The Necromancers

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The Necromancers opposed the Sorcerers in all ways until their closure in the late 1380s. Information about the guild has been retained for historical reference.

Founded on the 18th of Eleuthral 982 by Astiroth, the Necromancers are located in Goblin Town. They have the profession of Sorcerer and the guild alignment of Neutral-Evil

Introduction

Those who choose to follow the profession of the Sorcerer are making a powerful, life-long choice. They are choosing personal ambition, domination of others, strength through routing of their enemies, and confrontation as the ideals of their lives. The Sorcerer offers no quarter and dispatches his enemy with ruthless precision. Often the Sorcerer is a sadist, delighting in the misfortunes and deaths of his enemies. However, there is another side to the coin. Sorcerers are hated by all but their own ranks. They are feared and often the target for attack from the righteous and good. Though it is said that the life of a Sorcerer is never a dull one, you should avoid this profession unless you are entirely sure that you wish to live such a selfish, evil life.

Words of Astiroth, first guildmaster

The Necromancers are a group of violent scholars, hell bent on opposing the thoughtless destruction wreaked by the Sorcerers. They are arrogant, intelligent and pride themselves on maintaining sophistication in battle, no matter the result.

Candur, current guildmaster says the following about the guild

Death is inevitable. Regardless of how hard you claw,

hiss, and spit, the average mortal cannot bear to

resist the Reaper's vorpal spear for eternity. Their

resolve is too weak, their hopes and dreams not intense

enough to stave off the cold, gnarled hands of eternal

rest. Again - that is the average mortal. Luckily for

some, Death's spear is not quite so sharp that it may

pierce their unyielding chest, and his gaze is not so

enervating that it can extinguish the flames of passion

which burn within their souls.


These men and women, boldly defying the Angel of Death

his due, are the Revenants -- an order of highly ambitious

practitioners of the dark arts who draw upon the magicks

within themselves to achieve immortality and carve their

places in history with an unending determination to do great

things. Their ideaologies are rather lax and their members

are allowed to pursue their own goals as long as they do not

directly interfere with those of the Guild, though they are

infamously strict when it comes to sloth and apathy - both

of which are considered the most grave of transgressions a

Revenant can commit against his brethren.


A sprawling underground network of ancient catacombs and

chambers is rumored to act as the home of these magical

beasts, entombing generations of Avalonian remains and

enshrining profane locations long forgotten by the breathing

world above. Access into this Guild, however, is difficult,

for it has no common doors or corridors; its entrances are

known only to its secretive membership which has preserved

this knowledge for countless centuries.


Those who believe their soul is strong enough to be stoked

to a blaze by Sorcery and wish to become Revenants themselves

are told to seek out one of the guildmembers to personally

request an invitation - or prove yourself worthy ahead of time

by showing great conviction in all you do.

Guild specialist skills

Evocation

Controlling the dark side of the spiritual world, the malevolent/harmful spirits.

Demonology

Summoning forth demons from the netherworld to aid you in your quest for slaughter.

Stealth

Concealing yourself, lurking in the shadows, disappearing from view.

Charming

A smattering of standard mage charms and assorted spells.

Necromancy

The pinnacle of sorcery, the skill of undead, vampyrism, inherent sorcerous might.

Location

The exact location of the Necromancers guild is unknown, though it is said the shaman of Goblin Town guards the entrance fiercely.


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Avalon, Est 1989

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