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 The Dark Archives; The Arts of Necromancy [WIP]

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Join date : 2011-03-13

PostSubject: The Dark Archives; The Arts of Necromancy [WIP]   Thu Aug 13, 2015 12:12 am





You have taken the first step to greater power, yet the path ahead remains obscure. Your obstacles are severe, and your mortality confines you to the constraints of time. To fathom the troves of knowledge we have to offer, you must unwind the coils of fate and embrace the longevity of gods. Fitting then, to be able to attain both great power and immortality upon the path ahead - should you find the will to brave it.

In the days to come, you will be given the means to pursue your ambitions, but we offer the tools alone; their craft depends on the hand that wields them.

The focus of your studies will naturally be the omnipotent field of necromancy, but required fundamentals of arcane magic will be covered. The potential of this art is vast; death seeps into everything, influencing all it touches, and you shall have the power to command its will.

It falls onto you to explore and expand the knowledge of the various cornerstones of necromancy; this is but the beginning of an eternal journey.

Arcane Magic


If you are a novice in magical study, then you have undoubtedly heard of the eight schools of arcane magic, one among them being necromancy.


A common misconception of our enemies is the cult's negligence to study the remaining seven schools of arcane magic. Nothing can be further from the truth. We do not condemn those whom study the various fields, we merely condemn those ignorant enough to not recognize the power they reap in conjunction with necromancy.

Like many incantations, our spells combine the various schools of magic, with necromantic sorcery being the defining trait.

It is through abjuration that we are able to form a necrotic barrier that nullifies most harmful spells – it is baffling how abjurers do not recognise this advantage.


Through the enchantment school, we are able to imbue the weapons and armors of our undead armies with corruptive power, spreading our influence in the heat of battle. Indeed, the fearsome rune-blades of our Death Knights are the result of various magical studies, including enchantment and rune-magic.


With incantations from the evocation school, we are able to devise more efficient methods of harnessing the life of this world into our own unholy energies, amassing enough to unleash powerful spells.


And of course, the conjuration school only complements necromancy: allowing us to conjure festering diseases from decayed life, or to rain necromantic bolts of incendiary energy.


The other three schools of arcane magic are divination, transmutation and illusion – each only furthering our necromantic might.
Though we will only delve deeply into the field of necromancy, and to a lesser extent the field of illusion, you must familiarize yourself with all schools of magic.

But remember, no abjured barrier can shield itself against death, and no illusion can conceal you against its gaze. No conjured spell or enchanted relic can abate its assault, and no amount of scrying will divine a way out. With no spells to be evoked, and time itself betraying you, there is but one outcome – to welcome its cold embrace. The Kirin Tor are delusional enough to believe otherwise, but their ignorance will come at a steep price. We, however, remain a step ahead; after all, we are necromancers. And what is death to do, when it becomes an extension of our will?

Shadow Magic


- Anatomy

- Zombification

- Corpse Control



- Herbalism

- Potions

Plague Research


Rune Magic


- Philosophy/doctrines

- Rituals, rites and practices


"Boss... you were right. It's not about changing the world. It's about doing our best to leave the world... the way it is. It's about respecting the will of others, and believing in your own." - Big Boss (Metal Gear Solid 4)
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