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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

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