Supernatural Power Data Files: Necromancy
Power
Details: Necromancy
is, to put it simply, ‘anti-life’. Whatever the strange force within us is, the
source of our psychic powers and seemingly the source of both curse and holy
magics, necromantic energy destroys. In many cases, it will devour that energy –
growing itself through some corruption of life itself.
Necromantic
energy is channelled from ‘somewhere else’ (see Supernatural Power Data Files: Elemental
Magic (excluding Necromancy) for theories, or relevant supplementary files),
as with elemental magics. Its colour is black, and it can be bound into objects
for later usage. Many necromancers bind power into themselves, despite this
often leading to accidental deaths. As a necromancer utilises this energy,
their ability to channel it will grow. However, even the greatest and oldest
necromancers can barely channel more than a few solid threads (note, however,
that the lich possesses a completely unknown level of power).
Necromancers,
like ordinary mages, often live longer than ordinary people. This is not due to
a side-effect of elemental magic use – mages and necromancers both alter
themselves with their magic to deliberately extend their lifespans. The most
extreme case of this is, of course, the lich; but there are records of several
necromancers reaching ages of over two hundred years.
Many
necromancers will also, near the end of their lifespan, turn themselves into
undead creatures. This is a last resort for them, as it will cut them off from
most (or all) of their power, and also prevent them from growing any stronger
with necromancy. These undead creatures are greatly different from the ordinary
undead necromancers create; perhaps most similar to the tainted. Most who
choose to take this step were captured and tortured by their fellows for
information – until the rise of the lich (see the Supernatural Entity Data Files: The
Lich and Supernatural Organisation
Data Files: Meander Corporation
for more details, as well as the History
and Theories section in this file).
Necromantic
energy can be used in two ways. Firstly, it is very effective at killing
anything that is not necromantic in nature – the necromantic energy will
destroy the ‘life’ of the living being. This ability is limited by several
factors. Firstly, necromancy cannot be used to manifest any element – instead, the
‘raw’ form of almost incorporeal energy must be used. Secondly, this energy
dissipates greatly when it passes through anything that is, or has been, alive
or part of a living creature. As such, unlike the other elemental magics,
necromancy dissipates when moving through the air. This decay prevents the use
of complex ‘spells’ (carefully constructed and controlled energy) over anything
but a short distance. Thirdly, and finally, necromantic energy is more
difficult to store than the other elemental magics, for much the same reason.
The
second – and primary – use of necromancy is to create ‘undead’. Necromantic
undead are very different from cursed beings (such as vampires and
lycanthropes). Instead of being ‘alive’ through the power of some ancient
curse, or being able to transform due to such, necromantic undead have had
their ‘life’ replaced by necromantic energy. Details on the particulars are
complex and (in some cases) unknown to us. In short, beings in which ‘life’ has
been replaced by necromantic energy are capable of movement and in many cases
capable of thought.
If
a being is not self-aware (or, not strongly self-aware) a necromancer is able
to command it. Records of early experiments indicate that early zombies (an
appropriate word for mindless necromantic undead) were unable to move without
the necromancer controlling their limbs directly, a problem which persisted
until nerves and some other reflex controlling parts of the zombie were
preserved during or incorporated into creation to allow more natural motion
(notably, abominations still suffer many of these issues).
Modern
zombies are the result of centuries of experiments carried out by necromancers,
and suffer relatively few problems with mobility. However, they possess little
intelligence and are incapable of doing more than acting as guards with the
simplest of commands (such as none may pass, or none without necromantic taint
may pass) without the active presence of a controlling necromancer. Another
important to note improvement is that modern zombies are usually only able to
be controlled by their creator or a small, trusted group (again, unlike earlier
zombies).
The
true terrors of necromancy are, of course, those that retain their
intelligence. There are several common types of necromantic, sentient undead –
blackwings, ghouls and tainted – as well as numerous failed experiments, or
even successful but non-contagious or low in number creatures. True retention
of intelligence is believed to have come from necromancer experiments with
prolonging their lifespans.
Sentient
necromantic undead are not directly controlled by their creators, however, wise
necromancers often imbue emergency means of killing or disabling the being. For
example, blackwings find garlic to be incredibly toxic, and many tainted can be
‘deactivated’ or even killed by any necromancer with the correct knowledge. It
is thought that necromancers are capable of sending out faint command ‘pulses’
that mindless undead will willingly follow, but which sentient undead will feel
and then choose whether to follow (evidence of this has been seen with
necromancers passing information to tainted without direct contact, or even to
each other).
Though
many details have been covered herein, full details of the possibilities and
often despicable nature of necromancy can be found throughout the supplementary
files and data files on various necromantic creature types and entities.
History
and Theories: Necromancy
emerged about two hundred years after elemental magic. As with elemental magic,
this is a possibly inaccurate date – information from that time is scarce, and
necromancy was long only in the shadows of the supernatural world. How necromancy
was discovered is completely unknown, but it is known that rumours of the ‘night
element’ emerged in magical circles around five hundred A.D. After being
examined by the magical circles of the time necromancy was determined to be
completely inimical to all life. As such, study of it was effectively banned –
only a few mages dabbled with it, and none made any advances.
Yet,
on the edge of the community, dedicated necromancers emerged. Unlike elemental
magic, necromancy was deeply unsettling – and thus possessed a dark appeal. It
was not until the creation of the first undead (roughly seven hundred A.D.)
that necromancy became truly despised by most mages. The unveiling of the
creatures is a well-documented event – a necromancer revealed first a series of
animals that he had raised and could control, before finishing with a human.
The
zombified human was too much for most of those present. All the zombies were
destroyed, and the necromancer went into hiding or was slain. We believe he
continued his work, but even if he did not, the seed had been planted. While
most mages worked on their art – developing elementals, and great spells that
even combined elements, news of new horrors created or perpetrated by
necromancers continued to come.
Shortly
before the peak of the elemental magic societies, a war of sorts began.
Necromancers desired the knowledge of the mages to further their own skills,
and the elemental mages desired to cleanse the world of the necromancers once
and for all.
The
elemental mages, as far as we can tell, failed. Their centralised societies
each had several members who also dabbled in necromancy, and these traitors led
killers straight to their fellows. Between the twelfth century (the peak of the
elemental societies) and roughly the sixteenth century, almost every last mage
has been hunted down and killed. Though the killings have continued up to the
modern day, the societies have been broken since then.
After
destroying the elemental societies, the necromancer cults began to turn on each
other. They desired knowledge, and like the mages before them, they were loath
to share it. Unlike the mages, however, they were happy to kill freely for that
knowledge. We possess records indicating the destruction, merging and creation
of numerous cults, up until the creation of the Meander Corporation in the
mid-nineteenth century.
The
Meander Corporation was once a small, secretive cult of necromancers – though in
organisation they more resembled the elemental secret societies of old. With
the rise of the lich, however, that changed. They absorbed or destroyed many
other cults, and we have much evidence that they were the final nail in the
coffin of the near-gone elemental societies (eliminating the last members of
almost all of them). Although Meander has toned down their activities in the last
fifty years (mostly, we believe, due to the ease with which information about
the existence of supernatural beings could be spread should they be caught) and
formed an alliance with us, they are not to be trusted. We are almost certain
that their true means of income involves utilising necromantic energy to do
something truly terrible.
Returning
to necromancy itself, it is believed that necromancy (as well as the other
forms of elemental magic) bleed through into our universe from another that ‘presses’
upon ours. Although the four elements seem to ‘fit’ into our world, necromancy
does not – and is actually incredibly dangerous to the natural ‘life’ of our
world. The prevailing theory is that this is because necromancy is, in that
dimension, life. Because of this, necromantic energy cannot co-exist with ‘life’
here, and will seek to replace and destroy it.
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