Haint Species in Kobos | World Anvil

Haint

SPECIAL ONE TIME OFFER! AFFORDABLE! DESIRABLE! REPUTABLE! 50% OFF UNLIFE INSURANCE FOR THE FIRST 6 YEARS!   DON'T WORRY ABOUT ARRANGEMENTS, WITH GRAVIN, GRAVIN, GRAVIN AND SONS, WE'VE GOT YOU COVERED!   ~Advertisement seen on a sandwich board on the streets of Prunyth.

Basic Information

Anatomy

Haints appear much as they did in life, though their affluence is very much on display. Those that barely scraped the money together are much less well preserved, with the worst examples being described as "moldering skeletons" and "hazy spectral outlines". Those that can afford it look nearly as they did in life, though still obviously what they are.   For the Embalmed and the Spectral haints, an ectoplasm-based poison courses through their veins where blood should be. This poison can leach the essences of other poisons to restore their energies.   For the Stitched haints, an air elemental powers their unlife and therefore electricity is invigorating to their body and their passions.   The most common haint, the Embalmed, are just that; unliving corpses preserved to some degree and animated with magics and alchemy.   Spectral haints are half-submerged in the ethereal plane, or rather their soul has been anchored into the material. This results in them living astride the veil, and they can lean one way or another should they wish it.   Stitched haints are a variation on the flesh golem creation; collections of 'donated' body parts gathered together and animated with an air elemental. The brain of the one being preserved is bathed in alchemical juices and placed in the amalgamated skull. This method is most often used by applicants that especially wish to begin their unlife with a clean slate, as the process is notoriously dodgy about preserving their memory.

Genetics and Reproduction

Ritual of Leaching Any living humanoid or monstrous humanoid can petition for consideration to undergo the Ritual of Leaching, which (if successful) enables the creature to become a necropolitan. The petition for consideration requires a fee of 3,000 gp and (legally) a written plea.   The Ritual: The first part of the ritual requires that the body be bathed in ectoplasm-infused salts. From this point, the ritual is underway and will fail if interrupted in any fashion.   The ceremony lasts for 24 hours—the usual time it takes for the petitioner to fully desiccate. During this period, two or three zombie servitors keep up a chant initiated by the ritual leader when the petitioner is first placed into position. The spells laid down by the initiator are numerous and costly, amounting to a further 2,400gp investment.

Dietary Needs and Habits

Necropolitans need regular infusions of the energy that animates them: poison or electricity, depending.

Additional Information

Average Intelligence

Stereotypically, haints are smarter than humans due to their long years. In practice, this is actually generally untrue. Having had more time for education does not actually imply a greater ability to absorb it.

Perception and Sensory Capabilities

Darkvision. Haints stare with eyes not of this plane, and can see in dim light within 60 feet of them as if it were bright light, and in darkness as if it were dim light. They can't discern color in darkness, only shades of gray.

Civilization and Culture

Naming Traditions

Haints tend to regard the Ritual of Leaching in the same way as the living view the Becoming. Therefore, after raising from the dead, they often rename themselves to represent their "post adulthood."

Beauty Ideals

Haints are split evenly between three beauty ideals: Those that cling to the same from life, those that disregard it entirely as vestigial concerns of youth, and those that actively revel in being undead and seek to display the difference in every way possible.

Common Etiquette Rules

Haints operate by a strict code of rules written down by the Archduchess. They are practical advice for continued comfort in immortality.   1) Never enter a home uninvited. 2) Never break an oath. 3) Feuds and grudges should never last more than ten years.   Breaking these rules in haint enclaves is a good way to become very unwelcome, even for the living.

Common Taboos

Never ask a haint how they died. If they tell you, that's one thing, but the memories are likely to be traumatic for obvious reasons.

History

The first necropolitans date back to the Year 205 and the Exterminatus of Yurt. The Archduchess of Prunyth (by another, long forgotten name) and her Ducal Court were the first, and it is rumored that the secrets were imparted on them by a refugee scion of Orcus. Though the Church of the Demiurge and the College of Questions often complain about their existence and origins, challenging an entire canton is perpetually unfeasible.
  2d91f2b537926dc1cc76aa597e246421.png
Genetic Ancestor(s)
Origin/Ancestry
Embalmed, Spectral, Stitched
Average Height
Same as humans
Average Weight
20% to 40% of their original weight by size
Average Physique
Having generally removed unnecessary internal systems, haints are usually thinner than they were when they were alive. In the cases of the poorly preserved, this can mean literally being skin and bone.

Haint

Ability Score Increase Con+ 2, Chosen Score +1. This replaces the bonuses of the living character.
Size Medium
Speed 30 ft.

Age. As the living dead, haints are not born and do not age, though less well-preserved ones may rot into ambulatory skeletons or even fall to dust over time.   Alignment. While most start out as Lawful Neutral (just as most humans do) long term exposure to the negative energy that animates them can potentially wither their soul to pettiness and evil.   Size. haints remain the same size in death as they did in life, but are -- for obvious reasons -- often much lighter. Your size is Medium or Small.   Speed. Your base walking speed is 30 feet.   Negative Metabolism: You have vulnerability to Radiant damage, resistance to Necrotic damage, and poison damage actively heals you while normal healing effects harm you.   Darkvision. You stare with eyes not of this plane, and can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.  

Choose One Subrace:

Embalmed

  Your carcass was embalmed and resurrected as a sentient zombie. While the preservatives will keep you from rotting, you will always have a chemical scent and an obvious deathly complexion. Unkillable. You do not fall unconscious when you fall to 0 hit points. Instead, you are incapacitated and rendered prone until you regain at least one hit point. In addition, if a spell would have the sole effect of restoring you to life, the caster does not need material components to cast it on you.   OR  

Spectre

Your body was discarded, likely bound for the corpse plantations in the Prunyth countryside. Your soul was pulled physically back as it traveled to the afterlife.   Wraithform. You are astride two worlds. As a partially incorporeal undead, you can become ethereal for 1d10 rounds, passing through all energy and matter except magical force. In this form you can neither interact with or be effected by nonmagical worldly things such as claws, weapons, or walls. You gain the use of this ability when you finish a long rest.   OR   

Stitched

Your brain was transplanted into a body hand-crafted for you from the discarded remains of other corpses. You have a new face and potentially a new identity. Just hope that the one who donated their face to you did so voluntarily or has no loved ones... Promethean. Instead of negative energy, you are powered by an air elemental. This being is fed not by poison, but by electricity. Replace Negative Metabolism's poison healing with lightning. Additionally, once per day you can Rage as a barbarian of your level. If already a barbarian, you gain one extra use of the ability.

Languages. Languages. You can speak, read, and write Common and one language of your choice, retained from life. Due to long study, these can be the mystery languages (Celestial, Abyssal, the Old Tongue, etc.)


Comments

Please Login in order to comment!