Let me not burst in ignorance; but tell
Why thy canoniz'd bones, hearsed in death,
Have burst their cerements; why the sepulchre,
Wherein we saw thee quietly inturn'd,
Hath op'd his ponderous and marble jaws,
To cast thee up again. What may this mean,
That thou, dead corse, again in complete steel,
Revisit'st thus the glimpses of the moon,
Making night hideous;' and we fools of nature
So horridly to shake our disposition
With thoughts beyond the reaches of our souls?
- William Shakespeare
Hamlet
(Hamlet, to the ghost of his father)
Types Of Mummies
The ancient dead are
enigmatic creatures that
often are hard to identify
and thus are hard to
combat. In many cases,
their powers are similar to those of
other undead menaces, though their
vulnerabilities are vastly different. The
hunt for a mummy is often fraught
with unexpected perils, seemingly
inexplicable mysteries, and a
thousand other frustrations - some
trivial, some deadly.
In this book I have compiled all I
have learned about the ancient dead.
Alas, this work is far from complete.
My own knowledge is extensive; I have
tread where no desk-bound scholar has
ventured, and I have devoted myself to
studying the walking dead with a
devotion no priest or wizard, with a
head cluttered with rituals and spells,
could match. Nevertheless, the
supernatural holds more secrets than
one person could ever assimilate, even
if given a dozen lifetimes dedicated to
the endeavor. Nor had I the luxury of
steadily accumulating immutable
truths; all too often new evidence has
caused me to revise my findings, and
occasionally to abandon even my most
deeply held convictions. Fortunately, I
am not prone to despair.
In this chapter, I hope to acquaint the
reader with certain terms and concepts
that are vital to understanding the
ancient dead. The material presented
here provides a framework for all that
follows, and the reader is advised not to
treat it lightly.
I have identified five broad categories
that 1 find useful when discussing and
classifying the ancient dead. These are
power rank, physical origin,
psychological origin, form, and state of
preservation.
Power Rank
The first and most important category
by which 1 classify the ancient dead is
their level of power, which I call their
rank. Every mummy has a rank,
regardless of the other attributes it may
display. Readers familiar with my
previous works know that I have
developed similar systems for
describing vampires and ghosts. A
mummy's rank is similar to a
vampire's age or a ghost's magnitude
- the higher the rank, the more
powerful the mummy.
I must warn the reader that the
values of each rank category are
neither absolute nor universal. A
mummy of the first rank, for example,
might exhibit some abilities of a
higher rank, even though its general
level of power is relatively weak. Use
the guidelines below to your best
advantage, but never take anything
for granted.
As noted in the previous chapter, a
mummy's powers are set, but not
necessarily fixed, at the moment of its
creation. The chief factors that
determine the mummy's rank are the
strength of its attachment to the mortal
world, the deceased's emotional state at
the time of death, the intricacy of the
ritual used to create the mummy, and
the opulence of the mummy's tomb. In
some cases, other factors can increase
a mummy's rank. These include the
power of the creature or creatures
creating the mummy, and the amount of
respect, fear, or veneration a mummy
receives from the living. The legend of
the aforementioned Anhktepot of
Har'Akir is a case in point.
If the tales are true, a desire to
cheat death dominated Anhktepot's
thoughts during life. Furthermore, as a
pharaoh, Anhktepot could indulge in
his obsession to a degree unimaginable
for a common man. He had the
resources of a nation at his disposal,
and he used them. Anhktepot
commanded for himself embalming
and funeral rites on a grand scale, with
an elaborate tomb to match.
Long after his death, this ruler still
inspires fear among the people of
Har'Akir. Anhktepot is an eternal
bogeyman that haunts their dreams. If
Anhktepot still haunts the sandy
deserts of Har'Akir, he must be
formidable, indeed. Likewise, any
mummy created by the hand of
Anhktepot would be a more fearsome
creature than it might have been if it
had been created under more typical
circumstances.
First Rank
Ancient dead of the first rank are
created spontaneously, with little or no
pomp and circumstance. Although
they possess potentially dangerous
powers, they are not particularly
formidable. First-rank mummies
usually can be annulled simply by
destroying their physical forms, seldom
a daunting task for an experienced
undead-hunting group.
I never have knowingly faced an
ancient dead creature of this inferior
rank. I make this claim not out of
arrogance, but to illustrate just how
difficult identification of the ancient
dead can be; in retrospect, I am certain
I must have battled these creatures at
least once. During our quest to defeat
the lich known as Phantom's Bane
[described in part in the section on
liches, earlier in this volume - GWF],
my companions and 1 suffered
numerous assaults by livid, shambling
creatures which we took to be some
form of greater zombie, for they
possessed a modicum of intelligence
and proved to be disturbingly agile in
combat. We never did grow
accustomed to their gruesome visages,
and fear clutched at our hearts
whenever they appeared. Geddar
Ironheart, our dwarf fighter, remarked
after one battle that the bloodless
creatures absorbed more punishment
than he expected. Later, we discovered
that several wounds the creatures had
inflicted on us had begun to fester, and
this sepsis proved to be resistant to my
herbal remedies. Only a miraculous
salve imported from a foreign city
proved at all efficacious.
With the benefit of hindsight, I
conclude that these creatures must
have been first-rank mummies created
by Phantom's Bane, probably from
victims who had succumbed to his
paralyzing touch. Fortunately for my
party, these creatures were not so
strong as to render our ignorance
fatal. Unfortunately for everyone,
mummies of the first rank are fairly
rare. The majority of the ancient dead
are not so weak.
Second Rank
Ancient dead of the second rank are
generally not much more dangerous
than their lesser kindred. In many
cases, second-rank mummies rise
spontaneously if the circumstances
surrounding their deaths are
sufficiently charged with emotion. In
most other cases, mummies of this
rank are created by evil spellcasters or
by other undead. Consequently, they
usually function as servants for more
powerful beings, and defeating them is
often but a single step toward ultimate
victory. My first experience with
mummies of this rank provides an
illustration.
I undertook an extended expedition
to gather herbs and found myself
wandering among the bleached, dead
trunks of trees that litter the foothills of
the Balinok Mountains in eastern
Falkovnia. I have often wondered what
blight afflicts these trees, which are
otherwise so hardy. 1 had no time,
however, to ponder this particular
botanical mystery because a more
urgent matter drew my attention.
I came upon a mining camp where
some thirty souls labored to wrest
treasures from the very bosom of the
earth. The camp overseer was a brutish
woman of acerbic demeanor with a
shovellike jaw. As with most
organizations in Falkovnia, the camp
was patterned along military lines. The
overseer, Captain Twyla Kahl, also
commanded ten haughty soldiers who
protected the camp from animals and
unfriendly local folk.
I had intended to pay only a brief
courtesy visit to the camp and
continue with my herb collecting.
However, when the captain learned 1
was a physician she called upon me to
attend a miner who had survived a
tunnel collapse.
My patient was dazed and appeared
to be suffering from septic wounds that
seemed completely impervious to my
treatments. Although the patient was in
no immediate danger, my instincts told
me I was dealing with a terminal case if
I could not locate a cure. My suspicions
were aroused, and I continued to treat
the fellow while the collapsed tunnel
was cleared and reinforced.
As the last bit of rubble was
removed, the miners discovered an
ancient chamber that must have been
hewn from the living rock at a time
when the mightiest tree in Falkovnia
was a mere sapling. Three curving
orifices opened near the floor on one
side of the chamber. The trapezoidal
blocks that framed the openings
unpleasantly reminded me of snarling
mouths filled with decaying teeth. 1
thought I detected a charnel stench
coming from them as the captain and I
surveyed the place.
My worst fears where realized when
three hideous creatures emerged from
these openings. They were fleshy, but
with entirely skeletal heads. The
captain and her soldiers had little
difficulty hacking them down, but
dismemberment seemed merely to
inconvenience the creatures, and their
sundered bodies kept on attacking. At
my suggestion, the captain bade her
troops fall back into the tunnel; the
moment the living had quitted the
chamber, I hurled three oil-filled
lanterns, all lit, into the cavern. The
creatures twisted and wailed as the
flames consumed them, and soon all
was blessedly quiet. My examination of
the remains of these undead confirmed
that they were mummies, which 1 would
now rate as of the second rank.
When the smoke and heat from the
funeral pyre had dissipated, we made a
cautious inspection of the chamber,
where we discovered nothing but a few
trinkets - and the disturbing fact that the
openings in the wall extended back into
the mountain for an indeterminate
distance. With this discovery, the
captain ordered the chamber filled with
rubble, then directed the miners to seek
ore in other shafts. At the time, I felt
this was a prudent decision.
For my part, I found myself faced
with three more victims of the
inexorable rotting disease that the
mummies carried. With the captain's
reluctant permission, 1 accompanied
the victims to Silbervas in hopes of
finding a cure for them. For the soldiers
it was an easy task - the military folk in
Falkovnia enjoy enough wealth and
status to secure for themselves almost
any service they need. The hapless
miner who had been originally infected
was not so fortunate, however, and 1
was forced to accompany him to
Mordentshire before finally discovering
a sympathetic priest who removed his
vile disease.
Three months later, I was back in the
vicinity of the camp, still seeking my
herbs. 1 was dismayed to find the mine
tunnel sealed and the camp deserted. I
did not learn anything more about this
case until some time later, when 1
sited a tavern in Lekar and
encountered one of the soldiers 1 had
assisted. The tale the solder related
was, of course, secondhand, and many
vital details were absent, but it seems
the new tunnel dug on Captain Kahl's
orders breached a second ancient
chamber. This new area was huge, and
it contained a colossal bas-relief of a
face. The figure's eyes, 1 was told, were
rubies the size of a man's fist. The
captain immediately posted guards
while a gang of miners went to work
extracting the gems.
Just as the first chisel bit into the
rock, however, the carved mouth
sprang open to reveal a fanged maw! A
legion of skeletal horrors marched out,
directed by a dimly seen creature
wielding a staff. The miners fled
screaming, hampering the soldiers, who
soon fell under the relentless onslaught.
The captain was overcome along with
her troops.
The remaining officer, being quick of
mind, fired the mine as he fled. The
conflagration undoubtedly consumed
the advancing undead, but also
collapsed the shaft. Rallying the terrified
miners, this officer ordered the mine
entrance to be completely buried, then
quit the site.
I have no doubt that the mysterious
figure wielding the staff was a mummy
of great power. In my subsequent
campaigns against ancient dead, I have
often found that what first meets one's
eye is seldom the whole truth. The
ancient dead do not show all their
strength at once, and an early victory
often is an indication that the true battle
is still to come.
Third Rank
Ancient dead of the third rank are
powerful enough to pose a threat to
even the best-equipped adventurers.
Unless one is fortunate enough to
discover a weakness quickly,
destroying these creatures requires
great force or meticulous detective
work - or both. It is at this rank that the
ancient dead first exhibit salient
abilities, such as spellcasting and the
creation of other undead. Some third-
rank mummies are indeed vulnerable to
physical destruction, but it is unwise to
depend on such a weakness, as some
ancient dead exhibit superior
rejuvenation powers at this level.
My own experience leads me to
believe that third-rank mummies make
up the vast majority of ancient dead.
One can expect to encounter weaker
mummies only when unusual
circumstances prevail; even then, the
lesser creatures are often tools of more
powerful ones.
Mummies of the third rank do not
normally rise spontaneously, though I
have no evidence to suggest that they
cannot do so. More typically, these
types of mummies are created as the
result of a powerful ritual or by the hand
of a more powerful sort of ancient dead.
I place the mummy found in desert
tombs in this rank. Many of these
creatures are vulnerable to mundane
fire, but they have a potent array of
powers, including paralyzing fear, a
virulent form of mummy rot, and
immunity to nonmagical weapons. The
so-called "greater" mummies (such as
ancient dead priests of Har'Akir) are
also third rank. Although they are
formidable, they usually cease to be a
threat once defeated in combat.
Fourth Rank
Ancient dead of the fourth rank are
truly formidable. Most conventional
methods serve only to delay or drive off
these creatures; mummies of this rank
frequently seem to have been defeated,
only to reappear and menace their
opponents once again.
Ancient dead creatures of fourth rank
rise only after a powerful ritual has been
completed and their bodies have been
interred in elaborate tombs. Usually the
deceased took active roles in planning
their funeral rites and burial, fully
intending to return to the physical world
as mummies. Many of these individuals
believe themselves to be so powerful
that death has no sway over them;
others actively embrace death in an
attempt to seize greater power or to
gain control over the afterlife.
There can be no doubt that to
become an undead mummy is to wield
power, but such power comes only at
the price of the aspirant's own
mortality. Power lies within a mummy's
grasp, but the crucial fact (perhaps the
fact most often ignored by aspirants to
such unholy power) is that the flesh
that encases an ancient dead's spirit is
truly dead and capable of feeling no
joy. A mummy can never be truly
happy; the best it can hope for is to
reduce its misery.
Likewise, an unclean spirit might
escape whatever immediate torments
await it beyond the mortal realm, but its
heart, burdened with misdeeds, does
not grow lighter. Instead, the spirit is
shackled to the memory of its iniquities.
In seeking to avoid one torment, the
spirit merely dooms itself to another.
Consider the example of the
Lamenting Rake of Paridon. Most
accounts identify this creature as a
ghost, a spirit so consumed by excess
and debauchery in a famine-plagued
land that it was condemned to walk
the city streets where it once lived
and witness revelries it could no
longer share.
The journal of the doomed man,
however, reveals a different tale:
Timothy Strand squandered a bright
future and a family fortune by making
his life a continuous frolic. When he
felt an early death approaching, he
poured all his remaining wealth into an
ornate tomb, which also was to serve
as a temple to an evil deity. As part of
this dark pact, Timothy was guaranteed
a continuing life, surrounded by
comfort and luxury. To seal the pact,
Timothy had himself slain and
embalmed. He expected to return from
death and did, as a mummy able to
appreciate - but never to enjoy - the
pleasures of the flesh.
The raw emotional and supernatural
power required to create a mummy of
the fourth rank invariably leaves its
mark on the individual. The lingering
spirit develops a single-minded
dedication to some purpose or
possession; this makes it a relentless
foe. Folk who thwart such a creature
face the daunting task of preserving
themselves long enough to find the
mummy's weakness or to locate some
indirect method to restrain or
neutralize the mummy. The nature of
the rituals used to create these
creatures generally provides at least
one avenue to defeating a mummy;
see Chapter Four for a more complete
discussion. Brave hearts and sturdy
sword arms are useful in a quest to
discover such an avenue, but they
alone cannot bring the quest to a
successful conclusion.
Fifth Rank
A mummy of this rank is all but
unstoppable. Its powers are vast, its
mind diabolical, and its weaknesses
few. Fortunately, the wealth and labor
of an entire nation is required to invest
a mummy with this level of power.
Few lands that I know possess the
necessary means to complete this
kind of endeavor, even if the will to do
so is present. (Har'Akir comes to
mind, largely because of the legends
of Anhktepot.)
After many discussions with priests
about the collective power of worship,
however, 1 have come to a chilling
conclusion: The living can grant power
to the dead. Indeed, in some mist-
shrouded corners of our land, devoted
cadres of supplicants grant the power
of their combined will to the ancient
dead. In these cases the dead
welcome the living, not to feed upon
them in the manner of a vampire, but
to draw sustenance from them in a
subtler manner.
Background
The means by which a living being is
transformed into an ancient dead
creature is often the pivotal factor in
determining the creature's appearance,
powers, and actions. When dealing with
a very powerful mummy, learning the
creature's history is a vital task,
because that past often holds the only
key to laying the mummy to rest.
Each ancient dead creature has a dual
origin. First, a creature's mortal shell
must be preserved so that it may house
the spirit even after death. Second, the
spirit itself must be compelled or induced
to return to its body.
The first statement might lead some
readers to conclude that destroying all
corpses would check the propagation of
ancient dead. This is true to some
extent. The ancient dead can exist only
within those physical bodies that were
their own in mortal life. However, burial
customs in most communities require
that the deceased be interred intact. I
have visited lands such as Har'Akir
where it is believed that the deceased is
denied an afterlife if the body is not
properly embalmed, preserved, and
interred. Adventurers who meddle with
funerals and graves risk not only the
wrath of the local community, but the
displeasure of the gods themselves.
Furthermore, the deliberate
destruction of a body, no matter how
well meaning, can set in motion a
karmic resonance that creates a ghost.
As I explained in some detail in an
earlier work, the more charged with
emotion a spirit is, the more powerful a
ghost it becomes. Imagine the anger of
a spirit that believes it has been denied
a blissful afterlife because its body has
been desecrated! Enraged ghosts are
likely more powerful than whatever sort
of ancient dead being they might
otherwise have become.
Further, as I will explain in Chapter
Three, the destruction of an ancient
dead's body is not necessarily
sufficient to permanently destroy it. I
know this seems incredible, since the
ancient dead are, after all, corporeal.
Nevertheless, many of the ancient
dead can reconstruct their bodies
when the need arises. Assaulting a
mummy with physical weapons and
damaging spells is often sufficient to
reduce the creature to dust. The
immediate result can be satisfying, but
do not be lulled into complacency.
One can never be sure the creature
has been permanently defeated
without careful research.
Physical Origins
Every ancient dead creature I know
about falls into one of three
subcategories: accidental, created, and
invoked. The terms refer only to the
processes that preserve the creature's
body, and not to its motives or psychic
traumas, which I will discuss in a
separate section. Be warned that
ancient dead whose origins bear no
semblance to what I describe here
might stalk the land. Undeath is a
phenomenon that often confounds
mortal understanding.
Accidental
It seems that an ancient dead can form
when a corpse is naturally preserved
after its living form is suddenly
overcome by death. The creature also
suffers, usually dying in great pain or
turbulent emotion. In many cases, the
medium that preserves a body was
instrumental in bringing about death -
perhaps even directly causing it. The
Bog Monster of Hroth was one of
several armed raiders who were lured
into a bog, entrapped, and slain by the
defenders of a town the raiders meant
to pillage. The raider who later
returned as the bog monster must have
felt a strange and awful mixture of fear,
humiliation, and frustration as death
overcame him.
Any environmental condition that
prevents a body from decaying can
create a natural mummy. The most
common conditions include burial in
dry sand, freezing, and immersion in
swamps or bogs. Other conditions
might naturally embalm a corpse. My
colleague George Weathermay, a
ranger of some renown, speculates
that quicksand, the cool waters of
subterranean pools, and tar pits might
also preserve the dead.
Ancient dead creatures created
unintentionally are extremely rare.
They also tend to be among the
weakest of mummies, since no outside
agent exists to invest them with power.
Nevertheless, even the most moderate
ancient dead can be dangerous, and a
natural mummy can attain substantial
levels of power if its motivation is
strong enough. The Bog Monster of
Hroth was fairly weak as mummies go,
but it was an unstoppable menace to
the poorly equipped woodcutters who
first encountered it.
Created
The vast majority of ancient dead rise
when preserved corpses are deliberately
turned into undead creatures. The
typical mummy found in many lands is
created from the corpse of a priest,
carefully embalmed and wrapped for
the ritual that binds its spirit with its
body once again. My observations and
research lead me to believe that there
are two types of created ancient dead:
subservient and usurped.
When the entity that creates a
mummy had control over the creature's
mortal form, the resulting monster
becomes its creator's servant. The
greater mummies of Har'Akir, who were
priests under Anhktepot while he was
still alive, are examples of this. The
nature of this bond varies greatly, but
often it provides the key to defeat.
When the entity that creates a
mummy did not hold sway over the
creature's mortal form, the result is a
usurped mummy. Many powerful
mummies (and a few of their lesser
brethren) have the ability to create
other ancient dead, usually by
transforming their slain victims through
some ritual or arcane process. These
usurped mummies then become the
mindless tools of their undead masters.
Sometimes a usurped mummy has a
more insidious origin. Even the most
reverent and well-intentioned funeral
rites can lead to undeath for the
deceased if an enemy subverts those
rites and lays a curse on the corpse. A
person thus victimized often lies
helpless for centuries, trapped in a state
between life and death, denied the
afterlife that funeral rites were meant to
assure. Ancient dead of this kind are
driven by inhuman rage born of endless
disappointment and despair. Even if the
victim was good and virtuous in life, its
involuntary undead state transforms it
into a corrupt monster. Careful research
often reveals a method for putting the
being back into slumber. Sometimes it
can be permanently laid to rest, freeing
the creature's tortured spirit and ending
the mummy's threat forever.
Invoked
This subcategory includes the most
terrible and powerful of all ancient dead.
An Invoked mummy embraces undeath
willingly, laying plans for a corrupted
form of immortality while still alive.
Such a being often lies undisturbed in
its tomb for decades - even centuries -
before stirring and walking the land.
What passes through its unliving mind
during its slumber, I do not know. All
my experience and research leads me
to believe that years of unnatural life
weigh heavily on the once mortal mind.
If a slumbering mummy dreams, its
visions can hardly be pleasant. Certain
archaic scrolls 1 acquired during an
otherwise ill-fated voyage on the Sea of
Sorrows indicate that such a creature's
spirit might actually depart the mortal
realm to dwell in a true afterlife for a
time. This is not genuine immortality, as
the spirit can be drawn back to this
world to fulfill certain duties and
maintain certain conditions.
The chief condition to be kept is
that the deceased must be
remembered and venerated by the
living. Without such support, the spirit
is forced to return to its mortal body
and exist in a state of undeath. The
spirit is preoccupied with assurances
that it will receive this support, and it
must be willing to return from death
whenever necessary. In many cases,
the deceased was interred with the
understanding that it must return from
death to attend to some business so
important as to beckon even beyond
the grave, or to assist the living.
An invoked mummy is not only very
powerful, it is often revered by a cult
(see Chapter Seven). Timothy Strand,
the Lamenting Rake of Paridon, almost
certainly was an invoked fourth-rank
mummy. The priests and worshipers
who used his tomb as a temple
doubtless served as his supporting cult.
Psychological Origins
Once a physical body is transformed
into a vessel capable of holding the
being's spirit, some other factor must
secure the spirit within that body.
Remains that were merely animated,
and thus lack an intrinsic sense of self,
become a mindless automaton such as
a skeleton or zombie. Ancient dead, by
contrast, possess at least a modicum of
intelligence, and often a mummy has a
formidable intellect. Even a first-rank
servitor mummy follows orders with a
sense of purpose and the ability to
adjust its tactics. If a hapless party has
misidentified such a foe as a common
zombie or skeleton, even the weakest
mummy can be deadly.
The motivations of the ancient dead
defy easy classification. Often the
circumstances of a person's death, or
events that occurred afterward,
determine what motivates the mummy
in its actions. I have discovered four
broad categories that describe a
mummy's psychological origins:
servitude, restlessness, recall, and dark
pacts. That I identify only four
categories should not lead the reader to
believe that ancient dead are simple or
predictable creatures - far from it.
Rather, the reader should understand
that the ancient dead rise only under
specific circumstances, and these
factors often leave their mark on the
resulting creature.
I list psychological factors separately
from the processes of preservation to
underscore the fact that preservation
and motivations can occur in myriad
combinations. A mummy's dual origins
usually are tightly intertwined. What
exists separately in theory is often
inseparable in reality. Further, many
ancient dead I have documented could
fit in more than one category of
motivation. Even in such cases,
however, one factor is dominant and
has the greatest influence over each
mummy's exact nature.
Servitude
These creatures exist under the control of
others. The extent of this control ranges
from independent service to complete
mental domination, in which the servants
must act against their own self-interest
without resistance if so ordered.
Servitor mummies are most often
created by other mummies or by a
mummy cult. Such servants are never
the only ancient dead associated with
the cult. They usually serve as guards
and soldiers, front-line troops that delay
and wear down an enemy until the main
strength arrives.
Most servitor mummies are fairly
weak, but exceptions have been noted,
especially if the controlling creature is a
powerful one. The lich-priest Pythian
had at his command a force of third-
rank mummies that obeyed it even unto
their own destruction. Their final assault
also ended the lives of three of my
companions.
Not every ancient-dead guardian is a
servitor. Many restless and invoked
mummies stalk the mortal world, seeking
of their own volition to protect something.
When facing an undead menace, it is
important to keep in mind that a
servitor creature might be pursuing its
master's goals, which usually are not
immediately apparent to an observer. A
servitor mummy may have access to
vast resources or be backed up by a
horde of other creatures. Fortunate
hunters can discover the link between
servant and master and sever it. Even if
one cannot break the link, one might
discover that the terms of a mummy's
service restrict its actions in some
manner. This knowledge could help in
the development of plans of attack that
exploit a mummy's limitations.
Servitor mummies are almost
always deliberately created, usually by
the creature that later controls them.
The tomb guardians of Har'Akir, for
example, were created for the express
purpose of watching over a pharaoh's
tomb. Invoked mummies may be
servants, especially if they have
returned from the dead in order to
render service. Such creatures are
rare, but 1 have no less than three
independent accounts that document
them. Natural mummies seldom
become servants unless they fall under
the sway of more powerful undead
creatures or evil priests.
If a mummy is not created
specifically to serve, then its servitude
is a condition of its continued existence,
rather than a part of its origin. If the
control over such a mummy is broken,
the creature immediately begins acting
in a manner consistent with its own
motivations. One of my own
experiences illustrates this point.
My companions and I had been long
in pursuit of a vampire into the snowy
peaks surrounding Lake Kronov in
Tepest, and we were finally within a few
feet of our goal. As we approached the
creature's final stronghold, a tiny cave
atop an icy slope, a horribly emaciated
figure clad in rotting furs rose from
behind a boulder and attacked us. The
cold and the slippery footing didn't
hamper it in the least. For a moment we
stood dumbfounded and overcome by
pure dread, yet we soon recovered and
battled the creature.
The monster seemed to ignore blows
from our weapons. Corwin, our priest,
finally raised his holy symbol with a
triumphant shout and thrust it toward
our assailant. The monster froze in its
tracks. Success? No - it merely turned
and scurried up the slope. When the
creature reached the summit, it dove
into the cave.
To our amazement, an inhuman
screech immediately split the air. A
scant few seconds later, the creature
reappeared, dragging a plain pine coffin
with a vampire still sitting upright in it,
into the open air. We watched
motionless, dumbfounded at the
spectacle. As the vampire squirmed
powerless in the sunlight, the mummy
snatched an object from the coffin and
held it aloft. It was a small hand ax with
a weathered haft and a corroded copper
head. Hooting with delight, the creature
scrambled out of view once again,
escaping with its prize while we
advanced on our original target.
I shudder at might have been if we
had held that ancient copper ax. It was
doubtless a relic of evil held by the
vampire, and it would have brought
about our doom. Corwin's attempt at
turning the mummy instead broke the
vampire's control over it in some
manner, freeing it to turn on its former
master and deliver the vampire to
us - almost as a gift. Of the mummy
and its precious ax, nothing more has
been heard; perhaps it now rests in
peace, the ax at its side. Thus did fate
intervene on our side and grant us a
swift, if somewhat anticlimactic, victory.
Restlessness
Readers familiar with my earlier work
on ghosts will understand some of the
emotional forces that bind the dead to
our world. Some ancient dead arise
from the same circumstances that
create ghosts. This is particularly true of
accidental and invoked mummies;
something in each creature's psyche
maintains a link between spirit and
body that outlasts death. This link can
arise without a conscious desire on the
dying person's part, perhaps providing
a path through which an outside agent
can create a mummy. This type of
mummy strongly resembles a ghost,
but the creature is fully corporeal.
Restless ancient dead are often quiet
unless their tombs are disturbed or
allowed to decay, or until some task
they could not complete in life suddenly
becomes possible. Mummies with
unfinished tasks might rise periodically
to set about trying to complete them.
I have recorded many stories
involving a dedicated collector of fine
armor. This wealthy man, Quinn
Roche, ordered that the choicest items
from his collection be placed in his
tomb along with him. It is said that
when one of the items was later
stolen, Roche rose to regain it. A
second account alleges that Roche
rose when groundwater seeping into
his tomb caused valuable armor to
rust. The collector came forth not only
to see that this armor was restored,
but also to insure that his precious
collection would not be so endangered
again. Yet another tale maintains that
Roche awoke to tirelessly pursue a
victim who owned a rare suit of plate
mail of etherealness, which Roche
(spelled Rotch in this particular
manuscript) sought to add to his
collection. After studying these
materials carefully, I concluded that
these stories, which cover a span of
260 years, all refer to the same being,
which rose several times for different
but obviously related reasons.
My own experience with restless
ancient dead involved a pitiful, though
romantic, tale. During my visit to the
parched land of Kalidnay, I struck up a
friendship with several priests.
One morning, we woke to find the
whole community in an uproar, for a
young woman was missing. A quick
examination of her home led us to
believe that she had simply wandered
off into the desert, yet the natives
remained convinced of foul play.
Suspicion immediately fell upon one
Iurudef Hamid, a visiting stranger who
had shown an uncanny familiarity with
the people and customs.
In due course, the priests and I were
able to determine that Iurudef Hamid
was actually Ahmose Tanit, a warrior
priest who had died some 300 years
before. Ahmose Tanit was a successful
adventurer whose life was marred by a
great tragedy. His greatest love was a
young woman named Simbel, who died
during a terrible pestilence while
Ahmose Tanit pursued his career as an
adventurer in a distant land.
Tank's powers as a priest might have
saved his sweetheart, had he been
present. Remorse and guilt seem to
have mingled with the passion this
adventurer felt, building instead of
easing over time. Ahmose Tanit lived
for many years thereafter, but died an
unhappy man.
The missing woman, we discovered,
was an indirect descendant of Simbel's,
and was very much like her in every
way. Apparently her mere presence was
enough to attract the ancient dead. With
the "reappearance" of Simbel in the
area, Tanit was compelled to seek her
out and claim her as his bride.
This tale does not have a happy
ending. My friends and I located
Ahmose Tank's tomb, but we were
unable to save the woman. In the end,
we were obliged to acknowledge the
union that Tanit had consummated with
his victim, and we laid the pair to rest
together. Should the two bodies ever be
separated, 1 have no doubt that Ahmose
Tanit will walk the land again. Perhaps
his unliving lover will rise as well.
Recalled
Sometimes the ancient dead rise in
response to events that occur long after
their deaths. After many hours of study
and countless interviews with priests and
mediums who have had some experience
with these matters, 1 have come to
believe that beings can pass fully from
the mortal world, only to be drawn back
then certain conditions prevail. Some
force or summons compels the spirits to
reenter their mortal bodies.
Ancient dead of this type are usually
invoked, but not always. In one case I
documented, the creature returned in
response to an ancient curse it had
successfully avoided throughout its life.
Strangely enough, when one of her
descendants triggered the curse, the
blight fell upon the dead ancestor. The
curse was worded in such a way that
the victim's repose in death was
interrupted so that she would waken
and feel the curse's effects.
One might be tempted to place the
aforementioned Ahmose Tanit into this
subcategory. However, it was clear to
me that this being had stalked the
land for centuries, waiting for his
sweetheart to be reincarnated. Had
Ahmose Tanit risen only when his
reincarnated Simbel had reached
marriageable age, I would have placed
him in the recalled category. It is
lamentable that Tanit walked the land
for so many years, learning as he
went. If he had slumbered for three
centuries, his mannerisms would have
been several generations out of date.
That, in turn, would have marked him
as an unusual being and made him a
more obvious danger, one that might
have been defeated or thwarted before
he could claim a victim.
Quinn Roche the armor collector
might also fall into the recalled category.
Instead, I labeled him "restless" because
of his continuing fascination with his
vast collection of armor.
I have acquired several accounts of
guardian mummies rising to protect
ancestral estates, temples, and other
areas that were important to them in
life. One case involved a dedicated
priestess who was interred beneath a
temple, returning when the building fell
into disrepair. In each of the cases I
labeled "recalled," the individuals
appear to have died and departed from
the world in the normal way, only to
return in response to events that
occurred long after their deaths.
The material I have on the priestess
who returned to save her temple from
ruin is fragmentary, but she might have
been interred with the stipulation that
she protect or maintain the temple when
necessary. If this is true, as 1 suspect it
is, she is an example of an invoked
mummy, recalled by a specific trigger.
(See Chapter Six for more information.)
Dark Pacts
To many shortsighted individuals, the
thought of physical immortality
beckons like a sweet, radiant dream. It
is true that our world offers many
pleasures, but fate has decreed that
only mortals may enjoy them. There is
no shortage, however, of dark powers
all too willing to indulge the
misconceptions of the foolish.
I do not know, nor do I care to know,
how or through what agency undeath is
granted. I can attest only to the results.
The victim always superficially gains
what is desired. In the case of the
ancient dead, this is most often
continued ownership of material things.
I am sure that agents of darkness
always take more than they give,
however, and the victims never gain any
joy from their possessions. Instead,
possessions become obsessions.
Often, one or more of the objects
associated with a mummy is a key to
destroying it. (A mummy that can be
destroyed in this fashion is said to be
dependent upon the object; see Chapter
Four.) I must warn the reader that a
mummy is the most single-mindedly
possessive creature that exists.
Tampering with the goods in a
mummy's tomb is almost certain to
bring about a curse or deadly assault.
Ancient dead that gained unlife
through dark pacts are most often
housed in elaborate tombs filled with
guardians, traps, and curses, frequently
maintained and guarded by cults. Cults
often regard "their" mummies as direct
representatives of their deities, and
sometimes cults venerate mummies as
their deities.
A mummy might depend on its cult
for its powers, even for its continued
existence. The mummy could become
powerless unless its name is
remembered and celebrated by the
living. I do not mean to suggest that my
readers slay every mummy cultist they
find. Such extreme - indeed, vengeful -
acts can bring terrible retribution upon
the perpetrators. More importantly,
some cults actually serve to keep
mummies at rest. If such a cult ceases
to venerate a particular mummy, the
monster rises in a rage, seeking to
reestablish the interrupted rituals.
Forms
Since the ancient dead are fully
corporeal, each creature's form is fairly
obvious. Further, one can deduce quite
a bit about a mummy's origins and
powers just by observing its physical
form. Unfortunately, the physical form
one sees is not always the creature's
true form. Also, forms can be
deceptive, and one can never be certain
if one is dealing with the ancient dead
or some other, often lesser, undead
menace. Disaster awaits those who
classify their foes without careful
research and observation.
When one thinks of the ancient dead,
the most common images that spring to
mind are of the classic mummies found
in the desert lands of Har'Akir and
Kalidnay. These horrifying creatures
have desiccated human bodies swathed
in yards and yards of musty linen
bandages. They move with a shuffling
gait that seems ponderous, but their
movements can be deceptively quick.
As the following subcategories
reveal, the ancient dead vary greatly in
corporeal form and physical
appearance. 1 am convinced that
familiarity with the full range of aspects
a mummy might assume can prevent
fatal mistakes. The four forms 1 have
identified are humanoid, animal,
monster, and composite.
Beware: Misidentification is all too
easy. To further complicate matters, I
have compiled no less than twenty-one
authenticated accounts of various
ancient dead that had command over
their own forms, changing shape at will.
Readers who value their lives and the
lives of their companions should not
discard clues that their senses reveal,
but neither should they depend on
pieces of information that are not
backed up by careful research. The
undead are complex and deadly foes,
and deception is one of their most
potent weapons.
Humanoid
Most of the ancient dead have
humanoid form. These creatures were
once living, breathing people, and
they retain recognizably human
shapes. Without careful study, it is not
easy to tell what a humanoid
mummy's origins were. Details of
dress, ornamentation, hairstyle, and
even facial features may provide clues
to the culture or era from which an
ancient dead first issued. Sometimes
an observant hunter can deduce the
pertinent facts by observing a
mummy's actions for a short time, but
I must reemphasize that haste and
fatal errors go hand in hand.
Animal
In some cases, the preserved body of a
common animal can be reanimated as
one of the ancient dead. Nearly every
animal mummy is created deliberately,
as an animal has neither the intelligence
nor the force of will to return to the
mortal world on its own. The animal
mummy serves either another mummy
or a mummy cult.
Nevertheless, an extraordinary
animal can return on its own,
especially if it was carefully interred
upon its death. The fabled Hissing Cat
of Kantora was such a creature. In life,
this creature was a mage's familiar that
wasted away and died after its
mistress, Caron de Annemi, met an
untimely death. The slain wizardess's
companions carefully laid the animal
to rest to commemorate their fallen
comrade, whose body could not be
recovered. The cat returned a
generation later when a foolish young
wizard claimed de Annemi's research
into illusions as his own.
Monster
Monsters tend to die violent deaths that
do not leave behind intact bodies. This
makes ancient dead monsters
mercifully rare. Likewise, only fully
mortal and corporeal creatures can
become ancient dead. Though many
other types of creatures have physical
bodies, not every body remains a
suitable vessel for a spirit once death
overtakes it. Evil spirits such as the
rakshasas of Sri Raji, extraplanar
creatures such as aerial servants, and
created creatures that never were truly
alive, such as golems, cannot return as
ancient dead. This is a blessing for
which we all should be grateful.
Like ancient dead animals, ancient
dead monsters are most often created
on purpose. My collection of
documents includes one harrowing
account of a visit to a huge, royal
tomb in an unspecified land (probably
Har'Akir). The intruders found a
catacomb infested with creatures
collected from widely scattered lands
and pressed into service as guardian
mummies. The final portion of the
narrative is in a different hand, which
suggests the original author perished
before the venture was complete. This
second writer describes many weird
creatures, all dead, which attacked out
of the darkness. The account is
disjointed, and the creatures described
are so bizarre that I suspect the author
is guilty of embellishment. The most
improbable example is a trio of tall but
wiry creatures with warty green hides,
gangly arms ending in wickedly
clawed hands, vacant white eyes, and
absurdly long noses. 1 suspect that this
final narrator sought solace in the
bottle after the adventure, then was
plagued by armies of improbable
brutes for the remainder of his life.
Composite
One of the most horrifying and
physically imposing groups of ancient
dead are composite creatures. These
mummies are almost certainly
created. (My years of undead hunting
have bred in me a sense of caution
that prevents me from saying
"always.") They are constructed from
bits and pieces of several different
creatures, sewn or otherwise Joined
together in the same manner as flesh
or bone golems are fashioned. Some
humanoid parts invariably decorate
the mix, and a humanoid spirit
animates the mummy. Rarely are such
creatures independent, and their
presence is a sure sign the area
containing them is a vast complex
teeming with vileness. (My years as an
undead hunter have also taught me
that bad news is unfortunately far
more reliable than good news.)
State of Preservation
No discussion of the ancient dead
would be complete without considering
each body's state of preservation. I
grant that the four subcategories I have
identified - skeletal, withered, intact,
and pristine - are somewhat arbitrary,
but remembering them is important.
How well the corpse that houses an
ancient dead's spirit has withstood the
ravages of time often determines how
easily the creature can be identified.
Unfortunately, the creature's state of
preservation is not a reliable guide to
its rank. Further, ancient dead in
advanced decay are easily confused
with lesser forms of mindless undead.
Mistaking an inferior mummy for a
common zombie can have (forgive me)
grave consequences.
A mummy is most likely clad in
funerary garments or wrappings. The
exact type and appearance of the
mummy's raiment depends on the
type of funereal rites that were
performed over the corpse, and these
in turn vary with local culture, religion,
and fashion. A lack of garments or
wrappings often indicates a relatively
weak mummy, but this is not always
so. A colleague of mine once
recounted a tale of a vengeful mummy
who had returned because grave
robbers had unwrapped the corpse to
strip it of its burial goods.
Sceletal
A skeletal mummy's physical body has
been reduced to bare bones or bones
clad in shards of dried flesh. Such a
creature is easily confused with a
common skeleton or other undead. As I
related in the introduction to this
treatise, I myself once briefly feared I
had come face to face with a dreaded
lich when in fact I faced a skeletal
mummy.
I once reluctantly employed a Vistani
medium to uncover a particularly
difficult mummy's secrets and learned a
previous group of invaders had
succumbed to a skeletal composite
mummy that they had misidentified as
a bone golem.
Withered
This is the typical state of preservation
for a mummy, though few onlookers
realize this as a mummy is often fully
wrapped in bandages or clothed, its
desiccated body concealed under its
raiment. The emaciated body may look
skeletal, but the bones are fully covered
by leathery skin and dry but flexible
tissue. Almost all naturally mummified
ancient dead survive in this state of
preservation.
Intact
An ancient dead in this state of
preservation has a body that shows
little or no decay. Often it appears to
have been dead for only a short time,
or even alive but very old or seriously
ill. This kind of ancient dead can be
confused with a (solid) ghost or
vampire. When facing this type of
being, one can often quickly
determine that the foe is not a ghost
because it is fully corporeal and
always remains so.
One fairly reliable method for
distinguishing this ancient dead from a
vampire is through the use of a
mirror - the ancient dead will cast a
reflection, and it will not recoil from a
mirror as a vampire does. Be warned,
however, for herein lies a trap for the
overeager. If one approaches an
ancient dead creature intending to
expose a vampire, seeing the
mummy's reflection in a mirror could
lead the hunter to overlook his true foe,
who is perhaps the mummy's master or
ally and is somewhere nearby, waiting
to strike. Or, have you been fighting a
mummy all along? Be wary of all
things. Self-inflicted misdirections
frequently lead to tragedy.
Pristine
This is the most insidious type of
ancient dead, for the mummy's body,
though long dead, appears to be
healthy and alive. It is nearly impossible
to identify such a being as undead until
it reveals itself, usually through its
deadly powers. By then, of course, it
usually is too late.
Conclusion
The ancient dead are complex
creatures, as any reader who has come
to this point in my text has no doubt
surmised. The path to an accurate
classification and assessment of a
mummy is often tortuous and filled
with false leads and blind alleys. Do
not be tempted to neglect the tools
presented here just because the task
is difficult - the work carries great
rewards. Once one understands
something of a mummy's origins,
physical characteristics, and
motivations, one has the keys to
unlocking the monster's entire trove
of secrets.
Fear and Horror checks
All mummies have a special fear
power. This is not a normal fear
check, but is a special ability that
usually causes paralyzation; see
Chapter Three: Typical Powers for more details. Note
that a mummy's fear power takes
precedence over horror checks (roll
the fear saving throw first, then roll
any horror checks), and it cannot be
avoided through roleplaying.
Many ancient dead are awful to
behold. Composite mummies can
cause horror checks when sighted.
Skeletal and withered mummies
might also induce horror checks on
sight. Most mummies can also induce
horror checks through their
rejuvenation, invulnerability, and
disease powers (see Chapter Three).
Horror checks are not always
necessary, even when the PCs
encounter something loathsome or
alarming. If the heroes respond in
character to the dangers they face,
there is no need to roll dice. Do the
heroes act suitably horrified when a
mummy they thought was slain
rejuvenates and appears to menace
them again? Do the heroes show
consternation and despair when
mummy rot causes their wounds to
fester? If the answers are yes, there is
no need to roll any dice.
Natural Mummification
Natural mummies occur only under
conditions that prevent or retard
decomposition. Generally, a body
must be completely sealed off from
environmental changes and protected
from scavengers. The medium that
covers the body must possess some
preservative qualities and must not
contain oxygen or plants, animals, or
microorganisms that cause decay. All
of the examples cited by Van Richten
and Weathermay are suitable for
creating natural mummies, except
subterranean pools. A body immersed
in plain water would tend to decay
unless the water was very cold, or
oxygen depleted, or both. Further, the
water would have to be free of living
organisms. A submerged body covered
with sand or mud is much more likely
to be preserved. Note, however, that
any body allowed to lie undisturbed
might become mummified, including
one concealed in a cool, dry attic or
cave, or hidden in a barrel of wine.
One factor Van Richten fails to
note is the preserved body's age.
Mummies cannot be created from
fresh corpses; the body must be
embalmed before it can house an
ancient dead spirit. Natural
embalming requires 10 to 100 years
or more, depending on how quickly
the preserving medium acts on the
body. Immersion in a tar pit would
transform a body fairly quickly.
Preservation through freezing in ice or
immersion in a bog takes much
longer. Ultimately, the Dungeon
Master must decide.
Monster Mummies
Monster mummies can be created
only from living creatures native to
the Prime Material Plane. Extraplanar
creatures such as elementals and
tanar'ri, or creatures that never were
truly alive (such as golems), cannot
become mummies. Parts of any
creature with a corporeal body,
however, can be used to construct a
composite mummy.
Table 1: Culture Types of Mummies
Mummy's Origin* |
|
Raiment** |
Aboriginal |
|
Skins, furs, leather,feathers, beads |
Central/South American |
|
Dyed cotton, wrappings, feathers |
Chinese |
|
White cotton or silk robes |
Egyptian/Mediterranean |
|
White or red linen wrappings |
European |
|
Formal black clothing |
* Mummy's Origin: These are suggestions
for the mummy's original cultural type,
offered as examples to the Dungeon
Master. Aboriginal includes Native North
American and all prehistoric cultures.
Central/South American includes the
Aztec, Mayan, Inca, and similar cultures.
Chinese includes all ancient Asian
cultures. Egyptian/Mediterranean includes
ancient Egypt, North Africa, and Southern
Europe. European includes Medieval
Western Europe and most other feudal
cultures.
** Raiment: This is the type of clothing
typically worn by a mummy from the
given culture. A naturally mummified
corpse is clad in whatever the victim was
wearing when he or she died. Usually this
is everyday clothing, which is less
elaborate than funerary garb. An intact
and pristine mummy might shun funerary
garments altogether, wearing the same
kinds of clothes as the living. A mummy's
garments, however, also reflect its mortal
station and lifestyle. Further, clothing
may also indicate, by style and
embellishment, the fashions that were
current the last time the mummy walked
among the living.