The Lore of The Angryverse Undead
The Lore of The Angryverse Undead
The Lore of The Angryverse Undead
theangrygm.com/angryverse-lore-undead/
With that out of the way, you can feel free to skip down to the meat of the article which starts
with the heading “The Lore of the Angryverse: Undead” or you can read…
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In my last article, the one about monster building, I mentioned that there are certain “rules” I
follow when I create monsters. And that piqued more than a few people’s interest. And that’s
not the first time I’ve piqued people’s interest with the idea of “rules.” In the past, I’ve
frequently made references to something called “The Angryverse.” And every time I mention
the Angryverse, people ask me when the hell they are going to get the Angryverse
Campaign Guide.
Never. Sorry. I will never publish an Angryverse Campaign Guide for D&D. But, someday, I
will publish my own RPG and it will be set in something very similar to The Angryverse.
The Angryverse is something I’ve been asked about a lot. And, quite frankly, it’s something
that’s worth writing an article about. Not The Angryverse itself. But the idea of a Campaign
Bible. Which is different from a Campaign Guide. And way better and more useful. So,
consider that article on the docket for some future date: Campaign Bibles and the concept of
Campaign Cohesion. This also means I don’t have to explain WHY what I’m sharing today is
a good idea. I just get to share it.
What I’m sharing, by the way, is a cohesive bit of lore from the Angryverse which serves as
an example of what a Campaign Bible might look like and how it informs mechanical design.
Except I won’t be explaining any of that crap. I’m just giving you a glimpse into The
Angryverse lore that I wrote as part of a larger project I suddenly decided to move forward
on. But that’s also neither here nor there. Anyway, The Angryverse…
The Angryverse isn’t really a campaign setting. That’s why it doesn’t have a name. I mean,
most of the campaigns I run are – broadly speaking – “set” in the Angryverse. But when I say
that, it implies that there’s a map and locations and a history and all that s$&%. I mean, there
is that s$&%. Some of it. There’s no real map, but there’s a bunch of regions and there’s a
vague timeline of major historical events. And there are a few specific cities and countries
and locations and things. But I tend to invent those details for specific campaigns. Like, I
might decide to start a new campaign, so I’ll invent a specific kingdom that is part of the
Western Kingdoms and set it there. And I know somewhere beyond the borders of that
kingdom are other Western Kingdoms that have existed in prior campaigns and somewhere
is Central Zethinia and Alqaad and The Sunderlands and the Free Cities of the Jagged
Coast and so on. And the campaign might take place during the Age of Heroes or during the
Age of Empires or during the Age of Darkness or whatever. But historical and geographical
details aren’t REALLY what the Angryverse is about.
What the Angryverse is really about is how the cosmos works in the games I run. For
example, in the Angryverse – and I know this fact pisses a lot of people off and it kind of
scares me that it does – in the Angryverse, necromancy is evil. Inherently. Animating the
dead is absolutely an evil act. The gods hate it. Good people hate it. It’s absolutely awful.
And there are reasons for that. They have to do with how undead work in the world. What
undead are. All undead. And, look, that’s not just fluffy stuff either. It ain’t just story details. It
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also helps me design adventures and run games. Because I know what undead are and how
they work, it’s a lot easier for me to create a new undead creature for my world. Or recreate
an existing one to fit my world. And because I know what undead are and how they work, I
can also deal with weird questions that arise sometimes like “what happens if I use this
obscure magic item or spell that affects the ‘soul’ on a vampire?” And it even saves a lot of
referencing books. I mean, I know the soul cage spell explicitly specifies that it only works on
humanoids so as to avoid tricky questions like that, but that sort of specificity is what leads to
so much of the bloat in the D&D rules and what creates so much of the need to have spell
cards and magic item cards or to stop the whole game to look s$&% up in the book because
who the hell can actually remember what creature types a paladin’s divine sense or whatever
the f$&% it’s called actually works on. In the Angryverse, soul cage works on more than just
humanoids. And I can figure out in a moment whether it will work on a specific creature
because I know what a soul is and what creatures have them. I don’t need to look up the
specific list of “things this specific spell works or does not work on.” And because the world
follows these cohesive and consistent rules, players can use that knowledge – or do
research – to come up with clever plans.
So, the Angryverse is basically an understanding of the universe in which my D&D games
take place. And the current incarnation of the Angryverse has been building for eleven years
because 4th Edition D&D had some absolutely fantastic underlying lore and was built on a
framework of cohesive, cosmic order that was richly detailed but also streamlined to actually
be useful. And we’ll add that to the list of good and useful things that 4E did that the
designers of D&D utterly failed to learn from. 5E has basically NO world-building beyond a
kitchen-sink, grab-bag approach of “and this is how THIS thing works and this is how THIS
thing is and this is the lore for THIS thing and it doesn’t matter how they all fit together in the
same universe.” Which is why no one even understands what magic actually is, where it
comes from, or how it works anymore.
Now, the Lore of the Angryverse is constantly evolving. Mostly because it’s practical
worldbuilding. It’s not something that has ever been written down in one place. Instead, it
exists smeared out across the backstories of hundreds of adventures and dozens of
campaigns and one-shot adventures. It exists in countless judgment calls and interpretations
and rulings. It exists in custom magic items and new spells and class options. And it
especially exists across vast numbers of monster designs and monster redesigns. Which is
why when I said I have “rules” for monster building and specific monster types and stuff, I
was only “sort of” telling the truth. See, I have an inherent understanding of what undead
ARE and how they work in the Angryverse. And every time I design a new undead creature, I
strive to express that somehow. And every expression also evolves that understanding a
little.
Which leads me to this current thing that I’m about to share. Because this Long, Rambling
Introduction is FINALLY drawing to a close. After fiddling with zombies and some other
undead monster designs in the last article and after being asked about my rules for monster
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design in general and undead in particular, I wondered what it would like if I actually did try to
write down some coherent rules – or guidelines, really – for monster design and to write
down the matching lore from the Angryverse that explains it all. And since I’ve been working
with undead, that’s what I decided to focus on.
So that’s what you get to read. A few pages from what an Angryverse Monster Design Bible
would look like if I ever got it out of my head and wrote it down. And meanwhile, because it
did end up changing my rules for undead design – AGAIN – I’ve got to go redesign all my
custom undead monsters. Which is fine. I love doing redesigning monsters to actually, you
know, make them good.
Undead are abominable creatures that are born of the disruption of the natural and divine
cycles of life and death. Because of their nature, their behaviors, and the methods by which
they are created, undead are always evil. As is their creation. Undead are viewed as
abominations by both the servants of the gods and by those who worship the spirits of the
natural world, and they are despised and feared by most mortals because of the danger they
pose to all living things. Those who would use undead as tools to accomplish some end,
however noble, are similarly viewed as dangerous and abominable.
The natural world that all mortals and beasts inhabit came to exist at the boundary between
the divine realms of the gods and the chaotic realms of the primordials. Because it exists as
a mix of order and chaos, creation and destruction, material and divine, the natural world is
sometimes called the world of balance.
The natural world is suffused with a magic of its own that arises from the interplay of the
forces and cycles that rule over it. It is this magic that arcane spellcasters manipulate. It is
the matter of both magic and spirit. And it is from this magic that the first spirits arose. In
order to avoid confusion, natural philosophers refer to these spirits as anima (singular:
animus) because the word “spirit” has come to have many meanings.
Anima are essentially just will, instinct, drive, and base emotion. The will to survive, the drive
to eat, to rear young, to protect territory, to migrate, to exist. Anima are amorphous and fluid
by nature. In some sense, all spirits are part of each other. But particularly strong spirits can
exist separately as well. This is why druids and other worshipers of the natural world identify
the spirits of particular places or particular types of creatures, such as the spirit of the Red
Hills or the wolf spirit. The anima are a bit like the sea. All water comes from the sea and it
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will eventually return to the sea. But you can take a bowl full of water from the sea and carry
it away. And it becomes separate from the sea but it never stops being water and if you tip
the bowl, it will someday rejoin the sea. The anima of the world are like bowls of water and
lakes and rivers. They are separate from the sea, they have their own nature, their own
shape, and they exist at a particular place, but eventually, they will find their way back to the
sea.
The natural world was initially a chaotic place, roiling and seething and constantly subject to
cataclysms. That is because, initially, the gods had no interest in it and left it to the
primordials. But the constant destruction was anathema to the anima who ebbed and flowed
in the natural world. And they suffered greatly. The gods heard their suffering and noticed
them for the first time. Every god has its own nature, of course. Some were moved to help
the suffering spirits. Others were fascinated by the strange beings. Still, others saw them as
fodder or as a source of power. Regardless, the gods went to war with the primordials and
drove them back into the realm of chaos.
The gods then began to order the world to allow the anima to flourish, but the anima could
not tolerate the rigid, unchanging order the gods imposed. Anima require both order and
chaos, both stability and change. In the end, the gods established the natural cycles of the
world. They established day and night and the seasons, and they allowed the world to evolve
and change within those cycles. And that is when the first plants and beasts appeared.
Beasts and plants are natural creatures wherein an animus – a bit of spirit and will – inhabits
a physical body. By their nature, all natural creatures are born, live, and eventually die. When
they die, their body is consumed by the natural world and becomes part of it once more and
their animus is absorbed into the rest of the anima of the world, carrying its instincts and
memories back to the greater spirits. Thus, the anima started to differentiate themselves. It is
impossible to catalog or comprehend the sheer number of spirits or comprehend them as
separate entities. There are many wolves in the world. And there are many wolf spirits from
whom wolves are born. Are those spirits themselves expressions of one greater wolf spirit?
Who can say?
But beasts and plants are simple. They are creatures of instinct, of base emotions, and of
will. They provide the will to survive and to flourish, and they possess the cunning of the
natural world, but they are nothing more than, well, beasts.
The gods saw this cycle happening and – for as many different reasons as there are gods –
they decided to create their own living children. The gods took pieces of their own divine
essence and imbued them into living things of the natural world and they created the first
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mortals. The divine spark imbued the new creations with something that no beast or plant
has. The ability to reason and to choose. To rise above animal instincts and raw, base
emotions. Which, of course, gave them the capacity to act for good and evil.
A mortal is a living being with a material body, an animus that provides the basic will to live,
and a soul that allows them to reason, to choose, and to understand the higher ideals of the
cosmos, for better or worse. A mortal can understand and seek justice, for example, but can
also seek revenge.
Some mortal beings were created simply by imbuing existing creatures with divine souls,
though, in some cases, the creature was transformed irrevocably by the process. For
example, metallic dragons were born when bestial chromatic dragons were imbued with
souls. And worgs were born when a dark god imbued wolves with a mortal soul. And gnolls
were born when hyenas were given souls. Other mortal beings were shaped in the image of
the gods more directly. For example, the humanoid races were all created in the image of the
gods and then imbued with souls.
A mortal is a temporary steward of the soul with which they’ve been imbued. On their death,
their body is consumed by the world, their animus rejoins the anima of the world, and their
soul departs. And it is what happens to the soul that is essential in creating an undead.
Though not for the reasons you might think.
See, souls are marked by the mortal’s experiences in life. And not
just in the sense that a soul can gradually be turned to good or evil
by the choices of the person caring for it. Souls also absorb
emotions, memories, experiences, and instincts from the animus it Click the Goblin’s Jar to
shares a body with. Especially negative emotions and memories. Leave a Tip
You can imagine the soul as being coated with all of this muck and
grime gradually throughout the life of the mortal.
When a mortal dies, its soul is weighed down by the negative emotions and animal instincts
it has picked up from its mortal existence. And so, it remains in the natural world for a time.
But not in the world we can see. Instead, it sort of “falls through the veil” and passes into the
Plane of Long Shadows, a dark, twisted reflection of the natural world. Now, likely, the Plane
of Long Shadows wasn’t always dark and twisted. But thanks to the ages of mortal souls
passing through it, it has become that.
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After a soul passes through the veil into the Plane of Long Shadows, it begins a journey
across the plane, seeking the Gates of Judgment. And, as it travels, it sheds its negative
emotions and animal instincts and guilty memories. It leaves the baggage of the mortal world
behind. But all of that dark energy coagulates and pools. It takes on a life of its own. Thus,
the Plane of Long Shadows is full of shades made of dark memories, vile emotions, guilt,
fear, pain, and suffering. Sometimes, those shades torment the souls of others, which is why
we pray to the gods of death to guide souls swiftly to the Gates of Judgment.
But the shades are ever seeking a way into our world, the natural world, where they can visit
suffering on the living. And that is the origin of undead. An undead is a dead mortal – or
rarely, a beast – who has become a vessel for the dark shades from the Plane of the Long
Shadows. Whose body or spirit or both cannot return to the natural world because a dark
shade is sustaining them in place of a soul. Or in the worst cases, holding the soul hostage.
Types of Undead
There are three basic types of undead, though there and many variations and occasional
overlaps. Corporeal undead are the remains of a mortal body – and sometimes an animus –
that is being sustained by the negative energies of the Plane of Long Shadows. They include
such creatures as zombies, revenants, and ghouls. Spectral undead are the result of an
animus being corrupted and sustained by negative energy without being bound to a material
body. They include ghosts and banshees.
It is important to note that some types or corporeal or spectral undead might appear
intelligent or even sentient, but this is not the case. Their souls have departed. They are, at
best, a collection of instincts and emotions corrupted and sustained by shades composed of
negative emotions and dark psychic energies. A ghost, for example, might be driven to
avenge itself on the person who killed the mortal it was born from, but this is simply because
the anger and desire for revenge in the animus of the victim is being sustained by a dark,
twisted, hateful spirit. And it might seem that you are allowing the ghost to rest in peace by
helping it get its revenge, but in truth, you are just helping to disperse the negative emotions
anchoring the shade to the animus. Once the animus loses the will to exist, the shade can’t
hold it together anymore.
Undead are at worst bestial and, at best, emotional beings. At least corporeal and spectral
undead.
True undead are rare, thankfully, but they are truly abominable. They are undead beings
sustained with a body and an animus sustained by dark energy, as with other types of
undead, but through some powerful magic, their soul also remains anchored to the mortal
world. Either trapped in an object, as is the case with a lich, or trapped in the body itself, as
with a vampire. Apart from the sheer abominable nature of keeping a soul from returning to
the diving realm, true undead are horrible because the soul simply cannot exist in that state.
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The soul gradually becomes rotted, twisted, corrupted, and profane. It never quite rots away
completely, but it becomes such a mangled, tortured thing that it might as well. It is as
tortured an existence for the undead as it is a terrible crime against the natural world and
against the divine order.
True undead, because they retain their souls in some capacity, can reason. They can think.
They might even retain their memories and sense of self. But that does not make them any
less evil or dangerous. Because, inside, their soul is rotting away while their life is being
sustained by dark, negative psychic energy. And that twists them against everything they
might care about. Over time, they become consumed by their emotions and animal natures,
even if they can hide it beneath a mask of reason. In fact, true undead are perhaps most
dangerous because they can play the part of a mortal so effectively.
Undead can arise accidentally whenever a mortal dies. As the soul falls through the veil and
passes into the Plane of Long Shadows, it creates a sort of thinness in the veil. And a shade
can seep through into the vacated body, either immediately or over time. This is how most
corporeal undead arise spontaneously.
The events of a mortal’s death or a particular strongly willed, driven animus can also exist
without a body if a shade seeps into it quickly enough. And shades are drawn by negative
emotions. An individual who dies in a particularly terrible way or who dies in the throes of
strong, negative emotion can draw a shade into themselves as they die. This is one way in
which spectral undead are formed. Spectral undead can also arise if the physical remains of
an individual are destroyed after a shade has seeped into the remains. This is one of the
reasons why the remains of mortal creatures must be destroyed carefully or, preferably,
allowed to return to the natural world on their own.
Because the passage of a soul into the Plane of Long Shadows creates a thinness in the
veil, places where many creatures have died can be particularly likely to give rise to undead
and sites where many have died, especially in the throws of powerful emotions or animal
instincts, can remain dangerous for many years as the veil remains thin. Fortunately, the
thinness in the veil is connected, somehow, to the remains themselves. Unless those
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remains are destroyed. That is why some types of spectral undead are bound closely to their
remains. Or to the place where they died and where their bodies were disposed of. Though
this is not always the case.
Unscrupulous wizards and priests can also create undead simply by purposely opening a
place in the veil and allowing shades to slip into the remains of mortals. In fact, they don’t
even need to use the remains of mortals. While it is almost impossible for a beast to
spontaneously arise as undead unless their death was tied to that of a mortal, the remains of
a beast can house a shade as easily as any mortal. It is just that the death of a beast doesn’t
create a thinness in the veil through which a shade can slip.
It should be noted again that the creation of undead in any form is an evil act by its very
nature. It is an offense to the divine order, an offense to the natural world, and it allows a
shade into our world that is composed entirely of emotions like hate, suffering, gluttony, or
guilt.
True undead can only arise through powerful magic. Liches, for example, are powerful
spellcasters who anchor their souls to the world so as to gain immortality. Greater vampires
are the result of terrible curses, pacts with dark powers, or profane magics. Lesser vampires
are spawned by greater vampires, their souls becoming trapped in their bodies as they die.
Because of the danger of shades seeping into our world through the remains of deceased
mortals, the gods have taught us how to properly care for the dead. To allow their material
and spiritual remains to return to the world safely. While there are many different rites and
rituals practiced across the world, they all achieve the same basic ends. They quell the
powerful emotions that accompanied death so as not to draw shades. They provide a ward
against shades. They help the veil recover from the thinness created by the passage of a
soul. They allow the body and animus to gradually return to the world. And, when all of that
fails, they prevent most undead from being able to escape in the world by leaving them
trapped inside a sarcophagus or tomb.
In addition to protecting the world from the undead, the gods also teach us to care for our
dead for other reasons. Obviously, there is the comfort and closure it provides the survivors
of the deceased, especially in such a dark age as we live in, where we often have to say
goodbye to our loved ones far too soon. But the gods have also taught us that properly
caring for the remains of the dead helps the soul of the dead. You see, until the body and
animus have completely returned to the natural world and until the soul has passed beyond
the Gates of Judgment, there remains a tenuous spiritual connection between the two. A
conduit. And as that soul makes the journey across the Plane of Long Shadows, possibly
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tormented by its own demons and the shadows of those who have passed before it, our
memories, thoughts, and prayers can bolster the soul on its journey, conducted by the
connection between material remains and the soul.
We remember the dead so their souls do not get lost. Or do not fade away before they reach
the Gates of Judgment. And we tend to their remains so as to maintain the conduit to their
soul for as long as possible. That is why we pray over the graves of the dead and light
candles in their memory.
In so many ways, the remains of a person are an extension of that person’s soul. If we
mistreat one, we mistreat the other. And if we wish to protect one, we must protect the other.
And that is why it is egregious to leave the dead unburied or uncared for. Or to disturb them
in their graves. All danger of the undead aside.
Obviously, all undead are of the undead type. And all undead have one of three tags:
corporeal, spectral, or true undead. Corporeal undead are animated physical remains which
may or may not have been transformed when they became undead and which may or may
not show various signs of decay or damage. Spectral undead are animated spirits. They lack
physical bodies. True undead always have a physical body and may appear similar to
corporeal undead, except that they generally retain much of their appearance in life.
Alignment
Because they are animated by dark emotions and animal instincts and because they
jealously hate the living, all undead are evil. Most undead are neutral evil or chaotic evil.
Lawful evil undead are rare except in the case of true undead.
Speed
Spectral undead have a speed of 0 feet, a fly speed, and the ability to hover.
Ability Scores
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Undead of all types generally have a good Constitution score. The necromantic energies that
animate the undead greatly slow the process of decay and also negate the need for
biological processes. Consequently, their bodies lack the delicacy of living bodies.
Corporeal and spectral undead tend to have lower than average Intelligence scores
because, lacking souls, they are driven by corrupted animal instincts and raw emotions.
Many also have lower than average Wisdom.
Spectral undead tend to have better than average Charisma scores, all else being equal,
because the mortal being must possess a strong personality for their animus to manifest on
its own.
True undead tend to have good mental ability scores all around as a result of the wisdom
and knowledge gained through their many lifetimes of experience. Assuming they have been
around for that long.
Saving Throws
While most undead have average or lower Wisdom scores, they tend to be willful and
resistant to various effects that target their wisdom. All undead are thus proficient with
Wisdom saving throws. This is especially important so undead are not overly vulnerable to
the clerical ability to turn undead.
Because of their strong personalities, powerful spectral undead will sometimes be proficient
with Charisma saving throws. Because of their hardy bodies and insensibility, powerful
corporeal undead will sometimes be proficient with Constitution saving throws.
Because they are essentially anathema to the divine, all undead are vulnerable to radiant
damage. All undead are immune necrotic damage and to poison damage and to the
poisoned condition. Undead are also immune to exhaustion.
Most corporeal undead tend to quite flammable and are vulnerable to fire damage. Spectral
undead are always vulnerable to force damage as the raw magical power that disrupts their
incorporeal form.
Spectral undead are resistant to bludgeoning, piercing, and slashing damage from
nonmagical attacks and are immune to the grappled, paralyzed, petrified, prone, and
restrained conditions.
Senses
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Most undead have darkvision in addition to whatever other senses their form might suggest.
But all undead also have an ability to sense the living that amounts to blindsight, generally to
a radius of 30 feet or 60 feet.
Languages
Most corporeal undead cannot speak. Whether this is because they lose the ability at death
or because they don’t breathe doesn’t matter. Corporeal undead may be able to understand
the languages they spoke in life, but it hardly matters. Spectral undead and true undead
speak and understand the languages they spoke in life.
Traits
In addition to being immune to necrotic damage, all undead possess the following trait:
Sustained by Necrotic Energy. When the creature takes necrotic damage, it is not
only immune to the damage, it regains a number of hit points equal to the damage it
would have suffered.
Incorporeal Movement. The creature can move through other creatures and objects
as if they were difficult terrain. If it ends its turn inside an object, it takes 5 (1d10) force
damage.
Many undead have traits that allow them to regenerate or otherwise make them difficult to kill
permanently as a result of their nature. They might even reform or regenerate after a set
period of time if not killed in the proper way or if certain conditions aren’t met. Especially
spectral and true undead. Ghosts should keep coming back unless whatever negative
emotion is anchoring their animus is dealt with. True undead like vampires and liches should
have complex requirements for destruction around which entire arcs or adventures can be
built.
All undead should also have a trait that makes them less effective in sunlight if they are not
harmed outright by it. If no other trait is appropriate, use the following:
Sunlight Sensitivity. While in sunlight, the creature has disadvantage on attack rolls,
as well as on Wisdom (Perception) checks that rely on sight.
Other Statistics
Undead should be able to take a pounding. They should feel hard to destroy because they
just absorb the damage without really feeling it. Defensively, undead should have poor armor
classes and lots of hit points. Even well-armored or agile undead should only have average
armor classes to create the sense that what makes it hard to kill undead is that they just
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absorb the damage. Players shouldn’t have trouble hitting the undead, but they should
wonder just how much more they have to hit it before it stops moving. And this should be
emphasized with abilities that make the undead resistant to destruction.
Corporeal Undead
Ghast
Ghoul
Mummy
Revenant (Various Types)
Wight
Zombie (Common, Mangled, Putrid, Greater, Bestial, Monstrous)
Spectral Undead
Banshee
Ghost
Haunt
Poltergeist
Shadow (Common, Greater)
Wraith
True Undead
Death Knight
Dracolich
Lich
Vampire (Lesser, Greater)
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