Thanotist

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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.

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.

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 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.

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.

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.

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.

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.

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.

Notable People & Places

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.

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.

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.

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.

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.

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.

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 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.

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.

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.

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.


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.

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.

Tier Three - Three Points Invested

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.

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.

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.



Accreditation
Writers Nahinn
Processors Nath_n
Last Editor UmbraNight on 08/19/2024.