Nekros
Wielding the power of death, Nekron raise undead soldiers to do their bidding from afar, creating peril for those who still yet live. Achieving the Pact of Nekros requires expending a Minor Merit to do so.
Nekros
History
Since the first soul drew breath, Avernus has existed to draw the mind towards thoughts of unlife, and the intention of dominion over what once lived. Nekron as they are called, wield the power they are given with nigh-religious sanctity, hiding their obsession with the dead from a world that would not understand. This has led to societies across Antarok reviling this dark power, doing everything they can to shun, criminalize, or at most repurpose it into some manageable or dubiously ethical practice.
All of northern Slahane was once home to the Nedes, but no longer. Now, they are Draugr, in part due to Geist, but also due to the insatiable desire of the Necromancers among them slaying and reviving their people until those that still lived were forced to abandon their homes and dissipate into other countries. Many such Nekron send their dead on a march to lands bordering the frost, abducting the living, or slaying them and their beasts to bring back their corpses as fodder for an ever-churning empire of the dead. This natural consequence has become the unfortunate reality of Antarok.
Acquisition
Forming a Pact with the Godhead Hypnea to manipulate the dead necessitates a deeply personal experience with the Metaphoric concepts of Miasmata. Anguishing over one's own state of undeath, feeling downtrodden from the Anima of disease, or suffering from the traumatic memories of corpses piled high or anguishing over the loss of loved ones are the appropriate seeds a candidate might channel to feel the tug of Avernus upon their soul, enabling them to raise the living dead should they give in to this impulse.
- When drawing upon these feelings or memories to will a corpse to arise, it is that intention - of bringing the dead back to life, giving them autonomy, or making use of their body parts, even those of animals - that welds the Pact to their soul once they reanimate a Thrall or a Fetch. This is a dangerous time for a fledgling Necromancer, as they are not a Pale Man by this point, and they might not learn to Tether their first risen.
- Spontaneously raising a loved one or a pet as a Thrall can happen with a traumatizing, even dangerous stroke of providence, but not everyone goes on to follow this amoral path. Some never practice the art further and thus sidestep the fate of becoming Pale Men; these Pacted who avoid raising the dead are referred to as Inconsummates. Wherever Necromancy is unlawful, they are kept under strict parole, imprisoned, or put down if found out due to the fear that they might misuse it, or that they might be actual practitioners, guilty until proven innocent.
- You do not need to expend a Minor Merit to be an Inconsummate until you raise the dead by intention or add experience to Nekros - you are free to raise a Thrall or a Fetch entirely by accident.
Living as a Nekron
As one of the most reprehensible Pacts, Nekron prefer to keep themselves hidden. They never reveal the truth, manufacturing ruses to avoid detection and persecution. Few lands cater to their ilk, such as Arcanis, the warbands of Vokhazan, and frozen Slahane. Elsewhere they find solace in secretive or dominant religious sects and institutions.
- A Necromancer is always someone who keeps themselves near to a source of the living dead. Sometimes they are gravekeepers, or scroungers on the battlefield, yet more often are they murderers and mercenaries, even entrepreneurs operating a front entirely powered by wageless undead slaves.
- Unlike the Blighted, Nekron are sometimes hunted by Mystics and Paladins; Necromancy is a serious accusation in every country that forbids it, and they are more likely to feel competition from other encroaching Necromancers due to the scarcity of dead bodies - more often than not, they betray and murder each other for their souls.
- Nekros is only as potent as the creativity and resourcefulness of its practitioner. These purveyors of death prefer to work from behind the scenes, amassing resources, capitalizing on blackmail and threats of murder, or the exploitation of loved ones' souls. They rarely ever put themselves in harms way directly if they can afford to, preferring to Command the living dead into doing their bidding, watching patiently through their senses.
Pale Man
Every consummate Nekron possesses naturally pale skin, and their eyes become a shade of grey due to this. Shambling undead without Tethers no longer show them hostility. Many wear gloves and don makeup while wearing shades to obscure their eyes, or else rely upon Malediction to bring color back to their features.
Mageburn Symptoms
- Lesser: Slippage, Chills, Runny Nose, Sore Throat, Headaches, Obsessive Behavior
- Moderate: Caged Rabbit, Anemia, Flu, Intense Shivering, Uncontrollable Obsession
- Greater: Becoming Draugr, Overwhelming Paranoia, Coma
- Slippage: As the Necromancer's power wanes, so too do their Tethers. Undead beneath their purview begin to slip out of control, shambling after the living around them to feast on their flesh or else going dormant if they feel no hunger.
- Caged Rabbit: The living dead no longer consider the Necromancer a Pale Man, unless they truly are a form of Undead such as a Draugr. This usually happens as the last of the Necromancer's Tethers slips away, plunging them into a dangerous situation where the dead crave their flesh. Many choose to become Draugr simply to avoid this fate.
Spells
Note: When beginning play as a Nekron, you are free to begin with up to 100 Tethers worth of undead minions, as allowed by your skill level in Nekron. These must be detailed on your Character Sheet, and they may also begin play altered by Malediction or Devorare if you possess either of those skills.
Nekros wields the Metaphor of Miasmata to cast.
Tether
One learns that Undead must be sustained, or they will begin to decompose. A Necromancer tethers Undead to themselves, halting the natural degradation of their flesh. This can be done to Raised undead, sapients such as Draugr and Ghosts, or even themselves if they are also among the ranks of the living dead. Normally mending of the flesh is performed by a Maltrician, but this allows the undead to appear more lifelike than mere arcane surgery. The Tether functions at an unlimited distance from the mage, but may be followed by nearly any form of divination unless dismissed remotely.
- While wielding a Tether, the Nekron experiences a diminishing of their restoration of Miasmata Metaphor Spell Reserves - the numbers they may Tether are in actuality how many Tethers they may wield before they cease regenerating Spell Reserves altogether. Most only wield up to half of this amount, so that they might operate their other abilities freely. Some might go negative for a time to wield yet more, but they risk their army becoming Untethered.
- A Necromancer may Tether to a corpse, halting its degradation and allowing for its senses to be used as a tool for Deadsight. This is typically done to create sentries or store dead things for later use. They might even Raise it remotely as they progress - a Thrall that falls in battle might have its body parts revitalized as Fetches.
Raise
Nekros may control differing types of undead, arising them as-is from a dead body, crafted golem, or part that meets the loose criteria of that minion. Each has a certain cost associated to Tether it. The cost of raising the dead and Tethering are not separate; a Nekron raises the dead by Tethering to them.
- It is by the aid of Maltricians and the Devorari that the living dead may be sculpted in a manner beyond simply raising them. Other skills and Practices such as Artificing aid in outfitting the undead with the instruments of war, and Terrari might use their magic to arm these deathly soldiers with implements. To many Nekron, a retinue of the undead is a sprawling tapestry of artwork that they and their apprentices spend countless hours assembling.
- Thrall: 1 Tether
- A Thrall is the basic minion of a Necromancer, a man or man-sized beast no more than seven feet tall or long, arisen as-is with no change to its body. They can move normally as their biology allows, but Necromancers often fail to bother with mending their broken or decomposing bodies. When untethered, a Thrall - as anything else undead - rots, its nervous system decaying to the points its movements have slowed within a week, and by a month they can no longer move. Unless treated in some way, a Thrall tends to carry the scent of soft rot. A Thrall augmented by Malediction could still surpass the strength of a Ghoul, and should not be discounted for the efficiency of its Tether.
- Fetch: 1 Tether
- A Fetch is a small CR1 animal - usually no larger than a large dog - which may retain its instincts to run, bite, and fly if it has intact wings. Fetches tend to be more readily available than the corpses of humanoids or larger beasts. A Fetch may also be assembled from a limb or even a skull which may rattle as an alarm, biting the clumsy. Some captured Draugr break and tear off their own hands, using them as a Fetch to escape confinement.
- Skeleton: 5 Tethers
- A Skeleton is any Thrall without any musculature left. They have vacant faces, blind if not embedded with gemstones or eyeballs of some kind, yet able to 'see' the Saol of those within ten feet of them. These can be quite troublesome to deal with, limbs still functioning until the skull is crushed.
- Ghoul: 5 Tethers
- A Ghoul is a Thrall that has had its physical capabilities heightened, allowing for it to move and strike quickly with purpose. When raised, the liquid in their flesh drains away, leaving them dry, gaunt, and shrunken-skinned, with lips peeling back to show a haunting face of dried gums and teeth. It will still collapse but remain Tethered and aware should it suffer enough trauma that it cannot move, or its nervous system ceases to function due to decapitation.
- Graft: 25 Tethers
- The Graft is any minion devised as an extension of something else, such as an exoskeleton, parasite, prosthesis, or container that may continue to operate long after the one inside has perished or lost some form of function. This might be used to subdue, to subsume and hide, to smuggle or protect. Still more uses exist to stabilize a body or puppeteer another creature weaker than its joints. These are typically created by other disciplines and then animated, but a rib cage that shifts to catch the blow of a sword is entirely feasible, as is a bone worm that threatens instant death should the recipient violate its Command or try to remove it.
- A Graft is an extension of the body and will convey the soul of its host through it, meaning it will extend the Grafted's touch (and being touched) range, and inherit magical properties such as elemental Galdr forms, or the properties, curses, and boons of Blight.
- Hulk: 25 Tethers
- A Hulk is a shambling monster of flesh Risen from three to seven corpses - or something with about that much mass. Seven to ten feet in height, these masses of flesh are imbalanced and lumbering when made from many corpses, but powerful and muscular all the same. Through Malediction, a body with proper kinematics could be sewn together that ambulates normally - or one could find some large beast and raise it as a Hulk.
- Chariot: 25 Tethers
- Something that operates as a vehicle, a Chariot is a large mass of bodies designed to move quickly, scuttling along the ground or rolling on provided wheels. While often these appear as a horrific mass of undulating bodies tangled together with a Necromancer surfing upon them, those with the necessary skills can construe actual carriages from the dead.
- Draugr: 100 Tethers
- Raising a Draugr is as simple as tugging upon a soul of the recently deceased - or detonating a soul from a soul star - to then stretch over a body, reaffirming its Pathos and Psychoplasm to take back possession of itself. However, once a being is a Ghost, it has lost the other Metaphor that make a Draugr what they are, and it cannot be risen as such. While Necromancers may Tether to Draugr in order to impart their abilities or spy upon them, they still retain their free will. However, many Draugr are reluctant to outright flee from a Nekron, as a Tether helps to keep their flesh from rotting. A Dragon raised in this way is a Dracolych.
- Ghost: 100 Tethers
- By weighting the soul down with a Tether as it leaves the body, a Nekron can force it to become a Ghost. Newborn Ghosts are Echoes, unable to understand their own abilities all that well, nor might a Tether puppeteer them as they have free will. Still, they might be mentored, protected, and nurtured as valued spies, or else they might blame the one that Raised them should they abhor this deathly state. Those Tethered by a Nekron have an easier time with Recognition, keeping Recognized Memories open so long as a Tether still holds to them. This does mean that other Ghosts might begin to take an interest in this widened point of access, however, leading to mass hauntings and the like.
Note: Beings with free will possess their own skills; they would be considered CNPCs if they aided the player, or else a Formation if Raised en masse.
- Goliath: 500 Tethers
- Eleven to fifteen feet in height, a Goliath is a frightful mass of groaning scores strewn together, else a gargantuan undertaking by a gleeful Maltrician looking to shape the dead into a colossus of meat and bone. Rarely, a gigantic form of Fauna might satisfy this condition.
- Death Knight: 1000 Tethers
- A Death Knight may be risen out of any Undead by wrapping a sliver of their own soul around a Soul Star and embedding it within the corpse. This confers both the regeneration of the Soul Star, and the ability for a Death Knight to maintain up to 1,000 of its own Tethers - excluding another Death Knight, unless they themselves are Nekros - meaning these beings often serve as commanders of an undead formation. A Nekron may also assume control of any of the Death Knight's Tethers, or spread its Deadsight awareness through these without doing so. Using a Death Knight means that a tracker following the Nekron's Tether will come upon the Death Knight first, giving them an early warning sign.
- The Death Knight will receive all the skills, and traits of the soul's Arcana and Ascension from their Soul Star, if any, including any Mageburn symptoms should they burn themselves out - and doing so will cause them to immediately slip their leash and begin to ignore a Necromancer's Tether. Blights will confer their benefits and drawbacks to the minion, which may risk slipping and rampaging if its needs are not met. They may be brought back under control by Imparting the appropriate Metaphor.
Representing the price one pays as part of their own soul, the Nekron must pay an experience cost for any Arcana skills their Death Knight has, as if they were a CNPC. Death Knights function as a doubled Tether, meaning their actual Tether cost is whatever they were risen as, plus 1,000 Tethers.
- Colossus: 1000 Tethers
- The consequence of raising an Adult Dragon's worth of mass - or greater, up to the size of an Elder - as one's loyal minion, a Colossus is a large being wielded by the Necromancer as a potent weapon of siege. Provided their Grist organ is left intact, making a Death Knight out of a Dragon Soul Star might enable its Grist - which then becomes Geist - and thus its Natare, so that it might fly. Only a Lich could raise something as fantastical as an Ancient Dragon.
When mass raising hundreds of undead, you only need detail the first risen corpse, provided your story begins at the timestamp where the process began - or picks up from and references such with a backlink to that thread or series of threads, if unfinished. This allows you to carry on with building your retinue as resources, skills, and Spell Reserves allow. Similarly with Malediction, you may say you have spent your time altering many undead. All of this must be detailed somewhere on your Character Sheet, with links to the threads where the undead were built and altered.
Command
To Command is to impart one's will upon the Tethered, arisen dead within a Nekron's purview. Deriving functional commands is important, especially early on, as each undead will follow to the letter, unquestioning, even if that might mean leading it to some unwanted conclusion. Like machines, the undead are mindless save for the power driving them. Command may be delivered even if the undead cannot see, feel, or hear, as it is a communicated intention through its Tether.
- Tether costs nothing as it is a function of the Tether. Beings with free will such as Draugr will need to be first dominated with Malediction if they are to be susceptible to Command, otherwise they will only feel it as a suggestion.
Deadsight
Through its Tether, a Nekros can peer through the intact senses of an undead. If these sense are enhanced, it will allow the Nekron to make use of them. The sensations are rather hazy at first, like a fleeting picture or distant thoughts in the imagination. Over time a Nekron develops more clarity, able to perceive through their undead - one at a time - as an extension of themselves. Performing Deadsight costs nothing further in terms of Miasmata, as it is a consequence of maintaining a Tether.
- Should their non-sapient Undead be embedded with a Soul Star, a Nekron may cast any of their Miasmata Metaphor-fueled Arcana - such as Poetics, Nekros, or any such Miasmata Variant - through their Scried Tether as if they themselves were that undead, up to the tier of that embedded Soul Star.
Soul Star
As any being enters into a state of death, the Nekron may attempt to crystallize its soul into a glowing white orb of artificial Miasmite pseudo-Alkahest. Should they possess enough power that they can wrap their essence around the enormity of something so profound and begin to condense it down, this effectively imprisons their soul as an object, and they remain fully aware, yet unable to move in the throes of constant torment. When embedded into any undead, they may be Tethered remotely by the Necromancer that made the Soul Star, and it allows them to regenerate. If the embedded is a Death Knight, then it will also confer the skills they had in life, including Arcana. They will have some facsimile of a personality when ordered to speak, yet devoid of memory, and their dead flesh will regenerate from destruction. Nekron must pay 5 Seasonal Points per Gram of Soul Star Alkahest obtained.
- A Soul Star made from a soul with Personal Arcana may be consumed for Miasmata Spell Reserves of that tier via Syphon, and a Nekron with one in hand may unlock the ability to Syphon in this way. It is not unheard of for a Lich to have woven within themselves several Grafted undead containing dozens of souls its minions have captured and brought before them.
Soul Star Regeneration
The amount of regeneration a Soul Star will provide to any embedded undead is directly related to its highest tier of skill.
- Novice - Dust: Will not decay if untethered.
- Apprentice - Sliver: Regenerates slightly less than a normal person.
- Journeyman - Shard: Regenerates as a living thing normally would.
- Expert - Crystal: Regenerates flesh slowly, but noticeably over a day. Able to mend an entire limb in a week.
- Master - Sphere: Regenerates flesh in under an hour, or a limb in a day.
- Grandmaster - Globe: Regenerates flesh in its entirety in minutes.
To manufacture or even possess a Soul Star is a vile taboo, seen as unforgivable by nearly every culture on Antarok.
Tiers of Mastery
Novice
Surviving their brush with death, a Novice has just formed a Pact with Hypnea, and has begun to explore this newfound ability to manipulate the dead.
- A Novice is on their way to becoming a Pale Man, and will become so by the third or fourth Thrall they raise.
- Raise: A novice may arise a Thrall or a Fetch. These undead operate with Novice-level skills.
- Tether: As a novice, the Nekron may sustain 3 Tethers before they no longer regenerate Miasmata.
- Command: A novice is limited to simple one-word commands without any refinement, such as 'attack' or 'stop' to one minion at a time.
- Deadsight: Deadsight is unavailable to the Novice.
- Soul Star: Soul Star is not available to the Novice.
Apprentice
By now, the Apprentice Nekron is capable of wielding a host of motley beings, but lacks the ability to Command them independently. At this stage, they are more likely to lure someone into an ambush by their dead, than hide behind them. They have usually by now begun to branch out into Malediction to alter and mend their dead.
- Raise: An Apprentice may now arise a Skeleton or Ghoul. Their undead operate with any Apprentice skills the Nekros has.
- Tether: An Apprentice may sustain 20 Tethers before they no longer regenerate Miasmata.
- Command: An Apprentice might define more complex tasks, such as 'stop over there' or 'stab that person with your spear'.
- Deadsight: Deadsight is available to the Apprentice, yet the information is hazy like fleeting thoughts and their own imagination running awry. They cannot yet issue Commands through the connection.
- Soul Star: Soul Star is not available to the Apprentice.
Journeyman
Able to issue commands remotely, a Journeyman begins to pull back from the limelight, allowing their dead to work for them by issuing commands through Deadsight. They are also experimenting more with corpses, creating larger variants and useful adaptations such as the Graft that they might affix to themselves or their undead to bolster them.
- Raise: A Journeyman may now arise a Hulk or create a Graft. A Journeyman may Raise a Tethered corpse at any distance, and their undead still operate with up to any Apprentice skills the Nekron has.
- Tether: A Journeyman may sustain 100 Tethers before they no longer regenerate Miasmata.
- Command: A Journeyman may begin to define more complex tasks with conditions such as 'detain a man with red hair, and attack him with your sword if he resists', but repetition nor autonomy is unavailable at this point. They may issue commands to each within earshot.
- Deadsight: Deadsight is available to the Journeyman, and they may begin to intuit individual phrases or sounds, and still pictures. They can fully issue Commands through the connection, but their feedback and ability to manage their dead this way is harried by poor communication.
- Soul Star: Soul Star is not available to the Journeyman.
Expert
As an Expert, a Nekron begins to form appreciable relationships with sapient dead, arising Ghosts and Draugr who might serve as their apprentices and spies if convinced - the threat of rotting or having one's mental state deteriorate as you are hunted and destroyed by those who fear the dead is a bargaining chip on its own, at least. By now, they have begun to explore industry more thoroughly, setting up businesses or building their own laboratory deep in the wilderness that they might operate from.
- Raise: An Expert may now arise a Goliath, or bring a Ghost, even a Draugr into the world. Their undead still operate with up to any Apprentice-level skills the Nekron has.
- Tether: An Expert may sustain 1000 Tethers before they no longer regenerate Miasmata.
- Command: An Expert may define a task with repetition and Apprentice-level skills such as 'mine for copper with your pick until the tunnel is about to collapse, then reinforce it with wood from the forest, wheel out the ore on the sled, and begin again', but adaptable autonomy at this stage is not possible. The Nekron may now issue their commands remotely, without a need to be heard.
- Deadsight: Deadsight is fully available to the Expert, with seamless overlap of sight and sound. They cannot yet wield their Miasmata Arcana through this connection.
- Soul Star: An Expert of Nekros may begin to create Soul Stars from up to Expert-level skill and Arcana souls.
Master
The Master of Nekron wields unfounded power over the dead, capable of giving rise to an impressive army of powerful things, fielding Death Knights they have divested parts of themselves within which in turn govern their own dead soldiers. Often they run schemes out in the fringes of the world, mining for Alkahest, creating dark fortresses from free labor to establish themselves and facilitate their aspirations.
- Raise: A Master may now arise a Death Knight, greatest of all bound Undead, a Colossus, or a Death Wyrm. Their rank-and-file undead may operate with up to any Journeyman-level skills the Necromancer has.
- Tether: A Master may sustain 10000 Tethers before they no longer regenerate Miasmata.
- Command: A Master may now define a routine with adaptable autonomy for their Tethered. Volumes of information can be passed on with a mere gesture. Command costs nothing when performed non-sapient beings they are Tethered to.
- Deadsight is fully available to the Master, with seamless overlap of sight and sound. They can even puppeteer the Scried being directly, wielding their own Miasmata Arcana through it should the undead be embedded with a Soul Star of the appropriate tier.
- Soul Star: A Master of Nekros may create Soul Stars from up to Master-level skill and Arcana souls.
Lich
A savant in terms of the dead, a Lich is someone who has forced their own soul into some manner of Contrivance derived of one or more Practices which has been manufactured from a Globe of Miasmata, something few ever survive. Similar to a Djinn, they may Apparate this Contrivance into Miasmata as they wish, eventually learning to Possess the bodies of their dead seamlessly as they wield themselves. Unhinged by the wants of life, they spend their unending days learning the vagaries of Arcana and its many mysteries; they occasionally they push other agendas with their slowly growing army of the dead. They may even begin to learn Remnant and funnel their Tethers to and from Avernus, operating an empire of the dead from the somber comforts of Avernus.
- Raise: They might raise a slain Ancient Dragon worth of mass at a time from the dead. Their basic minions are still limited to Journeyman-level skills at most, however.
- Tether: A Lich is only limited by the amount of dead body parts available to their craft, and time. Their Tethers will no longer diminish their ability to regenerate Miasmata Metaphor; however, they will be limited to 100,000 Tethers per Ascended-tier Spell Reserve they wield.
- Command: A Lich may freely puppeteer each of their Death Knights as if they were independent yet loyal versions of themselves, grafting their own personalities into them.
- Deadsight is fully available to the Lich, with seamless overlap of every conceivable sense that being might still possess. They can even puppeteer the Scried being directly, wielding their own Miasmata Arcana through it should the undead be embedded with a Soul Star of the appropriate tier.
- Soul Star: A Lich of Nekros may create Soul Stars from up to Grandmaster-level skill and Ascendant Arcana souls.
Variants
Vitæ
Vitæ is the vital greenspun reflection of Nekros wielded by the Æld'Norai, lensing it through the Metaphor of Saol rather than Miasmata in order to create writhing plants, treants, and wardens of the green. Through this power, the Ælves have devised Animist rituals of life to bind themselves to Ældrassil and be risen as Wisps should they perish.
Null
Nekron which are Nihil corrupted by Nihilos will use Absentia to cast rather than the Metaphor of Miasmata. They and their fleshy minions will be immune to divination, with Tethers to their creations no longer able to be tracked.
Contrivances
As the Nekron is an industrious thing, weaving flesh and engaging in autonomous duties whilst manufacturing their own reagents in the form of deeply unethical Soul Stars, they are the Welkin who make the most use out of Practices. Such Nekromantic Contrivancces are be vulnerable to Luxium; Spirit Oil and the Pact of Radiance directly oppose the Miasmata woven into their make. Otherwise, Contrivances may be crafted from the Pale One's Sundered Miasmite directly.
Malediction
Graft may be used by a Necromancer to convert the undead into useful accessories that serve an untold number of functions. Nekron who apply the idea of undeath more loosely, objectifying them, will find that fleshcrafted furnishings, autonomous laboratories, and even functional jewelry are within their purview.
Ensorcelling
Utilizing a Soul Star, an Ensorceller might surround a soul with Glyphics, allowing it to serve as the catalyst for a Conjuration as if it were Miasmata Alkahest.
Alchemistry
Alkemicals made from a Soul Star will confer its regeneration upon any undead holding or wearing a Contrivance created from it without the bother of being Tethered.
Ensorcelling
In lieu of Syphon, an Ensorceller could use a Soul Star to fuel the Miasmata spells or rituals within their Grimoire.
Artifice
The undead may be implanted with Artificed limbs, implants such as dermal armor and built-in weaponry, or, when fleshwoven together with Malediction, they themselves might serve as small, loyal cogs and additions to a machine or an otherwise Artificed golem so long as they each individually remain Tethered. Fetches or Grafts are most commonly applied, here.
Deadsight Mirrors
With the Dust of Miasmata Alkahest, a Nekron Ensorceller or Alchemist might manufacture a mirror upon a reflective surface, allowing for another act of Deadsight to be freely maintained. Entire rooms decorated with these panels are not unheard of, allowing the wielder of Nekros instant feedback from huge swathes of their dead retinue.Articles on Welkin
Definitions |
Arcana · Arcana List · Theorem · Metaphor · Ascension |
Welkin |
Welkin · Mysticism · Religion · Pact · Poetics · Blight · Gramarye |
Pacts [ Radiance · Crest · Nostalgis · Vemana · Fathom · Omnia · Somnis · Nimhea · Nekros · Faust ] | |
Poetics [ Syphon · Apparation · Possession · Remnant ] | |
Blights [ Null · Devorare · Scourge · Rusalka · Nightwalker ] | |
Variants [ Vitæ ] |