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Book of Bone and Ebony

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otch on this roll ruins the flesh, leaving it fit only for<br />

carrion eaters, <strong>and</strong> new cadavers must be acquired.<br />

Once the pieces <strong>of</strong> the meat golem have been assembled,<br />

the surgeons throw the patchwork creature into<br />

a (sardonically named) resurrection pit. Resurrection pits<br />

are cylindrical pits <strong>of</strong> thick soulsteel, eight feet in diameter<br />

<strong>and</strong> fifteen feet deep <strong>and</strong> weighing three to four tons (some<br />

Deathlords have much larger permanent models near their<br />

citadels in the Underworld). Powered either by Hearthstones<br />

(<strong>of</strong> at least rating •••) or by several soulfire crystals<br />

or Essence-containing gems, they are etched with vile<br />

necromantic glyphs <strong>and</strong> filled with a repulsive broth <strong>of</strong><br />

blood <strong>and</strong> assorted necromantic reagents brought from the<br />

depths <strong>of</strong> the Labyrinth. Maintaining a resurrection pit on<br />

an ongoing basis requires Resources •• or better. The pits<br />

consume 1 mote <strong>of</strong> Essence per hour, <strong>and</strong> the soulfire<br />

crystals <strong>and</strong> Essence-containing gems must constantly be<br />

refilled by ghosts using Filling the Precious Vile (see<br />

Exalted: The Abyssals, p. 247). Pits powered by Hearthstones,<br />

obviously, are much less trouble to maintain.<br />

Transporting a resurrection pit is no small undertaking,<br />

but they are <strong>of</strong>ten loaded into wagons drawn by<br />

animated yeddim corpses or carried on vast palanquins<br />

that require scores <strong>of</strong> zombies to move. Once they reach<br />

their destination, resurrection pits are usually set into the<br />

ground, but they can be assembled above ground, in which<br />

case they are surrounded by scaffolding <strong>and</strong> ladders to<br />

allow easy access to the pits. Deathlords <strong>and</strong> their<br />

deathknights typically deploy battlefield support labs as<br />

close to combat as possible.<br />

Once ghosts <strong>and</strong> mortals have recovered enough parts<br />

for a composite zombie, the necrosurgeons assemble them<br />

into a whole creature <strong>and</strong> toss it into the resurrection pit. The<br />

foul broth in the resurrection pits causes the parts to merge<br />

into each other, linking the components with a kind <strong>of</strong> thick<br />

scar tissue that’s <strong>of</strong>ten tougher than the original flesh. An<br />

assembled composite zombie must be left to soak in the pit for<br />

at least 24 hours to allow the pieces to fuse properly. Once the<br />

parts have fused, the necromantic spark reignites <strong>and</strong> the<br />

composite zombie pulls itself from the pool, ready to be<br />

deployed again against the forces <strong>of</strong> Creation. If any piece <strong>of</strong><br />

the composite corpse had not been previously animated by<br />

necromancy, the corpse will not mend <strong>and</strong> cannot be animated<br />

except through direct necromancy.<br />

While these battlefield zombie labs are unwieldy <strong>and</strong><br />

difficult to deploy, a force running low on zombies can<br />

<strong>of</strong>ten reclaim 20 to 40 percent <strong>of</strong> its casualties by making<br />

the fallen into composite zombies — without the need for<br />

a necromancer.<br />

Resurrection pits count as Artifact •••• or •••••<br />

devices, depending on the size. The smaller <strong>of</strong> the two types<br />

can hold <strong>and</strong> process around 20 meat golems at a time; the<br />

larger Artifact ••••• version holds around three times<br />

that. All <strong>of</strong> the Deathlords have at least one <strong>and</strong> some, such<br />

83<br />

CHAPTER FOUR • CREATIONS OF BONE<br />

as the First <strong>and</strong> Forsaken Lion, have dozens. Currently,<br />

resurrection pits work only in the Underworld <strong>and</strong> in<br />

shadowl<strong>and</strong>s, but the Deathlords are aggressively working<br />

on a version that functions in Creation.<br />

ZOMBIES AND MORTALS<br />

It is an unnatural state <strong>of</strong> affairs for zombies <strong>and</strong><br />

mortals to work together, but in cases where mortals are<br />

necessarily present, a determined necromancer can integrate<br />

the two fairly easily, at least on a small scale. This is<br />

likely to occur if mortals from a shadowl<strong>and</strong> make up a<br />

majority <strong>of</strong> a necromancer’s fighting force, for example, or<br />

if the necromancer needs mortals to serve in battlefield<br />

support labs. This happens a fair amount, as mortal troops<br />

are popular with the Deathlords. Not only do they learn<br />

twice as fast as ghosts, but they can be made to learn faster<br />

yet with Hardened Killer Training Style (see Exalted: The<br />

Abyssals, p. 178). And when mortals die, they frequently<br />

provide more troops in the form <strong>of</strong> ghosts, hungry ghosts<br />

<strong>and</strong> zombies. Moreover, the living don’t need Essence to<br />

be effective in living Creation proper <strong>and</strong> work well in<br />

battlefield formations. Oblivion-tainted idealism aside,<br />

most Deathlords are practical enough to incorporate living<br />

forces into their ranks.<br />

A more expensive variant <strong>of</strong> Soul Br<strong>and</strong>, a simple<br />

Shadowl<strong>and</strong>s Circle spell (see Exalted: The Abyssals, pp.<br />

225-226), lets the necromancer create an amulet or talisman<br />

identifying a mortal as an inedible ally for a cost <strong>of</strong> 30<br />

motes. The amulet is typically implanted under the skin on<br />

the recipient’s sternum so it cannot be lost. The same spell<br />

can create talismans that can be carried freely, but these can<br />

lead to problems <strong>and</strong> are deliberately kept rare. These<br />

talismans last indefinitely in the Underworld or in<br />

shadowl<strong>and</strong>s, but disintegrate after a year in Creation.<br />

Likewise, these “artifacts” are not artifacts in the truest sense<br />

<strong>of</strong> the word, <strong>and</strong> Sapphire Countermagic destroys them<br />

instantly. While they count as a level-2 artifacts, they can<br />

also be given to those with Backing (Deathlord) ••. There’s<br />

also a black market for these amulets, especially near<br />

shadowl<strong>and</strong>s, <strong>and</strong> they typically cost Resources ••••.<br />

When the bearer <strong>of</strong> one <strong>of</strong> these amulets falls in battle, the<br />

amulet is typically cut from the corpse, cleaned <strong>and</strong> inserted<br />

in a new host as a means <strong>of</strong> preserving resources.<br />

Some necromancers also know a 20 mote Labyrinth<br />

Circle spell, Black Investiture, that grants mortals limited<br />

control <strong>of</strong> zombies (on top <strong>of</strong> the benefits <strong>of</strong> Soul Br<strong>and</strong>),<br />

allowing those mortals to serve as lieutenants in the<br />

necromancer’s army <strong>of</strong> the undead. This appears as a<br />

tattoo, like Soul Br<strong>and</strong>, but it may also, for 40 motes <strong>and</strong><br />

a Willpower, be committed to an amulet. Amulets made<br />

with that spell are more powerful than those that simply<br />

identify mortals as allies, <strong>and</strong> they contain some <strong>of</strong> the<br />

necromancer’s Essence. A mote <strong>of</strong> Essence must be committed<br />

to the amulet, <strong>and</strong> in so doing, the necromancer

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