Neridian
Beastiary

A compilation of facts and legend regarding those
creatures of monstrous bearing which still inhabit this fair land.
Benthen
Crag Trolls
Hill trolls
Stone trolls
Bone (War) trolls
Deep trolls
Deep Walkers
Giant Rats
Goblins
Ryndarth Orcs
Strange Ones
Troglodytes
Undead">
Neridian
Beastiary

A compilation of facts and legend regarding those
creatures of monstrous bearing which still inhabit this fair land.
Benthen
Crag Trolls
Hill trolls
Stone trolls
Bone (War) trolls
Deep trolls
Deep Walkers
Giant Rats
Goblins
Ryndarth Orcs
Strange Ones
Troglodytes
Undead, Arisen
Undead, Created
Return to the Beastiary Index
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The Undead are a class of monster with which
Neridia has had much experience and deals with in a forthright and
final manner. They destroy them and they use nearly every possible
means to do so. The Neridian Chivalric Code states that you will shun
the forces of undeath and destroy them at each turn. This statement
has been analyzed and interpreted many times over the centuries since
it was first put to parchment. The clear interpretation as supported
by the King is that anything short of direct violation of the law of
Neridia or the violation of another tenet of the code is acceptable in
destroying undead. There is no law in Neridia forbidding interacting
with undead, as long as the end result of that interaction is the
undead’s destruction. This means that one can speak to an undead or
even put off its destruction if those actions will bring its
destruction about, but you cannot interact with it under the guise of
seeking its destruction only to aid yourself or it. There have been
many court cases over the years involving those who claimed to be
seeking the destruction of undead but were found to have simply been
their supporters or seeking profit from their interaction with the
undead. While these cases are always difficult to try, they are tried
and have brought about convictions.
The undead in Neridia have been grouped into two
basic classes, the created and the arisen.
Arisen Undead
Least
Ghoul
Revenant
Lesser
Colossal
Revenant
Ghast
Ghost
Phantom
Will of the Wisp
Greater
Corpse Light
Greater Phantom
Haunt
Ravener
High
Master
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The arisen are quite different from the
created undead. No one is quite sure why the arisen return to walk
Tyrra after their deaths. It is not due to a formal magic at all and
those who have never touched necromancy have been known to walk the
world once more as an arisen. There is no known way to transform
oneself into an arisen undead. Though formal magic scrolls have been
found which describe this transformation, there has never been a case
where the transformation was not completely latent in Neridian
history. In general arisen come about when someone dies with an
intense need unfulfilled. This is not the only requirement but it
seems to be necessary to arise spontaneously. Some of the arisen come
about due to a nexus of chaos somehow affecting the dead in an area.
What exactly these nexuses are, how they come about, or why they cause
dead in the area to rise, is a matter for the scholars to study. The
fact is these nexuses do cause entire graveyards to sometimes rise
from the ground and seek the life force of the living.
Those arisen who rise spontaneously are driven to complete whatever
task it is that brought them back from beyond the grave but often they
cannot do this themselves. In many circumstances in order to put an
arisen to rest it is necessary to complete their task for them or aid
them in the completion of the task, though this is not always the
case. Neridian law specifically allows for the aiding of the arisen in
order to put them to rest and it is allowed by the code as the proper
interpretation of "Thou shalt shun the forces of undeath and
defeat them at each turn." Since the first case of laying an
arisen to rest, this has been accepted as the proper way to defeat
these undead. However it is not acceptable if the task needed is to
say raise a horde of undead to kill the King. In cases such as that
another way to put the arisen to rest must be found.
Those arisen brought forth by a nexus generally do not wander too
far from the nexus if there is life in the area. To stop these dead
from walking it is necessary to destroy the nexus which can sometimes
be problematical. The pit of unlife is a famous example of this type
of nexus and the largest one ever described. Though it was destroyed
centuries ago, the City of Barrow’s Bane still stands as a monument
to its destruction. Smaller nexuses such as ghoul or ghast barrows
have been described by adventurers. These are not too difficult to
destroy in general but often require a destroy earth magic formal to
be cast upon it.
Like the created undead the arisen fall into categories based on
their power and how certain spells affect them. The least and lesser
arisen tend to be more powerful than the least and lesser created but
the greater, high, and master forms tend to be on the same power level
as the created.
The least arisen include the
following.
The Revenant:
These creatures are powerful of form but with no
defense to magic. Weapons that strike them are reduced in damage. They
carry the rusted, pitted swords they find among the dead when they
arise. They seek to take the life force of those who still walk among
the living. It takes nothing special to set a revenant to rest.
The Ghoul: A
ghoul arises from a nexus of chaos often called a barrow. These
creatures are dangerous for their touch causes the body to lose all
ability to move. They often carry weapons taken from tombs but also
sprout claws from their fingers which can cleave those around them.
They too have no special defense from magic. A ghoul is driven by a
hunger to strip the living flesh from the bone and devour it while
still warm.
The lesser arisen include the
following.
The Colossal Revenant:
Like their least brethren the colossal revenant is
physically powerful and without magical defense. They have more
strength and fortitude than do the least form of this creature. They
rise from the graveyards and seek out the living to bring them back to
death.
The Ghast: The
ghast is a stronger form of a ghoul. They too arise from barrows and
seek to devour the living’s flesh. Their touch also paralyzes their
victims but they can emit a noxious substance from their body as well,
the stench of which is so bad as to cause those afflicted by it to
wretch and heave and be able to do naught else.
The Phantom: No
one is sure why a phantom arises from the grave. In contrast to the
revenants phantoms are physically weak, not even able to swing a blow
at their enemies. They are magically strong however, having spells
that are delivered without the need to even incant them, drawn from
the very source of magical power. These creatures are also
non-corporeal and able to send several spells back to the minds of
their foemen who cast magics upon them. Phantoms are creatures of fear
existing seemingly to spread fear among the living and do nothing
else.
The Will of the Wisp:
The will of the wisp appears as a floating ball of
yellow light, often seen in the swamplands of the forbiddance. The
creature arises and seeks to lead the unwary to their doom deep within
the swamp. The creature seems to have an unnatural ability to bewitch
those it sees and cause them to follow them ignorant of the doom ahead
of them. Little harms a will of the wisp, they are immune to all
weapons save those which bear an enchanted dweomer around the blade
and they are not affected by the damaging magics of celestial mages.
Healing magic and magic that specifically harms undead will affect
them as normal. Luckily there is not much substance to a will of the
wisp and they are easily dispatched by low level magics or a swing of
two of a magic blade. It is theorized by the scholars that deep within
the forbiddance are areas which serve as nexuses that cause the will
of the wisps to form.
The Ghost:
A ghost is probably one of the best examples of the
arisen in the classic sense. The ghost is the non-corporeal spirit of
a deceased man or woman which cannot rest due to unfinished business
upon the face of Tyrra. It returns to Tyrra seeking to finish that
which it could not when it was alive. Some ghosts can be destroyed
just by force of arms. Others require an act to be completed before
they can truly rest and if defeated will reform some time later and
try once more to complete its task and allow it to rest. As ghosts are
half on Tyrra and half in the graveyards they can phase momentarily to
the graveyards to avoid an attack which would affect them here. It
takes a blade of at least silver to do harm to a ghost.
There do not appear to be weaker forms of the phantom, the will of
the wisp, or the ghost.
The greater arisen include the
following
The Ravener: The
raveners are a greater form ghoul and ghast. They too arise from the
barrows found here and there in Neridian lands. Like the ghouls and
ghasts they hunger for the flesh of the living but unlike these lesser
forms they retain the cold, calculating part of their mind and
intelligence, with this intelligence they also retain the skills they
possessed in life. A ravener does not simply attack and try to
paralyze their enemies to strip their flesh. They think and pause and
wait for opportunities to attack from superior position. They do not
wait and plan well but the small bit of additional thought they do put
in can often turn the tables on the unsuspecting. A ravener turns
aside blades of steel, requiring a silver blade or an enchanted one to
harm it. They gain strength enough to tear free from a web spell and
resistance to magic such that they may turn back the spells of an
enemy returning them to their minds perhaps twice a day. It can
inflict the nausea of its foul smell on five victims each day and
paralyze them through their touch so they can still sense the teeth of
the ravener as it begins to feed on their flesh and see deep into
their glowing red eyes as they approach to begin their feeding.
The Greater Phantom:
Like their lesser brethren the greater phantoms exist
to spread fear through the living. Again, like their lesser brethren,
they are magically strong delivering spells innately up to the eighth
circle of magic. Unlike their lesser brethren they do have some
physical prowess, able to strike with insubstantial claws and rob the
strength from the body with their touch. Those who face them in battle
often find themselves unable to swing as hard as they normally could
due to this effect. They too can return magic to the minds of their
victims though more so than the lesser form. They are not harmed by
blades of steel requiring silver blades or dweomered blades to harm
them, in turn they have no physical attack of their own having neither
claw nor hand to deliver it with. Beware the greater phantom and have
care when you see its glowing red eyes for they may hold additional
surprises as they maintain the skill they once held while alive.
The Corpse Light:
The corpse light appears as a floating ball of sullen
red light, often seen in the swamplands of the forbiddance with the
will of the wisps all around it. The creature arises with its lesser
brethren and seeks to aid them in leading the unwary to their doom
deep within the swamp. The creature has the same unnatural ability to
bewitch those it sees and cause them to follow them ignorant of the
doom ahead of them. As little harms a corpse light as harms a will of
the wisp but they can also prevent the effects of healing upon them
twice each day. This will not return those spells to the mind of the
caster so beware of their loss. The corpse light has more substance to
it than a will of the wisp though a single destroy undead will still
kill it. The corpse light is also more offensive than a will of the
wisp, serving as their protectors, this offense is all magical as it
still has no appendage with which to strike out at an enemy. The
corpse light can deliver innate magics at its enemies of necromancy,
curses, death, mystic force, and command. Be glad that these creatures
do not retain skill from whatever spirit gives them form for with
additional strength they would truly be a difficult enemy to fight.
The Haunt:
Like the ghost, a haunt is one of the best examples of
the arisen in the classic sense. The haunt is also a non-corporeal
spirit of a deceased man or woman which cannot rest due to unfinished
business upon the face of Tyrra. It too returns to Tyrra seeking to
finish that which it could not when it was alive. A haunt can never be
destroyed just by force of arms, they always require an act to be
completed before they can truly rest and if defeated will reform some
time later and try once more to complete its task and allow it to
rest. As haunts are more in the graveyards than on Tyrra they can
phase momentarily to the graveyards to avoid an attack which would
affect them here even more often than a ghost. It still takes a blade
of at least silver to do harm to a haunt. Their red eyed countenance
and the chains about their body which anchor them to Tyrra tell you
when you come face to face with a haunt. It is said when a haunt is
finally put to rest they leave behind their chains and these are
empowered with the force of the graveyards and of use in formal
magics.
There does not appear to be a greater form of the revenant.
No one in Neridia has yet described
high or master forms of any of the arisen. However, from the tales of
other lands it is probable that they exist and will be seen in time.
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