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The Elder Scrolls Feats and Discussion

A new Loremasters Archive, this time focusing on the holidays of Tamriel! Detritus is a sub-realm/pocket realm of the Hunting Grounds, and Lord Hollowjack grows stronger every year.
Lord Hha-Lugh-Zhek, or “Hollowjack,” is something of an enigma. His realm has many similarities to that of Vaermina, Nocturnal, Mephala, and even Hircine. Was Hollowjack directly created by any of these Princes? Does he serve or associate with them?

—An anonymous Daedrologist


Daedra Lords are like a child with their mother’s sword: all the threat and none of the discipline. I should know!

Detritus is a carving from the shell of the Hunting Grounds, and you know that old saying about the Daedra and the realm. So. Make of that what you will.

I’d be less worried about where Hollowjack, or whatever he’s calling himself now, came from and more worried about what he wants. He gets more powerful every year. Isn’t that alarming?
Sanguine's Summoning Day & Hearts Day fall on the same day, and the incantory days of Clavicus Vile & Mephala fall on New Life and the Witches Festival holidays respectively; and thus some feel it could be dangerous to celebrate these holidays. Daedric Summoning days get appropriated into new holidays so as the solidify the new over the old and to sanitize unpopular ideas. However, most of the Princes would be too buys to invade Nirn over a replaced holiday (although Jester's Fest is apparently 'building to something nasty').
Heart's Day falls on the same date as Sanguine's so-called "Summoning Day," when he may apparently be summoned and contacted by mortals. The New Life and Witches Festivals also share their time with the incantory days of Clavicus Vile and Mephala, respectively. Could it be dangerous to celebrate these holidays? Are these overlapping places on our calendar mere matters of coincidence, or could they be something more nefarious?

—Talanor Necroblade, Imperial City Arena Champion


There’s no such thing as coincidence, champ. Not when it comes to culture and belief. Use a city as a signpost. Do you think the Wayrest of today is the Wayrest of a hundred years ago? Or hey, go look at the city of Skywatch. Bits of an older settlement still peek through the cracks here and there between newly applied mortar.

It’s the same with religions, cultures, and holidays. Daedric summoning dates get appropriated by newfound religions to sanitize unpopular ideas and solidify worship of the new over the old. Sanguine likely has opinions about that, sure, but unless you’re as bored as Molag Bal, most Daedric Princes are too busy to invade Nirn over something as simple as a holiday usurped here or there.

The real danger? Jester’s Fest. Building to something nasty. But you didn’t hear it from me.
 
The most common way for experienced sorcerers and other skilled mages to gain additional power is by summoning Daedric entities from the depths of Oblivion as servants and tools. The corporeal form of these supernatural entities is nothing more than a vessel to contain and hold their power on the earthly plane. Thus, Daedric entities can be summoned not only as humanoid servants, but also as Daedric artifacts, binding their essence to a weapon or armor. This means that a Daedric artifact that contains the essence of a lesser Daedra also has its own power, bound to the earthly plane.

"In Morrowind, both worshippers and sorcerers summon lesser Daedra and bound Daedra as servants and instruments.

Most Daedric servants can be summoned by sorcerers only for very brief periods, within the most fragile and tenuous frameworks of command and binding. This fortunately limits their capacity for mischief, though in only a few minutes, most of these servants can do terrible harm to their summoners as well as their enemies.

Worshippers may bind other Daedric servants to this plane through rituals and pacts. Such arrangements result in the Daedric servant remaining on this plane indefinitely — or at least until their bodily manifestations on this plane are destroyed, precipitating their supernatural essences back to Oblivion. Whenever Daedra are encountered at Daedric ruins or in tombs, they are almost invariably long-term visitors to our plane.

Likewise, lesser entities bound by their Daedra Lords into weapons and armor may be summoned for brief periods, or may persist indefinitely, so long as they are not destroyed and banished. The class of bound weapons and bound armors summoned by Temple followers and conjurors are examples of short-term bindings; Daedric artifacts like Mehrunes Razor and the Mask of Clavicus Vile are examples of long-term bindings."
Darkest Darkness (Books)

This becomes quite interesting after realizing that Daedric entities are essentially multidimensional beings that surpass the pathetic and fragile human understanding. Thus, Lyranth the Slayer (Dremora) scolds Shuryard, a scientist from the association of researchers of scientific research, for trying to find "common" and external similarities between two Daedric entities - nightmares and hellhounds, imposing the concept of patterns on entities of inconvenient hyperagonal morphology. After all, there is nothing "common" in the planes of Oblivion in their essence. Between the planes of Oblivion or between them - they are the very definition of changes and variations, showing all possibilities and confirming any understanding and misunderstanding.

Thus, this speaks of the multidimensional essence of the representatives of Oblivion themselves. For those who are in the tank, I will explain. In geometry, the term "Hyperagonal" means a straight diagonal line, which essentially means that the line passes through two dimensions along the x and y axes. Correspondingly, triangular and quadrilateral line segments intersect the third and fourth dimensions, respectively. Thus, "hyperagonal" is what mathematicians of our world call "r-agonal"; a diagonal with an arbitrary number of dimensions. The term "Hyperagonal" comes from the term "agonal" - a geometric line that does not pass through any vertex (of a polygon). This literally says that a hyperagonal life form can exist in any arbitrary form of space. Passing through either three-dimensional or four-dimensional Euclidean space. The term "Hyperagonality" also refers to the definition of a hypercube, which also applies to higher spatial dimensions.

"I have a question for his [sic] awfulness Lyranth, but I think it concerns more the relationship between some kinds of lesser Daedra than the ranks topic treated here. I hope it will be worth the attenction [sic] of your lordship. We all recognize the fierce reptile daedroth, but I've also heard of another unspecified so-called "fire daemon", that appears to be physically related to the daedroth, but it seems to be more intelligent. I've once seen something similar when I came across into the dreaded "Haunter of the Cliffs". An analogous doubt arises about the nasty banekin and the "homunculi" whereof [sic] we can read in the "A Hypothetical Treachery" script. Are they the same creatures? And is there a relationship between the dire Nightmare Courser, whereof [sic] is said to be the breed of Mehrunes Dagon, and the legendary fire-spitting Hell Hound?
With your grace, I'd want to finally acknowledge what connection there's [sic] between all those creatures, that certainly share a common origin in the planes of Oblivion." – Shanke-Naar Righthorn

"Lyranth the Foolkiller says, "Your problem, mortal, is exemplified by your words, 'share a common origin in the planes of Oblivion.' There is nothing 'common' about, between, or across the planes of Oblivion—they are the very definition of change and variation, manifesting all possibilities, and validating all understanding and misunderstanding. You seek similarities where there are only differences, a classification of chaos. You think that, because you perceive a superficial resemblance between the outward appearance of the Nightmare Courser and the Hell Hound, that they must share a 'relationship.' Ever the mortal mind defends itself against the reality of what it cannot comprehend by the pathetic imposition of familiar patterns on entities of inconvenient hyperagonal morphology. Bah. Reflect on the fact that you have failed to understand a single word of my explanation, and burden me wi"
Lyranth the Foolkiller Answers Your Questions

In support of the above, one can cite the example of liminal bridges. Since transliminal passage of accelerated objects or entities without constant exposure to a hyperagonal environment is impossible (and even if it were possible, it would result in instant retromission of the transported referents), a transliminal artifact capable of stable transpontine penetration into the circumference was invented called the "Sigil Stone".

The Sigil Stone is a sample of a pre-mythical quasi-crystalline morpholite that was transformed into an "extra-dimensional" artifact through the secret inscription of a Daedric seal. "Extra dimensions" is a term meaning additional dimensions of space or time beyond the typical observed space-time, i.e., essentially being an additional dimension. Although some common morpholites, such as soul stones, can be found in nature. Exotic morpholites used to make sigil stones are found only in pocket voids of Oblivion, and they cannot be found or collected without Daedric help. Morphites are unstable structures that can be used as an element to create a sigil stone. Moreover, Daedric entities (and we are talking about Dremora now) have no difficulty in understanding and using an extradimensional sigil stone. For example, a Dremora can drag a sigil stone directly from Oblivion to the Dovahkiin after completing the quest of Finis Gestor immediately after you defeat and subdue this Daedric entity twice.

P.S. (Retromission: retro - past, remission - reduction, return. That is, in fact, without a multidimensional environment, passing through two dimensions at such a speed would mean moving into the past. Quite an interesting detail).

"Transliminal passage of quickened objects or entities without the persistent agency of hyperagonal media is not possible, and even if possible, would result in instantaneous retromission of the transported referents. Only a transpontine circumpenetration of the limen will result in transits of greater than infinitesimal duration.

Though other hyperagonal media may exist in theory, the only known transliminal artifact capable of sustained transpontine circumpenetration is the sigil stone. A sigil stone is a specimen of pre-Mythic quasi-crystalline morpholith that has been transformed into an extra-dimensional artifact through the arcane inscription of a daedric sigil. Though some common morpholiths like soul gems may be found in nature, the exotic morpholiths used to make sigil stones occur only in pocket voids of Oblivion, and cannot be prospected or harvested without daedric assistance."
Источник: Liminal Bridges (Books)

"The instability inherent in the structure of some morpholiths makes them unsuitable for use as sigil stones, yet that doesn't stop certain Daedric Princes from trying. Imagine the surprise when said portals don't work."
—Warlock Aldaale
( 0:32 - 1:32. - 2:08 - 4:54)

And of course, to finish this off, there is a rather interesting idea of the shoulder pads being embodied in the Dremora's body shell, deliberately widened and sharpened, which may seem too extreme and ostentatious for the public. But in fact, this type of shoulder pads was chosen deliberately to show the characteristic angular silhouette of the Daedra. This is meant to evoke the concept of dissection in geometry, for the essence of the Dremora is the collision of sharp hyperangles. Dissection is a combination of the prefix "dis" and the term corporal (meaning "to turn into a body"). Thus, the term dissected refers to a disembodied physical body in the context of the true multidimensional form of the Dremora, which are living sharp hyperangles.

"When possible variations in physical appearance are unlimited, it is an act of supreme will and discipline to confine oneself to a uniform semblance. For we proud Dremora, who regard all other Daedra with well-earned disdain, self-expression is nothing but vulgar self-indulgence. Heed these regulations, kynfolk, and don't disgrace your clanmates with unauthorized variations—or it's the scathe-rings for you, and don't think otherwise.

SHOULDERS
The Xivilai think our flaring and pointed pauldrons are ostentatious and extreme—and they're right, for thus do we achieve the distinctive angular silhouette that evokes the concept of "skeir-gallyn," or discorporation-by-geometry. For what is a Dremora if not a belligerent collision of acute hyper-angles?"

Crafting Motifs 63: Dremora (Books)

To understand the value of the materials that underlie the physical structure of Daedric equipment, one must become familiar with the mastery of metallurgy of the Dwemer, whose skills and metals are legendary throughout Tamriel and unrivaled by mortals.

No other race has come close to producing metal like the Dwemer, and the only way to make new Dwemer weapons is to smelt down old Dwemer materials.

"No other race has replicated whatever process was used to create dwarven metal. Although it can be easily mistaken for bronze — and in fact many forgers of dwarven materials use bronze to create their fake replicas — it is most definitely a distinct type of metal of its own. I have personally seen metallurgists attempt to combine several different types of steel and common and rare ores in order to imitate dwarven metal's exclusive properties, but the only method that has been successful is to melt down existing dwarven metallic scraps and start over from there."
Dwarves - The Lost Race of Tamriel Volume I: Architecture and Designs
You may also notice that technology, books, and other artifacts in Dwemer ruins rarely show signs of wear or age. This is because the Dwemer were able to prevent their creations from decomposing by manipulating the bones of the earth. The bones of the earth are a direct manifestation of the laws of nature. In this way, the Dwemer imbue their things with incredible properties that violate the natural and temporal laws of the world, manipulating time and the concept of decomposition.

"The Dwemer language is unknown, perhaps unknowable. Some Dwemer books, especially records dating from after the founding of Resdayn, were written in Aldmeris, making them accessible to modern scholars. However, even in Aldmeris, many Dwemer terms remain uncertain. As the books and other artifacts in Dwemer ruins rarely show signs of wear or age, I believe that the Dwemer knew of a preservative effect, perhaps a device still active which denies or controls the Earth Bones governing time and decay.

This is an explanation of how the Dwemer tried to make a new god, Anumidium, using Kagrenac's tools and the sacred tones on Lorkhan's Heart. It has several interesting theories about how to bend the Ehlnofey or "Earth Bones," but I am not entirely sure I understand it myself. Perhaps after another century of study I could have a better answer for you.

It was unfashionable among the Dwemer to view their spirits as synthetic constructs three, four, or forty creational gradients below the divine. During the Dawn Era they researched the death of the Earth Bones, what we call now the laws of nature, dissecting the process of the sacred willing itself into the profane. I believe their mechanists and tonal architects discovered systematic regression techniques to perform the reverse — that is, to create the sacred from the deaths of the profane."

However, even though Dwemer metallurgy defies the very laws of the world, it is almost unrivaled by any other race. Creating equipment that transcends time, there is something that actually surpasses even such power. Because Daedric weapons are refined through the craftsmanship and magical substances of the lesser minions of Oblivion, Daedric equipment is the rarest and most expensive weapon known in Tamriel. Even surpassing the Dwemer in power. The physical structure of Daedric equipment is based on refined ebony ore. Even raw ebony ore is one of the most valuable substances in the Empire, which itself is an extremely hard, durable, black, glass-like substance that is the crystallized blood of the gods.

Note that, as per the book's instructions, the following list of weapons is arranged in order of value and usefulness. And Daedric weapons are the apotheosis of power.

"Raw Ebony
Raw ebony is one of the most precious substances in the Empire, and most of the continent's deposits are here on Vvardenfell. Raw ebony itself is an extremely hard, durable, black glass-like substance, said to be the crystalized blood of the gods. Raw ebony is protected by Imperial law, and may not be mined or exported without an Imperial charter. Ebony smuggling is a profitable but dangerous source of illegal wealth on Vvardenfell."

"Weapons popular in Morrowind can be categorized according to their material and craft. The following are described approximately in order of value and utility.

Chitin
These native Dunmer weapons are created from the sturdy but light exoskeletons of local creatures. Layers of chitin are typically laminated using bug resin glues to form strong but flexible weapons. The serrated edges of the original materials are exploited to create especially wicked daggers and slashing weapons.

Iron
For centuries, cheap and serviceable iron and iron-reinforced weapons have been produced in quantity for the Legions. These and similarly made iron weapons are in use throughout the Empire.

Steel
Imperial steel weapons are standard issue for the elite units of the Legions. Nobles, merchant-traders, and professional mercenaries prefer the higher quality materials and craftsmanship of Imperial steel. Various other weapons of exotic design (in particular, the tantos and katanas made in the Akaviri style) are also made of high-quality steel.

Silver
High-quality steel is plated or filagreed with silver because of the arcane effects of the precious metal on the flesh of magical and supernatural creatures. Well-heeled aristocrats and bravos also sport such weapons for their distinctive elegance.

Dwarven
These refined and elegant weapons resist corrosion and retain their edge in spite of hard use, and are notable among the distinctive relics of the extinct Dwemer race. Enterprising adventurers risk life and limb to recover these ornate, heavy weapons from the Dwarven ruins scattered throughout Tamriel.

Nordic
These massive steel weapons are forged according to the secret metalcrafts of the Nord smiths, and engraved with runes in the manner of the legendary witch-warriors of Skyrim.

Glass
These light and elegant weapons of Elven manufacture feature extravagant use of rare metals and cutting edges made from rare crystalline materials. Duellists and assassins appreciate the delicate balance and sinister sharpness of glass weapons.

Ebony
Ebony weapons are made from a rare form of volcanic glass found almost exclusively in the buried deposits and surface lava flows of Vvardenfell's Red Mountain. 'Ebony' refers to the lustrous, black, glassy surface of ebony weapons.

Daedric
Daedric weapons are made from ebony which has been refined using the craft and magical substances of the lesser minions of Oblivion. The process is not a pleasant one for the Daedra involved, and the weapons retain echoes of preternaturally prolonged suffering endured during manufacture. Daedric weapons are the most rare and expensive weapons known in Tamriel."

There are several other quotes to support the idea that Ebony Ore is the materialized blood of the God Lorkhan. Just how powerful it is in its own right will be presented in the thread below when we begin to examine the nature of the gods. Furthermore, Ebony is a substance whose acquisition and use tempts mortals into acts of achievement beyond their normal limitations.

"The Elves have forgotten the warrior ideals of Trinimac, but we Orsimer keep them alive! As the Children of Trinimac, we embody his stoic courage and bold audacity. The arms we bear and the armor we wear shine with gold, in remembrance of Trinimac's golden skin. And they are accented with polished ebony, in token of Lorkhan's blood when Trinimac tore out his heart."
Crafting Motif 22: Trinimac Style

"Now that ebony, that is a true wonder. I'd love to see what a real Nord smith can do with it, now that we've got access to more. Hard to get much before the Pact—most of it comes from Vvardenfell, and the Dark Elves guard it like a sabre cat over her cubs. I heard it's the blood of a god; that's what they say, at least.
Anyway, I've seen Dark Elven smiths make some fine weapons from it. They keep an edge like you wouldn't believe and seem to have just the right weight and balance. Give one of our own Nord smiths enough time with a good quantity, and he'll produce weapons to live in legend forever!"
Hrorvild Blackrock, Nord weaponsmith
https://en.uesp.net/wiki/Lore:Hrorvild_Blackrock,_Nor..

"So I've been thinking about the Ebony blade and Ebony Mail, which are both artifacts for their respective Daedric Princes' champions. However, we know that Ebony is the blood of Lorkhan's heart solidified. How, then, is it that not one, but two Daedric Princes have artifacts specifically made from Ebony? Did Boethiah and Mephala trick Lorkhan into believing that they would both sacrifice themselves to creation and later tell Auri-El and Trinimac (after creation) when they knew that the Aedra were pissed? – Mr_Flippers

Divayth says: "Ah, the transmundane entity who jocularly styles himself 'Mister Flippers' deigns to grace us with a question. And a good one—as any question I cannot definitively answer is, by definition, a good question. Boethiah and Mephala are certainly among the Princes whose existence antedates the creation of the (current) Mundus, and given their natures it is beyond conjecture that they couldn't resist meddling with said creation in some way, shape, or form. But could they 'trick' Lorkhan, whose very essence was chicanery? Consider: Ebony is a substance whose acquisition and use tempts mortals into acts of achievement that transcend their usual limitations. Did Lorkhan 'intend' this? Alas, the concept is self-referential, and therefore nugatory."
Divayth Fyr Answers Your Questions
Interestingly, it takes six months of painstaking work to smelt raw ebony ore. And the only way to shorten the time is a convection furnace heated by the white flame of magic. Sharpened ebony blades can become so sharp that they could cut off a mosquito's eyebrows.

"I wanted to wish you the best of luck on the — is that ebony?"

It was indeed. Saccus had bought the finest quality ebony weave available in the Imperial City as soon as he heard of the competition and had begun the process of smelting it. Normally it was a six-month procedure refining the ore, but he hoped that a massive convection oven stoked by white flames born of magicka would shorten the operation to three days. Saccus proudly pointed out the other advancements in his armory. The acidic lime pools to sharpen the blade of the dai-katana to an unimaginable degree of sharpness. The Akaviri forge and tongs he would use to fold the ebony back and forth upon itself. Hazadir laughed.

"Have you been to my armory? It's two tiny smoke-filled rooms. The front is a shop. The back is filled with broken armor, some hammers, and a forge. That's it. That's your competition for the millions of gold pieces in Imperial commission."

"I'm sure the Empress has some reason to trust you to outfit her troops," said Sirollus Saccus, kindly. He had, after all, seen the shop and knew that what Hazadir said was true. It was a pathetic workshop in the slums, fit only for the lowliest of adventurers to get their iron daggers and cuirasses repaired. Saccus had decided to make the best quality regardless of the inferiority of his rival. It was his way and how he became the best armorer in the Imperial City.

Out of kindness, and more than a bit of pride, Saccus showed Hazadir how, by contrast, things should be done in a real professional armory. The Argonian acted as an apprentice to Saccus, helping him refine the ebony ore, and to pound it and fold it when it cooled. Over the next several days, they worked together to create a beautiful dai-katana with an edge honed sharp enough to trim a mosquito's eyebrows, enchanted with flames along its length by one of the Imperial Battlemages, as well as a suit of armor of bound wood, leather, silver, and ebony to resist the winds of Oblivion."

The Armorer's Challenge

Adding to the uniqueness of Daedric gear, it is worth mentioning that, in fact, Daedric weapons and armor have an almost mythical aura around their origin. Not every blacksmith can tell you that he has seen a Daedric in real life, and not everyone who knows one can say that he has watched its creation. The stories say that it should always be worked on at night, ideally on a new or full moon, and never during an eclipse. The red harvest moon is best. Ebony is the main material, but at the right moment the Daedric heart must be thrown into the fire.

"I can only tell you tales of how to make Daedric armor. I have never seen it myself, nor do I know anyone that has. The stories say that it should always be worked on at night... ideally under a new or full moon, and never during an eclipse. A red harvest moon is best. Ebony is the principal material, but at the right moment a Daedra heart must be thrown into the fire."
Heavy Armor Forging

What's more surprising is that when creating Daedric gear, it is imperative that the ebony ore be infused with Daedric essence. This effectively means that such armor will not only contain the powers of the ebony, but also the Daedric essence within.

"I get a lot of strange looks for my choice in armor. It requires some talent to imbue ebony with daedric essence, you know.
I consider it a point of pride. A mark of my trade, if you will."
Earnaana
Daedric equipment and weapons can also be infused with higher dimensional power.

"This weapon is imbued with the power of the higher planes, making it as strong as those made of dragon bones."

"his armor is imbued with the power of the higher planes, making it as strong as those forged from dragon bones."
Blades:Daedric

So what do we have?

Daedric Gear is a product of high-quality media design and supernatural, almost mythical power, on the one hand, having a purified godlike element, the basis of its physical structure surpassing such materials as chitin, iron, high-grade steel, silver and even Dwemer materials, which in themselves violate the laws of nature. On the other hand, containing the true multidimensional essence of the Daedroth - Dremora.

It is not surprising that on the official concept art, Dovahkiin, fighting against Alduin, is depicted in a Daedric set.

m6i-Jtp2oYo.jpg
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With the help of magic it is possible: To cancel one's own state on space-time levels, taking a step back in time, zeroing out one's health, magic and endurance. Or, for example, to have the ability to completely stop time. Or, conversely, to bend space-time around oneself to obtain the necessary speed, as shown in the abilities of the Psijics.

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Dovahkiin - God in mortal form

QiLLOY_g2mQ.jpg



Lorkhan is a full-fledged deity whose divine center was torn out by other gods as punishment, thus binding Lorkhan's split essence to Nirn. And it is because of this that Lorkhan has a habit of incarnating himself in various historical figures. These figures may be called by different names, but one way or another, they all come down to one thing - they are divine avatars.

Talos is a full-fledged God. Exalted to the level of a god. Before his apotheosis, he was called Tiber Septim. Talos is another incarnation of Lorkhan.

Tiber Septim. In the future, the exalted Talos. But even in his mortal "guise" he embodies Lorkhan, as his avatar.

Ismir is the Nordic aspect of Talos, (That is, already an avatar of God Talos, who is an avatar of Lorkhan). Ismir is Wulfhart, who is also listed as an avatar of Lorkhan. Later elevated to full Deity.

God Shor. This is the Norse version of Lorkhan (another mythical interpretation).

Shezarr (God of Man): Cyrodilic version of Lorkhan. Obviously referring to Shor.

And all this mill leads us to the fact that essentially if you are Tiber, then you become an avatar of Talos and in turn an incarnation of Lorkhan. Or, going the other way, if you are Ysmir, then you become an aspect of Talos, which is an avatar of Lorkhan. And what's even funnier is that Ysmir himself is already an avatar of Lorkhan. It's a vicious divine circle of incarnations and the Dovahkiin plays a very interesting role in this.

During the greeting of the last Dragonborn, the Greybeards, by the will of God Shor and Kynareth, grant the Dragonborn a divine status, known to the Nords as "Ysmir - Dragon of the North", by bestowing upon him the Storm Crown. But the thing is that Ysmir is a full-fledged deity in the Nordic Pantheon, being an aspect of the God Talos, (Also included in the Siradhil Pantheon). And the Storm Crown (which was also applied to the Dragonborn) literally means "Talos" given to only one person, known as Hjalti (aka Tiber Septim, who is also included in the Divine Pantheon). Hjalti, Ysmir, Talos - these are all divine entities, interconnected with each other. In the Tavern of Old Hroldan, the Dragonborn can find a ghost, a fellow warrior of Hjalti, who will call the Dragonborn literally as "Hjalti", talking to him as to his former friend, not seeing the difference in them. The thing is that ghosts exist in another plane of existence and, in turn, are able to see what the human eye cannot see. Thus, he sees the reincarnation of Talos in the Dragonborn.

All this suggests that the Dragonborn is a full-fledged reincarnation of Talos - Hjalti, named Ismir - a full-fledged deity, with the status of the Crown of the Storm granted to him, or in translation "Talos".

"Lorkhan and his avatars, from a thread on the Six Walking Ways (02/14/04)

1. Wulfharth L
2. Hjalti O
3. Ysmir R
4. Talos K
5. Arctus H
6. Septim A
N"
МК

"Shezarr (God of Man): Cyrodilic version of Lorkhan, whose importance suffers when Akatosh comes to the fore of Imperial (really, Alessian) religion. Shezarr was the spirit behind all human undertaking, especially against Aldmeri aggression. He is sometimes associated with the founding of the first Cyrodilic battlemages. In the present age of racial tolerance, Shezarr is all but forgotten.

"Shor (God of the Underworld): Nordic version of Lorkhan, who takes sides with Men after the creation of the world. Foreign gods (i.e., Elven ones) conspire against him and bring about his defeat, dooming him to the underworld. Atmoran myths depict him as a bloodthirsty warrior king who leads the Nords to victory over their Aldmeri oppressors time and again. Before his doom, Shor was the chief of the gods. Sometimes also called Children's God (see Orkey, above).
Varieties of Faith in the Empire

"Long has the Storm Crown languished with no worthy brow to sit upon. By our breath we bestow it now to you in the name of Kyne, in the name of Shor, and in the name of Atmora of old. You are Ysmir now, the Dragon of the North. Hearken to it."
The Greybeards

"CYRODIIL : Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos, Shezarr, Tiber Septim, Morihaus, Reman

SKYRIM: Alduin, Dibella, Orkey, Tsun, Mara, Stuhn, Kyne, Jhunal, Shor, Ysmir, Herma-Mora, Maloch" (Список божеств входящих в Нордский и Сиродильский Пантеон)
Varieties of Faith in the Empire

"Ysmir (Dragon of the North): The Nordic aspect of Talos. He withstood the power of the Greybeards' voices long enough to hear their prophecy. Later, many Nords could not look on him without seeing a dragon"
Varieties of Faith in the Empire

"Tiber Septim (Talos, the Dragonborn): Heir to the Seat of Sundered Kings, Tiber Septim is the most important hero-god of Mankind. He conquered all of Tamriel and ushered in the Third Era (and the Third Empire). Also called Ysmir, 'Dragon of the North'."
Varieties of Faith in the Empire

"Hjalti was a shrewd tactician, and his small band of Colovian troops and Nord berserkers broke the Reachman line, forcing them back beyond the gates of Old Hroldan. A siege seemed impossible, as Hjalti could expect no reinforcements from Falkreath. That night a storm came and visited Hjalti's camp. It spoke with him in his tent. At dawn, Hjalti went up to the gates, and the storm followed just above his head. Arrows could not penetrate the winds around him. He shouted down the walls of Old Hrol'dan, and his men poured in. After their victory, the Nords called Hjalti Talos, or Stormcrown."
Источник: The Arcturian Heresy

https://www.youtube.com/watch?v=qezjBOttxfA (2:50)

"Tiber Septim: "The Stormcrown manted by way of the fourth: the steps of the dead. Mantling and incarnation are separate roads; do not mistake this. The latter is built from the cobbles of drawn-bone destiny. The former: walk like them until they must walk like you. This is the death children bring as the Sons of Hora."
Nu-Hatta of the Sphinxmoth Inquiry Tree

But in case anyone wasn't convinced. Here are Todd Howard's notes on Skyrim. Todd Andrew Howard is an American game designer, game director, and producer at Bethesda, one of the studio's big shots, directly responsible for Tes. The notes were revealed on Bethesda Game Studios' Twitter account on March 25, 2019, as part of The Elder Scrolls series' 25th anniversary celebration. Originally written on June 20, 2007.

According to the tweet, this is "From Todd Howard's design notebook. The first entry for Skyrim in 2007."

So, one of the big notes in Skyrim's script is that our player is essentially a hidden fucking God. Why hidden? Well, you're already confused about the deities' divine communications, so it's no wonder why it's hidden. However, the player is already a God by the very original idea. Perfect consistency inherent in the TES lore.

"(2) - Dragons - fight large creatures - EPIC

(3) - The Elder Scrolls - the ultimate mcguffins - use them

- A scroll reg Dragons is being manipulated to have them return

(4) - Player is secret god/hero - has/learns the power of shouting - secret/Jedi like power (Muad'dib!) - see Dune. Dangerous to out yourself"
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However, that's not all.
The Dovahkiin absorbs the knowledge of a Daedric artifact called the Oghma Infinium. This book of knowledge is so powerful that it elevates the status of the mortal who reads it to a semi-divine level. It is worth remembering that the Dovahkiin was already an incarnation of God, and the Oghma only added power to his piggy bank.

But even this is not all. As Hermerus Mora (Daedric Prince of Knowledge) says, the Oghma Infinium is "only the beginning", implying that the Oghma is only the first stage compared to the black books written in limbo (future or past) by Mora.

There are 7 black books in total, and each one fills the Dovahkiin with power greater than the Oghma Infinium. Black Book: Epistolary Acumen - Black Book: Filament and Filigree - Black Book: The Hidden Twilight - Black Book: The Sallow Regent - Black Book: The Winds of Change - Black Book: Untold Legends - Black Book: Waking Dreams.

"The Oghma Infinium is a tome of knowledge written by the Ageless One, the wizard-sage Xarses. All who read the Infinium are filled with the energy of the artifact which can be manipulated to raise one's abilities to near demi-god proportions. Once used, legend has it, the Infinium will disappear from its wielder."
— The Oghma Infinium

"Where the Black Books actually came from... no one really knows. Some appear to have been written in the past, others might be from the future."
―Neloth
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The prisoner who will free the world.
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In The Elder Scrolls video game series, the player will always play as a character who not only appears to be a predestined entity with supernatural skills, strength, and invincibility, but is also a prisoner of some form or species that must be freed in order to embrace their destiny. Simple examples: In Arena, the Eternal Champion is imprisoned in the Imperial Dungeons. In Daggerfall, an agent finds himself trapped in a cave after his ship is destroyed by a storm en route to High Rock. In Battlespire, the Apprentice finds himself imprisoned in a "space station" after being taken over by the Daedra. In Morrowind, the Nerevarine is a prisoner sent to Vardenfell by Emperor Uriel. In Oblivion, the Champion of Cyrodiil finds himself in a prison cell that holds a secret escape route for the Emperor and his Blades. In Skyrim, the Dragonborn is arrested for attempting to cross the border and becomes a prisoner of the Imperial Legion. In Elder Scrolls Online, the Remnant are sacrificed to
Mannimarco and their souls become captives of Molag Bal. And in the legends, the forgotten hero was a former citizen of the Imperial City who was imprisoned and placed in the Arena, forcing himself to become a gladiator in order to survive.

What is this? The company's prison fetish or something more? Let's find out.

The Elder Scrolls are extremely powerful metaphysical artifacts of Divine nature, used as tools of divination, giving the proper reader ever-deeper insight into the nature of reality through their sight. However, displaying prophecies is only a small part of their power and is a side effect of their intrinsic nature as metaphysical artifacts, for they are woven into this future, as well as the present, and the past, and every other aspect of this reality we call Mundus.

Paarthurnax also claims that they are fragments of creation outside of Time, that have always existed.

"Sister Terran Arminus says, "This is a good question with which to start, for answering it enables me to address some misconceptions about the Elder Scrolls that are common among the … er … commoners. The Scrolls are often described as tools of prophecy—indeed, 'the Aedric Prophecies' is another name for them in some quarters—but the fact that the Scrolls speak of future events is merely a side-effect of their intrinsic nature. The Scrolls tell of our future because they are woven into that future—as well the present, and the past, and every other aspect of this reality we call the Mundus. It is a mistake to think that events prophesized in the Scrolls are fixed and unchangeable; again and again we in the Order of the Ancestor Moth have seen the prophecies alter as the future changes in response to the acts of mortals. Future events foretold in the Scrolls may be deemed likely to occur, so likely as to seem almost certain—but no event is fixed in the Scrolls until it actually happens.

Sister Terran Arminus says, "Though the great events of history garner the most attention, think not that the Scrolls solely commemorate acts of lasting significance. The Elder Scrolls are bound by threads of time to the warp and weft of the entire Mundus, and every soul, 'great' or otherwise, has a place therein. Many speak of 'heroes' as if they were born great and the key roles of history were fated to be enacted by them. But is that so? A careful study of the Scrolls leads me to believe that no mortal is 'born great,' but that a person becomes a Hero by making choices and taking actions other mortals refuse. The Scrolls do not select such people, but they do record and reflect their actions, and note the difference made thereby."
Moth Sister Terran Arminus Answers Your Questions

"Dovahkiin: "An Elder Scroll? What's that?"

Paarthurnax: "Hmm. How to explain in your tongue? The dov have words for such things that joorre do not. It is… an artifact from outside time. It does not exist, but it has always existed. Rah wahlaan. They are… hmm… fragments of creation. The Kelle… Elder Scrolls, as you name them, they have often been used for prophecy. Yes, your prophecy comes from an Elder Scroll. But this is only a small part of their power. Zofaas suleyk.""
Paarthurnax
An Elder Scroll is an instrument of great knowledge and power. Scrolls exist here with us, but also beyond and beneath us. Before and after. There is nothing simple about an Elder Scroll. It is a reflection of all possible futures and all possible pasts. Scrolls can give a vision of possible futures, all possible futures and pasts being equally true, and reading one has been described as a "shattering experience of looking into infinity" that can drive an unprepared person mad.

Dovahkiin: "Who wrote the Elder Scrolls?"

Urag gro-Shub: "It would take a month to explain to you how that very question doesn't even make sense. The Scrolls exist here, with us, but also beyond and beneath. Before and after. They are bits of Divine made substance so we could know them. Sorry. Talking about the scrolls, you usually end up in irritating and vague metaphors like that. Some people who study them devoutly go mad."

Urag gro-Shub: "I knew it. Everyone comes in here, expecting my help, but they don't even have the proper questions. An Elder Scroll is an instrument of immense knowledge and power. To read an Elder Scroll, a person most have the most rigorously trained mind, or else risk madness. Even so, the Divines usually take the reader's sight as a price."

Dovahkiin: "A price for what?"

Urag gro-Shub: "The simplest way to put it is "knowledge," but there's nothing simple about an Elder Scroll. It's a reflection of all possible features and all possible pasts. Each reader sees different reflections through different lenses, and may come away with a very different reading. But at the same time, all of it is true. Even the falsehoods. Especially the falsehoods."
Источник: Urag gro-Shub

"It is this second group that realizes the greatest danger from attempting to read the scrolls. These are subjects who have an understanding of the nature of the Elder Scrolls and possess sufficient knowledge to actually read what is inscribed there. They have not, however, developed adequate discipline to stave off the mind-shattering effect of having a glimpse of infinity. These unfortunate souls are struck immediately, irrevocably, and completely blind. Such is the price for overreaching one's faculties. It bears mentioning, though, that with the blindness also comes a fragment of that hidden knowledge—whether the future, the past, or the deep natures of being is dependent on the individual and their place in the greater spheres. But the knowledge does come."
Effects of the Elder Scrolls

In fact, there is a huge difference between the standard protagonists of a game and prisoners. If you take, for example, the Witcher, Geralt of Rivia, or any other character that has a fixed linear story, his appearance, his built archetype, and compare him with the conditional Dovahkiin, you will find that the protagonists of Tes are empty shells. They have no story, we do not know the canonical gender of each of the heroes, the character that should underlie the character is also set by the player, and does not exist initially. Someone may object and say: but damn, we see the gender, appearance and even the race of the hero on the posters and trailers for the game. I want to annoy these people, but these illustrations are used only for marketing materials to better illustrate the essence of the game. (after all, the active province of Skyrim, and the natives are Nords) but this does not correlate with the internal story, as this official artbook tells us.

But still, someone can say that the Prisoners are just an elegant element of game design, which gives us a unique opportunity to start anew in each game anew. But what if I told you that this is actually a magical fantasy of a cosmic level? Let's figure it out. The stars of Tamriel are divided into thirteen constellations. Each constellation has a season of approximately one month. Three of them are the main constellations, known as the Guardians. These are the Warrior, the Mage and the Thief. Each of the Guardians directly affects the formation of the personal archetype of a person born under a particular star. A person's talents and personal qualities are also a gift from the celestials. For example, those born under the sign of the Warrior know how to handle any weapon, but are prone to irascibility. And people born under the sign of the Mage have more magic and talent for all types of sorcery, but are often arrogant and absent-minded. But let's consider the following prophecy about the Nerevarine, shown in the game. And notice how the prophecy emphasizes that the Chosen Hero is a stranger, born under questionable stars to questionable parents. Anyone who has played one or another part of the series knows that at the moment of forming their personality, race and gender, a choice is given about which constellation will bless us either at the moment or in the first minutes of the game. This essentially says that the prisoners were never born into this world. Their birth was not predetermined by the Constellation, and personality, like their talents, are beyond the power of the Guardians. Constellations, however, like parents, are uncertain.

"The Stars of Tamriel are divided into thirteen constellations. Three of them are the major constellations, known as the Guardians. These are the Warrior, the Mage, and the Thief. Each of the Guardians protects its three Charges from the thirteenth constellation, the Serpent.

When the sun rises near one of the constellations, it is that constellation's season. Each constellation has a Season of approximately one month. The Serpent has no season, for it moves about in the heavens, usually threatening one of the other constellations.

The Warrior is the first Guardian Constellation and he protects his charges during their Seasons. The Warrior's own season is Last Seed when his Strength is needed for the harvest. His Charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers.

The Mage is a Guardian Constellation whose Season is Rain's Hand when magicka was first used by men. His Charges are the Apprentice, the Golem, and the Ritual. Those born under the Mage have more magicka and talent for all kinds of spellcasting, but are often arrogant and absent-minded."
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Perhaps the most perfect example in the Lore is Lord Indoril Nerevar. In "Foul Murder" Almsivi kills him and literally destroys him as a person. Sotha Sil (the Mage) cut off his face so he could be of any race. Almalexia (the Warrior) removed his legs so he could walk any path. And Vivec (the Thief) pierced his chest with a spear so he could be of any gender. In the end, Nerevar is now capable of almost anything. Notice how, while citing Alduin's power to literally swallow Nirn, Mk mentions that the only thing that can stop him is a mythical and very powerful entity in the Aurbis - the Dragonborn. The Prisoner, born under uncertain stars, uncertain parents.

The Prisoner is the most dangerous and powerful force in the Aurbis, because by destroying him as a person and turning him into nothing, it gives him the ability to do and become almost anything. By making the Prisoner a nobody, he became anyone. They are so ordinary that they are extraordinary. This can be seen as a blank slate with infinite potential. Or, they can be seen as the Major Arcana of the Tarot, The Fool, which is the number zero in the deck, giving it infinite potential. The Fool usually signifies the beginning of a new journey, one that will shape character, fill one with optimism, and free one from limitations.

This may not seem like a very convincing proof, so let's now look at the 36 Lessons of Vivec. They also prophesy the coming of the Nerevarine, calling the Hortator the Ruling King. The quotes say that the Nerevarine will come as a man or a woman, and the second says that the Nerevarine wore fickle faces and ruled as he wished. These quotes allude to the fact that the Nerevarine's race, gender, appearance, and actions - as a player character - are determined by the player's desires, not predetermined programming. And, more importantly, it means that the Prisoners exist in a state of limbo. A blatant example of this can be found in the prequel C0da: Landfall: Day One, where the Nerevarine is literally a formless multi-racial being, quantum-vibrating between multiple forms. A state of limbo. Quantum mechanics. Schrödinger's cat. Maybe they'll decide to be good, Maybe they'll decide to save the world, Maybe they'll change the course of the war. "Maybe" is a vital aspect of the Prisoner. Sotha Sil says as much: "Maybe. The word I crave more than anything else. Hold that word, my friend, and never let go.

"When you consider a place like Tamriel, sometimes it's best to take titles literally. Alduin is the World-Eater. It's not going to be "the end of all life as we know it," leaving a barren wasteland of Earthbone dirt... it's going to be the whole of Nirn inside his mighty gullet.

"None shall survive" has been a calling card for awhile, but that was only a hint to the more extensive "Nothing will survive."

Unless, of course, there's a loophole. Say, something like the someone called the Dovakhiin happening to show up..."born under uncertain stars to uncertain parents." (An aside for extra credit: what in the Aurbis makes the Prisoner such a powerful mythic figure?)"
МК

“The ruling king is to stand against me and then before me. He is to learn from my punishment. I will mark him to know. He is to come as male or female. I am the form he must acquire. Because a ruling king that sees in another his equivalent rules nothing."
The 36 Lessons of Vivec, Sermon Thirteen

“You have discovered the thirty-seventh Sermon of Vivec, which is a bending of the light, long past the chronicles of the Hortator who wore inconstant faces and ruled however they would, until apocalypse.”
36 Lessons of Vivec, Sermon 37

"PIC 1: Through the breach, the gigantic form of Akulakhan looks down at all of us, unreadable hope in its eyes. Its third eye is open, with the barely discernible head of the Nerevarine serving as its pilot, the gender and race either indistinct or, if you prefer to render it this way: simply just "quantum-vibrating" too fast to tell."
Landfall: Day One - https://archive.org/details/landfall-day-one/page/n1/mode/2up

"Maybe?
"Maybe. The word I covet above all others.
Hold to that word, my friend, and never let go."
Sotha Sil
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The Sotha - Power dialogue in Elder Scrolls Online is perhaps the most direct indication that the Prisoner is a Cosmic Constant of great power. And the Clockwork God even states that the Prisoner is free from deterministic fate and cause and effect, so he is able to make his own choices. He can exist here, stand there, and act in ways no one else can, through sheer desire and will. Something that Sotha Power lacks, as he stands there and says what we hear not because he wants to, but because he must. Cause and effect. Those are the concepts that do not bind the Prisoners.

Sota says that the Prisoner's power literally allows him to create reality out of a mere metaphor, which harks back to the fact that the Prisoners' greatest weapon is the word "maybe" - a state of uncertainty beyond all possibility, and also that they are essentially quantum entities vibrating between realities. This harks back to the fundamental principles of quantum mechanics - superpositions. The fact that the Prisoner can exist simultaneously as every race, be every gender, and simultaneously "quantum-vibrate" is only eclipsed by the fact that the Prisoner is able to manipulate this feature, forming reality out of metaphor, which in essence gives him the ability to unravel quantum superpositions.

Other signs of this idea can also be found in Elder Scrolls Online, where the Prophet and the AI (OS), the Moth Priest who has read the Elder Scrolls, and the AI (Automata Incarnum) who runs the Clockwork City respectively state that the Prisoner is a wound in the fabric of time, a tear in reality that should not be and cannot last, existing outside of all possibility. The Prisoner is essentially a rupture in reality and for that very reason, he simply exists. For that reason, he simply appears without cause or effect. They are born in the prison. It is the moment when their empty vessel, which has torn space and time, becomes conscious. He is the one who exists outside of possibility, that is, essentially outside of any probabilities, potentials, archetypes, talents and characters that form the personality.

"The Prisoner wields great power, making reality of metaphor. We will need you before the end."

Why do you keep calling me the Prisoner?

"A fool's hope, perhaps. I should explain.
Look around you. All of this exists because it must exist. I stand here, in this place, in this moment, not because I wish to, but because I have to. A result of action and consequence."

So wouldn't that make you the prisoner?

"Clever... but incorrect.
The Prisoner must apprehend two critical insights. First, they must face the reality of their imprisonment. They must see the determinative walls - the chains of causality that bind them to their course."

You haven't done that?

"I have. But I fall short of the second insight.
The Prisoner must see the door to their cell. They must gaze through the bars and perceive that which exists beyond causality. Beyond time. Only then can they escape."

You don't see the door?

"I see only unsteady walls.
If the people of Tamriel must exist inside this cell. I will make sure that the walls are stable, the gaps are sealed, and all who remain stay safe within it."

I have no other questions.

"I've met few heroes like you. Very few. I take this matter of the Triad upon myself, but in truth, you may be the one that saves us. The Prisoner who frees the world.
We shall see. Farewell."
Sotha Sil - https://en.uesp.net/wiki/Online:Sotha_Sil

"AIOS: Beginning entity analysis. Entity exists outside known possipoints. Transitioning to general reception array.
Hello.
The Prophet: It's good to see you again. I do see you, in my own way. You are a wound in time, a tear in reality that shouldn't exist and cannot long endure."
Aios - The Prophet
https://en.uesp.net/wiki/Online:The_Prophet
https://en.uesp.net/wiki/Online:Aios
"To write an Elder Scroll is to 'make history'. Until the prophecy is fulfilled, the true content of the narrative is fluid, hazy, and uncertain. Only through the Hero's action does it become True. The Hero is literally the scribe of the next Elder Scroll, in which the prophecy has been fulfilled at a fixed point, denying its predecessor. We remember that the Elder Scrolls are woven into the space and time of the entire Mundus, both present and past, embodying all probable outcomes and reflecting the history of all possible futures and all possible pasts throughout the infinite multiverse of Mundus. The Prisoner literally writes his own narrative. With his power to transform reality from metaphors, he shapes history and changes the Elder Scroll, making reality fixed. And this, for a moment, on the scale of all existing realities, reflected in the Scrolls and other aspects of realities.

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"Writing the Elder Scrolls (08/27/10)

You misinterpret the meaning of what Elder Scrolls are in the colloquial Tamrielic. When taken in this context, to "write an Elder Scroll" is "to make history".

A deeper meaning is meant, too, but not very many laymen bother with that. Until a prophecy is fulfilled, the true contents of an Elder Scoll are malleable, hazy, uncertain. Only by the Hero's action does it become True. The Hero is literally the scribe of the next Elder Scroll, the one in which the prophecy has been fulfilled into a fixed point, negating its precursor.

Also, Martin mantled Akatosh and dragon-[censored] Dagon silly, so his outlook on time in quite unlike our own. In fact, he said those words during the dragon-[censored] fight and you only remembered them later, a comforting memory that the Jills mended back into your timeline.

Yes."

"Every event is preceded by a Prophecy. But without a hero, there are no Events." (C) Zurin Arctus.

The Prisoner is a powerful mythical force that exists as a rift in time, a quantum-vibrating entity that is every race, every gender, and walks every path at once, like a spirit unbound by cause and effect. It is the one that exists beyond all possibility, unraveling quantum superpositions with its own power alone, unforced by anyone but its own will. They have no history, no appearance, no personality, but as the scribes of reality and the only beings who can choose, they shape the narrative, history, as they please, turning reality into a puppet of their own desires.

They cannot be forced to do their will, they cannot be controlled. It is unknowable. An emotionless man in a mask who does not know what he is doing or how he is going to do it, but he is going to do it anyway. But nevertheless, as an entity that shapes reality, it has an infinite potential to obtain whatever it needs. Where it will go, what it will get, who it will defeat and how it will defeat, where it will be and where it will not go. All this cannot be imposed on an entity that exists outside of cause and effect, but nevertheless shapes reality at its own whim, as it pleases. All beings within the infinite multiverse of Mundus are essentially just static puppets, acting according to an already imposed cosmic template, a toy in the hands of a prisoner who shapes history from his metaphors.
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So, let's go from afar to fully understand how strong the mentality of entities that exceed human limits is. And we will start with Morian Zenas, who is called one of the greatest magicians in history. He was not only a master of witchcraft, but also of all known and unknown schools of magic. And in fact, there can be no doubt about his competence and especially his magical powers. We remember that any magicians, from beginners to experts, are actually warpers of the highest category, because this is inherent in the very essence of magic. Zenas, who is one of the greatest magicians, must have not only knowledge of magic, but also a way to protect himself from it (which, in fact, is practiced by adepts). Telepathy is also one of the branches of magic, a force that can bind, lure, hold and release the target at the end of the connection. Skilled telepaths are capable of creating strong telepathic bonds and thus have the ability to communicate with each other over distances of several miles. But we are talking about one of the greatest wizards here. And so Zenas had developed his telepathic skills so strongly that he was able to project and maintain a mental link with his apprentice, even while in Oblivion. Think about it. Oblivion is a dimension so infinite that it surrounds Mundus, the mortal plane, which is an infinite multiverse, and is thus infinitely distant from it. And yet, Zenas' mind is so strong that he is able to maintain a telepathic link with his apprentice while jumping around the different planes of Oblivion. He wandered around Oblivion until he came to the dimension of "an endless library, where shelves stretched in all directions, stacks on top of stacks, and pages floated, swaying in a mystical wind he could not feel." This was Apocrypha, home of one of the Daedric Princes, the home of Hermaeus Mora, who is the god of knowledge. A dimension so mystical and filled with countless knowledge that simply being in it almost immediately drove Zenas mad. His mind, like that of his apprentice at the end of several planes of existence below, began to tremble, until the Adept realized that his teacher's mind had broken. And thus, Neloth, another powerful mage, was actually surprised that the Dragonborn did not simply go mad after being in Apocrypha, beholding Hermaeus Mora in his full glory. Oblivion is a place so mythically complex that information that has not undergone lengthy preparation to adapt to Oblivion in the transition zone simply falls under conceptual wear and tear and is thus erased on a conceptual level. And thus, people who have not undergone the preparation simply go mad in Oblivion. And this despite the fact that the human psyche can withstand a multidimensional load on its mind, looking at things "from the side". Thus, the mages of the Blades of Night practice hyperagonal senses, through which practitioners perceive the flow of magic and looking at things from an impossible angle (from the side on the dimension above) they feel the deformation of space, due to which moving to any point convenient for them becomes an almost trivial ability. It turns out that even such a great mage, who actually knew all the schools of magic (thus the magic of the Blades of Night), who could survive the hyperagonal load on his mind and who without any effort telepathically communicated with his adept across the entire multiverse and even further experiencing the conceptual wear of information that he carried through the planes of Oblivion, almost immediately went crazy in a place called Apocrypha. A fate that did not actually befall the Dragonborn, who not only could exist peacefully in the Apocrypha, but moreover, could perceive Hermaeus Mora without fear of going mad just by looking at him.

"The greatest mage who ever lived was my master Morian Zenas. You have heard of him as the author of the book 'On Oblivion,' the standard text for all on matters Daedric. Despite many entreaties over the years, he refused to update his classic book with his new discoveries and theories because he found that the more one delves into these realms, the less certain one is. He did not want conjecture, he wanted facts.

Zenas too was a Master of Conjuration - indeed, a Master at all the known and unknown Schools - but he did not want to rely on his ability alone in the most perilous of his research. In an underground vault, he summoned Daedra to interview them on their native land, and for that he needed another Conjurer to make certain they came, were bound, and were sent away again without incident.

Conjuration, for the layman unacquainted with its workings, connects the caster's mind with that of the summoned. It is a tenuous link, meant only to lure, hold, and dismiss, but in the hands of a Master, it can be much stronger. The Psijics and Dwemer can (in the Dwemer's case, perhaps I should say, could) connect with the minds of others, and converse miles apart - a skill that is sometimes called telepathy.
Over the course of my employment, Zenas and I developed such a link between one another. It was accidental, a result of two powerful Conjurers working closely together, but we decided that it would be invaluable should he succeed in traveling to Oblivion. Since the denizens of that land could be touched even by the skills of an amateur Conjurer, it was possible we could continue to communicate while he was there, so I could record his discoveries.

'Dust,' he whispered to me on the first day of his voyage. Despite the inherent dreariness of the word, I could hear his excitement in his voice, echoing in my mind. 'I can see from one end of the world to the other in a million shades of gray. There is no sky or ground or air, only particles, floating, falling, whirling about me. I must levitate and breathe by magickal means …'
Zenas explored the nebulous land for some time, encountering vaporous creatures and palaces of smoke. Though he never met the Prince, we concluded that he was in Ashpit, said to be the home of Malacath, where anguish, betrayal, and broken promises filled the bitter air like ash.
'The sky is on fire,' I heard him say as he moved on to the next realm. 'The ground is sludge, but traversable. I see blackened ruins all around me, like a war was fought here in the distant past. The air is freezing. I cast blooms of warmth all around me, but it still feels like daggers of ice stabbing me in all directions.'
This was Coldharbour, where Molag Bal was Prince. It appeared to Zenas as if it were a future Nirn, under the King of Rape, desolate and barren, filled with suffering. I could hear Morian Zenas weep at the images he saw, and shiver at the sight of the Imperial Palace, spattered with blood and excrement.
'Too much beauty,' Zenas gasped when he went to the next realm. 'I am half blind. I see flowers and waterfalls, majestic trees, a city of silver, but it is all a blur. The colors run like water. It's raining now, and the wind smells like perfume. This surely is Moonshadow, where Azura dwells.'

I heard him laugh, 'I feel like I'm home now.'
Morian Zenas described to me an endless library, shelves stretching on in every direction, stacks on top of stacks. Pages floated on a mystical wind that he could not feel. Every book had a black cover with no title. He could see no one, but felt the presence of ghosts moving through the stacks, rifling through books, ever searching.
It was Apocrypha. The home of Hermaeus-Mora, where all forbidden knowledge can be found. I felt a shudder in my mind, but I could not tell if it was my master's or mine.
Morian Zenas never traveled to another realm that I know of.
Throughout his visits to the first four realms, my master spoke to
"The greatest mage who ever lived was my master Morian Zenas. You have heard of him as the author of the book 'On Oblivion,' the standard text for all on matters Daedric. Despite many entreaties over the years, he refused to update his classic book with his new discoveries and theories because he found that the more one delves into these realms, the less certain one is. He did not want conjecture, he wanted facts.

Zenas too was a Master of Conjuration - indeed, a Master at all the known and unknown Schools - but he did not want to rely on his ability alone in the most perilous of his research. In an underground vault, he summoned Daedra to interview them on their native land, and for that he needed another Conjurer to make certain they came, were bound, and were sent away again without incident.

Conjuration, for the layman unacquainted with its workings, connects the caster's mind with that of the summoned. It is a tenuous link, meant only to lure, hold, and dismiss, but in the hands of a Master, it can be much stronger. The Psijics and Dwemer can (in the Dwemer's case, perhaps I should say, could) connect with the minds of others, and converse miles apart - a skill that is sometimes called telepathy.
Over the course of my employment, Zenas and I developed such a link between one another. It was accidental, a result of two powerful Conjurers working closely together, but we decided that it would be invaluable should he succeed in traveling to Oblivion. Since the denizens of that land could be touched even by the skills of an amateur Conjurer, it was possible we could continue to communicate while he was there, so I could record his discoveries.

'Dust,' he whispered to me on the first day of his voyage. Despite the inherent dreariness of the word, I could hear his excitement in his voice, echoing in my mind. 'I can see from one end of the world to the other in a million shades of gray. There is no sky or ground or air, only particles, floating, falling, whirling about me. I must levitate and breathe by magickal means …'
Zenas explored the nebulous land for some time, encountering vaporous creatures and palaces of smoke. Though he never met the Prince, we concluded that he was in Ashpit, said to be the home of Malacath, where anguish, betrayal, and broken promises filled the bitter air like ash.
'The sky is on fire,' I heard him say as he moved on to the next realm. 'The ground is sludge, but traversable. I see blackened ruins all around me, like a war was fought here in the distant past. The air is freezing. I cast blooms of warmth all around me, but it still feels like daggers of ice stabbing me in all directions.'
This was Coldharbour, where Molag Bal was Prince. It appeared to Zenas as if it were a future Nirn, under the King of Rape, desolate and barren, filled with suffering. I could hear Morian Zenas weep at the images he saw, and shiver at the sight of the Imperial Palace, spattered with blood and excrement.
'Too much beauty,' Zenas gasped when he went to the next realm. 'I am half blind. I see flowers and waterfalls, majestic trees, a city of silver, but it is all a blur. The colors run like water. It's raining now, and the wind smells like perfume. This surely is Moonshadow, where Azura dwells.'

I heard him laugh, 'I feel like I'm home now.'
Morian Zenas described to me an endless library, shelves stretching on in every direction, stacks on top of stacks. Pages floated on a mystical wind that he could not feel. Every book had a black cover with no title. He could see no one, but felt the presence of ghosts moving through the stacks, rifling through books, ever searching.
It was Apocrypha. The home of Hermaeus-Mora, where all forbidden knowledge can be found. I felt a shudder in my mind, but I could not tell if it was my master's or mine.
Morian Zenas never traveled to another realm that I know of.
Throughout his visits to the first four realms, my master spoke to me constantly. Upon entering the Apocrypha, he became quieter, as he was lured into the world of research and study, the passions that had controlled his heart while on Nirn. I would frantically try to call to him, but he closed his mind to me.
Then he would whisper, 'This cannot be …'
'No one would ever guess the truth …'
'I must learn more …'
'I see the world, a last illusion's shimmer, it is crumbling all around us …'
I would cry back to him, begging him to tell me what was happening, what he was seeing, what he was learning. I even tried using Conjuration to summon him as if he were a Daedra himself, but he refused to leave. Morian Zenas was lost.
I last received a whisper from him six months ago. Before then, it had been five years, and three before that. His thoughts are no longer intelligible in any language. Perhaps he is still in Apocrypha, lost but happy, in a trap he refuses to escape.
Perhaps he slipped between the stacks and passed into the Madhouse of Sheogorath, losing his sanity forever.
I would save him if I could.
I would silence his whispers if I could."
The Doors of Oblivion

«Unbeknownst to all but a few, Nirn has come unmoored from the fabric of the multiverse, as the mortal realm is drawn ever closer to Coldharbour, the twisted Oblivion realm of the Daedric Prince of domination and enslavement, Molag Bal.»
Источник: Elder Scrolls Online

«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.

The sky is another visual phenomenon caused by mortal mental stress, the night sky in particular. The sky is as impossible as planets; in essence, when you look into the sky, 'you look outside the material plane'. At night, Nirn is surrounded by Oblivion. The day sky is the multicolored elemental cloak of Magnus the sun. It changes colors as elemental influences rise and fall. Thus, when one looks at the day sky, they see into the raiments of Aetherius, and stare at magic."
Источник: Cosmology

"Hermaeus Mora, whose sphere is scrying of the tides of Fate, of the past and future as read in the stars and heavens, and in whose dominion are the treasures of knowledge and memory."
Источник: The Book of Daedra

"Herma-Mora (The Woodland Man): Ancient Atmoran demon who, at one time, nearly seduced the Nords into becoming Aldmer. Most Ysgramor myths are about escaping the wiles of old Herma-Mora. Also called the Demon of Knowledge, he is vaguely related to the cult origins of the Morag Tong ('Foresters Guild'), if only by association with his brother/sister, Mephala."
Источник: Varieties of Faith in the Empire

"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'?""
Источник:Lord Fa-Nuit-Hen and Tutor Riparius Answer Your Questions

"There is no magic in the nightblade's repertoire more useful than the spell of instant translocation. Over time, its casting becomes almost a matter of reflex: one is HERE, and then, by an act of will, one is THERE.

In fact, to the experienced practitioner, translocation becomes so routine that one almost forgets how difficult it was at first to learn. It is traditional to refer to this magical art as "stepping through shadows," and indeed, the key to its mastery is the ability to "peer sidewise" and perceive the shadows cast by each entity and object in the Aurbis.

These are not, of course, the literal shadows cast by the blockage of light by an opaque object, but the emanation of the limen each object possesses—the depth-impression its existence makes in the local reality of the Mundus. This requires learning to focus the hyperagonal sense through which the practitioner perceives the flow of magicka. Once the nightblade can "feel" local transpontine deformation, it becomes almost trivial to make the transliminal saltation to any point within range."
Stepping through Shadows

"What's the worst that could happen? Well, you could have your mind sucked dry by Hermaeus Mora... but that's supposed to be very rare."

"You're still acting surprisingly sane, too. What did he have to say? He must have wanted something from you."
— Neloth - https://en.uesp.net/wiki/Skyrim:Neloth

 
The cavern fish are fish (or at the very least a strange aquatic creature) found in the caves of Stros M'kai, and can survive unscathed in acid.
RG-creature-Caverns-Fish.jpg
The Redguard Companion confirms this.
Leap from the edge of ground to the cage, pulling yourself to the top. Scan the acid river for the fish. Pretty soon he should make his way towards the cage. Drop from the cage to the fish's back. The easiest way to do this is hang from the cage until the fish is directly beneath you — you can just drop
to its back instead of trying to line up a jump.
Ride the fish to the next room, G12. The roof of a submerged goblin house is sticking out of the acid. The fish will make his turn just as he approaches this rod jump quickly and precisely. From the roof you can jump across the rest of the floating wreckage to dry ground.
(The Redguard Companion, page 107)
 
Noweyr is said to be a mysterious realm of Oblivion, from which the thief-god Rajhin stole mysterious enchanted steeds.
The thief-god Rajhin is said to have stolen these enchanted purple steeds from somewhere in Oblivion, but when his worshipers are asked where he got them, they just laugh and say, "Noweyr!"
Congratulations! You've received the Realm of Noweyr Pack in The Elder Scrolls Online after claiming this exclusive Twitch Prime offer! You can access your new pet and mount from their respective menus!
 
The Colored Rooms are said to contain a menagerie of animals from Nirn that were elevated and 'purified' by Meridia's holy light, such as the Meridian Sabre Cat.
"Some accounts of Meridia's plane of the Colored Rooms describe a menagerie of light-imbued spectral beasts elevated from Nirn and 'purified' by the Lady's holy light."—Sayings of Valasha
 
There are multiple solar eclipses a year in Tamriel due to Nirns two moons, and these days are known by some as 'Vampire Days.'

#DYK With its two gigantic moons, solar eclipses can happen in #Tamriel several times a year & are known as “Vampire Days”
#SolarEclipse2017
 
Could someone remind me why my subconscious keeps telling me there are other Aurbis (or "Wheels") with their own Daedric Princes (and gods, etc)?

I believe it was related to Ithelia's lore in ESO but I genuinely don't remember where this idea comes from
 
Could someone remind me why my subconscious keeps telling me there are other Aurbis (or "Wheels") with their own Daedric Princes (and gods, etc)?

I believe it was related to Ithelia's lore in ESO but I genuinely don't remember where this idea comes from
Most likely Ithelia & the Many Paths (though Ithelia refers to this as the possibilities across the Aurbis rather than beyond it, and the Many Paths are incomprehensible to keep the Aurbis stable; although this storyline does end with her going to a world that has neither daedra no magic, so it's likely that the Many Paths stretch beyond the Aurbis as well as existing within).
Vestige: Can you describe the Many Paths?
Ithelia:
Not in any way your mortal mind would understand. I do not wish to drive you mad.
An analogy, perhaps. Picture a diamond that somehow formed around a spiderweb. Interweaving lines within a grander, fixed shape. That is the Many Paths.
Vestige: Fine, but how do they work?
Ithelia:
Possibilities scatter across the Aurbis, each defined by distinct choices with unique outcomes that lead to new realities.
The Many Paths are the web that binds them. Some can traverse these connections, as you have done here.
Vestige: And you control the Many Paths?
Ithelia:
Control? No. But I have the power to see them, to follow their threads and alter their fates. It is one of the things that Hermaeus Mora respects about me. And the one thing he fears the most.
Vestige: What's strange about a mortal entering the Many Paths?
Ithelia:
The mortal mind is limited. Intentionally so. Comprehending the Many Paths should overwhelm you, and actually traversing them should be impossible. I can barely do that.
You are unique among your kind. Thus the title I give you—pathwalker.
Vestige: What do you mean intentionally so?
Ithelia:
Mortals are servants performing tasks to maintain reality. Every field plowed, child born, or war fought keeps the Aurbis stable by design.
This fact is kept from them. The slave should not understand the master's plan, lest they seek to undo them.
Vestige: Do the Many Paths only lead to alternate realities?
Ithelia: The Many Paths lead everywhere. Other places, other possibilities, parallel realities. You can go anywhere, if you can just find the path.
Vestige: If the threat to reality comes from your power, what about someplace where there is no power?
Ithelia: No power? A path where Daedra and magicka do not exist? Hmm. It would need to be a place where my Daedric power held no sway and could gain no foothold.
I feel the tendrils of my discarded power searching, reaching toward me. We must hurry, mortal.
Vestige: Is such a path possible? What would we need to do to make that happen?
Ithelia: Indeed. Hermaeus Mora can find an acceptable path and I can show him how to open the way. And then we would need you to use Abolisher. To destroy the path so that I could never return to this reality.
Ask Mora if this will suffice.
Hermaeus Mora: What say you, Prince of Paths? Will you accept eternal banishment in a realm where your power does not exist?
Ithelia: I accept that fate, Hermaeus Mora.
Hermaeus Mora: Than allow me to turn my gaze upon the Many Paths, to find a worthy reality.
There is at least one world on the Many Paths where Mannimarco successfully trapped Molag Bal in the Amulet of Kings and became a Daedric Prince who rules over Coldharbour & Nirn/Mundus, and possibly beyond (his presence is also felt in Artaeum).
Artaeum is a charnel house. The world is a sepulcher. That bastard, that butcher, Mannimarco. He rules Nirn from atop a throne carved of bone and souls, an abomination stitched into the sky over Imperial City. I've seen it myself.

I still don't know what happened. I was providing relief to the folk of Weye, constantly caught in the turmoil of the Three Banners War. When the sky opened up, I saw Coldharbour beyond. I heard some stories later, in the long mad dash through Valenwood to the sea, that some adventurers tried to stop the Planemeld. Went up against Molag Bal himself. Yet somehow, the King of Worms emerged the victor.
The Myth of Boethra refers to there being different Wheels (at least twelve).
However, having traveled the Many Paths of Fate during her exile, Boethra saw the wisdom in going beyond the words to the result of their denial. And through their own new words she knew as lies, she found a tunnel that led to the fate they sought. Boethra leapt into this possibility with blade in hand.

Boethra opened her eyes to many spinning wheels surrounded by fire. Twelve in total they were, but she dodged each with the precision of her practiced art. Beyond she saw warring serpents, and in their conflict she recognized the truth within the lies of the Imga's dance.

One was a flame-feathered serpent, brilliant and pure, with crystal scales and a head like that of a hunting bird, its eyes sharp and clear, its mane an argument against all the Mannish impurity of all the known worlds.

There to meet it was a serpent of the blackest scales, and all the Void seemed to come with it, so much that one would think the feathered could never stand against it, and yet it did. And this serpent's eyes burned red as blood, and its scales moved and shifted with new ideas that were born and died as soon as they appeared. Despite this chaos, its mane was white and gentle, and in it Boethra saw a fleeting chance for peace along the Wheels.
This is also alluded to as far back as Murkmire, where Matius sees other worlds with other towers which are described as wheels that crash into each other and break apart.
He came upon a tower. It was tall and vast and many trees grew from its many layers of marsh. Creatures lived and died without ever knowing of a world outside the tower. At its top was a tree that bled fire. Other winged things that looked like him circled it. They cried out in words he understood but didn't know. He felt a deep sadness as the tower fell away.

He looked up and saw other worlds and other towers. They were spinning wheels and they crashed into each other, and their spokes got tangled up and they broke each other. And he saw that his world was breaking, too, but quick as a snake a shadow came and swallowed up the roots of the tower so they would not break.

Still he flew. There was only fire and darkness then, and so much noise, but he was too tired to be afraid. And so Matius slept, and drifted away into a black sun.
In the ESO Live for the Lore of Clockwork City, Lawrence Schick mentions wheels within wheels and worlds within worlds.
"Somebody was asking if... where was the question? If the Clockwork City is some sort of parallel universe, and if it's endless."
Lawrence: Kind of. Both those questions are "kind of". Yeah, it's in fact a deliberately parallel universe in that it deliberately parallels Tamriel above. You don't see nearly all of it from what you can see in the game. It has layers and only Sotha Sil knows the full extent of those layers, and what the function of some of the other areas are. Samantha, can you just kind of lean back and look up at the sky for a moment? Look up there. Look at those whirling rings spinning around the world of the Clockwork City. That is the outside of the Clockwork City - or maybe not. That's just what you can see from the Brass Fortress, and you can see that Sotha Sil has taken the concept of wheels within wheels, and worlds within worlds, and made it physically manifest right over your head, so that you're constantly contemplating the fact that the world is a built thing, and therefore it can be reverse engineered, re-engineered, and improved. Look, there's the proof right above your head! So yeah, it's profound as hell. God damn, this stuff is deep.

[Laughter]
Even before ESO, MK in an in-character forumn roleplay makes reference to there being more than a single wheel, and it's more like a Telescope that goes all the way back to the Eye of Anui-El.
“Or the number could be more Lorkhanic nonsense; that is, convenient for Man.

“The Ysmir line is dead and so is His stranglehold on the mythic.

“A single Wheel? More like a Telescope that stretches all the way back to the Eye of the Anui-El, with Padomaics innumerable along its infinite walls.

“We’re coming for you in every one of your quarters, Sons of Talos. None shall survive.”
A more recent OOG texts by Douglas Goodall also makes reference to wheels within wheels.
The Tower is the memories of all guests, built stone by misshapen stone. An impossible edifice, crystallized chaos, a mountain of custard, a paper that spits flame but is never consumed, a dread glory to all climbers. Those who rip out chunks and replace them with patchwork words are the greatest criminals.

The Tower is the axle, the spear through the starry heart, the magne that line the lodestones. The Tower is the one place that lies within all the wheels of heaven.

And when a tower falls? The wheel is unchained, spinning wildly, stirring up wheels within wheels. And when one of those wheels stands upright? There is your tower. The wheel obeys.

And when a wheel breaks? The towers split, wander, grow, shrink, spin. And when one tower encompasses the rest? There is your wheel. The heavens are painted on its walls.

Nirn is bound in secret knots.
(I recall a friends theory that the 'alternate Aurbis's' are really unstable realms created from the clash of Anu & Padomay/Satakal which don't have the stability or form that the main Aurbis does.)
 
There are those that believe that Mundus is a reflection of Aetherius.
As all know, the stars in the heavens are perforations in the Mundus through which shines the magical light of Aetherius. Lord Corvus Direnni theorized that the locations of wayshrines on Tamriel correspond to the pattern of stars in the night sky, because our Mundus is a reflection of Aetherius. However, to test this theory we would need a comprehensive map of every wayshrine site on Tamriel, a task too daunting to contemplate, so proof of this hypothesis, if true, will have to come from another source.
 
Xyn is a Planar Purveyor of goods and wares, who claims to have boundless wares.
Xyn: Approach, mortal! My wares are as boundless as the ink-dark sea.
Xyn says in a time-lost sea there's a monolith, and carved into the stone of this dark monolith are the savings you'll make from shopping with them.
Xyn: A dark monolith rises in a time-lost sea. Script upon its stone foretells the savings you'll find with me.
Xyn can hear coins clinking from across realms.
Xyn: I could hear the clink of your coin from across the realms. Truly tantalizing.
Xyn was in a bidding ware with Madam Whim (a Dark Seducer of Fargrave) over an iridescent swamp jelly.
Xyn: Let's make this quick. I'm in a bidding war with Madam Whim over an iridescent swamp jelly. Adorable.
Xyn is sometimes tempted to drag you down into the Stygian depths, but thankfully doesn't.
Xyn: It's tempting, the thought of whisking you away into the stygian depths. Perhaps another time.
Xyn travels the Daedric realms looking for profitable opportunities (however, ancient bindings prevent Xyn being summoned in Cyrodiil or Battlegrounds).
Xyn travels the Daedric realms looking for profitable opportunities. They'll happily take your goods (or those of your groupmates) in exchange for common mortal coinage.

Ancient bindings prevent them from appearing in Cyrodiil or Battlegrounds.
 
Along with the two legitimate* guilds (the Fighers Guild and the Mages Guild), there are a host of other guilds, such as those for astrologers, minstrels, healers, ratcatchers, scribes, cobblers, cooks, furriers, weavers, vinters, brewers, tinkers, tailers, barristers and prostitutes.
The early success of the Syffim in combating crime and defeating local monsters so inspired Potentate Versidue-Shaie that he entertained representatives from other organizations interested in Imperial sanction. Though formed much earlier, the Mages Guild had always been viewed with suspicion by the government. In the 321st year of the 2nd Era, the Potentate gave his approval to the Guilds Act, officially sanctioning the Mages, together with the Guilds of Tinkers, Cobblers, Prostitutes, Scribes, Architects, Brewers, Vintners, Weavers, Ratcatchers, Furriers, Cooks, Astrologers, Healers, Tailors, Minstrels, Barristers, and the Syffim. In the charter, they were no longer called the Syffim, however: bowing to the name it had become known as by the people, they were to be called the Fighters Guild. All the Guilds, and those that followed by later sanctions throughout the second and third eras, would be protected and encouraged by the Empire of Cyrodiil, recognizing their value to the people of Tamriel. All would be required to pay to expand their influence throughout the land. The Empire was strengthened by their presence, and the Imperial coffers were filled once again.
*Legitimate meaning they don't involve stealing from or murdering others.
 
Although details are currently under wraps, there will be more expansions of Betrayal of the Second Era, and there have been more meetings between Chip Games Theory and Bethesda over the details (there's clues to where this will be in the gazettes, but alas, my own copy of Betrayal of the Second Era is still on it's way).

(Around 24:00 in)
 
The book of Dwarven Lore makes reference to how it's possible that a rune is a wormhole that leads to a parallel universe. What's more, it makes reference to the unexplained appearance of something within the main dimension (something which could be a reference to goblins coming from another dimension, or something else).
?????? others believe that ????? ??????? ??? rune is itself a worm hole which regarded obliquely presents a doorway to a parallel universe. Since the first unexplained appearance appearance of the ????? in our dimension this latter interpretation has gained ground.
 
The Astronomer's Orbit is a belt that metaphorically represents the movement of celestial spheres and planes. It is rewarded after the completion of The Astronomer's Apprentice, a quest where you find Sotha Sils lost memories and return the to the Mnemonic Planisphere, a place where Sotha Sil houses his memories as stars.
Even something as simple as a belt is a metaphor in Clockwork theology. In this case, the movement of celestial spheres and planes.
Thus, there is even more evidence that there are different planes of existence in the Clockwork City. More evidence of this exists in the in-universe book Realms of the Clockwork City: The Radius, which describes how outside the Radius (Seht's replica of Tamriel) there are other realms too (a potentially infinite number).
The magnificent and awe-inspiring creation of Lord Seht is so much more than just a haven for the Father of Mysteries. Innumerable secure chambers, manufactories, laboratories, and terrariums house the objects of his experimentation, to be discovered and studied by the most diligent of his devoted Apostles.

Within this series of volumes, I shall describe in brief some of the more well-known of Lord Seht's minor realms within the Clockwork City. Know that this is far from an exhaustive list, for the breadth of the City may well be infinite within this seemingly finite space.

Most familiar to denizens of the Brass Fortress is the realm known as the Radius. This stretch of fabricated wilderness stretches from the walls of the Fortress out to the periphery of the Clockwork City, and is home to an artificial ecology that was deemed by Lord Seht to be as familiar and soothing to denizens of Tamriel as could be crafted.
The other is of course, the ESO Livestream, in which the mechanical skies of the Clockwork City are said to extend 'sort of endlessly' and represent wheels within wheels and worlds within worlds.
Lawrence: Kind of. Both those questions are "kind of". Yeah, it's in fact a deliberately parallel universe in that it deliberately parallels Tamriel above. You don't see nearly all of it from what you can see in the game. It has layers and only Sotha Sil knows the full extent of those layers, and what the function of some of the other areas are. Samantha, can you just kind of lean back and look up at the sky for a moment? Look up there. Look at those whirling rings spinning around the world of the Clockwork City. That is the outside of the Clockwork City - or maybe not. That's just what you can see from the Brass Fortress, and you can see that Sotha Sil has taken the concept of wheels within wheels, and worlds within worlds, and made it physically manifest right over your head, so that you're constantly contemplating the fact that the world is a built thing, and therefore it can be reverse engineered, re-engineered, and improved. Look, there's the proof right above your head! So yeah, it's profound as hell. God damn, this stuff is deep.
Sotha Sil requires the entire astrological cosmos to house his memories.
Lawrence: Okay, well if you think about it, it's not so much that these are references to the animated versions of the constellations that you meet in Craglorn, for example, but that the concept of Constellations themselves, a constellation is a memory device, it's a way to think about that organization of stars, and what does that represent, and how can you use that as a mnemonic. So constellations are actually, in themselves, a device for memory, and so using them as an application occurred to Sotha Sil, as a method of storing his own. It's kind of similar to the medieval memory mansion approach to just storing memories mentally by conceiving of this mansion that has different rooms, and you put different memories in different places in these different rooms. Sotha Sil needed the entire astronomical cosmos for his memories, so that's why he's chosen the star fields.
 
So...an interesting discovery I made when looking into the cavern fish. In Redguard, in the acid caverns, you must light the fuse on a barrel in a sunken ship that made its way in there, causing it to explode and bring down large stalactites from the ceiling. We also see debris being flung out by the exposion.

28:35
Barrels-explosion.gif

I count at least 9 or 10 barrels (possibly more out of view).
Explosive-barrels.png
Referring to the trusty Redguard Companion, it mentions that these barrels have wicks.
Climb the ledge to the right and make your way into room G8. The fore ruins of a sailing ship are floating in the acid here, while the rest of it is resting on an outcropping across the room. Use the flotsam and jetsam to reach that outcropping and inside the expoded cargo hold of the ship. See the wicks on the barrels? This is where you need the torch.
(The Redguard Companion, page 101)

The explosion causes a chain reaction that shakes the caverns and brings stalactites down from the ceiling.
Light the barrel closest to the opening. And then Run!

The explosion will knock stalactites from the ceiling...

...including those that will form a "bridge" in the previous room.
(The Redguard Companion, page 102)

Not only that, but the explosion will actually bring the stalactites down in another nearby cave, forming a bridge.
Light the barrel closest to the opening with the torch and then run like hell. An explosive chain reaction will bring the caverns crashing around your ears, as stalactites are dislodged from the ceiling and pieces of debris are flung through the air. Backtrack to room G7, where, indeed, a bridge of stalactites has formed.
(The Redguard Companion, page 103)

The stalactites brought down by the explosion are wider than Cyrus is tall, and much taller than that still.
Stalactite-bridge-1.png

Stalactite-bridge-2.png

Stalactite-bridge-3.png
RG-quest-The_Archmage%27s_Ring_07.jpg
So, even though it's not mentioned by name, we do have the use and mention of a wick, with the barrels exploding on the remains of a ship...it seems that this could very likely be gunpowder. This is not the fist mention of cannons (cannons are also referenced in a racist jokebook in Daggerfall, the Skyrim Prima and outright shown in Legends), but it's more solid evidence for them being around in Tamriel. What's more, the explosion appears to be considerably powerful, perhaps moreso than IRL gunpower.
 
And of course, what I originally went looking for; the cavern fish! The cavern fish (or acid fish; the guide simply refers to it as 'the fish') swims around in acid just fine, and is ok with a person riding on its back.

55:58
Cavern-Fish-1.gif

The cavern fish is of considerable size, being at least the size of an elephant (and most of it is still under the acid).
Cavern-Fish-width.png

Cavern-Fish-length.png
Once again, the Redguard companion confirming this is a fish.
Leap from the edge of ground to the cage, pulling yourself to the top. Scan the acid river for the fish. Pretty soon he should make his way towards the cage. Drop from the cage to the fish's back. The easiest way to do this is hang from the cage until the fish is directly beneath you — you can just drop
to its back instead of trying to line up a jump.
Ride the fish to the next room, G12. The roof of a submerged goblin house is sticking out of the acid. The fish will make his turn just as he approaches this rod jump quickly and precisely. From the roof you can jump across the rest of the floating wreckage to dry ground.
(The Redguard Companion, page 107)
 
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