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(Created page with "Nestled in the shadowed heart of Skarna, within the sacred confines of the Grand Necropolis, lies the revered Thanotic Sanctum. This enigmatic institution, draped in arcane mystery and spectral grandeur, is the epicenter of necromantic knowledge and practice within Patonnia. A symbol of Skarna's profound mastery over the afterlife, the Thanotic Sanctum embodies the nation's paranormal essence, transcending both the physical and metaphysical realms. ==History & Cultu...")
 
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Nestled in the shadowed heart of [[Skarna]], within the sacred confines of the Grand Necropolis, lies the revered Thanotic Sanctum. This enigmatic institution, draped in arcane mystery and spectral grandeur, is the epicenter of necromantic knowledge and practice within Patonnia. A symbol of Skarna's profound mastery over the afterlife, the Thanotic Sanctum embodies the nation's paranormal essence, transcending both the physical and metaphysical realms.
Thanotic Sorcery is a rare and perilous art, rooted deep in Skarna and distrusted near everywhere else. Where most necromancers raise the dead with crude commands or sift through bones for lingering power, the Thanotist deals in something far more elusive: the soul. Though its practice maintains a veneer of higher respectability than traditional necromancy, its practitioners walk ever on thin ice.


==History & Culture==
==History & Culture==
The history of the Thanotic Sanctum is closely tied to the early days of Skarna. The ruler of Skarna, known as the Mortiferous, along with her council of necromancers, the Vicromente, were the first to explore the supernatural dead zone. They discovered a land rich in untapped arcane potential, presenting opportunities and challenges. This led to the need for a structured approach to necromancy.
Thanotic Sorcery stands apart from the more common necromantic arts, which often focus purely on the manipulation of physical remains or the crude command of freshly-departed spirits. Instead, Thanotic Sorcery is a more esoteric discipline, dedicated to the profound mysteries of the soul and the veil separating existence from oblivion. Its practitioners, known as Thanotists, are not mere summoners; they weave the very essence of the soul, seeking to understand and influence the fundamental principles of mortality itself. Their art is one of shaping, binding, and communing with the echoes of life that persist beyond the flesh. Central to their craft is the concept of the "Thanotic Veil," a metaphysical boundary that shimmers between the realms of the living and the departed. The earliest inklings of this unique magical path emerged not from silent study, but from direct, perilous interaction with locales where this Veil was preternaturally thin, and sorcerers of especial talent could reach into the elusive Middle Realm.


As Skarna struggled to come to terms with this new reality, the Mortiferous, guided by ancient visions and whispers from the underworld, realized the importance of organizing necromantic knowledge. These insights revealed the necessity of a central hub where the complex arts of necromancy could be thoroughly studied and advanced. In 318 AE, the Mortiferous ordered the creation of the Thanotic Sanctum, strategically located within the Grand Necropolis. This location was chosen deliberately; the Grand Necropolis, with its paranormal atmosphere and connection to the afterlife, provided the ideal setting for a school dedicated to studying death and the arcane.
The genesis of what would become Thanotic Sorcery is traceable to the land of Skarna, within the very dead zone that protects it from prying eyes. It was here that early pioneers, including the formidable ruler later known as the Mortiferous and her council the Vicromente, first encountered for themselves such a phenomenon - one that transcended their existing knowledge of necromancy. They found not mere restless spirits, but a weakness in the walls of Pannotia itself. These initial explorations revealed that the Veil itself could be perceived, touched, and - with immense focus and risk - even momentarily pierced.


The Thanotic Sanctum was not just an educational institution but also a sacred repository of Skarna’s deepest and darkest secrets. Its founding principles were based on the belief that understanding and mastering the forces of death could bestow immense power and wisdom. The Sanctum aimed to be a stronghold of both theoretical and practical necromantic arts, nurturing a profound and nuanced understanding of the balance between life, death, and the realms beyond.
These early practitioners, driven as much by scholarly curiosity as the pursuit of power, began to diverge from traditional necromantic paths. They were less concerned with animating the body, and more fascinated by the whispers of individual souls, the lingering emotional imprints on the Veil, and the possibility of drawing back that which departed in death. They learned to not just command, but commune with the echoes, to bind them into spectral forms, and even to step partially across the Veil themselves, experiencing the world through the chilling perspective of the departed. This was the birth of Thanotic thought - a realization that the soul, not the body, was the ultimate key to understanding death.


Right from the beginning, the Sanctum drew a diverse group of scholars, practitioners, and the undead. Its early days were characterized by intense study and experimentation, as the first generation of necromancers, dedicated and unyielding, worked to unravel the mysteries of their craft. The institution’s curriculum was designed to be rigorous and transformative, pushing the boundaries of known necromancy while safeguarding the delicate balance of power.
Recognizing the unique and potent nature of their discoveries, and the inevitable danger posed by the fears of the wider world, the Mortiferous decreed the establishment of a center for dedicated study. Thus, in 318 AE, the Thanotic Sanctum was founded within Skarna's Grand Necropolis. This was not merely a school for necromancers, but a crucible where the nascent art of Thanotic Sorcery could be meticulously researched, codified, and refined. Its scholars dedicated themselves to intense meditation, complex rituals, and perilous experimentation, seeking to master the intricate pathways of the Thanotic Veil and the art of soul-weaving.


Throughout the centuries, the Thanotic Sanctum became the leading authority on necromancy in Skarna. It was central to Skarna's arcane power and influence, training highly skilled necromancers who played essential roles as advisors, law enforcers, and strategists in the nation's military and political arenas. The Sanctum's influence extended deeply into Skarna's culture, where necromancy was not just a practice but a fundamental aspect of life and governance. The teachings of the Sanctum permeated every layer of society, from the rituals conducted by the Mortali Magistrate to the everyday practices of Skarnae citizens. The Sanctum's doctrines emphasized maintaining harmony with the dead and respecting the natural order, although this respect was often intertwined with Skarna's unique interpretation of power and control.
Training within the Thanotic Sanctum was and remains an arduous and transformative ordeal, sculpted to attune aspirants to the subtle currents of the Veil and the myriad forms of spiritual existence. Initiates endure prolonged, controlled exposures to areas where the Veil is held hair-thin, learning to filter the cacophony of whispers from the beyond and discern individual spiritual signatures. Meditation techniques focus on extending their consciousness, allowing them to perceive and eventually interact with these echoes.


The Sanctum's influence is most visible during Skarna's various ceremonies and rituals. The Grand Necropolis is a site of important cultural events, including rites of passage, commemorations of the deceased, and major political gatherings. The rituals performed are deeply rooted in necromantic tradition, reflecting the Sanctum's teachings and the nation's reverence for the arcane. The Sanctum’s education includes theoretical instruction and practical application in a wide range of necromantic disciplines, such as summoning, binding, and spirit communication. Graduates often occupy influential positions within the Mortali Magistrate, where their expertise informs Skarna's governance and strategic decisions.
Practical instruction involves the careful binding of minor, often willing or benign spirits, before progressing to more potent or resistant entities, always under the watchful eyes of masters who have themselves navigated the myriad perils of the Veil. Ethical debates, framed by Skarnan philosophy and the Sanctum's ancient charters, are common, intensely discussing the responsibilities, limitations, and justifications of soul manipulation, even as students learn to craft spectral chains, command phantoms, or walk unseen through the borderlands of death. Only those who demonstrate unwavering mental fortitude, profound esoteric understanding, and acute resilience against the constant spiritual and psychological pressures of exposure to the Veil are deemed true Thanotists.


The Thanotic Sanctum's reputation extends beyond Skarna's borders, attracting the attention of various external factions and nations. While some view the Sanctum as a beacon of unparalleled knowledge and arcane power, others regard it with suspicion and fear. Interactions with foreign entities are rare and often shrouded in secrecy, with discreet negotiations or consultations seeking to influence or gain insights into necromantic practices.
Within Skarna, the Thanotic Sanctum profoundly shaped societal views and practices concerning mortality. Funerary rites, always officiated by Sanctum-trained Thanotists, are not merely for mourning but ensuring a spirit's proper ‘transformation’. Complex and arcane rituals, warded crypts, and pyres of cold flame help guide the soul's passage across the Veil, pacifying volatile or tormented echoes to prevent them from becoming malevolent specters, and preserving potent spiritual essences for later, sanctioned use, while bodies are preserved and interred to serve evermore under the ancient pact taken by each Mortali.


The Sanctum's activities often attract those seeking to exploit necromantic power for their own purposes, leading to a complex web of alliances and rivalries across Aesox. The Sanctum’s influence is both a source of intrigue and a catalyst for conflict as its competitors and adversaries navigate the delicate balance of power in the region. The Thanotic Sanctum's influence is reflected in the broader cultural context of necromancy in Aesox. While the school’s practices are often seen as controversial, their impact on necromantic scholarship and magical theory is undeniable, shaping the understanding and application of necromancy across the world.
The Sanctum draws a sharp distinction, however, between mindless animated husks - often employed for rudimentary labor or as disposable guardians - and the more sophisticated 'echoes’, such as familiars or phantoms, which retain a sliver of their former (or a constructed) consciousness and are treated with a careful balance of utilitarian respect and watchful control. The handling of all mortal remains and especially the decommissioning of bound spirits follows strict, ancient protocols aimed at preventing uncontrolled spiritual phenomena and, where possible, harvesting residual potentia for the Sanctum's mysterious purposes.


==Notable People & Places==
Within the Sanctum's walls, Thanotic Sorcery flourished. Generations of Thanotists refined techniques for binding echoes into familiars, walking the liminal spaces between worlds, drawing forth chilling chains of spiritual energy, and even warding locations with the potent energies of the Veil. Their unique skills made them invaluable within Skarna, serving not just as powerful mages, but as peerless interrogators of the departed, guardians against ethereal threats, and counselors who understood the delicate balance between life and death on a level few could comprehend.


'''The Mortiferous''' - The Lich Queen herself, also known as Livia Draconis in mortal tongues, is the enigmatic and all-powerful ruler of Skarna. With ancient power and control over life and death, she governs the nation using formidable necromantic abilities and strategic luminance. The architect behind the establishment of the Thanotic Sanctum, she has infused the institution with her vision of necromantic supremacy. Her rule is characterized by a deep connection to the arcane and the undead, ensuring that Skarna remains an impenetrable bastion of necromantic knowledge and power.
But while the Thanotic Sanctum remains even now the undisputed center of this arcane tradition, whispers of its power inevitably trickled beyond Skarna's borders, for such profound knowledge refuses to be contained. Some lore has been carried by rare, sanctioned emissaries on carefully guarded missions, waylaid and their secrets stolen away. Other fragments have been gleaned by daring outsiders, or pieced together by rogue practitioners who stumbled upon similar truths in other Veil-thin locations across Pannotia.


'''Archmagister Lucius Tenebris''' - Archmagister Lucius Tenebris is the Head of the Thanotic Sanctum and the Chief Enforcer of the Mortali Magistrate. He is highly respected for his profound expertise in necromancy and is considered a central authority in the Sanctum due to his commanding presence and deep knowledge of ancient arcane traditions.
Beyond Skarna's borders, where the Thanotic Sanctum's controlled doctrines and societal influence held no sway, Thanotic Sorcery acquired a far more sinister reputation. Its core practice - the direct manipulation, binding, and reshaping of souls - was anathema to most cultures and established faiths, which so often viewed the soul as sacred and inviolable, not the domain of mortal sorcerers. Terrifying tales spread over the centuries: stories of Thanotists stealing souls to fuel their dark powers, of wraith-like assassins who could slip through solid walls to strike unseen (a corrupted and feared understanding of abilities like Veil Walking), or of individuals whose wills were erased and their bodies puppeteered by insidious spiritual bindings.


'''Inquisitor Freya Blackwood''' - Inquisitor Freya Blackwood is the Head of the Sanctum's Inquisition and the Master of Espionage. She oversees internal security and covert operations within the Sanctum, and her sharp intellect and network of informants make her a key player in maintaining the Sanctum's secrecy.
In many lands, any hint of Thanotic practice was met with immediate, often brutal hostility, for between the sore memories of husk hordes laying towns to waste  and the rogue practitioners, it found poor footing indeed. Its practitioners were hunted as malevolent witches, soul-corrupting fiends, or abominations against the natural order. Its texts, if discovered, were ritually burned, and sites suspected of Thanotic rituals were purged with fire and faith. This widespread condemnation rarely differentiated between the nuanced, if severe, philosophy of the Skarnan Sanctum and the potentially desperate or depraved acts of isolated, self-taught sorcerers operating without guidance or restraint. Consequently, true and knowledgeable practitioners of Thanotic Sorcery outside Skarna became exceptionally rare, forced into lifestyles of extreme secrecy and paranoia, which in turn sometimes led them to embrace more ruthless methods for survival and the pursuit of their art.


'''Grand Summoner Viktor Nox''' - Grand Summoner Viktor Nox is the Chief Ritualist and Master of Summoning. He is renowned for his skill in summoning powerful entities from beyond the mortal realm, and his dramatic and theatrical rituals are crucial to the Sanctum's operations.
Despite this pervasive fear and persecution - or perhaps, partly fueled by its forbidden allure - Thanotic Sorcery’s influence on the broader understanding of death magic and spiritual phenomena across Aesox was undeniable, albeit often unacknowledged or vehemently denied. Scholars of esoteric lore secretly sought out fragments of its theories to comprehend the deeper mechanics of souls and the afterlife, even while publicly denouncing its practice. The very existence of such a refined and potent art of soul manipulation forced other magical traditions and religious bodies to confront more complex questions about life, death, and the nature of the soul, sometimes leading to the development of new protective wards, exorcism rites, or counter-rituals specifically designed to guard against Thanotic intrusion or similar soul-based threats. Thus, even in its widespread rejection and the dread it inspired, Thanotic Sorcery left an indelible, if shadowed, imprint on arcane theory and practice.


'''The Grand Necropolis''' - The Grand Necropolis, or Necropolis Magnus, is the central location of the Thanotic Sanctum. It is a grand necropolis with ancient tombs, mausoleums, arcane monuments, and the center of Skarna’s government.
In more recent times, as much for seeing the threat of uncontrolled soul magic as making a strategic decision to mitigate their reputation, the Thanotic Sanctum began a cautious and deliberate outreach to certain external powers. A cornerstone of this initiative was the public and vehement denunciation of less orderly necromancers, most particularly the practitioners of Dreadbinding. Skarnan Thanotists, often operating under strict mandates in small, specialized cells, began to actively hunt down notorious Dreadbinders and dismantle their grim creations. On occasion, they have even reached out and offered their unique expertise to communities overwhelmed by such threats. While profound distrust of Thanotic Sorcery itself invariably persisted, these actions slowly cultivated a grudging, wary respect from some quarters. Those who witnessed Thanotists meticulously unravel a Dreadbinder's charnel operation, or release tormented souls from the unspeakable bondage of a rogue necromancer, might still fear the stern Skarnan sorcerers - but they also spread word of a crucial, if unsettling, distinction between the disciplined arts of Thanotic Sorcery and the cruelty of their wayward cousins.


'''The Arca Onyx''' - The Arca Onyx, or The Onyx Vault, is a hidden chamber within the Grand Necropolis where forbidden necromantic artifacts and tomes are stored. Powerful wards and elite undead guardians protect it.
==Notable People & Places==


'''The Aula Umbrae''' - The Aula Umbrae is the primary lecture and ceremonial hall of the Thanotic Sanctum. Adorned with dark tapestries and enchanted lanterns, it serves as a place for significant ceremonies and high-level meetings.
'''The Mortiferous''' - The eternal Lich Queen of Skarna, her name whispered in mortal tongues as Livia Draconis before her transformation millennia ago. She is the architect of both Skarna's unyielding power and the Thanotic Sanctum itself, her ancient intellect and mastery over death shaping every facet of her shadowy nation. Her continued existence is the ultimate testament to Thanotic principles.


'''The Hortus Abyssus''' - The Hortus Abyssus is a sprawling garden designed for meditation and study. It features necromantically infused flora and is a place for contemplation and refining necromantic understanding.


'''Arena Spectralis''' - The Arena Spectralis is a specialized training ground for necromancers, allowing for the safe practice of high-level necromantic combat and summoning rituals.
'''Archmagister Lucius Tenebris''' - Current head of the Thanotic Sanctum and chief enforcer of the Mortali Magistrate. Austere and deeply learned, Tenebris is the stern guardian of the Sanctum's darkest secrets and the Mortiferous's unwavering right hand. His pronouncements carry the weight of generations of Thanotic lore, and the chilling authority of the Lich Queen herself.


'''Bibliotheca Umbra''' - The Bibliotheca Umbra is a vast repository of necromantic knowledge containing ancient manuscripts, scrolls, and grimoires maintained by undead librarians.


'''The Velum Nebulorum''' - The Velum Nebulorum is a paranormal region within the Grand Necropolis where spirits and entities of the beyond communicate. Its fog-covered grounds serves as a conduit between the mortal realm and the afterlife.
'''The Thanotic Sanctum''' - Nestled within the heart of Skarna's capital, the Grand Necropolis, this is no mere academy but a formidable crucible where Thanotic Sorcery is forged. Within its heavily warded walls and shadowed halls, aspirants come to know the mysteries of the Veil, their successes empowering Skarna and their failures serving as silent, spectral warnings for those that follow.


==Spells==
===Tier One - One Point Invested===
'''Freaky Fingers''': The caster conjures spectral hands that can hold and immobilize an enemy or object for one emote. The target is held in place but not harmed. If the target is a person, they have disadvantage on their next roll.


'''The Emperor's New Cloak''': The caster can briefly assume a ghostly appearance, allowing them to pass through small openings and avoid physical attacks for one emote. This form doesn’t permit interaction with the physical world.
'''The Velum Nebulorum''' - A perpetually fog-shrouded and unmappable district within the Grand Necropolis, where the Thanotic Veil is preternaturally thin. Raw potentia crackles in the air, and the whispers of unbound spirits are a constant murmur. Only the most accomplished Thanotists dare venture deep within its shifting paths, seeking profound communion or risking their sanity for forbidden truths.


'''Bone-ified Beastie''': The caster reanimates a recently deceased creature no larger than a dog, turning it into a loyal, animated pet. The creature can follow simple commands and serve as a companion or assist with minor tasks. It remains animated indefinitely or until dismissed. Once dismissed or destroyed, it cannot be reanimated again until after 24 hours.


'''Seren Veyra''' - Once a prodigious disciple of the Thanotic Sanctum, Seren fled Skarna after defying the Mortali Magistrate’s prohibition on binding unwilling spirits. Accused of weaving “living phantoms” from fractured souls and cursed memories, she vanished into the borderlands. In the decades since, tales have spread of a white-robed figure who communes with those who meet a cruel fate, delivering vengeance through whisper-bound blades. To the Sanctum, she is a dangerous apostate; to the desperate and the damned, a harbinger.


===Tier Two - Two Points Invested===
'''Chill to the Touch''': The caster channels necrotic energy to emit a wave of cold that slows enemies within a 10 block-radius. Affected targets move and act with a -1 penalty to their rolls for two turns. This ability can be used twice per day.


'''Ebon Ward''': The caster creates a protective barrier of dark energy around themselves or an ally, neutralising all incoming melee attacks and reducing ranged damage by 1d6 for the next Three turns. The barrier does not prevent all damage but lessens its impact.
'''Margrave Arthon Krael''' - Banished in the 4th Century AE for siphoning bound spirits to prolong his mortal life, Krael did not perish in exile. Instead, he forged a fortress of dread in the ruins of the sundered city of Vire, binding the souls of his enemies into monuments, weapons, and even the walls of his citadel. To this day, Krael is a cold tyrant - calculating and pitiless. Thanotic scholars still whisper of his rebellion, and while Skarna refuses to discuss him with outsiders, those within know his threat remains, if contained by numberless wards.


'''Wraith’s Call''': Summon a minor wraith to assist you in your endeavors. This spectral entity can carry out simple tasks such as scouting, delivering messages, or distracting opponents. The wraith's presence unnerves enemies, imposing a -1 penalty on their attack rolls. It is fragile and can be dispelled by a single successful hit, but otherwise, it remains active for up to three turns or until you dismiss it. Once dispelled or dismissed, it cannot be summoned again until the end of combat.
==Spells==
 
===Wraiths & Eidolons===
===Tier Three - Three Points Invested===
*The transformations in Veil Walker and Beyond the Black Gate should always preserve core elements of the character’s appearance, warped through the lens of dark magics and necromancy. They remain consistent for each caster unless disguised.
'''Necrotic Surge''': The caster unleashes a burst of necrotic energy in a 5-block radius, causing 1d6 damage to everyone, allies included. This ability can be used once per combat.
*Characters remain identifiable in these forms; they do not inherently conceal identity. However, disguised characters remain disguised after transformation.
*Wraith transformation does not increase size. Eidolons, however, can be up to 9’0” in height, and become much further changed from the baseline appearance.
{| class="wikitable"
|+ Tier One Spells
|-
!style="width:10%; text-align:center;"| Name
!style="width:72.5%; text-align:center;"| Description
!style="width:10%; text-align:center;"| Cooldown/Cost
!style="width:7.5%; text-align:center;"| Action Type
|-
| '''Grave Bound'''
| When an enemy moves, the Thanotist may draw forth chains of cold iron from the ground below, making a '''MYS''' vs '''SCR''' attack roll to Restrain them in place, cancelling the movement.
| 2 turns
| Reaction
|-
| '''Veil Walker'''
|The Thanotist partially steps through the veil of death, assuming the form of a shadow-wreathed wraith whose exact appearance varies by caster. This transformation can be used freely and maintained indefinitely. While in this state, the Thanotist can pass through small openings (such as keyholes or door gaps) and, with OOC consent, possess others, who are distinguished by glowing green eyes and a unique, identifiable sigil on their forehead. In combat, even if not currently a wraith, the Thanotist can use a Reaction to dodge a single incoming attack or ability as it passes through their ethereal form. This effect is used instead of rolling to dodge, and cannot be used if you have already rolled to dodge.
| Once per Combat
| Reaction
|-
| '''Echo of the Lost'''
| Summoning forth the echo of a long-faded soul from beyond the veil and binding it around a sliver of potentia, the Thanotist can create a spectral familiar in a form of their choosing, up to the size of a dog. This can also be bound to a skeleton to animate it. The echo has a simple personality and can communicate, but always follows commands from its creator. This summon can be ordered to make a '''MYS''' Attack against a target. On a successful hit, it deals '''1d6''' damage. After attacking, this ability goes on cooldown.
| 2 turns
| Action
|}


'''Soul Binding''': The caster temporarily binds the soul of a deceased creature or person to an object, enabling communication with the spirit for up to 10 minutes. The bound spirit can offer information, guidance, or insights but cannot interact physically with the world. Obtain consent beforehand if binding the soul of a player character (PC). For non-player characters (NPCs), submit a request through Discord ticket.
{| class="wikitable"
|+ Tier Two Spells
|-
!style="width:10%; text-align:center;"| Name
!style="width:72.5%; text-align:center;"| Description
!style="width:10%; text-align:center;"| Cooldown/Cost
!style="width:7.5%; text-align:center;"| Action Type
|-
| '''Shadow Surge'''
| Channeling their power, the Thanotist thins the veil between Pannotia and the Middle Realm in a '''5x5 zone''', placed anywhere within emote range. For '''three turns''' this area is shrouded in shadows, while wailing souls claw and slash at any enemies inside. This zone deals '''1d6''' damage to any enemies entering it ''or'' starting their turn inside it, and '''halves''' movement distance if passing through or leaving it. Only one Shadow Surge can deal damage to the same target on each turn.
| Once per Combat
| Action
|-
| '''Ebon Ward'''
| The Thanotist creates a shroud of shadows around themselves or a chosen ally. For the next '''two turns''', any damage done to them is reduced by '''4''' as the shadows bear the brunt of the harm. This cannot reduce damage below '''1'''.
| Once per Combat
| Action
|-
| '''Wraith’s Wail'''
| Drawing on spirits long forgotten, the Thanotist summons a phantom, binding them to their control. This may be used in progressions to scout enemy forces. In combat, the phantom distracts enemies, the Thanotist making a '''MYS''' vs '''SCR''' attack roll. Upon a successful roll, the phantom latches onto the target, sapping their vitality and giving a '''-3 to STR and DEX'''. At the end of the target’s turn, the rolls are repeated. Once failed, this ability ends and goes on cooldown.
| Once per Combat
| Action
|}


'''Fantasmal Furies''': The caster conjures up to two phantom allies to aid them in combat. Each phantom is a spectral entity that can perform one action per turn. To determine the success of their actions, each phantom rolls using the caster's Mystic Ability Score. Phantoms deal 1d3 damage per successful attack. The phantoms remain active for up to five turns or until dispelled. This ability can be used once every 12 hours.
{| class="wikitable"
|+ Tier Three Spells
|-
!style="width:10%; text-align:center;"| Name
!style="width:72.5%; text-align:center;"| Description
!style="width:10%; text-align:center;"| Cooldown/Cost
!style="width:7.5%; text-align:center;"| Action Type
|-
| '''Beyond the Black Gate'''
| For the remainder of combat, the Thanotist transforms into an Eidolon, granting '''+4''' to their Mystic stat. While in this form, the Thanotist gains two charges, which can each be used to cast an empowered variant of another spell with an additional effect:
*Grave Bound's chains affect an additional target.
*Veil Walker's reaction blocks '''all''' incoming damage until the end of the Thanotist's next turn.
*Echo of the Lost is increased to 1d12 damage.
*Shadow Surge is increased to a '''10x10''' area.
*Ebon Ward reduces damage by an additional '''2'''.
*Wraith's Wail deals '''1d8''' damage each turn it remains active.
*Soul Binding shields the Thanotist from the first hit that would otherwise reduce them to '''0 HP''', ending Beyond the Black Gate.
*Undying Legion summons a third shade.
The same spell can only be cast empowered once in a single combat scene.
| One week
| Action
|-
| '''Soul Binding'''
| The caster temporarily summons the soul of a deceased creature or person, enabling communication with the spirit which will allow the caster to ask '''5 questions'''. The bound spirit can offer information, guidance, or insights but cannot interact physically with the world. Once all questions have been answered, this spell cannot contact the spirit again, regardless of caster. Obtain consent beforehand if binding the soul of a player character (PC). For non-player characters (NPCs), submit a request through Discord ticket. This may be used on a Character that has fallen to '''0 HP''' to restore them to '''1 HP''', though they cannot rejoin combat.
| One week
| Action
|-
| '''Undying Legion'''
| The Thanotist summons a pair of shades to aid them in combat. Each shade is an entity that can perform one action per turn, with stats equal to the Thanotist’s Mystic stat. Shades deal '''1d4''' damage on a hit, and have a range of '''15 blocks'''. The shades remain active for up to '''3 turns''' unless dispelled by the Thanotist, and are unable to be destroyed or attacked through traditional methods.  
| 12 hours
| Action
|}


==Trivia==
* To this day, Krael’s work still persists. The Sanctum treats any reference to his rites as blasphemy, and burns such texts on sight, though some are believed to have slipped out into the wider world, items pursued by collectors of Skarnan esoterica - and by necromancers seeking his power.
* Though Galudon has never seen the need to forbid it, transforming into a Wraith - let alone an Eidolon - in public is a dangerous gamble. Few guards stop to ask for an explanation when seeing such horrors, and indeed they are often mistaken for Cursed.


{{Accredition
{{Accredition
|Artists =   
|Artists =   
|Writers = Nahinn
|Writers = Bimberi
|Processors = Nath_n
|Processors = Vegemiite
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Latest revision as of 03:14, 29 March 2026

Thanotic Sorcery is a rare and perilous art, rooted deep in Skarna and distrusted near everywhere else. Where most necromancers raise the dead with crude commands or sift through bones for lingering power, the Thanotist deals in something far more elusive: the soul. Though its practice maintains a veneer of higher respectability than traditional necromancy, its practitioners walk ever on thin ice.

History & Culture

Thanotic Sorcery stands apart from the more common necromantic arts, which often focus purely on the manipulation of physical remains or the crude command of freshly-departed spirits. Instead, Thanotic Sorcery is a more esoteric discipline, dedicated to the profound mysteries of the soul and the veil separating existence from oblivion. Its practitioners, known as Thanotists, are not mere summoners; they weave the very essence of the soul, seeking to understand and influence the fundamental principles of mortality itself. Their art is one of shaping, binding, and communing with the echoes of life that persist beyond the flesh. Central to their craft is the concept of the "Thanotic Veil," a metaphysical boundary that shimmers between the realms of the living and the departed. The earliest inklings of this unique magical path emerged not from silent study, but from direct, perilous interaction with locales where this Veil was preternaturally thin, and sorcerers of especial talent could reach into the elusive Middle Realm.

The genesis of what would become Thanotic Sorcery is traceable to the land of Skarna, within the very dead zone that protects it from prying eyes. It was here that early pioneers, including the formidable ruler later known as the Mortiferous and her council the Vicromente, first encountered for themselves such a phenomenon - one that transcended their existing knowledge of necromancy. They found not mere restless spirits, but a weakness in the walls of Pannotia itself. These initial explorations revealed that the Veil itself could be perceived, touched, and - with immense focus and risk - even momentarily pierced.

These early practitioners, driven as much by scholarly curiosity as the pursuit of power, began to diverge from traditional necromantic paths. They were less concerned with animating the body, and more fascinated by the whispers of individual souls, the lingering emotional imprints on the Veil, and the possibility of drawing back that which departed in death. They learned to not just command, but commune with the echoes, to bind them into spectral forms, and even to step partially across the Veil themselves, experiencing the world through the chilling perspective of the departed. This was the birth of Thanotic thought - a realization that the soul, not the body, was the ultimate key to understanding death.

Recognizing the unique and potent nature of their discoveries, and the inevitable danger posed by the fears of the wider world, the Mortiferous decreed the establishment of a center for dedicated study. Thus, in 318 AE, the Thanotic Sanctum was founded within Skarna's Grand Necropolis. This was not merely a school for necromancers, but a crucible where the nascent art of Thanotic Sorcery could be meticulously researched, codified, and refined. Its scholars dedicated themselves to intense meditation, complex rituals, and perilous experimentation, seeking to master the intricate pathways of the Thanotic Veil and the art of soul-weaving.

Training within the Thanotic Sanctum was and remains an arduous and transformative ordeal, sculpted to attune aspirants to the subtle currents of the Veil and the myriad forms of spiritual existence. Initiates endure prolonged, controlled exposures to areas where the Veil is held hair-thin, learning to filter the cacophony of whispers from the beyond and discern individual spiritual signatures. Meditation techniques focus on extending their consciousness, allowing them to perceive and eventually interact with these echoes.

Practical instruction involves the careful binding of minor, often willing or benign spirits, before progressing to more potent or resistant entities, always under the watchful eyes of masters who have themselves navigated the myriad perils of the Veil. Ethical debates, framed by Skarnan philosophy and the Sanctum's ancient charters, are common, intensely discussing the responsibilities, limitations, and justifications of soul manipulation, even as students learn to craft spectral chains, command phantoms, or walk unseen through the borderlands of death. Only those who demonstrate unwavering mental fortitude, profound esoteric understanding, and acute resilience against the constant spiritual and psychological pressures of exposure to the Veil are deemed true Thanotists.

Within Skarna, the Thanotic Sanctum profoundly shaped societal views and practices concerning mortality. Funerary rites, always officiated by Sanctum-trained Thanotists, are not merely for mourning but ensuring a spirit's proper ‘transformation’. Complex and arcane rituals, warded crypts, and pyres of cold flame help guide the soul's passage across the Veil, pacifying volatile or tormented echoes to prevent them from becoming malevolent specters, and preserving potent spiritual essences for later, sanctioned use, while bodies are preserved and interred to serve evermore under the ancient pact taken by each Mortali.

The Sanctum draws a sharp distinction, however, between mindless animated husks - often employed for rudimentary labor or as disposable guardians - and the more sophisticated 'echoes’, such as familiars or phantoms, which retain a sliver of their former (or a constructed) consciousness and are treated with a careful balance of utilitarian respect and watchful control. The handling of all mortal remains and especially the decommissioning of bound spirits follows strict, ancient protocols aimed at preventing uncontrolled spiritual phenomena and, where possible, harvesting residual potentia for the Sanctum's mysterious purposes.

Within the Sanctum's walls, Thanotic Sorcery flourished. Generations of Thanotists refined techniques for binding echoes into familiars, walking the liminal spaces between worlds, drawing forth chilling chains of spiritual energy, and even warding locations with the potent energies of the Veil. Their unique skills made them invaluable within Skarna, serving not just as powerful mages, but as peerless interrogators of the departed, guardians against ethereal threats, and counselors who understood the delicate balance between life and death on a level few could comprehend.

But while the Thanotic Sanctum remains even now the undisputed center of this arcane tradition, whispers of its power inevitably trickled beyond Skarna's borders, for such profound knowledge refuses to be contained. Some lore has been carried by rare, sanctioned emissaries on carefully guarded missions, waylaid and their secrets stolen away. Other fragments have been gleaned by daring outsiders, or pieced together by rogue practitioners who stumbled upon similar truths in other Veil-thin locations across Pannotia.

Beyond Skarna's borders, where the Thanotic Sanctum's controlled doctrines and societal influence held no sway, Thanotic Sorcery acquired a far more sinister reputation. Its core practice - the direct manipulation, binding, and reshaping of souls - was anathema to most cultures and established faiths, which so often viewed the soul as sacred and inviolable, not the domain of mortal sorcerers. Terrifying tales spread over the centuries: stories of Thanotists stealing souls to fuel their dark powers, of wraith-like assassins who could slip through solid walls to strike unseen (a corrupted and feared understanding of abilities like Veil Walking), or of individuals whose wills were erased and their bodies puppeteered by insidious spiritual bindings.

In many lands, any hint of Thanotic practice was met with immediate, often brutal hostility, for between the sore memories of husk hordes laying towns to waste and the rogue practitioners, it found poor footing indeed. Its practitioners were hunted as malevolent witches, soul-corrupting fiends, or abominations against the natural order. Its texts, if discovered, were ritually burned, and sites suspected of Thanotic rituals were purged with fire and faith. This widespread condemnation rarely differentiated between the nuanced, if severe, philosophy of the Skarnan Sanctum and the potentially desperate or depraved acts of isolated, self-taught sorcerers operating without guidance or restraint. Consequently, true and knowledgeable practitioners of Thanotic Sorcery outside Skarna became exceptionally rare, forced into lifestyles of extreme secrecy and paranoia, which in turn sometimes led them to embrace more ruthless methods for survival and the pursuit of their art.

Despite this pervasive fear and persecution - or perhaps, partly fueled by its forbidden allure - Thanotic Sorcery’s influence on the broader understanding of death magic and spiritual phenomena across Aesox was undeniable, albeit often unacknowledged or vehemently denied. Scholars of esoteric lore secretly sought out fragments of its theories to comprehend the deeper mechanics of souls and the afterlife, even while publicly denouncing its practice. The very existence of such a refined and potent art of soul manipulation forced other magical traditions and religious bodies to confront more complex questions about life, death, and the nature of the soul, sometimes leading to the development of new protective wards, exorcism rites, or counter-rituals specifically designed to guard against Thanotic intrusion or similar soul-based threats. Thus, even in its widespread rejection and the dread it inspired, Thanotic Sorcery left an indelible, if shadowed, imprint on arcane theory and practice.

In more recent times, as much for seeing the threat of uncontrolled soul magic as making a strategic decision to mitigate their reputation, the Thanotic Sanctum began a cautious and deliberate outreach to certain external powers. A cornerstone of this initiative was the public and vehement denunciation of less orderly necromancers, most particularly the practitioners of Dreadbinding. Skarnan Thanotists, often operating under strict mandates in small, specialized cells, began to actively hunt down notorious Dreadbinders and dismantle their grim creations. On occasion, they have even reached out and offered their unique expertise to communities overwhelmed by such threats. While profound distrust of Thanotic Sorcery itself invariably persisted, these actions slowly cultivated a grudging, wary respect from some quarters. Those who witnessed Thanotists meticulously unravel a Dreadbinder's charnel operation, or release tormented souls from the unspeakable bondage of a rogue necromancer, might still fear the stern Skarnan sorcerers - but they also spread word of a crucial, if unsettling, distinction between the disciplined arts of Thanotic Sorcery and the cruelty of their wayward cousins.

Notable People & Places

The Mortiferous - The eternal Lich Queen of Skarna, her name whispered in mortal tongues as Livia Draconis before her transformation millennia ago. She is the architect of both Skarna's unyielding power and the Thanotic Sanctum itself, her ancient intellect and mastery over death shaping every facet of her shadowy nation. Her continued existence is the ultimate testament to Thanotic principles.


Archmagister Lucius Tenebris - Current head of the Thanotic Sanctum and chief enforcer of the Mortali Magistrate. Austere and deeply learned, Tenebris is the stern guardian of the Sanctum's darkest secrets and the Mortiferous's unwavering right hand. His pronouncements carry the weight of generations of Thanotic lore, and the chilling authority of the Lich Queen herself.


The Thanotic Sanctum - Nestled within the heart of Skarna's capital, the Grand Necropolis, this is no mere academy but a formidable crucible where Thanotic Sorcery is forged. Within its heavily warded walls and shadowed halls, aspirants come to know the mysteries of the Veil, their successes empowering Skarna and their failures serving as silent, spectral warnings for those that follow.


The Velum Nebulorum - A perpetually fog-shrouded and unmappable district within the Grand Necropolis, where the Thanotic Veil is preternaturally thin. Raw potentia crackles in the air, and the whispers of unbound spirits are a constant murmur. Only the most accomplished Thanotists dare venture deep within its shifting paths, seeking profound communion or risking their sanity for forbidden truths.


Seren Veyra - Once a prodigious disciple of the Thanotic Sanctum, Seren fled Skarna after defying the Mortali Magistrate’s prohibition on binding unwilling spirits. Accused of weaving “living phantoms” from fractured souls and cursed memories, she vanished into the borderlands. In the decades since, tales have spread of a white-robed figure who communes with those who meet a cruel fate, delivering vengeance through whisper-bound blades. To the Sanctum, she is a dangerous apostate; to the desperate and the damned, a harbinger.


Margrave Arthon Krael - Banished in the 4th Century AE for siphoning bound spirits to prolong his mortal life, Krael did not perish in exile. Instead, he forged a fortress of dread in the ruins of the sundered city of Vire, binding the souls of his enemies into monuments, weapons, and even the walls of his citadel. To this day, Krael is a cold tyrant - calculating and pitiless. Thanotic scholars still whisper of his rebellion, and while Skarna refuses to discuss him with outsiders, those within know his threat remains, if contained by numberless wards.

Spells

Wraiths & Eidolons

  • The transformations in Veil Walker and Beyond the Black Gate should always preserve core elements of the character’s appearance, warped through the lens of dark magics and necromancy. They remain consistent for each caster unless disguised.
  • Characters remain identifiable in these forms; they do not inherently conceal identity. However, disguised characters remain disguised after transformation.
  • Wraith transformation does not increase size. Eidolons, however, can be up to 9’0” in height, and become much further changed from the baseline appearance.
Tier One Spells
Name Description Cooldown/Cost Action Type
Grave Bound When an enemy moves, the Thanotist may draw forth chains of cold iron from the ground below, making a MYS vs SCR attack roll to Restrain them in place, cancelling the movement. 2 turns Reaction
Veil Walker The Thanotist partially steps through the veil of death, assuming the form of a shadow-wreathed wraith whose exact appearance varies by caster. This transformation can be used freely and maintained indefinitely. While in this state, the Thanotist can pass through small openings (such as keyholes or door gaps) and, with OOC consent, possess others, who are distinguished by glowing green eyes and a unique, identifiable sigil on their forehead. In combat, even if not currently a wraith, the Thanotist can use a Reaction to dodge a single incoming attack or ability as it passes through their ethereal form. This effect is used instead of rolling to dodge, and cannot be used if you have already rolled to dodge. Once per Combat Reaction
Echo of the Lost Summoning forth the echo of a long-faded soul from beyond the veil and binding it around a sliver of potentia, the Thanotist can create a spectral familiar in a form of their choosing, up to the size of a dog. This can also be bound to a skeleton to animate it. The echo has a simple personality and can communicate, but always follows commands from its creator. This summon can be ordered to make a MYS Attack against a target. On a successful hit, it deals 1d6 damage. After attacking, this ability goes on cooldown. 2 turns Action
Tier Two Spells
Name Description Cooldown/Cost Action Type
Shadow Surge Channeling their power, the Thanotist thins the veil between Pannotia and the Middle Realm in a 5x5 zone, placed anywhere within emote range. For three turns this area is shrouded in shadows, while wailing souls claw and slash at any enemies inside. This zone deals 1d6 damage to any enemies entering it or starting their turn inside it, and halves movement distance if passing through or leaving it. Only one Shadow Surge can deal damage to the same target on each turn. Once per Combat Action
Ebon Ward The Thanotist creates a shroud of shadows around themselves or a chosen ally. For the next two turns, any damage done to them is reduced by 4 as the shadows bear the brunt of the harm. This cannot reduce damage below 1. Once per Combat Action
Wraith’s Wail Drawing on spirits long forgotten, the Thanotist summons a phantom, binding them to their control. This may be used in progressions to scout enemy forces. In combat, the phantom distracts enemies, the Thanotist making a MYS vs SCR attack roll. Upon a successful roll, the phantom latches onto the target, sapping their vitality and giving a -3 to STR and DEX. At the end of the target’s turn, the rolls are repeated. Once failed, this ability ends and goes on cooldown. Once per Combat Action
Tier Three Spells
Name Description Cooldown/Cost Action Type
Beyond the Black Gate For the remainder of combat, the Thanotist transforms into an Eidolon, granting +4 to their Mystic stat. While in this form, the Thanotist gains two charges, which can each be used to cast an empowered variant of another spell with an additional effect:
  • Grave Bound's chains affect an additional target.
  • Veil Walker's reaction blocks all incoming damage until the end of the Thanotist's next turn.
  • Echo of the Lost is increased to 1d12 damage.
  • Shadow Surge is increased to a 10x10 area.
  • Ebon Ward reduces damage by an additional 2.
  • Wraith's Wail deals 1d8 damage each turn it remains active.
  • Soul Binding shields the Thanotist from the first hit that would otherwise reduce them to 0 HP, ending Beyond the Black Gate.
  • Undying Legion summons a third shade.

The same spell can only be cast empowered once in a single combat scene.

One week Action
Soul Binding The caster temporarily summons the soul of a deceased creature or person, enabling communication with the spirit which will allow the caster to ask 5 questions. The bound spirit can offer information, guidance, or insights but cannot interact physically with the world. Once all questions have been answered, this spell cannot contact the spirit again, regardless of caster. Obtain consent beforehand if binding the soul of a player character (PC). For non-player characters (NPCs), submit a request through Discord ticket. This may be used on a Character that has fallen to 0 HP to restore them to 1 HP, though they cannot rejoin combat. One week Action
Undying Legion The Thanotist summons a pair of shades to aid them in combat. Each shade is an entity that can perform one action per turn, with stats equal to the Thanotist’s Mystic stat. Shades deal 1d4 damage on a hit, and have a range of 15 blocks. The shades remain active for up to 3 turns unless dispelled by the Thanotist, and are unable to be destroyed or attacked through traditional methods. 12 hours Action

Trivia

  • To this day, Krael’s work still persists. The Sanctum treats any reference to his rites as blasphemy, and burns such texts on sight, though some are believed to have slipped out into the wider world, items pursued by collectors of Skarnan esoterica - and by necromancers seeking his power.
  • Though Galudon has never seen the need to forbid it, transforming into a Wraith - let alone an Eidolon - in public is a dangerous gamble. Few guards stop to ask for an explanation when seeing such horrors, and indeed they are often mistaken for Cursed.

Accreditation
Writers Bimberi
Processors Vegemiite
Last Editor Bimberi on 03/29/2026.