In ancient times, the Heralds of Endings would walk among the shuffling corpses, feeding on the necromantic magic flowing through them to bolster themselves against attack. Fearsome and mad, these Heralds preferred the charnel stink of their rotting companions to their own living kin, finding some strange sustenance from being among the dead.
Since the original Gog Heralds kept to themselves, most believed their dark arts died with them. Fragments describing their methods have somehow survived in the Desolation and there are those drawn into the wastes to learn how to follow in their steps.
Level 3 Herald of Endings
Attributes. Increase two by 1
Characteristics. Health +2, Power +1
Languages and Professions You either speak another language or add a profession to your list of professions.
Magic You discover the Necromancy tradition or you learn one Necromancy spell.
Feed on Undeath You siphon potency from the undead around you. While you are within short range of at least one undead, you gain a bonus to Health equal to three times your Power and you make attack rolls and challenge rolls with 1 boon. In addition, you do not suffer the effects of hunger, thirst, or sleep deprivation.
Level 6 Herald of Endings
Characteristics Health +2
Magic You learn one spell.
Drain Undead You can use an action to drain necromantic energy from one undead within short range. Make an Intellect or Will attack roll against the target’s Strength. On a success, the target takes a 3d6 penalty to its Health that lasts until you complete a rest and you heal an equal amount of damage. If the penalty to the target’s Health causes it to become incapacitated, it crumbles away to dust and you gain the frightening trait for 1 minute.
Level 9 Master Herald of Endings
Characteristics Health +2, Power +1
Magic You learn one spell
Detonate the Dead You can use an action to target one undead you have compelled that is within medium range. Make an Intellect or Will attack roll against the target’s Strength. On a success, the target takes damage equal to its Health and explodes from a point in its space out into a 3-yard radius. Each creature in the area must make an Agility challenge roll, taking 2d6 damage on a failure, or half the damage on a success.
Spontaneous Animation Whenever a Size 1/2 or 1 creature within short range of you becomes incapacitated, roll a d6. On a 6, the creature dies and 1 round later becomes a compelled animated corpse.