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The Necromancers Cookbook

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  • The Necromancers Cookbook

    So this is just a small list of necromantic creatures based of a certain game series that if you manage to guess I will high five you through the internet.
    I'll be doing this a bit rp like so just bare with me and know that I'm bad at making stats so I leave that up to you.
    so here we go.

    Greetings fellow seekers of knowledge, in this book, I shall teach you how to improve your armies of the dead with some additions.

    First are the backbone of any true necromancers army, the Thrall.
    As we all know, zombies are not useful for anything but as screening troops.
    Any necromancer worth his salt would not be seen marching with zombies, that is why you should instead convert them into thrall instead.
    The way to do this is simple.
    All you need to do is empower the necromantic bindings to give them improved strength, arm them with heavy axes and then reinforce their joints with metal plates.
    If you have access to large amounts of time and metal, We suggest that you have heavier than normal axes forged to prevent the enemy from using them properly.
    When it comes to reinforcing them with metal plates, be sure to nail or screw the plates onto the thrall, you don't want to use actual armor as that can be used by the enemy.
    One clever trick is to give them heavy metal boots as well to prevent them from floating if they walk under water, letting you perform sneak attacks from rivers and similar deep bodies of water.
    If it's your first time creating thralls, We suggest that you take about a week to refine the bindings to allow the thrall to use it's axe as efficiently as possible whilst still keeping it cheap and quick to create.
    Warning, keep thrall far away from short bearded men with a passion for pyrotechnics and explosions!

    Hollow Men.
    The Hollow Men are far more difficult to create than a thrall but they make for excellent ranged troops.
    To perform the ritual required to create a Hollow Man, you need to have a willing subject.
    The easiest way to make the subject willing is to find the object that the subject love above all else and then extinguish every memory of that object, making the subject willing to die.
    You now need to extract the Subjects skull, ribs, arms and internal organs before you perform the ritual described on page twenty-five.
    The resulting creation is an intelligent undead hovering above any surface through their memory of legs.
    The being produces a toxic miasma that causes any plant life it hovers over to wither and die.
    In combat the Hollow Men are poor choices for close combat as they cannot wear armor and severe damage to the internal organs will cause it to expire.
    Ranged weapons are thus to be preferred as the miasma will infest it's ammunition, poisoning them.
    Thus we highly recommend that any living members of our esteemed society wear gloves when performing repairs upon Hollow Men as even a scratch can kill you.

    The Wight is an excellent weapon of fear and destruction when used properly, if used carelessly however it can turn your own army into dust.
    To create a Wight, you need the following ingredients, polyps from the Death Stench Fungus, firedust, Jadebeak maggots* and dung.
    *Jadebeak maggots can be exchanged for nearly any other typ abnormal corpse maggot, but the Jadebeaks make for natural shrapnel and is thus preferred.
    Death Stench Fungus polyps can easily be found if the fungus is planted on a corpse, it is however even more potent if planted inside a still living subject.
    We recommend that you have your fungal subject locked up in soundproof rooms.
    The Fungus itself tend to grow in shadowland swamps in the east.
    Firedust is not necessary but increases the effectiveness of the Wight.
    To create the Wight, you need to open the subject and fill it's stomach with the ingredients, make sure you seal the subject properly once you have done this.
    Next you need to let the subject ripen in the sun for at least two days.
    When the subjects body starts to wriggle and bloat, it means that the procedure was successful and the subject is now filled with highly Pyrophoric gases.
    Resurrect the corpse and keep it far from anything pointy.
    We suggest you transport it wrapped in leather on wagons or other transports to reduce the risk of a premature explosion.
    Send the Wight out ahead of your army and send them towards the enemy.
    Once the enemy attacks the Wight, the wound will cause the gases inside it to ignite causing a splendid explosion.
    As an additional benefit, the Wights explosion is highly infectious causing even minor damage to develop deadly infections.
    P.S. Wash gloves properly after touching dung.

    Iron Puppets.
    Iron Puppets are quite expensive but also very useful as bodyguards.
    Whilst some may claim that you could just as well use war ghosts, Iron Puppets cannot be disrupted like the war ghosts forge-born form.
    It is bound to the construct, it does not possess it, therefore an enemy needs to destroy the construct in order to slay the Iron Puppet, making it far more durable in the world of the living.
    To create a Iron Puppet, you need to bind the souls of a still living subject to a construct body, the construct body can be made out of almost any material but we recommend iron if combat is the purpose of the Puppet.
    The ritual is described on page fifty-three.
    The resulting creature is a incredibly strong and resilient creature that will follow your every command.
    Armor can be added on top of the construct to mask it's nature and increase it's durability even further.
    We recommend going for intimidation more than protection when choosing armor for the puppets, as damage capable of causing harm to the puppet is likely to be too powerful for armor to have any effect.
    Do remember that the puppet needs to be roughly the same size and shape as the subject, so you cannot use a four armed puppet with a two armed subject or the memories used to give the puppets it's ability to move will cause malfunctions.

    Discovered and named by the brilliant necromancer Morha, the Fetch are highly useful and quite sociable creatures.

    WARNING: The Fetch are NOT thrall or just another of your undead minions. Fetch are highly intelligent creatures given life through the ritual we are about to describe and are thus to be treated fairly and with respect.

    To create a Fetch, you need to perform the ritual in the center of the labyrinth next to oblivion itself.
    Bring a few unharmed female subjects into the mouth of Oblivion.
    We recommend that you bring a large force of combat minions or a servant/companion with the power of a shade, deathknight or a Lich as the ritual tend to attract the presence of hungry ghosts, mortwights and similar disruptive creatures that can cause the entire ritual to fail.
    Once inside the center of the labyrinth, proceed to paralyze and skin one of the subjects, take extra care to not cause damage to the skin and make sure you get the entire skin, head included.
    process the skin and then sew it back together again, take care to seal it so the only opening is the mouth.
    Now all you need to do is wait.
    If you are unsure if you have succeeded with the first stage of the process, you will know that you have gained the attention of the Fetch if a cold shiver ran down your spine at any point during the first step.
    If nothing happens, observe the other subjects you brought, if any one of them is sweating profusely, use that subject instead as the Fetch can be quite picky about how they are to appear.
    If you were successful, the skin "suit" will begin to fill up with a black cloud like substance, take care to mend any leaks you can spot during this process.
    Once the skin is full, swiftly seal the mouth.
    Congratulations, you are now the proud employer of a Fetch.
    P.S. Make sure to bring spare clothing as the Fetch like we mentioned earlier, are intelligent beings and do have a sense of modesty, so do make a good first impression.
    The Fetch are excellent assistants and entertaining conversation partners (unless you have a fear of telepathic communication).
    They possess knowledge that most of you cannot even begin to fathom, so do make sure to listen to what she says.
    They also make some quite fascinating music instruments, so if they ask to be given a subject do humor them because soon there will be some quite inspiring otherworldly tunes filling your laboratory.
    If forced into combat, the fetch do possess some highly devastating powers that would even give a deathknight second thoughts about engaging her in combat.
    However, the Fetch are very fragile as even a single tear in her "suit" is enough to cause the black cloud that makes up her true self to dissipate, leaving only a heap of useless skin behind.
    Before you even think about trying to mass produce Fetch, know that the act of summoning them tend to stir powerful creatures in the labyrinth, even creating two of them tend to result in the appearance bloodthirsty Nephwracks or worse, so only create one then let the natives of oblivion settle down for at least a few months before attempting to create another Fetch.

    The Shades are one of the simplest creatures to create but they are also the most dangerous to create.
    To create a Shade you need to bring the remains of a powerful subject (the corpses of the Chosen are the best to use) and bring it inside the tomb of one of the dead gods.
    Make sure that you have the means to find your way back out again.
    Go so far into the tomb that you can no longer see the entrance, then make a binding circle as described on page seventy eight.
    The corpse will soon be enveloped by darkness and stand back up again.
    Now is when things get dangerous, Shades are notoriously independent and will attempt to cause harm to anyone that tries to command them.
    This means that you will have to quite literally beat the shade into submission before you can make any attempts to bind it.
    Some of you may be foolish enough to think that such a feat would be no problem.
    A Shade is a being capable of fighting even the suns chosen or the Deathknights.
    They have supernatural physical abilities and incredible necromantic powers, surpassing even nephwracks.
    The Deathlords themselves rarely employ Shades as not even they can command them without placing ritual bindings upon them.
    If you manage to defeat the Shade, you need to force the being that has possessed the corpse to tell you it's true name.
    You then need to engrave both the corpse's name and the name of the being into the bindings and then craft it a new name in order to control it.
    If you manage to do all of this correctly you now have a Shade under your command, but be aware that it will seek every opportunity to break free, so make sure you give them very clear commands that they cannot intentionally misinterpret to cause you or your plans harm.
    The one time you can trust a shade is when fighting the chosen.
    They hate the chosen even more than they hate you and will do everything in their power to see them suffer.
    WARNING: Do not attempt to create more than one Shade at once, as the creation of Shades tend to disturb the dead gods and even the creation of a single Shade will leave your return back out of the tomb entirely to the mercy of the dead god...
    And mercy is something they have a severe lack of.
    P.S. Shades cannot pass flowing water, despite always floating above the ground.

    To transform yourself into a Lich is a incredibly difficult task and should only be performed by those that are absolutely sure of their ability to complete the ritual as even the slightest doubt will leave you dead.
    Gather the ingredient and object or objects of equal or greater power than those described at page ninety-eight.
    Follow the instructions described at that page and make sure everything is EXACTLY as described.
    Once preparations have been made, drink the concoction and perform the ritual.
    No other living or dead creature can be present as you perform the ritual or their presence will disrupt the ritual and it will fail.
    Speak the words loud and clearly.
    If you have done as instructed and are now reading this, CONGRATULATIONS brother/sister, let me be the first to welcome you to the ranks of the true knowledge seekers and let me extend an invitation to the society of necromancers.
    You are now a lich, a being whose souls are contained in a vessel separate from their body and thus as close to immortal as one can get.
    The only way anyone could actually kill you would be if they destroyed the vessel containing your souls.
    So make sure to keep it far away from any shades you plan to summon.

    That is all for now.
    Signed Bal'al, Lich and head of the Society of Necromancers.
    "Knowledge is power, power is knowledge"

    Hope this was enjoyable to read.
    And just to clarify certain things, the way I see necromancy is kind of like a science when compared to sorcery.
    This gives Necromancy a different feel compared to sorcery instead of it just being sorcery except usually worse and with corpses slapped on top of it.
    And with the science feel to it, it opens up for characters obsessed with knowledge to join the ranks of necromancers as well.
    With the Fetch you can also try to open up the more Eldritch parts of necromancy as well.
    With the Shade you can have undead that can sit anywhere between nephwrack all the way up to near deathlord level of power as antagonists.
    With the Thrall you have something that bridges the gap between zombies and war ghosts, without being bound to night time battles only.
    The Wights adds some surprising and terrifying firepower to the undead forces, it has a necromantic construct feel to it without needing to go all the way up to bonestrider and similar constructs that need constant maintenance thus robbing necromancy of it's "army that need no food or rest" charm.
    "Army that need no food or rest, but does require twenty hours of servicing every two days of use" just doesn't have the same feel to it.
    Iron Puppets gives you the ability to have powerful bodyguards in both the underworld and creation without them having a "i only have four hitpoints in creation" penalty that the war ghosts have, whilst also remaining expensive enough to prevent massive armies of them from being created.
    With Liches you can have reoccurring bad guys that are close to deathlords in necromantic powers but with goals of their own that can be all manner of things from the destruction of on particular city or nation that wronged the lich during it's lifetime to summoning horrors from beyond the wyld all in the search of knowledge.
    The Society of Necromancers adds an independent neutral faction to the underworld that can work both with or against the deathlords, as well as serve as a faction that rogue deathknights may try to join in order to avoid their betrayed lords wrath.
    Or just as a faction where characters can learn necromancy in exchange for payments or favors.
    The Society of Necromancers is not a good faction but neither is it a "maim kill burn all the puppies" type of faction, it is a faction that lacks empathy but without "unnecessary" cruelty.


    I'm making the Tales of Exalts webcomic
    alchemical report
    the fall

  • #2
    I don't know where it's from but I read that in The Mentor's voice.

    Looks fun. Not sure about how powerful these creations are. I like the idea of bolting armor directly to the undead though.

    Hi, I'm JohnDoe244. My posts represent my opinions, not facts.


    • #3
      Originally posted by JohnDoe244 View Post
      I don't know where it's from but I read that in The Mentor's voice.

      Looks fun. Not sure about how powerful these creations are. I like the idea of bolting armor directly to the undead though.
      A pretty good choice of voice.
      As for roughly how powerful they are well.

      Hit's harder and can take more punishment than zombies but they still have pretty lousy dice pools so it's a bit of a case of rarely hits but when they do it hurts.
      They also posses a Might bonus (if the thralls are of very high quality Might 2 otherwise Might 1) that makes them a threat as battle groups.
      They do however have a natural parry of 0 and a penalty to initative, one of the chosen will have no problem what so ever dispatching a lone thrall, they are all about quantity.

      Hollow Men
      They make for good utility and can be used as commandos and ambush troops as they can traverse pretty much any terrain and send a few dozen of them to just hover over an enemy farm and you will have field of poisoned rotten crops.
      Otherwise they have pretty ordinary stats with the addition of strong poison on any projectile attack.
      To compensate for this balance wise, they are very squishy with no soak and only four health levels and no bleed out.
      So they are a bit of a glass cannon.
      And they perform poorly in melee.
      The fact that they retain intelligence upon raising also mean that they can do grunt work such as attaching plates on thralls and such up to low level crafting assistants.

      These deal massive amounts of damage but are one time use units.
      And they can inflict friendly fire so it could be something that players in dire situations can use to their advantage.
      If a melee character ends up face to face with a Wight well then things will be a bit complicated but they will most likely be able to outrun the wight as it is about as fast as a "pass out at any moment drunk grandpa with a back problem".
      For ranged characters they will not pose much of a threat unless they are too close.

      Iron Puppets
      These guys can hit pretty hard and perform some pretty impressive feats of strength, but their primary role is that of elite troops or bodyguards so they are pretty darn tanky.
      They do however weigh a lot so with some clever stunting and planning, players can probably beat them rather swiftly or at least disable them.

      These serve the role as competent assistants to necromancers without it being a patchwork Igor or a completely mental scientist.
      As for fighting, they are an absolute glass cannon, when they hit, they hurt, a LOT.
      However they have not the most impressive defensive stats and only a single health level.
      If that goes then the Fetch is gone, so it' pretty crucial to get that first hit in on the Fetch since it can possibly break your initiative in a single hit.
      It can however also inflict friendly fire as it uses ranged lightning to attack.
      For mortals a Fetch is a pretty intimidating enemy on it's own as it's likely to oneshot them.
      For the chosen it will be intimidating until they hit it or if it has allies backing it up.

      These are pretty much entirely up to the story teller to decided at just how powerful the Shade is.
      Depending on the thing that possess it and the body it possess, it can go from Nephwrack all the way up to schooling Octavian or Ahlat.
      They do by default possess at least basic necromancy allowing them to command and raise the dead, but once again depending on who the corpse was, they can even posses sorcery or they can end up with just that basic necromancy but amazing physical combat skill.

      Well, these are pretty much as powerful as a none deathknight necromancer can get, the chosen cannot perform the ritual required to transform into a lich as their powers disrupt the rituals powers and thus only end up dead if they try.
      Other than that, it's up to the Story Teller to decide just how strong the Lich is, but even if it's a Lich with powers just above a Nephwrack, their really big thing is their inability to be killed.
      Even ghost-eating technique and that type of charm that let's you perma kill spirits wont affect a Lich due to the fact that the body that they defeated didn't have the soul inside it.
      Then some time later they may end up facing that same Lich again but this time the Lich is likely to have prepared itself for the tricks of the players.
      As for how strong the Lich can get is up to the Story Teller.
      But the "average" Lich is a powerful necromancer not guaranteed but possibly in the possession of third circle necromancy spells.
      Last edited by Xanroth; 07-21-2019, 06:47 AM.

      I'm making the Tales of Exalts webcomic
      alchemical report
      the fall


      • #4
        Very interesting and useful bits mate! I can't wait till we get Necromancy in full in the books.

        It is a time for great deeds!


        • #5
          Originally posted by Eldagusto View Post
          Very interesting and useful bits mate! I can't wait till we get Necromancy in full in the books.
          Thank you.
          Also I agree, I hope it will have a different feel than sorcery just so it isn't sorcery with bones and ghosts glued on top of it.

          I'm making the Tales of Exalts webcomic

          alchemical report
          the fall


          • #6
            Well time to expand a little bit on the Society of Necromancers.

            The Society of Necromancers is an organization older than the Deathlords, some say it was founded in the first age.
            The Society of Necromancers has always been a neutral faction in the Underworld, only ever taking action against any other faction if they've been greatly offended or suffered great harm at the hands of that faction.
            They are willing to help anyone that asks them for aid, but they do so for compensation in the form of knowledge, artifacts and magical ingredients.
            The help that they are willing to offer is limited to access to their libraries, training, workshop access, trade and sanctuary.
            The Society of Necromancers have a single powerful underworld manse shaped like a Tower, located on an island surrounded by a permanent storm.
            The members and close allies of the Society are given special keys that allow them to open back doors that leads to the Societies tower from anywhere inside the underworld.

            Whilst being a group dedicated to knowledge and research, the Society knows the importance of military power and has a significant army of undead constructs stationed as guards inside the Tower.
            The Tower itself is a massive obsidian pillar that reaches far beyond what the eye can see, some say that the tower is so tall that it pokes out in Creation.
            The Tower is an impenetrable bastion thanks to the enchantments and traps added to it over the Millennia that the Society have called the Tower their home.
            The Tower has a massive interior, far larger than it's exterior would suggest.
            Inside the otherworldly tunes of the instruments crafted by the Fetch can be heard throughout the Tower, inspiring those with a connection to the underworld and driving others slowly insane.
            (Rule for this is that any deathknights, undead or necromancer inside the tower gains between 1-3 none-charm bonus dice to crafting rolls, others needs to roll a wits+integrity difficulty 2 check or lose a point of willpower. If they have no willpower left, they gain a mental derangement).
            The workshops of the Tower range from ordinary to great forges rivaling those found in the first age.
            The libraries of the Tower have one of the most impressive collections of knowledge in the world, depending on where the players stand with the Society, they can gain access to more rare books.
            There are also multiple lecture halls, training rooms and secure ritual chambers capable of containing the wrath of even a third circle demon.
            The Tower also contains great store rooms filled to the brim with High Quality Thrall and Iron Puppets, ready to rush to any part of the Tower in moments.
            There is also a great Vault in the deepest floors of the Tower, this is where the Society stores their artifacts and most valuable secrets.
            (Things that could possibly be found inside the Vault are "original broken winged crane", Autochthons notes on the creation of the Exalted and the true names of the Neverborn are but examples of what a story teller can place inside the Tower's Vault).
            A large amount of mortal Necromancers call the Tower their home as do several Liches.

            The Society of Necromancers Liches are all considered as ancients, the "youngest" of their number being several centuries older than the Scarlet Empress.

            Bal'al the First Lich, head of the Society of Necromancers.
            The Head of the Society, Bal'al, is said to be from the early first age and there are rumors that say that he's as old as the Underworld itself a rumor he have neither confirmed or denied.
            Bal'al spend most of his time studying and recording the history of the artifacts locked inside the Towers Vault.
            Bal'al can read the history of an artifact by observing the microscopic scratches upon them, this can lead to new Evocations but it can also lead to the Loss or change of Evocations as the myths of an artifacts become confirmed or debunked.
            Bal'al can be used as a mentor for almost all abilities, sorcery, necromancy and most martial arts, even some sidereal.
            Whilst Bal'al is incapable of using sidereal martial arts, he has enough understanding of it to teach those capable of learning such martial arts.
            (The reason he knows such powerful martial art is due to them being given to him as payment for services provided in ancient times).
            Only those that are allied with the Society can receive such training.
            His main motivation is the gathering and preserving of knowledge.
            (The purpose of Bal'al in a story, he serves as a source of knowledge and training to players, however he does not give this for free and will want equal amounts of knowledge in return. This price can go as far as powerful artifacts possessed by the players, making him a kind of shortcut with a heavy price).

            Damas, First Guardian of the Vault.
            The creature known as Damas is a armored humanoid wielding a glave.
            No one but Bal'al and the Second Guardian of the Vault knows what Damas is.
            Damas is the guardian of the Towers Vault.
            He is almost invincible inside the Tower.
            Anyone caught to breaking into the Towers Vault will have to face Damas.
            If somehow Damas is slain, he will reform again after three nights.
            Damas accepts surrenders and will fight unarmed opponents with his fists.
            Damas is capable of fighting demons of the Third Circle.
            (the purpose of Damas is to prevent players from just brute forcing their way into the Towers Vault. Stealing from the Vault is a massive undertaking and require careful planning and more than a little luck).

            Ravanna, Second Guardian of the Vault.
            Similar to Damas in both power and mystery, Ravanna is the Vaults Second Guardian.
            Her primary duty is patrolling the interior of the Vault and retrieving anything stolen from it's halls.
            Three times has an item been stolen from the Vault, all three times have they been returned thanks to Ravanna.
            The first two thieves she slew, the third thief however returned with the artifact to the tower and begged forgiveness, he was allowed to leave unharmed.
            Ravanna can sense the artifacts of the Vault and is drawn towards those that have left the Vault without Bal'als permission.
            Like Damas, Ravanna reforms after three nights if she is slain.
            (The purpose of Ravanna is to keep players that have actually managed to steal from the Vault, on their toes).

            Hopefully this piece is somewhat interesting.


            I'm making the Tales of Exalts webcomic
            alchemical report
            the fall