The Elder Scrolls Feats and Discussion

Stocking Anarchy

Marvelous
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Shadow Over Morrowind is described as Elder Scrolls meets cosmic horror.
2:30
Rich Lambert: The best way to describe this story is Shadow Over Morrowind, but before I go into any more detail, we've got a great way to introduce you to the mood and feel of this arc. It's Elder Scrolls meets cosmic horror and I can't wait for you all to see it.
Hermaeus Mora is the Knower of the Unknown, and keeps secrets too dangerous for anyone to know. Hidden powers seek to learn these secrets, but this could unravel all reality (not just Tamriel, but also Nirn and Oblivion). Mora tests the player to see if they are worthy to guard this secret, and on the way they can unlock other secrets, such as the origin of the Arcanist class.
5:36
Rich Lambert: Everything centers around Hearmaus Mora. We've explored small pieces of who this Prince is in a few zones in ESO up to this point, but they're a complicated Daedric Prince. Mora is the Knower of Unknown and hordes knowledge and secrets in the realm. Some of these secrets are just too dangerous for any being to know. There are hidden powers that threaten Mora's realm of Apocrypha, with the ultimate goal of uncovering one of these secrets. A secret so important and so dangerous that if discovered it can unravel all of reality.

Pete Hines: This isn't just Tamriel that's in trouble, this is all of Nirn!

Rich Lambert: Yes, absolutely.

Pete Hines: So where do our players fit into the mix?

Rich Lambert: Players are essentially being tested by Mora to see if they are worthy to help (????). So over the course of this adventure, players will become sort of a protector of this ultimate secret, that these hidden powers are searching for. And there's also the opportunity for players to seek out other knowledge if they wish. To dig into some of the origins of our new playable class in the Arcanist.
Apocrypha is the home to forbidden knowledge and Hermaeus Mora.

7:50
Rich Lambert: The Oblivion realm home to forbidden knowledge.

Pete Hines: Also home to the know-it-all Prince that we just saw Hermaeus Mora!
The inspiration for Necroms design comes from the legend of Vivec slaying GULGA MOR JIL and it's bones forming the foundations of the city. Whether this story is true or simply apocryphal is left up to the player to decide.

10:17
CJ Grebb: Lord Vivec, known as the Warrior-Poet, spun some wild stories about the cities foundations, which may or may not be true. But what's definately true is that the Dark Elves have a particular reverence for the city and its solom purpose in their culture. It's naturally a cool thing to contribute in any significant way to a long standing piece of Elder Scrolls lore. For the Telvanni coast, we had a lot of fun playing with the legend of Necroms foundation, specificly the lore of Vivec himself having defeated the great beast GULGA MOR JIL, whose bones supposedly lay the foundations for the city. Entering Necrom for the first time you're bound to notice the towering rib-like rock formations which envelop the city. The Dunmer have even added some runic symbols on the faces of the rocks themselves, in recognition of their supposed origins. Is the legend true, or simply apocryphal? Come tour the lands and make your own decission on that one.
GULGA MOR JIL is, of course, first referenced in the 36 Lessons of Vivec.
The sons and daughters of Vivec and Molag Bal number in the thousands. The name of the mightiest is a string of power: GULGA MOR JIL HYAET AE HOOM.
Then Vivec left the Ministry of Truth and went back to the space that was not a space. From the Provisional House he looked into the middle world to find the eighth and final and mightiest monster, called GULGA MOR JIL and more. The wise must look elsewhere for this string of power.
Together they moved into the middle world, to a village near where Vivec had been found by Ayem and Seht. The eighth monster was there, but he did not act much like a monster. He sat with his legs in the ocean and with a troubled look on his face. When he saw his mother-father, he asked why he should have to die and return to oblivion.

Vivec told the eighth monster that to be otherwise was to betray his nature. Since this did not seem to satisfy the monster and Vivec still had a touch of Ayem's mercy he said:

'The fire is mine: let it consume thee,
And make a secret door
At the altar of Padhome,
In the House of Boet-hi-Ah
Where we become safe
And looked after.'

The monster accepted Muatra with a peaceful look and his bones became the foundation for the City of the Dead, anon Narsis.
The planes of Oblivion bend mortal perceptions into the most alien landscapes possible. Hermaeus Mora doesn't abide by good or evil, and Apocrypha reflects this. The plane of Apocrypha contains the physical representation of ancient knowledge, such as fossilized books in the rockwalls and the grounds. As with any Princes realm, Apocrypha is an extension of it's masters being, and therefore is a repository for ancient and forbidden knowledge. To finish up, CJ Grebb says that there's a ton of story from this realm, not only from the characters, but also the environment, architecture and creatures.

12:07
CJ Grebb: Some lands in Tamriel appear quite normal to our mortal eyes, and some, like the Telvanni Coast, feel foreign. And then there are the Oblivion planes, who's lands bend our mortal perception into the most alien landscapes possible. In crafting the plane of Apocrypha, it was important to remember that Hermaeus Mora doesn't really adhere to traditional ideas of good and evil as may other Daedric Princes do. Likewise, Hermaeus Mora's realm isn't a representation of good or evil either. Our take here was to explore the idea of ancient records, and how they might be represented physically in a plane such as this. We created fossilized impressions into the rockwalls and emerging from the ground. representing the cateloguing of all life, experience and knowledge. Realms of Oblivion are extensions of their master, and so Apocrypha is a clearing house for knowledge. It's a repository. It is intended to feel like a place where ancient things and ancient ideas can be preserved, perhaps even hidden...but never lost. There's a ton of story emitting from these locations, from the environment to the architecture. Of course, the characters and creatures breathe even more life into this world.
Mortals don't survive in Apocrypha for long, and the knowledge though enticing can literally warp the minds and bodies of those who seek it out, turning them into beings known as the Hushed. Along with the Hushed are the Seekers and Lurkers, the former whom protect the vast libraries of Apocrypha while he later protect Apocryphas more dangerous secrets.

14:52
Helena Wachhaus: Mortals don't really survive in Apocrypha for a long time. The knowledge is enticing, but you'd be a fool to assume that it's harmless. And the sheer amount of information there tends to melt mortal minds, mangle their bones, contort their flesh and turn them into terrifying creatures called the Hushed. Some books are lifeless collections of paper. Totally safe to pick up! But others house tomeshells, small daedra who live between the pages of Apocrypha's first editions. , but if you've ever picked up a shell onn the beach only to discover there was a hermit crab already living in it then you know just how surprising a tomeshell can be. Tomeshells and Hushed aren't the only denizens in Apocrypha. No, Apocryphas guardians lurk around every corner. Seekers attend to the the vast library while Lurkers wait beneath the inky waters to diswade any stubborn researchers from discovering any of Apocryphas more...dangerous secrets. It's best to be sure you're really alone before you pick up some light reading.
Apocrypha containing creatures warped by Mora is something that the Skyrim Prima first mentioned.
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Other things from the stream I didn't transcript; there will be a clanless dremora in Apocrypha who's trying to uncover all of Mora's secrets with unknown allegiances, Necrom is outside the influence of all of the Great Houses of Morrowind, Necrom is older than the Tribunal Temple and the Dunmer and one of the villains is a vampire.

Hidden forces after Mora's secrets could not only threaten Apocrypha, but all of reality.

UNCOVER LOST SECRETS​

Hermaeus Mora holds knowledge too dangerous for mortals or Daedra to comprehend. Now hidden-yet-turbulent powers threaten the Prince of Fate's realm, and if his secret is uncovered, it could unravel all of reality.
Apocrypha is referred to as being endless once again (and again by an omniscient narrator).

DISCOVER NEW WORLDS​

Explore the Telvanni Peninsula, home to towering mushrooms, jagged spires, and the city of Necrom. Behold the forbidden books of the Endless Library and the mind-bending wonder of Hermaeus Mora's Daedric realm of Apocrypha.
You can defend the citadel of Apocrypha from invading Daedric forces.
NEW WORLD EVENTS: OBLIVION RAIDS

Gather your allies, open a portal to Oblivion, and defend Hermaeus Mora's besieged citadel within Apocrypha.

Repulse invading Daedric forces, including three challenging bosses that you and your party must overcome in order to protect the Lord of Knowledge's most-dangerous secrets.
Shadow Over Morrowind is described as being a Cosmic story.
A COSMIC STORY - The Prince of Fate holds secrets too dangerous for mortals or Daedra to comprehend. Now hidden yet turbulent powers threaten Hermaeus Mora's realm of Apocrypha and if the Daedric Prince's secret is uncovered, it could unravel all of reality.
The omniscient narrator once again describes Apocrypha as endless.
ALL-NEW ZONES - Explore the Telvanni Peninsula, home of colossal mushrooms, arcane magic, rocky spires and the capital city of Necrom, additionally, behold the forbidden books of the endless library of Apocrypha.
The Arcanist draws their power from the Knowledge of Apocrypha and Herma-Mora.
UNLOCK THE NEW CLASS - Become empowered by the secrets of Apocrypha and the forbidden knowledge of Hermaeus Mora. The Arcanist is a powerful new Class capable of destructive, restorative, or defensive magic by channelling the arcane, ancient runes, and lost tomes of power.
We also see some of the items you'll get if you pre-order the deluxe edition. The Hermitage Servitor is a mount from Apocrypha, which is made of pure thought and potential.
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Hermitage Servitor
A horror from the realm of Apocrypha, made from pure thought and potential. This unblinking monstrosity of a mount strides from the shadows.
Cipher's Eye Pocket Watcher keeps forbidden knowledge, and may share some with you.
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Cipher's Eye Pocket Watcher
The Pocket Watcher pet keeps knowledge untold. What forbidden secrets will the small companion reveal to you?
Apocryphal Bookworms are creatures from Apocrypha which are said to devour books so they can vouchsafe the knowledge for their master.
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Apocryphal Bookwyrm
A pet from the Daedric realm of Apocrypha, some claim these wyrms devour books to vouchsafe the knowledge for their master.
Time is relative to Meridia (and maybe even a priestess of Meridia).
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Crown Experience Scrolls
Two scrolls created by a Priestess of Meridia, for whom time is relative. Each grants a one-hour 100% boost to Experience Points gained.
The Sadrith Mora Spore Pony was grown from fungus from fire-hued fungus.
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Sadrith Mora Spore Pony
Conjured from only the hardiest of the fire-hued fungi, the Sadrith Mora Spore Pony makes for a pleasantly companionable pet.
The Sadrith Mora Spore Steed was grown by a Telvanni Archmagister, and can carry the rider across the Telvanni Peninsula and realms beyond.
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Sadrith Mora Spore Steed
Brought into being by a Telvanni archmagister, this russet and amber mount can carry you into the Telvanni Peninsula and realms beyond.
Dark Lady's Headrest is a headrest blessed, or cursed, by Vaermina. Sleep on it if you dare.
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Dark Lady's Headrest
Blessed—or cursed—by Vaermina, this memento looks comfortable, but acts as a summons to dreadful nightmares. Dare you rest on it?
 
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Stocking Anarchy

Marvelous
V.I.P. Member


31:25

The first of the two dungeons has a Psijic called Saresea enlisting your help to deal with a temporal anomaly. People also note that the Scourge has returned. As in you. You are the Scouge, but you've never been here before...

35:27

Serasea undoes a knot, but that sends you into the past.

40:41

Going back to Valsinar and everything is different again, and there's a temple to Peryite (who's refered to as the Prince of Poison and the Fake Dragon).

46:17

The stream glitches out, and Mike Finnigan jokingly says that it was Hermaeus Mora Stopping the stream as he doesn't want people knowing about what they do.
You know what it was? Hermaeus Mora does not want me telling people about this. That's what it was!
47:14

The scribes of Hermaeus Mora map the planes of Oblivion, but after a struggle for power someone uses an artifact to warp the others and turn them into fanatical zealots.

52:00

There is a Deadlands wing where they research the plane of Mehrunes Dagon, which includes a rift (which is very explicitly not an Oblivion Gate, as the rifts work with different mechanics. Going through the Rift will take you to the Deadlands itself.

56:29

There is a Spiral Skein rift. Although there has been travel to different parts of the Spiral Skein before, we've yet to truly visit Mephala's realm (only passing through it).
 

Stocking Anarchy

Marvelous
V.I.P. Member
According to the flavour text for the Hermaeus Mora statue, Mora feeds on forbidden knowledge, and even an endless library is crumbling beneath the weight of all this knowledge (but still he hungers). Yet another example of the omniscient narrator describing Apocrypha as infinite (and that even infinity is not enough to contain his desire for knowledge).
The Daedric Prince of knowledge and memory sits upon a throne of tomes, weaving his tendrils between them, feasting upon the dark mysteries and forbidden knowledge they keep. His many eyes are watching the yarns of fate intertwine. His endless library is crumbling beneath the weight of all his knowledge. Still he hungers and thirsts.

Come closer, Seeker. What have you brought Hermaeus Mora? Prepare your offering and your shrine. The Bethesda Gear Store is proud to present The Elder Scrolls Online: Hermaeus Mora Limited Edition Statue.
 

Stocking Anarchy

Marvelous
V.I.P. Member
A few more cards from Skyrim: The Boardgame. Grahkringdrog is a dragon said to be the size of a palace, and it's return is bad news for Skyrim.
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You can fight armies of skeletons.
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You also fight armies of dwemer animunculi.
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A coven of hagravens.
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The Divines will bestow their blessings onto the pure hearted who ask for it.
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Oviron splits a ship in half and flies away.
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You can melt a shipment of swords.
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Stocking Anarchy

Marvelous
V.I.P. Member
Displate sells metal prints, including TES prints. Although several are based off already existing art from Skyrim and ESO, there are several new art pieces. Alduin and Paarthunax battle, shattering ice andsne.
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Miraak riding Sahrotaar with a burning city in the distance.
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An Elder Dragon perches atop a pillar, with several other dragons flying in the background.
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Twin Dragons shattering ice.
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A skeletal dragon.
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Stocking Anarchy

Marvelous
V.I.P. Member
The Time-Aligned Throne Room is the throne room of the White-Gold Tower, and exists adjacent to all time and space in Aedric Creation.
The Imperial Throne Room at the base of White-Gold Tower is one of the most important metaphysical foci in all the Mundus, so much so that it can almost be said to exist adjacent to all time and space in Aedric Creation.
Here you fight various alternate versions of Josajeh from different timelines (including a pirate captain, a Mannimarco cultist and a ritemaster, who is under the influence of the Staff of Towers.
"A Josajeh from an alternate time-line? She doesn't look happy!"
I turned back the tide of converging time-lines and freed Josajeh from the staff's violent influence. Now that the threat has passed, I should talk to her.

 

Stocking Anarchy

Marvelous
V.I.P. Member
The Crystal Tower and Transparent Law transcent time and space and are truly omnipresent and unbound, existing everywhere (and everywhen) in the Aurbis. With Transparent Law under her control, Nocturnal would be able to exert influence all across the Multiverse at the same time, becoming a being of limitless power (weirdly, Nocturnal is said to potentially "become infinite" when many sources say that Princes already are infinite, including several omniscient ones; however, Sotha Sil goes on to say that she would be without limits, which is important as Princes do have limits, as they can't truly create, only reshape, they can't impede on another et'Ada realm, they can't act outside their spheres and so on).
Sotha Sil: The Crystal Tower exists on multiple planes of reality simultaneously and possesses capabilities we do not fully understand. We must assume that Nocturnal's options are infinite.
I suggest you find Valsirenn and inform her of this development.
Vestige: Nocturnal's no longer working with the other Daedric Princes.
Sotha Sil: I find it hard to believe that Nocturnal, Mephala, and Vile worked together for as long as they did. Daedric Princes aren't known for their willingness to share.
With the Heart, Nocturnal moves one step closer to gaining control of the tower.
Vestige: Why is the Heart so special?
Sotha Sil: Transparent Law, the crystal at the top of the Crystal Tower, anchors its metaphysical structure to all realities. With the Heart, she can restore the crystal, utilize its capabilities, and make herself master of the tower.
Vestige: How can the Crystal Tower exist on multiple planes at the same time?
Sotha Sil: The tower straddles every reality. Its true purpose remains lost to time, but I theorize it was created as a watchtower of sorts. A doorway to everywhere.
It stands to reason, then, that the tower is the key to omnipresence.
Vestige: How does that help Nocturnal?
Sotha Sil: Imagine a Daedric Prince who can exert influence throughout the multiverse at the exact same moment in time. Nocturnal could become infinite.
If she accomplishes that, then her power would multiply accordingly. She would be... without limits.
 

Stocking Anarchy

Marvelous
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The Saarthu Tong are a group of dunmer mages who trade goods across the Multiverse. This is the third time TES has used the m-word to refer to the Aurbis.
Vestige: Who are the Saraathu Tong?
Luna Beriel: They're a group of Dark Elf mages that were cast out of Morrowind for some offense or another against the Tribunal. They came to Fargrave and use their expertise at portal magic to supply House Hlaalu with trade goods from across the multiverse.
 

Stocking Anarchy

Marvelous
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A Necrom preview talk with some of the developers at a special ESO event.


Cosmic horror is referenced a lot (with obvious influences from Cthulhu), but one reference in particular refers to the arcanists ability as a 'cosmic wild colour.'
20:06
Yeah we were again like CJ said; it was just like 'make a class' and we knew we had to have it themed after you know, Hermeuas and that whole cosmic horror, but things really jumped off when we started talking about the Black Book like...that was like an immediate like aha moment where we were like 'oh, that's cool!' Because so much power and so many secrets and that could be anny kind of magic and we went with this-like this cosmic wild colour, and it was just- It just- It clicked immediately.
All domains of a Prince are extensions of the Prince themselves.
39:17
Michael Zenke: Uh yeah. So Apocrypha, domain of Hermaeus Mora. All domains of a Daedric Prince are kind of an extension of the Prince themselves, so Hermaeus Mora is the Prince of Forbidden Knowledge and these ideas are really just sort of suffused throughout Apocrypha. Right so he's the great miser of Oblivion. He loves to extend his tentacles out into other planes and into Nirn and kind of ensnare as much lore and knowledge as he can and kind of drag it back into his mouldering libraries and is like gross inky seas.
Mora's tentacles reach across other planes (including Nirn) and brings back knowledge, and even drag back pieces of Nirn.
40:31
CJ Grebb: So we had to start thinking about, well.. What is a god who likes to collect all things collectable? You talked maybe even like literally pulling in pieces of Nirn, right, because he's cateloguing everything...
Nymics are a daedras true name, and Mora has stockpiles his nymics in one fortress in Apocrypha, which malevolent forces have turned their eyes on...
51:25
Gina Bruno: Ok well let's talk more about these new world events that are called Bastion Nymic.

Michael Zenke: Yeah, uh, so Bastion Nymic is a fortress in Apocrypha, Nymics are, as we all know! ...The true names of daedra. If you know a daedra's nymic you get control over them. Uh. This is where Hermaeus Mora's just all like 'hey, what I should keep all my nymics together in one place,' and then some malevolant forces who are also at play in the main quest, saw that and decided they wanted to steal those nymics and try to amass that power for themselves.
Sanity's Edge is a trial that takes place in a mages dream, who after improperly studying a deadric artifact got a dread creature stuck in his mind as you fight through his dreams and nightmares (which could connect this being with Vaermina and Quagmire).
53:45
Michael Zenke: So Sanity's Edge is, uh... Most of the time when we do a trial it's a physical location in the world, you go to a physical space. So for this one it's a little bit different. Some mage, uh, has decided to study a Daedric artifact and he didn't do it with the normal precautions so, he unleashed a malevolent creature into his mind, and now you are going to bring 11 of your friends into his mind in order to free him from the torment that he has. You're seeing some things on screen here that you may recognise some of the places you go because you're basically exploring his dreams and his nightmares as you go through this.
We also see a astrologically vast creature in these nightmare realms (which given it's a nightmare, may just be a realm of Quagmire).
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The art in the loading screens shows this too.
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Stocking Anarchy

Marvelous
V.I.P. Member
Current loremaster Michael Zenke says of the flavour texts of the arcanists abilities that lots of lore can fit into them. So if it wasn't already obvious, ability descriptions arc lore acurate.


As for the abilities themselves... Sanctum of the Abyssal Sea gathers the 'true strength of Apocrypha' around you.
Sanctum of the Abyssal Sea
Gather the true strength of Apocrypha as protective tentacles rise from the Abyssal Sea around you. The tentacles form a damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 37697 damage, scaling off your Max Health. When the shield collapses you lash out, dealing all of the damage absorbed as Magic Damage to enemies within 5 meters over 10 seconds.
Rune of Eldritch Horror paralyses foes with existiential dread.
Rune of Eldritch Horror
Etch an incomprehensible rune on your enemy's mind, paralyzing them in fear after a 1 second delay, stunning them for 4 seconds. This terror applies Minor Vulnerability for 10 seconds, increasing their damage taken by 5%. If used against a monster, the paralyze lasts for 8 seconds. This ability cannot be dodged.
Rune of Uncanny Adoration lets you etch a rune in an enemies mind.
Rune of Uncanny Adoration
Etch a blasphemous rune on your enemy's mind, charming them after a 1 second delay for 4 seconds. This eldritch attraction causes them to move towards the player while snared by 50%, and applies Minor Vulnerability for 10 seconds, increasing their damage taken by 5%. If used against a monster, the charm lasts for 8 seconds. This ability cannot be dodged.
Rune of the Colorless Pool casts an amorphus rune on your enemies for an undimensioned effect.
Rune of the Colorless Pool
Etch an amorphous rune on your enemy's mind, paralyzing them in fear after a 1 second delay, stunning them for 4 seconds. This undimensioned phenomenon applies Minor Vulnerability and Minor Brittle for 20 seconds, increasing their damage taken by 5% and their Critical Damage taken by 10%. If used against a monster, the paralyze lasts for 8 seconds. This ability cannot be dodged.
Aegis of the Unseen creates a secret soldier in your mind to protect you against arcane forces.
Aegis of the Unseen
Form a secret soldier within your mind, a defense against arcane forces without. While a Soldier of Apocrypha ability is active on you, increase your Armor by 1980.
Wellspring of the Abyss makes apocryphal knowledge bubble up from the depth of your psyche, increasing your stats.
Wellspring of the Abyss
Apocryphal knowledge bubbles up from the depths of your psyche, increasing your Health, Magicka, and Stamina Recovery by 129 for each Soldier of Apocrypha ability slotted.
Circumvented Fate warps the weaves of fate around you.
Circumvented Fate
Casting an Arcanist ability warps the weave of fate around you, granting you and your group members Minor Evasion for 20 seconds and reducing damage from area attacks by 10%. This effect can occur once every 5 seconds.
The Unblinking Eye tears open the fabric of the Aurbis to summon a scion of Hermaeus Mora which fires a beam that rends reality asunder.
The Unblinking Eye
Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 6 seconds and deals 1115 Magic Damage to enemies within 3 meters every 0.5 seconds. The scion's beam can be repositioned by recasting The Unblinking Eye.
Fatecarver allows you to turn pure knowledge into a beam that scars the world in front of you.
Fatecarver
Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 4 seconds, dealing 879 Magic Damage every 0.3 seconds. Casting Fatecarver consumes all Crux and increases damage done by 33% per Crux spent.
Fated Fortune lets you warp fate.
Fated Fortune
Warp fate when you gain or spend Crux, increasing your Critical Damage and Critical Healing by 12% for 7 seconds.
Harnessed Quintessence allows you to master the warp and weft of your very soul.
Harnessed Quintessence
You master the warp and weft of your very soul. When you are restored Magicka or Stamina, increase your Weapon and Spell Damage by 5% for 10 seconds.
Psychic Lesion wounds the minds of your foes with heretical knowledg.
Psychic Lesion
Your attacks wound the mind with heretical knowledge, increasing damage dealt by Status Effects by 15%.
Chakram Shields allows you to carve the runes of the Blind Man.
Chakram Shields
Carve the runes of the Blind Man to call forth spinning mystical discs. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs 3159 damage for 6 seconds. Discs prefer your reticle target, or low-Health targets without shields.
Tidal Chakram allows you to carve the runes of the Baron of Breakers.
Tidal Chakram
Carve the Baron of Breakers' runes to create spinning discs. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs 3264 damage for 6 seconds. Consume Crux to reduce the cost by 20% per Crux spent. Discs prefer your reticle target, or low-Health targets without shields.
Arcanist's Domain draws form the vigoratum of Hermaeus Mora to conjure a vortex of eldritch power.
Arcanist's Domain
Draw forth your tome and invoke the vigoratum of Hermaeus Mora to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215 and your Health, Magicka, and Stamina Recovery by 15%.
Reconstructive Domain invokes the leviathanum of the Abyssal Sea to conjure a vortex of power.
Reconstructive Domain
Draw forth your tome and invoke the leviathanum of the Abyssal Sea to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215 and your Health, Magicka, and Stamina Recovery by 15%. The vortex also heals you and your allies for 4631 Health over 20 seconds.
Zenas' Empowering Disc invokes the enigmatum of the legendary mage Morian Zenas to connjure a vortex of eldritch power
Zenas' Empowering Disc
Draw forth your tome and invoke the enigmatum of Morian Zenas to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215 and your Health, Magicka, and Stamina Recovery by 15%. These effects cling to you and your allies for up to 10 seconds after leaving the vortex.
Apocryphal Gate breaches the world walls to create a portal.
Apocryphal Gate
Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. Apocryphal Gate generates Crux each time you teleport.
 

Stocking Anarchy

Marvelous
V.I.P. Member
The black books of the arcanists aren't literal books, but fragments of eldritch knowledge from Apocrypha in the minds of the user, and manifest in that form. Apocrypha's form is metaphorically a library as it's a realm in which all knowledge is gathered.
Now that I've couched my answer sufficiently, I'll attempt to directly address the question. As best as I can tell, an arcanist is a spellcaster who makes use of arcane spellforms learned from and driven by a mystic tome touched by the power of Apocrypha.

As most learned members of the university are aware, "Oblivion realms" exist as much as points along a spectrum as specific or constrained physical localities. We know from extensive documentation that creatures, spellwork, and even mortal beings transported to Oblivion realms will conform or change due to the influence of a Daedric Prince within their principality.

In the case of Apocrypha, the metaphor chosen (imposed?) by Hermaeus Mora is that of a grand and sweeping library. And so it makes sense that as beings entering a realm can shift to fit it, so too does a part of a realm exiting comport itself to fit the mystical metaphor in which it finds itself. That is to say, it's my hypothesis these "books" are the cruft of Apocrypha itself. Oblivion substrate shaken loose and given a home on Nirn and—crucially—in a mortal's mind.
 

Stocking Anarchy

Marvelous
V.I.P. Member
Screenshots from the official guide for Redguard; Redguard: Call to Adventure! Further backing up that the guides can be used as lore sources, The Redguard Companion was written by Todd Howard, Michael Kirkbride and Kurt Kuhlmann, and some others (I also remember an interview where Todd mentioned they looked at the Arena manual for ideas for Skyrim, I need to find that again). Kuhlmann is also someone at Bethesda I've been meaning to talk about more, because few really appreciate the work he's done for TES and making it what it is today. This would also technically be Kirkbrides first OOG text.
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Turns out that there is more context to Cyrus defeating N'falilaargas than just stabbing him to death (obviously). Cyrus has to enchant his sword with N'falilaargas's own flames, then go for his underbelly. Otherwise nothing Cyrus does can hurt him.
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Some info on the constellations, and how the three major constellations protect their charges from the Serpent. The Dwarves didn't believe in magic.
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Goblins have teleporters.
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Kynareth is worshipped by sailors to bring good winds, and can turn you into a bird so you can fly across Stros M'kai.
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The soul of Cyrus's sister Hayle is stuck between Nirn and the Far Shores, to prevent N'gasta & Vile getting his hands on her, thanks to Saban's magic.
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Clavicus Vile's realm, and here we have the most juiciest part by far. Normally entering the realm of a Daedra Lord without an invitation doesn't bode well for the mortal, but Cyrus not only uses the servants entrance, but Vile (who's refered to as an immortal omnipotent and a godling) has awaited him with great enthusiasm. But here's the best part; Viles realm isn't just a place, it's a state of mind. Vile's mind in particular. The fact that Clavicus Vile appears as a cheerful young boy is because that's how he sees himself in his mind. The implications of this in relation to the other Princes (Peryite, Jyggalag, Dagon) and the realms of other cosmic entities (Clockwork City, the Den of Lorkhaj) is huge.
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Barbas is constantly changing shape, and not even Vile himself knows what's fully going on with him.
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While the soul of Hayle is returned to her body, the soul of A'tor is instead returned to his sword.
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This is the reason why in the final battle, Cyrus's sword comes to life and kills Dram and the governor.
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Stocking Anarchy

Marvelous
V.I.P. Member
Word of god from Rich Lanbert not only confirms that an Oblivion realm is constantly changing to the whims of the entity controlling it (which is why it's both similar and different to the parts of Apocrypha we see in Dragonborn), but said realms can be infinite in not only size but also shape.
“We certainly pay homage to the Apochrypha you saw in [The Elder Scrolls V: Syrim’s] Dragonborn DLC,” Lambert explains. “But you know, like we always do, we try to put our own spin on it. And one of the beauties of any Oblivion realm, any Daedric realm, is they can morph and shift and change based on the whims of that Prince. The other aspect of that too is they can be infinite in size and shape. And so, we love paying homage to what you’ve seen in the past, but then really going out and exploring and detailing out completely different things.
 

Paxton

One Sin and Hundreds of Good Deeds
V.I.P. Member
Word of god from Rich Lanbert not only confirms that an Oblivion realm is constantly changing to the whims of the entity controlling it (which is why it's both similar and different to the parts of Apocrypha we see in Dragonborn), but said realms can be infinite in not only size but also shape.
There's a difference? :rock
 

Stocking Anarchy

Marvelous
V.I.P. Member
The Elder Scrolls: Betrayal of the Second Era is the second TES boardgame (ignoring Skyrim Monoloply). Like Skyrim: The Boadgame, it will feature its own plot. The story of Betrayal of the Second Era will involve a mage who seeks to seperate the natural world from the realms of magic, fundamentally altering the nature of reality.
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The story can play out in different provinces of Tamriel, in which the mage Deslandra can use different powers in different areas to her advantage, which you as the heroes have to foil.
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In Morrowind for example, Deslandra will construct an animunculi called the Arbiter of Perfection which you must battle.
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In Skyrim, Deslandra believes that the magics of the Reachmen would aid her, and seeks to harness SKyrims many mystical properties as you fight her in an ever-shifting maze.
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In Black Marsh, the sap of the Hist is used for the world-altering ritual.
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There are various factions you can join, such as the Fighters Guild, the Mages Guild, the Thieves Guild, the Dark Brotherhood, the Undaunted and the Psijic Order.

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The Psijic Order is interested in the truth beyond ordinary truths, and how magic controls the power that moves the world.
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There will be an expansion set in Valenwood, complete with giant migratory trees.
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Not only will this edition have all its own art, but also it's own lore. Bethesda and Zenimax have given Chip Theory the go-ahead to include as much lore as they like. However, this is assuming that said lore is approved once it's written. This further shows that Bethesda and Zenimax are checking over all TES materials.
You may not have noticed that earlier today we adjusted the name of the Limited Edition Artbook to include a lovely new word: LORE!

We received word this afternoon from Bethesda/ZeniMax that we are absolutely in the clear to include as much lore from Betrayal of the Second Era as we'd like (assuming it's approved once written, of course). We'd love to elaborate on what we intend to do here, but given we just received word on what we're allowed to do, we'd be lying if we said we had a concrete plan. BUT - the book will include some exciting lore elements on top of the beautiful artwork.

Now, just being candid, we are not sure what this means exactly for language editions. We will be offering and talking about the book with all of our language partners, and we expect they will all be excited to tackle it as a part of the project. However, we cannot absolutely guarantee that for every single language, as we literally haven't spoken to any of them about this just yet and the total word count is still to be determined. So stay tuned for more information on this in due time.

We'll note that should you add an Art and Lore Book (or an All in Pledge) expecting it in your preferred language and said language does not come to pass, we will be happy to help you and take care of you with our best-in-industry Customer Service :-) Also, rest assured we will be working to get this answered well before Pledge Manager closure so you will have time for order adjustments if needed.
The game will be released in October next year, so it will take more time. I've already pre-ordered it though, so more news on this...eventually.
 

Stocking Anarchy

Marvelous
V.I.P. Member
I found a PDF of the Morrowind Online Prima! It doesn't have too much, but it has a few nice details. In the game, you help Vivec save the world from a deadly Daedric plot.
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Mundus Stones are imbued with powers from the Constellations (Celestials).
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The Ashlands bear the brunt of the ash clouds from Red Mountain, the great volcano from which Morrowind rose around. Within you can find Dwemer ruins and Daedric ruins...and worse.
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The Assembly General is a mechanism of limited intelligence, and both time and the current system malfunctions of the Halls of Fabrication have taken a toll on its programming.
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Some info on reaching Clockwork City.
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Info on Barbas.
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Stocking Anarchy

Marvelous
V.I.P. Member
Chroma Incognito is a new facet of Apocrypha, and Mora is many things, which this realm refects (as all Daedric realms are reflections and extensions of the Prince who rules over them). This place is distinct from the rest of Apocrypha, and is home of fates that never came to pass, including unclaimed potential, missed opportunities and impossible futures which Mora hordes. Chroma represents the 'Colour out of Space' from Lovecraftian lore, and is comparable to the feeling you get from looking up on a cloudless night and feeling very very small.
You can experience these dangers for yourself when you venture into this strange world. However, when exploring Apocrypha in the Necrom Chapter, you can also discover an all-new part of Mora’s realm: Chroma Incognito.

Distinct from the rest of Apocrypha, Chroma Incognito is home to fates that never came to pass. It is a world of unclaimed potential, missed opportunities, and impossible futures that, for whatever reason, the Prince of Fate hoards within his ream.

“Hermaeus Mora is not just one thing—he is many,” states Zenke. “Chroma Incognito is a reflection of that, as all Daedric realms are a reflection and extension of the Prince that rules it. Chroma represents the ‘color out of space’ from Lovecraftian lore—the twisting threads of fate that Mora views and judges. Think of it as that feeling of being very, very small you get from gazing up at the night sky on a cloudless night. As a result, this ever-shifting region of Apocrypha contains multitudes: a crucible of faded fates, a drifting vortex of lost ships and sunken vessels, and a menagerie unlike any seen in all of Aetherius.”
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Concept art of Chroma Incognito.
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Stocking Anarchy

Marvelous
V.I.P. Member
Information of the two trials coming up in Necrom; Bastion Nymic and Sanity's Edge. Bastion Nymic is where Mora stores all his Nymics, which are the true names of daedra. With a nymic one can banish or even control a daedra. Rival Princes seek to take this knowledge, so you must help Mora defend it.
Bastion Nymic is a new type of world event for groups of up to four players. Counted among Apocrypha’s most mysterious and heavily defended fortresses, the bastion is rumored to protect some of Hermaeus Mora’s greatest and most dangerous secrets.
“Nymics are the ‘true names’ of Daedra. If you know a Daedra’s nymic, you can banish it or potentially bend it to your service,” says Richard Baker, the Senior Writer-Designer behind the Bastion Nymic writing. “That makes nymics some of the darkest and most powerful secrets it’s possible to know. Hermaeus Mora is the greatest hoarder of secrets in Nirn or Oblivion, so naturally he’s very interested in nymics, and he wants to be sure that they are very well-protected indeed.”

If knowing a Daedra’s true name grants power over them, Hermaeus Mora is rightfully revered and feared as the Prince of Knowledge. However, the unthinkable has occurred, and a sinister force has corrupted the bastion’s defenders and seized control.
“Rival princes have invaded Bastion Nymic, turning his own servants against him,” says Baker. “The invaders located the places where the nymics of the bastion’s guardians were held and now use them to compel or suborn Mora’s own protectors.”
Hermaeus Mora requires brave mortal champions to drive the invaders out and destroy the Herald leading the attack. However, before you can retake the bastion, you must first locate a method of entering this hidden part of Apocrypha.
“Players need to seek out Ordinator Tandasea in Necrom city, who tasks them with collecting Daedric Ichor from special monsters called Herald’s Seekers,” explains Alex Covert, the Senior Encounter Designer who worked on Bastion Nymic’s design. “Once the player has enough, they can head to one of the portal edifices in either the Telvanni Peninsula or Apocrypha to finally gain entrance to the bastion.”
Sanity's Edge is set within the nightmares of the mage Warlock Vanton, who has been trapped in his own mind by a daedra called Ansuul the Tormentor.
The Necrom Chapter’s 12-player Trial, Sanity’s Edge, is a new challenge for large groups that sees you and your allies enter the fractured mind of a reckless mage.

“A Mages Guild researcher, Warlock Vanton, is trapped in his own mind by a terrifying Daedra called Ansuul the Tormentor,” explains Helena Wachhaus, the Writer-Designer behind this Trial. “It’s up to the players to go into Vanton’s nightmares and fight back.”
Warlock Vanton is a powerful mage of the Mages Guild, but Ansuul has taken advantage of his knowled to stage twisted imagery of the guild and well-known locations, including what Vanton would be scared of.
“The Trial’s setting informed the team immensely,” explains Shane Slama, one of ESO’s Senior Content Designers. “Warlock Vanton is a powerful mage with ties to the Mages Guild, and Ansuul the Tormentor uses this knowledge to stage twisted imagery involving the guild and well-known locations.”

“When designing the enemies, we considered what Vanton would be horrified to see within his mind and how the different fragmented parts of his memory could challenge players. The nightmarish elements allowed for a great mix of monsters.”
Ansuul controls all aspects of this nightmare world, and twists locations into grotesque realities and populates them with her own scenes of terror. Only the arrival of the heroes provides an area of the nightmare that Ansuul doesn't have control over (it's also possible that Ansuul has some connections with Vaermina, and this isn't 'just' a nightmare but a realm of Quagmire).
However, it’s not just the twisted invaders that make this new Trial so unique. As you delve deeper into Vanton’s mind, you discover that even the world around you bends to the Tormentor’s corrupting influence.

“Ansuul controls just about every aspect of the Trial’s settings,” explains Wachhaus. “She twists familiar locations into grotesque realities and populates them with her own scenes of terror. Until the players arrive, there isn’t a piece of Sanity’s Edge that Ansuul doesn’t have control over. The only way to save Warlock Vanton is to stop Ansuul before she can break him completely.”
Sure enough, finishing the trial and vanquishing Ansuul gives you a skin and a trophy which seems to confirm Ansuuls connections with Vaermina.




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