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Blasphemous Revenants


...not into the world, nor out of it, but between worlds they linger, held to the hearth and tomb by blood and loyalty. And if they come unbidden, from love of kin or faith to duty, it is not unholy. It is but the answering of the ancestors, the awakening of those who never sleep, the summoning to service of those bound through Hearth and House to the protection of the clan.

But if sorcerers bring them forth, then such a summons is blasphemy, an abomination before the Tribes and Temple, and a sin so great that ages of burning cannot cleanse the fault. Abide not the sorcerer among you, for he comes to steal the bones of your fathers and dust of your tombs. He seeks to bind by power what is yours by right, to drag forth the warm spirits from their world between and bind them to their service like slaves and beasts.

Who can know the shame of the dead, the ceaseless weeping of the necromancer's thrall? Cruel enough is the ancestor's service given in love to Hearth and Kin. But ghost or guardian, bonewalker or bonelord, summoned by profane ritual and bound by force to the corpse miner's will, how may such a spirit ever find rest? How may it ever find its way back to its blood and clan?

Only a righteous Dunmer, bound by blood to hearth and kin, bound by oath and service to the Temple, can call upon the spirits of the Dunmer dead. Those foreign sorcerers of other races that invade our shores, shall they be permitted to rob our tombs, to bind our kin-spirits into sorcerous slavery, to steal the lives of our dead as well as our land of the living? No, I say, no, and no, three times more. Such necromancers must die, and their profane magicks must die with them.

And shall we tolerate the hidden hosts of the undead, the arrogant princes of necromancers, the ancient vampire demons who creep from their lairs in the West, seeking refuge in profane Daedric shrines, abandoned Dunmer strongholds, and corrupted subterranean labyrinths of the detested Dwemer race? For ages the Great Houses and the Temple have kept our land clean of the vampire's taint, but now these undead lords and their vile cattle have returned. These vampires must die, and their corrupt cattle with them, and their blood taint must be forever erased by fire and stake.

Legions of the Dead


Undead commonly occur in three basic types: spirit, flesh, and fleshless. Spirit revenants like the ancestor ghost, wraith, and dwarven ghost, can only be harmed by weapons that are enchanted or made of refined substances such as silver. Ancestor ghosts, the most common spirit revenant, are harmless, apart from the minor curses they lay upon their victims. Wraiths are similar to ghosts, but they are capable of inflicting wounds to the careless explorer. Dwarven ghosts are more dangerous still, but they generally appear only in Dwarven ruins.

Flesh revenants, or 'zombies' as they are often called in the West, are known as 'bonewalkers' in Morrowind. Magic preserves the bonewalker's fleshy remains along with the bones and spirit. Bonewalkers are readily identified by the sharp protuberances of bone and metal employed in the rituals that bind them to this plane. All bonewalkers are malevolent and dangerous, but the greater bonewalkers are far worse than the more common 'lesser' bonewalkers. Thankfully, normal weapons harm bonewalkers.

It is difficult to generalize about fleshless revenants, or skeletons. The agility and fighting ability of the animated remains may depend on the abilities of the revenant's former life, and may therefore be weak or strong, or more or less capable with weapons and shields. Fortunately, enchanted weapons are not needed to destroy skeletons. An exception is the bonelord, a peculiar form of revenant that seems to derive its powers more from its spirit energies than from the substance of its skeletal remains. Bonelords are very powerful, and very dangerous. Normal weapons do not affect them.

Vampires were believed to be extinct in Morrowind for centuries. Dunmer culture has a special hatred for vampires, and in earlier times the Ordinators and Buoyant Armigers hunted them to extinction. In recent years, however, vampires have either begun to sneak into Morrowind, or long-dormant ones have been awakened. Vampires vary in their substance and power according to their age and accumulated lore, but even the weakest vampire is immeasurably stronger than most other undead. Note: Ash vampires are not vampires, and are not undead. Ash vampires are extremely dangerous. While their spirit and substance may indeed be preserved by some magical process, the holy warriors of the Tribunal Temple report that spell effects known to affect the undead have no effect on ash vampires.