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The Elder Scrolls Feats and Discussion

The story of Khunzar-ri and the Demons tells of how Khunzar-ri tricked Kaalgrontiid and his rage into loosing their powers and being trapped in the Halls of Colossus, an ancient place of power.
Then, Khunzar-ri used every bit of guile and charm he possessed to convince the demons that the Kra'Jun was now willing to help them. He told them where to meet, at a moon temple of renown, and waited while Anequina communed with the moons. "It is not in the nature of Jone and Jode to fully consume the demons," Anequina said, "but Jode will take enough of their life force to weaken them. That should allow us to contain them."

"I know just the place," proclaimed Nurarion the Perfect. "An ancient place of power, forgotten and long abandoned. We can trap the demons there."
The dragons (or demons, as the story calls them) drink from the lunar power, but have been tricked, and a portion of their life force is drawn away by Jode. It takes Kaalgrontiid every bit of his remaining strength to escape.
So the demons arrived at the moon temple and Anequina, acting as moon-priest instead of queen, opened a connection between Nirn and Jode in the form of a shaft of moonlight. The demons, greedy and hungry for lunar power, eagerly stepped into the moonlight, but immediately realized they had been tricked. They roared in pain as a portion of their life force was drawn away by Jode. It took Kaalgrontiid every bit of his remaining strength, but he resisted and rallied his brothers. They broke free of the shaft of treacherous moonlight and fled into the wilderness.

Anequina then deposited a sliver of the demon-infused moonlight in an urn and gave it to Flinthild. Flinthild and the Kra'Jun took the urn to the ancient place of power, while Khunzar-ri went to do what he did best: convince the demons to follow the lure and walk into the trap of their own free will. And that is what he did, before the Betrayer earned his name. As you shall hear.
This story plays an important part in the story of Elsweyr; Khunzar-ri tricked the dragons/demons into giving up their power, then Anequina moved the moons so to store the power of the dragons in Jode's Core. In the dragons weakened state, Khunzar-ri was able to trick the dragons and trap them in the Halls of Colossus.
Vestige: You said your mother told you that Anequina could make the moons move for Khunzar-ri.
Khamira:
Yes, from Khunzar-ri's story. He tricked the demons into giving him their power. Then Anequina moved the Moons so he could store the power in Jode's Core for safekeeping.
Of course, now we know the demons of the story were actually the Dragons.
Vestige: Could that be what Cadwell was talking about? Tell me the rest of the story.
Kharmia: In their weakened state, Khunzar-ri was able to trick the Dragons and trap them in the Halls of Colossus.
But one of his companions betrayed him. Stabbed him in the back and went ….
To the place of the dark dance to steal the demon power!
The Betrayer stabbed Khunzar-ri in the back, and came to the temple to gain the power to move the Moons and take the dragons power for himself. The path to Jode's Core only appears at the Moon Gate of Anequina during an eclipse.
Vestige: Tell me everything the attuned memories have shown you.
Khamira:
I see the truth of the myths and legends. Khunzar-ri tricked Kaalgrontiid into storing the might of the Dragons in Jode's Core. Then the heroes of the Kra'jun lured them into the Halls of Colossus and sealed the doors.
Vestige: Right. Then the Betrayer stabbed Khunzar-ri in the back.
Khamira:
Yes. He murdered Khunzar-ri and then came to this temple to gain the power to move the Moons and open the way to Jode's Core.
You see, the path only appears at the Moon Gate of Anequina when the Moons are aligned, as in an eclipse.
Moving the moons requires power, knowledge, experience and attunement (this is to say that moving the moons to create or undo an eclipse is very conditional and something not easily replicated, but it all still requires both power and knowledge to do so, and in a certain place too; just knowledge alone will not move the moons and just power alone will not move the moons).
Khamira: See how the Moons align with the ancient gate? The Lattice opens a path to Jode's Core!
But how did you get the Dragonhorn? Where's Gharesh-ri? And why are the sounds of battle so close? Did the Euraxians overrun our defenses?
Vestige: Gharesh-ri was injured and the Dragons breached the walls, allowing the Euraxians to pour in.
Khamira:
Gharesh-ri, hurt? And the Euraxians behind our defenses? This is not good, not good at all. Well, we still have the Dragonhorn. At least until the power runs out or the fragile relic falls apart.
I just wish the Moons would move for me!
Vestige: I thought the attunement gave you the power to move the moons.
Khamira: The power, yes, but not the knowledge and experience. I will continue to try to move the Moons and close the gate, but you will need to keep the Euraxians from taking this position.

I am counting on you, five-claw.
Kaalgrontiid sought to combine his own power with that of Jode's Core, but was tricked into giving up his power.
Vestige: I don't understand. Why would the Dragons agree to give up a part of their power?
Khamira:
Here on the Plane of Jode, the memories become clearer with every passing moment.
Khunzar-ri was able to use Kaalgrontiid's own greed against him. The Dragon sought the power of Jode's Core from the beginning, but Khunzar-ri offered him even more.
Vestige: What did Khunzar-ri offer Kaalgrontiid?
Khamira:
He offered a way to combine the natural power of Jode's Core with the mystic might of his loyal Dragons. Kaalgrontiid's greed was his undoing.
Now he finally has an opportunity to steal all the stored energy for himself. We must stop him.
Cadwell the Betrayer is able to cause an eclipse, forming the Dark Moon and opening the Moon Gate.

Eclipse-1.png

Eclipse-2.png
Kaalgrontiid has unimaginable power flowing through him so long as the moons are aligned, and Khamira can seperate the moons using one of the nearby altars.
Abnur Tharn: Kaalgrontiid is absorbing Jode's Core! As long as the moons remain aligned, the power flowing through him is unimaginable!
Khamira: Get me to that platform, Tharn. I can separate the Moons using the altars.
Khamira puts energy into the Dragonhorn so to weaken Kaalgrontiid & Mulaamnir.
Khamira: You must deal with Mulaamnir, five-claw. I will divert whatever energy I can into the Dragonhorn, but use it sparingly.
Khamira: The Dragonhorn is charged. Use it now!
Khamira: The Dragonhorn! Use it now!
Khamira: The Dragonhorn is ready, five-claw!
Kaalgrontiid seeks to use the power of Jode's Core to become a god and become equal of Akatosh. However, by seperating the eclipse and blowing the Dragonhorn, this is denied to him.
Kaalgrontiid : I will be … the equal of Akatosh!
Khamira : The Moons. I need to finish the ritual.
Khamira : Jone and Jode, hear me!
Kaalgrontiid : The power, it belongs to me!
Khamira : Separate and resume your eternal dance! Now, five-claw, sound the horn!
Kaalgrontiid : No! I will not … be denied!
No! Arrggghhh!
Kaalgrontiid grew more powerful with every infusion of energy he devoured.
Vestige: Are we really sure that we defeated Kaalgrontiid? He seemed extremely powerful at the end.
Khamira: He did grow larger with every infusion of power he absorbed. But the horn dislodged him from Jode's Core, which allowed me to finish the ritual and end the eclipse.
After that? Hrrm.
A concern for another day, yes?
 
Kaalgrontiid is believed to have originally left Skyrim as he didn't want to challenge Alduin's rule.
“What prompted Kaalgrontiid to split off from the bulk of the Dragons in the Northern Lands, if they were originally part of Alduin's kingdom?”

An excellent question! Let me begin by admitting that I’ve never spoken with Kaalgrontiid, so I can offer little more than supposition. As I’m sure you already know, Dragons are conquerors by nature. All my research indicates that this thirst for domination is not unlike our thirst for water in a desert. They need to bring the world to heel. This drive to rule may have prompted Kaalgrontiid’s abandonment of the north.

Personally, I would take the assertion that a literal world-eating Alduin reigned over Skyrim with a grain of salt. Nonetheless, Dragons do reliably fall into natural hierarchies. In all likelihood, one Dragon reigned over all the others—a king of kings. Was this supreme Dragon the legendary Alduin? Perhaps. Perhaps not. In either case, a Dragon as proud and powerful as Kaalgrontiid would likely chafe against this chief Dragon’s hegemony. How can one conquer what already belongs to one’s elder brother? I believe pride and ambition drove him to leave.

Also, Elsweyr strikes me as a far greater prize than Skyrim. Which would you rather rule? Pristine jungles and dizzying plateaus peopled by one of Tamriel’s elder races, or a frozen wasteland inhabited by mead-guzzling barbarians? I’d choose the former, personally. No offense intended to any Nords in the audience!
 
The cinematic trailer for the Legends expansion Moons of Elsywer shows the eclipse (although there are images from Legends cards overlayed, the eclipse is still a core part of Elsywer Online's main story).

Legends-eclipse.gif

This cinematic also shows Secunda moving & rotating (the eye is just part of the cinematic).
Legends-Secunda.gif
 
Either by upthrown magma or Argonian rituals (see below), the waters of the Scathing Bay are perpetually boiling.
They were on an island of ash and shattered stone, still surrounded by water, but this water appeared to be boiling. The steaming air stank of hard minerals, and the sky was bleak and gray.
The Argonians have a ritual they associate with the Scathing Bay (the crater where Vivec City used to be).
“This is all controlled by Argonians now,” he said, “although they obviously don’t live here. But they do have some ritual associated with this crater, what is now called the Scathing Bay. I arrived here during the ritual, so after running through half the realms of Oblivion, I had to keep running until they gave up, somewhere in the Valus Mountains. After that I … delayed coming back here. It’s not easy to see this.”
The impact of the Ministry of Truth triggered Red Mountain to explode. Sul then thinks about how fast the moonlet had been travelling.
Sul trudged to the other side of the island, trying not to let his rage blot out his ability to think. It wasn’t enough that the ministry fell; the impact caused the volcano that was the heart and namesake of Vvardenfell to explode. Ash, lava, and tidal waves had done their work, and when that was calmed, the Argonians had come, eager to repay what survived of his people for millennia of abuse and enslavement.
Of course, those that had settled in southern Morrowind were likely regretting it now, as Umbriel moved over their villages. That didn’t help, though, did it?
He looked again at the size of the crater. How fast had the ministry been traveling? Did she feel anything? Had Ilzheven known who killed her?
The wormies emerge from the boiling waters of the Scathing Bay, and Umbriel hangs in the sky.
After a few minutes he gave up and replaced Coo in his sack. Then he looked off what he guessed to be south, where the crater opened into what must be the Inner Sea, if he remembered his geography lessons correctly.
Something about the scene struck him as peculiar—other than the boiling of the water and all—but at first he couldn’t place it. Then he
realized what he was seeing was the top of a mountain, peeking through the clouds.
Peeking through the bottom of the clouds.
“Oh, no,” he whispered.
From Annaïg’s description, he’d thought he would see it coming, even with the clouds—where were the flashing threads, the larvae diving down? But that would only happen if something alive was below it, and there wasn’t anything living here, was there?
He smelled boiled meat and tracked his gaze back to the water.
Things were coming out of Scathing Bay.
(From The Infernal City)
 
Certain plane(t)s are parts of certain constellations, which are the Dominion Planets of the three major constellations (Akatosh is the Eye of the Warrior, Julianos is the Eye of the Sage and Arkay is the Eye of the Thief).

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.
Needless to say, this is the same article that says space is infinite and the stars exist in the interiors of an infinite sphere which dwarves the already infinite plane(t)s (Or at least that's how mortal & finite minds perceive the cosmos to be).

What is space?​

Space is the interpretation of Oblivion, which is black and empty and surrounds the mortal plane. Space is infinite, but it acts just like a planet, in that Oblivion is ‘surrounded’ by Aetherius. You can see Aetherius by the stars.

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.
This means that the constellations utterly dwarf the plane(t)s, which are infinite in size & mass.

What are planets?​

The planets are the gods and the planes of the gods, which is the same thing. That they appear as spherical heavenly bodies is a visual phenomena caused by mortal mental stress. Since each plane(t) is an infinite mass of infinite size, as yet surrounded by the Void of Oblivion, the mortal eye registers them as bubbles within a space. Planets are magical and impossible. The eight planets correspond to the Eight Divines. They are all present on the Dwarven Orrery, along with the mortal planet, Nirn.
In line with this, Valla (an aspect of the Celestial Mage, the manifestation of the constellation the Mage) says that time flows differently amongst the stars, and says she saw the Vestige walk the planes and face down gods (which may or may not have happened yet).
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 three major constellations (the Warrior, the Mage and the Thief) are also all visible in Sovngarde.
Skyrim-20240126163919.jpg

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(Even ignoring the plane(t) cosmology, which involves ignoring Mannimarco's ascension, the Den of Lorkhaj and the main story of Elsewyr Online, the Celestials would still exist across different planes, including Sovngarde which exists beyond time & space, and their manifestations in individual planes would be parsecs in size; to go even further an ignore the non-equidistant stars in Skyrim & Legends, Noah Berry saying the skies above Cyrodiil are filled with spiralling stars & galaxies, the reference to a galaxy in The Memories of Sotha Sil, the reference to the surface of the Sun in Boethiah's Proving on top of ignoring the plane(t) cosmology then the constellations would exist beyond the Solar System, and therefore still be many millions, if not billions, of kilometers in size.)
 
At long last, I have stopped being lazy, and finally transcripted The Official Survivors Guide to Tamriel! This book is told through the in-universe perspective of Ja'dasha, an explorer and one of the Bandari Pedlers.

To begin, we know that fire magic (and lightning magic) can reduce someone to ashes (or at least a charred corpse), but what are the effects of potentially non-fatal magical fire attacks? The same as the effects of mundane fire; they can cause grievious burns, blackened & charred skin. It's also noted that a well-placed fireball can bring a horde of enemies to their knees.
FIRE MAGIC
A fireball is a favourite attack by mages, as it is easy to perform and easier to spread. One well-placed fireball can leave a horde of enemies on their knees. This is a good topic to cover, as one can receive burns from nonmagical ways as well.

TREATING SERIOUS BURNS.
Serious burns can be identified by the following signs:

The burn is deep.
The deeper a burn is, the more dangerous.
It affects a large area. The area a burn covers is as important as how deep it goes. Any burn larger than a closed fist may require a healer’s care.

The skin is charred.
Blackened skin is not a good sign when it comes to either burns or frostbite. The skin may also have large patches of white or brown.
(The Official Survival Guide to Tamriel, page 245)
Again, the effects of magical fire is the same as that of mundane fire.
Protect from further harm. Move the burn victim away from the source of damage, whether it be a campfire or an angry mage.
(The Official Survival Guide to Tamriel, page 246)

Fire magic can cause blisters (just like mundane magic).
Blisters. The skin my blister with even minor burns, but this does not mean that it is serious enough to need a healer’s attention.
(The Official Survival Guide to Tamriel, Page 248)
Leave blisters alone. Do not agitate or break any blisters that have formed. If they are broken, apply a healing salve.
(The Official Survival Guide to Tamriel, page 249)

Similar to fire magic, shock magic can cause burns (just like mundane electricity).
SHOCK MAGIC
Like burns, injury from shock damage does not always require immediate aid from a healer. Here are signs that the victim of a shock spell should be tended to by a professional.

Severe burns. Lucky for you, Ja’dasha has already covered this in a previous section.
(The Official Survival Guide to Tamriel, Page 249)
Care for burns. Shock magic can produce burns just as fire magic can. This one has already covered this topic in detail in a previous section.
(The Official Survival Guide to Tamriel, pages 250 & 251)

Frost magic can cause hypothermia, frostbite and other sorts of cold-related inflictions. Here Ja'dasha refers the reader back to previous chapters where treating these ailments was covered (again, the effects of magical frost is the same as the effects of mundane frost). Magic can also damage someones mind or soul, but Ja'dasha doesn't know how to treat these, and recommends consulting a healer, spiritual leader or Mages Guild representative.
FROST MAGIC
Frost magic can induce hypothermia, frostbite, and all manner of cold-related injuries. Howeer, Ja’dasha has covered these topics indetail previously. Refer to those sections if experiencing injuries from frost magic.

There are many more ways a mage can harm you, including damage to your mind or very soul. These are outside of Ja’dasha’s realms of expertise, however. Please consult a healer, spiritual leader, or Mages Guild representative if you are worried about such things.
(The Official Survival Guide to Tamriel, page 250)

Destuction is the ability to harm or even destroy your target, which can be done via pure magical force or by commanding the elements. Restoration allows healing wounds, curing sickness & poisons and even mending armour.
Destruction. As implied, these spells are meant to destroy and harm their targets. This can either be done through pure magical force or by commanding the elements. If you wish to corrode, hinder, or weaken a foe or object, this is the school for you.

Restoration. This school of magic represents the opposing force to destruction: magic that heals, mends, and strengthens its target. It is through these spells that armor is mended, poisons are rendered inert, and fevers are healed. Mages skilled in restoration magic are wonderful traveling companions, as they can greatly aid in many survival situations.
(The Official Survival Guide to Tamriel, page 235)

Alteration alters the physical or magical properties of the target, such as making an object lighter, breathing underwater and granting elemental shields (although this ability is also learnable via the School of Destruction).
Alteration. These spells can alter the physical or magical properties of the target. Some examples include making an object lighter, giving someone the ability to breathe underwater, and granting elemental shields. Many mages regard this magical school as holding the greatest possibilities.
(The Official Survival Guide to Tamriel, page 236)

Though magic is present throughout all of Tamriel, nowhere is it more integrated into every day life and celebrated than it is in Summerset.
MAGIC AND MAGES

While magic is present throughout Tamriel, nowhere is it more celebrated and integrated into everyday life than Summerset. And thus it is prudent that all who wish to enter the Blessed Isles are aware of the fundamentals of this powerful art.
(The Official Survival Guide to Tamriel, page 234)

No innate magical skill is required to perform alchemy, and thus this art can be learned by anyone (for example, the Stormcloaks use alchemy, as is apparent in every Stormcloak camp). A truly great alchemist can create potions that instantly heal and poisons that instantly kill.
ALCHEMY

Alchemy is the act of combining ingredients to create magical potions and poisons. This can be done through mixing, boiling, or distilling ingredients such as plants, animals, and even bits of Daedra. Unlike spellcasting, there is no innate magical skill needed to perform alchemy. This means that the art can be learned by anyone.

A truly great alchemist can create potions that heal instantly and poisons that kill just as quickly. While potions are often drunk to take effect, weapons can be coated with a poison to make them even deadlier.
(The Official Survival Guide to Tamriel, pages 239 & 240)

The more souls are used to power an enchanted object, the more powerful the enchantmant will be. Over time, the power of an enchantment item will diminish, and more energy from more souls will be required to recharge it. The enchanted items created by the Aedra and Daedra are the most powerful enchanted items in existence, far more powerful than what any mere mage could possibly hope to achieve; many adventurers dream of obtaining even one such artifact.
ENCHANTING

Enchanting is the art of augmenting weapons, armor, and other items with magical properties by imbuing them with the power of a soul. This is almost always done with the power of a soul gem. In general, the more souls used to power the object, the more powerful it will be. Over time, the power of the enchanted item will diminish and more souls will be required to continue its enchantment.

There are many enchanted items created by the Aedra and Daedra that have been gifted to Nirn. These are the greatest enchanted items in existence, far more powerful than any mere mage could possibly hope to achieve. It is the dream of many adventurers to come upon one.
(The Official Survival Guide to Tamriel, page 240)

There are other kinds of magic too, including necromancy, auramancy (evoking memories & emotions), weather magic (manipulating the weather) and cheesemancy (controlling cheese).
OTHER MAGIC
While far too numerous to be included in this guide, there are many other forms of magic. Necromancy is perhaps the most well known, being the ability to raise and control the dead. Auramancy evokes memories and emotions. Weather magic can manipulate the rain and wind. There’s even cheesemancy, though this one is uncertain of what uses there are for that.
(The Official Survival Guide to Tamriel, page 241)

Ja'dasha offers advice on what to do if the reader encounters a bear. She notes that a warrior or a mage would be able to fight back, but normal people wouldn't be able to. She also says that she has no advice for the much more dangerous creatures of Skyrim, such as trolls, ice wraiths and hagravens (meaning all of those are more powerful than a bear).
As a note, this advice need not apply to warriors, mages, and the like. If a bear attacks you? Fight it. But for those of us not so physically or magically gifted, there is still much we can do.

Another note: This section does not apply to the far more dangerous creatures found in Skyrim. If you come upon a troll, ice wraith, hagraven, or the like? Then this one cannot help you.
(The Official Survival Guide to Tamriel, page 36)

Krakens live in the seas in and around Tamriel, and Ja'dasha says that she knows nothing that could save the average reader in such a situation (as is also the case with sea serpents and the Sload). However, she does have advice for fending off a shark attack.
SHARKS IN THE WATER

There are many, many, many horrible things in the sea. Sea serpents, krakens, and Sloads, to name a few. If you encounter such horrors? Not even all of Ja’dasha’s wisdom can save you, walker. But should you encounter a shark? Well, sharks we can deal with.
(The Official Survival Guide to Tamriel, page 62)

The Tribunal live among the Dunmer (similar to how the Argonians live together with their gods, the Hist), and each can choose which form they take.
THE TRIBUNAL
Of all the races in Tamriel, there are only two who claim to live among their gods. The Argoninas of Black Marsh, who grow and tend to tree gods known as the Hist, as one example. The Dark Elves as the other, for they worship three gods known as the Tribunal (or the Almsivi), who live within their cities and rule with absolute authority. On that note, this one does find it rather curious how two races who hate another have so much in common when it comes to their beliefs.

The Tribunal were not always gods, according to Dunmer lore. They ascended to godhood many moons ago. They do not all look like Dark Elves in appearence. Almalexia still chooses to take the form of a golden Chimer, the race of all Dunmer before they were cursed by Azurah. Vivec has chosen a half form, both Chimer and Dunmer. And Sotha Sil, for reasons all his own, has shared his people's fate and taken the form of a Dunmer. Far be it from this one to speculate on the will of gods, but there is much one can gleam from these choices.
(The Official Survival Guide to Tamriel, pages 158 & 159)
Ja'dasha refers to Baar Dau as a 'falling star' and a 'large moonlet.'
One of Vivec's greatest accomplishments was stopping a falling star, known now as Baar Dau, from crashing in Morrowind. This large moonlet now hovers over Vivec City, reminding its people of their god's might and power. It is little wonder why so many pilgrims flood the city each year.
(The Official Survival Guide to Tamriel, page 161)

Sotha Sil is more elusive than the other two members of the Tribunal, and is known for his great mastery over both magic and invention, and rules over the hidden Clockwork City. Ja'dasha says that Sotha Sil's greatest accomplishment is the Coldharbour Pact where he made a bargain with eight of the most powerful Daedric Princes, so that they may never manifest directly in Nirn again. Without this, there would have been far more destruction...
SOTHA SIL
Almalexia walks among her people. Vivec reigns from within his palace. Sotha Sil, however, is the most elusive of the Tribunal. He has more titles than even Almalexia, but most refer to his great mastery of both magic and invention. They say that he rules over the great Clockwork City, hidden somewhere out of reach of most mortals.

The greatest of Sotha Sil's accomplishments, as far as this one is concerned, is the Coldharbour Compact. After the destruction of Gliverdale, Sotha Sil journeyed into Oblivion and met with eight of the most powerful Daedric princes. There he made a pact with them that they would never manifest in Nirn again. There are none who know the details of this pact, save Sotha Sil and the princes he bargained with. But make it he did, and for that we should all be thankful. There is no telling what destruction would be wrought without it.
(The Official Survival Guide to Tamriel, pages 162 & 163)

Now, onto the Daedra. This book describes each of the Princes, and here we get something...quite interesting to those who're familiar with TES lore. Hermaeus Mora takes the form of a swirling darkness with many eyes, is said to be able to read both the past and the future, and resides in an endless library where the souls of scholars haunt the countless stacks. If you are wise, he may grant you the Oghma Infinium, the Tome of Power. Oddly this book doesn't cover Namira, Peryite or Vaermina (though given this book is in-universe written by a Khajiit and Namira is known to them as the Great Darkness, that may play a part at least for why she's not present).
HERMAEUS MORA
The Lord of Knowledge is said to be the wisest of the princes, and certainly has knowledge beyond any mortal. His appearence is frightening to behold, even among Daedra, for he chooses the form of a many-eyed being with no true shape, merely swirling darkness. Some claim that Hermaeus Mora can read both past and future as easily as you read this guide.

The prince lives in Apocrypha, an endless library that contains all knowledge. The books have no titles, and it is said the souls of scholars haunt the many stacks. Here is kept forbidden knowledge, unknown and unknowable to mortals. Show yourself to be wise enough and Hermaeus Mora may grant you the Oghma Infinium, the Tome of Power.
(The Official Survival Guide to Tamriel, page 269)

Mehrunes Dagon is said to cause earthquakes and storms when his cultists call upon him, and he holds dominion of destruction, change, revolution and ambition. Before the Coldharbour Compact, he was known for destroying entire cities on a whim.
MEHRUNES DAGON
There is no Daedra so hungry for battle as the Prince of Darkness and Destruction. He holds dominion over destruction, change, revolution, and ambition. It is said that when his cultists call upon him, earthquakes and storms rage, so strong is his desire for chaos and carnage. Before the Coldharbour Compact, Mehrunes Dagon was known for destroying entire cities on a mere whim.
(The Official Survival Guide to Tamriel, page 272)

Nocturnal's sphere is of night and darkness, and many thieves call upon her for her favour. She is said to have claimed to be the eldest of the Princes, born from the Void before even Oblivion (the Ur-Dra). She rules over the realm of Evergloam, a place of perpetual twilight where the sky is filled with a purple hue and the world is covered in twisted trees & crumbling monuments. Crows & ravens (including talking crows & ravens) make their home here.
NOCTURNAL
As the Mother of Shadows, Daughter of Twilight, and Lady Luck, it is little surprise that many of the thieves of Tamriel call upon Nocturnal for her favor. Her realm is the sphere of night and darkness, though many also believe she holds sway over luck. It is said she claims herself to be the eldest of the princes, born from the void before even Oblivion.

Nocturnal's rules over the Evergloam, a realm of perpetual twilight. The sky is filled with a purple hue, and the world is covered in twisted forests and crumbling monuments. Crows and ravens fill the branches, some even granted the power of speech. The greatest of Nocturnal's gifts is the Skeleton Key, able to open any door. It is a relic that is highly prized among thieves.
(The Official Survival Guide to Tamriel, page 277)

Sanguine's sphere are related to debauchery, hedonism and dark passions. He is never intentionally cruel, but his pranks and parties lead to much trouble for mortals. Sanguine holds dominion over many smaller realms known as the Myriad Realms of Revelry, of which there are said to be a hundred thousand or more. Sanguine actually has little control over these realms, as each is fashioned from the desires of their visitors, which is how he prefers things.
SANGUINE
It is easy to see why many would wish to worship Sanguine, the Lord of Revelry. His sphere is related to debauchery, hedonism, and dark passions. Though never intentionally cruel, Sanguine's many pranks and fantastical parties can lead to much trouble for we mere mortals. It is said that those who drink from the prince's goblet can never leave his celebrations. Fortunately, many do not wish to.

Sanguine holds control over many smaller realms, known collectively as the Myriad Realms of Revelry. It is thought there are a hundred thousand of these planes of existence, and each is fashioned from the desires of those who visit them. As such, the prince actually has little control over these realms, which is just as he prefers.
(The Official Survival Guide to Tamriel, page 278)

To the keen eye and the learned, those last two in particular would be of interest, for we can see direct influences from the out of game text Imperial Census of Daedra Lords, with Nocturnal being an aspect of the original Void and Sanguine lording over more than 100,000 pocket realms (yet another example to add to the ever growing list of examples of when TES have used Kirkbrides OOG texts after he's left).
Nocturnal is accorded the title Ur-dra by nearly all the Royalty of Oblivion. As the mother of night, she claims to be an aspect of the original Void itself, and it is generally deemed best to fortify this declaration in one’s evening prayers.
Sanguine, Prince of Hedonism, lords over no less than ten times ten thousand pleasure pockets of the Void. As revelry and drunken stupor fall under this Prince’s influence, he has been a favorite of many Emperors since the first foundation. Records even indicate that he resided in White-Gold Tower during the reign of Reman Cyrodiil and helped in the somewhat dubious draftsmanship of the Crendali Festivals, whose vulgarities did little to help Imperial expansion into Alinor and the other Summersets.
 
In response to the description of the Skyrim Tarot saying that Ulfric Stormclock overcame the Empire and saved Skyrim, Tori Schafer says that this is as it's the "upright" fortune of Ulfric, and the canon version is still whatever the individual players choose in-game.
 
The bars of the prison keeping Elhul Sathil trapped are enchanted to turn spells back on their casters tenfold (assumably by Sathil).
She glanced at Sul and shook her head. “Don’t,” she said. “These bars are sorceled to turn spells back on their casters tenfold. Try to harm me, and you will pay the price.”
Sul summons a creature to try and get around the gate, but it catches fire and melts. Sul tried to summon it on the other side of the gate, but was unable to do so. Escaping this requires calling on Vile himself and escaping into his realm of the Fields of Regret.
The air quivered and then snapped in sharp report, and a slavering fiend appeared, hurling itself against the gate. Nirai screamed and leapt back, but the monster’s cry was ear-splitting. It caught fire and melted in great gobbets. “You see!” she gasped, then turned and fled.
“You might have summoned it on the other side,” Attrebus said to Sul.
“I tried,” he replied. “She’s right about that gate. There’s power at work that I can’t undo.”
(From Lord of Souls)
 
Ida Vlinorman enjoys jumping from high places (she is also a trainer for basic acrobatics).
Ida Vlinoman: Well, well. You interested in Acrobatics training? You'd be quite a challenge. I'm Ida Vlinorman.
Champion of Cyrodil: (Imperial City)
Ida Vlinoman:
It's just a sport. Chapel climbing. The Watch doesn't like it, but you don't climb chapels while the Watch is standing around.
Ida Vlinorman is noted by various NPCs to enjoy jumping off high things (such as buildings).
NPC 1: I understand Ida Vlinorman enjoys jumping off high things. Like buildings.
NPC 2: There's something strange about Ida Vlinorman. I heard she was climbing up the chapel, just so she could jump off.
Ida Vlinorman is noted to be agile and moves 'uncannily.'
NPC: Isn't Ida Vlinorman an agile one?
NPC: Isn't it uncanny how Ida Vlinorman moves?
NPC: She likes jumping off things. That's because she's an idiot.
NPC: Maybe she could teach me how to fall off things. That's a useful skill! Much better than, say, swinging a sword or casting a fireball.
NPC: She's nuts. Her hobby is falling from high places.
NPC: If you want to learn to fall off a building, she's the one to talk to.
The Oblivion Prima confirms this is true, and Ida Vlinorman does in fact enjoy a good spot of chapel climbing.The low-level trainers for Acrobatics are Quill-Weave, who lives on the main drag in Anvil, and Ida Vlinorman, who lives in the north eastern quadrant of the Imperial City’s Elven Gardens District. (Quill-Weave has a part in the Fighters Guild quest “A Rat Problem.”) Vlinorman doesn’t have any quest tie-ins, but there’s a story abroad about her being involved in an illicit sport called “chapel climbing,” which she’ll confirm if you question her about “Imperial City.”
(Oblivion Prima, page 222)
 
Mastery of acrobatics (level 100) in Morrowind allows you to easily jump between and over multi-story buildings (this can be increased to much greater levels with enchanted items & potions; it should be noted that this player is equipt with the Hoptoad Ring which grants 20 points towards jumping and the Amulet of Slowfall).

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A jump spell (for 100 points of jump) will send you flying hundreds of meters (and survive the fall, potentially).

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Acrobats are dexterous to a superhuman degree.
Acrobats
An experienced acrobat is as difficult to hit or hold as a drop of quicksilver. Dexterous to a superhuman degree, acrobats are remarkable leapers, climbers, dodgers, runners, and tumblers. Not surprisingly, agility and speed are the most important attributes for acrobats.
(Daggerfall User's Guide, page 14)

Monks posses superhuman mental discipline, with their bodies and their weapons being one, and armour being considered confining annoyances. Many monks reject conventional weapons in favor of their hands and feet, which they use to 'devastating effect.'
Monks
Monks owe their martial artistry to their superhuman mental discipline. Their bodies and the weapons they wield are one, and such confining annoyances as shields and armor merely get in the way.
Many monks even choose to reject conventional weapons, relying on their hands and feet alone to devastating effect. Strength, endurance, and willpower are important attributes for monks.
(Daggerfall User's Guide, page 15)
 
Acrobats are so skilled at jumping, climbing/scaling, running and tumbling that their ability is 'almost supernatural.'
Acrobats
Acrobats are thieves who have honed their physical skills in agility and balance to such a degree that they are almost supernaturally adept at scaling walls, running, jumping, and tumbling.
They retain the ability to score a critical hit. They also have the ability to leap great distances and climb walls more securely and faster than the average thief. They are, in general, the fastest characters on foot. Further, because of their nimble-ness, Acrobats deduct a certain percentage from their opponent’s base chance to hit when engaged in combat with them. This makes them difficult foes to hit, and dangerous adversaries. Because of their need for agility and speed, Acrobats use only leather armor, but never shields, and have a reasonable selection of weapons.
(Arena Manual, page 22)

Monks use the power of their mind to hone their bodies into lethal killing machines. Even though they do not usually wear armour or wield shields, it's possible for Monks to reduce or even negate the damage they take from attacks (both from weapons and spells).
Monks
Monks use the discipline of their mind to hone their bodies into lethal killing machines.
Monks may not wear armor or use shields, but may use any weapon they prefer. Monks have a chance per level of experience to deliver a critical strike (3x damage) when engaged with an opponent. They do not have this ability with missile weapons. Further, Monks deduct from their opponents base chance to hit for each level of experience they have attained. Because of their mental discipline, Monks can actually reduce the amount of damage they would normally take. If they successfully save versus a spell, it will result in no damage, as opposed to the normal result of taking half damage.
(Arena Manual, page 25)

Barbarians have a natural immunity to poison due to their hardy upbringing, and because of their incredible physique, they can heal additionally (based on endurance).
Barbarians
Barbarians are warriors who have learned to fight in order to survive the harsh life of their homeland. Barbarians may wear armor up to and including Chain, and may use any weapon or shield. Barbarians begin with the most hit points of any character class. Because of their hardy upbringing, Barbarians have a natural immunity to poison. Barbarians, because of their incredible physique, heal additional health points based upon their endurance.
(Arena Manual, page 25)

Because of a knights strength of character, they are immune to all forms of paralysis, both magical and poison.
Knights
Knights are the fighters of the noble class. They are well schooled in the ways of chivalry and conduct themselves with honor and dignity. Knights may use any weapon, wear any armor except for leather, and use any shields.
In addition, because of a Knight’s innate strength of character, he or she is immune to paralyzation, whether they by carried by spells or poison. They also have the ability to repair damaged weapons or armor. This ability is done automatically to any weapons or armor in their inventory. Knights and the other Warrior subclasses do not rise in experience as quickly as a Warrior.
(Arena Manual, page 24)
 
Acrobatics allows you to jump long distances and fall from great heights while avoiding damage. Nimble acrobats can reach areas that others cannot and can direct their paths while falling.
ACROBATICS skill enables you to jump long distances and to avoid damage when falling from great heights. Nimble acrobats can reach areas others cannot get to and can direct their paths while falling.
(Morrowind Manual, page 20)

The Unarmored skill allows you to avoid or reduce injury during combat without armour by evading, deflecting or absorbing attacks. Those skilled at this are better at defending while not wearing armor than they are even when wearing armor.
UNARMORED skill lets you avoid or reduce injury during combat while not wearing any armor by evading, deflecting, or absorbing blows. Those versed in this skill are better defended wearing no armor at all than they are when wearing armor.
(Morrowind Manual, page 19)
 
Those infected by corprus posses superhuman strength.
NPC: If you're thinking of traveling up country, near Sheogorad, or out Molag Amur way, or inside the Ghostfence, you need to know about corprus. It's a disease that turns normal creatures into beasts. Turns men into twisted, mad lumps of flesh, superhumanly strong, and full of hatred. You get corprus from fighting with diseased creatures. It's hard to get corprus, but harder to get rid of it. In fact, I hear there is no cure.
 
The book Realizations of Acrobacy (an acrobatics skill book) tells of some interesting abilities with acrobatics, and some more. Two House Telvanni Counciler's Master Gothren and Master Neloth, are battling with each other, and Master Neloth is winning as his side possesses Mehrunes' Razor, which turns his usually cowardly troops 'nigh invincible' (and with how much havoc the artifact is wrecking, it's unlikely the Prince would remove the blade from Neloth's possession.
Master Gothren agreed to see the acrobats because he needed entertaining. For months now, he had been struggling with his fellow House Telvanni Councilor, Master Neloth. Recently he always found himself on the defensive. It was intolerable - Master Gothren losing a battle with the contemptible Neloth. Inspired by their master's weapon, Mehrunes' Razor, Neloth's normally cowardly troops had been nigh invincible. Gothren's own troops had no hope, except to pray that Mehrunes Dagon would reclaim his artifact. Considering how much havoc it was causing, it seemed likely that the daedra prince would allow Master Neloth its use for some time to come.
Of the acrobats, Master Jereth is said to be able to juggle 15 flaming globes while hoping across broken glass, and Master Tulkiande can support her body with one finger while rotating hoops in ornate patterns with her legs.
"Very well, what realizations of acrobacy can you perform?" asked Gothren with what almost looked like a smile.

"Master Jereth will dazzle you as he juggles fifteen flaming globes while hopping across broken glass. Master Tulkiande will astound you as she supports her body with one finger while rotating hoops in ornate patterns with her legs. Master Mearvis will take a simple ebony blade --"
This group of acrobats claim to have snuck into Neloths stronghold to steal Mehrunes' Razor, squirming under the gates and climbing atop the mushroom towers.
"Masters Harakostil and Thelegorm compressed themselves low enough to squirm under the gates so they could lower the bridge into the main courtyard of the stronghold. Masters Tulkiande, Mearvis, Jereth, and I formed a pyramid to give Master Senyndie a boost up to the tower of Tel Naga. She scaled it to the top --"

"She scaled it?" asked Gothren, who was familiar with the tower.

"It was high, but the surface of these Telvanni mushrooms is practically a ladder to someone of Master Senyndie's skills. In a few minutes' time, she was in the room with the razor in hand. In a few more minutes, she was back down the tower and we were running for the Gateway Inn. Now, with all humility, I would say that no one is faster on their feet than our troupe, but Master Neloth's guards were surprisingly quick. I sent the troupe through the gate to the docks while I distracted the guards."
The circus troupe claims to still have Mehrunes' Razor, and the final juggling performance involves juggling a handful of marshmerrow reeds and a simple ebony blade, with the final results being the reeds have been cut into papyrus.
"And when did Master Neloth get Mehrunes' Razor back from you?"

"Mighty Gothren, that part of the story hasn't happened yet," said Rhunen. "Are you ready for us to perform for you now? I hadn't told you yet about our latest realization of acrobacy when Master Mearvis takes a simple ebony blade and juggles it in one hand and a handful of marshmerrow reeds in the other. I don't want to give the whole effect away, but at the end of the act, you have some very fine sheets of papyrus."
Senyndie (a Redguard monk featured in this book) can also be found in Vivec City in the Arena Canton (where she offers master training in acrobatics).
 
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