Faction Overview
| Ideology | Necromantic vampirism through corpse exploitation |
|---|---|
| Capital | The Ossuarium, the Bone Citadel beneath Mount Karath |
| Population | ~15,000 (but expanding through resurrection) |
| Doctrine | We do not die. We merely pause. And then we rise again. |
| Playstyle | Lifesteal, corpse exploitation, resurrection mechanics, inevitable grinding |
| Complete Deck | View Full Ossuarium Deck (v2.0 Equipment System) |
Species Origins
The Ossuarium is not a species - it is a post-Sundering phenomenon. Undeath did not exist before the Cataclysm. It emerged from the weakened barrier between life and death caused by the Void's intrusion into reality.
How Undeath Emerged: When the Theslar Engine tore open the dimensional membrane, Void energy didn't just corrupt the living - it disrupted the fundamental boundary between life and death. Necromantic magic, previously theoretical and ineffective, suddenly became practical. The first undead rose spontaneously in Year 3 when corpses near Void rifts reanimated due to chaotic energy spillover.
- Year 3: First spontaneous undead reanimations near Void rifts (uncontrolled, mindless)
- Year 10: Bonelord Karath (originally a human necromancer) perfects controlled undeath through soul binding
- Year 78: Thresh discovers The Ledger, an ancient tome that records soul contracts, formalizing necromantic economics
- Types of The Ossuarium: Revenants (intact corpses, semi-intelligent), Skeletons (tireless labor force), Spectres (incorporeal mages with unfinished business), Liches (voluntary transformation by necromancers)
The Ossuarium operates on soul economics. Thresh discovered that souls can be bound, traded, and stored in Soulstones. The undead faction is built on contracts: "Give me your soul when you die, and I'll give you what you want now." Desperate people sign these pacts every day - for food, protection, revenge, or simply survival.
Post-Sundering, The Ossuarium is growing. Unlike other factions competing for territory and resources, they simply need to wait. Every year, more living beings die. Every year, more souls flow into Karath's coffers. The Ossuarium is patient - they don't need to conquer the world. They just need to outlast it, then collect what remains.
The undead are not inherently evil - they are simply pragmatic about their condition. Death is not the end for them. It is merely a change in employment.
Lore & Identity
Bonelord Karath and his council of liches study the nature of consciousness itself. Founded 78 years after the Sundering when Thresh discovered The Ledger...an ancient tome that records every soul contract ever made. The Ossuarium views death not as an end but as a resource to be exploited.
Ossuarium Caskets are grotesque constructions of bone and necrotic energy. Ribcages form armor plating. Skulls serve as sensors. Everything that was once alive is repurposed for war. Their pilots are already dead...true corpses reanimated by necromantic threads. They have nothing left to lose.
Efficient Form Philosophy: Maximum Reduction
The Ossuarium approaches Casket piloting with cold efficiency: flesh is waste, bone is sufficient, mind is all that matters. Their pilots undergo the most extreme body modification of any faction...not as penance, but as optimization.
Efficient Form Surgery: The Ultimate Reduction
Ossuarium pilots undergo "Efficient Form"...the surgical removal of all flesh except skull and spine. What remains is:
- Skull: Brain intact (preserved in specialized fluids), eyes removed (no longer needed), jaw wired shut (no speech, communication via neural interface only)
- Spine: Vertebral column from C1 (atlas) to L5 (lumbar), with spinal cord intact for neural thread attachment
- Everything Else Removed: Arms, legs, ribcage, organs, muscle tissue...all surgically excised and catalogued for reuse
- Life Support Required: Pilot exists in nutrient vat inside Casket, sustained by necromantic fluid circulation
Are They Still Alive? Technically, yes. Ossuarium pilots remain living during conversion to Efficient Form. The brain is kept alive through necromantic life support. They are not undead (yet)...they are living brains in jars. Many consider this worse than death.
Why This Extreme?
The Ossuarium's philosophy is ruthlessly pragmatic:
| Removed Component | Ossuarium Justification | Practical Benefit |
|---|---|---|
| Arms & Legs | "Threads control the Casket. Limbs serve no purpose." | Reduces pilot mass by 60%, allows more armor plating |
| Ribcage & Organs | "Heart, lungs, liver...all replaced by necromantic circulation." | Eliminates organ vulnerability, no internal bleeding |
| Eyes | "Casket sensors provide superior vision. Biological eyes are obsolete." | Pilot cannot be blinded by viewing slit damage |
| Jaw & Vocal Cords | "Speech is inefficient. Neural interface transmits intent directly." | Communication faster than spoken language |
The Conversion Process
Efficient Form surgery is performed in The Ossuarium's Bone Citadel over a 72-hour procedure:
- Hour 0-12: Full anesthesia. Limbs are surgically removed at shoulder/hip joints. Flesh is harvested (repurposed for bone-crafting adhesives).
- Hour 12-24: Ribcage opened, organs carefully extracted. Heart and lungs placed in stasis (can be reused for other Ossuarium members).
- Hour 24-48: Remaining flesh stripped from spine. Only vertebrae, spinal cord, and skull remain. Wounds are sealed with necromantic binding.
- Hour 48-60: Pilot is submerged in nutrient vat (thick purple fluid that sustains brain function). Necromantic circulatory system connected to spine.
- Hour 60-72: Neural threads installed directly into vertebrae (no fingertips needed...threads connect to exposed nerve clusters). Pilot awakens to their new existence.
What It Feels Like
Pilots who undergo Efficient Form report the following experiences:
- Initial Awakening: Complete sensory deprivation. No sight (eyes gone), no sound (fluid muffles all noise), no touch (no skin remaining).
- Phantom Limbs: Brain still expects arms/legs to exist. Persistent sensation of "whole body" even though only skull/spine remain.
- Casket Integration: When connected to Casket, neural threads transmit sensation. Pilots report "becoming the machine"...Casket limbs feel more real than lost biological limbs ever did.
- Loss of Hunger/Pain: No digestive system, no pain receptors. Pilots describe it as "peaceful emptiness" or "liberating numbness."
- Psychological Effects: 40% of pilots develop dissociative identity (stop thinking of themselves as human), 20% become catatonic within 6 months, 10% request to be converted to full undeath early.
Comparison to Other Factions
| Faction | Soul Sacrifice | Pilot Mobility (Outside Casket) | Philosophy |
|---|---|---|---|
| Church | Legs removed (hip) | Wheelchair, can still interact socially | Penance through suffering |
| Dwarves | All limbs removed | Carried by assistants, can still speak/see | Efficiency through engineering |
| Elves | Legs replaced with vines | Half-speed movement, living wood prosthetics | Reluctant symbiosis with nature |
| Ossuarium | Everything removed except skull/spine | None. Cannot exist outside Casket without life support vat | Maximum horror as optimal efficiency |
The Post-Death Contract
Every Ossuarium pilot signs "The Conversion Clause":
- While Living: Pilot serves in Efficient Form, sustained by necromantic life support.
- Upon Death: Soul is harvested and bound to a Soulstone Core (used to power other Caskets or sold to highest bidder).
- Body Reuse: Skull and spine are preserved, reanimated as skeleton pilot for secondary Casket (undead operator with no salary required).
- Compensation: Pilots are paid upfront...Ossuarium offers 5,000 Credits for signing the contract (highest pilot pay of any faction).
The Ethical Nightmare: Critics (especially Church and Elves) argue that Efficient Form is worse than slavery...pilots are reduced to brains in jars with no agency outside the Casket. Ossuarium response: "They volunteered. They were compensated. Efficiency is not cruelty...it is simply the removal of unnecessary components."
Pilot Advantages in Combat
Despite (or because of) their extreme modifications, Ossuarium pilots gain unique advantages:
| Situation | Standard Pilots | Efficient Form Pilots |
|---|---|---|
| Viewing Slit Destroyed | Blinded, -4 to all attacks | No effect (no eyes, uses sensors only) |
| Pilot Wound (trauma) | Suffer penalties (bleeding, pain) | Reduced effect (no organs to rupture, no limbs to break) |
| Thread Snap (nerve damage) | Excruciating pain, Grit check DC 15 | Grit check DC 12 (necromantic fluid dampens pain) |
| Casket Destroyed (ejection) | Can survive if extracted quickly | Death within 10 minutes (life support severed, no independent survival) |
Core Mechanic: Soul Harvest & Decay
The Ossuarium excels at lifesteal and corpse exploitation. Every attack drains life. Every death feeds power.
- Soul Harvest: Deal 4 damage. Recover 2 cards from discard pile (50% lifesteal). (Balance Update Oct 19: Reduced from 3 cards/75% lifesteal to 2 cards/50% lifesteal)
- Corpse Fuel: When enemy destroyed within 3 hexes, immediately recover 4 cards from discard pile. (Balance Update Oct 19: Reduced from 5 cards to 4 cards)
- Phylactery (Passive): First time each mission you would be reduced to 0 HP, instead set HP to 3 (automatic resurrection). (Balance Update Oct 19: Reduced from 5 HP to 3 HP)
- Phylactery Relic (Equipment): REMOVED (Balance Update Oct 19: No second resurrection - too oppressive)
- Decay Cards (Special): The Ossuarium does NOT add "Damage" cards on reshuffle. Instead, they add "Decay" cards (0 SP cost, discard to lose 1 SP this turn and gain 1 Heat). Slower penalty, but still a death spiral.
Ossuarium Caskets sustain themselves through violence. The more enemies die, the more HP they recover. They excel in long, grinding battles where corpses accumulate.
10 Faction Cards (Players Choose 6)
Soul Harvest
Effect: Deal 4 damage. Recover 2 cards from your discard pile (50% lifesteal).
"Their life becomes yours. This is the calculus of necromancy."
Corpse Fuel
Effect: When an enemy Casket is destroyed within 3 hexes, immediately recover 4 cards from your discard pile and shuffle into deck.
"Waste nothing. The dead still serve."
Phylactery (Passive)
Effect: The first time each mission you would be reduced to 0 HP, instead set HP to 3 (recover 3 cards from discard pile). This is automatic and costs nothing.
Note: Phylactery Relic equipment (second resurrection) is campaign-only and not available in casual or arena play.
"I have prepared for death. Many times."
Bone Scythe Reap
Effect: Deal 3 damage to primary target and 2 damage to all adjacent enemies. Recover 1 card from discard pile per enemy damaged (max 4 cards).
"The scythe thirsts."
Deathless Advance
Effect: Move up to 3 hexes. Until end of your turn, you cannot take more than 5 damage from any single attack (damage cap).
"The dead do not fear pain."
Necrotic Surge (Passive)
Effect: Whenever you recover cards from discard pile (via any effect), recover +1 additional card.
"Death feeds on itself, growing stronger."
Grave Pact
Effect: Discard 3 cards. For each card discarded this way, deal 2 damage to target enemy within 6 hexes (total 6 damage). Recover 2 cards at end of your next turn.
"Sacrifice today, harvest tomorrow."
Death Mark
Effect: Mark target enemy. While marked, whenever you damage that enemy, recover 1 additional card. Lasts until enemy dies or until you mark a different target.
"Your soul is already mine."
Reanimate
Effect: Place a Skeletal Minion token within 3 hexes. It has 3 HP, 3 Movement, deals 2 damage melee. Minion acts immediately after your turn. Lasts until destroyed.
"Rise and serve."
Siphon Essence
Effect: Deal 2 damage. Recover cards equal to half the damage dealt (rounded up). Can target at range unlike most lifesteal.
"Your essence is mine to claim."
Support Units (6 Total)
Starter Units
1. Bone Thrall Swarm (2 slots)
HP: 12 (3 HP per thrall, 4 thralls) | Movement: 4 | Defense: 0
Four humanoid skeletons that can resurrect from corpse markers. Swarm enemies to surround and overwhelm. Each thrall deals 2 damage. If 3+ attack same target, deal +2 bonus damage (6 total). Leave corpse markers when killed...can be consumed to resurrect thralls or heal. Expendable and infinitely respawning.
2. Grave Knight (3 slots)
HP: 14 | Movement: 3 | Defense: 3
Elite undead champion in blackened plate armor wielding greatsword. Collects Soul Counters from kills. Attacks deal 7 damage with lifesteal (heal for damage dealt). Can spend 3 Soul Counters to activate Dark Harvest (multiple effects: heal 3 HP, deal 4 damage, or grant +2 Defense). Can resurrect once if has 3+ Soul Counters.
3. Fleshcrafter (2 slots)
HP: 8 | Movement: 2 | Defense: 1
Grotesque necromancer in blood-stained surgical robes. Heals allies for 5 HP (suture wounds). Releases Plague Cloud (2 damage per turn to all enemies within 3 hexes, -1 Defense). Harvests corpses for Essence tokens. Spends 5 Essence to create Flesh Abomination minion (6 HP, 4 damage, lasts until destroyed).
Unlockable Units
4. Bone Colossus (4 slots) - Unlock: Complete 3 missions
HP: 22 | Movement: 2 | Defense: 4
Massive skeletal giant 18 feet tall constructed from hundreds of bones. Four massive arms deal 8 damage and grapple (target cannot move until they spend 3 SP or deal 8 damage). Bone Storm deals 5 damage to all enemies within 3 hexes (applies 2 Bleed). Regenerates 8 HP by absorbing corpses. Has Bone Layer system (layered armor, each layer provides +1 Defense).
5. Lich Phylactery (3 slots) - Unlock: Build Ossuary in settlement
HP: 10 | Movement: 0 (immobile) | Defense: 3
Floating obsidian obelisk containing ancient lich's soul. Immobile resurrection node. Passive 4-hex aura grants allies +1 Defense and 1 HP per turn; enemies gain 1 Decay counter per turn. Death Pulse deals 3 damage to all enemies within 4 hexes, applies 2 Decay counters, heals allies for 2 HP. Mass Resurrection can revive up to 2 destroyed allied units at 50% HP (once per battle). Any allied unit tethered to Phylactery cannot be permanently destroyed...resurrects at Phylactery's location with 5 HP.
6. Death's Herald (4 slots) - Unlock: Defeat Bonelord Karath
HP: 18 | Movement: 4 | Defense: 2
Towering skeletal reaper with enormous scythe and spectral wings. Reap attack deals 9 damage (ignore all Defense) with instant death (no death saves, no resurrections). Harvests 2 Soul Tokens per kill. Wings of Despair allows flying 5 hexes (ignores terrain), dealing 3 damage to all enemies in flight path. Final Harvest (once per battle, when HP < 8): Deal 8 unblockable damage to ALL enemies, apply 5 Decay counters, discard 2 cards from each enemy's hand, fully heal all allies, grant +3 damage to allies until end of battle.
Faction Relations
| Faction | Status | Notes |
|---|---|---|
| Church of Absolution | WAR | Theological opposition. Necromancy is heresy to the Church. |
| Elven Verdant Covenant | HOSTILE | Elves view undeath as perversion of natural order. |
| Dwarven Forge-Guilds | HOSTILE | Necromancy offends dwarven craftsmanship ethics. |
| The Wyrd Conclave | NEUTRAL | Fae find death amusing. Occasional trade for rare components. |
| Nomad Collective | COLD | Nomads avoid Ossuarium territory. Corpse theft incidents. |
| The Exchange | COLD | Will trade, but only at arm's length. Very long arms. |
| Vestige Bloodlines | ALLIED | Both factions embrace mutation and transformation. |
| Emergent Syndicate | WAR | Hive-mind cannot be resurrected. Theological crisis for Thresh. |
Recommended Builds
Vampiric Striker (Revenant - Scout, 6 SP)
- Equipment: Bone Scythe (6 cards), Buckler Shield (2 cards), Death Mark Sigil (3 cards)
- Tactics: Eternal Hunger (double lifesteal), Grave Robber (loot enemy gear)
- Total Deck: 29 cards (fast cycle, aggressive drain)
- Strategy: Soul Harvest every turn (4 damage + recover 3 cards). Bone Scythe provides multiple lifesteal attacks. Death Mark Sigil adds passive lifesteal (recover 1 card per turn when damaging). Fast, aggressive, self-sustaining vampire.
Corpse Grinder (Phylarch - Assault, 5 SP)
- Equipment: Flail (5 cards), Kite Shield (3 cards), Death Mark Sigil (3 cards), Repair Sigil (2 cards)
- Tactics: Undying Resilience (second resurrection)
- Total Deck: 31 cards (balanced sustain)
- Strategy: Kill enemies to trigger Corpse Fuel (recover 5 cards per kill). Necrotic Surge adds +1 card to all recovery effects. Flail provides ignore-Defense attacks. Grind enemies down through attrition.
Immortal Fortress (Bonelord - Heavy, 4 SP) - Campaign Only
- Equipment: Mace (5 cards), Tower Shield (4 cards), Death Mark Sigil (3 cards), Reinforced Plating (3 cards), Phylactery Relic (3 cards, campaign-only)
- Tactics: Undying Resilience, Bone Armor
- Total Deck: 36 cards (maximum survivability)
- Strategy: THREE resurrection mechanics (campaign only): Phylactery (resurrect at 5 HP), Phylactery Relic (store 5 cards, resurrect once), Undying Resilience (resurrect at 10 HP). Tower Shield + Reinforced Plating + Bone Armor = massive defense. Literally cannot die. Not legal in casual/arena play.
Strategy Notes
Strengths: Best lifesteal in game (multiple cards recover HP), resurrection mechanics (Phylactery + Undying Resilience = 2 lives), corpse exploitation (gain resources from enemy deaths), inevitable grinding (outlast through constant healing), minion summoning (action economy advantage with Thralls and Abominations).
Weaknesses: Reliant on dealing damage to heal (if prevented from attacking, cannot sustain), weak to burst damage (must kill enemies to recover, can't prevent initial hits), Decay cards slow late-game (multiple reshuffles = multiple Decay cards), minions are fragile (Thralls die easily, 1 HP each), requires kills to function optimally (Corpse Fuel, Bone Armor trigger on deaths).
Early Game (Turns 1-3): Soul Harvest every turn (consistent lifesteal). Position aggressively...need to hit enemies to heal. Don't waste Phylactery resurrection early (save for late-game).
Mid Game (Turns 4-6): Kill weakened enemies to trigger Corpse Fuel (5 cards per kill). Summon Thralls if using Raise Dead (meatshields buy time). Stack Bone Armor if taken (each kill = +1 permanent Defense).
Late Game (Turns 7+): Phylactery triggers automatically (first death = resurrect at 5 HP). Undying Resilience triggers next (second death = resurrect at 10 HP). Decay cards accumulate (2-3 reshuffles = 2-3 Decay cards in deck). Eternal Hunger doubles lifesteal (recover massive HP per hit).
Schisms & Renegade Sects
Like all powerful factions, The Ossuarium has fractured over theological disputes about the nature of undeath. These Schisms enable mirror matches...Ossuarium vs Ossuarium, necromancer vs heretic. Both sides pilot the same Caskets and wield necromantic power, but their philosophy differs profoundly.
The Unbound Flesh (Renegade Sect)
Ideology: Death is a resource to exploit, not revere. Resurrect anything...even enemies.
Schism Event: The Desecration of Year 201 - Necromancer Kalthar reanimated a Church Confessor's corpse mid-battle, puppeteering the enemy's holy dead against their own allies. The Ossuarium Council executed him for "violating the sanctity of rival dead," but his followers fled to the Blighted Wastes and continue the practice.
Philosophy:
- Mainstream Ossuarium: "Harvest souls respectfully. Death is sacred, even the enemy's."
- The Unbound Flesh: "All corpses are material. Sentiment is weakness that limits power."
Visual Distinction: Unbound Caskets are grotesque chimeras...enemy armor grafted onto frames, mismatched limbs from rival factions, no reverence for aesthetics. They pilot "corpse-patchwork" Caskets that horrify even other undead.
Tactical Differences:
- Aggressive Resurrection: Spam Soul Harvest constantly, resurrect anything killable (no honor restrictions)
- Desecration Tactics: Target enemy corpses/wreckage for symbolic humiliation
- No Reverence: Treat Death as pure mechanical resource (no "sacred" limitations)
- Maximum Pragmatism: Use Decay cards freely, embrace necromantic corruption fully
Why They Fight the Ossuarium: Unbound view mainstream Ossuarium as "cowards hiding behind false morality." When they clash, it's ideological warfare: "You pretend death is sacred. We accept what we are...monsters who exploit the grave."
Gameplay Note: Use standard Ossuarium deck, but roleplay extreme pragmatism. Unbound pilots ALWAYS resurrect when possible, show no respect for enemy dead, and embrace being "the villains" even among undead.
The Ascended Soulless (Rival Sect)
Ideology: True immortality means abandoning flesh entirely. Become pure soul energy.
Schism Event: The Transcendence Proposal of Year 348 - High Lich Morna proposed replacing all Casket pilots with disembodied souls, eliminating living pilots entirely. "Why cling to rotting meat when pure soulfire is perfection?" Half the Ossuarium rejected this as "losing the last shred of humanity," causing a violent schism.
Philosophy:
- Mainstream Ossuarium: "Undeath extends life. We're still human inside our corpses."
- The Ascended: "Flesh is failure incarnate. True undeath is soulfire without meat...transcendence beyond mortality."
Visual Distinction: Ascended Caskets are translucent and spectral...glowing soul-cores visible through ghostly armor, no pilot capsules (only floating essence), ethereal blue-white energy. They appear more like ghosts piloting machines than corpses.
Tactical Differences:
- Decay Embrace: Focus heavily on Decay cards, viewing them as "purification of flesh"
- Minimal Healing: Avoid resurrection mechanics (already "perfect" in soul form)
- Soul Maximization: Hoard Soul Harvest triggers, min-max soul mechanics obsessively
- Ethereal Superiority: Claim moral high ground ("we transcended, you're still rotting")
Why They Fight the Ossuarium: Ascended view mainstream Ossuarium as "clinging to failed biology." When they clash, it's philosophical: "You parade corpses and call it immortality. We ARE death perfected...no flesh, no weakness, only eternal soul."
Gameplay Note: Use standard Ossuarium deck, but roleplay post-biological philosophy. Ascended pilots treat healing/resurrection as "regression" (flavor only), embrace Decay cards, and claim they've "evolved beyond" needing bodies.
Version 3.0 Optional Rules
The Ossuarium has unique interactions with the three new v3.0 optional mechanics systems:
Dice Pool Advantage System
Ossuarium pilots work normally with the Dice Pool system. Positioning and necromantic abilities can grant Advantage (roll 3 Attack Dice, take 2 highest). See Dice Pool Advantage Rules.
Taint Exploitation System
Ossuarium pilots thrive on Taint as an offensive resource:
- Already Dead: Corruption Save is 5+ instead of 4+ (undead are very resistant to Engine corruption - they're already dead)
- Decay Aura (Passive): Enemies within 3 hexes gain +1 Taint per turn (Ossuarium Caskets radiate necromantic corruption)
- Soul Harvest: Spend 2 Taint Markers, recover 3 cards from discard pile (weaponize corruption for card advantage)
- Corruption Immunity (Variant): Some Ossuarium pilots are completely immune to Corruption (they cannot be mind-controlled or mutated - they're already abominations)
Ossuarium pilots treat Taint as fuel for necromancy. Decay Aura makes them powerful force multipliers - enemies near Ossuarium Caskets accumulate Taint rapidly, enabling offensive exploitation. See Taint Exploitation Rules.
Pilot Grit System
Ossuarium pilots are IMMUNE to Grit Checks (Already Dead):
- No Wound Cards: Ossuarium pilots don't use the Pilot Wound deck at all
- Decay Card System Instead: When Pilot Damage occurs, add 1 "Decay" card to Casket HP deck instead of flipping Wound (see Ossuarium faction rules)
- Philosophical Justification: "We died once. What's one more wound?" The Ossuarium pilots cannot be permanently injured - they just decay faster
- Trade-off: Immune to permanent Pilot injuries (Shattered Hand, PTSD), but accumulate Decay cards faster than living pilots reshuffle normally
This makes Ossuarium pilots mechanically immortal from a Pilot perspective - they can never "die" from Pilot Wounds, only from Casket HP depletion. However, Decay cards make their HP deck progressively more useless. See Pilot Grit Rules.