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    • The Eternal Quest >
      • Volume 1: Shadows of the Wondrisil >
        • Chapter 1: The Crypt
        • Chapter 2: Living Text
        • Chapter 3: Worlds Unknown
        • Chapter 4: Unusual Meetings
        • Chapter 5: Sinkshaft
        • Chapter 6: Reunions
        • Chapter 7: Holy Water
        • Chapter 8: Sapphire
        • Appendix A: Blood and Water >
          • Chapter 9: Talfin's Return
          • Chapter 10: Talfin's Schemes
          • Chapter 11: Talfin's Investigations
          • Chapter 12: Talfin's Victory
      • Volume 2: Beings of Light >
        • Chapter 13: The Lodge
        • Chapter 14: The Fond'sar
        • Chapter 15: Transformations
        • Chapter 16: Refuge
        • Chapter 17: Mountains and Plains
        • Chapter 18: The Hunter
        • Chapter 19: The Hunted
        • Chapter 20: Elsinor
        • Chapter 21: Wondrisil Return
        • Chapter 22: Pixie Dust
        • Chapter 23: A Time to Die
        • Chapter 24: A Time to Survive
        • Appendix B: Elements of Glory >
          • Chapter 25: Waves
          • Chapter 26: Wind
          • Chapter 27: Light
          • Chapter 28: Flames
        • Appendix C: Protectors of the Realm >
          • Chapter 29: The Mark of a Hunter
          • Chapter 30: A Tribute to a God
          • Chapter 31: Lessons on the Realms
          • Chapter 32: A Test of Worth
      • Volume 3: Creatures of Darkness >
        • Chapter 33: Ash
        • Chapter 34: Cages
        • Chapter 35: Blockades
        • Chapter 36: Tracks
        • Chapter 37: Negotiations
        • Chapter 38: Reconciliation
        • Chapter 39: Preparations
        • Chapter 40: The Invasion of Nettingo
        • Chapter 41: Recovery
        • Chapter 42: Breakout
        • Chapter 43: Reinforcements
        • Chapter 44: Desolation
        • Appendix D: Blood Moon Rising >
          • Chapter 45: Realm of Blood
          • Chapter 46: Trial by Combat
          • Chapter 47: Battle of the Gods
          • Chapter 48: Shield of the Realms
        • Appendix E: Shaft of Fire >
          • Chapter 49: Fortresses
          • Chapter 50: Revelations
          • Chapter 51: Controllers
          • Chapter 52: Sheep
      • Volume 4: Citizens of Ash >
        • Chapter 53: Ruin
        • Chapter 54: Rivers
        • Chapter 55: Ghosts
        • Chapter 56: Escapes
        • Chapter 57: Return
        • Chapter 58: The Ruins of Elsinor
        • Chapter 59: Artifacts
        • Chapter 60: Rebellion
        • Chapter 61: Revenge
        • Chapter 62: Ten Thousand Years
        • Chapter 63: Beginning Again
      • Volume 5: The Fist of Sintison >
        • Chapter 64: Refugees
        • Chapter 65: Prisoners
        • Chapter 66: The Wind
        • Chapter 67: Seekers of Knowledge
        • Chapter 68: Causality
        • Chapter 69: Bloodbath
        • Chapter 70: Temptations
        • Chapter 71: Departure
        • Appendix F: Masters and Servants >
          • Chapter 72: Justice
          • Chapter 73: Vengeance
          • Chapter 74: Children of the Flame
          • Chapter 75: Pact of the Servants
      • Volume 6: The Shores of Tifingor >
        • Chapter 76: New Plans - Old Friends
        • Chapter 77: Vortex
        • Chapter 78: Failures
        • Chapter 79: Healing
        • Chapter 80: Equations
        • Chapter 81: Exposure
        • Chapter 82: Desperation
        • Appendix G: A New World >
          • Chapter 83: Tyrants of Istinis
          • Chapter 84: Mirrors
          • Chapter 85: A Tale of Two Angels
          • Chapter 86: The Measure of a Man
    • The Curse of Knowledge >
      • Chapter 0: Synopsis
      • Chapter 1: Rivers of Blood
      • Chapter 2: The Files of Deschur Sil- Private Eye
      • Chapter 3: Law of the Desert
      • Chapter 4: Cause and Effect
      • Chapter 5: Among the Stars
      • Chapter 6: Deep Void
      • Chapter 7: An Eye for an Eye
      • Chapter 8: Turning of the Tables
      • Chapter 9: Lilith of the Desert
      • Chapter 10: The Enemy of my Enemy
      • Chapter 11: The Battle for Falreach Castle
      • Chapter 12: Absolution
    • My Brain
  • Store
    • The Eternal Quest
    • Apocolyps Squad
    • Apocolyps Squad II
    • Apocolyps Squad III
  • Lore
    • The Eternal Quest >
      • Maps >
        • The Continent of Calsin
        • The Continent of Fairn
        • The Continent of Corinth
        • The Continent of Thadusar
        • The Land of the Ten Kings
        • Individual Countries as of Chapter 1 >
          • Delsinar
          • Dirnor
          • Distisil
          • Donisil
          • Elsinor
          • Istinis
          • Notirot
          • Sintison
          • Sournous
          • Taninor
          • Tifingor
          • Tornor
      • Races >
        • Angels
        • Aniskin
        • Aqahartis
        • Avians
        • Blood Elves
        • Crysilin
        • Dark Elves
        • Dragons
        • Dwarves
        • Fairies
        • Fauns
        • Firingar
        • Flame Elves
        • Frostingar
        • Genies
        • Giants
        • Gnomes
        • High Elves
        • Humans
        • Imps
        • Merfolk
        • Nymphs
        • Ogres
        • Orclings
        • Orcs
        • Rootwalkers
        • Sand Elves
        • Star Elves
        • Trolls
        • Wondrisil
      • Beasts >
        • International Threat Levels
        • Blood Hawks
        • Cyclopes
        • Gargoyles
        • Goblins
        • Hobgoblins
        • Horclops
        • Korcats
        • Minotaurs
        • Nighthawks
        • Phoenix
        • Pixies
        • Satyrs
        • Slavs
        • Theocars
        • Vampires
        • Werewolves
        • Zombies
      • Gods >
        • The Deity Council
        • The City of Astheris
        • The City of Vorthis
        • Altheria
        • Demigods
        • Burnisuld
        • Creator Deity
        • Dararma
        • Dathrendor
        • Elementals
        • Fifthala
        • Gethsemia
        • Herisil
        • Hinchipol
        • Nubierd
        • Persphone
        • Pure Spring
        • Ral
        • Sarcil
        • Sorosin
        • Thisrandor
        • Thornsaldsarn
        • Tirronfin
        • Zureth
      • Known Realms >
        • An introduction
        • First Realm: Calsin
        • Second Realm: The Dark Realm
        • Third Realm: Torsorn
        • Fourth Realm: Firengot
        • Fifth Realm: Nisentil
        • Sixth Realm: Lorcisor
        • Seventh Realm: Besdir
        • Eighth Realm: Peris
        • Ninth Realm: Athiseron
        • Tenth Realm: Vegol
        • Eleventh Realm: Nothingor
      • Misc. >
        • Elven High Families
        • The Sorcerous Artifacts
        • Gambit (card game)
      • Eras of History
    • Apocolyps Squad >
      • Emergency Handbook >
        • Table of Contents
        • 1. Zombies
        • 2. Vampires
        • 3. Asteroid
        • 4. Plague
        • 5. Baseball Games!!!
        • 6. Weather
        • 7. Alien Invasion
        • 8. Nuclear Fallout
        • 9. The Rise of Non-Sentient Lifeforms
        • 10. Robots
        • 11. Supernatural Disastor
        • Appendix
  • Contact
  • News
  • About
    • Dakota Caldwell
    • Upcoming Projects
    • FAQ's
  • Online Content
    • The Eternal Quest >
      • Volume 1: Shadows of the Wondrisil >
        • Chapter 1: The Crypt
        • Chapter 2: Living Text
        • Chapter 3: Worlds Unknown
        • Chapter 4: Unusual Meetings
        • Chapter 5: Sinkshaft
        • Chapter 6: Reunions
        • Chapter 7: Holy Water
        • Chapter 8: Sapphire
        • Appendix A: Blood and Water >
          • Chapter 9: Talfin's Return
          • Chapter 10: Talfin's Schemes
          • Chapter 11: Talfin's Investigations
          • Chapter 12: Talfin's Victory
      • Volume 2: Beings of Light >
        • Chapter 13: The Lodge
        • Chapter 14: The Fond'sar
        • Chapter 15: Transformations
        • Chapter 16: Refuge
        • Chapter 17: Mountains and Plains
        • Chapter 18: The Hunter
        • Chapter 19: The Hunted
        • Chapter 20: Elsinor
        • Chapter 21: Wondrisil Return
        • Chapter 22: Pixie Dust
        • Chapter 23: A Time to Die
        • Chapter 24: A Time to Survive
        • Appendix B: Elements of Glory >
          • Chapter 25: Waves
          • Chapter 26: Wind
          • Chapter 27: Light
          • Chapter 28: Flames
        • Appendix C: Protectors of the Realm >
          • Chapter 29: The Mark of a Hunter
          • Chapter 30: A Tribute to a God
          • Chapter 31: Lessons on the Realms
          • Chapter 32: A Test of Worth
      • Volume 3: Creatures of Darkness >
        • Chapter 33: Ash
        • Chapter 34: Cages
        • Chapter 35: Blockades
        • Chapter 36: Tracks
        • Chapter 37: Negotiations
        • Chapter 38: Reconciliation
        • Chapter 39: Preparations
        • Chapter 40: The Invasion of Nettingo
        • Chapter 41: Recovery
        • Chapter 42: Breakout
        • Chapter 43: Reinforcements
        • Chapter 44: Desolation
        • Appendix D: Blood Moon Rising >
          • Chapter 45: Realm of Blood
          • Chapter 46: Trial by Combat
          • Chapter 47: Battle of the Gods
          • Chapter 48: Shield of the Realms
        • Appendix E: Shaft of Fire >
          • Chapter 49: Fortresses
          • Chapter 50: Revelations
          • Chapter 51: Controllers
          • Chapter 52: Sheep
      • Volume 4: Citizens of Ash >
        • Chapter 53: Ruin
        • Chapter 54: Rivers
        • Chapter 55: Ghosts
        • Chapter 56: Escapes
        • Chapter 57: Return
        • Chapter 58: The Ruins of Elsinor
        • Chapter 59: Artifacts
        • Chapter 60: Rebellion
        • Chapter 61: Revenge
        • Chapter 62: Ten Thousand Years
        • Chapter 63: Beginning Again
      • Volume 5: The Fist of Sintison >
        • Chapter 64: Refugees
        • Chapter 65: Prisoners
        • Chapter 66: The Wind
        • Chapter 67: Seekers of Knowledge
        • Chapter 68: Causality
        • Chapter 69: Bloodbath
        • Chapter 70: Temptations
        • Chapter 71: Departure
        • Appendix F: Masters and Servants >
          • Chapter 72: Justice
          • Chapter 73: Vengeance
          • Chapter 74: Children of the Flame
          • Chapter 75: Pact of the Servants
      • Volume 6: The Shores of Tifingor >
        • Chapter 76: New Plans - Old Friends
        • Chapter 77: Vortex
        • Chapter 78: Failures
        • Chapter 79: Healing
        • Chapter 80: Equations
        • Chapter 81: Exposure
        • Chapter 82: Desperation
        • Appendix G: A New World >
          • Chapter 83: Tyrants of Istinis
          • Chapter 84: Mirrors
          • Chapter 85: A Tale of Two Angels
          • Chapter 86: The Measure of a Man
    • The Curse of Knowledge >
      • Chapter 0: Synopsis
      • Chapter 1: Rivers of Blood
      • Chapter 2: The Files of Deschur Sil- Private Eye
      • Chapter 3: Law of the Desert
      • Chapter 4: Cause and Effect
      • Chapter 5: Among the Stars
      • Chapter 6: Deep Void
      • Chapter 7: An Eye for an Eye
      • Chapter 8: Turning of the Tables
      • Chapter 9: Lilith of the Desert
      • Chapter 10: The Enemy of my Enemy
      • Chapter 11: The Battle for Falreach Castle
      • Chapter 12: Absolution
    • My Brain
  • Store
    • The Eternal Quest
    • Apocolyps Squad
    • Apocolyps Squad II
    • Apocolyps Squad III
  • Lore
    • The Eternal Quest >
      • Maps >
        • The Continent of Calsin
        • The Continent of Fairn
        • The Continent of Corinth
        • The Continent of Thadusar
        • The Land of the Ten Kings
        • Individual Countries as of Chapter 1 >
          • Delsinar
          • Dirnor
          • Distisil
          • Donisil
          • Elsinor
          • Istinis
          • Notirot
          • Sintison
          • Sournous
          • Taninor
          • Tifingor
          • Tornor
      • Races >
        • Angels
        • Aniskin
        • Aqahartis
        • Avians
        • Blood Elves
        • Crysilin
        • Dark Elves
        • Dragons
        • Dwarves
        • Fairies
        • Fauns
        • Firingar
        • Flame Elves
        • Frostingar
        • Genies
        • Giants
        • Gnomes
        • High Elves
        • Humans
        • Imps
        • Merfolk
        • Nymphs
        • Ogres
        • Orclings
        • Orcs
        • Rootwalkers
        • Sand Elves
        • Star Elves
        • Trolls
        • Wondrisil
      • Beasts >
        • International Threat Levels
        • Blood Hawks
        • Cyclopes
        • Gargoyles
        • Goblins
        • Hobgoblins
        • Horclops
        • Korcats
        • Minotaurs
        • Nighthawks
        • Phoenix
        • Pixies
        • Satyrs
        • Slavs
        • Theocars
        • Vampires
        • Werewolves
        • Zombies
      • Gods >
        • The Deity Council
        • The City of Astheris
        • The City of Vorthis
        • Altheria
        • Demigods
        • Burnisuld
        • Creator Deity
        • Dararma
        • Dathrendor
        • Elementals
        • Fifthala
        • Gethsemia
        • Herisil
        • Hinchipol
        • Nubierd
        • Persphone
        • Pure Spring
        • Ral
        • Sarcil
        • Sorosin
        • Thisrandor
        • Thornsaldsarn
        • Tirronfin
        • Zureth
      • Known Realms >
        • An introduction
        • First Realm: Calsin
        • Second Realm: The Dark Realm
        • Third Realm: Torsorn
        • Fourth Realm: Firengot
        • Fifth Realm: Nisentil
        • Sixth Realm: Lorcisor
        • Seventh Realm: Besdir
        • Eighth Realm: Peris
        • Ninth Realm: Athiseron
        • Tenth Realm: Vegol
        • Eleventh Realm: Nothingor
      • Misc. >
        • Elven High Families
        • The Sorcerous Artifacts
        • Gambit (card game)
      • Eras of History
    • Apocolyps Squad >
      • Emergency Handbook >
        • Table of Contents
        • 1. Zombies
        • 2. Vampires
        • 3. Asteroid
        • 4. Plague
        • 5. Baseball Games!!!
        • 6. Weather
        • 7. Alien Invasion
        • 8. Nuclear Fallout
        • 9. The Rise of Non-Sentient Lifeforms
        • 10. Robots
        • 11. Supernatural Disastor
        • Appendix
  • Contact

Zombies

Few beasts invite more mystery and excitement than zombies. This fact, in and of itself, makes zombies all the more dangerous. In their weakest forms, zombies are simple reanimate bodies, easily taken down with a few hacks of a sword. As they accumulate more and more magic, though, they can quickly become far more powerful, threatening entire cities.

Zombies are painfully easy to create, and many of their formations are completely accidental. Simply casting a spell incorrectly can cause the dead to rise, hungry and ready to consume anything they see. Any and all species can be brought back in this way, all behaving more or less the same. Once brought back, the zombies will continue to absorb latent magical energy from the environment, gradually becoming more and more powerful.


Height:
- Various (depends on resurrected species and magical progression)

Characteristics:
- Insatiably hungry, will never stop trying to eat anything it sees.

Habitat:
- Calsin

Weaknesses:
- As they are made from rotting flesh, zombies are often taken down quite easily.

Threat Level:
- Yellow-Red

Types of Zombies:
- Tithin
     - A tithin is a newly-animated zombie. Regardless of species, this type of zombie will usually move quite slowly and possess no natural armor.
- Koncher
     - A koncher is a zombie that has began amassing magical power. They are often characterized by bone plates growing across sensitive areas, as well as the ability to run. While possible to kill a koncher in hand-to-hand combat, it is advisable to take this beast on with a group. Without extra help, tithins will turn into konchers after around a month.
- Jolisul
     - These zombies are far more powerful, sporting a full-body covering of armor. By now, the zombie will have roughly doubled in size, and display increased strength and incredible speed. It typically takes around a year for a koncher to turn into a jolisul.
- Sonithan
     - Sonithans are what governors and kings fear most. These enormous zombies can tower well over one hundred feet into the air, and will usually be covered by bone plating multiple feet thick. In addition, they will often have a latent magical field surrounding them that resurrects nearby corpses. These corpses, under the Sonithan's protection, can easily turn into a nearly unstoppable hoard. For this reason alone, nearly every country in Calsin has patrols with the sole purpose of sweeping the countryside to find zombies in the transition stage between jolisul and sonithan. They've largely been successful, as the last reported sonithan attack was recorded shortly after the Dwarven Civil War. It usually takes around ten years for a jolisul to begin emitting the magical resurrection field indicative of a sonithan.
- Pure Incarnation
     - Pure Incarnations are the final stage of zombie development. In the wild, these have only been observed in deep caves, where trapped zombies underwent their entire transformation unhindered. Once the sonithan grows so large that not even magic can sustain it, the creature will put down roots and transform into an undead tree of sorts. This plant, made from rotting flesh, projects a powerful resurrection field for miles around it. In addition, it has the ability to produce new zombies, usually tithins or konchers, identical to the original undead body. To top it off, Pure Incarnations have powerful healing abilities, making them nearly impossible to kill. Only a few of these beasts have ever been recorded in Calsin's history, and none in any location near civilization. A long-term experiment performed at the Undead Academy in Tifingor proved that it takes around one hundred and fifty years for a zombie to reach this stage. After a century of providing zombies for the students at this academy to fight, the monstrous plant finally died, capping a zombie's natural lifespan at around two hundred and fifty years.

Other notes:
- Though it might initially seem so, the magic used to resurrect zombies is far from the magic used to actually bring people back from the dead. That said, since most people naturally assume that the magic would be similar, many a half-baked necromancer has earned a fortune simply animating the bodies of loved ones.
- While all species can be brought back as zombies, and for the most part will all behave the same, different races do require different amounts of magic to start the process. Humans are by far the easiest, with elves and dwarves being slightly more difficult, and aqahartis requiring much more energy. 
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