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The Elder Scrolls Feats and Discussion

A new Loremasters Archive, this time focusing on the holidays of Tamriel! Detritus is a sub-realm/pocket realm of the Hunting Grounds, and Lord Hollowjack grows stronger every year.
Sanguine's Summoning Day & Hearts Day fall on the same day, and the incantory days of Clavicus Vile & Mephala fall on New Life and the Witches Festival holidays respectively; and thus some feel it could be dangerous to celebrate these holidays. Daedric Summoning days get appropriated into new holidays so as the solidify the new over the old and to sanitize unpopular ideas. However, most of the Princes would be too buys to invade Nirn over a replaced holiday (although Jester's Fest is apparently 'building to something nasty').
 
The most common way for experienced sorcerers and other skilled mages to gain additional power is by summoning Daedric entities from the depths of Oblivion as servants and tools. The corporeal form of these supernatural entities is nothing more than a vessel to contain and hold their power on the earthly plane. Thus, Daedric entities can be summoned not only as humanoid servants, but also as Daedric artifacts, binding their essence to a weapon or armor. This means that a Daedric artifact that contains the essence of a lesser Daedra also has its own power, bound to the earthly plane.


This becomes quite interesting after realizing that Daedric entities are essentially multidimensional beings that surpass the pathetic and fragile human understanding. Thus, Lyranth the Slayer (Dremora) scolds Shuryard, a scientist from the association of researchers of scientific research, for trying to find "common" and external similarities between two Daedric entities - nightmares and hellhounds, imposing the concept of patterns on entities of inconvenient hyperagonal morphology. After all, there is nothing "common" in the planes of Oblivion in their essence. Between the planes of Oblivion or between them - they are the very definition of changes and variations, showing all possibilities and confirming any understanding and misunderstanding.

Thus, this speaks of the multidimensional essence of the representatives of Oblivion themselves. For those who are in the tank, I will explain. In geometry, the term "Hyperagonal" means a straight diagonal line, which essentially means that the line passes through two dimensions along the x and y axes. Correspondingly, triangular and quadrilateral line segments intersect the third and fourth dimensions, respectively. Thus, "hyperagonal" is what mathematicians of our world call "r-agonal"; a diagonal with an arbitrary number of dimensions. The term "Hyperagonal" comes from the term "agonal" - a geometric line that does not pass through any vertex (of a polygon). This literally says that a hyperagonal life form can exist in any arbitrary form of space. Passing through either three-dimensional or four-dimensional Euclidean space. The term "Hyperagonality" also refers to the definition of a hypercube, which also applies to higher spatial dimensions.


In support of the above, one can cite the example of liminal bridges. Since transliminal passage of accelerated objects or entities without constant exposure to a hyperagonal environment is impossible (and even if it were possible, it would result in instant retromission of the transported referents), a transliminal artifact capable of stable transpontine penetration into the circumference was invented called the "Sigil Stone".

The Sigil Stone is a sample of a pre-mythical quasi-crystalline morpholite that was transformed into an "extra-dimensional" artifact through the secret inscription of a Daedric seal. "Extra dimensions" is a term meaning additional dimensions of space or time beyond the typical observed space-time, i.e., essentially being an additional dimension. Although some common morpholites, such as soul stones, can be found in nature. Exotic morpholites used to make sigil stones are found only in pocket voids of Oblivion, and they cannot be found or collected without Daedric help. Morphites are unstable structures that can be used as an element to create a sigil stone. Moreover, Daedric entities (and we are talking about Dremora now) have no difficulty in understanding and using an extradimensional sigil stone. For example, a Dremora can drag a sigil stone directly from Oblivion to the Dovahkiin after completing the quest of Finis Gestor immediately after you defeat and subdue this Daedric entity twice.

P.S. (Retromission: retro - past, remission - reduction, return. That is, in fact, without a multidimensional environment, passing through two dimensions at such a speed would mean moving into the past. Quite an interesting detail).

( 0:32 - 1:32. - 2:08 - 4:54)

And of course, to finish this off, there is a rather interesting idea of the shoulder pads being embodied in the Dremora's body shell, deliberately widened and sharpened, which may seem too extreme and ostentatious for the public. But in fact, this type of shoulder pads was chosen deliberately to show the characteristic angular silhouette of the Daedra. This is meant to evoke the concept of dissection in geometry, for the essence of the Dremora is the collision of sharp hyperangles. Dissection is a combination of the prefix "dis" and the term corporal (meaning "to turn into a body"). Thus, the term dissected refers to a disembodied physical body in the context of the true multidimensional form of the Dremora, which are living sharp hyperangles.


To understand the value of the materials that underlie the physical structure of Daedric equipment, one must become familiar with the mastery of metallurgy of the Dwemer, whose skills and metals are legendary throughout Tamriel and unrivaled by mortals.

No other race has come close to producing metal like the Dwemer, and the only way to make new Dwemer weapons is to smelt down old Dwemer materials.

You may also notice that technology, books, and other artifacts in Dwemer ruins rarely show signs of wear or age. This is because the Dwemer were able to prevent their creations from decomposing by manipulating the bones of the earth. The bones of the earth are a direct manifestation of the laws of nature. In this way, the Dwemer imbue their things with incredible properties that violate the natural and temporal laws of the world, manipulating time and the concept of decomposition.


However, even though Dwemer metallurgy defies the very laws of the world, it is almost unrivaled by any other race. Creating equipment that transcends time, there is something that actually surpasses even such power. Because Daedric weapons are refined through the craftsmanship and magical substances of the lesser minions of Oblivion, Daedric equipment is the rarest and most expensive weapon known in Tamriel. Even surpassing the Dwemer in power. The physical structure of Daedric equipment is based on refined ebony ore. Even raw ebony ore is one of the most valuable substances in the Empire, which itself is an extremely hard, durable, black, glass-like substance that is the crystallized blood of the gods.

Note that, as per the book's instructions, the following list of weapons is arranged in order of value and usefulness. And Daedric weapons are the apotheosis of power.


There are several other quotes to support the idea that Ebony Ore is the materialized blood of the God Lorkhan. Just how powerful it is in its own right will be presented in the thread below when we begin to examine the nature of the gods. Furthermore, Ebony is a substance whose acquisition and use tempts mortals into acts of achievement beyond their normal limitations.

Interestingly, it takes six months of painstaking work to smelt raw ebony ore. And the only way to shorten the time is a convection furnace heated by the white flame of magic. Sharpened ebony blades can become so sharp that they could cut off a mosquito's eyebrows.


Adding to the uniqueness of Daedric gear, it is worth mentioning that, in fact, Daedric weapons and armor have an almost mythical aura around their origin. Not every blacksmith can tell you that he has seen a Daedric in real life, and not everyone who knows one can say that he has watched its creation. The stories say that it should always be worked on at night, ideally on a new or full moon, and never during an eclipse. The red harvest moon is best. Ebony is the main material, but at the right moment the Daedric heart must be thrown into the fire.


What's more surprising is that when creating Daedric gear, it is imperative that the ebony ore be infused with Daedric essence. This effectively means that such armor will not only contain the powers of the ebony, but also the Daedric essence within.

"I get a lot of strange looks for my choice in armor. It requires some talent to imbue ebony with daedric essence, you know.
I consider it a point of pride. A mark of my trade, if you will."
Earnaana
Daedric equipment and weapons can also be infused with higher dimensional power.

"This weapon is imbued with the power of the higher planes, making it as strong as those made of dragon bones."

"his armor is imbued with the power of the higher planes, making it as strong as those forged from dragon bones."
Blades:Daedric

So what do we have?

Daedric Gear is a product of high-quality media design and supernatural, almost mythical power, on the one hand, having a purified godlike element, the basis of its physical structure surpassing such materials as chitin, iron, high-grade steel, silver and even Dwemer materials, which in themselves violate the laws of nature. On the other hand, containing the true multidimensional essence of the Daedroth - Dremora.

It is not surprising that on the official concept art, Dovahkiin, fighting against Alduin, is depicted in a Daedric set.



With the help of magic it is possible: To cancel one's own state on space-time levels, taking a step back in time, zeroing out one's health, magic and endurance. Or, for example, to have the ability to completely stop time. Or, conversely, to bend space-time around oneself to obtain the necessary speed, as shown in the abilities of the Psijics.



Dovahkiin - God in mortal form




Lorkhan is a full-fledged deity whose divine center was torn out by other gods as punishment, thus binding Lorkhan's split essence to Nirn. And it is because of this that Lorkhan has a habit of incarnating himself in various historical figures. These figures may be called by different names, but one way or another, they all come down to one thing - they are divine avatars.

Talos is a full-fledged God. Exalted to the level of a god. Before his apotheosis, he was called Tiber Septim. Talos is another incarnation of Lorkhan.

Tiber Septim. In the future, the exalted Talos. But even in his mortal "guise" he embodies Lorkhan, as his avatar.

Ismir is the Nordic aspect of Talos, (That is, already an avatar of God Talos, who is an avatar of Lorkhan). Ismir is Wulfhart, who is also listed as an avatar of Lorkhan. Later elevated to full Deity.

God Shor. This is the Norse version of Lorkhan (another mythical interpretation).

Shezarr (God of Man): Cyrodilic version of Lorkhan. Obviously referring to Shor.

And all this mill leads us to the fact that essentially if you are Tiber, then you become an avatar of Talos and in turn an incarnation of Lorkhan. Or, going the other way, if you are Ysmir, then you become an aspect of Talos, which is an avatar of Lorkhan. And what's even funnier is that Ysmir himself is already an avatar of Lorkhan. It's a vicious divine circle of incarnations and the Dovahkiin plays a very interesting role in this.

During the greeting of the last Dragonborn, the Greybeards, by the will of God Shor and Kynareth, grant the Dragonborn a divine status, known to the Nords as "Ysmir - Dragon of the North", by bestowing upon him the Storm Crown. But the thing is that Ysmir is a full-fledged deity in the Nordic Pantheon, being an aspect of the God Talos, (Also included in the Siradhil Pantheon). And the Storm Crown (which was also applied to the Dragonborn) literally means "Talos" given to only one person, known as Hjalti (aka Tiber Septim, who is also included in the Divine Pantheon). Hjalti, Ysmir, Talos - these are all divine entities, interconnected with each other. In the Tavern of Old Hroldan, the Dragonborn can find a ghost, a fellow warrior of Hjalti, who will call the Dragonborn literally as "Hjalti", talking to him as to his former friend, not seeing the difference in them. The thing is that ghosts exist in another plane of existence and, in turn, are able to see what the human eye cannot see. Thus, he sees the reincarnation of Talos in the Dragonborn.

All this suggests that the Dragonborn is a full-fledged reincarnation of Talos - Hjalti, named Ismir - a full-fledged deity, with the status of the Crown of the Storm granted to him, or in translation "Talos".


But in case anyone wasn't convinced. Here are Todd Howard's notes on Skyrim. Todd Andrew Howard is an American game designer, game director, and producer at Bethesda, one of the studio's big shots, directly responsible for Tes. The notes were revealed on Bethesda Game Studios' Twitter account on March 25, 2019, as part of The Elder Scrolls series' 25th anniversary celebration. Originally written on June 20, 2007.

According to the tweet, this is "From Todd Howard's design notebook. The first entry for Skyrim in 2007."

So, one of the big notes in Skyrim's script is that our player is essentially a hidden fucking God. Why hidden? Well, you're already confused about the deities' divine communications, so it's no wonder why it's hidden. However, the player is already a God by the very original idea. Perfect consistency inherent in the TES lore.



However, that's not all.
The Dovahkiin absorbs the knowledge of a Daedric artifact called the Oghma Infinium. This book of knowledge is so powerful that it elevates the status of the mortal who reads it to a semi-divine level. It is worth remembering that the Dovahkiin was already an incarnation of God, and the Oghma only added power to his piggy bank.

But even this is not all. As Hermerus Mora (Daedric Prince of Knowledge) says, the Oghma Infinium is "only the beginning", implying that the Oghma is only the first stage compared to the black books written in limbo (future or past) by Mora.

There are 7 black books in total, and each one fills the Dovahkiin with power greater than the Oghma Infinium. Black Book: Epistolary Acumen - Black Book: Filament and Filigree - Black Book: The Hidden Twilight - Black Book: The Sallow Regent - Black Book: The Winds of Change - Black Book: Untold Legends - Black Book: Waking Dreams.



The prisoner who will free the world.


In The Elder Scrolls video game series, the player will always play as a character who not only appears to be a predestined entity with supernatural skills, strength, and invincibility, but is also a prisoner of some form or species that must be freed in order to embrace their destiny. Simple examples: In Arena, the Eternal Champion is imprisoned in the Imperial Dungeons. In Daggerfall, an agent finds himself trapped in a cave after his ship is destroyed by a storm en route to High Rock. In Battlespire, the Apprentice finds himself imprisoned in a "space station" after being taken over by the Daedra. In Morrowind, the Nerevarine is a prisoner sent to Vardenfell by Emperor Uriel. In Oblivion, the Champion of Cyrodiil finds himself in a prison cell that holds a secret escape route for the Emperor and his Blades. In Skyrim, the Dragonborn is arrested for attempting to cross the border and becomes a prisoner of the Imperial Legion. In Elder Scrolls Online, the Remnant are sacrificed to
Mannimarco and their souls become captives of Molag Bal. And in the legends, the forgotten hero was a former citizen of the Imperial City who was imprisoned and placed in the Arena, forcing himself to become a gladiator in order to survive.

What is this? The company's prison fetish or something more? Let's find out.

The Elder Scrolls are extremely powerful metaphysical artifacts of Divine nature, used as tools of divination, giving the proper reader ever-deeper insight into the nature of reality through their sight. However, displaying prophecies is only a small part of their power and is a side effect of their intrinsic nature as metaphysical artifacts, for they are woven into this future, as well as the present, and the past, and every other aspect of this reality we call Mundus.

Paarthurnax also claims that they are fragments of creation outside of Time, that have always existed.



"Dovahkiin: "An Elder Scroll? What's that?"

An Elder Scroll is an instrument of great knowledge and power. Scrolls exist here with us, but also beyond and beneath us. Before and after. There is nothing simple about an Elder Scroll. It is a reflection of all possible futures and all possible pasts. Scrolls can give a vision of possible futures, all possible futures and pasts being equally true, and reading one has been described as a "shattering experience of looking into infinity" that can drive an unprepared person mad.


In fact, there is a huge difference between the standard protagonists of a game and prisoners. If you take, for example, the Witcher, Geralt of Rivia, or any other character that has a fixed linear story, his appearance, his built archetype, and compare him with the conditional Dovahkiin, you will find that the protagonists of Tes are empty shells. They have no story, we do not know the canonical gender of each of the heroes, the character that should underlie the character is also set by the player, and does not exist initially. Someone may object and say: but damn, we see the gender, appearance and even the race of the hero on the posters and trailers for the game. I want to annoy these people, but these illustrations are used only for marketing materials to better illustrate the essence of the game. (after all, the active province of Skyrim, and the natives are Nords) but this does not correlate with the internal story, as this official artbook tells us.

But still, someone can say that the Prisoners are just an elegant element of game design, which gives us a unique opportunity to start anew in each game anew. But what if I told you that this is actually a magical fantasy of a cosmic level? Let's figure it out. The stars of Tamriel are divided into thirteen constellations. Each constellation has a season of approximately one month. Three of them are the main constellations, known as the Guardians. These are the Warrior, the Mage and the Thief. Each of the Guardians directly affects the formation of the personal archetype of a person born under a particular star. A person's talents and personal qualities are also a gift from the celestials. For example, those born under the sign of the Warrior know how to handle any weapon, but are prone to irascibility. And people born under the sign of the Mage have more magic and talent for all types of sorcery, but are often arrogant and absent-minded. But let's consider the following prophecy about the Nerevarine, shown in the game. And notice how the prophecy emphasizes that the Chosen Hero is a stranger, born under questionable stars to questionable parents. Anyone who has played one or another part of the series knows that at the moment of forming their personality, race and gender, a choice is given about which constellation will bless us either at the moment or in the first minutes of the game. This essentially says that the prisoners were never born into this world. Their birth was not predetermined by the Constellation, and personality, like their talents, are beyond the power of the Guardians. Constellations, however, like parents, are uncertain.




Perhaps the most perfect example in the Lore is Lord Indoril Nerevar. In "Foul Murder" Almsivi kills him and literally destroys him as a person. Sotha Sil (the Mage) cut off his face so he could be of any race. Almalexia (the Warrior) removed his legs so he could walk any path. And Vivec (the Thief) pierced his chest with a spear so he could be of any gender. In the end, Nerevar is now capable of almost anything. Notice how, while citing Alduin's power to literally swallow Nirn, Mk mentions that the only thing that can stop him is a mythical and very powerful entity in the Aurbis - the Dragonborn. The Prisoner, born under uncertain stars, uncertain parents.

The Prisoner is the most dangerous and powerful force in the Aurbis, because by destroying him as a person and turning him into nothing, it gives him the ability to do and become almost anything. By making the Prisoner a nobody, he became anyone. They are so ordinary that they are extraordinary. This can be seen as a blank slate with infinite potential. Or, they can be seen as the Major Arcana of the Tarot, The Fool, which is the number zero in the deck, giving it infinite potential. The Fool usually signifies the beginning of a new journey, one that will shape character, fill one with optimism, and free one from limitations.

This may not seem like a very convincing proof, so let's now look at the 36 Lessons of Vivec. They also prophesy the coming of the Nerevarine, calling the Hortator the Ruling King. The quotes say that the Nerevarine will come as a man or a woman, and the second says that the Nerevarine wore fickle faces and ruled as he wished. These quotes allude to the fact that the Nerevarine's race, gender, appearance, and actions - as a player character - are determined by the player's desires, not predetermined programming. And, more importantly, it means that the Prisoners exist in a state of limbo. A blatant example of this can be found in the prequel C0da: Landfall: Day One, where the Nerevarine is literally a formless multi-racial being, quantum-vibrating between multiple forms. A state of limbo. Quantum mechanics. Schrödinger's cat. Maybe they'll decide to be good, Maybe they'll decide to save the world, Maybe they'll change the course of the war. "Maybe" is a vital aspect of the Prisoner. Sotha Sil says as much: "Maybe. The word I crave more than anything else. Hold that word, my friend, and never let go.



The Sotha - Power dialogue in Elder Scrolls Online is perhaps the most direct indication that the Prisoner is a Cosmic Constant of great power. And the Clockwork God even states that the Prisoner is free from deterministic fate and cause and effect, so he is able to make his own choices. He can exist here, stand there, and act in ways no one else can, through sheer desire and will. Something that Sotha Power lacks, as he stands there and says what we hear not because he wants to, but because he must. Cause and effect. Those are the concepts that do not bind the Prisoners.

Sota says that the Prisoner's power literally allows him to create reality out of a mere metaphor, which harks back to the fact that the Prisoners' greatest weapon is the word "maybe" - a state of uncertainty beyond all possibility, and also that they are essentially quantum entities vibrating between realities. This harks back to the fundamental principles of quantum mechanics - superpositions. The fact that the Prisoner can exist simultaneously as every race, be every gender, and simultaneously "quantum-vibrate" is only eclipsed by the fact that the Prisoner is able to manipulate this feature, forming reality out of metaphor, which in essence gives him the ability to unravel quantum superpositions.

Other signs of this idea can also be found in Elder Scrolls Online, where the Prophet and the AI (OS), the Moth Priest who has read the Elder Scrolls, and the AI (Automata Incarnum) who runs the Clockwork City respectively state that the Prisoner is a wound in the fabric of time, a tear in reality that should not be and cannot last, existing outside of all possibility. The Prisoner is essentially a rupture in reality and for that very reason, he simply exists. For that reason, he simply appears without cause or effect. They are born in the prison. It is the moment when their empty vessel, which has torn space and time, becomes conscious. He is the one who exists outside of possibility, that is, essentially outside of any probabilities, potentials, archetypes, talents and characters that form the personality.

"To write an Elder Scroll is to 'make history'. Until the prophecy is fulfilled, the true content of the narrative is fluid, hazy, and uncertain. Only through the Hero's action does it become True. The Hero is literally the scribe of the next Elder Scroll, in which the prophecy has been fulfilled at a fixed point, denying its predecessor. We remember that the Elder Scrolls are woven into the space and time of the entire Mundus, both present and past, embodying all probable outcomes and reflecting the history of all possible futures and all possible pasts throughout the infinite multiverse of Mundus. The Prisoner literally writes his own narrative. With his power to transform reality from metaphors, he shapes history and changes the Elder Scroll, making reality fixed. And this, for a moment, on the scale of all existing realities, reflected in the Scrolls and other aspects of realities.


"Every event is preceded by a Prophecy. But without a hero, there are no Events." (C) Zurin Arctus.

The Prisoner is a powerful mythical force that exists as a rift in time, a quantum-vibrating entity that is every race, every gender, and walks every path at once, like a spirit unbound by cause and effect. It is the one that exists beyond all possibility, unraveling quantum superpositions with its own power alone, unforced by anyone but its own will. They have no history, no appearance, no personality, but as the scribes of reality and the only beings who can choose, they shape the narrative, history, as they please, turning reality into a puppet of their own desires.

They cannot be forced to do their will, they cannot be controlled. It is unknowable. An emotionless man in a mask who does not know what he is doing or how he is going to do it, but he is going to do it anyway. But nevertheless, as an entity that shapes reality, it has an infinite potential to obtain whatever it needs. Where it will go, what it will get, who it will defeat and how it will defeat, where it will be and where it will not go. All this cannot be imposed on an entity that exists outside of cause and effect, but nevertheless shapes reality at its own whim, as it pleases. All beings within the infinite multiverse of Mundus are essentially just static puppets, acting according to an already imposed cosmic template, a toy in the hands of a prisoner who shapes history from his metaphors.


So, let's go from afar to fully understand how strong the mentality of entities that exceed human limits is. And we will start with Morian Zenas, who is called one of the greatest magicians in history. He was not only a master of witchcraft, but also of all known and unknown schools of magic. And in fact, there can be no doubt about his competence and especially his magical powers. We remember that any magicians, from beginners to experts, are actually warpers of the highest category, because this is inherent in the very essence of magic. Zenas, who is one of the greatest magicians, must have not only knowledge of magic, but also a way to protect himself from it (which, in fact, is practiced by adepts). Telepathy is also one of the branches of magic, a force that can bind, lure, hold and release the target at the end of the connection. Skilled telepaths are capable of creating strong telepathic bonds and thus have the ability to communicate with each other over distances of several miles. But we are talking about one of the greatest wizards here. And so Zenas had developed his telepathic skills so strongly that he was able to project and maintain a mental link with his apprentice, even while in Oblivion. Think about it. Oblivion is a dimension so infinite that it surrounds Mundus, the mortal plane, which is an infinite multiverse, and is thus infinitely distant from it. And yet, Zenas' mind is so strong that he is able to maintain a telepathic link with his apprentice while jumping around the different planes of Oblivion. He wandered around Oblivion until he came to the dimension of "an endless library, where shelves stretched in all directions, stacks on top of stacks, and pages floated, swaying in a mystical wind he could not feel." This was Apocrypha, home of one of the Daedric Princes, the home of Hermaeus Mora, who is the god of knowledge. A dimension so mystical and filled with countless knowledge that simply being in it almost immediately drove Zenas mad. His mind, like that of his apprentice at the end of several planes of existence below, began to tremble, until the Adept realized that his teacher's mind had broken. And thus, Neloth, another powerful mage, was actually surprised that the Dragonborn did not simply go mad after being in Apocrypha, beholding Hermaeus Mora in his full glory. Oblivion is a place so mythically complex that information that has not undergone lengthy preparation to adapt to Oblivion in the transition zone simply falls under conceptual wear and tear and is thus erased on a conceptual level. And thus, people who have not undergone the preparation simply go mad in Oblivion. And this despite the fact that the human psyche can withstand a multidimensional load on its mind, looking at things "from the side". Thus, the mages of the Blades of Night practice hyperagonal senses, through which practitioners perceive the flow of magic and looking at things from an impossible angle (from the side on the dimension above) they feel the deformation of space, due to which moving to any point convenient for them becomes an almost trivial ability. It turns out that even such a great mage, who actually knew all the schools of magic (thus the magic of the Blades of Night), who could survive the hyperagonal load on his mind and who without any effort telepathically communicated with his adept across the entire multiverse and even further experiencing the conceptual wear of information that he carried through the planes of Oblivion, almost immediately went crazy in a place called Apocrypha. A fate that did not actually befall the Dragonborn, who not only could exist peacefully in the Apocrypha, but moreover, could perceive Hermaeus Mora without fear of going mad just by looking at him.

 
The cavern fish are fish (or at the very least a strange aquatic creature) found in the caves of Stros M'kai, and can survive unscathed in acid.
The Redguard Companion confirms this.
(The Redguard Companion, page 107)
 
Noweyr is said to be a mysterious realm of Oblivion, from which the thief-god Rajhin stole mysterious enchanted steeds.
The thief-god Rajhin is said to have stolen these enchanted purple steeds from somewhere in Oblivion, but when his worshipers are asked where he got them, they just laugh and say, "Noweyr!"
Congratulations! You've received the Realm of Noweyr Pack in The Elder Scrolls Online after claiming this exclusive Twitch Prime offer! You can access your new pet and mount from their respective menus!
 
The Colored Rooms are said to contain a menagerie of animals from Nirn that were elevated and 'purified' by Meridia's holy light, such as the Meridian Sabre Cat.
"Some accounts of Meridia's plane of the Colored Rooms describe a menagerie of light-imbued spectral beasts elevated from Nirn and 'purified' by the Lady's holy light."—Sayings of Valasha
 
There are multiple solar eclipses a year in Tamriel due to Nirns two moons, and these days are known by some as 'Vampire Days.'
#DYK With its two gigantic moons, solar eclipses can happen in #Tamriel several times a year & are known as “Vampire Days”
#SolarEclipse2017
 
Could someone remind me why my subconscious keeps telling me there are other Aurbis (or "Wheels") with their own Daedric Princes (and gods, etc)?

I believe it was related to Ithelia's lore in ESO but I genuinely don't remember where this idea comes from
 
Most likely Ithelia & the Many Paths (though Ithelia refers to this as the possibilities across the Aurbis rather than beyond it, and the Many Paths are incomprehensible to keep the Aurbis stable; although this storyline does end with her going to a world that has neither daedra no magic, so it's likely that the Many Paths stretch beyond the Aurbis as well as existing within).
There is at least one world on the Many Paths where Mannimarco successfully trapped Molag Bal in the Amulet of Kings and became a Daedric Prince who rules over Coldharbour & Nirn/Mundus, and possibly beyond (his presence is also felt in Artaeum).
The Myth of Boethra refers to there being different Wheels (at least twelve).
This is also alluded to as far back as Murkmire, where Matius sees other worlds with other towers which are described as wheels that crash into each other and break apart.
In the ESO Live for the Lore of Clockwork City, Lawrence Schick mentions wheels within wheels and worlds within worlds.
Even before ESO, MK in an in-character forumn roleplay makes reference to there being more than a single wheel, and it's more like a Telescope that goes all the way back to the Eye of Anui-El.
A more recent OOG texts by Douglas Goodall also makes reference to wheels within wheels.
(I recall a friends theory that the 'alternate Aurbis's' are really unstable realms created from the clash of Anu & Padomay/Satakal which don't have the stability or form that the main Aurbis does.)
 
There are those that believe that Mundus is a reflection of Aetherius.
 
Xyn is a Planar Purveyor of goods and wares, who claims to have boundless wares.
Xyn: Approach, mortal! My wares are as boundless as the ink-dark sea.
Xyn says in a time-lost sea there's a monolith, and carved into the stone of this dark monolith are the savings you'll make from shopping with them.
Xyn: A dark monolith rises in a time-lost sea. Script upon its stone foretells the savings you'll find with me.
Xyn can hear coins clinking from across realms.
Xyn: I could hear the clink of your coin from across the realms. Truly tantalizing.
Xyn was in a bidding ware with Madam Whim (a Dark Seducer of Fargrave) over an iridescent swamp jelly.
Xyn: Let's make this quick. I'm in a bidding war with Madam Whim over an iridescent swamp jelly. Adorable.
Xyn is sometimes tempted to drag you down into the Stygian depths, but thankfully doesn't.
Xyn: It's tempting, the thought of whisking you away into the stygian depths. Perhaps another time.
Xyn travels the Daedric realms looking for profitable opportunities (however, ancient bindings prevent Xyn being summoned in Cyrodiil or Battlegrounds).
Xyn travels the Daedric realms looking for profitable opportunities. They'll happily take your goods (or those of your groupmates) in exchange for common mortal coinage.

Ancient bindings prevent them from appearing in Cyrodiil or Battlegrounds.
 
Along with the two legitimate* guilds (the Fighers Guild and the Mages Guild), there are a host of other guilds, such as those for astrologers, minstrels, healers, ratcatchers, scribes, cobblers, cooks, furriers, weavers, vinters, brewers, tinkers, tailers, barristers and prostitutes.
*Legitimate meaning they don't involve stealing from or murdering others.
 
Although details are currently under wraps, there will be more expansions of Betrayal of the Second Era, and there have been more meetings between Chip Games Theory and Bethesda over the details (there's clues to where this will be in the gazettes, but alas, my own copy of Betrayal of the Second Era is still on it's way).
(Around 24:00 in)
 
The book of Dwarven Lore makes reference to how it's possible that a rune is a wormhole that leads to a parallel universe. What's more, it makes reference to the unexplained appearance of something within the main dimension (something which could be a reference to goblins coming from another dimension, or something else).
 
The Astronomer's Orbit is a belt that metaphorically represents the movement of celestial spheres and planes. It is rewarded after the completion of The Astronomer's Apprentice, a quest where you find Sotha Sils lost memories and return the to the Mnemonic Planisphere, a place where Sotha Sil houses his memories as stars.
Even something as simple as a belt is a metaphor in Clockwork theology. In this case, the movement of celestial spheres and planes.
Thus, there is even more evidence that there are different planes of existence in the Clockwork City. More evidence of this exists in the in-universe book Realms of the Clockwork City: The Radius, which describes how outside the Radius (Seht's replica of Tamriel) there are other realms too (a potentially infinite number).
The other is of course, the ESO Livestream, in which the mechanical skies of the Clockwork City are said to extend 'sort of endlessly' and represent wheels within wheels and worlds within worlds.
Sotha Sil requires the entire astrological cosmos to house his memories.
 
So...an interesting discovery I made when looking into the cavern fish. In Redguard, in the acid caverns, you must light the fuse on a barrel in a sunken ship that made its way in there, causing it to explode and bring down large stalactites from the ceiling. We also see debris being flung out by the exposion.
28:35

I count at least 9 or 10 barrels (possibly more out of view).
Referring to the trusty Redguard Companion, it mentions that these barrels have wicks.
(The Redguard Companion, page 101)

The explosion causes a chain reaction that shakes the caverns and brings stalactites down from the ceiling.
Light the barrel closest to the opening. And then Run!

The explosion will knock stalactites from the ceiling...

...including those that will form a "bridge" in the previous room.
(The Redguard Companion, page 102)

Not only that, but the explosion will actually bring the stalactites down in another nearby cave, forming a bridge.
(The Redguard Companion, page 103)

The stalactites brought down by the explosion are wider than Cyrus is tall, and much taller than that still.


So, even though it's not mentioned by name, we do have the use and mention of a wick, with the barrels exploding on the remains of a ship...it seems that this could very likely be gunpowder. This is not the fist mention of cannons (cannons are also referenced in a racist jokebook in Daggerfall, the Skyrim Prima and outright shown in Legends), but it's more solid evidence for them being around in Tamriel. What's more, the explosion appears to be considerably powerful, perhaps moreso than IRL gunpower.
 
And of course, what I originally went looking for; the cavern fish! The cavern fish (or acid fish; the guide simply refers to it as 'the fish') swims around in acid just fine, and is ok with a person riding on its back.
55:58

The cavern fish is of considerable size, being at least the size of an elephant (and most of it is still under the acid).

Once again, the Redguard companion confirming this is a fish.
(The Redguard Companion, page 107)