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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
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).
 
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.
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.
(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).
 
Reupload of an Archived webpage, where the three Guardian Constellations protect their charges from Alduin.
 
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.
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).
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.
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).
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.
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.
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).
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.
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.
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.
 
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.
 
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.
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.
(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).
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).
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
Unrelenting Force is refered to as a 'blast of energy.'
10:28
As you learn more of the Dragon Language, the more powerful you become.
0:17
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.
(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.
(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.
(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.'
(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).
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).
The Greybeards causing earthquakes is something that even anti-Tiber/Talos heresy agrees happens, but Wulfharth is blasted to ashes yet again.
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.
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.

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

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.
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.
(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,

The Star Galley is refered to as a boat.
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).
(Oblivion Prima, page 205)

Owyn says this hammer is the size of a child (it definately weighs as much as one).
The warhammer in question (it is definately bigger than her head).
This fighter (and indeed most if not all of the fighters in the Arena) move quite fast.

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)
(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).
(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).