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Q't'ulu
 
PostPosted: Tue, Jan 28 2014, 15:52 PM 

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Joined: 20 Jun 2012
Location: Russia, St.Petersburg

Undead of Caraigh

by Syaohao, wizard and scholar.

Caraigh, brief overview

Major settlement in Caraigh is Ceyren's Mill. It has a port, several stores and shrine of Gond. Wiltun outpost is small port adjacent to a rock quarry. Father Darian's asylum is literally asylum for mentally ill persons, located on small isle near shore. Thane and Aiden towers are places of live of thane of Caraigh and wizard Aiden the Blue.

In daytime, animals freely roam its land, woods and fields. With the night, undead came. Only Cliffs and Wiltun outpost fields free from undead incursion. Although, the Cliffs long ago occupied by numerous harpy population. Oddly enough, but harpies also usually seen near Blackmoore Castle, afar from their home cliffs. Wiltun outpost fields are plagued with bands of goblins, hauling from near cave.

Aigheshed

Deserted settlement, destroyed by demons and undeads. This happens after last lord of Blackmoore botched demon summoning ritual. Unleashed demon horde destroyed anyone alive in this settlement. But for today, demons only seen in Aigheshed itself, only minor ones and always fighting with undeads here. Local graveyard built over underground compound with shrine of Orcus and altair with remnants of some noble, stabbed by sword, all covered by an impenetrable magic shield.

Land's End Inn

Entire inn's guests and stuff were slaughtered several years ago. In the inn cellars exists way to former pirate cave hideout with shrine of Umberlee and decent shop, a pirate treasure, the cursed pirate captain, and a lot of zombies. Decayed buildings of inn housing numerous ghosts and wraiths, and surrounding area crawl with zombies.

Blackmoor

Proving ground for Wiltun young warriors. Swamp filled with spiders, swamp lights, wild animals and Bugh. Bugh is the some sort of creature, supposedly sustained by swamp itself. It can not be permanently killed, banished or otherwise destroyed. I was suspecting it to be some sort of undead, but later examination reveals its relation with wood wights.

Central part and Blackmoore castle

Central Caraigh is swampy land, with several burial sites, bridges, standing stones and undeads. Undeads are numerous here. They often may be meet in packs of roaming ghouls and zombies, led by ghoul ravager. But in same time, squads of skeletal warriors, aided with arches may be meet too. Rare, but very notable two types undead – namely skeletal knight and spiritual witch. Knight is very powerful fighter, but can be easily destroyed by appropriate application of magic. Witch is powerfully sorcerer, but much more rare seen, then knight. Myself, I was unable to find a reliable way into the castle, so it is remained as curious, but inaccessible landmark of unknown origins and powers.


Overview of problem

Most of areas of Caraigh share common problem. The problem of question is abnormal and unsanctioned undead infestation. Although, those undeads includes mostly lowly zombies and skeletons, they are still problematic to deal with by hands of local population (mostly composed of humans). Moreover, this incursion made things on Caraigh unnecessary complicated and rises unwanted tension against mages. I suppose, dealing with this problem should increase reputation of ones, who will done with it. Especially in the sight of recent and profound failures of Triad, Kelemvorite and Grove troops.


Undead varieties of Caraigh

Headnote

Mythal challenge scale, or simple mythal scale – empirical rating of various foes, which may be seen through lands of Amia. Beings on each level of scale may carry corresponding mythal crystal with them.

Ghasts

Caraigh ghasts variety are common ghast by all means. Easy to find, easy to create, easy to control, easy to destroy.

Ghoul Ravager

Surprisingly enough, but common ghouls never seen in Caraigh, only ravager variation. Ravagers relatively dangerous, fast, animal-scaring and disease spreading beings. Apart of this, they are just typical ghoul ravages, and nothing above. Often one ravage lead pack of ghasts and zombies, but near in the Mill's small graveyard they usually may be meet in pair. Not very problematic to counter, and sometimes may carry lesser mythal. I consider them as average in second tier on mythal scale. They may be easily controlled, but their lack of fighting capability put them in useless group, along with their lesser cousins, ghasts.

Zombies

Those are much tougher, compared with their Amia kind. Slow, but resistant to swords and arrows, immune to extreme cold, they are armed with low magic weapon and spewing acidic secretions from afar. They may be seen everywhere on Caraigh at night, except several special places. Most common and annoying specimen of local undead "population".

They are comparable to moderately experienced fighter. I consider them as top of second tier on mythal scale. They pretty durable, have decent weapon (especially "warrior" variety), but have slow speed. Those capabilities makes them useful to serve as guards in critical points and bottlenecks.

Skeletons

Small squads of skeletons, from 3 to 10, may be often seen in lands around castle Blackmoore and Mill. They are warriors, backed by archers. They are carry low magic weapon and use some dirty tricks, which able to hamper or incapacity their prey. I see them as lowliest of third tier on mythal scale. Nevertheless, underestimating them may be deadly mistake.

Although they are as easy to press in service, as zombies and ghouls, they are much more useful. They have normal speed, adequate weapons and skills, and relatively decent fighting capabilities. In large numbers they must be used as shock troops, assault force or interception squads against moderately dangerous foes.

Ghosts and wraiths

Only encountered in buildings of Land's End inn. Never seen in any other places of Caraigh. They are common type, and because their origin and minor number can not be considered as something important or dangerous. Anyone entering the inn should understand the risk taken. I suppose, standard purification procedure may put them to rest. But, according to nature of pirate caves, zombie problem should be resolved firstly. I speculate, they persistent appearances are linked with source of zombie infestation here.

Unique undeads

Skeleton knight

I consider it as uber-skeleton warrior of Blackmoore. It can be encountered only in areas adjacent to the castle Blackmoore. It mostly seen by me during twilight time. It uses sword and mace to attack his opponents. It is immune to most magic. I was able to destroy him only with the specially designed spell, undeath to death.

If it is pressed into service, it best to be used as spearhead of assault force, composed from lesser aforementioned skeletons, and it can be freely deployed against most dangerous foes. Although, those who can retake control against it or outright destroy him with spells have to be cared first.

Skeletal guardian

Very alike to skeletal knight, but patrolling interiors of Blackmoor keep. Armed with an acidic axe.

Spiritual witch

It is used to utilize mostly non-corporeal servants and kill her victims from distance by spells. It summons shades, demons and mummy guardian. As expected from an undead, it utilizes many necromantic spells. Most problematic for it opponents may be dispels and black tentacles, sprouting from ground. Other spells, such as firebrand, chain lightning and other evocations, mere nuisance in dealing with it.

If it pressed into service in the right time, it can made valuable asset for anyone who have strength and will to use undead tools. But, it is hard to put in obedience. So, in my own opinion, skeletal knight or guardian are more valuable to take over.


There no other types of undead naturally belonging to Caraigh. Any other undead type have to be considered as interference of some power, or by the empowering already manifested sources of undeath.


Powers behind undead infestation

It is not known for sure the exact cause of widespread undead infestation, but some speculations may be put in front.

First, the incursion of power of Orcus. His shrine located under Aigheshed graveyard, initial summoning ritual were directed on some powerful demon, and during time, undead population became stronger. Taken in account ultimate goal of Orcus, his power may strengthen already-present undead population.

Second, unsettled victims of pirate raids and naval warfare, showed by sea on shores of Caraigh. This comes with agreement with pirate caves, crawling with zombies.

Third, recent appearance Blackmoore castle coincides with sightings of squads of militant skeletons and their knights. But, this is only explain skeleton intervention, but not zombies or ghoul packs.

Next, infested swamps of central Caraigh. Those swamps may be "natural" source of ghasts and ghouls, but very nature of those two types demands relatively fresh and numerous sources. Taken in mind scarce population of Caraigh, this assumption should be considered with caution. Moreover, most prominent swamp -- Blackmoor – is free from any undeads.

Lastly, an influence from the old burial grounds and standing stones of unknown origin. It contradicts with the lack of any undead in burial caves itself. I consider it is the least possible source of undeath in Caraigh.

Most laughable "source behind undeath" is influence of necromancers of Tarkuul. This is silly, because there are no reason for Tarkuul to put itself in odds with Wiltun, considering distances and spheres of interest of those regional powers. Although, some rogue necromancers may practise their skill on stray undead of those remote land. But, druids and paladins use those, mostly fictional, necromancers as scapegoats and scarecrows for local population for obvious reasons. They are promptly fails several times to take control and cease infestation, so they are take this weak excuse as "cause" of their failure. Nice example of well-known "witch hunt" excuse.


Conclusion

In my belief, until exact type of influence of the Blackmoore castle and Aigheshed's Orcus site will be known, there will be no way to put in control or cease undead infestation of Caraigh. And still, there are always remain sea, pirates and their victims.

Thus, in my opinion, there are three different sources of infestation. First and most dangerous – the cult of Orcus and his influence. Second, the castle Blackmoore and its secrets, although the way into should be discovered beforehand. Last, and most tedious, connection of sea, pirates and zombies. This may be studied on site of the Land's End inn.

So, curious and adventurous may find various places to study and fame around of Caraigh. Anyone, who are be able to lessen, or even put out, one of aforementioned sources of undeath will enjoy fame around all Amia.


P.S. According to observations, reports and rumors about current situation on Osthaven, it is very likely it will ends as Caraigh in matter of undead infestation. I suppose, more or less soon numerous undead should be called to unlife by atrocities of jarl of Osthaven. I find the most amusing thing about situation on Osthaven, the idleness and silent acceptance from every so-called "good" powers of Amia, namely Triades and Salandrites (and Kelemvorites comes close, too). This gives me impression of collaboration for purpose to made from Osthaven new Caraigh and yet another scarecrow. Verily, world is funny place.

_________________
Evolution by any means!


 
      
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