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Strigoi Soul (Original Urban Fantasy)
Sidestory: The Zhayvin Files: Zombies

Sidestory: The Zhayvin Files: Zombies

Note: the Collective is aware of the differences between semi-autonomous necromorphic aberrants animated and directed by thanatophiliac aetherkines ("necromancers") and certain theophiles with thanatophiliac leanings ("faithcrafters"). This file, as can be inferred, deals with the former.

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Classification: semi-autonomous necromorphic aberrants (thanatophile aetherkine minions);

Colloquial name: zombies, walkers, shamblers;

Origins: the first magical zombies were raised in different locations across Earth shorthly after the first ancestors of mankind developed aetherkinesis ("magic") with few, if any necromancers being aware of their fellows' existence.

Description: a zombie is created when a mage casts a spell or performs a ritual designed to animate a corpse. Such procedures vary depending on their skill and understanding of the macrocosm, traits that are often intertwined. The zombie will be reanimated in the state they were in while classically dead, though more physically capable. They can be modified in accordance to the necromancer's wishes and capabilities, with extra body parts, for example. Though most necromancers need at least a skeleton in order to perform necromancy, more skilled ones can restructure corpse powder into a more formidable shape. Most zombies are mindless shells, animated by mana, though perfectly able to function in antimagical areas (it should be noted that corpses made to move through biokinesis rather than mana infusion are not traditionally considered zombies, and some necromancers see mages who do this as hacks). However, should a person (or their animus - "soul" -) if they are already dead consent to having their mind bound to the body, a thinking zombie can be made. Although necromancers have to pass several tests before being allowed to raise thinking zombies, most humans are still wary of giving another person the ability to override their free will on a whim. Lastly, it is illegal to bind a person's animus back to their body following death; doing so is a violation of the Syncretic Treaty and will result in sanctions from thanatophiliac theomorphs ("death deities"). Zombies can be made from animal, vegetal, fungal or aberrant remains, and, in some cases, the abilities they had in life are retained, with physical traits the most likely to be enhanced, though esoteric abilities are not out of the question. Certain abilities being altered in accordance to a "death theme" has also been observed. Zombies are immune to pain and esoteric effects (they cannot be transmuted, mind-controlled, moved with telekinesis, frozen in time, and so on), need no sustenance, and will regenerate from any damage as long as their necromancer is alive or otherwise active. Once the mage is eliminated, zombies cannot regenerate.

This text was taken from Royal Road. Help the author by reading the original version there.

Behaviour: Most of the time, mindless zombies do not act by themselves, except to defend themselves or their necromancer. Once the necromancer is eliminated, they become feral, wandering randomly and attacking anything their limited minds perceive as a threat.

Threat level: local (human zombies); varies depending on base species. Human zombies have been observed moving, fighting and reacting at Mach 4. In addition to their regeneration and endurance, they are durable enough to take no damage from impacts that would pulverise humans, and are able to damage each other, smashing humans and concrete walls into pieces by running through them, or punching through human flesh and armour with the force of a cannonball. Ignoring leverage, zombies are capable ripping out spines, throwing cars across city blocks with one hand, swinging buses and trucks like batons and lifting tanks overhead with one hand.

Neutralisation: the most practical way to reduce the threat of zombies is taking out their necromancer (see file: mages), then picking off the feral undead. Should a reptilian be confronted by a zombie defending their necromancer, placing them under an object weighing three hundred or more tons, or in a container built to withstand multiple megajoules of force, is recommended. Generating a constant force (locally-intensified gravity, ball lightning, plasma field, etc.) can also neutralise them, as zombies cannot move while regenerating their whole body.