30

The people are not afraid... or at least not afraid of the necromancers. So you have necromancers keeping order. Cool. They probably have skeleton guards or something. You have a bunch of refugees who are afraid of criminal scum, but not afraid of the necromancers. So lean into that. Like, when the adventurers walk into town, there's a few skeletons on ...


15

Since you asked for a worldbuilding answer as well, let's have a look at the default 5E setting of The Forgotten Realms. Here's a quick list of "Half-breeds" and how they work that I found in Realms-lore. Half-elf Offspring of an Elf and a Human. Look like a pretty straight fusion of "half human, half elf." It is noted on p.14 of the ...


14

There are no specific rules for mixing races in D&D other than the existing "half" races present in the Player's Handbook (Half-elf and half-orc). Of course, there is nothing preventing it either if you, as a DM, decide that it is possible (an alternative would be to rule that certain combinations simply aren't viable). This is getting slightly ...


11

Are they truly not bad guys? I know this sounds silly, but I have seen enough "neutral group of people who just want to be left alone" to know that this kind of organization can be the most hate-able. For example if they make deals with refugees so that they have to be guinea pigs in exchange for a place to live you can bet some players won't like ...


9

Show a disagreement - your party will always start off with a dark view of Necromancers Some will find Necromancy objectionable, regardless of the intentions. I'd handle this by showing the players a disagreement where they can hear the objections. Perhaps the party is in a queue at the town gates, waiting to enter, and a priest is ahead of them arguing with ...


8

The necromancers implement a consensual "body donation" program. The difference between a good necromancer and an evil necromancer is consent. In order to establish themselves as good necromancers, the team has developed and implemented a consensual body donation program. Here are some of its elements: Consent is given in the form of a written ...


8

The rules for Teleportation Circles doesn't give any benefit of teleporting out from a permanent circle. The only benefit of permanence is that a permanent circle has a sigil sequence that serves as its address to teleport in to. You might change that with a house rule, so that teleporting out is simpler (e.g. shorter casting time) or less expensive (fewer ...


8

You aren't limited by existing mechanics when worldbuilding. As a DM, you are free to set your teleportation network as would be better for the story. The Teleportation Circle spell itself suggests a wizard can learn additional sigil sequences during adventures when she meets the corresponding circles: Many major temples, guilds, and other important places ...


8

Farming is work! Using magic can do a lot to improve efficiency, much like industrialization can in non-magical ways. I've divided the most relevant spells I could think of into some broad categories of farm work: Field and Equipment Preparation Fabricate (4th level spell) Create tools and equipment In some cases harvest and process in one step Move Earth (...


6

One Brain Per month: 351 livestock per ithilid, including overhead. 96.3 in breeding stock (90 Female, 6 Males, Includes maturity overhead) 238 In maturity overhead for annual / monthly harvesting (Ages 0 to >18) A wealthy Ithilid Society: 1,068 livestock per Ithilid, including Overhead 293.2 in breeding stock (270 Female, 24Males, Includes maturity ...


4

Treat the Necromancers like Medical Professionals with Advanced Knowledge Given the amount of weird vaccine-paranoia and diagnosis distrust in the wake of COVID-19, it's easy to see that the situation these wizards are in is not entirely unheard of. When I was personally in undergrad, I handled three different preserved brains in neuroscience studies, and I ...


3

Necromancy is more than just summoning undead Necromancy is more than just summoning the undead to do your bidding. In fact, that is the least aspect. It is also summoning the dead to ask them about the past (speak with dead). It's saving those from the brink of death (spare the dying) or conserving the body (gentle repose) or even getting them back from ...


3

You are encouraged to realise the character concepts that you want to realise. Tasha's Cauldron of Everything offers guidelines for realising Character Options, including A way to customize your character’s origin by changing some of your racial traits You may want to explore these options in the Customizing Your Origin section of the Character Options ...


3

My experiences on both sides of the screen are that anything more than cosmetic adjustments - especially to abilities that players can access - are fraught with weird interactions and unintended consequences; that it's better to build a new thing that either stands next to or replaces the thing that would be tweaked. And, counterintuitively, large-scale ...


3

It’s the culture. Wherever it is that your characters are, the cultural expectation is that military commanders lead from the front. That doesn’t mean they have to be in every single battle personally—they can order army A to fight in one place under a subordinate while they stay with army B—but a commander who rarely or never gets into the thick of the ...


1

Tell your players directly Informing, and reminding, players of things that should be common knowledge to their characters is part of your job as GM, especially when running a homebrew setting and especially where things about that setting differ from common assumptions. When one of your players says or does something that assumes necromancy is evil, just ...


1

Pet the Dog (Warning, tv tropes) Have the necromancers do something clearly good. The fact that other people seem to trust and like them is a good start, but seeing is believing. If an orphan is rescued in front of your nose, even the most diehard Paladin will at least give the necromancer a chance to explain.


1

Make necromancy not taboo to some society You said it is taboo. By labelling that it means that there is opposition in the world and maybe not just by mortals. And depending on how strong the opposition is, it may be considered evil to some extent. At least, in your world, it's not considered a good act and hardly a neutral one (there is a reason why is ...


1

Calling Ahead As the spell is written in the rules, Teleportation circles are what you teleport to, not from. But as you mentioned, there's plenty of good reasons to want to control access to these circles in highly populated and defended areas, and so - armed guards and murder holes. But how exactly does one schedule this, especially when one of the biggest ...


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