Introduction:The Ghede are creatures brought back from the dead through complex necromantic rituals. They are unique in that they borrow attributes from several already established undead creatures (most notably zombies, vampires, and prometheans/flesh golems [frankenstein]).
All Ghede must feed from humanoid flesh; such is their curse. They are technically dead, but their bodies are kept alive through necromantic magical energies. They have no requirement to breathe, though sleep and “feeding” is necessary in order to replenish the energy that keeps them alive. They cannot eat regular food or drink. They are all weak to holy magic and cannot be healed by normal means.
Ghede can be recognized by their pinkish-red eyes and their “otherworldly” aura. This aura can be sensed especially well by those in tune with the supernatural, as well as feral animals (who will either avoid or outright attack a Ghede).
Types of Ghede:Type Three: Type Threes are the lowest of the ghede. Unintelligent, disposable creatures whose sole purpose is destruction, they are generally used as shock troops in a necromancer’s repertoire. Non-magical ferals are always raised as type threes, and many low-intelligence humanoids find themselves as type threes as well.
They cannot use the dark energies that course through their bodies, and they cannot heal wounds by any means. They must eat their food while it’s still alive and their hunger is such that they are never truly satiated; they will kill and feed until put down.
Type Two: Type Twos are more reliable than type threes. They still retain a fragment of their sanity and are able to go longer periods without feeding. However, like type threes, their food must be eaten while the victim is still alive. They have enough understanding of their energies to inherently heal themselves and to blend in with society, but they are often reckless and find themselves disposed of as quickly as type threes. They are the “average” ghede.
Type One: Type Ones are the elite ghede. They have complete control over their minds and bodies, and they need not feed from living humanoids; corpses work just as well, though the corpse must be preserved and not be rotting. They’re not only able to use their necromantic magic to heal, but they can also harness the magic to create spells (up to the equivalent of two preps). Since they’re directing tapping into their own life force, each spell cast weakens the ghede and can potentially prove fatal.
Type S: Type S ghede are the rarest, most powerful of the ghede. Like Type Ones, they can feed on corpses, and it’s suggested that they can even temporarily survive on feral flesh (though not for long). They can create magical spells (up to four preps), and some can even adopt a powerful “fiend” form, fully harnessing the power of the necromantic magic that keeps them alive.
Advantages:Undead: Being undead means that the Ghede does not need to breathe, and that they are somewhat immune to poisons and diseases. They can still carry and transmit these things, and they may even suffer the negative mental and physical effects, but they cannot be killed as a result of them.
Immortal: Ghede cannot die from old age.
Retainment: Type One and Type S Ghede retain all abilities possessed in life. However, magical aptitude is limited to necromantic spells of their Ghede level. A Ghede can no longer tap into the magical energies of the world, and every other “school” is denied to them. This is an intentional safeguard by the necromancers who created the Ghede.
Natural Healing: A Ghede’s energies naturally heal it over time, though wounds take twice as long to heal as they would in a normal mortal’s case.
Disadvantages:Faith: Like vampires, Ghede are terrified of true religious faith. This is something they can overcome through sheer force of will; treading on hallowed ground, for instance, is entirely possible, but the Ghede will feel as though his life force is being drained from him.
They are also incredibly weak to holy magic, and the usual effects of a healing spell will do the opposite to a Ghede.
Curse of Flesh: To retain their sense of “life,” a Ghede must frequently feed upon humanoid bodies. They cannot eat regular food or drink, and their body will immediately purge such things in the case of consumption.
Otherworldly: Ghede can be recognized by their pinkish-red eyes and their “otherworldly” aura. This aura can be sensed especially well by those in tune with the supernatural, as well as feral animals (who will either avoid or outright attack a Ghede).
Incurable: Ghede can never become truly mortal again, nor can they reproduce naturally.
Type Three
Nikkurtu (Captured – Samis)
Burle (Deceased)
Type Two
Darsuvius (deceased)
Type Ones
Suor (deceased)
Type S
Zayde
Becoming a Ghede: You needn't ask permission to roleplay as a type 3 or 2 Ghede. Just keep in mind that the threes are absolutely insane and probably won't last very long, especially if a player character comes across one. Type twos fall into this as well, but to a lesser extent. These two "tiers" are pretty much reserved for disposable characters; alts you create to enhance an event or roleplay, basically. I have no issue if a necromancer character has a few feral type 3s in his little army when he attacks the kingdom.
Type Ones and S are a different story. Please run it by me if you wish to make a Type One; these are characters that are intended to last more than a few roleplays.
At present, there's no way to create Type S. They are simply evolved forms of Type Ones. I'm still working on the details, but I think the transition will be brought about by a powerful emotion -- love, hatred, etc. We'll see. Either way, commitment to the Type One character might result in an upgrade to Type S. Don't take this as me wanting my character to be the only Type S in existence (quite the opposite, actually!) -- I simply want Type S players to be committed and good at evoking the "feel" of these strange undead rather than have them roleplay as one straight out of the gate.
Creating a Ghede: The ritual to create a Ghede is rather complex, though how difficult it is depends on the Type of Ghede created. Each "tier" has a different ritual. Thus far only one necromancer knows how to create Types Three through One.
A spellcaster is able to uncover each ritual through extensive study of a subject. For instance, capturing a type one will eventually reveal how to create type ones, but not any of the other tiers.
As mentioned previously, Type S aren't created but rather evolved from Type One.
How a Ghede Works: Finally, the mechanical aspect of Ghedes. In short, when a Ghede feeds from a humanoid body, it converts the flesh to necromantic energies. These energies are what power the Ghede and keep them alive; it's their life force. The exact nature of this is intentionally vague, because "it's magic, I don't hafta 'splain ----"
Each day, the Ghede naturally burns some of this energy. Sleeping slows this rate of loss, and feeding replenishes it. Casting magic actually taps into this reserve, so a Type One/S is literally draining his own life away when casting a spell. (Ghede mages are basically suicidal.)
The amount of necromantic energy each Ghede is able to store is determined by their type. On average, a Ghede burns 1 slot worth of energy a day. That does not mean that hiding a 200 pound body results in 200 days worth of food; the more a corpse rots, the less energy it provides. Natural preservation can slow this somewhat, but any form of magical preservation prevents whatever conversion process occurs in the Ghede's body (essentially, a magically preserved body won't give you any energy).
A Ghede's "lifeforce" is determined as such (note that "slots" are interchangeable with preps for the purpose of magic):
Type Three - 1 slots. Unable to convert to magic.
Type Two - 3 slots. Unable to convert to magic.
Type One - 6 slots. Able to convert to magic.
Type S - 8 slots. Able to convert to magic.
Type S (Fiend Form) - Double current slots. Extra slots lost when returning to regular form. Able to convert to limited magic.
Bodies and the type of energy they provide:
Humanoid, Alive - 2 slots per pound of flesh.
Humanoid, Dead - 1 slot per pound of flesh.
Feral Animal - A minuscule amount, applies only to type S.
The Healing Process:
The Ghede's body heals naturally over time, by expending roughly 1/2 of a slot. Example: a two prep fireball hits a Ghede head-on. It'll take four days for the injury to heal (double that if it's a two prep holy bolt.)
A Ghede cannot directly control his energies to heal himself, either. No expending slots to create a necromantic healing spell, for instance.