NECROMANCERS

By Robert Kirkpatrick (rjkirkpatric@ualr.edu) (18 Oct 93)

Background: Almost everyone these days can tell you something about the Necromicon. From petty "warlocks" who own the ridiculous paperback version to horror fans who have seen everyone one of the Evil Dead movies. The Necromicon, the Sacred Book of the Dead, has become a part of pop culture (much to the chagrin of the Technomancers), but very few actually believe in its existence.

One fragment group of the Euthanatos not only believe in the existence of the Necromicon, but spend their entire lives hunting down the remaining pages of the sacred Tome. These Mages are known as Necromancers, as their lives are led in an existence as solitary as Akashic Brotherhood monks. Only one goal drives these Mages and that's to collect all the remnants of the Book of the Dead into one all-powerful Artifact. This has brought them into numerous confrontations with every part of the Magickal Reality: from the Nephandi (who wants the Necromicon's dark secrets), to the Marauders (who want to spread the dark magick all around), and to the Technocracy (who want such magick crushed into the dirt).

According to legend, the Book of the Dead, the almighty Necromicon, was the most powerful Artifact to have been created. Mages of ancient Assyria had bound the Book of the Dead in a variety of skin, from undead to garou to demonic to human. They inked it in the blood of virgin mortals on parchment made of thinly sliced, yellowed skin. The Magick scribed into the Necromicon was some of the darkest ever known, enough to make even the Euthanatos or the Verbena to shiver in disgust. It is said that even the Mages who wrote the Necromicon had no idea what they were writing, but were being driven on by a "higher force". When done, the Necromicon was 666 pages long, each drying leaf of skin covered with diagrams and instructions on wielding the most deadly magick ever known.

No one knows what happened after the Necromicon was created. As suddenly as it appeared, it vanished, apparently destroyed. Some say that the Nephandi did not want their magick to be known and destroyed the book in vengeance. Others say that the early prototypes of the Marauders had stolen the Necromicon to teach unsuspecting mortals the darker arts.

After a few hundred years, the Necromicon started to resurface. A few pages here, a few pages there. Each page was a powerful Talisman (of at least 3 Rating), and was greatly desired by all Mages. A group of Euthanatos had began to specialize in their study of the Necromicon, and dedicated their lives to the hunting and obtaining of all the remaining pages. Sometimes this goal would even put them against their Euthanatos brothers, which is why the Necromancers eventually split from them. They had only one goal now, and could not bother with the trivialities of the Euthanatos.

Although small in number, the Necromancers have been able to survive into the modern era. Originally, they resembled ancient sorcerors, with long black robes, but recently, they've evolved into more of a scholarly professor types. Most of them still retain some of their Euthanatos darker-and-better-than-thou attitude -- somewhat like diabolical archeaologists. So far only about 66 pages have ever been recovered from the Necromicon (or so, that's all that is *known* to have been recovered). The Necromancers believe that the pages are all indestructible and cannot be destroyed (from experiments with already obtained pages) -- somewhere, out there, is the remaining pieces of the Necromicon, waiting to be collected and rebound.

Necromancers tend to get involved with conflicts with almost everybody. Anyone who hinders them in their "research" is bound to gain their wrath. God help the soul that tries to keep a page from them. Usually the Necromancers are a loosely-knit lot, but when it comes to getting a page from another group or tradition, they bind together like an army. They have gotten into conflicts with Sabbat looking for the Book of Nod (sometimes the search is in the same places), with Garou guarding a Caern that holds a page or two, with Tremere who keep the pages for study, etc.

Those Necromancers that are Masters of a Sphere usually have several pages of the Necromicon in their possession -- thus, giving them powerful Talismans. Adepts tend to have a few as well. Beginning characters can -- by buying the Talisman background -- have pages for their own; the specific powers on the page can vary widely. It should be emphasized, however, that all the Rotes in the Necromicon are deadly and destructive in nature -- no good comes from it. The favorite Spheres used in these Talismans are Entropy, Forces, Spirit, and Life, and any combination thereof.

Finally, the Necromancers feel that Ascension can only be reached once the Book of the Dead is completed. In its dark pages, the true nature of reality, the way it should be, is described -- and only the Magick within it can ultimately unlock that reality. Many Necromancers have turned to the Nephandi in their quest for this dark knowledge.

Organization: The Necromancers are a very loose knit organization. There doesn't appear to be any head or leader. The person who tends to call most of the shots are the ones who have shown the most gain in acquiring pages from the Book of the Dead. Thus, actual experience is a must if one wants any prestige. Adepts can be more respected than Masters if the Adepts have acquired more pages of the Necromicon.

The Necromancers publish a quarterly journal, known as the Necrofiles, that tell of recent rumors, finds, and digs that have occurred in the Necromancy community. The Necrofiles are very cryptically worded, but one of the first things acolytes are taught is how to decipher this code.

The Necromancer organization is very much tailored like an association in academia: a group of professors from all around the world, united in a common pursuit of a certain academic discipline. In this case, for the study of the Necromicon.

Normally, Necromancers are very open with one another about their finds and their knowledges. However, recently, various Mages have been very stingy and very competitive in their discoveries or searches. These Mages are looked down upon, as well as envied, because these Mages usually get the best finds. This has created a new backstabbing attitude among the younger members of the order, which has caused a great decrease in new discoveries.

Necromancers currently consist of three types of stereotypical members: 1) the stereotypical archeaologists, 2) the traditional ancient warlock/scholar (complete with black robes, evil familiars, etc.), and 3) die-hard adventurers/explorers, out not only for the knowledge, but the death-defying thrill of it all. They all tolerate each other remarkably well.

Meetings: Necromancers usually hold a Seminar every October. The Seminar is usually held at a major global university, be it in Paris, Boston, or Berlin. Few Necromancers refuse to attend the Seminar, because great amounts of rumor, knowledge, and prestige is doled out. The only reason one doesn't attend is if one is currently on a "dig", which is slang for out hunting for the Necromicon.

Initiation: The Necromancers believe that only the Necromicon can decide who can and cannot be a Mage.

One of the earlier pages to be discovered dealt with the method to awaken the Avatar of potential candidates. The worthy acolyte is given the page to peruse: the page is often referred to as the Tongue of Great Mystery, written in cryptic code (even by the Necromancers' standards), and densely worded. Very few acolytes can ever hope to read it.

However, those that have been awakened have been able to do so quite easily. As they read, they find themselves transported into another world, and experience firsthand the creation of the Necromicon. They are told everything that is in the Book of the Dead, all the power that it possesses. Then, at the end of this vision, and at the end of the reading, of the page, the acolyte sees himself with the Necromicon in his hand, but now he rules the world.

When the acolyte comes out of his vision, he instantly forgets everything, but the sensations. He remembers the power he held in his hands, he remembers all of the knowledge that he possessed. He remembers being, in essence, a god. This is enough to make the Necromancer desire more.

Of course, not everyone gets these visions. Many acolytes witness nothing while trying to decipher the text. A few acolytes have been found dead after reading it. Those who finish the Tongue of Great Mystery and get the visions, finds their avatar awakened.

If the Mage tries to read the page again, will find it blank. If other Mages (or awakened beings) read it, they too will find it blank.

The Chantry in Teheran is very open in letting this page out, much to the dismay of some of the more paranoid (or cautious) members. The Chantry believes that it should do it's best to encourage the development of more Necromancers in order to win the Ascension War.

Chantry: Teheran, Iran. This is the focus point for all the major searches for the Necromicon. All around Teheran, major archeaological digs are taking place, and from this location, it's easier to reach these other places: Egypt, Syria, Israel, Iraq, etc. The Necromancers have little concern over the politics of the area, and are in fact, not in the least bit affected by it. However, it's rumored that the Necromancers always make sure that the current government leaves them alone, or else they'll arrange a nice "religious revolution", using their Entropy Magick. It's also rumored that the war between Iran and Iraq was a Necromancer attempt to regain (or capture) precious archeaological areas.

Acolytes: Archeaologists, Grad Students, Explorers, Academics, Historical Scholars

Sphere: As the Euthanatos, the speciality Shere is Entropy. One of the main Spheres of control in the Necromicon is supposedly Entropy.

Foci:

Incantations: Necromancers usually have to recite incantations to ancient deities and spirits, in order to use any of the Spheres. For example, a Necromancer might call out, "By the order of the great Abbadown, by the will of Thoth, I call upon the lightning, to strike down like the blazing tongue of the mighty serpent, Seth." The gods called upon are usually ancient Egyptian, Babylonia, or Assyrian. The incantations were supposedly developed by an influence of the Order of Hermes, early in the development of the Necromancers. As such, these incantations have become a traditional part of all Necromancer Magick. As a result, it is usually one of the last foci to be gotten rid of by a high Arete rating, because of its traditional significance. These incantations have always gotten the Necromancers in trouble, because they are often mistaken by other Traditions as devil- worshipping or Nephandi Magick.

Gargoyle: a small statuette of a gargoyle or demon, usually Pazuzzu, Lord of the Air. Must be carved out of marble, bone, or wood by the Mage himself. Usually, it is raised into the air, or pointed in a certain direction, when used. The gargoyle can be carved on top of the wand focus, if the Mage desires.

Human Skull: taken from someone the Mage has felt some strong emotion for, be it lover or enemy. Does not have to kill to get the skull, may be taken after death. The skull itself can be placed on the head of a wand, but not if a gargoyle focus rests there already. The human skull is a unique item.

Page of the Necromicon: Necromancers usually can have no contact with the Spirit world until they have one of these Talismans. Not a Unique Item, but still very hard to find.

Wand: about the size of quarterstaff, the wand is made up of bone or wood -- must be gnarled, knotted, or deformed in some way. The wand must always be held two-handed in order to work its Magick. Common stances include raising the wand above the Mage's head, or pointing it like a rifle at the hip.

Bone Necklace: necklace made up of old, small bones -- either knuckles or teeth, or tiny ribs. The bones must be at least 100 hundred years old. Vampire bones of that age will do nicely (and will also give a -1 difficulty on casting the Magick). Werewolf bones also give the -1, but those at least 100 years old are hard to find (and even harder to get).

Concepts: Archeaologist, Indiana Jones-type, Professors, Warlock, Devil-Worshipper

Stereotypes

Akashic Brotherhood: "They understand the need for discipline and control. But there's too many jocks among them. They should be using their minds for searching for the Book of the Dead."

Celestial Chorus: "Good scholars, but their works are grounded too much in the Almighty. God is dead. The only true source of ancient power and knowledge is in the Necromicon."

Cult of Ecstasy: "No discipline, no goal, no worth."

Discordians: "They come across as crazy fools, but they possess great knowledge of this world. Do not let their weirdness delude you."

Dreamspeakers: "They are closest to understanding the spiritual side of the world. But they refuse to understand that the true shapers of reality are the darker entities of the ancient world. They dabble too much in the minor spiritual forces."

Euthanatos: "They understand our pursuit of dark knowledge. As our parent community, we should honor them. But don't let them hinder us in our search."

Hollow Ones: "The Necromicon foretold that when the final Ascension was near, that the world would breathe forth mages among the mundanes. They are proof that the static world is breaking apart, and that the world of the Necromicon will soon be prevalent."

Order of Hermes: "Many valuable allies and scholars among them. Very knowledgeable group of Mages. However, their strictness and laws would stifle us in our quest."

Runecasters: "Powerful warriors, who understand that fate and destiny drives us all. Their runes are but one letter in the alphabet of the Necromicon."

Sons of Ether: "Impractical use of their great minds."

Technolibertarian: "Like all the other masters of machine, they don't use their intelligence for the right purpose. Their sense of freedom is a charade. Only through discipline, quest, and restriction can they hope to learn anything. Power is freedom. And the Necromicon is power."

Verbena: "They think with their blood magic that they possess the true secrets of Life. Life is but an outgrowth of more powerful beings, the beings whose truths are revealed in the Necromicon."

Virtual Adepts: "These youngsters will be so upset when the Necromicon is bound together again. All their little toys will be irrelevant."

Rotes

Seer into the Beyond (Entropy 2, Time 2): The Necromancers use this rote in order to see the outcome of very specific actions. What the rote does is allow the caster to look into the future, but be able to filter out any unnecesary random future events, so that he can see one specific outcome.

The Necromancer essentially asks a specific question about the future, and gets a yes or no answer. Common questions include, "Oh, mighty spirits, I beseech you, is a page of the Necromicon behind this door?" or "If I get into a fight with this Mage, will I die?" The outcomes always occur, but not necessarily the way the Mage thought. For instance, in the first example, a page may be behind the door, but it could be buried under 3,000 feet of sand, or in the second example, the Mage may not die, but may be teleported in a Paradox dimension.

Correspondence Magick must be combined with this rote, in order to ask questions about a place the Necromancer currently is not, like "will I die if I go to Egypt tomorrow?"

System: the number of successes on the Magickal effect roll is the number of questions the Mage can ask about a particular scene. The Mage cannot recast the spell to gather any information that might be beneficial to him for that same scene. For instance, before a battle, the Necromancer asks a few questions about it's outcome: will i die, will this particular attack kill him, etc. He cannot later ask "will my friend die," if it's about the same battle.

Also, the Mage cannot ask anything that is philosophically vague, such as "is there a God?" This will occur in one aggravated wound per number of successes, plus Paradox.

Spirit Wrack (Forces 3 or 5, Spirit 3, Prime 2): Because Necromancers, with the use of the Necromicon, are always getting involved with dark spirits, they need a way to defend themselves from other attacks.

This rote allows the Necromancer to fire a electrical or fiery blast into the Umbra while the Mage himself is still in the physical world. This attack will usually surprise the hell out of any Banes or Spirits that have come to spy on the Mage or attack him. It can even kill some of them as well.

System: same rolls as a normal attack on the physical world. Note that the attack appears in the Umbra, so it follows the rules for collecting of Paradox in the Umbra. There's no need for coincidental effects. Of course, the Necromancer should peek into the Umbra before casting the rote, or else he won't know where to shoot.

See a few examples of Necronomicon talismans