Post by Achaius Winter-Wolf on Jun 19, 2017 3:21:38 GMT
A Theorem on Necromantic Processes | Thoughts on Necromancy
Nox Falon's Necronomicon
This Necronomicon was created to cover all Canon concepts and spells, as well as detail all current Undead creatures. This work is constantly updated. Suggestions for additions to spells and specific rituals should be inputted in the Necromancy sub-thread, under the Magic thread. Suggestions for the Necronomicon as a whole, or for lore and such, can be inputted under the Necronomicon thread.
- Table of Contents -
Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 2
Spells and Rituals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 4
i. Reanimation | p. 4
ii. Synthesis | p. 7
Index of Undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . p. 9 i. Basic Undead | p. 10
ii. Elite Undead | p. 12
iii. Synthesized Undead | p. 13
iv. The Fallen | p. 15
v. Mausoleums | p. 16
~ Concepts ~
The art of Necromancy is a complex one, with simple concepts. The magic style can rather simply be summed up as the manipulation of Life and Unlife forces. While the exact application of these forces varies greatly with each user, it is important to remember that all Necromancy is ideologically identical. In order to start in any practice of Necromancy, one must individually master basic manipulation of Unlife forces.
-An overview of Unlife energy-
Unlife energy is the residual energy left over and continually generated by corpses. This is caused when a being has the connection between body and soul severed, and the emptiness left over creates Unlife energy, a perfect antithesis to Life energy. Due to this, Life and Unlife energy will cancel each other out when channeled in unison to the same point. It should also be noted that, once rooted in a body, Unlife energy is extremely difficult to remove, and when rooted in a soul, is impossible to remove manually. In addition, Souls naturally repel Unlife energy, and therefore, Unlife corruption of the soul is an extremely long and natural process.
-The differences between Necromantic Restoration and Divine Healing-
It should be noted that Necromancy, by nature, can and does deal in the restoration of muscle function and general survivability. However, the largest difference between this and true healing is Reliance. When reanimating a corpse, one repairs basic muscle tissue and fuels it with Unlife energy, giving it an internal power source that will eventually wear out. However, Healing deals in restoring full functionality and self reliance to a body, including the heart, nerve systems, and most importantly the soul. Without a soul, something cannot live for an extended period of time, but can be controlled as a puppet by a Necromancer. A healed body, however, maintains most of it’s soul and is restored to complete functionality. This difference is important to remember, especially when combining Life force and Unlife. For further information on Divinity, see the Vivanomicon.
-Necromancy and the Soul, and the relationship between Unlife energy and Mana-
It is important to recognize that Necromancy places no direct strain on the soul. The channeling of Unlife energy is a mental and physical process, and one does not have to draw from mana pools or from their own strength of soul. However, the possession of a Soul allows for higher thought processes, which are essential for any form of Necromancy above basic reanimation. Unlife energy is the source of all Necromancy, and is found in two sources- firstly, the Soul. The Soul does not generate Unlife energy, but, over time, a Necromancer’s soul may be corrupted with Unlife energy, giving them a small personal reservoir to draw from. The main source of Unlife energy, however, is found surrounding corpses and places where Necromantic rituals have been performed previously. Unlife energy is capable of temporarily replacing the Soul, in the sense that a soul is essential for even a semblance of life. During reanimation, a concentration of Unlife energy can effectively become a temporary Soul for a creature. Due to this factor, soulless creatures, like Lesser Liches, are still able to cast traditional magic without the use of mana, through Unlife corruption. While Unlife energy is a poor substitute for natural Mana, it can be utilized for weaker Arcane spells.
-Complexity and Focus-
Depending on the spell being attempted, various levels of preparation and focus will be required by the caster. A break in concentration can result in the failure to reanimate a corpse, or worse, a successful reanimation where control over the undead puppet is lost. Notes will be added to clarify on the level of ritual required, if any, and the mental willpower required. A key can be found immediately under the Rituals and Spells section.
~ Rituals and Spells ~
-Ritual Complexity Key-
- None: No ritual is required, the spell may be cast on impulse. The user must only mildly focus on their goal.
- Unlife: No specific ritual is required, but there must be an abundance of Unlife energy in the area for success.
- Life: This ritual requires the draining or transfer of Life force from one being to another.
- Basic: A basic ritual chant is required for a minute or so before casting, and focus must be vigilant.
- Complex: A ritual circle is required, and possibly an altar. In addition, 10-20 minutes of complex chanting intertwined with minor casting is necessary for success.
- Summoning: This is the most complex type of ritual, and requires extremely rare components, as well as a complex system and an extreme abundance of Unlife and Life energy in tandem. This type of ritual usually requires several master Necromancers to cast, or one who has altered their mind and body to take on additional stress. This type of ritual can last anywhere from hours to days, and cannot be disturbed in the slightest, lest the punishment be severe. In addition, this level of ritual requires the rarest of resources.
-Reanimation-
The easiest and most common form of Necromancy is reanimation. This is the process by which a corpse can be given a new purpose, as well as the ability to regain basic movement and instinct. There are many levels of reanimation, for many levels of Necromancers, and it is far and wide the easiest skill to learn.
Level 1: Corpse Reanimation: None
The most basic of practices, in which one takes a corpse, gives it new 'life,' and controls it to perform a basic function. One must simply focus on the corpse they want to reanimate, and direct Unlife energy towards it, forcing the cadaver to absorb it. During casting, one should also focus on what they wish the corpse to do in a simple form. Uses generally are limited to basic defense and attack, at this level. With practice, one can revive multiple bodies at once with this basic casting, and can quickly raise a small shield of bodies, useful for even high level Necromancers.
Level 2: Warrior Reanimation: Unlife
A basic step up from Level 1, the main difference in this reanimation spell is the corpse used. If one can locate the body of a soldier or warrior of some sort, it is possible to revive that body with some of it's instincts intact. In addition, the puppet will move faster and more precisely than an average corpse. As before, one must simply focus Unlife energy into the corpse, but must also focus on reminding the body of combat, of whatever weapon it may have used.
Level 3: Ghul Composition: Unlife
The art of composing Aberrations, like Ghuls, is surprisingly similar to average reanimation. Rather than specifically reviving corpses, one must gather a number of corpses. A safe minimum is 5 bodies, which usually yields 3 Ghuls. Flesh matter is lost in the process, due to a complete resynthesis of skin and bone comprising Ghuls. The caster has only to channel Unlife energy towards the corpses while concentrating on two things: Firstly, the exact nature and size of a Ghul, and second, the exact number of Ghuls you wish to revive. It is imperative to have an exact idea. Attempting to summon one more than you have flesh for can result in all the Ghuls losing their allegiance to you, and reviving too little can leave you with unwanted corpses left behind which may become a priority for some Ghuls.
Level 4: Secondary Reanimation: Unlife + Life
Secondary Reanimation is one of the most difficult forms of reanimation. The process involves taking a creature which has been reanimated previously, and attempting to reanimate it again. The challenge in this comes in the fact that it can only be performed once the reanimated corpse has fallen and lost all connection to it's former master, in which case it is often in no state to be mobile. Due to this, one must simultaneously repair the corpse as they reanimate it, by channeling both Life and Unlife energy to the same being. This can be extremely difficult, as the two forces nullify each-other, and must therefore be channeled with distance between them. A precise, multi-channeled flow of both energies is required to pull this off, but the method is extremely rewarding- one can revive even complex creations, like Bone Fiends, with relative ease once they master the skill. Hence, this skill is often the deciding factor in an advanced Necromancer's duel. In addition, one can continually revive their own creatures, providing a perpetual opponent for your target.
Level 4: Secondary Unlife Substitution: Unlife
Secondary Substitution is the art by which a Necromancer can wrest control of a reanimated corpse or synthesised creature from another by sheer force. The process is done in two steps. One must forcibly evict all Unlife energy from the creature, and effectively kill it, while simultaneously fueling the creature with their own. However, this skill requires a large gap in skill and strength between the original owner and the one attempting to substitute control, as evicting Unlife energy becomes increasingly harder as the original owner’s skill level increases, as they will undoubtedly begin channeling more Unlife energy into their creations, while also rooting it in a much stronger manner, making their servants much more resilient.
Level 5: Intellectual Revival: Life + Unlife + Summoning
This is by and far the singular hardest skill for any Necromancer to learn, much less master. It is the practice by which one can be reanimated with the soul still intact, and with a generally functioning body, capable of channeling magical energy and performing maneuvers at the same speed or faster than normal. The exact ritual and chant required for each revival is entirely unique, but several constants are persistent. Firstly, one must possess the soul of the being they are attempting to revive. The easiest way to obtain this soul is at time of death. In addition, one must have a method by which to liquefy and condense Life energy, and must be able to gather an absurd amount of Unlife energy around them. The ritual from that point on is only recorded within the Phylacteries of Liches, which have never been successfully taken from a Lich. The only limitation to this ritual is that, at some point, it requires an anchor point, one around which the being may live. This is responsible for Liches tendency to stay near their tombs, as they physically cannot venture too far away, lest their souls become untethered.
-Synthesis-
Synthesis is the art of creating new creatures from basic components. It is generally a secondary skill for most Necromancers, and in order to be useful in combat, there must be preparation beforehand, as Synthesis requires the usage of various rituals and components. In addition, basic chants are required for casting. Each mage has his own chant, invented based on their skill level and preference, but many stock chants can be found in spell books and cheap Necronomicons. The chant is an aid for advanced Unlife channeling, and the purpose is to verbally articulate the passage of Unlife from it's source into the new body, as well as aid in the specific synthesis of matter. These spells result in higher tier units, with more unique ability and wit.
Levels do not exist for Synthesis rituals, as each one is different, rather than necessarily more difficult. Each Necromancer may find that they have differing levels of ease or challenge with each ritual. In addition, many other unique creatures have been created by Necromancers. However, these rituals are somewhat closely guarded, and only elite Necromancers are permitted access to these spells. In addition, it is important to remember that all of these rituals also require an abundance of Unlife energy.
Homunculi: Basic
Homunculi are the most basic creatures one can create, and have a heavy amount of leeway in their synthesis. One has only to create a body with flesh, and perform a ritual on it. The ritual itself requires a simple concoction of Mordrake leaves, Pewter, and a small amount of the caster’s blood. Homunculi are extremely useful for recon and covert operations, but are weak in combat.
Abominations: Basic/ Complex
Abominations are a creatures with a large amount of leeway in their summoning, as Abominations can greatly vary in size and composition. Both levels of ritual require Cerebral Tissue, general Flesh, Blackwing Leeches, and Arcane Crystals. In addition, small amounts of Mithral dust can be added to increase magical resiliency. The question of basic vs complex ritual partially hinges on the size and strength of the Abomination you wish to compose, but more so on the amount of intelligence you wish it to have. A longer, more complex ritual can give it increased battle awareness and intelligence, but can also make it significantly harder to control. Use complex rituals at your own risk.
Bone Golems: Basic/ Complex
The composition of a Bone Golem is identical to that of an Abomination, save that one should substitute all forms of flesh for bones. The higher quality the bone, the more resilient your Bone Golem. In addition, the bone used should be comprised of 30% skulls, as this aids in composition. By nature, a Bone Golem is much more defensive than an Abomination, and should be used as such.
Bone Fiends: Complex
Bone Fiends are often considered to be much harder to summon, but are also much more stable than Abominations, and therefore have less risk for experienced Necromancers. In addition, Bone Fiends can be much more resilient in combat, making them a favorite pawn of many. The ritual for a Bone Fiend lasts exactly 16 minutes and 37 seconds, for reasons unknown. No attempt to accelerate the process has ever succeeded. The key components of a Bone Fiend are copious amounts of Bones and Bone Powder, at least 7 blades of high quality (The stronger the blades, the more resilient the Bone Fiend), Diamond dust, and bottled Shadow Flame. Arcane Crystals are also required to prime the Shadow Flame for synthesis. The most important part about synthesizing a Bone Fiend is remembering the pure aggression it contains, and to ensure that it will not attack you. It is often recommended to give the Bone Fiend an objective, and run away swiftly after creation. Hence, Bone Fiends are difficult to use defensively, and are much better suited to guarding areas or hunting down prey.
Wraiths: Complex
Wraiths are generally agreed to be the hardest creatures to create and control, due to their nature. A Wraith is created when one successfully corrupts a Warrior’s soul with Unlife energy. Because of the natural resiliency a soul has, the basic state of their soul remains intact, and therefore, they retain much of their wit and personality, even after death. The Ritual itself requires a bound, living Warrior of any type, Gunpowder, Shadow Flame, Poison Creep, and most importantly, Malicite. Malicite is a stone that harbors extreme amounts of negative energy, on a psychic level. This energy should not be confused for Unlife energy, as it does not directly corrupt the soul- however, when used in rituals, it can significantly weaken the state of the sacrifice’s soul, and therefore make it possible to corrupt in a short amount of time. Wraiths are fast and silent, and are suitable for any form of work, from recon to assassination, and can also be tethered to Soulstones to patrol an area. However, as Wraiths maintain their original soul and wit, it is important that the casters control be absolute, or the Wraith may rebel.
These are the basic methods by which Necromancy is practiced, but there are a countless amount of ways in which Necromancy can be altered. Many summon unique creations, and many specialize in certain types of Unlife and Life manipulation. Necromancy can even be used in tandem with Healing magic for a more thorough and revitalizing healing, although this requires great practice and skill. The possibilities are endless, as long as one can grasp the basics.
Remember, don't let your dreams be dreams. Just do it.
- A summative work on the basics of Necromancy, authored by Nox Falon, Master Necromancer and Wandering Apothecary -
An Index of Unlife Creatures
For further detailing of the Undead.
- Undead, by order of appearance and category -
1. Basic Undead
- Undead
- Morhg
- Skeleton
- Hound
- Ghul
- Lesser Lich
- Banshee
2. Elite Undead
- Abomination
- Shadows
- Lich
3. Synthesised Undead
- Homunculi
- Bone Golem
- Bone Fiend
- Wraith
4. The Fallen
- The Fallen
- The Forsaken
5. Mausoleums
- The Cult of Sho’vothar
- Mausoleum Overview
- Gatekeepers
- Psion Drifters
- Void Flayers
- Basic Undead -
Undead
The most average and common form of undead creature, Undead refers to a civilian corpse that has been reanimated by either Necromantic means, or by residual Unlife energy concentration. Due to the common nature of this creature, there are many ‘slang’ names for it, which are accepted as usable, such as shambler or a walking corpse. Usually, residual Unlife reanimation takes extended periods of time for civilians, and so, by the time they become Undead their bodies have often rotted significantly, making them vulnerable to most any attack, with particular weakness to flame and Divine magic.
Morhg
A Morhg is a subclass of Undead, specifically the reanimated corpse of a terrorist or murderer, whose soul is corrupt. Due to the amount of Unlife energy they are responsible for, when buried in an area with Unlife energy, their corpses reanimate faster, resulting in a less rotted form of Undead. Due to the preserved muscle and tissue, Morhgs are faster and stronger than normal undead, with slightly higher general resistance. In terms of behavior, all Morhgs exhibit the same strategy, which is to hide in groups of normal Undead until someone draws near, at which point they attempt to surprise them with superior speed.
Skeleton
Skeletons are the eventual outcome of all Undead that survive for extended periods of time. As one would guess, Skeletons are formed when Undead lose the entirety of their flesh to gradual rot. The only difference in anatomy otherwise is that Skeletons are animated entirely by Unlife energy, with no muscle tissue to speak of. Due to this, Skeletons are more resilient against attacks which may target flesh or muscle, namely poisons and flame. On the other hand, Divine magic is much more effective against these corpses.
Hound
Many believe that burying a pet is a true sign of affection and love. This turns out to be dismally false in areas with concentrated Unlife energy, as their once beloved animals return as rather deadly Undead. While Hounds can technically be classified as basic Undead, as they are reanimated in the same way, the separate title is essential for most adventurers dealing with the Undead. ‘Hounds,’ as a general term, refers to any animal that has been reanimated, and is not restricted to domestic dogs and wolves (Although those are the most common types.) These Undead move abnormally fast, are highly aggressive, and have gangrenous bites. Due to the amount of infection in their bodies, poisons are wholly ineffective, and physical attacks can be difficult to land. Instead, flame seems to work wonders against these creatures, at least when used in a wide and spread out manner.
Ghul
Ghuls are smaller creatures, measuring at around a meter tall. Their main strength is sheer numbers, and the call of a Ghul can attract dozens more within seconds. In addition, Ghuls have a minor acid coursing through their veins, causing their blood to burn flesh on contact. However, individually, Ghuls are weak to most everything, and are an easy target for warriors of any skill. An important difference to normal Undead that one should note is that Ghuls are not reanimated corpses, at least not in a direct sense. Instead, Ghuls are grown within nests from piles of corpses and general flesh. These nests are attended to by Ghul Nestmothers, which are essentially Ghuls that stand at around 2.5 meters high. Nestmothers are much wittier than their younger relatives, and pose a significant threat in combat. However, these overseers hide deep within their nests, and drawing them out can pose a difficulty.
Lesser Lich
The result of a weak Necromancer being revived by residual Unlife energy. Note: Lesser Liches cannot be revived by means of Necromancy, as a Necromancer’s body is naturally shielded in death by his own Unlife energy. As Lesser Liches no longer contain Souls, they lose the ability to perform advanced Necromancy, but do retain the instincts required to raise basic Undead. Through a form of Unlife corruption, certain Lesser Liches can also substitute Mana required for arcane spells for Unlife energy, although the resulting spells are usually much weaker, and are limited to basic elemental attacks and blasts of energy. Physically, Lesser Liches take much longer to be reanimated, although their rate of rot is similarly slowed, leaving them with particular weakness to physical attacks to account for their increased magical resistance.
Banshee
Banshees are very rare, and, similar to Lesser Liches, cannot be created through Necromancy. In addition, the conditions surrounding the creation of a Banshee are extremely rare. A female gifted in magic must die in inhuman means, with extraordinary rage. This results in their Soul being trapped within their lifeless body. Over an extended period of time, the captured Soul is corrupted by Unlife energy, and a Banshee is formed. Due to the amount of rage and horror at death, as well as extended isolation, Banshees lose higher thought, even with possession of a soul, and are driven by emotion. The body of a banshee is slightly ethereal, but remains solid enough to take minor damage from physical strikes. In addition, Banshees are moderately fortified against all forms of magic, and retain basic Arcane magic usage. Their only other strength is their overall speed, which allows them to flit about and switch targets constantly in combat.
- Elite Undead -
Abomination
Abominations are reclusive creatures, that can occasionally form in mass burial sites, although they are more often synthesized through Necromantic rituals. Towering above most at an average of 8 feet high, these creatures are extremely isolated, yet highly aggressive in combat. The beasts are an abomination, true to their name, and are twisted masses of flesh with vaguely humanoid characteristics. They have no head, only an animalistic and ruined face on the upper part of their bloated torso. The exact appearance of each abomination is unique, as they are a combination of many creatures, fueled by copious amounts of Unlife energy. Some have tentacle based arms, some have claws, some, metal clubs of a sort. All are deadly. Due to their bulk, their average speed is a slow and clumsy pace, but they can jump long distances horizontally to close gaps, and are most deadly within large, open rooms due to this trait.
Shadows
Nobody knows precisely where these creatures originated from. These silhouettes blend rather well with natural shadows in rooms, but become extremely obvious in the light. Their only method of attack is to attempt to grab or simply touch their targets. Contact with Shadows results in rapid draining of Life force and corruption of the Soul, and, if one dies to the touch of a Shadow, they become a Shadow themselves. However, Shadows can be dispersed with most any attack, and their only strength is their speed and stealth abilities.
Lich
These are the reanimated corpses of the most adept Necromancers, ones so skilled in their craft that they were able to resurrect themselves following death. While their bodies are usually in decay, their souls are well preserved, and many are prone to conversation, rather than mindless combat. Each Lich is unique and rare, and each has their own quirks and habits, although most are extremely eccentric due to their practice and isolation. Liches not only retain their immense skill in Necromancy, but have their powers accentuated by the sheer amount of Unlife energy surrounding their resting places. Their Phylacteries are absurdly valuable and unique, as each one contains the most treasured magic spells and skills acquired by the Lich. It is simply impossible to truly defeat a Lich, no matter what race you may be or how adept you may be in combat. However, some Liches will ask for a test of skill, and are known to intentionally restrain themselves in combat in order to entertain themselves. These ancient mages reside within the deepest niches of the Crypts, so deep that not even the Cult of Sho'vothar dares to venture near. Only a few adventurers have ever traveled so far and lived to tell the tale, and most leave with either sadistic curses or disturbing knowledge.
- Synthesized Undead -
Homunculi
Homunculi are extremely basic creatures created by Necromancers, and have a wide variety of forms, although they are most often humanoid. Coming across one in a combat situation is rare, as they are usually intended for gathering information, as they are extremely weak to every type of attack. Their only redeeming trait is a low level of intelligence and decent speed.
Bone Golem
Bone Golems are similar to Abominations, but substantially taller, as they usually reach around 15 feet high. Unlike an Abomination, however, Bone Golems are all created through Necromantic rituals, and it is impossible to find a naturally spawned one. In appearance, Bone Golems are similarly humanoid, but lacking a head, and are comprised of fused bones. Due to their structure, Bone Golems are rather light for their size, as well as more resilient, but have a nature almost the polar opposite of Abominations- Bone Golems will wander freely, looking for opponents, but once combat is initiated, will take a much more defensive approach. Flame magic is entirely ineffective against Bone Golems, but they are somewhat vulnerable to impact based attacks and magic, rather than cutting edges.
Bone Fiend
Bone Fiends are unique creatures, and are a tried and true favorite of many adept Necromancers. Their stature reaches around 8 feet high, and they have a much more refined appearance than most creations. Rather than traditional appendages, Bone Fiends possess scythes comprised of bone rather than hands, and can cut through many materials with ease. Their bodies are entirely comprised of bone, but unlike Bone Golems, the bone exists in refined and enhanced plates which comprise the creature’s body, giving it a natural tendency to deflect blades and projectiles. The lightness of the bone and the hollow nature of the body results in an extremely fast, agile, and strong creature, capable of closing gaps almost instantly. In addition, the way in which the plate is enhanced makes it impervious to small scratches and breaks, meaning that one must slay a Bone Fiend in a single strike, or else it will emerge unharmed. Bone Fiends are immune to flames, poison, electricity, and are highly resistant to Divine magic, as well as being fortified against other magics. In nature, their greatest strength and weakness is their hyper aggression, and they will attack anything that moves, whether it be undead or living. Due to this reason, many inexperienced Necromancers find themselves falling victim to their own creations.
Wraith
Wraiths are spectral beings, similar in concept to Banshees. The main difference lies in the fact that, firstly, Wraiths are created by Necromancers rather than naturally formed, and, second, that Wraiths are much more insubstantial than a Banshee. Physical attacks have no effect on Wraiths, as well as most types of magic. Wraiths are among the most deadly beings a Necromancer can summon, due to a single distinguishing factor, their wit. Wraiths are fully sentient, and have a heavily corrupted version of a soul, and are therefore gifted in dark magic, specifically Unlife draining and mental corruption. Some Wraiths also have corporeal shadow weapons which are capable of cutting down opponents manually. In addition, Wraiths can warp in and out of existence through an ability called Shadow Dashing, in which they fade into a flickering, hard to track shadow and move swiftly to a point before popping back into shape, ready to strike. The difficulty in creating Wraiths lies in the fact that a Wraith is a disembodied soul, forcibly corrupted by Unlife energy. For this reason, Wraiths are exceptionally hard to control and create, but are deadly when managed successfully. Attempting to kill a Wraith is ill advised. The only method by which to combat a Wraith seems to be to merely hold it at bay with Divine magic. For those without the gift of Divine magic, or another Wraith to protect them, running is the only option. The only weakness Wraiths seem to have is a complete lack of care or empathy, and they are prone to breaking off a chase after some time purely out of boredom.
- The Fallen -
The Fallen
The Fallen are ancient beings, once responsible with serving various gods as a form of ‘angel.’ However, as the War of the Gods dragged on, many became corrupted and lost their purpose, their path, and now live on as a mere shadow of their original selves. Their minds no longer house the wisdom of ancients, but are instead broken, fragmented mazes of hatred and darkness. Now, they wander in the darkest of areas, in abandoned temples, deep crypts, wherever they can to feed off dark and corrupted energy. These beings are classified as undead, as their previous selves are long dead, and they can be described as wandering corpses at this point, even if they don’t feed purely on Unlife energy. The Fallen appear to be angels in form, but entirely devoid of color and expression from head to toe, a black abyss. Staring into the face, or rather, the lack of, of one of The Fallen can result in insanity.
The Forsaken
Even less is known of where The Forsaken, other than that they are supposedly related to The Fallen, and are lost and corrupt Gods who have lost most of their power. Even this rumor has little evidence to support it, and this information may remain hidden forever. However, the one observable fact is that each of The Forsaken is entirely unique in exact appearance and power, and therefore had some clear, observable identity before falling. Other than this, the only similarity between these creatures is their immense power, and the white flame that adorns their body. In addition, the death of one of The Forsaken results in whatever power they may still have being sealed into a Relic weapon. However, the exact capabilities of these tools are unknown, as the adventurers who own them ensure that nobody knows of their possession.
- Mausoleums -
The Cult of Sho’vothar
The Cult of Sho'vothar is a cult of Necromancers that steadfastly worships the primordial god, Sho'vothar, who was once the instigator of the War of Gods. According to their own legends, Sho'vothar himself established the group as an army of sorts, a spy network, a perfect force for his ends, but it is unknown whether these rumors have any ground. Their cult is made up of many races, but all wear red robes, in an effort to show their devotion to Necromancy over a devotion to self. Ranking within the cult is largely decided by talent and raw skill, but the leaders of the group are the 13 Lich Subservients. Their name is somewhat misleading, as none are full Liches, but all have undergone Necromantic transformations to turn their bodies to one more suited to the magic, and are nearly immortal. This council ultimately makes all the decisions for all Mausoleums, and exist in an extremely isolated space in the Rift, protected from all forms of attack. At this point, many say that the Cult has lost it's true purpose, and now lives on in false ideals, but their belief is fervent nonetheless. For some time now, the Cult of Sho'vothar has been largely passive, and merely continues to build up an army of immeasurable size. For this reason, they are still largely ignored as a potent threat, although many Necromancers recognize otherwise. It is unknown when, if ever, the Cult may decide to attack, only that if it does, the results will be disastrous.
Mausoleum Overview
‘Mausoleums’ are the terms for individual units of the Cult of Sho'vothar, and are equivalent to a hybrid of castle and warship. Mausoleums are tasked with maintaining and increasing their supply of undead troops, and each Mausoleum operates largely independent of others, with the exception of the Subservient's orders. Each Mausoleum is lead by a Blight Arcanist, which is a student of Necromancy that has successfully severed their own soul from their body. This form of existence greatly expands their minds, making each Arcanist a master strategist. In addition, Arcanists are able to comprehend the complex spells and rituals required for the creation of the most elite creatures, and are individually capable of leading every aspect of their army. In addition, each Mausoleum is an independent warship and staging center. In truth, these Mausoleums drift through the null space known as the Rift, but each is forced to connect to a Crypt somewhere in order to harvest Unlife energy and maintain a steady supply of unique and strong corpses. Ritualists are responsible for the raising of new, special undead within the Mausoleum, and are very gifted in the art, although they often have a deficiency in combat skills. Other than basic Necromancers for small tasks and general coordination, the rest of the Mausoleum is maintained and guarded by various undead creatures, who have been bended to be completely subservient to the resident Arcanist. The ongoing task of each Mausoleum is to continually summon undead, and store the creatures for use in later conflicts.
Gatekeepers
Raised from extremely strong Paladins and Knights, Gatekeepers tower above most, as they are magically enhanced to reach heights of around 12 feet. Equipped with magically enhanced armor and weaponry, these knights are deployed in pairs to defend the gates that provide access to Mausoleums. While they are bulky, they are certainly not slow, and can cut down most any creature, no matter how nimble. Their behavior is extremely defensive, and they will not attack until someone comes within striking distance. Luring these guardians from their posts is impossible, and they are adept fighters with overwhelming strength and resistance. Killing these stalwart creatures is an absurdly difficult feat, even with large, skilled parties, and it's usually advised to simply ignore them. However, if one should require access to the Mausoleum, the fact remains that there are only two at each gate, and that each can only hold off 5 or 6 people at once, depending on skill. Running past them in the middle of combat is possible for nimble adventurers, but it is ill advised, as the Mausoleums themselves are certainly more dangerous.
Psion Drifters
These are undead raised from the bodies of those who once had latent psionic abilities. Drifters are of an average height, relating to the race of the corpse, but are gifted with Psionic abilities, and can propel themselves through space. In addition, they do possess combat capabilities like mental fragmentation of opponents or simply using waves of force to defeat intruders. Psionic abilities, however, do increase with the addition of more users, and a large group of Drifters is almost impossible to escape from, much less destroy. The Cult of Sho'vothar uses these creatures largely as scouts, tasked with locating valuable corpses within the labyrinthine crypts.
Void Flayers
Many question how Mausoleums are able to withstand the conditions in the Rift. This is possible due to the 4 Void Flayers attached to each Mausoleum. Void Flayers are massive abominations, often reaching to well over 500 meters in diameter alone, and possess film-like wings, and 3 tentacles extending out from the back of each Flayer, which attaches itself to a Mausoleum soundly. Each Flayer is composed painstakingly by an Arcanist, through a process that takes almost a year to complete. Flayers are encased in a tough patchwork of skin, and are immune to most all attacks. However, their interiors more closely resemble machines, and are largely hollow. The interior of a Flayer is encased in metal plating, which is salvaged from the hulls of many captured ships. However, even though it's salvaged metal, it's extremely well kept, and is devoid of flaws or leaks. Flayers serve several purposes: Firstly, Flayers are dropships. Each flayer can hold hundreds of thousands of undead units, and can fly through the rift using Psionic propulsion to reach a target. In addition, Flayers have expansive, yet thin, wings, resembling a stiff film. These collect Solar energy to keep the Mausoleum powered. Lastly, Flayers serve to keep each Mausoleum perpetually in motion and away from prying eyes. It should be noted that the destruction of a Flayer is nigh impossible, as its skin can adapt to almost any condition almost instantly, whether it be pressure, heat, impact, or puncturing force.
Nox Falon's Necronomicon
This Necronomicon was created to cover all Canon concepts and spells, as well as detail all current Undead creatures. This work is constantly updated. Suggestions for additions to spells and specific rituals should be inputted in the Necromancy sub-thread, under the Magic thread. Suggestions for the Necronomicon as a whole, or for lore and such, can be inputted under the Necronomicon thread.
- Table of Contents -
Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 2
Spells and Rituals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . p. 4
i. Reanimation | p. 4
ii. Synthesis | p. 7
Index of Undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . p. 9 i. Basic Undead | p. 10
ii. Elite Undead | p. 12
iii. Synthesized Undead | p. 13
iv. The Fallen | p. 15
v. Mausoleums | p. 16
~ Concepts ~
The art of Necromancy is a complex one, with simple concepts. The magic style can rather simply be summed up as the manipulation of Life and Unlife forces. While the exact application of these forces varies greatly with each user, it is important to remember that all Necromancy is ideologically identical. In order to start in any practice of Necromancy, one must individually master basic manipulation of Unlife forces.
-An overview of Unlife energy-
Unlife energy is the residual energy left over and continually generated by corpses. This is caused when a being has the connection between body and soul severed, and the emptiness left over creates Unlife energy, a perfect antithesis to Life energy. Due to this, Life and Unlife energy will cancel each other out when channeled in unison to the same point. It should also be noted that, once rooted in a body, Unlife energy is extremely difficult to remove, and when rooted in a soul, is impossible to remove manually. In addition, Souls naturally repel Unlife energy, and therefore, Unlife corruption of the soul is an extremely long and natural process.
-The differences between Necromantic Restoration and Divine Healing-
It should be noted that Necromancy, by nature, can and does deal in the restoration of muscle function and general survivability. However, the largest difference between this and true healing is Reliance. When reanimating a corpse, one repairs basic muscle tissue and fuels it with Unlife energy, giving it an internal power source that will eventually wear out. However, Healing deals in restoring full functionality and self reliance to a body, including the heart, nerve systems, and most importantly the soul. Without a soul, something cannot live for an extended period of time, but can be controlled as a puppet by a Necromancer. A healed body, however, maintains most of it’s soul and is restored to complete functionality. This difference is important to remember, especially when combining Life force and Unlife. For further information on Divinity, see the Vivanomicon.
-Necromancy and the Soul, and the relationship between Unlife energy and Mana-
It is important to recognize that Necromancy places no direct strain on the soul. The channeling of Unlife energy is a mental and physical process, and one does not have to draw from mana pools or from their own strength of soul. However, the possession of a Soul allows for higher thought processes, which are essential for any form of Necromancy above basic reanimation. Unlife energy is the source of all Necromancy, and is found in two sources- firstly, the Soul. The Soul does not generate Unlife energy, but, over time, a Necromancer’s soul may be corrupted with Unlife energy, giving them a small personal reservoir to draw from. The main source of Unlife energy, however, is found surrounding corpses and places where Necromantic rituals have been performed previously. Unlife energy is capable of temporarily replacing the Soul, in the sense that a soul is essential for even a semblance of life. During reanimation, a concentration of Unlife energy can effectively become a temporary Soul for a creature. Due to this factor, soulless creatures, like Lesser Liches, are still able to cast traditional magic without the use of mana, through Unlife corruption. While Unlife energy is a poor substitute for natural Mana, it can be utilized for weaker Arcane spells.
-Complexity and Focus-
Depending on the spell being attempted, various levels of preparation and focus will be required by the caster. A break in concentration can result in the failure to reanimate a corpse, or worse, a successful reanimation where control over the undead puppet is lost. Notes will be added to clarify on the level of ritual required, if any, and the mental willpower required. A key can be found immediately under the Rituals and Spells section.
~ Rituals and Spells ~
-Ritual Complexity Key-
- None: No ritual is required, the spell may be cast on impulse. The user must only mildly focus on their goal.
- Unlife: No specific ritual is required, but there must be an abundance of Unlife energy in the area for success.
- Life: This ritual requires the draining or transfer of Life force from one being to another.
- Basic: A basic ritual chant is required for a minute or so before casting, and focus must be vigilant.
- Complex: A ritual circle is required, and possibly an altar. In addition, 10-20 minutes of complex chanting intertwined with minor casting is necessary for success.
- Summoning: This is the most complex type of ritual, and requires extremely rare components, as well as a complex system and an extreme abundance of Unlife and Life energy in tandem. This type of ritual usually requires several master Necromancers to cast, or one who has altered their mind and body to take on additional stress. This type of ritual can last anywhere from hours to days, and cannot be disturbed in the slightest, lest the punishment be severe. In addition, this level of ritual requires the rarest of resources.
-Reanimation-
The easiest and most common form of Necromancy is reanimation. This is the process by which a corpse can be given a new purpose, as well as the ability to regain basic movement and instinct. There are many levels of reanimation, for many levels of Necromancers, and it is far and wide the easiest skill to learn.
Level 1: Corpse Reanimation: None
The most basic of practices, in which one takes a corpse, gives it new 'life,' and controls it to perform a basic function. One must simply focus on the corpse they want to reanimate, and direct Unlife energy towards it, forcing the cadaver to absorb it. During casting, one should also focus on what they wish the corpse to do in a simple form. Uses generally are limited to basic defense and attack, at this level. With practice, one can revive multiple bodies at once with this basic casting, and can quickly raise a small shield of bodies, useful for even high level Necromancers.
Level 2: Warrior Reanimation: Unlife
A basic step up from Level 1, the main difference in this reanimation spell is the corpse used. If one can locate the body of a soldier or warrior of some sort, it is possible to revive that body with some of it's instincts intact. In addition, the puppet will move faster and more precisely than an average corpse. As before, one must simply focus Unlife energy into the corpse, but must also focus on reminding the body of combat, of whatever weapon it may have used.
Level 3: Ghul Composition: Unlife
The art of composing Aberrations, like Ghuls, is surprisingly similar to average reanimation. Rather than specifically reviving corpses, one must gather a number of corpses. A safe minimum is 5 bodies, which usually yields 3 Ghuls. Flesh matter is lost in the process, due to a complete resynthesis of skin and bone comprising Ghuls. The caster has only to channel Unlife energy towards the corpses while concentrating on two things: Firstly, the exact nature and size of a Ghul, and second, the exact number of Ghuls you wish to revive. It is imperative to have an exact idea. Attempting to summon one more than you have flesh for can result in all the Ghuls losing their allegiance to you, and reviving too little can leave you with unwanted corpses left behind which may become a priority for some Ghuls.
Level 4: Secondary Reanimation: Unlife + Life
Secondary Reanimation is one of the most difficult forms of reanimation. The process involves taking a creature which has been reanimated previously, and attempting to reanimate it again. The challenge in this comes in the fact that it can only be performed once the reanimated corpse has fallen and lost all connection to it's former master, in which case it is often in no state to be mobile. Due to this, one must simultaneously repair the corpse as they reanimate it, by channeling both Life and Unlife energy to the same being. This can be extremely difficult, as the two forces nullify each-other, and must therefore be channeled with distance between them. A precise, multi-channeled flow of both energies is required to pull this off, but the method is extremely rewarding- one can revive even complex creations, like Bone Fiends, with relative ease once they master the skill. Hence, this skill is often the deciding factor in an advanced Necromancer's duel. In addition, one can continually revive their own creatures, providing a perpetual opponent for your target.
Level 4: Secondary Unlife Substitution: Unlife
Secondary Substitution is the art by which a Necromancer can wrest control of a reanimated corpse or synthesised creature from another by sheer force. The process is done in two steps. One must forcibly evict all Unlife energy from the creature, and effectively kill it, while simultaneously fueling the creature with their own. However, this skill requires a large gap in skill and strength between the original owner and the one attempting to substitute control, as evicting Unlife energy becomes increasingly harder as the original owner’s skill level increases, as they will undoubtedly begin channeling more Unlife energy into their creations, while also rooting it in a much stronger manner, making their servants much more resilient.
Level 5: Intellectual Revival: Life + Unlife + Summoning
This is by and far the singular hardest skill for any Necromancer to learn, much less master. It is the practice by which one can be reanimated with the soul still intact, and with a generally functioning body, capable of channeling magical energy and performing maneuvers at the same speed or faster than normal. The exact ritual and chant required for each revival is entirely unique, but several constants are persistent. Firstly, one must possess the soul of the being they are attempting to revive. The easiest way to obtain this soul is at time of death. In addition, one must have a method by which to liquefy and condense Life energy, and must be able to gather an absurd amount of Unlife energy around them. The ritual from that point on is only recorded within the Phylacteries of Liches, which have never been successfully taken from a Lich. The only limitation to this ritual is that, at some point, it requires an anchor point, one around which the being may live. This is responsible for Liches tendency to stay near their tombs, as they physically cannot venture too far away, lest their souls become untethered.
-Synthesis-
Synthesis is the art of creating new creatures from basic components. It is generally a secondary skill for most Necromancers, and in order to be useful in combat, there must be preparation beforehand, as Synthesis requires the usage of various rituals and components. In addition, basic chants are required for casting. Each mage has his own chant, invented based on their skill level and preference, but many stock chants can be found in spell books and cheap Necronomicons. The chant is an aid for advanced Unlife channeling, and the purpose is to verbally articulate the passage of Unlife from it's source into the new body, as well as aid in the specific synthesis of matter. These spells result in higher tier units, with more unique ability and wit.
Levels do not exist for Synthesis rituals, as each one is different, rather than necessarily more difficult. Each Necromancer may find that they have differing levels of ease or challenge with each ritual. In addition, many other unique creatures have been created by Necromancers. However, these rituals are somewhat closely guarded, and only elite Necromancers are permitted access to these spells. In addition, it is important to remember that all of these rituals also require an abundance of Unlife energy.
Homunculi: Basic
Homunculi are the most basic creatures one can create, and have a heavy amount of leeway in their synthesis. One has only to create a body with flesh, and perform a ritual on it. The ritual itself requires a simple concoction of Mordrake leaves, Pewter, and a small amount of the caster’s blood. Homunculi are extremely useful for recon and covert operations, but are weak in combat.
Abominations: Basic/ Complex
Abominations are a creatures with a large amount of leeway in their summoning, as Abominations can greatly vary in size and composition. Both levels of ritual require Cerebral Tissue, general Flesh, Blackwing Leeches, and Arcane Crystals. In addition, small amounts of Mithral dust can be added to increase magical resiliency. The question of basic vs complex ritual partially hinges on the size and strength of the Abomination you wish to compose, but more so on the amount of intelligence you wish it to have. A longer, more complex ritual can give it increased battle awareness and intelligence, but can also make it significantly harder to control. Use complex rituals at your own risk.
Bone Golems: Basic/ Complex
The composition of a Bone Golem is identical to that of an Abomination, save that one should substitute all forms of flesh for bones. The higher quality the bone, the more resilient your Bone Golem. In addition, the bone used should be comprised of 30% skulls, as this aids in composition. By nature, a Bone Golem is much more defensive than an Abomination, and should be used as such.
Bone Fiends: Complex
Bone Fiends are often considered to be much harder to summon, but are also much more stable than Abominations, and therefore have less risk for experienced Necromancers. In addition, Bone Fiends can be much more resilient in combat, making them a favorite pawn of many. The ritual for a Bone Fiend lasts exactly 16 minutes and 37 seconds, for reasons unknown. No attempt to accelerate the process has ever succeeded. The key components of a Bone Fiend are copious amounts of Bones and Bone Powder, at least 7 blades of high quality (The stronger the blades, the more resilient the Bone Fiend), Diamond dust, and bottled Shadow Flame. Arcane Crystals are also required to prime the Shadow Flame for synthesis. The most important part about synthesizing a Bone Fiend is remembering the pure aggression it contains, and to ensure that it will not attack you. It is often recommended to give the Bone Fiend an objective, and run away swiftly after creation. Hence, Bone Fiends are difficult to use defensively, and are much better suited to guarding areas or hunting down prey.
Wraiths: Complex
Wraiths are generally agreed to be the hardest creatures to create and control, due to their nature. A Wraith is created when one successfully corrupts a Warrior’s soul with Unlife energy. Because of the natural resiliency a soul has, the basic state of their soul remains intact, and therefore, they retain much of their wit and personality, even after death. The Ritual itself requires a bound, living Warrior of any type, Gunpowder, Shadow Flame, Poison Creep, and most importantly, Malicite. Malicite is a stone that harbors extreme amounts of negative energy, on a psychic level. This energy should not be confused for Unlife energy, as it does not directly corrupt the soul- however, when used in rituals, it can significantly weaken the state of the sacrifice’s soul, and therefore make it possible to corrupt in a short amount of time. Wraiths are fast and silent, and are suitable for any form of work, from recon to assassination, and can also be tethered to Soulstones to patrol an area. However, as Wraiths maintain their original soul and wit, it is important that the casters control be absolute, or the Wraith may rebel.
These are the basic methods by which Necromancy is practiced, but there are a countless amount of ways in which Necromancy can be altered. Many summon unique creations, and many specialize in certain types of Unlife and Life manipulation. Necromancy can even be used in tandem with Healing magic for a more thorough and revitalizing healing, although this requires great practice and skill. The possibilities are endless, as long as one can grasp the basics.
Remember, don't let your dreams be dreams. Just do it.
- A summative work on the basics of Necromancy, authored by Nox Falon, Master Necromancer and Wandering Apothecary -
An Index of Unlife Creatures
For further detailing of the Undead.
- Undead, by order of appearance and category -
1. Basic Undead
- Undead
- Morhg
- Skeleton
- Hound
- Ghul
- Lesser Lich
- Banshee
2. Elite Undead
- Abomination
- Shadows
- Lich
3. Synthesised Undead
- Homunculi
- Bone Golem
- Bone Fiend
- Wraith
4. The Fallen
- The Fallen
- The Forsaken
5. Mausoleums
- The Cult of Sho’vothar
- Mausoleum Overview
- Gatekeepers
- Psion Drifters
- Void Flayers
- Basic Undead -
Undead
The most average and common form of undead creature, Undead refers to a civilian corpse that has been reanimated by either Necromantic means, or by residual Unlife energy concentration. Due to the common nature of this creature, there are many ‘slang’ names for it, which are accepted as usable, such as shambler or a walking corpse. Usually, residual Unlife reanimation takes extended periods of time for civilians, and so, by the time they become Undead their bodies have often rotted significantly, making them vulnerable to most any attack, with particular weakness to flame and Divine magic.
Morhg
A Morhg is a subclass of Undead, specifically the reanimated corpse of a terrorist or murderer, whose soul is corrupt. Due to the amount of Unlife energy they are responsible for, when buried in an area with Unlife energy, their corpses reanimate faster, resulting in a less rotted form of Undead. Due to the preserved muscle and tissue, Morhgs are faster and stronger than normal undead, with slightly higher general resistance. In terms of behavior, all Morhgs exhibit the same strategy, which is to hide in groups of normal Undead until someone draws near, at which point they attempt to surprise them with superior speed.
Skeleton
Skeletons are the eventual outcome of all Undead that survive for extended periods of time. As one would guess, Skeletons are formed when Undead lose the entirety of their flesh to gradual rot. The only difference in anatomy otherwise is that Skeletons are animated entirely by Unlife energy, with no muscle tissue to speak of. Due to this, Skeletons are more resilient against attacks which may target flesh or muscle, namely poisons and flame. On the other hand, Divine magic is much more effective against these corpses.
Hound
Many believe that burying a pet is a true sign of affection and love. This turns out to be dismally false in areas with concentrated Unlife energy, as their once beloved animals return as rather deadly Undead. While Hounds can technically be classified as basic Undead, as they are reanimated in the same way, the separate title is essential for most adventurers dealing with the Undead. ‘Hounds,’ as a general term, refers to any animal that has been reanimated, and is not restricted to domestic dogs and wolves (Although those are the most common types.) These Undead move abnormally fast, are highly aggressive, and have gangrenous bites. Due to the amount of infection in their bodies, poisons are wholly ineffective, and physical attacks can be difficult to land. Instead, flame seems to work wonders against these creatures, at least when used in a wide and spread out manner.
Ghul
Ghuls are smaller creatures, measuring at around a meter tall. Their main strength is sheer numbers, and the call of a Ghul can attract dozens more within seconds. In addition, Ghuls have a minor acid coursing through their veins, causing their blood to burn flesh on contact. However, individually, Ghuls are weak to most everything, and are an easy target for warriors of any skill. An important difference to normal Undead that one should note is that Ghuls are not reanimated corpses, at least not in a direct sense. Instead, Ghuls are grown within nests from piles of corpses and general flesh. These nests are attended to by Ghul Nestmothers, which are essentially Ghuls that stand at around 2.5 meters high. Nestmothers are much wittier than their younger relatives, and pose a significant threat in combat. However, these overseers hide deep within their nests, and drawing them out can pose a difficulty.
Lesser Lich
The result of a weak Necromancer being revived by residual Unlife energy. Note: Lesser Liches cannot be revived by means of Necromancy, as a Necromancer’s body is naturally shielded in death by his own Unlife energy. As Lesser Liches no longer contain Souls, they lose the ability to perform advanced Necromancy, but do retain the instincts required to raise basic Undead. Through a form of Unlife corruption, certain Lesser Liches can also substitute Mana required for arcane spells for Unlife energy, although the resulting spells are usually much weaker, and are limited to basic elemental attacks and blasts of energy. Physically, Lesser Liches take much longer to be reanimated, although their rate of rot is similarly slowed, leaving them with particular weakness to physical attacks to account for their increased magical resistance.
Banshee
Banshees are very rare, and, similar to Lesser Liches, cannot be created through Necromancy. In addition, the conditions surrounding the creation of a Banshee are extremely rare. A female gifted in magic must die in inhuman means, with extraordinary rage. This results in their Soul being trapped within their lifeless body. Over an extended period of time, the captured Soul is corrupted by Unlife energy, and a Banshee is formed. Due to the amount of rage and horror at death, as well as extended isolation, Banshees lose higher thought, even with possession of a soul, and are driven by emotion. The body of a banshee is slightly ethereal, but remains solid enough to take minor damage from physical strikes. In addition, Banshees are moderately fortified against all forms of magic, and retain basic Arcane magic usage. Their only other strength is their overall speed, which allows them to flit about and switch targets constantly in combat.
- Elite Undead -
Abomination
Abominations are reclusive creatures, that can occasionally form in mass burial sites, although they are more often synthesized through Necromantic rituals. Towering above most at an average of 8 feet high, these creatures are extremely isolated, yet highly aggressive in combat. The beasts are an abomination, true to their name, and are twisted masses of flesh with vaguely humanoid characteristics. They have no head, only an animalistic and ruined face on the upper part of their bloated torso. The exact appearance of each abomination is unique, as they are a combination of many creatures, fueled by copious amounts of Unlife energy. Some have tentacle based arms, some have claws, some, metal clubs of a sort. All are deadly. Due to their bulk, their average speed is a slow and clumsy pace, but they can jump long distances horizontally to close gaps, and are most deadly within large, open rooms due to this trait.
Shadows
Nobody knows precisely where these creatures originated from. These silhouettes blend rather well with natural shadows in rooms, but become extremely obvious in the light. Their only method of attack is to attempt to grab or simply touch their targets. Contact with Shadows results in rapid draining of Life force and corruption of the Soul, and, if one dies to the touch of a Shadow, they become a Shadow themselves. However, Shadows can be dispersed with most any attack, and their only strength is their speed and stealth abilities.
Lich
These are the reanimated corpses of the most adept Necromancers, ones so skilled in their craft that they were able to resurrect themselves following death. While their bodies are usually in decay, their souls are well preserved, and many are prone to conversation, rather than mindless combat. Each Lich is unique and rare, and each has their own quirks and habits, although most are extremely eccentric due to their practice and isolation. Liches not only retain their immense skill in Necromancy, but have their powers accentuated by the sheer amount of Unlife energy surrounding their resting places. Their Phylacteries are absurdly valuable and unique, as each one contains the most treasured magic spells and skills acquired by the Lich. It is simply impossible to truly defeat a Lich, no matter what race you may be or how adept you may be in combat. However, some Liches will ask for a test of skill, and are known to intentionally restrain themselves in combat in order to entertain themselves. These ancient mages reside within the deepest niches of the Crypts, so deep that not even the Cult of Sho'vothar dares to venture near. Only a few adventurers have ever traveled so far and lived to tell the tale, and most leave with either sadistic curses or disturbing knowledge.
- Synthesized Undead -
Homunculi
Homunculi are extremely basic creatures created by Necromancers, and have a wide variety of forms, although they are most often humanoid. Coming across one in a combat situation is rare, as they are usually intended for gathering information, as they are extremely weak to every type of attack. Their only redeeming trait is a low level of intelligence and decent speed.
Bone Golem
Bone Golems are similar to Abominations, but substantially taller, as they usually reach around 15 feet high. Unlike an Abomination, however, Bone Golems are all created through Necromantic rituals, and it is impossible to find a naturally spawned one. In appearance, Bone Golems are similarly humanoid, but lacking a head, and are comprised of fused bones. Due to their structure, Bone Golems are rather light for their size, as well as more resilient, but have a nature almost the polar opposite of Abominations- Bone Golems will wander freely, looking for opponents, but once combat is initiated, will take a much more defensive approach. Flame magic is entirely ineffective against Bone Golems, but they are somewhat vulnerable to impact based attacks and magic, rather than cutting edges.
Bone Fiend
Bone Fiends are unique creatures, and are a tried and true favorite of many adept Necromancers. Their stature reaches around 8 feet high, and they have a much more refined appearance than most creations. Rather than traditional appendages, Bone Fiends possess scythes comprised of bone rather than hands, and can cut through many materials with ease. Their bodies are entirely comprised of bone, but unlike Bone Golems, the bone exists in refined and enhanced plates which comprise the creature’s body, giving it a natural tendency to deflect blades and projectiles. The lightness of the bone and the hollow nature of the body results in an extremely fast, agile, and strong creature, capable of closing gaps almost instantly. In addition, the way in which the plate is enhanced makes it impervious to small scratches and breaks, meaning that one must slay a Bone Fiend in a single strike, or else it will emerge unharmed. Bone Fiends are immune to flames, poison, electricity, and are highly resistant to Divine magic, as well as being fortified against other magics. In nature, their greatest strength and weakness is their hyper aggression, and they will attack anything that moves, whether it be undead or living. Due to this reason, many inexperienced Necromancers find themselves falling victim to their own creations.
Wraith
Wraiths are spectral beings, similar in concept to Banshees. The main difference lies in the fact that, firstly, Wraiths are created by Necromancers rather than naturally formed, and, second, that Wraiths are much more insubstantial than a Banshee. Physical attacks have no effect on Wraiths, as well as most types of magic. Wraiths are among the most deadly beings a Necromancer can summon, due to a single distinguishing factor, their wit. Wraiths are fully sentient, and have a heavily corrupted version of a soul, and are therefore gifted in dark magic, specifically Unlife draining and mental corruption. Some Wraiths also have corporeal shadow weapons which are capable of cutting down opponents manually. In addition, Wraiths can warp in and out of existence through an ability called Shadow Dashing, in which they fade into a flickering, hard to track shadow and move swiftly to a point before popping back into shape, ready to strike. The difficulty in creating Wraiths lies in the fact that a Wraith is a disembodied soul, forcibly corrupted by Unlife energy. For this reason, Wraiths are exceptionally hard to control and create, but are deadly when managed successfully. Attempting to kill a Wraith is ill advised. The only method by which to combat a Wraith seems to be to merely hold it at bay with Divine magic. For those without the gift of Divine magic, or another Wraith to protect them, running is the only option. The only weakness Wraiths seem to have is a complete lack of care or empathy, and they are prone to breaking off a chase after some time purely out of boredom.
- The Fallen -
The Fallen
The Fallen are ancient beings, once responsible with serving various gods as a form of ‘angel.’ However, as the War of the Gods dragged on, many became corrupted and lost their purpose, their path, and now live on as a mere shadow of their original selves. Their minds no longer house the wisdom of ancients, but are instead broken, fragmented mazes of hatred and darkness. Now, they wander in the darkest of areas, in abandoned temples, deep crypts, wherever they can to feed off dark and corrupted energy. These beings are classified as undead, as their previous selves are long dead, and they can be described as wandering corpses at this point, even if they don’t feed purely on Unlife energy. The Fallen appear to be angels in form, but entirely devoid of color and expression from head to toe, a black abyss. Staring into the face, or rather, the lack of, of one of The Fallen can result in insanity.
The Forsaken
Even less is known of where The Forsaken, other than that they are supposedly related to The Fallen, and are lost and corrupt Gods who have lost most of their power. Even this rumor has little evidence to support it, and this information may remain hidden forever. However, the one observable fact is that each of The Forsaken is entirely unique in exact appearance and power, and therefore had some clear, observable identity before falling. Other than this, the only similarity between these creatures is their immense power, and the white flame that adorns their body. In addition, the death of one of The Forsaken results in whatever power they may still have being sealed into a Relic weapon. However, the exact capabilities of these tools are unknown, as the adventurers who own them ensure that nobody knows of their possession.
- Mausoleums -
The Cult of Sho’vothar
The Cult of Sho'vothar is a cult of Necromancers that steadfastly worships the primordial god, Sho'vothar, who was once the instigator of the War of Gods. According to their own legends, Sho'vothar himself established the group as an army of sorts, a spy network, a perfect force for his ends, but it is unknown whether these rumors have any ground. Their cult is made up of many races, but all wear red robes, in an effort to show their devotion to Necromancy over a devotion to self. Ranking within the cult is largely decided by talent and raw skill, but the leaders of the group are the 13 Lich Subservients. Their name is somewhat misleading, as none are full Liches, but all have undergone Necromantic transformations to turn their bodies to one more suited to the magic, and are nearly immortal. This council ultimately makes all the decisions for all Mausoleums, and exist in an extremely isolated space in the Rift, protected from all forms of attack. At this point, many say that the Cult has lost it's true purpose, and now lives on in false ideals, but their belief is fervent nonetheless. For some time now, the Cult of Sho'vothar has been largely passive, and merely continues to build up an army of immeasurable size. For this reason, they are still largely ignored as a potent threat, although many Necromancers recognize otherwise. It is unknown when, if ever, the Cult may decide to attack, only that if it does, the results will be disastrous.
Mausoleum Overview
‘Mausoleums’ are the terms for individual units of the Cult of Sho'vothar, and are equivalent to a hybrid of castle and warship. Mausoleums are tasked with maintaining and increasing their supply of undead troops, and each Mausoleum operates largely independent of others, with the exception of the Subservient's orders. Each Mausoleum is lead by a Blight Arcanist, which is a student of Necromancy that has successfully severed their own soul from their body. This form of existence greatly expands their minds, making each Arcanist a master strategist. In addition, Arcanists are able to comprehend the complex spells and rituals required for the creation of the most elite creatures, and are individually capable of leading every aspect of their army. In addition, each Mausoleum is an independent warship and staging center. In truth, these Mausoleums drift through the null space known as the Rift, but each is forced to connect to a Crypt somewhere in order to harvest Unlife energy and maintain a steady supply of unique and strong corpses. Ritualists are responsible for the raising of new, special undead within the Mausoleum, and are very gifted in the art, although they often have a deficiency in combat skills. Other than basic Necromancers for small tasks and general coordination, the rest of the Mausoleum is maintained and guarded by various undead creatures, who have been bended to be completely subservient to the resident Arcanist. The ongoing task of each Mausoleum is to continually summon undead, and store the creatures for use in later conflicts.
Gatekeepers
Raised from extremely strong Paladins and Knights, Gatekeepers tower above most, as they are magically enhanced to reach heights of around 12 feet. Equipped with magically enhanced armor and weaponry, these knights are deployed in pairs to defend the gates that provide access to Mausoleums. While they are bulky, they are certainly not slow, and can cut down most any creature, no matter how nimble. Their behavior is extremely defensive, and they will not attack until someone comes within striking distance. Luring these guardians from their posts is impossible, and they are adept fighters with overwhelming strength and resistance. Killing these stalwart creatures is an absurdly difficult feat, even with large, skilled parties, and it's usually advised to simply ignore them. However, if one should require access to the Mausoleum, the fact remains that there are only two at each gate, and that each can only hold off 5 or 6 people at once, depending on skill. Running past them in the middle of combat is possible for nimble adventurers, but it is ill advised, as the Mausoleums themselves are certainly more dangerous.
Psion Drifters
These are undead raised from the bodies of those who once had latent psionic abilities. Drifters are of an average height, relating to the race of the corpse, but are gifted with Psionic abilities, and can propel themselves through space. In addition, they do possess combat capabilities like mental fragmentation of opponents or simply using waves of force to defeat intruders. Psionic abilities, however, do increase with the addition of more users, and a large group of Drifters is almost impossible to escape from, much less destroy. The Cult of Sho'vothar uses these creatures largely as scouts, tasked with locating valuable corpses within the labyrinthine crypts.
Void Flayers
Many question how Mausoleums are able to withstand the conditions in the Rift. This is possible due to the 4 Void Flayers attached to each Mausoleum. Void Flayers are massive abominations, often reaching to well over 500 meters in diameter alone, and possess film-like wings, and 3 tentacles extending out from the back of each Flayer, which attaches itself to a Mausoleum soundly. Each Flayer is composed painstakingly by an Arcanist, through a process that takes almost a year to complete. Flayers are encased in a tough patchwork of skin, and are immune to most all attacks. However, their interiors more closely resemble machines, and are largely hollow. The interior of a Flayer is encased in metal plating, which is salvaged from the hulls of many captured ships. However, even though it's salvaged metal, it's extremely well kept, and is devoid of flaws or leaks. Flayers serve several purposes: Firstly, Flayers are dropships. Each flayer can hold hundreds of thousands of undead units, and can fly through the rift using Psionic propulsion to reach a target. In addition, Flayers have expansive, yet thin, wings, resembling a stiff film. These collect Solar energy to keep the Mausoleum powered. Lastly, Flayers serve to keep each Mausoleum perpetually in motion and away from prying eyes. It should be noted that the destruction of a Flayer is nigh impossible, as its skin can adapt to almost any condition almost instantly, whether it be pressure, heat, impact, or puncturing force.