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NECROMANCER
The Wasted World
The Wasted World was once a beautiful place. But its glory was shattered all too often by bloody and cruel wars for land and resources. Eventually, a good and mighty king of one of the larger empires, while on his death bed following a particularly bad battle, found what he thought was a solution.
The Guild Of Necromancers had long been banned by Royal Decree from practicing their dark and evil Magicks due to the dangerous nature of such things.
The Good King, whose brain was fuddled by a magical potion and the pain of death close at hand, recalled the Decree and allowed the Necromancers open practice of their art. He had been persuaded, albeit magically, that the lands could be rebuilt if the dead were used as cheap labour. That armies of shambling corpses would swell the ranks of the militia so greatly that nobody would dare to attack. In short, the King had been sold the line that Necromancy would cure all his problems.
And so it began. The End of the World. Necromancers, whose minds were corrupt through dealings with parasitic forces of Entropy, dragged more and more dead back into the world. As their power increased, so did their political positions. Other nations sought their own Necromancers to counter the threat. Wars were fought again, but fewer and fewer live combatants took part. With each body raised, it seemed, there was one fewer birth. As if some dark counterbalance had begun. Real people dwindled as the streets became packed with the living dead.
At the last, the humans fought back. A final uprising by them against the Necromancers almost succeeded, but was finally crushed. When they had destroyed the rebellion and all remaining life except themselves, the Necromancers held a dark council. Their weakness had been their own mortality, and it had almost lost them all they had gained.
The Necromancers agreed to throw away their mortal forms and become entities of Soul, existing in a twilight life of intellect and power,... but little else. In time, they grew bored. Everything had been done. And in boredom, the taint of madness, as each Necromancer began to look upon the others as a threat.
Predictably, war has erupted for one final time. It is the End of the World. In the tragic shadowed land that remains, the ten greatest Necromancers of all time, now little more than mental entities, gather up their might for the Final Battle. The War to decide who will be the Ruler of the Wasted World.

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