>The Bells
I love the Old Kingdoms take on necromancy so much. Charter and Free magic are nice and all, but the Rivers of Death and the way it all works is so vivid and self consistent.
I've yanked the Precincts and made them into a Dominion for a Geist game, players loved it.
Now for my own inspiration, the True Game.
Bloodline-ish based powers that pull heat from the area to fuel themselves, hugely complicated social structures and a codified set of rules for warfare between Demesnes and their rulers/subjects, hundreds of classifications depending on what powers you have and how strong. The Wise-ards, Immutables, all so good.
And Dat rhyme.
>Minds mistress, moon's wheel
>Cobweb Didir, Shadow-steel
>Mighty wing, lord of sky
>Lofty Tamor, hover high
>Night-dark, dust-old
>Bony Dorn, grave-cold
>Flesh-queen, love-star
>Lust-pale, Trandilar
>Pain's maid, broken leaf
>Dealpas, heart's grief
>Cheer's face, trust's clasp
>Far and strong is Wafnor's grasp
>Far-eyed Sorah, worshiper
>Many gods who never were
>Here and gone, flashing fast
>Hafnor is trusted last
>Chilly Shattnir, power's store
>Calling Game forevermore
>Fire and smoke, horn and bell
>Messages of Buinel
>Shifted, fetched, sent-far
>Trickiest is Thandbar
>When all time is past
>Eleven first, eleven last.
In matching order, the powers and basic titles are: Telepathy (Demon), Flight (Armiger), Raising of Ghosts (Necromancer), Charm/Self illusions (Ruler), Healing (Healer, duh), Object Telekinesis (Tragamor), Clairvoyance (Seer), Teleportation vie sight (Elator), Power Storage (Sorcerer), Fire Starting (Sentinel), Shape-shifting (Shifter).
For example, someone with a little shifting and a little fire starting isn't a Sentinel or Shifter, they're a Dragon. Got someone who can heal and charm, that's a Priestess, and so on.
Really makes me wish there was more in the series, but the author went full on ecoterrorist femenist with her writing soon after finishing it all..