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Get ready for climate-based Necromancers:

Tropical Necromancers (Beach/Rainforest/Sea)

  • Prefers skeletal minions with plant-based additions since it’s hard to keep fresh flesh in humid environments.
  • Although their undead minions are much weaker than those belonging to other Necromancers, the flora ligaments grant skeletons complete movement, flexibility, and camouflage.
  • Exposure to decomposing flesh and diverse plants leads Tropical Necromancers to pursue healing arts and botany (Necrobotany) – mostly to prevent sickness, disease, and the annoying stench of death.

Arid Necromancers (Deserts)

  • With a multitude of desert scavengers, it’s hard to collect complete bodies;  better to stitch together whatever’s found to create “mix & match” constructs of human and beast.
  • Due to each minion being unique, Arid Necromancers are the most attached to their Undead – adorning the creatures with jewelry and linen wrap clothing. 
  • Heavy maintenance and the study of compatible body parts leads the Arid Necromancer to practical medical knowledge over healing arts.
  • The unholy matrimony of mixed bodies attracts enraged spirits. Although a negative, this results in the Arid Necromancer learning Curses.

Tundra Necromancers (Ice/Mountains/Snow)

  • Colder environments results in sturdier, better preserved (although slower) undead minions.
  • Due to stronger zombies and the threat of blizzards, it’s common for Tundra Necromancers to gather resources for base building.
  • With little minion maintenance and a constant supply of zombies from adventurers perishing in the cold, Tundra Necromancers are considered to be very lazy.

Its also worth noting that desert and tundra necromancers would likely also have knowledge of mummification and all the rites involved, leading to powerful minions.