- Before you role-play an Undead Variant in Mysts of Eyr, you must first submit an Undead Standard Agreement Form.
- Vampires are a special type of undead and are considered to be cursed Humans. See the Vampire webpage for details and guidelines.
The Isle of Eyr is seething with necromantic magic and dark souls who live on long after death. Whether good, neutral, or evil, the undead are everywhere. Many types of Undead have been found roaming Eyr. Restless spirits such as ghosts, ghouls terrorizing folks, or liches find their path to extend their life and avoid death. Many of these creatures lived once, but now they are under the mercy of timeless immortality or have taken the path to unnatural immortality. Throughout Eyr, some, if not most prove to be an inconvenience to the living. The living fear most of the undead. The intentions of most undead creatures blighting the living. Through hatred or sheer misery. Although, very few are restless and seek guidance to move on with their unfinished life. It has been said a few specific undead creatures only come out at night.
Undead can be found in various locations throughout Eyr. Such as ruins, burial plots, or in general roaming around wreaking havoc. Some even haunt the location where they perished. Overall, the undead create discomforts for all the living. As for the living creatures of Eyr, beware the the undead. You may one day, find yourself amongst their numbers.
- Alignment: All undead are at minimum neutral alignment but almost always of evil alignment. In Eyr, there are two exceptions who fall into the good alignment category: Arch-liches and Baelnorn. If you play an undead, and want to be ‘good’ aligned, those are your two options. You will not be permitted to play a lawful good dracolich or a chaotic good mummy, for example. This is intended to keep our lore on the island consistent and sensible, and we wish you luck in your undead adventures!
- Exluded Races: Some races just cannot become undead. Those are: Demons, Celestials, and Hellhounds.
- No Sexual Reproduction: Undead cannot become pregnant, or impregnate others.
Purposeful personal reanimation: This is where a living creature willingly undergoes the transformation to undeath with the aid of a necromancer. In most cases the creature will already be evil, but this is not always the case. The most common reasons a creature seeks undeath are: fear of dying of old age, fear of dying from a wound, and power.
Created as Minion: This is where an intelligent creature creates undead creatures to serve their own ends. Undead are often used as guards and soldiers. Evil spellcasters often create hordes of undead to do their bidding.
Atrocity calls to unlife: This is where a creature commits an evil, heinous act and is transformed into an undead creature. Not every such act results in undead creation and it is completely random. It's common enough for evil creatures to become undead this way, but anyone who commits an evil-enough act can become undead because of it.
Unfinished Business: This is where a creature dies or is killed with an important deed left undone. Not every creature with such a need results in them becoming undead and it is completely random. Any intelligent creature, of any alignment can become undead in this way and most often in the form of an incorporeal undead.
The Dark Curse: This is where the evil forces simply create undead at random. This can happen to any creature, anywhere and at anytime.
Death by wounds caused by another undead: Some forms of undead will cause their victim to become one of their type by causing a mortal wound. This is most common in ghouls and zombies. This can affect a creature of any alignment.
- Immunity: One of the only playable characters in Eyr who have true immunity are the undead. All mind-affecting effects such as vampire glamouring or fae enchantment, exception for necromancy mind-control spells. Undead are immune to:
- Poisons / alcohol / drugs
- Sleep effects and paralysis
- Stunning spells (with the exception of bright light)
- Disease, including lycanthropy
- Death effects (such as necrotizing curses).
- Darkvision up to 60 feet: All undead can see in pure darkness up to 60 feet (20 meters / chat range in SL).
- Resistance to Non-Lethal Damage: Unless lethal wounds are inflicted, the undead can keep on going. They do not experience pain the way a living being would, and will pursue a target relentlessly while being hacked at or set on fire. Lethal wounding would be defined as decapitation, destruction of a Lich Phylactery, or destruction spells cast by clerics / necromancers.
- Resurrection: Undead can be raised, again and again - giving them the moniker “The Risen”. All undead possess the ability to rise again, even after lethal destruction, with the aid of a necromancer. (The only exception is the spell Undeath to Death - a powerful necromancy spell to permanently destroy undead - player consent required.) Lethal wounds such as decapitation can be repaired by the necromancer (such as Regenerate the Dead spell) and undead players may bring their characters back after 3 days (72 hours) plus a roleplay scene with a necromancer to repair damage and re-resurrect.
- Necromantic Magic: A double-edged sword for the undead, Necromancers can be both a boon or a bane for Undead. An undead in the presence of a necromancer can be buffed with regeneration, resurrection, and other helpful spells.
- Holy Magic: Divine spellcasters are the bane of the undead and holy magics of all kind that draw on the powers of the divine gods of neutral or good alignment will affect the undead tremendously. No undead creature is immune to these spells, nor resistant, and will need to employ clever tactics to avoid being driven off or destroyed by clerics.
- Sunlight & Bright Lights: All undead have a natural aversion to sunlight and are drawn to the dark caves and underworld of Eyr known as Ebon Reach. Sunlight is insufferable and distressing to the undead, who avoid it at all costs, preferring to cloak themselves heavily, stay in dark locations, and come out at night. Bright flashes of light have the ability to stun, even drive off the undead.
- Decapitation: The most lethal physical wound for any undead is decapitation. With the exception of incorporeal undead, decapitation will stop them in their tracks -- they are entirely dead and non-animating and will remain permanently dead unless resurrected by a necromancer. Liches must also stop dead in their tracks by decapitation, but may self-resurrect after 24 hours (see more on liches here.)
- Necromantic Magic: A double-edged sword for the undead, Necromancers can be both a boon or a bane for Undead, who often become their puppets in conflict. A powerful necromancer can cast spells that can control the minds of undead, ward them from an area, or even destroy them permanently (such as using the spell Undeath to Death). Incorporeal undead are also affected by necromantic magic with no exception.
- No Sexual Reproduction: Sorry! Undead cannot become pregnant, or impregnate others.
Types of Undead
Skeletal undead are all subtypes of Liches who were powerful spellcasters in life. The process of achieving lichdom requires that the spellcaster constructs a powerful magical artifact, called a phylactery, in which the lich will store its life essence. All players must either rezz their Phylactery on sim or wear it on their avatar, where it is potentially able to be found, damaged, or destroyed. To fail to do so qualifies as powergaming. Phylacteries can be a variety of objects, transformed into magical vessels, and common examples would be a ring, a pendant, or a metal box. The lich imparts their life essence into the Phylactery allowing them to reassemble and rise again and again, unaided. If decapitated, a Lich must stop dead in their tracks and is entirely incapacitated for 24 hours, after which it may reassemble and rise again as long as the Phylactery is intact. If the Phylactery is damaged in any way, resurrection is delayed to 72 hours, and if it is destroyed, the Lich is destroyed -- permanently.
Liches are by default the most evil form of undead, and any race can become a lich. They are spellcasters of great power. Generally, liches are necromancers, wizards, or sorcerers looking for a way to extend their life unnaturally. Such a path is done by placing their soul into a phylactery. Always malign in nature, liches cause great fear and are the embodiment of evil. Liches are generally gaunt and skeletal with withered flesh stretched tight across horribly visible bones. A horrifying and unspeakably evil ritual must take place to achieve the state of Lichdom. It should be time consuming and intensive.
Archlich are a type of lich that are neutral or good aligned, but never evil. In Eyr,any race can become an archlich. The method to becoming an archlich is nearly identical to becoming a Lich. The archlich retains all of the memories, personality, and abilities that it possessed in life - but it has a virtual eternity to hone its skills and inevitably becomes very powerful. An archlich is capable of sustaining tremendous physical damage, and is immune to disease, poison, fatigue and other effects that affect only the living.
Baelnorns are an Elven form of lich that have sworn duty beyond death. One of the few types of undead that are good aligned, and the only type of undead who do not possess an unholy aura. Baelnorns store their souls in a phylactery. Baelnorns retain their personality, mental state, and magical abilities of their former living selves, and the majority of baelnorns are spellcasters. Unlike their Lich counterpart, the ritual to place their soul into a phylactery is different. The ritual to achieve this has been said to be virtuously good in nature and pure of heart.
A more than powerful form of undead, a dracolich is a type of undead that has tied their soul to a phylactery. Essentially, freeing itself from death. Dracolich are a type of lich and requires a ritual similar to becoming a general lich. They carry a fear aura and more terrifying than an average dragon. Usually dracoliches retain their original forms before they dedicated their essence to a phylactery.
All corporeal undead have the ability to create more undead through a mortal wound (such as a bite, or in the case of the Mummy, a necrotizing curse through touch). They are defined as corporeal because they have flesh on their bones and some corporeal may even appear living for the most part, often mistaken for lepers. You must gain OOC consent of other players before attempting to turn their character undead. Neglecting to do so will result in a failed attempt.
Ghoul & Ghast
Ghouls and ghasts are monstrous, undead humanoids that smell pungently of carrion. It has been said these type of undead were created by feasting on the flesh of the living. They appear to have emaciated and putrid grey skin. Their stench is distinguishably foul and supernaturally nauseating. The bite from a ghoul or ghast may inflict a terrible yet treatable disease.
A wight is an undead creature given a semblance of life through sheer violence and hatred. They could drain the life energy out of victims by touch, turning them into new wights upon death. Wights appear as weird and twisted reflections of the forms they had in life. These type of undead hate life and are bound to show their hatred upon the living. What may have been once good in their former lives is now filled with violence and hatred.
A juju zombie is an exceptionally powerful type of zombie. Created by potent magics, they are stronger, faster, and more cunning than the basic shambling corpse. Juju zombies are for the most part, intellectual walking corpses and a darker, stranger shadow of their former selves. Unlike a normal zombie, juju zombies retain their consciousness and former personality but behave strangely, often afflicted with violent mood swings, bouts of apathy or aggression, seemingly vacant and devoid of spirit to their fellow living associates. Eventually the awareness of their undead state can drive them to behave erratically and cruelly once the reality of their existence sets in.
Through magic, juju zombies will remain at the level of decay they were in at the time they were created. Bodily damage is permanent and will not heal unless they seek the aid of a necromancer specializing in fleshcraft.
A mummy is an undead creature, usually of lawful evil alignment, created from a preserved corpse that have been animated by the dark gods. These horrid creatures are often marked with symbols of the dire gods they serve.The creation of a mummy is a long and gruesome process, involving separating the internal organs of the prepared body. The body is then wrapped in expensive linens and anointed with sacred oils. Often stink of carrion, the herbs and powders used to create a mummy give off a sharp, pungent odor like that of a spice cabinet.
Mummies are granted great strength. They also carry a virulent curse that acts as a disease. This affliction – known as mummy rot – causes the flesh of its victims to rot away, leaving gruesome scars and disfiguring the unfortunate soul before finally expiring from the wasting disease. If it should claim the victim’s life, itwill raise it into an undead shambling corpse.
Incorporeal undead have no physical bodies, which is a great advantage against physical harm. Despite the advantage, there is great disadvantage as incorporeal undead cannot directly interact within the physical world and will move through objects. Incorporeal undead, while unable to grapple or physically strike an opponent, their body can pass through and drain away a portion of a living target's life force. Incorporeal can be banished, driven off, and warded from locations, and even planes of existence, but are very difficult to destroy.
A spirit of a deceased humanoid. Ghosts are incorporeal by nature and once lived a normal life with the living. Stuck in a crossroads between the Material Plane and Astral Plane, severing this connection will remove -- but not kill them. Ghosts retain some memories of their previous life, haunting locals or places of significance where the once living humanoid died. Sometimes death can determine how they behave as a ghost. Ghosts either torment or carry out some form of repetitive unfinished business. The incorporeal beings can be controlled by liches, sorcerers, or wizards.
A form of incorporeal undead that resembles nothing more than their namesake. These wraith-like creatures exist to slay living beings, which they hate and desire to feed upon. Any living creature slain by a shadow rises as a shadow soon afterwards. Shadows always travel in groups, hiding from the sun in caves or ruins where no sunlight may exist. These incorporeal creatures more or less appear humanoid.
Spectres (also spelled specters) are undead, incorporeal creatures that resemble ghosts. Their hatred is focused towards the living. Spectres despise the light and are powerless in sunlight. Spectres appear humanoid, with a mostly transparent and faintly luminous form, appearing much as they did when they were alive.
A wraith is an undead creature born or created of evil and darkness, despising light and all living things. Wraiths are powerless in natural sunlight, appearing as a sinister, spectral figure robed in darkness. Wraiths mostly appear at night when there is no light. They have no visual features or appendages, except for their glowing red eyes. Wraiths are very similar to Spectres.