There is a certain twist in the minds of some that cause them to be fascinated by things that others fear. Just as a young 'pyro-in-training' child is drawn to flame like a moth, just as someone may favour poisonous snakes as pets, so too are there people with a morbid obsession with death.
"Player Character Death and the Threshold of Acceptance" & the term "fantasts": Scott Fitz A.K.A. MoonHunter
Half-Demons guidelines: Jade "Aerlyn" Westcott
Birth Blessing Background: John "Elessar" Westcott
"For Jaq": Darren Ohl
Necromancy tradition & spells: Dave "Ceekay" Weber & Golgotha Kinslayer
"Burial Rites": j. bradley
Additional material: Golgotha Kinslayer
Editing: nameless ghoul
All game world information and system mechanics are considered Immersive Game World Content. All sections remain copyright of the respective owners. "Player Character Death and the Threshold of Acceptance" is copyright Scott Fitz. The Birth Blessing background is copyright John Westcott. "For Jaq" is copyright Darren Ohl. "Burial Rites" is copyright j. bradley. All other sections are Copywrong Lost Souls Publishing.
This book is dedicated to a very special lady whose love of death matches my own—you know who you are.
This is also dedicated to all those whom we never got that last chance to say, "I love you, good bye."
"Hic locus est ubi mors gaudet succurrere vitae"
——Sign on a coroner's office ("This is the place where death rejoices to teach those who live.")
Death in Midian often comes hard and fast. No player wants his or her character to die—at least, not without some meaning. It may be acceptable to nobly sacrifice yourself in order to save your village. It may be acceptable to die in the pursuit of a grand goal. It is always difficult to accept however, when you lose your life to a minor opponent's lucky strike, an accidental fall, or a poor choice of restaurants. No one wants to go out that way.
Many Game Masters may fudge the dice rolls to keep a character alive. This is reasonable, for a better story, but cannot be always relied upon. While a Game Master may not have a policy of always "letting the dice fall where they may," don't expect to be saved from your own voluntary stupidity. If even after a successful Common Sense check you still feel the need to endanger yourself, then you will have no one else to blame but yourself. Don't cry "foul, unfair, cheater." Death is merely a part of life.
By: Scott Fitz A.K.A. MoonHunter
People are constantly getting in heated debates about player character death. Should the Game Master and the players be antagonistic with each other? Should the results lie like the dice? What about story continuity and the investment in time and effort into the characters? Everyone seems to have strong opinions about this.
I think what we are arguing about is the "threshold" of player character death and the reasons why the character died.
This forms a continuum from 1 to 6. Everyone is pretty much somewhere in-between the death threshold 1 to 6. Every level, except the most extreme rank 1s, allow for player character injury and abuse. (It is fair game to knock 'um down to "mostly hurt").
What I think is happening here is that we gamers are not agreeing upon what is an acceptable threshold for player character death. Each of us has our own take.
For example, I am a 2.5; player characters mostly have plot immunity, except at key times (climax of story arcs… they usually know when the kid gloves are off) and when they do something sooo stupid that I cannot conveniently save them (from themselves). [Editor's note: Kinslayer claims to be a "3.9" on this scale, but Midian was designed to work equally well for all levels, especially levels two through five.]
When you are getting into one of these arguments, or someone rattles on, find out about their threshold, and what they think is acceptable. This way you will not be arguing apples and cumquats.
"Live briefly but gloriously, One's evanescent life is but a preparation for death. The fall of the blossom is as moving as its beauty on the limb and the final moment, as ceremonialized in the ritual of seppuku, is indeed the moment of truth"
——Jack Seward, "Hara-Kiri"
Before we begin our in-depth discussions of death, let us first explore its ultimate cause: life.
Interesting familial tidbits:
"If man hasn't discovered something that he will die for, he isn't fit to live."
——Dr. Martin Luther King Jr.
Before we cover Changelings and other matters relating to one's birth, let us delve further into the matter of one's race. While the term "race" in a roleplaying game, such as Midian, typically means "species," that is an unfamiliar concept to the common folk. While a loremaster may understand that the Ghoul and Dwarf couple—while they may love each other dearly—will never have children, but to their neighbours, they are not very different than the Goth & Fourmourian couple who live next door and are "blessed" with seven children. Occasionally you might hear the word "Human" used outside of academic circles to mean the collective of the Bizzannite, Fourmourian, Gothic, and Heldannic people, especially from a non-Human. Along the same lines, you might hear Trolls referred to collectively rather than the separate groupings of Black, Cave, Ice, Rock, or Mountain, but you rarely hear a Troll use the term collectively—to her there is just as great a difference between Cave Trolls and Ice Trolls as there is between Humans and Elves. This is essentially a social concern, for game mechanics, only the differences in species are typically used, as the differences between Heldanns and Bizzannites, for example, are largely social or purely cosmetic. Further complicating the issue, especially with Humans, is that racial and national lines are often blurred. That is, a Formourian may be racially Formourian, or may be a citizen whose ancestry was Gothic or Dwarven. In other words, someone in our world who is French may be from France—regardless of ancestry, descended from the Frankish tribe who settled there, or both. Likewise, a Bizzannite may be from the Empire of Byzant, or of Bizzannite stock; it is worth noting that those with Bizzannite ancestry are not the clear majority in the Empire, as Formourian Humans are in that land. Similarly, a citizen of the Killian Empire may be referred to as a "Killian" even if that person is a Gaijin, or even a Troll. Of course, since the Killian people are synonymous with the Killian Empire (hence the clever name), they perhaps only be called by their 'racial' name, even in their homeland—it gets quite annoying when a native-born Killian Troll is repeatedly asked "where are you from" by her Killian neighbours.
The term "Changeling" typically refers to someone of mixed Human and Fae blood, as they are the second most common, however there are many different types of hybrids possible given the number of sentient species of Midian whose genetic make-up allows them to cross-breed. The term does not include those whose distant ancestry included different species—anything further removed than a grandparent—nor does it include the most common variety: the child of an Orck and Ogre; these are simply called Half-Orcks. Additionally, a child raised by a species other than his or her own is called a Changeling. This stems from an early, racist, belief that Changelings are not the result of mixed relationships—ranging from "not biologically possible" to "my daughter wouldn't"—and were rather the result of the other parent's species stealing babies and placing one of their own in the child's place. There are other, less polite, terms used to describe all Changelings: bastard, cross-born, daddy's lil' squirt, half-breed, impure, lil' bastard, Milkman's, mixed-birth, mongrel, mutt, not-mine, spilled seed, stolen, war baby, weak-blood, and whore's child.
A perusal of the Backgrounds chapter reveals several options for characters of mixed ancestry. While this is not unusual for multiple options within a species, i.e. both Formourian & Gothic, it does cause one to wonder about the ancestors of a character with both Fae blood and Trollblood, for example. Note that the chances for interfertility are extraordinarily low. In other words, an Elf crossed with a Dwarf usually does not result in any children for the couple. The -blooded Backgrounds are almost always the result of a distant ancestor rather than a recent hybridization.
With any given two parents of differing species, there is at most a one-in-one-thousand chance that they can produce offspring. Roll three D10's, if all three roll zeros, then there is a chance for a successful pairing. Note that this is still dependent upon other factors for pregnancy; this triple-zero roll merely indicates that these two are close enough for the possibility to even exist. Thus the actual number of genetic Changelings is low—most people never encounter one in their lifetimes—with the vast majority of folk with a "-blooded" background being multiple generations away from that original pairing. The prevalence of such hereditary backgrounds is evidence of dominant genes that are more likely to be passed along to the Changeling's descendants. Further complicating factors is the likelihood that the child will be sterile (see specific notes below), or that additional complications, even miscarriage, will arise due to differences in physiology between mother and child—for example, half-Human children of an Elven mother are born quite large (although smaller than a completely Human child), enough so that the mother may not survive delivery, potentially dooming both mother and child. Gestation times are typically what would be normal for the mother. Even when the two parents are of the same species, there is a less than one percent chance of successful pregnancy—and this assumes optimal factors such as: high sperm count, time of the month (or even time of the day, by some accounts), health & diet of both parents, age, and frequency of intercourse (reducing sperm count to an eventual point of diminishing returns for a couple who is trying to have a child). However, some research places the likelihood as high as 50% for young women while at their most fertile.
There is also the issue of infant mortality. This ranges from 2% on up to 100% in some instances, such as recent happenings in northern Formour, Heldannic lands, and the Farreaches with the great famine there—worldwide infant mortality rates hover at about 2-20% typically. In addition, not all pregnancies result in birth. There are unfortunate miscarriages and stillbirths, where the baby never even gets to draw a first breath. Some women choose to not carry a pregnancy to term, and there are herbal treatments featuring a fair degree of success with minimal side-effects. The acceptability of this practice differs with culture and with the woman's own personal beliefs. In the Kingdom of Formour and their western neighbours in the Elven Homeland, there is no legal distinction between a child that is still either inside the mother or outside—there abortion is murder. The Killian Empire allows fully retroactive abortions well beyond hatching. In other words, as long as you live under my roof, I can abort your sorry ass… so clean up your room. Among the Heldanns, a woman's body is legally her own, to do with as she wishes. There, she needs not have any fear for any legal complications from terminating a pregnancy—medical complications are a different story. In the Byzant Empire and the Elder Kingdoms, abortion laws are handled locally. These vary from complete legality to complete prohibition, and everywhere in between. Some Bizzannite provinces may restrict the types of abortion methods, and other laws may restrict the time (first or second trimesters, for example), or the circumstances of the pregnancy and abortion. Abortions are largely unknown among the nations of Osterre. The most readily available methods are surgical, but the success rates—and survival rates of the mother—are often rather poor. Certain herbal and chemical methods are safer, but may be more expensive or otherwise more difficult to acquire. These are also much more effective earlier in the pregnancy, with the required dosages increasing, and the success rate decreasing, as the gestation progresses. As many of these herbal remedies are essentially poisons, this method is not without its complications either.
There are medical (and mystical) attempts to prevent pregnancy, and other attempts to encourage it (birth control versus fertility drugs), but thus far these seem to have limited successes in either field. These can range from temporary chemical sterilisation of either potential parent, to devices (we'll let you add your own jokes about a "ring of protection" that needs to be unrolled before use), to more dubious methods such as a superstitious belief that you can't get pregnant if you have sex while standing (or while wearing shoes, or with a buttercup or tulip in your pocket, or if it's your first time, or if you stand on your head afterwards…).
With all of these odds stacked against them from the very start, it is a testament to the courage and spirit of the Changelings that they are able to grow up and have children of their own. Please note that although these numbers show the rareness of pregnancy from a single sex-act, especially with members of different species, this is far from being a measure of safety; that is, you can become a parent even after just one time.
Additional notes to the below guidelines are that the races of Norditerre/Suditerre do not commonly encounter the races of Osterre or the island nations, unless one travels to the distant shore. Humans and Trolls are an exception to this, as both of these species suffer wanderlust to some extent, and are found in numbers on all three continents.
Dwarf with:
Elf or other Fae: 50/50 chance that the child will be either a normal Dwarf or normal Elf. There seems that a disproportionately large number of these offspring will be either Dwarven boys or Elven girls, rather than the alternatives. Unfortunately, most of the offspring—if occurring at all—are stillborn.
Firp: None noted. This would result in a sterile Firp. Interestingly, the child would be far larger than both parents.
Ghoul: No surviving offspring noted; all are either miscarriages or stillborn.
Human: Normal Human always results. Some Dwarven elders fear that this may lead to the further decline of their race.
Killian: Not possible.
Ogre: Dwarven mind in an Ogre's body, this rare child will suffer perhaps even greater misunderstanding than most Changelings. This particular mix is rare for the logistics of the height difference if nothing else. Social and physical attributes are rolled as an Ogre, with the mental and miscellaneous attributes of a Dwarf—none of the Dwarven characteristics apply. All are sterile.
Orck: The Dwarven parent contributes the height, hair, and Willpower. All other traits are inherited from the Orckish parent. The child is considered an Orckish Runt (automatic trait); Dwarves typically do not recognize him or her as having any Dwarven blood at all.
Troll: 75% chance that the offspring is a normal Troll, although there is a greater (doubled) likelihood that the child will be of the smaller variety, otherwise the resulting offspring is a Dwarf with the Trollblood background. "Blooded" backgrounds for a Dwarf are almost always passed down from a Trollish ancestor, even if the Trollblood background is no longer found in the bloodline.
Elf or other Fae with:
Dwarf: 50/50 chance that the child will be either a normal Dwarf or normal Elf. There seems that a disproportionately large number of these offspring will be either Dwarven boys or Elven girls, rather than the alternative. Unfortunately, most of the offspring—if occurring at all—are stillborn.
Firp: None noted. The results would be a large, sterile Firp with the Fae Blood background.
Ghoul: The rare unfortunate offspring will be considered quite unattractive by members of both parents' species, appearing much as an emaciated "corpse-like" Elf save with the rounded ears and dark eyes of the Ghoulish parent. Roll attributes as an Elf, except for a 1D6 Appearance (applicable to both parents' species & counts as the worst of the two for other species). Use the Ghoul racial traits. The child is mortal.
Human: See the half-Fae section for details
Killian: No cross-fertility possible.
Ogre: None noted. Similarities between Ogres & Orcks would seem to indicate that a similar outcome would occur as detailed below.
Orck: Only one Elf-Orck offspring has ever been noted, the mage-priest Kandor. He was said to bear the worst traits of both parents: slow, aggressive, frail. He was reportedly bald and pale complected, with Orckish features except for the Elven eyes and ears. He was also reportedly sterile, but this may just be a demonizing effect of history. Kandor was slain in a farmers' uprising three centuries past, and is now largely a cautionary tale among the Orcks to take care of their own—rather than "stick with your own kind," the lesson is, "take care of other Orcks… or else."
Troll: 75% chance of a normal Troll resulting, otherwise a normal Elf. In either case, the child will have both the Fae Blood and Trollblood backgrounds.
Other Fae: The resulting children will favour one parent or the other. That is, an Elf-Goblin mix will be either a normal Elf or normal Goblin, with equal odds of either.
Firp with:
Dwarf: None noted. This would result in a sterile Firp. Interestingly, the child would be far larger than either parent.
Elf or other Fae: None noted. The results would be a large, sterile Firp with the Fae Blood background.
Ghoul: None noted. One twisted wizard attempted in vitro fertilization of the two, with no results.
Human: The resulting offspring is a large sterile Firp. The variety of different species' genomes found amongst Humanity allows for a wide variety of possible "-blood" backgrounds.
Killian: No cross-fertility possible.
Ogre: The resulting offspring is a large sterile Firp.
Orck: The resulting offspring is a large sterile Firp.
Troll: The resulting offspring is a large sterile Firp with the Trollblooded background.
Mutant Firp with non-mutant Firp: While there is a very strong social taboo on both sides against this, the offspring of a mutant and non-mutant would grow up as a normal Firp, provided he or she develops in a protected urban pool rather than out in the cursed portions of the swamp. Otherwise, a mutant Firp child results.
Ghoul with:
Dwarf: No surviving offspring noted; all are either miscarriages or stillborn.
Elf: The rare unfortunate offspring will be considered quite unattractive by members of both parents' species, appearing much as an emaciated "corpse-like" Elf save with the rounded ears and dark eyes of the Ghoulish parent. Roll attributes as an Elf, except for a 1D6 Appearance (applicable to both parents' species & counts as the worst of the two for other species). Use the Ghoul racial traits. The child is mortal.
Firp: None noted. One twisted wizard attempted in vitro fertilization of the two, with no results.
Human: The offspring is called a Humgol (hUm' gOl), and appears to be an attractive Human. He or she smells and tastes like a Ghoul to Trolls & Ghouls, even if raised as a Human in diet and habitat. Appearance is rolled at 3D6+3 (applicable to both parents' species & counts as the better of the two on the Comparative Appearance chart) and Strength at 3D6, with all other attributes and racial traits as a Ghoul, save for the hibernation ability, which they lack. Most Humgols are sterile.
Killian: No cross-fertility possible.
Ogre: The resulting children are all stillborn.
Orck: The resulting children are all stillborn.
Troll: 75% chance of a normal Troll being born, otherwise the child is a normal Ghoul.
Human with:
Dwarf: Normal Human always results. Some Dwarven elders fear that this may lead to the further decline of their race.
Elf or other Fae: See the half-Fae section for details
Firp: The resulting offspring is a large sterile Firp. The variety of different species' genomes found amongst Humanity allows for a wide variety of possible "-blood" backgrounds.
Ghoul: The offspring is called a Humgol (hUm' gOl), and appears to be an attractive Human. He or she smells and tastes like a Ghoul to Trolls & Ghouls, even if raised as a Human in diet and habitat. Appearance is rolled at 3D6+3 (applicable to both parents' species & counts as the better of the two on the Comparative Appearance chart) and Strength at 3D6, with all other attributes and racial traits as a Ghoul, save for the hibernation ability, which they lack. Most Humgols are sterile.
Killian: No cross-fertility possible.
Ogre: None noted (although attempted more than once). These two species do not seem to be able to mate.
Orck: Stupid ugly puppies. The aggression of both species synergizes into an unholy union. Roll as an Orck, but with a -2 to Appearance and Knowledge, and uses the worst possible category on the Comparative Appearance chart. The only saving grace that these unfortunate children have is the long legs of the Human parent (+1 speed), and the hybrid vigor grants them 2D4 points to place towards the saving throws of their choice. Very few of these survive childhood.
Troll: 75% chance that the child is a normal Troll; otherwise he or she will be a normal Human with the Trollblooded background. A large number of the resulting Trolls have the species trait Somewhat Human-looking.
Other Human: All races of Humanity are fully compatible and miscible with one another. The offspring is an even blend of the two parents, with darker colouration tending towards dominance. Gaijin and MetaHuman genetics are recessive, so the offspring has only a one-in-four chance of inheriting the modified genes. Only rarely will the offspring of two Humans of different ancestries be referred to as a Changeling.
Killian with:
Any other species: No cross-fertility possible.
Bushi-Killian with:
Hi-Killian: Always a Hi-Killian
Ra-Killian: Always a Bushi-Killian
Hi-Killian with:
Bushi-Killian: Always a Hi-Killian
Ra-Killian: Always a Hi-Killian
Ra-Killian with:
Bushi-Killian: Always a Bushi-Killian
Hi-Killian: Always a Hi-Killian
Ogre with:
Dwarf: Dwarven mind in an Ogre's body, this rare child will suffer perhaps even greater misunderstanding than most Changelings. This particular mix is rare for the logistics of the height difference if nothing else. Social and physical attributes are rolled as an Ogre, with the mental and miscellaneous attributes of a Dwarf—none of the Dwarven characteristics apply. All are sterile.
Elf or other Fae: None noted. Similarities between Ogres & Orcks would seem to indicate that a similar outcome would occur as with Elf-Orck pairings.
Firp: The resulting offspring is a large sterile Firp.
Ghoul: The resulting children are all stillborn.
Human: None noted (although attempted more than once). These two species do not seem to be able to mate.
Killian: No cross-fertility possible.
Orck: The resulting child is a Half-Orck, as detailed in the Osterre supplement by Ceekay.
Troll: 75% chance of a normal Troll being born, but many confess they cannot tell one from another anyway.
Half-Orck: The child of a Half-Orck and a full-blooded Ogre is either a Half-Orck or a normal Ogre, with even odds for either, but who would want to screw a Half-Orck?
Orck with:
Dwarf: The Dwarven parent contributes the height, hair, and Willpower. All other traits are inherited from the Orckish parent. The child is considered an Orckish Runt (automatic trait); Dwarves typically do not recognize him or her as having any Dwarven blood at all.
Elf or other Fae: Only one Elf-Orck offspring has ever been noted, the mage-priest Kandor. He was said to bear the worst traits of both parents: slow, aggressive, frail. He was reportedly bald and pale complected, with Orckish features except for the Elven eyes and ears. He was also reportedly sterile, but this may just be a demonizing effect of history. Kandor was slain in a farmers' uprising three centuries past, and is now largely a cautionary tale among the Orcks to take care of their own—rather than "stick with your own kind," the lesson is, "take care of other Orcks… or else."
Firp: The resulting offspring is a large sterile Firp.
Ghoul: The resulting children are all stillborn.
Human: Stupid ugly puppies. The aggression of both species synergizes into an unholy union. Roll as an Orck, but with a -2 to Appearance and Knowledge, and uses the worst possible category of either parent on the Comparative Appearance chart. The only saving grace that these unfortunate children have is the long legs of the Human parent (+1 speed), and the hybrid vigor grants them 2D4 points to place towards the saving throws of their choice. Very few of these survive childhood.
Killian: No cross-fertility possible.
Ogre: The resulting child is a Half-Orck, as detailed in the Osterre supplement by Ceekay.
Troll: 75% chance of a normal Troll being born, but all such crossbreedings have been sterile.
Half-Orck: The child of two Half-Orcks is a Half-Orck. The child of a Half-Orck and a full-blooded Orck is a normal Orck, but who would want to screw a Half-Orck? There are no additional problems for Half-Orck fertility, and further cross-species matings would be as for full-blooded Orcks.
Troll with:
Dwarf: 75% chance that the offspring is a normal Troll, although there is a greater (doubled) likelihood that the child will be of the smaller variety, otherwise the resulting offspring is a Dwarf with the Trollblood background. "Blooded" backgrounds for a Dwarf are almost always passed down from a Trollish ancestor, even if the Trollblood background is no longer found in the bloodline.
Elf or other Fae: 75% chance of a normal Troll resulting, otherwise a normal Elf (or whatever other type of Fae). In either case, the child will have both the Fae Blood and Trollblood backgrounds.
Firp: The resulting offspring is a large sterile Firp with the Trollblooded background.
Ghoul: 75% chance of a normal Troll being born, otherwise the child is a normal Ghoul with the Trollblooded background.
Human: 75% chance that the child is a normal Troll; otherwise he or she will be a normal Human with the Trollblooded background. A large number of the resulting Trolls have the trait Somewhat Human-looking.
Killian: No cross-fertility possible.
Ogre: 75% chance of a normal Troll being born, but many confess they cannot tell one from another anyway.
Orck: 75% chance of a normal Troll being born, but all such crossbreedings have been sterile.
Other Trolls: All Troll races are fully compatible and miscible with each other, much like the child of two ethnically different humans. The offspring is a blend of both parents, and has even odds of inheriting the racial background of either parent, or both backgrounds. The child of two racially different Trolls is usually treated normally—much like a Human with different ancestries—and only rarely suffers any additional prejudice.
To determine the gender of the child in most instances, flip a coin. Dwarves & Elves are an exception here; two-thirds of Dwarves are male, and 60% of Elves are female. Other races have a 50/50 split between the sexes. Roll attributes and other game mechanics as noted above.
For those interested in the other aspects of sex—whether more prurient or simply mechanical—such information is available, but is beyond the nature of this book. Only one such answer will be available here: How do you tell a male Killian from a female? You lift them up.
Half-Fae are a sad lot indeed. Those that are half Human and half Fae are most commonly called Changelings—a term that can refer to both crossbreeds and to those raised by another culture than one's parents. They are generally referred to as half-Fae only by their Human and Fae kin. Humans because they consider their own type to be the default "norm," and by Fae as they are only "half of a real person." A recently popular slur among other species against half-Fae is "49%-Elves," even for those with an other-than-Elven Fae parent. Among the Heldanns, half-Fae are called "Grogochs." These Changelings are often the worst combination of both their parents, with features that are mixed quite oddly. Sparse tufts of course Formourian facial hair may be scattered randomly across an Elf's chin. A large Goblin ear may frame one side of a misshapen Heldannic-like face. Useless Pixie wings jut painfully from a Goth's back. A collection of Hobgoblin teeth may protrude from a mouth that cannot accommodate them. Whatever bizarre combination nature may see fit to curse these poor souls with seems to be the norm for them. Half of all half-Fae are sterile, and all are mortal. While these unfortunates are the second most common variety of Changeling, they are still rather rare (especially those with an Elven parent, as they have only recently returned to the broader world), and the modern incidence of Faeblooded Humans is almost exclusively the result of half-Fae centuries dead. Half-Fae have one-half the Appearance of the lowest-rated parent, and count as the least favourable possible of either parent on the Comparative Appearance chart. Other attributes are as the lowest-rated parent. No positive traits or bonuses are inherited from either parent.
As in half-half-Fae, these are the result of a half-Fae paired with a full-blooded member of either of the Quarterling's grandparents' species. No Quarterling is sterile—genetic compatibility is evidenced by their existence—but does not have enhanced fertility with regard to the odd grandparent's species. They are even rarer than half-Fae, but not as misfortunate. They may select two favourable traits or attributes (two total, not two each from each parent), with all other attributes and traits as their half-Fae parent (i.e. lowest attributes and no other favourable traits).
Guidelines by: Jade "Aerlyn" Westcott
Also commonly called Alu, Cambion, Lilin, or Shedim, these are the result of a Demonic pairing. Demons do not seem to suffer any problems with fertility; it seems that if they want to sire a child, then they may easily do so. However, the nature of Demons being what they are, the resulting child is an otherwise normal member of the non-Demonic parent's species, and invariably has the Demonic Blooded background. Some loremasters believe that Demons are not actually capable of having children, but instead employ some subtle subterfuge. It is postulated that they either transport ejected gametes from one person to another, in a transformative incubus/succubus method, or perhaps instead they somehow trick the living being's body into spontaneously generating a new life alone.
One's Demonic heritage leaves its marks on one's body and mind. One aspect of the child will be greatly enhanced, while another is diminished. For example, a Half-Demon might be physically powerful, but horribly disfigured, while another may be a mental giant, but physically ravaged. Many, but not all, Half-Demons demonstrate their Unholy parentage with physical traits. These can be nearly anything imaginable: horns, tail, red skin, claws, scales, odd eyes, a cloven hoof, but most are quite subtile. Some Half-Demons only manifest physical changes when their emotions run high, e.g. one whose eyes glow yellow when he's angry.
For other non-native beings (Extrinsics) and other entities, the Game Master's discretion is used. As a general guideline, entities of major or greater status may possibly combine with physical beings, and entities of minor status may but infrequently crossbreed with physical beings (minor Demons can, minor Elementals cannot). Lesser entities may only do so under special circumstances, such as with a spell specifically designed to allow such. As greater entities, Dragons can cross freely with fully-physical beings, but have done so only in legends—such mythical children being completely normal—if attractive, clever, and healthy, but normal. In all of the cases known to loremasters, only one elemental has ever been crossed with a mortal (an Effreet—a major fire Elemental—with a Bizzannite Human). There are dozens of cases of Demonic pregnancies, perhaps far more than the actual number. But no other reliable cases of extrinsic entities (known commonly as "fantasts" in Suditerre and "outlanders" in Norditerre) combined with any physical being have been uncovered. As most Extrinsics—being from another plane of existance—are quite inherently different than native species, it is highly unlikely that any could (or would) begat progeny from any native Midianite. An important factor for the Game Master to consider is why these powerful creatures would want to create a physical progeny—Demons may possibly do so simply to sow discord, but no Dragon or Elemental would ever desire to do so. Bear in mind that no spiritual being thinks remotely similar to a Human, and that "so my character would be powerful and cool" isn't at all an adequate reason.
"Life is pleasant. Death is peaceful. It's the transition that's troublesome."
——Isaac Asimov
"Please, come in, come in. Mind that coffin. Would you like some tea?"
The race of Ghouls is often counted among the ranks of Undead. This is not so; they are a unique people unlike and unrelated to any other. The Ghouls are a species of carnivorous troglodytes. Their natural form is a grey to pinkish skinned creature, completely hairless, with sharp, pointed teeth designed for tearing tender, rotted flesh and a long, dextrous tongue for licking marrow from bones. Ghouls have poor vision and are extremely light sensitive. This allows them to see in the dimmest of lights—far better than a cat even—but restricts their daylight activity unless well protected, i.e. indoors with a hooded cloak. The feminine form of "Ghoul" is "Ghoula."
Ghouls are natural tunnelers, capable of burrowing through the soil with only their claws. Their exact life expectancy is unknown, as Ghouls do not measure their ages, but seems to be long naturally; this is offset by a high fatality rate due to disease brought about from cramped living conditions and a diet consisting primarily of Human meat and other carrion. Ghouls tend to stay in one area for centuries, mapping out a cave complex or digging a tunnel system through catacombs or under cemeteries.
Ghouls are quite susceptible to necromantic magic, lending credence to the false belief that they are a form of Undead.
Dice rolled to determine attributes:
| Appearance: | 2D4+4 | Agility: | 3D6+2 | ||||||
| Personality: | 1D12+2 | Stamina: | 2D8+4 | ||||||
| Grace: | 2D6 | Strength: | 3D6+3 | ||||||
| Knowledge: | 3D6-1 | Awareness: | 4D6+1 | ||||||
| Wits: | 2D8 | Speed: | 3D6 | ||||||
| Willpower: | 2D8+1 | Common Sense: | 3D6 |
Average ability scores: Appearance-9, Personality-8, Grace-7, Knowledge-9, Wits-9, Willpower-10, Agility-12, Stamina-13, Strength-13, Awareness-15, Speed-10, Common Sense-10.
Path sense: although 'path scents' is perhaps a more accurately descriptive, this ability allows Ghouls to find their way—even when tunneling—by instincts and sense of smell alone; they may retrace their route, find fresh graves, or estimate the distance to the surface or other tunnel
Hibernation: in order to survive times where food is scarce, Ghouls may enter into a deep sleep that may last for years. Their respiration and other bodily functions slow to a near stop. They appear dead, further leading to the belief that they are living corpses. They revive when disturbed, such as when someone digs a new grave overhead.
Necromantic susceptibility: -4 on saving throws against necromancy, and effects last twice as long
Ghouls have 1D6 hit points. Direct sunlight imposes a -3 penalty to all actions due to pain and loss of sight. Indirect sunlight, i.e. with a heavy hooded cloak, is only a -1 penalty.
"Life is a process of becoming, a combination of states we have to go through. Where people fail is that they wish to elect a state and remain in it. This is a kind of death."
——Anais Nin
Birth Blessing Background by: John "Elessar" Westcott
The following new backgrounds (if such a phrase is valid) can be added to the "Player's Choice" list, if the Game Master so desires, or can be added to the character through experience. Many of these relate to childhood, family, and other aspects of growing-up, and can be added readily without harm to the campaign—in fact, such backgrounds are designed to add additional personality, history, and flavour to the character.
Alter Ego: At some point in your life, you pretended to be someone else. You were so successful in this task that everyone who lacked knowledge of you in your previous identity thought that you were in fact the alter ego. This can make it easier to hide your tracks, but it can be embarrassing when someone calls you the "wrong" name. It is up to you to decide if your alter ego was something that you used in your past, or if the alternate is still your current "self."
Anecdotes: While you may have not seen or done it all, you know someone who did. For any given situation you have a second- or third-hand story that is tangentially related. How well you recall this story, and how appropriate it may be, is based on the result of a Wits check. Whether or not the anecdote is actually helpful is another issue.
Bastard: This is the classical definition, i.e. illegitimacy. If you choose to act like a right bastard, that's your problem. This background typically means that your father never wed your mother, however it is possible that you had no mother instead, that your parents divorced/separated, or that one of your parents died. You are not eligible for anything that would be passed on through your father (or mother if she's the one missing in your life); in most nations this includes noble titles or land.
Battle Scars: You have cool scars to brag about over drinks. These are not inconvenient or painful. You have an interesting (if embellished) story to tell about how you earned the scars. Not everyone will have the same appreciation for your war-wounds, but warrior cultures rate them highly and Hobgoblins consider well-earned scars to be equal to sash-trophies. Elves and those that can regenerate are generally immune to scarring, and should determine another background.
Beloved Pet: Once you were bonded to a pet friend. Now you are more familiar with that animal type, and more knowledgeable as to its ways. Other animals of that type are more comfortable around you.
Birth Blessing: You were brought up believing that you were blessed by whatever religion you practice (or that your parents or guardians practiced). You are above the norm in at least one area. Note that this background does not increase any game mechanic, nor allow skills to go above the normal starting limits like Experienced or the Prodigy trait does. As a child you rationalized that the divine blessing was the reason you seemed to be skilled in one or more particular areas of expertise. This is something of a delusion rather than a fact. Even into late adulthood you would be thinking that you were better than others because you were blessed, possibly even affecting the way you act around others. A person with this as a background would likely be fanatical. This background also includes the Dedicated background, and is an additional option for Strong Religious Upbringing.
Body Mods: This refers to the cosmetic alterations that someone makes to turn their body into living art. This background does not refer to the more extreme modification measures of the MetaHumans. Your body mods could be tattoos, piercings, branding, scars, subdermal studs, filed teeth, acid-burnt areas, removed extremities, stitches, pierced organs, or any other form of modification that your sick little mind can conjure. You are limited only by your own desires, willingness, and expense. While those modifications selected initially have no out-of-pocket cost to the character (i.e. from starting funds), people that get tattoos, piercings, or other body art, can get addicted to having them added, and typically continue to get more throughout their lives.
Change of Pace: You have recently had a major change in your life. You could have changed occupation, address, or lifestyle. You might have gotten married or divorced. You may have just had a child, or lost your spouse. Even if the change is positive, it is still quite stressful—don't forget to take some time to relax.
Cultist: You are a member of one of the lesser religious faiths. Cults lack the numbers and public support of mainstream churches. Some cultists, notably some of the druids, proudly proclaim their faith; others must keep their affiliation secret.
Daddy's Little Squirt: You were the favored (or only) child. This is typically either the oldest: the responsible one, the one who inherits; or the youngest: the eternal baby of the family. While you may have younger siblings that look up to you—or older siblings who look after you from a feeling of responsibility—there is still a measure of resentment. That doesn't matter, because you are still the favourite.
Dedicated: You have been officially inducted into a religion or cult. This may have happened at an early age. There are many variations of this ritual. Followers of the Temple of Light sprinkle water from a rose onto the heads of newborn babies to "shower them in love from the Light"—they also have a follow-up ritual at adulthood where a censor is passed overhead to represent being "purified in the holy flame." Initiates in the Bhahi faith likewise use water in a baptismal ceremony, but use a full dunk in a river, and only to adults or children old enough to understand the significance—this follows a reading from scripture before the whole congregation. Followers of the Red God in the Heldannic Confederation have integrated their dedication and coming-of-age ceremonies into one grand occasion. Stryfe's minions have his 8-way arrow tattooed somewhere on their bodies, usually inconspicuously, but occasionally very public such as on the forehead—the pain is a test of commitment & loyalty. The various druidic cults typically borrow heavily from the "Celebration of New Life" ceremony as practiced in the Elven Homeland, but sometimes steal from other sources, e.g. replacing "Divine Light" with "Eternal Cycle" or "Great World-Mother" from the Temple of Light's baptismal. Other cultists' dedications range from the very minor (as in the Church of Hugh: "You in? OK, that's cool.") to the very intensive (such as the 12-day ceremony wherein Azat sends a Demon minion to mystically brand you). Unofficially, a child brought up in the Church of Hugh is "brought into the fold" when she receives her first "brain freezie" from eating vanilla ice cream too quickly.
Disturbed Upbringing: Parents lie to their children. Generally speaking, you learn the truth as you grow older, but not in this case. Either through ignorance of the truth, or oversight in correcting a youthful tale, you grew up thinking that one or more lies of your parents was factual. This could be a large, red, clawed being that sneaks into your house once each year. You might think that "Uncle" Mike really was helping your mother find something lost under the sheets. You may have been told that Shirley Temple and Shirley Temple-Black were the same person. It could be a mother who warns her daughter about a family curse that would strike "any day now"—said daughter worried for years until she finally discovers Mom really meant menstruation. It could be the story of the Fae who trades coins for teeth, or of the rabbit that lays strangely coloured eggs for the little Gentile boys & girls.
Dropout: You attempted to learn another career or way of life. You were unsuccessful. Loser. You still remember some of what you learned before giving it all up—select 1D6 skills from a class or skill suite as bonus skills. These all start at apprentice or level I, and cannot be increased through spending skill points.
Dull Life: You have lived up until now a very boring, average, and uninspiring life. When someone refers to a "typical" childhood in an "average" town, it is like they can read your mind. You have lived in the same spot, known the same people, and done the same things until the melancholy brought by your pathetic existence becomes unbearable.
Exposure: Your parents ensured that you had a well-rounded upbringing. You saw elements of various cultures, and met many interesting people. As a result, the actions of others from cultures alien to your own don't seem that odd to you.
Family Business: Your family runs some type of traditional business, and you helped out. You automatically know two or three free skills relevant to a given profession. See the section on skill suites in the Midian Codex for ideas. You do not necessarily have a stake in the business currently, but you may possibly stand to inherit at least some of it. People who know your family, or at least know of them from the business, are great sources of additional contacts.
Family Curse: Some evil curse haunts your family throughout its generations. The exact nature of the curse is between you and the Game Master, but it will be well known to you, and will be exceedingly difficult to lift.
Family Honour: The reputation and status of your family is great enough to cross the generations. You gain whatever statuses are deemed appropriate by your Game Master. One to three is reasonable. Your family name might possibly also have a separate reputation score.
Gained/Lost Weight: You have either gained or lost many pounds. Those that knew you before the drastic change may not recognise you. This can be good or bad. This background represents any extremes of the scales, e.g. from very fat to moderately trim, from overly thin to bulked-up, from morbid obesity to near-fatal anorexia, or from fit & attractive to "push it back in the water before it drowns."
Green Kangaroo: You are the middle child. You don't have the responsibility or possible inheritance of the oldest, nor will you have the attention and leeway that the youngest receives. You're stuck in the middle.
Hellion: You were a little monster. You made sure that whomever looked after you suffered for it. Did you not get enough attention, or did you receive too much? While you (hopefully) calmed down as an adult, your childhood exploits are still remembered where you grew up.
Illuminated: You have worked for the hidden masters-in-shadow. This gives you frightening insight into the way that the world really works. You are not the unwilling and unknowing pawn that everyone else is, even if you are not one of the mysterious puppetmasters pulling the world's strings. You could have been a secret agent of a government, a "notable ally" of the Phantoms, involved in some vile cult, or some other shadowy organisation that works behind the public view. Alternately, you could just be a paranoid lunatic who happens to be right, or someone who just woke up one morning and finally saw how the world works.
Kind & Loving Parents: Your parents were good folk. You wanted for little, if they had it to provide. This background allows you to reroll any negative backgrounds or traits that could have been overcome by parental guidance (reroll once only for each negative background or trait; good parenting sometimes isn't sufficient). In addition, you gain +1 to Grace, Knowledge, Stamina, and Common Sense.
Latchkey: Your parents or guardians were frequently away. They may have been gone for certain hours of the day, or they may have been out of town for days at a time. This lack of parental supervision allowed you to learn to do things on your own, perhaps sooner than your peers. Of course, growing up faster, or having the house to yourself, doesn't make up for their absence.
License: You have a required license of some sort. This could be a permit to carry weapons, license to ride a horse, right to crenelate, or an exemption from taxes. This is always based on some government's authority, and as such may be quite locally limited.
Loved and Lost: Where once you had someone special in your life, you now have only a ragged black hole in your soul. You believe in true love; you believe it to be a crock of shit.
Mentally Scarred: Something happened to you, something bad. It probably isn't on your list of favourite dinner topics; you might not even completely remember what happened. Whatever it was, it messed up your head in a very bad way. This background makes a good (read: lame) excuse for questionable behaviour.
Moonlighter: Some people are never satisfied with just one job. You are one of these. Select two or three additional skills that you picked up from your second job (or third, fourth, et cetera). Your extra workload also gives you one-and-a-half times your normal starting cash. In addition, you have the option of selecting the trait Chronic Insomnia. As a side note, you don't have much of a social life while working multiple jobs & trying to learn a trade.
Name Recognition: You have a famous-sounding name. This background is merely irritating if you share your first name with someone famous, but can be potentially useful (or harmful) if your family name is famous. So while you may or may not be related to the influential Roquefort textile family, you may be able to convince someone to loan you money if they think that you have some claim on the family business. Then again, you may have someone try and kidnap you just because they can't tell the difference between that wealthy merchant family and yours—the pig farming Rockforts. Most of the time, this background is just a nuisance: "Your name is Genevieve, like the Crown Princess?"
Not From Around Here: You have recently moved to this area from afar. This could be from a few towns over, or from another continent. If you are from a different culture, you do not automatically know all about the one you currently live amongst.
Odd Relationship: You are involved with someone outside of the norm for your subculture. This could be romantic involvement, a business relationship, or just close friends. Some examples: a Gothic musician hanging around with a perky sailor, a young noble lass who fancies the stableboy, a Dwarven thief and a Hobgoblin fence, or an Elf with anyone else. This person counts as a free Companion level contact.
Ordained: You are invested with the authority and faith of some church. This allows you to invoke any rites or ceremonies that you know, as your religion allows. You may also be entitled to be referred to by your title by members of your faith. You have gone through one or more investure rituals, and are a full member of the priesthood if you meet that church's other requirements. This also automatically includes the background Dedicated.
Overprotective Parents: Your parents wanted to keep you safe—to excess. You didn't have much exposure to the world, nor did you have many opportunities for rough & tumble play. It is possible that you may not have even had the chance to play with other children. The downside is that your lack of bruises & scars reduces your starting hit points by one, and since this background is common to families with one child (or one surviving child) you aren't likely to have siblings to assist you. The upside is that you double your normal starting money, and the lack of siblings means you get more pie.
Plague Survivor: You lived while all others around you suffered and died. You must select one disease that you have survived. Your body might still show any ravages that the plague left, but you are now immune to further infection by that disease.
Poor Parenting: Whether from lack of concern for the welfare of a certain "little mistake" or because they simply didn't know better, your parents showed poor skills when it came to your upbringing. The fact that you survived to adulthood, and out of prison or hospital, says wonders about your resilience and luck. If you desire, you may select an additional background or two that represent your miserable upbringing.
Primitive/Advanced: Technology does not travel to all parts of the world equally. You are accustomed to a culture that is either behind (still using bronze tools) or ahead (running water) of the rest of the world. It will take some adjusting for you to get used to cultures outside of your own, as they will seem either ahead or behind your own technologically. This background does provide some use, if your group encounters an area that is advanced or primitive. In this case you will either be more at home, or more accustomed to the technological differences, than your companions. As a player, note that technological advancement is not always the same as cultural advancement, although your character might not feel that way.
Refugee: Either to avoid war, famine, or political strife, your family moved to a neighboring land. Most refugees live together in camps or ghettoes. You are bilingual (if applicable) and know the cultures of both lands.
Sea Legs: You have spent time at sea. While you might not be an accomplished mariner, perhaps only a passenger, you still have spent sufficient time on a boat to be comfortable with the voyage. You do not suffer from seasickness, are familiar with the workings of a ship & its crew, and can accept the realities of long term trips—or even a life at sea.
Simple Life: This is all rather strange and new to you. Other than as indicated by your other Backgrounds, you have not been anywhere, met anyone, or seen anything at all curious or exciting. Note that it is quite possible to be well-travelled without seeing anything worthwhile, such as the tourist who never leaves his hotel room. The ways of other cultures seem quite bizarre. It may take some time & effort to become accustomed to realising that others may have ways, knowledge, and customs unfamiliar to you, and that what is quite ordinary or common knowledge to you may be novel & alien to them.
Thrifty: Your miserly, penny-pinching ways have paid off in a nice little chunk of change. You start out with double the usual amount of money.
Unusual Name: Your name is uncommon, at least to those around you. This may be a foreign name, the name of an old relative—such a name now falling into disuse, a variation on a more locally common name, a unique name invented by your parents, or one that simply isn't popular or common. The upside is that some people will always remember your name because it is out of the ordinary. The downside is that you are forever doomed to have people mispronounce your name. Most annoying of all is the endless barrage of forcefully parochial mindsets of those who bring the conversation to a crashing halt as they are unable to advance past, "no seriously, what's your real name?" Fuckers. This is a fairly common background for player-character types, especially for those graduating from MMORPG's.
Vow: You have taken a solemn oath. This could be a knight's vows, a vow to never marry, the oath of service that a Killian warrior makes to his master, a vow of pacifism, or a vow to avenge the death of your father. Any long-term vow of import may be used for this background.
Wanderer: You have been to many different places, and seen many interesting sights, by happenstance rather than design. Either you never stay put for long, or you just get lost easily, you have the habit of travelling about and seeing marvelous things. While you may have missed the typical tourist destinations, you have walked though the lesser pathways. Back alleys, quiet streams, restaurants where the locals eat, all of the wonderful things that won't be found in any guidebook are part of your adventures.
With the Band: You have travelled with minstrels. This gains you the Songs skill for free, even if you can't actually sing or play. You also gain a wide—if not too detailed—knowledge of the area.
"Cemetery, n. An isolated suburban spot where mourners match lies, poets write at a target and stone-cutters spell for a wager."
——Ambrose Bierce, The Enlarged Devil's Dictionary
Found crossing the boundaries of both Formour and Byzant, the Goths are usually known as a people or a race; neither of these is accurate, according to the Goths—they are a culture. More specifically, they are multiple cultures. To call them "a people" does a disservice to their culture, as they are a collection of individuals rather than having a collective voice. It is not entirely accurate to call them a race either, though the pale skin and eyes are common to the "typical" Goth of both the east- and westlands. However the eastlands Goths are far different culturally—as well as cosmetic differences with their blond hair colour—to their decadent westlands kin of Formour and Byzant. The inclusiveness of Gothic society allows those not born Goths to be full members of the Gothic culture. Ghouls, the occasional Elf, Humans of all varieties, even a few Trolls, are considered just as much of a valid, legitimate Goth by their peers as is someone born with the black hair & creepy-pale eyes. There are those with Gothic ancestry who do not embrace that portion of the local culture, preferring instead to wear bright colours or plain styles of the Byzant Empire of Kingdom of Formour, respectively. That peculiar aspect of their culture may be quite confusing to outsiders—how can the black haired, pale girl in the yellow sundress be a Goth, and how can the Ghoul in black lace be just as Gothic?
Goths are found almost exclusively in urban areas. Seeing a Goth working a farm is quite unusual as they are not a people disposed towards agriculture. Their pale skin is far more suited to the nightlife of large cities than to sweating under a hot sun, hoe in hand. Instead, they are artists and writers, scholars and students, servers and craftsmen. Industrial labour is the main business of most Gothic cities, but the preferred occupations are those involving personal creativity. Needless to say, there will be quite a few hungry poets and bitter iron smelters in the city of Mordant tonight.
The Gothlands are not a separate region, marked only by the higher proportions of Goths in the cities, and their distinctive architecture. Gothic cities are a wonderment to behold. Counted among them are some of the oldest cities in Formour, and some of the largest in northern Byzant. Towering ancient buildings, dark colours, gargoyles, flying buttresses, and narrow dark streets are common elements of Gothic cities. The artistry of Gothic architecture is unparalleled in all of Formour. Such is the sweeping beauty of the moonlight cascading down over the black walls, that most Goths are loathe to destroy an old building to make room—or to scavenge material—for new. Old buildings are said to have "charm" and this charm over the Goths may last well until the building is only a ruin. Until a building is completely falling down upon its inhabitants, it will be increasingly desirable as a habitation or place of business. There are elements borrowed from their respective non-Gothic neighbours by Gothic architects of both nations—the blocky stone arches, flat walls, and arching peaks of Formour may be found in Goth cities there, just as the delicate domes, subtle flourishes, and stately columns typical of Bizzannite construction may be found south of the Grim Sea. Far more buildings are left vacant in Gothic cities than what one would expect; the cities are far larger in area than what their population size would suggest.
The area populated by these night-walking city dwellers is a fortunate one. Most useful is the location along many trade routes. Goods and people pass through the Greatsea to the Grim Sea, while others cross the short distance across the waters between Byzant and Formour. The climate is mild; there is almost perpetual cloud cover, but little temperature variation between seasons. The area is rich in mineral resources: iron, coal, and other useful components of industry. A thick black smoke cloud covers many cities. It has been suggested that this is not only due to the weather or the factories, but instead due to the collective depressive morbidity and ennui of its inhabitants. Most of these inhabitants are not Goths; in fact the typical proportion of Goths of a supposedly "Gothic" city ranges from only 15% (Terra'sombra, Byzant) to about 50% (Mordant, Formour).
A typical night in Mordant has streets still rain-slicked from the early evening showers. Tall crowded buildings cut into the sky; many have been dark and lifeless for years. Black lace covers translucent pale skin as the inhabitants make their way to favoured meeting spots. Some gather in small knots inside dimly lit coffee shops, pressed closely together as though to keep even their very words from escaping to outsider ears. Others gather in large crowded dance halls, drinking & swaying to the music. Long shadows cast by the two moons mingle and interrupt each other's shapes, twisting the spires of a church into a horrid dark environment.
Some of the larger Gothic cities:
Formour: Altenstadt, Artisans, Citadel, Coalforge, Corint, Fallenoak, Mordant, Nimbus, Shadowfalls, Totenstadt
Byzant: Al'hazred, Al'stilte, Caliopolis, Crikitska, Dakwavi Gehennom, Terra'shadu, Terra'sombra, Teshwavi, Thebes
"In this world, is it the hallmark of the young to view life and death as transient?"
——Berserk
Long-term survival is always a chancy thing, especially in a dark fantasy game. A number of factors may come into play that may affect this. Most notably, a character may not live to a ripe old age if he or she is slain in battle or just sleeps with the wrong prostitute. Additionally, a campaign may end prematurely because the players' troupe separates for whatever reason, or just moves on to other campaigns. However, there is certainly a possibility that a character may live and be active in play for a long time. Some of the salient factors regarding a character's long-term play are detailed below. An additional technique for long-term game play involves supplementary characters (secondary characters and legacy characters) and will be addressed later.
This is something of a reverse to character growth and experience—a similar method is employed. Rather than petition the Game Master to increase skills, attributes, backgrounds, traits, and other character elements, you must instead justify why they should not be lowered due to disuse or the slow and steady decline of aging. The Game Master should consider the age and general health of a character—older characters or ones leading harder lives may find it harder to keep attributes, et al. in peak form. Likewise a character's expected longevity is also an important consideration—an immortal Elf will suffer neither senility nor cancer, but a Hobgoblin in her 50th year must indeed worry about such possible impairments to her fighting strength. Of course, immortality is not a guarantee against the effects of time; a Pixie who no longer exercises will still begin to lose her breath more easily, and may see a decline in attributes from disuse. An additional factor for a Game Master to consider is the length of time since a character last used a particular skill or ability, and how often it has been used previously. While they say that "you never forget how to ride a horse," it is certainly possible for skills to weaken from disuse just as surely as a muscle. As regards the lowering of attributes, the first to go are generally physical and miscellaneous (with the notable exception of Common Sense). Mental attributes generally stay sharp as long as they are well used—but can decline at least as rapidly as bodily health from disuse. Among the social attributes, Appearance is of the greatest concern to many shallow people as they age. However, both the Hobgoblins and Formourians are more likely to consider someone physically appealing far longer than other cultures might. For example, a famed actor in Formour may still be considered "sexy" past 50 years of age, but that same person would just be considered "old and unappealing" by a Bizzannite or Heldann.
Different cultures treat aging and their elderly in different fashions. Among the Heldanns, youth and vigor are heralded, however this is mitigated somewhat by the longevity of the Dwarves that live there—comprising more than a third of the population. Though a Dwarf can have far longer to perfect his or her craft, the energy and innovation of the young is still prized. Interestingly, once a Dwarf dies, his or her status is suddenly elevated from "doddering old fool" to "revered and learned ancestor." Foolish indeed is the person that would cross a bitter old Dwarf, who may have devoted the last century to the art of treacherous revenge, and has nothing left to lose… Trolls typically try and live life to the fullest. As their life spans vary so widely, a Troll never knows how much longer he has left. A Troll may drop dead from cancer in his early 40's, or may instead stay vivacious up towards the end of his fourth century. Hobgoblins highly prize their elders. One who has lived to an advanced age is assumed to have a good measure of toughness and guile. Conversely, Hobgoblins do not prize dying of old age. For them, a far more honourable death is to fall in combat to a worthy adversary. Killian also hold their elderly in high regard. This is a natural outgrowth of the highly structured nature of their society. Each person's place in their culture is denoted by their obligations to one higher on the social ladder: child to parent, peasant to lord, husband to wife, and so forth, all the way from the lowest beggar to the Empress herself. As a person ages, those to whom she is obligated become fewer, and those who are now obligated to her continue to grow in number. For this reason, one of the Empress's titles is "The Lonely One" as she no longer has the comfort of being socially obligated to anyone. Formour is interesting in that it seems to favour neither the young nor the old. Rather, both energetic youth and wise experience are esteemed equally and separately for their own merits. Of course, this can leave those adults in the middle feeling left out—being seen as having neither fresh new ideas nor sagacious advice. Similarly, far to the east the Orcks do not seem to place an emphasis on either youth or age. Their culture is based strongly on individual merit and a strong drive for survival. Among the Orcks, surviving childhood is a remarkable feat, and continuing to an old age even more so. Their neighbours in the plains and forests, the Ogre tribes, don't seem to even be aware of someone's age at all. Ogres don't even count their birthdays like most other cultures do. In the Firp's swamplands, youths are considered inherently foolish, at least to some degree. However, the great respect that they show towards their elderly really doesn't begin to show until a Firp has passed 50 years of age, and many do not live long enough to enjoy that hightened respect.
Another important element to long-term campaigns and characters is in how the story is paced. A character journal is of tremendous assistance here. Pacing a campaign is when you highlight and expand the interesting bits, and shorten the dull ones. Long stretches can be covered with something as simple as "after three more months, you finally reach the distant shore." There are many opportunities for long breaks in the action. Injured characters need time to heal; broken bones can take months to completely set properly. Travel time is much longer in a world without cars, planes, or trains. Farms can be harvested, children raised, towers built, and baronies ran. There can even be long lulls in the action where the characters simply don't do anything interesting, and just loaf for a time. One way to think of pacing is to imagine a movie. The scenes cut right to the drama and action, and skip such details as the drive there. While it is impossible for a campaign to be paced as quickly as a movie—otherwise it would wrap up on two hours—it is a worthwhile goal towards which to strive. To continue the visual analogy to a long-term campaign, it may be more useful instead to think in terms of a television series. In a good series, the pacing is tight within the episode, the characters grow over time (that's "grow as people" not "get more powers"), and your interest is maintained week-to-week. A long-term campaign can run exactly the same way, with each session being one episode (of course, this particular "show" is mostly one long extended multi-parter, think soap-operas). "Chapters" in a campaign are another good way to structure long-term campaigns. That is, you may all be part of a mercenary company in Byzant for several months of game play, and later become travelling merchants in Formour. It is not necessary to completely restart a new campaign with all new characters, but instead a new "chapter" in the characters' lives starts.
Not only do the characters affect the world—as it likewise affects them—but also other factors come into play "behind the scenes." For example, while they take a trip to the Orckish Highlands in Osterre, the pregnant girlfriend left behind gives birth, and must begin to raise the child herself. While the mercenary company wages war, taxes back home are being raised. The trick is to have things happen whether the player-characters are involved or not, but not to have things happen too quickly. Rumours, stories, news, gossip, bulletin board postings, and other in-game elements can be used to enhance the feeling that things are moving all around the characters, other than those plots in which they are directly involved. Ideas for some of these outside-plots can come from the Rumour Mill section, forum games—or forum posts about other games, unresolved plot threads, or just the Game Master's musing about how things are going in other parts of the world.
When the characters leave home for sometimes years at a stretch, some aspects of life may remain exactly as they left them, but quite a few others will have changed significantly. For example, the road still swerves around the old oak tree in the center of town, but Old Man Mung no longer runs the mill. In his place is his young son, now with children of his own. The youngest of which, Sheila, is now pregnant out of wedlock with the cooper's son. It's these little details that can really bring the game world to "life."
"When you breathe, you inspire. When you do not breathe, you expire."
——Taken from a 5th grade essay
Life does not go on forever, certainly not for mortal races, and even an immortal may meet her untimely end.
Dwarf: 200-350 years
Elf (or other Fae): Immortal
Firp: 40-60 years (legends talk of much older Firps)
Ghoul: unknown; estimated to be at least 100 years outside of hibernation
Hobgoblin: 50-80 years
Human (all varieties): 50-110 years
Killian: 50-800 years (upper end reputed from antiquity)
Ogre: 150-300 years (estimated)
Orck: 100-200 years (cut them in-two and count the rings)
Troll: 40-400 years
"A single death is a tragedy; a million deaths is a statistic"
——Joseph Stalin
Death is a remarkably state easy to attain. There are a number of places on the body where an edge need only penetrate less than two inches to cause a fatality, and only a few pounds of pressure are needed to place that blade there. Even something as simple as a lack of good air can cause death. The following list includes the lifetime odds of 50 different ways to die, other than "hop under a bus, Gus."
| Accidental alcohol poisoning | 1 in 12,187 |
| Accidental hallucinogen & narcotics poisoning | 1 in 566 |
| Accidental poisoning (total) | 1 in 261 |
| Accidental hanging | 1 in 13,237 |
| Assault (total of all varieties) | 1 in 181 |
| Being a pedestrian in an transport-related accident | 1 in 609 |
| Bitten by a dog | 1 in 147,718 |
| Bitten or struck by other mammals | 1 in 56,813 |
| Bitten by venomous snakes & other reptiles | 1 in 527,560 |
| Bitten by venomous spiders | 1 in 738,584 |
| Bitten or stung by bees, hornets, & wasps | 1 in 85,883 |
| Bitten or stung by nonvenomous insects & spiders | 1 in 410,326 |
| Bitten, stung, or other contact by any venomous plants & animals | 1 in 60,539 |
| Burning to death in a building—uncontrolled fire | 1 in 1,381 |
| Burning to death not in a building—uncontrolled fire | 1 in 60,539 |
| Burning to death when your clothes catch fire | 1 in 29,544 |
| Burning to death (total) | 1 in 1,117 |
| Choking on food | 1 in 4,978 |
| Choking on something else | 1 in 1,223 |
| Death by dying | 1 in 1 |
| Drowning while on (or rather, no longer on) a boat | 1 in 8,941 |
| Drowning in a lake, pond, ocean, or river (non-boating) | 1 in 3,503 |
| Drowning while taking a bath | 1 in 11,470 |
| Execution & intervention by law-enforcement | 1 in 9,325 |
| Earthquake | 1 in 131,891 |
| Exposure to excessive natural cold | 1 in 6,164 |
| Exposure to excessive natural heat | 1 in 12,309 |
| Flood | 1 in 105,511 |
| Lightning | 1 in 83,929 |
| Cataclysmic storms | 1 in 68,387 |
| Exposure to forces of nature (total: earthquake to storms) | 1 in 3,356 |
| Falling on and from a ladder or scaffolding | 1 in 8,411 |
| Falling on and from stairs and steps | 1 in 2,525 |
| Falling out of bed or chair | 1 in 5,032 |
| Falling out of or off of a building | 1 in 6,368 |
| Ground level falls (slipping, tripping, and stumbling) | 1 in 6,549 |
| Ground level falls (other) | 1 in 1,436 |
| Going to lightspeed "without precise calculations" | 0 in 0 |
| High and low air pressure and changes in air pressure | 1 in 284,072 |
| Inhalation of gastric contents (tasted better going down) | 1 in 8,752 |
| Intentional self-harm by hanging, strangulation, and suffocation | 1 in 597 |
| Intentional self-poisoning | 1 in 712 |
| Intentional self-harm (total) | 1 in 122 |
| Medical & surgical complications | 1 in 1,221 |
| Overexertion, travel, and privation | 1 in 26,955 |
| Player-related death | 1 in 3 (scary) |
| Riding an animal or in an animal drawn conveyance | 1 in 31,835 |
| Struck by another person—fisticuffs | 1 in 82,064 |
| Suffocation by a cave-in | 1 in 65,944 |
| Suffocation/strangulation in bed | 1 in 8,098 |
"Collar that Dormouse!" the Queen shrieked out. "Behead that Dormouse! Turn that Dormouse out of court! Suppress him! Pinch him! Off with his whiskers!"
——Queen of Hearts, Alice's Adventures in Wonderland
Sometimes one's life ends not due to age or accident, but rather by state-sponsored means.
Every major nation save the Elven Homeland uses the death penalty for its capital crimes. The methods vary by location and crime, as do the attitudes towards such punishment.
In Formour, death is usually by hanging, although an old custom allows a noble to instead request to be beheaded. Formour considers the death penalty to be the last refuge—if a person's debt to society for his or her crimes cannot be met any other way, and the person is an incorrigible criminal who will remain a threat as long as he or she remains alive, then they may be executed. Formourian law allows a judge to assign a lesser sentence, but crimes such as murder often merit the full force of the law—in this case, the force of gravity from the gallows. Hanging in Formour is done by a professional hangman whenever possible. The rope is knotted and adjusted so that the person's neck is broken by the fall, rather than death through strangulation, at least ideally. The overall view is what is best for the people.
Justice among the Heldannic Confederation is often swift and personal. Whenever an authority deems that a person must die, then he or she is slain on the spot if possible, and promptly hunted down & killed if not. Exactly what constitutes proper authority will differ based on one's viewpoint, so running feuds of different parties seeking justice and retribution are fairly common, at least until someone with enough greater authority (read: power, typically through force of arms) steps in to stop the cycles of violence. While their southern neighbours in Formour might end a trial by saying "you shall be hanged at dawn—may The Light grant your soul peace," a Heldannic lord will end a similar proceeding with "how dare you" and reach for his sword.
The Killian Empire does not seem to place a very high value on life. There, crimes that would warrant a term of hard labour in Formour will instead be met with swift execution. In fact, a prisoner is legally a non-person, and may be killed for various reasons, even if the crime committed would not merit such extreme punishment in other lands. The state-sponsored killings in the Killian Empire are nearly always done with a sword. Due to the typical Killian's ability to hold its breath, and partly due to the relatively fewer trees, the Killian do not consider hanging to be a very efficient method of execution, despite the Formourian advancements in the science of the gallows. Beheading, disembowelment, impaling, and a simple throat-slice, are all various methods used. The overall view is to dispose of a disruption in society as efficiently as possible.
In the Byzant Empire, a common tradition is for the punishment to fit the crime. Enforcers of law often get creative with their methods of exacting lethal justice. An example is in the former Vridtown (currently named Scientius, now part of the Darkmouth Emirate) where necromancy was punishable by being dismembered, the pieces compressed & forced into a tiny box, & then catapulted into the harbour. Vridtown was overrun by zombies emerging from the harbour, and shoving a necromancer into the box ensured that the trip was one-way, even with the Undying ritual. Ironically, Scientius today houses a university dedicated to educating necropolitans and apprentice wizards. More typically however, crimes in the Byzant Empire are met with heavy fines. These are often payable to both the government and any victims of the crime. In theory, this would mean that the wealthy can commit an offence, and then pay for it in gold, but a poor criminal suffers a secondary punishment. In practice, the fines are often punitively large enough that even the richest offender is loath to blithely commit a crime. The overall view is that one should pay for one's offenses.
In the east, the newly recognised Orcklands still deal with crime with a mob mentality. All of the wronged parties—and anyone else who happens along, often enough—assists in meting out justice, typically by stoning. Firps do not execute anyone very often, but they have a system that seems to work quite well for them. An offender is impaled on pikes, paraded about, and then carried far outside the city. This way, the entire community can see that the criminal has been punished—and in what way—and all who enter or leave the city can see the results of breaking Firpish law. The Ogres, Trolls, & Olde World Goths still have essentially tribal societies, and all typically execute by an extreme form of social ostracism. Someone deemed not worthy of sharing their lands is the same as not being worthy of sharing the same air, and is sent out into the wilderness where they often die in that harsh land.
The Olde Empire of the Hobgoblins had a rather extensive code for executions. There were a series of methods, each tied to specific crimes and circumstances. It is worth noting that the punishments were affected by the status & position of both victim and accused. That is, it was a far greater crime for a lowly herder to assault a great warrior than for the reverse to occur—which was hardly considered a crime at all. Unfortunately for historians, this extensive code of justice was entirely oral. Loremasters have determined that it was consistent, rather than arbitrary, by comparing secretly recorded Dwarven accounts that were widely apart in time and geography. These few scattered runic remnants are all that remain of the Olde Empire's laws. This oral tradition was lost with the fall of the Old Empire, and the scattering of the Hobgoblin tribes. Even the surviving tribes that still live in the Farreaches—and keep their traditional culture, at least in some small capacity—no longer retain these laws.
The Elves, as mentioned previously, do not execute criminals. In fact, it is said that the only crime that is truly punishable by death is that of not being an Elf while there. This is referring to the extreme stance that the Elves take regarding their borders—only two locations allow visitors, and even there they are not granted access to the rest of the realm. The Elven view on justice is that no one is truly incorrigible, and given enough time to reflect on one's folly even the most terrible offender will truly repent and again become a productive member of society. This view is in large part due to Elven immortality. With a growth rate approaching nil, the Elves place a very high value on life… at least with Elven life. Since criminals can potentially be given sentences of centuries, or even millennia, the theory is that anyone can change her ways granted enough time. Crime in the Elven Homeland is perhaps the lowest in all of the major nations, so there may be something to the theory. However, it must also be considered that there is a strong cultural bias among the Elves to be a useful member of their society. Crimes committed in the visitors' sections are usually handled in one of two ways, either the criminal is punished as an Elf (essentially meaning life imprisonment), or more commonly, the privilege of visiting is unceremoniously revoked (meaning the criminal is slain on sight). Unlike their eastern neighbours in the Kingdom of Formour, imprisonment among the Elves usually doesn't involve hard labour. While an Elven lord may sometimes design a unique punishment, a criminal in the Elven Homeland is usually locked away in one of three subterranean dungeons, awaiting the release date or early clemency from the imprisoning lord. It is also worth noting that justice among the Elves is meted entirely by the nobility. As their government consists of the Princes and Princesses of the Great Houses who essentially act autonomously—events that concern the entirety of the Elven people are discussed at conclaves of these lords and ladies—there is no agency among the commoners to handle matters of jurisprudence and law enforcement. While this is not unusual to a Killian, Bizzannite, or Heldann, it seems rather odd to the average Formourian, who has access to judges of common descent.
"A man was hanged who had cut his throat, but who had been brought back to life. They hanged him for suicide. The doctor had warned them that it was impossible to hang him as the throat would burst open and he would breathe through the aperture. They did not listen to his advice and hanged their man.
"The wound in the neck immediately opened and the man came back to life again although he was hanged. It took time to convoke the aldermen to decide the question of what was to be done. At length the aldermen assembled and bound up the neck below the wound until he died. Oh my Mary, what a crazy society and what a stupid civilization."
——Nicholas Ogarev
Eros and thanatos are twinned opposite desires—love of life and desire for death. We struggle with these opposing urges our whole lives. When thanatos outweighs eros, there is the chance that life will not long continue. Phobos is fear. Pathos is the evocation of pity or sorrow, and comes from a word meaning "suffering." In this context we have: love of life, love of death, fear of both, and the pathetic suffering that quandry causes. It is said that if you love something set it free… This saying could be applied to this situation. If you are willing to "give up the ghost," and it does not return to you, were you ever worthy of life? If the spirit of life returns to you at your moment of death, would it be too late? It is said that if a suicide falls from a great height and you don't hear them scream, that they were dead before they fell (perhaps from a heart-attack). The last thing that probably crosses someone's mind—other than the street—is "Wait, I changed my mind."
"Suicide is just Darwin's way of saying 'all attention-whores out of the gene-pool.'"
——Drunk and Bitter Jesus, Ghastly Comics
Contrary to what the song says, suicide isn't painless. Each method of doing yourself in has its drawbacks.
Asphyxiation: "Asphyxia" is any process that cuts off the oxygen supply to the brain. This method is most commonly called "suffocation." This can be via interfered breathing (such as a weight on the chest), obstruction of the airway (choking on something or an air-tight bag about the head), strangulation, smothering, lack of breathable air (great heights or exhaust fumes/smoke), and chemical prevention inside the body (such as from carbon monoxide or cyanide). All of these methods are difficult to employ, as the body's natural survival instincts are quite strong to remain breathing. Manual strangulation is impossible, since your hands will relax once you lose consciousness. Additionally, resuscitation or failure may well result in brain damage, and resuscitation methods themselves can cause broken ribs & painful bruising. Several cautionary anecdotes exist of someone who attempted to do themselves in by one of these methods, only to be alive but severely impaired—they can no longer function without assistance but all still remember that they were once normal.
Cutting: In all its various forms: slit wrists, sliced throat, disemboweling, falling on sword or spear, it has one major drawback—it hurts… a lot. This pain is evidenced by the not-quite-enough wounds left on both the attempted and successful wrists, called hesitation marks. If you are fortunate, you will pass out from the sight of your own blood—after doing enough damage to cause you to continue bleeding to death. Those of stouter heart are less fortunate, as they continue to feel the pain of their vital fluid leaking out, ounce by ounce. There is a strong feeling of cold, as the life-giving blood takes the body's warmth with it, spilled out onto the ground.
Dehydration/starvation: Either of these methods is long and difficult. Death from starvation takes about a month and a half, and you slowly waste away during this time. Death from dehydration is quicker—about a week or two, but is even more excruciating. It must also be remembered that most food contains water, which only serves to lengthen the process. In such a weakened state, one will not be able to prevent force-feeding, which combined with the length of time involved, makes this one of the more easily "rescued" methods.
Drowning: The farther out you swim, the more tired you become, and the longer time you have to change your mind. It is a terrible thing to decide that you want to live, only to realise that your limbs now lack the strength to carry you back to shore. While cold water is said to hasten the process—both in ensuring you are too tired to return, and in the actual killing—it also acts as a preservative (see Hypothermia below) where you can be revived even hours after apparent death. Also remember that there are many creatures with which you will be sharing the waters; more than a few will not wait for a taste, and none of them care for the difference between a suicide and any other struggling victim. When you see that fin cresting between the waves, you may suddenly decide that drowning wasn't really such a good idea after all.
Falling: There are three main points of uncertainty when employing a great height to try and kill oneself. The first is finding a suitable precipice. Even in the mountainous Heldannic Confederation, there may be enough of a slope to the drop so that you roll—breaking many bones and living through the experience—rather than a life-ending thud. The common fear of the height itself is perhaps the greatest determent. Even if a suitable location is found, once you actually look down the terror may prevent that final leap. Finally, there is the very real possibility that the fall will not kill you, regardless of the height. While people have fallen to their death from ground level—tripping over something and breaking the neck upon impact, for example—there are those who have fallen from tremendous heights and lived. In fact, the only things certain about falling are that it is scary, and if you live it is sure to hurt a great deal.
Hanging: A tried-and-true method of execution, but it still isn't a good choice for suicide. The biggest drawback is that you may screw up, and either not fall far enough—choking to death (see Asphyxiation above), or that you will fall so far as to break the rope—leaving you with either a long fall (and broken bones) or a relatively short & embarrassing one. An additional problem that can arise from too far a fall is that the rope may stop your head & neck, but not the rest of the body. In this case, your head, spine, and innards will be ripped messily from your torso, as the rest of your body succumbs to the inevitable pull of gravity. Thus hanging isn't necessarily the "clean" death desired by many who seek this method. Even in an ideal drop—one where the neck is broken—often doesn't cause instant death. It can still take several excruciating minutes for the brain to die. These are guaranteed to be the longest 5-10 minutes you have ever experienced; after all, it's the entire rest of your life.
Hire a professional: Ah yes, if you want something done right… Unfortunately, those willing to kill another generally aren't known for their scruples. They are just as likely to take your money & run, as they are to actually kill you. Of course, you could possibly encounter a sadist who will kill you, but in a most unpleasant fashion. Then there is the difficulty of simply finding a potential assassin in the first place. Your search is bound to attract unwanted attention. A final drawback is that even a true professional must still employ some method to snuff out your existence, which will be at least as unpleasant as doing so yourself, if not much more so. Suicide is typically a solo endeavour. Enlisting the help of another is an additional complication. Trying to get a trusted friend to assist with ending your life is just as bad as hired help, if not worse. A true friend would not allow you to commit suicide, much less help.
Hypothermia: Often combined with Drowning (see above), as water can rapidly cool the body, and cold water is often the only cooling method available to most. Additionally, those wanting to help ensure that they drown may choose cold water because it will supposedly kill them faster, and the lower temperatures mean that they won't be questioned for heading towards the shore wearing many layers of easily waterlogged clothing. As the body has many automatic defenses against cold, this is a long and unpleasant way to die, whether in or out of water. Uncontrolled shivering and biting cold are far from pleasant ways to spend ones last few hours. Additionally, the cold can keep the chemistry of life intact for a prolonged period, making it possible to be "rescued" even hours after apparent death.
Immolation: This is burning to death. Need we say more?
Natural: This is something of a catch-all category. Included are such dubious methods as throwing yourself to (hopefully hungry) wild beasts, jumping into a volcano, & standing in a field waiting for lightning or a meteor to strike you. Needless to say, these various "natural" methods leave much to be desired. There is one sure natural method, one guaranteed to kill every mortal man and woman: time. This death by natural causes, however, doesn't exactly count as suicide.
Poison: Even the deadliest toxin can be quite survivable. Poisons with no known antitoxin can still be treated. The length of time required for most toxins to take effect means that not only are your chances of "rescue" higher, but you are alive that much longer to experience your own demise. Should you select chemical—or combination thereof—that seems to cause a blissful sleep preceding death, that usually instead means that the toxin causes total paralysis. That is, you get to add a feeling of complete helplessness to the experience of waiting to die. Healer lore contains many references to medical professionals who chose this method, yet survived. Of anyone, they should have known better.
In general: Life goes on without you. Regardless of your motivations, this much is always true. Someone you want to hurt back by your suicide probably still won't care once you're gone. Those who do care about you will never fully recover. If you only want to escape unbearable pain, you unleash a new batch of it into the world upon those you leave behind. Killing yourself because you are alone merely means that no one will show up for your funeral. Life does go on. Consider also those who now have to deal with your mess—often literally with many of the methods of suicide. Your belongings and affairs must be put in order. Your body must be cleaned and disposed of—as well as the stains of blood and excrement left surrounding your corpse.
"I lay down my life. No one takes it from me, but I lay it down of my own accord."
——John 10:17-18
Common elements to near death experiences involve a perception of being surrounded by darkness, with a light that seems to draw you towards it. There is also a feeling of warmth & an increasing sensation of floating or your weight diminishing. As you approach the tunnel of light, there is also an impression that there are beings in the light. Most often this seems to be family members who have passed on before. Often, there is also an impression of an overseeing or guiding force in the light.
In the Kingdom of Formour and among the Gothic tribes, this is usually perceived as a pleasant experience. Those who have had a near death experience report that loving family members either welcomed them with open arms, or instructed them to return—as it was not yet their time—sending them back with fond wishes for their well-being. This is perceived by those who follow the Temple of Light as being a profound religious experience. The experience confirms for them that The Light loves them & wants the best for them. Knowing that they will be reunited with their loved ones, and blissfully joined as one with The Light, strengthens their faith considerably. Even those Formourians who are not devout members of the church—even those who follow another faith, or are either agnostic or atheistic—experience similar phenomena. There are several accounts of those who steadfastly believed in the lack of any higher power who have been converted after a near death experience.
In the Byzant Empire and the Elder Kingdoms the experience is similar, but the perception is quite different. The feeling of warmth rapidly grows to an uncomfortable temperature. In those lands, people have reported being sent back by a spiritual bureaucrat who rudely informs them that their presence in the afterlife is the result of clerical error. The recognisable spirits of this vision are not welcoming, but rather seem as frightening and cold as they would be if witnessed as a ghost. These entities have been reported as seeming to be in great discomfort themselves.
It is interesting to note that only Dwarves, Ghouls, and Humans commonly report near death experiences. It remains unconfirmed by the loremasters and necropolitans who have studied this phenomenon whether this is due to common cultural elements, or due to common factors in their physiology. While all three have lived for centuries with close societal ties to one another, it has also been noted that many biochemical properties are common to these species.
By: Darren Ohl
What do you do about the end of the world when you meet her?
After a long cold day on north, after a little flurry, and then a little drizzle.
After running to the ends of the earth.
Suffering the long road trying to find home.
Roads got worn out like that spot of carpet from recluse's bedroom to recluse's bathroom.
What do you do about the roads you wore out but never wore home?
You wish you could remember her name,
you wish you could remember where you left off
like a lost set of keys you'll never find in time.
What do you do when it's six in the morning and she ain't coming home?
What do you do when question marks look like half broken hearts at the end of a heart-breaking sentence?
What did you do about the end of the world when you met her Jaq?
I hope you walked away.
"Death is not when life turns off. Death is when the chemistry of life becomes irreversibly damaged."
——Brian Wowk, PhD
Amanita Muscaria
Other Names: Fly Agaric, Death's Head
Trip Length: 6 to 8 hours
Properties: The user will have approximately two hours of twilight sleep following a period of peacefulness (mildly euphoric, dreamlike sounds & visions may be noticed). Upon waking, vivid, psilocybin-like hallucinations and size distortions may be experienced.
Positive Effects: There is a 2% chance that desired information might be gained during the "twilight sleep."
Negative Effects: Beware, beware, beware—any error may have the user taking a highly toxic toadstool. Large doses may cause violence, self-destructiveness (to the point of self-mutilation), and paranoia. Overdose may cause delirium, convulsions, deep coma, or death as a result of heart failure. Prolonged use is mentally debilitating, causing even raving madness & even lycanthropy (the mental, not mystical, illness).
Arrach
Other Names: Goosefoot
Trip Length: 2 to 4 hours
Properties: Calms user, causing a mild disorientation followed by a floating sensation
Positive Effects: Reduces nervous anxiety and calms hysterical individuals.
Negative Effects: Mildly addictive. The user will require ever-larger doses for effect. Withdrawal can cause violent headaches, shaking and dizziness.
Asafoetida
Other Names: Devil's Dung, Gum Asafoetida, Food of the Gods
Trip Length: 2 to 6 tours
Properties: The user will experience an apparent increase in brain activity, reaction time, and physical endurance. The heart will speed up, respiration will increase and a feeling of strength will develop.
Positive Effects: The character will experience a 2-point increase in Strength, Wits, and Stamina. The effects will begin 3-60 minutes (3D20) after taking the drug and will last 3-60 minutes. The user will be reduced by 1D6 points on each characteristic for twice as long as the increase lasts, after the effects wear off.
Negative Effects: The drug will begin by causing a feeling of nausea (which will pass within an hour). Following use of the drug, the user will feel sluggish, drained and weak. Addiction is possible, but primary addiction seems to be psychological. Prolonged use of the drug is both physically and mentally debilitating. There is a 1% chance per use that the user will (permanently) lose an attribute point, one point from Grace and (roll 1D8): 1—Strength, 2—Knowledge, 3—Agility, 4-5—Stamina, 6-8—Common Sense. The chance is cumulative, until a point is actually lost. Then the process starts again-until the user either gives up the drug or dies.
Belladonna
Other Names: Banewort, Beautiful Lady, Deadly Nightshade, Death's Herb Poison Black Cherry
Trip Length: Several hours to several days
Properties: The user may experience pleasant hallucinogenic and hypnotic sensations and light sensitivity.
Positive Effects: Reduces ulcers and will dry sinus congestion.
Negative Effects: Permanent brain damage may result, addiction, insanity, or death.
Betel Nut
Other Names: Areca Nut
Trip Length: Varies
Properties: The user will experience increased respiration, mood elevation and some time distortion.
Positive Effects: The betel nut has some indirect aphrodisiac qualities.
Negative Effects: Some disorientation and a telltale red staining of the mouth.
Broom
Other Names: Nil
Trip Length: 2 Hours (1 pipe), 4 hours (2 pipes)
Properties: The user will experience an intoxicated, euphoric feeling. Colour awareness is increased and a deep state of relaxation increases after a second pipe is smoked.
Positive Effects: Nil
Negative Effects: Smoke; do not eat. (Eating produces nausea, paranoia, extreme excitement and heart strain.)
Calamus
Other Names: Flag Root, Rat Root, Sweet Flag
Trip Length. 6 to 8 hours
Properties: Rat root will cause an "up" feeling without any agitation. A feeling of relaxation will overcome the user. Some mild hallucinations may take place with very large doses.
Positive Effects: Of some use in treating asthma, bronchitis, diarrhoea, fevers & headaches.
Negative Properties: High doses may cause vomiting.
Calea
Other Names: Bitter Grass, Leaf of God
Trip Length: 2 to 8 hours
Properties: The drug produces a euphoric feeling and deep relaxation.
Positive Effects: None known
Negative Effects: None known
Calea Poppy
Other Names: Nil
Trip Length: ½ hour
Properties: Calea poppy smoking produces a mild, euphoric feeling. It can only be effective about one time per day because of limits to the amount that will affect the system.
Positive Effects: None known
Negative Effects: None known
Camphor
Other Names: Nil
Trip Length: 2 to 3 hours
Properties: Smoking small quantities will produce a slight stimulant effect, and a pleasant tingling of the skin.
Positive Effects: Used in mothballs (it can kill moths and it can kill a user).
Negative Effects: High dosage can be extremely unpleasant. Feelings of extreme disorientation, dizziness, vomiting, and amnesia are all possible on a simple high dose. Overdoses may result in delirium or convulsions. Eventually death may result with a high enough overdose.
Catnip
Other Names: None
Trip Length: ½ to 1 hour
Properties: Mild euphoric feeling if smoked in large quantities.
Positive Effects: None known.
Negative Effects. Raw throat and sinus from smoke.
Cayenne
Other Names: None
Trip Length: 3 to 6 hours
Properties: Mild stimulant properties. The user is made to feel as if they had "extra energy." It has few other effects and very large amounts must be ingested to become unpleasant.
Positive Effects: +1 to saving throws against fear and mental attacks.
Negative Effects: Some users note a watering of the eyes and a blurred visual distortion.
Cocaine
Other Names: Lady, Leaf, Snowbird, Stardust
Trip Length: ¼ to ½ hour
Properties: The user will experience a feeling of power, euphoria, and great stores of energy. The more used, the more intense this feeling becomes.
Positive Effects: Local anaesthetic properties.
Negative Effects: Overdoses—which require .2 to 1.5 grams of PURE cocaine—are rare. They usually occur after the user has gotten hold of unusually strong mixtures and are not ready for it. Overdoses result in death. The drug is only mildly physically addictive. It is very powerful in addicting a habitual user in the psychological sense. Also, a high degree of tolerance can be developed over time. Snorting the drug can cause the nose of the user to bleed and rot, pallor, cold sweats, convulsions, fainting, and halts in respiration indicate mild overdoses and cocaine poisoning. A psychological paranoid psychosis known as "formication" will often set in with prolonged use. This is the feeling that insects have taken up residence under the skin. If overused, the individual may experience excitability, anxiety, talkativeness, rapid pulse, dilated pupils, headaches, nausea, vomiting, increase in body temperature and hallucinations.
Codeine
Other Names: None
Trip Length: 3 to 5 hours
Properties: Mild euphoric, pain depressant. The user will experience vivid dream states. It is a pleasant feeling of relaxation and rest.
Positive Effects: Powerful cough suppressant, mood elevator and painkiller.
Negative Effects: Chronic abusers may experience mild addiction and have cramps, anxiety, depression, and irritability when use is discontinued. Use can cause constipation; prolonged use can cause prolonged constipation.
Coleus
Other Names: Woodpecker of Mars, Seeker of Sights
Trip Length: Approx. 2 hours
Properties: The user will experience a strong, psilocybin-like state, colourful hallucinations, strange patterns, and a number of telepathic and clairvoyant insights.
Positive Effects: Any divinatory magic or psychic sensitive gift that the user employs will last as long as the effects of the drug. Note that this applies only to that which the user can actually sense; a spell cast by the user for another's use will have its normal duration.
Negative Effects: It takes a very large quantity of leaves (50-70), fresh only, in order for the drug to work. This may cause nausea since the leaves need to be thoroughly chewed and swallowed.
Cumin Seed
Other Names: None
Trip Length: 1 to 2 hours
Properties: The user will experience mild stimulation and mood elevator effects for duration of one to two hours.
Positive Effects: Sometimes used as a spice.
Negative Effects: Some anxiety may be experienced as drug wears off.
Damiana
Other Names: None
Trip Length: 1 to 2 hours
Properties: If smoked, the user will experience a mild euphoric sensation, very like a marijuana buzz, for about an hour or so. Brewed as a tea will bring on a state of prolonged rest and sexually oriented dreams. It will also act as a mild aphrodisiac.
Positive Effects: None known
Negative Effects: None known
Datura
Other Names: Knockout Drops, Devils Weed
Trip Lengths 2 to 16 hours
Properties: Users will experience visual and sensory hallucinations before lapsing into a stupor. The most common hallucination is soaring flight.
Positive Effects: None known
Negative Effects: Even a small dose may cause diarrhoea, nausea, confusion, babbling, dryness & thirst, agitation, and loss of motor control. Overdoses can cause eye & heart damage, convulsions, coma and death. Prolonged use will result in permanent brain damage.
Dona Ana
Other Names: None
Trip Length: 2 to 12 hours
Properties: The user will experience intense visions and deep hallucinations. Out-of-Body experiences are possible and vision into alternate planes of existence is often possible. Use will give false impressions of spectral visitors, produce mind-altering sensations and extreme time distortions. The user may expect to see sound vibrations, have extreme colour sensitivity and experience clairaudient flashes.
Positive Effects: There is a 10% chance that desired information can he all or partly obtained through use of dona ana.
Negative Effects: None known
Epena
Other Names: Yopo, One Hit Weed
Trip Length: Approximately ½ hour (up to 6 hours for after effects)
Properties: Yopo affects the user almost instantaneously. The initial effect leaves the user floating through a variety of sensations, including perceived colour and size changes in objects, and an intoxicated, dizzy feeling combined with a false sense of alertness and clear vision. After effects leave the user with an odd, slightly euphoric view of events.
Positive Effects: None known
Negative Effects: Sinus irritation, and extreme fits of sneezing may overcome the habitual user. The first five minutes of the trip may include trembling, headache and confusion.
Ginseng
Other Names: None
Trip Length: 1 hour (at most); continuing effects for long-term daily usage
Properties: Very mild stimulant effects are noticeable if it is ingested for a long duration (years). Increasing the dose does not increase the mild stimulant effect.
Positive Effects: +3% disease resistance, +1 vs. necromancy and poison, +1 hit point of healing per day; effects last as the drug is taken daily. Ginseng must be continuously taken for years before it has a significant effect (read: game mechanics). Increasing the dosage does not increase the effects.
Negative Effects: None
Harnic
Other Names: Baby Wood Rose
Trip Length: 3 Hours to 5 Days
Properties: A short period of nausea will, be replaced by a few hours of psychoactive effect accompanied by a feeling of peaceful bliss which may linger on for several days.
Positive Effects: None known
Negative Effects: The seeds of the baby wood rose often contain noticeable amounts of strychnine. Large doses invite the danger of strychnine poisoning.
Hashish
Other Names: Hash, Kit, Quarter Moon, Soles
Trip Length: 1 to 3 hours
Properties: The user will experience a heavy-headed glee that may seem to paint the world a rosy pink. Reality distortion, colour intensification and perceptual distortion will also be noticed. Hash is an intoxicant, relaxant, mild hallucinogen and appetite enhancer.
Positive effects: None known
Negative Effects: Mild dependence noticed in habitual users, eye damage possible with extremely (25+ years) prolonged use.
Heliotrope
Other Names: Turnsole
Trip Length: 1½ to 4 Hours
Properties: Brewed as a foul smelling tea, heliotrope will act as a potent sedative and tranquilliser. The taste of the tea is acceptable, especially with the addition of sugar or honey.
Positive Effects: Potent painkiller, sleep inducer, sedative and tranquilliser
Negative Effects: None known
Henbane
Other Names: None
Trip Length: 2 to 20 hours
Properties: Extreme visual hallucinations accompanied by a drunken or sedated effect.
Positive Effects: 5% chance that needed information nay be gained from use, but is potentially lethal in dosages required for the hallucinogenic effect. If taken in a small amount prior to being exposed to another poison, henbane gives a +3 to the saving throw while the henbane remains in the user's system.
Negative Effects: Dizziness, confusion, nausea, diarrhea, extreme headache, blackout, amnesia and other violent psychological and physical reactions. Overdose, or continued use, may result in permanent insanity or death.
Hops
Other Names: None
Trip Length: About 2 hours
Properties: Hops smoking produces a high similar to the effects of its relative, marijuana. It is also a mild euphoric and produces a feeling of peace and serenity. Used as a tea, hops act as a sedative and sleep inducer. Hops is used in brewing beer.
Positive Effects: Mild sedative and sleep inducer.
Negative Effects: None known
Notes: Hops can be grafted onto a marijuana plant and the hybrid combination will produce a hops vine loaded with marijuana's active resins.
Hydrangea
Other Names: None
Trip Length: 2 to 3 hours
Properties: A pleasant feeling, some colour enhancement and a slightly drunken reaction.
Positive Effects: None known
Negative Effects: The active ingredient in Hydrangea is a chemical member of the cyanide family. Slight overdose can easily be fatal.
Iboga
Other Names: None
Trip Length: 6 to 72 hours
Properties: Small doses act as an aphrodisiac—even as a cure for impotency. Users may engage in non-stop sexual activity for 6 to 10 hours. The effect is a by-product of the drugs effect as a stimulant to the muscles and cardiovascular system. Large doses allow individuals to remain alert and mentally active for up to 48 hours while remaining quite motionless. The psychedelic effects of the drug produce a unique dream state, while reasoning powers and consciousness seem to be unimpaired.
Positive Effects: The ability to remain motionless can increase one's ability to hide, sneak, ambush, or similar tasks, by up to 5 levels of ability. Strength will increase by 1 point for 6 to 24 hours.
Negative Effects: Very high doses result in hallucinations, a maniacal shrieking and finally a taut, epileptic-like state. Overdoses result in convulsions, paralysis or death. The psychoactive ingredients of the roots may exceed 6% so overdoses can be extremely dangerous. Long-term use of this drug profoundly weakens the cardiac muscles, shortening lifespan.
Jimsonweed
Other Names: Devils Apple, Devils Trumpet, Locoweed, Stinkweed, Thorn Apple, Yerba del Diablo
Trip Length: 12 Hours to 10 Days
Properties: Unbelievably real and intense visions may result from high doses. They are often more extreme than those experienced with lysergic acid diethylamide. Even small doses may make the user too confused to realize what is happening around him.
Positive Effects: None known
Negative Effects: Small doses can result in periods of unreasoning euphoria, chills, fever, nausea or diarrhoea. Large doses result in loss of coordination, extreme confusion, extreme difficulty in swallowing or speaking, a dry burning sensation of the mouth or skin, dry hot skin, rashes, scaling, vomiting, loss of memory, dizziness (extreme), high blood pressure "pressure" headache, agitation, severe visual distortions, and paranoia. Very high doses may result in extreme mental distortions and paranoia, phobias, panic, and hysteria followed by convulsions, and coma. Overdose or prolonged use of large amounts may result in severe heart and lung damage. Death is usually the result of respiratory failure.
Notes: Prolonged use may result in physical dependence.
Kava Kava
Other Names: Aaha, Ava, Awa, Kava, Kawa-Kawa, Kawa, Wati,
Trip Length: 2 to 6 Hours
Properties: Very small doses have a mild euphoric and stimulant effect-usually smoked. Medium doses have a sedative effect, a feeling of relaxation and well-being. This is usually a tea. Large doses produce about ½ hour of pleasant stimulation, peace, euphoria, and talkativeness. This is replaced by a sleepy and lethargic state, lasting about another ½ hour. This is finally followed by a very pleasant, dream-filled sleep.
Positive Effects: There is a 10% chance that a significant portent will be noted while in the dream-state.
Negative Effects: None known
Khat
Other Names: None
Trip Length: 1 to 6 hours
Properties: Khat users may feel a strong stimulation, a euphoric sense of false hilarity, talkativeness, and a false sense of physical strength and mental clarity.
Positive Effects: None known
Negative Effects: Psychic dependency, dizziness, stomach cramps, exhaustion and depression after the first effects of the drug wear off. It may also cause impotence.
Kif
Other Names: None
Trip Length: 1 to 3 hours
Properties: Kif is a mixture of marijuana and tobacco-sometimes mixed with small amounts of other drugs. Its effect will vary depending on the mixture. Generally a mild "high" and increased colour sensitivity and talkativeness. Both of the key ingredients combine into a synergistic effect.
Positive Effects: None known
Negative Effects: Prolonged use can cause serious illness in the user from the tobacco and some psychological dependence on the marijuana and tobacco mixture.
Koffee Beans
Other Names: Coffee
Trip Length: 1 to 3 flours
Properties: The whole effect is mild stimulant, and euphoric. The drug will produce a state of somewhat increased mental alertness. It helps eliminate exhaustion and depression.
Positive Effects: Users may increase total workday output by 15%. However, this is reduced by 5% for time spent drinking the mixture.
Negative Effects: The drug is mildly addictive and withdrawal will begin within 12-18 hours after deprivation. The withdrawal is characterized by hostility, aggression, nervousness, bad temper and cravings—especially craving for the sudden death of anyone who is chipper in the morning before you've had your coffee.
Kola Nuts
Other Names: Cola
Trip length: 1 to 3 Hours
Properties: See Koffee
Positive Effects: 10% increase in workday output. 5% reduction for time spent ingesting large quantities, See Koffee.
Negative Effects: See Koffee
Lettuce Opium
Other Names: Sativa
Trip Length: About 3 Hours
Properties: Lettuce opium to similar to, but milder than, poppy opium. It produces a milder sensation, requires larger amounts to produce even that effect, and is less addictive. Opium from a wild lettuce base is less than ¼ as potent as that from the opium poppy. It will, however, produce a sleepy, dreamy, intense, high—without the other spaced-out sensation, time distortion or any of the more singular opium effects. Its effects are also somewhat shorter lived.
Positive Effects: Oddly, lettuce opium can be used to wean a poppy opium addict away from his preferred drug. It is also a painkiller and is useful for that purpose. Withdrawal from lettuce opium, while extremely difficult and unpleasant, is still easier than withdrawal from poppy opium. It almost never results in fatal withdrawal symptoms and may save lives.
Negative Effects: Lettuce opium is toxic in very large amounts. It may produce unconsciousness or even coma-like states if used in extremely large amounts. The material of the opium is also extremely irritating to the throat and lungs and will increase the risk of related disease. Lettuce opium is addictive in cases of prolonged use of fairly large amounts. Once addicted, withdrawal is very unpleasant. Fortunately, actual addiction is not likely because of the amounts required.
Lobelia
Other Name: Asthma Weed, Gag Root, Indian Tobacco, Pukeweed
Trip Length: About 2 hours
Properties: Lobelia will produce a mild state of mental stimulation, euphoria and tingling body sensations.
Positive Effects: There is a 1% chance of some useful vision resulting from use, but only if the user has at least one psionic trait.
Negative Effects: Use may produce nausea or vomiting. Heavy doses may cause circulatory problems or even prove toxic. Some persons seem to become addicted to the drug, while most do not. Withdrawal is fairly easy.
Mandrake
Otter Names: Devils Testicle, Mandragora, Devil's Apple
Trip Length: 3 to 30 hours
Properties: This drug has the unusual effect of making all forms of summoning or diabolical spells easier to effect, if it is directed at certain less-friendly planes of existence. Any incantations that link, move, conjure, or otherwise involve Demons and similar extrinsic creatures (also called "fantasts" in the south and "outlanders" in the north) are performed in half the time, and with a +6 to any rolls involved in the casting. Side effects include dizziness, pounding headache, nausea, diarrhoea, cramps, and confusion. Large doses may produce permanent insanity or death.
Positive Effects: None known
Negative Effects: In addition to the "Side Effects," there is a 1% chance of possession by a Demon for the duration of the trip. This could result it permanent insanity.
Notes: Also useful for other mystical effects, other than partaking of mandrake as a drug.
Marijuana
Other Names: 3750, 420, 51, A-Bomb, a Stick, Acapulco Gold, Acapulco Red, Ace, Afghani Indica, African, African Black, African Bush, African Woodbine, Airhead, Airplane, Alice B. Toklas, Amp Joint, Angola, Ashes, Assassin of Youth, Astro Turf, Atom Bomb, Atshitshi, Aunt Mary, B, B-40, Baby, Baby Bhang, Babysitter, Bad Seed, Baker, Bale, Bamba, Bambalacha, Bammies, Bammy, Banano, Bar, Bash, Basuco, Bazooka, BC Bud, Beedies, Belyando Spruce, Bhang, Bhang, Black, Black Bart, Black Ganga, Black Gold, Black Gungi, Black Gunion, Black Mo, Black Moat, Black Mote, Blanket, Blast, Blaxing, Blazing, Block, Blonde, Blowing Smoke, Blue de Hue, Blue Sage, Blue Sky Blond, Blunt, Bo, Bo-Bo, Bobo Bush, Bohd, Bomb, Bomber, Bone, Boo, Boo Boo Bama, Boom, Brick, Broccoli, Brown, Bubble Gum, Bud, Buda, Buddha, Bullyon, Burnie, Bush, Butter, Butter Flower, C.S., Cam Red, Cam Trip, Cambodian Red, Can, Canade, Canadian Black, Canamo, Canappa, Cancelled Stick, Candy Blunt, Cannabis Tea, Carmabis, Cartucho, Catnip, Caviar, Cavite All Star, Cest, Champagne, Charas, Charge, Cheeba, Cheeo, Chemo, Chiba Chiba, Chicago Black, Chicago Green, Chiefing, Chillum, Chips, Chira, Chocolate, Chocolate Thai, Christmas Bud, Christmas Tree, Chronic, Chunky, Churus, Citrol, Clam Bake, Clicker, Clickums, Climb, Cochornis, Cocktail, Cocoa Puff, Colas, Coli, Coliflor Tostao, Colombian, Colorado Cocktail, Columbus Black, Cosa, Crazy Weed, Cripple, Crying Weed, Cryppie, Cryptonie, Cubes, Culican, Dagga, Dank, Dawamesk, Dew, Diablito, Diambista, Dimba, Ding, Dinkie Dow, Dips, Dirt Grass, Dirties, Dirty Joints, Ditch, Ditch Weed, Djamba, Domestic, Don Jem, Don Juan, Dona Juana, Dona Juanita, Donk, Doob, Doobee, Doobie, Dope, Doradilla, Draf, Draf Weed, Drag Weed, Dry High, Dubbe, Dube, Duby, Durong, Duros, Dust, Dust Blunt, Dusting, Earth, El Diablito, El Diablo, El Gallo, Elephant, Endo, Esra, Fallbrook Redhair, Fatty, Feeling, Fiend, Fine Stuff, Finger, Finger Lid, Fir, Firewood, Flower, Flower Tops, Fly Mexican Airlines, Fraho, Frajo, Frios, Fry, Fry Daddy, Fry Sticks, Fu, Fuel, Fuma D'Angola, Gage, Gauge, Gange, Gangster, Ganja, Ganoobies, Garbage, Gash, Gasper, Gasper Stick, Gauge Butt, Geek, Geek-Joints, Ghana, Giggle Smoke, Giggle Weed, Gimmie, Go Loco, Goblet of Jam, Gold, Gold Star, Golden, Golden Leaf, Gong, Gonj, Good Butt, Good Giggles, Good Stuff, Goody-Goody, Goof Butt, Gorge, Grass, Grass Brownies, Grasshopper, Grata, Greek, Green, Green Buds, Green Goddess, Greens, Greeter, Gremmies, Greta, Griefo, Griefs, Grifa, Griff, Griffa, Griffo, Grifo, Grow(s), Gunga, Gungeon, Gungun, Gunja, Gyve, Haircut, Hanhich, Happy Cigarette, Happy Stick, Harsh, Has, Hawaiian, Hawaiian Black, Hawaiian Homegrown Hay, Hay, Hay Butt, Hemp, Herb, Herb and Al, Herba, Hit, Hocus, Homegrown, Honey Blunts, Hooch, Hooter, Hot Stick, Hydro, Hydrogrows, Illies, Illing, Illy, Indian Boy, Indian Hay, Indian Hemp, Indica, Indo, Indonesian Bud, Instaga, Instagu, J, Jamaican Gold, Jamaican Red Hair, Jane, Jay, Jay Smoke, Jim Jones, Jive, Jive Stick, Joint, Jolly Green, Joy Smoke, Joy Stick, Ju-Ju, Juan Valdez, Juanita, Juice Joint, Juja, Jumbos, Kabak, Kaff, Kaif, Kalakit, Kali, Kansas Grass, Kate Bush, Kawaii Electric, Kaya, KB, Kee, Kentucky Blue, Key, KGB (Killer Green Bud), Khayf, Ki, Kick Stick, Kief, Kif, Kiff, Killer, Killer Green Bud, Killer Weed, Kilter, Kind, Kind Bud, King Bud, Kona Gold, Krippy, Kryptonite, Kumba, L.L., Lace, Lakbay Diva, Laughing Grass, Laughing Weed, Leaf, Leak, Leno, Lg (Lime Green), Lid, Light Stuff, Lima, Liprimo, Little Smoke, Llesca, Loaf, Lobo, Loco, Loco Weed, Locoweed, Log, Loose Shank, Love Boat, Love Leaf, Love Weed, Loveboat, Lovelies, Lubage, M, M.J., M.O., M.U., Macaroni, Macaroni and Cheese, Mach, Machinery, Macon, Maconha, Mafu, Magic Smoke, Manhattan Silver, Mari, Mariguana, Marimba, Mary, Mary and Johnny, Mary Ann, Mary Jane, Mary Jonas, Mary Warner, Mary Weaver, Matchbox, Maui-Wowie, Maui Wauie, Meg, Megg, Meggie, Messorole, Mexican Brown, Mexican Green, Mexican Locoweed, Mexican Red, Mezz, Mighty Mezz, Mo, Modams, Mohasky, Mohasty, Monte, Mooca, Moocah, Mooster, Moota, Mutah, Mooters, Mootie, Mootos, Mor a Grifa, Mota, Moto, Mother, Mu, Muggie, Muggle, Muggles, Muta, Mutah, Mutha, Nail, Nigra, Northern Lights, Number, O.J., Oolies, Ozone, P-Dogs, P.R., Pack, Pack a Bowl, Pack of Rocks, Pakaloco, Pakalolo, Pakistani Black, Panama Cut, Panama Gold, Panama Red, Panatella, Paper Blunts, Parsley, Pasto, Pat, Philly Blunts, Pin, Pocket Rocket, Pod, Poke, Pot, Potlikker, Potten Bush, Premos, Prescription, Pretendica, Pretendo, Primo, Primo Square, Primo Turbo, Puff the Dragon, Purple Haze, Queen Ann's Lace, Ragweed, Railroad Weed, Rainy Day Woman, Rangood, Rasta Weed, Red, Red Bud, Red Cross, Red Dirt, Reefer, Reefer, Reefers, Righteous Bush, Rip, Roach, Roacha, Roasting, Rockets, Rompums, Rooster, Root, Rope, Rose Marie, Rough Stuff, Rubia, Ruderalis, Rugs, Salad, Salt and Pepper, Sandwich Bag, Santa Marta, Sasfras, Sativa, Schwagg, Scissors, Scrub, Seeds, Sen, Sess, Sezz, Shake, Sherman Stick, Shit, Shotgun, Siddi, Sinse, Sinsemilla, Sinsemilla, Skinny, Skunk, Skunkweed, Smoke, Smoke a Bowl, Smoke Canada, Snop, Speedboat, Spliff, Splim, Splitting, Square Mackerel, Squirrel, Stack, Stems, Stick, Sticky Icky, Stink Weed, Stinkweed, Stoney Weed, Straw, Stuff, Sugar Weed, Super Grass, Super Pot, Swag, Sweet Leaf, Sweet Lucy, Sweet Lunch, Swishers, Syrup, T, Taima, Takkouri, Tea, Tex-Mex, Texas Pot, Texas Tea, Thai Sticks, Thirteen, Thirty-Eight, Thumb, Tin, Tio, Toke, Torch, Torpedo, Trauma, Tray, Trees, Triple A, Trupence Bag, Turbo, Tustin, Twist, Twistum, Unotque, Up Against the Stem, Vega, Viper, Viper's Weed, Wac, Wacky Weed, Wake and Bake, Water, Water-Water, Weed, Weed Tea, Wet, Wet Sticks, Whack, Whackatabacky, Wheat, White-Haired Lady, White Russian, Wicky, Wicky Stick, Wollie, Woo Blunts, Woola Blunt, Woolah, Woolas, Woolie, Woolie Blunt, Woolies, Wooly Blunts, Wooties, Yeh, Yellow Submarine, Yen Pop, Yeola, Yerba, Yerba Mala, Yerhia, Yesca, Yesco, Zacatecas Purple, Zambi, Zay, Zig Zag Man, Zol, Zoom
Trip Length: Light dose 1 to 3 hours; large dose 4 to 10 hours.
Properties: Effects vary from a light hallucinogen (infrequent and only at higher doses), relaxant, tranquilliser, appetite stimulant (caused by a desire to chew because of a dry sensation of the lips and palate), or intoxicant. Occasional negative reactions are the result of the user being beset by psychological or personal problems that may seem more intense with the use of the drug. This can result in a spider web of depression, misery, fear, panic or paranoia. Such a result is extremely rare in non-psychotics.
Positive Effects: Few; generally there are euphoric feelings and a general relaxation. Some use as an anaesthetic, and treatment of rheumatic pain, postpartum psychoses, cramps, migraines, senile insomnia, epileptoid states, depressions, and eye disorders.
Negative Effects: Few; generally an anti-motivational tendency and occasional psychological dependency-usually associated. Occasional drug related depressions or anti-social activity.
Morning Glory Seeds
Other Names: Blue Star, Slue Summer Sky, Glory Seeds, Heavenly Blues Pearly Blues, Pearly Whites, Seeds, Summer Skies, Wedding Bells
Trip Length: 4 to 14 hours
Properties: After ingesting 100-300 seeds, the user will be able to experience a psilocybin-like high, coupled with very strong mescaline-like hallucinations. Images will become distorted in a kaleidoscopic manner, or may be simply altered beyond recognition. The user will also be able to experience a strong euphoria that relaxes inhibitions, reactions, and finally results in a trance-like state of mind.
Positive Effects: There is a 1% chance of some useful vision being seen when used.
Negative Effects: Frequently associated with nausea, psychotic episodes, or irrational behaviour. There is a 1% chance of the user developing a chemically-induced phobia that will last for 3 to 36 months.
Niando
Other Name: None known
Trip Length: 2 to 5 hours
Properties: The drug is a potent stimulant-and is reported to have properties of an aphrodisiac. It is dangerously erratic in effect.
Positive Effects: None known
Negative Effects: Use can cause death; there is a 1% chance per use that the user will suffer heart failure. The drug is also known to be addictive with a 1% chance per use in a single year that it addicts the user, cumulative.
Nutmeg
Other Names: None known
Trip Length: 4 to 14 hours
Properties: The user will experience ½ to 1 hour of nausea, rapid heartbeat, panic and agitation before the euphoric effects begin. After the user feels the initial effects wear off, the feelings of panic and nausea will be replaced by a feeling of weightless euphoria and a sedated kind of disorientation. The drug also acts as an aphrodisiac, according to some users.
Positive Effects: None known; useful and popular as a spice.
Negative Effects: Severe diarrhoea, rapid heartbeat, bloodshot eyes, constipation, parched mouth and throat, dizziness, flashes, and urinary difficulty.
Ololuiqui
Other Names: Babor, Little Children, the Flower of the virgin
Trip Length: Approximately 6 hours
Properties: The user experience about 3 hours of pleasant intoxication, following that is about 3 hours of strong hallucinations and psychedelic distortions.
Positive Effects: Useful as a sedative and a painkiller.
Negative Effects: Occasional nausea, mild stomach upsets. Eating before taking large amounts of the drug can reduce this.
Opium
Other Names: Dark Tongue. Dragon Tail, Evil Speak, Farce, Gum Arabic. Hashish, Kif, the Monkey, Old Man of the Mountain, Poppy Gum, Poppy Smoke, Silver Smoke, the Tiger.
Trip Length: 3 to 4 hours
Properties: A moderate dose eases the user into the tranquil and sensuous joy of fantasy and intoxicating dreams. These dreams and fantasy realities begin almost immediately. The user also feels a deep sense of peace.
Positive Effects: The drug can be used to treat pain very effectively or as a sedative to treat diarrhoea, dysentery, gout, diabetes, insanity and even nymphomania.
Negative Effects: The drug is always addictive if used for a prolonged period of time. The addiction is a long and painful experience. In time the user requires larger and larger amounts of the drug simply to feel "normal." If the addict is not able to get his dose, he is faced with a period of withdrawal of 1 to 10 days, depending on the extent and degree of addiction. Withdrawal includes, chills, tremors, diarrhoea, weeping, heavy sweating, nausea, vomiting, muscular and abdominal cramps, uncontrollable yawning, runny nose, goose flesh, appetite loss, and insomnia. Some of these symptoms may continue for months. Some users have even died from withdrawal. The addict is never completely free of the addiction; beginning to use the drug again will begin the process immediately.
Paregoric
Other Names: None
Trip Length: 4 to 6 hours
Properties: Mild euphoric if used in very large quantities, with some almost unnoticeable effects if kept in small doses.
Positive Effects: It can be used to control diarrhoea, and to stave off the symptoms of withdrawal from opiates (for a while).
Negative Effects: It can be addictive if used in large amounts for a prolonged period of time. Withdrawal is like other opiates, but far less intense.
Passion Flower
Other Names: Moonflower, Multiple
Trip Length: Approximately 1 hour
Properties: Mild euphoric and psychedelic
Positive Effects: None known, popular garden flower
Negative Effects: Violent Headache when combined with certain foods or other drugs. Also possible violent attacks of vomiting. Foods include: alcohol, avocados, ripe bananas, broad beans, excessive caffeine, milk products, cocoa, pickled herring, yeast extract, narcotics, chicken liver, oils of dill, fennel or parsley. If these foods are avoided, there seem to be no ill effects.
Peyote
Other Names: Anhalonium, Hikori, Huatari, Mescal, Mescal Buttons, Peyotyl, Seni, Wakowi
Trip Length: 4 to 24 hours
Properties: The user will quickly begin to feel an intense nausea (vomiting is probable and is actually recommended so that the trip does not proceed through a haze of spinning nausea and dizziness) after eating 3 to six of the nasty little devils. After the nausea and vaulting is past, a respiration increases accompanied by a feeling of weightlessness and depersonalisation. Soon a visual storm erupts. Senses cross over, colours intensify, and music may be experienced as visual or tactile. When the effects wear off, the user will feel exhausted and will generally collapse into a deep sleep.
Positive Effects: Many users report some revelation of a religious nature during the trip.
Negative Effects: Overwhelming nausea during experience and a general lethargy for up to a few days after use of the drug. No other ill effects are known and it is not an addictive substance, even after prolonged use.
Pipizintzintli
Other Names: Pipi Leaf, Pipi Tea
Trip Length: Approximately 2 hours
Properties: A feeling of intoxication, colourful hallucinations, and visual patterns follows a ½ hour of mild nausea.
Positive Effects: All psychic sensitive abilities, or spells related to reading mental pattern, have their effect doubled for both range and duration as well as sensitivity.
Negative Effects: Mild Nausea, no others known.
Notes: Pipizintrintli is a relative of the mint and is a very common tea. Unsuspecting imbibers will find their saving throws against spells & abilities like those above are lowered by -2. It is a frequent drink of many sages and shamans who wish to increase the range and power of their spells.
Psilocybin
Other Names: Hombrecitos, las Mujercitas, los Ninos, Magic Mushrooms, Mushrooms, Noble Princess of the Waters
Trip Length: Various
Properties: Initial reaction is quick, a few minutes, and may include nausea, pupil dilation, or other discomforts. Within an hour, these negative effects will be replaced by a feeling of heightened sensory awareness. Colours become kaleidoscopic rainbow showers; objects may seem to be observed in minute detail. Sound may become sight. Time and space become distorted, or may seem suspended.
Positive Effects: None known
Negative Effects: Paranoia, disorientation, intense anxiety or panic, and depression are common results of a trip, and may become chronic problems to the confirmed user.
Sao Pedro
Other Names: Mescaline, Peyote Seni, Wakowi
Trip Length: 2-20 hours
Properties: The drug is very similar to Peyote in effect, with far less risk of nausea. It is also less of a stimulant, so the user will feel more tranquil during the experience. The trip begins about an hour after eating (or drinking a tea from) the cactus slices. The user will have heightened sound and colour perception, though it will be distorted. Brilliantly hued visions will occur—some beautiful, some horrible. There seems to be a connection with the outlook of the user to what he or she sees.
Positive Effects: Useful tranquilliser for some. There is a 1% chance per use that some new mystical insight will develop. This can aid in learning a new ritual, or may even lead to the creation of a new one. Most of the insights gained in this manner will deal with phantasms, or with divinatory/informational magic.
Negative Effects: If use more than once every 10 days, there is likely to be a psychological addiction. Few physical symptoms will be noted, but the user may experience chills, irrational anger, anxiety, or terror, and nervous sweating for long periods of time after being denied use of the drug (or otherwise unable to obtain it). Addiction will occur in 3-6 uses after the user begins to take the drug too frequently.
Notes: Considered sacred to several different Druidic groups.
Tobacco
Other Names: Coffin Nails (or Coughin' Nails), Pipe Weed, Smoke, Weed
Trip Length: less than ¼ hour
Properties: No real drug experience, the only feeling is a rush of increased blood pressure.
Positive Effects: Useful insecticide. The act of smoking is relaxing—and it gives you something to do with your hands in uncomfortable social situations.
Negative Effects: The user quickly becomes addicted, usually after just a few uses (even just 2 or 3). It is thought by some to cause premature deaths from continued use. Withdrawal can be very difficult—comparable to caffeine, and arguably at least as difficult as any on this list. Symptoms include (but are not limited to): irritability, headache, cramps, anxiety, insomnia, nervousness, sweating, palpitations, impatience, irrational anger, energy loss, drowsiness, dizziness, fatigue, light-headedness, constipation, tremors, depression, feelings of emptiness and hunger, and the inability to put up with anyone's bullshit.
Wild Fennel, Parsley, and Dill
Other Names: Spice Oil
Trip Length: 1-6 hours
Properties: Powerful Hallucinations
Positive Effects: All are valuable spices
Negative Effects: All are known to produce epileptic-like seizures and convulsions in users along with the strong hallucinogenic effects. The drug may also cause internal damage that does not heal. Roll System Shock or suffer 1D4 points of non-healable damage.
Yage
Other Names: Ayahuasca, Caapi, Jungle Drug, Natema, Tiger Drug, Yaje, Yake
Trip Length: 2 to 12 hours
Properties: The drug provides pleasure and is reported to have aphrodisiac effects in addition to its hallucinations and ESP effects.
Positive Effects: The drug can act as if the user has clairvoyance (50%) or mind-reading telepathy (50%) if the user makes a Knowledge check.
Negative Effects: The drug is extremely dangerous and it is very easy to overdose. Overdoses cause cramps, convulsions and death (in extreme cases).
Yohimbe
Other Names: Lizard Tail Yerba del Pasmo, Yerba Mansa
Trip Length: 2 to 5 hours
Properties: About ½ hour of nausea (not overly severe) is followed by 2 to 5 hours of pelvic tingle, mild changes in perception and mild hallucinations if taken in large amounts.
Positive Effects: Useful aphrodisiac for the impotent; used in some philtres and potions.
Negative Effects: None known, but nausea will result from use of many other drugs within 3 days of the use of Yohimbe.
"Coffee should be black as Hell, strong as death, and as sweet as love."
——Turkish proverb
The religious assassins known as the revenants are some of the most effective killers in Midian. As followers of a death cult, they fear neither dying nor living. The death-lord Bhaal demands total commitment to its service. Nothing is too extreme for them to achieve their mission: drugs with dire side-effects, implanted weapons, vile atrocities, are all within their ready repertoire. Even the threats of execution or life imprisonment will not dissuade them—they are completely devoted to both living & dying for their selected mission. The task chosen for them by the high priests & priestesses becomes an all-consuming goal for a revenant. They will gladly sacrifice themselves for their assignment, but even the promise of blissful dissolution within Bhaal by dying in its service will not prevent them from accomplishing that goal—mission first, dying may come later.
The cult's symbol is a black skull, without the lower jaw, and often depicted stylised and somewhat wider than a normal skull. It is worth noting that the Revenants do not typically wear the symbol when on assignment, and will leave a marking or icon at the scene of a murder only if specifically instructed to do so. Few, if any, Revenants have the black skull symbol tattooed, scarred, burned, or otherwise imprinted upon their bodies. There are no required vestments or symbols worn when on assignment, and no visual way to identify the cultist as a Revenant.
Substance abuse is common among them. It is certainly possible that one encountered on a mission will be under the effects of at least one drug; even potentially lethal chemicals will be considered if it may aid them at their assigned task. One legend states how a team of revenants assigned to slay a paranoid nobleman saturated their bodies with slow-acting poison before acquiring access to the noble's kitchen—adding pieces of themselves to his meal over the course of many days. Revenants assigned a mission typically receive their choice of substances to use, however drug-use is considered a sacrament to them, rather than a recreational activity. In spite of their vast pharmaceutical reserves—and their collective knowledge & experience—they do not sell their drugs, nor do they share with outsiders… poison for the chosen target is a different story.
The exact goals of the revenants—as either a church or organisation—are unknown, even to the common member. One mission may be seen by outsiders as an act of mercy—euthanizing someone in mortal pain but helpless to end their own life, or the slaying of a tyrant—while another may seem to be senseless slaughter of innocents or to spread chaos & discord—such as infecting a town's well with a terrible disease, or murdering the entire family of a monarchy. Some less scrupulous people may even hire them out for murder or terror. There seems to be no reasoning behind which commissions they will undertake, and no reasoning can change their minds—nor their chosen price. All such commissioning must be approved by a priest; a sharp contrast to the autonomy they are given on a mission. A prospective employer must be greatly cautious, once a revenant has been assigned, nothing will prevent the assassin from achieving her goal to the exact letter. It is worth noting that this is not a proselytizing religion; its adherents do not actively seek converts nor "spread the word," and yet somehow new followers will still gladly come. After all, everyone eventually finds their way into Bhaal's dark embrace.
The assignment process is one of their most holy (or is that "unholy?") sacraments, second only to the act of dying in Bhaal's service itself. Revenants are under no more restrictions to remain at their basilicae then are members of other churches—in fact they are encouraged to go out into the world—but many remain, waiting, training, praying, working, hoping, for that fateful day when they will receive their own divine assignment. Some of these even have raised families at the basilica, their children growing up in service to Bhaal & becoming revenants themselves. The cult does take a long view at the world; an assignment may take many years, for example. This helps explain why they allow their members to travel freely; they insinuate themselves into other areas & cultures and are spread far & wide if a mission is needed in that area.
All known revenant basilicae are located within the Byzant Empire, but their blades may be felt all across Midian. The make up of this cult is largely Bizzannite Humans & Metas—surprisingly few Goths—but the Revenants of Bhaal readily accept all members; after all, even the longest-lived must die some day.
How does a large and well-known death cult stay in business? Some of their basilicae are considered sovereign city-states within the Empire; those that aren't are located in distant and hostile areas, and are relatively safe from prying legal eyes. In some areas, their status as a church affords a degree of protection; in others, bribes perform the same role. In some areas, the Revenants are sanctioned, officially or otherwise, by the local government by using the cult's services. From the perspective of the Empire as a whole, the revenants simply aren't a national threat, and at worst should be addressed locally. All this is not to say that a given revenant may kill with impunity—slaying someone openly could still bring about a death sentence, even if it was the local lord who placed the contract. From a law-enforcement perspective, even if it is common knowledge that the complex several miles into the desert or mountains houses a group of murderers, no crimes or evidence will be found there. Even encountering a revenant on the street isn't always a valid excuse to arrest them. Not only is it quite difficult to guess someone's religion while they buy groceries in the market, but they may not have actually committed any crime. Even those who advertise themselves as revenants aren't always on a killing mission, and even if they are, may not be killing someone within the local jurisdiction. In fact, many missions undertaken by junior revenants are supporting roles, and won't involve actually killing anyone. Not to mention that many people in authority turn a blind eye to the revenants and their basilicae out of fear and expedience—it's always useful to know exactly where to go if you need a rival discretely and permanently removed…
Revenant |
Skill cost: 10 Requirements:
Special: exclusive to the cult of the death-lord Bhaal When on assignment:
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Level bonuses
Per additional level: +1 to any martial skill Per additional even numbered level: +1 I.P.B.S. point |
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Skills Blade Etiquette apprentice
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"All substances are poisons. There is not one that is not a poison. The correct dose differentiates a poison and a remedy."
——Paracelsus
Approximately one hour is needed for ingested toxins to pass into the small intestine, allowing absorption, but some chemicals do soak faster.
Aconite
Derived from the monkshood plant, aconite is an acrid and crystalline alkaloid in its pure form. Also known as wolvesbane, and commonly believed by Formourian peasantry to be proof against attacks by werewolves. The name is actually a Hobgoblin invention derived from their use of the poison on arrows targeting the Changing Folk.
Exposure: All parts of the plant are toxic. A wide variety of methods have been employed for exposure to this poison: ingested, injected, contact (usually only medicinally as a poultice), and even at least one case of a dried powder being blown into the face and eyes.
Symptoms: Tingling and numbness of tongue and mouth, formication (little buggses crawlin' all over), vomiting and severe gastric pain, laboured breathing, weak and irregular pulse, with cold clammy skin. Some have shown signs of giddiness, and others stagger but their mind remains clear. Aconite slays by irregular action of the heart.
Dosage: Even a tiny portion on the tongue causes burning & tingling. One-fiftieth of a grain will slay a small bird in seconds; one-tenth will kill a small animal in a few minutes. Even one-hundredth of a grain will cause localized effects for most of the day.
Negative Effects
Acute: The poison travels rapidly through the system. Even if a wounded finger is infected, not only will the limb feel great pain, but also the entire body is affected, causing a sensation of suffocation and other symptoms. Effects occur within the hour if ingested.
Chronic: The toxin is not lingering, and rarely has effects lasting longer than a day, excepting death.
Mitigation: Tincture of digitalis and stimulants may help regulate the heart and speed the flow of the poison through the body. The victim should be kept lying down and warm, with artificial respiration and friction applied as needed.
Medicinal: Used to relieve pain for some conditions such as: neuralgia, lumbago, pleurisy, and rheumatism. There has been some success in using aconite to treat cardiac failure (injected) and acute tonsillitis in children (very weak dose). Care should be taken, as aconite can be absorbed through the skin, and there is no significant difference between medical and lethal dosages. A poultice containing aconite should not be applied to an open wound.
System: Rapidly acting, aconite symptoms show up within seconds. Save against chemicals at 16 if ingested or injected; the save is at 8 if absorbed through the skin. The initial saving throw is made one round after exposure (after 30 minutes for ingested), and continues every half hour. Each failed saving throw causes one point of damage directly to life points. Three consecutively failed saving throws additionally cause the victim to succeed on a system shock check or die.
Arsenic
Arsenic is a metal-like substance that is steel grey in colour, but may be found as a white or colourless powder. Arsenic has no special taste or smell, and thus is easily added into food, water, or air. As an elemental poison, arsenic cannot be destroyed in the environment; it merely changes forms and locations. Naturally occurring, it can be added into the air while smelting copper, lead, or tin, and is used both as an insecticide, as well as a wood preservative (as chromated copper arsenate, commonly known as pressure-treated wood).
Exposure: Air, food, or water—most arsenic compounds dissolve readily in water.
Symptoms: Vomiting, diarrhea, abdominal pain, gastrointestinal haemorrhaging, & a "pins and needles" sensation in the hands & feet.
Dosage: Very toxic when ingested—less than three one-thousandths of an ounce, but when airborne (typically breathed in as dust) the concentration of arsenic needs to be significant—you need to be saturated in arsenic dust or for a prolonged duration—a greater exposure is gained from dust inadvertently eaten rather than breathed.
Negative Effects
Acute: The vomiting, nausea, et al, are characteristic of both oral & inhaled exposure. Death is usually caused by cardiac arrest & fluid loss.
Chronic: Long-term exposure can lead to problems of the liver & other affected organs, and to a darkening of the skin & appearance of small "corns" or "warts" on the palms, soles, and torso. The circulatory damage that arsenic causes can lead to a worsening of the circulation in extremities. Arsenic can cause chromosomal defects, possibly including cancer.
Mitigation: removal of contaminated clothing & copious flushing of skin & eyes with clean water. Non-comatose patients can ingest large quantities of clean water to force the poison through the system. Typical methods for reducing toxicity (activated charcoal, vomitus induction, chelating chemicals) do not seem effective against arsenic. Little remains in the system beyond a day or so, unless exposure continues.
Medicinal: Fowler's solution is 1% arsenic trioide & is used to treat skin diseases, asthma, fevers, & pain. Some organic arsenic compounds are useful antibiotics.
System: Save vs. poison at 18 when ingested, or 13 for significant quantities when inhaled—check the first hour after exposure, and for each consecutive hour, until exposure is ended. Failure on the saving throw results in 1D4 points of damage and fatigue. If three consecutive saving throws are failed, make a system shock roll to avoid coma and death; substantial doses—deliberate homicide or suicide—have a higher saving throw of 20 (with effects noticeable within an hour), and six saving throws must be made following the initial dose before the effects metabolize, failure for a substantial dose has the usual effects. Long-term exposure can prove lethal, but this is the province of the Game Master—be advised that inhaled arsenic leaves the body readily and rapidly (mostly through urine), but when ingested 95% of the substance is absorbed.
Belladonna
This is also known as death's herb or banewort, and perhaps confusingly, as poison black cherry or deadly nightshade. This plant is in the same family as the tomato, potato, tobacco, and chili pepper. The root is the most toxic part, but the entire plant is poisonous.
Exposure: Ingested, typically the berries. Belladonna is similar in appearance to several nontoxic plants. The berries are filled with an inky dark juice and are very sweet.
Symptoms: The voice is completely lost. The victim's eyes are much dilated. There is frequent bending forward of the trunk, and the hands & fingers are frequently in motion.
Dosage: Anything more than two or three berries can cause toxic symptoms. There are several toxic components of Belladonna, notably atropine—even one-tenth of a grain of this chemical can cause toxic symptoms.
Negative Effects
Acute: In addition to the noted dilation of the eyes and loss of vocal power, the neurotoxic effects can cause excitement, delirium, paralysis, and death. Heart rate is increased by 20-40 beats per minute—without a reduction in their force.
Chronic: Atropine decays within a few hours with little or no long term damage. Though they took such a deadly poison, belladonna sufferers recover quickly. Victims may experience secondary effects, such as hallucinations & light sensitivity, for several hours to several days after exposure.
Mitigation: The victim must swallow emetics such as mustard and water or vinegar, followed by pumping the stomach. Then apply magnesia and stimulants such as strong coffee. The victim must be kept warm and artificial respiration may be needed.
Medicinal: The various chemicals of belladonna may be extracted for a variety of uses. Small amounts of the juice applied cosmetically to the eyes cause them to "brighten" by dilation. Perhaps ironically, belladonna can be used to relieve pain, inflammation, irritation, congestion, and convulsions.
System: A failed saving throw—against a 12—causes a point of fatigue for each point by which the roll failed. For example, if the victim rolls a 9, he suffers 3 points of fatigue. Remember that these fatigue points will reduce the chances of successive rolls. Once the points of fatigue exceed the victim's Willpower score, he must make a system shock check for each failed saving throw instead of taking a point of fatigue. Saving throws are made 10 minutes after exposure, and once each additional half hour for the next 1-3 hours.
Black Nightshade
This is also called common or garden nightshade, and occasionally confused with other similar plants. The toxic chemical, solanine, differs from the poisons in deadly nightshade (belladonna).
Exposure: Ingesting the berries can prove fatal, especially if unripe. The entire plant contains solanine, but unripened berries have the greatest concentration.
Symptoms: The initial symptoms are gastric: nausea, vomiting, and diarrhoea.
Dosage: Several green berries are eaten for toxic effects. Ripened berries (black and glossy) are the least toxic part of the plant, and several may be eaten without ill effect. Solanine is water and alcohol soluble, and survives baking (but not boiling).
Negative Effects
Acute: The acute effects of nightshade poisoning mainly affect the heart, central nervous system, and gastrointestinal system. Headaches, flushed warm skin, delirium, and the above noted gastric effects can lead rapidly to decreased breathing & heart rate, coma, and death.
Chronic: There are few long term effects. Victims surviving over 24 hours generally recover readily.
Mitigation: Other than providing fluid and support, no antidotes are known.
Medicinal: Used in the Byzant Empire externally applied to burns and ulcers. When used in this manner, it is said to reduce pain and inflammation. Nightshade is also used as an alternate die for indigo.
System: The initial saving throw is made 30 minutes after ingestion, at a 14. Successive saving throws are made hourly for the next 24 hours. A failure indicates the symptoms worsen, and all subsequent saving throws are made at a -3. Three failed saving throws indicates coma and the victim must make an immediate system shock roll or die.
Botulism
An especially nasty & lethal form of food poisoning, botulism is caused by toxins from microbes (the bacillus Clostridium botulinum). This toxin is found in canned or other preserved foods, as air is poison to the wee beasties that cause it. It is possible that infants or wounds can become infected with the bacteria that cause botulism. Botulism toxin is the single most poisonous substance known.
Exposure: Ingested, typically from canned goods. Airborne spores in wounds or inhaled by infants.
Symptoms: Doubled or blurry vision, slurred speech & muscle weakness, dry mouth with difficulty swallowing. Gastrointestinal distress (nausea, pain, & vomiting) are the early warning signs for botulism food poisoning. Effects take hold within 18-36 hours, but may range from 6 hours to one week.
Dosage: One solitary microbe can cause infant or wound botulism; one meal will poison everyone who partakes.
Negative Effects
Acute: Paralysis & death from respiratory paralysis.
Chronic: Survivors may experience fatigue and shortness of breath for years.
Mitigation: Vomiting & enemas may help remove contaminated food still in the gut & prevent a worsening of symptoms. Constant medical care & supervision may possibly allow one to pull through after several weeks, but the chances of respiratory failure are still great. An antitoxin is being tested, but has already been proven unsafe for children [retest the saving throw if caught early]. Wound botulism may be surgically treated (scraped & sterilized).
Medicinal: One mage proposed that the toxin of C. botulinum could be injected into the face to enhance appearance; his beaten & broken body was found shortly thereafter in an alley.
System: Saving throws against both poison and paralysis at a 30 must be made to avoid neural & gastric distress, as well as muscular paralysis. Even if both saves are met, a system shock roll must succeed to avoid death. Non-regenerating survivors (or those without regrowth) must make an additional saving throw at a 16 or higher to avoid a permanent -3 on their Stamina.
Cyanide
In its pure state, it is a white crystalline powdered salt. It is used in hardening steel, mining gold, and electroplating. There is a distinctive bitter smell and taste, like almonds. This trait—and its ready miscibility as it is highly soluble in water—makes it easy for a poisoner to disguise it in almond flavoured food or drink. In fact, the taste of almonds is due in part to its cyanide content. As a gas or liquid, it is colourless. It is found in a surprising variety of plant seeds and pits, but is generally not released from this natural state unless chewed.
Symptoms: Headache, drowsiness, vertigo, weak and rapid pulse, deep and rapid breathing, a bright-red colour in the face, nausea and vomiting. Convulsions, dilated pupils, clammy skin, a weaker and more rapid pulse and slower, shallower breathing can follow these symptoms. Finally, the heartbeat becomes slow and irregular, body temperature falls, the lips, face and extremities take on a blue color, the individual falls into a coma, and death occurs. A strong and deadly dose can leave the victim with a very faint almond odour, but at this stage, the chemical is already throughout the body. Lesser dosages can cause these same symptoms, but will pass as the victim's body disposes of the toxin.
Dosage: Cyanide can be injected or inhaled, or added into food and drink. Some exposure can be made through the skin, especially cuts, abrasions, eyes, or mucous membranes such as the mouth. Enough cyanide to kill someone (one-tenth of a drop) can easily be hidden in an "assassin's ring."
Negative Effects
Acute: This toxin prevents the body from utilising oxygen, and couples this with other effects to shut down the central nervous system and breathing. At higher doses other organs, such as the heart, are affected.
Chronic: Cyanide readily oxidizes into less toxic substances. There are no long term effects of cyanide poisoning—other than possible death.
Mitigation: Rust it out: an immediate oxidizer such as chlorine or potassium permanganate must be applied, either before or after exposure. The window for opportunity with this method is only about 30 minutes. Of course, this method is not without its risks, as both the antidote and by-products are also toxic, just not quite as deadly.
Medicinal: Death by cyanide is difficult for even an experienced examiner to determine. It resembles a natural heart attack, and leaves little trace of itself in the victim's system.
System: 100-300 parts per million of cyanide gas can kill in 10-60 minutes; 2,000 parts per million kills in less than one minute. Ingested or injected one to three grains (or about one-quarter of one-percent of a dram) can fell even a Troll. With any delivery method, the saving throw must be made at a 17 or better, per minute (once every 5 minutes for a reduced dosage), to avoid taking 2D12 points of damage directly to life points.
Ergot
Caused by alkaloids from a fungal disease (Claviceps purpurea) of rye grass—and occasionally wheat or other grasses—it is especially prevalent after severe winters & wet springs or other damp conditions.
Exposure: Ingested, typically in bread or other rye products.
Symptoms: Nervousness, pain, convulsions, & prickly heat are experienced. Limbs are cold to the touch. This poison is especially sneaky on the host plant as the sclerotium resembles rye grain. Often masked by the dark colours of most rye products, but in refined flour it has a distinctive red colour; there is no other indicator (such as taste or texture) that the rye is infected. Acute symptoms occur within a few hours, chronic symptoms can take weeks to show.
Dosage: Minimal—far less than one bite—can cause toxic effects. Eating even part of one loaf of bread infected with ergot can cause acute symptoms. In animals, amounts greater than 0.1% of diet can prove toxic; amounts under 0.03% of infected rye (as a portion of otherwise "clean" rye) is considered safe.
Negative Effects
Acute: Convulsions, hallucinations, excitability, & dementia
Chronic: Gangrenous ergotism, where the low blood flow causes infections & burning pain leading to loss of ears, nose, toes, & other extremities; reduced resistance to further exposure; generalized immunosuppression. Acute ergotism causes none of these symptoms.
Mitigation: Dairy products minimally lower the effects of acute ergotism (ironically, ergot can cause animals to stop producing milk). The tissue destruction of chronic affliction is irreversible.
Medicinal: The blood-constricting effects have been used by alchemists to aid in childbirth. Lysergic diethylamide may be extracted from ergot. It can induce abortions, but only in dangerous levels.
System: Save vs. poisons at a 13 or higher for a small dose (such as a slice of rye bread), 16 or higher for a loaf, +1 per additional loaf's worth of infected meal. A natural "one" on the save causes death. Normal failure on the save for a small acute dose causes excitable behaviour & nervousness accompanied by possible neck twitching—note that the lack of immediate symptoms or other warning signs could lead to further ingestion of larger doses. Amounts of one loaf or greater cause hallucinations & dementia (typical meals are at least one—2 or 3 rye loaves per meal are common among the Heldannic Freeholders). These visions are often frightening, as the vascular constriction & hyperexcitability typically cause a sense of panic—visions of chasing or horrific persecution are common. Chronic symptoms are nasty—save against poison at 15 or suffer a burning, prickly sensation on the extremities; continued exposure over a few weeks will lead to a divot in the flesh to forming—there is a loss of sensation below this line—the flesh will then slough off. An additional saving throw—for both acute and chronic sufferers—or 13 or better must be made to avoid a permanent -1 on future saving throws against disease and a further -2 against repeated exposure to ergot.
Hemlock
Poison hemlock is part of the parsley family. It is a large plant, growing up to ten feet tall. It is course and unpleasant-smelling. Some name confusion exists, as the name "hemlock" also refers a genus of coniferous trees. Visual confusion may include the roots being mistaken for parsnips or anise—the seeds also resemble anise—or the leaves may be mistaken for its friendlier relative, parsley. Poison hemlock stinks of mouse and tastes bitter.
Exposure: All parts of the plant are toxic. Exposure is by ingestion. Livestock typically fall victim to this plant when it is inadvertently mixed in with feed.
Symptoms: A tendency to remain prone, from a variety of depressed nervous action, is unfortunately the first symptom that may be noticed, by then death is near.
Dosage: As little as one-fourth of one-percent of body weight can be a lethal dose. The juice of the fruit and seeds hold the highest concentrations of poisons. Four or five pounds of fresh leaves can easily kill a horse.
Negative Effects
Acute: Loss of appetite, excessive salivation, and bloating. The pulse is rapid but weak. Loss of coordination and trembling, but not convulsions as with water hemlock, accompanies dilated pupils and intense abdominal pain.
Chronic: Frequent urination and defecation, nervousness, and depression are common for survivors. Skeletal lesions form from long-term low-dose exposure, or any exposure to an unborn infant. Permanent nervous damage can occur. The ultimate chronic problem—death—is likely from exposure, and is caused by paralysis of breath and heart attack.
Mitigation: Tannic acid and strong stimulants, such as coffee, are used to counter hemlock. Mustard and castor oil can help counter the effects in the stomach. The body temperature must be maintained, and artificial respiration may be needed in an advanced case. It must also be known that a lack of response to sensation may not indicate that the victim is yet dead.
Medicinal: Despite the damage that this poison can cause to the nervous system, it is useful to stop spasms or severe convulsions, and against some types of epilepsy. The toxins counter-affect those of strychnine poison, and hemlock is sometimes used as a counter-agent.
System: This nasty poison shuts you down as it tears you up. Death occurs within only a few hours of ingestion. A saving throw versus poison at a 20 must be made hourly to avoid 1D4 points of damage directly to life points. Once a saving throw is failed, up to two system shock checks must be made: failing the first results in paralysis, the second in death. The mind is the last part of the body affected; even though you cannot move or respond, you are aware of exactly what is happening to you until your heart and lungs stop.
Henbane
Large leaves, with a thick woolly appearance, mark this plant. It is about two to three feet tall, with pale yellow hollow flowers at the ends of the thick stalks.
Exposure: The toxin is in both the seeds and the flowers. Typically, the seeds are dried and ingested. Alternately, it may be burned and inhaled, or a poultice made and rubbed into the skin.
Symptoms: Extreme visual hallucinations are accompanied by a drunken or sedated effect.
Dosage: Several dried seeds or flowers are eaten for a toxic effect. A reduced dosage has less severe effects. Effects last 2 to 20 hours.
Negative Effects
Acute: Dizziness, confusion, nausea, diarrhoea, extreme headache, blackout, amnesia and other violent psychological and physical reactions.
Chronic: Overdose, or continued use, may result in permanent insanity or death.
Mitigation: Henbane can be used proactively to reduce the effects of other toxins.
Medicinal: If taken in a small amount prior to being exposed to another poison, henbane gives a +3 to the saving throw while the henbane remains in the user's system.
System: 5% chance that needed information nay be gained from use. Potentially lethal doses (enough for the hallucinogenic effect) require a save against poisons/chemicals at a 14 every 20 minutes to avoid taking two points of damage.
Mercury
A shiny, silvery liquid metal, it is most dangerous as a gas—which is colourless & odourless. It is naturally found in all classes of rocks, especially in the mineral cinnabar (mercuric sulfide), which contains 86.2% mercury. It is used in producing of chlorine gas and caustic soda, and in extracting gold from ore or articles that contain gold, as well as in some technomantic items.
Exposure: Inhaled or ingested—particularly from fish or shellfish—however when eating (drinking?) metallic mercury virtually none of the toxin enters the body, as opposed to an 80% absorption rate for mercury vapours. Some organic compounds (notably dimethylmercury) can enter through the skin.
Symptoms: Lung damage, nausea, vomiting, diarrhea, increases in blood pressure or heart rate, skin rashes, and eye irritation
Dosage: A few drops can release vapours in the air sufficient to cause health problems. This is pervasive & difficult to remove—exposed walls, clothes, furniture, etc. can remain sources of the toxin for months or years.
Negative Effects
Acute: Tightness of the chest, burning in the lungs, & coughing; this leads to nausea, vomiting, diarrhea, increases in blood pressure or heart rate, skin rashes, and eye irritation. The absorptive nature of the toxin allows a toxicity to build within minutes. Acute effects are caused by mercury vapours.
Chronic: Mercury build up from the environment occurs very slowly in the body—a process that can take a year or more before symptoms appear—this causes it to build to dangerous levels in the food chain. Permanent damage to the brain, kidneys, liver, & developing fetuses; effects on brain functioning may result in irritability, shyness, tremors, changes in vision or hearing, and memory problems. Chronic effects result from ingestion or slow environmental build up.
Mitigation: Like most metals in the body, mercury's there for the long-haul. It remains for weeks or months—forever if exposure continues.
Medicinal: Used in cleansing rituals of certain traditions, notably necromancy & spiritism, where it is known as azogue. This use can expose the mage to the airborne toxin.
System: The saving throw against mercury poisoning is only 14 (rolled monthly for ingestion or every half hour for airborne), but this increases by one each successive time if exposure continues. Failure on the saving throw for mercury vapour causes 1d4 damage & reduces Stamina by one for several days after exposure (damage is, of course, cumulative). Failure against ingested mercury or other chronic exposure lowers all non-physical attributes by one per failed roll.
Nicotine
One of the Kingdom of Formour's chief cash crops, tobacco is widely used in Midian. However, few are aware of its more sinister side. We are not referring to the usual tripe and lies: it causes cancer, it kills its users by the thousands, big tobacco companies don't care, smoking will make your head rip free of your neck and go on a killing rampage, etc. Nor are we referring to what is painfully obvious, even to other smokers. Instead, we refer to the refinement and use of nicotine as an assassin's tool. While tobacco is the most readily available source of nicotine, other plants do contain some, although in greatly reduced amounts: (in decreasing order) horsetail, celery, milkweed, belladonna, papaya, jimsonweed, corkwood, cocoa, clubmoss, potato.
Exposure: Voluntary use is burned and inhaled, occasionally dipped, chewed, plugged, or snuffed. As a poison, it is nearly always injected.
Symptoms: A dizzying rush of increased blood pressure and a highly stimulated or agitated state accompanies nicotine poisoning. Sweating, rapid pulse, vomiting (quite common), drooling, burning sensation of the mouth and throat (note that this is even from injection), and (ironically) nervousness, are also common for acute toxicity.
Dosage: The lethal dose for a 200-pound Human is well over 32,000 cigarettes. If injected however, the dosage required for lethality drops to 40-45 cigarettes worth. This amount of pure nicotine is only about 40-60 milligrams—a few drops under the tongue results in a quick death within a couple of minutes.
Negative Effects
Acute: Remember your first drag? Multiply that by lethality.
Chronic: Say "hello" to routine nicotine cravings. Ironically, what is arguably the most lethal and addictive component of tobacco has little long term biological effects—it's the other stuff in a cigarette that gets you in the long run.
Mitigation: None, keeping the victim calm while the toxin is hopefully disposed of by the victim's body is the best method currently known. Nicotine poisoning is still relatively rare (unless you're a bug), so no better treatment has yet been devised. The elimination half-life of nicotine in the body is about 0.8 hours in smokers and 1.3 hours in non-smokers.
Medicinal: Smoking tobacco is sometimes prescribed to calm one's nerves—especially for one already addicted. It also can alleviate some types of headaches, and some types of abdominal pain or cramping.
System: There is only one saving throw made to prevent nicotine poisoning, with a 24 or better for success. Failure means that seizures and death can occur anywhere between five minutes and four hours after exposure. The Game Master may make the saving throw for you (or otherwise hides the results). Why don't you have a smoke while you sweat it out?
Scorpion Venom
Specifically, this is the venom of the Shaker Scorpion, so called both for the convulsions that precede death, and the shaking of one's boots in the morning to avoid stepping into one. The Shaker Scorpion is a very small yellowish-tan scorpion with a black band on the second tail joint. It is about the size of a knuckle joint, with relatively small pincers, and is found in the northern region of the Byzant Empire. As far as scorpions go, the Shaker is relatively non-aggressive. A favourite of assassins, this small arachnid produces milky venom that can coat a blade for nearly an hour before drying, and has no known cure. When you poison someone, such as via a coated blade, then they know that they've been poisoned (it hurts like Hell). Another favourable trait—for an assassin—is the sudden onset of cardiac arrest: "No, I'll be fine, it just burns…" thump.
Exposure: Subcutaneous exposure is the preferred method; it may be injected, but this doesn't seem to increase the effectiveness. The poison has no appreciable effects if ingested, or burned and inhaled.
Symptoms: Pain, swelling at the site of the sting, numbness, respiratory paralysis, muscle twitching, and convulsions. The victim will also itch uncontrollably over the entire body once the poison begins to fully take hold—much like being bitten by thousands of mosquitoes.
Dosage: Dozens of Shaker Scorpions must be harvested (typically with a damp sponge left out overnight under a box) to create enough poison to slay a person. The poison is typically mixed with bicarbonate of soda (baking soda) and oils to form a paste that can be smeared on a blade, or mixed with ammonia for reservoir-tipped daggers and darts. Once exposed to air, the venom begins to break down—a pasted blade will dry within an hour—but can last months if completely sealed.
Negative Effects
Acute: Intense burning pain is the most notable effect for the victim. The pain rapidly spreads beyond the injection site, and can make an entire limb feel as though it is on fire. Numbness of musculature sets in within moments, making the affected area difficult to move or feel anything beyond pain. Death is sudden, and by cardiac failure.
Chronic: No specific long-term effects. The pain from a normal sting of a Shaker Scorpion will fade quite rapidly after a few hours of torment. As many people who develop a resistance to this venom will develop instead an allergic response to future exposures. Note that this is primarily an immune response, rather than an action of the toxin itself.
Mitigation: None. The complexity of the chemical cocktail in the sting, and the variance in allergic responses makes developing antivenin pointless. Nearly all traditional methods of alleviating a scorpion sting are counterproductive with Shaker venom.
Medicinal: A variety of scorpions' venoms are used for medicinal purposes: everything from heart disease to mumps to cancer.
System: It must be noted that the potentially fatal effects only apply to someone who has been exposed to the toxin at least 7-10 days previously. This poison is amazingly fast, however it is not as efficient as some of the other toxins on this list. The action of death is via a combination of chemicals that shut down the heart's neural and motor activity—it "forgets" how to beat—along with a type of anaphylaxis-like response. Since the toxin targets the heart, and the blood fully circulates through the body seven or eight times per minute, the poison begins acting within a single round. The second round after exposure, the victim must make a saving throw against poison at a 12 or better to avoid convulsions and heart failure. If the saving throw is failed, the victim will die within moments (make a system shock check to see if the victim dies or recovers fully after 3D20 minutes). As the victim's body will process the toxin as a collective substance, no further saving throws are needed—even if stabbed again by the same envenomed blade—unless 20 minutes or more has passed since the initial exposure. Note that the poison coating is generally washed off by the victim's blood after a successful stabbing or slice, and may be knocked off by the envenomed blade repeatedly striking armour or being parried. It is the Game Master's decision as to whether a second victim may be poisoned—or even a first victim, if he or she defends sufficiently.
Note: Very few people are killed by Shaker Scorpions. A single sting from a live Shaker is often dry (no poison injected), and is painful but not lethal, even with a full dose of live Shaker venom. No saving throw or other system mechanics are needed. Only small children, and the infirm elderly have ever been killed by a Shaker Scorpion.
Strychnine
This alkaloid stimulates the central nervous system causing increased reflex excitability in the spinal cord, which results in a loss of the normal inhibition of spread of motor cell stimulation, so that all muscles contract simultaneously. Strychnine is also dangerous when heated as it emits highly toxic, odourless fumes. This toxin is alchemically derived from the seeds of Strychnos or Loganiaceae, and is soluble in alcoholic beverages (but has a very bitter metallic taste).
Exposure: Injected, inhaled, or ingested—even on the skin it can cause an allergic response.
Symptoms: Convulsions & hypersensitivity to stimuli; the victim is fully aware, and in great pain. Symptoms appear within 15-30 minutes—up to an hour or so when ingested with an absorptive meal.
Dosage: A lethal amount is about one five-hundredths of an ounce; a much smaller dose is needed when injected or under a cut.
Negative Effects
Acute: Painfully damaging convulsions, the direction of which is indicated by the strongest muscle on each joint—typically a splaying-out effect. This is followed by a period of muscular relaxing & possible unconsciousness due to exhaustion. These episodes last one or two minutes, and occur every 10-15 minutes—sooner if exited by any sensory stimuli. Death is by asphyxia, as breathing during episodes becomes difficult to impossible.
Chronic: Other than death, no long-term effects of strychnine poisoning have been identified. The toxin metabolized readily; even two potentially lethal doses within 24 hours do not have a cumulative effect.
Mitigation: Generally neither possible, nor needed—a non-lethal dose will exit the body within a day or so. Charcoal can be used to absorb ingested strychnine if consumed within a few minutes of exposure [+3 on the saving throw]. An anticonvulsant may help prevent damage or death, but none have yet proved rapid enough.
Medicinal: Only useful for killing—it is used against pests & predators, as well as one's fellows—other attributed properties either do not exist, or do so only in lethal doses.
System: The classic save-or-die type poison: death occurs within 1-3 hours after exposure. An initial saving throw against poison at 22 will avoid the eventual asphyxiation & reduce possible damage by half. Additional saving throws against paralysis must be made for each episode of convulsions at a 16 or higher, or 1D4-1 points of damage occur.
"Needs sugar…"
——Socrates
Most cultures have their own signs and omens that they believe foretell a pending death. Peasants of Formour believe that a ghostlight (a small candle-like flame) hovering over a grave means that someone else in that family will die soon. Killian believe that events linked to only one sense can portend their own death, such as feeling a thumping from wood, but no sound, a cloth that moves though no breeze is felt, or seeing a bell moving but hearing no sound. When a Killian dreams about a birth/hatching or meeting a new person, it is seen as an omen that someone in their family will die soon; conversely dreaming about the death of a family member is viewed as a good luck omen for a pending hatching in the family. Some who live in the northeast of the Byzant Empire feel that a harbinger bird that finds its way into someone's home and sings its sad dirge, foretells the death of an inhabitant within a few days. Interestingly, these birds are not harmed—they are seen as messengers rather than causes of death—and the belief is that killing the bird means the death of everyone in the house. Besides, if two harbinger birds get into the house and sing, then they bring good luck and prosperity. The Dwarves of the Heldannic Confederation warn that a lantern light at night may not be a nearby house or inn, but rather the light is leading the unwary traveller to a dangerous and final destination into a pit or bog, or off of a cliff. Oddly, there are no superstitions of harbingers of death among the Goths.
The small village of Grove's Bend in the Kingdom of Formour (known for its apple orchards, and as the site of the Battle of Stone Bridge) has a large flat rock by the river near that infamous bridge where the inhabitants do laundry. There is one spot on the rock where no one washes clothes, that is no one still among the living. This dark red stain marks the area where a local woman washed the blood-soaked uniforms of the Human soldiers during the week of battle for that ancient Hobgoblin bridge. It is said that she lost her mind from viewing the carnage, and began to prophesize in whispers about the next soldiers to die. Local legend tells that even now, centuries later, she can still be seen on some nights at that very spot washing the blood from clothes. If one looks closely, they may recognise the clothing as belonging to someone they know, perhaps even themselves. Those truly brave may even venture near enough to hear her whispering, "must get the blood out, got to get it clean for tomorrow." These rare brave souls who sit still and listen quietly long enough may even learn of the decedent's name, and the time of the death.
"Give me your hand."
——Death, Sandman #69 (The Kindly Ones: 13), Neil Gaiman
The fear of dying is natural. Not being able to emotionally cope with your own inevitable demise is quite common. This can manifest in many ways ranging from denial and refusing to even think about death, to constant obsession and morbidity. Your fears about your own death may cause you to not want to be near someone dying, even family or friends. This may be seen as callous and uncaring, but someone whose fear of their own mortality that causes this behaviour needs understanding and compassion, as well as support.
How old you were when you first became aware of death affects your perceptions of it for the rest of your life. Your reactions around a dead body or dying person can be related to an early experience where you were either frightened or comforted. Children typically do not think about death or dying at all until a family member dies. This is a potentially traumatic experience, and could leave someone with a lifetime fear of death; this can even lead to flashbacks when confronted with funerary devices (graves, mourning dress, flowers, etc.). Children are sensitive to the drama around them—even if they are not directly told about it—they can tell when you are lying about grandma being "on vacation." This applies to their own deaths as well; it is perhaps better to allow a child to know the truth about her own fatal illness and to have the opportunity to talk about her feelings. Families who refuse to discuss death with their children can frighten those children who are often left confused from such an emotional time. This can lead to being uncomfortable and afraid of death as an adult—recognizing that death is a natural part of life and coming to terms with that is one of the important goals of adulthood.
Many people are comforted in their fears about death by spiritual beliefs. This is not specific to one religion; even those whose faiths that do not address the issue, or those without formal belief in any church, may find comfort in how they perceive their place in the universe. Awareness of your own death is typically increased when near the dying; being comfortable with your own mortality increases your ability to cope with being near those soon to pass. Knowing what will happen to you after death, even if your answer is "nothing," enables you to be more comfortable with both your own mortality and with being close to the dying. Some religions correlate death with a moral failing, or some other choice or action by those that die. Believing that a person somehow causes his or her own demise is comforting, because this would make sense of a chaotic and impartial universe and gives a feeling of security—after all, if we don't engage in that behaviour, how can it kill us? This gives a false sense of "fairness" of death, to realise that the opposite is true leads to one thinking that death is "unfair" when in reality death is the ultimate in fairness. The truth of death is that it is impartial; no one is exempt.
This fear of dying can lead to some interesting phenomena, such as the departing or deathbed vision. This is where someone experiences a vision of religious figures or deceased loved ones before the actual death. These visions can occur moments, hours, or even weeks prior to passing. This is largely a comforting experience, lessening the dying person's fears. Seeing dead relatives is the most common experience, offering guidance and support. It is interesting to note that in some cases, the visitation is from someone whom the person experiencing the vision didn't know had died. This phenomenon is known to necropolitans and among healers and other caretakers of the dying, but is largely unknown to the general populace. This can be quite disturbing to the family of the dying person when they hear of the vision; this is often interpreted as being a hallucination, perhaps caused by medication, even when the dying person is chemical-free. On occasion, someone close to the dying person will experience such a vision. This may even be of the dying person offering one final message before—possibly after—their death. Unfortunately, this often lacks the comforting value of similar visions experienced by those who are dying. This often leaves those that remain behind feeling confused and troubled, however this can be seen as a part of the grieving process. The fear of being judged as less-than-sane keeps many living people quiet about their experiences, and hinders further study of this subject.
An event related to the deathbed vision is the near-death experience.
How do you talk to someone who is dying? Easy, treat them with at least as much love and honesty as you would show them if they weren't short for this world. Talk to them: share pleasant and unpleasant memories, discuss things happening at home, talk about their spiritual beliefs and fear of dying. Rather than tell them to be strong or that its all for the best, tell them that you love them, that you'll miss them, that you'll respect their final wishes. Small talk, a hug, or a quiet moment can mean a great deal to a dying person. Honesty applies to emotions—stoically holding your feelings in does neither of you any good—sometimes it takes strength to cry. Just because they may not last long in this world doesn't make them any less of a person—don't be afraid to laugh and cry with them. After all, you wouldn't be there at their deathbed if you didn't care about them.
"Thank Heaven! the crisis—
The danger is past,
And the lingering illness
Is over at last—
And the fever called "Living"
Is conquered at last."
——Edgar Allan Poe, For Annie
A necropolitan is an expert in death and funerary customs. They may be thought of as a one-stop-shop for all your funeral needs. Their job is to take care of the dead, and the living, throughout the burial (or alternate disposal) process. Typically, one is an apprentice for four to six years under a master, however what exactly may constitute a masterpiece for such a worker-in-death (so that one may become a master and have their own apprentices) is an exercise in morbid curiosity for some, and is known only to the necropolitans themselves. They are intimately familiar with all of the customs, as they relate to death, of all the cultures of Midian. Everything from engraving a suitable epitaph on a tombstone for a Formourian follower of the Temple of Light, to what wood to use to pike the corpse of a Firpish criminal, is in their realm of expertise. Their knowledge includes: anatomy, digging, diplomacy, embalming, engraving, forensics, funerary rites, grooming, public speaking, storytelling. The following skills are known only as they apply to the necropolitan's craft as specializations: administration, basketweaving (wreathmaking), boasting (for others), botany, carpentry, chemistry, culture (death, all), engraving, heraldry, history (various), law, metaphysics, sewing, stonemasonry, superstitions (awareness thereof).
Typical funeral costs for a Formourian peasant is minimal, perhaps 10-20 florins for a simple pine box—if even that—a few dinnar for someone to dig the hole & lower the body into it, if they didn't have healthy young relatives or friends to do the deed. Have a local clergyman say a few nice words, erect a simple wooden placard for a tombstone, and call the task finished. Funeral costs can increase quite rapidly from there, however. Larger towns and small cities may have one or more people who specialise in a particular funerary task. Morticians, casket makers, grave diggers, and even the occasional professional mourner may be found. Embalming a body is a more specialised task, and is typically reserved for the highly-skilled necropolitans. At least this is true outside of the Heldannic Confederation & northern Formour where professional embalmers are needed more often to mummify Dwarven corpses. A fine coffin: nice hardwood, brass handles, satin lining, can potentially cost 20-200 guilder or more. Grave diggers are cheap, still only a few dinnar, but they are typically employed by the mortician, whose services can run a few dozen to several hundred guilder or more for an elaborate funeral. Marble headstones cost 30 guilder for the small & simple ones, and can range into the thousands for detailed carvings & statuary. Necropolitans, by virtue of their expertise, can command the upper end of these figures, and can also act in all capacities needed for any funeral.
It is commonly believed that the hair & nails of a corpse continue to grow for a time following death; this is not exactly accurate. Death is not an event, it is more of a process, with the body actually dying in stages—different areas will cease functioning at different times. It is true that the visible portion of hair & nails are formed by a slow and constant action, and that this is one of the last functions of the body to actually cease. What does occur rather, is that the skin pulls away from those somewhat more dry and rigid structures; this gives the illusion that growth continues. Another example of this effect is that the gums pull away from the teeth as they dry out and rot. This is less noticeable with the recently dead, but a more obviously decaying corpse will show this. Certainly, the teeth do not continue to grow substantially following death—especially as decay grows more evident, as one may compare how much is visible dental anatomy in a recently deceased individual (showing hair & nail "growth"), and later on that same body as the teeth seem much longer. To assume that the teeth grow in this manner far after death is absurd—this is certainly so when they have not done so in decades while alive. To make this assumption of hair & nails continuing to a great extent post-life is nearly this illogical.
The various stages of decay are affected by temperature, moisture, and other environmental effects. The following general timeline of the process of decay:
An estimation of the time of death may be made by comparing the temperature with the body's rigidity. The surrounding temperature will alter this, but a general room-temperature guideline follows:
"Sorry I missed work, I was dead for a couple of days, but I'm all better now. I brought back gifts from the afterlife."
——Liam Adams of Bughead
Many cultures have a traditional colour of clothing that is worn when one is grieving. The wearing of these colours is one of the traditional signs that one is in mourning in many cultures, but the style & duration varies—often even between subcultures. For example, nobility of Formour—and the wealthy who wish to emulate them—are expected to wear mourning attire for up to six months following the death of a family member. These are typically stylish, covering most of the body, and no one would be so vulgar as to wear less than their finest to the funeral—many wealthy Formourians will even purchase a new outfit for the occasion. By contrast, noble Dwarves in Formour usually wear plain clothes of course cloth, although they often adopt the "mourning blue" colour of their Human peers. Common Formourians will most certainly not want to wear work clothes—for funeral services at least—but the proper colour is considered more important than finery (the specific shade of blue is specified within The Book of the Cannon), and they might only wear a blue arm band (men) or veil (women) for the six month mourning period. A lesser duration is socially acceptable for friends & loved ones who are not immediate family members.
The typical colours, and related manners, of Midian are:
The most common colour of mourning is black. This is the traditional colour among the Heldannic Confederation, Trolls, the various people of Osterre—including all Gothic tribes, and most cultures within the Byzant Empire.
Ghouls traditionally wear black for their funeral feast (of the departed), but as they typically will wear what they scavenge from the graves above their homes, they may often be found in the funeral attire of whatever other culture that they live near on a daily basis.
The Goths wear black as a matter of course; other cultures often remark on how their clothing looks as though they are always attending a funeral. Black is also the mourning colour among the Oldeland Goths, but is reserved as a death-related colour with them, rather than the default hue of choice. Occasionally one among the Moroii & Lilitu clan Goths in Formour & Byzant will wear bright red for the funeral of one who was quite close to them.
The traditional colour associated with death among the Killian is white. Killian dress in long white robes during the funeral procession out to sea. The corpse is also wrapped in a white sheet. These white robes are only worn for the funeral proceedings—Killian get on with the business of living immediately thereafter. The colour white has such a strong "death" connotation among them that it is never used as a primary field colour; it is used as decorative colouration only in small quantities, such as in trim. In fact, a visitor wearing a white shirt, for example, will commonly be treated as though grieving by Killian not accustomed to the cultural differences of foreigners. It is this connection that is perhaps responsible for the rapid spread of Stryfe in the Killian Empire. The white robes that some of the acolytes of that religion wear bear a marked resemblance to the funeral robes—the inherent creepiness of this is appealing to many younger Killian.
Formourians, as stated above, wear a shade called "mourning blue." This is a deep shade described in holy writ as "the colour of the stormy seas as the early sun arises."
Hobgoblins do not customarily have a traditional mourning colour. This is certainly true of those in the Farreaches & the Hobgoblin Enclave in Formour, but some Bizzannite Hobgoblins have started wearing black in accordance with local customs. Services are usually attended in battle garb, especially if the deceased is of the warrior caste among the northern tribes.
The Elves have few funerary customs, as they rarely have need to attend funeral services when living among their own people. Black, brown, or other dark, somber colours are worn at that time, along with a traditional skull mask for family or those close to the deceased—which can potentially range into the hundreds for these immortal folk. Necropolitans are rare among the Elves; funeral rites are often performed by one of the few Elves who are most familiar with their simple practices.
"Death is nothing to us, since when we are, death has not come, and when death has come, we are not."
——Epicurus
Dwarves revere older family members almost to the point of ancestor worship. Dwarven names are always derived from a previous generation. They take "son of" or "'s son" (or daughter) for their last names, or they use "blood of" or "'s blood" if there is an influential grandparent or earlier generation. Even Dwarves who are members of the Great Clans follow this pattern, for example, "Durin Tordinsblood of Clan Thalin." Important or influential Dwarves are mummified and buried in a crypt with weapons, jewelry, and personal items. The greatest Dwarven Kings are sent off with small complexes of rooms for their burial chambers. Relatives—and hangers-on with enough pull—are often buried in secondary rooms of these expansive crypts. Wealthy families will typically have a large tomb where they inter their mummified dead. Some of the older and larger berserker societies have catacombs where they lay their fallen members to rest. Poorer Dwarves are not interred in a vault within their mountain homes, instead being buried alone in mounds atop the mountains and hills. Some of these mounds are in rather inaccessible locations, but most are buried in places where they can still be visited by their surviving relatives. The poorer Dwarf is, of course, buried without the signs of wealth of their better-off kin. Perhaps a single tool of their profession & some small personal effects are all that they keep in their mound. Many of these lower-class Dwarves cannot afford the expense of mummification. When their bodies decay, the mound eventually settles. On occasion, an old gravesite is disturbed when that location is inadvertently chosen to house a new occupant.
Dwarven mummies are not fashioned in a restful prone position, but are instead made to be seated, proudly looking at the works of his or her life. Dwarves of legend are seated upon a grand throne, while Dwarves of lesser stature may only have a stone to rest upon.
A more recent tradition is emerging among the Dwarves, that of double-burial or secondary burial. A Dwarf who lives outside of the Mountain Kingdoms may receive a local funeral with friends, neighbours, and nearby family, and is then transported to his or her final resting place within a family crypt. Secondary burial is also used by necessity when a tomb has been irrecoverably disturbed, or due to space needs within the Mountain Kingdoms. This new tradition has met with controversy recently with the discovery of mass-graves left from atrocities committed by the Old Empire. When the first of these was discovered, the bodies were given proper treatment & reburial once their clan had been identified. However, more recently a mass-grave containing the bodies of both Dwarves and Trolls was unearthed. The Dwarves wanted to give their deceased kinsfolk a proper interment, but the Trolls viewed that as a horrendous desecration of the graves. Regardless of the awful circumstances of death, the Trolls argued, the bodies should not be disturbed. The issue currently remains unresolved, with the bodies again covered (temporarily at least) and guarded by a group of concerned Trolls.
When someone you care about dies, that pain you feel surpasses all other. Broken jaw, burning, skinned, glass in your heel, none of these can compete with the pain of loss. They say, "time heals all wounds." This isn't entirely true: time still leaves a jagged scar on your heart that never entirely goes away. After a while, you may forget about it for a time, but it will remind you of its presence on occasion, with that searing pain, and an ache that echoes through the years since the first shock of loss. There is nothing that I—or anyone else—can say that can make that pain lessened. Nothing.
Inigo: "Hello, my name is Inigo Montoya. You killed my father: prepare to die. Now, offer me money." [Slices Count Rugen's cheek]
Count Rugen: "Yes."
Inigo: "Power too. Promise me that." [Slices Count Rugen's other cheek]
Count Rugen: "All that I have and more. Please…"
Inigo: "Offer me everything I ask for."
Count Rugen: "Anything you want."
Inigo: "I want my father back, you son of a bitch." [Stabs and kills Count Rugen]
——Inigo Montoya (Mandy Patinkin) and Count Rugen (Christopher Guest), The Princess Bride
Losing someone that you care about hurts. Lots. It is a pain that never truly goes away; time may dull the ache, but it never completely subsides. Even years later, you may find yourself thinking about a loved one that has passed; tears in your eyes. The closer that you were emotionally to someone, the greater this pain of loss is. There may be lingering guilt about things that were said, or left unsaid. You may even feel guilty that you somehow could have prevented—or even somehow caused—their death. Life, as they say, does go on. Even long after someone has died, the effects of their lives may continue. Indeed the goal of many people is to extend their influence, or at least memory, beyond their own lifespans.
"Dearly beloved
We are gathered here today
2 get through this thing called life
"Electric word life
It means forever and that's a mighty long time
But I'm here 2 tell u
There's something else
The afterworld
"A world of never ending happiness
U can always see the sun, day or night"
——Prince, Let's Go Crazy
Killian typically fear ghosts, but not their own deaths. The culture is one where you are reminded of your own mortality often, but not in a morbid fashion. Killian get an early brush with death, in that most of the eggs laid do not successfully hatch. Bushi-Killian in particular have a phrase that they often think or say upon rising each day, "today I may die." Killian think of death as a total end; anything that cheats that inevitable conclusion is unwelcome. Killian view the afterlife as something akin to a deep sleep or coma, when they think of it at all. Even followers of the Red God feel this way. They do not share in the vision of an eternal tavern—that philosophy is only common to the religion's Human and Dwarven adherents. Killian rarely pursue careers involving death, other than warriors. Morticians and butchers are subtilely, and unconsciously, avoided. In this warrior culture where death is a constant factor, few are willing to deal with it other than at the point of a blade. Rarely does one encounter a Killian necropolitan, or other expert worker with death.
Ghosts are considered abhorrent by the Killian for one simple reason: you cannot kill them. If one is able to return in such a fashion, they are a power to be reckoned with. If a warrior strikes with his sword immediately upon being awakened, how much more wrathful would one be if aroused from eternal rest?
Many Heldanns, and most Dwarves throughout Midian, are not strongly religious and do not believe in an afterlife. For them, dead is dead. Followers of the Red God however, have large numbers in those cold lands. They envision that one who is worthy joins a great feast of heroes after they die. Those who died gloriously in battle are the most honoured, followed by those who lived exemplary lives. Those who died cowardly are doomed to spend eternity as servers of the fallen warriors. A common insult of someone's bravery is to tell them that you are going to make them your eternal serving wench in the afterlife.
Humans, Dwarves, and Trolls of the Heldannic confederation feel that one's deeds will reflect directly upon future generations. This is certainly true in many respects, such as: social status, reputation, or finances. Moreover, to these proud folk, one's worth is measured in large part by one's parents & grandparents. Few are willing to disrespect their legacy, and fewer still are willing to leave their children & grandchildren a legacy of ill repute.
In the Kingdom of Formour, the afterlife is viewed as something rather pleasant, at least this is the official story you will hear if you ask the average citizen his or her opinions. Of course, everyone is creeped out by the thought of death, and afraid of the deaths of themselves or their loved ones—certain necropolitans being a notable exception. The main religion in that land—the Temple of Light—views death as a merging with The Light for the faithful. Of course, death is a painful time of loss for those still living. The Book of the Cannon says, "Shed tears for your loss, but not for your loved one, for they have joined with The Light in eternal oneness and bliss" (Sermon of Mammon the Prophet after the Battle of Jerich, Chapter 7, verses 13 & 14). Even those Formourians who are not baptised LightWalkers are still affected—inversely—by the culture of this powerfully influential church. Many of them feel that there isn't some indefinable "better place" that they will travel to when dead. This counterview of the church's stand on the afterlife is one of the chief tools of converting the unbelievers. Then again, a loss of identity and sense of "self" after death is one of the main arguments used against the Mammonites.
Ogres and Firps have a similar "return to the source" theme for their afterlife beliefs. For them, death is simply another state of being—one to be postponed as long as possible of course—but an essential part of the life-cycle nonetheless. While the concept of blissful eternity in spirit form in another plane of existence is foreign to their native religions, their shamans and witch-doctors teach about the decaying body returning its life to the world.
At least one small vile cult amongst the Orcks have taken this one step further and more directly, by eating the flesh of their fallen foes as part of their religious observance. They feel that they are consuming the life and the strength of a worthy enemy. The typical Orck view on death is much simpler: dead is dead. The Orcks don't have any views on the afterlife. These pragmatic folk don't see a corpse as anything other than an object… or possibly dinner. While one's deeds may live on in stories, their corpse is just more junk to throw into the river. Orcks do not have the same care for how they are perceived after death that the Heldanns do—after all, you're dead, what would you care? How would you care? They generally find the thought of transcendence to another level after death just as distasteful as would a Formourian atheist. It's not a form of selfishness, but rather one of practical apathy: death is the end of worries (and everything else). More specifically from an Orckish perspective, the death of an enemy means that you no longer have to worry about him. It is worth noting that necropolitans are extraordinarily rare among Orcks. It is even more interesting that reports of spectral activity are also rather rare from them—Orck children don't tell ghost stories around the campfire. They have much more immediate concerns with problems from the living.
Hobgoblins do not have the richness of cultural elements regarding the afterlife that others do, even Humans have greater diversity and depth to their beliefs. This stems in part from their immortal Fae heritage. To their Goblinfolk ancestors, death was something that occurred because you did something terribly wrong, like pissing off the wrong person. In their early development as a people they were surrounded by immortal semi-spirit beings: Elves, Fairies, Pixies, and of course Goblins. As they distanced themselves and generations passed, this early involvement began to shape an informal type of spiritualism. Elves watching carefully from the trees & handed-down memories of their odd ways resulted in a general paranoia with things unseen in the "spirit world." With knowledge gained from stories of Elementals, they learned that even the rocks and streams could house unseen presences. Hobgoblins generally have neither the aptitude nor desire for things mystical, so there was no curiosity or attempts to control these unseen forces. These were things best left alone. When the Hobgoblins first forged the Olde Empire, they had not encountered other beings like them—Humans had not yet arrived on the scene, Trolls were viewed only as monsters, Dwarves were not discovered until the fifth century of the Empire (and enslaved by the end of the sixth), and all other races the Hobgoblins knew about were immortal—with the decided lack of views on the afterlife that condition brings. As such, the Hobgoblins did not have any other cultures with which to share or borrow belief structures. The resulting Hobgoblin belief system is difficult to codify with regards to their views on the afterlife, or death in general—other than that they got very good at causing it.
"Seasons don't fear the reaper
Nor do the wind, the sun or the rain
We can be like they are"
——Blue Oyster Cult, (Don't Fear) The Reaper
While burial in the ground—with some kind of memorial marker—is the most common method of disposal of a corpse, other methods are employed:
Burial must be above the water level for sanitation and to prevent the body from rising. Burials are generally not performed near bedrock or when the water level is less than ten feet from the surface.
Composting is the best method of disposal for catastrophic losses, such as from a devastating plague or the loss of an entire herd of animals. The resulting heat kills many pathogens & insect larvae. A properly done compost heap will also have a minimised odour.
When your primary character is unable to be a part of a scene, you can still participate by playing a secondary character. No one likes being left out of the game. This option allows you to still be a part of the action. For example, you are the only non-Human in your guild, and the group must infiltrate a Human-supremacist organisation. For this scene, the Game Master may allow you to play one of the guild's hired muscle. Experience in this circumstance is awarded to the player—which may be applied to either character as he or she sees fit. However, the experience award to the player may not be as large as it otherwise would be if the primary character were played. Additional experience may be given to the secondary character to reflect the experience. Needless to say, additional modifications to the character, such as skills learned or monies gained, stay with that secondary character, not the player or his primary character. Remember that a secondary character should still be played as a real person, with the same fears, dreams, and needs. They are not merely "flushable" characters.
An optional use of secondary characters is the communal pool method. Communal secondary characters have no special tie to any one player. That is, a secondary character may be played by one person this game session, and someone else next time. This option is best suited for characters that are part of a large group, such as townspeople in the local village, and is less desirable for a knight's squire to be available to everyone. For example, the non-player hirelings of a guild may all be considered part of a communal pool. This would allow, for example, a player whose primary character is severely injured to participate as the guild blacksmith. This way the player can still have a "voice" in the game world and may still continue to enjoy the game. Communal characters are an additional roleplaying challenge—even more so than playing your own secondary character. It is important when playing communal characters to remember to be true to that character. In other words, try and play that character consistently with their personality, instead of what amuses you at the time. For example, if Bildr the smith is a surly, stingy, loudmouth, don't suddenly start playing him as sugary nice and friendly—giving your character his finest weapons and armour. Both of these optional uses of secondary characters involve the cooperation of the Game Master. This particular option also requires the cooperation of the other players.
Lawyer: "… I leave my wine cellar and three crates of my finest whiskey."
Hedge: "Really?"
Lawyer: "And a boot to the head."
Hedge: (Thump!) "Oh!"
Lawyer: "… and another for Jenny and the wimp."
Jenny: (Thump!) "Uh!"
Hank: (Thump!) "Ow!"
——Frantics, Last Will and Temperament
One option to help ensure that your property is left to the correct person or persons is to draft a will. This does not need to be the full legal document (the "sound mind" bit wouldn't apply to most player characters anyway), but it does need to be noted somewhere. This can be a simple list—hand-written or posted on the forums—for example: tower-Simon Stylites, armour-Nabor of Argent, Sword of St. Quirinus-Genevieve, horse ranch & all gold-Anastasius, et cetera. A lazy way to divvy up your worldly possessions is to annotate the names next to the applicable items on your character sheet. The succinct will of the infamous Dwarf Harold Ingi the Avaricious simply stated, "Bury it all with me; I don't want to leave anyone or anything a damned penny… ——Harold." A will will also serve to hand over all your goods to your legacy character, e.g. "Everything I own will belong to my nephew Basilides upon my death." The only two conditions that must be met for a will (for metagame purposes) are that it must have been written before death, and someone still living must know of it to enforce those final wishes. Logically, the legatee (or multiple beneficiaries) must be someone that you know, and want to have your personal effects. Having a written document, with the location known to a trusted associate or two, will allow your previous character's belongings to pass smoothly to your next. Without a final will and testament, you are at the mercies of your fellow player characters. Scary thought, isn't it? As your guildmates and "friends" are likely already making a mental inventory of all your stuff, keep a copy of your will with a trusted syndic for safe keeping. The legalities of dispersion of property of the deceased without a will vary according to local and national laws and customs. In Formour, the closest living relative inherits in the absence of a will ("closest" in the genetic sense, rather than locational), with unclaimed capital, goods, estates, and other property reverting to the Crown if no heirs can be found or proven. Property dispersion isn't the only function of a final will. Instructions for the disposal of your remains, how you want the funeral to proceed, custody of your children, or any other final wishes you want handled can be included in your will. Try and keep things reasonable, if your character dies suddenly, don't expect a brand-new character (that none of the others have even heard of before—probably since it was just created) to walk in and claim all of the deceased's belongings. Nor would it be wise to expect your final wishes to be followed if they are beyond reason—remember that "you" would no longer be there to enforce anything.
"The stronger that any light shines, the darker the shadows around him grow."
——Berserk
A legacy character may be either a secondary character—of any variety—or one created after the death of a primary character who has some tie to the deceased. This allows your new character to have some connection to the ongoing campaign. You may know some of the same information, have similar goals, inherit the decedent's property, and even share some backgrounds.
If the new player is related to the previous one, determine which backgrounds would be shared. These are automatic & need not be rolled (even the bad ones). These automatic shared backgrounds cannot be swapped out from the "player's choice" list. Roll 1D6 for the number of additional backgrounds for the new character, and randomly determine these normally; these may be swapped out or dropped normally. If any are inappropriate, or conflict with the "legacy backgrounds," then they are ignored (not rerolled). How closely related the two characters are will determine which backgrounds are kept. For example, someone's twin will share all of the "-blooded" backgrounds, and will not have any additional ones of that variety, however a half-sibling may have one or more that is different, as one of the parents is not shared. A best friend from one's old marine unit will not have any genetic ties, but will automatically share backgrounds such as Military Experience.
"We shall never forget and never forgive. And never ever fear. Fear is for the enemy. Fear and bullets."
——James O'Barr, "The Crow"
Necromancer; the name alone strikes fear into one's heart. Necromancy is death magic, with all the horror that that implies. With power over Undead or animated dead, curses, plagues, death, dying, the dead, and the secrets that dead men do tell, the dark rituals of the necromancer are indeed formidable, especially when one has time to prepare… and the dead have eternity. These mages traditionally spend at least four years as necropolitans before their magical training begins in order to truly understand all facets of the arts of death.
As a magical tradition, necromancy is not a stand-alone class, but rather an optional magical tradition for apprentice wizards to learn.
Necromantic TraditionAdditional Skills Blood-bonding Ritual
|
Tradition cost: 5 (in addition to the 8 to be an apprentice wizard, and the 13 to be a necropolitan, for a total of 26) Requirements:
Features and bonuses: Add ½ level in necromancy (round up) to Personality and Grace when dealing with the Undead Special: wizard's tradition; designed for use with the apprentice wizard class |
Level bonuses
Per additional level: +1 to any mystic skill |
"If you should die before me ask if you could bring a friend
Pick a flower hold your breath and drift away"
——Stone Temple Pilots, Still Remains
The necromancer's familiar is quite different than the standard familiar of many mages. While it is not demonic, neither is it a normal animal. The familiar of a necromancer may be either a normal familiar sacrificed so as to reanimate it as an Undead, or it could be an animated corpse of any sort that has been bonded as a familiar. As with any familiar, the Undead familiar of the necromancer gains a new level when its master does, and the ability to act as a competent magical assistant as though it knows all of the necromancer's spells. Also similarly to many other familiars, the Undead familiar gains the trait Sense Supernatural Evil.
A necromancer does not need to have a dead animal or zombie as a familiar, and may choose to have (or keep) a normal, living, animal familiar, but does not receive such as a tradition bonus. Even a Demonic familiar may be chosen, if the necromancer is so inclined. In these instances, the familiar does not gain any additional bonuses or abilities, save for the Sense Supernatural Evil trait and other benefits of a normal or demonic familiar. To mitigate this comparative lack of supernatural power, a necromancer's knowledge of death-magic allows the bond with her living familiar to survive should she become one of the Undead; normally familiars fare poorly when their master dies. Maintaining a bond with a Demonic familiar may prove problematic when the necromancer joins the ranks of the Undead. Depending on the pact, such a familiar may remain with its master, or take advantage of the mage's temporary demise to claim her spirit as its own.
The necromantic power that fuels the Undead familiar is weakened in the daylight. During the hours of the day, or when exposed to equally bright light, the "class" abilities from familiar levels 2, 3, & 6—8 are reduced by half, to a +1 for each bonus instead. This applies to the attributes, saves, and other bonuses gained by being an Undead familiar, but does not affect the attributes, et al, of the base Undead type. Familiars gain additional bonuses by level progression in the same fashion as player characters; i.e. 2 hit points per level, +1 to an attribute every 3 levels, etc; these level-based bonuses are also unaffected by the weakening by daylight, however those listed on the chart below are so affected. It must be noted that the familiar's level is not equal to the necromancer's. At most, the familiar will be two levels behind its master. If the familiar is slain or destroyed, a replacement familiar may be had—after at least one year and one day—but it must start anew at first level.
It is possible for a necromancer to have an Undead familiar that is not one of the standard animals common to some other mages. For example, a necromancer may bond a skeletal warrior to him- or herself as their familiar. As the familiar progresses in level, it will gain additional bonuses, listed on the chart below. Note that this is the familiar's level, not the necromancer's.
Each additional level: +2D4 hit points, +2 to attacks
In order to communicate with the dead—such as through the Necromancy of Intelligence ritual—one needs to have either the name, or an object of importance to the deceased, if the body itself is not present. Many loremasters feel that the entity conversing with the mage is simply a psychic imprint, rather than a true sentience.
"With these scars on my wrists
To prove I'll try again
Try to die again"
——Pantera, Suicide Note Pt. I
From "The Order among Chaos" by Sir Azit ba-Akal
Also called a Death Knight, these are considered by many to be the epitome of evil. By combining fierce martial skills with vile necromancy, these unholy warriors are feared throughout Midian. Shadow lords are members of a loose fraternity called the "Crimson Order of the Knights of the Shadows."
The Order requires no dues of its members, nor has large meetings. It is an association of like-minded individuals. Its members are paired into master-apprentice bonds, with a senior shadow lord training only a single squire at a time. Even after a death knight has been a full member for years, training his own squires, he will still refer to the one who trained him as "master." No one is ever removed from the Crimson Order, even through death. Dark and vile deeds are applauded by one's fellow shadow lords, although personal vendettas against other members could easily result in fatalities among the ranks. Shadow lords are expected to treat each other courteously—which can be quite horrifying when two opposing death knights sit for tea among hundreds of slain bodies. Each may expect reasonable quarter from another, with the assumption that the same courtesy will be returned.
There are shadow lords of great honour, whose word is their bond; just as common is the shadow lord who is as chaotic, untrustworthy, and unreasoning as a storm cloud. Because of this mix of adherence to personal honour at all costs, combined with wanton chaos, the shadow lords have gained a reputation as the ones to seek out for difficult feats, especially those involving destruction or grey morality. They are known for always achieving their goal, no matter what may get in their way. Even when an employer has changed his or her mind, the shadow lord will still complete her task. When one has an end that must be attained—with no care for the consequences—seek out the shadow lords. A death knight on a mission brings chaos and destruction with her. When large groups of shadow lords assemble for a job, it is seen as a sign that great carnage and chaos is imminent.
In addition to their mercenary aspects—and it is whispered, their unspoken goal of spreading discord—the shadow lords do have their useful functions. Most notably, they are entreated by their Order to shrive all battlefields they encounter, whether created by their own efforts or not. The death knights meditate amidst the carnage, listening to the whispers of those departed soldiers. This ritual helps to ensure that no ghostly platoon or death-mist will ever arise from the site. However, it is suspected that there is a secondary and sinister purpose to the ritual, one known only to senior shadow lords and certain powerful necromancers [see Army of the Damned below]. They also perhaps aid the social good by acting as a focal point for those who would otherwise join another knightly order and compromise the moral standings of those other knightly organisations.
The symbol of the Order is an 8-pointed cross on a black field, although not all death knights choose to bear it. Many however, incorporate this symbol into their personal crest. All shadow lords swear to uphold the tenets of the Crimson Code, although some disreputable knights intentionally do not. The only thing that a shadow lord may be truly trusted to do is to look after his own interests—although if those interests coincide with your own, you will find no greater blade with which to stab fear into the hearts of your mutual enemies.
Shadow LordSkills Anatomy apprentice
|
Skill cost: 13 Requirements:
Features and bonuses:
Bonus status: Knighted |
Level bonuses
Per additional level: +1 to any one weapon skill or necromantic spell Per additional odd-numbered level: +1 hit point |
"I am become Death, shatterer of worlds."
——J. Robert Oppenheimer upon witnessing the explosion of the first atomic bomb
Many of the spells listed below can be considered to belong to traditions other than necromancy. Magical traditions are often separated only by their trappings. For example, a geomancer using Strength of the Stolen Soul would not consider his magics to be necromancy any more than a necromancer considers whether her actions are in alignment with the worldly harmonies. Thus, a wizard who summons a fire Elemental may be a summoner, an elementalist, or a fire-mage. Similarly a mage may specialize in curses without being a necromancer at all. Many of these spells are obviously necromancy (such as the ritual to create zombies), but many may not be considered such when utilized and modified by another tradition. As to whether a particular bonus or penalty against necromancy is applicable, that is often a judgment call on the part of the Game Master, based on the spell description, the tradition (if any) of the caster, the tradition of whomever the caster learned it from, the use and intent, and how badly the Game Master wants to screw over the player characters.
The tradition of necromancy is noted by its trappings. Bones, the stench of decay, nighttime visits to graveyards, and even the black hooded robe are all stereotypical visual images that come to mind when one mentions the word "necromancer," although the latter is seen increasingly often as the graduation robe of Archmage Volgor's academy. While there are no requirements for a necromancer to wield a scythe and live in a tomb—indeed advertising that one is a necromancer brings a mixed bag of reactions at best—however, there is some truth to the myths. Typical items found at the site of a necromantic ritual include: smoky fires (or only the light of the moon), bone dust, chalk, candles (black, white, red, in order of frequency), spilled blood, bone jewelry or tools, assorted body parts, rattles, screams of victims, chanting, moans of the newly re-risen, and skull-themed jewelry, but admittedly the latter is more often decorative than functional. Many of a necromancer's spells will be cast in accordance with the trappings and ritae of her chosen tradition. That is, a spell whose textual description does not specify necromancy—or even mentions another tradition—would still likely involve a bone altar and grey make-up. This is especially true of those rituals learned by your master, an arcane text written in Nocturne, or another necromancer. It is possible to learn a given spell from a wizard who follows another tradition. In this case, the necromancer would either have to deal with the unfamiliar trappings of that tradition, or convert the spell to the more comforting necromantic ways. For example, a particular summoning my involve wearing brightly coloured feathers and clucking like a chicken—something that does not sit well with the average necromancer—the two options are to either dance around like a giant bird, or adjust the ritual to where one must sacrifice the chicken. This alternative requires at least journeyman knowledge of the Principles of Magic.
Blood magic creeps people out. People are especially affected by the sight of their own. Many an old necromancer has a personal tale about the time that some great and fierce warrior slashed his way through the Undead minions and charged towards the mage. When the mage pricked his finger for a last-minute blood-blessing to try and defend himself, the warrior fainted dead at the sight of the single drop of blood. Ofttimes this category of magic requires that the necromancer cut himself, this need not be sufficient to cause a point of damage (the spell description should specify), but it will always hurt. It is possible to get used to it, but that moment of pain is always there.
Curses may have either a stated effect ("All your hair will fall out"), or it may be more generic ("misfortune & bad luck"). Exceptions to this will be stated with the individual curse. Unless otherwise noted, a curse need be carried out to neither full effect nor duration—the caster can lift his or her curses at any time. A victim need not be aware of a curse, but cursing them directly (face-to-face) reduces their saving throw by -4; cursing them indirectly (crude picture of them with a knife stuck through it, left on their porch) is half of this, -2. Much of the power of a curse is in the victim's knowledge of it; an unaware victim receives his full saving throw. Again, exceptions listed in the individual spell description will override this.
Divination has long been the righteous path that many necromancers first walk down. In fact, quite a few necromancers do not start that way, being originally diviners and seers. However, the dark desire to learn what dead men know leads at least as many divining mages towards necromancy as forbidden knowledge leads some towards nethermancy (contacting Demons and spirits of other worlds, detailed in Conquest—The White Horse). Indeed there is some overlap between the two as nethermancers may sometimes summon the dead as well. At its heart, necromancy is summoning the dead for divining, as in the Necromancy of Intelligence ritual.
Unless otherwise noted, most necromantic spells generally require a ritual of at least one hour.
"But how many spells do I start with?" Remember that rituals and other spells in Midian are skills. They are purchased and handled in the same manner as any other skill. For those of you graduating from another game system, there is no set number of spells per day, no starting list, no point cost to cast, nothing of the kind. Spells are purchased or learned as any other skill, and may be attempted as often as desired and feasible. In fact, given the stringent nature of necromancy—especially the high overall skill point cost—it is likely that a young necromancer will have no other spells or magic abilities than the Necromancy of Intelligence at the start of his or her career.
It is common for a necromancer to select spells from one grouping primarily. This allows a for certain image, or "feel." Thus one necromancer may style herself as a mistress of curses, while another may dedicate himself to his reanimated minions. The spell groupings are: blood, bone, grave, murder, reanimation, and restless spirits. There is some cross-over between groups, for example Slaying Skull is both murder and bone magic. These are not restrictive lists, that is you do not need to know all of one list before learning another, nor do you need to learn them sequentially—they are listed alphabetically—but rather simply descriptive groupings. Any requirements to learn a particular spell—such as knowledge of another ritual, or a group of such from one category—will be listed with each spell description. Spells marked with an asterisk (*) count as two skills at character creation—or more, in the case of the Necropolitan Skill Suite.
Blood-bonding Ritual (detailed in the Midian Codex)
Blood Blessing (detailed in the Midian Codex)
Blood Mark Curse
Bloodsoak
Blood Spike*
Bloodstained Hands
Cleanse the Scabrous Wound
Cry of the Blood: requires Blood-bonding Ritual
Essence of Purity
Expurge the Blood
Familiar Combat Enhancement: requires Familiar
Identify Blood: requires Chemistry III
Life Drain: requires any two other blood spells
Pierce the Masque: requires Odour of the Grave
Restful Draught: requires Alchemy
Thinner than Water: requires Bloodsoak
Undead Seeker
Blunted Fang: requires Restore Bone
Bone Bond: requires Alchemy or 2 bone spells
Bone Danse: requires Helping Hands
Bone Fragments*
Bone Thorns*
Divination—Rolling Bones
Grasping Hands
Mimir Skull
Petrify Bones
Rattlin' Bones
Reassembly
Reinforce Skeletal Construct: requires Restore Bone
Restore Bone
Skull Spy: requires Scrying
Slaying Skull*
Weaken Bone
Anchor: requires Effigy
Angkou: requires Consecrate Cemetery and at least 3 spells from the Crossing Over subset of Restless Spirits
Atemi: Dim Mak*: requires Meditation
Blood Mark Curse
Circle of Fear
Degenerative Spiral: requires Balance & Never the Strong
Effigy*
Gangrene: requires Preservation
Geas*
Last Rites*: requires: Unique curse, Magic Lore, spell to be linked
Life Drain: requires any two other blood spells
Never the Strong
Odour of the Grave: requires Grave Sense
Pariah Curse: requires appropriate Cultural knowledge
Pulling for Death's Embrace
Strike Barren
Sympathy for the Enemy
Temporis Augmentum*
Thinner than Water: requires Bloodsoak
Unique Curse: requires at least 10 other curse spells
Weaken Bone
Apparition Flare
Bloodstained Hands
Consume the Dead
Divination—Aruspicy
Divination—Rolling Bones
Envision Spirits
Essence of Purity
Eyes of the Corinthian
Find the Remains
George's Tongue
Grave Sense
Identify Blood: requires Chemistry III
Milky Eye
Mimir Skull
Necromancy of Intelligence (detailed in the Midian Codex)
Necropsy: requires Forensics III
Odour of the Grave: requires Grave Sense
Pierce the Masque: requires Odour of the Grave
Skull Spy: requires Scrying
Spiritual Review: requires Necromancy of Intelligence (from the Midian Codex)
Thanatoptics
Undead Seeker
Whispers from Beyond the Grave
Anchor: requires Effigy
Angkou: requires Consecrate Cemetery and at least 3 spells from the Crossing Over subset of Restless Spirits
Bloated Corpse
Consecrate Cemetery
Consume the Dead
Displace the Restless Spirit: requires Digging & Funerary Rites
Familiar Face: requires the ability to rework Undead
Find the Remains
Formication
Gangrene: requires Preservation
Grasping Hands
Grave Sense
Little Death*: requires Preservation & four additional spells from Grave, Murder, &/or Reanimation
Milky Eye
Necropsy: requires Forensics III
Odour of the Grave: requires Grave Sense
Preservation
Silence of the Grave: requires Cries in the Night & Sneaking
Steal the Life's Warmth
Suspend Decay: requires either Embalm or Preservation
Treasure Guardian
Whispers from Beyond the Grave
Angkou: requires Consecrate Cemetery and at least 3 spells from the Crossing Over subset of Restless Spirits
Black Thumb
Blood Spike*
Bloodstained Hands
Divination—Aruspicy
Extermination: requires Black Thumb & Steal the Life's Warmth
Familiar Face: requires the ability to rework Undead
Grim Visage*
Hands of Death
Hands of the Sith: requires Telekinesis
Last Rites*: requires: Unique curse, Magic Lore, spell to be linked
Little Death*: requires Preservation & four additional spells from Grave, Murder, &/or Reanimation
Milky Eye
Only Mostly Dead
Poisonous Presence
Slaying Skull*
Thanatoptics
Thinner than Water: requires Bloodsoak
Transfusion of Life
Angkou: requires Consecrate Cemetery and at least 3 spells from the Crossing Over subset of Restless Spirits
Bone Danse: requires Helping Hands
Bringing Out the Dead: requires Summoning Circle
Deadman's Tale
Familiar Face: requires the ability to rework Undead
Fastburn Corpse: requires Zombie
George's Tongue
Grasping Hands
Helping Hands
Little Death*: requires Preservation & four additional spells from Grave, Murder, &/or Reanimation
Mimir Skull
Mockery of Life: requires either Consecrate Cemetery or Summoning Circle
Mourning Bell
Only Mostly Dead
Odour of the Grave: requires Grave Sense
Pierce the Masque: requires Odour of the Grave
Reassembly
Reinforce Skeletal Construct: requires Restore Bone
Semetary: requires Zombie
Suspend Decay: requires either Embalm or Preservation
Todesracher: requires Zombie
Transfusion of Life
Treasure Guardian
Undead Seeker
Zombie: requires Lesser Protection Circle
Angkou: requires Consecrate Cemetery and at least 3 spells from the Crossing Over subset of Restless Spirits
Apparition Flare
Blade Spirit: requires knowledge on how to trap a soul
Circle of Protection: Spectres: requires Lesser Protection Circle
Circle of Protection: Undead: requires Circle of Protection: Spectres
Displace the Restless Spirit: requires Digging and Funerary Rites
Envision Spirits
Eyes of the Corinthian
Mockery of Life: requires either Consecrate cemetery or Summoning Circle
Necromancy of Intelligence (detailed in the Midian Codex)
Pulling for Death's Embrace
Repel Spirit: requires Circle of Protection: Spectres
Spirit Beacon: requires Summoning Circle
Spiritual Review: requires Necromancy of Intelligence (from the Midian Codex)
Strength of the Stolen Soul: requires knowledge on how to trap a soul
Whispers from Beyond the Grave
Crossing Over (subset)
Ectoplasmic Raiment
Ghost Form*: requires Meditation
Insubstance: requires Spectral Movement
Manifestation of Thin Flesh: requires Spectral Movement or Transparency
Spectral Movement: requires Ghost Form
Transparency: requires Ghost Form
Additional spells and skills that are useful to the necromancer that are covered in this book:
Augury: requires Scrying
Bonecraft
Cries in the Night
Digging
Dispel Magic: requires at least one accompanying ability
Embalm
Funerary Rites
Fungal Lore
Hollow Voice: requires Acting, Public Speaking, or Vocal Impressions
Ineffectualize
Necropolitan Skill Suite
Shrink Heads
Talisman Memory Mark: requires Arcane Symbols & Glyph Writing
Use Circles: requires Arcane Symbols
Some spells have requirements that in turn have their own requirements. Rather than make you search all over to find all of these chained requirements, we have detailed them below. Read the chart across to find the full chain of requirements for each spell:
| Angkou | Consecrate Cemetery and at least 3 spells from the Crossing Over subset of Restless Spirits | Specral Movement or Transparancy (typically) | Ghost Form | Meditation |
| Bone Bond | 2 bone spells or Alchemy | Chemistry | ||
| Circle of Protection: Undead | Circle of Protection: Spectres | Lesser Protection Circle | ||
| Displace the Restless Spirit | Digging and Funerary Rites | Cultures | ||
| Fastburn Corpse | Zombie | Lesser Protection Circle | ||
| Insubstance | Spectral Movement | Ghost Form | Meditation | |
| Last Rites | spell to be linked, Magic Lore, & Unique curse | 10 other curse spells | ||
| Manifestation of Thin Flesh | Spectral Movement or Transparency | Ghost Form | Meditation | |
| Pierce the Masque | Odour of the Grave | Grave Sense | ||
| Repel Spirit | Circle of Protection: Spectres | Lesser Protection Circle | ||
| Restful Draught | Alchemy | Chemistry | ||
| Semetary | Zombie | Lesser Protection Circle | ||
| Spectral Movement | Ghost Form | Meditation | ||
| Todesracher | Zombie | Lesser Protection Circle | ||
| Transparency | Ghost Form | Meditation |
Other spells have class bonuses as prerequisites, detailed below:
Blade Spirit: requires knowledge on how to trap a soul—Alchemist XI, Death Knight XII†, Necromancer XIV
Familiar Combat Enhancement: requires Familiar—Necromancer III, Elementalist V
Familiar Face: requires the ability to rework Undead—Necromancer IV
Strength of the Stolen Soul: requires knowledge on how to trap a soul—Alchemist VIII, Death Knight XII†, Necromancer XVI
† Note that death knights don't actually learn how to trap souls, but can make use of those entrapped by others.
"'Chapter Fifteen, Elementary Necromancy,' she read out loud. 'Lesson One: Correct Use of Shovel…'"
——Terry Pratchett, Jingo
Anchor
Mystic
Basic
200 hours
Requires: Effigy
With this spell, a necromancer is able to "anchor" magic through a poppet to a dead body. Until the Effigy poppet is destroyed, all spells & mystic abilities used by the necromancer will be channeled down into the corpse or Undead linked to it. The necromancer may decide, with each subsequent ritual cast, whether the other spells affect the corpse as a target or as the spellcaster. In other words, the necromancer could cast both a spell that affects the caster only, or a vile curse, either of which would effect the corpse that Anchor is used on—she could even animate other Undead through the link, and the newly-created would recognize the recipient of the Anchor spell as their master. This effect occurs regardless of distance, and will send every magic effect from the caster to the recipient of the link. Unlike normal casting of the Effigy spell, there is no maximum range to this effect. This spell greatly extends the necromancer's power, but without some way to know what is occurring near the recipient, the spells are cast blindly, and while it is active all spells cast by the necromancer are affected.
Angkou
Mystic
Basic
400 hours
Requires: Consecrate Cemetery and at least 3 spells from the Crossing Over subset of Restless Spirits spells
Double learning difficulty
In order to protect an area, a spirit may be bound there as a guardian. The ground must first be prepared with Consecrate Cemetery ceremony, and the first person interred there is buried alive. This person arises one week later as an Angkou—an exception to the "no ghosts or reanimation" aspect normally attributed to consecrated cemeteries. This spirit possesses all of the Crossing Over spells, and may use them as a form of the Manifest power. Additional weapons and abilities may be added by other necromantic means. The Angkou is bound to the site, and may never leave. Do to the nature of its creation, it is (understandably) constantly pissed off, and will typically attack anything that enters its domain, including other spirits. As regards game statistics, the Angkou is essentially the same as though the victim buried alive were still mortal and was using Ghost Form & the other Crossing Over spells. The Angkou may not harm the necromancer who bound it to the spot, but must be otherwise controlled by additional means. It is typically geased, cursed, or commanded (by a powerful enough necromancer or shadow lord) to only attack at night &/or not to harm certain people.
Apparition Flare
Mystic
Basic
120 hours
A brief burst of unholy light emanates from the caster, illuminating all nearby ghosts, noncorporeal entities, or other invisible spirits. This flash lasts only for a fraction of a second, but will leave behind an after-image in the eyes of the viewers—and may leave behind a lasting impression in their memories & nightmares. This spell may be used to ascertain the whereabouts—or existence—of a spirit, or to show the haunting presences of a room to those less knowledgeable in the necromantic arts. This spell is counted as sorcery—it requires only a few seconds of spoken words & gestures to perform, but cannot be cast rapid-fire for a strobe effect. It is also worth noting that, as this spell does not use natural light, non-spectral objects are not illuminated by this spell if cast in a darkened environment.
Atemi: Dim Mak
Mystic
Apprentice 800 hours
Requires: Meditation
Counts as two skills at character creation
Double learning difficulty
This curse allows you to hamper your victim's ability to recover from damage. A successful Willpower challenge after a successful barehanded strike in combat—even just a touch—allows you to cut your opponent's healing rate in half for one week. Multiple Dim Mak touches by the same martial artist do not have any cumulative effects. Casting this spell requires the caster to prepare his body with negative energy; this process takes thirty minutes, and prevents normal healing of the caster's body as well. To eliminate this stored negative energy, the caster must enter a second meditative trance before healing can begin anew. A journeyman can do more than slow healing; he can delay it, for up to one day per character level. No healing at all can occur until this period expires. At the journeyman level, regeneration is affected, as well as normal healing. The master has the ultimate means of fucking someone over in the healing department—she can stop it all together. Both the wounds suffered before the curse takes hold, as well as those suffered afterward, are affected by Dim Mak. There is no widely known cure for this particular curse; speculation on how to stop the inevitable decline of health varies widely.
Augury
Mystic
Basic
400 hours
Requires: Scrying
You have learned to search out omens. This may be from the flight of birds, the way wind blows through the trees, the sounds of a babbling brook, or the way ants eat their food. Nearly any common occurrence is a potential sign of things to come, that are, or that have passed. A cruel Game Master may say, "there seems something odd about the way the rainclouds are forming;" or even, "you see a moth flying through the sunlit beams, up, down, loop, down," rather than outright saying, "the way that wolf is drinking at the stream is an ill omen, roll your Scrying skill." None of these hidden symbols and links in nature may be forced; you must only accept them as they come. This skill merely points the sign out to you, to learn more you need to successfully scry, using that skill.
Black Thumb
Mystic
Apprentice
400 hours
By means of a Black Thumb, a necromancer may kill plants via magic. An apprentice requires a 12-second ritual, a journeyman may slay with a touch, and the master can do so with but a wave of her hand. If warranted, a plant may receive a saving throw vs. necromancy at a 17 or higher—this spell also counts as physical magic, and some plants have high Stamina scores. The effects of this spell may not be immediately noticeable upon casting for larger plants—trees don't scream & fall over—but repeated castings hasten the decay. That is, a tree may shed its leaves after the second casting, and bark after the fourth or fifth, but a cut rose would blacken and wilt after the first.
Blade Spirit
Mystic
Basic
1200 hours
Requires: Soul Trap, Spiritual Imprisonment, or equivalent
You may place a stolen spirit within an item. This may be done to create magic items—the exact result depends on the nature of the spirit & other spells used (if any). For example, if a skilled warrior is imprisoned within a sword—which is then enchanted with spells that would cause movement—it could fight as though wielded by the warrior, using his skill with the blade & possibly any combos or signature moves. How much memory & sentience is retained is as for ghosts—nothing to everything—and may be modified by further enchantments. Alternately, the mage may use this ritual to divest herself of spiritual baggage from entrapped souls, or to create pretty trophy items. The potential uses of this spell are sickening.
Bloated Corpse
Mystic
Proficiency [Knowledge]
100 hours
This spell causes a dead body to decay rapidly, eventually building up enough methane & other gasses to cause the body to burst. Not only is this quite disgusting—particularly for those downwind or within the splash-zone—but is also dangerous if there are any open sources of ignition when the body explodes. Preparing the corpse requires an uninterrupted half hour, but all required material are found within the body itself. The corpse will be noticeably bloated prior to bursting—which takes at least ten more minutes—but the actual rupture can be delayed up to the skill level times 10 minutes on a successful roll. Everywhere within 15 feet is showered with gore; an open flame inside that area causes an explosion for 2D6 points of damage.
Blood Mark Curse
Mystic
Basic
300 hours
This spell causes bright red coin-size marks to appear on the victim. The sorcerer must curse the subject directly, placing on him a restriction that will evoke the Blood Mark Curse if broken. The caster must drink at least a drop of the subject's blood immediately after the objuration. Once the victim violates the verbalized advisement, he must make a saving throw at a 17 or the blood bursts under his skin, resulting in painful red welts appear. The initial damage is only 2 points, but causes excruciating pain—you know when you fucked up. The Blood Marks remain quite painful to the touch until healed, and could further impair the victim from contact or movement—double shock from injuries, & armour hurts to wear.
Bloodsoak
Mystic
Basic
400 hours
Originally crafted by an Undead necromancer whose excessively ravaged flesh offered no readily available source for the blood needed for his rituals, Bloodsoak allows its adepts to shed blood without breaking the skin. Those skilled in this art can pool their blood in their own cupped hands, cry tears of crimson, saturate their clothes, or literally sweat blood. The latter can cause a mortal practitioner to pass out if done to excess for more than a moment. Even those sorcerous Undead whose flesh was long ago robbed of evidence of vital fluids can still pull the substance of life from its deepest recesses up to the air. It should be noted that while the blood of a sorcerous Undead (such as a powerful necromancer or shadow lord) is dark dead stuff, it could still be used for most incantations; however some sorcerous Undead no longer have flesh in adequate condition to generate even that dark fluid. In addition to its utilitarian purposes, it looks really creepy.
Blood Spike
Mystic
Proficiency [Willpower]
300 hours
Counts as 2 skills at character creation
When cast successfully—with a successful proficiency check of 16 or higher—this spell causes some of the target's blood to crystallize. Successful casting requires one full minute & the caster must be able to see the target. If the necromancer does not have at least one drop of the victim's blood, the casting time increases to 30 minutes. The first level of this spell causes one point of damage every other round, and has a chance to kill the target outright through a heart attack or stroke. At 2nd level of proficiency, this spell causes one point of damage per round. Each further level of skill causes one less point of damage than the proficiency level, i.e. Blood Spike VI causes 5 points per round. The percentage chance of instant death is equal to the caster's character level; this is checked after the third round. The spell lasts as long as the necromancer concentrates on maintaining it. There is a danger of backlash when learning this sorcerous skill—the caster must successfully save vs. necromancy or risk a 3% chance of lethal blood crystals forming in his or her own blood. The saving throw for this spell is against physical necromancy at a 15 or higher. If the initial saving throw is not made, and lethal blood crystals are formed, then the target must make a system shock roll to survive.
Bloodstained Hands
Mystic
Apprentice
300 hours
This ritual allows the blood that coats the hands of a murderer to show for all to see. This is a subtle magic, nearly an illusion, with very graphic results. A great part of the operating principle of this magic ritual is the intent and guilty conscience of the accused. An apprentice may determine simple guilt or innocence if the accused intended to slay, and did so. The victim's body must be present, and the name known, for the ritual to work at this level. The apprentice causes the guilty murderer's hands to turn red with blood. A journeyman has greater skill, she may determine if the killing was not intentional (did not know the burning house was inhabited, only swung the sword to wound, etc.) if the fingertips alone drip blood. The accused must have knowledge that his actions caused the death, and must feel at least some remorse. Deliberate murders cause the entire hand to turn, just as an apprentice. A journeyman needs either the body or the name of the deceased. A master has additional options and powers. In addition to intentional and known accidental deaths, the master can determine if the accused has killed anyone recently (one week per caster level, or one month per three levels). Twinned slashes appear on each palm, in a cross shape and does not run or drip, if the accused was responsible for any death in that timeframe—even if unknown—determining if the murder at hand was what provoked this result requires the journeyman level effects. Additionally, the master can cause someone's hands to remain stained (as determined by their degree of guilt) for up to one month per caster level per murdered victim. Invoking this spell involves burning large amounts of musky incense; learning the spell involves intentionally slaying a person—you cannot find guilt unless you know it. Despite the nearly binary and infallible nature of this spell, it is not allowed as legal evidence under Formourian law, in part because of the requirements to learn it. It is, however, allowed in certain courts in the Byzant Empire, and in some of the southern nations.
Blunted Fang
Mystic
Basic
100 hours
Requires: Restore Bone
Originally created by Vampire hunters, this bone-magic ritual can affect any weapon or natural attack made with calcious tissue. Against a Vampire, the spell reduces their fangs to normal teeth—eliminating any benefits or penalties from the fangs. Against any other bone-related attack, Blunted Fang reduces damage by -2 & it is now considered a smashing attack. For Vampires, this lasts until dusk; for other (non-regenerating) calcious attacks, the effect is permanent unless somehow regrown or resharpened. The required spell, Restore Bone, will undo the effects, however. Note that this only affects exposed bone—fangs, some horns, or weapons carved from bone.
Bone Bond
Mystic
Basic
60 hours
Requires either Alchemy or any two bone-related necromantic spells
This alchemical compound has two varieties, a hard inflexible bond, and a flexible sinewy bond. Either will hold well, the connecting bones typically break before the mystic bonds will. Bone Bond is often used in the manufacture of bone items, or to rebuild a skeleton (quite useful with Reassembly). Only bone may be bound via this spell. That is, to affix bone to wood requires another type of bond such as glue or nails.
Bonecraft
Technical
Apprentice
160 hours
This skill allows one to carve items out of bone, horn, or ivory. An apprentice is able to make quite useful items of lasting quality. A journeyman creates artistic works that often do not appear to be carved of animal tissue. The master gains the nearly mystic ability to bend, curve, and manipulate bone as though it were clay, however, this is accomplished through purely technical means: steam, pressure, solvents, etc.
Bone Danse
Mystic
Proficiency [Agility]
400 hours
Double learning difficulty
This horrid spell animates a skeleton to move and act in accordance with the necromancer's twisted wishes. The bones cannot move beyond their normal range of motion, i.e. no elbow-in-mouth or levitation, but the skeleton need not be completely intact—even a skeletal hand may be made to crawl about with this spell. This spell allows the caster to control the bones marionette-style, and demands total concentration as well as line-of-sight. If the caster's concentration is interrupted, the spell is broken. Animating the bones initially requires thirty seconds of weaving a thread or string in the casters hands; the string itself requires a two-hour long preparatory ritual. Any skeleton that is otherwise animate—including those manipulated by another necromancer via this spell—receive a saving throw against physical necromantic magic at a 16 or higher. What makes this spell so horrifying is that the skeleton must be beaten into bone fragments to stop it, and the skeleton need not have been freed of living flesh…
Bone Fragments
Mystic
Basic
400 hours
Counts as two spells at character creation
A graphic example of a necromancer's power, this spell causes dry bone to shatter & shower the area with tiny little needles of pain. This spell requires some form of rattling instrument or noise maker; three minutes or more of a necromancer's rattle causes catastrophic vibrations of the dry bone within the room (i.e. not attached to living flesh). The bones fragment completely & with great force—the needles can completely imbed themselves within wooden walls. A skull or a few large bones can cause 1D8 points of damage; each full skeleton's worth causes twice that.
Bone Thorns
Mystic
Apprentice
400 hours
Counts as two skills at character creation
This horrific ritual causes bone spurs to grow & rip the victim's flesh. An apprentice causes painful irritation that reduces all rolls by -3; these take two days to grow, & will fade within a week. A journeyman can grow much faster spikes—12 hours—which cause 2D12 points of damage to a living victim; these Bone Thorns will leave visible bloodspots on the skin, a few of which may even break the surface (but are much too fragile to act as offensive tools). These too fade within a week, allowing their damage to finally heal—this also penalizes actions just as an apprentice's Bone Thorns will. The master's ritual, it is said, grows 'Thorns fast enough to be heard… of course the victim's screams will drown this out. A master's spikes burst visibly through skin within half an hour, causing 2D12 points of damage—directly to life points—and can even cause a point of damage to anyone closely touching the victim. The saving throw to resist this necromantic magic is at a 14 or higher. The caster must stay within close proximity to the target while the spikes grow, and must touch exposed bone at least once, but a punch in the teeth is sufficient.
Bringing Out the Dead
Mystic
Proficiency [Willpower]
100 hours
Requires: Summoning Circle
This summoning circle causes all Undead within one mile per skill level to travel to the mage as quickly as they can. Sentient Undead receive a saving throw equal to the skill check, and will be aware of the summons even if the saving throw is successful. Vampires are not summoned if cast during the day, and Undead under another necromancer's authority—or operating under conflicting prior instructions—are not affected unless this circle is used by a necromancer of at least 10th level.
Circle of Fear
Mystic
Basic
100 hours
This is a spell cast by the summoner around himself or an ally. The initial construction of the circle requires at least 15 minutes of work, but the subsequent activation requires only a few spoken words (-4 initiative). The material requirements for this ritual are white and yellow paint or die, and the sacrifice of a moth. When activated, the summoner or necromancer forces a burst of intense overwhelming fear to everyone nearby. The effort of doing so causes one point of fatigue to the caster. The exact result of what this burst of fear causes in someone or something is up to the Game Master, but the general desire is to leave the area of the circle immediately. A saving throw vs. fear at 18 is suggested. The necromancer need not be within the circle to activate it, but needs to be within vocal range—about 30 feet.
Circle of Protection: Spectres
Mystic
Proficiency [Willpower]
100 hours
Requires: Lesser Protection Circle
This protective magic prevents non-corporeal Undead from entering, or even approaching, the circle. A secondary proficiency check—after the initial check to craft the circle—may be made per ghost to prevent them from even appearing within the same room. Spectres cannot even be within line of sight of the circle—this effect is passive & requires no extra effort on the part of the inscriber. Additionally, the circle creates a low-level hush field, dimming noise slightly, & preventing all within from hearing ghostly-produced noises at all. This circle is created with a powdered mix of iron, bone, & salt, and lasts until dawn.
Circle of Protection: Undead
Mystic
Basic
140 hours
Requires Circle of Protection: Spectres
Crafted in much the same manner as the protective circle against the spectral Undead, this circle physically blocks all forms of Undead. This spell merely provides a barrier; it does not provide the additional features of the previous circle. Note that the barrier operates both ways—it can be used as a prison as well as a shield. The disadvantage of utilizing this spell as a prison is that it may prove quite problematic to contain one of the Undead long enough to complete the circle (circles take at least a few minutes to craft).
Cleanse the Scabrous Wound
Mystic
Apprentice
200 hours
This magic ritual allows you to remove taints in the target's blood. An apprentice may remove blood magic or other mystic effects, a journeyman can remove physical impurities such as toxins, and the master may cleanse the blood of diseases (including genetic, but they may return as new blood is created). This ritual takes three hours and the healing mage must pour five hit points (or life points) worth of the wizard's own blood over the target.
Consecrate Cemetery
Mystic
Basic
300 hours
This commonly-used magic ritual is utilized by churches, villages, & large families to create cemetery plots. Consecrated ground hinders necromancy used within its boundaries. The bodies of those laid to rest there will not return as ghosts, nor are they easily reanimated as other forms of Undead. A necromancer who wishes to perform such reanimating or spirit summoning magics on consecrated ground must first overcome a saving throw against magic equal to the Willpower of the necropolitan performing the consecration ritual. If the ground so dedicated to the rest of the dead is later used for any other purposes, the entire area affected by this ritual becomes normal ground. Otherwise, there are no limits to size or duration on this ritual; and may be used either for a single grave, or to dedicate a site of several acres for a large city. An unscrupulous necromancer can use this ritual to enhance necromancy used within the confines of the gravesite. The desecrated version of this ritual is to divide the time to perform reanimation by half, ghosts are far more likely to appear from those interred, and even displaced spirits may take up residence. The performance of the ritual in this reversed capacity is not obvious to most observers. Only one with knowledge of either Consecrate Cemetery or Magic Lore may do so on a successful Wits check. Either version of the spell requires three days to fully prepare the site.
Consume the Dead
Mystic
Basic
400 hours
Also known as Necrophagy. By eating the brain of a vanquished enemy, the necromancer is able to gain a single fact known by the deceased, or to use one of their skills. Single facts are retained indefinitely; skills consumed will be forgotten after 10 minutes per the caster's character level. It is generally not possible to write down everything about a skill in the allotted time. The Game Master may allow alchemical formulae or simple spells to be passed along in this manner, but complex skills can never be so rapidly recorded. Think otherwise? Try this simple test: write down every English word you know, all of the multitude of definitions, every spelling and grammatical rule, and all of the exceptions to these rules. You have ten minutes: ready, go.
Cries in the Night
Social
Proficiency [Awareness]
200 hours
You are an experienced listener of the creatures that dwell in the dark nights. You can determine whether a given sound is a normal nocturnal animal, just the wind, or an unnatural disturbance, such as someone trying to sneak into your campsite. With this skill, you are able to ignore any Awareness penalties to listen to sounds that might be obscured by those creatures or other natural sounds in the night. You are able to interpret the cacophony of noises in the night, "bumps" and otherwise.
Cry of the Blood
Mystic
Basic
400 hours
Requires: Blood-bonding Ritual
This is an extension of the Blood-bonding Ritual. It allows the recipients to experience each other's extreme duress. In effect, any injury causing more than five points of damage, more than one-fourth of their hit points, or when either person loses all their hit points, invokes the magic. The other half of the bond does not suffer to the same degree: no damage, fatigue, or shock occurs. When one of these occasions occur, or upon death, that person knows the rough direction and distance to their pair, and has a vague idea of the situation. For example, if someone is beset by Dwarven bandits and is injured for seven points of damage, their bonded partner will know that they are somewhere on the other side of the mountain, and being attacked in force.
Deadman's Tale
Mystic
Basic
200 hours
By using an enchanted sensory organ, separated from its body, a necromancer is able to scry and record what it senses. An eye could see—but couldn't move to change its field of view—an ear could hear, even a patch of skin used for this spell could still feel. For the necromancer to make use of these sensory impressions, she must recover the enchanted flesh, and place it against her own in the appropriate spot; i.e. hold the spying ear against her own. The caster then experiences the recorded impressions as though present, and may speed up the subjective time to fast-forward to a certain time or event. These sense organs will record everything that they experience from the time of their enchantment, until they are too decayed to function properly; this takes about two to four weeks from death (or separation…), depending on the climate.
Degenerative Spiral
Mystic
Proficiency [Grace]
300 hours
Requires: Balance, Never the Strong
This twirling dance-curse is used to lower the victim's resistance to magic, or another area of potential harm. Each round the caster turns again to face the victim—requiring a skill check at 10 or higher—three successes in a row lower one of the victim's specific saving throws by one. The subject of the spell does receive a saving throw against magic at a 17, but as the typical target of this ritual is "save vs. magic," this can rapidly dwindle the victim's chances. Particularly cruel Game Masters may mandate that a caster without the Balance trait make a Grace check to avoid falling from dizziness after this spell is cast.
Digging
Technical
Proficiency [Stamina]
100 hours
You have practical knowledge of the best ways to dig through dirt, sand, mud, or loose gravel. You can dig a pit without it caving in, as well as how best to dig a grave, trench, or other earthenwork.
Dispel Magic
Mystic
Basic
less than 1 hour
Requires: at least one accompanying ability
This is the use of very unsubtle methods to disrupt a spellcaster in the act of casting a spell. The most common, and possibly most effective, is the standard kick in the crotch. Yes, this method works against the ladies as well. As one loremaster aptly described this spell, "kick the caster in the casters." If the target is armoured with a spiked codpiece, you would rather utilise a variant, or you just lack any good kicks, then you may resort to alternate methods such as pissing on them or showing some skin. Magic is a tricky thing in Midian; if your attempt succeeds sufficiently to disrupt the ritual, then the spellcasting attempt is ruined. Imagine this little bit of sorcery: "Clatuu, Barata, Nik…oh fuck, my balls!"
Displace the Restless Spirit
—or—
Crossroads
Mystic
Basic
100 hours
Requires: Digging & Funerary Rites
You are able to prevent a prospective ghost from haunting by burying its body at a crossroads. This may be done either to prevent a malicious person from returning from beyond the grave, or to remove the cause of an existing haunting. This is not considered a kind or respectful act, and is only used when there is just cause to fear a vengeful ghost.
Divination—Aruspicy
Mystic
Proficiency [Awareness]
100 hours
You may divine the future from the entrails of a slain victim. Typically, this is a common animal such as a dove, goat, pigeon, or sheep, but sentient victims work just as well. In fact, the larger and smarter subjects seem to give the best results.
Divination—Rolling Bones
Mystic
Proficiency [Awareness]
100 hours
A handful of small bones—fingers, toes, & teeth typically—are tossed upon the ground. The way that they fall and the pattern that they land in may be used to predict the future.
Ectoplasmic Raiment
Mystic
Basic
100 hours
This sorcerous spell allows the necromancer to create spectral clothing for himself, and from himself. The necromancer must invest 3 life points (or 6 hit points, but only if Undead) in the creation of these garments. As this material is essentially created from the caster's own life force, the garments appear already draped upon his or her frame; that is, already worn. The material created does not have much substance or weight, and may appear to be diaphanous or satin-like as the caster desires. The Ectoplasmic Raiment is always some shade of grey in colour, and must be one solid shade, but may be light or dark in accordance with the caster's wishes & fashion sense. The material may also move with the wind (even a non-existent one) or lie limp, again as the caster desires. Due to the light, insubstantial nature of the garments, if damaged or destroyed, the caster suffers whatever damage that the clothing received; these are not supplementary life points, a strike with a sword will do one point of damage to them—and thus to the necromancer—being covered in flames will destroy them. It is worth noting that this sorcery requires neither words nor gestures, simply the will of the necromancer.
Effigy
Mystic
Proficiency [Knowledge]
600 hours
Counts as two skills at character creation
Double learning difficulty
This highly useful spell allows you to make a poppet—a stuffed doll duplicate of a specific victim. The poppet must be made as close to the victim as possible. The skill check must be at a 15 or higher to look like the victim—or a successful parody thereof. Not knowing the victim's full name causes a -3 penalty, but some of the victim's substance adds bonuses: +1 for hair or nail clippings, +3 for blood, more for whole body parts. The poppet must be stuffed with at least one item precious to the victim, unless some part of their body is used, with bonuses assigned by the Game Master based on how important the item is to them. The advantage of the poppet is that any spell cast upon it—with an accompanying skill check—channels the energy of that spell towards the actual victim. Note that any spell that could cause damage to the doll still has that effect, so one that causes swarms of earworms to devour their brain would see the poppet covered with the tiny monsters burrowing through the cloth. The distance that this spell may affect the target is ten feet for first level of proficiency, and doubled each level thereafter. Use of this spell in the Heldannic Confederation carries a death sentence.
Embalm
Technical
Apprentice
200 hours
This is the skill of preserving a corpse for a limited duration. Usually used to reduce odour, some cultures & religions have viewing ceremonies before interment or disposal of the corpse. As this skill also reduces visible decay, coupled with a competent cosmetician, this can make the viewing much less painful for the family. Mummification requires at least journeyman ability.
Envision Spirits
Mystic
Basic
100 hours
This ritual causes ghosts & other non-corporeal entities to become visible in the caster's presence. The caster must "call them out," that is, he must have some other method of identifying or noticing the presence of the entity, however, once an entity has been "called out" others in the vicinity automatically appear as well. This spell only assists with visibility, it does not affect entities in any other way, however it does grab their attention. To utilize this magic, the caster must place both feet firmly on the ground & speak aloud a phrase such as "show yourself, spirit," or "Baron Housington, I demand you make yourself known." This spell lasts until the caster lifts either foot or moves from that spot. Using this spell "shotgun" style—such as every time you enter a new room—will have mixed results at best.
Essence of Purity
Mystic
Proficiency [Knowledge]
400 hours
You are something of a connoisseur; you know how to tell the quality and purity of blood by its taste. The ritual involves heating a specially prepared vial or test-tube over a flame for a few moments. A valuable skill to elitist Vampires, this skill may also be used to determine such factors as the presence of foreign agents in someone's bloodstream, such as alcohol. How well you roll on the skill check determines your accuracy. Rolling the minimum 10 gives you a 100% margin for error—for example you can tell if someone is a Vampire or not by testing their blood, but that's about it. For each point over ten on the roll, you are able to double your accuracy: to within 50% with a result of eleven, to within 25% by rolling a twelve, etc. While the blood-mage may know his current degree of accuracy, but exactly how close, or to what side he erred, will remain undetermined. Determining subtle genetic traits ("blooded" backgrounds involving different species) is much more difficult; a roll of twenty or higher must be made, with the same rate of progression as before. It is possible to continue to retest this ability, but the standard -1 penalty for repeated actions applies, and most people won't stand there & let you poke at them all day taste testing their blood.
Expurge the Blood
Mystic
Basic
800 hours
This vampiric ritual removes one Dark Flaw at the cost of -20% to blood purity. That is, a Vampire with a blood purity of 24% would only have a 4% after this ritual. A Vampire with a purity rating of 20% or less cannot purge any Flaws in this manner. While few would do so, Dark Gifts may be purged with this ritual. The Dark Flaw removed is chosen by the one performing this ritual.
Extermination
Mystic
Apprentice
800 hours
Requires: Black Thumb & Steal the Life's Warmth
Using this foul spell a necromancer can slay small pests. Any small living creature whose form can be easily crushed to death by a man's boot can be slain with this sorcery. Thus insects, mice, rats, small birds, and other small creatures are murdered though this necromantic spell. An apprentice can kill a single animal following a three-round casting, but the effort costs him a hit point of his own. A journeyman can either slay several small animals within a few feet of him, or can overcome the hit point cost when used against a single creature. The master can slay all animals in her general vicinity—about ten feet or so away—without losing any of her own hit points. If necessary (e.g. if cast on someone's pet mouse), the saving throw against this sorcery is made at a 17 or better. Other than the fact that they are dead, there is no sign of physical damage to the slain animals.
Eyes of the Corinthian
Mystic
Apprentice
600 hours
By placing an eye in your mouth, rolling it about with your tongue, chewing, and swallowing, you can see the last moments of a corpse's life. An apprentice sees only a clouded vision of the last few seconds before death. A journeyman relives the last minute or so as experienced by the victim, accompanied by the pain of whatever caused the death. The master of this spell regains an objective view—a certain portion of the image may be mentally focused upon. At this final level sound and other sensations are now gained. This is a very draining spell, especially for a novice; reliving someone's death is never a pleasant experience.
Familiar Combat Enhancement
Mystic
Apprentice
180 hours
Requires: Familiar
This ritual allows a wizard to "buff up" his or her familiar in combat. The ritual takes 2 rounds & requires the caster to shed a point of blood—in anticipation for the blood soon to be shed by the familiar. The familiar will then fight with little regard for its own safety. At the apprentice level, the familiar gains a +1 to either attack, damage, armour class, or parry/block. At the journeyman level, this bonus increases to +2. The master of this ritual gains the +2 bonus on all of these statistics. At the end of the battle, the bloodlust disappears, and the familiar passes out from exhaustion for half an hour (this applies even to Demonic and Undead familiars).
Familiar Face
Mystic
Basic
120 hours
Requires: ability to rework Undead
Not to be confused with a wizard's familiar, this ritual allows the necromancer to attach the face of a slain enemy to a corpse or corporeal Undead—including himself if he is no longer among the living. Rather than merely attach the face as a mask, the Familiar Face skill allows the necromancer to fully integrate the dead tissue. Thus, the new face will move, smile, etc. as though it had always been a part of its new wearer. It is possible to disguise a non-animated corpse in this manner, but the applications are limited.
Fastburn Corpse
Mystic
Basic
200 hours
Requires: Zombie
You are able to make burn-out zombies. These are faster, stronger, and more capable than the standard model. The window of reanimation opportunity is much smaller with this type of Undead—you have only three hours to begin the ritual—waiting any longer inevitably causes the corpse to smoulder & cease functioning upon completion of the ritual. Similarly, burnout zombies do not last nearly the two decades that a careful master may grant to his zombies; four weeks is the most that may be expected before the zombie's body completely gives out. As the Fastburn Corpse spell burns its way through the Undead flesh, the body temperature rises; eventually the zombie is reduced to a smouldering, smoking corpse.
Find Remains
Mystic
Proficiency [Willpower]
200 hours
You are able to track down the body of a deceased individual. You must know the name of the person you are seeking, and have some item that was in their possession for at least three days. This spell provides only direction, not distance, and has a total effective range equal to the caster's level in furlongs (an eighth of a mile, or 660 feet).
Formication
Mystic
Basic
300 hours
This is an incredibly creepy skill to learn; the squeamish need not even make the attempt. By exposing yourself to insects, worms, maggots, and other foul vermin for long periods of time, you are able to withstand the crawling, itching, wriggling, squirming sensations of them crawling all over your skin. Once this art has been mastered, not only is the practitioner immune to the distracting effects of itching et al, but also remains otherwise unmolested by the vermin.
Funerary Rites
Social
Apprentice
800 hours
Requires: appropriate Culture knowledge or experience
This is the skill of the mortician or priest for when someone dies and is laid to rest. You are able to conduct or support a funeral. You know the ways to help someone grieve who is in attendance. You know how best to adorn the body and area. You know what flower arrangements are appropriate, if any. In other words, you know how to help people say goodbye.
Fungal Lore
Technical [lore]
Proficiency [Knowledge]
200 hours
This is both the scholarly and practical knowledge of fungi. You are knowledgeable in the way things rot. You know what mushrooms can or should appear under various conditions. This skill also allows you to identify, cultivate, harvest, and appropriately use mushrooms, slimes, and molds. This skill may be considered a sort of combination specialization-and-skill-suite of both Botany and Herbalism, as they apply to fungi.
Gangrene
Mystic
Proficiency [Knowledge]
400 hours
Requires: Preservation
There exists in all mortal flesh, microbes that devour and cause decay at the time of death. This curse provides the illusion of death to these wee beasties, convincing them that their host body—your victim—is now dead, and that the time is at hand for them to go about their assigned task. If the victim does not make a saving throw equal to the skill check, he suffers fever and unease, causing a -4 to all rolls. Furthermore, a daily Stamina check must be made to avoid 1D4 life points of damage, which cannot be healed until the ensorcelled microbes are defeated. Three consecutive Stamina checks rid the victim of this curse. Even immortal races, such as Elves, are affected.
Geas
Mystic
Proficiency [Personality]
600 hours
Counts as two skills at character creation
Double learning difficulty
A geas is used to compel an action or to place a taboo restriction. It lasts until lifted by the caster, the task is completed, or the taboo violated. Breaking a geas (plural—geasa) brings swift retribution in the form of misfortune. The most common way that this spell is employed is to impose a restriction. When used in this manner, it is not considered by the Heldanns to be a curse at all, in fact they see little difference between socially imposed taboos and mystic geasa. However, using a geas against someone's wishes to compel them do perform a certain task is considered a magical violation at least as horrible as compelling them at swordpoint. To bring about a geas, the caster must be in the presence of the victim and state clearly the nature of the geas. While the curser cannot specify the exact penalty, she may threaten with ill luck, misfortune, and bad health. The required number for success on the skill check is based on how just, difficult, or heinous the geas is. That is, a restriction from eating uncooked flesh would only require a 10 or better (9 for Dwarves, 13 for Trolls), but forcing someone to act as a suicidal assassin for you would require a result of 20-30 or more. If the geasa is broken because the target of the spell failed to diligently complete the task, or has violated the stated restriction, then he or she suffers a penalty to all saving throws equal to the skill level of the mage that invoked this curse. This penalty exists until some great misfortune befalls the victim. That is, the cursed suffers many small misfortunes until a big one occurs, such as his house burning to the ground. A geas is indiscriminate, and may affect those near the cursed breaker of the geas; in the previous example his innocent family may be caught in the blaze. The saving throw against a geas is equal to the character level of the invoking mage and all bonuses against curse magic count. This saving throw may be declined, as in the case of someone taking an oath linked to a geas. As this is a voluntary act, few in Midian will see this use as anything but benign magic. This is a dangerous spell to use, in that a geas that has been dispelled (not broken or lifted by the caster, but dispelled by another mage) will return to the original wizard in triplicate. That is, the wizard suffers a penalty equal to triple her own skill level. There is no saving throw here, as the caster voluntarily opens herself to her own magics in order to cast this spell. It is possible—in part because of this downside—to utilize a lesser degree of power with a geas; in other words, you can use less than your full skill level, but this applies to all aspects, including the initial skill check.
George's Tongue
Mystic
Basic
300 hours
This necromantic ritual involves skinning the face (including ears) off of a corpse & nailing it, along with the eyes & tongue, to a wall or tree. The face is able to see, hear, speak, and feel pain as though it was still alive; but it is compelled to be truthful with the necromancer. The sliced-away face may refuse to answer, or may be vague or ambiguous, but cannot actively lie. Note however, that the face can still reason and feel pain, and is aware of what is being done to it—or will be done to it. The ritual lasts until dawn or the necromancer releases it.
Ghost Form
Mystic
Basic
800 hours
Requires: Meditation
Counts as two skills at character creation
Also called Crossing Over or Wraith Form. Using this ritual, the caster's spirit can exit his or her body. This spectral form is translucent & insubstantial. Any speech or noise (such as footsteps) is thin & quiet. The mage may appear to be a ghost to the uninformed, and cannot lift or manipulate objects weighing more than one-half pound. This lack of substance does help the caster; any successful attack (but good luck parrying) causes only a single life point of damage before passing through the flimsy body. The mage can do this trick voluntarily, such as forcing himself through a wall… and taking damage. Note that this damage is direct to life points, rather than hit points; while in the Ghost Form, the necromancer has no hit points. An Undead casting this spell would have one effective "life" point, plus any Willpower bonus (hope you have at least an eight in that attribute). While under the effects of this ritual, the fleshly body lies comatose. The caster's appearance, in addition to the fact that people can see through you—is a mystic copy of the flesh. That is, missing limbs are still missing, and non-magical modifications (tattoos, etc.) are not present, nor are any of the caster's items. Personal possessions remain with the body, and may be carried if light enough. Note that clothing generally weighs in at about 5 pounds or more—some boots weigh that much by themselves—so investing some time in learning Ectoplasmic Raiment may be worth while. To enter into this ghostly state, the necromancer must meditate for at least three hours.
Grasping Hands
Mystic
Proficiency [Willpower]
180 hours
Whenever this necromantic sorcery is cast, pairs of spectral skeletal hands rise from the ground and hold each target in place for 1D4 rounds. The Grasping Hands automatically hit, & each has a strength score and hit points equal to the result of the skill check. The ground to be affected must be prepared by the necromancer beforehand—this takes at least two minutes while bone powder & fragments are sprinkled about the area. Summoning the Grasping Hands takes only one round.
Grave Sense
Mystic
Basic
100 hours
This divinatory magic allows you to know when you step over someone's remains. This only detects the corpses of sentient beings, unless the necromancer is specifically looking for a different species. This ability requires only a moderate degree of concentration, but the Game Master may allow the character to feel a chill as an automatic response to stepping over someone's grave.
Grim Visage
Mystic
Proficiency [Appearance]
400 hours
Counts as 2 skills at character creation
Favoured by necromancers & summoners, this skill allows the caster to summon up his unholy power to wear on his face. This sorcerous skill causes a mystical intimidation effect, which stacks with other skills such as Glare or Intimidate. This spell requires 3 rounds of preparation & chanting, and lasts as long as the necromancer can withstand. This is an exhausting spell, causing a point of fatigue each round.
Hands of Death
Mystic
Proficiency [Knowledge]
800 hours
Requires: journeyman Alchemy & Magic Lore
Also called Juju Death-touch, but not the type of juju involving talking-drums or synthesizers, but rather the juju used by necromancers. More chemistry than sorcery, this is the knowledge of how to craft and use certain vile toxins. These formulae involve combining the death-agonies of several highly toxic creatures & distilling that into a fine powder that is placed on the mage's hands. The white powder is created through the murder of poisonous animals—snakes, spiders, and poisonous creatures of the sea are all possible catalysts to the Hands of Death. The toxic animals are made to fight one another to the death, and then while in their agonies, they are boiled in bitter oils until only a fine white powder is left. This evaporative process may take several days. The poison is mystically bound to the necromancer's hand, & will remain so until that hand makes contact with a victim. Placing the sticky powder on the necromancer's hands for the first time requires a saving throw against poisons at a +10 bonus, or the mage falls victim to her own powers. The base save for this spell is equal to the total skill check. That is, if the roll after bonuses is a 14, then that is the required number to beat on the saving throw against poison. Once the victim has been touched, an immediate saving throw vs. poisons/chemicals must be made. If that fails, then the victim will feel rapid pulse, shaking, sweating, and nervousness. This will progress within an hour (as the magically-enhanced poison continues to work its evil) until the victim falls unconscious and is not breathing properly. From that one-hour mark to sometime during the day or evening, the victim must make a system shock check to avoid death. Each application onto the necromancer's own hands requires at least a minute. Many sorcerers only use this spell on one hand, as there is a great risk that you may accidentally touch someone that you didn't want to kill, or worse, you may even rub the magical powder off prematurely. It is worth noting that while the Hands of Death powder binds readily to the oils in skin, it does not hold well if applied to other objects—it rapidly dries completely & falls off or blows away. This means that the necromancer must be careful as to how she uses the affected hand(s); putting a glove on to temporarily cover the poison will wipe it off completely even normal handling of objects can have a similar effect. As an added benefit to the necromancer, those slain by this spell, or by being buried alive afterward, may be reanimated in half of the usual time.
Hands of the Sith
Mystic
Basic
200 hours
Requires: Telekinesis
You are able to focus your telekinetic grip solely upon your victim's throat, something not possible normally (an entire target must typically be ensnared at once with standard telekinesis). This allows you to inflict a choke-hold upon someone, causing 1D4-1 points of damage per round; a system shock roll must be made by the target or they will fall unconscious at the end of the round. A skill roll for Telekinesis must still be made, but any amount that the roll succeeds by (over 15) inflicts additional damage to those with a disturbing lack of faith, much as a high attack roll with a weapon causes additional damage. A successful saving throw vs. psionic attack against the caster's Willpower negates this spell.
Helping Hands
Mystic
Proficiency [Knowledge]
400 hours
This ritual can animate the arm, or just the hand, of a corpse or skeleton. Each one the necromancer creates must be given a name. By the caster stating the Helping Hand's name in its presence, it will mimic the corresponding limb (right or left) of the mage for a few seconds (one round). The Hands otherwise will lock themselves in place until they receive new instruction from the necromancer. This spell requires an ant to be sacrificed for each Helping Hand created. The Hands may be used for a variety of tasks: to hold tools in the lab, hold torches on a wall, trap a victim within it's grasp, or to act as a lock on a door. Their names may be anything that the necromancer desires, but non-unique names easily confuse them. For example, if a necromancer has two hands named "Larry," then both will activate when their name is called, likewise those given a common word as a name (e.g. "Lock" for one acting as a door lock) will activate every time that word is spoken. More than one limb may be activated at a time, by rapidly naming several at once—the practical limit is how many you can name in the preceding round… the Game Master may time you with a stop watch if cruel…
Hollow Voice
Social
Basic
120 hours
Requires: Acting, Public Speaking, or Vocal Impressions
You are able to make your voice sound menacing, creepy, &/or inhuman. This may be maintained indefinitely, as it requires no effort on your part. Many necromancers practice this method of speech; some do so exclusively. Very few, however, have managed to reproduce the elusive James Earl Jones/Voice of God.
Identify Blood
Mystic [lore]
Proficiency [Knowledge]
400 hours
With a successful skill check, you are able to determine what species shed that sample of blood. If the creature is of a type as yet unknown to you, you are still able to determine whether it is a mammal, reptile, extrinsic beast, et cetera. If you have different samples, you are able to determine if they came from the same source. The difficulty of this skill is based on the age of the blood. If the sample is fresh when you begin testing (a process requiring about 1D6 hours), you need only roll a 10 or higher. If the sample is a small dry spot, you must roll a 15 or more. If the sample is tiny or old, you may need a 20 or higher to succeed.
Ineffectualize
Mystic
Basic
800 hours
Knowledge of preventative measures helps one prepare countermeasures against them. Knowledge of this art allows you to customize your offensive magics to resist any protective means that you are also aware of. For example, if you know a particular protective circle, you can craft spells that can bypass that circle. Augmenting spells in this manner doubles the required time for the offensive ritual, and you must incorporate all of the protective means that you wish to overcome—along with their associated time and cost. Incorporating the protective measures in an offensive ritual does not cause the beneficial effects to occur; continuing the above example, adding in a protective circle to a curse so that the curse can assault a victim within does not provide the protection of that circle for the cursing wizard.
Insubstance
Mystic
Basic
200 hours
Requires Spectral Movement
Double learning difficulty
You are completely without solid form when in Ghost Form. While you cannot move any objects, you are also immune from physical damage, and are able to move through solid objects. One of the inconveniences caused by this spell is that you are unable to speak or cause any other sound.
Last Rites
Mystic
Basic
800 hours
Requires: Unique curse, Magic Lore, spell to be linked
Counts as two skills at character creation
This is the ultimate final "fuck you" spell. It allows a spellcaster to instantly cast a specific curse or other spell at the moment of his death. All ritual requirements for both spells are cast when the Last Rites are imprinted into the caster's life force; thus, no additional ritual or material requirements are needed for Last Rites—or the linked spell—to be enacted at the time of the caster's passing. Note that this spell may be cast by an Undead sorcerer; simply substitute "final destruction" for "death." Anyone actively involved with the slaying of the caster does not benefit from any saving throw—against this spell or the connected spell—as they "voluntarily" set off the spell by slaying the caster. Anyone peripherally involved in the cursing mage's death—or just too close when he or she dies—suffers a -6 to any possible saving throws against the linked spell.
Life Drain
Mystic
Proficiency [Wits]
180 hours
Double learning difficulty
Requires: any two other blood spells
Each member of the troupe/guild has a stone that they need to keep on their person. This stone is enchanted by the ritual to allow them to receive the benefits of this spell. The stone is a bloodstone with a value of approximately 20 guilder. When Life Drain is used, the necromancer first casts it on the target they wish to drain, then on the target they wish to heal, who must be carrying one of the stones. The initial enchantment takes 1 hour per stone; the combat casting of the spell requires 20 seconds—or about 3 rounds. The effect takes place at the end of the third round. The blood-mage must make a skill check for the spell to be successful, with the amount drained equal to the roll above 15, to a maximum of the skill level plus one. For example, at first level, this spell takes up to 2 hit points from the victim & gives 1 hit point to the target. Each additional level of the spell restores one hit point, at a cost to the victim of one additional hit point, i.e. Life Drain III causes up to 4 points of damage & heals 3 hit points. There is a visual effect associated with this spell: the blood launches through the air from one target to the other. This is done via open wounds; both targets need to have a cut or other exit/entryway. This is a painful, traumatic experience; both targets suffer shock equal to the damage done. This spell cannot cause or heal life point damage. The caster, victim, and target of the spell must all be within about 12 feet of one another, or the spell will automatically fail. The victim of this spell is allowed a saving throw vs. necromantic magic at a 14 plus the caster's total character level. As the name implies, this spell must be cast on living targets. The stone is disenchanted after the first casting.
Little Death
Mystic
Proficiency [Willpower]
800 hours
Counts as two skills at character creation
Double learning difficulty
Requires: Preservation & four additional spells from the Grave, Murder, &/or Reanimation groups
This spell allows you to leave a willing victim "only mostly dead" for a moment, and then bring him or her back to life. Any long duration mystic effects or disease will generally expire when the target does, who then can be safely brought back from the precipice of darkness. The killing part is easy—the subject slips into a quiet sleep & then stops breathing—but keeping them from slipping away & bringing them back is difficult. The skill check must exceed 20 for this spell to be successful. This is stressful on the subject's body as well; a system shock check must be successfully made to avoid slipping into a coma and dying from this ritual. Fortunately, every point above 20 on the skill check adds 5% to the victim's system shock. Upon returning fully to the land of the living, the target has but a single life point, but is free of what ailed her. Note that most poisons will still be quite active in the body even after death—the process is chemical, so death does not cure it. Some diseases are still problematic, especially those that damage indirectly via toxic by-products; in these cases they resemble a poison more than a disease.
Manifestation of Thin Flesh
Mystic
Basic
600 hours
Requires either Spectral Movement or Transparency
You are able to make yourself fully manifest physically from Ghost Form. You are no longer translucent, your voice has its full power, and you retain the full use of your normal Strength. However, since you are still detached from your actual flesh, you do not regain your hit points; you are still limited to your life points only.
Milky Eye
Mystic
Proficiency [Wits]
200 hours
A loss of visual acuity can invoke a sympathetic loss of mental keenness. The mystic hand-gestures of this silent spell were originally created by Killian assassin-mages; the spell has since been reworked for those with only two hands. The caster's skill roll must exceed the victim's saving throw roll against magic to succeed; the difference between the two rolls (if the caster's is greater) is subtracted from the target's Awareness (even non-visual) & all mental attributes, for as long as the mage concentrates on them. If the target's saving throw exceeds the caster's skill check, then the victim is made immediately aware of the mage and his or her location. For example, Kim Choi uses this sorcery against his chosen prey. Choi rolls a total of 16 on his skill check; the victim rolls a total of 13 on his saving throw. As Kim Choi's roll was greater, the victim suffers a -3 (the difference of the two rolls) to his Awareness and mental attributes for as long as Choi uses the spell against him. Had the victim rolled higher on the saving throw than Choi's skill check, then the Killian mage's hiding spot would have then been compromised.
Mimir Skull
Mystic
Apprentice
600 hours
Requires: Scrying VI
By preserving the head of the deceased with certain herbs & rituals, the information its brain contains may be consulted and questions answered. An apprentice can ask yes-or-no questions once per week (remember that the Midian week is 10 days). A journeyman can evoke "unknown" or "I don't know" answers, and can ask thrice weekly. The master may daily ask questions, and can elicit a sentence or two, but such answers are typically vague or even cryptic, so many seers instruct their Mimir Skulls to only respond with either "yes" or "no."
Mockery of Life
Mystic
Basic
400 hours
Requires: either Consecrate cemetery or Summoning Circle
This vile ritual combines necromancy & nethermancy to summon a spirit to inhabit a recently deceased body. The animating spirit has access to the body's memories & skills—physically stored in the brain—based on time of death. This spell does not actually restore life, nor does it repair any damage. It does, however, prevent further decay or necrosis from the time the ritual is initiated. If the Mockery of Life ritual is begun within 5 minutes of death, there is neither noticeable loss of memory nor of function (other than whatever damage caused death); further delays, up to three weeks under optimal conditions—near frozen, with no organic molestation of the corpse—degrade memory, appearance, and general functioning. A severely rotted, excessively damaged, or partially eaten body cannot effectively be revived. The initial ritual involves three hours of casting & burning incense, followed by burial in ground specially prepared with either the reversed version of Consecrate Cemetery or within a specially prepared summoning circle. It cannot be stressed enough that this spell does not resurrect the body, merely summons something to inhabit it and borrow the memories. One of the main dangers of this ritual is that a quietly malevolent spirit will inhabit the corpse. It is not uncommon for a child "saved" with this spell to later slay "his" entire family while they sleep—or cause them to turn on one another, resulting in the same effect.
Mourning Bell
Mystic
Basic
100 hours
Colloquially known as the Dinner Bell spell, this ritual summons all Undead within earshot—up to one mile, depending on the bell used. All Undead that hear the bell will move directly towards the sound. All obstacles will be avoided or overran, based on the nature of the Undead. This flight continues as long as the Mourning Bell is rung; once they arrive, they simply wait, as they cannot hear any instructions (sentient Undead may perform other actions provided they do not leave). Only sentient Undead receive a saving throw, made at a 13 or better. Even if an opposing necromancer gives conflicting instructions, they will go unheeded—the Bell is the only sound that the Undead can hear.
Necropolitan Skill Suite
Technical
Skill Suite (rated like an Apprenticeship)
One year apprenticeship
Double learning difficulty
28+ skills & 9000+ hours, discounted to 13 skill points & 6000 hours
This suite includes the following skills: Anatomy, Digging, Diplomacy, Embalming, Engraving, Forensics, Funerary Rites, Grooming, Public Speaking, Storytelling. The following skills are known only as they apply to the necropolitan's craft as specializations: Administration, Basketweaving (wreathmaking), Boasting (for others), Botany, Carpentry, Chemistry, Culture (death, all), Engraving, Heraldry, History (various), Law, Metaphysics, Sewing, Stonemasonry, Superstitions (awareness thereof).
You are a mortician, undertaker, gravedigger, embalmer, coffin-maker, make-up artist, lay priest, and councilor. You know how to clean, embalm, and prepare bodies. You know all the appropriate funeral arrangements, how to properly dispose of the client's body, and how to assist the family in their time of need. You can mummify or preserve bodies, select the right wood for the pyre, ensure that the corpse sinks into the sacred river, and bury your client safely deep from predators. You are an undisputed expert on death.
Necropsy
Mystic
Basic
1200 hours
Requires: Forensics III
This spell augments the scientific analysis of a corpse. By undertaking a postmortem dissection of a cadaver, the necropolitan may better determine the cause of death. Additional insights into the cause of death are gained, such as a "feeling" that the liver doesn't seem quite right if the corpse has indeed died from complications arising from cirrhosis. Sometimes this spell is the only way that any form of investigation can take place, especially if the body is diseased, cursed, radioactive, or the family does not want it cut up because of religious reasons. In these cases, the results will be minimal—magically augmented guesses at best—but still better than the alternatives.
Never the Strong
Mystic
Proficiency [Willpower]
300 hours
This curse weakens its victim against receiving damage. Specifically, the skill check is a resisted contest against the victim's saving throw against necromantic magic. Each point by which the sorcerer wins by reduces one specific damage reduction trait by 5%. For example, a curse-master rolls a (total) 21 on her skill check, while her Dwarven victim makes a saving throw with a total of 18. The Dwarf's smashing resistance is lowered by 15% (he lost by 3 points). Of course, had the Dwarf succeeded, he will probably be doing quite a bit of smashing on his own. The cursing mage must focus uninterrupted upon the chosen victim for about 30 seconds (5 rounds) while chanting on the specific area to weaken, i.e. "bleed" for piercing attacks or "burn" to lower fire resistance; this does give the victim an opportunity to shelter him- or herself against an oncoming attack targeted on that weakness. Continued casting has a cumulative effect—which can become negative—or may target different areas of resistance. The effects of the curse last for one day per caster level.
Odour of the Grave
Mystic
Proficiency [Wits]
200 hours
Requires: Grave Sense
Also called Smell of Death, this is the ability to sense the Undead. There is a pervasive mystic scent that cannot be masked from this spell. While it cannot tell you that the noble knight you are speaking with is in fact a powerful shadow lord, it does let you know that an Undead is quite nearby. You can also detect sites of mass death such as a concentration camp or particularly bloody battle.
Only Mostly Dead
Mystic
Basic
600 hours
Counts as two skills at character creation
Double learning difficulty
This versatile spell places its recipient into a state very near death. In this state, the recipient is unconscious—he or she cannot move and has no recollection of events that occur while under the influence of this spell. The subject's heart rate & breathing are slowed to imperceptibility. All nonmystical tests will indicate that the subject is dead. This spell will prevent the recipient from death from blood loss, toxins, disease, or shock while under the spells effects. The subject effectively does not breathe, but if the lungs are filled with water or toxic smoke when they start functioning again, actual death is likely. This spell may be used to prolong a companion's life when dying, to fake being dead, or as a form of death-touch—with the added bonus that the victim "slain" is still available for interrogation. If the mage casts this spell on herself, the effects will last for several hours before fading; if cast on another, someone with knowledge of this spell—or skilled in the healing arts—is needed to breathe life back into the subject. The danger of this spell is that the subject will eventually slip completely into death after a day or two, or if used on oneself, that the caster will be buried. An unwilling victim receives a saving throw against physical magic at 12 or higher. Casting this spell requires a five minute vocalized incantation & touching both caster's & subject's exposed flesh with silver (a ring is sufficient) to transfer the death-magic from caster to victim… I mean subject…
Pariah Curse
Mystic
Basic
200 hours
Requires: appropriate Cultures knowledge
This curse reduces the victim's standing within social settings, inflicting the traits Irritating & Eerie Presence. This spell requires a verbal curse in the victim's presence—and at least one witness—while destroying something sacred to the subject or her culture along with some portion of the victim's anatomy (blood, hair, etc.). The saving throw against this spell is at a 15, but may be retested as though it were a social challenge (with retests from a high Grace attribute, for example).
Petrify Bones
Mystic
Basic
600 hours
This ritual allows the necromancer to calcify & strengthen the bones of the deceased, hardening them into stone. Once the bones have been petrified, they are no longer considered "bone" for necromantic purposes. This ritual requires the bones to be touched by a wand made of naturally petrified bone.
Pierce the Masque
Mystic
Proficiency
200 hours
Requires: Odour of the Grave
This ability allows one to recognize Vampires & other Undead. A successful skill check at 10 or more can determine the living from the Undead, a check at 15 or more may determine what type of Undead one faces. Note that this is an active skill (where you must examine your suspect), rather than passive (such as with Odour of the Grave—you automatically smell an Undead). While this skill does not require much concentration—and thus may be performed in a social setting without drawing attention—you must still first suspect that someone is in fact an Undead in order to properly use this skill. However, this is not much of a problem for a sufficiently paranoid necromancer… and aren't they all?
Poisonous Presence
Mystic
Basic
400 hours
A sure sign that a powerful necromancer inhabits an area is when all life dies or leaves. This mystic ability makes that happen. This process takes about one month for vegetation to die, and about a week for animals to die or leave the area. The radius of effect is based on the power of the necromancer, a starting apprentice mage may only have a dozen yards from his home, while a level 30+ sorcerer would slay all within miles. The resulting area may be left either bleached & dry, with animal bones, barkless trees, & sand blowing about. Alternately it may be left blackened and forever rotting, with dark swamplike trees casting long shadows, black soil from the decayed matter—yet barren and lifeless, and a pervasive scent of death.
Preservation
Mystic
Proficiency [Knowledge]
200 hours
A highly useful spell—one known by necromancers, alchemists, and those making canned goods—Preservation can keep something from decaying for far longer than what nature would normally allow. The rotting process is not stopped, merely slowed for the duration of the spell; the affected material is not otherwise altered by this ritual. To determine how effective this spell is, subtract 15 from the skill check, the result is the multiplier for the decay rate. That is, if a 17 is rolled on the skill check for this spell, the targeted material will last for twice as long, since 17-15=2. If the skill check was an 18, it would last three times as long; a 19 roll, four times, et cetera.
Pulling for Death's Embrace
Mystical
Proficiency [Willpower]
800 hours
Nobody likes you. There's no point anymore. Chicks don't like you. You suck. You might as well end it all now. Loser. Put yourself out of our misery. This ritual takes all night and causes a deep depression & morbid despair. There is a lack of desire from the victim to do anything, possibly even to where they won't defend themselves. The Game Master is free to assign penalties, yank their saving throws, even a forced-retest against every single roll, as she sees fit, to represent the deep despair felt by the victim and his lack of confidence & self-worth. Making someone roll a Willpower check to get out of bed is quite nasty (especially when paired with a forced-retest if they make the first roll). The necromancer must have something owned and desired by the victim—who receives a saving throw against this spell equal to the necromancer's total character level. They say that role-playing games lead to suicide, here's your chance…
Rattlin' Bones
Mystic
Basic
200 hours
This sorcerous magic evokes large convulsions in osseous tissue (bones). When used on dead, dry bones, this spell shakes, rattles, (but not rolls—"rolling bones" is dice) the affected skeleton or other bone. Skulls wiggle, teeth chatter, and bones knock together; this is rather spooky, especially when unexpected, or there are no visible means of movement. In this instance, the bones rattle for several seconds. When used on a living victim, there is a saving throw against physical/necromantic magic at a 16 or better—failure causes a momentary convulsion. The effect on the living is far shorter than when used for the audio horror effect—the victim loses 1D6 from their initiative roll—living muscle can regain control over the necromantic animation of its own bones. Rattlin' Bones is an incredibly simple sorcery to perform—the necromancer need only have line-of-sight & wriggle her fingers to cause the effect—this is done at no initiative penalty to the necromancer. The initiative penalty suffered by a victim takes place immediately, and can cause an attack or other action to be lost.
Reassembly
Mystic
Basic
400 hours
This necromantic circle causes bones to mystically reattach themselves to their appropriate joints. All skeletal remains within the confines of the circle reform themselves as they were in life (leg bone connected to the knee bone…). This spell will not connect mismatched parts, such as the arm of one person to the shoulder of another, nor will it create new tissue—osseous or otherwise. The area of effect is circumscribed by a circle of powdered silver & bone fragments. The bones hold together for one minute per caster level.
Reinforce Skeletal Construct
Mystic
Basic
120 hours
Requires: Restore Bone
Often used by necromancers—or other mages with a taste for the macabre—this enchantment strengthens bone sufficiently to be used in furniture or other crafts. It will now bear great weights & will not splinter if it is nailed or sawn. If used on an animated skeleton, this ritual adds 1D6 hit points, but this spell does not work on living tissue.
Repel Spirit
Mystic
Proficiency [Knowledge]
200 hours
Requires: Circle of Protection: Spectres
This mystic circle protects those within its confines from the touch of non-corporeal entities. Neither a ghost, nor an unmanifested Demon, Elemental, or other non-corporal form may touch any within the circle. Additionally, all within receive a saving throw bonus equal to the effective skill level of the caster against mystic effects from any Undead or extrinsic being (A.K.A. outlander or fantast). While inside an active circle, the caster may even force non-corporal entities back away from the circle's edge, upon a successful skill check. Each such force blast knocks any non-physical spirit back by one yard for each point above 10 on the skill check.
Restful Draught
Mystic
Proficiency [Willpower]
200 hours
Requires: Alchemy
Created to be employed as an anti-Vampire measure, this ritual allows you to convert your own blood into a powerful sleeping potion. Anyone who imbibes must save against the result of the skill check or fall instantly and deeply unconscious. Unsuspecting Vampires will unknowingly take a large dose, thus their saving throw is at a -8. The blood is not otherwise affected in substance, colour, odour, or taste, however it is still blood. The mage may have a great deal of difficulty convincing a victim to drink who is not a Vampire, although some Trolls may choose to partake. Anyone biting the recipient of this ritual is only affected if the skin is broken and some of the altered blood slips down their throat. This equates to a +3 on the saving throw from a mere (non-Vampire) bite. Affecting one's blood in this manner involves drinking a foul-tasting brew consisting partly of large quantities of alcohol and some of their own blood. For these reasons, many recipients of the Restful Draught ritual get "tanked to the gills" (drunk) before drinking the foul stuff. Partly due to the effects of the magic coursing through one's veins, and partly due to the effects of the alcohol, those whose blood is so altered are at a -3 to all actions while under the effects of this spell from drowsiness. The magic runs its course in 2D4 hours for both recipient and victim, determined separately. The necessary concoction to cause these effects takes about 30 minutes to prepare.
Restore Bone
Mystic
Basic
100 hours
This spell is used to repair cracks, breaks, chips, & cuts in bone. It can be used to heal skeletal minions, bone weapons & armour, or a living limb. The ritual requires ten minutes—no additional materials are required—the effects take place within seconds.
Semetary
Mystic
Apprentice
200 hours
Requires: Zombie
This is the zombie animation ritual designed for animals. An apprentice can reanimate medium to large mammals, such as a dog or horse, as a guardian or mount. A Journeyman can animate small mammals, as well as birds, amphibians, and reptiles. The master can reanimate any living thing, provided the body is in good repair within 72 hours of the creature's death.
Shrink Heads
Technical
Basic
60 hours
Useful as a token of victory for the necromancer, or to sell to tourists, shrunken heads can be added atop a cane or staff, or sewn into a necklace—which just looks really fucking creepy.
Silence of the Grave
Mystic
Basic
400 hours
Requires: Cries in the Night & Sneaking
Your knowledge of the music of the night allows you to move without adding the sound of your passage to it. A successful check at 10 or more allows you to not only travel silently, but your presence is alerted neither by a warning hoot of an owl, nor the sudden silence of the cicadas. You move as unnoticed as a moonbeam.
Skull Spy
Mystic
Apprentice
400 hours
Requires: Scrying
This ritual allows one to enchant a skull to act as remote eyes and ears. An apprentice can use but a single skull, and may view through it at a distance equal to the scrying skill multiplied by the character level in yards. A journeyman can have any number of skulls, at the same distance. The master can have skull spies anywhere. The effects of this magic last until the skull is destroyed or touched by sunlight. Using these remote senses differs from standard scrying in that the mage does not need to gaze into an object, rather he is gazing through an object. Use of these enchanted skulls does require all of the necromancer's attention, and only one at a time may be so utilised. Note that these are not sentient devices, and make poor (if not useless) guardians; they are merely ways to expand the range of the caster's senses.
Slaying Skull
Mystic
Basic
200 hours
Counts as two skills at character creation
Double learning difficulty
A visually eerie example of sorcerous power, this spell causes a skull to fly from the caster's hand towards his opponent, guided by the remnants of a spirit that once inhabited it. A dim, flickering red, flamelike aura surrounds the skull. A skull must be prepared beforehand—a process requiring an hour's ritual. A previously prepared skull may be ensorcelled to attack with only a single command from the necromancer. In combat, this spell streaks towards any target within the caster's sight, the mage's throwing arm is not a factor as the spell flies of its own accord, striking for 1D8 + the caster's level in points of damage. The Slaying Skull will continue to attack its target ceaselessly until it strikes, or is itself struck down; it has an armour class of 16 & is defeated by any solid blow. Neither speed, nor mystic means of escape can elude a Slaying Skull once set upon a target. An attack roll is needed to hit (the caster's Agility & throwing skills are worthless as the skull flies on its own), but it is interesting to note that if the Slaying Skull had some reason to hate the target when it was alive, that hatred will further fuel it, resulting in bonuses to hit. Mild dislike (the racist Dwarf who hated everybody) will grant a +3 bonus to hit if his skull is used in this spell, whereas someone who died trying to avenge his family from the person who is now the spell's target will give a +10 to the attack roll. The skull flies rapidly, but does not manoeuvre well, shooting past its chosen victim once every 4-6 seconds until it hits (i.e. attacking once per round). The skull of a sentient being is the preferred vehicle for this vile magic. An animal's skull does 1D4 + one-half the caster's level (rounded up), and a tiny skull—such as a dormouse, squirrel, cat, or hawk—does only one-half the caster's level, as the bone is too small to be of much use as a weapon.
Spectral Movement
Mystic
Basic
400 hours
Requires Ghost Form
When in Ghost Form, you are able to move through the air, unhindered by gravity. Your Speed while using Spectral Movement is equal to your Willpower.
Spirit Beacon
Mystic
Basic
200 hours
Requires: Summoning Circle
This summoning circle is unusual in that it provides no ability to contain, control, or protect. When the circle is activated, ghosts, Demons, and other spirits, are drawn towards it. Depending on the number of such entities in the area, the nearby air could quickly be swarming with supernatural activity. This spell merely gets the attention of the entities, and informs them of the circles existence & location. It in no way draws them into the circle or compels their actions in any other way. For all varieties of spirits, being in the area of the circle feels rather nice.
Spiritual Review
Mystic
Proficiency [Willpower]
400 hours
Requires: Necromancy of Intelligence
By means of this ritual, you can channel the dead essences of those who have passed through that area. This allows you to see an event in the past through the eyes of one who witnessed it. You cannot view a scene away from your current location, and you cannot look through the eyes of someone who is still alive. On a roll of 10 or higher, you can vaguely determine the time frame or nature of the event you wish to view. On a roll of 15 or higher, you can determine the specific person you wish to use as your viewer. The scene is soundless, grey, and fuzzy around the edges. Higher rolls grant greater control over the specific time frame or event, or can be used for greater image clarity. For every five points over, you can either specify more about the time or event, or add one of the following: colour, crispness, sound (muted and somewhat unclear at first, clearer if you select "sound" a second time with a high enough roll), odour, or touch/movement. For example, a diviner wants to see who killed her father. She knows the day it occurred, so she can try to scan for that day, or the event of the murder. She must first travel back home to the scene of the crime; this ritual simply will not work anywhere else. She believes there was a fight, so she wishes to view from a single person's eyes: her father's. Her first attempt at the ritual shows a different murder from much further in the past—a young Hobgoblin being slain centuries ago, where her family home now stands. On her second attempt, she rolls a 20, she can see through her father's eyes to see his killer, but the image is dark, blurry, and silent. She can see that the other person was saying something to his victim, but cannot see his eyes due to his low hood, lone candle in the room at the time of the murder, and the lack of visual clarity. Her roll allows her to either see more clearly, or some other option; our diviner chooses to hear the conversation. She is frustrated by the fact that she can only discern the music in the background, but now knows that the murderer could not have been the minstrel that was visiting—her first suspect. Our diviner has now spent several hours in ritual, and has stunk the place up with foul necromantic incense. She must either decide to continue with the ritual—hoping she isn't caught by the home's new occupants—or use the clues she's gained for further investigation.
Steal the Life's Warmth
Mystic
Basic
200 hours
Your very touch may rob the living of their vital essence. Undead, even a freshly-fed Vampire, and those not possessing a proper fleshly body—including many not native to this world—are immune to this spell. Despite the cold-feeling touch, damage is necromantic rather than thermal. Each successful touch causes one point of fatigue unless a saving throw vs. necromancy is made at a 16 or higher. This spell causes double fatigue damage to Killian, Firps, and all Fae except Hobgoblins.
Strength of the Stolen Soul
Mystic
Basic
600 hours
Requires: soul-stealing knowledge
This spell combines geomancy with necromancy in ensuring that a building, bridge, or other permanent structure will remain strong & secure. By stealing someone's soul while the structure—which may be of any size—is being built, all of the deceased's saving throw bonuses & retests are passed on to the item. This ritual must be performed between the time that the building is being initially planned, and when the first inhabitant or user crosses the threshold.
Strike Barren
Mystic
Basic
200 hours
This curse renders a living creature unable to produce offspring. This is sterility for animals; a plant will produce neither fruit, seed, nor pollen; and a fungus, mildew, or slime will neither spread, nor grow mushrooms or spores. The target must make a saving throw against magic at a 19 or better (a willing victim can voluntarily decline this), or suffer the effects permanently. This spell takes longer than most curses, in part due to its long duration—5 continuous minutes of spoken word & direct contact is needed as part of the two-hour ritual. This spell affects but a single creature, however a continuous patch of fungus, slime, etc. counts as a single creature for purposes of this ritual.
Suspend Decay
Mystic
Basic
200 hours
Requires: either Embalm or Preservation
This is a mystic refinement of the funerary art of preserving a body. This spell is used either when a corpse is transported across a great distance prior to the funeral, or less scrupulously, to stockpile bodies for later reanimation. The bodies thus suspended will remain so as long as the necromancer lives… or exists as an Undead. When used in this manner, the bodies must be preserved within 72 hours of death, and the reanimation ritual requires twice the usual time. This spell only applies to intact animals, being useless for general preservation of vegetable matter.
Sympathy for the Enemy
Mystic
Proficiency [Stamina]
600 hours
Double learning difficulty
This curse is the height of sympathetic magic, as well as the Golden Rule in action (do not do unto others…). After an initial three-minute ritual, this spell will inflict damage dealt by the target against a particular foe back upon themselves—the victim receives a saving throw against physical curse-magic at a 15 to avoid this effect. The sorcerer must continue speaking this spell (skill check every round) while focusing on the target (who receives the saving throw each round. All this is quite distracting—all other actions are at a -6 for the mage. The maximum damage that may be re-dealt is equal to the caster's skill level. While the spell can re-inflict damage upon only a single chosen target, that target—or the protected beneficiary—may be changed at the end of a round with only a two-round preparation provided the total casting is continuous. No redirection of damage occurs during this transition period. In an example of this spell in action, Demetrius the Uncensored wishes to aid his companion, Galena, against the bandit-lord Lee Te. His Killian opponent fails the saving throw (15) so all damage that he inflicts against the Formourian warrioress is felt by the bandit-lord. Thus if he strikes with his naginata against Galena for 6 points of damage, he will feel the pain of his own flesh ripping as he also receives 6 points of damage; that is, he will if Demetrius the Uncensored knows this spell to at least level VI, otherwise the damage will be less. Note that this is a skin-to-skin effect, and damage is returned as an equal vector—only damage that penetrates the protected individual's armour is returned, and the cursed one's armour does not protect at all. Distance is not a factor, but damage type is: smashing, hacking, stabbing, falling, or burninating attacks are returned in kind, but damage that is not kinetic or thermal is not redirected.
Talisman Memory Mark
Mystic
Basic
100 hours
Requires: Arcane Symbols & Glyph Writing
Originated by the warrior-mages of southern Byzant, this spell marks an item with a "memory" of an event, carved into a mystic symbol. Designed by them for their memory-staves, this spell has a wide variety of potential uses when linked with other spells.
Temporis Augmentum
Mystic
Basic
800 hours
Counts as two skills at character creation
Double learning difficulty
By blasting the target's body, the necromancer can cause a withering effect similar to advanced aging. This is not actual aging; a child will not grow, for example. Hair turns grey & thins, skin wrinkles, cardiovascular systems weaken, and the body generally breaks down. This effect is particularly horrifying when used on a child or the Fey (including Elves). This is sympathetic curse magic—the wizard needs some hair, blood, nails, or some other portion of the victim's anatomy; as such, this curse may be cast across any distance. The ritual takes about 24 hours, and involves burning the bodily component—the effects occur while the subject sleeps. While under the effects of the Temporis Augmentum curse, healing from damage takes twice as long, regeneration ceases to function, and a -5 penalty is applied to all saving throws, attribute checks, & attack/defense rolls. Additionally, the victim will tire & fatigue easily—an action as simple as walking across a room could possibly inflict a fatigue point on the subject. The victim's body will reverse the effects of this ritual after about one month; at that time, the skin will begin to smooth back out & the hair begin to regrow. However, if used against an ill or elderly victim, this curse could easily prove fatal. The saving throw against this spell is equal to the caster's total level.
Thanatoptics
Mystic
Basic
200 hours
The victim of this sorcerous spell foresees his own death. This is usually based on the victim's own worst fears—one suitably cowed by the necromancer may see his death at the mage's hands—and is usually false. On rare occasions, the victim may experience an actual precognitive vision of his own demise that may prove eerily prophetic. While the caster must make direct eye contact, he or she has no (direct) influence over the vision. The affect that this spell has upon its subject is one of melancholy in most. The victim is usually quite stunned by the Thanatoptic vision; at the very least, the recipient will be completely preoccupied for the few seconds [one round] while the spell effects occur. The target must succeed against a saving throw of 17 or better. Note that repeat multiple castings of this spell have little or no effect, as the victim's typical response is along the lines of, "yeah yeah, I'm going to have my head chopped off, but I'm going to make sure that this bastard goes down first." The subtle psychological effect is lost when this becomes a party gag.
Thinner than Water
Mystic
Apprentice
400 hours
Requires: Bloodsoak
This ritual causes blood to pour from open wounds like a fountain. Following a 12-minute ritual, an apprentice may cause her victims to lose two points of damage per wound. The journeyman can additionally cause an extra point of damage to be suffered from stabbing or slashing attacks, which do not close (one wound per attack). The master can even cause internal haemorrhaging: one wound for every successful attack, and double damage with each stabbing or hacking attack. Note that this is not just damage caused by the necromancer; any attack that the victim suffers while under the effects of this ritual are so aggravated. The victim's body will restore the blood to its rightful configuration within about a day. The saving throw against this spell is at a 14 or higher. As a side-effect, any poisons on a blade will be washed off by the victim's blood.
Todesracher
Mystic
Basic
200 hours
Requires: Zombie
Most zombies are instructed as needed. Others are given a particular task as soon as they are awakened, and may be re-tasked if the need arises. However, there are some times when you want a zombie that will follow a single set of instructions to the exclusion of all else—including contrary messages from yourself or another necromancer. These occasions call for the ravager zombie. These zombies are created with a special purpose, and this is hard-encoded into their mystically reanimated minds. Once that particular assignment has been fulfilled, the zombie collapses into death.
Transfusion of Life
Mystic
Basic
400 hours
The good news is that studying death leads to knowledge of life—and how to heal. The bad news is that this healing is via transference the life essence of the necromancer to the recipient—at an eight-to-one ratio. This is an excruciatingly painful and traumatic experience for all involved—not the sort of ritual to take lightly. The transfusion requires ten minutes per point transferred, during which time neither the necromancer nor the recipient can defend themselves or take other actions. Both must remain in contact during this time; any successful interruption results in the necromancer loosing the 8 points invested, with the recipient not gaining any. During the ritual both participants experience total sensory disruption: all vision becomes a painful swirl of colour, any physical contact seems as though clawed talons are ripping through the flesh, and a horrific roar is all that can be heard. Note that this only transfers between a willing caster/donor & recipient. The entire experience of this ritual is somewhat less pleasant than placing fire-ants under your eyelids. Needless to say, this is not a commonly-known spell.
Transparency
Mystic
Basic
400 hours
Requires Ghost Form
When under the effects of the Ghost Form spell, you are able to render your substance (what little there is) glassy. The necromancer so ensorcelled is essentially invisible when using this spell. You still make noise, but this is the limited sounds of the Ghost Form. You are impervious to all forms of sight, including thermal vision—an added bonus of this spell is that you are unharmed by flames or radiation while invisible.
Treasure Guardian
Mystic
Basic
800 hours
Also called Trap Skeletons, you are able to enchant someone to act as the protector of an object or area after their untimely demise. You must lead the prospective victim to the spot to be warded, and there slay them. This must be someone that you know, and who trusts you, as the burning hatred of the foul betrayal is what will empower their eventual return; alternately you must accompany someone who is the trusted companion of the prospective victim. The body must then be sealed up with whatever is to be protected and the crime scene must remain undisturbed for at least a year and a day. When the seal is broken, the betrayed former friend seeks unholy vengeance upon all within reach. The skeleton will remain active and hostile until there are no other living souls to vent its wrath upon in the immediate area.
Undead Seeker
Mystic
Basic
200 hours
An Undead Seeker is a mystic compass that shows the direction to the nearest Undead. The main power of the compass derives from the hunger of a small foul beast. This is usually a leech or roach, but other small creatures are possible. The "needle" must be first be fed Vampire blood. After this initial meal, it is imprisoned in the case of the compass and drowned in the blood of some form of Undead. One week later, the greedy thirst for Undead blood will reanimate it, and cause it to seek out the nearest source, "pointing" in the compass case. To use the Undead Seeker, the user must pour a small amount of blood (of any variety) into the case, washing over the beast inside. It then awakens, pointing to the nearest Undead. Some Seekers have better senses than others; that is, one may only start squirming and "pointing" only when there is an Undead close by, while another may well sense one from miles away.
Unique Curse
Mystic
Apprentice
800 hours
Double learning difficulty
Requires: at least 10 other curse spells
You are able to create a curse specific to the victim, circumstances, and the offence against you. However, no curse may ever be repeated by the caster—they must remain unique. Unlike most curses, the unique curse must have a stated effect—directly to the recipient—rather than a just general curse. An apprentice can cause a minor inconvenience or embarrassment; a journeyman can curse someone for injury or illness; while a master can cause lasting complications, even fatal ones. Curses do not force events, but rather subtilely guide probability towards a harmful end. The saving throw—and exact results—of a unique curse are up to the Game Master, based upon how creative, just, appropriate, comedic, lacking cheese, or other factors. Thus someone who changes a single word for each curse, or who tosses this spell about lightly, may see saving throws in the single digits, and with limited success. However, someone who only uses this curse in the most appropriate, justified, needed, and creative manner, may see sweeping effects with saving throws of much higher numbers.
Use Circles
Mystic
Proficiency [Knowledge]
180 hours
Requires: Arcane Symbols
You can use circles made by others. This spell does not include knowledge of how to create circles, only in their use. However, the Game Master may allow you to use this skill to study a discovered circle to try and determine how to create it yourself. A circle that has already been activated—such as most protective circles—may be understood and used automatically. A circle that is not currently active—such as a summoning circle—may be activated if the mage can determine the correct ritual by the circle itself; this requires a skill check. A successful skill check also allows you to determine the nature and use of a circle prior to stepping in it.
Weaken Bone
Mystic
Basic
180 hours
Double learning difficulty
This spell causes hairline fractures in the victim's bones whenever he attacks, or otherwise engages in strenuous activities. Each attack that the victim makes—as well as each smashing or hacking attack that hits—mandates a saving throw against physical magic at a 12 to avoid an additional 1D4 points of damage; an initial save vs. necromantic magic of 16 will avoid the brittleness entirely. Unless prolonged through some other magics, this curse will be ended by the victim's natural healing (regeneration doesn't help here), and lasts for about a week. A bundle of sticks must be gathered & dried over a smoky flame prior to the casting; this requires several hours. The actual sorcerous casting of this spell is much faster—the faggot is twisted while the necromancer focuses on the victim & chants the remainder of the spell; this final process takes about 30 seconds. One nonmystically-inclined observer commented that the final chant sounds like "break-motherfucker-break."
Whispers from Beyond the Grave
Mystic
Basic
600 hours
This highly useful spell allows you to send a distant message to another person. The message is one-way, and is heard only as a faint whisper. Distance is not a factor, but light levels are—both the sender and recipient must be in darkness or very dim light, as any light greater than that of a candle destroys the sending. While difficult to prove, it is said that any light along the message's journey will destroy it as well. An hour long ritual must be cast prior to the sending, involving specific scented incense.
Zombie
Mystic
Basic
1200 hours
Requires: Lesser Protection Circle
Through a five-hour ritual, a necromancer may reanimate a corpse to act as an Undead servitor. The creation of zombie servitors is one of the most versatile tools in a necromancer's arsenal. This ritual is subsequently one of the most commonly utilized—Necromancy of Intelligence being perhaps the only one used more often. The zombie will follow all of its master's instructions to the best of its limited intellectual ability. A zombie may also be given a set of instructions and conditions to follow when it is animated, and thus may be given a limited measure of autonomy. Zombies are notoriously stupid, but will do as instructed, or at least they will attempt to do so. The corpse to be reanimated must be reasonably intact—poison victims are the best, certain diseases are second—and must have died no less than approximately three days (72 hours). To reanimate the corpse, a protection circle must first be drawn around the body to prevent opportunistic inhabitation. Secondly white candles must be lit and placed on the forehead, mouth, throat, chest, and belly, with other candles placed one above each shoulder and one between the knees of the corpse. Finally the zombie is anointed with a white powder similar to that required for the Hands of Death spell, in that deadly animals and grave dirt are used. Remember that zombies are rather dim, & could easily become confused & overwhelmed by complex or conflicting instructions.
"Don't you try to die, like me
It's livid and it's lies and makes graves"
——Pantera, Suicide Note Pt. II
There are several varieties of the Undead. There are the spectral Undead, which comprises all non-corporeal entities that once lived as well as apparitions and phantoms left behind as psychic residue from someone's mortal existence. There are the walking dead—zombies, animated skeletons, and the like—these are generally non-sentient and created to serve necromancers' whims. There are a few non-living bodies that are each of unique origin and are kept in a state of half-life through technomancy or tied to their corpses through necromancy. Lastly, there are the lords of undeath, Vampires.
Spectral Undead run a large range of possibilities: from simple phantoms that repeat an action much like a projected image of, for example, their death; to fully sentient individuals that no longer have the burden of breathing; to anywhere in between. Most are somewhere in that midrange: such as someone who appears at the stroke of midnight & silently mouths the same plaintive request repeatedly—this ghost will approach someone and show frustration when the message isn't understood (reading-lips is impossible as the language is no longer spoken), but attempts nothing else but the same phrase endlessly. Alternate names for ghosts include: apparitions, geitster, lares, lemures, phantoms, restless spirits, shades, spectres (or specters), and wraiths.
Ghosts have a number of methods in which they manifest: cold spots, voices or other noises, objects moving, even visual manifestations. The visual appearance of ghosts—if they are visible at all, can potentially be: nearly invisible nebulous blobs (rather common, and called "orbs" or "will o' the wisps"), glowing & translucent, showing the wounds and manner of dress at their time of death, twisted and distorted, the appearance of a particularly emotional time in their lives (good or bad, wedding gowns are as common as war uniforms), skeletal, or even as full-fleshed normal living people—as in the story of the Argent Road hitch-hiker. Sounds can be footsteps, moaning, words—either clear or indistinct, crying, children's laughter, or sounds of the daily life from the ghost's living days. Most hauntings last up to four centuries, but there are a few more enduring exceptions. It is interesting to note that Elven ghosts are the subject of myths and fables, but are nearly unheard of in firsthand accounts—even amongst the close society & immortal memories of the Elves.
Haunting is usually confined to a single location—often, but not always, at the scene of death or where the body lies. Also common sites for a haunting are areas that were important to the ghost in life, such as their home, or a favoured play spot for the ghost of a child. However, ghosts have been known to wander from place to place—a phenomenon known as displacement—and the restless spirits of famous individuals have been reported at many strange locations. Occasionally a phantom will be associated with a particular person or object, rather than a fixed abode, such as their house. Examples include ghosts that haunt their murderer; a lady who died on her wedding night, and who now follows her ring; and a haunted painting that comes to life—painted in this instance after the death of its subject. Poltergeists in particular seem attracted to a single person, usually a youth, but this may indicate that it is unfocused psychic talent rather than the spirit of someone deceased.
How an apparition affects the living world around it may vary from case to case. Generally, however, a ghost is powerless to alter its surroundings such as to move an object. Even a ghost that seems completely material and solid may be seen to walk through a wall. There are exceptions to this, such as with poltergeist activity, where noises such as banging or screaming are heard, or where objects may be hurled, moved, or destroyed. Spectres do not generally leave a trace of their passing, such as footprints or disturbed objects, although in some reported cases, a strange gooey substance is left behind, often oozing from something the ghost touched, or where it passed through something solid. In most instances, a ghost is either seen, heard, or its presence felt, rarely are these elements combined. Sometimes only a psychically sensitive person may feel the presence of the apparition. In one case in the Killian Empire, psychics could feel a cold breeze blowing past them as the ghost crossed their path; no one else could feel anything, but the robes of the psychics could be seen to visibly wave gently from the phantom breeze.
One of the frightening things about ghosts is their ephemeral mysterious nature, they rarely appear before a large group, or in good lighting. At times, only one person will see, hear, or feel the wraith, or one person may be excluded from seeing it. A witness is often left with the impression that the encounter was overly vague, as though it were imaginary or otherwise took place only in the mind.
[Designers' note: you might have noticed the lack of game statistics for ghosts. This is intentional. Do you expect hit points and armour classes? They're already dead. Ghosts are meant to be kept mysterious and scary, relegating them to a standard format for combat cheats them of this. Rather than add game mechanics such as psychokinesis for slamming doors shut or the cold chill, these effects should simply be described by the Game Master rather than consulting a chart of abilities and rolling to see if the ghost is successful. If your ghosts have an icy touch that feels like a cold skeletal hand—though the ghost look alive or is invisible—then so be it, no "save vs. necromantic cold" is needed or warranted. As the writing staff includes a certified parapsychologist, we felt that ghosts should not follow any rules that would fit neatly into a game system (without volumes of supporting material anyway—the vampire section is large enough). The trick to a ghost story is all in the description—howling wind & creaking footsteps down the stairs are much creepier if you focus on telling a good tale than consulting charts.
This game offers no rules for resurrection, reincarnation, or other forms of life-after-death. If the Game Master chooses to bring back a player character as a ghost, the Game Master should run it as a story element, rather than the original player running the deceased character.]
The walking dead are the creations of necromantic ritual and are, generally speaking, more like automatons than thinking beings. There are a few stories of zombies recognizing a loved one or demonstrating a phobia held in life, but these are more bards' stories than reliable accounts. Zombies are the most common type of mobile corpse, and will last up to 20 years before wearing out.
[Attributes for zombies, modified from when they were alive: Appearance: n/a (same as in life but -3), Personality & Grace: n/a, Knowledge: reduce to 1 (only understands simple instructions), Wits & Willpower: reduce to 0, Strength: +3, Agility: 8 (regardless of agility in life), Stamina: reduce to 0—they're dead, Speed: -6; Awareness: 7 (regardless of senses in life), Common Sense: n/a; 3D6 hit points (regardless of hit points in life), no life points (they're dead), combat modifiers including attributes: -1 total to attack, always acts last on initiative, no active defence, and no saving throw bonuses]
The control portion of the ritual that creates zombies is negated if the zombie ingests large quantities of salt, about an ounce or more. [In this case, the Personality, Knowledge, & Willpower increase by 1D8 each and the zombie's Strength is now only 2 higher than it was in life.] The zombie is no longer under the necromancer's control. For this reason many zombies' lips are sewn shut—this reduces the usefulness of the zombie to only about 3 years maximum before it wears out, as the zombie can no longer eat & it uses up its body for energy. The walking dead can be worked about twice as long as they could have been in life without undue stress on their bodies—working a zombie for longer reduces longevity significantly. For example: a corpse slaving in a field for 16 hours a day will last up to 20 years; one with sewn-shut lips forced into 48 hours of labour at a stretch lasts less than a year. 48 hours is the maximum time a zombie may be forced into activity; past that point, it simply shuts down for about 8 hours. Burnout zombies are designed for maximum performance for a limited duration. They wear out after 3—4 weeks regardless of activity level, & don't need to eat.
[Attributes for burnout zombies, modified from when they were alive: Appearance: n/a (same as in life but -3), Personality & Grace: -8, Knowledge: -5 (severe memory & identification loss), Wits: +4, Willpower: +4, Strength: +5, Agility: +3, Stamina: reduce to 0 (still dead), Speed: +10, Awareness: -3, Common Sense: -4; 4D6 hit points (regardless of hit points in life), no life points (they're dead); +3 initiative; +2 to attacks]
The burnout variety of zombie is usually what is used for ravagers—zombies used to fulfill a specific function… other than slave labour. The official term for this type of zombie is "todesracher," but they are usually referred to by the more colloquial name, or—perhaps to assuage fears—by such unflattering terms as "stiff-mission stiffs." Ravagers are programmed with a definite task, such as killing a certain person. Once created, nothing will stop a ravager from completing its task save its destruction—including contrary instructions from its creator. Ravagers are zombies programmed for specialized, rather than general, service; i.e. the first words it hears being either: "Kill the Archduke, let nothing stand in your way;" or "Slay anyone who enters this door," or even "Deliver this message to Lord Brownshue." One can even declare to a ravager zombie, "I am your master, you will serve me in all things," however this is fraught with its own perils, as there are times when you want a zombie to act on its own simple recognizance, such as telling it to sweep the floor—a ravager instructed to "always obey me" would either sweep continuously until told to stop, or would continuously pester its master for further instructions after every pass of the broom; it may possibly even shut itself off after sweeping. This is a noteworthy characteristic of a zombie created to be a ravager—it ceases to function upon completion of its assignment—it returns to being an inanimate corpse. A ravager lets nothing stand in its way; even a necromancer's ability to control the Undead does not override its mission.
Other, less frequent forms of walking dead are called trap skeletons or treasure guardians. These are created in order to protect an item or location, such as a buried treasure chest. A person is killed or knocked unconscious and left sealed up with the item or area to be guarded. The first person unfortunate enough to unseal the area is attacked ferociously. The guardian can last undisturbed for centuries (which is why they are almost always encountered as skeletons), but last only a few minutes after being triggered. At least one person involved in creating a trap skeleton must personally know the unfortunate used as the guardian—the feelings of betrayal fuel the Undead form as much as its rage and hatred. The treasure being guarded must lie undisturbed for at least a year and a day while the resentment foments, or the trap is ruined and the skeleton will never rise.
[Attributes for trap skeletons (AKA treasure guardians): Appearance-0 (skeletal), Personality & Grace-0, Knowledge-0 (only understands the need to kill), Wits & Willpower-0, Strength & Agility-8 (regardless of abilities in life), Stamina-0, Speed-12, Awareness & Common Sense-n/a; 2D6 hit points (regardless of hit points in life), no life points (they're dead); always last on initiative (but typically gains at least one round of surprise); +1 to attacks & damage; 50% resistance to stabbing weapons, no active defence]
Another variety of walking dead is comprised of those who achieved that state due to their own efforts. More commonly known as the Sorcerous Undead, these are self-created via a long ritual known only to the most powerful necromancers and high-ranking members of the Crimson Order of the Knights of the Shadows (a.k.a. the shadow lords or death knights). The preparatory ritual involves a full month of effort, and culminates in the death of the spellbinder. An additional month of stillness in the grave is followed by the reanimation of the magus into a sorcerous Undead. There are a number of changes to the body and "life" of the sorcerous Undead. Their heart no longer beats, and their blood does not flow. This causes their flesh to be decidedly cool to the touch, and is usually paler than in life. They no longer need to breathe, save for speech. No longer can they eat or drink—they violently spew forth their stomach's contents [Willpower check to swallow and again for each minute to keep from vomiting]. Furthermore, the very essence of life leaves their bodies completely, to be replaced by an unholy mystic force [life points are all lost, but additional hit points are gained: +1D6 hit points for necromancers, +2D6 for shadow lords; Stamina is reduced to zero].
There are other variants of walking corpses, such as those temporarily animated by a spell or created through technomancy, which will be addressed as needed. Ghouls are often confused with the Undead, but are in fact a living species. (However, there are such things as Undead Ghouls…)
None of the walking dead heals damage received. Hits taken do not recover without magical assistance.
As was mentioned in the introduction, Vampires are the undisputed masters of undeath. Vampires are created solely by other Vampires. Their origins are lost, possibly even to themselves. However, their preoccupation with the extent of the 'purity' of their blood seems to imply a common ancestral creator. I cannot find a reason why a member of any sentient species may not be turned into a Vampire, however Humans are by far the large majority.
Vampires are as mysterious as they are powerful. There are far more rumours about their abilities and weaknesses than there are known facts. What is certain has been listed below:
| Degree Of Sunlight (Cloud Cover & Time Of Day) | <10% | 11—20% | 21—40% | 41—60% | 61—80% | 81%+ |
| Die of Damage | 1—point | 1D4 | 1D6 | 1D8 | 1D10 | 1D12 |
| Examples | Tiny ray of light, BMNT/EENT | Cloudy dawn, sunset, or through a window | Cloudy day, or clear dawn/dusk | Partly cloudy at noon, or clear & earlier/later | Nearly full sun | Noon, no clouds |
| Amount of Flesh Exposed to Sunlight | Dice of Damage Per Minute |
| One hand | 1 die |
| Both hands | 2 dice |
| One arm | 3 dice |
| Covered by normal clothing | 6 dice |
| Covered by light, clothing | 8 dice |
| Covered in full, heavy clothing | 4 dice |
| Completely clothed from head to toe in heavy garments | 2 dice |
| Extreme measures (i.e. wrapped in thick blankets | 1 die |
| No protection (nude or nearly so) | 12 dice |
| Visual (sunlight hitting your eyes) | 4 dice in addition to flesh damage |
| Indirect light (bright sun, but in shade) | Half of the above listed damage |
For more detailed damage assessment: 2 dice for just seeing sunlight (such as simply looking out a window, even if the rays are not shining in), one die for each 9% of the body exposed, and one die for what light will penetrate normal cloth. For example, a Vampire wearing normal Formourian merchant attire at 3 p.m. on a partly cloudy day (60% coverage) will suffer from 10D6 points of damage per minute—only 6D6 if he keeps his eyes tightly shut. A Vampire that is tied down, stripped, at noon, with no clouds in the sky, and his eyes propped open, will suffer from 17D12 points of damage per minute, or up to 204 points of damage every sixty seconds. Damage occurs at the end of the minute.
I had unearthed the highly disturbing skeletal remains of a Vampiress who was supposedly the victim of an experiment to create a half-Vampire child. According to the story I was told, she was with child, and had carried to within days of labour. When she was slain and converted into an Undead, her child died as well, but the shared body-and-blood between mother and child meant that the child turned as well. Horrifyingly, the miniature Undead spawn attempted to claw and chew its way free. She was destroyed in the process, and the little bundle of unholy joy was left for the sun once it was discovered that it was merely a common Vampire, rather than the semi-mortal half-Vampire hoped for by the experimentators.
Physically, the Vampire is recognizable by their semi-retractable fangs. These enhanced teeth have a variety of configurations: a single pair on the upper set, two pair on the upper row, or two on each row of teeth. They may be found in front of, behind, or—most commonly—replacing the canines. With few exceptions, the fangs are still partially visible when retracted, and appear fully when the Vampire attacks or feeds—the mechanism for this is unknown; there is no mechanical or biological explanation for this sudden growth. The skin of the Undead is typically rather cool to the touch, being close to the temperature of the surrounding air. A motionless Vampire is nearly invisible when viewed via thermal vision—appearing as an object rather than as a person. A Vampire that has fed recently, within an hour or so, is flush with the stolen warmth of the blood, and has the same temperature as living flesh. There are exceptions to this, with Undead that are always quite warm or cold [see Vampire Traits].
There are quite a few possibly fallacious ideas about Vampires that are currently under investigation. [These are the theories of the common folk, and many are wrong. Darketh is methodical in his pursuit of the truth about Vampires and will neither accept nor discard any idea without proof. The following should be considered "common knowledge" for the player characters until they learn otherwise.]
A Vampire is possessed of a secondary, feral intelligence. This is sometimes called by them the "Darkmind." It is noteworthy that this is not a separate mind—in the sense of someone suffering from multiple-personality disorder—but rather a form of Unholy survival instinct unique to Vampires. Of course, it may seem like a separate mindset when it takes control of the Vampire's actions, but one must remember that a Vampire thinks quite differently than it did when alive—all Human-like actions are merely the result of clever parody on the Vampire's part. This Darkmind is concerned with two things, and two things only—hunger and survival.
The Darkmind automatically and instinctively knows its capabilities and restrictions as a Vampire. It knows how to hunt and kill. It knows that sunlight will destroy it. It knows its own Dark Gifts and Flaws. A fledgeling Vampire can instinctively use its fangs as its "natural" weapons, knowing exactly how and where to bite [no skill penalty, damage is 1D4 + Strength damage]. It also understands a hierarchy of taste: animal, man, family, and it is for this reason that those who lost a loved one to a Vampire's attacks often find themselves prey of one that they formerly called mother, sister, or child.
This feral heart will force its vile wishes upon the Vampire. The sight or smell of blood will cause it to attack with reckless abandon, attempting to feed on the crimson flow. It will prevent a Vampire from ending its Unholy existence, by going into the sun or other suicidal acts. When the Darkmind takes over, its sole thoughts are to kill, drink, and "live" to see another night. This can result in a frenzy of violence and destruction, or it can result in the Vampire escaping by any means necessary.
A Vampire's hunger is terrible. In some, it is an all-consuming thought, to the exclusion of all others. I have witnessed a captive Vampire tear its own arms off in an attempt to drink the blood it smelled after my scribe received a paper-cut. After a month of its incarceration, this Vampire was reduced to a raving monster that seemed incapable of doing anything except throwing its body at the cell bars in a futile attempt to feed on even the rats and roaches that infested the dungeon. Even when a Vampire appears to still function as a living person, one must be aware that all of its thoughts and actions are still overlaying that terrible hunger.
Perhaps the one saving grace of this fierce intelligence is that it is all-consuming in its goals. Once the Darkmind takes over, it does not seem to plan its actions, instead reacting only to the moment.
~~~
In closing, I pray that mankind finds a way to end this scourge upon the realms. I can only hope that this essay may help, before it is too late.
——Darketh Stillwater, Mordent, 12 Kalistus '32
"There's a rocking chair by the window
down the hall
I hear something in the shadow
down the hall
Oh you were a Vampire and now I am
nothing at all"
——Concrete Blonde, Bloodletting (The Vampire Song)
This is the vital substance of life. In volume it ranges from 6 pints of the thin tawny-red blood of the smallest Goblin, through the 10 pints of bright crimson of the average Human, to the 20 pints of dark substance that flows through the largest Ogre. Pumped through tens-of-thousands of miles of vessels, the main pulse points are the brachial (inside of the elbow joint), carotid (throat), dorsalis pedis (back of the foot), facial (cheek), femoral (thigh/groin), posterior tibial (ankle), radial (wrist), and temporal (temples).
Without this essential component, life cannot exist. 25% bloodloss can be fatal, 50% invariably so. Bloodloss results in a state called hypovolemic shock. Blood becomes concentrated in vital organs, leaving little to the skin or muscles causing cold pale or ashy flesh, shock, and fatigue. Breathing and heart rate increase and become shallow, senses cloud, sweating occurs in spite of the cold flesh, and the victim feels thirsty, panicked, and confused. This is all from only a ten to fifteen percent loss of blood volume. With more than a fourth of the body's blood lost, the natural clotting effect begins to spread into the lungs. Once the life-giving air is thus blocked, death is inevitable. Rapid bloodloss is much deadlier than slow: one-third blood volume loss can be fatal if lost at once, but someone slowly bleeding to death may lose up to two-thirds over the course of over a day before expiring.
The Undead do not have proper blood. Zombies and other sorcerous Undead have a thick black fluid, and ghosts don't even really have bodies. The only Undead with bright red blood coursing through its veins is the Vampire, and even then they do not bleed when cut. A Vampire's body is so stingy for the vital fluid of life that a red mark is noticed on a large gash, but nothing leaks out. Only when the blood is forced out—such as by the will of the Vampire when it creates more of its kind—or when the heart itself is struck does the Vampire's body give up its precious fluid.
Stored blood has little use to a Vampire. Much like a river loses its life-giving qualities when it overflows its bank—leaving naught but flooding, death, and waste—blood too loses its vitality when loosed from its fleshy venous confines. Only while warm—and preferably drunk straight from an artery—is the blood tasty and "wholesome" to these Undead. Once it cools, it rapidly loses both flavour and sustenance. Numerous experiments to keep the blood warm, or to rapidly freeze it, have not been successful; it seems that the life leaves with the natural heat. Once the cooling blood starts to clot, which happens within moments, it becomes as disgusting to a Vampire as curdled milk would be to a mortal—the foul alcoholic whey of the Hobgoblins notwithstanding.
What does blood taste like? Chicken. For a Vampire, blood is all fine foods, wines, and deserts. There are vintages and bouquets, hints and colours. The age, health, diet, ancestry, and degree of fear, are all important aspects to certain Vampires as to their preferences of taste. General consensus among most Undead however, is that what the victim ate recently, in particular drugs or alcohol, is a far more important factor of flavour than a victim's skin tone, or other minor and ephemeral traits. And yet some few Undead still insist that a virgin is the only drink worth the effort. One worthwhile aspect of taste that is unique to each Vampire, is that the closer the victim is related to her killer, the better the flavour. Thus animals are drab at best, foul tasting at worst, and most Vampires avoid animal blood. One's own species is the drink of choice, and a close family member is a premium beverage—even if he or she would be considered a common meal by another Vampire. This is one reason why many a newly created Vampire's first act is the slaying of his entire family. The sweetest drink for these Undead is their own kind—some hunt other Vampires. Younger Vampires tell tales of powerful elder Undead who keep their own fledgelings in chains as the ultimate drink dispensers.
Vampires are weakest when they are first created. This period of weakness lasts for the first 6 months of unlife. These newly created Vampires are referred to as "fledgelings" or "spawn"—alternate terms less frequently used are: "Vampire-spawn," "childe," or "progeny." As a Vampire ages, he or she grows in power as the blood further refines, purifies, & strengthens itself. The Blood Purity rating increases by 0.01% annually, or one full percentile every century—this refining process occurs whether the Vampire is active & hunting nightly, or is locked up in a cozy little pine box for a few centuries. This makes removing a stake from an imprisoned Vampire even more dangerous as it could have grown greatly in strength—and insanity—while so trapped. The following chart shows the attribute modifications for a newly-created fledgeling, and a fully-mature Vampire.
| Spawn | After 6 months | Spawn | After 6 months | |||||
| Appearance | -3 | +3 | Agility | -2 | +3 | |||
| Personality | — | — | Stamina | n/a | n/a | |||
| Grace | -5 | +6 | Strength | +2 | +2 | |||
| Knowledge | — | — | Awareness | +2 | +2 | |||
| Wits | +2 | +1 | Speed | -3 | +4 | |||
| Willpower | — | +1 | Common Sense | — | — |
These modifiers are cumulative, so after 6 months, a Vampire's Grace is at a total +1 modifier from her original Grace score from when she was alive. It must also be noted that like all Undead, a Vampire's Stamina is zero. As they are Undead, they also lose all life points, however their blood purity rating is added doubly to their hit points.
[Designer's note: Creating a Vampire generally requires more math than what is common in Midian character creation and development. Blood purity involves concepts such as "percent of a percent" and using a percentile as a whole number. If you take it one step at a time and think of blood purity as just another game mechanic—such as hit points or armour class—you'll be doing just fine. The trick is that the "percentage" part of blood purity is just a descriptor, as in "100% pure bloodsucker," and you should simply treat it as just another whole number game mechanic.]
Further modifications to the attribute totals are based on the Blood Purity rating. Every full percentile point of the rating adds one to all attribute scores.
A Vampire's blood purity is based on the purity of the creating Vampire's blood, and the care with which he or she is created. A Vampire is about half as pure as his creator. The progenitor can influence the progeny's blood purity with the care that she uses in the creation rite. A Vampire created with great time and care (a three-day process leaving the originating Vampire nearly completely drained of both blood and energy), results in a progeny of greater purity and power than one quickly brought into Undeath as cannon fodder.
There are various rituals that may be employed to learn a particular Vampire's blood purity. This rating is used by many vampiric societies to stratify or discriminate against other Vampires. This is varied by region. Vampires who have been well entrenched in one area such as southeastern Formour or northeastern Byzant might consider a Vampire with a rating of 10% to not be "pure enough," whereas that same Undead may be far more powerful than any others when in a different location.
The percentile rating of blood purity is an arbitrary measurement. This is based on the estimations of elder Vampires who attempted to trace their lineage through lore and legends back to the mythical 'Original Vampire'. There is no foreseeable upper limit, so theoretically a Vampire could have—for example—a blood purity rating of 102%.
Blood purity is increased in two ways. The simplest and easiest is by aging. As a Vampire advances in years and centuries, her blood becomes purer and more refined. The second, faster, yet more dangerous, method is by exsanguinating other Vampires. Completely draining (unto death) the blood of the Undead of lesser purity than one's own does increase one's blood purity rating, but not nearly as much as the exsanguination of those with a greater blood purity. The amount gained from Undead of greater blood purity than the draining Vampire's is 1/10th of the departed Vampire; those of lesser purity provide only 1/50th of their rating. That is, a Vampire drains another with a blood purity rating of 12.04%—which is greater than her own of 5%—she would add a tenth of that or +1.204% to her blood purity rating. If she drained a Vampire with a rating of only 3%, she would only gain 1/50th of that or plus 0.06 percent to the rating. The amount gained via age is one-percent of one-percent per annum. In other words, a Vampire's blood purity is increased by 0.01% per year, or one full percentage point per century.
Add in the blood purity rating to all of the Vampire's attributes & (doubled) to hit points, rounded down. For example, a 3.25% blood purity rating would add +3 to all attributes and +6 to hit points. A rating of 8.998% would add +8 & +16, whereas a blood purity below 1% would not have any associated bonuses.
The blood purity rating of a fledgeling has a maximum value of approximately half of the creator's. One pint in a dying or newly dead (within 5—8 minutes) person will reanimate them as a Vampire with 10% of the creator's blood purity. This process is relatively fast & simple, and is used to create weaker "cannon-fodder" Vampires. Taking great care with your fledgelings—carefully draining & refilling them—grants an additional 10%. If the creation process is repeated over time—up to three nights—each night grants a further 10%. This longer, more involved, creation process is physically exhausting to the creating Vampire & inflicts 10 fatigue points each session. A final 10% of the progenitor's blood purity can be gained simply via selectivity &/or patience—if the new spawn is the first childe of the progenitor, or the first within a century. In other words, one-tenth of the creating Vampire's rating is gained for each of these listed events.
Since blood purity is expressed as a percentage—and determining the initial rating is a percentage of that—the above text may be unclear. The following numeric example should (hopefully) help clarify. Malachai wishes to share eternity with his sister. As he was created by a rather powerful Vampire, Malachai has a blood purity rating of 12%. After draining his sister of blood, he slices open a vein & pours the ichor down her throat—should he stop after only a small amount, her rating would then be one-tenth of his rating (that is, ten percent of his "twelve percent"), or 1.2% blood purity. Ensuring that the sister's body was carefully drained dry and then refilled with vampiric essence would grant her an additional one-tenth—her total now is 2.4% blood purity. Carrying this process throughout the night leaves her 3.6% pure, and two additional nights (the maximum) would grant a blood purity rating of 6%. Since this is Malachai's first progeny, his sister would have an additional one-tenth of his rating, for a grand total of 7.2%. Here's a trick to make the math simpler: bump the decimal (.) from the creator's purity over one digit to the left—in this case 12 becomes 1.2, a 30 becomes 3, 15.4 becomes 1.54, et cetera—the rest is simple addition. Thus, the math for Malachai's conversion of his sister is 1.2 (bumping the decimal from 12.0) for each of: the initial blood, drain-and-refill, each full night, and for being the first created; or:
| 1.2 | + | 1.2 | + | 1.2 | + | 1.2 | + | 1.2 | + | 1.2 | = | 7.2% |
| first taste | + | drain/refill | + | all night | + | night two | + | night three | + | first progeny | = | maximum blood purity rating for the new Vampire. |
The reason for this variable amount of purity from creation is to allow one Vampire (such as a player character) to be carefully molded into a more powerful creation over time, while still allowing a non-player Vampire tool of the Game Master to wreak havoc by rapidly creating a small army of the Damned in a short time with more easily defeatable opponents.
A suggestion for the character sheet is to list the modified attributes parenthetically after the original; i.e. a 3.6% pure Vampire would list Appearance 11 (14.6), Personality 9 (12.6), etc.
A Vampire inherits two Dark Gifts and two Dark Flaws from his or her progenitor, chosen by the Game Master. Some vampiric traits may act similar to dominant genes, and are always inherited by new Fledgelings—in this manner, lineage may be determined for some Vampire bloodlines; again this is determined by the Game Master as best fits her campaign. Additionally, each Vampire receives 1D4-1 (0 to 3) random Dark Gifts & Flaws; roll separately for each type. By completely exsanguinating another Vampire, there is a one-in-six chance of receiving a random Gift possessed by the one drained, and a one-in-four chance of gaining one of his or her Dark Flaws. Conflicting traits cancel each other out, but some may be combined, such as a Vampire who has the Dark Flaws Inner Flame and Thirst for Warmth may be cold normally, but hot after feeding, or a Vampire with both Dryrot and Hard Skin would have a total +4 armour class and -1 damage reduction as their skin is tough but the inner flesh soft.
| 01—05 | Affinity with animals | |
| 06—08 | Animal blood-magic: each pint of animal blood drank adds +1 to Strength for 10 minutes, & heals 1D4 hit points | |
| 09—13 | Aura sight | |
| 14—23 | Choose any one Dark Gift or Flaw | |
| 24—26 | Concentrated blood: your blood is twice as powerful, you effectively can hold twice as many pints, & each pint or hit point you use for any mystic effect counts as two | |
| 27—32 | Control other Vampires: set them to do a single action or task, i.e. "go kill this person;" save vs. mental attack/control with the required number to save equal to half of the controlling Vampire's Personality | |
| 33—37 | Fully-retractable fangs: even the closest examination (including dental x-rays) would not show them when retracted; they shift completely back into normal teeth | |
| 38—41 | Hard, stone-like skin: +6 armour class, +3 damage reduction | |
| 42—46 | Lust for life: plants and other immobile life near this Vampire withers & dies in a few days; on the plus side, your wardrobe won't ever rot | |
| 47—51 | Mask aura: can hide it completely or alter it—knowledge of auras is needed for any change other than random alteration or obscuration | |
| 52—54 | Maw: whole mouth filled with sharp pointed teeth; 1D8 damage & malleable jaw; piss-off this one & it will literally bite your head off | |
| 55—62 | Mesmerize: place mortals in a trance-like state & set them to do a single action or task; this trance-like state is obvious (with a successful Knowledge or Awareness check) to those familiar with it; save vs. mental attack/control with the required number to save equal to one-quarter of the Vampire's Personality | |
| 63—65 | Normal Human warmth: body is a consistent 98.6° Fahrenheit | |
| 66—70 | Operative digestive tract: still able to eat & drink food without vomiting; but retains poison resistance; yes, you would still have to go to the bathroom when you use this trait | |
| 71—78 | Proximity sense: similar to a motion detector or radar, 6 inches per character level; you do not sense fine detail (such as recognizing a face), but you will never bump your shins against the coffee table in the dark or snag your skirt against a low branch | |
| 79—83 | Remove one Dark Flaw of your choice (once, not a continuous Gift) | |
| 84—90 | Sense Supernatural Evil | |
| 91—96 | Supernatural aura—enhanced presence: +3 Grace | |
| 97—00 | Supernatural aura—rage: +2 to intimidation-type checks when enraged |
| 01—04 | Cannot eat or drink at all: instant vomiting results (it seemed like a good idea at the time) | |
| 05—07 | Cold: this Vampire is nearly as cold as ice; shows up as a dark (cold) spot in thermal vision | |
| 08—10 | Desiccated, green tint to flesh, corpse-like, -3 Appearance | |
| 11—13 | Diseased corpse: "Nosferatu" appearance; pale & somewhat rat-like; fangs replace incisors; -12 Appearance, -3 Grace, claws do 1D4 damage | |
| 14—16 | Dryrot/soft flesh: -2 armour class, -4 damage reduction (can be negative, so that each attack causes additional damage), -3 save vs. fire, you are more easily staked & burnt | |
| 17—21 | Eyes glow red when angry | |
| 22—25 | Eyes glow yellow when upset (hunger, fear, hate, etc.) | |
| 26—28 | Fatalistic, depressed; may write bad poetry—or may not find such to be worth the effort | |
| 29—31 | Feral appearance: may have sharp features | |
| 32—34 | Hideous, monstrous appearance: completely inhuman, Appearance is now negative, i.e. 12 is now -12 | |
| 35—37 | Hydroportophobia: fear of running water, refuses to cross streams & rivers at fords, & some won't even cross at a bridge | |
| 38—40 | Inner flame: The skin of this Vampire is quite warm, about 100—105°, their internal temperature is nearly 500° | |
| 41—43 | Insanity—bestial: totally animalistic mind; -8 Knowledge, -10 Personality | |
| 44—46 | Insanity—Dracula complex: acts out every Vampire stereotype (cape, widow's peak, bad accent, cheesy lines, etc.) | |
| 47—49 | Insanity—god-complex: seeks worshipers & power; may rename himself with an acronym | |
| 50—52 | Insanity—homicidal: constant misplaced rage & hatred | |
| 53—55 | Insanity—manic/depressed: (I know, it's "bipolar disorder," fucking relax—it's just a game) the greater emotive capacity of Vampires causes wild, & sometimes violent mood swings; this Vampire will move from aggressively seeking his goals—or violently hunting, to morbid depressions that may lead to crawling under a rock for a few centuries | |
| 56—58 | Insanity—morbid obsession: grave dirt & cemeteries | |
| 59—61 | Insanity—psychosis: cannot differentiate ANY emotion from hunger | |
| 62—64 | Insanity—speciesist: considers Vampires to be a separate (and superior) species; refuses to acknowledge any reference to, or memory of, her mortal life | |
| 65—67 | Insanity—superhero complex: excessively revel in your new physical abilities, e.g. is just as likely to rip a door off of its hinges as to try the handle | |
| 68—70 | Insanity—totally deranged: mind snapped, seriously fucked up; usually killed by progenitor | |
| 71—73 | Mixed blessing: roll additional Dark Gift, then roll one random Dark Flaw & select one Dark Flaw of choice | |
| 74—75 | Non-retractable fangs | |
| 76—77 | Old Dog: As in, "you can't teach an…" Your regeneration works on your brain. This means that you cannot learn any new skills (other than vampiric-related ones), nor can you increase existing mundane skills. You also may not increase Common Sense or any mental attributes. You are munchkin nobility if you look at this flaw and say, "I still get to learn 'stupid Vampire tricks,' so what's the downside?" | |
| 78—79 | Psychic-Vampire: feeds partly on life-essence; cannot subsist on animal or stored blood | |
| 80—83 | Sacraphobia: fear of holy symbols, typically only what the Vampire followed in life, but may include all common sacred relics & symbols; symbols of the Church of the Light are commonly used to ward off Vampires in Formour | |
| 84—87 | Sundered personality—separate, totally vampiric personality wars with the "original" or idealised self-image from the Vampire's mortal days | |
| 88—91 | Supernatural aura—predatory: -4 Personality, +4 on intimidation checks | |
| 92—95 | Supernatural aura—hunting: feared by animals | |
| 96—00 | Thirst for warmth: this Vampire is always cool to the touch, even after feeding; victims feel chilled when the Vampire feeds—far beyond what the bloodloss alone should cause |
Vampires do have a few weaknesses. Other than their own kind (who kill far more than the sun does), mortal hunters, or sunlight, the following are things that every fledgeling should be taught:
Heart's Blood is the term used by Vampires for that last gulp of blood that actually kills the victim. The name derives from the belief that the blood contained in the heart itself is the very last bit drained. Completely draining a victim of all blood, i.e. the Heart's Blood, causes an exhilarating—but exhausting—rush from the resulting death. This causes a -3 penalty to all of the Vampire's rolls on that round and the following round, and causes three fatigue points from the exhaustive nature of the task. For this reason, many Vampires will stop themselves short, and let the victim expire on his own. This applies doubly when exsanguinating another of their own kind—the sweetest & most potent drink is one of your own. It is commonly believed that the Heart's Blood is the last few drops left in the heart, but this is not the case; there are about three pints left in the body after death by exsanguination. These may be gathered by the Vampire if drained quickly, but no Vampire can truly drain a victim dry—a powerful suction device, press, or some other kind of Human-juicer machine would be needed to squeeze the last little bit out.
Staking is a favoured method of mortal hunters. The traditional method of a short wooden peg to the chest is far overrated. Even without a Vampire's great fortitude, these stakes are not well suited to penetrating the rib cage, and are often far too short to pin the Vampire down. Staking does not kill a Vampire, nor does it mystically bind it. What staking does is physically pin the Vampire down. It is possible to ensorcel a rosewood stake that causes a deathlike paralytic state—for all purposes the Vampire is dead… until the stake is removed. However, rosewood makes for a poor choice of material for an impaling weapon.
I laugh as I die—with powers of evil
Dark knowledge is mine.
The ride of the wicked.
The 1st sin was trust.—
Kill without warning—for blood now
I lust.
——Manowar, The Blood of My Enemies
Distension
Mystic
Proficiency (Willpower)
800 hours
Requires: Undeath
Being dead has certain advantages. One of them is that you can learn how to separate your bones, and stretch your flesh. This is the most basic form of vampiric shapeshifting. Vampires who have mastered this skill are nearly impossible to keep imprisoned. Benchmarks for this proficiency include the following: 1) Double-jointedness—you can bend your limbs the wrong way; 3) you can twist your limbs to unnatural angles; 5) you can completely separate your bones in your extremities from one another; 7) you can separate the bones in your skull, spine, ribs, & hips; 10) you can compress or extend an area from half to twice its proper size; 15) your body can bend & flow like a thick liquid. Note that this skill does not allow a change in mass or composition; nor does it allow for either the skin to separate—stretch certainly, but not tear or reflow—neither does Distension allow body parts to change relative position, no hand from the skull, for example. This skill is not easy or rapid, and can be quite painful. A suggested skill check is 15 for the relatively simple (putting your elbow in your ear), to 40+ for the full waterflow trick. Trying to rush this skill involves higher success numbers, and risks damage.
Expulsion of the Flesh
Mystic
Basic
800 hours
Requires: Distension
This is the horrific-looking ability to shred your skin & allow the exposed flesh to show forth. The skin may be peeled or ripped off in whatever manner the Undead desires, or may simply fall off, or the exposed flesh can seem to burst forth from the skin. This skill is primarily useful for shock value, or to rid oneself of a bad tattoo. Using this skill causes 1D6+3 points of damage, which regenerates normally (along with the skin).
Age Apparent
Mystic
Basic
800 hours
Requires: Expulsion of the Flesh, Meditation
Normally, a Vampire does not age one moment from the time of its death. With this mystic skill however, a Vampire can alter his apparent age to any point up to his actual chronological age. That is, an 80 year old Vampire who died when he was 23 can cause himself to appear either younger, or as old as an 80 year old man should. Every five years of apparent age difference requires one hour of meditative adjustment. Once a Vampire has aged or regressed to the point where a difference in size is reached (i.e. "growing" youth or shrinking from advanced age), then the time required triples. Reversing this process is much quicker and easier—two months closer to the age of death is gained or lost, as appropriate, every second until the age at death is again reached (or one year per round until back to normal). Note that very old Vampires cannot actually disintegrate themselves, becoming centuries-old dust, no matter how long they have been Undead—they simply continue to wither away with artificial age. Use of this skill causes real physical change—with the appropriate loss of physical (and possibly social) attributes, however the Vampire is still Undead, and has the benefits of the Blood coursing through its system. Furthermore, it does not suffer from the health risks of aging, such as cancer, stroke, or heart attack, as such matters of mental and bodily health are related to having a living body.
Twisted Flesh
Mystic
Basic
1600 hours
Requires: Age Apparent
With this vile skill, a Vampire can craft its own flesh into a particular unholy shape. This skill—much like a weapon proficiency or language skill—requires a degree of specialization. That is, each shape is another separate skill, requiring the adjusted learning time to perfect. Note that a Vampire's basic structure, composition, and mass do not change by using this skill. That is, one who wishes to turn into a bat would still retain her weight, basic features, et cetera, even though the body is now twisted into some horrible parody of a monstrous bat-thing—flight is still impossible. While the possible forms are as varied as the imagination, no one will be fooled by the Vampire's new form, as it will always be some form of grotesquerie. The time required to assume the new form will vary, but an estimated 20—30 minutes is typical. The time to return to one's normal shape is the same, and the Vampire has the option of retaining the monstrous form while it sleeps during the day, or allowing its "natural" restorative process to return it to normal.
Sense Life's Slippage
Mystic
Proficiency (Awareness)
800 hours
Requires: Vampiric Blood
Your senses are attuned to that substance required to sustain both life and unlife—blood. You are able to smell blood exposed to the air at about 20 paces on a simple skill check—reduced for greater distance, and increased for greater quantity. Additional checks allow you to sense the species of the spilled blood, or to determine if the bleeder is living. For example, Raven can successfully smell spilled blood with a skill check of 10 or higher; he suffers a -8 penalty, however, since the blood is 50 yards away. Another successful check (as Raven wisely draws closer to avoid the penalty) reveals that the blood is Human, and a third check enables him to sniff out that the source of the blood is a slowly cooling dead body—shame. Note that this skill only applies to relatively fresh blood—still at least somewhat fluid. Clotted or otherwise dried blood does not have an appreciable odour for purposes of this skill (it does still stink, however, but does not excite a Vampire's mystic senses).
Osmosis Sangre
—or—
Blood Absorption
Mystic
Basic
800 hours
Requires: Sense Life's Slippage
This can be a subtle skill, with many versatile uses. It is simply the ability of a Vampire to absorb blood through her skin. With this skill, she can remove traces of a sloppy feeding or struggling victim—the blood can be pulled from skin & clothing (mostly); waste not, want not. Alternately, she can avoid offending her squeamish host by simply placing her finger in a glass of blood to drink, rather than down the goblet thirstily, or directly from a screaming child's neck. In addition, she can "pull a Bathory" and not only get a refreshing soak in the tub, but a good meal in the process—without a need to even towel-off.
Leech
Mystic
Proficiency (Willpower)
800 hours
Requires: Osmosis Sangre, Grab or any one Hold
An increase in the thirstiness of your skin, Leech allows a Vampire to absorb blood directly from a living body, through their skin as well as your own. After successfully grabbing an opponent, you may attempt to draw their life's essence across the twin barriers of flesh, and into your own body. A successful skill check of 15 or higher draws one-half ounce from them to you. The resultant intense tingling sensation is not a pleasant one for either party, and is akin to electric shock, a limb falling asleep for a long period, and hitting your elbow ("funnybone"), all combined. If the check is made, the victim receives a saving throw—also at a 15 or higher—success keeps the blood in their skin, with a resultant bruise. Damage caused use of this skill is only 1d4, with Strength damage only applicable if the Vampire would rather kill the victim quickly and risk spoiling the blood by additional bruising—a successful saving throw by the victim reduces all of this, save Strength damage, by half. As with all grappling moves, this damage (and the half-ounce gained) occurs at the end of the round. It is possible to use this skill against other Vampires.
Blood Tag
Mystic
Basic
800 hours
Requires: Leech, any hand-to-hand proficiency
A further refinement of the blood-drawing powers of your skin, Blood Tag allows you to do two things. First it allows you to permanently mark someone with your handprint, by using Leech. As the blood must stay contained within the victim's skin for this to work, you do not receive the half-ounce of blood for successfully using Leech stacked with Blood Tag in this fashion. Even though the damage may heal, the red or purple mark will remain in their flesh. This use of Blood Tag grants the victim a saving throw at a 13 or better. The second use—more of a side effect really—is that you may partially draw blood quite rapidly within the victim's flesh. Using this skill in this fashion does not allow you to partake of their blood, nor does it allow the permanent artistry described above. However, it is quick, and painful. You cause an extra two points of damage with each successful attack with your hands, provided the target is not wearing medium or heavy armour. This also leaves large and deep bruises on your foe—even a glancing blow looks like a horse's kick.
Anima di Distanza
Mystic
Proficiency (Willpower)
1600 hours
Requires: Blood Tag & Telekinesis
This unholy ability allows a Vampire to draw blood from across the room on a successful skill check. The blood is mystically hurled into the Vampire's waiting mouth. The blood must be freely available, such as in a goblet or flowing from a fresh wound. Distances greater than about 5 feet become more difficult: add the total number of feet to a base of 10 to determine difficulty.
Attraction
Mystic
Proficiency (Grace)
400 hours
This is the subtle art of getting someone to look your way. What you do with that attention is another matter. This skill is also known in some circles as: "Pay attention to me! Pay attention to me! I'm an attention whore!" The would-be victim of this spell must make a saving throw against mental attacks equal to the skill check or look towards the caster. The look is not forced—that is, their head is not yanked your direction—instead they feel an overpowering urge to look your direction. Success on the saving throw indicates that the subject doesn't even know he or she was targeted by an enchantment. Being affected by this mystic ability is not overly distracting; it will not affect combat, spellcasting, or even make someone lose their train of thought. This is a subtle skill—much like Wayfarer—and requires no obvious incantation or other mystic actions. Those with the Targeting Sense trait or any other method to detect scrying will definitely be set off by using this ability. This spell is quite useful to get a bartender's attention when you need a refill.
Fascinate
Mystic
Proficiency (Appearance)
600 hours
Requires: Attraction
Fascinate is a mild form of gaze attack. To use it, you must lock eyes with your victim. Anything that you do to distract them—such as an attack—or anything at all that breaks the line of sight, causes this effect to fail. While so "fascinated" the victim can do nothing except stare back at the caster. The victim must have his or her guard down, so this spell is nearly useless in combat. In order to evoke this unbreakable gaze, the caster must first have the victim's undivided attention for a few seconds (one or more rounds). The victim must make a saving throw against mental attacks; the number to beat is equal to the caster's skill check. The Game Master must determine if the victim is wary of the caster (which prevents this enchantment), and if it is possible to look them directly in the eye. This can be determined as the Game Master sees fit: an additional skill check or saving throw, or by actually meeting the eyes of the player whose character is to be affected.
Unholy Visage
Mystic
Basic
800 hours
Requires: Fascinate
In many respects, this mystic ability is the opposite of Attraction and Fascinate. Rather than cause someone to look (&/or continue looking) at you, this spell causes them to look away. No one may look upon your face when this skill is in effect, without first overcoming a saving throw against mental attacks at an 11 or better. Those failing to do so simply cannot look you in the eye.
Enthrall
Mystic
Proficiency (Personality)
1600 hours
Requires: Unholy Visage
This is a long-term skill, designed to create servants whose will you have bent to do your every bidding. After having someone in your control (by whatever means, mystic, social, financial, or tortured in a dungeon), you are able to weaken his or her will with respect to your demands. After each week of control, you may make a skill check at a 15; success lowers their resistance by one. This applies to every skill check, saving throw, et cetera, that the victim must make against the one who enthralled them. Care must be taken, as the penalties are erased if you ever roll a natural "one" on the skill check. If the victims ever leave your control, the penalties begin to wear off at a rate of one per week. Note that you do not have to continue using this skill every week; it is possible to wear a servant's will down sufficiently, and then cease using Enthrall to avoid the risk of breaking the effect.
Dominate Vampire
Mystic
Proficiency (Willpower)
1600 hours
Requires: Enthrall
This is the indelicate art of forcing another Vampire to your will. With the successful use of this skill, and if the victim fails its saving throw, then the Vampire must heed whatever you say. Each command requires an additional use of this ability. The victim is not in any way enchanted, save for being forced to do the caster's bidding, and may still plot revenge or otherwise try and ruin its master's evening. The saving throw against this skill is equal to half of the skill check (rounded up). If the victim is a Vampire of your own creation, then there is a -6 penalty to the saving throw. If the victim is indirectly created from the caster (i.e. a Vampire creates a Vampire, who creates another Vampire…) then the penalty is halved to -3, regardless of the degree of separation. Vampires are notoriously vengeful creatures, with eternity to plot, so use of this skill is best done with discretion.
Unleash the Beast Within
Martial
Proficiency
400 hours
Requires: Vampiric blood
While Vampires are normally instinctive killers, this ability allows one to harness the slaying power of the Darkmind. This hand-to-hand skill allows the Vampire to unleash its feral instincts in combat. When this skill is in use, none of the Vampire's mortal phobias come into effect; it is truly a fearless combatant. In all other respects, this is a standard hand-to-hand skill. This skill also includes Fang & Claw Style.
Resist the Darkmind
Mystic
Proficiency (Willpower)
600 hours
Requires: Unleash the Beast Within
Use of this skill allows the Vampire to overcome its instincts. That is, a Vampire can avoid the temptation to drink blood, overcome its fear of sunlight, etc. A successful skill check of 18+ is required, as the feral heart is a tough foe.
Stop Emotions
Mystic
Basic
600 hours
Requires: Resist the Darkmind
While a Vampire already loses some of the normal complement of Human emotions, those they retain are felt much more strongly—especially hunger. This mystic skill allows one to completely shut off the entire range of emotions: love, fear, hatred, hunger, envy; all are suppressed while this skill is in use. While it is draining to either start or stop one's feelings, this skill can be maintained indefinitely, or stopped at any time—allowing the emotions to be felt normally again. A period of meditation is required to start or stop one's emotions; this can take several hours. This skill reflects a form of Pyrrhic triumph over the dark vampiric instincts.
Calm the Waters
Mystic
Apprentice
800 hours
Requires: Stop Emotions
A Vampire's control over her own emotive state now allows her to reduce the effects of strong emotions in others. An apprentice can soothe someone with gentle words & a soft touch. A journeyman can calm an angry crowd. A master of Calm the Waters exudes an aura of peace, until she herself flies into a violent rage. Use of this skill is not offensive, and does not force anyone's actions. No saving throw is required.
Infliction of the Darkmind
Mystic
Proficiency (Personality)
1600 hours
Requires: Calm the Waters
This spell allows a Vampire to inflict the curse of its own Darkmind upon others. Animals will attack, other Vampires enter into a killing frenzy, and normal mortals are overcome with dark and vile desires, fear, and rage. Using this skill against an animal requires a 15 or better on the skill check—only 10 or more for a predatory animal. Using this skill against a sentient mortal requires a 20 or better, and inflicting one's feral heart on another Vampire requires a skill check of 15. The saving throw against mental attack is made at half the result of the skill check.
"If you loved me, you'd all kill yourselves today."
——Spider Jerusalem
Serial killing is a problem throughout Midian. There are some psychotic individuals who are filled with an unstoppable desire to slay others. Often, there is one particular segment of society that the killer targets. For example, one may only slay prostitutes with blue eyes, while for another any woman will do. It is worth noting that a serial killer is somewhat different than a mass murderer. The former generally leads a secret dual-life & kills almost recreationally, while the latter simply explodes one day and goes on a murderous rampage, slaying indiscriminately. There is a difference in pathology between these two types of murderers.
For a mass murderer, the killing rampage is often a form of a final, violently explosive, statement. Such a psychopathic outburst is often ended quickly by apprehension by law enforcement, suicide, or by being slain themselves by a would-be victim. These outbursts may take place in crowds of people, or the killer may go from house-to-house one night, murdering everyone inside before moving to the next. Another type of mass murderer is the so-called "quiet killers." These are individuals whose deadly acts lack the more direct torture & killing of victims, and include those who take the lives of hospital patients, and those whose preferred method is poison—either of a chosen victim or indiscriminately poisoning a town's water supply.
Serial killers typically stalk their chosen prey. Some will slay any readily available victim, but mostly they seem to deliberately seek out & observe before striking. Serial killers also take great pains to hide their actions, but as their insanity deepens and their connection to reality worsens, they may not notice obvious clues as to their activities. For example, a serial killer may only select victims from another town—or strangers passing through—and may ensure that all the blood is cleaned & the bodies cut up into unrecognizability, then buried underneath the killer's house. However, as the numbers of corpses mounts, the killer buries them in successively shallower layers, and the stench becomes overpowering. While it is noticeable to anyone walking by, the murderer himself never seems to notice. Another aspect of serial killing is that there is generally a preferred method of slaying. That is, the murderer may have a favoured knife with which to disembowel, or he may strangle all of his victims. There is often (but not always) a sexual component to the serial killer's pathology. In addition, serial killers don't really see their victims as being sentient; there is a strong dehumanising element. Oddly, there isn't much evidence of specific other forms of mental illness in serial killers—apart from those elements that cause their actions. Some are sexual sadists, and others suffer from paranoid delusions. There aren't specific forms of mental illness that may act as indicators or early warning signs, and some don't show any symptoms of insanity—other than the whole "eats children's faces" activity, that is. It can also be argued that the majority of serial killers are a form of obsessive-compulsives, but apart from these outstanding pathologies, the serial killer is completely, indistinguishably, and boringly, normal.
By far the greatest distinguishing characteristic of both mass murderers and serial killers of Midian is that the vast majority are player-characters…
"The trouble with quotes about death is that 99.999 percent of them are made by people who are still alive."
——Joshua Bruns
By: j. bradley
silence is the only way
to eradicate personal pronouns
as meteoric 'i's shower across stages
and pages, while various atmospheres
devour them to the point where
their impact is reduced to pebble size.
i want
i need
i have to
i bleed
i did this to you and me
i can't
i…
across the room, printed poems
lie corpse still, littering the space,
waiting for red pencils and ink to grace
each line, ridding the unneeded text
until stanzas become knuckled
so when they are read, minds learn to buckle
under intense metaphor, covering up the meaning
the way criminals try to hide the crime
to avoid doing time. raw emotion refined
to the point where the poem feels antiseptic,
offering communion to those who pick it up
and read it.
i want
i need
i have to
i bleed
i can't
i…
there are elegies that come naturally
as reality sculpts muses of tragedy
to fuel their inspiration. don't canonize
the subject. treat them tenderly, honestly,
brutally on some of the parts, but always remember
to honor the dead. no one ever speaks ill of the dead
because they aren't around to provide
a witty comeback of some sort. autumn is a nice setting
even if they died in the summer. things die beautifully
in autumn wind. things are already dead
in winter.
i want
i need
i can't
i…
silence is sometimes the only way
to explain things that seem
never meant to be. murmured voices
curving the air into lingering question marks,
while pallbearers process coffins to final viewing places,
while the faces of the audience read the surroundings.
eyes scan the room, buying the lie that dying
means saying goodbye
because souls don't shimmy from shells
and say Hello and thank you to everyone
for attending these last moments together.
i want
i need
i…
it's selfish to interject yourself
into an elegy. sometimes, you have to
to truly relate to the person you write about
so each stanza and line has scoured your veins
to where they will properly honor the remains
that lie in front.
there is no 'i' when you say goodbye
because death is not an exit,
only an entrance into something bigger
than ourselves.