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In that regard question “why no playable necromancer” is very similar to “why no playable zombie”.
Just it is a common thing in most RPGs. There could be a necromancy tree but without summons. Summoning is not the only thing in necromancy.
Could be a magic using health and mana combined, spells with life steal and moral damage, summoning bone walls / pillars kinda like the stone ones, using the bone (that are useless right now) as some sort of reagents for some spells.
Diet necromancy doesn’t exist lore-wise. All possible dark magic variations lead to the same outcome if you dabble in them, so they won’t be available for players.
Everything is not all black or white. That's what moral balance is.
Regarding necromancy and mechanics, I think having a Sanity cost to using such skills would actually be pretty neat. It's not easy to recover Sanity so it'll make players consider the consequences of long term skill use.
Some things are undoubtedly black though, even in the real world. And In our setting necromancy is inherently evil, no exceptions, pitch blackness. So a man using necromancy for a good cause is as feasible as a man shooting large doses of desomorphine for health benefits.
Summoning is planned, yes, it just won’t feature necromancy.
So hypothetically it *could* be added as a secret "DON'T READ THIS BOOK" skill-tree that quickly shunts you down a path of no return!
I mean uh, just saying, it could be..lol
The main story and population can be against necromancy all they want but what tells you I want to be part of those...?
Add hidden undergrounds / secret acces inside the evil dungeon that you can only access if you become part of it by reading said forbiden book, assassinating a lord, having a super bad reputation with the "good cities".
This game as a lot of potential with the mechanics it has in place. Why limit it's potential.
Baldur's Gate 2 also had a good bad / evil branching path.
Oooh neat.