It is a dark and stormy night across Ossuaria. Freshly-set gravedirt is turned aside from below as a foetid, once-human claw thrusts through the earth, scrabbling for purchase on the black, sodden ground.
{Gained Manifestation: Zombies [Horde] [Enduring]}
{This is your first Manifestation! Congratulations!}
The writhing thing finds solid-enough mud. Clutching tightly and heaving with hideous strength, it pulls half a face from the mound behind it, a single white set deep into flesh scarcely different in texture from the mud around it. More of the sodden earth surrenders to the zombie's claw. A sodden, faded bodice jerks its way to the surface. Another arm, so thoroughly rotted the ligaments barely hold the bones together yet still possessed of that same horrible strength, joins the first in exhuming its attached corpse. Once-tasteful bombazine snags against protruding roots and stones. The shredded skirt spills forth a cargo of vermin, panicked and fleeing their suddenly animated meal, as soon as it appears, fleshless legs joining the effort to push this blasphemous thing from its grave.
It is not the first of the dead to jerk upright, in Ossuaria or otherwise, but it is early. Only a few of its fellows have yet taken their first jerking, shuddering steps. Others yet force themselves upright, pushed against their own headstones for support as unused limbs flop uselessly as if abandoned by this strange animating force. This one, in worm-eaten bombazine, has trouble with its skirt dragging in the mud. It trips, but the consequent shattering of its skull against a nearby fence does little to distress it. Those same grasping, scrabbling limbs quickly right it once more with little more than a plaintive gurgle of frustration. It takes a new step towards its goal. There are lights in the distance. It doesn't know what they are, it lacks the capacity to understand them, but they are the lights of a town and something is pulling the creature there. As inexorably as gravity pulled it into that iron fence just moments ago, the dead must follow the light.
Tragedy returns to cold and misty Ossuaria, not like an old friend but like a recurring ache or the figure that watches you from just behind the treeline. The misery and death are an old annoyance to the denizens of this place. A favourite topic of grumblings as firewood is split and markets are attended, held in such lofty company as the wretched weather and that awful neighbour who keeps everyone up with their digging late into the night.
What holds the attention of the newspapers and the gossips about this tragedy is the novelty it brings with it. Despite the theories and guesses, there is no understanding of the phenomenon yet. Perhaps the sheer scale of death here has been enough to congest the passage by which death is drained from this world, or the nature of this latest tragedy has unearthed something wrong and arcane. Perhaps the tragedy itself is just another manifestation of this resurrecting force.
Whatever the case, the walking dead are no longer known only in tales of strange and distant lands, too far from the curse that spawned them for their dead to travel. The dead rise here, and are capable of remaining risen. There is now a proper Ossuarian form of Necromancy, quite distinct from what is practised abroad.
It is more than mere patriotism that separates this new form of the phenomenon from others like it. All forms of Necromancy abide by different rules, all tied in some way to their source but not always well suited to the environment around it. The conditions that keep the dead animated once more are frail, often unsustainable. Most occurrences sputter out after a few years of fear and misery. Others remain a permanent fixture of the world.
WHAT RULES DOES OSSUARIAN NECROMANCY FOLLOW?
[ ] Commended to the Earth - There is a corruption in the very soil of Ossuaria, or perhaps a terrible fertility. The dead who are buried in bad soil are denied their rest. They toss and turn and rise to wander, cursed to a dreadful somnambulance, miserable and desperate for anything to grant them that sleep they crave.
These dead are Tired and Morose. They demand their rest be undisturbed and for the Living to provide them places to sleep. Stability is achieved at 0 Fear, 5 [Reverence], and with the construction of a Grand Mausoleum
- Draugr [Hibernal] [Haunting]
- Banshees [Ominous] [Whispering]
- [Enduring] to all Manifestations
[ ] Cries Carried on the Wind - A horrible, cold storm wanders the country, tearing through towns and cities. There are voices in the storm, harsh and angry. They scream curses and violent oaths. Sometimes, when the storm passes, a select few homes are turned over, doors and windows smashed, their occupants carried away with the wind.
These dead are Angry and Obsessed. They demand retribution for the slights they suffered in life, and strong infrastructure must be established to weather their storms. Stability is achieved if Fear is at exactly 10 and a system is prepared to present the Dead with their malefactors.
- Revenants [Vicious] [Inspired]
- Poltergeists [Vicious] [Mysterious]
- Whispers are clearer and more vivid
[ ] A Dark and Stormy Night - Scholars say that the motion of limbs, the beating of the heart, and even thoughts themselves are electrical phenomena. Some will say that this is all there is to life itself. In Ossuaria, as lightning suffuses the dead and brings them motion and thought but not heartbeat, they are disabused of this notion.
These dead are Curious and Hollow. They demand new experiences, and a path to search for completeness. Stability is achieved with 10 [Ancient Knowledge] and the completion of a Cabinet of Curiosities.
- Cadavers [Haunting] [Inspired]
- Revenants [Vicious] [Inspired]
- Begin with an extra Necromancer
[ ] Lost to the Dark, Black Waters - Sailors are superstitious folk. They have long spread stories of ghost ships and cursed stowaways. In recent days new stories have begun to spread. They speak of a rot that climbs inside the drowned and fills them with unnatural life and a horrible coldness that only the warmth of the living can numb.
These dead are Lonely and Frightened. They demand warmth and companionship and the opportunity to converse with the living. Stability is achieved at 5 Necromancers, when Seances become widespread, and 10 [Benevolence].
- Rusalka [Diluvian] [Haunting]
- Draugr [Hibernal] [Haunting]
- Undeath is carried by the rivers and the tides - your influence spreads further beyond the shores of Ossuaria
[ ] Figures Half-Seen in the Mist - The low valleys of Ossuaria are filled with a thick fog. Those who enter it might return changed, or not at all. It blows over graveyards at night and steals away with their contents in the morning, leaving behind no trace. From a good vantage point, one can see the lights that carry the mists with them. A caravan of the lost and damned.
These dead are Lost and Guilty. They demand direction, and to have their sins seen and forgiven. Stability is achieved with the advent of Ghost Lights, well-established and maintained roads, and 10 [Benevolence].
- Ghosts [Haunting] [Perfidious]
- Phantoms [Mysterious] [Perfidious]
- Small Fear reduction every turn Fear is gained
[ ] Rising from the Deep Places - Ancient tombs shudder as their inhabitants take their first shaking steps into a world that has long forgotten them. Immured anchorites and the bones of lost spelunkers all stir to life at the behest of something in that unobserved darkness, marching to the orders of once-dead kings.
These dead are Territorial and Proud. They demand the respect of the living and will turn violent quickly if they feel slighted. Stability is achieved with 20 Fear and when monuments are built to their names.
- Mummies [Ancient Knowledge] [Enduring]
- Ghouls [Mysterious] [Vicious]
- Mummies can be Necromancers
Soon, these patterns become noticed. People have a tendency to notice patterns and certain people, people of a morbid disposition and fascination with things more sensible minds would steer clear of, are particularly inclined to notice these patterns.
In remote castles, hidden laboratories, neglected undercrofts and conveniently unattended cemeteries, strange minds buzz with a need to test the limits of these patterns, to define the flow of unlife. There are dozens of these new scholars, scattered throughout the windy moors and dank valleys of Ossuaria, but among them, one in particular will be remembered as the parent of this burgeoning field.
WHO SHALL BE THE FIRST GREAT NECROMANCER OF OSSUARIA?
[ ] Doctor Victor Van Kerkhof - Not yet a true doctor, Victor Van Kerkhof has yet to present his thesis on the reanimation of dead flesh. He has grown obsessed with this line of research, to the extent he leaves his rooms only to gather new parts and reagents. He seldom eats, and sleeps only when his mania alone is not enough to keep him upright. Even in this state, his mind does not drift from his craft, and he awakes in a fury of note-taking, desperate to remember the insights imparted to him in his dreams.
Choosing Victor will have the following consequences:
- The University at Lijkenburg will become a hub of Ossuarian Necromancy. Scholars and scientists will be attracted to the field and be more likely to become Necromancers.
- Unlock Cadavers or improve them with one trait
- Victor will focus on improving the physical capabilities of corporeal undead, particularly Cadavers. He mainly desires to improve their utility as labourers.
- Whispers to Victor will be given in the form of strange recurring patterns in his research. Codes deciphered from electrical pulses or hidden messages in the data points on a graph
[ ] Voivodess Elizaveta Szapolyai of Transalpinia - The Voivodess of Transalpinia is typical among the nobility of Ossuaria. She is detached from consequence, from labour, and the minds of any and all of lower station. Much like her peers, The Voivodess fills her idle days with a variety of strange and unnerving pastimes - in her case, macabre works of art made from the flesh and blood of the deceased. With whispers of necromancy on the wind, The Voivodess is giddy with the opportunities it will provide her art.
Choosing the Voivodess Elizaveta Szapolyai will have the following consequences
- The province of Transalpinia will become a hub for Ossuarian necromancy. The art will be seen as a pastime of the aristocracy, and the highborn will be more likely to become Necromancers
- Unlock Vampires
- The Voivodess will focus on expanding the powers of the more respectable undead, the ones with the intelligence to show manners and good breeding. She will pay particular attention to the manipulation of the physical form
- Whispers to the Voivodess will be given in the form of hidden messages within her art
[ ] Archmagos Saula Doom - In another life, Saula Doom would have been a laughingstock. They squat in a neglected manor house and live a life of religious devotion to superstitions and omens. They spend their days immersed in books of bizarre theories from discredited scholars. By some strange fortune, this eclectic collection of useless trivia has begun to reveal to them true insight. They have a sense for the workings of death that they themself would argue is prescient, and no stronger desire than to plumb the depths of this field until no truth, no matter how foul, remains hidden.
Choosing Archmagos Saula Doom will have the following consequences:
- The swamps of Mergdrecht will become a hub of Ossuarian necromancy. The art will be attractive to hermits and outcasts, and they will be met with fear as much as respect.
- Saula Doom may receive an additional Whisper each turn
- Saula Doom will have less focus than other Necromancers, rapidly flitting around between projects that interest them. They will prioritise assisting in player investments that are nearing completion
- Whispers to Saula Doom will be given in the form of omens, portents, and other such prognostications
[ ] Bishop Judas Molai - Despite being among the people most concerned with life after death, priests do not, as a rule, practice necromancy. They are not disallowed from doing so, but waking someone from their eternal sleep or puppeting their body around as they try to rest is often seen as somewhat contrary to Church doctrine. There are exceptions, of course. Judas Molai, who looks too long at the bone-lined walls of the cathedral at Bottenhof, is among them.
He dreams of what lies beyond and prays nightly for the opportunity to speak with the dead. To interview them about their passage, to examine firsthand an immortal soul.
Choosing Bishop Judas Molai will have the following consequences:
- Helpoort will become a hub for Ossuarian necromancy. Necromancy will be seen as a spiritual and religious affair and receive less scrutiny from the Church
- Unlock Ghosts or improve them with one trait
- Judas will focus on manipulating incorporeal undead and the essence that forms them. His academic interests largely reside in learning the properties of the soul
- Whispers to Judas will come as moments of ecstatic revelation. Inspiration striking from nowhere in the middle of prayer or study. Visions that wrack the body and mind at their arrival.
A/N: Welcome to Unnatural Forces: a Necromancy Quest. This is an experimental format and a QM probably not experienced enough to be playing around with that sort of thing, so here is a brief explanation of the mechanics.
You are the ambiguously diegetic spirit of Ossuarian Necromancy! Each turn after character creation, you will be given an opportunity to invest Magnitude in a variety of projects as well as whisper dark temptations to your Necromancers. Necromancers will be capable of doing the sorts of things humans can do, while other projects will change the form Ossuarian Necromancy takes by earning more Magnitude to invest, unlocking new forms of undead, or changing how existing undead work in some way. Under normal circumstances, you can only give one whispered command to a Necromancer each turn.
Thank you for joining me, and thank you for allowing me this opportunity to type up spooky nonsense.