Brom
2007-12-18, 11:56 PM
This is the 6th of 22; current races done and posted are the Grispen, Blood Elves, Death Elves, Lichs, and High Orcs.
This is the fluff. It's decent. Not my best. Some of it was hard to think of supporting writing for what I wanted mechanically.
Necromar
Renowned for their eternal pursuit of their careers, their ability to quickly learn to utilize a variety of abilities, and their fearlessness in the face of daunting tasks, they have spread and held their homelands of Greyholme. Their armies are some of the most feared in the world, needing no rest, food, or water.
Personality:
A Necromar is a perceptive, wise being who can quickly decide what is truly going on in a given situation. Necromar are often slow to anger but slower still to forget, but very fast to learn and willing to try things fast. They worry about trying things first rather than concerning themselves with making sure they have anything. If they try it out and it works the first time, great. If they try it out and it doesn’t work the first time, they will come out a second time more properly equipped. This puts them at an opposite position with Lichs, who desire to have a masterful plan for everything, usually before the start thinking about putting themselves in danger.
Physical Description:
A Necromar stands at least as tall as their living counterparts; they are sometimes even heavier, for a reason; their bones are denser and tougher, their atrophied muscles thicker than the muscles of their human counterparts. Undeath makes their bones heavy and thick. Their eyes glow with blood red, bestial yellow, or acidic green light.
Relations:
Necromar represent the bottom rung of Undead society in the city of Greyholme. They are frowned upon as simpletons and fools by the rest of Undead society, despite being quite wise in the ways of the world. By others outside of the Empire of Greyholme, they are just more Undead, despite being some of the most numerous.
Alignment:
Most Necromar are Neutral in alignment, ready to adapt to their life situation in order to succeed. They are wise and because of this wisdom willing to acknowledge the multiple perspectives to life.
Necromar Lands;
Necromar congregate in great, haunted fortresses in the darkness sheathed land of Greyholme. They congregate en masse, which often brings Lichs out. Despite being viewed as the lower rung of society, between their numerous natures and their wisdom and drive, they are often the rallying force in times of danger as Necromar soldiers will show up and ask for leadership from the Lichs, who, seeing an army of ready soldiers before them, will happily command.
Religion:
Necromar are commonly clerics, just like Lichs are. They also study Druidic and even Paladin magic. They commonly pray to Gods of Death, Undeath, Secrecy, Wisdom, or Knowledge. Prayer is a common part of their societies, and while most Undead don’t act dogmatically, they do acknowledge gods in their life and pray before trying events.
Language:
The Necromar speak all the languages they knew in life, which usually includes Tiscern Imperial.
Adventurers:
Necromar adventure for many reasons; they often travel for the adventure and experience of it all, to satisfy a natural curiosity that they have for the world around them. They also adventure for official Greyholme groups, usually for military actions, spying, or exploratory expeditions.
Stat information. Read the Cannibalize, see what you think.
• +2 Wisdom, -2 Charisma: Necromar are wise and perceptive but not talkative and are rather reclusive, except when around eachother.
• Immunity to Fear: Necromar are dauntless foes who will march for hours on end into the hordes of death and destruction if it will achieve their goals.
• Immunity to Fatigue: Necromar do not tire, yet they need sleep. Their best guess is that sleep grants them the ability to act tirelessly throughout the rest of their waking hours.
• Cannibalism: Necromar are carnivorous, and need flesh no more than a week old in order to survive. After winning a grapple, a Necromar can bite and feast upon the flesh of an opponent. This does 1d6 + STR mod in damage. For every successful bite, the Necromar heals a number of hit points equal to his Constitution modifier + his level. A Necromar must consume a number of hit points in a week in this fashion equal to no less than 7xCON modifier+level or become lethargic and tired, unable to take more than a single move action per turn, and must rest for sixteen hours a day. After a week of this, the necromantic energies fueling their bodies go into a hyperactive state, depleting rapidly. The Necromar goes into a powerful cannibalistic rage, gaining a +6 to Strength, and attempts to grapple any living creature he sees, regardless of how the Necromar would normally fight or who he would consider a friend or foe. In his rage, he must eat 3x the amount he would normally need to eat for a week. This rage lasts for 10 days. At the end of which, if he has not successfully consumed the needed amount, he becomes a mindless undead. If after turning into a mindless undead he fails to get the meat he needs, he is destroyed. If he succeeds, the Necromar is affected by the horrid realizations of how he horrifically accosted everything in his path and utterly consumed them. He takes a -2 to Wisdom and Charisma.
This is the fluff. It's decent. Not my best. Some of it was hard to think of supporting writing for what I wanted mechanically.
Necromar
Renowned for their eternal pursuit of their careers, their ability to quickly learn to utilize a variety of abilities, and their fearlessness in the face of daunting tasks, they have spread and held their homelands of Greyholme. Their armies are some of the most feared in the world, needing no rest, food, or water.
Personality:
A Necromar is a perceptive, wise being who can quickly decide what is truly going on in a given situation. Necromar are often slow to anger but slower still to forget, but very fast to learn and willing to try things fast. They worry about trying things first rather than concerning themselves with making sure they have anything. If they try it out and it works the first time, great. If they try it out and it doesn’t work the first time, they will come out a second time more properly equipped. This puts them at an opposite position with Lichs, who desire to have a masterful plan for everything, usually before the start thinking about putting themselves in danger.
Physical Description:
A Necromar stands at least as tall as their living counterparts; they are sometimes even heavier, for a reason; their bones are denser and tougher, their atrophied muscles thicker than the muscles of their human counterparts. Undeath makes their bones heavy and thick. Their eyes glow with blood red, bestial yellow, or acidic green light.
Relations:
Necromar represent the bottom rung of Undead society in the city of Greyholme. They are frowned upon as simpletons and fools by the rest of Undead society, despite being quite wise in the ways of the world. By others outside of the Empire of Greyholme, they are just more Undead, despite being some of the most numerous.
Alignment:
Most Necromar are Neutral in alignment, ready to adapt to their life situation in order to succeed. They are wise and because of this wisdom willing to acknowledge the multiple perspectives to life.
Necromar Lands;
Necromar congregate in great, haunted fortresses in the darkness sheathed land of Greyholme. They congregate en masse, which often brings Lichs out. Despite being viewed as the lower rung of society, between their numerous natures and their wisdom and drive, they are often the rallying force in times of danger as Necromar soldiers will show up and ask for leadership from the Lichs, who, seeing an army of ready soldiers before them, will happily command.
Religion:
Necromar are commonly clerics, just like Lichs are. They also study Druidic and even Paladin magic. They commonly pray to Gods of Death, Undeath, Secrecy, Wisdom, or Knowledge. Prayer is a common part of their societies, and while most Undead don’t act dogmatically, they do acknowledge gods in their life and pray before trying events.
Language:
The Necromar speak all the languages they knew in life, which usually includes Tiscern Imperial.
Adventurers:
Necromar adventure for many reasons; they often travel for the adventure and experience of it all, to satisfy a natural curiosity that they have for the world around them. They also adventure for official Greyholme groups, usually for military actions, spying, or exploratory expeditions.
Stat information. Read the Cannibalize, see what you think.
• +2 Wisdom, -2 Charisma: Necromar are wise and perceptive but not talkative and are rather reclusive, except when around eachother.
• Immunity to Fear: Necromar are dauntless foes who will march for hours on end into the hordes of death and destruction if it will achieve their goals.
• Immunity to Fatigue: Necromar do not tire, yet they need sleep. Their best guess is that sleep grants them the ability to act tirelessly throughout the rest of their waking hours.
• Cannibalism: Necromar are carnivorous, and need flesh no more than a week old in order to survive. After winning a grapple, a Necromar can bite and feast upon the flesh of an opponent. This does 1d6 + STR mod in damage. For every successful bite, the Necromar heals a number of hit points equal to his Constitution modifier + his level. A Necromar must consume a number of hit points in a week in this fashion equal to no less than 7xCON modifier+level or become lethargic and tired, unable to take more than a single move action per turn, and must rest for sixteen hours a day. After a week of this, the necromantic energies fueling their bodies go into a hyperactive state, depleting rapidly. The Necromar goes into a powerful cannibalistic rage, gaining a +6 to Strength, and attempts to grapple any living creature he sees, regardless of how the Necromar would normally fight or who he would consider a friend or foe. In his rage, he must eat 3x the amount he would normally need to eat for a week. This rage lasts for 10 days. At the end of which, if he has not successfully consumed the needed amount, he becomes a mindless undead. If after turning into a mindless undead he fails to get the meat he needs, he is destroyed. If he succeeds, the Necromar is affected by the horrid realizations of how he horrifically accosted everything in his path and utterly consumed them. He takes a -2 to Wisdom and Charisma.