The Ethics of Necromancer Anulets in Skrim: Balancing Power and Responsibility

By admin

Necromancers are practitioners of dark magic who specialize in communicating with and manipulating the dead. They are often depicted as sinister figures, cloaked in darkness and possessing a deep knowledge of the occult. One of the tools that necromancers are said to use is the Anulet Skrim, a powerful amulet that is believed to enhance their abilities. The Anulet Skrim is said to be made from the bones of deceased beings and imbued with dark energy. It is believed to have the power to open portals to the realm of the dead, allowing the necromancer to summon and control spirits. Legend has it that the Anulet Skrim was first created by an ancient necromancer who sought to obtain ultimate power over life and death.


Return of the Obra Dinn demands the player’s attention. Lines that seem like throwaway dialogue, the language or accent a character uses, and even the sound effects all give you key pieces of information that help you solve the mystery.

Возвращение Обра Динн это мистическое приключение от первого лица, в котором вам предстоит исследовать окружающий мир и делать логические умозаключения из увиденного. A person s role as a murderer is not part of their fate, and a person s fate can be locked in when they are incorrectly named as someone else s killer.

Curse of the obra dinn

Legend has it that the Anulet Skrim was first created by an ancient necromancer who sought to obtain ultimate power over life and death. Through his immense knowledge of the dark arts, he was able to fashion this amulet, which became the source of his unrivaled abilities. The Anulet Skrim is said to have the ability to amplify a necromancer's powers, allowing them to raise the dead, manipulate souls, and pry into the secrets of the afterlife.

WMG / Return of the Obra Dinn

Fillip Dahl's actions feel inconsistent. Why did he attack John? What was he looking to accomplish? If he really was trying to warn the others about the mermaid's curse, how was attacking John meant to send this message? And why was he so certain of the mermaid's curse in the first place, what exactly gave him these convictions? It can't just be explained with him being superstitious: in Scandinavian folklore, mermaids are seen as benevolent. Later in the lazarette, why was a man who was suspicious of the mermaids not suspicious about the contents of the chest? Why did he impulsively touch the contents and get himself killed? Attacking John and touching the contents were both very impulsive actions, but this is inconsistent with the captain's dialogue saying he never doubted Fillip's sanity after twenty years his steward. Why was a man who showed no signs of instability for twenty years suddenly so impulsive?

  • The "mermaids" being able to drive people mad makes sense, if you assume they're actually sirens, who are known for driving sailors to their doom just by listening to their voices.
  1. Thomas Sefton's reckless behavior around the mermaid which got him killed, which would make him the only other character to be immediately effected by the curse
  2. Marcus Gibbs impulsively attacking the crab rider with a thrown axe, despite calls to stop him
  3. Abigail impulsively searching for her husband in the middle of a kraken attack
  4. Nathan Peters killing Lars Linde in misguided revenge for his brother
  5. Leonid Volkov attacking the escapees and not listening to the captain tell him to stop
  6. Olus Wiater's mutiny attempt and subsequent decision to kill Thomas
  7. Brennan clubbing John Davies without waiting for an explanation
  8. William Hoscutt, Harry Brennan, and Lewis Walker turning on the captain

Of course any of these actions could also simply be the individual character's own reactions to the situation. Only Fillip's behavior lacks a good explanation without the explanation of the curse, but it would not make sense for only Fillip to be effected by a sanity slippage curse.

Note that this sanity curse theory could theoretically affect the mermaids as well, making them more malicious than usual, therefore committing to one side of the Alternate Character Interpretation debate about the mermaids. The effects of the sanity aspect of the curse continue after the conclusion of "The Bargain", meaning the mermaids did not lift the entire curse. They may have been exploiting a loophole since no one ever asked them to "lift the curse", Captain Robert only asked them to call off the kraken and Martin only asked them to see the Obra Dinn home, which in both cases they technically did. Another explanation, which acquits the mermaids of bad intentions after The Bargain, is that the mermaids were in fact incapable of lifting the sanity aspects of the curse once they had been set in motion. It is also possible that the mermaids were unable (or unwilling) to reverse the damage done by the curse, meaning that the minds of those effected remained damaged and that actions committed after The Bargain were due to existing damage done by the curse.

The powers of the Memento Mortem only manifested late into the voyage.
  • Especially noteworthy about the shells' animation in The Bargain is, that unlike in the scene shown by the Memento Mortem, the book shows Fillip Dahl's corpse without any of the rays emanating from the shell, because the latter is how it appeared to an onlooker - like Captain Witterel, who completely overlooked what appears to be a brightly radiating shell. So, why is the shell brightly glowing in present day? Presumably, because the mermaid activated its power as a signal to whoever investigated the ship, that the Obra Dinn did not just randomly return home, but she kept her end of the bargain.
  • The Memento Mortem having gained its powers from the shells makes sense for one more reason - the game never explains how the mermaid knew where to return the Obra Dinn to - in fact, Falmouth was not the starting point of its journey. It was however the location the first deaths occurred during the journey - one of the corpses from these events was actually still aboard. Assuming the shells have similar or, likely, stronger powers than the pocket watch, the mermaid could have used them to figure out an early point of the ship's journey and returned it there.

The two crab-riders' bodies are probably the two mutineers who were pulled overboard during Nichols' mutiny.

Not much to support this thought. Nichols' did toss over the other dead bodies after the fighting (minus the Formosans' bodies), but the two mutineers who were dragged overboard during the chaos were very much alive at that time. Following that, two giant crabs with one "rider" each attacked the Obra Dinn, each appearing as a corpse covered in seaweed. That said, there's no trace of the bodies after the crabs are slain, and no one makes mention of the "riders" specifically.

The investigator took on a second case
  • . of course they did? It's their job. What's the alternative to this, they spent the rest of their life doing nothing and proceeded to starve to death?
  • Half-right. The Obra Dinn isn't the first case the Inspector finished, but it is the first one with a watch that can view the moment of someone's death. As Chief Inspector, they'll likely use it in future cases.
"The Captain Did It" is actually a reasonable conclusion
  • If you believed that the Formosan's shell is a doom artifice that can lure the sea monsters to Obra dinn, then yes, all deaths caused by Edward Nichols can be traced back to captain for letting them onboard in the first place.
  • Beyond that: the captain of a ship is automatically responsible for any tragedy that occurs on it, as it comes with the job description. So, if the chief inspector really didn't want to catalogue what happened on what is essentially a ghost ship, all they'd have to do is blame the captain. The Company wouldn't question them either — it doesn't affect the company's profits, after all.
This moment hit me about two hours into playing Return of the Obra Dinn, a new game from Lucas Pope, the creator of Papers, Please. The game is set in 1807, and a missing ship has drifted back to England’s shores. You play an insurance investigator tasked with discovering what happened to the crew—employees of the Dutch East Indies Company. It’s a simple set up, but Pope doesn’t make simple games. Return of the Obra Dinn is a fantastic detective game, like playing a complex and detailed version of the investigation segments from The Witcher 3 or Batman: Arkham City.
Necromancers anulet skrim

It is believed to act as a conduit between the living and the dead, granting the wearer the ability to bridge the gap between these two realms. The exact appearance of the Anulet Skrim varies in different legends and stories. Some describe it as a small, black, jewel-encrusted pendant, while others depict it as a larger, more ornate piece of jewelry. Regardless of its appearance, its power is said to be undeniable and feared by many. Throughout history, tales of necromancers and the Anulet Skrim have captivated the imaginations of those intrigued by the supernatural and the macabre. These stories often serve as cautionary tales, warning of the dangerous consequences that can arise from meddling with forces beyond our understanding. While the existence of necromancers and the Anulet Skrim may be relegated to the realm of myth and folklore, the fascination with these dark arts continues to endure. The allure of the unknown and the desire for power over life and death continue to captivate our imagination and fuel our curiosity about the mysteries that lie beyond the veil..

Reviews for "From Trinkets to Talismans: The Transformation of Anulets in Skrim's Necromancy Practices"

1. Jessica - 2 stars
I found "Necromancers Anulet Skrim" to be quite disappointing. The storyline was all over the place and lacked a clear direction. The characters were underdeveloped and had little depth to them, making it hard to connect or care about their fates. The writing style was also dull and unengaging, with repetitive descriptions and a lack of descriptive language to paint a vivid picture of the world. Overall, I felt like I was reading a rough draft rather than a polished and well-crafted novel.
2. John - 1 star
I cannot express how much I disliked "Necromancers Anulet Skrim". The writing was incredibly convoluted and hard to follow, with confusing sentence structures and a jumble of ideas. The plot was nonsensical and lacked any coherence, with random events happening without any justification or explanation. The dialogue was stilted and forced, with unrealistic interactions between characters. I would not recommend this book to anyone looking for a well-written and engaging fantasy novel.
3. Sarah - 2 stars
I was very disappointed by "Necromancers Anulet Skrim". The pacing was incredibly slow, with long stretches of nothing happening, and then sudden bursts of action that felt rushed and out of place. The world-building was minimal, leaving me feeling lost and confused about the setting. The author relied too much on telling rather than showing, making it hard to immerse myself in the story. The lack of clear stakes and character motivations made it difficult to invest in the plot. Overall, this book felt like a missed opportunity to create a compelling and captivating fantasy world.

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