The Elder Scrolls Feats and Discussion

Paxton

One Sin and Hundreds of Good Deeds
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.

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.

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.

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).

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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well god damn :mjlol
 

Stocking Anarchy

Marvelous
V.I.P. Member
More scans from the Morrowind Online Prima.

Different megaservers are located in different continents, so players can choose from North America or Europe for different platforms (if not more as the game grows in size). In-universe, this results in the world being split into different shards (or copies of the same world). As such, not all players in the same zone will be visible or interactive. These shards are also referred to as worlds. On another note, ESO is said to bring the lore of TES to the MMO scene.
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The Liminal Transformer is described as an incredible energy generator, and it's what powers the boss of the Halls of Fabrication and is causing the Planar Rift to become unstable. On Veteran Mode, the energy pumped into the Pinnacle Factotum generates a shield.
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The Planar Rift is the gate to Clockwork City and emits unstable energy projectiles. If lefts for too long the Planar Rift will unleash a huge energy wave that will kill everyone in the group. Divayth Fyr can also teleport others (be they dead or alive) and levitate them.
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The Pinnacle Factotum can create illusionary clones of itself, teleport, send out waves of energy and mor.
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Templars call upon the divine power of the Sun and light to fight foes and protect allies.
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Nghtblades can teleport and turn invisible.
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Enchanting embues an item with magical runes or glyphs containing soul energy.
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General Tanasa can bind an ally to her with a beam of life energy and grab enemies with molten talons. Kimbrudhil the Songbird can also summon cyclones.
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When an Iron Atronach is defeated, it will unleash waves of laval.
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After you defeat Mehz the Conezer you seal a rift to Oblivion.
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Information on the Bitter Coast.
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Information on Molag Amur.
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Information on Azura's Coast.
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Information on the West Gash.
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Information on the Ascadian Isles.
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Information on the Gazelands.
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Flowering Knight

Exceptional
V.I.P. Member
More scans from the Morrowind Online Prima.

Different megaservers are located in different continents, so players can choose from North America or Europe for different platforms (if not more as the game grows in size). In-universe, this results in the world being split into different shards (or copies of the same world). As such, not all players in the same zone will be visible or interactive. These shards are also referred to as worlds. On another note, ESO is said to bring the lore of TES to the MMO scene.
OlIf0Eb.png
The Liminal Transformer is described as an incredible energy generator, and it's what powers the boss of the Halls of Fabrication and is causing the Planar Rift to become unstable. On Veteran Mode, the energy pumped into the Pinnacle Factotum generates a shield.
7NWKOzC.png
The Planar Rift is the gate to Clockwork City and emits unstable energy projectiles. If lefts for too long the Planar Rift will unleash a huge energy wave that will kill everyone in the group. Divayth Fyr can also teleport others (be they dead or alive) and levitate them.
YPnG86X.png
The Pinnacle Factotum can create illusionary clones of itself, teleport, send out waves of energy and mor.
GyRFWyn.png
Templars call upon the divine power of the Sun and light to fight foes and protect allies.
30H82SX.png
Nghtblades can teleport and turn invisible.
ZjRC2Vx.png
Enchanting embues an item with magical runes or glyphs containing soul energy.
J5StBM6.png
General Tanasa can bind an ally to her with a beam of life energy and grab enemies with molten talons. Kimbrudhil the Songbird can also summon cyclones.
2PoLStB.png
When an Iron Atronach is defeated, it will unleash waves of laval.
EpXlzKJ.png
After you defeat Mehz the Conezer you seal a rift to Oblivion.
WoWgwWh.png
Information on the Bitter Coast.
i2hcNih.png
Information on Molag Amur.
2FvRgli.png
Information on Azura's Coast.
iF1VM39.png
Information on the West Gash.
SY8ifY8.png
Information on the Ascadian Isles.
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Information on the Gazelands.
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This one off-hand remark just boosted the absolute fuck out of the series to an unbelievable degree :hestonpls
 

Stocking Anarchy

Marvelous
V.I.P. Member
A bit more information on the daedra of Apocyrpha. Apocrypha is once again refered to as endess (and containing endless stacks of tomes and loose pages).
Perhaps first and foremost among the denizens of Mora’s realm are the Seekers. You’re likely to come across these levitating, tentacled Daedra anywhere treasured knowledge may be found, as they tend to the endless stacks of tomes and loose pages scattered throughout Apocrypha.
Seekers will go to extreme lengths to protect Moras unfathomable lore (Apocrypha again is refered to as an endless library, with a capital E and L).
Seekers are said to be the administrators and guardians of Apocrypha’s Endless Library, and they will reportedly go to extreme lengths to protect their lord’s trove of unfathomable lore.
Lurkers are rumoured to be birthed from the abyssal pools that make up the very foundation of Apocrypha, and are also said to represent the evolution of life pushed to the very extreme.
These unsightly beasts are rumored to be birthed from the abyssal pools that make up the very foundation of Apocrypha. It is said that they represent the evolution of life pushed to its very extreme, resulting in a hideous monster that barely resembles any natural lifeform.
The physiology of Lurkers are inspired by some of the strangest creatures of Nirn, and their ties back to the Nirn is what makes them so disgusting and fearful (curiously enough, Michael Zenke refers to 'the Nirn,' if this is on purpose or a typo I don't know).
“Looking at these beasts, it’s easy to see their physiology was inspired by some of the strangest creatures of Nirn,” says Zenke. “Perhaps it’s this tenuous link back to the Nirn that makes them so truly disgusting, because deep down we recognize the shapes that inspired the Lurker. And we fear them.”
Despite their hulking size and frame, Lurkers move with unnatural speeds.
The Lurker’s hulking frame disguises their unnatural speed, and its unending desire to feed drives them forward to consume whatever poor soul draws their attention.
The Hushed are the remains of scholars, loremasters and others seeking forbidden knowledge, after prolonged exposure to the boundless secrets of Apocrypha.
“The Hushed are the result of prolonged exposure to the boundless secrets of Mora’s realm,” says Zenke. “Once dedicated researchers and scholars, these misshapen, mouthless beings are now driven only by a thirst for knowledge. They are hostile in the extreme to mortal interlopers.”
Although their minds have been destroyed, their skill and abilities remain; infact sometimes in some cases the Hushed unlock new powers at the cost of their mind and body.
“Though their minds are destroyed, they retain the skills and abilities they wielded in life–and in some cases, have unlocked new powers at the cost of mind and body,” warns Murphy. “Don’t treat them as mindless zombies.”
Mind Terrors are creatures of nightmare, seemingly made to instil terror in the minds of mortals. They're described as the shadows of the walls and nightmares out of childhood given form.
The last and most disturbing creature you may encounter in your travels throughout Apocrypha are the nightmarish Mind Terrors. Everything about these unnerving monstrosities seems to be designed to instill terror into the minds of mortals. Fear is their weapon, and they wield it expertly.

“They are nightmares out of childhood,” says Zenke. “The shadows on the wall of our bedrooms given flesh, intellect, and a mouth full of hundreds of pointed teeth.”
Mind Terrors are oddly distinct from the creatures of Apocrypha, and are arrayed against Mora (almost as if they aren't native to Apocrypha). They are once again described as nightmares given form which feed on terror and mental anguish.
Although Mind Terrors prowl across various regions of Apocrypha, they seem oddly distinct from the realm’s other inhabitants. They appear almost alien when compared to Mora’s spawn and seem to act in opposition to the Prince’s goals.

“Mind Terrors have arrayed themselves against Hermaeus Mora,” explains Murphy. “They are nightmares given form, feasting on mental anguish and terror.”
 

Stocking Anarchy

Marvelous
V.I.P. Member
Time to look back over the Arena and Daggerfall books! Firstly, the Arena Manual. Arena came before a lot of the iconic worldbuilding that makes TES TES happened, but there's also a lot which is still relevant (I remember Todd saying they still refered to the Arena manual for reference). As such, even if things have been retconned, a lot of this is still important.

The introduction in the manual tells of how the Eternal Champion Talin was woken up by the ghost of Ria Silmane. Ria was the one who taught Talin the ropes on sorcery. She tells Talin that the Emperors battle mage Jagar Tharn has captured the Emperor and shifted him into another dimension to hold him prisoner. Even those loyal to the Emperor have been captured and replaced by beings transmorphed by Tharn who are loyal to the battlemage. Even though Tharn destroyed Ria, she resists the call of the afterlife so as to meet out justice. In this other dimension time flows much slower, so the Amulet of Kings cannot warn of his death until it happens in centuries to come. Even as a ghost Ria can use her magic, but doing so uses up her precious energy (as such, she will only visit you in dreams after this). She tells Talin to go to a Shift Gate which will teleport him between cities. She says that teleportation is 'common enough.'
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To summerize, to free Emperor Uriel Septim VII and defeat Tharn, you must collect all eight fragments of the Staff of Chaos.
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You can craft spells, such as ones to create walls and floors.
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More craftable spells, including the ability to be ignored by enemies and destroy walls and floors.
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More spell crafting abilities, such as increasing attributes, levitation, turning invisible and resisting the elements.
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Spell Absorption allows the player to absorb the incoming spell, while silence makes it impossible to cast audible spells. Regenerate heals your health.
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There are eight circles of known magical spells going up in power. The 1st Circinate has spells allowing you to heal, regain stamina, cast light to see and levitate.
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Spells from the 1st and 2nd Circinate. Invisibility will turn you invisible, shield will cover the caster in a protective shield and Shock creates a charge of electricity to protect the caster. Orc Strength increases the casters strength (to that of an orc assumably).
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The 3rd Circinate of spells. Resist Fire, Resist Cold and Resist Shock allow you to resist the respective elements, Fireball channels a vast amount of energy, Cure Poison cures poison and Wizard Lock seals a portal or door.
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Spells from the 3rd and 4th Circinate. As well as Cure Disease, Ice Bolt sends an intense bolt of cold at a target, Trolls Blood regenerates the caster, Earth Wall creates a wall from the ground to block a passage and Spell Shield creates a field of negative energy around the caster to absorb spells.
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Spells from the 4th and 5th Circinate. Ice Storm throws an exploding ball of intense cold, while Fire Storm superheats the air and causes it to explode outwards.
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The 6th Circinate. Passwall lets you vaporize up to three walls (not just break them but vaporize them and reduce them to molecules). Pitfalls allows you to destroy up to three floor sections so as to create tunnels. Force Wall surrounds the caster in a protective shield. Spell Drain and Lifesteal absorb magic and health respectively.
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The 7th and 8th Circinates (the 8th is also referred to as the Arch-Circinate). Wizard Rend simultaneously paralyzes and silences the target. Shalidor's Mirror turns the air around you into a protective mirror (also this might be the first reference to the legendary arch mage Shalidor). Medusa's Gaze allows you to paralyse a foe with but a gaze.
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The last of the Arch Circinate. Force Bolt causes a magical implosion on a single creature by focusing on the magical aura that surrounds all beings. Purify will heal the caster of all poisons and create an area in which they'll be ignored by enemies, but the caster can still attack with offensive magic. Gods' Fire will vaporise almost any single foe.
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Tamriel is described as being 3000km to 4000km East to West and 2000km to 3000km North to South.
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There are different regions of the game which load differently, as having 12 million square kilometers would take far more processing than what most machines have.
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Magic is said the be the crux of the world, and spells in Tamriel are extremely unforgiving. Mages don't need to cast incantations or have special objects to use magic; all they need is the magical energy to cast the spell (the part about not needing to memorize the spells however I'm pretty sure has been retconned, as magic requires both knowledge and power).
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The Dark Brotherhood are followers of Sithis, who is described as the god of death. They are vicious to anyone who follows the path of Law, and seek to work towards a pure form of Chaos (this seems to be early stuff that's still referencing Dungeons and Dragons, but the general jist of this all still rings true, with the Dark Brotherhood being assassins who serve Sithis and uphold tenents).
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High-level warriors with magical equipment are equal to mages (it makes a note about how only plate armour can be enchanted, although this is very obviously something that has long since been retconned).
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Stocking Anarchy

Marvelous
V.I.P. Member
A few more notes from the Arena Manual.

The monsters and enemies you'll meet in Tamriel. Snow Wolves are bigger than normal wolves and can freeze their prey with ice magic. Lizard Men are semi-sentient reptiles; they aren't related to Argonians.
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Ghosts are people who died but are trapped between the world of the living and the etherial plane. Netherhounds come from the nether planes (of Oblivion), and can cast fire magic and are resistant to fire.
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Wraiths are the ghosts of undead wizards, who are often summoned by other wizards. They have the ability to cast spells and see the invisible. Homonculus are artificial lifeforms created by high-level wizards by combining various spells with demon parts (I assume this means Daedra parts). They have the ability to cast spells. Golems are creatures created by those practiced in the arcane arts, of which there are three known kinds; fire, ice and iron. They too can cast spells and have certain resistances. Daemons (Daedra I assume) are beings from the netherworld (Oblivion I assume) who are highly intelligent, powerful in the ways of magic and completely chaotic in nature. Fire demons have the ability to see invisible creatures.
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Medusa can turn opponents to stone and due to their magical nature are immune to weaker weapons. Vampires are the most feared foes after liches, and are immune to conventional weapons and can regenerate and use magic. They are very fast and very strong, are said to be able to see invisible creatures and can control others. Liches are immune to almost all normal weapons, can regenerate and have abilities associated with a high level mage. Few have faced them and lived to tell the tale, and they can easily defeat high level characters; fighting one without preparing with special equipment and artifacts would be foolhardy.
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The races of Tamriel (which doesn't yet include Orcs or Imperials).
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Stocking Anarchy

Marvelous
V.I.P. Member
Ever since Arena, the Crystal Tower has transcended normal human conceptions and existed across many planes simultaneously (this is also the case for all Towers, such as White-Gold Tower, the Numidium, Throat of the World, Red Mountain and so on).
The Crystal Tower dominates the area, rising like an accustory finger pointing at the sky above. This bastion of sorcery seemingly transcends normal human conceptions, existing in many planes other than this. You can sense the fifth piece of the Staff of Chaos, somewhere above..."
 

Stocking Anarchy

Marvelous
V.I.P. Member
Now for the Daggerfell Chronicles! Although there are still a lot of changes to come before TES lore becomes settled, Daggerfall is more closer to what we see formed in later games than Arena.

A timeline of the history of the Empire. Haymon Cameronn conquers Valenwood with supernatural armies, Tiber Septim conquers Tamriel with the Numidium, the Thrassian Plague wipes out half of Tamriels population, Jagar Tharn traps Uriel Septim VII in another dimension and takes his place with illusion magic and more. Also of interest, the hero of Daggerfall is 30 when the game takes place, and the Eternal Champion is 35 around this time.
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The gods of Tamriel, of which eight are listed (Talos is yet to be a thing as he's introduced with Morrowind and Redguard)). Their spheres are more or less the same as later games.
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Royal family trees.
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The 16 Princes. Daedra are magical beings from another dimension. Although much of their spheres are the same, some of them will grow or change with future games.
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The Mace of Molag Ball will drain the victim of magic and strength.
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The Oghma Infinium can increase the readers abilities to near-demigod proportions, and was written by Xarxes. The Necromancer's Amulet is the last surviving artifact of Mannimarco, which grants the ability to regenerate from injuries and absorb magicka. However, it's unstable and doomed to fade in and out of existence in different locations.
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The Sanguine Rose can summon a lesser daedra, which will attack any other creature in the area. The more its power is used, the more the Rose wilts, until it's petals fall off and it looses its power, at which point Sanguine will pick a new rose from somewher in Oblivion to give to a new champion (interestingly enough, Sanguine is referred to as a her here, when Sanguine is usually male; however, as intangible entities, Princes don't really have a sex or gender).
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Azura's Star is a reusable soul gem. Chrysamere (or the Paladin's Blade, or Sword of Hero's) is an ancient claymore that has powerful offence and even more powerful defence, protecting from frost, fire, damage and even deflecting offensive spells back at their casters. However, this sword doesn't favour any one champion, and as thus does not stick with any bladesmen for too long.
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The Ebony Blade (sometimes referred to as the Vampire or the Leech) is a dark katana which has the power to suck the lifeforce out of its victims. That being said, the sword may be no more evil than the one who wields it (this is something which was almost certainly retconned later). A wizard is said to have cast a charm so that no one could wield this blade for too long (although if this remained the case I'm not sure). The Ebony Mail is said to have been created before recorded history by the dark elven goddess Boethiah, and only she chooses who's worthy to wield it.
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The Ring of Khajiiti allows the wearer invisible, silent and quick. Rajhin used the Ring to make himself the greatest burgler in Elsweyr, but it eventually left him after such constant use, leaving him helpless before his enemies. The Ring of Namira is aligned with the darker side of nature, and reflects back attacks with various degrees depending on if they're natural, supernatural or unnatural.
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The Wabbajack will turn the target into something else at random, either stronger or weaker. THe Warlocks Ring of the Arch Mage Syrabane, who used the Ring to save the entire continent. It reflects spells and improves their speed, but no adventurer can wear the ring for long as it's said that only Syrabane can command the Ring.
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The Staff of Magnus is described as a metaphysical battery for Magnus (this was since retconned). It regenerates the users health at remarkable rates. In time, the Staff will abandon its wielder so as not to risk them growing too powerful and throwing off the mystical balance the Staff is Sworn to protect. Volendrung (also known as the hammer of Might) was created by the now vanished dwarves of the Rourken clann hundreds of years before they vanished from the world. It has the ability to grant health to its wielder and paralyzing and leeching foes. Volendrung is prone to disappearing suddenly, to resurface anywhere from days to eons later.
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Spellbreaker is a mighty dwarven tower shield and one of the most ancient relics in Tamriel. It was used by the dwarven clan Rourken against the Arch Mage Shalidor in a great battle long ago. It can almost completely block out all magic by dispelling it and even preemptively silencing the casters. It's said that this shield still searches for its owner, and will not be possessed by any individual for too long.
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The Masque of Clavicus Vile makes any who wears it more popular, and to receive a more positive response. Avalea was a noblewoman who was grossly disfigured as a child, but made a dark deal with Vile. The Masque did not change her looks, but it made everyone respect and admire her more. However, after her marriage to a baron, Vile reclaimed his Masque andalthough pregnant Avalea was banished. 21 years and 1 day later, her daughter got vengeance on the baron. Mehrunes Razor is a deadly blade that can kill any creature instantly. 80 years before the events of Daggerfall it's believed to have been used in an internal power struggle of the Dark Brotherhood.
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Auriels Bow is one of the mightiest bows in history, wielded by the elven demigod Auriel (this was retconned to Auriel outright being a god and the Aldmeri aspect of the Time Dragon). It can turn any arrow into a missile of death and destruction. Without Auriel to power it though, any other wielder will eventually exhaust it of power until it vanishes and reappears again.
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Auriel's Shield once belonged to the quasimystical elven deity Auriel, and using it can make its wielder nigh invulnerable. Like many of the artifacts of Tamriel, the Shield has a personality of its own, and does not feel bound to the user.
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Hircine's Shield can grant a lycanthope the ability to control their transformations into a werebeast. The Lords Mail (also known as the Armour of Morihaus and the Gift of Kynareth) is an ancient cuirass of unsurpassable quality. It bestows the ability to regenerate health, resist the effect of spells and cure poison. It's said that whenever Kynareth finds the wearer unwieldly she takes the Mail away from them to hide away for the next chosen one.
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Stocking Anarchy

Marvelous
V.I.P. Member
More from the Daggerfall Chronicles.

There are various methods of travel around High Rock, most noticably including teleportation through the air.
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The flora and ingredients of Tamriel. Fire fern petals under the tongue will protect against fires and heat, even the fires and heat of Dagoth Ur (otherwise known as Red Mountain). Ironwood nuts are as hard as the metal they're named for, and any adventurer who manages to crack open the nut from the rare ironwood tree will have their strength increased. Nightshade is said to be very poisonous, but the variants found in Elsweyr also be used for various stealth purposes as well, including outright invisibility.
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The Mantella is a giant green emerald and the power source of the Numidium, without which the giant golem is worthless.
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Within the Mantellan Crux are floating islands.
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All six endings of Daggerfall.
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In one of the endings, you journey to Aetherius to gain the Mantella in Mantella's Crux, and after Numidium is activated and the Underking sacrifices himself to destroy it, Mannimarco uses the power of the Mantella to become a god.
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Stocking Anarchy

Marvelous
V.I.P. Member
Now for the next book to look at; Arena Codex Scientia. Most of this is gameplay, but it does have just a tiny bit. Magic armour can be applied to shields and plate armour (though in later games, this obviously shifts to all armour types). This not only allows for an increase in attributes, but also the ability to cast spells.
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The same is similar for magical weapons.
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Stocking Anarchy

Marvelous
V.I.P. Member
The art of Morrowind contains concept and design art for Morrowind. It has an introduction by Todd Howard.
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Lighting the skylamps at Dagoth Ur (while riding a Guar it seems; Dagoth Ur refers to Red Mountain in this context).
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This book actually includes Vivec vs the Ruddyman art drawn by Kirkbride. It's important to remind you all that this is an official TES product (back from when Kirkbride still worked at Bethesda).
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Designs for Redoran buildings.
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Stocking Anarchy

Marvelous
V.I.P. Member
Now, the Art of Skyrim! A good amount of this isn't just feats, but how the lore is delivered. Once again, it has an introduction by Todd Howard. Todd Howard once again echos the notion that it's the world itself telling the story and inviting you to explore and rewarding you.
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Alduin's Wall shows the prophecy of the Dragonborn, which is pivotal to the plot of Skyrim. In it, Alduin is shown to be destroying the world before the three ancient heroes banish him. Not that he's going to destroy the world, but he was destroying the world.
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Amulets are designed to incorporate symbolism and backstory.
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Alduin's design is inspired by volcanic rock, similar to those found in the planes of Oblivion (or at least the planes of Oblivion ruled by Mehrunes Dagon).
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Daedric weapons are rough and jagged to reflect the realm of Oblivion (in particular that of the dremora and Dagon).
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Bethesda chose to portray Dovahkiin as a male Nord in promotional materials as that best reflected the atmosphere of the game they were going for. In game Dovahkiin can be any race or gender.
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Some statues not only originate from other lands, but are astral in origins.
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Storm Atronachs are designed to mimic the destruction of a storm. Theycontain rocks and debris and are held together via magic.
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Each atronach design is different to show they come from different elements. Flame Atronachs are designed to look graceful and elegant while causing destruction (and is shown burning a trail into the ground behind her).
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Ice Atronachs were designed to look like glacial cliffs in humanoid form.
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Spriggans are compared to a mass of sticks and wood held together by magic. Thick, leafy spriggans are made to fit the arctic climates more.
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Hagravens are designed to be the opposite of spriggans; the former protects nature while the latter corrupts it for power.
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The central tunnel in ancient Nord ruins (often where the door puzzle is found) is called the Hall of Stories.
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Horker is the name which Nords refer to all sea mammals by.
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Horkers can break through solid ice and send people flying (they can also grow to considerable sizes.
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The Eye of Magnus is felt to have a similar origin to the Elder Scrolls themselves. It might have crashed to earth (Nirn) eons ago, though whatever its origins may be, it holds immeasurable power within.
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Sovengarde is the Skyrim equivalent of Valhalla.
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Stocking Anarchy

Marvelous
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Azra Nightwielder was a legendary shadow mage who made the discovery that shadows are not just the absence of light, but reflections of different parallel worlds and possibilities, past, present and future. Azra planned what had never been done before; to merge with allpossible Azra's at the same time, corssing over to all the existences in shadow. Redguard soldiers fearing Azra;s power should he succeed confronted him, resulting in Azra loosing control of his power and cauisng a huge explosion that made a big crater (Azra actually survives this explosion).

Volume I

... chosen to explore this relation of world to shadow, Azra was the first to realize that shadows were not a mere absence of light but a reflection of possible worlds created by forces in conflict. A light strikes a rock, and the shadow is a record of their clash, past, present and future.
Other conflicting forces produced less obvious shadows, fire and water, wind and rock, or nations at war.
With skill and patience, the shadows of all could be read, and patterns teased out, emphasized or eradicated.
Manipulating a shadow could, through contagion, manipulate the object or force which cast it.

Volume II

... Azra attempted what had never been done before, manipulating his own shadow to such an extent that he instantiated and melded all possible Azras at the same time, crossing over from this singular existence to all the existences in shadow.
Ignorant Redguard soldiers, fearing the power of Azra should he succeed, trapped and confronted Azra.
The battle did not go well for the wizard.
The hole blasted when he lost control of his magics can still be seen at the village that bears his name, Azra's Crossing.
The science of shadow lost a great man that day, although others, such as Pergan Asuul, strive to take his place.
Shadows aren't an abscence of light, but reflections from another world.
"Shadows are not an absence of light, they are reflections from another world."
-- SKELOS UNDRIEL, SHADOWMAGE
 

Stocking Anarchy

Marvelous
V.I.P. Member
Now for something everyone will understand; big flashy boom boom explosions. Let's look at expert and master level spells in Oblivion and Skyrim.


Enemies Explode causes a considerable explosion.
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Flame Tempest also creates a large explosion.
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As does Firestorm.
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In Skyrim, firestorm creates a huge area of effect flame explosion


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Blizzard creates an area of freezing cold.


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Another example of firestorm and blizzard being cast to show their power and range.


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Stocking Anarchy

Marvelous
V.I.P. Member
I noticed that the original transcript vanished for the interview link, so here's the original interview in which Todd Howard confirms that the Greybeards shouting 'Dovahkiin' shakes the mountains and rumbles through the world.


47:32
Interview with Todd Howard said:
Todd Howard: The Greybeards, the guys who live up on the throat of the world, who are the masters of the Voice, they find out about this fairly quickly, and they shout your name. They shout Dovahkiin to the wind, and it kind of rumbles through the world. The mountains shake when they call you. And you think ‘what was that,’ and someone says ‘that was the greybeards calling you. To walk the 7,000 steps up the throat of the world to meet them.'
The original feat in question.
 

Paxton

One Sin and Hundreds of Good Deeds
V.I.P. Member
I noticed that the original transcript vanished for the interview link, so here's the original interview in which Todd Howard confirms that the Greybeards shouting 'Dovahkiin' shakes the mountains and rumbles through the world.


47:32

The original feat in question.

no big boom, so it's not impressive :wow
 

Paxton

One Sin and Hundreds of Good Deeds
V.I.P. Member
How big is the distance between Nirn and Sovngarde/Aetherius again?

Literally infinite right?

And Alduin flew there through sheer speed? :tupac
 
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