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ID: 1191


June 11, 2007, 11:11 pm

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Kathyrrian Zombie


The Kathyrrian Zombie is a special kind of Zombie created by the Kathyrrian Cabal, an exotic group of spellcasters based in the Acaians.

Category: Created Undead
Danger rating: Threat
Activity Period: Nighttime
Restrictions: None
Description: The Kathyrrian Zombie is a special kind of Zombie created by the Kathyrrian Cabal, an exotic group of spellcasters based in the Acaians. Due to the excellent worksmanship involved and the special abilities given to the zombies, the Kathyrrian Cabal sometimes sell these zombies to those who can afford their services. The Zombies look almost alive and smell very little. A prerequisite for creating a Kathyrrian Zombie is that the corpse is fresh, something that has forced the Cabal to keep slaves that are sacrificed immediately prior to the zombie creation ritual. The Cabal has managed to stop the decaying process in these zombies and because of this these zombie neither look dead nor smell particularly bad. Still the mouth of these zombies needs to be sown shut so that it cannot eat salt or meat, which would restore their personality.

Kathyrrian Zombies are branded on their forehead and chest with the stylized K rune of the Kathyrrian Cabal, and they have the typical zombie glazed eyes, but no shuffling walk. They are able to walk and work as a normal person. They can understand and obey complex commands and are more intelligent than "average" zombies. Kathyrrian Zombies have no recollection of their prior lives, though they sometimes retain skills they possessed while among the living. Spellcasting is complicated by having their mouths sown shut, but swordplay and stealth related skills still come in handy. They will do whatever they can to obey the commands of their master, which they identify by him wearing a special silver amulet crafted by the Cabal. Any shipment of Kathyrrian Zombies will also include a keeper wearing the silver amulet which he will deliver to the owner upon receiving payment. It is necessary for the zombies to visually see the amulet for the commands to be accepted. A blind Kathyrrian zombie is useless and will obey its last command forever. For extra money, the Kathyrrian is willing to produce unbranded zombies.

As these zombies are able to pass as normal people, they are popular among the unscrupulous as bodyguards and soldiers. They must be hacked apart to stop functioning and they are exceedingly strong. Even a single of these zombies will be powerful adversaries as they probably wonât be recognized as undead and hence eventual clerical counter measures won’t play a part. As is the case with all undead flesh, they are hurt by Holy Water and Holy Weapons.

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Comments ( 6 )
Commenters gain extra XP from Author votes.

Voted Chaosmark
November 8, 2005, 17:08
Gosh, why hasn't something this nifty been commented or voted upon? This guy looks absolutely nifty. I love it, and I'll never look at Coldforged the same...
Voted manfred
January 9, 2006, 9:12
The preserved zombie is a classical addition. A plus for the salt and meat thing.

Question: how about sunlight? Does it harm them, or has just a negative cosmetic impact?

What limits their surprise effect is their mouths sown together - depending on their rarity, sooner or later will people find out. Of course their owners would give them helmets to conceal this (and some without the means will mask their servants in this way).

What is the backlash on the Cabal itself? Would they not be targeted by holy orders? What is their relation to the powers that be - perhaps they have "discounts" for the right people?
Ancient Gamer
January 9, 2006, 11:25
1. Sunlight does not harm a Kathyrrian Zombie. Indeed the zombies are often covered with hooded tunicas and cloaks, and only hands can be seen. The cost of these zombies, coupled with their skill, has resulted in them being primarily deployed as bodyguards and assassins (Two groups known for excessive clothing whether it be armour or dark night camouflage).

2. The Cabal is most assuredly targeted by Holy Orders. As one of the foremost Necromantic Cabals and practicioners of Dark Magic they are misunderstood at best and persecuted at worst. Currently they operate from the Acaian Islands in which they occupy isolated islands and make sure that no trespassers live to tell about their hideouts.

3. The Cabal is a heathen cult of essence weavers (mages) that only deal with the powers on a personal belief basis, or make deals with the powers.

4. Discounts would most surely be available. Their Zombies are not their only merchandise and in exchange for favours, services and desired goods, the Cabal could even provide magically potent aid to their customer. All for a price of course.
Voted CaptainPenguin
May 19, 2008, 18:09
I like every part of this. I'm particularly intrigued by the idea that eating salt or meat will restore their personality to them, it has a very mythic aspect to it.
Voted Murometz
January 16, 2009, 12:01
Captain Penguin took my comment.
Voted Mourngrymn
August 14, 2013, 22:58
I enjoyed this. I know this was written further back in the citadel's past and a few of the things I wished were detailed in here were not. An undead to fill my necromantic ways.

Wonder why eating salt or meat returns their personality to them. I wonder then should people pay the cabal to zombify them, so to speak, only to have their memories returned on purpose. Thereby making them relatively immortal with exceptional physical strength. Sure you may be dead but why do lichs do it?



Random Idea Seed View All Idea Seeds

       By: Almar

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.

The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.

The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.

Encounter  ( Locations ) | November 15, 2003 | View | UpVote 0xp

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