Difference between revisions of "Necromancy"
(→Tools) |
|||
(One intermediate revision by the same user not shown) | |||
Line 91: | Line 91: | ||
'''Domination''': Through the Cardinal Resonator, Domination — the total control of an undead — becomes possible. This is done much as the description of the Cardinal Resonator lays out, with no further layers of mechanical complication. However, Domination carries with it a few stipulations and requirements that are important to go over. | '''Domination''': Through the Cardinal Resonator, Domination — the total control of an undead — becomes possible. This is done much as the description of the Cardinal Resonator lays out, with no further layers of mechanical complication. However, Domination carries with it a few stipulations and requirements that are important to go over. | ||
− | Domination | + | In order for Domination to be performed, the subject must first be trained behaviorally through Transistors, and the Enlightenment Dial. After being trained, they must then be lobotomized by the Mortifier's Dirk. The cognitive capabilities of the brain are the main dividing factor in determining the two different types of undead on Atharen: Strigoi, or intelligent undead, and Husks, those with no purpose other than to be controlled by a Necromancer. |
A Husk does not have higher reasoning or high cognitive functions. They carry some instinctual awareness and are capable of learning tasks through procedural repetition, such as cleaning, patrolling, or formation. They can learn commands like animals and follow them without hesitation. Their 'memory' from their original life seems to play a part in their functions; a skilled bladesman will be a better Husk for fighting than a rube taken from the remains of a desecrated farm. However, they can never perform their skills to the same extent they could in life, and most find it difficult to perform complex tasks. Unlike Strigoi, Husks cannot perform magic. They do not have independent thought and cannot engage in conversation, though due to their functional vocal chords they can be trained to say certain things in reaction to others. They can never truly keep the ruse of intellect for long though. | A Husk does not have higher reasoning or high cognitive functions. They carry some instinctual awareness and are capable of learning tasks through procedural repetition, such as cleaning, patrolling, or formation. They can learn commands like animals and follow them without hesitation. Their 'memory' from their original life seems to play a part in their functions; a skilled bladesman will be a better Husk for fighting than a rube taken from the remains of a desecrated farm. However, they can never perform their skills to the same extent they could in life, and most find it difficult to perform complex tasks. Unlike Strigoi, Husks cannot perform magic. They do not have independent thought and cannot engage in conversation, though due to their functional vocal chords they can be trained to say certain things in reaction to others. They can never truly keep the ruse of intellect for long though. | ||
Line 110: | Line 110: | ||
==Apprentice== | ==Apprentice== | ||
− | Apprentice Necromancers | + | Apprentice Necromancers begin to progress in their Necrodoctoring; the ability to direct Necromancy towards healing and mending others, the magic corrective and reactive in nature. Given access to the Grafting Needle and Sinew Threads, their ability to mend and repair imperfections and wounds is considerable, though at this stage in their development they are rather slow and inefficient, and many of their fixes act as bandages rather than true replacements or repairs. In addition, they gain access to the Transistors and Enlightenment Dial, beginning their path towards behavioral manipulation in organisms. |
==Journeyman== | ==Journeyman== |
Latest revision as of 01:41, 8 September 2022
Contents
Introduction
While ancient sources focus on Necromancy's ability to compel the obedience of deathless masses of flesh, Necromancy is more a tool to manipulate biology, flesh and the ethereal concepts that compel growth and decay. A Necromancer — often called Necrodoctor — changes the composition of a living or dead thing, crafting lifeforms much as they please. As much as the World Magic applies to the primitive concepts of essence and soul, it is an interaction by mortals that allows them to tamper in the process of the evolutionary stream.
Origins
Necromancy first became prominent in the Kingdom of Silor, where it was used to reforge the nation's military and nobility, altering their bodies to reduce imperfections and further emphasize their virtues. Over time the art, when combined with Artificing, was used to rouse and compel the dead to act as a somewhat cognizant military force, often led by Elven generals and sent to brutalize revolting peasants and slaves.
Eventually, through the discovery of the Essence Calcifier, Necromancy became a tool that allowed Silor's elite to make themselves effectively immortal, altering their life force and slowing or completely stopping the process of aging and natural physical decay. Many consider this World Magic to be a staple of historical Elven supremacy, as well as the catalyst for their societal collapse. As such, modern mages view Necromancy as something that should not be indulged with, as it is rumored to have an inherent psychological effect on its practitioners; one that makes them fixated on deathlessness, preservation, evolution and unnatural change.
Given the ability to edit one's own characteristics as well as those around them, Necromancers are seen as individuals who stray far from the natural order of life.
Process
Unlike many other World Magics, Necromancy does not follow a specific process and largely depends on the alterations one wishes to make, and the specific tools necessary for these alterations. Both of these things will be detailed below.
Tools
Sinew Foam: Sinew Foam is crafted in a mortar and pestle, both objects saturated in and enchanted by ether. The way Sinew Foam is made is by placing tissue - living or dead - into the mortar, and grinding it with the pestle until it is a soft, almost milky substance. Due to the ethereal nature of the tools, the Foam is made easily. The Necromancer recycles tissue from one thing to apply to another, whether from different living things or to extract and alter the parts of the body they are working on. Whatever the case, once formed, the Necromancer draws the foam into a small handheld object similar to a gun and may release the foam through its nozzle. Once released it will rapidly begin to form and solidify, adhering to the material within a body that it first touches. By doing so it creates new material, which can be sculpted to edit the structure of a body from within. As an example, Sinew Foam may be able to elongate bones or pad extra flesh, but the Foam must be applied very precisely and edited with the next tool listed in order to be properly used. Novice.
Carving Sickle: One of the early issues of Necromancy is that alterations are often far from precise. As a result, the Carving Sickle has been integrated into Necromancy as a method of mending imprecise adjustments, allowing Necromancers to shape and correct anything created or formed within or outside of a body. The sickle is an instrument that often has many sizes; a typical Necromancer has six of multiple lengths, for making various and more precise adjustments. It is a tool with a small hook-like tip at the end, one that is specifically designed and enriched with ether in order to shave off excess from any particular tissue. The Sickle almost always needs to be used after any application of Sinew Foam, as well as many uses of Sinew Threads. Novice.
Embalmer's Tongs: The Embalmer's Tongs are a Necromancer's effective method of pulling, bending, reshaping and re-aligning parts of one's body (such as individual bones or organs) without disturbing others around them. The way they do this is typically by gripping a bone, muscle, etc., with a notch on the tongs locking them into place. The Necromancer then flips a switch along their length that will activate their ethereal effect. This makes any part of the body being touched softer and more malleable, easier to bend. The tongs will then often be used in conjunction with the Necromancer's own hands to reshape tissue before their grip is released, allowing the section of the body they were altering to recover. The Tongs, further, can be used to actually extract and place organs, making them an effective tool for transplants. Novice.
Grafting Needle: The grafting needle generally appears as a long, thin metal rod. Though seemingly not special on the surface, what distinguishes the Grafting Needle from another long sewing needle is its ability to generate and manipulate Sinew Threads, weaving them through and laying them into flesh and other organic matter. Apprentice.
Transistors: Transistors are small, metal capsule-like insertions that are surgically attached to the pons of a subject or Husk. Once placed, the transistor will unlatch, thin metal legs extending up into the midbrain and down into the medulla oblongata to keep the device attached, any attempt to remove it leading to the destruction of the subject's cognitive function. The Transistor is a conductive device, administering very low intensity shocks directly to the nerve center of the body, magnifying their intensity due to their proximal nature. Controlled by the Enlightenment Dial, Transistors are a key tool used by Necromancers to control thralls, and even the behavior of living creatures. Apprentice.
Enlightenment Dial: The Enlightenment Dial is a tool, called a remote by some, that allows for the administration of pons-medullar shocks through applied Transistors. At the very top of the remote, there is a circular, partially risen window that is generally lit red, changing color to green while administering shocks. Beneath that are eighteen small switches, which correspond to the specific eighteen Transistors calibrated to the individual Dial. All switches are numbered, and will say S-1 through S-18, meaning "Subject 1" to "Subject 18." If the Necromancer wishes to administer a shock to the thrall with the fourteenth Transistor, they must flip the switch before working on the dials themselves. There is also a small button beneath the eighteen switches that will flip them all to a positive or negative shock-clear at once, allowing for group punishment or reprieve.
Below the switches are four dials, with labels in Common written beneath each: Intensity, Stun, Duration and Sensitivity, the last of which limits shock if it perceives imminent, permanent neurological damage. Once the proper switches are flipped and the dials set to the Necromancer's chosen values, there is a button on the bottom that allows for the administration of a controlled shock. The Dial is generally used for behavioral training, and will often be used as a preliminary to ensure susceptibility to the later Cardinal Resonator, which often does not function on more intelligent creatures who have not been behaviorally trained by the Dial. Apprentice.
Sinew Threads: Sinew Threads are special in that they can be used to perfectly replicate or alter the organic material of a living thing, like the Foam which they share many similar features with, though Sinew Threads are often considered more advanced and requiring of more precision. The most common application of these threads is a reparative one; in fact, most Necromancers only become Necromancers in order to use Sinew Threads to heal. They can be made to replicate lost blood, bones, marrow, skin, flesh and other tissue, potentially even restoring lost organs. Once a Sinew Thread is lain through the Grafting Needle, the Necromancer is able to tweak the ether in the thread to change it to its desired composition. Additionally, as one becomes more skilled, they find that Sinew Threads can essentially worm their way into position, allowing for improved precision without actually needing to sew them in. Apprentice.
Sinew Cloth: Sinew Cloth is completely made from Sinew Threads, bound together to form a tight-knit foil of organic textile. It works similarly to Sinew Threads, being a highly adaptive material that mimics large quantities of the tissue it's grafted into, melding with it seamlessly after it's been fed ether. This is useful for substituting large amounts of missing or damaged tissue, such as burnt skin or punctured organs.
However, Sinew Cloth is mainly used with other purposes in mind. Sinew Cloth can be used to construct organs from scratch by highly skilled Necromancers. Since outside of the body Sinew Cloth has no organ to adapt to, different Activators that contain information on a certain tissue type and the necessary ether to activate the Cloth are used to create different types of organs. These organs are created by constructing, sculpting and sewing the Sinew Cloth together using Threads; activators are used afterwards to change each part into flesh. Substantial knowledge of anatomy is needed in order to create organs, as every component must be properly aligned. Blood vessels, for example, are created by constructing pipes using the thread, sewing them, and then using the corresponding activator to create a vessel. Thicker or sturdier structures, like muscle and bone, are created by rolling large amounts of tissue around itself and shaping it properly, using the activator afterwards. Journeyman.
Activators: Activators are liquid substances used to turn Sinew materials into the tissue of the Necromancer's choice. They're crafted by using the necromancer's mortar and pestle and only the correspondent type of tissue, blood and shards of unrefined Fragments or a similar ether source. They become clear, colored liquids that are then stored in flasks, ready to be used. By injecting or coating organs constructed using Sinew Cloth and Thread with the correct activator, the materials activate and change into the chosen type of tissue. There are five types of activators: muscle, bone, skin, vessel and nervous. In particular, the nervous activator should only be used on Sinew Threads, previously coated and instantly sewn into the desired organ, in which they turn into nerves after some time. It should be noted that Activators are not required in order for Sinew Threads and Sinew Foam to become usable tissue; Sinew materials still replicate any tissue they're grafted into. The Activators fulfill a specific purpose, as listed above. Journeyman.
Shaper's Pen: The Shaper's Pen is the skilled Necromancer's most prolific tool, and acts similarly to a welding torch. It allows the Necromancer to decay and remove dead flesh, skin, bone, enabling the Necromancer to rework parts of their palette without the time-consuming and often more painful application of the Carving Sickle. One thing the Shaper's Pen is known for is rapidly coagulating arteries around obliterated areas, allowing for safer removal of particular areas or cavities. It also has a switch that allows for a percussion option, which is often utilized to reshape or remove joints. Journeyman.
Mortifier's Dirk: The Mortifier's Dirk, or the Dirk, is generally used to pacify and diminish nerve functionality in a thrall. It is a dense, pen-like syringe with a dark green outer casing, with glowing green fluids interiorly that can only be seen through small windows along the edge of the pen. The end of it appears to be thin blade with a syringe valve at the end. There are multiple settings, each with a different switch, allowing for three different types of nerve-functionality reduction.
The first option is one that severely limits touch receptors in an entity, virtually removing their reception to pain. For this usage, the Dirk only needs to penetrate the dermis anywhere on the target's body, the bladed syringe injecting a high concentration infusion that will permanently alter the nerve cells. The second is generally known as the lobotomizing option, with the Dirk being injected into the back of the target's neck, reducing their overall cognitive functionality to make them more receptive to control. Finally, the Dirk can also be used to paralyze thralls, enemies or test subjects, injecting its dosage into the cervical or thoracic vertebra and forcing their entire body numb and limp. Journeyman.
Instinct Capturer: The Instinct Capturer allows the Necromancer to capture the cognitive abilities and mnemonic engrams (or memories), supposedly, of an individual living being. The Capturer is a glass jar with a funnel-like lid that, with ether, has suction-like capabilities. If the Necromancer is able to capture the brain of an entity, they can sew the contents of that brain into a dead life form with a Grafting Needle in order to give that thing an advanced form of cognition and self-awareness. By all means, the intellect of the revitalized dead will essentially mirror that of the living being it was meant to replicate. Expert.
Mortegraph: The Mortegraph, an opulent black instrument, was Atharen's first microscope, and it remains its most powerful. It is complex, with many different settings and dials for manipulating slides, its magnification changeable to allow a zoom of up to one hundred million times. The Mortegraph is modified to block out all objects save for chromosomes, and can view even individual strands of DNA clearly. With the Mortegraph, the Necromancer can issue verbal commands, asking the object to highlight specific genes or gene clusters responsible for individual or plural expressions or mutations. In effect, it allows for the Incision Remedifier to perform its work. Expert.
Incision Remedifier: The Incision Remedifier refers to the incision microtool itself, but the instrument also includes brass-colored digits that are slid onto the fingers of the Necrodoctor, the end of each digit allowing for the wielder to latch onto the Remedifier itself. The Remedifier is so small as to be unviewable by the naked eye, but under the Mortegraph it can be seen at the very ends of the brass gloves' fingertips. With one hand manipulating the Mortegraph, the Necromancer will press a button on the head of the microscope that suspends the Remedifier off from the fingertip it was attached to, small electric currents allowing it free-range mobility. The Necromancer will then draw their second glove back to the Mortegraph, using a set of dials to maneuver the Remedifier so that they might get it to work.
Simply put, the Remedifier performs incisions, or cuts, on specific pairs located along the helix of the DNA they are altering. The Remedifier is equipped with a tool to grip those genes, removing them or placing them elsewhere, and it may also change into a viscous fluid that encompasses and replicates genes or pairs. After a chromosomal strand is done being edited, the template can also be scanned and saved into the Mortegraph. The Incision Remedifier allows for complete and total germline modification, a Necromancer capable of modifying an organism to truly vast degrees. However, it is also renowned as the most difficult tool to use on all of Atharen, not only mechanically but due to the exhaustive amount of time required to perform truly impactful alterations.
Once a genetic template has been produced for splicing, the Remedifier is capable of applying templates to the nuclei of an individual's cells, alongside a fluid called the Trent Soluble injected into the subject via syringe. The replicating nuclei, suspended in this solution, will begin to send messengers to other cells in the subject's interstitial fluid to mutate the chromosomes throughout their entire body, every new replication producing their revised genes. Expert.
KLEX: KLEX was invented in Lorien, its abbreviated letters standing for Cardinal Leukocytic Enervation, 10th Model, in Common. KLEX is a large device: it is two sectioned halves of what looks like dark gold sheets, generally suspended over a bed. These sheets can be pulled apart, an arcanely-augmented ultraviolet light extending between them, the sheets working to fold and unfold it to a length of up to ten feet. Once turned on, the light will stimulate the production of new stem cells in the body of the subject while also energizing leukocytes to remove old anatomical infrastructure, which will — over time — result in their body being remade to its default genetic state, satisfying the exact specifications of whatever genetic template is imbued within them. This process is often very long, and very grueling, as the sheer breadth of alterations allowable through Genesplice make KLEX's scope either simple or invasive.
In most cases, KLEX is utilized if the Necrodoctor wishes to reset a subject or bring out changes that do not practically result from Incision Remediation, such as changing the quality of a subject's neurology in some way, or forcing bone structure changes. KLEX can also simply be used to accelerate the process of somatic cell division, so as to ensure changes performed through Genesplice take place more quickly. Most of those who undergo KLEX treatment will lay beneath the light for twelve hours a day, three days straight in order to see significant or wholesale results. Master.
Cardinal Resonator: The Cardinal Resonator is a tool that allows for a Necromancer to perform Domination, an alteration upon an undead's brain that results in their total submission to the Necromancer. The way the Cardinal Resonator works is through two components: first, through the Resonator itself, a master node implanted in the Necromancer's body. It is placed within the Necromancer's central nervous system, between the medulla and spinal cord. Next, through the capsule-like Transistors, grafted surgically into the pons-medullar area of the Husk. Each capsule is given a drop of the Necromancer's blood and is connected to the medulla through a series of root-like tubes, allowing for the Necromancer to control the undead directly, through their mind. Further details are within the alteration section. Master.
Forbidden Instruments
Essence Calcifier: The Essence Calcifier looks almost like a gun, and it is a Master's tool alone. Extremely rare, the crystalline fluid excreted by the Calcifier is capable of slowing or freezing the wilting of the soul. Combined with other tools of Necromancy, it is capable of making an individual truly immortal, often dubbed a prototypal-Lich. The full breadth of the Calcifier and its potential uses are not publicly known.
Alterations
Necromancy is capable of many different alterations, independently done or inspired by overall themes common to the magic. These alterations are those common themes: they are not the limit of what a Necromancer can do, but they serve as blueprints to well-established and effective methods of altering organics, living or dead. It should be noted that Alterations require the ability to use their specified tools, and thus the rank they are unlocked depends on the rank of the highest level tool involved in the alteration.
Transplant: Fairly early on, Necromancers are capable of performing very effective organ transplants, so long as they possess the medical knowledge and expertise to perform these on living beings. This is done by opening an area with a knife or scalpel, pulling the previous organ with the Embalmer's Tongs, and then using Sinew Threads to re-attach the organ perfectly in place. While this is often done on the living by mage-doctors, it is also done as a method of altering dead or particularly resilient living life forms, particularly if one is crafting a chimeric or irregular being.
Winnowing: Winnowing allows one to reinforce on and improve the characteristics of a living or dead being's physiology. It can be used to strengthen muscle and bones, harden skin, even perhaps improve upon eyesight or other inherent characteristics. Winnowing is highly limited and cannot be used to dramatically improve upon a being beyond their original state, with excessive enhancements causing physical degradation and eventual death. Winnowing is also temporary without Burnishing Balm, with its effects generally fading during a period of several weeks. It is performed usually with a Grafting Needle and Sinew Threads, sewing reinforced layers into flesh, organs, bones, skin, and so on. However, this makes it difficult for a Necromancer to perform on themselves, and only masters appear able to do so with consistency. Winnowing services are highly sought after by the Nobility, especially in Daravin, who view it as a method of acquiring true supremacy over others... though again, to limited effect.
When performing general augments to pad and reinforce muscles and bones, especially for larger animals or other creatures, Necromancers tend to instead simply use Sinew Foam. Sinew Threads — through Winnowing — is generally more precise, and tends to be applied to other intelligent beings.
Stitching: With Sinew Cloth, a skilled Necromancer — through Activators, anatomical knowledge and precision — can craft entire limbs and organs. 'Stitching' is what the act of doing so is called. Stitching is generally performed using a model, and many Necromancers will draw what are known as 'templates' in a journal of theirs. These templates will be drawn out thread-by-thread in some cases, though with Sinew Cloth speeding up the process to construct these memorized templates with ease. It should be noted that crafting limbs and organs from scratch is not something that will be quickly or immediately understandable for a Journeyman Necromancer. In order to do so, one must understand Activators and Sinew Cloth well, as well as building the manual skill and precision necessary to construct these organs and appendages. In general, Necromancers cannot effectively craft new limbs until at least Expert, though they learn through Journeyman and may be able to create flawed prototypes before then.
Addendum: An addendum is what a Necromancer performs when attempting to add something to a life form. Generally, Stitching is the pre-requisite to an addendum, but a particularly creative Necromancer can also create addendums through scratch and then add those templates to their collection. This, however, takes a long time and is generally reserved for Experts and above. Nevertheless, adding an addendum usually begins by carving (with a Sickle) a particular section of skin, flesh and bone to allow for the addition to be made. Once this is done, it will either be created by individual Sinew Threads with a needle, or crafted like a textile by the Sinew Cloth.
An addendum done this way will effectively work on an organic entity, but due to the individual essentially carrying a foreign limb or organ, their brain will have a difficult time controlling this limb well and it will generally act in an inconsistent and inferior manner. Addendums are diverse and are essentially limited only by creativity or by what life forms are currently available as templates. Additionally, they are bound by physiological realities. One can give a man wings, for example, though he may not be able to fly. To do so requires adequate strength in said wings, or lightness in his form. As such, Addendum is often connected with Winnowing.
Genesplice: Genesplice, or Splicing, is the process of actually performing chromosomal incisions into a subject's somatic cells or gametes, and altering their genetic template through this effect. This can be done manually by suspending individual cells in fluid and altering them with the Incision Remedifier, or through templates of those manual edits, copied and reconstructed with the Mortegraph. Either way, the cells must be allowed to replicate, injected back into the body with a catalyzing fluid that informs other cells to replicate these mutations. Genesplice can change almost any detail about any organism, but it is incredibly time-consuming and complicated, and requires more time, skill and delicate management depending on the complexity or potency of the mutation.
Replica: The act of performing a 'replica' is done through the Instinct Capturer. It gives an entity the intellect of another being, or even their own intellect, whether they are living or dead. While there are many horrific stories around Necromancers infusing replicated intelligence on already living, sentient humans, this is nearly impossible and this act tends to be reserved for unintelligent animals or the undead. An interesting thing to note; intelligent household animals acting as mage familiars is the reserve of a Necromancer, as they often imbue the intelligence of lost loved ones into simpler forms. Most common with Replica is installing the cognitive function of unintelligent animals into other life forms, providing the dead a facsimile of life for whatever purpose the Necromancer may require.
Imposing: Imposing is done on a variety of animals, undead and those with replicated intelligence, and it is done with the Shaper's Pen and an Instinct Capturer, funneling intelligence or sentience into the Necromantic jar only to shape and alter it with an almost divine authority. Generally this can never be performed on intelligent life unless, as stated earlier, the intelligence was replicated — but a body that is too powerful or a mind that is too sharp appears to be capable of overcoming imposing. What imposing effectively does is manipulates the cognitive priorities of an entity to the liking of the Necromancer. This is almost always done first and foremost to protect them from their own creations, as they are capable of making themselves and selected others immune to the wroth of altered beings. More than that, it is capable of changing cognitive functions, such as making an altered life form prioritize raising their young over hunting, or prioritize killing prey over searching for fruits, et cetera. The possibilities of Imposing are seemingly limitless, but Imposing is very dangerous and over-complicating a being with too many layers of commands always results in them going rabid and murderous.
Transference: Transference uses the Essence Calcifier and Instinct Capturer to suction and redistribute a formerly living being's soul. This, the rarest and most controversial form of Necromancy, provides the Necromancer with the ability to recreate lost life in the body of the dead or cognitively hollowed out (which one can do with an Instinct Capturer and Shaper's Pen). Rather than resurrection, it is the transference of life from one body to another, retaining the independence and depth of the soul and its tied intellect. While countless Necromancers have attempted to perform Transference on themselves throughout history, it appears impossible, though many have essentially revived dead loved ones in this way. Unfortunately, the transferred always changes in some way, and many adjust poorly to the psychological effects of their new form. Without active use of the Calcifier in preserving their soul, as well, they will seemingly die at random once their initially intended lifespan has been long exceeded.
Domination: Through the Cardinal Resonator, Domination — the total control of an undead — becomes possible. This is done much as the description of the Cardinal Resonator lays out, with no further layers of mechanical complication. However, Domination carries with it a few stipulations and requirements that are important to go over.
In order for Domination to be performed, the subject must first be trained behaviorally through Transistors, and the Enlightenment Dial. After being trained, they must then be lobotomized by the Mortifier's Dirk. The cognitive capabilities of the brain are the main dividing factor in determining the two different types of undead on Atharen: Strigoi, or intelligent undead, and Husks, those with no purpose other than to be controlled by a Necromancer.
A Husk does not have higher reasoning or high cognitive functions. They carry some instinctual awareness and are capable of learning tasks through procedural repetition, such as cleaning, patrolling, or formation. They can learn commands like animals and follow them without hesitation. Their 'memory' from their original life seems to play a part in their functions; a skilled bladesman will be a better Husk for fighting than a rube taken from the remains of a desecrated farm. However, they can never perform their skills to the same extent they could in life, and most find it difficult to perform complex tasks. Unlike Strigoi, Husks cannot perform magic. They do not have independent thought and cannot engage in conversation, though due to their functional vocal chords they can be trained to say certain things in reaction to others. They can never truly keep the ruse of intellect for long though.
Domination on a Husk can be ceased by temporarily cutting the connection between a Husk and the Necromancer. This only needs to be done mentally, though it is automatically done if a distance of more than five miles is met. Too many connections through transistors can overwhelm a Necromancer, causing the commands they send through the Resonator to be delayed and less clear. For this reason, actively controlled undead should never number more than a dozen Husks or two.
Impact
Necromancy, more than many magics, has had a profound effect on life in Atharen. As much as it is treated with revilement and suspicion by traditionalists and the highly religious, as well as those with anxiety around magic in general, Necromancy has found a way to weave itself into virtually every society at a fundamental level. When one speaks of medical science in Atharen, they speak of Necromancy, to the point where many scientists believe Necromancy has held back improvements in medical science merely through its existence.
Equally as many argue that Necromancy, generally called Briomancy when used in the context of healing and medicine, is superior to all scientific alternatives and that it has done immensely wonderful things for the global populace. Necromancy, while difficult to perform and certainly to master, has been used in the past to save countless lives, cure terminal illnesses and diseases in specific individuals and even to alter genes in others, granting them resistances. Furthermore it has been used to transplant organs, infuse blood, restore eyesight to the blind, mend cripples and all manner of truly phenomenal deeds. As such, particularly for the wealthy, Necromancy is sometimes seen as the norm in medical service. While common doctors and surgeons are the go-to of the middle and lower class, the truly privileged of society see mage-doctors first and foremost.
But there are other effects on society that Necromancy is not so loved for, but equally well-known for doing. Creating entire underground subspecies and chimeric life-forms, often prioritizing their experimentation over other living beings. Creating super-beasts, though over time and with severe dedication, that are capable of assaulting towns and providing them with megalomaniacal power and influence. Not allowing loved ones to move on in death; stealing purpose from living beings through the Instinct Capturer, and of course, imbuing corpses with instinctive and rudimentary intelligence so as to command them to the Necromancer's will.
They are equally, also, known for their hubristic desires for immortality. While many assume that the folly of Necromancers attempting to achieve immortality ended with the fall of Silor, it is a little known fact that prototypal-Liches are still being culled by the Black Sigil even today, cursed for their impudence. Prototypal-Liches are often considered the worst of all mages, blinded by a desire to achieve, expand and remain, seemingly bound to look down upon others with ire and spite. For these reasons and many more, Necromancers are often hated as much as they may be viewed as a necessary presence in life.
Novice
A Novice Necromancer is poor at, really, anything more than transplanting easily-grafted organs and generally only with great medical expertise. They have access to three tools to begin with: Sinew Foam, the Carving Sickle and the Embalmer's Tongs. Most Necromancers at this stage focus on forensics and dissection, learning of biology and physiology through direct experimentation while applying their tools to make minor adjustments and augments.
Apprentice
Apprentice Necromancers begin to progress in their Necrodoctoring; the ability to direct Necromancy towards healing and mending others, the magic corrective and reactive in nature. Given access to the Grafting Needle and Sinew Threads, their ability to mend and repair imperfections and wounds is considerable, though at this stage in their development they are rather slow and inefficient, and many of their fixes act as bandages rather than true replacements or repairs. In addition, they gain access to the Transistors and Enlightenment Dial, beginning their path towards behavioral manipulation in organisms.
Journeyman
The Journeyman has gained access to the Sinew Cloth, Activators, Mortifier's Dirk and Shaper's Pen, allowing them to rapidly regenerate, alter and degenerate life forms. Their Briomantic capabilities are much greater now and Journeyman Necromancers are highly skilled at saving critical patients, as well as embalming the dead to near-perfect liveliness. The Journeyman is now capable of crafting whole limbs or organs through Stitching, often based on a model, or through individual thread-by-thread construction. This allows them to add whole limbs or organs to other beings, as well as skillfully extracting previous ones in order to change their physiology.
Expert
With the Instinct Capturer, Instinct Remedifier and Mortegraph now able to be properly harnessed, the Expert Necromancer focuses on permanence within their changes, capable of permanent genetic and cognitive alterations. It is at this point where a Necromancer truly becomes capable of creating new life forms, as they are able to dramatically modify both the living and the dead. The line also begins to blur a lot more between the two, now, with cognition seemingly far from limited to the living.
Master
As the Necromancer gains access to the KLEX mechanism at this level, they are able to accelerate or solidify genetic changes to an organism. Finally, through the Cardinal Resonator, they may wholly control unintelligent undead. A Master Necromancer begins to be able to reshape and control Husks or even living creatures to their will, an infinite variety of options available to them, so long as they are precise and dedicated enough to explore them.
Restrictions
1. Any Necromantically adjusted life forms that have been made subservient to the Necromancer must be submitted to the Player Creations forum for approval, and will be monitored and regulated.
2. Changes made to a PC by a Necromancer must be listed in their CS, in a dedicated area titled 'Addendums and Genesplices'.
3. Necromancy cannot be used to construct brains or glands from scratch, though a truly skilled Necromancer may repair a damaged brain or gland.
4. Necromancy cannot cure any diseases or effects of Magithermal Entropy or Mageblight, though it may temporarily alleviate symptoms and reduce the chance of death.