dare I say it...maybe it's to soon...oh to hell with it...bump
Ack! And this was going to be a quick update, too. You know it's been too long since an update when you need to tally up 3 pages worth of various votes because they don't fit below when making a reply
I THINK I got everything in terms of planned experiments- if not, yell out again. Reading the speculation is quite entertaining on my end, and you're getting very close to answering the fundamental "what is necromancy" question (which is not to say all your basic assumptions are correct, or that it is the only fundamental question you need to answer to master your arts.) I'm glad to have smart folks like you guys playing along, and that's all I'll say to avoid spoilers.
I think should not use acutally corpses of people instead ours should be made up of animals, and skeletal bodies we construct from animal bones to further prove our goodwill.
A golem army you say? I like it in stead of using somebodies dead ancestors witch could paint us in a negative light. we use animals and inanimate objects instead...I like it.
How very punny.
I think we should focus on the golem route. That might be seen as more natural than the zombie army route. We need to try to figure out how to make a golem that can move. I still stand behind trying clay automatons, and possibly jointed dolls. Just see whats needed to give the thing strength.
An army of trees might be nice, too. Try raising a weed (that we left out in the sun till it died, say), and see if it can be given movement
I think, from what we've seen so far, that the creation of a golem is a different part of necromancy entirely. Remember the sadness we felt after killing the first rope golem? I wonder if we are in fact creating a sentient soul. In that light, I'd feel bad about destroying any future golems, unless it is absolutely necessary. We should hide the ones we create, now that if they are found, they will probably be blamed on one of the two known necromancers running around.
So many complicated ethics!
Are there any stories about golems? Anything to draw some understanding from? Automatons perhaps? Pinocchio? Is there any way to ask an elder if past necromancers ever made minions which were not of flesh?
One more thing to note, I'm pretty sure that 3 necromancers (The one at the Jeweled Coast and Thrimesdur and us) awakening at somewhere around the same time is strongly connected, and I'm pretty sure the elders would have noted it also. This may lead to them guessing that there may be more popping up around the world. If they mention some kind of test at the conference, we should leave quickly.
As it turns out, Omo does snore- noisily. Hopefully it's just a byproduct of the wine. You toss and turn, your thoughts dashing about a hundred different subjects.
You reflect on the Necromancer of Thrimesdur, whoever he or she may be. Why is it that every story that has a Necromancer in it involves that necromancer raising an army of corpses and going on a conquest spree? You'd think there would be some variation- after all, almost all cultures have taboos about disturbing the dead, so why does it seem that such concerns never bother a necromancer? You know from first-hand experience that Necromancers can create golems, but such creations figure in only a few of the oldest stories, and are normally associated with the Dwarves, not Necromancers.
Thinking of the sanctity of burial rites makes you philosophical. Desecrating graves and corpses is frowned upon because those bodies were once alive, but what is so special about life? Elves believe in a Spirit present in all living things- Humans believe that sentient creatures possess a Soul, with much the same purpose. Is the Spirit derived from Vitality, the presence of Life, or is it the other way around? Are you recalling the Spirit to animate the corpses you raise? Are you creating a Soul for the golems you create? There must be an answer...
Golems- your golems haven't been particularly impressive thus far. A rock with no abilities, a rope doll with no mind or ability to move. It certainly seems odd you can raise a fish with the ability to see, hear, and swim about with less effort than it takes to make a rock hold Vitality and nothing else. They're both inanimate, aren't they? Why are the rules different?
The other Necromancers might know, but then again, there shouldn't
be other necromancers. You don't know how things were before the Golgothan War, but everyone knows that there were no Necromancers alive at its conclusion. In the intervening millennium, a handful of Necromancers arose independently in various locations, going on various world-conquering sprees with greater or lesser success before being inevitably defeated. One at a time, with hundreds of years separating them, not three at once. Maybe it's just random chance catching up with the world, or maybe there are more sinister forces at work.
With that troubling thought, you fall into a restless sleep.
Okay, in my mind, leaving is now more important than ever. We need to convince Omo of that. If the elders do not give their approval, we will have to leave without it. With or without him. We need to make clear that it is vitally important to us, and that we can do far more good out there actually learning about what is going on than being conscripted into the army or something.
I say we leaved before the Valley is sealed. If the Necromancers army is close by we may get a chance to talk to someone with strengths like us, and maybe convince them to not attack the eleves.
You awaken early the following morning- Omo is not in the tent. You take advantage of the privacy to change your clothes, pondering your course of action. You are hesitant to leave without gathering more information, but you cannot risk being trapped in the Vale- the close quarters and strict discipline of Army life would likely not agree with your need to practice your Necromantic arts.
You flip open the tent flap, stretching in the morning chill. Omo is tending a fire nearby, frying eggs and bacon in a pan. He motions you to take a seat on a comfortably mossy log and spills the contents of the pan into a small wooden bowl, and hands it to you before dropping more meat and egg into the pan with a sizzle.
Morning, Nym. Sleep well?Well enough, considering you snore like a drunken bear.Hah! Well, you won't have to put up with that any longer- I've thought it over, and decided to leave the Vale.What? Really?Really- I don't know what is going to happen here, but I do know if I report in I'll be the most junior of the junior officers, a position that was unpalatable enough in peacetime. I neither need nor want that kind of authority and responsibility.Great! I thought I was going to have to convince you to come with me, but this will be much cleaner if we go together!I- together!?! Nym, you can't leave!Oh, but I could yesterday, is that it?Yes! There wasn't a war brewing yesterday! I can hold my own in a fight, I can provide for myself in the wild, I can take what the world throws at me.And I can't, right? You're so much better than me?You know I didn't mean it like that, but let's face it, Nym- you don't have the skill set to survive out there. You aren't a trained fighter, you've never spent two nights together sleeping beneath the stars, and you aren't particularly sneaky- if we run into bandits or monsters or, the Light forbid, the forces of the Necromancer, all you can do is get yourself killed.Hey, I'm not all that helpless. Besides, you have to take me with you.Oh? And why is that?Because if you don't, I'll tell the Rangers, and they'll be on you faster than you can say AWOL....Bloody Hell, Nym! Why do you want to leave so badly?Because I think we can do a lot more good out there in the world than cooped up here in the Vale.Omo rubs his eyes.
Ah, burn me- fine. Please don't die on me. He scrapes his breakfast into another small wooden bowl and begins eating.
Grand- what equipment do you have? We don't want to put off our departure any later than we must.Mmm... well, I've got some camping equipment, as you can see, and the know-how to make do with what we can't carry. My good hatchet is in the tent, and my bedroll- you'll have to get your own, unless you like sleeping on rocks. Mm. Oh, and my staff.Your staff?Yeah, hang on.Setting aside his breakfast, Omo unties a few ropes and the tent collapses in a heap. You realize that the staff Omo draws forth was being used to support the frame, but you're too distracted by the staff itself to give the tent's construction more thought. The staff is nearly nine feet long, made of a smooth, hard, dark wood you do not recognize. The ends are bound in a brass sleeve etched with a stylized leaf pattern. Omo beams at you.
Pretty sweet, huh? Standard issue for Elven Rangers. The wood is specially grown by the Mages to be extremely hard and durable- the brass really doesn't add much other than appearance, and making the ends a bit heavier.Very impressive! Alright, so you've got a weapon and a hatchet- got any rope?What do you think I was holding the tent up with? I've got a fifty foot coil.Great! How about healing herbs- poultices and the like?I've got nothing- healer's kits are expensive, and normally I just hit up a Life Mage if I'm feeling under the weather. Healing potions are expensive too, so those are out. If it comes down to it I can try to gather some herbs in the wild, but if it's anything serious we'll be better off finding a qualified healer.Well, that cuts down on my shopping list a bit.Omo goes back to his breakfast.
So, what now?Good question. Every hour you delay could cost you when trying to escape the Vale. You could hit up the Caravan to finish your supplies and find out more world news, especially as regards the Necromancer(s). You could also try to get formal permission to depart from the Elders, if they can find the time to speak with you- you'll be able to find out their official position on the Necromancer problem that way, at least. Time is ticking.
Vitality- 10/10
Mana- 12/12
XP- 19/20
Inventory- Belt Pouch (
6.6 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Belt Knife, Leather Backpack (Flint&Steel, Small Empty Potion Bottle,
Fishing Equipment,
Spare Traveling Clothes x2)
Abilities-
Sense Necromancy(Passive)Skills-
Competent FisherStatus- Awake
Eight days since Manifestation
General
Detect Magic- 1 MP - detects spells and magical items near you
Calm Animal- 1 MP - causes wild animals to become peaceful
Sense Vitality- 1 MP - you can detect the Vitality of living things, with a bit of effort
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- 3 MP - Range: Line of Effect. You can suck the Vitality out of living things. This spell removes up to 6 Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. you'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Vitality- 13/13
Mana- 3/3
XP- 20/30
Inventory-
Elven Tunic,
Elven Cloak, Belt Knife, 50' Rope, Hatchet,
Camping Supplies,
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor LiarStatus- Dandy
Your Parents- Your mother is a prominent Mage serving in Yicelafo itself, and your father is a Ranger Lieutenant, currently patrolling the borders.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is currently home on leave.
Elana Foundwasps- An old flame of yours, she is currently studying with the Mage the next town over.
Pevo Zephyrtempest- The village Sage- you can ask him for knowledge of what history the elves possess. He is somewhat absent minded and easily distracted.
Ari Wetdawn- The village Mage, here to cure ills and bless crops. He knows much of Life magic as well as magic in general, but is also most likely to discern your true nature.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- Test Command Undead by commanding something you've raised to self-terminate. A further test of this would be if it could work on the undead that other necromancers have summoned.
- Test Command Undead, and see if can you over-ride commands given to a zombie summoned by another necromancer. Does the zombie respond to the most recent order given, or does it have loyalty to whomever summoned it? Or maybe it is under the control of the more powerful of the two necromancers.
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
World Map
Yicelafo