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The Elder Scrolls Feats and Discussion

The Sload also posses airships, which they used to transport corpses for necromantic purposes.
Like Dwemer airships, Sload airships have gasbags (not magical sailships like those of the Ayleids). The name of these ships are Sload Floaters. Unlike the Dwemer however, Sload Floaters appear to be made of organic materials (going by the concept art).
 
Various clockwork contraptions exist throughout Tamriel, that can play music (with different volume settings), breathe fire and fly. Although some of these would be connected to Sotha Sil and the Dwemer, some very explicitly aren't, and were made by someone else.
Online:Contraband C - The Unofficial Elder Scrolls Pages (UESP)
Online:Contraband/Children's Toys - The Unofficial Elder Scrolls Pages (UESP)
Online:Contraband/Musical Instruments - The Unofficial Elder Scrolls Pages (UESP)
Online:Contraband/Devices - The Unofficial Elder Scrolls Pages (UESP)
Contraband description: Clockwork Brass Alarm said:
Clockwork brass rooster that crows thrice at dawn, with three volume settings, from Swan's Grace Enchantments.
Contraband description: Clockwork Dragon Frog said:
Firestarter Antique First-Era noble's novelty device, a clockwork dragon frog that spits a small puff of flame.
Contraband description: Clockwork Toy Soldier said:
This wind-up clockwork toy was crafted by Telenger the Artificer himself, and was probably gifted to the child of a noble.
Contraband description: Intricate Clockwork Snowy Owl said:
Windup brass and ceramic snowy owl that turns its head, blinks, and hoots raspily. Imported from Necrom.
Contraband description: Brass Windup Clockwork Frog said:
Windup clockwork amphibian that croaks and shoots out its tongue at the sound of a certain tone.
Contraband description: Dancing Mammoth Music Box said:
Music box that, when wound, plays "Threnody for King Eplear" as three clockwork mammoths dance around Treehenge.
Contraband description: Elaborate Clockwork Hurdy-Gurdy said:
Fine string instrument that can be played with a bow, or cranked to automatically play the Camoran March.
Contraband description: Lay of Firsthold Music Box said:
Clockwork music box of brass and tin that plays the "Lay of Firsthold" while tiny swan ships sail in a circle.
Contraband description: Windup Flying Nightingale said:
Delicate clockwork nightingale that, when wound up, can fly across the room, singing; labeled "Galarniel, Firsthold Artisan."
Contraband description: Child's Wind up toy said:
A tin wind-up toy made to resemble a mechanical Dwemer spider.
Contraband description: Colovian Cypher Device said:
A brass cylinder of rotating disks, engraved with letters and connected by a central axle, used to decipher Colovian messages.
Contraband description: Copper Saltrice Steamer said:
Copper-bottomed double-boiler steamer, engraved with the motto "The Finest Saltrice comes from Sathram!"
Contraband description: Crystal Quizzing Glasses" said:
Crystal magnifying lens mounted on a long brass handle, microscopically inscribed "Davynu's Workshop."
 
Ragnthar is a Dwemer city that exists outside the ordinary confines of reality, with multiple entrances across Nirn.
 
Arriving at Kynesgrove, Alduin's arrival heralds a snow storm. This has been the case with every playthrough of Skyrim I've done so far.
(http://imgur.com/WedtZ4T)
As Sahloknir wakes up, when still just a skeleton (which is weaker than his form with flesh) he throws the dirt and boulders of the dragon mound off him.
(http://imgur.com/s3vKZOH)
A dragon in skeleton form is weaker than when their skin and flesh rematerialize.
When Alduin resurrects Sahloknir, the two have a conversation in the dragon tongue. So yes, dragons can infact speak in their own language and cool downs are non-canon.

Alduin rebukes you for calling yourself Dovahkiin but not understanding the language of Dovah.

As Alduin leaves, the skies clear again.
(http://imgur.com/tsidQPY)
Unrelenting Force shout (with just two words) sends large chunks of dirt flying and knocks Sahloknir back.
(http://imgur.com/6IxEmYa)
You perform a takedown move on Sahloktar.
(http://imgur.com/YBNBZ7B)
 
 
I have no idea how I missed this. We actually see Hircine turning Secunda red in a cutscene.
2:43

After the defeat of his aspect, Secunda returns to its normal colour (from the same video above at 3:27).

Between these two, we see an entire glacier collapse (above video at 2:53).


I've written more on the Bloodmoon below for the full context of why the above is so impressive.
 
A late comeback I know, but I've been watching a good few more lore videos recently and Fudgemuppet is among them.
 
Not a feat this time, but a counter argument. When debating the power of Dovahkiin, Alduin and Miraak, this quote is often brought up;
So great and terrible were the forces unleashed in this contest that Solstheim was torn apart from the mainland of Skyrim. Here, the myth clearly descends into the realm of pure fantasy.
Miraak and Vahlok tearing Solstheim from Skyrim is stated by the same book to be 'pure fantasy' so this feat isn't reliable. In terms of feats, Miraak and Vahlok scale to much better (and in the case of Miraak, have better feats outright), so make of you will if splitting Solstheim is legit or not. A friend of mine has pointed out there's places where the landscape of Soltheim matches that of Morrowind and Skyrim, so that's some support of the argument in case of (which I may look into later).

However, that is not the issue here. The issue is that the author of The Guardian and the Traitor is being treated as authorative on the subject.

To start with, the name of the author spells out some information for us already. 'Lucius Gallus.' An Imperial, not a Skaal. His account goes on to say this outright; this is the reason he went to the Skaal Village in the first place, to learn more of the myth from the Skaal in person.
So not only is he hearing this secondhand, but he admits that he came here to learn more of the legend in the first place.

If this is not enough evidence that the source isn't authorative, take further note of what he says in regards to the fight between Miraak and Vahlok...
The author says that the fight is meant to be representative of a greater struggle between good and evil. While this still may be the case (TES is a world of Metaphors made Manifest), we can confirm that not only are both Miraak and Vahlok real, but they did infact fight.
There is a better example however; near the end of the book, it says as such...
There are other tantalizing clues, though perhaps these connections strain the bonds of credibility. For example, is it possible that the Skaal deity, the All-Maker, is some distant echo of mighty Alduin, the World-Eater of the ancient Nord pantheon?
The book says that the All-Maker may be a distant echo of Alduin the World-Eater. To iterate, the All-Maker is a belevolent all encompassing being who created everything, while Alduin is the dark devourer of the world. The two are nothing alike. But it gets even more blatant, as the Skaal already have their own version of Alduin, who's an aspect of the Adversary, the enemy of the All-Maker and the Skaal.
So despite Tharstaag being the World-Devourer for the Skaal, who eats the world at the End of Seasons, the Lucius Gallus still equates the All-Maker to Alduin (for the reason that all I can make out, because their names both start with 'A').

To put this further into context, there are other in-universe books which also claim to be authorative. There Be Dragons (written by Torhal Bjorik) says that dragons summoning storms and stopping time should be dismissed as myths and fairy tales.
The more fanciful tales have them summoning storms and even stopping time. These should be discounted as myths and faery tales.
Which is of course, completely wrong, as summoning storms and slowing time are powers we can directly see in the games themselves (which Dovahkiin can use).



So this is another source which says something is just a myth when it provably isn't.

So all this being said, take what you will from the story, but 'it didn't happen because the book itself says it's just fantasy' is not a valid argument.
 
Nirnroot can achieve in a very short period of time what other plants take millions of years of evolution to do.
The magical nature of Nirnroot makes it more susceptible to climate shifts.
The disasterous Red Mountain eruption of Sun's Death in First Era 668 and the falling ashes across Tamriel forced a change in the very makeup of Nirnroot.
 
So I'm playing Skyrim and I'm looking for some featworthy shit in game to record for this thread and future usage.

Alduin dropping meteors into Skyrim was an impressive feat for the first 20 minutes. Vampires must be the most magic oriented in game from what I've seen.

What else is there to look out for besides trolls and Mammoths?
 
Legendary Dragons once your Level 78+ The Revered Dragons just below them aren’t half bad either.

Both make Alduin a joke by comparison

Now if you’re talking in-game impressive feats, the Greybeards shaking all of Skyrim just by calling you after you kill your first dragon is one. The Dragonborn goes on to take their full unbridled Thu’um only mildly shaken by it all

Some of your other Shouts are utterly ridiculous when you think about it like Clear Sky parting entire storm clouds and you Storm shout conjuring up an entire storm cloud that constantly rains down lightning
 
Playing the Dawnguard DLC and it's surprisingly fun
Dawnguard was my absolutely favorite part.

Better have good Archery skills so you can enjoy those epic crossbows they have. Let’s me do some awesome Van Helsing roleplaying
 
The glacial crevice in the Forgotten Vale was carved out over tens of thousands of years (meaning there was 10000s of years in the Metheric/Dawn Eras, along with the above mentioned millions of years of plant evolution).
 
Looking more into Skyrim The Boardgame again. There's a sidequest where you help an Argonian feel more at home in the cold climates of Skyrim, so you enchant his entire house.
Even if you fail, you still enchant his home, causing it to become so warm that you pass out (though he still loves it). He then requests you find a tome that can cure any disease.
Wuleen-Ei Mereesesh says that the ruin should be deserted, though it unfortunately isn't.
After dealing with the monsters, you can either take the tome (with it's powerful spells of healing) back to Wuleen-Ei or give it to Meridia.
If you take it to Meridia, she will gaze deep into your soul, and judge you...
She will either find worthy and bestowed a treasure, or found wanting and smited.
If you take it back to Wuleen-Ei, he has one more task for you; while he prepares the incantation, he requests you break his roof just enough for rain to come through.
If you fail, you will destroy his entire roof (and hurt yourself in the process). If you succeed, Wuleen-Ei will handsomely reward you, saying that his new home is even better than the marshes. Most importantly of all, you will be proud of your hard work, and gain a new friend.
So all of this said, this shows us that enchantment works not only on clothing, weapons and equipment, but on entire buildings. While the heroes of Skyrim The Boardgame are powerful, they are in the nebulous area of "well above average but well below legendary." As such, other master enchanters could place an enchantment on a building (perhaps on High Hrothgar to stop it exploding whenever the Greybeards speak, or on Dragonsreach to make it more dragon-proof; both are more important locations than some guys house, as nice as said guy is).
 
Found the ArtStation of Bethesda 3d sculptor Jonah Lobe, and he's got some very interesting things to say. First of all, giants are modelled after his dad, as well as a feeling of a long life in the Sun (with inspirations from farmers from around the world and African and Celtic influences.) Jonah says that a giants club can launch you into orbit, and that this was identified as a bug almost immediately, but it was so funny they decided to keep it in anyway.
Jonah calls Alduin a "world-eating dragon."
In regards to a draugr, Jonah wanted to portray a feeling of great strength, saying he wanted it to feel as if knocking on their skin would be like knocking on wood.