes is not the only means of Reanimation through exposure. At times, sufficiently powerful evil artifacts have been known to cause spontaneous reanimation, and certain creatures radiate an aura of negative energy potent enough to cause such occurrences. I will say this over and over again in this dossier. Be ever vigilant in the face of evil.

In regards to the sustainment of unlife in a skeleton or zombie, there are theories to such. Many arcane scholars insist that the onyx gems used in a ritualistic animation serve as a focus of negative energy, flooding the corpse and allowing sustained reanimation. This theory is flawed, as it does not take into account spontaneous reanimations which do not require the use of onyx. What is more likely, is that when a body has become saturated with enough negative energy to cause it to rise from it's grave, the bones undergo a metamorphosis. Just as a plant feeds upon sunlight, an undead creature is sustained by the residual negative energy that is present in the very fabric of the universe. This would explain why a skeleton reanimated spontaneously will survive even if they travel a thousand miles away from the source of negative energy that raised it, and also explains why a ritualistically raised skeleton continues to survive even if the onyx gems are removed from it's eye sockets (Although doing so proves a difficult task, as the onyx becomes brittle, a burnt out husk of what it used to be).

Chapter Two: Powers and Abilities


I have heard many an adventurer state something of such ignorance, such stupidity, that I cringe to think of a worse alternative; "Once you've seen one, you've seen them all."

I cannot stress how fatal this assumption can be. You must never forget that before this creature was reanimated, it was a unique being with unique abilities. Although much of this knowledge is stripped away during reanimations, certain skills remain, and sufficiently powerful creatures may gain new abilities after reanimation (especially if the necromancer raising them has studied various rituals to grant their progeny strange and terrifying powers).

It is not uncommon for a skeletal reanimation to be quite proficient at handling weapons and armours of various kinds, and the transition to undeath might make them even deadlier with these implements (Namely bows, crossbows, weapons that require finesse rather than strength, and other ranged weapons). The reason for this is due to the heightened dexterity these creatures gain through virtue of having no flesh to get in the way!

Skeletons seem to be immune to frost magic and extreme cold. The reason for this is obvious, as there is no flesh on their bones, the crystallization that occurs in these softer tissues cannot occur. This lack of flesh and organs is also the reason they seem resistant to bladed weapons of any kind. When facing these creatures, look to your mace, your hammer, or your fists.

In contrast, Zombies retain their flesh (Albeit in a rotted fashion). This makes them hardier than the typical skeleton, but negatively affects their agility. Bladed weapons (With the exception of piercing weapons) will find purchase in their flesh, but bludgeoning weapons will not be nearly as efficacious. This is due to the fact that the blow's kinetic energy is displaced through rotting, unfeeling flesh.

Never forget, the stronger a creature was before it was reanimated, the stronger the resulting skeleton or zombie will become. Reanimation is not restricted to humanoids alone, either. Wyverns, Chimeras, Wolves, Bats, Birds, and other beasts have been known to be reanimated. Each one is unique, and should be treated as a faster or tougher version of it's living counterpart.

I will mention that some skeletons (And incredibly rarely, zombies) retain the ability to cast spells after reanimation, however those will be touched upon in a later section. These creatures are known by various crude nomenclatures (Skeletal Magi or Skeletal Priests), but I will refer to them by their proper names whenever possible (Vassaliches/Quasimancers or Hecueva, respectively).
Chapter Three: Psychology
While it is true that the majority of skeletons and zombies are mindless, you should be aware that they do indeed possess a psyche. This is especially true of Vassaliches and Hecueva, who are most certainly not mindless in any sense of the word. However, in this section, we will be discussing a "typical" reanimation (Bear in mind, if you please, that you must never assume that you face a typical specimen.)

For a Skeleton/Zombie that is controlled by a necromancer or other creature, it will follow the orders given to it to the best of it's abilities. However, as they are of limited intelligence, such orders must be simplistic. Usually they are as general as "Attack", or "Protect Me", or "Guard this room and slay any who enter."

The Skeleton or Zombie who rises spontaneously has only one concern, the slaughter of any who enter it's domain. They will attack tenaciously until they are destroyed, or until they slay their foe. If you are not strong enough to face them in open combat, you are advised to avoid them entirely.
Chapter Four: Tactics for the Companion
Open Combat: You are well advised to close with them swiftly in case they decide to attack you at range (Something they are rather proficient in). Use a blunt weapon to smash skeletons to dust, or a bladed weapon to hack zombies to bits. If you do not have the proper weapon, you would be well advised to try and place extra force behind each blow. It is far better to miss entirely in the hopes of a powerful swing than it is to strike your target and do nothing at all. Addendum by Lucy Heartfilia, Tactician of the Red Knight; Slings may prove effective against skeletons, whether the bullets are enchanted or not. This will allow you to stay out of melee combat with such creatures.

Stealth and Tracking: Although skeletons and zombies possess no discernible anatomy, our stealthier recruits can still benefit through the use of stealth in order to lay a snare or trap for the creature that they will likely stumble over in it's pursuit of you. Tracking the shambling dead has proven an easy task for the experienced tracker, but just because you do not see their tracks, does not mean they are not nearby. Your ears and eyes will serve you far better if you take a moment to scan your surroundings.

Spellcasters: For Companions, one need look no further than the Bless Weapon spell. It is truly a gift from the gods in our battles against the dead. Other spells of note are any that channel positive energy to heal. These spells are anathema to all undead creatures, as it disrupts the fabric of negative energy that sustains them. Those of the Clergy who have focused upon the Domain of Healing will find their curative spells incredibly potent tools against these creatures.

Divine Presentment: The ability commonly known as "Turn Undead" is truly a great boon against hordes of weaker reanimations. Even a novice initiate can use this ability to cause the weakest skeletons to turn and flee. Clerics and Paladins capable of casting from the second circle of blessings might find that they are able to destroy weaker undead with the presentment of his holy symbol and an utterance of faith. Of course, stronger specimens will require a powerful proving of faith.

General Concerns: Given the unsanitary conditions in which these creatures rise, the potential for exposure to infectious diseases cannot be understated. Prepare accordingly with poultices, potions, or spells.
Last edited by GrayDoctor on Thu Feb 13, 2014 3:35 pm, edited 4 times in total.
GrayDoctor
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Re: The Relnar Dossiers

Unread post by GrayDoctor »

(1.2) Corporeal and Incorporeal Threats


The topic of this particular section is broad, but it's musings might serve you well if you find yourself beset by creatures far more horrifying than the shambling dead (As always, you are advised to never assume that just because the minions of the dead are classified as a weaker reanimation, that they will prove to be an easy foe. Be Vigilant!).

This section will deal with Bodaks, Ghouls (and their close cousins, lacedons and ghasts), Ghosts, Mohrgs, and Shadows. Each of these creatures rise in a unique way, and have different powers and weaknesses. Some of these reanimations are near mindless, while others possess a cruel intelligence that can easily outsmart even the best appointed party. It is important that you read the Psychology chapter on each creature to know whether the foe you face is mindless or not.

(1.2.1) Bodaks
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Chapter One: Necrology


Bodaks are by far one of the most fascinating reanimations I have ever studied. Mind you, I mean that as a scholar rather than anything else.

The reason for this fascination is because although the bodak is (typically) a humanoid who has been reanimated, I believe that the source of power for the reanimation is drawn from both the negative energy plane as well as from a fiendish source!

Most Arcane Scholars would scoff at this idea, consider the following;

The flesh of the bodak gains a resilience to all weapons not crafted from cold iron, just like certain fiends (Although many fey creatures possess a similar resistance, keep in mind the following points as well).

Bodaks share the same resistance to acid and fire that almost all other fiends enjoy, their flesh tempered by (What I believe) to be demonic powers.

The spell "Bodak Birth", an incantation penned long ago by necromancers, requires a rather strange set of conditions for a necromancy spell. The subject of the spell must be willing! Necromantic magics rarely require the willingness of the participant, but fiendish pacts must be made willingly for the magic to function. Secondly, The focus for this spell is a carved effigy steeped in the blood of various animals. Although blood is a common component in some necromancy spells, most of these spells require it to be the blood of the individual to be targeted. Fiendish magic requires no such distinction.

Finally, in ancient texts I have read about bodaks (graciously supplied by various religious scholars) one particular line of text is present in all of these steles. "Bodaks are the remnants of those who have been destroyed by the touch of absolute evil."

I ask you, friends. What is more evil than a demonic entity?

After this reanimations, the Bodak (Who has been touched by this evil) seems to take this power into themselves in order to spread their vile affliction. More on this will be discussed in the next chapter.


Chapter Two: Powers and Abilities


Bodaks possess a wide variety of powers that assist them both in and out of combat, and the keen Companion would be wise to keep each of these abilities in mind when stalking and combating such a creature.

Bodaks possess keen senses of both sight and hearing, which may indeed be bolstered by their transition into undeath (Although I have encountered no evidence that supports this).

As we have discussed in the previous chapter, Bodaks possess much the same resiliency to weapons not forged of cold iron as do fiends. Their flesh is also resistant to acid and fire, and entirely immune to electrical attacks. The reason for their immunity to electricity might be caused by some sort of unnatural grounding process, or from some anti-conductivity that their flesh gains during the transformation process (I have read tomes about other undead creatures who possess the same or somewhat lesser resistance to these attacks).

Bodaks are surprisingly nimble and silent, given the ungainly form they have been cursed with. Their unnatural coloration and strangely glowing eyes, however, make them poor at camouflage.

Perhaps the most famous (And feared) ability of these undead is their power to kill others who look into their eyes. Those who have survived the ordeal describe it as a burning cold that pierces down to the soul, almost in a caustic way. I shudder to try and imagine such a feeling. What is more troubling, however, is that those who fall to this dread ability rise as bodaks themselves the next night. It is interesting to note that unlike a spell used to transform a creature into a Bodak, this ability does not require the person to be a willing subject. Likely this is a perversion of the original magic that caused the creature to rise, possibly from it's connection to the negative energy plane (More research on this is required).

Take heart, however. With all of the powers at it's disposal, the Bodak has a single glaring weakness (if you will forgive the pun). They are weakened and harmed by the sun. Although this weakness is not as pronounced as that of a vampire, it is a tool in your arsenal that you must not forget.

Chapter Three: Psychology


Contrary to popular belief, Bodaks remember only glimpses of their former life, and should not be assumed to maintain their personality and moral outlook after their transformation. Indeed, these memories seem to only serve as a means for them to try and get close to their targets.

Bodaks are capable of speech, and are quite adept at the common tongue. Some bodaks also retain knowledge of other languages they knew in life, and will use this ability to try and lure in unsuspecting victims.

Although certainly not as intelligent as even the most dull of humans, Bodaks possess an animal cunning that cannot be dismissed. They are capable of some strategic insights, such as setting up an ambush or discerning that an unarmoured target is more attractive than a heavily armoured one.

As I have stated, Never assume that your target is stupid!


Chapter Four: Tactics for the Companion


Open Combat: Always carry a weapon of cold iron with you if you plan on hunting one of these creatures. The importance of this cannot be understated. If you do not possess such a weapon, then you will need to rely upon your strength of arm, your faith, and your magicks if you possess such. Holy Water is a boon to your endeavors if you anoint your weapons in it before you stride into battle.

Stealth and Tracking: As I have said before, Bodaks possess keen senses. You would do well to remember this if you try to sneak by one. However, if you do manage to get the drop on one, hit it fast, and hit it hard, before it has a chance to look into your soul. Holy Water, Tanglefoot bags, traps, and cold iron arrows will be your friends here. Tracking them can prove a daunting task, as they are light of foot. Still, as they cannot fly or teleport, if you can locate a set of tracks, you would be well advised to try and follow them for as long as you can. If the creature becomes aware it is being followed however, avert your eyes and prepare for combat.

Spellcasters: As with lesser undead, The Bless Weapon spell and curatives are highly efficacious at laying these beasts low. Spells relying upon acid, fire, or electricity should be avoided, but spells that shape the energies of cold, sound, or force are well suited for such encounters. If you can manage it, a ward against necromantic magic will help protect you from their dread gaze.

Divine Presentment: Priests capable of casting from the fifth circle of spells, as well as Paladins who can cast from the third, are well suited to divine presentment. Although it is not a surefire method, it may give you the seconds needed to recover from an unexpected assault. Destroying such creatures require a much more potent showing of faith, with Priests who cast from the 9th, and only the most devout of paladins capable of doing so.

General Concerns: The only disease these beasts carry is that of their magical affliction. Prepare wards against death, or purchase scrolls and potions if you do not possess such ability yourself.
Last edited by GrayDoctor on Tue Feb 18, 2014 6:05 pm, edited 1 time in total.
GrayDoctor
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Re: The Relnar Dossiers

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(1.2.2) Ghosts
We have all heard tales of spirits rising up from their graves to haunt the land of the living. Stories of malevolent or benevolent ghosts who interfere with the lives of those still alive, causing weal or woe (as the personality of the spirit dictates). This dossier will attempt to separate that which is true, and that which is simply old wive's tales.
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Chapter One: Necrology


Like all undead, Ghosts have a connection to the negative energy plane. This energy sustains them and will rejuvenate them should their spirits be dispersed in battle. Of all the undead creatures I have studied, ghosts are the most tenacious and difficult to lay to rest (And I include the mighty lich and vampire in my tally!) due to their ability to rejuvenate (More on this in Chapter Three)

Of all undead creatures, Ghosts possess the greatest number of possible reasons for manifestation (We will use the term manifestation rather than reanimation in this section, as it is a much more accurate term). However, for ease of reference, we will simplify them into four categories. "Anchored Spirits", "Echoes, "Emotionally-Charged Spirits", and "Spirits with Unfinished Business".

The Anchored Spirit is one that is bound to a creature, location, or object. Typically, these spirits serve as guardians against theft or harm. The way in which a soul becomes anchored to a specific thing is a subject that is muddy at best. There is no guaranteed way to cause a soul to rise as a ghost after death. However, in most of the cases that I have studied, the binding was performed without spells, through a simple spoken oath. Typically, neither party was aware that such a binding occurred until after the oath-taker became deceased. When dealing with an Anchored Spirit, one should research the details regarding this oath, as it might provide a clue as to how to lay the spirit to rest. Anchored spirits are not always evil in temperment, but every effort must be made to grant these souls the eternal rest they deserve.

Echoes are not technically Ghosts, but I felt it necessary to include them in this section. These are not true manifestations of a person's soul, but instead an imprint of emotion given a semblance of life by a necromancer. Unlike other types of Ghosts, an Echo cannot rejuvenate on it's own, requiring the necromancer to expend more spell energy to recreate his twisted mockery, they typically also do not have all the powers and abilities of a true Ghost. Without fail, all Echoes are evil of temperment, their personalities subplanted by the necromantic ritual used to give them unlife.

Emotionally Charged Spirits are ghosts who manifest due to their souls being ignited with a sufficient amount of emotional energy at the time of their death. Although the most common emotions to cause manifestation are hatred, anger, and sorrow, there have been cases where emotions such as loyalty or love have caused a spirit to manifest. Emotionally Charged Spirits may or may not be evil in temperment, dependant upon the emotion that manifested them (See Chapter Three for more details).

Spirits with Unfinished Business are ghosts that, unsurprisingly, have unfinished business. Some task keeps them from the grave, and usually only the completion of this task will allow the soul to rest.


Chapter Two: Powers and Abilities


Spirits have a plethora of powers, and you should be aware that even the least spirit can utilize some or all of these powers.

All spirits have the ability to fly, even if they choose to walk. Keep this in mind should you need to do battle with one.

As spirits are incorporeal, they cannot be harmed by non-magical weaponry, and even magical armaments are only about half as efficacious as they should be. The spirit is also protected by an aura of unlife, which can push aside bolts or blades that might otherwise strike it. This same ability also grants them the power to move through solid walls or doors as easy as you or I walk through a field.

Many spirits can chill a creature down to the soul with a mere glance. This particular ability attacks the victim's force of personality, instilling them with an unshakable sense of dread, as well as necrotizing his flesh and causing severe pain. Those who are strong of body can usually resist such an attack.

Spirits can also focus this ability into their hands, reaching out to touch a creature. To my knowledge, only magical defenses will protect one from this touch of corruption. Even the strongest warrior can be laid low by this particular power.

The keening wail of a spirit has been known to instill a sense of panic in those who hear it. Although you are a Companion and should be capable of shaking off such fear through your unflappable faith, keep in mind that your non-Companion comrades might not have such devotion.

Sometimes, the mere appearance of a spirit can cause a living creature to be faced with his own mortality. Those who are not strong of body might find themselves wracked with phantom pains similar to those suffered by the elderly. Agility, strength, and fortitude are all aversely affected by this ability.

Almost all spirits have the ability to move objects through sheer force of will alone, hefting heavy objects and throwing them about (Usually at you!). Keep in mind that any object or persons nearby could be used as a weapon by this creature.

The most feared ability of a spirit is it's power to possess a living creature. It will swoop down upon an unsuspecting foe and enter their body. Only through force of will can one resist this technique (Although certain spells that protect the mind will also render one immune). After this occurs, the only means of saving your comrade is through an exorcism.


Chapter Three: Psychology


To be fair, the psychology of most spirits is similar to their living counterparts. They have hopes, desires, and fears. However, this section will be dealing with the unique alterations in personality that certain spirits gain once they manifest.

Anchored spirits typically act the way they did in life, however, the thing they are bonded with becomes an obsession. The harm or theft of whatever they have bonded with will likely send the spirit into an unholy rage, causing it to attack.

Echoes are, as I have stated before, negative emotion given shape and form. Pity these poor mockeries of life not, for they are but a manifestation of a necromancer's evil will, regardless of what person's shape it takes upon manifestation.

Emotionally Charged Spirits have little else other than the emotion that gave them form. Although they retain their personality and memories, overwhelming hatred or rage might subplant whatever goodly inclinations that they possessed in life. Still, a personal entreaty might reach them, calming them enough for you to enact whatever plan you have. Given time, even a Paladin given form by rage or revenge will succumb to these emotions, twisting his once noble spirit to a thing of evil.

Spirits with Unfinished Business unsurprisingly become obsessed with whatever task they left undone, doubly so if such tasks seem impossible. This might drive the spirit to madness over time, so one should take great care in dealing with these unfortunate souls.

Chapter Four: Tactics for the Companion


Although direct combat is usually only effective against Echoes, various techniques will be described here in order to assist you should you be forced into a confrontation with one of these spirits.

Open Combat: Enchanted weapons and magic are the only things that will harm a spirit, so if you find yourself in battle with one, make sure you have either one at your disposal (But both would be better!) When facing a spirit, armour will not protect you. If necessary, shed the unnecessary weight and have a comrade (Or potion) increase your agility, or cast wards of protection upon you.

Stealth and Tracking: Tracking a spirit may seem an impossible task, given their incorporeality, but you would be pleasantly surprised to learn that it is not. Spirits leave behind a spectral residue known as ectoplasm wherever they go. Learn to spot this sickly, pasty substance, and you will learn to track the ghost. Ghosts have keen senses however, and many traps will prove worthless against them unless imbued with positive energy. Still, should you manage to get the drop on them, I would advise you coat your blades in holy water and dump as much on the spirit as you can. The properties of holy water have been known to interfere with the delicate fabric of negative energy that these creatures are formed from.

Spellcasters: Spellcasters are an incredible boon against a Ghost, as their protective wards against negative energy can prevent you from succumbing to many of the spirits abilities. Spells that shape Force will also be effective, as it will strike true against the spirit regardless of whether it has manifested fully on the corporeal plane or not.

Divine Presentment: Spirits are tricky when it comes to divine presentment. Although the weakest of such spectres can be turned by a priest capable of casting from the fifth circle, stronger specimens require an incredible devotion, and some may seem to be entirely immune!
GrayDoctor
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Re: The Relnar Dossiers

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(1.2.3) Ghouls, Ghasts, and Lacedons
When one thinks of so called "Lesser" undead, the mind immediately shifts to Skeletons, Zombies, and the subject of this dossier; Ghouls. As I have stated time and time again, never assume your foe is weak based upon it's subtype. I have known certain ghouls who have retained much of the abilities they had in life, making them quite capable at assassination and combat. Constant Vigilance.
Hidden: show
Chapter One: Necrology


The Ghoul and it's cousins are a vile species, the majority of which were performers of unspeakable acts of cannibalism in life. As with other types of undead, Ghouls have been known to rise in multiple ways. Dark Risings, Diseases, and certain Spells are the most common, and will be the focus of this section.

A ghoul animated through a Dark Rising is defined as a spontaneous reanimation caused by the cannibalistic consumption of flesh by the still living creature-to-become-a-ghoul. My personal theory as to the exact cause for the transformation relies less upon some malign curse of the gods, and more upon medicine. As will be discussed in the next paragraph, those who succumb to the disease known as Ghoul Fever become ghouls themselves. Is it not possible that the act of cannibalism causes certain nutrients to invigorate the blood, activating a previously dormant virus within the body that leads to the transformation into a ghoul? This disease would certainly need to have a magical component, but it deserves more investigation.

The second means of animation is through the Disease that all ghouls carry will cause a creature infected by such to rise as one of these dread beings upon their death, inheriting their forebear's ravenous hunger. Those infected in such a way need not ever have partaken of humanoid flesh.

Ghouls reanimated through a spell also need not have been a cannibal in life, or be afflicted with Ghoul Fever. Instead, a necromancer weaves spell energy, which might either instill a corpse with the ghoul's insatiable hunger for flesh, or it may simply activate the dormant virus that exists within all beings.

Although they are not alive, ghouls must feed upon living flesh or else they will enter a blood frenzy. Should they still be unable to feed, they will sicken and die. The reason for this diet dependence is unknown, but I present the following theory.

The disease that infuses the ghoul may have a caustic effect on it's physical form after reanimation, the virus likely concentrated in it's mouth and intestinal tract. So long as the ghoul is fed, the virus breaks down the flesh it consumes and causes no further harm upon the host. If it is not fed, the disease may begin to feed upon the ghoul itself.
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Chapter Two: Powers and Abilities


Although ghouls and their cousins do not boast the sheer number of powers that ghosts enjoy, they are nonetheless potent combatants in great numbers, or if they manage to ambush their foes. In large numbers, a horde of ghouls is called "A Starving." How fitting.

Ghouls and their cousins have highly developed teeth and claws, able to rip through flesh and bone as easily as you or I consume Damaran Honey Cream. Their claws secrete a venom that induces paralysis in all but those of elvish stock (Be warned, however, the venom of a Ghast is far more potent and can affect even the elves). The mouth of the ghoul is filthy, and it is through their bite that they pass along their dread disease.

Lacedons are a cousin of the ghoul that reside within bodies of water. They are capable swimmers, and a favoured tactic of their's is to attack from below, paralysing their prey and pulling them down to their watery crags to feed.

Ghasts possess all of the powers of their lesser brethren as well as one more. Of course, I am speaking of their unholy stench. Laugh if you must, but the scent of rot hangs heavy over these creatures, and it is enough to sicken even the most tenacious of hunters. One will find it difficult to wage war against these creatures if they are doubled over with nausea.

Chapter Three: Psychology


Ghouls and their cousins, although somewhat dull in matters of high thinking, are nevertheless cunning hunters who are more than capable of ambushing their prey and wreaking havoc upon an unwary party. Many possess the ability to speak, and delight in using this ability to lure unsuspecting victims into a trap, where they are quickly consumed.

Ghouls in the heat of bloodlust, are much more primal in their thinking. They will attack without care for their bodily safety, and although the lack of food that drove them to such acts should make them weaker, it instead has the opposite effect. Verily, one does not know true desperation until they wrestle with a starving ghast.

All-consuming hunger. A screaming ache in the belly that cries out for sustenance in a maddening cacophony. That is what it is like to be a ghoul.

Chapter Four: Tactics for the Companion


Open Combat: If you have the displeasure of facing these foes on the field of battle, you would be well advised to strike hard, and strike fast. Their flesh is not as resilient to harm as that of a Zombie or Skeleton, and thus any weapon can be used to lay them low. Mind their teeth and claws however, as both can spell your doom.

Stealth and Tracking: Ghouls are easy to track, given their keen abilities of stealth. They leave destruction in their wake in the form of mangled corpses, overturned headstones, and disturbed graves. Be warned, however... They have a tendency to sneak up on those who track them.

Spellcasters: Scourge these unholy abominations with whatever spell you have available. Give them peace from their eternal hunger by cleansing their unhallowed flesh with holy fire. Leave not a trace of their passing.

Divine Presentment: Ghouls may be turned by even a novice priest, but destroying them with such presentment requires a priest who has mastered the second circle of spells and is nearing the third. As for ghasts, keep in mind that they are roughly twice as strong as a ghoul. A priest of the Second Circle may turn them, but it would take a priest of the fifth to destroy them with an utterance of faith.

General Concerns: Guard yourself with wards meant to stave off disease and other maladies. Ghouls are filthy creatures, and deserve nothing less than your steel and spell.
GrayDoctor
Posts: 13
Joined: Tue Jan 07, 2014 8:58 am

Re: The Relnar Dossiers

Unread post by GrayDoctor »

(1.2.4) Mohrgs
The Mohrg. A creature responsible for countless murders both in life and undeath. It is a creature that was without both pity and remorse while it walked amongst the living, and it's transition into unlife has done nothing to temper it's frigid soul. Take heart, my brothers and sisters. These creatures, although strong of body, can be laid low.
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Chapter One: Necrology

Mohrgs, like many undead creatures can be animated via spell energy, but we will be discussing the "Natural" (Read: Completely unnatural) method from which these creatures rise.
The most common method for them to animate is through spontaneous reanimation, the cause of this dark rising may come as a surprise to the arcane scholar. The mohrg in life, commited acts of cruelty and murder on a massive scale. He did not do commit murder through proxy, these murders were commited by his own vile hand. You may ask why all those guilty of murder (Including those folk referred to as "Adventurers") do not rise as Mohrgs after their eventual deaths. I offer the following reason;
Intention. This is what I believe determines whether or not one is stained by the Mohrg's curse. Those who kill in self defense, to save others, or in service to the gods spurn the sin that seeks to taint their souls.
Those murderers who become mohrgs have a very different outlook. They do not kill for Gods, Kings, safety, or gold. They kill for the perverse satisfaction it gives them. There is no honour in their kills, as they tend to favour the weak and the helpless as victims. They refuse to atone for their sins, and thus invite evil into their souls.
There are those who might protest, stating that there are those amongst the devotees of evil gods that should fall into this category, yet do not rise as Mohrgs. I would postulate that the veneration of these vile gods affords the murderer some protection against the curse. Surely, murder exalts the devotee in the eyes of his god, and thus no atonement is needed. Thus, they remain "free" of the taint of the Mohrg's Curse.

Chapter Two: Powers and Abilities

The transition into undeath grants the Mohrg a smattering of new powers to augment it's murderous tendencies, and the wise companion would do well to memorize these abilities in the event he finds himself face to face with one of these damnable creatures.
Mohrgs are generally much stronger and faster than their living counterparts, and those that mistake them for the shambling dead will quickly find themselves part of the horde.
Although somewhat similar in appearance to a muscular zombie, the unarmed strikes of this creature have a second, insidious function. The musculature of the Mohrg peels away, revealing a set of grasping tendrils that seek to ensare any creature struck in combat.
The second ability these vile beings possess is a long, porous tongue. Any foe unfortunate enough to be touched with this slimy appendage will find themselves subjected to the Mohrg's paralyzing venom.
The Mohrg's most heinous power is it's infectious evil. Those slain by a mohrg will rise as the shambling dead within a matter of days. Those that are raised will usually be typical for their kind, but one must -always be vigilant!-

Chapter Three: Psychology

Of all the undead we have discussed thus far, the Mohrg seems to suffer the least psychologically from the transition to undeath. Likely, this is due to the fact that in life the mohrg was already a vile being, indulging in sadistic and cruel methods of murder.
In addition, the Mohrg is one of the more intelligent forms of undead, showing itself to be as cunning, if not more cunning than the average humanoid. It is capable of analytical thought, and will not hesitate to retreat if faced with a superior foe.
The Mohrg looks upon humanoids much the same as they did in life... With a sense of utter superiority. They see themselves as a massive spider, with the rest of us as mere flies. The only reason we are not dead is because it chooses to let us live.
The reason for this should be obvious to even the casual observer. The Mohrg spent it's life stalking and killing, suceeding dozens of times before the end of it's life. Through it's reanimation, it feels that it has defeated death itself. To an already sickened mind, this might instill a sense of personal invulnerability. Use this to your advantage if you can.

Chapter Four: Tactics for the Companion

Open Combat- Engaging in melee combat with a mohrg can prove a difficult task, considering it's strangling tendrils, increased strength, and paralyzing tongue. I would suggest engaging it at range with either bow or spell. Only after it closes with you should you draw steel.
Stealth and Tracking- Although capable of covering their tracks quite adeptly, Mohrgs are not known for their stealth. This is likely due to their inflated ego, but beware the creature that has been bested before. If you must combat a Mohrg, destroy it. Do not drive it off, or else it will deem you a "worthy foe" and react accordingly.
Spellcasters: As Morhgs do not seem to be even partially immune to most spells that shape energy, you are free to utilize whatever you have on hand to destroy these foes. Be warned however, they are agile and strong. Spells that rely upon rooting a foe in place with physical constructions may be broken through sheer force of body alone.
Divine Presentment: I must stress upon you the necessity of taking care when utilizing this technique. Mohrgs can usually only be turned by priests who have mastered the 8th circle of spells, and only the most devout can hope to destroy them with a presentment.
Other Considerations: Slay them. Slay them all and keep those you love safe. If they survive an encounter with you, you can be sure they will turn their minds towards vengeance. If they cannot get to you, then perhaps they will slay your comrades. Your friends. Your family.
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