Old Kingdom: The pitfalls of our modern world
h2. Welcome to your campaign home page. This is the front page of your campaign and what the world sees when they first check out your campaign. Click the 'Edit this Page' button below to update this page and give a description of your campaign.
Oaths of Loyalty
To be loyal to the Crown, the Abhorsen, the Clayrs and to the Charter
To follow all rightful orders of the Crown and it's officers
To report honestly and faithfully in all manners to the same
Oaths of Watchfulness
To Watch over the necromancer and preserve them from all threats
To Watch against my necromancer and preserve them from becoming a threat
To Watch over all peoples in the Old Kingdom and beyond and preserve them from danger to body and soul
Oaths of Steadfastness
To remain at my post and at my duty at all costs
To be unyielding and relentless in the carrying out of my charge even unto the 9th gate.
This we swear by the Crown, by the Wall and by the Charter itself, to serve in this charge until release or until the last gate falls and there is no enemy but peace.
For magic skills you need to have the main skill (charter, free or necromancy) and then take sub skill, the sub skill’s level and complexity cannot exceed that of the main skill. However, when using a skill all dice and complexities are added.
• Binding (of free magic)
• Domination (people)
• Control death
• Bells or instrument
• Control death
• Knowledge river
• Necromantic crafting
Melee, dodge, archery (standard combat skills)
• Choose specialty
Bound necromancer (often hated but a necessary evil)
• Must wear the Queen’s oath collar
• Can use free and necromantic magic
• Cannot use charter magic
• Free complexity of 2 in necromantic magic (general not subset)
Templar of the Charter (if you have a dog someone must hold the leash)
• Cannot use free or necromantic magics
• Has control of Queen’s oath
• Has a magical device that allows passage into death and control of the gates
• Free complexity of 2 in charter magic
Barbarian heritage (fine until you piss them off)
• Involuntary rage (chance when seriously injured or when party member near death)
• Free complexity of 2 in combat skill
• While in rage immune to auto death, or negatives from serious wounds can only be killed by losing all wound counters, will have to make a saving throw vs death when rage ends.
Wayward Clayer (pretty but innocent as fuck)
• Can scrye once per day, requires specific components
• On quest to fulfill a prophecy they were seen in
• Cannot use free or necomatic magics
• +2 complexity to in insight
Alistarian immigrant (healthy but ignorant)
• +1 to any ability score (choose at character creation)
• -2 to any insight or history check involving old kingdom culture
• Free plus 2 complexity to craft or knowledge Alistarian kingdom
The bells of necromancy are seven eponymous bells used by necromancers to control the Dead, named after the Seven Bright Shiners who invested themselves in the Charter. From smallest to largest they are:
Ranna, the Sleeper, prompting drowsiness in the auditor;
Mosrael, the Waker, transmitting the ringer further into Death but the auditor into Life;
Kibeth, the Walker, which can give the Dead freedom of movement or force them to walk according to the ringer’s intention;
Dyrim, the Speaker, used either to revive or annul the hearer’s ability to speak;
Belgaer, the Thinker, used to restore or remove memory;
Saraneth, the Binder, a favorite of the Abhorsens, used to control the Dead directly; and
Astarael, the Weeper, also named Sorrowful, which sends both ringer and auditor far into Death.
Each bell has a specific power over the Dead and Free Magic creatures, and if used by a skilled necromancer, also on living people. An errant or improper ring can affect the caster instead of the target, or cause other adverse effects. The Abhorsens’ bells are a “free-willed blend of Charter and Free Magic”, though the spells they cast are “pure Free Magic”.
Death consists of Nine Precincts divided by Nine Gates, through which a grey river flows. Almost everything in Death is a bleak grey, and a subtle grey fogginess limits visibility. The river may also contain and conceal hostile dead beings, who attack living travelers. Only Abhorsens, Remembrancers, or Free Magic Necromancers can cross the boundary at will. Dead spirits can cross only when aided by a Necromancer, or when the border is weakened by a concentration of (often violent) deaths. Dexterity and great willpower are required to resist the current, which is psychological as well as physical. Each gate responds to a Free Magic spell wielded by Abhorsens and Necromancers; Dead cannot pass any Gate unless they are very powerful. Each Precinct contains a different peril.
The First Precinct is mostly knee-deep water, but has eddies and pools dangerous to the interloper. Its Gate is a huge waterfall.
The Second Precinct has pitfalls throughout its domain and low visibility; its Gate is a whirlpool.
The Third Precinct has slightly warmer ankle-deep water and visibility is slightly improved. Periodic, irresistible waves carry dead creatures through the Gate (a wall of mist), often beyond the final Ninth Gate.
The Fourth Precinct has a low concentration of Dead, as most of those who reach it have been stunned by the Third Precinct’s waves, and are carried easily to the dangerous and deceptively short waterfall that comprises its Gate.
The Fifth Precinct is too deep to wade, and must be crossed by a thin black bridge that frequently attracts dead creatures. The water in the Fifth Precinct has strong mutagenic properties, and is implied to be partially responsible for the monstrous appearance of some Greater Dead and necromancers. The Gate is a vertical river rising from the floor.
The Sixth Precinct has no current, and its water is present as a shallow pool. There are many Dead creatures in this Precinct, some of whom are Greater Dead. The Gate has no substance and can appear anywhere, but appears as a lift bordered by a cylinder of water.
The Seventh Precinct is not described, though presumably it is similar to the First and Fourth Precincts. Its Gate is a line of fire that stretches across the river.
The Eighth Precinct resembles the First and Fourth, but interspersed with flashes of fire. The Eighth Gate is a wall of darkness, which needs a spell to send a necromancer into the Ninth Precinct.
The Ninth Precinct is an endless pool of deep, still, clear water. It is warmer than the other precincts and there is no fog, allowing a necromancer to see in every direction. The Ninth Gate, resembling a starry sky, confirms the final death of any who look upon it, except those to whom remain a native span of years. Those claimed by the Gate rise at varying speeds and vanish, never to return.