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Village

Necromancer
A solo journaling TTRPG

SmallTownCreepy
Village Necromancer
A Village Witch Solo Journaling TTRPG
This work is based on the game Village Witch (found at
https://eliotsilvarian.itch.io/village-witch) from Eliot Silvarian,
and licensed for use under the Creative Commons Attribution 4.0
International License.
Cover art by Serezniy of Pixel-Shot Studios

Content Warnings:
Village Necromancer deals with themes surrounding death
and dying including but not limited to animal death, child
death, plague/illness, suicide, and more.
You are free to take each prompt however you see fit,
ranging from dark and horrible (Frankenstein and Night of
the Living Dead) to more spooky fun (Corpse Bride or
Frankenweenie).
Self-care is advised.

Olivia Hill Rule


NO FASCISTS
If you’re a fascist, you’re not welcome to play this game.
It’s against the rules. If you’re reading this and thinking,
“You just call everyone you disagree with a fascist,” then
you’re probably a fascist, or incapable of drawing
inferences from context and acknowledging a dangerous
political climate that causes the oppressed to be
hyperbolic. Don’t play this game. Heal yourself. Grow.
Learn. Watch some Mr. Rogers’ Neighborhood or
something.
The text for The Olivia Hill Rule is licensed under a
Creative Commons Attribution Share-Alike 4.0 license.
Credit to Machine Age Productions.

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Table of Contents
Intro
Game Play
To Play
Two Player Option
Character Creation
World Creation
Seasons
Spring
Summer
Fall
Winter
Ending
Card Tables
Hearts/Cups/Chalices
Diamonds/Pentacles/Coins
Clubs/Wands
Spades/Swords/Athames
Major Arcana
Author’s Note
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Intro
Hello Graduate of Atropos University.
Congratulations on completing your training. You are
now ready to become a resident Necromancer. Here are
your orders:
You have one year to find a village to settle into and
complete your residency.
While most villages are not as enlightened as we would
like, included is a short list of those with residencies
either in their cemeteries or just outside the village
border.
Success is a milestone best described by yourself. To
complete your year of residency, you need only to send
a letter to the college accompanied by a letter of
commendation from a prominent member of the
village you have settled in.
Failure to complete your residency will require a
second year for completion and/or a return to Atropos
University for additional training.
Best of luck,
Gregor Grimstone, PhD. DN.
Dean
Hello Gr
aduate of
Atropos U
niversity.
Congratu
lations on
completing
your
training.
Best of lu
ck,
Gregor G
rimstone,
PhD. D
N.
Dean

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Game Play
You will need
one 6-sided dice
a tarot deck (see card
tables for how to play with
a standard card deck if you
prefer)
a way to record your story
(such as a journal bound in
human skin, a blank
Necronomicon, or a spell
scroll with room in the
margins for daily notes).

To Play
The game is pretty straight forward. Your character sets up
their necromancy practice and home at one of the villages.
At the start of each season, you assess your situation. If you
feel there is a need, you can move to a new village at the
end of a season (or during, if something horrible happens).
If you decide to move, choose a new destination or roll a
D6 to randomize your choice.

Seasons last 13 weeks.


During those weeks, you choose a card for your character
per day (or week, if you would like a more leisurely pace).
Each card gives a scenario your character goes through that
day. Be as detailed or as minimal as you like when
developing that day’s scenario.

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You can either put used cards in a discard pile or shuffle
them back into the deck for a chance to return to this
situation at a future date.
Do this for four seasons then, at the end of the fourth
season, move to the ending of the game.
Optional: Use your D6 to decide if the scenario goes well
or not for your character. You can play that 1-3 stands for
varying levels of bad outcomes and 4-6 varying levels of
good or do an odd numbers versus evens.

Two Player Option


While Village Necromancer is a solo journaling ttrpg, you
can play with friends. Rather than journal entries, your
scenarios can be written out in letters to a friend or friends
who are also playing. You can send these via email (or
roleplay that they are sent by magical means such as a
ghostly postal worker, a raven familiar, or other mystical
method) or through snail mail.
For example, a friend and I played Village Necromancer
and Village Witch together via snail mail. I played a
Necromancer and she played a Witch, both from the same
magical college. We sent letters inspired by card scenarios
along with little additions like tea blends, charms, etc that
our characters collected during our time in our
residencies.
Playing this game solo or with friends can be as simple or
as elaborate as you like.

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Character Creation
Name:
Pronouns:
Appearance: (feel free to go wild. Human,
elven, gelatinous cube, etc.)
Clothing: (Do they wear a uniform? Are
their clothes what others expect a
necromancer to wear?)
Why a Necromancer?: (Do you come
from a long line of necromancers? Did you
die and get resurrected, enabling you to
have this connection with the dead? Just
always had an affinity for the dark and
weird? Do you crave power over life and
death?)
What are your codes of ethics?: (Do you
take a Necromantic Oath to not harm the
living? Do you draw the line at
resurrecting family members? Do you
honor a person’s DNR [Do Not Resurrect]?
Feel free to leave this blank and add to it as
you play.)
What are your favorite Necromantic
spells?: (Feel free to add to this as you play)

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World Creation
What setting is your world in? (Noir?
Steampunk? Medieval High Fantasy?
Modern with a Magical Twist?)

To pick a village you can either pick the one


that sounds most appealing or you can roll a
D6 and leave it to chance.
1. The Desert with an impressive
boneyard
2. The Mountain with an
underground crypt
3. The Seashore where water
burials are common
4. The Swamp complete with bog
mummies
5. The Grasslands where funeral
pyres are common
6. The Forest with an above ground
cemeter

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What does your new residence look like?
Is it within a graveyard or cemetery of sorts?
What sort of dead are there (well to do
people or is it a potters field for the
impoverished or unnamed dead? A pet
cemetery perhaps?)?
Is there a house or is it part of the
mausoleum/crypt? If a house, what does it
look like (a witch’s cottage standing on
chicken feet? A dilapidated mansion?)?
Is it haunted or peaceful?
Is there a porch, workshed, garden, or other
addition?
What is your impression of the village?
What does the village look like?
What are the homes made of?
Is it large or small? What sorts of shops are
there or is it an open air market?
Are there temples or places of worship?
What sort of governing body is present if
any?
Is the village welcoming or apprehensive
about your arrival?
Who is the first person you meet?

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Seasons
Start in whichever season you prefer or in the season you
are in IRL.
Each season is 13 weeks long or ends if you see a need to
wrap up your time at a certain residence.
At the end of each season, assess your situation and decide if
you will stay for another season or move to a different
location.
At the end of your fourth season, move to the Ending
section.

Spring Summer
The icy chill of winter is The sun grows in strength
fading and the moist breath and the days are long and
of spring is upon you. New warm.
life begins in both the plants The air is filled with bird
and animals. song, the sounds of children
What seeds are the villagers playing, and the liveliness of
planting? How do they a village unaware of the
celebrate the returning sun? closeness of death even
Do they take time to honor under the bright sun.
the dead? How does the village handle
What seeds or plans are you the heat?
setting this season? What are Do they have any summer
you allowing to die to act as celebrations?
compost to nourish these Are you taking it easy or
plans? working hard?

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Fall Winter
There is a chill in the air The nights are long and the
and the damp scent of decay days are cold even when the
as autumn settles in. sun shines through. Nature
Whether we like it or not, we sleeps and the world is quiet
are reminded of things like with the exception of the
death, sacrifice, and harvest. occasional hungry wolf’s
What harvest does the howl.
village bring in? How do Are there any winter
they celebrate? How do they celebrations the villagers
honor the dead in this, enjoy to bring light to the
Death’s season. darkness?
What harvest are you How are you handling the
bringing in? What sacrifices cold and long nights? Do you
have you made? enjoy them or long for the
summer sun?

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Ending
Dear Dean Grimstone,
Thank you for this opportunity to be a resident Necromancer…

How has your year gone?


What was your favorite experience?
What was the worst experience?
Have you made any friends (literally or
figuratively)?
Did you remain at one village or move around?
Could you imagine staying where you are and
becoming their Village Necromancer?

Do you consider this year a success?


Do you need another year of residency to find the
place that is right for you?
Do you need to return to college for more training?

If you wish to remain and finish your residency,


you must have a letter of commendation from a
prominent member of the village.
Who in the village would write this letter for you?
What would that letter look like?

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Card Tables
Here are the card tables where you can get
randomized story prompts for your
Necromancer.
Some tarot card decks will vary on the
numbers assigned certain Major Arcana
cards. In this situation, go with the name of
the card or whichever prompt you prefer
upon drawing.
If you decide to play with a standard deck of
cards, you can choose to let the Jokers be wild
cards. When drawing a joker, pick a prompt
from the Major Arcana card table.

Optional: None of these card draws should


be treated like the rules are set in stone.
Instead, go with what is the most fun for you
at that time. If the prompt you pull doesn’t
sound fun, choose another.

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Hearts/Cups/Chalices
Ace: You find Nine: You are challenged
roadkill/dead animal that to a game of chance. Do
is fresh enough to you make a wager? Use
reanimate. your D6 to see how you do
Two: A young couple of in three rounds.
star crossed lovers want to Ten: There is a ball/dance
fake their deaths to escape in the village. Did you get
their families. an invitation? Do you go?
Three: You obtain a How does the evening turn
witch’s blessing. Who are out?
they and what does the Page: A child asks you to
blessing do? reanimate their pet fish.
Four: One of the villagers Knight/Jack: A headless
died. You detect poison. horseman is spotted at the
Five: There’s a flood and border of the village. This
someone drowned. would be a great chance to
Six: A villager asks you to study reanimated dead
revive their dead flowers. without a head.
Seven: You discover a Queen: A couple wants
berry hedge near your you to reanimate their
residence. Are they edible dead love life.
or poisonous? How do you King: You’re invited to a
know? dinner at the village. With
Eight: You’re awakened by who? Check for poison.
a wandering ghost. What
does it want?

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Diamonds/Pentacles
Ace: You find buried Eight: A coffin builder
treasure. Is it the usual of stops by to take
gold or something more measurements.
unusual? Nine: There's a series of
Two: You need new illnesses in the village.
necromancy robes. How Plague or food poisoning?
were your robes damaged? Ten: An old war vet seeks
How do you get new ones? your company. How can
Three: A small group of you help them?
bullies come to harass. Page: You catch kids
How do you handle them? sneaking around at night.
Four: Zombies (roll 1D6 Knight/Jack: A messenger
for how many) are at the on a skeleton horse brings
village playground. You’re you a small package.
asked to dispatch them. Queen: Mayor of the
Five: A villager hires you village wants you to talk a
to reanimate his dying loved one out of getting a
business. DNR (Do Not Resurrect).
Six: There’s been incidents How do you convey the
of grave robbing in your benefits of reanimation?
cemetery. How do you do King: The village gathers
to make it stop? to give offerings to an
Seven: You get the ancient god. Who is this
opportunity to have a deity? What are they
leisurely chat with the giving?
village’s grave digger(s).

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Clubs/Wands
Ace: You have a dream of Seven: You are woken by
the location of a magical the sound of someone
artifact. What is it? Where digging their own grave.
is it? Do you retrieve it? Eight: You meet a man
Two: There’s a new arrival who has been struck by
to the village. Who are lightning, twice.
they? You know what its Nine: A timid villager asks
like to be the new kid on you to reanimate a grove
the block. Do you welcome of dead trees.
them? If so, how? Ten: One of your skills
Three: You meet a strange increases, but at a price.
man at the village Which skill? What price?
crossroads at random. He Was the price worth the
offers you a deal. What is increase?
it? Do you take him up on Page: You receive a letter
it? What must you give in from a dead relative.
return? Knight/Jack: You see or are
Four: You decide to treat informed that there is a
yourself by visiting a local ghost nearby. It's the
food shop (bakery, cafe, specter of a highwayman.
butcher, candy store, etc) Do you investigate?
and get your favorite food. Queen: You are visited by
Five: There’s been a fight a village official. Is
at the village pub. Some everything alright?
folks need stitching up. Do King: Someone needs help
you help? but it would mean
Six: There’s trouble in the breaking one of your codes
village due to a of ethics. Do you do it?
misunderstanding. Do you
get involved?
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Spades/Swords
Ace: You obtain a new Eight: Something or
spell. What is it? Do you someone has been left
have all the needed spell outside your residence to
components? die. What/who is it? What
Two: Tonight is a special do you do?
Blood Moon. Do you have Nine: A village comes to
any rituals that could you for help. They’ve been
benefit? having nightmares about
Three: You’re informed of dying.
a love triangle but one of Ten: You and your house
those involved are dead. need magical cleansing.
Four: A sleeping sickness Why? How? Do you need
strikes the village. Those to hire someone to help?
suffering look like they Page: You hear an
have died but recover in a unsettling rumor in the
few days…if they haven’t village. What is it? Who is
been buried or cremated involved? Is the rumor
already. true?
Five: You are given a Knight/Jack: A bard in the
bunch of small pies. By village has written a song
who? Are they any good? about you. Is it flattering
Six: Someone shows up in or ridiculing?
the village that everyone Queen: An ancient tomb
thought was dead. Are has been discovered
they? nearby.
Seven: Something was King: A man cursed with
stolen. What was it? How immortality seeks your
do you find who took it? aid.
Do you get it back?

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Major Arcana
0. The Fool: You have been deceived and the realization
forces you to start fresh. What were you deceived about?
Who wronged you? What major changes does this bring?
1. The Magician: Another Necromancer shows up in town
and questions your skills
2. The High Priestess: You work on your journal/spell book.
What does it look like? What’s it made of? How full is it?
When full will you add to it or get a new one?
3. The Empress: A villager tells you the mysterious history
of the village and hints at why they need a Necromancer so
badly.
4.The Emperor: An old teacher or mentor pays you a visit.

5. The Hierophant: a cleric vows to destroy you on


principle.
6. The Lovers: a villager expresses the desire to get to know
you better.
7. The Chariot: You are asked to lead an expedition into a
nearby crypt.
8. Justice: the village executes someone. Are they guilty?
9. The Hermit: You spend the night alone in a crypt.
10. The Wheel of Fortune: You won a prize! How? What is
it? Is anyone jealous of your good luck?
11. Strength: A maiden needs you to break a curse
12. The Hanged Man: A day of stillness, quiet, and self care.
Do you gain a new perspective?
13. Death: You meet Death itself
14. Temperance: An alchemist offers an exchange of skills.
What do you share? What do you receive? Do you gain any
new potions or potion ingredients?

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15. The Devil: You receive a bad omen. What form does it
take? What do you think it’s warning you about? Does it
come true?
16. The Tower: Fire breaks out in the village. It spreads fast
and even threatens your residence. Roll your D6. If you roll
a 1, your house is destroyed.
17. The Star: An oracle comes to you for aid. You’ve
dreamed of them before.
18. The Moon: Its a magical Blue Moon. You hear howling
from the village.
19. The Sun: It's your birthday! How do you celebrate? (This
can also stand in for some other personal celebration if you
prefer to have your birthday in another season.)
20. Judgment: You or one of your dead have been falsely
accused of something. What are you/they accused of? How
do you remedy this?
21. The World/Universe: You are offered a new path in life
by a strange hooded figure. Do you take them up on it?

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Author’s Note
Thank you to Eliot Silvarian for creating Village
Witch and opening the license for other
creatives to build their games upon the
Peregrine SRD.
Thank you beta testers Lyndicat and Paul Czege
for your much needed insight.
Thank you to readers and gamers who have
received this game. I hope you have enjoyed
playing it as much as I have enjoyed creating it.
If you have shared your Necromancer journey
with the world on social media, a blog, or other
method, I would love to read it. Please send me
a link at smalltowncreepy@gmail.com and/or
use the hashtag #VillageNecromancer. I cannot
wait to see what you have created.

D. Creepy (she/they) is a queer, autistic, romance and


fantasy writer, TTRPG creator and gamer (a forever
DM/GM/Storyteller). You can find their work at
SmallTownCreepy.com or follow them
@SmallTownCreepy on Twitter, Instagram, and more.

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