Necromancy magic

Post » Fri Aug 06, 2010 5:30 pm

I really don't feel like starting a whole new thread about this, so I'll just start the conversation about necromancy here.

What school of magic should it belong to and why? How do you think the TES lore handles necromancy?

I read in UESPwikis lore page that it is part of mysticism magic to manipulate souls. However in Oblivion the Dunmers had the spell ancestor guardian which was part of cojuration. Some feel like it should be restoration because restoration magic is based upon life energy. The undeads could also be mere illusions of being alive, only magically being created to resemble life, but this goes straight against the lore. How do you feel about this and is it worth a whole new topic or can it be classified here? I'm really curious what you think/know about necromancy both according to TES lore, other lore and your own ideas.

My own point of view is that we could iether summon zombies from Oblivion to aid us, or through rituals actually make our very own undead sevant, using conjuration, restoration and alteration all together to make the ultimate mummy servant. Reanimating with a mere spell doesn't give me the feeling of being a necromancer. Especially as all TES lore I've read is based upon rituals and corrupting your own soul in order to manipulate the souls of the world.
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phil walsh
 
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Post » Sat Aug 07, 2010 3:04 am

I really don't feel like starting a whole new thread about this, so I'll just start the conversation about necromancy here.

What school of magic should it belong to and why? How do you think the TES lore handles necromancy?

I read in UESPwikis lore page that it is part of mysticism magic to manipulate souls. However in Oblivion the Dunmers had the spell ancestor guardian which was part of cojuration. Some feel like it should be restoration because restoration magic is based upon life energy. The undeads could also be mere illusions of being alive, only magically being created to resemble life, but this goes straight against the lore. How do you feel about this and is it worth a whole new topic or can it be classified here? I'm really curious what you think/know about necromancy both according to TES lore, other lore and your own ideas.


Honestly the examples you give are the reason it should less be a specific school or sphere like it is in many RPG's.

In TeS it's more a collection of spells that are the worst aspects of magic.. bizzare effects that aim to hurt or control.
Combined with an intent to subvert the natural world and seek lore that corrupts.

I'd say necromancy is less a school but more a state of mind, one that exists between the schools of magic in TeS.
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Mashystar
 
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Post » Fri Aug 06, 2010 6:29 pm

Hmm... could be conjuration, but mysticism seems more plausible. But seeing how mysticism is out, that must mean... No! That necromancy is out to! NO!
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Chloe Yarnall
 
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Post » Sat Aug 07, 2010 2:34 am

Only if it is better than OB.... Which isn't hard....
If it has its own skill, or becomes part of conjuration, and actually lasts more than five minutes, I mean you see the necro's and their beasties running around the caves, and their zombies and such last alot longer than ours. Personally I would love a constant zombie companion.
Me- "Hey man" Him- "Uhhhrzzz"
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Nicole Elocin
 
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Post » Sat Aug 07, 2010 3:58 am

I hope the perks for conjuration mark a difference between necromancy and Deadric summoning, the npcs in OB could do one or the other, which makes perfect sense, but the player could do both at will, I think you should need to invest in a lot of perks to do both.



I agree. Except for one thing.

Summoning undead isn't Necromancy in Tamriel. At least, not the way I understand it. Necromancy is the art of reanimating the dead for an indefinite period. Whereas our characters summon an undead being from Oblivion, Necromancers imbue a corpse with magicka (or is it a trapped soul? I'm unsure) to give it "life".
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Jordyn Youngman
 
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Post » Sat Aug 07, 2010 12:17 am

Sorry for voting no, but the poll was badly written:
Would you like to reanimte dead things? - No. I'm a hunter, I don't do that sort of thing.
Should be
Would you like to reanimte dead to be in the game? - Whatever, I just don't care.
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Gill Mackin
 
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Post » Sat Aug 07, 2010 1:22 am

Yes, but I want it to be realy complicated rituals requerring multiple corpses and a bunch of different items... and of course no one but necromancers and notes by necromancers could reveal that you need:
- a filled (with a human/elf/best-race soul) and an empty black soulgem.
- 50 fragments of mort flesh (if you use 50-100% skeletal parts).
- the bodyparts you wish for your abormination to have.
- 25 pieces of human skin.
- a human heart (everyone knows zombies requirre two :grad: )
- a silver weapon poisoned with holy water (or a flask of holy water).
and that you need to:
- place all the bodyparts on a hilltop the night were the two moons meet.
- sew the body together.
- sew the new heart onto the other.
- push the (filled black soulgem in between.
- remove the aborminations skin and sew the new skin onto it.
- cast soultrap on the abormination and (while the effect is still aplied and the black soulgem glows white (since the soul is trying to leave its prison and enter your black soulgem) and as the gem is nearly shattered because of the preasure (while the soultrap spell-effect still works) attack the corpse with your poisoned weapon or open your bottle and pour the holy water into the corpse...
- sew the chest together and as the soulgem explodes (because of the spell and the fact that holy water and black soulgems don't really fit) the soul gives the body life... but the spell explotions power would also eat a small amount of your soul and remove 5% of a skill from your pregresion (and 2.5% of an atribute (100% random which one)...
- Congratulations! You now have your own brainless slave...
Too create a zombie... (probably won't happen and we will maximum get cast *spell name* on corpse)...
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Kelsey Anna Farley
 
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Post » Fri Aug 06, 2010 4:09 pm

As part of conjuration it'd be nice if you could get a few "raise dead" sort of spells.
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oliver klosoff
 
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Post » Fri Aug 06, 2010 11:10 pm

No. But I will enjoy utterly devastating every necromancer I see. So, I vote yes. :)
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Jason King
 
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Post » Fri Aug 06, 2010 2:39 pm

Yes, but I want it to be realy complicated rituals requerring multiple corpses and a bunch of different items... and of course no one but necromancers and notes by necromancers could reveal that you need:
- a filled (with a human/elf/best-race soul) and an empty black soulgem.
- 50 fragments of mort flesh (if you use 50-100% skeletal parts).
- the bodyparts you wish for your abormination to have.
- 25 pieces of human skin.
- a human heart (everyone knows zombies requirre two :grad: )
- a silver weapon poisoned with holy water (or a flask of holy water).
and that you need to:
- place all the bodyparts on a hilltop the night were the two moons meet.
- sew the body together.
- sew the new heart onto the other.
- push the (filled black soulgem in between.
- remove the aborminations skin and sew the new skin onto it.
- cast soultrap on the abormination and (while the effect is still aplied and the black soulgem glows white (since the soul is trying to leave its prison and enter your black soulgem) and as the gem is nearly shattered because of the preasure (while the soultrap spell-effect still works) attack the corpse with your poisoned weapon or open your bottle and pour the holy water into the corpse...
- sew the chest together and as the soulgem explodes (because of the spell and the fact that holy water and black soulgems don't really fit) the soul gives the body life... but the spell explotions power would also eat a small amount of your soul and remove 5% of a skill from your pregresion (and 2.5% of an atribute (100% random which one)...
- Congratulations! You now have your own brainless slave...
Too create a zombie... (probably won't happen and we will maximum get cast *spell name* on corpse)...

Also of course a ritualy created zombie should be ten times stronger than a weak conjured none-permanent zombie same with an original zombie... just like a scamp acquired and fully permanently brought to nirn would be stronger than a halfreal conjured one...
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Latino HeaT
 
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Post » Fri Aug 06, 2010 5:14 pm

I would like there to be a high level spell to completely restore life to a person (not just reanimate), that is separate from necromancy.
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Tiffany Holmes
 
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Post » Fri Aug 06, 2010 3:46 pm

I don't care. Because my character is an old Temple Patriarch, and Necromancy is/was banned in Morrowind.
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Tracy Byworth
 
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Post » Fri Aug 06, 2010 8:08 pm

Honestly the examples you give are the reason it should less be a specific school or sphere like it is in many RPG's.

In TeS it's more a collection of spells that are the worst aspects of magic.. bizzare effects that aim to hurt or control.
Combined with an intent to subvert the natural world and seek lore that corrupts.

I'd say necromancy is less a school but more a state of mind, one that exists between the schools of magic in TeS.

My own point of view is that we could either summon zombies from Oblivion to aid us, or through rituals actually make our very own undead sevant, using conjuration, restoration and alteration all together to make the ultimate mummy servant. Reanimating with a mere spell doesn't give me the feeling of being a necromancer. Especially as all TES lore I've read is based upon rituals and corrupting your own soul in order to manipulate the souls of the world.

However, the work of Mannimarco is called mysticism, corrupting his own souls as the Magicka he uses when he perhofms the Dark art.
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Charlotte Buckley
 
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Post » Sat Aug 07, 2010 7:49 am

Yes, but I want it to be realy complicated rituals requerring multiple corpses and a bunch of different items... and of course no one but necromancers and notes by necromancers could reveal that you need:
- a filled (with a human/elf/best-race soul) and an empty black soulgem.
- 50 fragments of mort flesh (if you use 50-100% skeletal parts).
- the bodyparts you wish for your abormination to have.
- 25 pieces of human skin.
- a human heart (everyone knows zombies requirre two :grad: )
- a silver weapon poisoned with holy water (or a flask of holy water).
and that you need to:
- place all the bodyparts on a hilltop the night were the two moons meet.
- sew the body together.
- sew the new heart onto the other.
- push the (filled black soulgem in between.
- remove the aborminations skin and sew the new skin onto it.
- cast soultrap on the abormination and (while the effect is still aplied and the black soulgem glows white (since the soul is trying to leave its prison and enter your black soulgem) and as the gem is nearly shattered because of the preasure (while the soultrap spell-effect still works) attack the corpse with your poisoned weapon or open your bottle and pour the holy water into the corpse...
- sew the chest together and as the soulgem explodes (because of the spell and the fact that holy water and black soulgems don't really fit) the soul gives the body life... but the spell explotions power would also eat a small amount of your soul and remove 5% of a skill from your pregresion (and 2.5% of an atribute (100% random which one)...
- Congratulations! You now have your own brainless slave...
Too create a zombie... (probably won't happen and we will maximum get cast *spell name* on corpse)...

The intelligence of the undead you are creating depends on the intelligence of the person while he/she was alive. The making of a skeletal servants requires most of the bones to be there, otherwise it will collaps on itself. Fortifying the skeleton is recommended, but the best servants are mummies. Letting the body dry in salt to get a leather kind of hardened surface, then putting on the fortifying bandages.

The preparation and creation of undead servants can be found in various books in TES lore, including dark arts on trial, mannimarco king of worms and others as well. it's worth a read fr anyone who is interested :)
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Niisha
 
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Post » Sat Aug 07, 2010 3:26 am

From Rhekarid's awesome suggestion journal:
Necromancy, obviously, would require a considerable amount of material preparation, particularly a corpse. It wouldn’t be feasible to carry them around (perhaps lugging one at a time over your shoulder), but a necromancer who doesn’t want to use one on the spot and has skill in Mysticism: Binding could teleport viable bodies back to his foul-smelling lair. Certain substances could be applied to prevent decomposition, or hasten it if a skeleton is desired. While novices would require a whole, relatively sturdy body for animation, as skill increases they should be able to assemble parts to rebuild bodies. Masters would be able to form abominations by stitching together pieces of various animals; this could be done with an overhead screen, with a stone slab or some such on one side and viable parts in possession on the other. The player could drag and drop components on the slab to assemble the body, using tools for acid, stitches, bandaging, and so on to apply to various parts or the whole, like a macabre photo editor. Advanced necromancy should require an advanced task. Make the player find and study anatomy books or texts from fellow necromancers to know what sorts of connections are possible, otherwise the spell will fail. We’ve all seen the Spore demos where the computer determines the best animations for created creatures, so I know composite undead monstrosities are far from impossible.

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Matt Bee
 
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Post » Sat Aug 07, 2010 1:14 am

The intelligence of the undead you are creating depends on the intelligence of the person while he/she was alive. The making of a skeletal servants requires most of the bones to be there, otherwise it will collaps on itself. Fortifying the skeleton is recommended, but the best servants are mummies. Letting the body dry in salt to get a leather kind of hardened surface, then putting on the fortifying bandages.

The preparation and creation of undead servants can be found in various books in TES lore, including dark arts on trial, mannimarco king of worms and others as well. it's worth a read fr anyone who is interested :)

?..
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Anne marie
 
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Post » Fri Aug 06, 2010 6:29 pm

?..

Put in spoiler for less space:
Spoiler
Volume One: The Acquisition of the Corpse
While the Arts of Necromancy are only illegal in the province of Morrowind, few citizens of the Empire have an enlightened view of our Art. Thus, the acquisition of corpses on which to experiment is often difficult.

In Cyrodiil, a few Necromancers who have served the Empire are given the corpses of criminals and traitors to use legally. This provides those who have acquired such a post with a fresh supply of corpses, most of them young, strong, and intact.

In Morrowind, the outlawing of Necromancy would make its practice impossible were it not for the fortunate institution of slavery. While the Temple will investigate obvious signs of Necromancy such as hastily emptied graves or ash stolen from one of their ashpits, a careful and discrete Necromancer can thrive in Morrowind by taking slaves at a modest rate. Most will assume the slave escaped or died in the Ashlands.

Finding suitable corpses in Black Marsh is nearly impossible due to their rapid decay. There are also diseases, Argonian tribesmen, and other difficulties that must be dealt with. I know of only a few Sload Necromancers who operate successfully in Black Marsh, and even they stay near coast.

While the forests of Elsweyr pose some of the same problems as those of Black Marsh, the deserts preserve corpses for hundreds of years in a way that requires very little preparation. Khajiit of the desert tribes are often buried with only a small cairn of stones which are easy to find and uncover. The Khajiit show remarkably enlightened indifference to graves being uncovered. It is said that in the port of Senchal, one may purchase anything one desires. This is true if you desire fresh corpses.

While few Bosmer perform Arkay's rituals when burying the dead, the more primitive Bosmer still practice cannibalism upon their enemies, which reduces the number of available corpses. As would be expected from such a backwards people, they have an intolerance of Necromancy that goes beyond all reason. Many Necromancers who practice our Arts in Valenwood become "one with the trees" themselves.

Summerset Isle is even worse in some ways. Some Altmer born into the most respected noble and scholarly families are actually allowed to study the dead in the open. Their research, however, seems to be centered on finding ways to extend their lives even further rather than the more practical uses of our Art. A Necromancer of any other race caught in Summerset Isle can expect the worst possible punishments.

In Hammerfell, where worship of Arkay is strongest, the dead are almost always subject to Arkay's Law. There are exceptions after large battles or in remote areas where death occurs far from meddlesome priests. Fortunately, the dangerous terrain and creatures in the deserts and mountains of Hammerfell makes the acquisition of corpses possible, though they are often in poor condition and require special care in preparation.

The newly formed Orsinium presents a unique opportunity. As you know, Orc corpses are among the most sought after for the durability of their skin and the strength of their bones. If King Gortwog will listen to reason, we could offer the services of our Art in defense of his young nation in exchange for disposing of the Orcish dead. A mutually beneficial arrangement as I'm sure the Orcs will agree. To this end, a delegation has been sent to Orsinium, though we have not yet heard any word on the state of these negotiations.

In my native High Rock, traditions dating back to the witch kings and nomadic horseman mandate cremation of the dead. This is practiced almost without exception in the north, through an Imperial burial in a tomb or city cemetery is more common in the south. There are still many corpses easily taken from the battlefields of the War of Betony and the lawless times that followed. There are even rumors that King Gothryd of Daggerfall may institute the Imperial practice of donating the corpses of criminals for Necromantic study as a deterrent to the bandits and pirates that still threaten the Iliac Bay.

In Skyrim, the cold weather and isolated terrain allow a few Necromancers to operate freely. Alas, the availability of corpses is limited to Nords who die from exposure or in battle. While the cold is preservative, the snow makes these corpses difficult to find. More research dedicated to the magical detection of corpses would be invaluable to the Necromancers of Skyrim.

The Sload are the most famous Necromancers, but little is known of their native Thras. In Tamriel, Sload only practice Necromancy on other races. It is uncertain whether this is true in Thras as well. If so, it would explain the number of slaves that are purchased in Tear by Sload merchants and the rumors of Sload airships carrying corpses from Senchal.

These difficulties lead many Necromancers to create their own corpses. While I prefer to work with those who have died a natural death, a more expedient approach is sometimes necessary to further the study of the Art.

While the Arts of Necromancy can be practiced on animals, such experiments rarely produce interesting results. The servant's ability to follow directions seems to be related to the subject's intelligence in life. While raising the corpse of a man, elf, or beastman can produce a useful servant, the corpses of animals produce mere guard dogs at best. Often a raised animal is unable to distinguish its master from the rest of the living and many amateur practitioners have been torn apart by the animal servants they created. Let such stories be a lesson to you.


Volume Two: The Skeletal Corpse
When raising a skeleton servant, it is most important that the body of the skeleton be complete. If the skeleton is missing crucial bones, the results can be frustrating. One should only attempt to raise skeletons when you are sure that all or nearly all the bones are present.

While the magic involved in raising a skeleton will assemble the bones in the proper order, skeletons may be strengthened considerably by the addition of support on their joints. The most common are leather straps that bind the bones together more tightly. Some practitioners also drive metal spikes are between the joints, which is more expensive and time consuming, but they protect the servant where it is weakest. The details of this are unimportant as even an amateur can strengthen a skeleton significantly. Only practice will reveal the best methods of binding and reinforcing the skeletal servant. Amateurs often make the mistake of binding the bones too tightly, limiting the skeleton's movements and making it useless. Again, only practice can give the necessary experience in these matters, though it is best to err towards tight bindings. One may always loosen them at a later date.

One more note to the student: While most undead can be raised again and again, skeletons are often damaged in ways that make raising them again impossible. This is another reason that care should be given to the skeleton's preparation. Too many young Necromancers raise every skeleton they see with little or no preparation at all. Given the difficulty of obtaining corpses, this kind of inefficiency cannot be tolerated.

Volume Three: The Fresh Corpse
Fresh and decayed corpses are those that still have flesh upon them. If their decay is advanced, or if you wish a skeletal servant instead, place the corpse along a coast or in a swamp or marsh. Animals are the Necromancer's greatest allies when it comes to stripping the flesh from a corpse. The ravenous mudcrabs of Morrowind can strip a corpse down to its bones in a matter of days. Lesser crabs in other provinces can do the same in a matter of weeks.

If you wish to create a zombie servant, one need only bring the corpse to a suitable site and enact the proper rituals. However, there are a few tips that a young Necromancer might want to know. For instance, a decayed servant may be raised many times, even if they have been dismembered by those who do not appreciate our Art. If one of your servants comes to an unfortunate end, you may raise the servant again by carefully gathering as many parts as you can find, binding the bones with leather straps, and sewing the flesh (if it not too decayed) with catgut. Your servant may be weaker each time this is done, but with care and maintenance, one may raise zombies dozens of times.
However, creating a mere zombie is a method best left to lazy or desperate practitioners. With only a bit more time and effort, one may create a far more useful mummified servant.

The first step to creating a mummified servant is to soak the decaying corpse in a bath of salt or natron for at least one month. This will halt the decay of the corpse, and if the corpse is fresh enough to have an unpleasant odor, the salts will remove that as well. In a moist climate, such as Argonian or Thras, you may have to apply more salts if they become saturated. Some Necromancers remove the vital organs before or after this process, but I have never found any practical reason for doing this.

The next step is to wrap the servant in cloth or linen. This will further preserve the body against decay and, if done properly, will offer some protection as well. Do not worry if the corpse seems too stiff or desiccated to be a useful servant, the proper rituals will imbue the mummified corpse with the strength to move itself. Most importantly, you will have a much stronger servant who will follow your commands with more independence and understanding.

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R.I.p MOmmy
 
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Post » Sat Aug 07, 2010 1:23 am

Nice thread.

Skyrim - Mystisicm + Necromancy = Win
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meghan lock
 
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Post » Fri Aug 06, 2010 10:28 pm

Background info of different necromancers in Tamriel:
Spoiler
Volume One: The Acquisition of the Corpse
While the Arts of Necromancy are only illegal in the province of Morrowind, few citizens of the Empire have an enlightened view of our Art. Thus, the acquisition of corpses on which to experiment is often difficult.

In Cyrodiil, a few Necromancers who have served the Empire are given the corpses of criminals and traitors to use legally. This provides those who have acquired such a post with a fresh supply of corpses, most of them young, strong, and intact.

In Morrowind, the outlawing of Necromancy would make its practice impossible were it not for the fortunate institution of slavery. While the Temple will investigate obvious signs of Necromancy such as hastily emptied graves or ash stolen from one of their ashpits, a careful and discrete Necromancer can thrive in Morrowind by taking slaves at a modest rate. Most will assume the slave escaped or died in the Ashlands.

Finding suitable corpses in Black Marsh is nearly impossible due to their rapid decay. There are also diseases, Argonian tribesmen, and other difficulties that must be dealt with. I know of only a few Sload Necromancers who operate successfully in Black Marsh, and even they stay near coast.

While the forests of Elsweyr pose some of the same problems as those of Black Marsh, the deserts preserve corpses for hundreds of years in a way that requires very little preparation. Khajiit of the desert tribes are often buried with only a small cairn of stones which are easy to find and uncover. The Khajiit show remarkably enlightened indifference to graves being uncovered. It is said that in the port of Senchal, one may purchase anything one desires. This is true if you desire fresh corpses.

While few Bosmer perform Arkay's rituals when burying the dead, the more primitive Bosmer still practice cannibalism upon their enemies, which reduces the number of available corpses. As would be expected from such a backwards people, they have an intolerance of Necromancy that goes beyond all reason. Many Necromancers who practice our Arts in Valenwood become "one with the trees" themselves.

Summerset Isle is even worse in some ways. Some Altmer born into the most respected noble and scholarly families are actually allowed to study the dead in the open. Their research, however, seems to be centered on finding ways to extend their lives even further rather than the more practical uses of our Art. A Necromancer of any other race caught in Summerset Isle can expect the worst possible punishments.

In Hammerfell, where worship of Arkay is strongest, the dead are almost always subject to Arkay's Law. There are exceptions after large battles or in remote areas where death occurs far from meddlesome priests. Fortunately, the dangerous terrain and creatures in the deserts and mountains of Hammerfell makes the acquisition of corpses possible, though they are often in poor condition and require special care in preparation.

The newly formed Orsinium presents a unique opportunity. As you know, Orc corpses are among the most sought after for the durability of their skin and the strength of their bones. If King Gortwog will listen to reason, we could offer the services of our Art in defense of his young nation in exchange for disposing of the Orcish dead. A mutually beneficial arrangement as I'm sure the Orcs will agree. To this end, a delegation has been sent to Orsinium, though we have not yet heard any word on the state of these negotiations.

In my native High Rock, traditions dating back to the witch kings and nomadic horseman mandate cremation of the dead. This is practiced almost without exception in the north, through an Imperial burial in a tomb or city cemetery is more common in the south. There are still many corpses easily taken from the battlefields of the War of Betony and the lawless times that followed. There are even rumors that King Gothryd of Daggerfall may institute the Imperial practice of donating the corpses of criminals for Necromantic study as a deterrent to the bandits and pirates that still threaten the Iliac Bay.

In Skyrim, the cold weather and isolated terrain allow a few Necromancers to operate freely. Alas, the availability of corpses is limited to Nords who die from exposure or in battle. While the cold is preservative, the snow makes these corpses difficult to find. More research dedicated to the magical detection of corpses would be invaluable to the Necromancers of Skyrim.

The Sload are the most famous Necromancers, but little is known of their native Thras. In Tamriel, Sload only practice Necromancy on other races. It is uncertain whether this is true in Thras as well. If so, it would explain the number of slaves that are purchased in Tear by Sload merchants and the rumors of Sload airships carrying corpses from Senchal.

These difficulties lead many Necromancers to create their own corpses. While I prefer to work with those who have died a natural death, a more expedient approach is sometimes necessary to further the study of the Art.

While the Arts of Necromancy can be practiced on animals, such experiments rarely produce interesting results. The servant's ability to follow directions seems to be related to the subject's intelligence in life. While raising the corpse of a man, elf, or beastman can produce a useful servant, the corpses of animals produce mere guard dogs at best. Often a raised animal is unable to distinguish its master from the rest of the living and many amateur practitioners have been torn apart by the animal servants they created. Let such stories be a lesson to you.


Volume Two: The Skeletal Corpse
When raising a skeleton servant, it is most important that the body of the skeleton be complete. If the skeleton is missing crucial bones, the results can be frustrating. One should only attempt to raise skeletons when you are sure that all or nearly all the bones are present.

While the magic involved in raising a skeleton will assemble the bones in the proper order, skeletons may be strengthened considerably by the addition of support on their joints. The most common are leather straps that bind the bones together more tightly. Some practitioners also drive metal spikes are between the joints, which is more expensive and time consuming, but they protect the servant where it is weakest. The details of this are unimportant as even an amateur can strengthen a skeleton significantly. Only practice will reveal the best methods of binding and reinforcing the skeletal servant. Amateurs often make the mistake of binding the bones too tightly, limiting the skeleton's movements and making it useless. Again, only practice can give the necessary experience in these matters, though it is best to err towards tight bindings. One may always loosen them at a later date.

One more note to the student: While most undead can be raised again and again, skeletons are often damaged in ways that make raising them again impossible. This is another reason that care should be given to the skeleton's preparation. Too many young Necromancers raise every skeleton they see with little or no preparation at all. Given the difficulty of obtaining corpses, this kind of inefficiency cannot be tolerated.

Volume Three: The Fresh Corpse
Fresh and decayed corpses are those that still have flesh upon them. If their decay is advanced, or if you wish a skeletal servant instead, place the corpse along a coast or in a swamp or marsh. Animals are the Necromancer's greatest allies when it comes to stripping the flesh from a corpse. The ravenous mudcrabs of Morrowind can strip a corpse down to its bones in a matter of days. Lesser crabs in other provinces can do the same in a matter of weeks.

If you wish to create a zombie servant, one need only bring the corpse to a suitable site and enact the proper rituals. However, there are a few tips that a young Necromancer might want to know. For instance, a decayed servant may be raised many times, even if they have been dismembered by those who do not appreciate our Art. If one of your servants comes to an unfortunate end, you may raise the servant again by carefully gathering as many parts as you can find, binding the bones with leather straps, and sewing the flesh (if it not too decayed) with catgut. Your servant may be weaker each time this is done, but with care and maintenance, one may raise zombies dozens of times.

However, creating a mere zombie is a method best left to lazy or desperate practitioners. With only a bit more time and effort, one may create a far more useful mummified servant.

The first step to creating a mummified servant is to soak the decaying corpse in a bath of salt or natron for at least one month. This will halt the decay of the corpse, and if the corpse is fresh enough to have an unpleasant odor, the salts will remove that as well. In a moist climate, such as Argonian or Thras, you may have to apply more salts if they become saturated. Some Necromancers remove the vital organs before or after this process, but I have never found any practical reason for doing this.

The next step is to wrap the servant in cloth or linen. This will further preserve the body against decay and, if done properly, will offer some protection as well. Do not worry if the corpse seems too stiff or desiccated to be a useful servant, the proper rituals will imbue the mummified corpse with the strength to move itself. Most importantly, you will have a much stronger servant who will follow your commands with more independence and understanding.

I still like my way of making a zombie better! :thumbsdown:
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Glu Glu
 
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Post » Sat Aug 07, 2010 3:59 am

- Necromancer's Pit
Have a concept that the bodies rot after a few days and produce a random piece of flesh - an arm, leg, torso, or head. You would then have a 'pit' that has something like a Frankenstien body board where you assemble the bones or flesh into a body where you could bring it to life - turning it into a non-expiring zombie or skelenton follower (like the perminent atronach choice with fire salts in Oblivion). You would have to hunt for the diffrent peices of flesh and could store them in the 'pit' for later use... If a guard sees you with the corpse then you would be labled a necromancer and blacklisted! This would work nicely with the gore evolution of Skyrim.
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Jennifer May
 
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Post » Fri Aug 06, 2010 6:30 pm

I still like my way of making a zombie better! :thumbsdown:

Much less necromantic, more alchemical. it wouldn't give the proper feel to it to simply smash together mort flesh and bones and stuff. Re-read more carefully all the details, it's much lore behind necromancy but we have not yet been able to actually pratice it so far.
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Claire Lynham
 
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Post » Sat Aug 07, 2010 4:53 am

- Necromancer's Pit
Have a concept that the bodies rot after a few days and produce a random piece of flesh - an arm, leg, torso, or head. You would then have a 'pit' that has something like a Frankenstien body board where you assemble the bones or flesh into a body where you could bring it to life - turning it into a non-expiring zombie or skelenton follower (like the perminent atronach choice with fire salts in Oblivion). You would have to hunt for the diffrent peices of flesh and could store them in the 'pit' for later use... If a guard sees you with the corpse then you would be labled a necromancer and blacklisted! This would work nicely with the gore evolution of Skyrim.


I like this idea. However I feel that conjuration as a whole has been very weak in past games. I would like to see a development where conjuration can actually summon stronger monsters then your opponent. Same with necromancy they would have to be strong other wise it would fail.
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Nancy RIP
 
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Post » Fri Aug 06, 2010 7:05 pm

Much less necromantic, more alchemical. it wouldn't give the proper feel to it to simply smash together mort flesh and bones and stuff. Re-read more carefully all the details, it's much lore behind necromancy but we have not yet been able to actually pratice it so far.

Well... I gotta be honest... I didn't really feel like reading the hole thing so just skipped most of it... but its good! :celebration:
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Ian White
 
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Post » Fri Aug 06, 2010 11:56 pm

In TeS it's more a collection of spells that are the worst aspects of magic.. bizzare effects that aim to hurt or control.
Combined with an intent to subvert the natural world and seek lore that corrupts.

I'd say necromancy is less a school but more a state of mind, one that exists between the schools of magic in TeS.


What necromancy actually is, is up for debate. But it is not necessarily an "evil" train of thought in TES. Necromancy had been legal in the Empire for research purposes (and technically still was legal as far as I know). The Altmer practice necromancy to find ways to extend their lifespan for example. Necromancy in TES seems to be a blend of real world necromancy (communicating with the dead to learn the future or secrets) and "video game" necromancy involving raising armies of the undead.

Personally, I've always felt necromancy is to magic, as enchantment is to magic. More of a practical application of various spells than a school of it's own. One would need to be well versed in a number of schools to have the right effect. But this idea comes to conflict with http://www.uesp.net/wiki/Lore:The_Black_Arts_On_Trial:

Counter-Argument by Master Karlyss: No one is disputing the threat of the Black Arts - in fact, that is the very essence of my argument against the Mages Guild making it a School to be taught to our initiates. We can and should know what our enemy is capable of, but we must be careful not to step into a trap of looking too deep into his ways, and making those ways our own. We do no one any good if by studying the evil ways, we become evil ourselves.

Argument by Master Karlyss: Necromancy is inherently dangerous. One cannot 'dabble' in it. The simplest spell requires the spilling of blood, and immediately begins to corrupt the caster's soul. This is not conjecture, but simple fact. It is irresponsible of the Guild to teach and thereby encourage a sort of magickal study which has proven itself, time and time again, to bring nothing but terror and misery on the practitioner and world.


Master Karlyss seems to paint necromancy as some sort of blood magic. More ritualistic than normal magic, and as you described, seems to corrupt the soul of the user. But of course:

AFTERWORD

I regret to acknowledge the truth behind the rumor that Master Ulliceta gra-Kogg was more than an apologist for Necromancy, she was a Necromancer herself. Upon this revelation, the Knights of the Lamp attempted to arrest her at the Guildhouse in Orsinium, but she made good her escape. We have every confidence in the replacement Magister in Orsinium.

Though I disagreed, I respected her logical reasoning enough to include her arguments in this book, and I see no reason to remove them. It is disappointing, however, to see that her interest in 'the truth' was nothing more than a euphemism for her slavery to the Black Arts.

This unfortunate situation merely illustrates how essential it is for Guildmembers to be wary of the lure of Necromancy, and be vigilant to its practitioners' infiltration in our Mages Guild.


The Mages Guild wouldn't be above propaganda. Oh, how fun lore is!
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John Moore
 
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Post » Fri Aug 06, 2010 8:03 pm

I voted: Yes

Necromancy is, and always has been, a debatable subject in Mundus. It would be interesting to see how it has evolved in over 200 years since Oblivion.
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Tracy Byworth
 
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