The Ossuarium

The Ossuarium

"Death is not the end. It is merely... inconvenient."

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.

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.

"We are not monsters. We are scholars with infinite tenure studying the most fascinating subject: ourselves." -Bonelord Karath, The Ledger, Entry 1

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:

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:

  1. Hour 0-12: Full anesthesia. Limbs are surgically removed at shoulder/hip joints. Flesh is harvested (repurposed for bone-crafting adhesives).
  2. Hour 12-24: Ribcage opened, organs carefully extracted. Heart and lungs placed in stasis (can be reused for other Ossuarium members).
  3. Hour 24-48: Remaining flesh stripped from spine. Only vertebrae, spinal cord, and skull remain. Wounds are sealed with necromantic binding.
  4. Hour 48-60: Pilot is submerged in nutrient vat (thick purple fluid that sustains brain function). Necromantic circulatory system connected to spine.
  5. 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:

"I am a brain floating in purple fluid, controlling a machine through strings attached to my spine. I have no body. I have no face. I have no voice. But I have perfect efficiency. And in the Ossuarium, that is all that matters." -Pilot Designation: Efficient-07

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":

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)
"The Church pilots pray for redemption. The Dwarves calculate probabilities. The Elves mourn their necessity. We do none of these. We simply pilot. Efficiently." -Bonelord Karath, The Ledger, Entry 407

Core Mechanic: Soul Harvest & Decay

The Ossuarium excels at lifesteal and corpse exploitation. Every attack drains life. Every death feeds power.

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)

CORE CARD 1

Soul Harvest

Type: Attack (Lifesteal) | SP: 3 | Range: Melee (1 hex)

Effect: Deal 4 damage. Recover 2 cards from your discard pile (50% lifesteal).

"Their life becomes yours. This is the calculus of necromancy."

CORE CARD 2

Corpse Fuel

Type: Utility (Death Trigger) | SP: 2

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."

CORE CARD 3

Phylactery (Passive)

Type: Passive Ability | SP: N/A

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."

CORE CARD 4

Bone Scythe Reap

Type: Attack (AoE Drain) | SP: 4 | Range: Melee (1 hex)

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."

CORE CARD 5

Deathless Advance

Type: Movement + Buff | SP: 2

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."

CORE CARD 6

Necrotic Surge (Passive)

Type: Passive Ability | SP: N/A

Effect: Whenever you recover cards from discard pile (via any effect), recover +1 additional card.

"Death feeds on itself, growing stronger."

CORE CARD 7

Grave Pact

Type: Utility | SP: 3 | Range: 6 hexes

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."

CORE CARD 8

Death Mark

Type: Debuff | SP: 2 | Range: 8 hexes

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."

CORE CARD 9

Reanimate

Type: Summon | SP: 4 | Range: 3 hexes

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."

CORE CARD 10

Siphon Essence

Type: Attack | SP: 2 | Range: 4 hexes

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)

Corpse Grinder (Phylarch - Assault, 5 SP)

Immortal Fortress (Bonelord - Heavy, 4 SP) - Campaign Only

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).

"You think death is your ally? You merely adopted the grave. I was born in it. Molded by it. I am death's favorite student." -Bonelord Karath, during the Siege of Absolon

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:

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:

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:

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:

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:

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):

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.

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