Necromancy – The School of Necromancy

**Section/Magic/Schools 4**

**Necromancy – The School of Necromancy** – the force of life, death and undeath.

Necromancy deals with the manipulation of energy that animates all things.

*How does it relate to the Wards of Arthur14579?*

In Quintz they use necromancy to manipulate living beings around them and to sap power in order to become more powerful. The gain power from creatures, and if errant, from NPCs. However, they gain nothing from constructs. The wards of Arthur14579, however, purify necromancy back to its less unacceptable roots. The early wards use necromancy to control the well being of the constructs. Each requires energy to *work*. That energy has to come from somewhere, but the constructs don’t eat. Instead, the Lord manipulates to food available, redirecting its life force into the constructs. This is done subliminally once mastered, however, if the food allocated for the constructs ceases to be available, those constructs will fade.

In short, enchantment directs the constructs, but necromancy powers them.

In later mastery, necromancy creates an interesting paradox. The necromancer cannot take life force from the construct, but it can inject it into it. When a construct is killed in battle, residual life force is released. The necromancer can collect this life-force (as long as it was his in the first place) and use it to revive his troop. Hospitalization after combat is also automatic and occurs when a construct is seriously damaged. The construct then needs to be *recreated* from what’s left. This is also partly accomplished by injecting more life force into it via food, but may also wood/iron or silver dependent on the type of construct.

Necromancy affects; Construction, Resource (gathering and farming), Nascent, War and Limbo.

Professor Quartermain Quarterstaff

Quartermain Quarterstaff is a big, bare-chested, bald hunk of a man who wears dark but swashbuckling clothes and is, to all in tents and purposes an imposing and dire figure. On the surface of it all. Despises Merl. Can’t even comprehend why you wouldn’t want to enhance your own power. Disbelieves in the power of the old lords and only believes Quintz will rise again through its own might.

Beware the faint hearted! The School of Necromancy is as black as a shadow, rectangular like a coffin and situated midway down the southern road in the south east quarter adjacent to its affluent sponsor, the shady House of Pulstar. It's ranks of golthic-arched stained glass windows stand to attention surrounded by dire gargoyles too numerous to count. Impossibly steep roofs lend any that look on it the impression that the building itself has been resurrected from the dead and risen from the earth. Craggy, skeletal trees dot its spartan grounds where gray grass barely pokes from foul smelling mud.

Inside, there is little to dissuade the casual observer that anything but a long, slow death awaits them within Necromancy's halls. Soft, mauve, pixie-light prevails all around its cathedral-like halls appearing to hover in clusters, or light the very air. Lecture rooms, dorms, feasting halls and crypts all lie at the ends of twisting hallways and winding staircases, but quite how such a maze of twists and turns exists in such a rectangular building is unclear.

Schools of Magic