Just a loose idea that you can monkey with,
modify or completely ignore, as you please.
Your
mentor calls himself 'Sokath of the Burning Eyes,' and affects a deep timbre
to his voice,
masking his features behind a silken veil, magical lenses that fit over his
eyes and
glow with a ruddy light, and affects a bewildering accent that he claims is
that of a desert
tribesman.
You
know quite well that his name is Calin Stensen and he is a middle-aged man
of otherwise unintimidating
appearance, developing a slight paunch (which he keeps in check with a girdle
when in his 'tribal robes'). You came
with him from Calastia (living in a modest house
outside of the city of Pahrae in the Turrows province of northern Calastia),
where he worked
as a Battle-Mage. You have served
as an apprentice to him for over 5 years, although
most of that time has been spent keeping his dusty laboratory and home in
order while
he was stationed first in the Heteronomy of Virduk, then Durrover, then Burok
Torn. He
returned home a year and a half ago, battered and scarred from his latest
campaigns, hair
graying and muscles aching from the hardships of the field. When he received orders a
month later to return to the Heteronomy to help deal with some rebellious
Halflings, his exact
words were, "That's fucking IT! I've
had it with this bullshit!" and then packed and prepared
his most useful texts, even bringing you along with him, an unheard of development.
You
could have sworn from the way he left his home that he wasn't coming back,
and you were
right. You arrived at the Heteronomy,
and noticed that he did not bother to unpack the
mules that brought his belongings (you were required to carry your own, and
a few extra
things of his, as he did not have enough mules for everything he wanted to
bring. You
sometimes wonder if he had had enough mules, he would have brought you at
all...).
The
barracks where you and he were to be stationed were crowded and smelled of
men in armor. You found the whole thing a bit overwhelming,
but could see that he commanded a level
of respect among the common soldiers. He
kept you busy with strange tasks that seemed
nonsensical, and it became clear that he was wracking his brain trying to
keep you from
being underfoot while he dealt with other matters, so you finished your latest
fool's errand
and then padded quietly around, out of his way, but keeping an eye on him,
in case he
should need you. So you noticed him
planting little flasks of his special Alchemical Fire,
which you had helped him to prepare on many occasions, all about the barracks.
He
spotted you soon enough, and he pulled you past the room you and he had been
assigned, to
see two bodies apparently 'asleep' within.
You had seen the bodies of the dead before, and
it was not difficult to see that these were already corpses. You remember nothing else,
from that point, but now you recognize the words he was speaking as to those
of a simple
Sleep enchantment.
When
you awoke, you were slung over his warhorse, being led out of town by an Elven
woman, a
Halfling and one of the Half-Orc soldiers from the barracks, who were leading
his mules and
steed away to the north, while behind you the barracks could be seen burning
in the night. The Elf, clearly the leader, since she was
not carrying bags, shimmered and grew into
the form of your master, who helped you off of his horse and mounted it, with
the warning
never to speak of what you had seen this night unspoken, but very clear indeed.
He
left the Halfling and Half-Orc sound asleep at the first campsite, quickly
mounting up and
riding off without them. You recognized
the same sleeping spell he'd used on you.
A
few days later, you arrived in Hollowfaust, and he produced from his belt
a small fortune
in golden coins, that he used to purchase a small house for his own use, in
which
he set up a new laboratory, as 'Sokath.'
He began to indulgently train you in the
arts of Wizardry, seemingly delighted to finally have the time to perform
this simple task,
and spending long hours reading, researching, mixing noxious things together
and even
capering around the house in a nightrobe chortling to himself over simple
things like being
able to eat or sleep as he pleased, often speaking lovingly of meals that
were not trail
rations or beds that were not hard earth, where Dwarven Rune-Wizards weren't
making the
earth shake, Halfling snipers weren't aiming at his head and Durrovian seige
engines weren't
tracking his movements.
You
can't imagine why he gave it all up to live an outcast in this creepy city.
The
local Wizards are frightening, and seem to have no concept of temperature,
as they dress
in ponderous black greatcoats, with broad-brimmed hats and scarves often covering
their
lower faces. And this on days hot
enough to leave you unwilling to leave the house!
It
is said that the Necromancers have no blood, and that their flesh is cold
to the touch, although
their apprentices do not wear black and dress more like the local citizenry,
in light
colored and loose linen garb, more appropriate to the climate. The ash here is everywhere,
and anyone who wears anything other than black might as well be wearing grey,
as
that is the color that their clothing will be after a few hours in the streets.
Undead
stand guard at the gates, and you thought it simply a macabre affectation,
that these
rumors couldn't *possibly* be true, that they were simply props of some sort,
maybe intimidating
decorations to throw fear into their foes hearts. It was that night that you looked
out the shutters to see what the clacking was on the stones outside to spy
a patrol of
skeletal knights ride by on the skeletons of horses! You did not sleep at all that night,
but in the morning life went on, and at the market no one seemed the worse
for the thought
that monsters walked the streets at night.
It
has been a few weeks now, and you have grown accustomed to the skeletons that
walk the night
and guard the gates, you know the dead areas of the city are off-limits, and
the Plaza of Owls
is the one restful place in the city. You
have noticed that many out-of-towners seem to
linger in the Plaza, and have heard that the death-energies of the city are
weakest here,
which probably makes it a more pleasant feeling area for those not native
to this area.
You're
not terribly interested in this Necromancy stuff, but neither does it bother
you any
longer. Ultimately, it doesn't seem
all that fantastic, from a military standpoint, so
you aren't that keen on it. Your master
on the other hand, has learned at least a dozen
new Necromantic spells, and seems to have made a few regular contacts among
the local
lower level spellcasters, trading some of his abjurations, simple item formula
and blasting
magics for the local specialties. Their
focus on death-magic has left him a tiny
niche in dealing in other forms of magic, although he does not need to 'make
a living,' but
instead simply trades his services for laboratory equipment and texts for
his idle researches,
conducted at a leisurely pace, these days.
The
lack of color is frustrating to your eyes, and your master seems to agree,
as the inner rooms
of your home are decorated with colorful carpets, wallhangings and pottery,
which he
claims rests his eyes from the tedious black, white and grey of the city itself,
with its
unrelenting motif of obsidian and bone.