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otherwindow:

Get ready for climate-based Necromancers:

Tropical Necromancers (Beach/Rainforest/Sea)

  • Prefers skeletal minions with plant-based additions since it’s hard to keep fresh flesh in humid environments.
  • Although their undead minions are much weaker than those belonging to other Necromancers, the flora ligaments grant skeletons complete movement, flexibility, and camouflage.
  • Exposure to decomposing flesh and diverse plants leads Tropical Necromancers to pursue healing arts and botany (Necrobotany) - mostly to prevent sickness, disease, and the annoying stench of death.

Arid Necromancers (Deserts)

  • With a multitude of desert scavengers, it’s hard to collect complete bodies;  better to stitch together whatever’s found to create “mix & match” constructs of human and beast.
  • Due to each minion being unique, Arid Necromancers are the most attached to their Undead - adorning the creatures with jewelry and linen wrap clothing. 
  • Heavy maintenance and the study of compatible body parts leads the Arid Necromancer to practical medical knowledge over healing arts.
  • The unholy matrimony of mixed bodies attracts enraged spirits. Although a negative, this results in the Arid Necromancer learning Curses.

Tundra Necromancers (Ice/Mountains/Snow)

  • Colder environments results in sturdier, better preserved (although slower) undead minions.
  • Due to stronger zombies and the threat of blizzards, it’s common for Tundra Necromancers to gather resources for base building.
  • With little minion maintenance and a constant supply of zombies from adventurers perishing in the cold, Tundra Necromancers are considered to be very lazy.

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