Get ready for climate-based Necromancers:
Tropical Necromancers (Beach/Rainforest/Sea)
- Prefers skeletal minions with plant-based additions since it’s hard to keep fresh flesh in humid environments.
- Although their undead minions are much weaker than those belonging to other Necromancers, the flora ligaments grant skeletons complete movement, flexibility, and camouflage.
- Exposure to decomposing flesh and diverse plants leads Tropical Necromancers to pursue healing arts and botany (Necrobotany) – mostly to prevent sickness, disease, and the annoying stench of death.
Arid Necromancers (Deserts)
- With a multitude of desert scavengers, it’s hard to collect complete bodies; better to stitch together whatever’s found to create “mix & match” constructs of human and beast.
- Due to each minion being unique, Arid Necromancers are the most attached to their Undead – adorning the creatures with jewelry and linen wrap clothing.
- Heavy maintenance and the study of compatible body parts leads the Arid Necromancer to practical medical knowledge over healing arts.
- The unholy matrimony of mixed bodies attracts enraged spirits. Although a negative, this results in the Arid Necromancer learning Curses.
Tundra Necromancers (Ice/Mountains/Snow)
- Colder environments results in sturdier, better preserved (although slower) undead minions.
- Due to stronger zombies and the threat of blizzards, it’s common for Tundra Necromancers to gather resources for base building.
- With little minion maintenance and a constant supply of zombies from adventurers perishing in the cold, Tundra Necromancers are considered to be very lazy.