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<blockquote data-quote="Daztur" data-source="post: 6052331" data-attributes="member: 55680"><p><strong>The Necromantic Office</strong></p><p>Additional Information about Hex 29.14</p><p></p><p>Most sorcerers in these lands learn their art by apprenticing themselves to an established wizard. There are stories from far lands of great wizarding academies but the City of Shuttered Windows has none, unless you count the Necromantic Office…</p><p></p><p>In the dark rooms of this sunken tower young children (almost always boys, as it is difficult to castrate a girl) (26.13) are gathered but there are no classrooms, no texts and no examinations. Instead they listen to the voices in the walls that come from the entombed bodied and encysted spirits of their predecessors. Often the frightened children spend months at a time listening to the ghosts of long-dead necromancers chat pleasantly with each other in their heads.</p><p></p><p>Eventually the youths pick up enough necromancy through osmosis and are allowed to join the Necromantic Office. Before that point, however, they are encouraged to monitor each other and report any novices whose sanity seems to fall beyond accepted parameters.</p><p></p><p>The Office’s educational methods ensure that knowledge is passed down from one generation to the next. However, this often results in students who know where every curry shop in the city was five centuries ago but don’t know how to dispel hostile magic. And every so often one of the ancient and quietest of the spirits of the walls will whisper the formula of a spell that even the elves have forgotten into a young mind.</p><p></p><p>Adult members of the Necromantic Office play an important role in the City of Shuttered Windows. They keep the White Road (29.13) quiet, ensure that the dead do not walk without permission, regulate proper corpse disposal, animate the corpses of prisoners to prevent criminals from avoiding serving out their full terms, stitch together the flesh golems that escort noble exiles from the city and prosecute those who disturb the dead without the proper licenses.</p><p></p><p>In return for their valuable services they receive everything that people have on them when they die and are granted full immunity from all convictions in the courts of the City unless the charge is heresy.</p><p></p><p>The Office itself is very secure. If any intruders enter, one of the thousands of ghosts will certainly sound the alarm and the ghosts themselves can easily enter the minds of those nearby and wreck all sorts of havoc.</p><p></p><p>Hooks:</p><p>-Why are all members of the Necromantic Office eunuchs?</p><p>-What secrets do the ghosts know? Any nifty signature spells?</p><p>-Are there any duties have the Office has been shirking?</p><p>-What happens to novices who are driven crazy by the ghosts?</p><p>-What sorts of crimes have members of the Office gotten away with? Don’t they police their own?</p><p>-Who would be crazy to try to raid a necromancer guildhall?</p><p></p><p></p><p>The basic idea I’m going with for the Necromantic Office is that it has a lot of the trappings of an evil band of cackling necromancers but for the kids it’s more like the Graveyard Book crossed with Hogwarts and the adults are more the IRS than the Hellfire Club, although that might make them more terrifying rather than less…</p><p></p><p><strong>The Colossal Wreck</strong></p><p>Hex 14.23</p><p></p><p>Among the lone and level sands of this stretch of the Singing Wastes lie the ruins of a great hot air balloon. It set out from Shuttered some time ago carrying three noble exiles (see the write-up on the Necromantic Office above) and their flesh golem minders from the City.</p><p></p><p>The three flesh golems patrol the downed craft even now, carrying great mechanical crossbows that they shoot at any intruder (as some hungry local ghouls have learned to their cost). Two of the prisoners are still securely bound but the third was fed to the other two after food supplies ran out. </p><p></p><p>If approached the two prisoners will offer anything they can think of in return for rescue. </p><p></p><p>Hooks:</p><p>-What is the role of these flesh golem minders supposed to be? Why doesn’t the City use normal guards?</p><p>-What crime did these noble prisoners commit?</p><p>-How long until one of the two gets fed to the other?</p><p>-Is there any way to negotiate with the flesh golems or are they mindlessly hostile?</p><p>-Who are some nobles (aside from the father of Giles Chosard, see Hex 09.06) that have been exiled in the past. Where did they end up? Those hot air balloons could end up just about anywhere.</p></blockquote><p></p>
[QUOTE="Daztur, post: 6052331, member: 55680"] [b]The Necromantic Office[/b] Additional Information about Hex 29.14 Most sorcerers in these lands learn their art by apprenticing themselves to an established wizard. There are stories from far lands of great wizarding academies but the City of Shuttered Windows has none, unless you count the Necromantic Office… In the dark rooms of this sunken tower young children (almost always boys, as it is difficult to castrate a girl) (26.13) are gathered but there are no classrooms, no texts and no examinations. Instead they listen to the voices in the walls that come from the entombed bodied and encysted spirits of their predecessors. Often the frightened children spend months at a time listening to the ghosts of long-dead necromancers chat pleasantly with each other in their heads. Eventually the youths pick up enough necromancy through osmosis and are allowed to join the Necromantic Office. Before that point, however, they are encouraged to monitor each other and report any novices whose sanity seems to fall beyond accepted parameters. The Office’s educational methods ensure that knowledge is passed down from one generation to the next. However, this often results in students who know where every curry shop in the city was five centuries ago but don’t know how to dispel hostile magic. And every so often one of the ancient and quietest of the spirits of the walls will whisper the formula of a spell that even the elves have forgotten into a young mind. Adult members of the Necromantic Office play an important role in the City of Shuttered Windows. They keep the White Road (29.13) quiet, ensure that the dead do not walk without permission, regulate proper corpse disposal, animate the corpses of prisoners to prevent criminals from avoiding serving out their full terms, stitch together the flesh golems that escort noble exiles from the city and prosecute those who disturb the dead without the proper licenses. In return for their valuable services they receive everything that people have on them when they die and are granted full immunity from all convictions in the courts of the City unless the charge is heresy. The Office itself is very secure. If any intruders enter, one of the thousands of ghosts will certainly sound the alarm and the ghosts themselves can easily enter the minds of those nearby and wreck all sorts of havoc. Hooks: -Why are all members of the Necromantic Office eunuchs? -What secrets do the ghosts know? Any nifty signature spells? -Are there any duties have the Office has been shirking? -What happens to novices who are driven crazy by the ghosts? -What sorts of crimes have members of the Office gotten away with? Don’t they police their own? -Who would be crazy to try to raid a necromancer guildhall? The basic idea I’m going with for the Necromantic Office is that it has a lot of the trappings of an evil band of cackling necromancers but for the kids it’s more like the Graveyard Book crossed with Hogwarts and the adults are more the IRS than the Hellfire Club, although that might make them more terrifying rather than less… [b]The Colossal Wreck[/b] Hex 14.23 Among the lone and level sands of this stretch of the Singing Wastes lie the ruins of a great hot air balloon. It set out from Shuttered some time ago carrying three noble exiles (see the write-up on the Necromantic Office above) and their flesh golem minders from the City. The three flesh golems patrol the downed craft even now, carrying great mechanical crossbows that they shoot at any intruder (as some hungry local ghouls have learned to their cost). Two of the prisoners are still securely bound but the third was fed to the other two after food supplies ran out. If approached the two prisoners will offer anything they can think of in return for rescue. Hooks: -What is the role of these flesh golem minders supposed to be? Why doesn’t the City use normal guards? -What crime did these noble prisoners commit? -How long until one of the two gets fed to the other? -Is there any way to negotiate with the flesh golems or are they mindlessly hostile? -Who are some nobles (aside from the father of Giles Chosard, see Hex 09.06) that have been exiled in the past. Where did they end up? Those hot air balloons could end up just about anywhere. [/QUOTE]
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