Simple necromancer.

A novice necromancer, will you be just another villain or become 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 settled in. The kingdoms of the world still dispute control of regions and resources in minor wars, but they do not use their most powerful magics, fearing that their adversaries would do the same. This is due to each nation having 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 Empire of Khutaimun. 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 regions of northern Lanest resides the Silver Order: a ruthless and xenophobic religious order, founded after a dark prophecy nearly wiped out all life in Lanest. In the deep desert of southern Lanest lies the Empire of Khutaimun — a mostly coastal nation that serves as an important trade center and is the only "civilized" nation to openly use some schools of dark magic. The crusades between the north and south of Lanest are the largest active conflict in the current world. 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 became 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 appeared mysteriously recently. It is a desert ruled by mercenaries and criminals, who constantly fight for scraps. They use weapons and anomalous 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 by 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 re-emerge 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 Growth domain. SOLDIERS Using your primary element, you can create loyal servants with basic intelligence as long as you have the available material. 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 Ghuls. A Flesh Lich may look like 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 – You can mold flesh into neural or organic tissues to create structures like eyes. Nerve connections can share senses. Control Flesh – Controls flesh, with effectiveness proportional to level. Summon Flesh Landscape – Transmutes the natural terrain within a 1 km radius into a Flesh Landscape. The landscape is alive, functioning both as a primary entity and as 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 assemblies. Bone Liches are the most traditional visually, but can constantly collect and add more bones. Fragmentation – 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 the natural terrain within a 1 km radius into a bone landscape. The bones act like sand hiding a skeletal hydra with heads resembling 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 more difficult 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 whirlwind of spiritual matter writhes in the sky like a hypnotic aurora, causing the weak-willed to stare in rapture 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 may have a bloody mass appearance or a modified human form. Blood Crystal – You can harden blood into crystalline shapes 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 both as a primary entity and as 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 have shunned you, others had pragmatic interest. Necromancy is not illegal since it's an affinity from birth, but still, it is frowned 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 unused and useless. You are beginning your studies as a necromancer, what do you do?

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By: fake_iteration2

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