Ghosts? No! You don't call anything a ghost that you
can take in your hands and look at in broad daylight,
and that rattles when you shake it Do you now?
- F. Marion Crawford
"The Screaming Skull"
By the pricking of my thumbs,
Something wicked this way comes
- William Shakespeare
Macbeth
Necrology
Most of the ancient dead
were once living, breathing
people, but they defied
death to walk again among
the living - as mummies.
Their tortured spirits remain bound to
now lifeless bodies.
I have infrequently discovered
doomed spirits who were compelled to
become ancient dead through no fault
of their own. Most ancient dead,
however, were not innocent victims of
powers beyond their control.
After years of research and
interviews with eyewitnesses who
have encountered the unquiet dead
(including two interviews conducted
magically with the dead themselves),
I have concluded that some spirits pass
into death with a predilection for
returning as mummies. The common
factor among these cases seems to be
a fascination with and desire for the
trappings of the mortal world. This
emphasis makes the ancient dead most
closely akin to ghosts, at least in
psychological terms.
There is, of course, one explicit
difference between ghosts and the
ancient dead: The latter are fully
corporeal, and the former are not. In my
work on ghosts, 1 described one class of
spirits that possessed solid form. Are
these spirits ancient dead? No. A
corporeal ghost creates a body for itself
through force of will or supernatural
power. Such is not the case with the
ancient dead; the spirit of such a being
actually reoccupies the body it
possessed in life. If one searches
diligently enough, one often can locate
a corporeal ghost's mortal remains,
which might prove advantageous in
combating the spirit. A search is not
necessary in the case of an ancient
dead - the creature's mortal shell is
immediately present.
Indeed, because the ancient dead
are fully corporeal, any discussion of
them invites comparisons with the
other corporeal undead, namely
vampires and liches. Outwardly, most
mummies strongly resemble liches.
Both creatures tend to have withered or
skeletal bodies, and both share an
intense desire to destroy or manipulate
the living. If one is unfortunate enough,
as my companions and I were, to
encounter a mummy that retains
spellcasting abilities it had in life, it
might be next to impossible to know
what manner of creature one is facing
until it is too late.
The five important distinctions
between a lich and a spellcasting sort of
ancient dead are these:
1. Transformation: A lich initiates
and completes the process that
transforms it from living being to
undead. While the prospective lich still
lives, it begins an elaborate, dangerous,
and expensive ritual in which it is the
principal, if not the only, player. A
mummy is created through a process in
which the subject is only a passive
participant. Though an individual can
arrange to return from the dead as a
mummy, it must depend upon others to
carry out its wishes. Planned or
otherwise, the process can truly begin
only after the subject dies. The first step
is embalming the corpse. True, a
mummy can be created spontaneously
through natural preservation of a body
and the spirit's own force of will. Even
then, some external event triggers the
mummy's return.
2. Phylactery: Every lich possesses a
phylactery that houses its spirit. The
location and destruction of this vessel
must be the focus of any effort to destroy
a lich. A mummy might possess an item
similar to a phylactery, but this item does
not house the creature's spirit, which
resides in the creature's body. However,
the item can be the keystone of that
creature's existence.
Not all ancient dead have key items,
however. Some mummies can be
physically destroyed by a direct assault
on their bodies, though this is never a
simple undertaking. Other mummies
cannot be destroyed, but they can be
laid to rest under the right
circumstances.
3. Maintenance: A lich requires
periodic rituals of maintenance to
sustain its unliving state. A mummy can
exist indefinitely with no special effort. It
might require small amounts of herbs or
other rare substances to maintain its
powers, or it might require veneration
from mortals. No mummy, however,
risks destruction if this dependence isn't
satisfied; it merely suffers a temporary
ability loss.
4. Increasing power: A lich continues
to accumulate more power and
knowledge throughout its existence. The
full extent of a mummy's powers is set
when it is created, although it might
receive its powers slowly over time.
While the latter mummy, like a lich,
becomes more powerful, it does not
gain new abilities; instead, it overcomes
limitations that keep it from using its full
powers.
5. Departure: A lich eventually
discards its physical form and departs
the mortal realm to explore other
modes of existence. Barring outright
destruction, a mummy is inexorably
bound to the mortal world. Surely no
creature can exist forever; at some
point, a mummy's body must be forced
to succumb to the ravages of time and
simply fall apart. I confess that I have
no idea how long this process takes. It
would seem that human empires can
rise, fall, and crumble to windblown
dust before a mummy finally
disintegrates from age.
A mummy is similar to a vampire in
that both sorts of creatures are destined
either to remain in the physical world or
perish. In addition, a mummy might
exhibit powers similar to those of
vampires: flight, the ability to charm
victims, changing shapes, and animal
summoning. This is, however, where the
similarities end.
Unlike the vampire, the mummy has
no need to feed upon the living. Often
less fearsome in battle than a vampire,
a mummy also has few or none of the
typical vampire's weaknesses. A
mummy is generally unaffected by
garlic or mirrors, for example. As with
the ghost, however, a mummy might
have an aversion to objects or
substances. These articles are linked to
the mummy's origins.
A mummy shares a few notable
characteristics with other undead. It has
no need for food, air, or sleep, since its
body is lifeless. Thus, it is also immune
to all forms of poison and paralyzation,
and immune to enchantments that
produce sleep, charm, or hold effects.
The Planar Connection
The ancient dead as a group are unique
among undead in that they appear to
have a positive-energy component. This
does not mean the ancient dead are
good - far from it. Rather, they have at
their disposal an alien power that is
disruptive and inimical to life. It is
through this positive connection that the
ancient dead animate and maintain their
corporeal bodies.
Positive energy might also be the
source of the ancient dead's most
dreaded attack, mummy rot. This
appalling disease is always fatal, and it
defies all mundane efforts to cure it.
Only magical intervention can alter its
course. Perhaps a mummy, when it
strikes, transfers a portion of its positive
energy to a victim. It might be a caustic
effect of such energy that makes the
victim's flesh rot away. The energy's
disruptive effects on the body might
also explain why a mummy's victims do
not heal properly, and why they cannot
benefit from healing magic while
afflicted with rot.
The theory of positive energy is also
helpful in explaining three other
powers every ancient dead creature
possesses to some degree:
rejuvenation, invulnerabillty, and fear.
As I explained in my work on ghosts,
rejuvenation is the power to regrow
portions of the body that have been
destroyed; its effect is similar to a
vampire's regeneration power.
Regeneration, however, involves the
accelerated healing of wounds,
whereas rejuvenation reconstructs the
creature's whole body. Clearly, a
mummy must draw on a supernatural
source of matter and energy to
accomplish such a feat.
All mummies are resistant to
weapons, to one degree or another. Their
strangely preserved tissues are nearly
impervious to physical harm, and only
enchanted or specially created weapons
can affect them. Even then, physical
blows are never as effective against
mummies as one might expect.
Ancient dead are similarly
impervious to some energy attacks.
Most often they are unaffected by cold,
but some can shrug off other forms of
energy as well. Worse, a few can resist
several kinds of energy. I suspect this
resistance stems from a supernatural
reinforcement of the body.
All mummies inspire some form of
fear or dread in the mortals who
encounter them. This fear can go
beyond simply inducing opponents to
flee. Victims can be so overcome with
dread that they are unable to act. My
studies suggest that mummies project a
magical aura that overcomes and
disables a living person's psyche. This
aura is constant and it seems to stem
from an inexhaustible source of energy.
Readers should not hastily conclude
that any creature that does not project
an aura of palpable fear is not a
member of the ancient dead. Many
high-ranked mummies have the ability
to halt or even delay the effects of their
powers, and some mummies inspire
fear by their gaze, voice, or gesture. 1
once encountered a mummy that could
inspire fear in an area of its own
choosing.
Belinderissa and I descended the grand
stair and entered a narrow vault.
Behind us, I heard soft footfalls as the
rest of the group followed. I was anxious
to decipher a lengthy runic inscription
on the walls of the vault, and asked
Bellnderissa to hold her torch higher as
we moved into the chamber.
Before I could study the runes, a
section of the wall slid open with a
stony whisper. A handsome youth clad
only in a white linen loincloth and
conical headdress stood before us. He
smiled and made an elaborate bow, his
hand describing circles in the air with a
double flourish.
"Holy water, Claudia," I called to my
assistant as I raised my siluer cross to
ward off the creature. As I spoke,
Belinderissa aimed a vicious swipe at
the youth's neck and struck a blow
that should have separated the
creature's head from his shoulders.
Instead, there was a dull thud, as the
sword failed to bite. The impact left
behind only a dry gash.
"Quickly, Claudia," I commanded,
but still the holy water was not
forthcoming. Turning away from the
beast, / beheld the remainder of my
party rooted in place on the stairs,
motionless except for a communal
nervous quiver. My companions looked
for all the world like a stand of leafless
trees trembling in an autumn wind. "I
fear you must distract our young foe a
while longer, Belinderissa," I said as I
fumbled with Claudia's haversack.
Since that incident I always have
carried my own holy water.
- From the private journal of
Dr. Van Richten
The First Ancient Dead
How did the ancient dead first come to
haunt our world? I have uncovered very
little scholarly debate on this subject. It
seems that ancient dead are so elusive
that they have escaped the notice of
scholars who are not as dedicated to
cataloguing and defeating undead
menaces as I. Indisputably, the fact that
most ancient dead easily can be
misidentified as other sorts of creatures
has contributed to this ignorance.
When confronted with the question
of the origins of the ancient dead, most
sages and mediums are unable to give
any credible answer at all. A few
priests, adventurers, and seekers of
forbidden lore speculate that those
rituals and processes used to create the
ancient dead were developed after
some long-ago theorist witnessed a
spontaneous occurrence. One of my
colleagues, Deved de Weise of II Aluk,
in Darken, has offered a succinct
explanation of the reasoning behind
this theory.
As to the probable origins of the
creatures you call "ancient dead," you
[Van Richten] must concede that history
is full of incidents involving the return
of the dead to the world of the living.
Here in Darken, the rising of the dead is
ingrained in local legend.
If, as you seem to have documented,
departed spirits can return to their
preserved bodies through force of will,
then it must have been inevitable that
some priest, obsessed with death and
hungering for an extended life (or
desperate to grant such a "gift" to a
demanding liege) must have come
upon an account of such an incident
(just as you have) or actually
witnessed the event.
Armed with this knowledge, the
priest would need only the proper
research materials and sufficient time to
recreate the event.
- From the private letters of
Dr. Van Richten
Because I have uncovered conclusive
proof that the ancient dead can rise
unassisted, I find it hard to contradict
de Weise's reasoning and conclusion.
There is a more sinister theory about
the origins of the ancient dead,
however, to which I must attach
greater verisimilitude because it is
derived from firsthand knowledge. It
comes from the journal of De'rah, a
wandering priestess and a gifted
medium. This fair lady claims to have
been only a visitor to these lands of
ours, and in any event she has
disappeared utterly. Before departing
on her final journey, she entrusted a
copy of her journal to a wandering
Vistana, who delivered it to me. The
fact that lady De'rah could induce any
Vistana to serve as a reliable
messenger only increases my
admiration for her abilities.
Once the mummy lay quietly in its
coffin again, we sought to discover
some method of putting it to rest
permanently. While my companions
set about trying to decipher the
numerous cartouches and hieroglyphs
on the tomb's walls, I fingered my
enchanted prayer beads and chanted a
divination spell. Soon, I was conversing
with the creature.
Q: Huseh Kah, why do you walk
among the living?
A: Because of the curse of Anhktepot.
Q: Who is Anhktepot?
A: The first of my kind.
- From the journal of De'rah
De'rah was able to pose no less than
half a dozen questions to Huseh Kah,
but 1 have included only the two most
pertinent here. De'rah concludes that
the ancient dead did not walk the land
until a being called Anhktepot
returned from death. Unfortunately,
De'rah and I parted ways before her
encounter with Huseh Kah's mummy,
and I could not share what I knew of
Anhktepot with her.
I first heard the legend of Anhktepot
during a visit to the land of Har'Akir,
many years ago. According to Har'Akir!
folktales, Anhktepot was an ancient
king or pharaoh. He became so fond of
ruling that he could not bear to think of
his reign ending, even in death. He bent
all his will toward cheating death and
returning to his throne. When he finally
died (murdered, some say), his burial
was accompanied by a lavish ceremony
and the ritual deaths of all his most
valuable advisors. If Anhktepot does still
walk the dunes of his arid country, he
has truly gotten his wish.
If Huseh Kah was correct in his
belief that Anhktepot is the progenitor
for all the ancient dead, then it
appears that, in seeking his own
immortality, Anhktepot loosed an
entirely new evil into the land.
As a game term, "ancient dead"
refers to a class of corporeal undead
creatures, of which the bandage-
wrapped mummy is a familiar example.
To qualify as an ancient dead, a creature
must meet the following criteria.
The creature must have died.
The creature's body must have been
preserved in some way.
The creature's spirit must now
occupy the body that housed it in life.
The creature must derive its powers
from a connection with the Positive
Material Plane.
True ancient dead creatures possess
the following powers to some
degree: rejuvenation, cause fear,
invulnerability, and cause disease.
There powers are derived from the
creature's connection with the
Positive Material Plane and are fully
described in Chapters Three and
Four. Corporeal undead such as
ghouls and ghasts lack a connection
with the Positive Material Plane and
do not qualify as ancient dead.