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The Elder Scrolls Feats and Discussion

The Dwemer, of course, had cannons (which their annimunculi are still equip with in perfect working order).
“The Dwarven Delver is an awesome new construct that has a cannon on one arm and a drill on the other. It’s something ESO players have never seen before, and Frostvault gave us the opportunity to use it as a centerpiece for the whole dungeon,” explained Finnigan.
Most challenging, however, is the gigantic Stonekeeper, Frostvault’s final boss. Be careful, as this monstrous machine can quickly dispatch your team with powerful beams, a flame cannon, and spinning blades. All of these weapons threaten unsuspecting adventurers, but none more so than the Extermination Protocol attack that can target your entire group. Luckily, Tharayya knows a few tricks herself, and she helps you manage this foe in a unique way.
50% Health: The right (blade) arm explodes and falls off.
47% Health :The left (cannon) arm explodes and falls off.
45% Health (Phase 1.1, Strategic Update): Once again, the boss walks to the center, regenerates arms, and drops to a knee. Destroy the terminals and gas fills the area between the western wall and western tanking location as the colossus walks to that location.
30% Health: The right (blade) arm explodes and falls off.
27% Health: The left {cannon) arm explodes and falls off.
(Morrowind Online Prima, page 239)

According to Gary Noonan, the Dwemer had invented gun power (or some equivalent).
Dwemer had discovered gunpowder, or an equivelent material. Remember, in Tribunal, you had to use Dwemer satchel charges to blow through cave ins. I wouldnt be surprised if they had other nifty items and perhaps weapons lying about that operated with the use of a combustible.
 
Michael Kirkbride says that to answer a question about TES lore that was before his time working on the lore, he would need to look over the Arena & Daggerfall manuals & hintbooks. This means that Kirkbride has used the manuals and guidebooks as references for lore.
Was it Tharn himself who kept Amulet from alerting Counsil or did someone else on Tharn's behalf do this?
I'd have to dig out the Arena/Daggerfall manuals and hintbooks to answer that. Before my time, but essentially it was: "Muhahaha, if I transform into this shape, and keep Uriel alive and imprisoned in an interdimensional prison, the Amulet of Kings won't set off all the car alarms!"
 
A post from Reddit going over how the user believes that stars in TES are not holes to Aetherius, but rather 3D objects.


Personally, I think that both theories are valid, given there is evidence for both (something I will make a big write up on...eventually), but I feel it's important to bring up these other interpretations (as well as the people agreeing with it, and pointing out that seeing the stars as 3D objects may mean that said 'holes' are more complex than people appear), as 'stars are just holes' is one of the most popular downplays of TES.
 
Gascone Duscant has published a work on transdimensional calculation, and how numbers change during planar travel. Provost Vanrui Arvel says that said calculations are mindbogglingly specific, and soon comes to the conclusion that he must have access to a Daedric portal.
Vestige: Do you know what kind of things he tends to study?
Provost Vanrui Arvel:
Mathematics mostly. Predictive theory, spherical values, virtuous enumeration, that sort of thing.
He just published a dissertation on transdimensional calculation—making inferences on how numbers change during planar travel. Impressive work.
Vestige:
How so?
Provost Vanrui Arvel: The specificity of his calculations just boggles the mind. It's almost as if…it's almost as if he had access to a planar rift.

Oh no.
Vestige: The Shrike. You think he might be studying a Daedric portal?
Provost Vanrui Arvel:
I don't want to even consider it. Not until we have proof.
 
So some very interesting and powerful advanced technology found within the Clockwork City... Certain factotums in the Clockwork City, such as the Clockwork Clinician, can scan the recently deceased's brain for the remnants of their memories, and even archive them.
Clockwork Clinician: By Seht's will, I am bound.
Greetings, resident. What do you require?
Vestige: I need to, uh…speak to Gascone?
Clockwork Clinician: Reflecting. Permissions registered.

I completed the cognitive archival process and data retention is within acceptable parameters. Unfortunately, my current tok-plug storage quantity equals zero. It must equal one for vocal emulation to proceed.
Vestige:
So, you need me to get a tok-plug? Where can I find one of those?
Clockwork Clinician: Malfunctioning skeevatons often appropriate tools and components from this chamber. You may wish to search the eastern quarter of the Fortress. Skeevatons often accumulate there, and place reclaimed scrap in piles.
I apologize for the inconvenience.
The Clockwork Clinician is able to locate a tok-plug outside their immediate visual range, and with the extra data storage available, they are able to emulate the recently deceased.
Clockwork Clinician: May my labors please the Clockwork God.
Welcome back, resident. Your permissions remain active. What do you require?
Vestige: I have the tok-plug you asked me to retrieve.
Clockwork Clinician: False assertion. This is not a tok-plug.
Fortunately, I located a tok-plug in a mnemo-crate outside my immediate visual range. Your assistance, while appreciated, is no longer required. Please ask the deceased resident your questions.
Using the body of the deceased as a vessel, the Clockwork Clinician is able to recall the memories of the recently deceased and play them out.
'Gascone Duscant' (Clockwork Clinician): Resident corpse, Gascone Dusant, memory outlay primed. Submit query.
Vestige: How do the Whispering Shadows cultists travel through the city so quickly?
'Gascone Duscant' (Clockwork Clinician): Assembling summary. Sub-heading, Whispering Shadows. Sub-heading, movement. Sub-heading Clockwork City.
Cultists use Gloaming Gates. Pools of darkness that channel Nocturnal's power. They serve as portals to many places, including Evergloam.
Vestige: Evergloam?
'Gascone Duscant' (Clockwork Clinician):
Assembling response.
Subject: Evergloam. A twilight plane of Oblivion peopled by Nocturnal Shrikes, phantoms, and beastly simulacra. Passing through Evergloam allows cultists to travel great distances without detection.
Vestige: Where can I find one of these Gloaming Gates?
'Gascone Duscant' (Clockwork Clinician): Accessing visio-spatial memory. Mapping complete.
Two gates exist in the Radius—one west, one east, hidden in cave networks controlled by Whispering Shadows. These gates may not allow passage to the uninitiated. Incomplete data.
As a final note, this is not necromancy, Gascone Duscant has not been resurrected, but instad a machine has accessed his memories and archived them (so as to find a way to stop a threat to the Clockwork City).
 
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A post I shall eventually post in my SB thread (when/if I should ever return there), countering the disrespectful dismissal of Kirkbride's works.

Many examples of Kirkbrides works being added into the games directly have been referenced many times across dozens of pages, but there are those who still insist that no one uses Kirkbrides stuff at Bethesda (or Zenimax). Clearly the sheer quantity of examples listing how his lore is used in the games directly isn't enough, so let's go for a different approach. Let's look at The Imperial Census of Daedra Lords, and OOG text written by Kirkbride and published on the Bethesda forums in 2006. I will post it all here...
Hey kids,

Still working on the sword-meeting, so in lieu of its presence and in honor of Propitiation Day, I give you “The Imperial Census of Daedra Lords” by the Imperial Geographic Survey. This version of the Census was written before Uriel VII’s demise, and is contemporary with the current Pocketguide.

Enjoy.

-MK

***
The Imperial Census of Daedra Lords
Azura, Lord of Dusk and Dawn, maintains the domain of Moonshadow, a twilight country of shades and half-thoughts. Visitors to this isle have historically come mainly from the Dunmer of eastern Morrowind and the catfolk of Elsweyr, whose people both hold a great affection for the mother of immanence, though by separate roads. At the time of this writing, regular gateways to Moonshadow have been inaccessible for the last several years. Whether this has to do with the unlawful incidents at Hogithum Hall in the Capital City or mere whim of Azura herself, no one can say. Of course, Azura’s most famous acts of recent times is the Incarnation of the Nerevarine, a subject that while far beyond the scope of this pamphlet has been felt to the present day.

Boethiah, the so-called Prince of Plots, has renamed his country of labyrinthine policy and betrayals yet again. Formerly “Snake Mount”, Prince Boethiah’s maze gardens and twisted towers is called “Attribution’s Share”, a realm best avoided by those that live outside the arcano-politic. Boethiah, like his cohort Azura, is much revered by the followers of the former Tribunal Temple, but sub-cults of his are entrenched in nearly every terrestrial seat of governance. His traditional festival date is the 2nd of Sun’s Dusk, when many contracts are writ between kings and commoners alike.

Clavicus Vile, child-god of the Morningstar, bestows a strange tranquility to his lands that seem concordant to his spheres of mockery and oath breaking, though what shape such concepts might take is admittedly unfathomable. Perhaps by rendering his domains as idyllic countryside the Prince exemplifies his greatest aspect, and that which ingratiates him to his many followers, the power of serenity through wish fulfillment. Only the strongest of the Emperor’s servants are advised to make covenant with Prince Clavicus, and even then are warned against sipping from the Bitter Cup.

Hermaeus Mora, “the Gardener of Men”, claims that he is one of the oldest Princes, born of thrown-away ideas used during the creation of mortality in the Mundus. Imperial Mananauts have verified that his influence on fate and time is real and unfeigned, implications of which tie this Prince directly with Akatosh, chief of the Nine Divines. Since Akatosh is the prime temporal spirit whose appearance led to the formation of the world, perhaps Hermaeus Mora speaks the truth. Nevertheless, it is the will of His Majesty Uriel VII that only on the official holiday of 5th First Seed should any propitiation to this Daedric Prince be delivered. “All else is mutation.”

Hircine’s Hunting Grounds have been closed by consensus of the Elder Council until further notice. It is mentioned here only for the sake of completeness.

Malacath holds the hardest to access of Oblivion’s extant lands, the Ashpit. As Prince Patron of the disenfranchised and cast out, it is only reasonable that the pathways to his domain take on a characteristic level of concealment. Orsinium, kingdom of the Orcs, gives Malacath its highest esteem, which is surprising when one considers the normal Orcish revilement of Daedric spirits. One might conjecture then that the rumors of Malacath not being a true Daedroth but an imprisoned aetherial spirit are true. It would certainly fit the Prince of Exile that he be one himself.

Mehrunes Dagon, Lord of Razors, has proven himself time and again the enemy of the Empire. Of terrible aspect and crowned in beaten copper, the four-armed Prince of Destruction has troubled the borders of the Mundus with warfare, foul rumor, and force of arms. Banished to dissolution during the Weir Gate massacre and again at Kvatch by battlemages of the 33rd, Mehrunes Dagon is returned to Oblivion once more, and the stars have foretold that his tenacity has known no forfeiture. All heroes of Cyrodiil are called upon to stand vigil against his hidden agencies.

Mephala’s domains in Oblivion are numerous and obscured, collected together by vast strands of magical ghostweb. All of them are devoted to her spheres of sex and secret murder. Echoing this same structure are the various esoteric cults devoted to her across Tamriel, many of which are forbidden by Imperial law. Her aspect is shrouded and manifold, even when she appears in the crowds that gather within her temples during Frost Fall.

Meridia’s holdings in Oblivion are collectively known as “The Colored Rooms”. Another Prince whose origins may not entirely be outside of the aetherial, Meridia has at several times been linked to Magnus the Sun. The most famous account of this association is the Tract of Merid-nunda, which overtly casts Meridia in the role of a wayward solar daughter, cast from the heavens for consorting with illicit spectra.

Molag Bal, King of Strife, is second only to his brother Prince Mehrunes Dagon in the enmity of our Emperor. His lands are the charnel houses the slave pens of Coldharbour, which hold no contrition for those travelers that visit them in error or purpose. That Molag Bal is allowed his holiday at all hearkens back to a treaty of ancient times, when he reputedly lent his infernal power to the creation of the first soulgems.

Namira’s Scuttling Void has been closed by consensus of the Elder Council until further notice. It is mentioned here only for the sake of completeness.

Nocturnal is accorded the title Ur-dra by nearly all the Royalty of Oblivion. As the mother of night, she claims to be an aspect of the original Void itself, and it is generally deemed best to fortify this declaration in one’s evening prayers.

Peryite’s pits have always been inaccessible to mortals. Our only real knowledge of them comes from reports of the other diabolical Princes. It is said that Peryite guards the lowest orders of Oblivion and that his summoners are to regard his likeness to Akatosh as some primordial and curious jest.

Sanguine, Prince of Hedonism, lords over no less than ten times ten thousand pleasure pockets of the Void. As revelry and drunken stupor fall under this Prince’s influence, he has been a favorite of many Emperors since the first foundation. Records even indicate that he resided in White-Gold Tower during the reign of Reman Cyrodiil and helped in the somewhat dubious draftsmanship of the Crendali Festivals, whose vulgarities did little to help Imperial expansion into Alinor and the other Summersets.

Sheogorath’s Asylums have been closed by consensus of the Elder Council until further notice. It is mentioned here only for the sake of completeness.

Vaernima, Prince of Omen and Dream, shares a special mageographic connection with the Mundus, since mortal sleepers often slip into her realm without any help at all. Traditional sacrifice to Vaernima is held on the 10th of Suns Height, but as with most luck spirits, prayers to this Daedric Prince occur quite frequently, and not always before bedtime.
While some of these realms are the same as in the games (Azura's Moonshadow) he names several others (and leaves others yet unnamed). Since this OOG was posted, there have been many other TES stories which delve into the realms of the Daedric Princes. So, if nobody uses Kirkbride's stuff, it stands to reason that they won't use whatever the names he gave to the realms.

Let's start with Meridia's realm, which features in the main story of ESO. To remind you of what Kirkbride wrote...
Meridia’s holdings in Oblivion are collectively known as “The Colored Rooms”. Another Prince whose origins may not entirely be outside of the aetherial, Meridia has at several times been linked to Magnus the Sun. The most famous account of this association is the Tract of Merid-nunda, which overtly casts Meridia in the role of a wayward solar daughter, cast from the heavens for consorting with illicit spectra.
Given Meridia's hatred of the undead and reverence for life, perhaps they'd have named it something like the Halls of Life, or the Lux Prisma to relate to her connection with light and the Magne Ge. Or maybe something simple like the Radiance. That's just throwing a few out there. There are so many names to choose from.

So what name did they end up going with? Remember, we are told that no one uses Kirkbride's OOG texts, so following through, the name they used will not be whatever he came up with, that being the Colored Rooms.

The name they went with was, of course, the Colored Rooms.
Meridia's many-faceted realm is known as the Colored Rooms. She is said to have formed it out of the chaos of Oblivion by an act of sheer divine will.
The above is a loading screen delivering the information via third person omniscient that Meridia's plane(s) of Oblivion is infact named the Colored Rooms. If this is not enough, then I shall remind you that visiting the Colored Rooms is a required part of the main story of ESOs initial plot. Not some side quest, not even a major faction quest, but the main quest.

Curious too, is how the Colored Rooms and their nature (as is also implied its history) draws inspiration from the Imperial Census of Daedra Lords. More on the subject is discussed in the in-game book Exegesis of Merid-Nunda (a direct reference to the Tract of Merid-Nunda mentioned in the Imperial Census of Daedra Lords), which makes even further references to Kirkbride's works with reference to the Mnemoli.
"… were known as the Nine Coruscations, who followed the parabolas that led away from Magnus. Merid-Nunda was of these Sisters, as was Mnemo-Li, as was Xero-Lyg, as was …."

This appears to identify the "Daedric Prince" Meridia with the so-called Star-Orphans, those Anuic ur-entities that separated from Magnus when that Divine withdrew from the creation of the Aurbis. The best-known of these Star-Orphans is probably Mnemoli the Blue Star, who is associated with un-time events, and was said to be visible even in the daytime sky at the time of the Dragon Break.
On the nature of the realms, what of a Realm which Kirkbride didn't name but described the nature of? Returning once more to the Imperial Census of Daedra Lords, we see that the OOG text describes Sanguines domain as being composed of over 100,000 pocket realms.
Sanguine, Prince of Hedonism, lords over no less than ten times ten thousand pleasure pockets of the Void. As revelry and drunken stupor fall under this Prince’s influence, he has been a favorite of many Emperors since the first foundation. Records even indicate that he resided in White-Gold Tower during the reign of Reman Cyrodiil and helped in the somewhat dubious draftsmanship of the Crendali Festivals, whose vulgarities did little to help Imperial expansion into Alinor and the other Summersets.
Now, if we are to believe that Kirbride's work isn't used by anyone, then any reference to Sanguine's realms in any games would be something completely different, wouldn't it? After all, they would make something completely different, but still reflecting Sanguines nature. Something like a great giant realm of dark and decadant celebrations, perhaps split into lighter and darker indulgences like the Shivering Isles?

Well, we can find out the nature (and name) of Sanguine's Realm with the Loremaster's Archive...
“Greetings, Multiplier of Motions Known! I erect the spines of respect and honesty, respectively, that you may know I come to communicate with you in good faith. It wasn't easy for me to create a portal to your realm, running out of echkin fang you see, but after hearing you were accepting visitors I thought you wouldn't mind speaking to a warrior-scholar like myself over Daedric matters...especially one who used to be involved in such matters on a more personal level. I have also brought you a token, the sword of the fallen Redguard warrior Laja Saun, a follower of Hoodoc, the Yokudan God of Talks and Makes Others Listen and one of your ancient enemies, to ensure you that I hold no ill against you, m'lord. Now with all of the niceties out of the way, I have some questions I hope you would not mind answering.

For my first question, I would to know more about the procedures and hierarchy that revolves around the “ownership" of a pocket realm in the Second Void. If I recall correctly, only Daedra Lords, Demiprinces, and mortals of much prestige may possess a “permanent" personal realm of their own in the Oblivion. However, a majority of the pocket realms I have seen are actually isolated sections of what appears to be the “main realms," the domains of the Daedric Princes. Does this mean that the Princes, who by definition of their very beings are entities that crave absolute control of their spheres of influence, allow minor functionaries to have control over parts of their personal kingdoms? Or are these realms merely created by the Princes themselves for their distinguished subjects to use, but is in essence every part of their domain in all the ways that matter? This would explain how such Princes like Sanguine can have over a thousand personal realms to do as they see fit with, without governing over them themselves constantly by leaving those duties to trusted servants.“

- Eis Vuur Warden, Wayward and Contract Scholar

Lord Fa-Nuit-Hen says,
“For a mortal, you make pretty good guesses, O scholar. Tutor Riparius, would you care to go into detail?"

Tutor Riparius says, “Certainly, Lord Demiprince! The catch-all term 'pocket realm' may apply to any minor plane of Oblivion, whether linked to the major plane of a Daedric Prince or not, that is, whether incorporated, semi-autonomous, or autonomous. The Princes themselves are, almost by definition, quite distinct and different from each other, each with his or her own ideas of hierarchy and allegiance. So their methods of managing their realms, sub-realms, and pocket realms vary wildly. A major Oblivion plane is an expression of its Prince's very nature, so to say that each 'craves absolute control' of his or her sphere is inexact, as a desire for 'absolute control' is not central to every Prince's nature. To use the example you chose yourself, Sanguine's Myriad Realms of Revelry is a congeries of pocket and sub-realms, within which Sanguine grants his guests considerable latitude for personal customization, as each mini-realm can be refashioned to meet the needs and desires of its visitants. It is in Sanguine's nature to indulge the natures of others, particularly their darker desires—so to Sanguine, 'absolute control' is anathema."
Sanguine's Myriad Realms of Revelry is a jumbled collection of pocket realms and sub-realms to which he grants his guests considerable freedoms for personal customisation. Thus, we have an example of what Kirkbride originally created being used and expanded on. Revelry is referenced by in-game books and characters, but the best example of Kirkbride's influence is
SANGUINE
It is easy to see why many would wish to worship Sanguine, the Lord of Revelry. His sphere is related to debauchery, hedonism, and dark passions. Though never intentionally cruel, Sanguine's many pranks and fantastical parties can lead to much trouble for we mere mortals. It is said that those who drink from the prince's goblet can never leave his celebrations. Fortunately, many do not wish to.

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

However, this is evidence from ESO (and a tie-in book relating to ESO), and I've seen people who will dismiss evidence because it comes from ESO (which I frankly don't agree with, but I'll get to that). What about another TES story made by an entirely different team? I am of course talking about the Skyrim Adventure Boardgame, which features the Realm of Boethiah. Released well over a decade after the Imperial Census of Daedra Lords, it gives the name of Boethiah's Realm. What could they have named it? Remember, if Michael Kirkbride has no influence on future TES works, it would named something completely different and new. It could match Boethiah's spheres of deceit, conspiracy and battle. Or it could tie to Boethiah being the god-ancestor of the Dunmer. Just to throw some names around, the Ebony Circus, Ancester's Glade, Darkgaze...infact, just to hammer it home, they really could have named the realm anything. They could have named it GraaAAAx, Blugglespug or Roobadoobs.

So what did they name it?
Attribution-s-Share-page-14.jpg
(From Skyrim: The Adventure Boardgame - Dawnguard Expansion booklet, page 14
Introduction.jpg
Attribution's Share. Let me remind you once again what the Imperial Census of Daedra Lords says the name of Boethiah's realm is. And let me again, remind you that this article was written by Michael Kirkbride.
Boethiah, the so-called Prince of Plots, has renamed his country of labyrinthine policy and betrayals yet again. Formerly “Snake Mount”, Prince Boethiah’s maze gardens and twisted towers is called “Attribution’s Share”, a realm best avoided by those that live outside the arcano-politic. Boethiah, like his cohort Azura, is much revered by the followers of the former Tribunal Temple, but sub-cults of his are entrenched in nearly every terrestrial seat of governance. His traditional festival date is the 2nd of Sun’s Dusk, when many contracts are writ between kings and commoners alike.
Hmm...for someone that no one uses, his OOG texts sure do get used a lot. No doubt now those still opposed will say this is just some boardgame. A boardgame which is still canon, but I'll say now that it's odd that the counter to the argument isn't a lack of evidence, but "the evidence doesn't count because I don't like it." In anycase, let's take a look now at some of Kirkbride's other OOG texts, including in-universe RPing on the old Bethesda forums, in which Kirkbride says the motives of the Thalmer are to create another Merithic/Dawn Era freed of time and the material plane.
To kill Man is to reach Heaven, from where we came before the Doom Drum’s iniquity. When we accomplish this, we can escape the mockery and long shame of the Material Prison.

To achieve this goal, we must:

1) Erase the Upstart Talos from the mythic. His presence fortifies the Wheel of the Convention, and binds our souls to this plane.

2) Remove Man not just from the world, but from the Pattern of Possibility, so that the very idea of them can be forgotten and thereby never again repeated.

3) With Talos and the Sons of Talos removed, the Dragon will become ours to unbind. The world of mortals will be over. The Dragon will uncoil his hold on the stagnancy of linear time and move as Free Serpent again, moving through the Aether without measure or burden, spilling time along the innumerable roads we once travelled. And with that we will regain the mantle of the imperishable spirit.
This is flat up stated to be the ultimate goal of the Thalmer in The Infernal City.
“Why not? They’re vicious enough, and we have information, do we not, that they are supplied and funded by our ‘quiet enemies’?”
“You mean the Thalmor, majesty.”
“They are in everything, these days.”
“And yet I don’t see how killing your son advances their aims.”
“Who are you to say what their aims are?” Vel snapped. “You’veonly been an inspector for a month.”
“Yes, sir, that’s true. But my training focus was the Thalmor.”
“Which does not include—by any means—everything we knowabout them. Their aims are obscure.”
“I respectfully disagree, sir. I may well not be privy to many details,but their goal is clear—the pacification and purification of all of Tamriel—to bring about a new Merithic era.”
“We have an inkling of their long-term goals, Inspector, but their intermediate plans are less scrutable.”
(From The Infernal City)

The pedantic will say that no mainline games have been covered yet. So let's go with the most popular TES game of all; Skyrim. Everyone has played Skyrim. As such, you may remember a certain man named Heimskr in Whiterun, preaching about Talos. During his sermons, he will say as such...
Heimskr: But you were once man! Aye! And as man, you said, 'Let me show you the power of Talos Stormcrown, born of the North, where my breath is long winter.' 'I breathe now, in royalty, and reshape this land which is mine. I do this for you, Red Legions, for I love you.
This is, of course, a quote from The Many-Headed Talos, which gives an in-universe reason for wwhy Cyrodiil isn't jungled (that being that Talos used CHIM to reshape Cyrodiil to be without jungles, perhaps retroactively).
From The Many-Headed Talos:

"And after the throne of Alinor did finally break at the feet of Men, and news of it came to the Dragon Emperor in Cyrodiil, he gathered his captains and spoke to them, saying:

"'You have suffered for me to win this throne, and I see how you hate jungle. Let me show you the power of Talos Stormcrown, born of the North, where my breath is long winter. I breathe now, in royalty, and reshape this land which is mine. I do this for you, Red Legions, for I love you.'"
This of course could be dismissed as the unreliable narrator, with it being legitimate or not being thrown into question, which is a discussion for another time. But the very fact it was infact used. Kirkbride's OOG texts were directly taken from the Bethesda forums and placed in the games, This is a direct example of Kirkbride's texts being used.

But of course, if we need to find something more solid, we can. The act of painting cows and offering them to giants is something that Kirkbride first wrote about in the Seven Fights of the Aldudagga, in which painting cows will cause the giants to leave the humans alone, and Aless(ia) painting as many cows as she can would convince the Giants to beat up Alduin and knock him back to sleep (also perhaps summoning the Ghost of Shor, as described in the Five Songs of King Wulfharth).
Anyhow, her name was Aless (her father was fond of the South, and Ald Cyrod, and knew the stories of their famous and ancient Queen), and she had such a fear that any day now the Dragon would awake to eat up everything she ever knew that she became determined to do all she could [to protect it]. Naturally, she began to paint many, many cows.

Here is why: the Giants came from Old Atmora, up there across the Northern Ice back in the gone-to-twilight-now age of myth… and settled here in the Skyrim, and all along the mountain ranges of our coasts. (Yes, they are our true ancestors– do not believe your aunt from the university– and, yes, we were once as big as them– as tall as THIS– but that is another story)… [text lost]… and after [the Great Calamity] happened [the clan-things (peoples? tribes? Text seems to indicate mankind as a whole, though that is debateable)]… we were of a kind disrupted… and we Nords fell into fighting and drove our Giant-kin up unto the mountaintops [and we were a wicked-folk for many years]… [until all] things had changed forever. Once the Moot resumed [(unspecified) years later] things got back to a new semblance of normalcy and borders were redrawn and agreed with in beer-talk, and raidings of the merethlands took everyone’s mind off old feuds, and pretty soon (well, not pretty soon but whatever) the Giants began to come down from the mountains again. And they were a bit different than we Nords remembered, or perhaps we had forgotten much, but they would not speak to us anymore– they would only smile in their lazy way, stomp over, and take our stuff.

If we fought them, they roared louder than the Tongues of High Hrothgar, and brave steads would be blasted whole into so much paste, [chickens and all (?)]… [and] eventually we learned that if we left stuff out for the Giants, and painted this stuff brightly and with swirls (they love swirls) and stuck big signs up pointing to it all, they would simply take THAT stuff and not anything else and no fighting would be have to be done (not that what I have described was really fighting– no one fights the Giants is the point). And that explains the Painting The Cows tradition, for as lazily-smiled as they are, so much that they seem that they wouldn’t hurt a soul (ha!), the Giants eat meat and lots of it. Aless (remember her still?) thought to herself, “I am so, so afraid the Dragon will awake and eat the world– ANY DAY NOW– that I will paint every cow I see so as to summon all the Giants I can to beat up old Scaly Face, and beat him up really, really hard– hard enough to knock him out and back to sleep!” (Aless had heard, as you have now, that “no one fights the Giants” and took it a little bit too much to heart.)
Painted Cows do, infact, appear in Skyrim, with similar curls as described by the Aldudagga.

This is further confirmed by the Skyrim Prima, where you can find farmers leading painted cows to a nearby giants camp (which is done as part of a ritual so that giants and Nords can live together in harmony).
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(From the Skyrim Prima, page 535)

As per Kurt Kuhlmann, including painted cows was a deliberate choice in reference to his friend Kirkbride's work. Not only that, but there were going to be quests in the Civil War questline that required delivering painted cows to giants to befriend them.
Kurt Kuhlmann: It’s a damn shame the Civil War mission to befriend a giant by bringing him a painted cow didn’t survive… but at least the painted cow got into the game.
Kuhlmann himself says it best, with Kirkbride's influence being strong on Skyrim, with the thu'um (including abilities such as Unrelenting Force and Whirlwind Sprint), Greybeards, Thalmer and more. Kuhlmann even says he gets mixed up between who wrote what when it comes to the Pocket Guide to the Empire, 1st Edition.
Kurt Kuhlmann: We all try not to take it to heart that only MK can save Skyrim from the trash heap – but I can say that even without directly writing any books, I’d say there’s more of his influence on Skyrim than Oblivion. Probably a lot more – if you look at the chapter from the PGE on Skyrim, (pretty sure that was one of his – I can’t remember any more who wrote which one, it’s Bilbo and Strider all over again), and that chapter is the foundation for the whole setting. And if you look really hard, you might even find a painted cow. (No comment on flying whales.)
But what about examples of when MK's lore wasn't used? That of course, doesn't invalidate the many times his stuff was used (even after he left), but just to make an argument, let's look at the most infamous example; jungled Cyrodiil.

It's well known now that MK wrote of Cyrodiil as being a jungle in the Pocket Guide to the Empire, 1st Edition, but when Oblivion came out, it was shown to be more of a temperate climate like Europe. in an interview with the Imperial Library, Ted Peterson (one of the founding fathers of TES) says that Cyrodiil should have been a jungle in Oblivion, as that had already been established in the lore.
Atharaon: Any advice for us in terms of how we approach the lore?

Ted Peterson: If you’re gonna establish something, back it up. For example, Michael established that Cyrodiil was a jungle. Then TES4 came out and it was European countryside. Why include lore saying it’s a jungle if you’re not going to do that? It’s important to be consistent.
Furthermore, when Gold Road came out, it showed jungles starting to creep over areas of Cyrodiil. This was done so as to give an answer to the controversy of unjungled Cyrodiil.
I asked creative director Rich Lambert whether the new jungle in Gold Coast was a purposeful answer to the controversy - "Absolutely."
"There's lots of things that go into building a chapter or building a zone and we wanted to really make this special. So as we were going through and deciding biomes, we knew how to make a forest look cool. So we hit on that autumn stuff really soon.

"But then when we started going through, it's like, 'What would happen if we did this? That's always been a thing the lore hounds have commented on. 'What if we just did this? Would anybody pick up on it?' And obviously, you did right away."
This also means that although there are many different interpretations of lore (and yes there are retcons), blatantly making huge lore-breaking retcons with no explanation is not how things are done in TES. Pretty much everyone involved at BGS (except Todd and maybe Emil) thought that unjungled Cyrodiil was a bad idea, and continue to say otherwise, and the unjungled Cyrodiil has to be addressed both in vanilla ESO and Gold Road Online.

Of course, it needs to be said that jungled Cyrodiil appeared in officially published TES sources. So something that was already established in official canon takes precidence over stuff that was written on the forums and other OOG sources. However, as I have said above, and countless times before, these OOG texts still make their way into the official games (and other spinoffs, such as novels and guidebooks). Thus, I think it's safe to say that what MK established when he was working on TES to be established as 'officially canon,' while as for his (or any of the other devs) OOG texts, the statement of 'it depends' still holds (with some things that MK established in OOG texts being slightly changed).

As one final argument, this aversion to MK is an adversion to TES being weird, and plays off the narrative that only MK wanted TES to be weird while everyone else wanted something way more grounded (as if the other TES devs didn't take place in the RPs and write OOG texts themselves, and devs who aren't MK are still doing this to this day, even expanding on what MK originally created). I've been over a bajillion times that TES continued to be weird and whacky before and after MK worked on it, but in this example, I'll just post a link to a mod by Douglas Goodall. He could have written anything as normally as he wished for without magical extra-dimensional astronauts in a land of giant bugs and mushrooms. Instead he deliberately chose to write about magical extra-dimensional astronauts in a land of giant bugs and mushrooms.

This all being said, it's important to recognise the work Kirkbride did for TES. Dismissing him is not only disrespectful to him, but to everyone else who worked on TES in the different eras too. It's very clear that the TES writers (particularly those at Zenimax Online).
 
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Ted Peterson (one of the founding fathers of TES) said that if one makes a statement in the lore, it needs to be backed up in the games, and uses jungled Cyrodiil as an example, saying how it should have been a jungle in Oblivion.
Atharaon: Any advice for us in terms of how we approach the lore?

Ted Peterson: If you’re gonna establish something, back it up. For example, Michael established that Cyrodiil was a jungle. Then TES4 came out and it was European countryside. Why include lore saying it’s a jungle if you’re not going to do that? It’s important to be consistent.
 
At last! I present to you the lore of Betrayal of the Second Era! There's a lot of very interesting stuff here, but of course, be aware of spoilers for a newly released game...

Deslandra does infact hope to seperate magic from Nirn (though if this would even work, and if it does if Tamriel would survive, is up for debate), and how she goes about this (ironically) requires taking advantage of the powerful magic found in different regions of Tamriel.
The young Orc mage Kharzug gra-Magul has trouble with loosing control of her fire magic (something tha the Supernal Dreamers have taken advantage of).
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Khazurg gra-Magul once accidently set fire to a herd of domesticated echaterre.
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The Undaunted queslinei n Morrowind has the adventurer(s) of that guild searching for the legendary Eye of Argonia (although they only end up with a fake Eye of Argonia).
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Deslandra creates the Void Centurion, an incredibly powerful modified Dwemer Centurion, which Deslandra claims the Soldiers of the Void can use to 'close shut the doors of Oblivion' (although it's implied that the Void Centurion isn't yet complete). Even as such, with the Void Centurion destroyed (even if you complete side quests so as the Void Centurion is incomplete) it's death throes brings down the entire Dwarven ruins.
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Deslandra and the Soldiers of the Void seek to break the chains of a Dark Anchor (which they might have set up themselves), and time their ritual for the exact moment so that the backlash would seperate Nirn from Oblivion & Aetherius.
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The Undaunted have special sigils that only other members of the Undaunted can see, which are used to guide the Undaunted through places such as Blachreach.
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Further journeys into Blackreach requires enhancing weapons to do more damage to the creatures of the depths of the earth, or to supernaturally increase the durability of said weapons, or to alter weapons to restore ones lifeforce.
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Deslandra does not believe the Briar Hearts or Vampires to be magical (although the latter has daedric origins), believing those to be aspects of nature (although this may cause one to raise an eyebrow, I remind you that from the perspective of the Dwemer, magic doesn't exist and what's perceived as magic are other forces).
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Amber Plasm is a substance that is drawn into Black Marsh through Oblivion via the Hist, which the Soldiers of the Void have taken an interest in so as to cut off all sources of magic from Nirn.
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[SPOILER/]
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The Bosmeri city of Falinesti (housed in one of Valenwood's colossal city-housing trees) vanished mysteriously from the world, perhaps in a similar way to how the Psijic's put Artaeum into a pocket dimension (this is confirmation that Artaeum exists in a pocket dimension, though where in the Aurbis said pocket dimension is located is unknown).
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Deslandra believes that Falinesti is located in its own plane of existence, which plays into her plan to seperate Nirn from the realms of magic.
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The Soldiers of the Void are researching Falinesti as they are interested in the creation and manipulation of pocket realms, so as to no doubt place Nirn within one to create a world without magic (this would be further evidence that many pocket realms can reach sizes enough to contain entire planets).
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A group of adventurers approach the adventure with a daedric puzzlebox from the plane of Apocrypha. The lead bandit tells the adventurers that "we have such sights to show you..."
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A Wood Elf Mage creates a spell which may revolutionise travel across Tamriel (which players of Morrowind might just recognise), and a spell that will send the adventurer(s) to a random spot on the map, which the adventurer(s) can potentially survive.
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Expect more on Betrayal of the Second Era soon!
 
Ken Rolston describes The Elder Scrolls games (namely Arena and Daggerfall, as Morrowind had yet to be released at this point) as featuring vast, epic scopes, and 'RPG-style powergaming' (powergaming being to basivcally max out stats and become as powerful as possible). He refers to Morrowind as being 'an epic heroic fantasy power game.'
With an epic heroic fantasy power game like Daggerfall's sequel, the focus should remain on murdering things and going through their pockets for a Noble Cause. A higher level of interactivity with the environment, with extensive improvisation with objects, is more appropriate in a game with a different focus -- like Wilderness Explorer, or Survivor. Extensive improvisation with objects based on real-world expectations of physics and utilty seem more appropriate, too, for puzzle-based game challenges, like old-fashioned adventure games.

That's not to say that I wouldn't love to have it in a game I bought. Or that high interactivity with world objects based on real-world expectations fundamentally conflicts with the delicated and refined aesthetic values of hack-n-slash powergaming.

But I want Morrowind to focus narrowly on the things it does best, and on the things that made the Elder Scrolls games great. A key to high achievement is limit and focus. I want to do a few things, but VERY well. In light of the flaws of execution in past ES games, I am a passionate advocate of polish and refinement.

For example, I enjoy and admire the Ultima Underworld models of interactivity, and they are clearly very similar in interface and world metaphor to Arena and Daggerfall. But the Underworld games are much smaller in scale and scope, in systems and setting. With the narrower focus, they could prioritize object interactivity. TES games, on the other hand, feature vast epic scope, complex character systems, and classic paper-and-pen RPG-style powergaming. Those are the areas where we are focusing our scarce resources.
 
Douglas Goodall (affamu) comments on the destructible environment in Morrowind, saying that it's incredibly hard to get working correctly, and requires infinite object interaction.
affamu with his take on a destructable environment:
» 05/09/01
If you know a good method for infinite object interaction, do not hesitate to let us know about it...

This is actually VERY hard to get working correctly. Our engine allows the replacement of models, not in-game recalculating 3D meshes and re-texturing. If you want to "break" a pot, you have to make a seperate model of a broken pot and replace the pot model with the broken pot model via scripts, etc. This is a really bad implementation, so basically, you cannot break pots. The games I've seen that have a great deal of interaction were not done dynamically by the engine, but each interaction was programmed or scripted individually. If we had a few years to make an adventure game, then maybe, but this is not something that we can do in Morrowind.

Now if I can convince everyone here to use parametric models in future games and then create a giant object database... Hey, I'm a designer, so I can request that the programmers and artists do this... They don't have to listen to me, however...
 
When programming Morrowind, Steve Meister (MrSmileyFaceDude) created spells with exaggerated effects so as to more easily see if said spells were working, including one called "I Am Become Death" which creates a colossal fireball with a diameter of 2.2km, which kills everyone except the caster. If one were to become powerful enough in Morrowind itself, one could conceivably construct a similar spell (although one with an incredibly high magicka cost).
MrSmileyFaceDude with a magic testing example:
» 08/27/01
While testing spell effects, I create spells in the editor with "exaggerated" effects so that I can easily see that the spell is working.

My favorite is "I Am Become Death". A fireball is cast, followed by a HUGE explosion, about 2.2km in diameter. Everyone within the explosion dies instantly. Except the spell caster. :D

Certainly not a balanced spell as entered by myself via the editor, but if you became powerful enough in the game you could conceivably construct something similar, albiet with a very high magicka cost.
 
So...while looking over some MK quotes to make the point that the devs use MKs OOG statements and texts a lot when developing the official TES lore, I came across something interesting...
To kill Man is to reach Heaven, from where we came before the Doom Drum’s iniquity. When we accomplish this, we can escape the mockery and long shame of the Material Prison.

To achieve this goal, we must:

1) Erase the Upstart Talos from the mythic. His presence fortifies the Wheel of the Convention, and binds our souls to this plane.

2) Remove Man not just from the world, but from the Pattern of Possibility, so that the very idea of them can be forgotten and thereby never again repeated.

3) With Talos and the Sons of Talos removed, the Dragon will become ours to unbind. The world of mortals will be over. The Dragon will uncoil his hold on the stagnancy of linear time and move as Free Serpent again, moving through the Aether without measure or burden, spilling time along the innumerable roads we once travelled. And with that we will regain the mantle of the imperishable spirit.
This sounds like it could have (arguably) been the inspiration for the Many Paths we see in Gold Road (Akatosh uncoiing into an eternal Dragon Break leads to all paths being freed, referred to as 'innumerable roads' and the Thalmor's goal of removing Man from the very Pattern of Possibility itself). I've still got some mixed thoughts on Gold Road, but the more I look into it, the more I see clues of things pointing towards it from years and years ago.
 
In the Daggerfall book series King Edward, Zenithar is refered to as being the name of a celestial body, with comments on it being near Tamriel on a certain night. This is the first reference (as far as I'm aware of) of the Divines being connected to celestial bodies (although if it's a planet in the same solar system here as is the case with the later games, or a star, is unclear).
"There's that." The storm seemed to have moved away. Aliera went to the door and stared up into the sky where clouds raced past the eastern moon. A single large brilliant blue star hung near the moon. "Zenithar hangs near Tamriel tonight. Moraelyn?"
"I'd thought to mend her roofs tomorrow if it's fair," he said as she returned to the fireside. "We'll do so much at least. As for the rest -- Aliera?"
"She asked for my help, in a way ... and I -- I think I hear Zenithar's voice in the wind and feel his hand in the rain on this night."
Also on another note, the star is blue, though it it's connected to the Mnemoli is unknown...
 
The Daedra cannot read the Elder Scrolls, as 'the endless Aedric coil of mortal souls' has no interest in talking with outsiders.
Some of the Princes of Oblivion claim the knowledge of fate and prophecy among their domains, yet I've only ever heard of the Daedra wanting to claim an Elder Scroll as a trophy or a museum piece, never to study it. It seems to be only us mere mortals that actually read the Elder Scrolls. Why is that?

— Zulavi Malvayn, Guild Alchemist, Mages' Guild, Northpoint Chapter

The moths will not speak to a Daedra. It makes sense if you think about it, why would the endless Aedric coil of mortal souls want to speak to outsiders?
 
A few more notes from Betrayal of the Second Era!

The heroes level up through one of the three major constellations of Tamriel.
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Skyshards are fragments of Aetherial Magicka that have fallen to Nirn (this is stated by the omniscient narrator, which lends more credibility to stars being holes).
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Teleportation hubs exist in different towns, which are used by the armies of the three alliances to ferry troops around Cyrodiil; using an unguarded transit hub risks you ending up being transported somewhere unknown.
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A group of Sheogorath cultists assault the hero(s) and adventurer(s), after turning one of their own into a cheese wedge; if you fail to thwart this attack, every player must switch to a random race.
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