I saw this picture, and suddenly this post happened. |
Men can be classified only by their deaths. Monsters, maladies, and the moon all take men to
strange graves, but the rest can sleep in honor. Their fates are as follows.
Those who die by
beasts are eaten by beasts. Their souls are forfeit to the Forest Queen, who
keeps them in the hems of her robes. They drop from her as she takes her walks,
growing into trees.
Those who die by
sickness are burned, and their remains taken for the Ash Mother's army. In the
end days they will ravage the land with flu and flame, leaving it raw and burnt
and beautiful, until once again men rise to claim it.
Those who die by
drowning are forced to walk the ocean floor. Here they dance with the fishes
and the cold, until the Silver Lady finds them in the deep and takes them to
her garden on the moon.
All the rest are
buried, safe in the earth's granite hands, and soon are born anew. So goes the
cycle until they earn another fate or time wears their souls away.
THREE NEW UNDEAD
All of these can be
turned by clerics as usual.
DRYADS OF THE HUNT
(3HD, AC 15, immune to stabbing weapons)
Those who die from
animal attacks are seldom buried. On moonless nights they rip from their
graves, their bodies half devoured. These portions of missing flesh are filled
in with ebony wood, giving them a spiraling, stripped appearance. From their
mad mess of hair emerge antlers, seven crowned, always dripping in blood. These
are Dryads.
Dryads speak with
the voice of the Forest Queen, a voice which contains the cries of all her
souls. Their proclamations deafen listeners with death screams, leaving them
unable to hear any save the Forest Queen for five turns. If the Dryad hasn't
successfully killed anyone in this time, she will bow, break off a single
antler (a man pierced by it will be hounded by wolves for three days), and
politely leave. If she has killed someone, she will fly into a rage. The Dryad
will bite with wolf teeth (1d6 damage) and gore with antlers (1d8 damage),
ceasing neither her assault nor her laughter until every man and beast lies
dead in a heap before her. A sure sign of Dryads in the woods is stacks of
unburied corpses.
When a Dryad dies
her wood will wither, leaving only antlers and the half eaten corpse of a
woman.
ASH WRAITHS
Men who die from
fever burn up from the inside, and produce Ash Wraiths. They are moaning
man-shapes of whirling ash, with red coals glowing where their eyes should be.
They leave fire in their wake as they wander the woods. They try to find
cottages where they can jump into fireplaces.
Ash Wraiths are dull
and stupid things. Being made of Ash, they are immune to damage, though a cold
stream or a cauldron of water can put one out. They spit teeth (1d6 damage)
surrounded by clouds of ash at any that might obstruct them, but can only do so
ten times before using up all their ash and falling apart. Anyone that breathes
this ash in will fall deathly sick in 1d6 days, unable to move, their minds in
delirium. Those afflicted make a daily DC 20 CON check; failure means the loss
of 1 STR, 1 INT, and 2 CON (reaching zero in any stat means death). Passing
checks reverses the condition, with rest and medical care giving +4.
When an Ash Wraith
dies it leaves nothing but a burnt skeleton.
DROWNED MEN (2 HD,
12 AC)
Drowned sailors roam
the bottoms of the oceans, emerging rarely to walk above the waves. They are
horrid to look at, bloated grey and white forms that move tirelessly. Their
very touch rots flesh and fabric (1d6 damage). They evaporate in moonlight, a
painful process that leaves them running for the water.
Drowned Men talk
constantly of their sunken treasure troves. Fields of gold coins carpet the
abyss, they say, and mountains of rubies wait only for skilled hands to bring
them to the surface. They are not lying. Despite their looks, they talk with
all the guile 18 CHA provides, and often convince village crowds to follow
them into the sea.
When a Drowned Man dies, water pours from his mouth for a week.
When a Drowned Man dies, water pours from his mouth for a week.