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The Elder Scrolls Feats and Discussion

An in-universe interview with Lawrence Schick (roleplaying as Phrastus) reveals that Orrerys such as the Orrery seen in the Arcane University are mortal attempts to comprehend the divine.
https://www.imperial-library.info/content/lawrence-schick-and-phrastus-altmer-culture-0
Valoria Vocula: As you know, the Arcane University houses the most accurate orrery ever built, a true masterwork of old Dwarven engineering. It is the linchpin of the Cyrodilic Standard Model of Mundus.

However, on my travels across the continent, I’ve noted a number of orreries that appear to portray an entirely different celestial arrangement of the heavens. Those of Ayleidic or Sehtian origin I can put down to deficiencies of understanding, but when even the Dwarves left behind a multitude of orreries displaying unknown planetary orbital paths, one can be forgiven for questioning just how accurate the university’s orrery really is! I recently crossed paths with a contact who has links with the Psijic Order. He informed me that they possess “lighting globes” made from a large floating globule of water orbited by eight smaller ones in the manner of Mundus. Needless to say, the design of these watery replicas don’t reflect the Cyrodilic Standard Model either! If we cannot trust our academics when it comes to the movement of the eight planets, who can we trust?

Phrastus: Ah, that’s interesting. I’ve never been invited to visit Artaeum, and am thus personally unfamiliar with Psijic luminary furnishings, but I would caution against reading too much meaning into decorative details of what are, after all, ornamental objects. The one actual Psijic I had the displeasure to meet wore a mantle embroidered with all manner of astrologica, and I don’t think it was meant to be a wearable map of the heavens. However, that said, the different cultures of Tamriel demonstrably have varying ways of rendering the Mundus and its planets, according to their differing mythic understanding of the relationships between the heavenly objects. The planets are actual manifestations of divinity, everyone understands that, but inasmuch as the nature of the divines, and of divinity itself, varies from culture to culture, the symbolic representation of the heavens clearly varies as well. An orrery is nothing but a mortal attempt to represent, in tangible mobile sculpture, the metaphysical relationship between the divine planets—but mortal minds cannot apprehend more than a few implications of the aspects of divinity, and thus an orrery can only represent a limited subset of the few implications we can understand. And that’s why, though I’m no mundial astronomer, I still feel completely confident in stating that every mortal orrery ever built gets everything all wrong, or at least only slightly right. If I had pursued cosmographical studies rather than mythohistory, I could probably have straightened out a few of these misconceptions and produced an orrery of my own that would rather better represent the relations of the moons and planets, but such was not to be.
In relation to the different Divines in different Aedric religions, Phrastus says that mythopoeic forces are real, and all of the planets are the same planets, but they're not exactly not all the same divines (Massar & Secunda for instance, are both the severed dualities of Lorkhan as well as Jone & Jode).
Valoria Vocula: And so the gods hold on to their secrets a little while longer.

My next question relates to the planets themselves. Imperial dogma states that there are only eight planets, each of which corresponds to one of the eight divines. Other provinces may worship other gods, but they are fundamentally the same deities in local guise. Is it fair to say all Aedric religions share the same understanding of the god-planets, albeit with differing naming conventions? Or might there even be more than eight planets, with each culture choosing to recognise their own select eight?

Phrastus: The answer, I believe, is mostly the former with a little bit of the latter: mythopoeia is real, or “real,” so the reality-warping force of cultural belief must be accounted for. In other words, they’re all the same planets but not exactly the same divines-and if that doesn’t make sense to you, I scarcely know where to start. Where did you say you studied, again?
 
Lein, the word for world in the Dragon Tongue, translates to mean 'Mundus' or 'universe' rather than just 'Nirn' or 'planet.'
Lein - World (Mundus - the universe, everything)
(Skyrim Prima, page 1097)

Alduin says the world is his.
Daar Lein los dii. (This World is mine.)
Alduin claims to be the mightiest in the world.
Zu'u Alduin, zok sahrot do naan ko Lein. (I am Alduin, most mighty of any in (the) world.)
The Song of the Dragonborn says that Alduin will swallow the world.
Ahrk fin Kel lost prodah, do ved viing ko fin krah, tol fod zeymah win kein meyz fundein!
Alduin, feyn do jun, kruziik vokun staadnau, voth aan bahlok wah diivon fin lein!
Nuz aan sul, fent alok, fod fin vul dovah nok, fen kos nahlot mahfaeraak ahrk ruz!
Paaz Keizaal fen kos stin nol bein Alduin jot, Dovahkiin kos fin saviik do muz!
And the Scrolls have foretold, of black wings in the cold, that when brothers wage war come unfurled!
Alduin, Bane of Kings, ancient shadow unbound, with a hunger to swallow the world!
But a day, shall arise, when the dark dragon's lies, will be silenced forever and then!
Fair Skyrim will be free from foul Alduin's maw, Dragonborn be the savior of men!
So, contextually, Alduin claims rulership over (and may threaten to eventually devour) the entire Mundus.

The fowl Necromancer Azaran tried to bring the souls of Sovngarde back to the World (Lein) and failed (which makes sense, as Sovengarde resides beyond the Mundus).
HET NOK BeiN NahGahDINOK
AZARAN FaaL MUNAX WO UNT
Wah GRON KRILOT DILON DO
SOVNGARDE Wah LeiN DO JUL ahRK FUNT
Here lies foul Necromancer
Azaran the Cruel, who tried
to bind (the) valiant dead of
Sovngarde to (the) world of man and failed.
 
The introduction to The Betrayal of the Second Era rulebook has a brief history of Tamriel and the happenings of the Second Era; Tamriel is an ancient continent on the world of Nirn, filled with rich & diverse cultures and legendary civilizations. It's histories are written and rewritten in the Elder Scrolls, past, present and future, and it's debated if their prophecies guide heroes, or if the actions of heroes shape their prophecies. In the Second Era, the power vacuum of the fall of the Second Empire has lead to a conflict known as the Three Banners War. Meanwhile, a necromantic cult called the Order of the Black Worm are summoning Dark Anchors so as to bind Tamriel to Molag Bal's grim plane of Coldharbour. Meanwhile, a powerful Wood Elf plans to use this time of great change to try and reshape Tamriel forever.
Welcome to Tamriel, an ancient continent in the world of Nirn, filled with rich cultures, diverse peoples, and legendary civilizations. It is a storied land filled with promise, strife, and wonder. Its past, present and future are written and rewritten in the Elder Scrolls, mysterious prophetic texts. Do the Elder Scrolls shape your destiny, or do you shape their prophecies?
Scholars and mages debate the details. You prefer action. What will history say about you?
Your story begins at a tumultuous time in Tamriel’s Second Era. War rages across the continent. A power vacuum formed after the fall of Tamriel’s Second Empire has led to a bloody conflict known as the Three Banners War. Three military alliances – the Ebonheart Pact, the Daggerfall Covenant, and the Aldmeri Dominion – vie for control of the Ruby Throne. A necromantic cult called the Order of the Black Worm is engaged in a plot to call down fiendish contraptions known as “Dark Anchors” in an attempt to bind Tamriel to the Daedric plane of Coldharbour. And all the while, working in the background, a powerful Wood Elf schemes and plots. She hopes to use this time of great change and warfare to reshape Tamriel forever. Things may seem bleak, but your bravery might make the difference. You sense within yourself the makings of greatness. Perhaps your skill with the blade, or talent with spells, might change the world.
It’s up to you to stop the betrayal of the Second Era.
(Betrayal of the Second Era rulebook, page 10)
 
From the same page of the rulebook, the game is divided into three sessions (with each session taking place in a different region of Tamriel), and concludes with an intense endgame to defeat a shadowy threat to the continent of Tamriel.
To finish your campaign, you will complete an intense endgame session to defeat a shadowy threat to the continent of Tamriel.
(Betrayal of the Second Era rulebook, page 10)
 
A pair of Yokudan gargoyles attack Grundvik Cold-Fist and his party. The gargoyles are made of sandstone, and their attacks echo all throughout the valley, with a gargoyles double-fisted attack shaking the ground with enough force to knock people over, and also regenerates from the damage dealt to it. Using an enchanted hammer, Grundvik Cold-Fist is able to defeat it; he is also able to parry it's blows (it is made of stone). It's also noted that gargoyles smell (that or the remains of theirr victims do).
Each was a grotesque, crouched on haunches, one watching over us with a blank stare, while the elements had struck the other down; it had lost a head and an arm, the former of which looked up from the sands below its own pedestal. The actual carving of each statue seemed to echo the Argonian’s description: a giant sandstone imp with the features of a primitive Orc, a toned form with loincloth, feet and hands of coiled claws, and oversized wings folded into the back. We slowly approached, passing a discarded Nord bucket, and Fenrig sniffed the air. “Statues don’t smell…”

Fenrig’s nose helped us realize our predicament one moment before a journey to Sovngarde was assured; he pushed me aside as a heavy stone fist fell where I had stood. It was attached to the statue, now animated and red eyed, cracking a scowl and unfurling wings as high as Dragonsreach. It had leapt from its perch, hoping to surprise and pulverize. I tumbled again, narrowly missing two more thudding slams that echoed around the valley. I readied the iron hammer Jorunn the Skald-King had awarded me after the recent defense of Windhelm. The weapon flickered with lightning. I struck with tremendous force, buckling one of its knees.

Gargoyle fists uncurled, and it hobbled towards me. I parried two mighty swipes, repelling almost certain laceration. This unnatural brute seemed to gain in strength and fury, as further strikes failed to weaken our bones. Both fists now clenched, it pounded the ground with such force that it shook and took our feet from under us. “It feeds from this! Like a vampire!” I shouted, seeing the gargoyle’s kneecap grow over the fresh wound. My bones were old but not brittle; I bounded forwards and slammed the hammer down onto a stone foot. A pool of light writhed up the gargoyle’s leg, and it shattered. The fiend fell onto its side, and gritted its teeth. These were soon scattered across the sands as the final hammering broke its cheek. Its head hung to the side, red eyes flickered to black, and it joined its broken brother in the dirt at the foot of the funereal ruins.
 
Reupload of an Archived webpage, where the three Guardian Constellations protect their charges from Alduin.
Gaze upon the night sky, the three guardian constellations watch over their charges; protecting them from the Serpent, Alduin the World Eater. The Mage, the Warrior, and the Thief stand watch in vigilance.

The limited production lithograph features artwork from the Elder Scrolls V: Skyrim. The constellations watch over Skyrim and the dragonborn. In the foreground, the dragonborn stares up at them as a dragon soars through the sky in the distance. The 10th anniversary logo shimmers in the foreground with a gold finish. Ready to frame, the lithograph is printed at a standard frame size.
Sky10-Ann-Hero-Mobile-bg.jpg
 
The scholar Ahrtabazus developed a theory about ferie, putting them on a chain from the 'sparks' called pixies (or whilloki, as known to the Redguards), right up to there being intelligent trees, brooks, rocks and even mountains. He originally included elves on this list, but due to a 'very slight coincidence' he latter changed this.
The noted scholar Ahrtabazus studying at the time in the Crystal Tower of Sumurset Isle developed an interesting if controversial theory about Faerie. He organized the Fey variants on a chain, beginning with the glimmering sparks called Pixies or Whilloki by the Redguards at one end and the godlike beings such as Gheateus, Chonus, and Sygria at the other. In the middle are human and semi-human beings generating up to intelligent trees, brooks, rocks, even mountains. All of this was a new and completely original theory and would have prompted enthusiastic, if somewhat skeptical response had Ahrtabazus not added this footnote: "It may be that elves as a whole are part of this chain, above whilloki and below nephrine. They certainly have similar features and propensities for magicka as the other Faerie." (Ahrtabazus, "The Faerie Chain" Firsthold, 2E 456)

No elf liked to be put in a hierarchy slightly above whimsical pranksters like the whilloki, and Ahrtabazus was challenged on his assumptions based on very slight coincidences. Nevertheless, with modification, his Fairie Chain theory has gained wider and wider acceptance since its publication.
You actually meet a talking tree in Shadowkey.
The leaves on the Witch Tree rustle gently, although there is no breeze.
Witch Tree: Adventurer, do you struggle with shadow?
The Tree Spirit is a spriggan who was forced from her body by the mage Merethrin (who then got stuck in the form of said tree).
Tree Spirit: Dark. Cold. Dry. Worse than death this prison is. But my bindings cannot be broken like a dead branch.
There is no escape, no release."
Vestige: Are you related to the talking tree outside?
Tree Spirit: Yes. That tree is me. Or rather it is the life form in which I was the life force.
But another came and by foul magics took my place. Merethrin the mage. He cursed us both.
Vestige: How did you become cursed?
Tree Spirit: No details do I know, only that by arcane ritual did Merethrin pervert the natural order, binding me here and him there.
I to lose my body and he to lose his mind.
Vestige: Is there any way to reverse the curse?
Tree Spirit: This I never knew and Merethrin will not recall. He was a revered member of the Mages Guild in Shornhelm. Perhaps answers are there to this question. Or perhaps not.
The Augur of the Obscure also says that each rock is alive, and in some cases wont shut up, and even every droplet of water contains its own short-lived water spirit.
Augur of the Obscure: More ruins. Hmm. You know, every stone tells a story. I mean that literally, by the way. That wall over there won't shut up about how much it hates rain. Let's find this breach and get out of here, eh?
Augur of the Obscure: Breach ahead. Say, what is it with you bipeds and waterfalls? A deluge of happy water-spirits cast to their doom, smashed to bits on the sullen rocks below. Hardly a recipe for romance, mate!
 
The shadows form when great forces oppose one another, and to conquer the shadows, one must rebind these shadows to the light, but this can only be done with 'light of the heavens,' such as with the star teeth.
Witch Tree: Adventurer, do you struggle with shadow?
Soul of Conflict: So it seems.
Witch Tree: These shadows form when great forces oppose one another. They are ephemeral, seeking permanence, power. To ultimately conquer them you must rebind them to the light. But only the fires of the heavens have light strong enough to bind them. I shall give one such light if you do three things for me.
As a reminder, shadows are not merely an absence of light, but a reflection of different possible worlds created by forces in conflict (such as a light striking a rock, the elements clashing and nations at war).
... chosen to explore this relation of world to shadow, Azra was the first to realize that shadows were not a mere absence of light but a reflection of possible worlds created by forces in conflict. A light strikes a rock, and the shadow is a record of their clash, past, present and future.

Other conflicting forces produced less obvious shadows, fire and water, wind and rock, or nations at war.

With skill and patience, the shadows of all could be read, and patterns teased out, emphasized or eradicated.

Manipulating a shadow could, through contagion, manipulate the object or force which cast it.
So the power of Aetherius can be used to bind the power of Shadows (many worlds)?
 
There are multiple different planets, moons & stars in Arena, each with its own different orbit (all credit to RockWithAMedicineCup for discovering this).

 
Some old lore from the classic games about the nature of the cosmos (some of which may still have trickled down into the later TES games); according to King Edward (a book series which appears in Daggerfall), this universe is divided up into multiple planes of existence, with some priests of the Alessian Order claiming it's possible to visit these planes in your nightly dreams.
"A number of priests are theorizing that the gods and goddesses live on another plane, as do the Daedra - there is some debate amongst these priests as to whether they share the same plane of existence, or whether each has their own. And some of the Alessian priests are claiming that we can visit these alternate planes in our nightly dreams" added Beech.

Edward asked "Why doesn't someone just ask a goddess or a Daedra about this?"
The Resolutions of Zenithar says that magicka is the power generated by existence itself, and its use by living beings allows the gods to channel magicka into god-level magicka and grow stronger. Should a deity loose worshippers, they'd decrease in power in the mortal planes. In extreme cases, the deity loosing all worshippers means they enter a state of Stasis, only barely existing from the magicka from the concetrated lands & zones of influence (or at the least, this is the case in mortal planes of existence). This magicka is then dispersed into and throughout the universe.
Beech then said, "Do you know what the Resolutions of Zenithar has been saying about the gods and magic? This magic power, or Magicka, is just the power generated by the existence of, well, existance itself. When it becomes focused by living beings through natural processes, then it becomes accessible to the gods and goddesses as worship power, which is the next level of Magicka. After receiving some from their worshippers, the gods can then concentrate it up to god-level power - the true Magicka. The gods themselves can't generate the mid-level Magicka, since they are dependent on it for their own existence, but they can 'convert it' to Magicka, which can then be used by mortals to cast spells. This Magicka is usually dispersed widely across the planes but there are areas of greater and lesser concentration due to interferences with the dispersion process."

"When a goddess loses worshippers, her inflow of mid-level Magicka is decreased, so she in turn produces less god-level Magicka. With less Magicka under her control (for providing to worshippers, or dispersion), her influence is decreased in the mortal planes - of course the converse is also true. In the extreme, she receives nothing, and is relegated to a state of Stasis, barely existing from the ordinary Magicka generated by her few remaining Consecrated lands, zones of influence, and so on."

Beech continued, "On the other hand, Daedra receive very specific, or 'modified' mid-level Magicka from a few mortals with specific areas of interest, and these Daedra are normally tied to very specific circumstances. Because of their nature, they gain much more power from their small worship base, but the gods, with their much broader base, generally have greater overall power, even though the amount of concentrated worship that they receive from any one source is much less than a Daedra's. Most of the Magicka that the gods 'process' is dispersed into and throughout the universe, no longer under their control, thereby making it available for everyone. It's not really something they do consciously, but as a natural process that happens automatically - in other words ... just because they are divine."
It's thought that perhaps in these alternate planes that existence radiates magicka, just as stars in this dimension give off light (this was before the 'stars are links to Aetherius' lore).
Aliera said, "I would think that Magicka is simply available to sentient beings, although the gods and Daedra could facilitate its usage. I would think that the gods and Daedra have other influences on us as well, because not everyone has spellcasting ability! Maybe in those 'alternate planes' it's actually existance, and not sentient entities, that radiates Magicka, just as the stars give off light in our dimension. I just assume that Magicka is 'out there' in the ether, or maybe sentient consciousnesses automatically tap into an alternate plane as they sleep. I think that everyone has some supply of Magicka, but most don't know how to use it very well, or else they adopt a way of life that inhibits or forbids its use. Maybe certain gods and Daedra serve as facilitators for the entire process; that is, both obtaining and using Magicka? But how do priests heal and cure and bless? Is Magicka involved at all or do they invoke their goddesses directly?"
Magicka fills the universe of planes, and it's theorised to be possible to tap into the magicka of alternate and otherworldy planes. There may even be other alternate planes without any magicka at all.
Then Geoffrey responded: "Ssa'ass, I believe that Magicka fills the universe of planes. All things are infused with Magicka to one extent or another. In this regard Magicka is attracted to some people and things over others, and some people with talent or training can control and even release Magicka in new forms. There may be other sources of Magicka available by tapping into alternate and otherworldly planes. There is also the possibility of alternate planes that are entirely void of Magicka. Regardless, certain beings of great power, such as the gods and Daedra, can not only control Magicka, but can see, absorb, and transfuse Magicka to and from objects and people. By employing this ability, worshippers of these beings are sometimes capable of greater acts of Magic than they could accomplish otherwise. Also in this way, some items sacred to powerful beings can be said to be holy, with additional amounts of directed Magicka provided by gods or goddesses."
Books that make reference to this (also from Daggerfall) do persist into the newer games, with it being theorised that gods & goddesses can grown and wane in strength depending on how many worshippers they have, and it's possible for a lesser spirit to raise themselves up to become a greater spirit in this manor.
It has been theorized that gods do in fact gain strength from such things as worship through praise, sacrifice and deed. It may even be theorized that the number of worshippers a given Deity has may reflect on His overall position among the other Gods. This my own conjecture, garnered from the apparent ability of the larger temples to attain blessings and assistance from their God with greater ease than smaller religious institutions.

There are reports of the existence of spirits in our world that have the same capacity to use the actions and deeds of mortals to strengthen themselves as do the Gods. The understanding of the exact nature of such creatures would allow us to understand with more clarity the connection between a Deity and the Deity's worshipers.

The implication of the existence of such spirits leads to the speculation that these spirits may even be capable of raising themselves to the level of a God or Goddess. Motusuo of the Imperial Seminary has suggested that these spirits may be the remains of Gods and Goddesses who through time lost all or most of their following, reverting to their earliest most basic form. Practioners of the Old Ways say that there are no Gods, just greater and lesser spirits. Perhaps it is possible for all three theories to be true.
More on the Old Ways; the Psijics or Artaeum believe the gods & daedra to be the spirits of powerful people who's strength & passion in life gave them influence in the afterworld.
What, after all, is the origin of these spiritual forces that move the invisible strings of Mundus? Any neophyte of Artaeum knows that these spirits are our ancestors -- and that, while living, they too were bewildered by the spirits of their ancestors, and so on back to the original Acharyai. The Daedra and gods to whom the common people turn are no more than the spirits of superior men and women whose power and passion granted them great influence in the afterworld.

Certainly this is our truth and our religion. But how does it help us in our sacred duty of seliffrnsae, or providing "grave and faithful counsel" to lesser men?

Primarily, it is easy to grasp the necessity both of endowing good men with great power and making powerful men good. We recognize the multiple threats that a strong tyrant represents -- breeds cruelty which feeds the Daedra Boethiah and hatred which feeds the Daedra Vaernima; if he should die having performed a particularly malevolent act, he may go to rule in Oblivion; and worst of all, he inspires other villains to thirst after power and other rulers to embrace villainy. Knowing this, we have developed patience in our dealings with such despots. They should be crippled, humiliated, impoverished, imprisoned. Other counsellors may advocate assassination or warfare -- which, aside from its spiritual insignificance, is expensive and likely to inflict at least as much pain on the innocents as the brutish dictator. No, we are intelligence gatherers, dignified diplomats -- not revolutionaries.
 
Recovering an Archived page from Game Informer, which confirms that the Greybeards in Tiber Septims time caused avalanches and earthquakes, and the villages would all flee for miles. Tiber Septims way of the Voice was also unmatched.
“It’s in the lore,” declares game director Todd Howard. “It was like the classic barbarian battle cry. I’m not sure if it showed up in a book in Daggerfall, but it’s definitely mentioned in this pocket guide to the empire that we did for Redguard. It was the idea that the Nords had these battle cries, and they would shout at their enemies.” As the team at Bethesda began to design The Elder Scrolls V, they latched onto this little piece of mythology, and the way it could tie back to the dragons – powerful creatures that had been absent from the world for thousands of years.

Quickly, elements of the fiction began to fall into place around the dragon shouts, much of which was already firmly entrenched from previous games. The dragonborn are a unique group of mortals, gifted by the gods with the same power as the dragons. To be trained in the art of the dragon shouts, also called the Voice, dragonborn individuals travel to Skyrim in order to climb a great mountain called the Throat of the World. At its peak they reach High Hrothgar, where an ancient sect of powerful Voice users named the Greybeards train them in their art.

“In the lore, Tiber Septim was the first main emperor. He could shout. His way of the Voice was unmatched,” Howard explains. “He is the original guy who walks the seven thousand steps and talks to the Greybeards. And the idea is, at that time, that they were so powerful they had to have all the villages flee for miles. This little kid is walking up this snowy mountain, and all these people are packed up and they’re walking down and away. Because they know the kid is going up to talk to these guys, and when they talk there’s going to be avalanches.”
 
Similar to how I made a masterpost on magicka being energy and cosmology, I've another masterpost for the power of the thu'um! Namely, that performing and withstanding the Voice requires strength.

The power to perform the Thu'um
The first foundings of the thu'um can be found within the Pocket Guide to the Empire, 1st Edition (with a slightly different version later appearing in the in-game book Children of the Sky), which describes the Shouts of Nords. It covers many of the abilities of the thu'um (which would later be shown in Skyrim), but here I want to focus on one particular aspect; that the thu'um is brought about by channeling ones vital essence.
The Tongues
The Nords have long practiced a spiritual form of magic known as "The Way of the Voice", based largely on their veneration of the Wind as the personification of Kynareth. Nords consider themselves to be the children of the sky, and the breath and the voice of a Nord is his vital essence. Through the use of the Voice, the vital power of a Nord can be articulated into a thu'um, or shout.
This is later repeated in Children of the Sky.
The breath and the voice are the vital essence of a Nord.
This is something that Balgruuf the Greater later repeats during the main questline of Skyrim; that thur'ums rare performed by focusing onesr vitral essence.
The Dragonborn is said to be uniquely gifted in the Voice - the ability to focus your vital essence into a Thu'um, or Shout. If you really are Dragonborn, they can teach you how to use your gift.
The Skyrim Prima confirms this.
Continue to speak with Jalr Balgruuf about the Gerybeards. He informs you that these venerarble monks live in secluded isolation high on the slopes of the Throat of the World (the largest mountain in Skyrim). They have the ability to focus your vital essence into a Thu'um, or Shout, and they give you the location of their monastery in High Hrothgar - atop a 7,000 step climb!
(Skyrim Prima, page 207)

When meditating on the meanings of certain words of power, Paarthunax explains that 'Fus' means 'Force' (and to imagine it pushing back all in its path), and 'Yol' means 'Fire' (which is described as power in its most primal form).
Paarthunax: It is called 'Force' in your tongue. But as you push the world, so does the world push back. Think of the way force may be applied effortlessly. Imagine but a whisper pushing aside all in its path. That is 'Fus.' Let its meaning fill you. Su'um ahrk morah. You will push the world harder than it pushes back.
Paarthunax: In your tongue, the Word simply means 'Fire.' It is change given form. Power at its most primal. That is the true meaning of 'Yol.' Suleyk. Power. You have it, as do all dov. But power is inert without action and choice. Think of this as the fire builds in your su'um, in your breath. Su'um ahrk morah. What will you burn? What will you spare?
So, a thu'um is powered by the vital essence (life force) of the one giving the Shout. And the more powerful someone is and the more knowledge on the Words of Power they speak are, the more powerful their Shout is. It takes years to master a Shout properly (unless you are the Dragonborn, who can directly absorb this knowledge).
Dovahkiin: What does it mean to be "Dragonborn"?
Arngeir: Dragons have the inborn ability to learn and project their Voice. Dragons also are able to absorb the power of their slain brethren. A few mortals are born with similar abilities -- whether a gift or a curse has been a matter of debate down through the centuries. What you have already learned in a few days took even the most gifted of us years to achieve. Some believe that Dragonborn are sent into the world by the gods, at times of great need. We will speak more of that later, when you are ready.
Dovahkiin: Why are Shouts in the dragon language?
Arngeir: Dragons have always been able to Shout. Language is intrinsic to their very being. There is no difference in the dragon tongue between debating and fighting. Shouting comes as naturally to a dragon as breathing, or speaking. In mythic times, when mortalkind was in great need, the goddess Kynareth granted us the ability to speak as dragons do. For most people, long years of training are required to learn even the simplest Shout. But for you, the dragon speech is in your blood, and you learn it almost without effort.
Ulfric Stormcloak: Any Nord can learn the Way of the Voice by studying with the Greybeards, given enough ambition and dedication.
Thusly, not all individuals can Shout with the same power, as for mortals it requires years of training to learn even the simplest Shout. This is the case with dragons too, as not all dragons are the same in strength.
While all dragons are fearsome, some are more powerful than others. Brown and green-skinned dragons are generally weaker than their white or bronze-skinned cousins.
To further hammer home that Shouts require power, the Storm Call Shout is one of the more powerful Shouts, and there to make the player feel powerful.

6:06
Todd Howard: And you'll see coming up here, gonna use the Shout Storm Call. This is one of the more powerful Shouts in the game. And it calls a storm with lightning that's gonna rain down on your enemies. So it's really a nice way to let the player feel...feel powerful in a unique way.
Unrelenting Force is refered to as a 'blast of energy.'

10:28
Mark Lampert: When you say "Fuss...Ro Dah!" like that, that's when the big clap of thunder y'know, should fire off in the game and this blast of energy comes out of the player and knocks your opponent off their feet and if it times up all right then it feels perfect.
As you learn more of the Dragon Language, the more powerful you become.

0:17
Todd Howard: Your character is Dragonborn, and this means you are born with the soul of a dragon. So you can speak their language and in the language of dragons they use their language to form these mystical shouts, these words of power. Breath fire and shout through the wind and run fast, or slow down time. So, through the course of the story, not only do you discover the mystery of the dragons returning but you learn their language and become, you know, really powerful.
During the Dragon Crisis in 4E201, Odahviing was revived by Alduin, but the world had already changed. As the Last Dragonborn became stronger and stronger, some of the Dragons started to doubt whether they should keep answer to Alduin's cause. Meanhwile, the Last Dragonborn decided to capture a dragon at the Dragonsreach in Whiterun, in order to get whereabout of retreated Alduin, and Odahviing became his target. With the help of the Greybeards and the Blades, the Dragonborn challenged Odahviing with a Thu'um, which he replied at Whiterun. After a great fight, Odahviing was captured by the Dragonborn by the castle, which was built by the High King Olaf One-Eye, and once prisoned the Dragon Numinex, he surrenderred to the Dragonborn. The Dragon brought him to Skuldafn Temple, but still refuse to submit his complete loyalty to the Dragonborn. He wanted to see if the hero can earn his obedience by defeating Alduin. As Dragons would only obey to real power...
So the power of the Voice requires the strength of the Shouter. But does this mean that the person shouting can withstand such power? In the case of weaker Tongues, that's not always the case, but for stronger Tongues and dragons, it is so.

The power to withstand the thu'um
The most obvious example is demonstratable in Skyrim's main storyline; when you first meet them, the other Greybeards will not speak, for their voices are too powerful; even a whisper could kill you at this point.
Dovahkiin: Why don't the others talk?
Arngeir:
Their Voices are too powerful for anyone not trained in the Way to withstand. Even a whisper could kill you.
This is confirmed by the Skyrim Prima; the other Greybeards have yet to master their voices enough to the point of safe conversation, and thus do not speak, as their voices are too powerful. However, they have been known to attempt conversation with those powerful enough to withstand their voices.
The other Greybeards - Masters Wulfgar, Einarth, and Borri - do not speak; their voices are too powerful. Only Master Argneir is skilled enough to master his voice to the point of conversation. However, they have been known to attempt conversation with those powerful enough to withstand their voices. They excel in the training of Shouts by gestures and demonstration.
(Skyrim Prima, page 409)

However, as the questline progresses, the Greybeards will formerly greet you, unleashing their full power onto you, which you survive.
Arngeir: You have completed your training, Dragonborn. We would Speak to you. Stand between us and prepare yourself. Few can withstand the unbridled Voice of the Greybeards. But you are ready.
Arngeir: Dovahkiin. You have tasted the Voice of the Greybeards, and passed through unscathed. High Hrothgar is open to you.
This is once again confirmed by the trusty Skyrim Prima, which refers to their Shout as a blast, and notes how impressive it is how you survived the Voice of the Greybears unscathed.
Remain in the center of the room. The Greybeards stand at each point of the diamond paving, and Arngeir greets you with a ferocious chant in dragon tongue. You withstand the blast, which pleases and impresses Arngeir. You've tasted the Voice of the Greybeards and passed through unscathed. High Hrothgar is now open to you!
(Skyrim Prima, page 211)

This is the most well known example, and the one I'd post the most, but it's not the only example; twice in the main questline, you are required to Shout at someone as a form of greeting. Firstly, when you first greet Arngeir, he asks for you to greet him with your Voice.
Dovahkiin: I'm answering your summons.
Arngeir: We will see if you truly have the gift. Show us, Dragonborn. Let us taste of your Voice.
Dovahkiin: You call me Dragonborn. What does that mean?
Arngeir: First, let us see if you truly are Dragonborn. Let us taste of your Voice.
Arngeir will follow up by saying that the power of your Voice will not harm him or the other Greybeards, and to 'strike' him with the power of your Voice.
Arngeir: Strike us with the power of your Voice.
Arngeir: Do not be afraid. Your Shout will not harm us.
Arngeir: Shout at us, and let us taste of your Voice.
Once more, this is confirmed by the Skyrim Prima.
An old monk in a long robe steps forward; this is Arngeir, leader of the Greybeards. He knows who you are. Speak with him, and he asks for a taste of your voice. Oblige him.
Select the Unrelenting Force Shout from your Magic menu, and bellow at or near Arngeir, The other Greybeards, Borri, Einarth, and Wulfgar come to watch. Your fate is confirmed; speak with him again, and he welcomes you to the monastery
(Skyrim Prima, page 208)

The second individual you must Shout at is Paarthunax, whom requests you greet him with Fire Breath.
Paarthurnax: Do not be afraid. Faasnu. Let me feel the power of your Thu'um.
Paarthurnax: Come, Dovahkiin. Nin Yol. Strike me with the fire of your Thu'um.
Paarthurnax: Why do you delay? Are you Dovahkiin or not?
Paarthurnax: Now, show me what you can do. Greet me not as Argonian/elf/khajiit/mortal/orc , but as dovah!
When you Shout the greeting at him, he is pleased, saying the Dragonblood runs strong through you.
Paarthurnax: Aaah... yes! Sossedov los mul. The Dragonblood runs strong in you. It is long since I had the pleasure of speech with one of my own kind.
Again this is confirmed by the Skyrim Prima, which refers to your ceremonial greeting Shout against him as a 'firey blast.'
Paarthurnax now wishes you to greet him, not as a mortal but as a dovah ("dragon''). Select the Fire Breath Shout from your inventory' and yell it directly into the dragon, bathing him in your fiery blast. Paarthurnax doesn't become hostile; this is the ceremonial greeting he was expecting.
(Skyrim Prima, page 222)

The power of thu'um
Now that we know that thu'um requires power and knowledge to perform and power to withstand, let's look generally at what thu'um is capable of when used against a target. As I've been over a great many times, the Greybeards shout shook Skyrim (if not all of Nirn).
“He does find out. There’s an event that happens with a dragon, where you find out you’re dragonborn. I think for anybody listening, it won’t matter, ’cause they know.”

“The greybeards, the guys who live up on the throat of the world, who are the masters of the voice, they find out about this fairly quickly, and they shout your name. They shout Dovahkiin to the wind, and it kind of rumbles through the world. The mountains shake when they call you. And you think ‘what was that,’ and someone says ‘that was the greybeards calling you. To walk the 7,000 steps up the throat of the world to meet them.’”
In Tiber Septim's time, the Greybeards speaking would cause avalanches, thus all the villages for miles around fled (this being in reference to the Pocket Guide to the Empire, 1st Edition of course).
“In the lore, Tiber Septim was the first main emperor. He could shout. His way of the Voice was unmatched,” Howard explains. “He is the original guy who walks the seven thousand steps and talks to the Greybeards. And the idea is, at that time, that they were so powerful they had to have all the villages flee for miles. This little kid is walking up this snowy mountain, and all these people are packed up and they’re walking down and away. Because they know the kid is going up to talk to these guys, and when they talk there’s going to be avalanches.”
The Greybeards causing earthquakes is something that even anti-Tiber/Talos heresy agrees happens, but Wulfharth is blasted to ashes yet again.
It is the rumbling of the Greybeards that wake him. Though the Empire has crumbled, there are rumors that a chosen one will come to restore it. This new Emperor will defeat the Elves and rule a united Tamriel. Naturally, Wulfharth thinks he is the figure of prophecy. He goes directly to High Hrothgar to hear the Greybeards speak. When they do, Ysmir is blasted to ash again. He is not the chosen one. It is a warrior youth from High Rock. As the Grey Wind goes to find this boy, he hears the Greybeards' warning: remember the color of betrayal, King Wulfharth.
The Greybeards are true masters of the Way of the Voice, but what of less powerful Tongues? As stated in the 1st Edition of Pocket Guide to the Empire and Children of the Sky, Tongues can act in place of siege weapons, being able to blow down city gates
When the Nords attack a city, they take no siege engines or cavalry; the Tongues form in a wedge in front of the gatehouse, and draw in breath. When the leader lets it out in a kiai, the doors are blown in, and the axemen rush into the city.
Thus, we see the effects of thu'um, whether it's enough to tear down city gates or enough to shake entire mountains, the Voice is a force which is shown to be able to effect both living creatures and inanimate objects. The most obvious example of this, of course, is Unrelenting Force, which can send enemies and objects flying.
Your Voice is raw power, pushing aside anything - or anyone - who stands in your path.
People may argue that this is in the case of specific Shouts, with Unrelenting Force being an unleash of force, and Fire Breathe unleashing an inferno. It is here that I will remind you of what Arngeir says and the Skyrim Prima confirms; that the Greybeards are too powerful to speak period without causing destruction.
Dovahkiin: Why don't the others talk?
Arngeir:
Their Voices are too powerful for anyone not trained in the Way to withstand. Even a whisper could kill you.
The other Greybeards - Masters Wulfgar, Einarth, and Borri - do not speak; their voices are too powerful. Only Master Argneir is skilled enough to master his voice to the point of conversation. However, they have been known to attempt conversation with those powerful enough to withstand their voices. They excel in the training of Shouts by gestures and demonstration.
This is something that applies to incredibly powerful Tongues in general.
The most powerful Nords cannot speak without causing destruction. They must go gagged, and communicate through a sign language and through scribing runes.
With this reminder in place, what if I told you that many Shouts will have a passive effect of pushing around people, creatures and objects (some even being able to send the target flying)?

Ice Form pushes back boulders and chaurus reaper corpses.
7af60746-5732-49b0-a97b-50e9d61359af.gif

Using Kyne's Peace will create an earthquake (this is also the case even if you're facing the other way).
Skyrim-20240211183353.gif

Fire Breathe
Ice Breathe
Drain Vitality
Storm Call
Unrelenting Force

  • Shouts (or thu'um) are performed by focusing ones vital essence (their life force) into a shout.
  • Different shouters (be they mortals or dragons) vary in power.
  • As one becomes more knowledgable on the Dragon Language, their power increases.
  • Shouts can take the form of an unleash of force, power or energy.
  • Withstanding a Shout requires one to be powerful, and Shouts are used as a ceremonial greeting by those who practice the Way of the Voice and Dragons.
  • Shouts have an effect on both living creatures and inanimate objects.
  • This is visible in the lore, in the main story of Skyrim with the Greybeards call to Dovahkiin, and with the side effects of various Shouts.
(This is a work in progress; I hope to add a few more examples of Shouts vs inanimate objects)
 
The Star Galley is a magical ship found in the Battlespire, which is used to traverse across different dimensions of Oblivion and the Mundus. Using the Star Galley to traverse between universes requires the full power of all five magical anchors to pierce the mana streams and return to Tamriel.
As you read this, I am dead. My life, however, has not been given in vain, for I have vouchsafed you one small hope in all this tide of despair. The Great Star Galley, wrought by my own hand, still stands ready for your service. It will transport you to the High Halls and Librarium of the College.

Feigning vile possession and fellowship with the Enemy, I have contrived to conceal it from them, by dismantling my ingenious Opening Mechanism, and hiding away the five cogs upon which its workings depend. I leave one cog here for you, the others I have cunningly secreted. Assemble the mechanism, and you shall gain entry to the Star Galley Crib.

Beware the one that is named Methats.

He alone, I fear, suspects my ruse and might discover the workings.

One more criterion must be fulfilled before the Star Galley can convey you to the Colleges. Despite my many exertions upon the issue, the Galley requires the full puissance of all five anchors to pierce the mana streams and win free of its moorings.

One such anchor is here in my quarters. If but one anchor is not conjoined, the Galley will lack the power to depart this space.
The Star Galley anchored the five mana streams that hold the Battlespire in place (this was originally in Aetherius, though it was later retconned to be a slipstream realm). Should all anchors disconnect, the Battlespire would cease to be, and anyone unfortunate enough to be in it at the time.
One such institution, deep in the ethereal plane of Aetherius, is the Battlespire. It is a proving ground, or sophisticated war college for prospective battlemages. Five special anchors clamp the Battlespire in place, connected immediately on arrival when towed in by the Great Star Galley. If all the anchors are disconnected, the Battlespire drifts outside of the nexus of rich magicka-currents, the entire platform goes black and dead, and the PC, the Battlespire, and everyone there perishes.
(Battlespire Atheneaum, page 17)
The Star Galley will also fly people through different regions of the Battlespire pocket realm.
"With a shudder, the Star Galley disengages from its moorings and embarks on its journey to the higher stations of the Battlespire."
(Battlespire Atheneaum, page 92)

The Star Galley seems to enter a warp gate when activated)
ik8,
Star-Galley.gif

The Star Galley is refered to as a boat.
Scamp: REALLY? Okay-sure. One way back to manworld, BIG boss sigil, touch, go BOOM! One way out, go with bosses. Ha-ha! Real safe. One way, ride busted magic boat, say bosses. Ha-ha. Real safe. Now, you promised! No hurt! Gods ROT you if you sneaky-sneak-sneak.
Scamp: Dunno, brother. Little bosses say magic boat, gotta fix, busted, bits gone, gotta find. Find bits, fix'um up, THEN we go.
This is yet another example of an airship (and in this case, also a spaceship).
 
The orc in the Warrior rank of the Imperial City Arena wields a hammer that weighs 75 pounds (or over 34kg).
Finally, you face an Orc with a big old warhammer with which she probably won’t have to hit you more than twice. Maintain a safe distance, but stay close enough that you can dart in for a telling blow. The hammer is heavy (75 pounds) and slow to swing, and you’ll have a window for a quick hit after each miss.
(Oblivion Prima, page 205)

Owyn says this hammer is the size of a child (it definately weighs as much as one).
Owyn: Your next opponent is the most savage, blood-crazed Orc I've ever seen, and believe me I've seen a lot of 'em! This will not be fun! She'll come out of that gate with a warhammer the size of a child, and she'll swing it until your head explodes! Don't let that happen!
The warhammer in question (it is definately bigger than her head).

Yellow-Warrior-warhammer.png
This fighter (and indeed most if not all of the fighters in the Arena) move quite fast.
Yellow-Warrior-fast.gif

ik8,
 
The unit of weight measurement in Oblivion (according to the Oblivion Prima) is in 1 pound (0.45359237kg) per 1 point for weight.
Beast of Burden - Allows the caster to carry 250 additional pounds for 6 minutes
Ease Burden - Allows the caster to carry 50 additional pounds for 4 minutes
Lighten Load - Allows the caster to carry 75 additional pounds for 5 minutes
Pack Mule - Allows the caster to carry 150 additional pounds for 5 minutes
(Oblivion Prima, page 26)
How to choose? It’s best to be guided here by your armor skills and whether you want to travel light. The raiments are identically enchanted—adding 2 points to your Personality attribute and 5 to your Athletics skill—but the heavy raiment weighs 27 pounds more than the light. (Ignore Owyn’s comment about figuring you for a “heavy raiment type.” It’s just a tease, not an assessment of your stats.)
(Oblivion Prima, page 203)
 
Likewise, the weights in Morrowind (again, based off the Morrowind Prima) are
With that in mind, this maybeb a good rime to dl off or dump any extra stuffy you've been lugging around. The cogs each weigh 50 pounds and the scrap pieces 10 pounds apiece.
(Morrowind Prima, page 325)

Stendarr's Hammer weights 1000 pounds (453.59237kg).
Note, too , that you shouldn't steal Stendarr' s Hammer (which seems to be the museum's only exhibit) and try to offer it back to the museum. Even if by some freak of nature you manage to lift it - at 1,000 pounds, it's by far the heaviest item in the game - Aram will recognise it and call the guards.
(Morrowind Prima, page 320)
 
The Serpent constellation is made of unstars, as contrary to other stars which are unmoving (at least in relation to each other; curiously, High Astrologer Caecilus Bursio also has 'holes in the sky' in quotations).
“What are the 'unstars' or 'not-stars' which are said to make up the constellation of The Serpent? Also, as the position of stars relative to each other (or at least to the Sun) is not fixed: if stars are holes in the sky, how do they move around?" – Feynn

High Astrologer Caecilus Bursio says, “It is exactly this matter that has engaged some of our surviving Star-Gazers, a matter which they are studying under my direction. Though we have but an imperfect understanding of The Serpent, I believe the answer to your questions is implied in their statement: unlike the 'holes in the sky,' which are unmoving (at least in relation to each other), the so-called 'unstars' of The Serpent can move precisely because they are NOT stars. They resemble stars, however, in that they shine by night—but what is the nature of the light they are shining down upon us? It certainly isn't Varliance. What is it? Is it benevolent to mortals, or malevolent? These questions, I feel, are important, and much may depend on the answers."
 
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