Faction Dossier
Faction TitleThe Forsaken (The Sovereign Court of the Restless Dead)
HeadquartersThe Subterranean Crypts, Dark Reliquary, Necropolis, Ptolus
Key LeadersVamal Shard (Living Master Necromancer), Lord Malathir (Ancient Vampire Patriarch), The Council of the Tomb
Faction NatureSovereign Syndicate of Intelligent Undead (Vampires, Wights, Mummies, Liches) & Pragmatic Mortal Necromancers
DomainThe nocturnal expanse of the Necropolis; ancient underground crypt-vaults and ossuaries
Primary GoalTerritorial sovereignty, preservation of the unliving, harvesting necromantic lore, preventing surface crusades
Uneasy PartnersThe Fallen (Co-occupants of the Dark Reliquary; distrusted due to chaotic suicidal fanaticism)
Sworn FoesOrder of Light, Pharasma’s Wardens, Brother Fabien, Inquisitors of the Iron Tower

⚰️ Overview: The Aristocracy of the Grave

The Forsaken are the clandestine, aristocratic syndicate of intelligent undead and allied mortal necromancers who claim absolute sovereign dominion over the Necropolis of Ptolus.

Unlike mindless zombies or feral ghouls driven by base hunger, the Forsaken are composed of ancient beings who retain their memories, intellect, and aristocratic culture: noble vampires who were interred during the founding of the Western Empire, preserved mummy-lords from forgotten desert dynasties, cunning wights who commanded imperial legions, and powerful living spellcasters led by master necromancer Vamal Shard.

The Forsaken do not view themselves as monsters, but as the natural and immortal evolution of mortal civilization. They hold court in lavishly appointed subterranean crypts beneath the Dark Reliquary, draped in centuries-old brocades and illuminated by cold corpse-light. Here, they conduct delicate diplomatic summits, trade ancient scrolls looted from the deep levels of Dwarvenhearth, and debate necromantic metaphysics.


🏛️ The Cold Truce of the Lead Gates

The Forsaken maintain a delicate, cold-blooded equilibrium with the surface city:

  1. The Daylight Compact: The Forsaken strictly honor the daytime curfew of the Gates of Lead. They remain sealed in their subterranean sarcophagi while the living visit family graves, only emerging when the lead bells toll sundown.
  2. Discreet Feeding: The vampire houses of the Forsaken avoid open massacres on the streets of Ptolus. Instead, they procure blood through discreet smuggling networks operating through the Docks, using proxies to buy terminally ill paupers, condemned criminals, or purchasing blood-flasks from corrupt apothecaries.
  3. The Buffer of the Undead: The Forsaken actively police rogue, feral undead within the cemetery walls. They recognize that if mindless ghouls or shrieking wraiths breach the city walls and slaughter commoners, Commissar Igor Urnst and Prince Kirian Ylestos will have no political choice but to unleash an army of holy paladins and war-clerics to raze the Necropolis to the bedrock.
                          ┌───────────────────────────────────────┐
                          │         The Council of the Tomb       │
                          │   (Sovereign High Court of the Dead)  │
                          └───────────────────┬───────────────────┘
                                              │
                    ┌─────────────────────────┴─────────────────────────┐
                    ▼                                                   ▼
       ┌─────────────────────────┐                         ┌─────────────────────────┐
       │     The Living Cabal    │                         │   The Undead Nobility   │
       │ • Vamal Shard           │                         │ • Lord Malathir         │
       │ • Mortal Necromancers   │                         │ • Ancient Vampire Scions│
       │ • Reagents & Relic Trade│                         │ • Mummy Crypt-Wardens   │
       └─────────────────────────┘                         └─────────────────────────┘

⚔️ Pathfinder 2e Remaster Statblock

Forsaken Grave-Knight Warden (Creature 7)

FORSAKEN GRAVE-KNIGHT WARDEN                                         CREATURE 7
Unique | NE | Medium | Undead | Wight
Perception +15; Darkvision
Languages: Common, Imperial High Prustan, Necril
Skills: Athletics +17, Intimidation +16, Necropolis Lore +15, Stealth +13
Str +5, Dex +2, Con +4, Int +1, Wis +3, Cha +3
Items: Full plate armor, +1 striking cold-iron greatsword, heavy steel shield,
       signet ring of the Tomb Council.
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AC 26 (28 with shield raised); Fort +17, Ref +13, Will +15
HP 115, Void Healing; Immunities: death effects, disease, paralyzed, poison, unconscious
Shield Block [reaction]
Attack of Opportunity [reaction]
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Speed 25 feet
Melee [one-action] Greatsword +18 [+13/+8] (Cold Iron, Magical, Versatile P), Damage 2d12+8 slashing plus Drain Life
Melee [one-action] Claw +16 [+12/+8] (Agile), Damage 2d6+8 slashing plus Drain Life
Drain Life (Divine, Void): When the grave-knight hits and deals damage with a Strike to a living creature, 
       the target must succeed at a DC 23 Fortitude save or take 1d8 void damage and become Drained 1. 
       The grave-knight gains 10 temporary Hit Points.
Command the Lesser Dead [two-actions] (Auditory, Mental): The grave-knight barks a death-command. 
       All non-sentient undead (zombies and skeletons) within 60 feet immediately take a Stride action.

🧭 Story Hooks for Adventurers

  1. The Poisoned Vintage: Someone is supplying the Forsaken’s vampire covens with blood infected by an alchemical chaositech taint, driving young vampires into psychotic, uncontrolled blood-rages that terrorize the Rivergate District. Lord Malathir secretly hires the party to find and execute the poisoner before the City Watch retaliates.
  2. The Necrotic Vault Key: Vamal Shard contacts the party through an underworld contact in Delver’s Square, seeking an ancient obsidian key discovered in the Banewarrens. In exchange, he offers to share classified notes regarding the Night of Dissolution and the locations of Galchutt sleeper-nodes.
  3. The Breach of the Ossuary: A faction of younger wights rebels against the Council of the Tomb, attempting to tunnel out of the Ossuary directly into the city sewers beneath Midtown. The party is contracted to enter the tunnels from both sides and crush the mutineers before they surface.