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This always bugged me. Where did the skeletons and zombies that are summoned by vampires and necromancers came from? In the WHRP, necromancers needed the actual skeleton or corpes to bring it back to life. However, in WHFB the necros can summon skeletons anywhere on the battlefield.
I don't think that there are skeletons or corpses everywhere in the old world. So if necros can summon skeletons out of nothing, isn't that more the works of a conjourer then a necromancer?
What's your take on this? How can a necromancer get skeletons to crawl out of the ground?
And what about the grave guards. Since you can't summon any more of them in the battle. Do the need to be up keeped. Or are they summoned before the battle begins in a more complex ritual?
Well I guess zombies and skeletons can be raised anywhere because your fighting on a battlefield that who knows could have been fought on earlier. In the fluff after SoC it said that the vampires came out after the battle and started causing trouble then, with all the corpses around so I would say that VC wait for the right time to strike. Grave Guard are wights and have better magic on them (hense ld 8 ) so I assume it would take longer to get these guys going.
Last edited by 311; June 16th, 2005 at 02:00. Reason: stupid smilies
I still don't buy it. Surely there an explaination that can allow a necromancer to summer skeletons ANYWHERE.
Also, Wights in WHRP are not skeletons. They are more of an spirt type of thing that protects their dead remains and kills any living thing that get near it.
Wights in WHFB has become just an eilte version of the normal skeletons.
For my fluff, I'm thinking that for a necromaner, the earth is like a portol that gives up it's dead so to speak. Skeletons sort of magically get "transported" from their resting place to the place that the necromancer calls them. Kinda like moving through the warp. Except moving through earth. It then materialises and crawl out of the ground...
Does this make sense?
Well I've never played WHRP and thus no none of the fluff so im just going on what I know. However I think skeletons magically appearing is wrong because it would make necromancers uber, where at least to my theory they have a limited amount they can raise. Think about it, just being able to raise indefinitly... I think VC wouldn't have to hide so much if that was the case because they would control the world.
That's an interesting point.
So an necromancer does need to do some form of maintanace on his skeleton. So it's agreed that the necromancer do need an actual skeleton or corpes to raise it.
Any other takes on this?
Well necromancers are naturally drawn to places of death - cemetaries and the like. People who have made the cemetaries would object to a necromancer digging up corpses and animating them at will, so they would send forces to oppose the necromancer's will. Therefore, can we not assume that VC battles are taking place over a cemetary, oancient battle ground or ancient burial ground of some sort? They would laboriously pour over tomes about the locations of huge ancient battles, legendary cemetaries and the like so that they don't waste their time in 'corpse free' areas. Once the local watch busts the necro, then the local forces arrive, just in time to be opposed by a raised horde of skeletons and zombies!
The iron crowned is getting closer,
Swings his hammer down on him,
Like a thunderstorm he's crushing,
Down the Noldor's proudest king.
Under my foot, so hopeless it seems.
You've troubled my day, now feel the pain.
- Blind Guardian
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For my fluff. My wondering necromancer and his assistant "found" the ancient army of *whoever*. (The grave guards) And managed to locate the artifact that allow him to control it. I envision the grave guards as being in stasis untill called. They need to be maintained, since they can not be summoned.
I'm stuck on the fluff for the regular skeletons tho. Should they be the lesser troops of the ancient army who's numbers can be added to with newly summoned minions? It sounds a bit too contrived. What's the fluff for your skeleton minions?
I wanted to have the theme of an old traveler arriving in a small town with his younger man-servent. And the when the town folks least expected it, he raises a legion of ancient horrors and ransacks the town. When the state troops arrives, the minions will fade into dust and/or crmble and the old man dissapares into the night.
It's knida hard for it to work if he has to hide a legion of skeletons in the forest.
Any ideas or suggestions?
As it stands, normal Skellies are just some poor souls who have died on the place (Maybe ages ago) whose are, on the whim of the dark wizard, bound back to their bodies, enslaved to their will, seeing only images from past battles or somesuch.
Wights require more work, and are the remains of long-dead warriors. They are infused with much more potent magics, and as such can't just be risen from anywhere the wizard wants. A prime example of Wights might be Krell.
Use Light, Beasts, Metal instead of Heavens
NecroLords: Use at least one Death Mage
Brets: Use Peasants&Damsels
Skaven: Don't use Skryre SAD
I made my skeletons out of men at arm and skeleton bits, so my fluff is after chaos destroyed a village and some un prepared bretonnians, my necromancer came by and raised them up.
I think the grave guards needs some sort of ritual... where all the necros gather up and chant manically