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Author Topic: Interesting thing about Magic: Necromancy  (Read 7940 times)

bjlong

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Re: Interesting thing about Magic: Necromancy
« Reply #30 on: January 05, 2009, 10:10:55 pm »

A Necromancer should be slightly mad, too, which would mean that he would claim forbidden items. People should get a bad thought if they see him around children, and tantruming dwarves should attack his stuff first, whenever possible.
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Ampersand

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Re: Interesting thing about Magic: Necromancy
« Reply #31 on: January 06, 2009, 01:45:53 am »

The Necromancer should occasionally steal corpses from their tombs to create macabre artifacts or zombies. This would occur in the same way as a mood and be entirely beyond your control. He's just as likely to bring back a Zombie Baron that constantly mandates brains roasts, as he is the legendary champion in all his glory.
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SirHoneyBadger

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Re: Interesting thing about Magic: Necromancy
« Reply #32 on: January 06, 2009, 02:15:19 am »

And if he does-even if he brings back the champion-there should be a very good chance that the rest of your dwarfs grab their picks and torches and do their best to string the blasphemous grave-robbin' bastard from the nearest stalactite, and return the beloved champion to his/her sarcophagus by whatever means necessary (burning and chopping into bits being a perfectly acceptible means).
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Ampersand

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Re: Interesting thing about Magic: Necromancy
« Reply #33 on: January 06, 2009, 02:20:19 am »

If you want to challenge the Skeletal Dwarf Axelord, be my guest.

Edit: In any case, I think that there should be a values call that comes into play in how dwarves react to dark magic. If their primary gods Sphere is death, chaos, war, and Rainbows, I don't think they'd mind so much.
« Last Edit: January 06, 2009, 02:22:26 am by Ampersand »
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SirHoneyBadger

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Re: Interesting thing about Magic: Necromancy
« Reply #34 on: January 06, 2009, 02:45:25 am »

I think that in most circumstances, they'd mind a lot. I know I would mind, if somebody brought the firefighters that died in 9/11 back from the grave, as rotting skeletal things. I'm pretty sure my dad would mind, if his best friend who died in Vietnam got brought back from the grave as a flesh eating zombie.

There might be a few cases where a dwarf hero risen from the dead was accepted and welcome into your fortress, but I can't see it being a common thing at all-dwarfs seem to very much sanctify their dead, and they've got quite a lot of thematic impetus towards honoring heroes, last stands, heroic death, and peace in the afterlife.

Mostly, a revered dwarf that's gone to his final resting place, is going to be honored, with rest.

Besides, even if necromancers are nobles with high positions in the fortress, they're still nobles, and they're still necromancers, neither of which designation is nearly as likely to impress a given dwarf as a hero that worked and sacrificed their whole life in defending the fortress, including that dwarf's home, children, and livelihood.

And it wouldn't just be 1 dwarf taking up arms against the necromancer and his unholy abomination, it'd be all of them, every single one, down to the kids, so even if your skeletal axelord won...well, your vacant fortress would make a nice adventure-mode destination.

Maybe, very rarely, a fallen champion might be brought back to guard something that was incredibly important to the dwarf species as a whole, but that would require a bit more background than a necromancer's whim.
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Muz

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Re: Interesting thing about Magic: Necromancy
« Reply #35 on: January 06, 2009, 03:26:39 am »

Hmm.. that sounds intresting. I'd love to see Necromancers grow increasingly insane, like in some of those games. Technically, a Necromancer would have increasing urge to create an artifact (an undead zombie, skeletal warrior, or even a bone golem). This urge will actually go up the more he creates until he is stopped from creating more and goes insane.

Up to a certain point of skill and experience, maybe after bringing back to life a champion or an undead dragon, the necromancer will try to turn himself into an undead.

And there should be a justice option to whether your fortress allow necromancy or exiles/hammers them.
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Ampersand

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Re: Interesting thing about Magic: Necromancy
« Reply #36 on: January 06, 2009, 03:43:59 am »

There is another aspect to it though. In old editions of DnD, a noble elvish family patriarch or matriarch would become undead to protect the heirlooms of the family, as a sort of sacrifice. The problem is that the whole thing is rather circumstantial. The Necromancer who saves the fortress by bringing fallen champions from the grave is deserving of punishment?

Perhaps, with the addition of burrows a few arcs down the line, it's something that can be kept on the fringes of society. Something that most dwarves don't have to see or think about.
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Pilsu

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Re: Interesting thing about Magic: Necromancy
« Reply #37 on: January 06, 2009, 10:49:23 am »

Callous necromancer nobles sounds more like a human thing
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Thnikkafan

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Re: Interesting thing about Magic: Necromancy
« Reply #38 on: January 06, 2009, 06:12:17 pm »

Perhaps there could be a seperate ethics code for necromancy. For example, the view of resurrecting a fallen warrior would be different if there was a siege or not. Other races would have seperate views on it. Elves would hate it, humans wouldn't care, and goblins would like it. Perhaps other factors, like religon, area, personal standards, and supplies. Maybe the leader could be "persuaded" to allow it, despite the fact that others wouldn't like it.

However, resurrection and necromancy wouldn't be cheap. For your average zombie, you would need  the corpse, thread/rope/an equivalent (if there are severed limbs), two magical gems, and a soul-powered totem. Souls may have to be bought or collected. An equivalent totem would be needed - one size catergory either way. Too little, and the body wouldn't keep itself up. Too much, and you wouldn't be able to contain itself. Frankenstien-type abominations made of sewn body parts would be allowed, perhaps requiring a magical  item sewn in. These would have a mix of powers, and could also have weapons sewn in, but people wouldn't like them as much as they would "like" a zombie.
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Tormy

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Re: Interesting thing about Magic: Necromancy
« Reply #39 on: January 06, 2009, 07:17:35 pm »

Ever heard about the Starshield Necro system? It's quite interesting.
Note #1: In this system, nearly all necromancy depends on the willpower attribute, and we gonna have that attribute in DF also.
Note #2: The system uses the willpower check method.

Spoiler (click to show/hide)
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SirHoneyBadger

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Re: Interesting thing about Magic: Necromancy
« Reply #40 on: January 06, 2009, 11:36:10 pm »

Arent elves cannibals in DF? DF Elves might love necromancy.

I just can't see dwarfs condoning it, though, and DF seems to make/ that case, rather than argue for it.
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madrain

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Re: Interesting thing about Magic: Necromancy
« Reply #41 on: January 08, 2009, 10:51:55 pm »

Except that I can totally see nobles mandating that fallen dwarven heros are called to service again, much like the dreadnoughts from Warhammer 40k.  The highest dwarven honor isn't some sissy elven rest, it's being called to the fight even after death!
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SirHoneyBadger

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Re: Interesting thing about Magic: Necromancy
« Reply #42 on: January 08, 2009, 11:55:35 pm »

Rest isn't for sissies, rest is for warriors and craftsdwarfs after their long lives of constant struggle. That's the whole reason dwarf bother to die, in the first place.

Elves live forever, what do they know?
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S_Verner

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Re: Interesting thing about Magic: Necromancy
« Reply #43 on: January 09, 2009, 12:45:17 am »

I would rather have craftsmen who die come back to posess dorfs first.

And yeah, necromancers should be like mad scientists/junkers in Deadlands.
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Pilsu

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Re: Interesting thing about Magic: Necromancy
« Reply #44 on: January 09, 2009, 12:47:51 am »

much like the dreadnoughts from Warhammer 40k




Hmm, I hope the diplomacy arc has some politics in it. It'd be fun to be able to have the Captain of the Guard lead the guard in a player instigated rebellion and have the civ secede from the kingdom (assuming it's ever worth appointing guards, such as guard posts being implemented). Wars would be fought and if you win, he declares himself emperor or whatever title of your choice

Bonus points for royal guard trying to put up a fight as the nobles are sentenced for hammering and personality traits determining whether they just give up immediately and/or join the rebels. Then again, the fort suddenly exploding in violence would be rather lame so there'd need to be real guard postings and nobles spending time in the appropriate lodgings that are then defended
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