Serves the Benevolent Lodge of Mystery as its gravespeaking ranger and death-evidence specialist.

Opening the archive

Opening the archive
Paranorm
Norman Shankswell is a Geistatts gravespeaker and Benevolent Lodge investigator who reads hauntings, old violence, and the dead as evidence.
Knowledge state: Player / Review
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Norman Shankswell is a Geistatts gravespeaker and Benevolent Lodge investigator who reads hauntings, old violence, and the dead as evidence.
Serves the Benevolent Lodge of Mystery as its gravespeaking ranger and death-evidence specialist.
Carries old-source backbone as part of the Lodge's paranormal investigation ensemble.
Helps the Geistatts and ghost-town material feel investigable rather than only haunted.
Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
Necromancy is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
Hit Dice
HP Rules
Resource / Mod
Focus
Aspect Library Support
Open aspectChill Touch
Channel grave-cold at one creature within range. Make a ranged power attack. On a hit, the target takes 5 (1d10) necrotic damage and cannot regain hit points until the end of your next turn. Undead hit by this power also have disadvantage on the next attack roll they make before then.
Deathwatch
For the duration, you sense corpses, dying creatures, undead, grave sites, and lingering death-echoes in the emanation that are not behind total cover. You know whether a body is living, dying, dead, undead, or soulless.
Toll the Dead
Point at one creature you can see within range. The target must make a WIS save, taking 9 (2d8) necrotic damage on a failed save. If the target is missing any hit points, it instead takes 13 (2d12) necrotic damage.
Funerary Preparation
Touch one corpse or set of remains. Until the effect ends, the remains do not decay, cannot become undead except by your Necromancy powers, and count as prepared for the next Necromancy power you use on them.
False Life
Bolster yourself with a thin shell of grave-force. Gain temporary hit points equal to 1d10 + your WIS modifier. While you have these temporary hit points, you have advantage on death saving throws.
Grave Whisper
Touch a corpse that died within the last day. You hear one brief death-echo: the corpse’s final emotion, final image, final spoken thought, or final injury, chosen by the GM.
Animate Dead
Choose a pile of bones or a corpse of a Medium or Small humanoid within range. It becomes an undead creature: a Skeleton if bones, or a Zombie if a corpse. As a bonus action, command any undead created by this power within 60 ft. To maintain control for another 24 hours, use this power on the creature again before the duration ends.
Speak with Dead
Grant a corpse the semblance of life, allowing it to answer up to five questions. The corpse must have a mouth, must not have been undead when it died, and must not have been targeted by this power within the past 10 days. Answers are brief and limited by what it knew in life.
Culling Sickle
Create a ghostly sickle that hovers near you. When you use this power and as a bonus action on later turns, make a ranged power attack against one creature within 30 ft. On a hit, the target takes 9 (2d8) necrotic damage, and you gain temporary hit points equal to half the damage dealt.
Corpse Stitching
Touch one corpse or one undead creature you control. A corpse is repaired enough to count as intact for questioning, preservation, animation, or transformation. An undead target you control regains 3d8 hit points and gains advantage on saves against being moved, knocked prone, or turned until the start of your next turn.
Raise Dead
Revive a dead creature if it has been dead no longer than 10 days and was not undead when it died. The creature returns to life with 1 hit point. This closes mortal wounds and neutralizes poisons present at death, but does not restore missing body parts. The target suffers a -4 penalty to d20 tests, reduced by 1 after each long rest.
Danse Macabre
Animate up to five Small or Medium corpses you can see within range as Skeletons or Zombies. Each gains a bonus to attack and damage rolls equal to your WIS modifier. As a bonus action, command all creatures created by this power within 60 ft. If you issue no command, they defend themselves.
Related pages, Drive source, relationship links, location/faction pages, and session appearances.
Source
Open source record
Jericha Database / Images / Official Character Images
Aspect
Necromancy
Location
Inner Geistatts
Institution / Faction
Benevolent Lodge of Mystery
family
Shankswell
lodge investigator
Benevolent Lodge of Mystery
Norman gives the Lodge its gravespeaking and haunting-evidence public role.
Advanced metadata, older top-page tools, inventories, story lists, and admin-only material live here.
GP0
Crystals0
Dust0
Tokens0On this page
This is the public profile. Private play tools stay behind character access.
Access candidate Public Character
1/3 play gates ready. Public Character can be flagged for DM-managed access, but sheet readiness still needs cleanup.
Read profile
Lore, story links, public inventory, and public relationships are readable.
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Private sheet
Private sheet is only for the owner and DM.
Character Playability
Public Character can be flagged for DM-managed access, but sheet readiness still needs cleanup.
Play gates
1/3 readyRequired to play: sheet, player access, and powers.
Table tools
0/2 readyInventory and session tools can be connected later without blocking play approval.
Public wiki polish
PolishReview public page polish is still separate from play readiness.
Sheet readiness
No playable sheet is attached yet.
Access status
DM-managed access can be flagged for review; DM approval still comes before play.
Power readiness42 sheet-ready
Necromancy has 42 sheet-ready powers; the character sheet has 0 action/resource hooks.
Inventory readiness
No tracked inventory yet. The character can still be prepared, but gear/resources should be connected before item-heavy play.
Session readiness
No live session is attached. Hide VTT doors until the DM opens one.
Public wiki polish
Review page polish is separate from table readiness.
Canon/publication state is Player / Review. Play state is Access candidate Public Character. Table tools are tools waiting. Wiki state is wiki in review.
No story appearances yet.
Relationships
family
Shankswell
lodge investigator
Benevolent Lodge of Mystery
Norman gives the Lodge its gravespeaking and haunting-evidence public role.
No public inventory items yet.
Tags
Necromancy is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
groupA Geistatts-rooted investigative lodge of supernatural problem-solvers, old soldiers, infiltrators, gravespeakers, and cryptotechnologists who chase hauntings, occult threats, and mysteries polite authorities prefer to misfile.
locationInner Geistatts names the deeper small-town belt of Drakthar's haunted interior: ghost towns, scams, odd crimes, desolate farms, and things pretending to be ordinary.