Necromancer: Difference between revisions
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|skill1=Survival|skill2a=Lore|skill2b=Magic|skill3a=Armor|skill3b= |
|skill1=Survival|skill2a=Lore|skill2b=Magic|skill3a=Armor|skill3b=Weapon |
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|abilities= Unknown |
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Revision as of 02:40, 2 January 2008
Necromancer Guild | |
[[Image:|300px|Necromancer]] Image copyright of Simutronics Corporation | |
Primary Skillset: | Survival |
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Secondary Skillsets: | Lore, Magic |
Tertiary Skillsets: | Armor, Weapon |
Special Abilities: | Unknown |
Mana Type: | Arcane |
Barbarian - Bard - Cleric - Commoner - Empath - Moon Mage Necromancer - Paladin - Ranger - Thief - Trader - Warrior Mage |
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The following information came from posts by Armifer in The Necromancer official forums, 1/2/2008.
Per Armifer Necromancers will have four different spellbooks:
SpellBook Overview
Magical theorists recognize two forms of necromancy: Perversion Necromancy and Corruption Necromancy. In a mechanistic approach to the discipline, this works well. Necromancy is the result of two distinct mixtures of mana, Life plus either Elemental or Lunar, which this separation embodies.
Necromancers are not mechanistic and they usually are not magical theorists either.
The tri-spellbook separation -- the ABCs of Necromancy -- was the standard among most cults, though variations existed. The Dragon Priests are notoriously bookish, classifying no less than thirty different Necromancy spellbooks across obscure cultural and magical lines. In sharp contrast, the doctrine of the Bone Elves states that any sort of classification system is the product of childish (non-Elven) minds attempting to comprehend the one, true path of power that encompasses mastery over all facets of death sculpting.
In recent years, the rogue Necromancers known as the Philosophers of the Knife codified the fourth spellbook, Transcendental Necromancy. This was not the discovery of some new source of power, but simply an organizational change reflecting their own priorities and values.
Animation
Animation is a thematic spellbook, borrowing spells that would otherwise fit into Blood Magic or Corruption if it involves meddling with the undead. Animation is used to create undead minions, manipulate the undead in various ways, and strike at the animating force behind other Necromancers' creations.
It is important to note that the undead creations of the Animation spellbook are always temporary, and often vanishingly so. Necromancers must invest the time and effort of creating a Risen -- a far more hands-on project than merely casting a spell -- if he wishes to have a long-term minion.
Blood Magic
In short, Blood Magic deals with the manipulation of blood, acid, and raw "life force" (vitality).
Blood Magic is one of the "pure" spellbooks, analogous to the Perversion Necromancy book. It deals exclusively with the results of mixing Life and Elemental mana, and is an omnibus for such spells that do not otherwise fit in the Animation or Transcendental Necromancy books.
The spellbook gets its name from the tone of its spells and the medium through which it usually works. The Life + Elemental mixture creates spells that are wild, visceral, and brutish. Blood Magic includes most of the Necromancer's arsenal of Targeted Magic spells and direct, lethal combat magic.
Appropriately enough, Blood Magic has a strong relationship to blood. Some of them work better if the Necromancer (or his victim) is bleeding freely, while others may require it to function at all.
Conjured acid falls under the domain of Blood Magic. Some Necromancers consider acid to be a physical manifestation of necromantic magic, in the same way that other disciplines have holy fire or living shadows.
Corruption
In short, Corruption deals with the conjuration of poison, disease, and more refined forms of illness.
Corruption is the second "pure" spellbook, analogous to the Corruption Necromancy book. It deals exclusively with the results of mixing Life and Lunar mana.
This mana mixture works through decay of various forms, from flesh-eating bacteria to diseases of the mind. Corruption includes many of the Necromancers' most subtle spells, some of which are "legal" by dint of the fact that no one around the Necromancer can detect anything wrong has happened.
Conjured poison and disease falls under this category, as well as obscure forces that corrupt the emotional balance and mental faculties of the target. Some of the effects of Corruption could be poetically said to cause a "soul sickness," but these spells cannot actually impact the health of the victim's spirit.
Transcendental Necromancy
In short, Transcendental Necromancy deals with spells that make the Necromancer more (or less) than Human.
Transcendental Necromancy is a thematic spellbook, devised in the same way that Animation is. While the tradition of organizing Transcendental Necromancy as its own spellbook is less than a century old, many of the spells that populate the book are as old as necromancy itself.
This spellbook focuses strictly on enhancing the magician who casts the spell: all Transcendental Necromancy spells are self-cast only. The spells are always beneficial, bolstering the Necromancer's own latent abilities or granting him entirely new ones, though sometimes Pyrrhic in nature. These spells are often monstrous to behold, making the Necromancer obviously inhuman under their duration.
Ideologies
Ideology Overview
Why?
By more than any other quality, Necromancers define themselves on that question. While there is no such thing as a necromantic federation or "guild," cults and lone Necromancers have been known to align themselves along ideological lines. When even the gods themselves are against you, it's nice to have someone who can offer something even deeper than lore, wealth, or power: a broad understanding of you and your discipline.
With the end of the era of cults coming upon them, a number of the subtle shades of meaning and nuance that defined necromantic ideologies have been washed away. In modern times, the surviving Necromancers broadly recognize three different camps
The Perverse
Why? Why not?
When you ask a random Elanthian to picture what a Necromancer is, he envisions a member of the vast ideological camp known as the Perverse. The Perverse encompasses the "old school" of necromancy and the stereotypical image of the marauding Necromancer who rises a vast army of undead to defile all that is good and pure.
Of course, things are rarely so simple. The Perverse encompasses incredibly diverse groups and individuals, including most of the major names in necromancy. A Dragon Priest and a Bone Elf are both Perverse, yet they practice the discipline for wholly different reasons. The ideological tie that binds is rejection of any overarching moral dimension to necromancy. The Perverse are universally so broken and so distant from social norms that they cannot internalize any value difference between bringing the dead to unholy life as a mindless killer and learning to wield a sword.
While the Perverse suffer the most at the hands of society and the gods, they also retain the most temporal power. All of the major necromantic organizations, as well as every known lich, are Perverse. With the end of the cults at hand, the Perverse are gearing up to take as many Elanthians with them on the way down as they can.
The Perverse have no other binding characteristics, and rarely even consider themselves part of any ideological camp. The idea of branding all these diverse cults together due to their moral failing comes from the other two camps, it is not a product of the Perverse's own self-identity. The Perverse rarely refer to themselves as such, and only then in bitter irony.
The Perverse regard the other ideological camps as childish; weak and non-committal Necromancers playing at elaborate games because they cannot accept the brutal realities of life. The other camps, and most Elanthians in general, regard the Perverse as monsters in Human skin
The Redeemed
Necromancers do a lot of bad things. It is simply a reality that in the course of practicing the discipline, a Necromancer goes against all societal norms and even the express wishes of the gods themselves. It is impossible for anyone except the most misanthropic to do these things without some lingering regret.
All Necromancers eventually confront the bitter truth of their discipline, and in turn most Necromancers fall. They tell themselves lies, they steel their hearts, and they refine whatever drove them over the brink into a burning mania. A rare few Necromancers face the darkness in their soul and come out of it with a moral and spiritual awakening. Realizing the horrible mistakes they have made in their lives, they kneel in supplication to the gods once more. In the glory and mercy of the Immortals (some of them, anyway), they are granted redemption.
The Redeemed style themselves as "good guy Necromancers," but the reality of their existence is far from romantic. While the Redeemed have often faced the character flaws that drove them to necromancy and became better people for it, temptation and taint will follow them to their graves.
Redemption has its price. The gods expect the Redeemed to forever give up the profane arts: they may not use Animation or Transcendental Necromancy magic, nor may they ever again create a Risen. However, the gods do not do anything to prevent the Redeemed from doing these things. The gods judge the Redeemed silently, ready to strike them down once more if they slip even once. The Redeemed fear this fate more than death itself. By becoming Redeemed, a Necromancer burns all his bridges among the cults. The twice-damned has twice as far to fall, and no friends in the pit he would land in.
Further, while the gods have forgiven the Redeemed, society has not. The governments of the Provinces do not care about a Necromancer's fanciful tales of revelation and redemption, seeing it little more as a disgusting ploy for leniency. The Redeemed are hunted just as surely as any other Necromancer by the followers of the gods that have forgiven them.
The Redeemed regard the other ideological camps as monsters who have fallen to moral and spiritual decay. The other camps regard the Redeemed as sycophants who cling desperately to the tyrannical gods that disowned them to begin with.
The Philosophers of the Knife
The third ideological camp is young, the result of some obscure movement in the drama of the necromantic subculture. They do not often talk about the origins of their philosophy, and in turn few outside their peers know the story. What is known is that there is an approach to necromancy called the Philosophy of the Knife, whose adherents face off in equal measure against both monsters and gods.
The Philosophers refer to their approach to necromancy as the Great Work, and if you were speaking to one you could hear the capital letters. They pursue necromancy not for temporal power, but because they believe that through necromancy they will find the road to transcendence. While it is certainly a fact that powerful Necromancers can become immortal liches, the Philosophers seem to want something more and their passion for this state drives them to accept atrocity in its name.
Unlike the Perverse, the Philosophers are keenly aware of how perilous their journey into the darkness is. The Philosophy of the Knife is a system of moral principles and assumptions whose best known axiom is, "Between a Necromancer and a monster is the width of a knife."
In their grim pursuit of fleshly alchemy and transcendence, the Philosophers reject both the excesses of the Perverse and the moral authority of the gods. This has given them the fairly unique position of being hated by everybody. Despite this, the Philosophy of the Knife continues to grow and spread through the necromantic cults, often spurring individual Necromancers to abandon their fellows in exchange for solitary advancement of the Great Work.
The Philosophers regard the other ideological camps as naive; the Perverse are child-like and the Redeemed are moral and intellectual midgets. The other camps regard the Philosophers as dangerous mavericks that follow an absurd and contrived philosophy.