Shack: These will be books that stand alone, but use the Elder Scrolls world as their setting?
Pete Hines: No, actually part of our thing is, if you're going to write it, then it needs to fit into the Elder Scrolls lore and canon.
Shack: So future games will take this fiction into account?
Pete Hines: It's hard to say. Hard to say, because we haven't gotten to future games yet. Certainly the reason that these two key guys--well, three: Bruce [Nesmith], Kurt and Todd are all involved in it--is to make sure that [Keyes] doesn't write anything that messes with the lore. "That race would never do that," or "those guys would never work together"--everything has to fit. But beyond that, we are doing it as if it's part of Elder Scrolls lore and canon.
Emil Pagliarulo originally came up with the idea that Auriel's Bow would outright destroy the Sun forever, which was a 'little further' than what the others on the creative team wanted. But they still really liked the idea for the most part, so they kept the idea of shooting out the Sun, but now it would beBruce Nesmith: Then the harder work is "what would be the coolest story we have?" And we started casting about for other things we could hook into it and the whole idea of Auriel and Auriel's Bow to me was kind of an interesting thing because it was a new Daedric artifact, it was a principle Daedric Lord or god that we had not used recently, and it fit really well with the whole vampire story.
Bruce Nesmith: There was also this really nice little nugget that Emil Pagliarulo gave us for a story idea that the vampires were looking to extinguish the Sun. His idea may have gone a little further than what we wanted! It was just gonna go away forever and ever. (Laughs) But we liked the- We liked the general theme of that and that kind of feel with Auriel's Bow. "Hey let's shoot out the Sun!" And...fits with vampires. And all these pieces started to come together.
I don't think anyone has yet actually. Thanks!don't think this has been posted here but the boss Valkyn Skoria in the Elder Scrolls online can shatter a large middle platform.
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(Oblivion Prima, page 155)You find the book on a charred corpse among the broken columns.
Neverine: (Asks about Magicka)
NPC: A creature's magicka is a measure of its reserves of supernatural energies. Spellcasting creatures expend supernatural energies from their reservoirs when they create magical effects. This reservoir is replenished by resting and by other arcane methods.
So the source of spells is energy, and when this energy is expended, they can no longer cast spells. Ergo, wielding magic very clearly requires power, and expending this power means you can no longer cast spells.Farengar: There's a tranquility in magic, don't you think? It is simply energy, to be harnessed by those with the will and knowledge to do so.
(Arena Manual, page 57)Magic
Magic, some say, is the crux of the world of Arena. It is potent, vital, and deadly to the uninitiated. Spells in Tamriel, unlike some other worlds, areextremely unforgiving. They are wielded with no limitations such as memorization, required objects or components, hand-gestures, etc. There are no level limitations, nor are there strictures on what type of spells can be cast or used. A mage need only have the magical energy to cast a spell, and he or she can cast it. For this reason, a Mage is not only highly respected, but greatly feared as well. There over 50 standard spells known throughout the Empire.These spells can be researched and purchased at the Mages Guild. For those who wish, the Mages Guild also allows the creation of spells for a Mage’s personal spellbook. This effectively gives you an unlimited amount of spells to choose from.
So, we have a few in-game sources (including at least one mage), third person omniscient (via the guides) and word of god all saying magic is done via power and channeling energy. Magicka is energy that can be used on any spell (even a mere lockpicking spell requires energy to perform)ESO Guild Summit 2014 - Writing and Lore said:Lawrence Schick: It's not just Earth with some magic guys casting spells, right. The nature of reality is fundamentaly different in the world of Nirn, because it's based all the natural laws come from the sacrifices that the Aedra made when they made the world.So Akatosh, when he put himself into the world, he made time happen, right, and so forth and so on with all the different gods. So you've got this really seriously interesting mythological background about the nature of reality and how it was created, and how it can be changed, because it's not set forever. It can be further changed by those who can channel magicka and force their will upon it. Right, that's what magic is. Changing reality locally...sometimes locally usually temporarily but you're changing reality, and creatures and characters and beings of mythological levels can change reality in big ways! And that's what happens when you get a Dragonbreak, or a planemeld, or an Oblivion Crisis, or Alduin coming back from the depths of time. You've got reality changing in big ways. At the same time, you've got all of these people who unlike in sorta your standard medieval setting, they look at things in a very logical and scientific and organised fashion. You've got all these sages, you've got the mages guild researchers, you've got the scholars, and they're all breaking stuff down, and it gives a way...
(Skyrim Prima, page 34)DISINTEGRATE
Shock damage disintegrates targets if their health is below 15%.
(Oblivion Prima, page 155)You find the book on a charred corpse among the broken columns.
(Arena Manual, page 74)Gods’ Fire
Cost: 3750 Spell Points
The caster unleashes a bolt of fire that envelopes a single target, doing 100 points of fire damage, plus an additional 100 damage points for every level of the caster. Needless to say, for a high level caster, this spell will vaporize almost any single foe.
Turning someone to dust and ashes may be a result of becoming a victim of a powerful fire spell, but fire spells can also char someone.Gnorbooth saw him first, by the light of the ball of fire that leapt from his fingertips. Later, Lord Eryl was to wonder to himself what the fool had intended to do. Perhaps he was rushing forward to pull Lord Strale out of the path. Perhaps he was trying to flee the path of destruction, and had simply moved left when he should have moved right. Perhaps, as unlikely as it seemed, he was willing to sacrifice himself to save his master. Whatever the reason, the result was the same.
He got in the way.
There was an explosion of energy that filled the night, and an echoing boom that shook birds from the trees for a mile around. On the few square feet where Gnorbooth and his horse had stood was nothing but black glass. They had been reduced to less than vapor. Gyna and Lord Strale were thrown back. Their horse, when it recovered its senses, galloped away as fast as it could. In the lingering glowing aura of the spell's detonation, Lord Strale looked straight into the woods and into the wide eyes of the battlemage.
(Oblivion Prima, page 31)Hiding in the shadows, stalking your prey, liberating itemsfrom the unworthy. Some call you scoundrel, rogue, thief! Butreally, is it any more civilized to stomp stridently around inclanking platemail armor, swinging your claymore at anythingthat crosses your path, or to destroy a person’s mind with a spell, or to char someone with a fireball?
(The Official Survival Guide to Tamriel, page 245)FIRE MAGIC
A fireball is a favourite attack by mages, as it is easy to perform and easier to spread. One well-placed fireball can leave a horde of enemies on their knees. This is a good topic to cover, as one can receive burns from nonmagical ways as well.
TREATING SERIOUS BURNS.
Serious burns can be identified by the following signs:
The burn is deep. The deeper a burn is, the more dangerous.
It affects a large area. The area a burn covers is as important as how deep it goes. Any burn larger than a closed fist may require a healer’s care.
The skin is charred. Blackened skin is not a good sign when it comes to either burns or frostbite. The skin may also have large patches of white or brown.
(The Official Survival Guide to Tamriel, page 246)Protect from further harm. Move the burn victim away from the source of damage, whether it be a campfire or an angry mage.
(The Official Survival Guide to Tamriel, Page 248)Blisters. The skin my blister with even minor burns, but this does not mean that it is serious enough to need a healer’s attention.
(The Official Survival Guide to Tamriel, page 249)Leave blisters alone. Do not agitate or break any blisters that have formed. If they are broken, apply a healing salve.
(The Official Survival Guide to Tamriel, Page 249)SHOCK MAGIC
Like burns, injury from shock damage does not always require immediate aid from a healer. Here are signs that the victim of a shock spell should be tended to by a professional.
Severe burns. Lucky for you, Ja’dasha has already covered this in a previous section.
(The Official Survival Guide to Tamriel, pages 250 & 251)Care for burns. Shock magic can produce burns just as fire magic can. This one has already covered this topic in detail in a previous section.
This is something we can outright see in the games themselves; casting an explosion spell in Oblivion will send rock fragments (including fragments bigger and heavier than a person) flying.Let’s move to some pure magic goodness – projectiles, the indispensable tools of Mages across Tamriel. This time around, the team wanted to give each projectile type its own flavor, both through unique gameplay perks and cool graphical effects. Cast a Frost Damage spell, for example, and a cloud of icy vapor will issue forth, enveloping the immediate area. This cloud will hang in the air for the duration of the spell, afflicting anything that enters. Try casting a Shock Damage spell, on the other hand, and you are in for a much different experience. There’s no meandering cloud or contained ball involved here; casting Shock Bolt will let loose a white-hot lightning bolt, which rips through the air towards the target and then chains out to anyone unlucky enough to be standing within the area of impact. Even the classic fireball has received some upgrades. A Fire Damage spell will cause the target(s) to burst into flame for as long as the spell lasts. If they’re really unfortunate, it will be an area spell and create a huge explosion, blowing characters, clutter, and scenery back with the all of the kinetic energy stored within. (sidenote: Havok physics + giant explosion + flaming skeletons = I love my job!)
And I've made a gif of this!don't think this has been posted here but the boss Valkyn Skoria in the Elder Scrolls online can shatter a large metal platform.
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The Guardian Mudcrab Spirit is actually colossal, being bigger than a car.Dovahkiin: What do I need to do?
Froki: I'll anoint you with the symbol of the wolf, the crab and the skeever. This will compel the guardian to appear when you reach his lair. Return when you've defeated the guardian wolf, crab and skeever.
Lythanthropes include werewolves, werebears, wereboars, werebats, werelions, werevulture and weresharks.Werewolves do not revert to their human forms upon death, despite what legends will tell you. I had the opportunity to look at the monster's steaming body out in the snow before it was carried away to be burned. The teeth, clotted with the flesh of the beggars, were horrifying, but the claws shocked me even more. I have since seen live lycanthropes battle golems, atronachs, and other beings not harmed by mundane weapons, and concluded that they act as naturally enchanted weapons.
In Black Marsh and southern Morrowind, werecrocodiles stalk the swamps. Black Marsh also shares with the Imperial Province and the wetter parts of Elsweyr the vile presence of werelions. Valenwood's werevultures are not found in any other province. The wereboar has found both the climates of High Rock and Hammerfell amenable. As I mentioned before, the werebear is the most common lycanthrope in Skyrim, and is also found in the northern parts of High Rock, the Imperial Province, and Morrowind. The werewolf can be found in every province. The seventh lycanthrope, which I have never seen but my trusted peers have assured me exists, is a wereshark that roams the oceans around Tamriel.
(Daggerfall Users Guide, page 65)Hand of Decay
Destruction
Low to medium-level chance of disintegrating a target with a successful strike.
(Daggerfall User's Guide, page 68)Sphere of Negation
Destruction
Creates a sphere around the caster which may disintegrate any sentient form trapped in its radius.
Sithis is formless and infinite as the Void.Skyrim Prima - Page 1065 said:An infinite sea of black ooze and thrashing tentacles, the Oblivion plane known as Apocrypha is incomprehensible to mortals who have been lured into its unseen and unspeakable depths. Perched atop this turbulent mire, glistening against the writhing brightness of a green sky, is Hermaeus Mora’s infinite library of forbidden knowledge, where every tome reveals secrets damning and inhumane, catalogued in chaos.
As stated in ESO Live by Lawrence Schick, Sotha Sils Clockwork City if ‘kind of’ endless, in that it extends far beyond what’s seen and visitable in the game, with there being many layers that only Sotha Sil knows the full extent of, and takes the concept of worlds within worlds and wheels within wheels and makes it manifest directly above your head. This is also a reference to a hierarchy of worlds in official TES media.Skyrim said:Mortals often represent Sithis as a skeletal being, to signify His relationship to death. In truth, the Dread Lord is formless, and infinite as the Void.
Word of god confirms that the realm of a Prince can be infinite in not only size, but also shape.ESO Live - Lore of the Clockwork City said:"Somebody was asking if... where was the question? If the Clockwork City is some sort of parallel universe, and if it's endless."
Lawrence: Kind of. Both those questions are "kind of". Yeah, it's in fact a deliberately parallel universe in that it deliberately parallels Tamriel above. You don't see nearly all of it from what you can see in the game. It has layers and only Sotha Sil knows the full extent of those layers, and what the function of some of the other areas are. Samantha, can you just kind of lean back and look up at the sky for a moment? Look up there. Look at those whirling rings spinning around the world of the Clockwork City. That is the outside of the Clockwork City - or maybe not. That's just what you can see from the Brass Fortress, and you can see that Sotha Sil has taken the concept of wheels within wheels, and worlds within worlds, and made it physically manifest right over your head, so that you're constantly contemplating the fact that the world is a built thing, and therefore it can be reverse engineered, re-engineered, and improved. Look, there's the proof right above your head! So yeah, it's profound as hell. God damn, this stuff is deep.
From the Skyrim Prima once again, Apocrypha is said to contain the infinite pages of countless books (via third person omniscient; Mora’s abstract nature is also confirmed, but we’ll get more into that later).And one of the beauties of any Oblivion realm, any Daedric realm, is they can morph and shift and change based on the whims of that Prince. The other aspect of that too is they can be infinite in size and shape.
Apocrypha is once again referred to as infinite by third person omniscient, and within the laws of the mortal world have no power.Skyrim Prima - Page 585 said:Hermaeus Mora is the Daedric Prince of Knowledge, he who scryes the tides of Fate, weaving his way through the past and future. Always lurking, he is the void and the ever-seeing eyes. He resides everywhere and nowhere but takes glee in tormenting mortals from his realm in Oblivion, the plane called Apocrypha, where the infinite pages of countless books containing all forbidden knowledge are found.
The Endless Archive, just one of the realms that make up the plane of Apocrypha, is infinite in extent.Skyrim Prima - Page 585 said:Amid a black ocean filled with writhing tentacles lies the endless library of forbidden knowledge. This realm of Oblivion is the domain of Hermaeus Mora. Black covered books adorn every edifice. Pages flitter as if pulled by invisible string. And grotesque creatures malformed by Mora stalk the constantly elongating and retracting halls, feeding off the ghosts of those seeking knowledge. The laws of the mortal world hold no power here.
The official Elder Scrolls novel The Infernal City refers to one of the planes visited by Attrebus and Sul to be an infinite palace of coloured glass via third person omniscient.DISCOVER ENDLESS ADVENTURE IN THE INFINITE ARCHIVE said:DISCOVER INFINITE ADVENTURE IN THE ENDLESS ARCHIVE
The official description of Necrom Online’s story describes Apocrypha as being endless.The Infernal City said:“Stay together!” Sul shouted. He took a step, and again the unimaginable sensation, and now they were in utter darkness—but not silence, for all around them were chittering sounds and the staccato scurrying of hundreds of feet.
They were in an infinite palace of colored glass.
They were on an icy plane with a burning sky.
They were standing by a dark red river, and the smell of blood was nearly suffocating.
They were in the deepest forest Attrebus had ever seen.
The planes of Oblivion are a limitless space which the Daedric Princes can morph and change to their whims.ALL-NEW ZONES - Explore the Telvanni Peninsula, home of colossal mushrooms, arcane magic, rocky spires and the capital city of Necrom, additionally, behold the forbidden books of the endless library of Apocrypha.
The Ideal Masters can call upon endless legions of undead Soul Guards.“It's this limitless space where each of the Daedric Princes can kind of morph it and change it at their whim, so there's lots and lots of opportunities to go to other places in the Oblivion Plains.”
Even if a realm isn’t referred to as infinite, there are still plenty of references to different planes being astrologically vast. Clockwork City is stated by Lawrence Schick to contain an entire astronomical cosmos within it.Skyrim Prima - Page 987 said:The plane is ruled by mysterious beings known only as the ldeaI Masters and is protected by their endless legions of undead Soul Guards.
According to Noah Berry, the Mundus contains distant stars and galaxies. These stars exist worlds away and are worlds away, spiraling deep within the cosmos, eventually burning out and giving rise to new stars via solar winds.ESO Live - Love of the Clockwork City said:Lawrence: Sotha Sil needed the entire astronomical cosmos for his memories, so that's why he's chosen the star fields.
A part of Malacath's realm of the Ashpits is vast enough to contain a multitude of distant spheres, which are 'as distant and pale as moons.'A Brief History of Cyrodiil said:Lastly, as the sun drifts gently downward in the westward sky, and the evening kaleidoscope of pastels fades and diffuses into the deepest of blues, distant stars and galaxies begin to scintillate into view. Here, for the first time, all of the 13 major Elder Scrolls constellations are visible to the player. In order to realistically display the star arrangements properly, a new, fully 3D spherical night sky dome was created. Through the in-game passage of time, the player should be able to track the stars above, as they lazily spiral about the ocular curve of the night sky.
With our world complete, and Cyrodiil fully realized, the player is free to roam this vast and varied landscape to their hearts content. As with our world, Cyrodiil is in constant motion. The trees and grasses sway with the ever-changing wind. Clouds drift hazily overhead and storms amass and fade into the quiet of the morning. Even the very curtain of stars, celestial objects that are worlds away, are never at rest. Even they are always churning and spiraling, deep within the cosmos, forever burning bright until they sigh their last solar wind, giving eventual rise to a new star.
An unknown realm of Oblivion is big enough contain a jade moon.Lord of Souls said:Their surroundings had changed, too. Around them rose a garden of slender trees, and wound about the trunks were vines festooned with lilylike flowers. A multitude of spheres moved, deep in the colorless sky, as distant and pale as moons. He heard birds chirping, but it was a doleful sound, as if something with a vague memory of having been a bird was trying to reproduce sounds it no longer felt.
MultiplicityThe Infernal City said:They were on a jagged island in a furious sea beneath a sky half-filled with a jade moon.
In Q&As leading up to ESO’s release, the developers have stated there to be an infinite number of planes of Oblivion.Skyrim Prima - Page 987 said:Among the countless planes of Oblivion, the Soul Cairn has a particularly grim reputation.
Rich Lambert in an interview has also stated there are an infinite number of Oblivion worlds.ASK US ANYTHING: VARIETY PACK said:I'm a big fan of the Daedric Princes and Princesses. Will there be quests available for all of the Daedric gods or just some of them - and if so, will there be new ones? – By Byron Henderson II
As in the other Elder Scrolls games, the Daedric Princes have a high profile in ESO. They seem to love to meddle in the affairs of mortals. As for whether we will reveal any previously unseen Princes, well – the Planes of Oblivion are infinite.
The planes of Oblivion are infinite in variation, as are their vermin.“Tamriel is the giant main continent. There are other continents [and] there are also the infinite worlds of Oblivion that you can go and explore as well”
Apocrypha alone contains infinite libraries, of which some (such as the Endless Archive) are realms into themselves of infinite extent (see above).Crown Store Showcase - October 2017 said:The planes of Oblivion are infinite in their variation—and so are their vermin. The Jackdaw Daedrat is a bony Daedric rodent that likes to collect shiny things like your jewelry, and nip and nibble at things it shouldn't. But at least it's cute, right?
During the time of the Imperial Simulacrum (the events of Arena), the Empire had many societal institutions suspended in pocket universes to achieve a state of ‘immaculate virtual reality.’DISCOVER ENDLESS ADVENTURE IN THE INFINITE ARCHIVE said:Of all the infinite libraries of Hermaeus Mora’s realm, the archive is one of Apocrypha’s most mysterious secrets. However, a malevolent Daedra now threatens to corrupt everything collected within its myriad halls, and Master Malkhest, its custodian, needs your help confronting this strange new foe.
Mehrunes Dagon has many provincial governmental centres across the pocket universes.Battlespire Athenaeum - page 17 said:During this time, a host of societal institutions were suspended in so-called “pocket universes,” to achieve a state of immaculate virtual reality. One such institution, deep in the ethereal plane of Aetherius, is the Battlespire.
Your journeys in Battlespire leads you through the myriad pocket worlds of Oblivion.Battlespire Athenaeum - page 156 said:This level is one Dagon’s many provincial governmental centers in the pocket universes, and the home of some of the legions of Mehrunes Dagons Daedra.
In terms of different major planes being sub-divided into different worlds, my go to source is the Oblivion Prima, which repeatedly refers to there being several different Oblivion worlds in the Deadlands.This will lead you directly into the enemy's camps and routes of march -- into the myriad pocket worlds that float in the voids of Oblivion.
Oblivion Prima - page 278 said:You can enter the gate at any point. It will take you to one of four Oblivion worlds — each well supplied with enemies and each very different from the others. Once the gate connects with a given world, the game remembers the connection and the gate links to that location until it is destroyed.
Oblivion Prima - Page 294 said:It’s found in greatest concentrations in the randomly selected Oblivion worlds but also turns up in large amounts in worlds reached through the Cheydinhal, Bruma, and Kvatch gates—the largest cluster being in the Cheydinhal world, about halfway down the southwest face of the mountain atop which you arrive. Moreover, just to complicate things, about 20 percent of the 290-plus spiddals are dead. The dead ones are found largely in the randomly selected worlds but also appear in the Daedric realms from the “Boethia” and “Peryite” quests. In the Boethia realm, all four spiddals are dead. In the Peryite realm, seven of the 10 are dead.
Oblivion Prima - Page 88 said:You can enter each gate, explore the red world on the other side (the gates link to the full range of random Oblivion environments), and then close the gate much as you did at Kvatch. But you can’t close it for good. There is always the chance that, if you re-enter that region, the gate will rematerialize—again linking to a random Oblivion world when you enter it.
Oblivion Prima - Page 113 said:Embers of Hatred: Major Easter Egg. This world’s second Citadel is slowly becoming one with the lava around it.
Oblivion Prima - Page 144 said:Of course torture is a despicable practice, in this world or any other, but in this situation it does happen to be the quickest way to make this fellow spill his guts.
There is a different Oblivion world for different major quests in the main storyline (and sidequests).Oblivion Prima - Page 63 said:Oblivion Planes
Oblivion Prima - Page 311 said:As you venture into the Oblivion realms in the Main Quest and certain Miscellaneous quests ("The Wayward Knight” and “Attack on Fort Sutch”) or to close random gates in the wilderness, you’ll build up a library of Sigil Stones.
Oblivion Prima - page 82 said:KVATCH OBLIVION WORLD
Oblivion Prima - page 112 said:Chorrol Oblivion world
Oblivion Prima - page 114 said:Leyawiin Oblivion World
Oblivion Prima - page 116 said:Skingrad Oblivion world
Oblivion Prima - page 118 said:Anvil Oblivion World
Oblivion Prima - page 120 said:Bravil Oblivion World
Likewise, each Black Book you read on Solstheim links to a different Apocrypha realm (of which there are at least seven.)Oblivion Prima - page 241 said:Cheydinhal, Gate World
Skyrim Prima - page 1065 said:You can reach the seven realms within Apocrypha by finding and reading a specific Black Book.
Skyrim Prima - page 95 said:If you are on Solstheim (and not Skyrim), and you aren’t engaged in combat, reading a Black Book will transport you to the book's corresponding Apocrypha realm.
Skyrim Prima - page 96) said:Each book takes you to a specific Apocrypha realm (a dungeon you can explore). While all seven of these dungeons are known as ''Apocrypha,'' they are all distinct areas.
It isn’t just in Oblivion where there are different worlds; this is the case within the Mundus too. There are different shards of the same world (which accounts for the different mega servers of Elder Scrolls Online). This would also imply there are alternate versions of the other planes visited in each shard (such as Coldharbour and Clockwork City).Skyrim Prima - page 96 said:At the end of each Apocrypha realm, you will find a Reward Book. There are large tomes matching the name of the book you read to enter the realm. Interacting with the book opens it, causing three orbs to emerge, each representing a power or ability that the book can bestow.
This isn’t the only example of the many-worlds interpretation explaining certain gameplay aspects; parallel worlds are also used as the vessel for multiplayer in Shadowkey, with players being able to cross between worlds via shadow magic.Morrowind Online Prima - page 4 said:In order to facilitate having everyone on the megaserver, players are split into shards, or copies, of the same world. This means you may never see your buddies, but forming a group guarantees that everyone remains together. As populations increase, more copies are made; as people log off, players are migrated onto more populated worlds. Because of this migration, the world always appears populated.
The Warp in the West was an event in which a Dragonbreak occured, causing multiple different timelines and events to overlap and occur at the same time as linear time broke down. This is confirmed by Kurt Kuhlmann.Shadowkey said:Your death in the shadow realm severs your bond with the magic that allows you to share worlds. You are back on your own.
In Necrom, you must walk between realities to uncover a vast conspiracy that threatens multiple worlds.Decrypting The Elder Scrolls said:Impact? “The game ended with what became known as ‘The Warp in the West,’ with the six possible endings all happening or not happening simultaneously.”
2023 GLOBAL REVEAL—INTRODUCING THE SHADOW OVER MORROWIND ADVENTURE said:You must seek out lost knowledge deep within the heart of the City of the Dead and walk between realities to uncover a vast conspiracy powerful enough to endanger Nirn and Oblivion alike.
Eld Angvar is an Allied ruin located in a world between worlds.Oblivion Prima - Page 24 said:Conjuration is the art of calling upon creatures from other worlds.
Calling on creatures from other worlds and creating items out of Magicka are two of the most beneficial tools a caster has. Because of this, casters of all types make use of the school of Conjuration.
FIGHT IN A WORLD BETWEEN WORLDS WITH UPDATE 21’S PVP ADDITIONS said:FIGHT IN A WORLD BETWEEN WORLDS WITH UPDATE 21’S PVP ADDITIONS
Realms as universesFIGHT IN A WORLD BETWEEN WORLDS WITH UPDATE 21’S PVP ADDITIONS said:In the new Battlegrounds map, Eld Angvar, you and your team face off against your fellow players in the Ayleid world between worlds.
From the Summerset Online Official Guide, the Crystal Tower is the pin that holds the fabric of all realities together, and is believed to exist in all realms and universes, and has been tied with many world-shaking events throughout history (from page 75 of the Summerset Online Official Guide).Introduction to the Lore of The Elder Scrolls Online said:Unbeknownst to all but a few, Nirn has come unmoored from the fabric of the multiverse, as the mortal realm is drawn ever closer to Coldharbour, the twisted Oblivion realm of the Daedric Prince of domination and enslavement, Molag Bal. The Planemeld, a process in which the two worlds slowly become one, is threatening the existence of all races on Tamriel.
Atronite is a substance from another universe, the plane of Oblivion.ESO Live - Lore of the Clockwork City said:"Somebody was asking if... where was the question? If the Clockwork City is some sort of parallel universe, and if it's endless."
Lawrence: Kind of. Both those questions are "kind of". Yeah, it's in fact a deliberately parallel universe in that it deliberately parallels Tamriel above.
The timeless dimension Emperor Uriel Septim VII was imprisoned in is a pocket universe.Blades said:A mysterious stone literally from another universe - the plane of Oblivion - Atronite is often left behind when an Atronach is defeated or dispelled. It is used in the tempering of high-end weapons and armor.
Likewise, the Battlespire is a megastructure located in its own pocket universe.Battlespire Athenaeum - page 16 said:In 3E 389, the Imperial Battlemage, second in Tamriel only to the Emperor, decided that Uriel VII needed a well-earned “vacation". Casting the most powerful spell conjecturable, Jagar Tharn imprisoned the unsuspecting Emperor in a pocket universe, a timeless dimension, a place of no return.
Battlespire Athenaeum - page 16 said:Battlespire takes place during the time of Arena (roughly 3E 399) in a majestic tower, if you will, a medieval space needle, inhabiting its own pocket universe.
In an interview with OGR.com, Bethesda once again states that the Battlespire is located within a stable pocket universe (an astral plane void), where the emperor’s elite guards could train. Only those who could master the Battlespire were chosen to become the Emperors guards.Battlespire Athenaeum - page 39 said:Battlespire is conquered when the PC escapes from the top level, teleports from the pocket universe, and lands back in the warm glow of Tamriels sunshine.
This is also referenced on the old official Bethesda website.Bethesda: The storyline goes like this: During the time of Arena, the Emperor's personal guards were the greatest warrior-mages of Tamriel. Only those who could master Battlespire were chosen for the guard. Battlespire was the ultimate proving ground used to train the guards. It's located in a secure pocket universe, sort of an astal plane void.
The Clockwork City exists outside of space and time in its own interdimensional space, and the miniature replica we see of it both is and is not the actual Clockwork City.Battlespire: Battlespire is a citadel for the training of battlemages. It is located in its own pocket universe and held there by magical anchors. Only the most elite warriors are sent there to train.
The Clockwork City isn't Daedric, and is it's own completely different interdimensional space (from the above video at 16:53).ESO Live said:Jessica Folsom: So you can't actually...walk to Clockwork, right?
Leamon Tuttle: No. Clockwork City exists outside of space & time. ...It gets weird man! It gets way weirder that that! This is basically...the Clockwork City is...for what people think it's a city in minature inside of this snow globe deep under Mournhold.
Jessica: So is that actually Clockwork City are you getting shrunk down like Honey I Shrunk the Kids?
Leamon Tuttle: Yes, that is a super good question. It is and is not the Clockwork City. It's a representation and also like I said the Clockwork City exists in a kind of an interdimensional space. So it's there and it's also not there, it's a lotta crazy questions...that don't frankly have very many answers in the Clockwork City.
Jagar Tharn imprisoned Emperor Uriel VII in another dimension, a time period known to historians as The Imperial Simulacrum.ESO Live said:Gina Bruno: Somebody asked if you can look up at the sky.
Jeremy Sera: Oh yes that's a great idea! You can see the repesentation of the orb that we went into, so that's the thing that we clicked on and then got minaturised. As Leamon says it both is and isn't because this is a Daedric Realm.
Jessica Folsom: And that's why it looks so different from the rest of Tamriel too.
Leamon Tuttle: Yeah...it's a completely different...interdimensional space, it's not even Daedric in nature. It's its own deal.
Daedra are creatures summoned from another dimension.Daggerfall Chronicle said:Jagar Tharn imitates Uriel VII. The Imperial Battlemage treacherously imprisoned the Emperor in another dimension and wove an illusionary spell to disguise himself as the Emperor. Contemporary historians refer to this period from 3E 389 to 3E399, somewhat euphemistically, as The Imperial Simulacrum.
Aetherius is referred as to being an alternate dimension, which Nulfaga can transport you to.Daggerfall Chronicle said:Daedra are magical creatures summoned from another dimension.Each has very special skills that aid or impede the PC journeying throughthe Daggerfall story. Daedra can destroy the PC under certain circumstances. Summonings occur at various places throughout Tamriel.
The realm in which Jagar Tharn traps Emperor Uriel Septim is refered to as an alternate dimension.Daggerfall Chronicle said:This is the final quest in the Totem series, and most likely the end of the main storyline. Once the Totem has been given to someone, you can visit Nulfaga. Only Nulfaga can transport you to the Aetherius (an alternate dimension) where the Mantella has been hidden.
The Redguard box says you travel to another dimension (twice).Jagar Tharn, imperial battlemage to the Uriel Septim, Emperor of Tamriel, betrays Uriel by using an artifact called the Staff of Chaos to imprison Uriel in an alternate dimension. Tharn then assumes the Emperor's identity and place on the throne.
Nature of the realmsOblivion Prima said:A flaming, rippling, dimensional gate stands in front of the city gates.
Apocrypha is incomprehensible to mortals.Skyrim Prima - page 585 said:Amid a black ocean filled with writhing tentacles lies the endless library of forbidden knowledge. This realm of Oblivion is the domain of Hermaeus Mora. Black covered books adorn every edifice. Pages flitter as if pulled by invisible string. And grotesque creatures malformed by Mora stalk the constantly elongating and retracting halls, feeding off the ghosts of those seeking knowledge. The laws of the mortal world hold no power here.
The story of Arena is to save the Emperor from his prison in another dimension where time flows much slower.Skyrim Prima said:An infinite sea of black ooze and thrashing tentacles, the Oblivion plane known as Apocrypha is incomprehensible to mortals who have been lured into its unseen and unspeakable depths.
This timeless dimension is a pocket universe where time flows differently.Arena Manual - page 5 said:The quest outlined in the introduction is to rescue the Emperor from the dimension in which Jagar Tharn has imprisoned him, by recovering the eight pieces of the Staff of Chaos.
Battlespire Athenaeum - page 16 said:In 3E 389, the Imperial Battlemage, second in Tamriel only to the Emperor, decided that Uriel VII needed a well-earned “vacation". Casting the most powerful spell conjecturable, Jagar Tharn imprisoned the unsuspecting Emperor in a pocket universe, a timeless dimension, a place of no return.
Similarly, the heroes of Blades spent centuries wandering Attribution's Share, the Realm of Boethiah, when in Skyrim the entirety of the story takes place over a time period of around 40 years (from page 14 of the booklet for the Dawnguard Expansion of Skyrim: The Adventure Boardgame).Arena Manual - page 6 said:The eight pieces of the Staff are the only way to open the gate to the world in which the Emperor has been banished.
Hell Hounds and daemonsare entities summoned from the nether planes.ESO Live - Lore of the Clockwork City said:Lawrence: There have been various statements in lore about where it is located, but really that's more about ways to get to it, rather than where it can be found. So where it is really? It's in a more metaphorical location than physical, really, because it's a metaphor made manifest. It’s both a reality and a replication of reality at the same time. There, that's clear isn't it?
GhostsArena Manual - Page 80 said:Hell Hounds
These canines are actually from the nether planes, usually summoned by some powerful being to perform a service.
The Deadlands is a savage parallel plane, which threatens Tamriel when the barriers are lowered.Arena Manual - page 81 said:Daemons
These creatures are from the netherworld, often gating themselves into our plane of existence on some errand of their choosing.
Some worlds exist within the minds of others, such as the mind of Emperor Pelagius III. Travel to these worlds is possible via several methods.Oblivion Prima - Page 2 said:The deaths of the emperor and his acknowledged heirs have lowered the natural barriers between Tamriel and the Daedric homeland—a savage parallel plane of existence known as Oblivion—and the armies of Mehrunes Dagon have embarked on a war to claim Tamriel.
Using special artifacts, it is possible to travel into someone elses dreamworld (this method involves falling asleep and sharing a dream).Skyrim Prima - page 983 said:After a brief exploration of the long-unused wing, you're soon whisked away to unfamiliar surroundings-the deceptively verdant mind of Emperor Pelagius lll!
If you kill the dreamer of a Dreamworld while you are in the Dreamworld, you will die as well.Oblivion Prima - page 232 said:Using his Dreamworld Amulet, this obstinate spell- researcher traveled into his own dreams. He created the amulet to see if he could use these dreams as a training ground to help better himself and face his weaknesses head on. Three days later, he’s still in there. You’re to follow him and find out what’s happened.
Getting to Henantier’s Dreamworld is simple: As Kud-Ei instructs, equip the amulet (which she’ll provide) and go to sleep in the adjacent bed. You appear near Henantier in a twisted version of his house—a strange hybrid environment with portals leading to four tests (Courage, Patience, Perception, and Resolve). Your only possessions: the amulet and your spells. But the amulet casts a constant-effect Silence spell on you, so you can’t cast the spells. You can use only those things that you find in this strange place.
Other methods however, are even stranger; to enter someones memories via the dreamstride, one physically vanishes in the present reality to physically enter someone elses memories.Oblivion Prima - Page 232 said:Killing Henantier in the Dreamworld will bring about your own demise as well.
Skyrim Prima - Page 407 said:Ignore the battles entirely; you’re here in someone else’s past consciousness to turn a dream into a wrinkle of a new reality.
The land of Skyrim brims with wondrous locales, yet some areas cannot easily be linked to any one Hold. In fact, certain areas can't even be said to exist within the confines of reality! From traveling caravans to the mind of a demented Emperor, all unusual and otherworldly locations are covered here, in “Other Realms."Skyrim Prima - page 407 said:You blink into present reality, where the magical barrier blocking the doorway still crackles.
The Idea Masters are disembodied entities who exist within a distant Platonic Ideal as revenant spirits.Skyrim Prima - page 585 said:Hermaeus Mora is the Daedric Prince of Knowledge, he who scryes the tides of Fate, weaving his way through the past and future. Always lurking, he is the void and the ever-seeing eyes. He resides everywhere and nowhere but takes glee in tormenting mortals from his realm in oblivion, the plane called Apocrypha, where the infinite pages of countless books containing all forbidden knowledge are found.
Sithis is formless and infinite as the Void.Battlespire Athenaeum - page 115 said:In the Soul Cairn the old retainers of an ancient Daedric-human alliance serve their necromancer Masters for eternity. The Masters are disembodied entities living in a distant Platonic Ideal; their only connections with the Soul Cairn are small magical gems which provide a channel of communication and sensation with those bound in form to the Soul Cairn. The retainers have long ago undergone a ritual to separate their spirits from their bodies, and to strengthen and organize their spirits to produce a form of persistent eternal consciousness. In short, the retainers and their Masters are revenant spirits.
Boethia is referred to as an invisible god.Skyrim said:Mortals often represent Sithis as a skeletal being, to signify His relationship to death. In truth, the Dread Lord is formless, and infinite as the Void.
Power of godlike beings - Control over realityOblivion Prima - page 208 said:You’ll complete a circuit of nine small, square arenas, linked by gates and arranged in a great circle about a statue of Boethia, with the invisible god himself cast as the announcer and commentator (and rather enjoying himself, we think).
A Daedric Prince can control their realm to their whims, and these realms can be infinite in size and shape.Skyrim Prima - page 539 said:The Ideal Masters are mystic entities that lord over the Soul Cairn, controlling every aspect from fabric to its appearance. Necromancers believe they are the crystalline structures dotting the Soul Cairn, but Valerica believes they’ve transcended their physical forms. Seek out Valerica for more information.
The realm of Clavicus Vile (the Fields of Regret) is not merely a place but a state of mind of Clavicus Vile, with everything here being exactly as Vile wishes it to be, with everything inside it from the trees and water and light and the sky all existing inside his mind, and his own appearance her being how he sees himself in his mind.And one of the beauties of any Oblivion realm, any Daedric realm, is they can morph and shift and change based on the whims of that Prince. The other aspect of that too is they can be infinite in size and shape.
Realms of Oblivion are extensions of their masters.The Redguard Companion - page 175 said:Incase you were wondering, Vile’s realm is not exactly a place in the same sense that Stros M’kai is a place. Vile's realm is a state of mind... and the state of mind of a minor godling, at that. Everything here is exactly as Vile wishes it to be. Everything is green and sunny and pleasant, with a babbling spring and a tranquil pond and wide expanses of eternally blue sky. In his mind, Vile is a cheerful, indolent boy basking in the sun with his favorite companion and best friend, a big lovable dog.
Hermaeus Mora rules and controls the realm of Apocrypha.ESO 2023 Global Reveal said:CJ Grebb: Realms of Oblivion are extensions of their master. And so Apocrypha is a clearinghouse for knowledge. It's a repository. It is intended to feel like a place where ancient things and ancient ideas can be preserved, perhaps even hidden, but never lost.
Skyrim Prima said:On the isle of Solstheim, you may come across one of seven Black Books-tomes of forbidden knowledge that transport you into the realm of Oblivion controlled by the Daedric Prince Hermaeus Mora. This realm is known as Apocrypha.
The ruler of a plane can decide the very laws of reality for that plane. Apocrypha for example, has different laws to those of the mortal world.Skyrim Prima said:Apocrypha is the plane of Oblivion ruled by Hermaeus Mora, lord of fate and keeper of forbidden knowledge.
The Daedric Princes can morph and change the limitless space of the planes of Oblivion to their whim.Skyrim Prima said:The laws of the mortal world hold no power here.
It's not just the realms of the Princes either (or even just the realms of Oblivion); everything within the Clockwork City is a direct manifestation of Sotha Sil’s will.“You've kind of seen that over the last ten years, right? It's slowly piecing together things. We've done some things off of Tamriel, islands, we've obviously gone to a bunch of the Plains of Oblivion. I think at some point it makes sense, given what we've done.”
From this same source, Clockwork City in many respects is Sotha Sil, so he can control what magic people use within it and can prevent someone using magic he doesn’t like.ESO Live - Lore of the Clockwork City said:"All the Factotum bards crappily playing songs off-key and wheezy for the flute, is that Sotha Sil’s idea of some kind of joke?"
Leamon: Everything that happens in the Clockwork City is a direct manifestation of what he wills, so it follows that probably he wants this factotums to play really bad music.
Lawrence: There's something meaningful there, something significant. Its up to you to tease out that meaning and significance!
Infact, altering reality, even if just temporarily, requires channeling magical energy, and beings on a mythological level can channel power and change reality in big ways (such as a Dragon Break, a planesmeld or Alduin's return). This is because Nirn and the Mundus were created by the Aedra's sacrifice to create the natural laws (such as Akatosh causing time to happen). This is to say, all demonstrations of control over reality is due directly to the sheer power of the one altering reality (regardless if they made the plane(s) in which it's taking place on or not).ESO Live - Lore of the Clockwork City said:"You say most of the people in Clockwork seem to be at least above magical and/or tech ability, and everyone seems to hate the nutrient paste for being boring. Illusion magic exists, so if there's a spell to make someone think you’re friends, why isn't there a spell to make some to make someone think the paste tastes like Scrib Jelly?"
Lawrence: You want take this one?
Leamon: Sure. So first to start off, the Clockwork Apostles would probably tell you that illusion magic is profane, and they don't want it in the city. Sotha Sil is interested in truth, and finding the absolute facts of things, so creating an illusion is a ridiculous thing to even consider. Also, there's the very real possibility that Sotha Sil makes it so they have to taste it that way. The Clockwork City is in many respects kind of is Sotha Sil, and there's no guarantee that any magic that an apostle or someone else might be able to use could actually change the taste of the paste if he doesn't want them to.
Lawrence: And he just made darn well be interested in finding out what happens when you feed Clockwork Apostles tasteless paste for decades on end.
The Divines can alter the timeline for both the future and the pastESO Guild Summit 2014 - Writing and Lore said:Lawrence Schick: It's not just Earth with some magic guys casting spells, right. The nature of reality is fundamentaly different in the world of Nirn, because it's based all the natural laws come from the sacrifices that the Aedra made when they made the world. So Akatosh, when he put himself into the world, he made time happen, right, and so forth and so on with all the different gods. So you've got this really seriously interesting mythological background about the nature of reality and how it was created, and how it can be changed, because it's not set forever. It can be further changed by those who can channel magicka and force their will upon it. Right, that's what magic is. Changing reality locally...sometimes locally usually temporarily but you're changing reality, and creatures and characters and beings of mythological levels can change reality in big ways! And that's what happens when you get a Dragonbreak, or a planemeld, or an Oblivion Crisis, or Alduin coming back from the depths of time. You've got reality changing in big ways. At the same time, you've got all of these people who unlike in sorta your standard medieval setting, they look at things in a very logical and scientific and organised fashion. You've got all these sages, you've got the mages guild researchers, you've got the scholars, and they're all breaking stuff down, and it gives a way...
The Gloam Night (the Champion of Nocturnal during her assault on the Crystal Tower) is capable of summoning singularities and commanding space and time to form dark matter (from the Summerset Online Official Guide, page 221).ESO Live Episode 15 - Lore-time with Lawrence Schick said:This is a world of myth. This is a world where reality is actually changeable, where the Divines can change not only what happens going forward, but what has happened in the past/.
Further confirmation that the Shivering Isles under threat of being destroyed during the Greymarch.Oblivion Prima (page 383) said:The Lord discloses what you may already have guessed: Sheogorath is Jyggalag. During the Greymarch, the former fades out and the latter fades in. This process can’t be stopped, but your intercession can prevent the god from permitting his darker side from destroying his own Realm.
The Greymarch involves the total destruction of everything in Sheogorath’s realm, after which he has to start over every 1000 years.Within the Realm of Sheogorath, players can explore the two extreme sides of the god’s madness – the sublimely creative and the completely psychotic. Something is happening to the Shivering Isles and Sheogorath himself looks to you to be his champion and defend his realm and its inhabitants from destruction. Do you have the strength to survive his trials, tame a realm fraught with paranoia and despair, and wear the mantle of a God?
The Eye of Magnus has the power to destroy the world, which is why the Psijic Order remove it from the world.Can you explain how the Shivering Isles are linked to the plot and world of Oblivion?
Pete Hines: The events in Oblivion take place at the end of the third era, and the end of any era is always a time of big change in the world of The Elder Scrolls. Those changes take places in other places besides Tamriel, including the realm of Sheogorath, the daedric prince of maddness who resides in, and rules over, his own plane of Oblivion and very different from the one ruled by Mehrunes Dagon that you see in Oblivion. The big change taking place in Sheogorath's realm actually happens at the end of every era. It's called the Greymarch and it's basically the total destruction of everything in his realm, forcing him to start all over again every 1,000 years, which he hates. So, in an effort to put a stop to this Sheogorath believes he's found a way to get a mortal champion to help stop the Greymarch and save his realm, which is where you come in.
Killing Mankar Camoran will cause his realm of Oblivion to dissolve.Skyrim Prima - page 267 said:Now that the Eye has grown unstable, it may not only destroy the College, but also the entire world! Ancano's actions proved that this world is not ready for such power. Quaranir prepares to secure the Eye. The Psiiic Order will maintain the Eye for now, and he summons his brethren, Gelebros and Tandil, to perform a binding ritual. The monks and the Eye soon disappear from this world.
Ithelia’s return could unravel all of reality.Oblivion Prima (page 133) said:Mankar Camoran: Your job here is killing him. You canlay into him directly or wait until after he makes his bwa-ha-ha speech. He puts up a good fight—summoning leveled heavy-duty Daedra and healing himself on a regular basis. When he’s dead, the place begins to crumble, like all good bad-guy Citadels, and you’re transported back to Cloud Ruler Temple with theAmulet of Kings.
With the barriers that protect the mortal world lowered, the mortal plane stands at risk from the Lord of Destruction Mehrunes Dagon.A COSMIC STORY - The Prince of Fate holds secrets too dangerous for mortals or Daedra to comprehend. Now hidden yet turbulent powers threaten Hermaeus Mora's realm of Apocrypha and if the Daedric Prince's secret is uncovered, it could unravel all of reality.
Barbas uncovering the Clockwork City is a threat to the entire world.Oblivion Prima - Page 79 said:The “Prince of Destruction” the emperor mentioned is Mehrunes Dagon—one of the Daedra lords who rule the world of Oblivion and a recurring figure in the recent history of Tamriel. (He was an important figure in Daggeifall and had a cameo in Morrowind as well.)
Dagon shouldn’t pose a threat to the mortal world. It is protected from Oblivion by magical barriers. So why did the emperor perceive a threat from Oblivion? Jauffre doesn’t know, but he does seem to have an idea. The grandmaster seems to imply that those Dragonfires themselves are the wards that separate Oblivion from the mortal plane.
If Alduin succeeds in his goal, the world will be destroyed and everyone will die.Morrowind Online Prima - Page 2 said:You must heed the call of a hero and help Vivec - the legendary warrior-poet and Guardian of Vvardenfell - save the world from a deadly Daedric threat.
Jonah Lobe calls Alduin a ‘world-eating dragon.’Imperial Knowledge: If I may ask, you, say about the world destroying problems that you face, would you say that any of them are on Alduin's level, or are they or are they all on a smaller scale to (Alduin?)?
Juan Echinique: They are different. That's a complicated thing that they are not a on the same... You cannot measure them by the same standard because Alduin wants to literally destroy the world. That's- It's very simple. If Alduin wins, we're gone. And that's it. If the forces that be win in the- In the board game, your people are destroyed, your people are killed, or there's some dark influence in the world that is going to create a new, terrible war in 20 years, or the whole of Tamriel is going to be drawn into chaotic situations that are less easy to perceive. At first glance, it's not like scorched earth. That's why we're talking so much about Daedric Princes, because they are agents of chaos one way or another, and when they get their way, well, bad things happen. But unless you're talking about Mehrunes Dagon, uh, they're generally more subtle in their approach.
The conspiracy (planned by Vaermina and Peryite against Hermaeus Mora) threatens both Nirn and Oblivion alike.I was 27 when I created Skyrim’s world-eating dragon, which meant I was young and considered myself damn-near immortal (I still do, but we’ll leave my blood-of-the-innocents diet for another day).
Once again, it is said that the scheme of Vaermina and Peryite threatens to unravel reality itself.2023 GLOBAL REVEAL—INTRODUCING THE SHADOW OVER MORROWIND ADVENTURE said:You must seek out lost knowledge deep within the heart of the City of the Dead and walk between realities to uncover a vast conspiracy powerful enough to endanger Nirn and Oblivion alike.
Removing a Sigil Stone from a tower in the Deadlands will set a gate adrift in Oblivion, and cause it to collapse upon itself (whether this destroys just the tower or the entire world the tower is contained in, I'm not sure).2023 GLOBAL REVEAL—INTRODUCING THE SHADOW OVER MORROWIND ADVENTURE said:Discover the Dark Elves of the Telvanni Peninsula and investigate a scheme that threatens to unravel reality itself—Hermaeus Mora needs mortal assistance, but can the Prince of Knowledge truly be trusted?
Scope of godlike beingsOblivion Prima - Page 86 said:Activate the Sigii Stone at the top. This is the Oblivion Gate’s anchor in the Daedra world. With the anchor gone, the gate is adrift, it collapses upon itself—but not, thank goodness, before depositing you back outside Kvateh 's scorched walls. Your path into the city is clear.
The Redguard Companion - Page 176 said:He's omnipotent and immortal, more or less, and can smash you like a bug.
Molag Bal is refered to as omnipotent by lead writer Wynne MacLaughlin.The Redguard Companion said:Now, however, be grateful that omnipotent immortals suffer the common character flaw of underestimating the mortals they scorn.
Omnipotent though, can be somewhat vague and paradoxical (other than 'really really powerful), but thankfully, we have examples of a much more straightforward term being used; cosmic. According to Michael Zenke, Molag Bal keeps Naemon around for ‘cosmic chew-toy status.’Zenimax Online Writers Reddit AMA said:Wynne McLaughlin: I think, as with many of the Daedric Princes, Molag Bal (or "Little Mo" as Malcolm McDowall liked to call him), for all his omnipotence, has a great flaw: underestimating the power of mortals. His pride and overconfidence are the very things that can be turned against him.
According to Ted Peterson (one of the three founders of The Elder Scrolls), the Aedra are less interested in mortal affairs and are ‘off doing cosmic stuff.’Zenimax Online Writers Reddit AMA said:Michael Zenke: You guys are awesome.
The Three Banners War is old enough that Cariel saw action in Cyrodiil, and became fast friends with another Bosmer named Saronor. They eventually became romantically involved. I want to leave the details to your imagination, but the last encounter between Cari and Seyran ended up with Cariel's lover dead. Hence, what you see at Pa'alat.
Naemon is basically one of the 'big bad guys you might have killed' and that Big Bal is keeping around for cosmic chew-toy status.
Shadow Over Morrowind is described as “Elder Scrolls meets cosmic horror.’Ted Peterson on High Rock and Summerset - Religion said:Ted: I wasn’t really involved with that. I think there should be good arguments both ways about the origins of the gods. Like with magic, I don’t think there should be a clear-cut answer. The moment there is one, it loses its power. We wanted to have the Aedra be uninterested in mortal affairs, off doing cosmic stuff while the Daedra are there tempting you to go do awful things. But we tried not to make the Daedra purely bad as it’s really more of a grey area.
Hermaeus Mora is described has having a cosmic horror aesthetic by Rich Lambert.ESO 2023 Global Reveal said:Rich Lambert: I'm thrilled for this year. We're going to be exploring a new story and theme centered around the Dark Elves and Hermaeus Mora. The best way to describe this story is "Shadow Over Morrowind." But before I go into any more detail, we've got a great way to introduce you to the mood and feel of this arc. It's Elder Scrolls meets cosmic horror, and I can't wait for you all to see it.
Rich Lambert says that Mora has a cosmic horror vibe.And we really haven’t explored that so we knew that’s kind of where we wanted to go and then we needed a place to put our story and it just made sense to go back to Morrowind, go to the Telvanni Peninsula because the Telvanni Magisters live there and they’re some of the most powerful mages in all of Tamriel so it was just kind of this good synergistic match between kind of the cosmic horror and Hermaeus Mora, and then Morrowind and the Telvanni.
Rich Lambert again refers to Mora and Apocrypha as being cosmic horror.It also talks about one of my favourite Daedric Princes in Hermaeus Mora in this cosmic horror vibe.
Yet again Hermaeus and Apocrypha are described as being cosmic horror by Rich Lambert, as well as being Lovecraftian.That was a big goal, choosing something that was a little bit more alien, a little bit different. I love the cosmic horror vibe and feel. Everything is just a little bit strange and off. It's something different and unique in Elder Scrolls.”
Once more, Rich Lambert refers to the story of Necrom as cosmic horror.“We landed on the Daedric Prince Hermaeus Mora, this Lovecraftian creature focused on knowledge and secrets, and when looking for a place in the world that would mesh with them, we landed on the Telvanni Peninsula because it’s the home to the most powerful mages in all of Tamriel. We thought those fit really well together, and the aesthetic of Morrowind also fit with this cosmic horror vibe.”
Brian Wheeler says that as the Arcanists are connected with Hermaeus Mora, they have to also have a cosmic horror aspect to them.It’s that kind of cosmic horror vibe which seems to have gone off exceptionally well in the community.
Mora’s realms of Apocrypha are described as being cosmic.That being said we also know that Hermaeus Mora can be a pretty scary entity, so there had to be some amount of Cosmic Horror there.
From the same source as above, the official description of Necrom Online’s story describes it as a cosmic story, and that Mora’s secret (Ithelia) could unravel all reality.What truths are best left hidden? Discover Necrom and the forbidden secrets of Apocrypha. From the Telvanni Peninsula in Eastern Morrowind to the cosmic realms of the Prince of Fate - fight to uphold reality and unlock the runic power of a new Class – the Arcanist!
If Mannimarco gets his hands on the Numidium, he uses the power of the Mantella to make himself a god.A COSMIC STORY - The Prince of Fate holds secrets too dangerous for mortals or Daedra to comprehend. Now hidden yet turbulent powers threaten Hermaeus Mora's realm of Apocrypha and if the Daedric Prince's secret is uncovered, it could unravel all of reality.
These words are repeated verbatim on the old TES website.Daggerfall Chronicles - Page 188 said:If the King of Worms wins, he will use the power of the Mantella to make himself a god.
Cosmic hierarchyIf the king of Worms wins, he uses the power of the Mantella to make himself a god.
The Daedra have many hierarchies, with there being Daedra Lords near the top, beings who are incredibly powerful, but not as much as the Princes. Some manage their own spheres and realms, while others serve a Prince and govern a sub-sphere. This includes the Lord of Fishing.ESO Live - Lore of the Clockwork City said:"Somebody was asking if... where was the question? If the Clockwork City is some sort of parallel universe, and if it's endless."
Lawrence: Kind of. Both those questions are "kind of". Yeah, it's in fact a deliberately parallel universe in that it deliberately parallels Tamriel above. You don't see nearly all of it from what you can see in the game. It has layers and only Sotha Sil knows the full extent of those layers, and what the function of some of the other areas are. Samantha, can you just kind of lean back and look up at the sky for a moment? Look up there. Look at those whirling rings spinning around the world of the Clockwork City. That is the outside of the Clockwork City - or maybe not. That's just what you can see from the Brass Fortress, and you can see that Sotha Sil has taken the concept of wheels within wheels, and worlds within worlds, and made it physically manifest right over your head, so that you're constantly contemplating the fact that the world is a built thing, and therefore it can be reverse engineered, re-engineered, and improved. Look, there's the proof right above your head! So yeah, it's profound as hell. God damn, this stuff is deep.
Sovngarde exists beyond time and space.Lawrence Schick: So, ah, let me just speak a bit to this point. A lot of people just think...they have a simplistic view...Oblivion and...you've got the Daedric Princes up here and zillions and kajillions of lesser daedra beneath them. It's more complicated than that in most cases. You've got many, many hierachies, of different daedra, and up near the top you've got the very powerful daedra that are not as powerful as the Princes, but they're called the Daedra Lords. And some of them have their own spheres...their own realms of Oblivion that they handle, that they rule. And others are minions of the Daedric Princes and manage sub-spheres of the Daedric Princes greater spheres. Now Hircine is one of the latter. Hircine has Daedra Lords who report to him and manage other areas, and one of those Daedra Lords is the Lord of Fishing! However, that's all I'm gonna tell you about him, or her, because I don't want to reveal any spoilers. Because we've got plans, for the Lord of Fishing.
Planes such as Oblivion are known also as the Outer Realms.Skyrim said:Call of Valor - The valiant of Sovngarde hear your Voice, and journey beyond space and time to lend aid.
Morrowind manual - Page 30 said:SCHOOL OF CONJURATION
Conjuration summons magical items and beings from the outer realms to serve you.
The Atronach Forge transforms mundane items into relics from beyond Oblivion.Morrowind Manual - Page 30 said:SUMMON CREATURE
Summons a creature from the Outer Realms.
Celestial bodiesSkyrim Prima - page 270 said:This is the Atronach Forge, an arcane device capable of converting mundane items into various relics from beyond Oblivion.
However, the Mundus also houses distant stars and galaxies which exist deep within the cosmos; said stars exist worlds away, and when they eventually burn out their solar winds will eventually give rise to new stars.Elsweyr Online said:Leave the Plane of Jode
We see there are myriad stars and nebulas located at non-equidistant locations within the Mundus, and then zoom in on one, which turns out to be Nirn (from the Legends: Heroes of Skyrim cinematic).A Brief History of Cyrodiil said:Lastly, as the sun drifts gently downward in the westward sky, and the evening kaleidoscope of pastels fades and diffuses into the deepest of blues, distant stars and galaxies begin to scintillate into view. Here, for the first time, all of the 13 major Elder Scrolls constellations are visible to the player. In order to realistically display the star arrangements properly, a new, fully 3D spherical night sky dome was created. Through the in-game passage of time, the player should be able to track the stars above, as they lazily spiral about the ocular curve of the night sky.
With our world complete, and Cyrodiil fully realized, the player is free to roam this vast and varied landscape to their hearts content. As with our world, Cyrodiil is in constant motion. The trees and grasses sway with the ever-changing wind. Clouds drift hazily overhead and storms amass and fade into the quiet of the morning. Even the very curtain of stars, celestial objects that are worlds away, are never at rest. Even they are always churning and spiraling, deep within the cosmos, forever burning bright until they sigh their last solar wind, giving eventual rise to a new star.
Malachath’s Realm of the Ashlands contains a plane which contains a multitude of spheres as distant and pale as moons.ESO Live - Lore of the Clockwork City said:"Why did Sotha Sil design his memory storage after foreign gods, by which he means the Constellations, the Warrior, Mage, and Thief Constellations."
Lawrence: Okay, well if you think about it, it's not so much that these are references to the animated versions of the constellations that you meet in Craglorn, for example, but that the concept of Constellations themselves, a constellation is a memory device, it's a way to think about that organization of stars, and what does that represent, and how can you use that as a mnemonic. So constellations are actually, in themselves, a device for memory, and so using them as an application occurred to Sotha Sil, as a method of storing his own. It's kind of similar to the medieval memory mansion approach to just storing memories mentally by conceiving of this mansion that has different rooms, and you put different memories in different places in these different rooms. Sotha Sil needed the entire astronomical cosmos for his memories, so that's why he's chosen the star fields.
An unknown realm of Oblivion contains a jade moon.Lord of Souls said:Their surroundings had changed, too. Around them rose a garden of slender trees, and wound about the trunks were vines festooned with lilylike flowers. A multitude of spheres moved, deep in the colorless sky, as distant and pale as moons. He heard birds chirping, but it was a doleful sound, as if something with a vague memory of having been a bird was trying to reproduce sounds it no longer felt.
The constellation of the Serpent constantly moves around the heavens, and is invisible to most mortals.The Infernal City said:They were on a jagged island in a furious sea beneath a sky half-filled with a jade moon.
The Warrior protects his Charges from the Serpent, and when he does so it means that it is his season.The Redguard Companion - page 129 said:The only thing is, Hayle was born under the Sign of the pent, a constellation of stars that constantly moves around in the heavens. Furthermore, the constellation is invisible to most mortals, and Saban is too busy with her Song to use her magic to find the Serpent, too.
From Artaeum, it’s possible to gaze at the Firmament (from the Summerset Online Official Guide, page 209).The Redguard Companion - page 138 said:What it means is this: right off the bat, you know all you have to worry about is the Warrior and his three — charges (Steed, Lady, Lord). He wouldn’t be in season if one of his Charges wasn’t being threatened by the Serpent. So, to find the Serpent, we’ll have to “look where he looks.”
Space travel(12-69,Charles Miles)
Walking around outside at night I've noticed all sorts of cool...planets, moons, and stars...do these follow any pattern (can you navigate by them) or are they just purty window dressing? GA
(12-21,Bethesda Softworks)
Yes, Julian actually created a full orbital pattern for... the solar system that this planet is on... You could navigate by the stars... (pretty cool, huh?) GA
The Battlespire is described as a ‘medieval space needle’ which is located in its own pocket universe (this is during the 3rd Era).Battlespire Athenaeum - page 17 said:During this time, a host of societal institutions were suspended in so-called “pocket universes,” to achieve a state of immaculate virtual reality. One such institution, deep in the ethereal plane of Aetherius, is the Battlespire.
It was not just the Empire who traversed and settled other worlds; the Khajiit built lunar colonies on Massar and Secunda, which we can see with Jode's Embrace, and the temples seen within Jode's Core.Battlespire Athenaeum - page 16 said:Battlespire takes place during the time of Arena (roughly 3E 399) in a majestic tower, if you will, a medieval space needle, inhabiting its own pocket universe.
The Moon Gate of Anequina can be used during a lunar alignment that can be used to reach the core of Jode itself.Elsweyr Online said:Few adeptoriums can match the hallowed majesty of Jode's Embrace. Rumor has it that the temple's worthiest occupants can peer into the sacred realm of Jode itself. Just keep an eye out for Dragons overhead!
Elsweyr Online said:Objective: Enter the Moon Gate
The plane(t) of Baan Dar has also been settled by individuals of various races (mostly Bosmer and Khajiit).Elsweyr Online said:Objective: Reach Jode's Core
In the 4th Era, a magical sattelite fell in a small village near Eastmarch, which contained scrolls talking about Boethiah (from Skyrim: The Adventure Boardgame, card 295).FIGHT IN A WORLD BETWEEN WORLDS WITH UPDATE 21’S PVP ADDITIONS said:In the new Battlegrounds map, Eld Angvar, you and your team face off against your fellow players in the Ayleid world between worlds.
The school of Mysticism can be used to unravel the mysteries of the Universe.Oblivion Prima - Page 22 said:Magic is an integral component of the world of Tamriel. To the people of the Imperial province, magic is not a matter of faithbut an undeniable truth. Magicka flows through everything and everyone. Most warriors and adventurers wield some form of magic, either from their own essence or through the Magicka of another embedded in their equipment. It will be an essential tool during your time in Tamriel.
The Infinite Archive is a multi-dimensional dungeon.Oblivion Prima - Page 27 said:The school of Mysticism can unravel the mysteries of the universe if properly applied. It can also tell you what is around the nextcorner, lying in wait for a hapless adventurer to wander by.
The Prophecy of the Tyranny of the Sun involves blocking out the Sun, as confirmed by Matt Carofano.Necrom Online said:Found occasionally by exploring the multi-dimensional dungeon that is Infinite Archive.
Dagail is attuned to the mystic nature of the world.Was there ever a consideration to add another guild to the game?
Well the story of the Dawnguard is about the size of one of our faction quests, so we sort of view it as “Hey you can join the Vampires or the Dawnguard!” If you decide to help the Vampires you can end the tyranny of the sun–you know block out the sun–so they can come out at night and be more powerful. Or you can join the Dawnguard and become a vampire hunter. You’ll be able to build up the Vampire hunters’ base as you recruit new members, build crossbows and even get an armored troll to come along with you to fight against the vampires. So you get both sides of it that way.
Oblivion Prima - Page 227 said:Dagail is attuned to the mystic nature of the world and needs you to help restore the balance.
Daggerfall said:As you joined them, you were attacked by brigands who had been lying in wait in the woods along the road. One of the brigands raised his short sword to strike you. In a natural reflex, you tried to deflect the blow with the staff your father gave you. As the sword struck the staff, a great bolt of lightning erupted from it and both weapons shattered. The brigands and the travelers all stopped and stared at you. As the thunder subsided, the brigands ran back into the woods.
As you rushed to help, one of the brigands, obviously a Mage, raised his staff and cast a spell at you. Your ears roared as the flame bolt hit you, but you absorbed the magicka and let fly a very powerful shock spell. When the bolt struck the brigand mage, he erupted into a column of flames and was reduced to a pile of ashes.
Soon after, Attrebus swings his sword hard at Vuhon's neck, and this time is able to slice it just a bit (enough to reach an artery). Attrebus then notes that Vuhon is weaker and he was able to cut him just a little bit (this is because Annaig has poisoned the Umbra-Hist).The Dunmer’s eyes arched in surprise and his mouth opened, but before he had a chance to say anything, Sul had already stabbed him with Umbra; the blade went in deep.
Vuhon vented an odd little gasp as Sul yanked the sword out and cut at his head, but the Dark Elf caught the blade with his hand, which burned with a steely blue light.
Attrebus swung Flashing at the joint of Vuhon’s leg; the blade struck, but it felt as if he’d hit iron. Vuhon ignored him in favor of striking Sul with his other hand, sending the sorcerer staggering back.
He got within five unsteady strides before Vuhon seemed to notice him. Attrebus swung hard at his neck, nothing fancy. The sword struck, and this time bit a little. Not much, but it cut the artery. Vuhon slapped his hand over the sudden spurt of blood.
Then a glowing cable caught Attrebus by the ankle and another wrapped around his neck. He slashed as best he could at it,but in an instant his sword arm was immobilized as well. The cables passed him away from Vuhon, then began drawing himslowly down into them.
Sul was back up. Attrebus saw him glance at Umbra, which lay between him and Vuhon, then back at him. Even from tenyards away, Attrebus could see his companion shaking as if with palsy
“What have you done to me?” Vuhon exploded. “Tell me, or he dies immediately.”
Sul took another step toward the sword.
“I cut him, Sul,” Attrebus yelled. “He’s weaker. Something’s wrong with him—”
The cable tightened on his neck and he couldn’t breathe.
(From Lord of Souls)“How long before it gets to the walls, you think?” she asked, jabbing her tusks toward the flying city.
“Hours,” he said, “unless the Emperor has some tricks to try still.”
“I heard from that rat-face, Solein, that they made two more tries to invade by air.”
“We’re not supposed to spread it around, but yes, both just as unsuccessful as that first one. But the wall might be a different matter; the Synod and the College of Whispers will give it all they’ve got, you can be sure of that. And they’ve had a long while to prepare defenses.”
Letine then summons a daedra (from the sounds of it a clannfear or a daedroth), and Hierem sends it flying with some kind of magic. Hierem fails to fully deflect the daedra second attack however, and it slices through his chainmail which he is wearing beneath his robe. Hierem then strikes the daedra with an encumbrance spell which causes it to weigh several more tons that usual.Hierem appeared and Colin struck from behind, cupping his left palm to the minister’s forehead and thrusting his knife toward the base of his skull.
“No!” Hierem shouted. He sounded exactly like the man on the bridge, before Colin had stabbed him.
Colin flinched. He dropped the knife and shifted his grip to a choke hold.
“What are you doing?” Letine yelled, lifting her own dagger.
“No, don’t kill him,” Colin said. “We still don’t know what he was up to. We need to—”
“You don’t understand,” Letine said, stepping up to deliver the blow.
It never landed. The blade hit something an inch from Hierem’s throat and exploded in a blinding flash of light.Letine shrieked and fell back. Colin tried to tighten his grip, but suddenly Hierem was as slippery as an oiled snake, slithering free of his grasp as if from a child.
“You really don’t understand,” Hierem said.
Colin dropped and got his knife, but as soon as he touched it, he again remembered the man he’d murdered, and all those corpses by the road, like broken dolls. He took a deep, shuddering breath, but he knew it was pointless. It didn’t matter what happened here today. It didn’t matter what happened anywhere, ever, because in the end there was nothing. He looked at the knife and felt a sob heave up from his chest. Then he slumped down to the floor.
“You really don’t understand,” Hierem said.
“I can’t imagine what you think you’re up to, Arese,” Hierem said, stepping toward the woman. Her eyes looked blind, unfocused.
“Colin?” she shouted.
“He’s not much use to you, I’m afraid,” Hierem said. “He’s a bit glum right now.”
A sharp report rang from the walls in the room, and suddenly something appeared, something shaped a bit like a man but covered in black scales, with three scythelike fingers on each hand. It hopped, birdlike, toward Hierem, and Colin noticed it had sickles on its feet, too—one on each foot.
Hierem jabbed his fist at it, and although he didn’t hit it, the thing went flying back into the wall. It bounced up and came back at the mage.
“He’s done something to you, Colin,” Letine shouted. “Overcome it!”
That was probably true, Colin thought, but it didn’t matter. There was no redemption. His hands were never going to be clean.
The daedra attacked again, but this time Hierem failed to deflect it completely; it skittered by, and one of its foreclaws caught the minister across the chest. His robe ripped with an oddly metallic sound, and Colin saw he had on some sort of mail beneath. That had torn, as well, and the mage started to bleed.
Snarling, Hierem turned, struck the daedra with his hand, and it collapsed. It wasn’t dead, but didn’t seem to be able to move, as if it suddenly weighed a few extra tons.
She might have tried to poison Umbriel, but she knew in her gut that any such attempt would fail, and she’d lose any chance she had of accomplishing anything. But if Attrebus was right, if Umbriel, the ingenium that kept it aloft, and the Histlike trees Mere-Glim had discovered were all connected by a flow of soul-force, then she ought to be able to poison the whole system. Lord Umbriel was likely untouchable; she knew where the ingenium was, but Glim hadn’t found any way to reach it other than through the apparently deadly connexion at the bottom of the sump.
But the trees—them, she could reach.
So while she hadn’t made much in the way of poison, it came as naturally to her as cooking or concocting tonics to allow flight or breathing water. And in learning how to use the stolen souls that pulsed through the cables of Umbriel, she now had the knowledge to create a venin of a more than merely physical nature. She could blacken the whole system if she did things right. And she could make gallons of it—tons, maybe—before anyone questioned what she was doing, now that the kitchen was hers.
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