Posting a little earlier today, because I have things to get done tonight, so I want this task out of my mind. Also, due to popular demand for art, a gigas, with hammer and sheild, and two krat, one providing sight, and the other providing a large horn, for either showing off or bashing stuff.
Fun fact: Zombies are awesome! Time for a good reason for giant four legged zombie mutants to be eating your entire city.
Trog
The art of necromancy is delicate to say the least, and most necromancers are unable to preform their arts on anything that has been dead for more then an hour. Because of the limited window of opportunity, any villages that view necromancy in a positive light will employ one full time, to assist any who have suffered major injury or death through accident. Indeed, the process of attaching and animating a severed arm through necromancy is prone to far less problems then having a biomancer try to regrow the limb, but trying to reassemble a rotting body is beyond the skill of most, and those that can bring back the dead will find their clients surcomming to rot and infestation quickly.
While, most necromancers are content to live some what quiet lives helping those in pain, there are those who aspire to greater things. They seek to end death, or bring it it all, or somewhere in between. Of the most famous in history was Syne, a human who's wish was to make a creature that would life forever, not through some perpetual spell, but by making he's creature good enough at necromancy itself that it could cure itself of any ailment. After much research and trial, Syne bought forth such a creature into the world by sewing together several parts of other creatures with metal wire, and making blood and spirit pulse through it's body with he's magic. Syne took the creature as he's apprentice, and taught all he could of the ways of magic, while constantly replacing rotting body parts with new meat. Over time Syne began to realise that he's creature was aging, in a way, and would one day die just like any other living thing. Knowing he had failed at he's best hope of eternal life, he found another way to maintain he's legacy. He taught the creature the techniques he had used to bring life to the creature itself, and taught it to make new life, and spread it's knowledge. The creature then became the first of a new, artificial race.
The trog are a race or varying shape and size, as they are composed of body parts from others. They seem to constantly be rotting, and without new flesh few will survive for over a week. Over a trog fortress, most other sentient creatures will be choked by the smell of rotting flesh, and those that still press on to knock on their gates will be exposed to some of the world plagues known on the common plane. He smallest of trog will be the size of a small child, while others have over time been built up into monoliths of moving flesh and bone, about the size of a small house. Through history, there have been larger trog who were most often constructed in times of war, as to crush enemy fortifications. Noticeably large trog are given the term 'troggot', and trog capable of tearing down walls are given the fear inspiring name 'troggolith'. The sun is very harmful for trog, as sunlight dries them out quickly, so trog will avoid direct sunlight in the name of conserving flesh. There are some trog who maintain vague memories of their past lives, as wild animals or sentient beings, but these have little more meaning for them then a passed dream.
Trog build large fortresses made of stone, as a means of ensuring a sanctuary from the sun during the day. During the day they will work hard in their mines, producing stone to either trade with who ever will deal with them, or continue construction on their cities. They are adapt miners, and below most forts is an intricate tunnel network. They are also skilled in the arts of engineering and architecture, and for those willing to explore their city, they will experience some of the most advanced and complex structures on the common plane. During the night, when the sun can not bother them, they go out to hunt in the surrounding area to provide the flesh required to sustain the local population. Because of the amount required to support cities, the area around their cities often becomes barren and dead. Because of the nature of the trog themselves, spreading deadly plagues, destroying local wildlife populations, and taking all the good mineral veins, they are hated by many races. Humans, more then any other race, will often attempt to 'cleans the land' of the trog, waging war on their cities, and keeping them in a short siege until the entire population rots. Although the trog themselves are a reasonable race, and will welcome merchants and over travelers into their walls. They are particular fond of dwarves, who will often venture into their city looking for wonders to tell the outside world about. It is dwarves who spread the story that Thyhold, the largest and oldest trog city, still holds the bones of the long dead Syne, far beyond the skill of any necromancer to resurrect, although as a dwarven story, it's credibility is questionable.
Trog are brilliantly magically adapt in necromancy, after many years of using it most every day, but their other magical talents vary from each being, depending on what parts they were made from.