Risen: These skeletons are ritually cleaned, polished, and assembled, bound in metal armor, and a gemstone placed in each eye. Risen are sentient skeletons, swift and untiring. They make up the bulk of high-level necromancer forces able to follow abstract orders like humans. They can enter holy places for brief periods.
Ghoul: Ghouls are semi-sentient to fully sentient creatures. Faster than zombies and one of the few undead that can pass for living at a glance. They can be formed from failed vampire siring and raising the corpses of cannibals. They can’t enter holy places.
Talkoi: Talkoi are specialized ghouls made with animal pieces. They have heightened senses of smell and hearing, can slink through shadows, and have seriously large claws. They are almost impossible to see in darkness. They can’t enter holy places.
Goroul: Ghouls who’ve fed off a lot of corpses, especially those magically attuned or once undead. They’ve grown bigger and stronger off the latent magic, twisting them into an apex predator they’re strong enough to tear limbs off people.
Code Guard: These once kings have been preserved and magically woken from their slumber to give advice and guidance on law, ruling, and life. They are sometimes used to plan for wars but are primarily called upon to help deal with civil issues. Code Guards protect the royal tombs they dwell in and are quite powerful, having full recall of their lives; many are quite well-versed in combat and possibly magic. They can enter holy places.
Ghast: Ghasts were once ghouls who developed a taste for the undead. They have fed off others of their kind for so long that the dark magic that powers them is now a tempest of energy. They are faster, stronger, and smarter than their kin. They can feed off negativity and kill the living to drink in their pain and deaths. They can come anywhere near holy places.
Kismet: It is unknown if the Kismet are proper undead or some Spirit. They ride their coaches through dark roads, feeding off the luck of those they pass. Those who happen to be at a place they stop and are allowed to board are guaranteed to have safe travels and great luck.
Neiro: When they die naturally, most mages are animated by the power that courses through their veins. Neiro often don’t even realize they’re dead until they can’t stand the taste of food, their bodies start to wither, and people start screaming. Neiro can enter holy places.
Kirn: Kirn are mages who failed to fully pierce the Veil and ascend to divinity or at least Lichdom. They still manage to steal enough power from the Gods to live through death. Kirn are the most dangerous of the midtier undead.
Rotterwight: The weakest kind of Wight, failed attempts to make Feederwights, they still possess claws that can tear through flesh and steel, damage souls, and curse their victims into Rotterwightdom. Wights die if they enter holy places save their divine Gods’.
Feederwight: Feederwights are what happens to people who nearly die to the claws of a Wight. Having had most of their soul shredded, if their soul is destroyed before their body dies, they rise as Feederwights. Sporting claws that can tear through steel, flesh, and bone. They can fake pulses, feel warm to the touch, and appear to be living. Their claws can leave the dead as Ritterwights. They cannot enter holy places save their divine Gods’.
Hellghast: These tall, lanky, grey-skinned undead are rare and made by Gaunt Lords. They are the weakest of the upper ranks of the Undead but are incredibly intelligent under their bare, horned skulls. They are made to run the less fun parts of a dark Lord’s empire, from planning logistics to writing out monologues. Hellghasts are exceptional evil assistants.
Wight: Wights are the divine servants of the God of Undeath Nil’Brek and the Lady of Liches Nul’Maar. A Wight’s claws can tear through steel, flesh, and stone. Cunning, powerful, and servants of a God, Wights are one of the most terrifying undead you are likely to meet. Wights can appear to be living members of their original species when their wight claws aren’t extended. Wights can enter holy places if invited.
Gaunt: Gaunts are tormented mortal souls and conceptual beings possessing a corpse, generally made by Gaunt Lords. These deadly, greater undead are durable, and their weapons cause emotional trauma, twisting emotions associated with their conceptual beings. Gaunts can enter Holy Places.
Nightkeeper: Nightkeepers are undead constructions of Dreous. They are floating ribcages with rings wrapped around and tied to ribbons. A skull with large horns and floating hands jut forth from the tattered ribbons like the end of sleeves. While unsettling, these creatures herd mindless dead and return them to rest, protect graves, and chase off grave robbers. Nightkeepers are empowered in holy places.
Norgaal: Norgaal are made by Nul’Maar. These massive hulking corpses stand about twelve feet tall, with bulging guts and limbs thick with muscle. Norgaals are extremely strong and rare, and they seem not to be hostile to people when in light. Those caught in the dark are dragged away. So, it’s always wise to keep a candle burning while you sleep lest the Norgaal get you.
Omen Riders: Omen Riders are made by the most powerful sentient undead to serve as their lieutenants, heralds, and personal guards. Omen Riders are armor-clad with tattered robes hanging off them. Omen Rider’s voices can cause terror and anxiety, their touch leaves frost, and their shrieks can cause agonizing pain and deafness. Omen Riders wield swords of necrotic energy that cause limbs they cut to rot and grow necrotic. Omen Riders cannot enter holy places.
Skald: These large magically crafted undead are used as bruisers and bodyguards of powerful undead. They are big, bulky, and sporting four arms. Skald regenerates injuries and is lumbering death. Skald cannot enter Holy Places.
Oathbound: Oathbound are fallen paladins and holy servants who broke their oaths in war and now serve Ondra Seir. They defend temples, shrines, and pilgrim paths. These are sacred defenders of the faiths and maintain the safety of worshipers of the various gods. They can summon holy fire, detect deceit, and gain power for every battle they survive. They are empowered in Holy Places.
Death Knight: A Death Knight is made with the darkest of rituals and uses the corpse of a mighty hero, villain, or demi-god. They possess all the abilities they held in life, amplified with a mirrored personality of the departed soul. Death Knights can wreathe themselves in soul fire, channel fire over their weapon, cast fireballs, summon shadowy steads, and passively raise the dead around them as zombies and skeletons.
Gaunt Lord: Gaunt Lords are made when hundreds of wrathful mortal souls and conceptual beings are trapped and bound in bones or the armor of the dead. They are nearly unkillable entities of malice. Natural spell casters, summoners of demons, angels, and concepts, capable of infusing corpses into Gaunts, and their weapon, which is part of them, cause injuries that never fully heal. Gaunt Lords are terrifying forces of evil and threaten nations. Holy Places can be broken by their presence.
Gilderlich: Gilderliches are powerful undead servants bound to objects that need protection. Gilderliches are powerful sorcerers with their bodies covered in gold poured over their faces. Gilderliches can be temporarily broken but will reform to guard their charge. They are unaffected by Holy Places.
Lich: Liches are mages who have pierced through the Veil, looked upon Septriss, and stolen from the infinite power of the Gods. They are the most powerful undead save for the Heliolich. They command the Whispered Words, have bound their soul to objects so they will reform, and can easily create undead hordes. A lich is a threat to nations and continents. Holy Places do not affect them.
Heliolich: Liches decay; they rot; Helioliches do not. Helioliches become more and more alive, having stolen enough power to sustain their eternal life and ascend to demi-godhood, if not become a full-fledged pagan God. They are issues for the Gods.

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