Category Archives: Tabletop RPG

Finding Allies

Readers: This is a scene I wrote for a character in a tabletop roleplaying game, someone out to do good even if their powers are misunderstood and condemned by society at large.


Fleuris ducked down the alleyway between wooden shops and hawker’s stands near the Quay, weaving her way between the meandering peasants ogling things they could never afford. She shot a glance behind her and caught a glimpse of sunlight sparkling off two shields emblazoned with the six-point sun of Aulivar.

Soulforged—champions of Justice and unwavering bastions of virtue. They’d chased her across mountains and rivers, over leagues and tendays. She’d tried to ditch them in the dark corners of every town and city in the ‘Marches, but still they maintained their pursuit.

Even among their zealous order, few sins earned such relentless retribution as necromancy.

If only they could let me explain… if only they could understand.

Her friends would be waiting at the docks… Trenton strumming his lute and singing a sailor chanty, Galla sharpening her longswords, Hakri meditating and memorizing a fresh array of war-spells. But the three companions wouldn’t be enough by themselves to take on the pirate crew… so Fleuris intended to bring help.

It shouldn’t be far now, and the ritual wouldn’t take long—provided the Order lost the trail along the way. Her prize lay at the edge of Mirelenai’s sprawl of ramshackle buildings and flimsy shanties. The dread pirate Bloodhook the Brutal, Captain of the mighty Dire Shark, scourge of the Bay of Raentallas, lay wrapped in tight sheets in a shallow grave outside the town. After the mutiny, Bloodhook’s crew buried him on land to prevent his spirit from returning to the seas he loved and lorded over—one last spiteful jab at the savage master who had beaten them into submission.

Now the Dire Shark sailed the bay once more, tormenting seafaring merchants and plundering their ships’ holds. The Seamistress would pour out a chest full of gems and gold coins on anyone who sent the Dire Shark to the ocean’s floor.

“Seize that girl!” a voice shouted from much too close behind her. Another shouted, “The Ghostskin in purple,” and Fleuris gasped. She zipped down a narrow walkway that stank like an open sewer, trying not to consider the filth staining the hem of her burgundy skirt. The deep violet cloak wrapped around her wispy frame obscured her face from view, and her gloves of thick, black lace helped hide the tell-tale alabaster skin the Order sought.

She hustled through the dim-lit walkway, headed for the sunlight at the far end. A few paces from the street, she stumbled over an unseen obstacle like a tree root, and glanced down, squinting in the darkness. A body of some poverty-stricken peasant lay slumped against a wall, not yet dead a full tenday, judging by the rate of decay.

Fleuris probed the supernatural realm with her heightened senses and latched onto a glowing spark of life hanging in limbo. “I’m sorry,” she whispered to the soul, then again to the body on the ground. She yanked the life force from the ether and shoved it into the corpse, then watched the fruit of her labor.

The body clambered to its feet, loosing a swarm of flies and dropping chunks of flesh. Dead eyes stared at Fleuris, waiting.

She doffed her cloak, threw it over the corpse’s shoulders, and sent it a forceful command. Then she slipped into the crowds on the street, her step calm and sure despite the racing thrash of emotions and the rapid drumbeat in her chest.

After passing a few merchants, Fleuris paused at a tailor’s stand and reached for her coinpurse. “How much for the forest green cloak there,” she asked, “with the silver trim?”

While they exchanged offers and counter-offers, Fleuris caught the glimpse of her violet cloak near the walkway she’d passed through. The animated corpse shambled into the street and lumbered away from her, toward the busy docks at the heart of the town.

Fleuris threw the new garment over her shoulders and clasped the smooth material with a silver brooch under her chin. Then she froze in fear. Two dozen paces away, she spotted the pair of Soulforged from the Order, stomping their way through the crowd toward her.

“Undead!” Someone shouted in the distance, and another voice chimed in. “A walking corpse near the Ragged Sail! To arms!”

Other cries joined the throng, and the two Soulforged halted their approach. Then they dashed toward the commotion, swallowing whole the hook and bait she’d left them.

Fleuris turned her back to them and strode away with as casual a pace as she could muster. This road would curve toward the fields and foothills outside the town. A short walk by the bay in the afternoon breeze would lead to the grove which held Bloodhook’s remains.

Buried on a slope within earshot of the sea, but laid in a grave that faced away from the water… With cruel care, the Dire Shark’s crew had chosen the site of Bloodhook’s final resting place.

Not final, Fleuris corrected herself. He will rise again… I’ll see to that. Though he did nothing to atone for his crimes in life, he shall do much to repay them in death.

After all, Trenton and Galla had asked for allies on their quest. They didn’t specify living allies.

 


Note: This was written and inspired partly by discussions about whether a necromancer in D&D could possibly be considered “good.” My thoughts on the subject are found here, but I’d love to hear yours.

The Means Condemn the End

A post in which I contemplate something related to tabletop roleplaying games. Roll a Wisdom saving throw with a DC of 16; on a failure, you’re a geek (Level 5).

In my recent return to tabletop RPGs, I’ve joined some Facebook groups, discussed ideas with gamer friends, and watched some Youtube videos–both of live-streamed games and thoughts on how to run the game better.

One topic caught my eye: someone suggested the possibility of a “good” necromancer character, which triggered a lot of discussion. Shortly after reading the back-and-forth, I chatted with a co-worker about an upcoming group. “I’m thinking necromancer,” she said, which led to further discussion of the idea. The next day, I spotted a panel of experienced players covering a variety of topics, including:

Is necromancy inherently evil?

If you’re not familiar with games like Dungeons & Dragons, first off, it’s not the gilded double-door into a witches’ coven or a neon-lit path into Satanism. Players take on the role of a hero or heroine in a fantasy setting: perhaps the beefy fighter or barbarian (think Aragorn, Eowyn or Conan), or a bearded wizard (Gandalf or Dumbledore). Maybe they choose a stealthy rogue or burglar (Bilbo Baggins, maybe Arya Stark) or someone with the power to heal (Elrond or Galadriel). One person plays the rest of the fantasy world… everything from the squire polishing armor to the great personalities like Jamie Lannister, Queen Cersei, and King Joffrey… all the bad guys, from the unnamed scrub Bandit #3 to the White Walkers to Ramsay Bolton and even Danaerys’ dragons.

In a game like this, monsters lurk around every corner, many of them with civilized faces to mask their dark hearts. In a game like this (usually), magic is real and so are the gods and goddesses who grant divine power to their faithful.

In a game like this, a wizard or other magic-user might even learn how to raise the dead and command the skeletons or zombies produced to fight for him or her.


It’s likely that if you’re reading this, you know all that already, so I’ll stop explaining the concepts and get back to the question:

Can there be such a thing as a “good” necromancer?

In other words, like the title suggests, in a game like D&D, are there some methods or powers that you cannot possibly justify using for noble purposes?

I flipped on the YouTube video of the discussion panel and skipped to the part about necromancy, hoping for some unique twists to add to my own ideas. To my surprise, all the participants shot the idea down without hesitation.

The best argument pointed out that in all societies, grave-robbing and defiling burial grounds are strongly forbidden and frowned upon. It’s kind of a universal rule. That being the case, one expects some severe consequences for any necromancer–a person who uses magic to animate the dead bodies of ancestors or loved ones. I think that’s a valid point and a consideration for how other characters in-game would interact with such an oddity. Fair point.

But then it devolved to “That’s just boring, lame character building.”  “A necromancer is evil just like paladins are lawful good.”  “It doesn’t make any sense–why in the would she do this?” One guy’s whole argument was “Necromancers are evil, because I ran a game with a guy who played one as the stereotypical ‘muahaha I shall make a city of undead and rule over it.’ And that dude was a jerk–I mean, apart from being a necromancer, he just was a bad person in game.”

I strongly disagree with all of these points, and not just because the idea of the good necromancer inspired a character and some creative writing. (I posted a scene with Fleuris earlier.)

I also think these points are poor arguments. So let me tackle these in order:

Good Necromancer is boring. Lame character building. 

Sure, if you want to create something that follows cookie-cutter norms. I suppose “the generous thief” or “the intelligent barbarian” or “the conflicted paladin” would also be lame.

Playing a character that doesn’t quite fit a stereotype–or rather, outright challenges it–can lead to fantastic role-playing moments.

In my first campaign, I had a player who rolled random dice for every decision about the character he was making. He ended up a Dwarf Paladin of Nature… something that doesn’t really fit the standard fantasy tropes. It made his backstory come alive–an outcast from his clan because of his strange religious views, a perfect ally to the husband and wife pair of elf rangers in the party, a hero with a cause to champion and built-in conflict a DM can exploit–er… use to craft interesting encounters.

Similarly, I had a player running a rogue in one campaign who, on our downtime, would tell me what his character was doing in the city. While his allies were off pursing personal goals and looking for leads on the next big score, the rogue would donate half his earnings to the orphanage that took him in as a child, and volunteer time with the kids. No one knew this was going on “in game” because it happened in messages and emails. His party members even got to the point of joking about how “you know how the rogues are, always sneaking some money and pick pocketing their way through the market.” But he played the most generous and selfless character I’ve seen in a campaign.

Yeah, playing against type is super lame. Don’t do it.

Of course there may be role-playing consequences. Not everyone will welcome a necromancer with open arms. Not everyone will buy the idea that “I’m using these powers for good.” But that’s all part of the fun and the conflict which makes RPGs great.

A necromancer is automatically evil, like paladins are automatically good.

One flaw in that statement: Depending on the edition of the game, paladins aren’t inherently good. If you’re devoted to an evil or chaotic deity, you probably lean toward Chaotic or Evil alignments. If a “good” deity can grant their champions powers and favor, so can a bad one. Paladins are just a mechanic for describing a warrior who is committed to a cause and blessed with divine power to pursue that cause.

Similarly, necromancy is a tool… one traditionally associated with evil, perhaps, but still a tool. But this logic is lost on some. One of the DMs in the YouTube video actually argued as follows:

“It just doesn’t make sense. Here you are, going after the evil necromancer, and the guy walking along next to you is a necromancer?”

The flaw in that logic is revealed when you substitute any class or archetype for “necromancer.” There are evil wizards, but the party doesn’t kill their resident magic-user before fighting an evil wizard. An evil cleric or assassin might be the villain in an encounter, but that doesn’t make the party cleric or rogue a villain.

Magic, like any class power, is a tool. How one uses it communicates more than the nature of the tool. A paladin who curb-stomps defenseless enemies because “they’re bad guys” isn’t what we’d call good. A necromancer that uses her powers to protect others and serve a noble cause shouldn’t be what we call bad.

It doesn’t make any sense.

For one, you’re in a fantasy setting. Nothing makes sense. Someone is channeling power into their weapon to deliver a blast of radiant power that damages the enemy. Someone else is waving their hands and becoming a human flame-thrower. Another person communes with supernatural entities that grant her otherworldly powers. But the necromancer trying to do something heroic? That, sir, is where I draw the line!

Necromancy used for “good” absolutely makes sense… if we try to consider how that can work. Imagine the noble who tells his subjects, “Our ancestors fought to establish this kingdom against all odds, spilling their very blood on the rocks where our city’s walls now stand. And now they return, ready to stand beside us, once again willing to take up arms against those who threaten all they worked to build!”

Imagine the party member whose personal quest, like Fleuris, is to find and raise the bodies of infamous villains or evildoers as part of their penance for their sins. Is it twisted, misguided, a little off? Yeah–and that’s what makes it great!

Guns don’t kill people, my horde of skeletal minions kill people.

Needless to say, I fall right into the camp that deems necromancy an amoral (okay maybe highly questionable) practice where what matters most is the end result. Use it to establish your undead army and create a necropolis to rule over? Evil. Use it to cleanse the necropolis and eliminate a growing threat to the nearby kingdom of goodly peoples? Good.

As in all things D&D, creativity and fun are what matter most. I’m having fun imagining Fleuris and the sorts of situations she might find herself in. I hope others are inspired to take a trope and turn it on its head… then run with it and see where the story leads.

What do you think?

Am I off course? Am I missing some key point? Let me know in a comment; I’d love to hear your point of view.