Necromancers

## Spirit Mail

A less-known ability of Necromancers is spreading messages through the use of spirits, essentially a psychic courier. The mechanics of this ability are not well understood, but such abilities could prove useful to provide uncorrupted messages on the battlefields of the future.

### Completed

The messenger spectres were quite intimidating at first but their usefulness has convinced most to make use of them despite their reservations of using the souls of the dead. The shades themselves don’t seem to mind though that might be because of the often worse fates that await them.

### Rewards

Long-range warp messages can be sent across star systems (all the benefits of a Telepath, no range limiter). Improved knowledge of enemy movements within star systems. +1 military morale.

## Reanimation Mechanics 101

Only a few of the already few members of House Necros have the necessary power and experience to truly raise the dead, but a few is really all the House needs. Educating other members of House Necros in the methods of reanimation of dead tissue or bodies is considered highly useful in the eyes of the Psykana Corps.

### Completed

The mysteries of the Warp are not well known to any except possibly the Eldar, but finally a light has been shone on the realm of death itself. Several various rituals and mechanisms were derived from the native psykers of Atlantis as well as some offworld knowledge, but at last a standardized tome of integrated necromantic theory, knowledge, and even experiences has been produced, the Liber Mortis. With this knowledge shall the gates of gates potentially be seized, or at least scouted.

### Rewards

Knowledge of basic reanimation is available to the most powerful psykers in House Necros. Armies of the Dead, Workers of the Dead options unlocked.

## Workers of the Dead

Those that come back are not who they were, not entirely. There are thought patterns, echoes of individuals. A lumberjack would be better at cutting down trees and plants for instance, while industrial workers would be better with machines. It is a vague pattern, showing that there is no continual consciousness residing in those matted pale faces. Still, it puts the dead to an entirely new use; instead of cremation, contribution to the Dominion can continue on beyond death.

The number of true Necromancers are few, and perhaps will always be so. Still, there are specialized uses for an undying labor force. They are capable of being “taught”, though perhaps “programmed” is more appropriate, with mildly complex actions, though nothing more than simple assembly line movements.

Still, there are many layers to modern industrial processes which can use said laborers in that manner. Several factories in the more dangerous areas of Atlantis III, as well as offworld factories in hazardous or lack of an atmosphere entirely, have already been retrofitted with the new laborers and the handful of caretakers they need to continue operations. Propaganda has already begun, extolling the virtues of “providing for your families and communities after you are gone”, but the sacrosanct nature of life and death is a difficult cultural divide to bridge, as the Golden Age colonists have somberly informed you of Earth’s ancient superstititions in that regard. It will take time, but already the sheer productivity in these essentially undead drones is noticeable.

### Rewards

Workers of the Dead provide permanent -10% cost to all unit production prices. -20% cost for establishing Arcologies in hazardous environments (or on hazardous worlds), especially where technology is disrupted/drones aren’t available.