Many cultures bury their dead. Ours digs them up.

Amarance is a plane of vaulted catacombs and savage landscapes. Beneath the earth, millions of miles of tunnels and barrows interconnect in massive caverns and chasms. Aboveground, driving storms scour the land with a spitefully hostile frequency. Seas churn and buffet the landscapes, chewing through cliff faces and sloughing tonnes of granite onto beaches like a starving dog burrowing for a rotten bone.
Geology happens. Mountains are formed from molten lava as buffeting rocks slather the sky in magma. In some regions, glaciers form in cold that makes the air itself sluggish, floating like titanic icebergs across oceans to wash over islands and through burrows. And, everywhere, the dead lie in soil, stone, frost, or floating endlessly on the tides.
In the world of Amarance, the undead and living exist side-by-side, surrounded by the myriad dead. There are more bodies here than could ever possibly have lived. Bones are used in furniture and architecture, and meat is as likely to have been mined from a catacomb wall as it is to be from fresh kill.
Rot here is slow. A zombie's body will last it decades, not mere years, and the spoiling of food is much less of a concern than on other worlds. Disease is a rare way to die, which is a relief when there's so many, many others… not that death is always big deal. A being can be born to parents, die and become a zombie, lose their body and become a ghost, and be reborn in permanent possession of one of the billions of empty husks on the world.
Ways exist, of course: burning will kill anything, living or undead, forever, and salt water dissolves ghosts like strong acid. Certain magics, too, will kill something permanently- but there's not many more ways.
It's also no guarantee that the dead will live again- should a person die in a place without enough of the mana that charges the plane, their spirit will dissolve into the background instead. Where there's enough, their spirit is buoyed on arcane power, and they live on as a ghost.

Players and Characters

Game 1 - Samosteles
LordXaras - Dikastes: Ancient ghost Inquisitor/Justiciar

Game 2 - Kulchard

New and Altered Templates

The Undead in General
There's a fundamental change to the undead in Amarance: they still have a constitution score. However, they have to use it far, far less: no real blood flow means poisons are much less of an issue, no need to breathe means they need not hold their breath, and being unable to tire means that only when they literally run dry of energy do they collapse.
The undead have the following special qualities:

  • Immunity to death effects, paralysis, poison, sleep effects, and stunning.
  • Not subject to nonlethal damage, ability drain, or energy drain. Immune to exhaustion and fatigue effects.
  • Undead with a body cannot heal damage naturally.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless) save for disease and environmental effects.
  • Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
  • Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  • Proficient with its natural weapons.
  • The undead do not need to sleep nor breathe, but still must eat. The amount they must drink is significantly lower than the living.

Amarance has three types of zombies- wild, reborn, and created.
Wild zombies are the most common- the dead with a little more life than the others, crawling through the vast underworld in search of more of their kind to devour, stupid and feral: nothing more than shambling, rotting beasts.
Reborn zombies are zombies either born with intelligence- be they once living and turned undead by sorcery, or the strange 'weather' that raises the dead, or even ghosts that have taken residence in a corpse too far gone to ever be truly alive again.
Created zombies are those with souls created wholecloth, those who have their psyche invented for them. Often slow and shambling and thoughtless, it can take many years for them to manifest even a glimmer of intelligence beyond blind obedience. Many rot to nothingness or starve first.

To generate a Zombie character, take the base character and apply the following modifiers:
Ability Adjustments: -2 Dexterity, +2 Constitution. Zombies are a lot more durable than the living.
• Wild Zombies have an animal level intelligence, while the Created are born with none at all- neither are thus suitable for player characters.
Undead typing: Zombies are undead, with all that entails.
Corpse Corpus: Zombie cannot naturally heal at all. The closest they come is being the target of the Treat Deadly Wound uses of the Heal skill. Out of simple necessity, Heal is always a class skill to zombies.
Rotting: A Zombie- like any other corpse- is at risk of rotting. At the end of each day, if any of the following statements is true, the Zombie must make a DC 10 fortitude check, with a +2 modifier to the DC for each additional true statement.
- The Zombie didn't wash and clean itself;
- The Zombie already has any 'rot' damage;
- The Zombie has been damp, wet or in humid conditions for long periods of time;
- The Zombie has been close to rotting flesh or vegetable matter for long periods of time;
- The Zombie has been warm for long periods of time.
Note that a roll of 1 on this check is always a failure, and that if no statements are true, no roll need be made. On a failure, they take a point of constitution 'rot' damage. 'Rot' damage is a special type of ability damage that can't be healed naturally, but can be healed with the Clear Rot use of the Heal skill.

Amarance's ghosts are much different to most other worlds'- being simply the remnants of those who died in conditions that left their mind and soul to outlive the soul, they lack the aging touch common to other ghosts.
Ability Adjustments: None.
Undead typing: Ghosts are undead, with all that entails.
Incorporeal: Ghosts are incorporeal in all regards- save to running water, salt, flame, and anything alive (such as living flesh or wood). Anything which is of these materials is solid, to a ghost (as are other ghosts); otherwise, they find everything seems to have a buoyancy akin to water- they can walk on land as it doesn't shift underneath them, but they can also penetrate it (without displacing it) by diving like a swimmer.
Because moving through solid matter is a lot like swimming to a Ghost, Swimming is always a class skill to them.

The Half-Dead
The Half-Dead are those who, through one thing or another, are somewhere between life and death- perhaps the work of sorcery or disease. These individuals are literally part living, part walking corpse.
Generate a normal human, and then specify the external parts of your body that are un-dead- having undead internal organs either has negligible or no mechanical effect or leads to the (un)death of the character, making them not Half-Dead. An amount no smaller than a forearm and hand may be chosen.
- Any rolls made that require only one limb, and are made using an undead limb, are at -2 dexterity and +2 strength and constitution.
- Any rolls made that require two limbs are made at -2 dexterity and +2 strength and constitution if both limbs are undead, or -1 dexterity and +1 strength if only one is undead.
- Running on one or more undead legs is done at -2 dexterity and +2 strength and constitution. If both legs are undead, there's no risk of fatigue or exhaustion.
- A heavily undead torso allows the bearer a +2 to strength for the purposes of lifting things and a general +2 to constitution.
None of these effects are cumulative. You can't lift with your arms and back and recieve a +4 to strength this way.
Rotting: The Half-Dead rot like a Zombie. As rotting progresses, more parts of the body become undead- this effect is permanent; after a certain point, death and full Zombification is a major risk.

The Other Undead


Necrotic Grafts
A Necrurgeon can apply a Necrotic Graft to a character. Rules for their creation will come in time- 'til then, find an NPC.

Armour Implant
Undead Limb
Ghostly Limb

Places, Peoples and Cultures



The Hives


__The Plutonian Conclave

The Sea of Claws


Magic and Religion

There's very little non-Necromantic magic in Amarance- mostly from simple utility. That which does exist is often flavoured by the vagaries of the world and its people.

Gods in Amarance are very much imminent forces. Whether they made the world, embody the world, or merely shape it, they still all deserve the title 'God'- the least of them is absurdly dangerous to mortals.

Healing Skill- Clear Rot
A rotting Zombie will need all rot excised from it before it can be said to be clean from decay. This skill includes finding the rot and removing it without removing too much tissue, properly cleaning affected areas, and patching up the holes afterwards.
Clearing rot takes 10 minutes and a Heal check with a DC of 12; increase the time taken by 10 minutes and add an additional +1 to the DC for each point of 'rot' damage on the Zombie. Each point you succeed by turns a point of 'rot' damage into a point of normal HP damage, which may be healed as normal.
Time: 10 minutes or more.

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