Category:Undead

Undead, though an umbrella term to cover all undead mobs (including drowned, vampires, and wither skeletons among others), in the context of an origin refers specifically to sentient zombies. Individuals of this origin across the board have the following perks and downsides associated with their origin.

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= Zombies = Zombies are undead mobs native to Clamor. They are non-sentient, shambling corpses. Some zombies, if they persist for long enough, will rot away into skeletons.

They are less of a species in their own right and more of a classification of a state- though it isn't incorrect to refer to a zombie as a zombie, it is more correct to refer to an individual zombie as a zombie of its species (i.e. zombie human, zombie piglin, etc.) Typically, only humanoid species will be (naturally) raised as zombies.

Though it isn't uncommon for zombies to be raised from the dead by purposeful arcane means, on Clamor zombies are actually a natural part of the ecosystem, taking the role of scavengers and carrion-eaters.

Though they are hostile towards most living creatures, this is more aggression than active predation, and the spoils will typically be left to...well, spoil rather than being eaten.

Zombies are extremely common in Clamor, and many if not most appear human in origin. The cause of this is unknown, but has some dire implications.

Lightning
Also see the stormchaser page for further elaboration on the properties of lightning.

Lightning strikes are not just electrostatic discharges, but a manifestation and channeling of a dimension's arcana. They are responsible for many mysterious natural processes on Clamor, most relevantly the raising of skeletons and zombies. This is done both by the influx of arcane energy put into the areas surrounding strikes and the diffusing of that energy over time after the storm departs.

Though this is, as stated before, a natural process, it is also a mysterious one, and furthermore seems to apply differently in very arbitrary circumstances. In summary, however, one thing is certain:

Lightning raises the dead.

Awakened Zombies
Repeated strikes don't do much to undead with no brains to speak of, like skeletons. However, for those with intact brains, repeated strikes can "awaken" them.

While the bodies of the dormant continue to actively rot as if they were still inanimate, awakened zombies have a bigger spark of life, undead as much as Frankenstein's Monster could be considered (as in, they were once dead but are now not, vs regular zombies simply being reanimated). Decomposition for them is fully halted.

Similarly, their bodily processes such as the healing of wounds, firing of nerves, and the presence of thought and memory return, with the effect being comparable to waking up from a coma.

Though awakened zombies are capable of coherent thought and recalling information, they are also commonly left in a state comparable to senility or post-traumatic amnesia, where confusion and cloudy consciousness are extremely common.

Healing tends to be a strange thing for the awakened. Wounds that would be fatal or beyond reasonable to regenerate over through magical means are simply sealed off at the border of the wounds, often leaving sensory dead zones.

It's worth noting, however, that upon awakening (especially as a result of direct strikes) zombies are often healed a great deal from their dormant states- a freshly-awakened zombie will often be in much better shape than a dormant zombie of the same relative age.

Drowned
Drowned serve a different ecological function to zombies and have distinct but similar methods of function. For a more in-depth explanation, please see the drowned page.

Piglins
Being native to the Nether, zombified piglins (though comparable to Overworld zombies) are fairly distinct in their own right and have their own set of issues. For more information, see the piglin page.

= Footnotes =