[1]
Within the ever-burning sulphur pits. The nobles have lacquered their
bones black, and newcomers with flesh slowly melting off them are
mocked until they become fully skeletal.
[2]
Within the belly of a gargantuan gravel-worm. It can't digest them,
and being eaten by it causes no real issues. The creatures cartilages
have been shaped and carved into homes for the elites of the kingdom,
where as the commoners muck through the stomachs of the beast to sift
for inedible materials to pay their tithes.
[3]
On the great white mountain top. No need for clothing or shelter;
they simply weigh down their goods under the rocks and stones to keep
them from blowing away. Getting shoved off the cliff is a minor
punishment for minor crimes; takes days to climb back up again and
pick up all your pieces.
[4]
Within the less-intense realms of the negative energy plane. Feels
great to be down for the undead; they feel more dead then when they
were alive! They glow with undeath energies.
[5]
Colonizing the realms of hell. Their souls are already gone; very
little to fear from the demons and their pitchforks. Imps and lesser
demons hate them for stealing work; undead torture damned souls for
pennies on the eon.
[6]
Underwater kingdoms. Live among
abyssal fish, skeleton workers slave under oppressive ocean
pressures. Create vortexes of water to suck down ships to get their
wood and treasure and new recruits from the dead crewmen. Trained
fish and shark watch dogs. Black dolphins slap Cleric holy symbols
from their hands with their tails, etc.
[7]
The ruins of any human kingdom destroyed by a lingering lethal
plague. Most people took up their same professions, healers are still
made fun of to this day.
[8]
Just underneath a graveyard. Dig up to have new members fall from
“the sky”. Sneak to the surface world through a mausoleum.
[9]
Rickey wooden city built over black lake of horrible leeches. Falling
in just means picking them out of your ribs for a few hours. Leeches
get lethargic after drinking congealed zombie or vampire blood; trade
them away to unscrupulous MUs and assassians.
[10]
Flotilla on the open oceans. Don't have to worry about fresh water,
scurvy, or fires since none of them need a fire to cook or get warmed
up. Recruit cursed mariners and ancient pirate skeletons on old
beaches after they get bored of endless centuries guarding some
shitty buried treasure.
[11]
In the ancient cursed temple complex. The advanced magitech
constructs and guards only target living things, so the place is
extremely well defended. The bazaar is open once again after
thousands of years of nothing but dust. Old mummies only let out of
sarcophagi if they agree to forget about their old titles and to not
to cast apocalyptic locust swarm spells.
[12]
The eye of the endless hurricane. Even if you weight yourself down so
you don't blow away, the storm sucks the air right out of your lungs. The undead don't care, obviously, and join guilds where they chain themselves together. Bribing and stealing members from other guilds is how you assassinate their leaders; they get too light and fly away.
Request: 1d20 reasons why it sucks to be undead. Because so far, I can only see awesomeness.
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