|Appears in||Arena, Legends|
Necrom is one of the eight major cities on the mainland of Morrowind, situated along the eastern coast of the Telvanni Peninsula overlooking the Padomaic Ocean. Necrom is known as the City of the Dead, because in Dunmeri tradition, the various families and clans of Morrowind would travel to Necrom, bring their deceased family members in urns and coffins that last for months. The city is composed of lofty walls and white towers, and is known for a "dark heat". Necrom's Great House affiliation is unknown,[nb 1] but the city itself perpetuates a religious tradition that predates the Tribunal cult and has a strong Temple presence.
Layout & Geography
The city-state of Necrom is built on a peninsula that overlooks the Padomaic Ocean, near the island of Gorne. The region itself is known for rocky escarpments and islands with a minimal population, and the coastline is known for being treacherous. It is where the supposed "Bat-Lizards" are located. It is implied that these Bat-Lizards are, in fact, ancestors of the modern-day Cliff Racers, as they no longer exist. These were discovered by Topal the Pilot, an Aldmeri explorer that sailed across the continent of Tamriel. Necrom is a bustling city, ironic since it is the City of the Dead. It is governed by a complex hierarchy of priests and attendants who operate the well-known necropolis in Necrom. Underneath the city is an extensive catacomb, arranged like a honeycomb. This is where the deceased are brought and prepared for burial. Necrom has lofty walls and gleaming white towers. Necrom is neighbored by several settlements, among them the town of Sailen Vulgate to the west, with a large fortress and graveyard nearby. A cemetery and Temple monastery are found to the west, and some countryside is found between it and the city.
Necrom's earliest history is largely unknown, however, it was built in a time before the Tribunal had been established. But as the Tribunal Temple had come forth, Necrom had become a focal point in its traditions. The bones and remains of the dead in Necrom can be interred to the Ghostfence, situated in the district of Vvardenfell, but this is reserved for the great heroes and leaders of Morrowind. Remains of the people's clans can be used for a ghost fence for their clan's ancestral tomb.
In Tribunal mythology, Necrom was created from the remains of GULGA MOR JIL, the eighth and most powerful monster that Vivec faced in his journey. Alongside Lord Nerevar, Vivec traveled to the east to confront the monster, where he was discovered by Almalexia and Sotha Sil. The monster asked Vivec why he needed to die, and the Warrior-Poet said that it would be a betrayal to his nature otherwise. But when that answer did not satisfy the monster's question, Vivec recited a poem, "The fire is mine: let it consume thee, And make a secret door, At the altar of Padhome, In the House of Boet-hi-Ah, Where we become safe, And looked after." The monster accepted his fate, and his bones had become the foundation of Necrom.
As time went on, Necrom was a fully-established city. Sometime in the Second Era, the young and ambitious, Ayrenn had traveled all across the continent of Tamriel, making a stop in Necrom. Disguising herself as a rather large Dunmer, Ayrenn was successfully able to steal the Indigo Scrolls from the vaults of Necrom. This was one of the many stories she had during this time. Circa 2E 582, Llarel Telvanni contracted the Ember-Eye Slavers to capture slaves from Stormhaven and bring them back to Necrom for events that the house had planned in the coming months. During the Imperial Simulacrum in the late Third Era, the city of Necrom was ruled by Queen Hekothah, when the kingdom had a rivalry with Mournhold. At some point in the Third Era, the cemetery west of the city had been haunted by malevolent beings for many years, resulting in people burying their dead in the daylight before the "evil devils" within preyed on unfortunate outsiders during nighttime. The Temple planned to re-open a new monastery near the cemetery and offered a large fee to have the land cleansed of evil. The mercenaries Nitrah, Massitha, and Phlaxith accepted the job and vanquished the Quarra bloodline that was squatting in the cemetery.
In the Fourth Era,nb2 the famed Khajiit assassin, Zhanar Tabav, took residence in his fortress near Necrom. The Daedric Prince Sheogorath had made a bargain with the Dunmer Talym Rend. Talym was to drive three souls into madness, in exchange for making his son sane again, and Zhanar was one of the targets. Talym was provided with a soul gem amulet by Sheogorath's Vestige, Haskill, and broke into Necrom's graveyard, where he trapped souls of the City's dead. He would then release them at Zhanar, who was convinced that the spirits of his long-dead victims had come to get him. He fled and would live out his days in fear of long-dead victims.
Necrom Mastermind in Legends
The Ghost Fence, which contains bones taken from the Catacombs of Necrom
- For game-specific information, see the Arena article.
- Arena was originally conceived as a fighting game featuring a tournament that took the player to each of Tamriel's cities to challenge different gladiatorial teams. According to a file from that stage of development left behind in the final game, Necrom's gladiatorial team would have been called "the Dark Heat".[UOL 2]
- Map of Morrowind — The Elder Scrolls: Arena
- The Second Akaviri Invasion — Yngmaer Raven-Quill, Historian Royal of the Bards' College, Solitude
- Pocket Guide to the Empire, 1st Edition: Morrowind — Imperial Geographical Society, 2E 864
- Necrom location and rumors in Arena
- Incident in Necrom — Jonquilla Bothe
- Elone's dialogue in Morrowind
- Father of the Niben — Florin Jaliil
- Sheogorath's dialogue in the mission Episode 2 Intro (Isle of Madness) in Isle of Madness
- Ancestors and the Dunmer
- Talym Rend's dialogue in the mission Necrom Graveyard in Isle of Madness
- Talym Rend's dialogue in the mission The Haunted Man in Isle of Madness
- 36 Lessons of Vivec, Sermon 34 — Vivec
- Ayrenn: The Unforeseen Queen — Headmaster Tanion of the College of Aldmeri Propriety
- Telvanni Requirements — Llarel Telvanni
- Great Houses of Morrowind
Note: The following references are deemed to be unofficial sources. They are referenced to round off this article and may not be authoritative or conclusive.