d20 Adamant Entertainment The Dread Codex 2 - The Necromancer's Tome.pdf

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By K. Axel Carlsson
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Introduction
hatred to him or her was that great.
We were pushed around by the ogre, and then I saw one
of the dreaded masters.
“My name is Falnor.
Falnor of Elderbridge, and these are my first words in
this tome.
The necromancers.
To remember a life that once was, far away in a land
named Seven Rivers, is to remember another person. I
call myself, Falnor of Elderbridge, but it is not who I am
anymore. It is but the remnants of time. What should I be
named, then? Slave? Freelander? I know not. I have been
granted another chance, and maybe I should tell you how
this happened.
He wore a black robe and a bone amulet around his
neck, and he bore each of them with great pride. A pride
that I had almost forgotten existed in man. He pierced
the crowd, and when he spoke to the closest ogre, I had
to strain my ears to hear his silent throaty whisper. The
ogre called for the slave pit owner, who nodded to the
necromancer. He would pay a great sum of coins to buy
me. What anyone else would pay, the necromancer would
double. Me. A northerner who knew nothing of the arcane
arts. What was he going to do with me? I became angry,
and the blood rushed to my head. Thoughts of dark and
evil rituals came to me, and the fueled my hatred.
My life was in the hands of some ogre named Gaulkr,
no more than a week ago. Locked away in the filthy slave
pits of some grand city, which name I didn’t learn until
yesterday, a name which means nothing to me. This may
become my home in time, but for now I will not utter the
name, my hatred is still flaming with desire. I did not care
whether I lived or died, not in those days in the pit. The
only thing I cared about was that no one would learn the
secret I carried and still carry.
He escaped through the crowd, never even seeing the
hatred in my dark eyes.
I was taken roughly by the ogre and bound on my hands
and feet. That night, I saw his tower, the tower I have been
living in for a week now. The necromancer is nothing like
I imagined. How could I. He is nothing like the stories I
heard in the pit. He never truly bought me, and as long as
I stay here, under his roof, I do so by my own will.
I was a fighter then, a true survivor, until my fate
changed. You could say, by a stroke of luck. I decided
to escape long ago, but there have never been a good
time for that. The pits are deep underground, and it is no
easy task to reach the top where the light shines. I would
escape alone, of course. No one was going to hold me
back, and surely none was strong enough to follow me. A
year ago such thoughts would have been unthinkable, but
the slave pits will change a man as well as his fate.
I am no ones slave. Not anymore. “
(Fragment from Falnor’s Tome of Unlife, page 1)
That day, a week ago, the ogre hauled three of us out of
the hole. He gave us something that he thought was clean
clothes, and shackled our hands in black iron manacles.
Escape was going to wait, there was no way I could break
those bonds, but somehow I had the feeling that a better
opportunity would present itself.
The ogre paraded us in front of a large crowd of men
and women. They were fancy and painted, and sometimes
it was difficult to tell the men from the women. I knew
that one of these would own me when the sun broke the
horizon, and for that, I hated every one of them. I
refused to be owned, and they would know it
soon enough. If I had the chance, I would take
my bony hands and strangle that person. He
would have no chance, no chance at all, my
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This Tome
...that you hold in your hand, contains much of the actual
writing of Falnor of Elderbridge. Well, it would be more
correct to call him by his true name, Falnor the Ill-fated,
for that is truly what he became in his last years. If you
keep reading, you might find out why. This tome contains
the following;
any world that has a strong connection to the World
beyond the Veil. There is the knollmen; broken spirits
bound to an old king’s mound, the vile spawn, zombie
rats; which can be found in the sewers of any grand
city, the dragonman skeleton; which is the remnant of
an ancient race, and the sage whisperer, guardian of lost
libraries. Use them to flavor your necromantic stories, or
just to spark interest for necromancy in your players.
Chapter One , has a description of the Tome of Unlife,
complete with history and features, for easy use in any
campaign. There are specific names, like Falnor, Master
Ilnioth and references to places like Tâl Vorgath and the
Great Kingdoms, but these could easily be fit into your
group’s own world, or changed if that would fit you better.
After this tome description follows a series of new spells.
They are not all necromancy spells, but could serve some
purpose to the necromancers in your world. Remember
that necromancers not just casts necromancy spells, they
also has other spells in their tomes, and these spells reflect
that. There are some spells for the vile necromancer and
some for the more scholarly kind, but all of them has their
uses. Some of them can even be used by other classes, like
the cleric, though these are few.
Last, there are the appendices. These contain the NPCs
referenced throughout this book--Falnor the Ill-fated,
Ilnioth of the Eluan Eye and Ruul Tharox. These NPCs
are fully detailed with history and complete statistics for
easy reference.
Finally, there is the template, the Daerthûl, the creature of
bones. This is what the bonewielder strive to become. In
the second appendix you will find the rules for creating
this foul creature.
The Arcane Schools
This is the first book in a series of spellbooks, written
by the masters of each school. Many wizards never give
much thought on the schools, and to the other arcane
classes, these are just different powers which fuel their
spells. Yet, to the specialist wizard, the schools are
important. They are am arcane philosophy which must
be followed, and to an extent that they keep the specialist
wizard from casting spells of the other schools.
These spellbooks contain a plethora of knowledge,
but will focus mainly on the spells and the paths of the
specialist, offering new options for the development of
the wizard, for for campaigns which relates to the arcane
schools.
Chapter Two consists of four all new prestige classes,
from the bloodbound necromantic servant, to the vile
bonewielder who will use bones to fuel his necromantic
powers. The last two are the savant of the dead, a
scholarly necromancer who studies the undead and learn
from them, and the unwilling necromantic fighter, the
plaguebearer. They covers many different aspects of
necromancy, and offers flavor for any setting. If they seem
too powerful for your players, use them to create powerful
antagonists that will pose a challenge for the player
characters.
Chapter Three features new items of necromancy,
and has both low-powered magical items as well as
some powerful artifacts. They are fully detailed and can
easily be inserted into existing campaigns. Several have
provided adventure hooks, and can be used as the basis for
an entire campaign, perhaps in the hands of a vile and evil
necromancer who has designs on the world. There is even
a cursed item among them, and though some of them may
not seem to be necromantic, don’t be fooled, they are the
makings of necromancers.
Chapter Four is the monster section, which details four
all new undead monsters, complete with descriptions and
new combat maneuvers. These are creatures that Falnor
experienced on his many journeys, and which can inhabit
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The Undead
From the Tome of Unlife, it becomes clear that some
necromancers walk through this path, blind and deaf, this
should be avoided at all cost. A lich may live forever,
but at what cost? His heart darkens and his soul is lost.
Trapped forever outside his body. It is first when we
loose something that it becomes clear to us how much we
actually need it. The savants of the dead understands this,
but it is a knowledge that has taken the unholy order many
thousands of years to archieve, and not without a price.
Death contains knowledge, and by summoning the dead,
the savants have learned how to extract this information
from the spirits. They may know more than any other
wizard in the world. Others merely summon the dead
to fill their armies, and from ancient stories we know
that these great armies often win the day. At night, the
necromancers cast their spells, and the skeletons are once
again filled with unlife and will march anew.
It cannot be argued that most necromancers are vile
and evil, yet there are those who seek to walk this path
without turning towards the darkness. These are often
misunderstood and need to hide their secrets, even from
other necromancers who wants to get this dangerous
knowledge for themselves.
The school of necromancy is one of darkness and death, it
will take away a man’s dignity and blind or deafen him, or
it may drive him insane. It will kill a man, and it will feed
upon his secret lusts, or even strike the fear into his heart.
Beware, the school of necromancy is dangerous beyond
measure!
These creatures could just as well have been called the
Unliving, as they are indeed neither truly living nor
truly dead, but something in between. Their essence
is created from the darkness of the human soul, and
beaten on the anvil of negative energy. These are
not creations of the gods, but that of the mortal soul
striving to be something greater than it is. This has
often been misunderstood, as some believe the dark
gods of death have a hand in the making of the undead.
Though few mortals can comprehend the magnitude
of this negative force and what it can actually do, the
undead is still the creation of man. I have seen many
necromancers in my service to the master, and some
of them choose to wear a blindfold, refusing to see the
great danger.
To summon the unburdened spirit of one of the dead,
is one thing, yet to call forth an army of skeletons,
zombies, wraiths, ghouls, knollmen and the Broken,
that is entirely another matter.
Brothers of the art, stay true to your word, and the
Gate shall be forever closed...
A hastily written note in the Tome of Unlife,
probably written by the author, Falnor the Ill-fated.
The School of
Necromancy
This is the darkest among the arcane schools known to
wizards. It is most often referred to as the school of the
undead and the negative energy, though there is more to
this school than just that.
Necromancy is also a philosophy of life and death.
Necromancers have always been deeply fascinated by
death - and life, and do not see the one without the other.
They are constant seeking to discover new truths about
these. To transcent the borders of these two worlds, and to
conquor one of them, by weakening the other.
Immortality comes in many forms, and most
necromancers wishes nothing more than to live forever.
There is certainly power to be gained from this school of
magic. A power which is unlike any other.
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