Long ago I wrote something about him (when I was working out the background on the Ducks for a long ago RQ2 campaign) and I assumed that he got into the necromancy business more or less by accident.
He was (IMG) a sorcerer/EWF magician/Godlearner or whatever who was trying to find a means of living forever that didn't involve the unpleasant necessity of destroying your soul (the Vivamort route) or trolling through dangerous metaphysical landscapes (the Hero route). He tried what the Pharoah was to make into an institution many years later, rebirth in a nice new body.
However he mucked something up and found that after a very short period of time indeed his new residence started to decay and crumble and he was condemned to spend eternity jumping from body to body, ever decaying. When things are especially hard for him he has to make do with whatever he can get. He has even spent time in Duck bodies, which he hates!
So his hiring out as a magical mercenary is to get fresh homes for himself and to get more subjects for experimentation. He's convinced he can get the process right with Just A Little More Work.
As to the origins of the Marsh there are three possibilities:
I rather favour this last explanation. I think I would place the ancient homes of the Durulz in the Marsh above Duckpoint, to give them an additional reason for hating the Necromancer. Duckburg (why not?) and Duck Tower and similar abandoned settlements can be fitted neatly into the swamp and give Duck adventurers places to try to find and things to try to retrieve.
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