721 lines
42 KiB
Plaintext
721 lines
42 KiB
Plaintext
The Mind of the Vampire from DRAGON(R) issue #162
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Role-playing powerful--and "twisted" --undead
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by Nigel D. Findley
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(C)1990 TSR, Inc. All Rights Reserved.
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The lightless crypt is silent, as only a grave can be. No
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movement stirs the dust on the floor, no stray currents of air
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disturb the delicate drapery of cobwebs that embellishes the
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ceilings and walls. Even the tiny but venomous spiders that dwell
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in the webs are motionless. The crypt is waiting, endlessly
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waiting.
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Then in the blackness something moves: a figure lying on a
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bier of black stone. Eyelids spring open to expose a sullen, red
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glow burning in the sockets. The figure sits up and pulls its
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moldering garments closer about its gaunt frame. It knows that
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intruders are in the chapel above. Its arcane senses can detect
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them; it can smell their blood. The figure's thin, pale lips draw
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back from its fangs. The waiting is over. Now it is time to feed.
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This is the way vampires (and undead in general) are usually
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played in AD&D(R) games: as lurking creatures of the darkness
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whose one goal in (un)life is to kill heroes. When they're not
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draining blood or life levels, the undead are usually hanging
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around in dusty crypts, doing nothing except waiting for a
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hapless intruder to wander by so they can drain blood or life
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levels. It's a rather empty existence, and it makes you wonder if
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vampires and their undead kin haven't been shortchanged.
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The undead aren't the only ones who've been shortchanged, of
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course. DMs who play powerful but one-dimensional undead are
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cheating themselves and their players of some great role-playing.
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Remember, high-powered undead are free-willed and are often as
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intelligent, if not more so, than many of the PCs who hunt them.
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Liches and vampires have supra-genius and exceptional
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intelligences, respectively, and even spectres have high
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intelligence. Here we have creatures who were once humans or
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demihumans, but have undergone a change and now must come to
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terms with new powers, new limitations, and immortality. What
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must their world-views be like? What goals and aspirations do
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they have? What motivates a vampire?
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This article points out some of the options that DMs have
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when handling ghosts, liches, and vampires. Many of these options
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are based on representations of undead in fiction and cinema;
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others are logical outgrowths of the creatures' characteristics
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as described in the [Monstrous Compendium]. Scattered throughout
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this text are concrete examples of atypical undead. DMs should
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feel free to mix and match options or replace them with ideas of
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their own.
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<Ghosts>
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According to the [Monstrous Compendium], ghosts are
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the souls of creatures who were either so evil or so emotional
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during life that, upon death, they were cursed with undead
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status. Their central motivations are usually revenge (a desire
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to "get even" with people who wronged them during life) or the
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discharge of obligations or obsessions that drove them while
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alive. These obsessions might have been what drove these beings
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to their deaths.
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Revenge is an easy motivation to role-play, but only when the
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DM knows exactly what happened to generate such hatred in the
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ghost. Obvious examples involve a person who was murdered by
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another or was put into a situation in which death was
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inevitable. Thus a ghost might be motivated by a desire to kill
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its murderer or the superior officer who sent it on a suicide
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mission.
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Other situations are a little more tricky. It's been said
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that love and hatred are closely allied emotions, very similar in
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their depth and power. This offers a convenient "character tag"
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for ghosts in the AD&D world. For example, take the case of a
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person hopelessly in love with another (in literature, this is
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often a young girl who's fallen for a heartless cad). When the
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girl realizes that her love is unrequited, she falls into despair
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and kills herself. Her passion is so strong, even in death, that
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her soul remains bound to the Prime Material and Ethereal planes
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as a ghost. The ghost might respond to this situation in one of
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two distinct ways; however, each is based on the desire to kill
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the love interest.
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<Undying love>: In the first scenario, the ghost doesn't hate
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the love interest at all. If only she can be reunited with her
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beloved (so she believes), she can persuade him to love her.
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Unfortunately, since the ghost is dead and her beloved isn't, the
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only way this reunion can come about is if her love interest dies
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as well. Think it through: The poor, despairing girl finds
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existence without her beloved intolerable. She responds by
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killing herself, terminating her existence and her despair. But
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then she finds that death doesn't bring oblivion after all;
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consciousness and despair remain. This realization might be
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enough to unhinge even the most stable of psyches--and a mind
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that would choose suicide as an escape from pain probably isn't
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particularly stable. Thus the trauma of death, and the
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realization that the end of life isn't the end of pain, could
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easily unhinge the ghost's reason.
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In this case, the ghost could be role-played as a tragic,
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pathetic figure, adding a new twist to the phrase "undying love."
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Her undead status is such that anyone who sees her is subject to
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[fear], and anyone she touches is aged by 10-40 years, but she
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has no desire to inflict these horrific effects on anyone. She
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won't actively attack anyone other than her beloved, either
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physically or through her [magic jar] power, unless attacked
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first. She would probably try to communicate with anyone who came
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near, asking pathetically for information on her beloved and
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asking that the intruders take a message to him, begging him to
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dwell with her forever.
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If she encounters her beloved, she'll probably beg him to
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come with her, an invitation he would certainly refuse. Her
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response would depend on his reactions. If he insulted the girl
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or demeaned her "love" for him, she could easily fly into a rage
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and attack him or anyone nearby. If he didn't, she might
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concentrate her attentions on trying to kill him alone.
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An attack on the lover brings about an interesting
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role-playing opportunity: How would the ghost respond when she
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saw the aging effect her touch had on her beloved? A sensitive
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ghost might be horrified at seeing her beloved aging before her
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eyes, and might stop the attack. She might simply withdraw to the
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Ethereal plane and spend the rest of eternity wallowing in her
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own despair. A more selfish personality wouldn't care what
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ravages her attentions were having on her beloved and continue to
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attack him until he died.
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<Undying vengeance>: William Congreve said it best:
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"Heaven has no rage, like love to hatred turned, nor Hell a fury,
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like a woman scorned." What's true for a woman is true for a man.
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The ghost's suicide might not be an attempt to escape from pain,
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but rather an act of anger, a spiteful "grand gesture." In this
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case, anger, quickly turning to hatred, will be the ghost's
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primary motivation. His hatred might easily extend to everyone
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(after all, they're alive and he's not), driving him to attack
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anyone who comes near. The ghost would, of course, show the
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greatest ferocity in attacking his one-time beloved, but others
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might attract more than their fair share of his wrath. Any other
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man who shows even the slightest attraction toward his beloved
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would be hated above all, as might others who have found the love
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that the ghost was denied. Thus, obvious lovers or man-and-wife
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couples would be among the ghost's preferred targets. In this
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scenario, the ghost wouldn't be a pathetic Ophelia-like
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character, but a ravening killer.
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In either scenario, the ghost's goal would be achieved with
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the death of the love object. What follows depends on the
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alignments involved and on the DM's preferences as a storyteller.
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Ghost and beloved might end up on the same Outer Plane, where
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either true love might blossom or their enmity might continue.
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Alternatively, their spirits might go to totally different planes
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where they'd be separated for eternity. In both cases, once the
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ghost's goal is achieved, the spirit would fade away and never
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return.
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<Obsession>: A ghost's obsession might run in a
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direction totally different from the pursuit of love (or revenge
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springing from unrequited love). As with haunts ([Monster Manual
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II], page 74), people who died leaving a vital task unfinished
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might remain bound to the world by their own indomitable will or
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sense of duty.
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Since a ghost is noncorporeal, the creature might be unable
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to discharge its obligation and might need the help of the living
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to complete the task. Such a ghost would probably try to
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communicate with living characters, trying to persuade or
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threaten them (depending on the creature's alignment when alive)
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into discharging the duty. The use of [magic jar] here is almost
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guaranteed in order to gain a physical body as a last resort.
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Imagine the frustration of such a ghost. Most attempts to
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communicate would cause the potential helpers to flee in fear or
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to instantly attack. Since the ghost is duty-bound to complete
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its task, it would be forced to fight back, no matter how much it
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regrets the necessity.
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Possible focuses for such an obsession might be a binding
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oath or other duty. Such a ghost could be role-played as a
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strong, almost noble (but obsessive) personality, like the spirit
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of Hamlet's father. Such a ghost can be found in Tanith Lee's
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novel, [Kill the Dead] (required reading for any DM who wants to
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add new depths to undead). The ghost would fade away forever as
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soon as its task was complete.
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<Spiritual anchors>: A ghost might be bound to the
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world not by its own will, but by the existence of a particular
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object. In literature, this "spiritual anchor" is sometimes an
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item that was of great emotional importance to the ghost while
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alive, but more often it is a piece of the ghost's mortal body.
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In either case, the ghost's psyche is somehow linked with this
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anchor. Destroying the anchor permanently destroys the ghost.
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While the anchor still exists, however, the ghost--even if
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apparently destroyed--will return and manifest itself again weeks
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or months later. A ghost is usually but not always aware of the
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importance of this anchor, though it often protects it to the
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best of its abilities.
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"Anchored" ghosts have no great goal, whether revenge or the
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completion of a task, toward which they strive. Instead, they're
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simply here. Just as mortals fear death, either because it's the
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great unknown or because they hate the idea of nonexistence,
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anchored ghosts fear their own destruction. Although they know
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they're not really alive, they sometimes cling to the fiction
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that they live and that the memories of their death are actually
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nightmares. Such ghosts go through the motions of mortal life,
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trying to convince themselves that they never really died. They
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often frequent areas where people rarely come, since the
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reactions of intruders force them to recognize their undead
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status. Anchored ghosts will often attack intruders on sight as a
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way to remove these unpleasant reminders of their true nature.
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Sometimes, other mortals will play along with this
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self-deception. A living person who was very close to the ghost
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while alive, particularly a parent or twin sibling, might be
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immune to the ghost's [fear] effect and might delude himself that
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the ghost never actually died (see the film comedy [High Spirits]
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for examples). Thus, adventurers might meet twin sisters, living
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far from any town, where one sister is actually undead. Or they
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might find a widowed mother caring for and protecting her ghostly
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son. (Such mortals will try to drive away or kill anyone who
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tries to take their ethereal companion away from them, or even
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anyone who poses a threat to their fragile self-deception.)
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Again, such ghosts might be more pathetic than horrific.
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<Alignment>: The AD&D game's [Monstrous Compendium]
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classes ghosts as lawful evil in alignment, but this reflects our
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prejudices more than it does the nature of ghosts themselves. The
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lawful component is appropriate for ghosts bound to this plane by
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an undischarged obligation, but ghosts with other motivations
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could easily have other alignments.
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The evil component is more obviously a human perception. The
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merest touch from a ghost can kill an older individual. It's easy
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to see how this can be interpreted as an active antipathy to
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life. The ghost itself might have a totally different view of its
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own alignment; take, for example, the case of the jilted lover or
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the soldier whose duty was interrupted. In many cases, however,
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the definition of evil as given in the AD&D 2nd Edition [Player's
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Handbook] will apply: lack of recognition that what the creature
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does is destructive or disruptive, and the belief that people and
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things obstructing the creature's plans are mere hindrances that
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must be overcome.
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Many of these considerations could also be applied to the
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other noncorporeal undead, such as spectres or wraiths.
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<Liches>
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Liches are arguably the most powerful and most intelligent of
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all undead. All liches are mages or priests of great skill and
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power, and all are highly formidable opponents.
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But must all liches be opponents? From the description in the
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[Monstrous Compendium], it seems so. But a creative DM can ring
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in some interesting variations on the lich's personality.
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<Unperceived change>: Horror literature contains
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many tales of people who were too involved in their pursuits,
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often magical research, to even notice their own deaths. Their
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concentration is intense enough to bind their spirits to their
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bodies, and to the Prime Material plane. Characters like this
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present fascinating possibilities for role-playing, and liches
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represent the best such candidates.
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The [Monstrous Compendium] explains the process by
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which prospective liches achieve their undead status, and
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certainly this is the way most liches come into existence. The
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world is wide, however, wide enough to contain atypical liches as
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well. These atypical creatures are unaware of their true state
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or, like some ghosts, are unwilling to admit it. Perhaps at the
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time of their physical death, their concentration and willpower
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was intense enough to bind them to the material world, or perhaps
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the transition was the whim of a deity. In any case, NPCs like
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this might guess that "something has changed" only when they
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realize that they haven't eaten or slept for months or years, or
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when their familiars start hiding from them.
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Initially, these "accidental liches" would have no reason to
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change their alignment or world-view. Thus PCs might encounter a
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kindly, reclusive mage still completely immersed in her
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research--but one whose body has taken on a withered, decayed
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appearance. Perhaps the researcher isn't so kindly; her reaction
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to the interruption of her work might be a blinding rage that she
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is now uniquely able to vent on anyone unfortunate enough to be
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nearby. These accidental liches may be of any alignment and may
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vary in personality almost as much as living NPCs. DMs should
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remember, however, that only reclusive and obsessive
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personalities would ever get into this situation in the first
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place. (For an example, see the lich Azimer in the adventure
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"Lashan's Fall" from the DM's Sourcebook of the Realms, in the
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[FORGOTTEN REALMS(TM]) boxed set.)
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<Facing the change>: Eternity is a long time, and
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even the most single-minded researcher would eventually realize
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his true nature. The lich's reaction would vary from individual
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to individual. Some would be horrified and might go so far as to
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end their own existence. If they cannot face self-destruction so
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directly, perhaps they could enlist the help--voluntary or
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otherwise--of a band of doughty adventurers. One means to gain
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such unknowing "helpers" might be to spread rumors that a wealthy
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lich abides in a certain place (the lich's actual home), then
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wait for the "lichbusters" to come and finish the lich itself
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off. Other liches might send [charmed] intermediaries to actually
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hire adventurers capable of destroying them.
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Other NPCs would see lichdom as a boon rather than a curse,
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focusing on their immortality and the whole of eternity in which
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to continue their work. Liches like these would be protective of
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this "gift" that fate has given them. Whatever their alignment,
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they would probably use their considerable powers to ward their
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homes and would fight furiously to ensure their continued
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existence.
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Whatever their outlook, liches will find that eternity is a
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long time. Liches who don't destroy themselves or have themselves
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destroyed would eventually change their outlook. As they forget
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the day-to-day details of their mortal lives, they'd lose their
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sense of kinship with the living. More and more, the concerns of
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mortals would seem petty things, and the liches wouldn't concern
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themselves with mortal affairs. Such liches would eventually
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consider the death of a mortal as nothing important. What does a
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human lose when he's killed before his time, after all? Thirty or
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forty years, perhaps as many as fifty. How can that seem
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important to a creature who's existed for a thousand years and
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might continue for eternity? For this reason, most accidental
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liches will eventually swing further and further toward evil.
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The key word in the previous sentence is "most." Some few
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liches might see the boon of immortality and their continually
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expanding power in a different light. They might decide that with
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privilege comes responsibility. From their reclusive retreat,
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they might use their great powers to further the cause of good or
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perhaps neutrality. Their actions would almost certainly be
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indirect, but even the indirect actions of a creature as powerful
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as a lich would be significant.
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Another consequence of accidental lichdom is that these
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creatures won't create a phylactery in which to store their
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life-force--at least, not until they've realized (or admitted)
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their true nature. Even then, certain liches won't bother.
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<Free will>: The majority of liches have chosen and
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actively sought their current state. These are the individuals
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that use the process described in the [Monstrous Compendium ]to
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achieve lichdom.
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Why would a powerful mage or priest seek this rather horrific
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form of immortality? (Remember, the outcome isn't guaranteed, and
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the price of failure is instant death.) The motivation to take
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this gamble will certainly vary.
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As an aging mage feels the chill winds of approaching death,
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he might decide to risk the chance of instant death, and the
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avoidance of perhaps a decade of diminishing facilities,
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senility, and pain, against the chance of gaining an eternity in
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which to continue his work. There are interesting nuances here.
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Does the prospective lich fear the waning of his abilities and
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eventual death? Or is what he fears the fact that his work might
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remain unfinished? Both motivations reflect different world views
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and different personalities for the lich. Dedicated researchers
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who choose to gamble death against the freedom to continue their
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work will probably share many characteristics with the accidental
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liches discussed earlier. Those who fear personal death will
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probably tend more toward evil in alignment; at least, the
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alignment shift will probably take place earlier.
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The most common motivation for choosing lichdom is probably
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power. Again, however, there are various nuances that can be
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interesting to explore. What kind of power is the prospective
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lich seeking, and why is he willing to risk instant annihilation
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for that goal?
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One candidate for voluntary lichdom is the despot of a
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country or region, a "magocrat" or autocrat who rules mainly by
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virtue of his magical prowess. The decision might be made when
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the despot starts to feel the ravages of age and realizes that
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his position as "President For Life" might be coming to an end.
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For an individual like this, there might not be too much of a
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choice. Age brings with it diminishing capacities, that in turn
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brings with it the possibility, developing into a certainty, that
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someone will eventually stage a coup. The despot might quickly
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decide that the possibility of becoming "President For Eternity"
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is worth any risk. If the process is successful, the lich-king
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can continue his rule, his authority backed up by his new power.
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Despots rarely show concern for the life and well-being of
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their subjects to begin with. How much worse this would be when
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the ruler is undead. A lich-king would be pragmatic in all its
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decisions, quite willing to "spend" an entire army if that's what
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it takes to achieve his goals. (After all, the dead could
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conceivably be animated and would thus be less likely to question
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orders than they ever were in life.)
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There are other kinds of power than rulership, of course,
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such as the power to change the course of history. Powerful
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spell-casters might take the lichdom gamble in order to acquire
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power that they'd never have while alive. (For example, a
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magic-using ruler has been deposed by overwhelming outside
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forces. Although the desire for vengeance still burns in her
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heart, she recognizes that she's not powerful enough to ever turn
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the tables--at least, not while she's still alive. The mage might
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decide that risking death to gain the power to finally wreak her
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vengeance is a good gamble. After she's completed her revenge,
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the mage might try to take back the reigns of government or might
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be completely satisfied and go about other concerns.)
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There's another kind of lich that actively sought its undead
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status but for very different reasons. This is the good-aligned
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archlich, from MC7 [Monstrous Compendium], SPELLJAMMER(TM)
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Appendix]. Archliches are caring individuals who've deliberately
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become undead so they can better serve a cause or protect a
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beloved being or place. While the archlich is classed as a unique
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type of monster, there's no reason why some good-aligned
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characters might not engineer their transformation into "normal"
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liches.
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<Liches in society>: Liches are almost exclusively
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played as reclusive monsters or as the rulers of evil empires.
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There's another possibility, of course: partial assimilation into
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society. Because of their incredible "life" spans, liches have
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the opportunity to develop unique spells. Some liches might
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develop dweomers that disguise their true nature: spells that
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mask the power to detect or affect undead, for example, or that
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temporarily counteract the liches' [fear] aura. Using these
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spells, coupled with disguise spells like [change self], liches
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could conceivably dwell in the close company of mortals.
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Why would they choose to do this, though? Perhaps some liches
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are simply lonely; they don't feel the distancing effect from
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mortals that immortality usually brings with it, and they ache
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for the company of others. These liches might be helpful, if
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sometimes irascible, purveyors of magical wisdom. Or maybe a
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lich's intricate plans require the unwitting aid of many people.
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(Remember, with the whole of eternity to play with, liches can
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afford to be eminently patient. Their plans might take centuries
|
|
to complete, and their day-to-day actions, when viewed without
|
|
the long view of immortality, might not make much sense.)
|
|
Liches who dabble in society are taking serious risks. While
|
|
the population of an entire town might be unable to physically
|
|
harm a lich, it can certainly slow or destroy any plans that the
|
|
creature might be brewing. Only the most confident or heart-sick
|
|
lich would take the chance.
|
|
<Ars longa>: When dealing with liches, the old
|
|
Latin aphorism [vita brevis, ars longa] could have a second
|
|
translation: "Life is short, but the Art is longlasting."
|
|
Although the concept is already discussed in the [Monstrous
|
|
Compendium], it's worth stressing again that a lich has literally
|
|
unlimited time in which to research and develop new or
|
|
"customized" versions of familiar dweomers. The nature of these
|
|
idiosyncratic abilities depend on the lich's personality.
|
|
A power-driven lich, for example, would obviously concentrate
|
|
on spells that increased its influence on those creatures around
|
|
it. This kind of lich might wield enhanced versions of [mass
|
|
charm] or [domination], and combat spells of hideous lethality. A
|
|
lich whose dominant emotion is scientific curiosity might have
|
|
developed extended versions of scrying or divination spells such
|
|
as [speak with dead] or [contact other plane]. Finally, a lich
|
|
fascinated with the aesthetics and nuances of magic, rather than
|
|
its eventual outcome, might have eccentric versions of familiar
|
|
spells: [magic missiles] that look like multicolored sparks, or
|
|
[fireballs] that explode accompanied by a musical tone, for
|
|
example.
|
|
Like any other high-powered spell-casters, liches can be
|
|
great sources of new magical powers. A PC mage who acquired a
|
|
lich's spellbook is in a marvelous position. Of course, getting
|
|
the spellbook is no easy task. Even a lich of the most benign
|
|
personality will defend its spellbook with wards and traps, some
|
|
of which might never have been seen before.
|
|
A "living" lich can also be a source for new spells, if the
|
|
PCs are lucky enough to locate one with the right alignment,
|
|
outlook, and personality. No matter how friendly the lich may be,
|
|
the principles common to mortal spell-casters will hold true.
|
|
Liches won't freely reveal the details of spells that they know,
|
|
particularly any "customized" dweomers they've developed.
|
|
Everything will be [quid pro quo]; the lich might exchange a
|
|
spell for another spell of equal level (and good luck finding a
|
|
spell that the lich doesn't already know!) plus an interesting
|
|
magical item. Acquiring something that a lich might accept as
|
|
barter could develop into a series of adventures.
|
|
|
|
<Vampires>
|
|
Although not as powerful as liches, vampires can be even more
|
|
interesting NPCs than their magically inclined kin. The recent
|
|
overwhelming popularity of vampire-related books and movies show
|
|
how compelling these creatures are. DMs who prefer the dark and
|
|
labyrinthine trappings of psychological horror to simple-minded
|
|
slash-'em-up combat could find few monsters better suited to that
|
|
playing style than vampires. (DMs will also find the new AD&D
|
|
RAVENLOFT(TM) supplement fits this style perfectly.)
|
|
<"The Dark Trick">: In her cycle of vampire novels,
|
|
Anne Rice uses the phrase "the Dark Trick" to describe the
|
|
transition from life to vampirism. The circumstances of the Dark
|
|
Trick, when and how it happens, as well as the nature of the
|
|
victim can have a great effect on the personality of a vampire.
|
|
Take a young, naive man, raised in a sheltered household, who
|
|
fell prey to a vampire that was stalking the region. The man knew
|
|
nothing about the vampire until it attacked and killed him.
|
|
Compare this case with a determined vampire-hunter who was cut
|
|
down by her quarry in the heat of battle. When the new vampires
|
|
arise from their graves, their views of the world will be totally
|
|
different.
|
|
The naive man might at first be totally unaware of his true
|
|
nature. He might come to the (seemingly reasonable) conclusion
|
|
that he actually never died but merely was badly wounded and then
|
|
buried prematurely by his overzealous family. At first, he
|
|
wouldn't understand why people run when he tries to explain to
|
|
them their mistake, or he might decide that the townsfolk have
|
|
wrongly assumed that he's "risen from the dead" (how ludicrous!).
|
|
Evidence of his true nature would quickly build up, however: the
|
|
fact that he doesn't cast a shadow or appear in a mirror, the
|
|
fact that he feels an uncontrollable urge to return to his coffin
|
|
when sunrise is imminent, and the steadily growing urge to feed.
|
|
When he finally realizes his fate, the shock might drive him mad,
|
|
turning him into the ravening monster that is the stereotypical
|
|
vampire. Alternatively, he might hang onto his sanity but believe
|
|
that since fate has decreed that he become a monster, he has no
|
|
option but to act the way he thinks such a monster should act. A
|
|
third possibility--and maybe the most interesting of the
|
|
three--is that the poor wretch is unable to fully renounce the
|
|
life he once had. A pathetic figure, the vampire "haunts" his old
|
|
home, watching from the darkness and trying to pretend that he's
|
|
still part of mortal life, if only as a spectator. Such a vampire
|
|
would feed rarely and would never deliberately kill, stopping
|
|
before he'd drained all his victim's life levels. Using his
|
|
[charm] abilities, the vampire could easily make sure that his
|
|
victims don't remember what happened to them, thus sparing them
|
|
the emotional trauma they'd otherwise suffer (and, incidentally,
|
|
protecting the vampire from detection). Pathetic or not, such a
|
|
creature would be likely to viciously attack any vampire-hunters
|
|
who came after him. After all, the adventurers are trying to take
|
|
away even the semblance of his old life.
|
|
The intrepid vampire-hunter who rises as an undead would
|
|
certainly have a different view of the world. Since she's very
|
|
familiar with her one-time quarry, she'd immediately realize what
|
|
happened. Her reaction would probably depend on her motivation
|
|
for becoming a vampire-hunter in the first place. If she took up
|
|
the career as a moral duty, to rid the world of vicious monsters,
|
|
then the shock to her sanity would be profound: suddenly she's
|
|
become exactly what she'd once dedicated herself to fight. She
|
|
might easily go mad. Alternatively, the new vampire might make
|
|
best efforts to destroy herself immediately. Since only the
|
|
strongest-willed of vampires could overcome their "instinctive"
|
|
revulsion to sunlight or running water, the creature might take
|
|
the easier way out and enlist the (voluntary or involuntary) aid
|
|
of adventurers, as was previously mentioned for liches. Or the
|
|
vampire might continue to dedicate herself to her former life's
|
|
work. She might use her powers as an undead to help her track
|
|
down and destroy others of her kind. (See Tanith Lee's [Kill the
|
|
Dead] for a portrait of such an undead ghost-hunter.)
|
|
But what if the one-time adventurer originally got into the
|
|
vampire-bashing business for other reasons: the money, for
|
|
example, or the adventure? The undead character might decide that
|
|
being a vampire isn't that bad after all, since she's got a much
|
|
better chance now of reaching her goals than she did when she was
|
|
alive.
|
|
As with ghosts, the fact that vampires are described as
|
|
chaotic evil says more about human perceptions than it does about
|
|
the creature's true personality. "Chaotic" simply means that
|
|
these creatures put their personal interests over those of the
|
|
masses--understandable, considering that they're immortal. And
|
|
since "evil" is defined as "holding life in low regard," a
|
|
creature who must drain life force to survive could be classed as
|
|
evil, despite its other behavior.
|
|
<Vampirism is fun>: In most role-playing games, the
|
|
main motivation for creatures such as vampires is to simply kill
|
|
the living. Why is this the be-all and end-all of a vampire's
|
|
existence? Vampires are exceptionally intelligent, which means
|
|
they're capable of abstract thought. They're also immortal. When
|
|
you've got the whole of eternity spread out before you, the
|
|
simple pursuits of draining innocent maidens and trashing
|
|
adventuring parties would eventually grow stale. Immortality must
|
|
be a pretty bleak picture if all you've got to look forward to is
|
|
your next kill.
|
|
Assume that a character can make the transition to vampirism
|
|
without being driven insane by moralistic shock and without
|
|
otherwise becoming the stereotypical "exists to kill" vampire.
|
|
What, then, would be the character's motivation? It can be almost
|
|
anything.
|
|
Vampires have powers far beyond the capabilities of most
|
|
mortals: exceptional strength, the ability to [charm] with a
|
|
glance, superhuman combat abilities, the power to change to
|
|
gaseous form or [polymorph] into a giant bat, etc. To the right
|
|
kind of personality, these powers would be boons beyond price.
|
|
The person would relish his new-found powers, constantly pushing
|
|
their limits and "living" an existence of otherwise unattainable
|
|
fun. ("Can I spy on Lady Maretha's mansion? Sure. Can I move the
|
|
ceremonial cannon from the town square into the mayor's office?
|
|
Why not?") Feeding is still a necessity, but he would probably do
|
|
it in the most humane way possible, never killing his victim and
|
|
only rarely leaving any evidence behind. Fun-loving DMs could
|
|
easily develop a vampire who'd fit well into the movie [Animal
|
|
House].
|
|
On a more serious note, a thief turned into a vampire would
|
|
find her supernatural abilities tailor-made for her career. Who
|
|
needs grappling hooks when you can [spider climb], or needs
|
|
lockpicks when you can assume gaseous form? A thief-vampire might
|
|
cut a swath through the rich inhabitants of a city, cleaning out
|
|
their valuables in daring raids that leave the constabulary
|
|
scratching their heads. The vampire's den would be full of
|
|
opulent furniture and fittings. (If the character couldn't enjoy
|
|
luxury while alive, why not take advantage of the opportunity
|
|
afterward?)
|
|
A compelling figure from many historical novels is the
|
|
gentleman adventurer, the person who's as much at home in polite
|
|
society as he is outside it (often [way] outside it). A vampire
|
|
would make a perfect gentleman adventurer. A somewhat aloof
|
|
manner and a very daunting reputation would keep others distant
|
|
enough that they'd never learn the vampire's true nature, while
|
|
the character's habit of dropping out of sight to go on
|
|
adventures would be a perfect cover for the vampire's "hunting
|
|
trips." (Presumably, such a vampire would fast while within
|
|
civilization, and then gorge himself once away from polite
|
|
company.) Some of the vampire's acquaintances within the social
|
|
milieu might possibly suspect or know the creature's true nature,
|
|
but not take any action because the vampire is such a "jolly good
|
|
chap."
|
|
The gentleman adventurer vampire is quite a different
|
|
creature from the typical monster described in the [Monstrous
|
|
Compendium]. That rampaging killer "lives in areas of death and
|
|
desolation where they will not be reminded of the lives they have
|
|
left behind." The social vampire has come to the conclusion that
|
|
he doesn't have to forego all the pleasures of his life after
|
|
all. Social vampires soon learn ways to disguise their true
|
|
nature. They'll avoid mirrors and brightly lit areas (where their
|
|
lack of shadows might be noticed), and they'll devise plausible
|
|
justifications for their "allergy" to garlic and their "moral
|
|
offense" when they see openly displayed holy symbols. As with
|
|
liches, magically capable vampires have eternity in which to
|
|
develop new spells. Thus a social vampire might be warded with
|
|
dweomers that block powers that detect undead, and perhaps even
|
|
calm the fears of dogs and other creatures.
|
|
Social vampires are well documented in literature. One of
|
|
Anne Rice's vampire characters was a participant in Parisian
|
|
aristocracy's social whirl, while another pursued a career as a
|
|
rock star. Even the archetypal vampire, Count Dracula, proved
|
|
himself a charming and debonair host when it suited his purposes.
|
|
While multidimensional characters like these might exist in any
|
|
given campaign world, the majority of vampires will be the
|
|
superficial killers described in the [Monstrous Compendium]. DMs
|
|
should use just enough "complex" vampires to make the PCs wonder
|
|
what they're going to meet up with next.
|
|
<Gifts of un-life>: Why do vampires "work the Dark
|
|
Trick" and create other vampires? The accepted theory, as stated
|
|
in the [Monstrous Compendium], is that vampires use chattel
|
|
creatures as slaves and, if necessary, cannon fodder. There are
|
|
other, more interesting possibilities, however.
|
|
How about a vampire who used to be a very social personality
|
|
while alive and is now suffering from his enforced withdrawal
|
|
from society? (In short, he's devastatingly lonely.) The idea of
|
|
creating another vampire--a creature like him, someone he can
|
|
share his thoughts and fears with--might become too attractive to
|
|
resist. Unfortunately, since "secondary" vampires aren't truly
|
|
free-willed, the lonely vampire wouldn't find the companionship
|
|
he was seeking. In fact, he might start to see the secondary
|
|
vampire as a horrible parody of the friend he sought: nothing
|
|
more than a mirror or echo chamber, feeding back to him his own
|
|
beliefs and thoughts.
|
|
Another possible reason for creating a vampire is to "save" a
|
|
loved one from death. Imagine the feelings of a sensitive vampire
|
|
knowing that a relative or close friend is dying. The vampire is
|
|
immortal and knows that he has the power to make the dying person
|
|
immortal as well. The temptation to work the Dark Trick might
|
|
become almost irresistible. Of course, once the deed was done,
|
|
the master vampire would find the same horrible situation: the
|
|
loved one, remembered as an independent personality, would have
|
|
lost all free will and become a mindless slave of the master
|
|
vampire. (Both these motivations for creating new vampires are
|
|
worked through in Ann Rice's vampire cycle.)
|
|
The descriptions above assume that secondary vampires aren't
|
|
free-willed entities. This is implied in the [Monstrous
|
|
Compendium] entry, in the corrected version published in
|
|
DRAGON(R) issue #150, but isn't stated explicitly. The entry
|
|
merely says that "the new undead is under the complete control of
|
|
its killer." The question remains: What form does this control
|
|
take? Is the new vampire merely a mindless puppet? Is it
|
|
controlled by some variation of the master's [charm ]spell? Or
|
|
does the new vampire follow the master's commands simply because
|
|
it believes, rightly or wrongly, that the master is more powerful
|
|
than itself? The latter two theories are the more interesting
|
|
from a role-playing perspective, since they imply that the
|
|
secondary vampire might somehow be able to escape the control of
|
|
its creator. The possibilities are interesting. For example, a
|
|
"social" vampire has created a secondary vampire. This secondary
|
|
vampire is slowly resisting the control of the master and
|
|
reverting to its true personality: a ravening, heartless
|
|
monster--the complete opposite, philosophically speaking, of the
|
|
primary creature. (Again, Ann Rice explores this concept in her
|
|
novels.) Alternatively, cunning PCs might be able to turn a
|
|
secondary vampire against its evil master.
|
|
<Good vampires>: Can a vampire be good? Not
|
|
according to the [Monstrous Compendium], which states that a
|
|
vampire is "a thing of darkness that exists only to bring about
|
|
evil and chaos." But if we assume that these are "typical"
|
|
vampires, and that atypical individuals exist, then the answer
|
|
might well be "yes." Theoretically, a vampire isn't restricted to
|
|
feeding on the life force of sentient creatures; it could feed on
|
|
unintelligent creatures as well. Thus a vampire could "live"
|
|
without ever having to kill a human or demihuman.
|
|
Imagine the case of a good-aligned human who fell prey to a
|
|
vampire. While the first vampire existed, the new undead was
|
|
under its sway, forced to commit horrifying and sickening acts.
|
|
When the master vampire was destroyed, however, the secondary
|
|
vampire became free-willed. How would it react? The [Monstrous
|
|
Compendium] states that "In most cases, vampires do not lose the
|
|
abilities and knowledge which they had in life when they become
|
|
undead." Thus the secondary vampire might still remember his
|
|
one-time moral and ethical stance. Now that he's able to act
|
|
freely, he might decide to use his powers to set right, at least
|
|
partially, the damage that he and his master did. This creature
|
|
could become a secret benefactor to a community: performing good
|
|
deeds late at night (e.g., using his great strength to repair
|
|
walls) and defending the village from marauding monsters. The
|
|
townsfolk may never suspect the true nature of their benefactor.
|
|
Those few who might have some suspicions would be careful to keep
|
|
them silent, in case someone tries to destroy their benefactor.
|
|
Since vampires--particularly magic-capable individuals--can often
|
|
successfully "pass" for human, the vampire might even be known to
|
|
some of the townsfolk, perhaps as "that strange hermit who lives
|
|
in the cave."
|
|
Eternity is a long time, however, and vampires' attitudes
|
|
would probably shift. Eventually, they'd lose their kinship with
|
|
the living and consider the fates of mortals as petty things,
|
|
unworthy of their attention. Thus, vampires too would eventually
|
|
swing more toward a passively evil alignment.
|
|
|
|
<Conclusion>
|
|
It's not necessary that every powerful undead in your
|
|
campaign world have complex motivations. Sometimes motivation
|
|
should take a back seat to convenience. Take Bram Stoker's
|
|
[Dracula], for example. What was Count Dracula's motivation?
|
|
Nothing consistent, that's for sure. The sole purpose of his
|
|
actions seemed to be to drive a good story. (Take, for example,
|
|
when he crawled like a lizard down the outside of his castle,
|
|
apparently just for the fun of it, since he could turn into a
|
|
wolf, a bat, or a cloud of fog at will.) If the story you're
|
|
telling as DM requires a straightforward, kill-crazy ghost or
|
|
vampire, use one. What I've provided here are just suggestions,
|
|
ways to throw a little further complexity at your players.
|
|
Many DMs won't feel the urge to use any of these suggestions.
|
|
After all, undead are conveniently simple villains. Players and
|
|
their PCs don't have to feel any moral qualms about destroying
|
|
creatures that are played as thoroughly, unquestionably, and
|
|
unrepentently evil. Lots of DMs and players like to have at least
|
|
some monsters where the instant response to sighting them is--and
|
|
should be--"Kill it!" It's good to have something with which you
|
|
can get into a knock-down, drag-out fight, and yet not feel
|
|
guilty afterward. For these reasons, many players and DMs will
|
|
always enjoy beating on undead guys.
|
|
For those DMs and players who enjoy a little more
|
|
complexity--both moral and tactical--in their role-playing,
|
|
atypical undead can be interesting and exciting. They add a few
|
|
more decisions to the player characters' already confusing lives.
|
|
When PCs meet a ghost, should they attack it or commiserate with
|
|
it? When they encounter a lich, should they destroy it or
|
|
exchange magical trivia?
|
|
It's your choice. Happy role-playing!>
|
|
|
|
END FILE
|
|
|