Book of Bone and Ebony
Book of Bone and Ebony
Book of Bone and Ebony
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EXALTED • BOOK OF BONE AND EBONY<br />
confers some <strong>of</strong> his authority over the dead to his mortal<br />
minion. Should the mortal ever turn on the necromancer,<br />
the latter can reflexively withdraw his committed Essence,<br />
effectively de-authorizing the mortal. Given the power <strong>of</strong><br />
these amulets, <strong>and</strong> their potential for abuse, they are<br />
always implanted under the bearer’s skin (although that’s<br />
not necessary for the magic to work), usually beneath the<br />
skin over the brow or under the scalp. Nemissaries sometimes<br />
use these items, but they must be obtained with<br />
Artifact •••, Backing •••• or Resources •••••.<br />
DISEASE<br />
Zombies are terrors on the battlefield. Not only<br />
are they repulsive <strong>and</strong> hard to destroy, but their<br />
putrefaction makes them bearers <strong>of</strong> disease. Wounds<br />
inflicted by the necrotic touch <strong>of</strong> a zombie is far<br />
more likely to become infected <strong>and</strong> fester than most<br />
other wounds sustained on the field <strong>of</strong> battle. Resisting<br />
infection from normal battlefield wounds<br />
requires a Stamina + Resistance roll against difficulty<br />
3 (see Exalted, pp. 233-234). Resisting<br />
infection <strong>of</strong> wounds inflicted by zombies, on the<br />
other h<strong>and</strong>, requires five successes. When mortals<br />
close in battle with zombies, the mortal army suffers<br />
two kinds <strong>of</strong> casualties: those the zombies kill outright<br />
<strong>and</strong> those who fall victim to infection after<br />
being wounded. Treating such wounds with alcohol,<br />
fire or other sterilizing agents within a few<br />
minutes <strong>of</strong> being wounded is the key to surviving<br />
wounds delivered by zombies as it reduces the difficulty<br />
<strong>of</strong> the Stamina + Resistance roll to 2. The fire<br />
damage necessary to sterilize the wound is equal to<br />
one level <strong>of</strong> lethal damage.<br />
Those <strong>of</strong> Creation’s armies that encounter the<br />
walking dead more than once develop tactics for<br />
dealing with the infection caused by zombie wounds.<br />
Many <strong>of</strong> the living have discovered that pure grain<br />
alcohol is worth its weight in jade to the living<br />
combatants. Not only does it counter the gangrenous<br />
touch <strong>of</strong> the zombies, but its highly flammable<br />
nature makes it ideal for creating firebr<strong>and</strong>s to wield<br />
against the walking dead.<br />
GHOSTS<br />
With a few notable exceptions, ghosts play a far<br />
smaller role than the walking dead in the war between<br />
Creation <strong>and</strong> the Underworld. They are far less involved<br />
than zombies <strong>and</strong> hungry ghosts unless the living dare<br />
attack the dead in their spirit realm. Garrisons <strong>of</strong> war<br />
ghosts are quite useful in the shadowl<strong>and</strong>s, however. Though<br />
they can’t easily engage during the day, as soon as night<br />
84<br />
falls, the army materializes from whatever perfect strategic<br />
location or flanking position they have secured. Marching<br />
into the shadowl<strong>and</strong>s <strong>and</strong> waiting for nightfall is suicide.<br />
The ghostly forces see attackers coming <strong>and</strong> the attackers<br />
can’t see them, <strong>and</strong> when the living are tired, the ghosts are<br />
ready to spill <strong>and</strong> drink their blood.<br />
The cost <strong>of</strong> materializing in Creation is prohibitively<br />
expensive (nearly half <strong>of</strong> the average ghost’s Essence<br />
pool), particularly given that ghosts don’t easily regain<br />
Essence outside the Underworld. That said, ghosts can<br />
certainly receive <strong>of</strong>ferings <strong>of</strong> blood, prayers (in the form <strong>of</strong><br />
Ancestor or Underworld Cult ratings) <strong>and</strong> other forms <strong>of</strong><br />
sustenance. After major battles, Deathlords typically execute<br />
livestock <strong>and</strong> prisoners, dumping the blood <strong>of</strong> the<br />
sacrifices into vats <strong>of</strong>fered to the dead hordes in terrifying<br />
victory celebrations.<br />
Despite their limitations, there are some ghosts whose<br />
particular skills make them especially well suited to deployment<br />
in the world <strong>of</strong> the living.<br />
HUNGRY GHOSTS<br />
Even in Creation, hungry ghosts are naturally material<br />
at night <strong>and</strong> need not spend Essence to affect the living —<br />
a powerful advantage among the undead. This makes them<br />
at least moderately useful to the Deathlords, despite the<br />
hungry ghosts’ feral tendencies. Hungry ghosts are at least<br />
on par with zombies — <strong>and</strong> possibly far more powerful,<br />
depending on how powerful the hungry ghost was in life.<br />
The forces <strong>of</strong> the Deathlords <strong>of</strong>ten make use <strong>of</strong> hungry<br />
ghosts by employing the tactics <strong>of</strong> strategic violation to<br />
increase their armies. A single slain mortal whose body has<br />
been carefully desecrated will yield two soldiers for the<br />
Deathlords: the animated fleshly remains in the form <strong>of</strong> a<br />
zombie <strong>and</strong> the corpse’s hungry ghost.<br />
More than once, the armies <strong>of</strong> Creation have been<br />
duped into believing they were confronting a modest force<br />
<strong>of</strong> zombies, when, in fact, their enemies’ numbers doubled<br />
with the setting <strong>of</strong> the sun. While the Deathlords don’t<br />
like to use this ploy too <strong>of</strong>ten lest it lose its value, it remains<br />
one <strong>of</strong> their favorite tactics.<br />
At the very least, hungry ghosts are key agents in<br />
establishing ancestor cults in Creation, as the living can<br />
see for themselves what happens when a corpse is not given<br />
proper burial.<br />
For more on hungry ghosts, see Exalted, pages 300-<br />
301, <strong>and</strong> Exalted: The Abyssals, pages 61-62.<br />
A STORM OF HUNGRY GHOSTS<br />
The necromancy spell Shade Prison Amulet (see<br />
Exalted: The Abyssals, p. 225) allows a necromancer to<br />
capture hungry ghosts within a piece <strong>of</strong> engraved bone.<br />
The hungry ghost is freed only if the etched bone shard is<br />
destroyed. This necromancy spell is a relatively common<br />
one, <strong>and</strong> many necromancers accumulate large collections