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The Elder Scrolls Feats and Discussion

Looking more into the stars in Skyrim and I made an astounding discovery; the Celestials appear in Sovngarde (or at least the Warrior does, which is fitting for the halls of the valliant).

The constellations of the Firmament do indeed appear in Skyrim, and you can even see which month it is by watching the constellations and which one rises below the Sun (the sheer levels of environmental story telling in TES remains awe-inspiring I might add).

This backs up what I was previously saying about how the stars appear both as equidistant inside a sphere but non-equidistant in the vastness of space at the same time, as they exist across multiple planes of existence.
Infact, these planes are not only entire universes of infinite extent, but in the case of Aetherius they're outright higher infinities.
This all makes sense; as the stars are gates to Aetherius, they'd also be gates back to Mundus. This also backs up the Celestials true forms being able to destroy the entire Mundus just by manifesting in full in it (as they're bigger than the Mundus).
There's also the fact that the Celestials exist across multiple planes of existence and perceive time differently.
Valla: Ah, you're here at last. Do not be confused. We foresaw your arrival, the one who has walked across the planes and faced down gods. Or do we speak of things still to come? Time is much more fluid among the stars.
 
The UESP and the Imperial Library interviewed Modiphius Entertainment, and there's a few things of note. Modiphius Entertainment use UESP and the Imperial Library as well as "other sources" to find out more about TES lore. When refering to what figures are applicable to being in the game, Gavin Dady mentions he'd love to see Cicero from the Dark Brotherhood, but a jester wouldn't really have a place on the battlefield. On the opposite end of the spectrum, adding the Tribunal would be hard, as Vivec could just instantly remake the World in a single turn and win.
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Shalidor created multiple pocket realms of Oblivion.
CROWN STORE SHOWCASE—DECEMBER 2020 said:
Before working arcane miracles on Eyevea and the College of Winterhold, the great mage Shalidor experimented with pocket realms of Oblivion. One domain, his Shrouded Realm, features Nord-style towers on arboreal terrain that floats in a wondrous sky.
Said pocket realm is full of stars and floating islands.
 
In regards to the Champion system. Certain stars grant specific boons, and the constellations may contain their own nested constellations.
 
mook is seething over this right now I bet (although, when isn't he? )
 
Necrom is finally out, and I can finally share the secrets within! I hope to cover this in more detail in the future, but in the meantime I'll just summerize it, with links to folk who summerized it even better than I. Brace yourselves because this is big...
THERE IS AN 18TH PRINCE. Ithelia the Unseen, the Mistress of the Untraveled Road, the Fate-Changed and the Unseen. Mora (and most of the other Princes, except Vaermina and Peryite) erased from reality and memory (but being a Daedric Prince, it's impossible to outright kill her). The only traces of her that remain are a feeling of unease in dreams and Mora's own memory (which he removed from his mind and split into three Primal Glypics). Mora casting this cosmic spell also erased all traces of Ithelia from reality retroactively. The main villains plan is to restore Ithelia, which is the cliffhanger the expansion ends on.

Someone also noted that the Prince of the Unknown was defeated by the Prince of Knowledge (which is like the Prince of Order being turned into the Prince of Madness).

The Princes have a pact called the Pact Primordail, in which one Prince cannot physically enter anothers Realm or exact influence over it unless directly invited to do so. Like all pacts and bonds though, there are loopholes (which Vaermina exploits), including a specially perpared mortal host and rituals that allow for undetectable portals. Even should the invaded Prince be weakened, the invading Prince would not be able to manifest their full might, even if they shed their physical form and manifest in their true 'form.' Vaermina eventually does this, and even then is blasted away by a weakened Mora (Vaermina it should be noted, is terrified of Mora).

Vaermina and Peryite are also noted to berate Herma-Mora for punishing Ithelia for doing what is in her nature and sphere to do. An Ur-Daedra is mentioned as part of the Pact, but not named.

Peryite doesn't appear in person (just in memories and by proxies), but his plague affects Apocrypha, includings its very fabric. This plague involves weakness, pain and switches off the senses. This blight is so awful that Mora chooses to trap himself in Vaerminas nightmares in order to avoid the blindness. Mora says that eventually, this blight would sever all his connections to Apocrypha, which would cause Apocrypha to corrode into nothing, which given Herma-Mora's connection to forbidden knowledge and the secrets stored in Apocrypha, could very well take all reality along with it.

Fate is noted to be a physical and tangible force (abet still abstract) that all things posses. Mora did not create fate, but controls one aspect of these threads and tides, and sees all possible outcomes (another even greater being than Mora created Fate). Apocrypha has multiple layers of reality, as does Nirn and many places within the Aurbis (which ties into the plot of Necrom).

People have also noted Mora's characterization as suprisingly human (with comparisons to Sotha Sil), in which he not only expresses human emotions, but also regrets the actions he had to take, describing them as loathesome and things he was forced to do, and how he regrets his actions. He describes Vestige (a Prisoner and a Fateless One) as being refreshing.

All of this you can find here in more detail.

(http://imgur.com/a/L3vUYpD)
 
Hermaeus Mora knows the secret of severing a Daedras ties to Oblivion and binding themselves to Mundus instead. We have further confirmation that Hermaeus Mora's forbidden knowledge grants not only power, but the power to change reality (if Dawnguard wasn't enough proof of that). Some Aylieds revered Hermaeus Mora, and an entity is stealing the mind essence from a group of local villagers after having enslaved them.
You then come across one of the Rain Disciples, who tells you more about this entity; a nereid called Lorelia who is trying to create a watersone that will give off an eternal source of water to counter the spread of the desert to the South.
She claims to just want to preserve the lake, and is drawing on nearby villagers to aid her. With Herma-Moras forbidden knowledge, she will create a water stone, which would be an everlasting source of water. Next you go to rescue the disciples from the Primeval Seekers, who are all forgetful in some way.
Discipline Dianette has so many of her memories taken that she can't even remember who she is or what she's doing here
Most of the disciples can only remember being with Lorelia, while the last can't even remember who she is. We now return to Herald Kixathi, and we get it; all the pieces fall together and the mind-blowing truth is revealed; the waters of Tamriel are made of memories. When a person dies, their memories turn into water.
Lorelia turns herself into the water stone and plans to flood the ruins.

This also makes sense in regards to Hermaeus Mora, as Mora's plane of Oblivion housing forbidden knowledge contains an infinite black sea (or at least that's how mortals perceive it).
The black waters of Apocrypha are lethal to mortals (but not to the dread creatures that dwell in Apocrypha).
Mora is also considered to have connections with the sea in certain cultures, such as Khajiiti culture. Infact, some places beneath the sea connect with Apocrypha, and that's how some ended up in Mora's plane. This demonstrates the causal relationship between Mundus and Apocrypha.
We cut his throat and tossed his worthless carcass to the depths for Herm'us Mora to feast on. The rest of us put keel to this mudhole and broke for the nearest cove to lay low for a while.
This may also tie into the ocean having more than 3 dimensions, and if a mortal saw it as it truly was their brain would explode.
Augur Of The Obscure: A breach near the sea! I do love the ocean. It's a shame you can only see in three dimensions. All the quasi-tones and inverse number-forms .... Actually, I take it back—your meat-brain would explode if you saw this.
 
Ealcil uses his Psijic projection to see that the Sea Vipers are planning to use a storm atronach in a ritual which would wipe out the island of Khenarthi's Roost. A storm atronach can only hold so much energy, and when that limit is reached, it would wash over the entire island and kill anything it touches (except the thunderbugs), and shatter an entire mountain and wipe out the city of Mistral. Ealcil will then open a portal to observe the conflict from the safety of a league awae and walk water while he's out there.
This storm spans the horizon.
12:20

The Storm-Slave when freed warns the Sea Vipers that they cannot hold the tempest prisoner!
Storm-Slave: Children of the sea! Your bonds cannot hold the tempest!
 
Cold-flame atronachs are a variant of flame atronachs who are cold instead of hot. They originate from the Fourth Sinus of Takubar, a plane inverse of Infernace, home of the flame atronachs. The Fourth Sinus of Takubar is so cold that it causes the molecular bonds between atoms to break down and stone to flow like cold lava. The dremora searching in the range of the Towerof Lies infralux pseudocortex (using said device) scans over 37,000 planes of existence before finding Takubar.
 
Fa-Nuit-Hen confirms his pocket reality is a projection of his mind, nature and will, and that reality as personal manifestation is the norm in highly organised realms. Physical realms such as Infernace exist as a collective extension of the daedra who live there. Inchoate realms are unfinished by their projectors, and are dangerous places for even powerful daedra, with the threat of Roamver ambushes and realm-rips. Sundered realms are pocket realities shattered by interplanar wars or a Prince.
Slipstream realms (like the one that Battlespire exists in) are worlds that exist in a place where different truths overlap and co-exist without conceptual abrasion, as the mortal mind can barely perceive these other planes of Oblivion and the astronomical regions of the Mundus (Fa-Nuit-Hen is also noted to have deliberately made his realm easy for mortals to perceive so they can fight within it). Fa-Nuit-Hen and Tutor Riparius also know of the destruction of the Battlespire in the 3rd Era (and from the sounds of it, earlier Eras too).
Pocket realms can be created and sustained only by a powerful immortal entity like a greater daedra or an ascended mortal. The Ideal Masters were formerly mortals and extremely powerful necromancers long ago, but they found their mortal bodies too limiting, so through methods unknown they transcended to become the Ideal Masters and created the Soul Cairn. Fa-Nuit-Hen also considers these ascended mortals as 'pests.'
Fa-Nuit-Hen is a scion of Boethiah, and admits even he learned a few things from seeing the HoonDing.
Morihaus and Fa-Nuit-Hen are friends who have drunk and played games together, and Fa-Nuit-Hensays Morihaus was a demigod and not a demiprince.
Fa-Nuit-Hen knows little about the collective realm of Infernace and finds it boring and monotone. Flame atronachs are noted to come in different sizes.
When referencing how Denogorath the Dread Archivist scanned over 37000 realms, Fa-Nuit-Hen notes that there are more than that in the Ur-Mora Clarion alone, although most planes of existence are alien to mortals, and the planes of Princes, demiprinces and Daedra Lords are associated with concepts mortals are familiar with.
 
A pocket realm is a catch-all phrase for a minor plane of Oblivion, be it connected with a major plane of a Daedric Prince or not. All the Princes are quite distinct, and as thus not all manage their planes the same way. Sanguine rules over countless sub-realms and pocket realms, which he shapes to the whims of his guests desires (and as such Sanguine would not wish to have absolute control over his realms).
Fa-Nuit-Hen is the multiplier of motions known, and he has gathered all these martial abilities across the planes and multiplied them, incarnating them in his Barons-of-Moves-Like-This.
The laws of the Dragon God do not apply to Oblivion. Even so, powerful Daedra have used the trappings of duration to deal with mortals, such as Fa-Nuit-Hen does to make Maelstrom more familiar to mortals, and Maelstrom is far easier to understand and comprehend than Oblivion.e
Fa-Nuit-Hen has collected the known motions of every martian discipline on Nirn all the way back to the Prismatic Vector Dance of the Ehlnofey. Tutor Tiparius also looks at the mortals sleevestroke (a reference to dreamsleeves most likely) and confirms they had a divine premonition (of the coming of Tiber Septim).
Chaotic creatia becomes daedrons when flowing in reaction to the exertion of will, and underutilized daedrons usually return to quiescence, but if embued with specific purpose may escape to form potentia vortices, which if left to self-optimize will form into realm-rips. Keeping ahead of it keeps Peryite busy, but no one really feels sorry for him.
A Prince has a broad and well-defined sphere of influence. Fa-Nuit-Hens own sphere is well defined but not particularly broad, making him a mere demiprince who's power outstrips any mortal but is trivial compared with the greater Princes. Fa-Nuit-Hen notes he has ambitions of his own, but keeps them in his own sphere, lest he suffer the same fate as someone else (most likely Jyggalag/Sheogorath).
Fa-Nuit-Hen references the 36 Lessons of Vivec.
 
The Shivering Isles has galaxies in its skies.


These galaxies are moving (note the background galaxies; they are slowly but surely moving).
 
It's a good time to be a TES fan! This week we've had the release of Necrom, Death Battles Dovahkiin vs Chosen Undead and now, I finally have the Summerset Online official guidebook!

The Crystal Tower is the pin which holds the fabric of all realities together, and is said to exist in all realms and universes.
The hyperagonal collapse of 1E 1306 converted 27 Psijic Monks into films of glisterning liminal particles.
Evergloam is an evershifting realm which is said to exist adjacent to every other realm in reality. When in dark places, if you turn quick enough you can almost see it.
Indriks are similar to spriggins, in that they're manifestations of Nirn, and they can even use their connections with Nirn to teleport. When a indrik is killed, it disintergrates back into the energy of Nirn.
The Shadow of Nocturnal is a powerful Gloam Knight and champion of Nocturnal. Summoning (Singularity) summons a singularity to attack enemies, and Coagulation is an attack where the Shadow of Nocturnal commands even space and time, and causes it to coagulate in a certain place (which causes oblivion damage). Coagulation is also known as Dark Matter.
The Psijics are masters of space and time, and guardians of all things arcane across all realms.
With the aid of an immensly powerful amulet from Nocturnal, the sea sload Z'Maja calls upon shadow replicas from the Shadow World to attack and do the dark biddings of Nocturnal. Z'Maja is a powerful Shadowcaster who uses elemental magic and shadow magic. Vestige(s) have to stop the shadow yaghra from reaching the real world.

Mindscapes are the realm of the subconscious made manifest, and manifests as a realm of sparkling neural pathways and nightmares.
Mindscapes can be turned into Mind Traps by those who are powerful (and malicious) enough to do so.

The Thrassian Plague devastated Tamriels population in 1E 2260.
Artaeum is where the Psijic Order follow the Elder Ways. Sotha Sil occassionally teaches at the Ceporath Tower, and peers into the realms of Oblivion.
Ritemaster Iachesis has been head of the Psijic Order for centuries, and has incredible wisdom and patience. On a different note, the sinkhole at Rellenthil is growing at an alarming note.
The foundations of the Summerset islands are strong and firm, and have been for millenia. So the appearance of frequent sinkholes is cause for concern and suspicion.
The sload are powerful and disgusting slug-folk who use telepathy to communicate and attack. They posses immense magical prowess, and can make shields with psychic energy.
 
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The Battlespire exists in a stable pocket universe, which is described as an 'astral plane void'.
Battlspire is focused on escaping said 'outerworldy realm.'
Dagon and his forces easily defeat the defending forces of Battlespire.
The Battlespire is located in a pocket universe and held there with magical anchors.
Battlespire: Battlespire is a citadel for the training of battlemages. It is located in its own pocket universe and held there by magical anchors. Only the most elite warriors are sent there to train.
Nords are naturally resistant to frost, even magical frost.
Skyrim (Nords): The citizens of Skyrim are a tall and fair-haired people. Strong, willful, and hardy, Nords are famous for their resistance to cold, even magical frost, and are known for their prowress as warriors.
Khajiit are said to be descendants of the great cats of Elsweyr (although chances are they may have also once been elves reshaped by Azura).
High Elves are said to be completely immune to paralyzation.
 
Battlespire features the remains of a dragon called Dragonne Papré. Unfortunately, he's killed by the Daedric hordes before his rider Samar Starlover can use him to escape or warn the Emperor at the Imperial Palace. Interestingly enough, Papré is described as the only way to escape the Battlespire now the Weir Gate is gone and teleportation is not possible. This means that dragons have some method of moving between universes.
This is not the only examples of a dragon moving between (or trying to move between) worlds. Durnahviir (somehow) ended up in the Soul Cairn. However, he was tricked by the Ideal Masters and is now bound to the Soul Cairn. However, calling Durnehviir when in Skyrim will allow Durnehviir to briefly break the control of the Ideal Masters and return to his home. Noticably, Durnehviir says that it's his own time in the Soul Cairn preventing him from leaving, and if he ventured too far his strength would wane until he was no more.
Your shout will summon Durnehviir back to Nirn.

Durnehviir! Hear my Voice and come forth from the Soul Cairn. I summon you in my time of need.
Each time you summon him, his strength returns to him.
Durnehviir: I can feel my strength returning each time I am set free from that prison! Hear now the second word of Soul Tearing: "Vaaz" - meaning to tear your enemy's soul from its living vessel.

The second example is Krosulhah. When you leave Nchardak, he'll have been sent by Miraak to kill you. Above him the skies are the same stygian green as Apocrypha, which could mean either he flew across or Miraak opened a portal for him (or even messed with the liminal barriers to temporarily merged parts of reality).

Finally, the origin of the Daedric Titans is due to the dragon Boziikkodstrun trying to fly beyond the borders of the Mundus after the Dragon War. Although he failed, his efforts where so great he drew the attention of Molag Bal.
All that said, dragons can fly between different realms it seems, although they still do have limits in this regard (Alduin needed a portal to get to Sovngarde).
 
Dragonne Papré's skeleton is huge, with Starlovers corpse for a direct sense of how big his skull alone is.


Gary Noonan makes reference to how the Empire had dragons in their service (such as Papré and N'falilaargas). Tiber Septim was also rumoured to be a shapeshifting dragon in human form.
The dragons who survived the Dragon War did so by hiding, either far into the wilderness, being in Imperial protective custody at secret strongholds or outright shapeshifting. Cyrus was able to defeat N'falilaargas as he is more than just a Redguard, and N'falilaargas was confined to a tight space (Cyrus also used N'falilaargas' power against him, and he wasn't a smart dragon). There also is (or was) an elite Imperial dragon mount guard.
 
The Battlespire intersects with several planes of Oblivion, and is described as 'the fortress of all fortresses."
The Battlespire deals with the inhabitants of Oblivion more than most.
The Battlespire is said to occupy an entire realm, with ramparts that tower over the edge of Oblivion, and beyond them is only the Void.
Lucilla wonders why out of all the vast and infinite realms of Oblivion the daedra are so interested in mortal affairs and tormenting mortals, and ponders if this is their reason for existing.
Lucilla has trained with the Battlespire since she was 10 years old (most people training there are already elite, so I'm not sure what her deal is).
Lucilla Caprenia: I trained with the Battlespire since I was ten years old. I've been on the path toward war for so long I never considered another. It's my duty to fight, because I can. I just need to figure out what I'm really fighting for.
Lucilla says that having basically grown up in the Battlespire makes Tamriel interesting, as the Sun/Magnus wasn't present in the pocket universe the Battlespire is located in.
Lucilla Caprenia: Practically growing up in the Battlespire has made adjusting to Tamriel … interesting.
I vaguely remember the sun, but I'd long forgotten the scalding kiss of Magnus on my skin. I didn't know I could turn that color.