The first thing you notice are the robes. Ragged, black, faded robes with torn edges. They might have once been jet black, then left in the sun for a summer and trampled by a herd of Rhino.
A long drooping hood obscures its face. You can’t see the eyes but you know they are looking at you. Analytically. You wonder what it is thinking right now.
A large hourglass hangs through the folds of the robes by a fine chain, and a tasteful collection of skulls dangle at the belt. One arm reaches for the hourglass, raising it into view. The long, tattered, drooping sleeves conceal its hand. The last remaining sand falls to the bottom of the glass.
‘Hmm…’ the voice says. It sounds male. ‘It would appear… that your time is up.’

The last thing you see is the scythe.

I love dispatch I strike at once
The wit, the wise, the fool, the dunce;
The steel-clad soldier, stout and bold,
The miser with his treasur'd gold;

The studious sage, and matron grave,
The haughty noble, and the slave,
I strip, with unrelenting paw,
The ermine from the man of law:
Disrobe the prelate of his his lawn;
And dim with clouds the op'ning dawn...


Necoare's background is a bit hazy. He arrived in Greznek a few years back, and has spent most of his time studying in and around the Orcus temple since. He’s not a direct associate of Orcus, though he helps out with the ceremonies, does the odd favour for the temple, and Tribitz (the head priest of Orcus) lets him come and go more or less as he pleases (which is more privelege than most non-associates of orcus enjoy - but that’s probably got more to do with the Alder King’s wishes than Tribitz’s).
Depending who you ask, you might learn one of several things about Necoare. Some say he stumbled upon the Alder King’s grove by accident, entering Greznek injured, wearing farmer’s weather gear and dragging his scythe behind him. Others say the Alder King found him wandering the Dangerous Forest, and let him stay in return for his allegience against humankind. Someone might even say he is the wandering aspect of death, drawn to the goblin caverns by the darkness and strength of the earth magic, though by this point you may have realised it is often prudent not to believe everything someone might say.
What is known is that Necoare dresses in black, has a modicum of magical ability, and carries a reinforced war scythe around (which, oddly enough, he knows how to use). He keeps to himself, and most folk like it that way. Scary fella.


Necoare, Human Cleric (8)
Alignment: True Neutral (with evil tendencies)
Max HP: 63
BAB: 6/1
Abilities: STR 16, DEX 11, CON 16, INT 12, WIS 17, CHA 9
Armour Class: 18 (+8 Armor), Touch 10, Flat footed 18.
Saves: Fort +9, Ref +2, Will +9
Full Attack: +1 Scythe +10 / +5 (2d4+5 dmg, 20/x4 crit).
Decapitate (full +6 power attack) : +1 Scythe +3 (2d4 + 17 damage, x4 crit)
Coupe de Grace (critical decapitate): Scythe +3 (8d4 + 68 dmg. Min 56, Max 80.)
Feats: Martial Weapon Proficiency (Scythe), Power Attack, Cleave, Craft Magic Arms and Armour
Skills: Bluff +7, Concentration +14, Intimadate +11, Knowledge (Religion) +12, Sense Motive +6

Cleric Domains: Death & Time
Special Abilities: Rebuke Undead 2/day (+2 to checks), Death Touch (domain power, 8d6) 1/day, Reroll (domain power) 1/day.

      Dice Roll: 1-2 3-5 6-8  9-11 12-14 15-17 18-20
  Turning Check: 2-3 4-6 7-9 10-12 13-15 16-18 19-21
Max HD Affected:  5   6   7    8     9     10    11  
 Turning Damage: 2d6 + 7 HD


Necoare’s +1 war scythe, 2d4 +1 dmg (20/x4 crit)
Necoare’s +2 glamoured full plate (glamoured as tattered robes), +10 AC, +1 max dex bonus, -5 armor check penalty.
Human Skull (worn on belt), Unholy Symbol
Hourglass (hangs from a long chain around neck)
Hemp rope
Commoner’s Clothes
Leather Armour and tattered robes (for sleeping in)
Locked Gauntlets
Potion of Bull’s Strength
Ring of sustenance
Enchanting tools

Time Domain

Taken from Player's Guide to the Wilderlands, p94.

Granted Power: Once per day, as an extraordinary
ability, you can reroll one roll you just made. You must
take the result of the reroll, even if it’s worse than the
original roll.

Time Domain Spells:
1 True Strike
2 Gentle Repose
3 Haste
4 Freedom of Movement
5 Permanency
6 Geas/Quest
7 Ethereal Jaunt
8 Temporal Stasis
9 Time Stop

Necoare’s Lair: Skullforge

Necoare moved into the old elephant temple and rearranged things a bit.


The Codex of Death



To Do