<3 that people remember the spawn suggestion
Also,
>2) Only go aggressive on targets with social outrage/corruption (possibly the biggest hurdle?)
>4) Increase in difficulty as time goes on.
During the Cleric quests, there seems to be a "safe time" before Bony Fylgja start to spawn. But, they will engage anyone in the room who is on the quest and ignore everyone else (unless engaged) - If the people on the quest die, the Fylgja despawn. If the people run, the Fylgja chase them (even into the Carousel, but this may have been fixed...)
If I recall correctly, there is a 'gauge' that makes them spawn more often as time passes, and only goes down if the person dies, forfeits the quest, or completes it - I don't know how difficult it'd be to apply something similar to Necromancers, but I imagine "More outrage = More and/or tougher spawns" and "Killing them = More outrage". The only real challenge I see to this is if someone ingame sees the 'critters' and engages them without knowing any better...but that might be more hilarious than anything.
I'd love to hear a GM's thoughts on that...but regardless, I'd like to see some kind of change made so Necromancers are in town more often. Khiol is one of very few that I see put in a good effort to RP (even if I'm too shy/dumb to actually join in on it a lot of the time), and it does get a little old to see it generally end with a mace to the head.