Atlantean Trilogy Archive
A caped vampire lord and green wraiths loom over armored skeleton warriors rising from a fog-bound necropolis beneath a gothic city.The Undead, painted for this archive

The Undead: overview

Creature, The Undead

Beings from shadowy realms that border the living world, raised from the grave to walk the earth or haunt dreams. They envy the living and wander forever between life and death.

Also called The Undead

From the book

The undead chapter begins with Kvasir of Midgarth, who writes that these beings, from ghouls and wights to ghosts, phantoms, vampires and spectres, come out of the shadowy realms lying alongside our own world. Called back from their graves, they either walk the land or stalk the dreams of mortals. They hate and envy everyone still alive, and even the dead who have found lasting peace, because they themselves are condemned to drift forever on the border between life and death.

The appendix lists the traits all undead share. Priests of divine magic and mystics can turn them, and necromancers can turn or command them. Those without bodies can possess a living creature, which resists with a save vs WILL. All are immune to poisons, curses and death magic, and while a Black Magic practitioner controls them they ignore every magical influence except turning. Holy water burns them for 1-10 damage.

At a glance

Epigraph source
Kvasir of Midgarth
Source work cited in entries
Kvasir of Midgarth, The Dark Undead
Entries in chapter
Skeletal Warrior, Zombie, Ghoul, Barrow Wight, Sahu, Vampire, Phantom, Ghost, Spirit, Wraith, Nightmare, Spectre, Afiti, Hag, Yatu, Upir
Turning
by divine magic or mysticism practitioners; turned or mastered by necromancers
Possession
non-corporeal undead; save vs WILL
Immunities
poisons, curses, death magic
Holy water
1-10 damage
Under Black Magic control
Immune to magical influence except turning