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oblivionThe Amulet of KingsIn the first years of the First Era, a powerful race of Elves called the Ayleids, or the Heartland High Elves, ruled central Tamriel with an iron hand. The high and haughty Ayleids relied on their patrons, the treacherous Daedra Lords, to provide armies of daedra and dead spirits; with these fearless magical armies, the Ayleids preyed without mercy upon the young races of men, slaughtering or enslaving them at their whim. On behalf of the suffering human races, St. Alessia, the first in the line of Cyrodiils, sought the aid of Akatosh, the Dragon God of Time, and ruler of the noble Aedra. Akatosh, looking with pity upon the plight of men, drew precious blood from his own heart, and blessed St. Alessia with this blood of Dragons, and made a Covenant that so long as Alessia's generations were true to the dragon blood, Akatosh would endeavor to seal tight the Gates of Oblivion, and to deny the armies of daedra and undead to their enemies, the Daedra-loving Ayleids. In token of this Covenant, Akatosh gave to Alessia and her descendants the Amulet of Kings and the Eternal Dragonfires of the Imperial City. Thus does Alessia become the first gem in the Cyrodilic Amulet of Kings. The gem is the Red Diamond in the middle of the Amulet. This is the Symbol of the Empire and later taken as the symbol of the Septim line. It is surrounded by eight other gems, one for each of the divines. So long as the Empire shall maintain its worship of Akatosh and his kin, and so long as Alessia's heirs shall bear the Amulet of Kings, Akatosh and his divine kin maintain a strong barrier between Tamriel and Oblivion, so that mortal man need never again fear the devastating summoned hosts of the Daedra Lords. But if the Empire should slacken in its dedication to the Nine Divines, or if the blood of Alessia's heirs should fail, then shall the barriers between Tamriel and the Daedric realms fall, and Daedra-worshippers might summon lesser Daedra and undead spirits to trouble the races of men.
Liminal BridgesLiminal Bridges
by 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 infinitessimal 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 morpoliths used to make sigil stones occur only in pocket voids of Oblivion, and cannot be prospected or harvested without daedric assistance. Therefore, since both the morpholiths and the daedric sigils required for hyperagonal media cannot be obtained without traffic and commerce with Daedra Lords, it is necessary that a transliminal mechanic cultivate a working knowledge of conjuration -- though purpose-built enchantments may be substituted if the mechanic has sufficient invocatory skill. Traffic and commerce with Daedra Lords is an esoteric but well-established practice, and lies outside the compass of this treatise. [1] Presuming a sigil stone has been acquired, the transliminal mechanic must first prepare the morpholith to receive the daedric sigil. Let the mechanic prepare a chamber, sealed against all daylight and disturbances of the outer air, roofed and walled with white stone and floored with black tiles. All surfaces of this chamber must be ritually purified with a solution of void salts in ether solvent. A foursquare table shall be placed in the center of the room, with a dish to receive the morpholith. Four censers shall be prepared with incense compounded from gorvix and harrada. On the equinox, the mechanic shall then place the morpolith in the dish and intone the rites of the Book of Law, beginning at dawn and continuing without cease until the sunset of the same day. The mechanic may then present the purified morpholith to the Daedra Lord for his inscription. Once inscribed with the Daedra Lord's sigil, the morpholith becomes a true sigil stone, a powerful artifact that collects and stores arcane power -- similar in many respects to a charged soul gem, but of a much greater magnitude. And it is this sigil stone that is required to provide the tremendous arcane power necessary to sustain the enchantment that supports the transpontine circumpenetration of the limen. To open a gate to Oblivion, the mechanic must communicate directly, by spell or enchantment, with the Daedra Lord who inscribed the sigil stone in question. The Daedra Lord and the mechanic jointly invoke the conjurational charter [2], and the mechanic activates the charged sigil stone, which is immediately transported through the liminal barrier to the spot where its sigil was inscribed, thus opening a temporary portal between Mundus and Oblivion. This portal may only remain open for a brief period of time, depending on the strength of the liminal barrier at the chosen spots, several minutes being the longest ever reported, so the usefulness of such a gate is quite limited. [1] Interested students are invited to consult the works of Albrecht Theophannes Bombidius and Galerion The Mystic for the fundaments of this discipline.
The Doors of Oblivion"When thou enterest into Oblivion, Oblivion entereth into thee." -- Nai Tyrol-Llar
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. For decades before and after the publication of 'On Oblivion,' Zenas compiled a vast personal library on the subject of Oblivion, the home of the Daedra. He divided his time between this research and personal magickal growth, on the assumption that should he succeed in finding a way into the dangerous world beyond and behind ours, he would need much power to wander its dark paths. Twelve years before Zenas began the journey he had prepared his life to make, he hired me as his assistant. I possessed the three attributes he required for the position: I was young and eager to help without question; I could read any book once and memorize its contents; and, despite my youth, I was already a Master of Conjuration. 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. I will never forget that vault, not for its look which was plain and unadorned, but for what you couldn't see. There were scents that lingered long after the summoned creatures had left, flowers and sulfur, sex and decay, power and madness. They haunt me still to this very day. 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. The 'Doors to Oblivion,' to use Morian Zenas's phrase, are not easily found, and we exhausted many possibilities before we found one where we held the key. The Psijics of Artaeum have a place they call The Dreaming Cave, where it is said one can enter into the Daedric realms and return. Iachesis, Sotha Sil, Nematigh, and many others have been recorded as using this means, but despite many entreaties to the Order, we were denied its use. Celarus, the leader of the Order, has told us it has been sealed off for the safety of all. We had hopes of using the ruins of the Battlespire to access Oblivion. The Weir Gate still stands, though the old proving grounds of the Imperial Battlemages itself was shattered some years ago in Jagar Tharn's time. Sadly, after an exhaustive search through the detritus, we had to conclude that when it was destroyed, all access to the realms beyond, the Soul Cairn, the Shade Perilous, and the Havoc Wellhead, had been broken. It was probably for the good, but it frustrated our goal. The reader may have heard of other Doors, and he may be assured we attempted to find them all. Some are pure legend, or at any rate, not traceable based on the information left behind. There are references in lore to Marukh's Abyss, the Corryngton Mirror, the Mantellan Crux, the Crossroads, the Mouth, a riddle of an alchemical formula called Jacinth and Rising Sun, and many other places and objects that are said to be Doors, but we could not find. Some exist, but cannot be entered safely. The whirlpool in the Abecean called the Maelstrom of Bal can make ships disappear, and may be a portal into Oblivion, but the trauma of riding its waters would surely slay any who tried. Likewise, we did not consider it worth the risk to leap from the Pillar of Thras, a thousand foot tall spiral of coral, though we witnessed the sacrifices the sloads made there. Some victims were killed by the fall, but some, indeed, seemed to vanish before being dashed on the rocks. Since the sload did not seem certain why some were taken and some died, we did not favor the odds of the plunge. The simplest and most maddeningly complex way to go to Oblivion was simply to cease to be here, and begin to be there. Throughout history, there are examples of mages who seemed to travel to the realms beyond ours seemingly at will. Many of these voyagers are long dead, if they ever existed, but we were able to find one still living. In a tower off Zafirbel Bay on the island of Vvardenfell in the province of Morrowind there exists a very old, very reclusive wizard named Divayth Fyr. He was not easy to reach, and he was reluctant to share with Morian Zenas the secret Door to Oblivion. Fortunately, my master's knowledge of lore impressed Fyr, and he taught him the way. I would be breaking my promise to Zenas and Fyr to explain the procedure here, and I would not divulge it even if I could. If there is dangerous knowledge to be had, that is it. But I do not reveal too much to say that Fyr's scheme relied on exploiting a series of portals to various realms created by a Telvanni wizard long missing and presumed dead. Against the disadvantage of this limited number of access points, we weighed the relative reliability and security of passage, and considered ourselves fortunate in our informant. Morian Zenas then left this world to begin his exploration. I stayed at the library to transcribe his information and help him with any research he needed. '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 like ash filled the bitter air. '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.' Zenas was right, and astonishingly, he even had audience with the Queen of Dusk and Dawn in her rose palace. She listened to his tale with a smile, and told him of the coming of the Nevevarine. My master found Moonshadow so lovely, he wished to stay there, half-blind, forever, but he knew he must move on and complete his journey of discovery. 'I am in a storm,' he told me as he entered the next realm. He described the landscape of dark twisted trees, howling spirits, and billowing mist, and I thought he might have entered the Deadlands of Mehrunes Dagon. But then he said quickly, 'No, I am no longer in a forest. There was a flash of lightning, and now I am on a ship. The mast is tattered. The crew is slaughtered. Something is coming through the waves ... oh, gods ... Wait, now, I am in a dank dungeon, in a cell ...' He was not in the Deadlands, but Quagmire, the nightmare realm of Vaernima. Every few minutes, there was a flash of lightning and reality shifted, always to something more horrible and horrifying. A dark castle one moment, a den of ravening beasts the next, a moonlit swamp, a coffin where he was buried alive. Fear got the better of my master, and he quickly passed to the next realm. 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.
On OblivionIt is improper, however customary, to refer to the denizens of the dimension of Oblivion as "demons." This practice probably dates to the Alessian Doctrines of the First Era prophet Marukh -- which, rather amusingly, forbade "trafficke with daimons" and then neglected to explain what daimons were. It is most probable that "daimon" is a misspelling or etymological rendition of "Daedra," the old Elven word for those strange, powerful creatures of uncertain motivation who hail from the dimension of Oblivion. ("Daedra" is actually the plural form; the singular is "Daedroth.") In a later tract by King Hale the Pious of Skyrim, almost a thousand years after the publication of the original Doctrines, the evil machinations of his political enemies are compared to "the wickedness of the demons of Oblivion... their depravity equals that of Sanguine itself, they are cruel as Boethiah, calculating as Molag Bal, and mad as Sheogorath." Hale the Pious thus long-windedly introduced four of the Daedra lords to written record. But the written record is not, after all, the best way to research Oblivion and the Daedra who inhabit it. Those who "trafficke with daimons" seldom wish it to be a matter of public account. Nevertheless, scattered throughout the literature of the First Era are diaries, journals, notices for witch burnings, and guides for Daedra-slayers. These I have used as my primary source material. They are at least as trustworthy as the Daedra lords I have actually summoned and spoken with at length. Apparently, Oblivion is a place composed of many lands -- thus the many names for which Oblivion is synonymous: Coldharbour, Quagmire, Moonshadow, etc. It may be correctly supposed that each land of Oblivion is ruled over by one prince. The Daedra princes whose names appear over and over in ancient records (though this is not an infallible test of their authenticity or explicit existence, to be sure) are the afore-mentioned Sanguine, Boethiah, Molag Bal, and Sheogorath, and in addition, Azura, Mephala, Clavicus Vile, Vaernima, Malacath, Hoermius (or Hermaeus or Hormaius or Herma -- there seems to be no one accepted spelling) Mora, Namira, Jyggalag, Nocturnal, Mehrunes Dagon, and Peryite. From my experience, Daedra are a very mixed lot. It is almost impossible to categorize them as a whole except for their immense power and penchant for extremism. Be that as it may, I have here attempted to do so in a few cases, purely for the sake of scholastic expediency. Mehrunes Dagon, Molag Bal, Peryite, Boethiah, and Vaernima are among the most consistently "demonic" of the Daedra, in the sense that their spheres seem to be destructive in nature. The other Daedra can, of course, be equally dangerous, but seldom purely for the sake of destruction as these five can. Nor are these previous five identical in their destructiveness. Mehrunes Dagon seems to prefer natural disasters -- earthquakes and volcanoes -- for venting his anger. Molag Bal elects the employment of other daedra, and Boethiah inspires the arms of mortal warriors. Peryite's sphere seems to be pestilence, and Vaernima's torture. In preparation for the next instalment in this series, I will be investigating two matters that have intrigued me since I began my career as a Daedra researcher. The first is on one particular Daedroth, perhaps yet another Daedra prince, referred to in multiple articles of incunabula as Hircine. Hircine has been called "the Huntsman of the Princes" and "the Father of Man-beasts," but I have yet to find anyone who can summon him. The other, and perhaps more doubtful, goal I have is to find a practical means for mortal men to pass through to Oblivion. It has always been my philosophy that we need only fear that which we do not understand -- and with that thought in mind, I ever pursue my objective.
The Void of Oblivion
Oblivion is the most dangerous of outer realms, home to the powerful spirits of darkness called the Daedra. Everyone on Tamriel has had some brush with the Capricious Powers, whether it be in dream, or war, or at festival. Indeed, simply staring into the night sky is enough to visit Oblivion, for it begins where Mundus ends and surrounds those terminals on every side. Its rulers are the immortal Princes of Void, whose names are many and whose natures are inextricably tied to our own. In the same way mortals are infused with the Nine Divines and other aetherial spirits through virtue and creation, we also share a relationship with the Royalty of our baser vagaries. Since Oblivion is coterminous with the plane of Nirn, travel there has happened since time immemorial. Because of this, its quarters are the most mapped and charted of all the outer realms, though there is still much more mystery than understanding. While it is easiest to think of a Void being exactly that, Oblivion is anything but, and while it is true that much of it is black and empty sea, through every era magicians and emperors and villains have all visited its borders and returned with tales of countless isles of wonder and cosmic whimsy. The Daedra Lords, here from the start, have through long eons hoarded so much surplus of existence that they have built not only their own domains, but much more besides. It is beyond the scope of this pamphlet to describe the Daedra Principalities in any detail. Interested readers are encouraged to seek the works of Master Zenas of the Mages Guild or the Imperial Geographic Society's own Census of Daedra Lords.
Imperial Census of Daedra LordsHey 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 *** 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.
CosmologyWhat are planets?The planets are the gods and the planes of the gods, which is the same thing. That they appear as spherical heavenly bodies is a visual phenomena caused by mortal mental stress. Since each plane(t) is an infinite mass of infinite size, as yet surrounded by the Void of Oblivion, the mortal eye registers them as bubbles within a space. Planets are magical and impossible. The eight planets correspond to the Eight Divines. They are all present on the Dwarven Orrery, along with the mortal planet, Nirn. What is Nirn?Nirn (Ehnofex for 'Arena') is a finite ball of matter and magic made from all of the god planets at the beginning of time, when Lorkhan tricked/convinced/forced the gods to create the mortal plane. Nirn is the mortal plane and the mortal planet, which is the same thing. Its creation upset the cosmic balance; now all souls (especially the Aedra-Daedra/Gods-Demons) have a vested interest in Nirn (especially its starry heart, Tamriel). What are moons?Small planets, insofar as one infinite mass of infinite size can be smaller than another. Planets do have orbits, or at least lunar orbits are perceived to happen by mortals. Moons are regarded by various cultures as attendant spirits of their god planet, or minor gods, or foreign gods. The moons of Nirn are Masser and Secunda. Moons are not represented in the Dwarven Orrery. What are Masser and Secunda?Masser and Secunda ('Jone' and 'Jode' in the Ehlnofex), the moons of Nirn, are the attendant spirits of the mortal plane. They are like the mortal plane in that they are temporal and subject to the bounds of mortality; in fact of this, the moons are dead and died long ago. The moons used to be pure white and featureless, but today their 'skin' is decaying and withering away. Their planes are likewise dying. Mortals perceive this as the moons being spheres with patches of their 'surfaces' completely eaten away; as the moons spin, they seem to become slivers or ragged crescents. These are not caused by shadows, because you can see stars through the black patches of the lunar spheres. What is space?Space is the interpretation of Oblivion, which is black and empty and surrounds the mortal plane. Space is infinite, but it acts just like a planet, in that Oblivion is 'surrounded' by Aetherius. You can see Aetherius by the stars. What are stars?The stars are the bridges to Aetherius, the magic plane. They are perceived as holes on the inside surface of space. Because they are on the inside of a sphere, all stars are equidistant from Nirn. Larger stars, therefore, are not closer to the mortal plane, they are just larger tears in Oblivion. The largest tear in Oblivion is Magnus, the sun. What are shooting stars, then?A misnomer. Shooting stars are bits of matter and magic, either from Oblivion or Aetherius, that sometimes move through the cosmos. The largest shooting stars are really planets with independent orbits, like Baan Dar the Rogue Plane. What are constellations?Constellations are collections of stars. Since each star is a bridge to magic, constellations are very powerful phenomena, and are revered. There are generally accepted to be thirteen constellations. Nine of these are made up completely of stars. Three others are called guardian constellations, as they are each governed by a Dominion Planet. The Dominion Planets are Akatosh (eye of the Warrior), Julianos (eye of the Sage), and Arkay (eye of the Thief). The last constellation is made up of unstars, and is called the Snake. What is the sun?Magnus is the sun, the largest hole in Oblivion, and the gateway to magic. Magnus was present at the creation of the mortal plane, and, in fact, was its architect (Lorkhan was its advocate and inspiration). Prehistoric (before ME2500, startyear) Nirn was a magical place, and highly unstable to the first mortals. Magnus then left, some say in disgust, and Oblivion filled in the void with the Void. His escape was not easy, and tatters of Magnus remain in the firmament as stars. What is the sky?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. How was the universe created?Those phenomena of the spirit realm that inhabitants of Nirn interpret as a universe came into being during the Dawn Era. It was created through magic and myth, and this process is interpreted in a variety of ways too numerous to mention here. These myths can be accessed elsewhere.
Itermerel's NotesNotes on the Persistence of Oblivion StreamsThe variable flow of daedrons in Oblivion streams can have profound effects on the magicka potential of various locations. Magicka use often causes effects on the streams themselves. By reconfiguring the polarity of the daedron fields, it is possible to manipulate and trace the streams in the following cases...
[The notes go on about this subject for some time.] The Waters of Oblivion[beneath this passage from THE WATERS OF OBLIVION someone has scrawled a comment in blood; the script is still damp] An hundred and twenty numbered ages in the void that fated folk had grown deep-schooled in evil. Then the Bright Gods resolved to punish those faithless spirits, and shatter the unruly caitiffs, those huge, unholy scathers, loathsome to the Light. They repented exceedingly that they had gazed upon Oblivion, and seen there the first of dark kin, and welcomed them as brothers and sisters. The Principalities of Victory beheld how great was the wickedness of the wayward spirits, and saw that they were bold in sin and full of wiles. They resolved then to chasten the tribes of daedra, and smite darkkind with hammer and hand. But ever shall Darkness contest the Light, and great were the Powers that breathed the void and laid waste upon one another, and no oath might bind them, so deep were they in envy and perfidy. For once the portals are opened, who shall shut them upon the rising tide? [the comment] Crap!!! Where do they GET such silly ideas?
On OblivionIt is improper, though common, to refer to the denizens of the dimension of Oblivion as demons. This practice must probably dates to the Alessian Doctrines of the prophet Marukh which, rather amusingly, forbade traffic with "daimons," and then neglected to explain what demons are. It is most probable that "daimon" is a mispelling of "daedra," the old Elvish word for the strange, powerful creatures of uncertain motivation who come from the dimension of Oblivion. In later tractates by King Hale the Pious of Skyrim, almost a thousand years after the publication of the original Doctrines, the evil of his political enemies is compared to "the wickedness of the demons of Oblivion ... their depravity equals that of Sanguine itself, they are cruel as Boethiah, calculating as Molag Bal, and mad as Sheogorath." Hale the Pious thus longwindedly introduced four of the daedra lords to the written record. The written record is not, after all, the best way to research Oblivion and the daedra that inhabit it. Those who, in the words of the Alessian Doctrine, "traffic with daimons" seldom wish it to be a matter of public record. Nevertheless, scattered throughout the literature of the first era, are diaries, journals, notices for witch burnings, and guides for daedra-slayers which contain only a few contradictions. These I have used as my primary source material. They are at least as trustworthy as the daedra lords I have actually summoned and spoken with at length. Oblivion is a place composed of many lands, thus the many names for which Oblivion is synonymous: Coldharbour, Quagmire, Moonshadow, and others. It may be supposed that each land of Oblivion is ruled by one prince. The princes whose name appears over and over (though this is not a sure test of their authenticity, to be sure) are the aforementioned Sanguine, Boethiah, Molag Bal, Sheogorath, and Azura, Mephala, Clavicus Vil, Vaernima, Malacath, Hoermius (or Hermaeus or Hormaius, there is no consistant spelling) Mora, Namira, Jyggalag, Nocturnal, Mehrunes Dagon, and Peryite. From my experience, Daedra are a very mixed lot. It is almost impossible to categorize them as a whole except for their immense power and their penchant for extremism. Mehrunes Dagon, Molag Bal, Peryite, Boethiah, and Vaernima are among the most consistently "demonic" of the Daedra, in the sense that their spheres seem to be destructive in nature. The other daedra can, of course, be very dangerous, but seldom purely for the sake of destruction, as these five can. Nor are those five aforementioned daedra identical in their destruction. Mehrunes Dagon seems to prefer natural disasters, earthquakes and volcanos, to vent his spleen. Molag Bal prefers employing actual daedralings, and Boethiah inspires the arms of mortal warriors. Peryite sphere seems to be pestilence, and Vaernima's torture. Summoning daedra is not a difficult proposition, but it is usual an expensive one. Most Mages Guilds have a summoning room, but this is most often reserved for the highest echelon of guildmembers. Witches covens are much less class sensitive, and the Necromancers, the Dark Brotherhood, and many secretive kings and queens of Tamriel have private summoning rooms. Daedra princes usually demand some sort of service of those who summon them, though I am fortunate enough to have good relations with some and need not perform. In preparation for the second chapter of this series, I will be investigating two matters that have intrigued me since I began my career as a daedra researcher. The first is on one particular Daedra Prince, referred to in multiple articles of incunabula as Hircine. Hircine has been called "the huntsman of the Princes" and "the father of manbeasts," but I have yet to find anyone who can summon him. The other, and more doubtful goal I have for the next chapter is to find a practical means for mortal man to pass through to Oblivion. It has always been my philosophy that we only need fear that which we do not understand, and with that thought in mind, I pursue my goal.
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