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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).


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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.

What are stars?​

The stars are the bridges to Aetherius, the magic plane. They are perceived as holes on the inside surface of space. Because they are on the inside of a sphere, all stars are equidistant from Nirn. Larger stars, therefore, are not closer to the mortal plane, they are just larger tears in Oblivion. The largest tear in Oblivion is Magnus, the sun.

What are shooting stars, then?​

A misnomer. Shooting stars are bits of matter and magic, either from Oblivion or Aetherius, that sometimes move through the cosmos. The largest shooting stars are really planets with independent orbits, like Baan Dar the Rogue Plane.

What are constellations?​

Constellations are collections of stars. Since each star is a bridge to magic, constellations are very powerful phenomena, and are revered. There are generally accepted to be thirteen constellations. Nine of these are made up completely of stars. Three others are called guardian constellations, as they are each governed by a Dominion Planet. The Dominion Planets are Akatosh (eye of the Warrior), Julianos (eye of the Sage), and Arkay (eye of the Thief). The last constellation is made up of unstars, and is called the Snake.
Infact, these planes are not only entire universes of infinite extent, but in the case of Aetherius they're outright higher infinities.
What created the Wheel?

Anu and Padhome, stasis and change, both vast realms sitting in the void, they created it. Not vast, infinite, as the void was infinite. Imagine an infinity enclosed by another; you come away with a bubble. Now watch as the two bubbles touch. Their intersection is a perfect circle of pattern and possibility that we shall call the Aurbis. The Aurbis is the foundation of the Wheel.
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).
Vestige: Can't we just destroy the Apex Stone?
Valla: If you did, our full power would be released. Mundus could not withstand such force.
Our Apex Stone rests in a hidden place beneath the city of Elinhir. Use the Seeker's Sight to locate it and the Lost One. We will join you when the time is right.
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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SURPRISE REVEAL! UESP and TIL Interview with Modiphius & New Call to Arms Set Announcement! said:
Gavin Dady: I mean some of the other ones...talking about Morrowind for instance...those people say "I would love an Almalexia and Sotha Sil" and things like that. Like yeah but...

Pylan: How do you add a god into...

Gavin Dady: How do you put that into a skirmish game, you know? It doesn't fit in.

Pylan: Yeah, Vivec just shows up and Vivec and just recreates the world and then the skirmish is over.

Gavin Dady: Yeah...exactly yeah.
 
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.
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In regards to the Champion system. Certain stars grant specific boons, and the constellations may contain their own nested constellations.
UPDATE 29 PREVIEW—CHAMPION SYSTEM UPDATE said:
Within each constellation group, you can assign your Champion Points to stars to acquire passive boosts, increase their effectiveness, and unlock additional pathways to new stars. The total amount of stars in each constellation group is different, and some even include nested additional constellations inside of them.
UPDATE 29 PREVIEW—CHAMPION SYSTEM UPDATE said:
In addition to the new constellation groups, this update also introduces a unique bar and special stars that can be slotted into it. These stars grant especially powerful boons, but they must be slotted to work, with four slots being available for each of the three constellation groups.
 
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.

20:21

mook is seething over this right now I bet (although, when isn't he?:tupac )
 
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.


 
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.
Herald Kixathi: You heard the call, didn't you? You have been chosen to help stop the blasphemy in the ruins below, to stop the laws of nature from being broken. I too was carried here on the tides of fate for this reason. We must work together.
Vestige: Are you a Dremora?
Herald Kixathi: Yes. I serve Hermaeus Mora, the Lord of Fate and Knowledge. These ruins were once a shrine to my lord, a storehouse of secrets forbidden to mortals. The shrine is but a memory now, but an entity invades the ruins seeking to steal the secrets.
Vestige: What kind of an entity?
Herald Kixathi: A spirit? A Daedra? This is part of what must be exposed. Whatever it is, it has enslaved local villagers—calling them Rain Disciples. It taps their minds for its power. To what end I do not know, but I believe you can unmask its intentions.
Vestige: All right. What do I have to do?
Herald Kixathi: Wisps serve the entity below, drawing the essences of the enslaved Rain Disciples and depositing these essences in troughs. Slay one of the wisps and take the essence it carries to the troughs. I believe this will expose the entity's intentions.
Vestige: What exactly are we trying to do here?
Herald Kixathi: We must stop this mysterious entity from stealing our lord's forbidden knowledge. The entity's wisps absorb mind essences from the Rain Disciples. Kill a wisp and take its essence to the troughs. I hope this will expose the entity's intentions.
Vestige: Can't you be a little less obscure?
Herald Kixathi: I serve Hermaeus Mora; dealing with illusions and obscurities is what I do. Exposing these vague quantities, turning confused innuendo into clear knowledge, this is my lord's realm.
Vestige: These ruins were once a shrine?
Herald Kixathi: Yes. Even in the ancient days, some Ayleid recognized the power of Hermaeus Mora. Within this shrine, they stored forbidden knowledge of the natural order, which could allow one to manipulate the very fabric of reality on this plane.
Vestige:
Why haven't you already secured this knowledge?
Herald Kixathi: We came here to do just that, but we soon discovered others were living in the ruins—these Rain Disciples. We have secured portions of the ruins, but the entity who commands the Rain Disciples set them to block other areas. We know not why.
Vestige: Where did you come from?
Herald Kixathi: You're bold to ask. As you observed, I am a Dremora, but the Lord of Knowledge freed me. Hermaeus Mora taught me the secret of how to sever my ties to Oblivion and bind myself to the Mundus instead. I have served him ever since.
Vestige: These other seekers serve Hermaeus Mora as well?
Herald Kixathi: Of course. We are known as Primeval Seekers. We rarely gather, but our lord has summoned us here to secure the ruins. I'll warn you now—some sections of the ruins below are restricted—Primeval Seekers will attack if you attempt to trespass.
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.
Apostle Marian: Please stranger! We mean you no harm, yet you enter our domain with distrust, killing our disciples. My mistress says you have been misled—that you should help rather than hinder us in our endeavors.
Vestige: Who is your mistress?
Apostle Marian: Lorelia. She is a nereid. She is the water spirit of Lake Halcyon. Lorelia says the Primeval Seekers have misled you. She is an element of nature, seeking only to foster life. She told me to explain her purposes here.
Vestige: What are her purposes here?
Apostle Marian: The landscape of Tamriel is ever-changing. The desert south of here is expanding and will someday overtake this area too. Lake Halcyon has already begun to slowly dry up. Lorelia only seeks to prevent that, to keep the lake and the forest alive.
Hero: How does she plan to do that?
Apostle Marian: These ruins hold ancient secrets and relics of power. With them, Lorelia can create a Water Stone—an everlasting source of water that can keep Lake Halcyon alive for all eternity. Myself, the Rain Disciples, and the wisps aid her in this mission.
Vestige: The Primeval Seekers say you're breaking the laws of nature.
Apostle Marian: The cultists worship the greedy lord, Hermaeus Mora. They would hoard the secrets buried here; they do not wish us to make use of them. They will do anything. They have even been capturing our disciples and holding them prisoner.
Vestige: Why would they capture your disciples?
Apostle Marian: Just to hinder our efforts. That's why they sent you as well. I'm sorry you've been caught up in this. I won't ask you to join us, but surely you can see that our disciples have done no wrong. Would you be willing to free them as a favor?
Hero: I will free your people, but I promise nothing more.
Apostle Marian: Lorelia promises she will reward you generously for your assistance. The Primeval Seekers are holding our disciples across this water and down in the east side of the ruins. Please, free them as soon as you can.
Vestige: Where do the disciples come from?
Apostle Marian: They are people from Evermore, Northglen, or other nearby villages. Like myself, they were drawn to Lorelia. She showed us what was happening and taught us that her plight, the plight of the lake, is our plight too.
Click to shrink...
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.
Disciple Jeannelle: Please get me out of here! These Daedric cultists have been torturing me!
Vestige: Why have they been torturing you?
Disciple Jeannelle: I don't know! I don't understand. They kept saying they wanted me to remember. Remember what though? All I can recall is being with Lorelia. I need to get back to her even now.
Vestige: Get going then. Get back to Lorelia.
Disciple Jeannelle: Thank you. I'll remember you. I promise.
Disciple Cesamund: Lorelia sent you, didn't she? She always takes such good care of me.
Vestige: Yes. I'm here to free you.
Disciple Cesamund: Believe it or not, I think I actually remember the way back! That's all I remember though .... except the fact that Lorelia needs me!
Vestige:
Go on then. Get back to your side of the ruins.
Disciple Cesamund: Thank you!
Disciple Theophile: Please. Release me. I have to get back to Lorelia. I have to.
Vestige: Why are you so desperate to get back?
Disciple Theophile: Because she needs me! And I need her! She's all I've ever known. Please, just let me go!
Vestige: Go on then.
Disciple Theophile: Praise you, friend. Praise you.
Discipline Dianette has so many of her memories taken that she can't even remember who she is or what she's doing here
Disciple Dianette: What's going on here? Who are all you people? Who am I?
Vestige: You don't remember who you are?
Disciple Dianette: No! I don't remember you either! What am I doing here? Is this place safe?
Vestige:
No. It's not safe. You should run.
Disciple Dianette: All right. Release me and I'll go ... somewhere.
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.
Herald Kixathi: You ignorant half-wit! By the Golden Eye, what in Oblivion are you doing? Setting those poor, ensorcelled fools free? Don't you realize we were trying to help them?
Vestige: How was capturing them trying to help them?
Herald Kixathi: Don't you see what's going on here? I followed you before and overheard your conversation with that mad apostle. It's clear that this nereid learned one of the most dangerous secrets about the natural order and now twists it to her advantage.
Vestige: What dangerous secret is that?
Herald Kixathi: No point hiding it now ... when a mortal dies, where do you think their memories go? Don't bother guessing. I'll tell you—they go into the water. They become water. All the memories of Tamriel's history are stored in its waters.
Vestige:
How do memories turn into water?
Herald Kixathi: The details and implications of this secret are mind-spinning and would require a lifetime of study and contemplation. The relevant fact here is that the nereid is stealing her disciples' memories to create this Water Stone.
Vestige:
So that's why they can't remember anything?
Herald Kixathi: Exactly. And it seems they never will. Their memories are lost to them forever. The Lord of Knowledge abhors this transgression. The nereid must not be allowed to continue in this endeavor, nor can she be permitted to create a Water Stone.
Vestige: What's so bad about the Water Stone?
Herald Kixathi: The secrets to creating a Water Stone are forbidden. The natural progression is for the landscape in this area to evolve into a desert. The nereid's not fighting for nature. She's fighting for self-preservation, and at her disciples' expense.
Vestige:
So you think the nereid should be killed?
Herald Kixathi: There is no other way for this to end. The nereid has stolen forbidden secrets and committed crimes against nature and humanity. Now that you understand, will you repent for changing loyalties? Will you aid me in destroying this aberration?
Vestige: I will help you however I can.
Herald Kixathi: Wise choice. For a moment there, I feared the nereid had affected your mind as well. I can see you are stronger than that now.
Vestige: I certainly hope so.
Herald Kixathi: Know this as well—Hermaeus Mora is generous with his servants. You will be rewarded greatly if we rid these ruins of that foul creature and her half-witted followers.
Lorelia turns herself into the water stone and plans to flood the ruins.
Herald Kixathi: All is quiet out here.
Did you find any relics, and sign of the nereid?
Vestige: The nereid has turned herself into the Water Stone.
Herald Kixathi:
She's turned herself into a Water Stone? That mad creature. I never would've have guessed that was possible … fascinating.
Nonetheless, then our only recourse is to kill her, and we going to do that anyhow. Is she still in there?
Vestige: No. She says she's going to flood the ruins.
Herald Kixathi:
Flood the ruins? That would kill everyone!
Which I guess would suit her just fine …. Damn it! She's gone to the shrine on the east side of the ruins then. Quickly, we need to get there as fast as we can!



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).
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The black waters of Apocrypha are lethal to mortals (but not to the dread creatures that dwell in Apocrypha).
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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.
Hermorah. The Watcher. Spirit of the Tides. Hermorah records all the events he perceives and stores them away in a great library under the sea. A patient spirit, he helped Azurah maintain the Moons and their Motions after the world was made and Khenarthi could no longer bear to do so. He is the Keeper of the Knowledge of Others, and he shares all he learns with Azurah, who walks the halls of his library often. You should not call on this spirit unless you wish to be tested along the Path. It is best to leave Hermorah to his duty.
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.
Vestige: If I take you out of that box, will you help me find these time breaches?
Augur of the Obscure:
I'm actually quite comfortable here, mate. Cozy accommodations, the transliminal tones of the ocean waves, gangly meat-brains to mock. But I guess I should be going. These Elves plan to sell me! Can you imagine?
I'll help you. On one condition.
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.
Elder Scrolls Online said:
Ealcil: I know what they're planning! Through my Psijic projection, I observed an old ritual site north of Mistral. The Sea Vipers summoned a powerful creature known as a storm atronach. They're tunneling all that energy into their bound storm-slave.
Vestige: What does that mean?.
Ealcil: The creature can only hold so much energy before it discorporates. All the energy will wash over Khenarthi's Roost, killing anything it touches. Except for the thunderbugs, of course. Oh, and the mountain north of Mistral will shatter, leaving no trace of the town.
Vestige: There must be a way to stop this..
Ealcil: Ah, and there's the genius of their plan! How do you bind a creature made of storm energies? With the wind itself! Three ritual horns trap Storm-Slave. But the lodestone now has enough storm energy to counteract the false winds. Elegant, yes?
Vestige: What happens when I release Storm-Slave from its bonds?.
Ealcil: It will shed its corporeal form and safely release its stored energy. By "safely," I mean in relation to Khenarthi's Roost. I recommend moving a fair distance away from Storm-Slave when this happens. Perhaps keeping solid rock between it and yourself.
Vestige:
All right. I'll stop the Sea Viper ritual.
Ealcil: You'll have no trouble. But in the event you do, I've opened a portal at a distance of one league from Khenarthi's Roost. There, I'll tread water in the open sea until I've observed your success. Merely a precaution. I have every confidence!
This storm spans the horizon.

12:20
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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.
Availing myself of the spare transliminal scanner stored in the Tower of Lies, I set myself the task of reviewing by survey all the Oblivion planes within range of its infralux pseudocortex. I scanned over 37,000 different planes, chaos realms, and pocket realities before I found what I was looking for in DOP 9497.15, known to its curious inhabitants as "The Fourth Sinus of Takubar." I immediately recognized the plane as a sort of decalescent inversion of DOP 6, "Infernace," well known to conjurers of all races as the home plane of the common flame atronach. In place of the extreme heat of Infernace, where molten rock flows like water, in Takubar (as we may call it for the sake of brevity) the bedrock is subjected to a cosmic degree of cold, causing its material bonds to slide apart and the stone to flow like cold lava.

It was there in Takubar that I finally saw, in the insect-eyed lenses of the transliminal scanner, images of gyrating atronachs that burned with cold blue flames. I had found what I sought.
 
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.
Lord Fa-Nuit-Hen says, “To answer your questions, Spellwright, I shall go from the specific to the general! In common with the greater Princes, my realm of Maelstrom and myself are indistinguishable—my pocket reality is a projection of my mind, nature, and will. Indeed, reality as personal manifestation is the norm in all the highly-organized realms I have visited. Exceptional realms deviate from this norm in several ways. There are physical realms, such as Infernace, home of the flame atronachs, that exist as collective extensions of their numerous, less-powerful inhabitants. In my experience, such 'collective realms' tend to be rather mundane and uninteresting, lacking the distinctive qualities of the more personal Oblivion planes. There are regions of incomplete and half-finished demi-planes, the so-called 'inchoate realms,' that were for some reason abandoned by their projectors—dangerous places for even powerful Daedra to visit, as it's easy to become discorporated in a Roamver ambush, or by getting caught up in a realm-rip. Then there are what we call the 'sundered realms,' pocket realities that were shattered by interplanar war or Princely expungement. To answer your final question, I know of no organized Oblivion realms created or maintained by other than individual or collective will. But I haven't seen everything in Oblivion. Who could?"
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).
Lord Fa-Nuit-Hen says, “Ah! The 'Weir Gate' leads, or will lead, to the Slipstream Realm where you mortals have or will establish your Battlespire Academy. Regarding the 'Slipstream' designation: mortals, of course, can only perceive Oblivion and the astronomical regions of the Mundus in terms of their own frames of reference. They 'see' only what they can comprehend, and often that isn't much. Furthermore, what they do comprehend often seems to drive them insane, though the rate of mental deterioration varies with individuals. Twice upon a time, the Imperial Mananauts regularly ventured beyond Nirn, and in doing so learned that the mortal mind is best acclimated to other realities by gentle degrees. This is one of the reasons why Maelstrom seems to resemble aspects of your world—I wished it to be mortal-friendly, or at least friendly enough for mortals to experience my arenas without distorting their mentalities! Anyway, the Mananauts will learn that it's best to train for Oblivion in a transition zone, a place where differing truths can co-exist without conceptual abrasion. At certain points, transliminal forces balance in standing waves, and these regions are designated 'Slipstream Realms.' We haven't actually been to Battlespire yet, have we, my Tutor? Would you please remember forward for me to tell the Quidnunc about this 'Weir Gate'?"

Tutor Riparius says, “Of course, Lord Demiprince! The Weir Gate is a semi-permanent portal between Tamriel and the Battlespire that has been, is sometimes, or will be blocked or destroyed. Sooner or later, we'll know more than that."
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.'
Lord Fa-Nuit-Hen says, “So far as I know, pocket realms can be created and maintained only by immortals such as the greater Daedra—though, of course, it's well known that mortals have the capacity to ascend to immortality. Such ascended mortals often become great pests as far as we Daedra are concerned, so I don't think I'll go into the means of such ascension. Who wants more pests? But I will give you an example: the Ideal Masters who rule the Soul Cairn pocket realm were once mortals like yourself. If you get a chance to visit that, frankly, rather unattractive little reality, perhaps the Ideal Masters will tell you how they worked it. I wouldn't count on it, though: they're notoriously short on empathy, and at the first excuse will confine you inside a tight little crystal 'for all eternity,' whatever that means."
Lord Fa-Nuit-Hen says, “Wasn't I just talking about that place? I believe I was—but now, I have moved on! Riparius, old friend, I leave this one to you."

Tutor Riparius says, “But of course! Perhaps I can shed a bit more light on the subject. Long ago, as you reckon such things, the Ideal Masters were an early order of sorcerers who practiced necromancy, trafficking in souls, great, small, and fragmentary. They became very powerful, and eventually found their physical forms to be unacceptably weak and limiting. By means which I shall not articulate, they transcended those forms and became beings of soul-energy. They entered Oblivion as immortals, selected an area of chaotic creatia, and crafted it into a pocket realm ideal for their purposes as soul merchants. They dubbed this pocket the Soul Cairn and, pleased with themselves, adopted the name Ideal Masters as a title."
Fa-Nuit-Hen is a scion of Boethiah, and admits even he learned a few things from seeing the HoonDing.
Lord Fa-Nuit-Hen says, “I interrupt, for I become impatient to return to my affairs, which are quite pressing! I, of course, am a scion of Boethiah. Why would such as I teach new motions to dissident Redguards? Not that I disdain those people, who fight well, for mortals—and even I learned a new motion or two when I observed the HoonDing making way!"
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.
Lord Fa-Nuit-Hen says, “Morihaus! It's long indeed since I thought of him. How we would drink and dice together! As far as I'm concerned, to call him a 'demiprince' is clearly a misnomer. He was a demigod—or so he was termed by the mortals of his time. If you go then, you'll see what I mean."
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.
Lord Fa-Nuit-Hen says, “Infernace, as alluded to above, is one of the dullest realms I've ever visited. Magma, fumaroles, and more magma—even the Deadlands has more variety! But it must suit the Flame Atronachs, as it was crafted to their collective specifications. Regarding their clan structure and hierarchy, I was too bored to inquire. I admit it: to me, all Flame Atronachs look alike. Some may be bigger than others, but whether the larger ones rule the lesser ones, I couldn't say. …I believe I shall take just one more question for today."
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.
Lord Fa-Nuit-Hen says, Over 37,000? There are more than that in the Ur-Mora Clarion region alone! But most are too strange for mortal comprehension—you're better off just thinking about those planes associated with the Princes, Demiprinces, and Daedra Lords, as those all partake of concepts that are at least somewhat familiar to you. Of them all, if you are as warlike as most Tamrielics, you're sure to find the Maelstrom Arena the most welcoming! If you're up for the challenge, you'll find the portal to my handsome little realm currently anchored in the foothills of the Wrothgarian Mountains, just northeast of where the Orcs are building their new capital city of … Orsinium, I think they call it. The gate to Maelstrom might take a little finding, but it's worth the search! Trust me, I'm a Daedra."
 
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).
Lord Fa-Nuit-Hen says, “For a mortal, you make pretty good guesses, O scholar. Tutor Riparius, would you care to go into detail?"

Tutor Riparius says, “Certainly, Lord Demiprince! The catch-all term 'pocket realm' may apply to any minor plane of Oblivion, whether linked to the major plane of a Daedric Prince or not, that is, whether incorporated, semi-autonomous, or autonomous. The Princes themselves are, almost by definition, quite distinct and different from each other, each with his or her own ideas of hierarchy and allegiance. So their methods of managing their realms, sub-realms, and pocket realms vary wildly. A major Oblivion plane is an expression of its Prince's very nature, so to say that each 'craves absolute control' of his or her sphere is inexact, as a desire for 'absolute control' is not central to every Prince's nature. To use the example you chose yourself, Sanguine's Myriad Realms of Revelry is a congeries of pocket and sub-realms, within which Sanguine grants his guests considerable latitude for personal customization, as each mini-realm can be refashioned to meet the needs and desires of its visitants. It is in Sanguine's nature to indulge the natures of others, particularly their darker desires—so to Sanguine, 'absolute control' is anathema."
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.
Lord Fa-Nuit-Hen says, “I interrupt, to parry a diffident thrust! The answer to your question is inherent in my title: the Multiplier of Motions Known! Every martial discipline is founded upon its own set of basic moves which, once learned, form the bases of more elaborate moves. Across the planes, from mortals and immortals, I collect these 'known motions,' cross-reference and synergize them to elaborate even further—and thus the Motions Known are Multiplied! The results are incarnated in my Barons, each of which represents the ultimate expression of a martial discipline. And that's where they come from!"
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
Lord Fa-Nuit-Hen says, “Again I interrupt! The mighty Fa-Nuit-Hen, a servant of Hermaeus Mora? By no means! I am a scion of Boethiah, a sovereign demiprince, and I serve no will but my own! As for time, cause, and consequence, let's just say that the laws of the Dragon God do not apply to Oblivion. Oh, it's useful to adopt the trappings of duration when dealing with mortals, so you'll find Maelstrom quite familiar in that regard. We know how lost you feel away from the hand of Akatosh! Maelstrom is far easier to comprehend than Apocrypha—and much more generous in that we award victorious competitors with fabulous prizes!"
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).
Lord Fa-Nuit-Hen says, “Not just Hammerfell and Morrowind! I have collected the known motions of every martial discipline in Nirn, all the way back to the Prismatic Vector Dance of the Ehlnofey. But whoever I deal with, I always repay those I learn from with motions previously unknown to them. So the knowledge gets around! Sload-fencing, for example, has evolved a fascinating regimen they call 'Welcoming the Cut.' I'd tell you about it, but I'm not bartering moves at present—and as they say, 'Contiguous doesn't mean continuous.' (They do still say that, don't they?)

“As for the dreams of mortals, that's more in Riparius' portfolio than mine. Tutor? Can you assist the Legate?"


Tutor Riparius says, “I believe so. I'm no Vaermina, but I'll do what I can. Let me just sleevestroke his concept-organ … aha! Yes, I see it: a Foreshadowing Vision. You have received a sending—divine in origin, of course, and not mortal, as you mortals are subject to time and its maddening limitations. I may not reveal whence it comes, but I can say this, Tamrielan: your Interregnum will not last forever."
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.
Lord Fa-Nuit-Hen says, “Riparius?"

Tutor Riparius says, “You mortals—so good at acquiring knowledge, and so quick to learn the wrong lessons from it! Allow me to misinterpret: particles of chaotic creatia, when flowing in reaction to the exertion of will, become daedrons that, though injurious to the mortal form, can nonetheless perform work. Underutilized daedrons usually return to quiescence—but if imbued with sufficient purpose, they may escape and coalesce to form potentia vortices. These are dangerous if allowed to self-optimize into realm-rips, so it's best to damp them out early. Trying to keep ahead of it all keeps Peryite mighty busy, but nobody's really sorry for him—after all, he earned it."
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).
Lord Fa-Nuit-Hen says, What makes a Prince a Prince? A broad and well-defined sphere of influence that enables clarity of purpose and focused expression of will. My sphere of influence is well-defined but not particularly broad, so I am a mere demiprince—an entity of power and consequence far outstripping that of any mortal, but trivial compared to the Greater Princes. I have ambitions, of course, like every Ada, but I keep them within my sphere, lest I suffer the same fate as you-know-who."
Fa-Nuit-Hen references the 36 Lessons of Vivec.
Lord Fa-Nuit-Hen says, “The Unmixed Conflict Path? Now that is a great secret indeed, a mystery your Lord Vehk unraveled only after prolonged hallucination upon Premeditated Modesty. But at last he found the answer, and shared it with you all, right there at the end of the First Sermon: 'I have crushed a world with my left hand, but in my right hand is how it could have won against me. Love is under my will only.'"
 
The Shivering Isles has galaxies in its skies.


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These galaxies are moving (note the background galaxies; they are slowly but surely moving).
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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.
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The hyperagonal collapse of 1E 1306 converted 27 Psijic Monks into films of glisterning liminal particles.
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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.
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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.
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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.
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The Psijics are masters of space and time, and guardians of all things arcane across all realms.
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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.
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Mindscapes are the realm of the subconscious made manifest, and manifests as a realm of sparkling neural pathways and nightmares.
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Mindscapes can be turned into Mind Traps by those who are powerful (and malicious) enough to do so.
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The Thrassian Plague devastated Tamriels population in 1E 2260.
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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.
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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.
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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.
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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'.
Bethesda: The storyline goes like this: During the time of Arena, the Emperor's personal guards were the greatest warrior-mages of Tamriel. Only those who could master Battlespire were chosen for the guard. Battlespire was the ultimate proving ground used to train the guards. It's located in a secure pocket universe, sort of an astal plane void.
Battlspire is focused on escaping said 'outerworldy realm.'
Bethesda: Instead of this sprawling world where you are free to explore where ever you want, Battlespire is level based. There are several massive domains, of which you have to progress from one to the next. It's a nice mix of dungeons, castle towers, and outdoors scenarios. The reason for this is because of the storyline for Battlespire, which focuses on you escaping from this outer worldly realm.
Dagon and his forces easily defeat the defending forces of Battlespire.
You're eager to test your skills and prove your worth. But when you arrive upon Battlespire, you find no one alive and everything seriously wrong. This mighty Daedra Prince Mehrunes Dagon and allied daedra clans have taken the supposedly-secure Battlespire as their own dominion. And to make it worse the magical portal has been sealed behind you, preventing your return to Tamriel.

Basically, you realize at this point that if the evil Prince and his minions can so casually brush aside the defenders of this citadel, you face a more desperate test of your skills than you bargained for.
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).
Elsweyr (Khajiit): Descended from the great cats of the desert, the Khajiit are an agile, intelligent, and hardy people. Some chose to decorate their faces in the style of their feline ancestors, and almost all, given the inclination, make excellent thieves due to their climbing abilities.
High Elves are said to be completely immune to paralyzation.
Sumurset Isle (High Elves): The tall, golden-skinned High Elves are easily equal to Bretons in sorcerous ability due to their high intelligence, force of will, and agility. They are more susceptible to spells than the people of High Rock, but by their nature are 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.
6th moon ....... "Alas, the Battlespire appears to be falling into the hands of evil. Their many attempts in the past have failed, until now. Dagon seems to have new minions at his side this time. These new horrors are not at all too powerful beyond our magicks and weaponry, but their numbers are feverishly great. We grow low on supplies and soldiers for this holdout. I fear the worst."

8th moon ....... "I have presented to the few remaining Battlemages my last hope plan. I will fight my way to the bowels of the Battlespire, where I will mount Dragonne Papré, my Dragon companion. From his lair, we will take flight. Since the Weir Gate has been taken, teleportation is not possible. Only Papré can make such a journey to the Imperial Palace. There, we will report the evil infection and return with a regimental force of rescue. May the Powers be with me."

9th moon........ "It is as I feared. A carcass is all I have come to find. They have sealed the main gate so Papré could not escape. I am not sorrowful though, for I will be eternally reunited with Dragonne Papré. Hope for the living is lost. My name is Samar Starlover. Tell my sister I am dead, and if all the seas were ink, I could not write enough how I shall miss her."
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.
Durnehviir: My claws have rended the flesh of innumerable foes, but I have never once been felled on the field of battle.
I therefore honor-name you "Qahnaarin," or Vanquisher in your tongue.
Dovahkiin: I found you equally worthy.
Durnehviir:
"Your words do me great honor.
My desire to speak with you was born from the result of our battle, Qahnaarin. I merely wish to respectfully ask a favor of you."
Dovahkiin: What kind of a favor?
Durnehviir:
For countless years I've roamed the Soul Cairn, in unintended service to the Ideal Masters.
Before this, I roamed the skies above Tamriel. I desire to return there.
Dovahkiin: What's stopping you?
Durnehviir: I fear that my time here has taken its toll upon me. I share a bond with this dreaded place.

If I ventured far from the Soul Cairn, my strength would begin to wane until I was no more.
Dovahkiin:
How could I help?
Durnehviir: I will place my name with you and grant you the right to call my name from Tamriel.

Do me this simple honor and I will fight at your side as your Grah-Zeymahzin, your Ally, and teach you my Thu'um.
Dovahkiin: Just call your name in Tamriel? That's it?
Durnehviir:
Trivial in your mind, perhaps. For me, it would mean a great deal.
I don't require an answer, Qahnaarin. Simply speak my name to the heavens when you feel the time is right."
Dovahkiin: How did you end up in the Soul Cairn?
Durnehviir:
There was a time when I called Tamriel my home, but those days have long since passed.
The dovah roamed the skies, vying for their small slices of territory that resulted in immense and ultimately fatal battles."
Dovahkiin: Were you a part of all that?
Durnehviir:
I was. But unlike some of my brethren, I sought solutions outside the norm in order to maintain my superiority.
I began to explore what the dovah call "Alok-Dilon," the ancient forbidden art that you call necromancy.
Dovahkiin: So you sought the Soul Cairn for answers.
Durnehviir:
The Ideal Masters assured me that my powers would be unmatched, that I could raise legions of the undead.
In return, I was to serve them as a Keeper until the death of the one who calls herself Valerica.
Dovahkiin: They didn't tell you she was immortal.
Durnehviir:
I discovered too late that the Ideal Masters favor deception over honor and had no intention of releasing me from my binding.
They had control of my mind, but fortunately they couldn't possess my soul.
Dovahkiin: Is that why you're free now?
Durnehviir:
Free? No. I have been here too long, Qahnaarin.
The Soul Cairn has become a part of what I am. I can never fully call Tamriel my home again, or I would surely perish.
I only hope that you will allow me the precious moments of time there through your call.
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.
There are, or have been, or will be a race of beings upon Nirn called Dragons, creatures of almost Daedra-like majesty. They naturally sought domination over the mortals of Nirn, and achieved a measure of success therein.

But upon a time that was and will be the ever-pernicious mortals of Tamriel betrayed these their natural masters, and those who were not slain were driven into hidden refuge. Then one such Dragon, a greater Dov named Boziikkodstrun, exerted his nigh-divine will in an attempt to fly beyond the borders of the Mundus. And though he did not succeed, his effort was valorous and remarkable, and impinged upon the attention of Molag Bal himself.

Our Lord and Master noted this feat of will-force, considered that the race of Dov had achieved dominion over much of Nirn, and thus spake unto this Boziikkodstrun, offering him a place of honor and privilege in his domain of Coldharbour. And the Dragon, his resources all but spent by his efforts, did accept and agree.
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.
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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.
More on dragons and their relationship to the empire (09/04/01)
It is also hinted in Battlespire within a journal and in the remains, that the Imperial Battlemages used dragonmounts for security on the Battlespire. In level 1, you will find the remains of an Imperial dragon names Dragonne Papre' and his rider. The journal contains tidbits about the troubles in the spire and what may have happened so that only their decayed bodies remain.

As far as the Empire actually being in alliance with dragon's, there are many hints that lead on to this. Lord Richton was able to summon the Imperial Dragon, N'falilaargas for support in the Battle of Stros M'kai. The Battlespire incident. The look of the Imperial crest. Even the rumors that Tiber Septim WAS a dragon, shapeshifted into human form. Oh, dragon's exist, and there is proof that they do, but in what quantities? Hmmm.....
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.
Even more on dragons in Tamriel
All of the dragons didnt die. They have their own means of remaining "hidden" from Tamriel's populace. Whether its shapeshifting, hiding deep in the mountains or jungles, or even in very protective custody of secret Imperial strongholds, they do exist.
The reason the dragons left Morrowind was because of the food chain being broken. Cliffracers were in such great numbers that they food became scarce for the dragons, so they moved on. Even if they stuck around and killed the cliffracers off, the food would still be at a shortage.
The dragon from Redguard fell easily for many reasons. Cyrus was more than just a Redguard. Playing the game will explain much about his abilities. Also, no matter big the dragon was, he was confined in a rather tight space. Try wrestling with someone in a box the size of a microwave. Plus, Naffy wasnt the smartest of dragons, as working for Lord Richton should say that much alone. His greed got the better of him. Not such a noble dragon.
Also, as Battlespire hinted, there is (or was) an elite Imperial dragon mount guard (TES Dragoons). Search for a document relaying a wing mounted guard's final words about his mount, PaprDragn.
 
The Battlespire intersects with several planes of Oblivion, and is described as 'the fortress of all fortresses."
Vestige: What is the Battlespire?
Lucilla Caprenia:
The fortress of all fortresses. Where the strongest mages in the Empire reside and train. It intersects with several planes of Oblivion, or so I'm told. My initiation trial will send me on a journey through them. If I survive, I'll be inducted.
The Battlespire deals with the inhabitants of Oblivion more than most.
Vestige: Your informant?
Lucilla Caprenia:
A Dremora, if you can believe it. Called herself Lyranth. Most people wouldn't trust the word of a Daedra, and they'd be wise not to, but at the Battlespire we deal with the inhabitants of Oblivion more than most.
Martus believed she was truthful.
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 Caprenia: For all its faults, the Battlespire certainly lives up to its reputation. Imagine a fortress that encompasses the entirely of a realm. Ramparts that tower over the edges of Oblivion. Beyond them, only the Void.
It filled me with both fear and awe.
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 Caprenia: Why do the Daedra seem so interested in the affairs of mortals? You'd think they'd have more than enough to do in the vast and infinite realms of Oblivion than torment us. Cosmologically speaking, though, that could be the reason for their existence.
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.
 
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