You’re stepping onto one of the deepest paths open to a spellcaster here — ancient forces answer to you, and the line between life and death starts to feel less like a wall and more like a door you can open from either side.
There’s a staggering amount to learn. Hundreds of distinct powers sit within reach, documented in guides thorough enough that you’ll rarely be stuck guessing, and members ahead of you tend to be generous about sharing what they know.
Your guild’s home isn’t a single hall but a sprawling complex of stone corridors and old catacombs, more than a hundred rooms in all, each holding a fragment of history about members who came before you. Buried in all of it is a running mystery — what became of the Necromancers of old, and why they disappeared — that a long guild quest slowly lets you piece together.
What you get
- Hundreds of distinct powers to learn across a long-term progression
- Thorough documentation covering nearly every power in the guild
- A hundred-plus-room guild hall built around stone corridors and catacombs
- A long-form guild quest tied to the ancient Necromancers’ disappearance
- Command over undead and death-themed magic as your core toolkit
Who it suits
Players who want the deepest, most involved progression on offer and enjoy lore-heavy exploration alongside their spellcasting — patient enough to work through a guild built for the long haul.