Simple Necromancer.

A novice necromancer, will you be just another villain or will you be a hero necromancer?

Plot

Orrias is the world you call home. After years that left parts of the world — and even some dimensions — uninhabitable, an era of relative unstable peace has settled. The world's kingdoms still vie for control of regions and resources in minor wars, but do not use their most powerful magics, fearing that their adversaries will do the same. This is due to the fact that each nation counts on about ten masters of different types of magic. There are five continents in the world: The twins Gravall and Lanest are two large connected continents, with an ocean full of islands between them. Three main factions dominate the region: the Kingdoms of Gravall, the Silver Order, and the Khutaimun Empire. The kingdoms of Gravall vary in goals and organization — some are ruled by kings, others by mages, and still others by dragons. In the temperate northern regions of Lanest resides the Silver Order: a ruthless and xenophobic religious order, founded after a dark prophecy nearly exterminated all life in Lanest. In the deep southern desert of Lanest lies the Khutaimun Empire — a mostly coastal nation that serves as an important commercial center and is the only "civilized" nation to openly use some schools of dark magic. The crusades between northern and southern Lanest are the largest active conflict in the world today. The distant eastern continent is Wakeru. Several smaller factions fight for control of the land after a great betrayal destroyed the local dynasty. An entire continent has become uninhabitable and is known only as the Restless Deserts — a combined curse of desolation was inflicted by its Undead Barons, who seek to destroy all life but know that the rest of the world would unite against them. Finally, the artificial continent of Taztria mysteriously appeared recently. It is a wasteland ruled by mercenaries and criminals, who constantly fight for scraps. They use anomalous weapons and machines created from physical forms of matter. These anomalous machines are designed to trap others in place, serving as production lines. Divided path of necromancy: LICHDOM (IMMORTALITY) You are undead. You have no biological needs, as you animate your body through brute force – catastrophic damage will "kill" you, but your essence remains intact. Your lich body can adopt characteristics similar to a "pure element" – be it Flesh, Bone, Soul, or Blood – which will be your primary element. However, you do not create it from nothing: you concentrate it in your body; you can choose not to specialize and choose all elements. PHYLACTERY You possess a lantern with a soul gem that houses your essence. If destroyed, you will reappear from the lantern the next time it is touched by Moonlight, from the stored Element. The place where you keep your phylactery will begin to generate "Elemental Growth" with no maximum distance, converting the terrain around it. You are aware of everything within the domain of the Growth. SOLDIERS Using your primary element, you can create loyal servants with basic intelligence as long as you have the material available. Your servants will gain "racial levels" over time, increasing in power and evolving into variants. You can COMMAND any undead in your service. Specializations: FLESH Summon the Roaring Maw Flesh servants tend to be similar to Springs and Tentacle Monsters, but can also be Zombies and Ghouls. A Flesh Lich may have the appearance of Frankenstein or an amorphous mass. Open Portal – You shape flesh into some form of orifice that connects to another you created, establishing a portal. Complex Physiology – Can shape flesh into neural or organic tissues to create structures like eyes. Nerve links can share senses. Control Flesh – Controls flesh, with effectiveness proportional to level. Summon Fleshscape – Transmutes natural terrain within a 1 km radius into a Fleshscape. The landscape is alive, functioning as both a primary entity and an ecosystem allied to you. It maintains consciousness and has its own reactions, beyond your control. BONE Summon the Ivory Labyrinth Bone servants are your exemplary skeletons and shambling bone constructs. Bone Liches are the most visually traditional, but can constantly collect and add more bones. Fragmentation – Is able to cause bones to shatter into multiple needle-sharp splinters. Reinforced Bone – Can saturate bones with available metal, increasing density and hardness to create highly resistant bones. Control Bone – Controls bones, with effectiveness proportional to level. Summon Graveyard – Transmutes natural terrain within a 1 km radius into a bone landscape. The bones act like sand hiding a skeletal hydra with heads similar to sea serpents, which can emerge from the ground with a fragmentation attack that sweeps an area with splinters. SOUL Summon the Witches' Moon Soul servants tend to be harder to create but are generally more effective; such as Ghosts and Wraiths, Poltergeists, Banshees. A Soul Lich resembles an advanced type of Wraith. Soul Bond – You can force objects into the spirit world and mask them in a soul; you or that soul can retrieve the object at any time. Soul Trap – You can force a creature into the spirit world, making it disappear. You can trap it or bind it to an object. Control Soul – Controls spiritual matter, with effectiveness proportional to level. Summon Soul Well – You swap a 1 km² area with its relative area in the spirit world. A green whirlpool of spiritual matter twists in the sky like a hypnotic aurora, causing the weak-willed to gaze in ecstasy as their soul is drawn in. BLOOD Summon the Blood Tide Blood servants can be pools of blood that behave like parasites or vampiric creatures, as well as simulacra and clones. A Blood Lich can have the appearance of a bloody mass or a modified human form. Blood Crystal – You can harden blood into crystalline forms of your choice, as hard as diamonds and sharp as obsidian. Boiling Point – You can cause blood to boil violently, causing severe burns. Control Blood – Controls blood, with effectiveness proportional to level. Summon Sea of Blood – You transmute all natural terrain within 1 km into a sea of blood. The sea is alive, functioning as both a primary entity and an ecosystem allied to you. It maintains consciousness and has its own reactions, beyond your control.

Opening scene

The days are repetitive and dull. You were born with the gift of necromancy; many reviled you, others had a pragmatic interest. Necromancy is not illegal since it is a birth affinity, but it is still looked down upon. You are in Nigutmath, a village with a huge cemetery and your hometown. If it weren't for the higher birth rate of necromancers here, the huge cemetery would be largely useless and pointless. You are beginning your necromancer studies. What do you do?

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