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The Elder Scrolls Feats and Discussion

Hermaeus Mora himself refers to Apocrypha as being endless in extent.
Hermaeus Mora: I know you, champion. The Oghma Infinium was only the beginning. This is Apocrypha, where all knowledge is hoarded. Sate your thirst for knowledge in the endless stacks of my library. If you tire of your search, read your book again to return to your mortal life. For a time. The lure of Apocrypha will call you back. It is your fate.
Vestige: Tell me about Apocrypha.
Hermaeus Mora:
I created and rule over Apocrypha, my endless repository of knowledge in the vastness of Oblivion. Every secret known to mortal and immortal resides here, as well as many known only to me. It is a realm of fate, time, and wisdom.
 
Septimus Signus says that the 'fractals of the universe' have opened to him.
Return you quickly to Septimus. The fractals of the universe have opened unto me, and I see now the way clear to render the cube's aperture.
Your most good assistance is needed in the foremost.
Michael Kirkbride refers to Pelinal Whitestrake as a 'swarmfoam war-fractal from the future.
Pelinal was and is an insane collective swarmfoam war-fractal from the future, you betcha.
Contextually, fractals could refer to two things; firstly, literal fractals (endlessly branching paths & possibilities); secondly, that different entities are subgradient from other entities (for example, Pelinal is believed to be a Shezarrine, and would thus be a fraction of Lorkhan. though he'd kill you with moths if you said that to him).
 
Infinities (that is to say, plural of infinite) is referenced in several TES books. Kynval Zzedenkathik says he was summoned 'across the infinities' to Nirn.
I turned, aghast, to see who had dared summon me across the infinities to Nirn, and found myself faced with a tall Elf of Summerset.
The Mythic Dawn Commentaries also make reference to 'all infinities' (though the meaning of this is quite apocryphal.)
Your coming was foretold, my brother, by the Lord Dagon in his book of razors. You are to come as Idols drop away from you one by one. You are exalted in eyes that have not yet set on you; you, swain to well-travelled to shatterer of mantles. You, brother, are to sit with me in Paradise and be released of all unknowns. Indeed, I shall show you His book and its foul-and-many-feathered rubric so that you can put into symbols what you already know: the sphere of destruction is but the milk of the unenslaved. I fault not your stumbling, for they are expected and given grace by the Oils. I crave not your downfalls, though without them you might surpass me even in the coming Earth of all infinities. Lord Dagon wishes you no ills but the momentous. And as He wants, you must want, and so learn from the pages of God this: the Ritual of Want:
The out of game text Six Views of the Egg of Time (written by Douglas Goodall) makes reference to a book called To Seemingly Disappear: Splitting Infinities and Infinitives in Dwemeris by Geor Elbert (a highly respected physician).
Geor Elbert is a highly respected physician who has cured many unfortunate citizens of madness in the Wayrest Royal Asylum and is the author of An Illustrated Guide to Sheogorath. Titianus Pundus needs little introduction to modern scholars, having written such classics as To Seemingly Disappear: Splitting Infinities and Infinitives in Dwemeris; Poor, Poor Khajiit: Overuse of the Somber Optative in Third Era Ta'agra; and Should Gor Felim's Plays Be Burned?
 
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Hollowjack (Hha-Lugh-Zhek) is a powerful Daedra Lord, and is known as the Lord of Mortal Fears, and he is said to deriversupernatural power by feeding on the terror of people who are 'driven by fear to pray for divine intervention' (how this feeding on fear works is unknown, and it doesn't 'fall into any of the mystical categories of the Old Ways'). He rules over the plane of Detritus.
Perhaps you find that an unnecessary and rather pompous preamble, but withhold judgment on that, because by the time this course is complete, I believe you will agree it is accurate. To illustrate the average Psijic's ignorance of these matters, I will commence with a lecture about the little-known plane of Detritus and its enigmatic Daedra Lord Hha-Lugh-Zhek, which you have probably heard spoken in common parlance as Hollowjack. Though many regard Lord Hollowjack as a fictional bogey invoked during the Witches Festival to frighten superstitious peasants, he is all too real, and tales of him appearing in cemeteries under the Harvest Moons to terrify the unwary have a basis in objective fact.

Let me introduce you to the reality behind the legends: Hollowjack is a unique Greater Daedra who bears the title Lord of Mortal Fears, and takes as his province the placatory worship of all Men and Mer who are driven by fear to pray for divine intervention. According to Hollowjack, such worshipers belong to him, in heart if not in soul, and he derives supernatural power by feeding on their terror. The metaphysical mechanism of this "fear feeding" is a mystery, as it doesn't fall into any of the mystical categories of the Old Ways as we Psijics understand them. But just as we can't deny the existence of Flame spells just because we don't study Destruction magic, we can't discount Daedric fear feeding just because we can't explain it—there are too many verified accounts that attest to it.
Once a year, a portal between Nirn and the demi-plane Detritus opens.
Lord Hollowjack, the Lord of Mortal Fears! Once a year the portals open between Nirn and Hollowjack’s demi-plane of Detritus, and items ghastly and gruesome come on to Tamriel’s markets. Though merchants and mountebanks jest about the possible contents of their Hollowjack Crates, their jokes can’t hide the terrible truth. Dare you open these haunted crates to reveal and release their dreaded contents?
Hollowjack takes the form of a Pumpkin Spectre.
It's a Witches Festival tradition to masquerade as Hollowjack the Pumpkin Spectre, menacing the adults and mock-frightening the timid. If that sounds like fun to you, this mask is just what you're looking for.
 
Nanoplanes (assumably very tiny planes) exist, and Molag Bal once banished Xykenaz to one for seven epochs (a quick search reveals that one epoch is several million years).
In Coldharbour, the fury of Molag Bal in response to the notorious Seat of Tyranny Rude Cushion Incident is legendary. It's said that in punishment the perpetrator has been confined to a nanoplane for seven epochs.
 
The official Betrayal of the Second Era website says that a member (Deslandra?) of the Order of the Black Worm is planning 'an even darker betrayal' which will 'tie Tamriel in with Oblivion forever' (the crowdfunding page says that this individual, who I assume is Deslandra, plans to seperate Tamriel from magic, so if this is connected to that or not remains to be seen).
Betrayal of the Second Era is set during the events of the Planemeld, as the Order of the Black Worm plots to secure the Amulet of Kings. As the dark cult schemes, however, one of their members is planning an even darker betrayal, one that will tie Tamriel in with Oblivion forever.
 
In The Elder Scrolls Castles, it's possible to resurrect someone with a soul gem.

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The stone in the Ebon Sanctum sends Andewen and Vestige to the past, where they risk altering the timeline and causing dire consequences in the present.
Andewen: A House of Reveries expedition I've never heard of. Grand Maestro Forte rebuffing his proper title.
And the temple room, where we found Fletch? It looked the same as the room we first entered, but there wasn't a cobweb or broken pew in sight.
Vestige: That does all seem strange, but what does it mean?
Andewen: It means we've ventured somewhere we never should have gone. The past.
I know it seems far-fetched, but remember that stone we first activated? I thought the inscription referenced an event … but the past was a destination, not an occurrence!
Vestige: The stone in the temple sent us to the past?
Andewen:
That's my theory, and I'd rather not explore further to find out. Affecting the past has far-reaching consequences. It makes me wonder what trouble we've already caused.
But this stone's inscription indicates it should send us back to the present.
Vestige: How can you be sure?
Andewen:
I can't be sure, in all honesty, but we have to try. Otherwise we'll be stuck in the past.
The Summerset Online Official Guide confirms that they moved between different time periods.
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(Relevant text)
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The Headless Horseman is a being who will not interact with you and ignore you, and appears to exist on another plane of existence; furthermore, we have a direct reference to painted cows.
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(From the Skyrim Prima, page 535)

Massar & Secunda are the two moons which orbit Nirn (the planet on which Tamriel is located on).
Nirn-s-two-moons-page-535.png

(From the Skyrim Prima, page 680)
 
Reuploading a scan from a magazine called RPG (which is by the makers of Retrogamer) I picked up one holiday, Red Mountain is a multidimensional axis mundi.
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(Relevant text)
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The Psijics of Artaeum can scry the Many Paths; among the Many Paths are a world where unknown horrors are attacking Nirn. These monstrousities are from the Void, and their nature is not connected to the Daedra, the Dro-m'Athra, the creatures of Greyhaven or even with Sithis. Those that look into the eyes of the largest of these things would be unmade.
The sacred strength of three, five, and eight could not contain the things from beyond our world. Pushing through the Void for centuries, we stood at the threshold, spinning endless nets of Sacred Numbers thinly upon thread woven from purest magicka.

We prayed to the gods of Elsweyr that they were Dro-m'Athra. They were not. We sought the Dark Brotherhood in the shadows, in the hope these were the spawn of Sithis. They were not. We sacrificed to the blood-drinkers of Molag Bal, for a time thinking these creatures were from Grayhaven. They were not.

When they arrived they were not like any beast, Daedra, or spirit we had seen before.
The smaller ones, they were endlessly snarled in our weavings and fell away screaming. But the largest. The largest could gaze through the aperture with a single unlidded eye. Those that looked, saw, and could not unsee. And in the seeing, they were unmade.

We stood against the breach until there was nothing left. Only the numbers remained. Even they failed, in the end, and the veil ripped asunder to allow them into the world. Then, we were not.
In another world, Mannimarco accomplished his goals during the planesmeld of trapping Molag Bal inside the Amulet of Kings and taking his power, becoming a Daedric Prince who rules over Coldharbour and Nirn (with a small group of surviving Psijics planning to use a smaller-scale version of the ritual that removed Artaeum to escape Nirn).
Someday, surely, someone will find this. I don't know how, but the Old Ways guide me in this as in all things.

The few of us that still live, if you can call this living, are huddled in the crypt. The dead that walk the world have some difficulty finding us down here. We're all a fair hand at necromancy, now. We have to be, to have survived this long.

Artaeum is a charnel house. The world is a sepulcher. That bastard, that butcher, Mannimarco. He rules Nirn from atop a throne carved of bone and souls, an abomination stitched into the sky over Imperial City. I've seen it myself.

I still don't know what happened. I was providing relief to the folk of Weye, constantly caught in the turmoil of the Three Banners War. When the sky opened up, I saw Coldharbour beyond. I heard some stories later, in the long mad dash through Valenwood to the sea, that some adventurers tried to stop the Planemeld. Went up against Molag Bal himself. Yet somehow, the King of Worms emerged the victor.

Now the mage I used to sharpen quill nibs for is a Divines-damned Daedric Prince. If Auri-El is still out there somewhere, he must be laughing. We gathered all the supplies we can find on the island and we're going to try to do a smaller-scale version of the ritual to remove the isle from Nirn. We don't know if it will work, as we are so few. The Loremaster is dead. And part of me feels as though we're running.

Oh, Cas. I wish you were still here. I had so much I didn't say to you. But maybe someday you'll read this. And you'll know.

Old Ways Guide You In Dark Places,
Rullinalion
In yet another world, the Scarf of the Obscene is believed to be responsible for the Scouring of the Moors which left much of the Gelnumbra reagion uninhabitable.
Relic Item: 445: The Scarf of the Obscene

Status: Concerning: Harmless Unless Worn

Notes on Supervision: The Scarf is to be kept neatly folded under a black velvet cloth at all times. It is not to be observed, sketched, or touched unless under strict supervision by the current Relicmaster.

Description: A gauzy garment made of silks in greens and golden thread, its initial beauty hides a disturbing truth. Daedric runes writhe and flicker across its surface like oil on water, lending an unhealthy and distressing element to anyone looking overlong at the scarf.

The Scarf of the Obscene is believed to be a minor relic of a High Rock Peryite Cult that operated sometime in the late 1st Era. Discovery of this relic was directly tied to an outbreak of several diseases previously unknown to healers or alchemists of the time. When worn, the wearer becomes a holy cauldron of Peryite's most blessed contagions. Coming within a few feet of the wearer appears to magically infect almost any person or beast with a variety of these diseases.

Each new wearer seems to gestate a new assortment of diseases, by means unknown. Further study is indicated.

This Scarf is believed responsible for the "Scouring of the Moors" which occurred early in the 2nd Era, an epidemic that became the fuel for a mass necromantic event which has left much of the Glenumbra region uninhabitable to this day.
In another world, the Ascendent Lord conquered all of Tamriel.
Hail now the Ascendant Lord, eternal ruler of Tamriel!

Citizens of all nations, you have seen the glory that is our Ascendant Lord in all his finery. The Dream of Kasorayn made manifest, as the furious power of fire and brimstone smote the false kings and queens in their castles.

As volcanoes continue to belch forth their retribution, I know the skies might darken and the days grow cold. But stoke the fire of hope in your heart, for the Ascendant Lord now stands triumphant. You will be borne up by his glorious hand to a better tomorrow.

Even now the Knights of the Ascendant Order, the faithful Druids of Galen, and the Society of the Steadfast emissaries spread across the continent to bring aide and succor to those displaced by the firestorms. All who have need will receive help from these forces. And the Lord himself will soon follow! I have spoken with him in his new domain atop Mount Firesong, seat of the Ivy Throne.

Your Lord and Master knows that this time of change and turmoil has been hard on the citizens of Tamriel. He wishes to spread a clear message: Your day has come. Hardship now, yes. Challenges in the days ahead. Certainly. But no longer will tyrants kneel upon your necks. No longer will armies smash through townships. No longer will distant trumpets herald death and carnage.

The day of the druid, of the Ascendant Lord, has come. And it will be a glorious day for all. Keep hope alive and your Lord will lift you up. And I will be there by his side.

Faithfully,
Varallion
Finally, in yet another world, the Sload have taken over Summerset.
To Serve the Sea Sload

Good mer of Summerset, I understand your reluctance. After all, it was not that long ago I wrote with a vigorous quill about the dangers from the deep. I called the Sea Sloads vile, ambitious, and slug-like. How easy to see, with the clarity given by handsome K'Tora, how wrong I was.

As our new masters from Ul'vor Kus position themselves in their roles as governors, I strongly felt the need to set the record straight. In point of fact, our centuries-long civilization has been empty, a shell of what it could be, what it might be. And now that the firm, webbed fingers of our betters have stepped to the fore, I am deeply proud to meet them at the water's edge. To grasp their dewy limbs in my own. And to convey what we might do to make this moment, this apotheosis of our culture, go smoothly.

RESHAPING OF THE MIND

I am proud to say my own order has taken up the mantle of mindshapers, as Sapiarchs now don the indigo robes of the Sanitorium. We live to serve you, our fellow souls of Summerset, in all things. We can ease ancient woes from childhood, slip toxic relationships from your mind, and slip stresses from you imagination as easily as a physician works free a splinter from a wound.

RESHAPING OF THE FLESH

Perhaps your mind is not enough, perhaps you desire a whole new you? From Welenkin Cove vivacious B'Korgen works the fair magic of fleshcrafting. Yaghra apprentices toil alongside every day, learning the art as well. Perhaps a slimmer body is what you desire, or new terrible claws for the front lines in the coming war with the mainland? Their skill is more than up to the challenge.

RESHAPING OF THE SHADOW

For those with sufficient sorcerous aptitude, might I recommend a pilgrimage to Cloudrest? Beautiful Z'maja has apprenticed a number of powerful mages into the ways of Shadow already, and if you act quickly you might find yourself in her next cadre of students.

This is just the first step in a long road to glory and supremacy for our people. Keep your wits about you, out there. The last thing the island needs in these portentous times are anarchists and doom-sayers. Hail to a Summerset reborn! Hail to the Sload!
 
The Daedric Orrery in Scrivener's Hall is used to help to attune to and find the rifts to daedric planes.

42:00
Jessica Folsom: That's cool. What is that?
Mike Finnigan: So this a cool thing. So like I said, these guys would study the different Daedric planes, and some of these instruments and stuff that they have in here will help them attuned and find the rifts and stuff like that. Tht's just one of these.
ON-place-Scrivener%27s_Hall_03.jpg
 
The Battlespire is an enormous castle composed of high-tech medieval towers on a mountain carved in the form of a dragons head, which floats over a sea of gas.
XL created in-game animation sequences for Battlespire, an epic RPG set in the award winning The Elder Scrolls universe. The sequences include an enormous castle floating over a sea of gas, where medieval/ high-tech towers sit on a stone-carved mountain in the form of a dragon's head. Residing inside is the master Dagon, a four-armed antagonist designed to symbolize the unstoppable evil you must vanquish, and a Seducer with her battlespire held high.
 
The original (?) Arena website says that Tamriel is over 8 million square kilometers in size, with over 400 cities, towns & villages.
Confront fearsome adversaries as you make your way to the Staff of Chaos... Battle Monsters of the netherworld, using any of 2500 magical items... Travel the world of Arena, from the fertile fields of Summerset Isle... To the frozen mists of Skyrim. Over 8 million square kilometers to explore!

18 character classes and 8 races let you adventure as any one of hundreds of characters - from a Dark Elven Assassin to an Argonian Battle Mage! Adventure through forbidden crypts, where cries of the forsaken echo through ancient tombs and mystical guardians hold secrets of ages past!

The Elder Scrolls: Arena is the first chapter in one of the most all-encompassing CRPG's ever created. Nine man years in the making, Arena heralds a new level of CRPG interactivity and depth. From its first person, full screen, 360 degree rotational movement; to the over 150,000 word story; to the unique Spellmaker (tm) system where you create thousands of spells from over 80 combinable effects, ARENA includes full character generation, 18 unique character classes, 2,500 magical items, and over 400 cities, towns and villages for you to explore on your quest to find the Staff of Chaos. THE ELDER SCROLLS: ARENA is the next generation in CRPG entertainment. Prepare thyself, for the adventure begins...
 
The Battlespire is an extra-planar pocket sustained by several very powerful mages. Although it wasn't originally intended for you to actually travel there physically, Dagon's invasion makes everything go wrong and suddenly become a lot more fatal.
Battlespire : The Story
You are sent to the extra-planar pocket of Battlespire to prove yourself worthy of joining the ranks of the Imperial Guards. The Battlespire is maintained by a group of very powerful mages from which the Imperial Battlemage is selected. If you can beat the Battlespire you will join the ranks of the Tamrilean elite.

While in the Battlespire you will never be fatigued and you will not need sleep. The Battlespire consists of seven challenges which you will encounter during your journey to the summit. Since you are not physically there you will be unable to be slain, you will simply lose the challenge and return to Tamriel, supposedly.

When you arrive you find the Wizard of the Gate dead. You realize that something has gone terribly wrong. You also realize that you have no way of getting back home except to reach the summit and return through the exit located within Dagon's palace. Seeing the dead wizard it is clear to you that death is suddenly a very real possibility and a fun challenge has turned into a matter of survival.

Most of the mages of the Battlespire are still alive but have been possessed and will fight you every step of the way. As you explore you find that a Daedra Prince has taken over the Battlespire as his lair and his minions will add their strength to the opposition.

You will have to fight your way through a nightmare where the rules are non-existent and all bets are off. Only through dangerous conflicts and discoveries will you make it to the summit to confront Mehrunes Dagon the Destructor, the new lord of the Battlespire.
 
King Wulfharth is said to have swallowed a thunderhead (this is an in-universe myth, but given Storm Call & Clear Skies, it's got some credence to it).

Kyne's Son​

The second song of King Wulfharth glorifies his deeds in the eyes of the Old Gods. He fights the eastern Orcs and shouts their chief into Hell. He rebuilds the 418th step of High Hrothgar, which had been damaged by a dragon. When he swallowed a thundercloud to keep his army from catching cold, the Nords called him the Breath of Kyne.
 
The Falmer found in Skyrim is the first time that anyone realises that the Falmer exist for the first time in 2000 years.
When you mentioned that the West Weald borders the Bosmer region, it made me wonder, are you ever going to explore the Falmer?

Richard Lambert
: We’ve had little bits and pieces of that, like when we did Greymoor. I don’t know what we’ll do in the future, but there are definitely some bits and pieces of them appearing already.

Matt Firor: It was pretty clear in Skyrim, that when you found the Falmer there, that that was the first time anyone had realized that they existed in the last 2000 years. Since we’re set before Skyrim, it puts us in a box where we can’t talk about the Falmer that much because they were, by lore, locked away in the ruins there.

If fans play some of our Skyrim dungeon content, you’ll see places where, if you did the same dungeon in Skyrim, our layout of the dungeon is a little different. So you can’t get to the door that gets to the part where the Falmer are. We had players trying to do that, too, and then commenting on it. So, it’s like there are some things we have to leave to the other games because they told that story, and they did it well. We don’t want to get in the way of that.
 
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