Possibly Ten
Knight Champion
Hopefull CEP new weapon type!
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Post by Possibly Ten on Aug 26, 2009 13:06:43 GMT -5
RP ideas on playing a necromancer
Archetypal Necromancer
Archetypal necromancers employ the Art only for their own twisted and evil ends. They revel in animating the dead and forcing the corrupted remains to serve their perverse appetites. Because of the Archetype's vile excesses, necromancers as a profession arc universally reviled in most civilized societies. The Archetypal necromancer was perhaps best captured in the short stories of dark Ashton Smith. The decadent Mmatmuor and Sodosma from "The Empire of the Necromancers", powerful Vacharn, and his treacherous sons Vokal and Uldulla from "Necromancy in Naat", the vengeful Nathaire from "the Colossus of Ylourgne", and finally the perverted Abnon-Tha with his timid assistants, Narghai and Vemba-Tsith, from "The Chamel God." All these vile and repugnant personalities serve to clearly illustrate the Archetype at its lowest form. In more recent fantasy literature, Sauron (Tolkien's Lord of the Rings), Roxanne (the Thieves' World anthologies), and the Forsaken (Robert Jordan's Wheel of Time series) are good examples of this kit. Requirements: The Archetype is the classic malevolent wizard (any evil alignment will do). Black clothes are a must (or at the very least, some somber attire). Role: Stereotypical necromancers are consummate villains, foul-hearted wizards of the basest sort. As a result of their violently unrelenting and unrepentant evil, these wizards are either promptly stamped out of existence by the righteous arm of society, or they are eventually driven out of civilization into the wilderness. Most tend to be short-sighted, petty scoundrels with few ambitions save to capture unwary travelers, kill them in gruesome tortures, and later animate them as a form of sick amusement. Others plot in seclusion to gain the coveted boon of lichdom so they can prolong their depravity beyond the grave. The most dangerous ones harbor secret, long-range plans to subvert or destroy the society that exiled them. The Archetype is an unsympathetic villain, and Master Pizentios (the cryptic Master P. in Sarzec's letter at the beginning of this chapter) provides the DM with an example of such a dastardly character. This wizard is featured in the introductions of Chapters Seven and Eight, and his NPC sheet appears in Chapter Nine. As we shall see in the sample campaign of the Isle of the Necromancer Kings (Chapter Nine), Pizentios makes a dangerous nemesis for even an experienced party of adventurers. Preferred Spells: An Archetype like Pizentios embraces the Black Arts, though much of the wizard's notoriety arises from the perverted abuse of gray necromancy (which includes animating the dead—see Chapter Four). Otherwise, an Archetype is a jack-of-all-trades when it comes to necromancy, adopting any (offensive) spells which further his or her plans. Weapon Proficiencies: The Archetype is generally limited much like a standard wizard and can normally choose from among the dagger, dart, staff, knife, or sling. However, at the discretion of the DM, these villainous wizards may learn a single special weapon outside their restricted selection, at the expense of two slots. The necromancers of dark Ashton Smith, for instance, rarely traveled far without strapping on their scimitars. The Archetype can learn only one special weapon, chosen from among the following: battle axe, bow (any), crossbow (any), javelin, spear, sword (any), and warhammer. While these are not normally allowed to wizard characters, they tend to be common among Archetypes (especially at low levels). Nonweapon Proficiencies: Required: none. Recommended: (General) any; (Warrior, these take 3 slots): endurance, survival; (Rogue) any; (Wizard) anatomy, languages (ancient), ancient history, necrology, netherworld lore, reading/writing, venom handling. Forbidden: all Priest. Equipment: Archetypes may own any equipment, including a dagger, knife, dart, staff, sling, or their chosen special weapon. Like all wizards, they cannot wear armor when casting spells. Special Benefits: Due to his or her devotion to black necromancy, the Archetype typically gains 1-3 special abilities as outlined in Chapter Two (DM's discretion). These supernatural powers invariably result from the wizard's heinous practices, which usually include foul and unspeakable pacts with evil gods. Special Hindrances: Most Archetypal necromancers pay a terrible personal price for their evil powers. By embracing the Black Arts, they subject themselves to countless dangerous side effects, the least of which include curses, disease, physical deformity, and madness (the DM should refer to Chapter Three for details).
Anatomist
Anatomists devote their careers to the scientific study of the body, often using magical means to aid or inform their research. These wizards are profoundly fascinated by the seemingly infinite mysteries of the human form. Anatomists gain their knowledge after years of extensive research, typically performed on cadavers. Their exhaustive experience makes them vastly superior doctors when compared with the typical village healers who rely chiefly on herbal medicine to cure the sick. While some Anatomists use their knowledge to heal, a most adopt this profession to further their own dark motives. Some, falling into the "insane scientist" category, using their expertise to create blasphemous experiments, the least repellent of which include the creation of cadaveric automatons, like flesh golems. Others, who delight only in inflicting pain, practice their skill on living subjects rather than cadavers. These vivisectionists make the most exquisite torturers and are sometimes found in the employ of despotic rulers. The Anatomist is chiefly inspired by the physicians of the 15th-19th centuries who increasingly turned to the dissection of cadavers to improve their medical expertise. Because of laws which prohibited exhumation and mutilation of the dead, physicians resorted to unsavory grave robbers to supply them with fresh corpses for study. As a result of public beliefs in divine or supernatural retribution for mutilating the dead, these dissections took place in the most secret confines of the universities, reinforcing the notion that physicians took part in arcane, cabalistic practices. Mary Shelly's Frankenstein - written in 1817 (before England's Anatomy Act of 1832, which for the first time legally provided British physicians with cadavers for study) - drew further parallels between the genius physician and the experimenting necromancer. The Anatomist works best in campaigns with a Renaissance background or a 16th-century historical setting such as the one proposed in A Mighty Fortress. An evil Anatomist would perfectly suit a RAVENLOFT® campaign replete with "mad scientists" and their abhorrent creations. For ideas on the more twisted aspects of the kit, the DM may refer to the classic Frankenstein, numerous B, horror movies, and Van Richten's Guide to the Created. A short story from the fantasy Thieves' World anthology, "The Vivisectionist," more closely explores the theme of the torturer-scientist. Requirements: The Anatomist may be of any alignment. Role: Some Anatomists use their specialized knowledge for the good of humanity, serving as skilled physicians and healers. However, because of the taboo and stigma associated with the dissection of corpses, almost all Anatomists must keep their experiments secret from their clientele. Thus, the Anatomist usually fosters the appearance of being an "ordinary" doctor or wizard who gains his or her knowledge from ancient texts and university lectures. Despite the public opprobrium. Anatomists have no desire to flee society. Indeed, their entire profession is based on the close proximity of civilization. It would prove impossible, for instance, to practice their calling in the desolate wilderness (at least not without considerable assistance from henchmen or allies). Anatomists need a constant supply of fresh cadavers on which to experiment, and these can only be safely secured in a large town or city. Dr. Ellandra Tolbert, whose detailed NPC sheet appears in Chapter Nine, is an example of how an Anatomist can easily fill the roles of mentor, employer, or nemesis (Ellandra makes further appearances in Chapters Two and Four). Because of her position in the Anatomical Academy (a secret society of Anatomists, detailed in Chapter Seven), Ellandra is in a perfect position to hire a party of adventurers to help her secure a new supply of corpses for study, clear out a secret, new meeting house for the Academy, or thwart an official investigation by the local authorities. If the party does not have access to a cleric, Ellandra could effectively treat their wounds, mend broken bones, reattach severed limbs, or even bring a dead character back to some semblance of life. Finally, she can serve as a powerful ally (or nemesis) in combat. The DM can thus easily introduce an Anatomist into just about any campaign. Preferred Spells: The Anatomist prefers necromantic spells that directly affect the physical body, either before or after death (like corpse link, embalm, delay death, empathic wound transfer, bone growth, and graft flesh). They have little interest in the netherworld or undead (except perhaps as a convenient means of transporting corpses to their laboratory for study). An Anatomist such as Ellandra is hardly defenseless in combat. While she may hesitate to employ the Black Arts to incapacitate her foes, since this magic tends to make a corpse unsuitable for later study, she always keeps one death spell memorized in case of dire emergency. Weapon Proficiencies: The Anatomist is a mistress of small edged or cutting weapons, though this wizard rarely practices such skills on the living. The Anatomist's first weapon is a knife, with which she or he automatically gains specialization at 6th level as a special benefit (this fills the second weapon slot). This skill entitles the wizard to multiple attacks and the customary +1 to hit and +2 on damage bonuses. After specializing in the knife, the wizard may learn either the dagger, dart, cutlass, or short sword. Nonweapon Proficiencies: Required: healing (this takes up two slots only) and anatomy. Recommended: (General) animal handling, animal training, artistic ability, brewing; (Warrior) animal lore, hunting, set snares; (Rogue) disguise, forgery; (Priest) local history; (Wizard) herbalism, reading/writing, spellcraft, venom handling. Forbidden: None. Equipment: In addition to wearing the robes and mantle of a physician or scholar, the Anatomist usually carries all of his or her necessary surgical tools (knives, saws, scalpels, retractors, and such) in a characteristic black leather bag or small box. Special Benefits: Through their studies, Anatomists gain knowledge to help the living. Improved Healing: Anatomists make excellent doctors, gaining a +2 on their ability checks for the healing nonweapon proficiency. Patients resting under their care restore damage at an accelerated rate of 3 hp per day (4 hp per day with the herbalism nonweapon proficiency). The healing rate is slowed by 1 hp per day if the patient engages in strenuous physical activity or adventuring. A single Anatomist can care for up to 12 people in this fashion. When treating poisons or diseases (even those of magical origin), their patients are entitled to a second saving throw with a +4 bonus to resist the affliction. Autopsy: Another useful skill of the Anatomist is the ability to divine the cause and time of death by thoroughly examining a corpse. This involves a careful dissection taking 1-6 turns minus 1 round per level. The wizard has a base 60% chance, plus 2% per level, of learning the specific reason and approximate time of death (90% maximum, one roll required for each check). This autopsy can reveal whether death resulted from normal processes (like old age or natural disease) or foul play (such as a wound, poison, spell, or magical disease). The accuracy of the estimated moment of death decreases with elapsed time since the actual event. For instance, if the subject died an hour before the autopsy, the time of death can be fixed to within 1-4 rounds (after one day, the estimate is only accurate to within 1-4 hours, and so on). Special Hindrances: The Anatomist must regularly practice his or her skills or lose all the unique benefits of the kit (namely the autopsy and improved healing abilities). At the very least, the wizard must perform one dissection on a human subject per month in order to prevent these specialized skills from atrophying. If the Anatomist lapses in the dissection schedule for more than a month, he or she temporarily reverts to a standard specialist. The former status may be easily regained, however, simply by performing twice the minimum number of dissections that were missed. Each formal study requires one complete day which cannot be spent in adventuring, spell research, or other pursuits. For instance, when Dr. Tolbert takes a month-long sea voyage from Neverwinter to Calimshan, she has no opportunity to dissect human subjects. When she finally arrives, she has lost her kit abilities and become a standard specialist necromancer. Once fresh subjects are available, Ellandra must undertake at least two thorough dissections, requiring two days to complete, to regain her kit-related skills.
Deathslayer
The Deathslayer devotes his or her life to the destruction of undead, striving always to rid the living world of their abominable existence. By mastering the Art, a wizard gains a greater understanding of these creatures which are neither fully living nor entirely dead. The Deathslayer's militant opposition to all forms of undead frequently places him or her in direct conflict with other necromancers, such as the Archetype and the Undead Master, who delight in creating zombies, skeletons, ghouls, and other undying monstrosities. As Deathslayers gain power and experience, however, they eventually seek out increasingly dangerous undead, namely ghosts, vampires and liches. Not surprisingly, few survive for long in their chosen profession. In addition to various Van Richten's Guides, the original Dr. Van Helsing (on whom Van Richten's character is based) from Bram Stoker's Dracula, and Parl Dro, the Ghost-Killer from Tanith Lee's Kill the Dead. are sources of inspiration for this kit. The popular comic-book hero Batman provides an interesting example of the Deathslayer's personality. As a child, Bruce Wayne's parents were murdered by street thugs, inspiring him to devote his life to combating criminals. As a hero. Batman never killed the "bad guys" (he may have smacked them around a bit, but he never killed them). The interesting thing about Batman's character, of course, is that he wants to kill all the evil villains he defeats. He craves revenge, but must continually fight an inner struggle to master his darker desires. The theme of evil (or a twisted form of good) fighting evil has become increasingly popular in modem fantasy. Michael Moorthingy's Elric of Melnibone, perhaps the first fantasy anti-hero, makes pacts with evil gods and employs black necromancy to save his beloved, only to inadvertently slay her with an malevolent artifact. In the recent film The Crow, the revenant is little different from his murderers, whom the vengeful spirit hunts down and brutally kills. Ultimately, nothing prevents the Deathslayer from adopting the same loathsome practices as his or her enemies. Requirements: While it might seem that only good characters would be attracted to this kit, in reality, it is open to wizards of all alignments who seek combat or revenge against undead. In addition to the usual 9 Int and 16 Wis, a wizard must have a 13 Str to become a Deathslayer. Spell Preferences: Since these necromancers tend to be involved in countless battles, they prefer offensive and defensive spells (see Appendix Three), especially those that detect or disable undead, such as corpselight, chill touch, detect undead, hold undead, bind undead, and so on. Role: At some time in their lives, almost all Deathslayers have experienced a terrifying attack by some form of undead, either directed against them personally or a loved one or family member. The celebrated Van Richten, for instance, lost both his parents to a vampire, inspiring him to become the famous "Vampire-Killer" of Ravenloft. Indeed, the vast majority of Deathslayers are driven by strikingly similar motives: an overpowering desire for revenge, mixed with righteous indignation and a good dose of moral superiority. Of course, the Deathslayer need not be such a tormented and macabre individual. A lawful good ghost hunter, for instance, may view this terrible, yet strangely honorable profession as laying disturbed spirits to rest, releasing them from their bondage to the physical .world. The character's actions are motivated by compassion and selfless sacrifice, not hatred or revenge. On the other hand, the Deathslayer need not have a such developed sense of morality. Neither is the wizard required to be entirely sane. After all, the Deathslayer's most common enemy is undead. Who needs to be merciful, kind, or sane when habitually dealing with such abominations? A real moral dilemma arises when undead are attended by a living master (usually another necromancer) or other living monster. Will the Deathslayer use black necromancy to destroy these living beings along with the undead? Unless the Deathslayer has a pure and noble heart, the path of righteous vengeance can quickly lead to great evil, madness, and despair. Talib the Lich-Killer, whose detailed NPC sheet appears in Chapter Nine, is a heroic necromancer, possibly serving as a memorable role model for necromancer heroes in the campaign. Talib is a wily old Deathslayer - an interesting potential ally for an unbalanced party. Talib is also mentioned in the Introduction, Chapters Two and Three. In Chapter Nine, an adventure hook including Talib further illustrates the potential role of a Deathslayer in the campaign. Weapon Proficiencies: The Deathslayer may learn any of the standard wizard's weapons (the dagger, dart, knife, sling, and staff). Nonweapon Proficiencies: Required: necrology. Recommended: (General) any; (Warrior) hunting, set snares, tracking; (Priest) any; (Wizard) ancient history, astrology, herbalism, languages (ancient), netherworld knowledge, reading/writing, religion, spellcraft, spirit lore. Forbidden: all Rogue. Equipment: Though they may not wear armor, Deathslayers may otherwise choose any other type of equipment which will help them in their battles against the enemy. Special Benefits: At the start of his or her career, a Deathslayer chooses a single type of undead against which to focus his or her efforts. Typical choices include the mummy, spectre, banshee, ghost, vampire, or lich (lesser, more easily defeated undead make for unchallenging nemeses at higher levels). This choice of an enemy is permanent and cannot be changed during the wizard's life. The Deathslayer gains powerful benefits when fighting his or her chosen undead enemy: Mental fortitude: Because of the wizard's extensive study and preparation, the Deathslayer gains a +2 bonus on saving throws against mental attacks (if any) caused by the Enemy, including charms and fear. Battle Prowess: The Deathslayer also gains a +2 bonus on attacks against the enemy. This applies not only to melee weapons, but also touch-delivered spells and undead-specific special attacks (such as a driving the stake through a vampire's heart or, in the case of Talib, destroying a lich's phylactery). Spell Prowess: The Deathslayer targets spells effectively against the Enemy, subjecting this type of undead to a -2 penalty on saving throws. This applies to all spells cast by the Deathslayer on the chosen undead and is cumulative with the usual -1 penalty applied to necromancy (thus, the selected enemy makes saves at -3 vs. the 'slayer's necromantic spells, and at -2 vs. spells from other schools). Special Hindrances: The Deathslayer never relents in the pursuit of the enemy. This fanatical wizard is driven, as if by compulsion or geas, on an endless quest to seek out and destroy undead. In combat, a Deathslayer like Talib will always seek out and destroy undead in preference over living targets. If the wizard encounters a mixed group of undead and living creatures (like an Undead Master with a contingent of skeletons), he or she will deal with the undead opponents first, even if they pose less of a threat. A Deathslayer who willingly ignores this kit responsibility automatically forgoes any experience points he or she normally would have gained for the encounter (or adventure). The obsession to eradicate undead borders on mania, and a few members of this kit are not the sanest of individuals. The horrors of continually battling powerful undead can erode the mental health of even the most strong-willed heroes. Even if they retain a fragile hold on their sanity, Deathslayers are usually harsh and grim in their dealings with others.
Philosopher
The Philosopher studies necromancy out of an overpowering desire to master the forbidden and secret arts shunned by the rest of world. Indeed, if necromancy were not publicly reviled or a topic of social taboo, the Philosopher would not give this school of magic more than a cursory thought. The Philosopher is curious about the forbidden, fascinated by the obscure. The Black Arts are especially tempting to this wizard, who craves to unravel all the dark, hidden mysteries of the universe. The Philosopher is a theoretician, not an experimenter like the Anatomist. Instead, this wizard gains almost all knowledge from the ancient (often banned) books, scrolls, and magical spells at his or her disposal. When trying to resolve a particularly knotty problem, the wizard may correspond with other Philosophers or summon an agent from the lower planes for interrogation. Knowledge and understanding are always the foremost goals of this kit. Numerous examples of this kit can be found in the short stories of H. P. Lovecraft and his literary successors, for whom this character became something of a stereotype. Lovecraft was noted for creating the fictional Necronomicon, a book of black necromancy and baneful summonings supposedly written by the Mad Arab, Abdul Alhazred, an insane wizard who delved too deeply into his forbidden researches. Many horror writers have expanded on Lovecraft's notion of the demented scholar or sage (see "Return of the Sorcerer" and "Ubbo-Sathla" by dark Ashton Smith, "The Dweller in Darkness" and "Beyond the Threshold" by August Derlith, "Shambler from the Stars" and "The Shadow from the Steeple" by Robert Bloch, "The Terror from the Depths" by Fritz Leiber, and "Rising with Surtsey" by Brian Lumley). The DM should have little difficulty locating source material for this type of necromancer. Requirements: Because of their fascination with the darker side of necromancy. Philosophers may only be of any neutral, non-good alignment (only N, CN, LN, or NE). A Philosopher must have a minimum 14 Int, besides the usual minimum 16 Wis. Spell Preferences: This wizard favors spells from the spheres of necromancy (all categories), conjuration/summoning, and divination. During their research, they have little use for alteration or invocation spells. Role: The Philosopher is a demented and outcast scholar, forced to pursue his or her dangerous studies on the fringes of civilization. This wizard lives like a recluse, always residing in the outskirts of town or in the wilderness. The Philosopher's sinister habits and fiendish summonings would repulse the uninitiated, inflame neighbors, and quickly bring an eviction by the local authorities. It is far easier to live alone, attended by a few trusted henchmen or familiars who respect and occasionally assist in the work. This wizard is not prone to adventuring and rarely leaves the library, except when lured by the prospect of gaming ancient books, necromantic scrolls, or magical items for study. Except for seeking out these new arcane materials, the Philosopher remains almost always at home. The most fanatical scholars set up a bed in a corner of their library so they may work on their research during all waking hours. The most probable role of this character in the campaign will be that of an NPC sage or scholar who must be contacted by the party during the course of a quest or adventure. Kazerabet, for instance, is a reclusive Philosopher with a passion for ancient history. Her NPC sheet appears in Chapter Nine. The famous author of the Art of Necromancy, her work has been quoted in the Introduction and the final chapter of this book. In the campaign of the Isle of the Necromancer Kings (see Chapter Nine), she serves as a neutral source of antique lore for the adventurers, providing them with background information for the adventure. Locating the Philosopher, intruding on her realm, and obtaining the desired knowledge should prove to be an opportunity for lively role- playing, given the eccentricities of the Kit. Weapon Proficiencies: A Philosopher like Kazerabet has little experience or need for weapons, relying almost exclusively on her wits or spells during an encounter. The wizard may only choose small weapons that can easily be learned indoors (the dagger, dart, or knife). Nonweapon Proficiencies: Required: netherworld knowledge, reading/writing. Recommended: (General) artistic ability, etiquette, heraldry, languages (modern); (Priest) local history; (Wizard) ancient history, astrology, herbalism, languages (ancient), necrology, religion, spellcraft, spirit lore. Forbidden: all Rogue and Warrior. Equipment: This wizard has little or no concern for physical appearance or personal possessions (unless magical, of course). As a result, the Philosopher will typically be poorly equipped, wearing unkempt and unfashionable clothing, and carrying little besides spell components and a small weapon. Of course, Kazerabet is an exception to this generality because of her past history as a former queen. Special Benefits: The Philosopher has the knowledge of a sage regarding spells in the school of Necromancy, necromantic magical items, and the netherworld (particularly the Lower Planes). When questioned on this topic, the wizard has a base 5% chance per level of immediately knowing the answer, as if he or she had cast legend lore. As with the 6th- level spell, the DM must decide on the specific nature of any details learned by this ability. Since most of the Philosopher's knowledge will be based on the partly coherent ramblings of partially demented necromancers (like him- or herself), there Is little to assure that the answer to any specific question will be meaningful or even comprehensible. If the wizard does not directly know the answer to a typical question, the Philosopher is constrained by the typical rules for the sage, outlined on pages 106-108 in the DMG. If the DM allows psionics in the campaign, the Philosopher may possess one or more wild talents (see Chapter Two for more on this). These unusual psychic abilities result from the wizard's peripheral researches on the hidden powers of the human mind, an interesting subtopic of necromancy (see the 4th-level spell brainkill in Chapter Four). The Philosopher's unique mental powers will certainly complement his or her demented or slightly insane nature (see below). Along with the usual benefits of the specialist, the Philosopher gains a +30% chance (total) when learning spells from the school of Necromancy. Unlike most other necromantic kits, this wizard devotes considerable time to magical research and thus is likely to have a very large repertoire of (mostly necromantic) spells at his or her disposal. Special Hindrances: Perhaps the greatest hindrance of this character is a tenuous grasp on reality. Normally, scholars attempt to retain an objective or unbiased view of their research. With black necromancy, however, such an emotionless and impartial perspective is extremely difficult to maintain. Because of the internal contradictions involved, spurred by tamperings with extraplanar forces beyond mortal reckoning, a Philosopher like Kazerabet loses a sane perspective on the normal world around her. Her attitude about life is somewhat distorted by the terrible secrets she has learned, and the cumulative burden of these inexplicable mysteries can be unbearable. Not surprisingly. Philosophers may become insane (see Chapter Three), though rarely in a manner that impedes their scholarly research. Even the mighty Kazerabet is not without her paranoia and her irrational need for privacy (although these are possibly not bad traits for a necromancer). Finally, because of the wizard's extensive research in necromancy, spells from other schools are much more difficult to learn for the Philosopher, resulting in a -30% penalty. Otherwise, the Philosopher has the usual restrictions regarding forbidden schools and magical items.
Undead Master
The Undead Master specializes in the creation of undying minions and the summoning of extraplanar allies. Above all, this necromancer craves power over others, reveling in the thrill of commanding obedient servants. The mindless undead, as unthinking and ever-faithful automatons, make perfect and unquestioning slaves that will shoulder even the most loathsome burdens without hesitation. The Undead Master enjoys dominating the feeble will of the living, subverting the dead, and controlling the fiendishly powerful. Examples of this kit can be found in a few of dark Ashton Smith's stories. The necromancer Malygris from "The Last Incantation" and "The Death of Malygris" and the vengeful Namirrha from "The Dark Eidolon" make ideal models for this kit. Also, the DM might check out Glen Cook's Black Company series, which involves a necromancer known as the Dark Lady, who subjugates her living apprentices, creating the infamous Ten Who Were Taken. Requirements: Members of this kit may be of any non-good alignment. Spell Preferences: First and foremost, these wizards are avid practitioners of necromancy that creates, augments, or controls undead. At higher levels, these wizards eventually turn to powerful spells from the Conjuration/Summoning school that call upon extraplanar creatures. Unlike most necromancers, the Undead Master has access to the school of Enchantment/Charm, enabling this specialist to dominate the minds of the living as well as the dead. Role: The Undead Master is a variant of the Archetypal Necromancer and, as such, makes a dangerous villain for the campaign. However, unlike the Archetype, who tends to be a solitary menace, the Master is always surrounded by a host of undead servants, summoned fiends, bound genies, and charmed monsters. These wizards arc never encountered without a large entourage of minions, making members of this kit especially terrible foes in combat. The Undead Master may be encountered both in the wilderness and in the midst of society. In the abandoned hinterlands, many Masters establish petty domains where they can rule over legions of undead with impunity. Eventually, the most powerful Masters gravitate back to human society, where they attempt to impose their will over the living. Sometimes, they magically establish a tower in the center of a city, replete with their most powerful guardians. The presence of an Undead Master in a city directly challenges the authority of the local aristocracy, who will seek to remove the wizard, regardless of the cost (providing a good opportunity for adventurers). Of course, the Master is always well prepared for such "welcoming parties." Sarzec the Broken (the author of the letter at the beginning of this chapter) is an example of a low- level Undead Master for the campaign. Along with his associate Pizentios, he illustrates how a group of allied necromancers can band together with deadly results. This necromancer is featured again in the introductory anecdotes for Chapters Seven and Eight, and his detailed character sheet has been included in Chapter Nine. Despite his low level, his alliance with his former mentor Pizentios makes him an extremely dangerous adversary. Weapon Proficiencies: The Master may choose only one of the regular weapons available to the wizard (namely the dagger, dart, staff, sling, or knife). At higher levels, additional weapon slots must be invested in nonweapon proficiencies. A wizard like Sarzec almost never enters into melee personally, as he relies on his minions for protection in battle. Nonweapon Proficiencies: Required: necrology, netherworld knowledge. Recommended: (General) etiquette, heraldry; (Wizard) ancient history, astrology, languages (ancient), reading/writing, religion, spellcraft, spirit lore. Forbidden: all Priest, Rogue, and Warrior. Equipment: Although the Undead Master is typically outfitted like any wizard, this kind of character tends to be vain, so he or she usually only obtains possessions of the highest quality. Indeed, powerful Undead Masters may consider themselves to be on par with royalty (no matter how humble their birth). A low-level wizard like Sarzec relishes a position of authority such as commanding a ship of undead as a captain. These attitudes are clearly reflected in their choice of dress and accouterments. Once they reach a sufficiently high level, Undead Masters devote considerable attention to properly outfitting their numerous followers, from the lowliest skeleton to the most powerful fiend. Only the uncouth Archetype will send skeletons into battle with their bony claws as weapons. Masters care not only about the combat potential (weapons) of their servants, but about their physical appearance as well. Sometimes, the equipment of an archmage's servants will approach the extravagance and quality of a royal guard. Special Benefits: All Masters are able to command undead creatures, exactly as if they were priests of the same level. Their ability to command undead also extends to fiends and extraplanar creatures, which are treated as undead with the same hit dice (without considering any hit point modifiers). This special benefit results from the wizard's complete mastery of the baneful rites and conjurations that control or bind not only the cold undead, but also the sinister inhabitants of the netherworld. For example, Sarzec, a 6th-level Master, can command undead and up to 6-HD extraplanar creatures, exactly like a 6th- level priest. Special Hindrances: In return for knowledge of Necromancy, Conjuration/Summoning, and Enchantment/Charm, the Undead Master neglects study in other schools of magic. The Master is restricted from casting spells which are exclusively taught in the schools of Alteration, Illusion, and Major Divination. This significantly reduces the wizard's repertoire of spells when compared with other necromancers (gaining the Enchantment/Charm school is more than offset by the loss of Alteration and Major Divination). The Master may also not use specialized, wizardly items that draw exclusively from these restricted schools of magic, including wizard scrolls of any restricted spells, wands of illusion or polymorphic, robes of eyes, scintillating colors, or repetition (TOM), crystal balls, amulets of far-reaching, extension, or meta- spell influence (TOM), medallions of spell exchange (TOM), talismans of memorization (TOM), Nefradina's identifier (TOM), or Tenser's portmanteau of frugality (TOM). However, magical items which are available to all classes (such as a potion of polymorphing), that operate without specialized knowledge of the restricted schools, can be employed. Finally, the greatest hindrance of this kit is the wizard's own self-centered personality, which often borders on madness. Undead Masters tend to be megalomaniacs of the highest degree. They always consider themselves, their experiences, their feelings, and their quests for power above those of others. They demand to be the center of attention, ruthlessly subverting (or even eliminating) those who contest their supremacy. The Undead Masters' overwhelming need to be in complete control of every situation and to dominate everyone around them results in their most obvious weakness. Anyone who can successfully stand up to them will shatter their composure and possibly provoke an irrational or poorly-conceived response, even when it runs contrary to the wizard's established, long-term interests. Finally, the DM should feel free to impose any additional penalties from Chapter Three, to more distinctively round out the Undead Master's twisted character.
Other Necromancer Kits
In addition to the new wizard kits described herein, a few kits outlined in the Complete Wizard's Handbook (WH) and the Complete Sha'ir's Handbook (SH) may be appropriate for a necromancer: specifically, the Academician, Militant Wizard, Peasant Wizard, Savage Wizard, and the Witch (from the WH), and the Astrologer, Ghul Lord, and the Mystic of Nog (from the SH). Of all the wizard kits outlined in these two resources, the Witch and Ghul Lord stand out as particularly interesting and distinctive roles for the necromancer in the campaign. The full details of these kits can be found in the WH and SH, respectively. Only a few remarks about each profession are offered as inspiration for the DM.
Witch
The Witch specializes in communicating with the dead. Because of the wizard's contact with invisible spirits, he or she learns many hidden secrets of about the physical world. In a campaign, the Witch (also known as a Medium or Spirit Channeler) can serve as both a beneficial ally or as a frightening nemesis. This is an interesting and distinctive kit for a necromancer. Spells arc taught to the Witch by spirits rather than by a living mentor or by reading a book of spells. The Witch is basically an envoy or intermediary between the living and the dead, serving the needs of both groups. Unlike the Deathslayer, who may seek to lay undead spirits to rest, the Witch has no such obsession (unless, of course, a spirit either threatens her personally or asks for assistance). In many ancient societies, consultation of the dead (through a witch or medium) was a common practice. The Greek and Celtic equivalents, usually male, would wrap themselves in the freshly skinned pelt of a magical animal (that of a lamb in Greek society or that of a bull among the Celts) and seek the counsel of spirits in the lonely places of the wilderness, usually on mountain tops or by waterfalls. In Roman times, the witch served as a diviner for the community (like the witch of Endor from the Old Testament). During the Middle Ages, the witch gained a negative and evil stereotype, living on the fringes of society like an outcast for consorting with dark spirits (consider the three witches from Macbeth). Since their profession conflicted directly with one of the chief purposes of the official or mainstream priesthood, witches were outlawed in almost every period since the height of the Roman Empire. With these widely variant historical interpretations of the witch, the DM should have plenty of ideas for incorporating such a character into the campaign.
From the Complete Book of Necromancers source.
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Possibly Ten
Knight Champion
Hopefull CEP new weapon type!
Posts: 805
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Post by Possibly Ten on Aug 26, 2009 13:13:03 GMT -5
Powerful necromancers rarely live alone. Contrary to popular misconception, not all practitioners of the Art abhor company, and even the most reclusive wizard may have at least some servants at his or her beck and call. Although wizards do not normally gain followers like most other character classes once they reach 9th or 10th level, they may still attract apprentice necromancers, hire henchmen, summon familiars, or even create their own undying followers. Finally, sociable necromancers may care to ally themselves with a secret society of their profession, gaining access to a wide variety of potential allies with similar interests. Unlike the necromancer, death priests gain an entire cult of fanatical followers once they reach 9th level. Their "flock" usually starts with 20-200 0-level followers (as noted in the PHB; see the CPrH for priesthood specific followers), plus 2d5 minor priests (each 1st-6th level). Obviously this following will grow as the priest advances in power and prestige with his or her deity. The DM may care to extend a priest's usual entourage with a few "special" guardians or fiendish advisors gleaned from the current chapter. The decision to flesh out a necromancer character with an entire cast of supporting henchmen and flunkies will normally depend on his or her role in the campaign. This chapter is intended for the DM who wants to turn a necromancer NPC from a minor random encounter into a campaign-ruling menace. When the wizard (or priest) ceases to act as an individual and starts to behave like a master manipulator, complete with free-acting agents to perform his or her bidding, then you have the beginnings of a true campaign villain.
Apprentices
One of the first principles of sympathetic magic dictates that "like attracts like." The same can be said for necromancers and aspiring students of the Forbidden Arts. The outstanding master of any academic subject, artistic skill, or physical prowess will undoubtedly attract young novices who wish to learn what the master has to offer. The study of necromancy is no different, and despite its notoriety, a master of the Dark Arts can expect to be approached and petitioned by several hopeful students. There are many advantages to apprenticeship, for both student and master. The student gains access to some portion of his or her master's knowledge, and he or she also receives training in new spells and wizardly techniques. The master also benefits from the arrangement (perhaps as much or even more than the pupil), for although the tutor has to deal with the responsibility of teaching a new student, he or she also gains a willing and (more or less) obedient servant. Most magical research does not require the mastery personal attention and may be competently handled by a wizard of much lower level. Similarly, a powerful wizard would not wish to waste time cleaning the laboratory, preparing meals, cleaning the tower, gathering spell components, and performing other such menial tasks. Admittedly, a few of these duties can be accomplished by mindless undead or fiendish familiars, but the simplest, cheapest, and least dangerous way to recruit help has always been to hire on a living apprentice, Upon reaching 9th level, a necromancer attracts 1-4 apprentices. Naturally, a wizard may refuse to take any students if she or he so desires, but sometimes an especially driven student can change a stubborn mind. Apprentice wizards usually begin their careers at 1st level and must be trained by their master (either by taking them on adventures or through instruction). They usually adopt the same kit as their mentor, and their spell list is usually restricted to a small subset of their master's much larger repertoire. Once the students reach 3rd level, there is a 30% chance that they will leave their master's? service and begin their own careers as necromancers unless their mentor otherwise entices them to stay. This chance increases by 10% for every level the student gains beyond 3rd. Although a master necromancer may be periodically deserted by an apprentice, another potential (lst-level) student usually arrives to fill the vacancy within a month of the departure. As the master's power and fame grows, so too will the number of students who are attracted to his or her service. For every level of experience beyond 9th, a necromancer may attract one additional (lst-2nd level) apprentice. Indeed, some necromancers establish their own secret schools hidden in the wilderness, far from established colleges. The DM is referred to DUNGEON® #27 for an excellent example of such a school. While still young and impressionable, an apprentice tends to take on the mannerisms and attitudes of the master. However, as the student's fledgling power and aptitude develops over a period of time, he or she begins to develop a more fully realized sense of personality and professional demeanor; in the final stage of apprenticeship, a student begins to assert his or her own wizardly opinion, openly conflicting (sometimes violently so) with the wishes of the master. Powerful necromancers (like most wizards and academicians) tend to be somewhat egotistical and will rarely tolerate an apprentice with more than half their own experience levels in their service. Thus is it rare for a l0th-level necromancer, for instance, to be encountered with an apprentice of greater than 5th level. Obviously, the more powerful the necromancer, the more talented and skilled the current students will be. Depending upon the personality of their master, some students are merely released from their apprenticeship once they have proceeded too far in their studies. Given the criminal tendencies of certain necromancers, however, other students meet a much more sinister fate.
Undying Minions
Although some necromancers enjoy living company, others relish only the presence of the dead, animated in a twisted form unlife by the Forbidden Art. The creation of undead has always been associated with necromancy, but its powers are far more expansive than many of the uninitiated would care to imagine. A necromancer has the power to raise up a variety of undead into service, not simply the stereotypical automaton. Independent, self-willed undead such as ghosts, wraiths, spectres, vampire, and the like can rarely be created by a necromancer. These creatures usually come about through some divine curse or by the malignant force of their own personality. In this section, we are concerned with the necromancer's methods and requirements for creating undead minion.s. We also address, however briefly, the topic of golem creation, since it can involve the transfer of life force into an inanimate object and thus falls into the murky province of necromancy.
Skeletons.
These are the simplest undead for a necromancer to raise to unlife. Starting at 1st level, the wizard can bring animal forms to unlife (see animate dead animals). At 5th level, she or he can temporarily animate a single human skeleton (see bone dance). Finally, at 9th level, the wizard can create a large number of permanent human or monster skeletons (with animate dead). Certain death priests with access to skeletal servant can also temporarily animate skeletons, starting at 1st level. This ability becomes permanent at 5th level, when they gain access to animate dead. Finally, a few magical items, such as the staff of skulls and the thunder of doom can also be used to raise up undead skeletons. In Ravenloft, it is also possible for a 9th-lcvel necromancer to raise up a giant skeleton (sec the MM) with even greater powers. Since such creatures are partially imbued by mysterious Dark Powers, it is generally impossible to create such a creature outside Ravenloft. Of course, the evil goddess of Undead may grant such a boon to members of her priesthood, but such a favor is unlikely to be granted to a wizard (unless, perhaps, he or she is a devoted worshiper). Skeletons are mindless automatons and, as such, are useful only as soldiers, guardians, porters, and workers. They are incapable of individual thought or initiative beyond the instructions given to them by their creator.
Crawling claw.
These animated hands and claws can be raised up by a wizard or priest starting at the 1st level of experience, providing they have the knowledge to do so. The secret of this relatively simple necromantic rite can be found in both the Art of Necromancy and the Book of Shadows (for the wizard version) and also the Nycoptic Manuscripts (for the priest version). After the severed limbs have been assembled, up to one claw may be animated per level of experience of the spell caster. Once created, crawling claws can be directed by the telepathic commands of their creator, but more often, they are given duties similar to that of the skeleton, whose intellect (or complete lack thereof) they share.
Zombies.
Unlike skeletons, which are merely the desiccated framework of a creature's form, a zombie is an animated corpse. Most sages maintain that the zombie, like the skeleton, is a mindless slave, but this is clearly not the whole story. Those who have experimented with animated cadavers (most notably Kazerabet in the Art of Necromancy) have revealed that most zombies remember some facts about their former lives, depending upon how quickly they were animated after their deaths. Clearly, the animated corpses of the long dead, whose worm-eaten brains have been filled with cobwebs and rats' nests, will have little or no recollection of their former selves (in this case, they conform most closely to the stereotypical description of the zombie in the MM). However, those zombies who are raised up almost immediately after their deaths can be ordered to recall facts about their life to their current masters. Despite this interesting feature, however, a zombie is little better than a skeleton in terms of its ability to act independently and of its own initiative. The common zombie can be brought to unlife temporarily by a necromancer at 5th level (with bone dance) or permanently at 9th level (with animate dead). A priest can create permanent zombies at 5th level with animate dead. Note that the clerical as well as the wizard versions of animate dead can raise animal and monster as well as common zombies.
Shadows
A necromancer can readily summon these evil spirits from the Negative Material Plane once at the 9th level of experience (see summon shadow). These creatures answer a necromancer's summons willingly, for it provides an easy opportunity for them to feast on life force. Once the summoning expires, these creatures usually return to the Negative Material Plane very quickly. They do have free will, however, and if properly approached, may even enter the wizard's service, assuming that they will be provided with enough fresh life force to temporarily ensure their loyalty. Highly chaotic, violently hungry, and unpredictable, shadows rarely stay attached to a living master for long, especially if the wizard has valuable living allies. They can sometimes be found in the permanent retinue of a lich.
Ghouls.
Some would maintain that ghouls represent a separate race of free-willed undead descended from giants and genies. Although this may be the case for some types of ghouls (such as the Zakharan great ghul), it is nonetheless possible for an experienced necromancer of no less than 12th level to create minion ghouls (or lacedons). The process may be as straight forward as casting ghoul gauntlet, or it may involve a more obscure variant of animate dead. Regardless of the rite employed, the procedure must be applied to a still living individual who dies during the evil incantation and raises within 24 hours as a ghoul. Because of their chaotic nature, ghouls can be very difficult to command, even for their creator (unless he or she has the special ability to turn or command undead). Usually, a necromancer will allow ghouls to wander in packs near the wizard's lair, summoning them only when they are required to perform a specific task. The ghouls often require some form of payment in return, usually in the form of living sacrifices (one victim for each ghoul's willing service) or, at the very least, a large number of fresh corpses.
Dracolich.
This undead creature results from the necromantic transformation of an evil dragon, always with the help (wanted or not) of at least a 12th-level necromancer. The wizard prepares a receptacle for the dragon's spirit by casting enchant an item and also prepares a necromantic potion. If the dragon consumes the potion (of its own accord, through trickery, or coercion), it dies, and its life force transfers to the enchanted receptacle. Later, the dragon's spirit can reanimate a dead reptilian body. Dracoliches retain all of their abilities and intellect that they possessed in life. In addition to immortality, they gain undead immunities and unique powers. A dracolich can be an extremely powerful ally for a necromancer, but it is free-willed and not under the wizard's complete domination. The creature must usually be enticed with offerings of treasure in order for it to undertake any mission on behalf of its living caretaker. The Cult of the Dragon, which regards the undead dragon as a semi-divine form, is said to worship the dracoliches they help create.
Ghast.
Using methods similar to those outlined above for the ghoul, a necromancer of at least 14th level can create ghasts. However, these powerfully chaotic creatures are even more unpredictably violent than their weaker cousins, and thus much more difficult to control. For this reason, they are rarely raised except as an experiment. Afterward, they are either literally trapped in an area (to serve as unwilling guards), set loose into the countryside (where they promptly wander far away from their creator's domain), or simply destroyed.
Ju-ju zombie.
These hardy undead make the best undying servants. They can be created once a necromancer reaches at least 14th level by first slaying a victim with finger of death (or once the wizard is more powerful, by casting energy drain) and then animating the dead body. Because of the manner in which they were slain, ju-ju zombies retain a surprising amount of their original personality and intellect - far more than the ordinary zombie. They are capable of independent, reasoned thought, although their undying mind is heavily clouded with a sleepy, dreamlike stupor (hence their effectively low intelligence). Ju-ju zombies are not self-willed, however, and as long as their creator lives, they will follow his or her commands with faithful obedience. If their master dies, they become completely self- willed, carrying out (as much as possible) any ambitions they may have followed in life. In one of his short stories ("Necromancy in Naat"), dark Ashton Smith writes about how a pair of zombies who were once lovers while they were alive return to their romantic courtship after their necromantic master dies. Most ju-ju zombies, however, are filled with a latent hatred of the life they were denied by their creator. Kazerabet once relied heavily on ju-ju zombies to help run an entire dictatorship, long before she embraced the lifestyle of a sage and wrote the Art of Necromancy. Ju-ju zombies were at the top of her undead bureaucracy, serving as her chief lieutenants and messengers. Each ju-ju zombie was given command or authority over a number regular zombies and skeletons and set to perform a specific task, which they performed with tireless efficiency. An appendix in the Art of Necromancy includes a few secrets about preserving a ju-ju zombie's original living appearance. Kazerabet admits to employing ju-ju zombie masseurs in her boudoir, and she always liked her handsome body servants to be as aesthetically pleasing and lifelike as possible.
Crypt thing.
This creature is a necromantic guardian set in place by a wizard or priest of at least 14th level to secure a crypt, graveyard, or tomb. The creature's teleportation attack can be quite disorienting and frightening to opponents, and most often, crypt things act more as deterrents than physical threats. Unless the necromancer or priest has chosen a tomb or crypt as a lair (or stores something valuable in such a location), a crypt thing is unlikely to be a popular topic of research for that particular spellcaster. Kazerabet hardly gives them more than a passing reference in her Art of Necromancy, and the Book of Shadows is little more informative.
Golems.
The most powerful necromancers can create golems. Although not strictly undead, golems are magical automatons that can be created by transferring some life force or elemental spirit into an inanimate object. As such, they are a perfect topic of study, experimentation, and creation for the necromancer, particularly the Anatomist or the Undead Master. The necromancer can create many types of golems as detailed in Van Richten's Guide to the Created and the MONSTROUS MANUAL. The simplest of such creations, which can be assembled by a wizard of 14th level or higher, is the necrophidius. It appears to be a huge skeletal snake topped by a fang-toothed human skull. According to the Art of Necromancy, it is possible for a necromancer of at least 16th level to fashion multi-headed variants of the necrophidius. A 14th-level necromancer can also fashion a flesh golem, either by summoning an elemental spirit to animate the corpse-hewn receptacle or by transplanting the brain of another sentient individual into the creation. The latter version of the flesh golem, known as the Ravenloft variant, is fully detailed in Van Richten's Guide. Finally, at 18th level, a necromancer may want to create a bone golem, essentially a towering bone colossus capable of terrible destruction. A few death priests, particularly those serving deities of Murder and Revenge, have the ability to create a scarecrow once they reach 9th level. This evil automaton is created specifically for the purpose of killing a particular individual, much like an assassin.
Skeleton warrior. This undead creation is formed when a necromancer of at least 16th level binds the spirit of a powerful fighter into a specially prepared circlet, often using the spell life force transfer. The skeleton warrior retains all of the abilities, intellect, and personality it possessed in life, except that it must obey, as a willing slave, whoever wears the circlet. Not surprisingly, all skeleton warriors seek to obtain the circlet containing their souls so that they may destroy it and rest in peace. To counter this, the necromancer either must always wear the circlet or must somehow restrain the skeleton warrior (perhaps in a locked room) when the wizard chooses to remove the circlet. With their high magic resistance (90%), skeleton warriors make almost unbeatable wizard-killers. Undead Masters are among the few necromancers who would willingly tolerate such a constant threat in return for the service of this powerful minion. It is rumored in the Book of Shadows that a talented wizard may be able create another type of soul receptacle for a skeleton warrior (like a ring, perhaps) that would enable an ambitious necromancer to simultaneously control more than one of these creatures. Other powerful mages, such as the famous Elminster, have noted that it may be possible to bind wizards in such a fashion. For example, Tashara of the Seven Skulls was said to have bound no fewer than seven lesser undead wizards into her service before she was finally outdone by her own ambition and greed for magical power. Such awesome necromantic bindings, including the subjugation of liches (if such is indeed possible, as implied in the Art of Necromancy), are risky enterprises for only the most powerful necromancers.
Complete Book of Necromancers
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Possibly Ten
Knight Champion
Hopefull CEP new weapon type!
Posts: 805
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Post by Possibly Ten on Aug 26, 2009 13:15:48 GMT -5
Secret Societies
Given the ability to recruit students, henchmen, extraplanar allies, and undead minions, an ambitious necromancer could amass a sizable army of underlings, given enough time and determination. Some wizards, having gone mad with their quest for power or lacking enough ambition to rise beyond the status of a petty tyrant, arc content to remain in relative seclusion, basking in the glory of their isolated dictatorship.
Other necromancers are of more modest ambitions. They have absolutely no interest in rulership at all and are merely content to ignore the entire timeconsuming business of raising followers and minions. Simply put, they are interested only in tending to their quiet research. Finally, some wizards join secret societies - and some join as many as they can.
A secret society provides training, support, information, and contact with like-minded allies for not only wizards, but priests as well. The secret society takes the individual wizard or priest, along with his or her entire private army of followers, and makes them part of a larger necromantic community, each of the members of which are dedicated to some mysterious goal greater than any of them could aspire to singly.
Most campaign worlds have at least a few secret societies. In the Spelljammer multiverse, the evil Tenth Pit opposes the honest Pragmatic Order of Thought; in the Realms, the wicked Zhentarim are balanced by the honest Harpers; Dark Sun has its rebellious Veiled Alliance; the Land of Fate has the incendiary Brotherhood of the True Flame. These covert Orders - some established for good, others for evil - help flesh out a campaign world, making it more realistic, exciting, dangerous, and complicated, all at the same time. Before we explore a few secret societies with necromantic interests, it will be helpful to review some of the basic principles on which these orders are founded.
Every secret society shares three common attributes. First, a secret society convinces its members that they are members of a powerful elite. Second, each society contains arcane rites, code words, recognition signals, and hidden chapter houses to maintain an aura of mystique and secrecy. Third, secret societies are founded for a concrete and specific goal. Once the DM understands these three general characteristics, it will be easier to create more realistic and compelling secret societies for the campaign.
Privileges of Membership.
Those who join a secret society immediately gain the support of a wide body of colleagues. These friends will provide their new member with arcane training, financial resources, even magical items. Society chapter houses may contain huge reservoirs of knowledge, monetary wealth, and caches of arcane devices for use by members of their Order. A necromancer joining a secret society may gain access to the Order's huge spell books to augment his or her own personal power. A priest, on the other hand, gains the spiritual support and guidance of other members of his or her own religion. He or she may also gain access to new spells and devices which can only be fabricated or granted by members of the religious Order.
Finally, there are the social intangibles of belonging to such an organization. These sorts of things may not mean much in terms of strictly interpreted game statistics, but they are still fundamental motivators of human behavior. Membership in a secret society is considered a privilege by those who belong to it, and even its evil subscribers truly feel a sense of fellowship and camaraderie with their peers. The most depraved necromancer may still crave to be welcomed and appreciated by a few fellows who understand his or her problems and arc interested in helping resolve them. Members of a secret society quickly come to believe that they belong to a privileged community of the elite.
Rites of Passage.
As their very name implies, a secret society is a covert organization whose existence, location, purpose, and agenda must all be kept strictly hidden from the mainstream civilization. This is usually done to protect the society and its members from its enemies (either civilization as a whole, a reigning government, or an opposing secret society). Incidentally, this intense aura of secrecy helps reinforce the sense of mystique, privilege, and all the other social intangibles associated with the Order as well. Every secret society contains a set of codes, recognition signals, and an established rite of passage that ensures its continued secrecy and the loyalty (fanaticism) of its members. Potential new converts are not immediately welcomed into a secret society. There are numerous tests and secret rituals that must be performed in order to become a member. By performing these rites (however abominable), an aspiring member gradually "proves his worthiness" to the Order and is finally allowed admittance as an initiate.
The Goal.
Once indoctrinated, an initiate is usually assigned one or more members of the Order to help complete the training (brainwashing). Even good-aligned societies attempt to mold the minds of their members to establish some sense of conformity and provide motivation to work for a common goal of extraordinary importance. This brainwashing can be accelerated, if need be, with mind-influencing magic and medicines, but it can just as easily be performed by a highly charismatic individual with a thorough understanding of human nature.
A society's true goal is almost never revealed to its low-ranking members. As they "prove their worthiness" in a sequence of increasingly difficult tests, small pieces of a much larger puzzle are gradually revealed to them as they rise in the ranks of membership. Finally, only after their unswerving loyalty to the Order has been proven by countless tests, the true hidden purpose of the organization will be revealed to them, like a religious epiphany. A covert Order maintains a cult of secrecy even within its own hierarchical organization. Only the highest members realize its true agenda. Although a secret society can exist for a good or noble purpose, their methods of indoctrination and brainwashing are easily twisted and can become a powerful tool of evil. They are thus ideal tools for both corrupt necromancers and fanatical death priests.
Complete book of Necromancers
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