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Astronomy and Astrology - Old

Author: 
Anonymous

This is an archive page for the old Astronomy and Astrology article, by Sinder Velvin. 

Number of Constellation Depictions in Given Game.

The Elder Scrolls 1: Arena,
The Elder Scrolls 2: Daggerfall
3
The Elder Scrolls Adventures: Redguard 29 (28 if you count the Lord and Serpent as just one.)
The Elder Scrolls 3: Morrowind 28
The Elder Scrolls 3: Tribunal 12
The Elder Scrolls 4: Oblivion 14

Cyrus' overview of the Constellations from Redguard is an adequate one:

Which Month Corresponds to which Constellation.
Morning Star The Ritual
Sun's Dawn The Lover
First Seed The Lord
Rain's Hand The Mage
Second Seed The Shadow
Mid Year The Steed
Sun's Height The Apprentice
Last Seed The Warrior
Hearthfire The Lady
Frostfall The Tower
Sun's Dusk The Atronach
Evening Star The Thief

It says here that the stars of Tamriel are divided into thirteen Constellations. Three of them are the major Constellations, the Guardians, which protect the minor ones, their Charges, from the thirteenth Constellation, which is the Serpent. Each Guardian has three Charges a piece, and are only on guard during their particular season.

In Redguard, a conversation with Coyle leads to information about the Constellations:

Cyrus: I never paid much attention in astronomy class. Guardians and charges?

Coyle: Gosh Cyrus, everyone knows the three Guardians each protect three Charges in their own circle of heaven. Didn't you learn the rhyme? Strong Warrior charges... Wise Mage orders... Clever Thief watches.

Another Redguard conversation, this time with Erasmo, also leads to information:

Cyrus: How does the Orrery work?

Erasmo: Erasmo doesn't know! But it watches the sky! Dwarves knew the power of the stars, watched all the Constellations and who they protected!

Cyrus: Constellations? Who do the Constellations protect?

Erasmo: Flash!! Each other! Didn't your parents teach you about the stars of Tamriel? The 3 Guardians each protect 3 Charges from the Snake!

Cyrus: What - What are the Guardian Constellations?

Erasmo: Every schoolboy knows of the Warrior, the Thief, and the Wizard. Of course, the Dwarves didn't believe in magic, so the Wizard is the Mechanist to them.

Cyrus: What do you mean, Charges?

Erasmo: Damn! You never read as a child! The Guardians each protect the 3 Charges of their circle. Flash!! The Thief watches the lover and Shadow. Warrior the Steed, and on and on. You Redguards are slow!

This unofficial document posted by former Developer Michael Kirkbride may help:

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.

[...]

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.

Morrowind and Oblivion's The Firmament has a nice introduction:

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 following quote from the A Brief History of Cyrodiil Team Diary on the The Elder Scrolls Website is fascinating:

In more ancient times, it was common for people to turn to the heavens in times of spiritual need. The thinking being, that there above lies the answers otherwise unobtainable here on the ground. I believe it’s fair to say the general populace of Tamriel collectively thinks along similar pathways – For good reason. It is well known there, that special powers are derived from the synergistic energies related to celestial gatherings and patterns. Even the mysterious, ancestral denizens of Tamriel, the Dwarves, were all too aware of the impact of the night sky on their daily lives and went to great lengths to study and understand their place in it all.

In Oblivion, Uriel Septim VII says the following about stars:

Emperor Uriel Septim: I've served the Nine all my days, and I chart my course by the cycles of the heavens. The skies are marked with numberless sparks, each a fire, and every one a sign. I know these stars well, and I wonder... Which sign marked your birth?

The Oblivion book Magic from the Sky is certainly interesting:

The stars are our links to the plane of Aetherius, the source of all magical power, and therefore, light from the stars is the most potent and exalted of all magical powers.

The verse recited by Coyle in Redguard is fairly interesting:

Wise Mage orders
Apprentice learning
Ritual turning
Golem burning
Through the night.

Morrowind and Oblivion's The Firmament also has detailed information about the Mage and its Charges:

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.

[...]

The Apprentice's Season is Sun's Height. Those born under the sign of the Apprentice have a special affinity for magick of all kinds, but are more vulnerable to magick as well.

 

The Atronach (often called the Golem) is one of the Mage's Charges. Its season is Sun's Dusk. Those born under this sign are natural sorcerers with deep reserves of magicka, but they cannot generate magicka of their own.

The Ritual is one of the Mage's Charges and its Season is Morning Star. Those born under this sign have a variety of abilities depending on the aspects of the moons and the Divines.

 

The verse recited by Coyle in Redguard is fairly interesting:

Clever Thief watches
Lover sighing
Shadow lying
Tow'r defying
Through the night.

Morrowind and Oblivion's The Firmament also has detailed information about the Thief and its Charges:

The Thief is the last Guardian Constellation, and her Season is the darkest month of Evening Star. Her Charges are the Lover, the Shadow, and the Tower. Those born under the sign of the Thief are not typically thieves, though they take risks more often and only rarely come to harm. They will run out of luck eventually, however, and rarely live as long as those born under other signs.

[...]

The Lover is one of the Thief's Charges and her season is Sun's Dawn. Those born under the sign of the Lover are graceful and passionate.

The Shadow's Season is Second Seed. The Shadow grants those born under her sign the ability to hide in shadows.

The Tower is one of the Thief's Charges and its Season is Frostfall. Those born under the sign of the Tower have a knack for finding gold and can open locks of all kinds.

 

Redguard's version of The Firmament contains information about the Warrior and its Charges:

The Warrior is a Guardian Constellation, and thus protects his Charges from the Serpent during his Season. His Charges are the Lady, the Steed, and the Lord, Minor Constellations which share his Quadrant of the Heavens. The Serpent threatens Different Charges during Different Seasons, and the Warrior's Very Aspect will Change according to the Times. If, for Example, His Lady is being threatened the Warrior will seem as if he is looking to His Left, Eyes blazing towards that Part of the Sky wherein she resides. Thus, to find the Serpent during the Warrior's Season look to where he looks, for that is where the Coiled Beast is active.

The verse recited by Coyle in Redguard is fairly interesting, as well:

Strong Warrior charges
Steed prancing
Lady dancing
Lord advancing
Through the night.

Morrowind and Oblivion's The Firmament also has detailed information about the Warrior and its Charges:

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 Lady is one of the Warrior's Charges and her Season is Heartfire. Those born under the sign of the Lady are kind and tolerant.

The Steed is one of the Warrior's Charges, and her Season is Mid Year. Those born under the sign of the Steed are impatient and always hurrying from one place to another.

The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of the Lord are stronger and healthier than those born under other signs.

Morrowind and Oblivion's The Warrior's Charge is all about the Warrior and its Charges:

And the star sung far-flung tales
Wreathed in the silver of Yokuda fair,
Of a Warrior who, arrayed in hue sails
His charges through the Serpent's snare.

And the Lord of runes, so bored so soon,
Leaves the ship for an evening's dare,
Perchance to wake, the coiled snake,
To take its shirt of scales to wear

And the Lady East, who e'ery beast,
Asleep or a'prowl can rouse a scare,
Screams as her eye, alight in the sky
A worm no goodly sight can bear

And the mailed Steed, ajoins the deed
Not to be undone from his worthy share,
Rides the night, towards scale bright,
Leaving the seasoned Warrior's care

Then the serpent rose, and made stead to close,
The targets lay plain and there,
But the Warrior's blade the Snake unmade,
And the charges wander no more, they swear

 

In Redguard, a conversation with Coyle leads to information about the Serpent:

Cyrus: This Serpent - One of the Constellations?

Coyle: Yes. The other twelve follow the circles of heaven, Guardians and Charges, but the Serpent respects no master. It moves across the heavens, threatening the other Constellations in its path.

Also in Redguard, a conversation with Erasmo leads to information about the Serpent:

Cyrus: What - What does the Snake Constellation do?

Erasmo: He slithers through the sky, ever changing with the stars. The Dwarves... Smart to watch him, just as each Guardian watches their Charges.

Morrowind and Oblivion's The Firmament has detailed information about the Serpent:

The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed.

The A Brief History of Cyrodiil Team Diary on the The Elder Scrolls site clarifies the minor and major Constellations issue:

Here, for the first time, all of the 13 major Elder Scrolls constellations are visible to the player.

There are hints that there may be other Birthsigns in other cultures. For example:

Birthstone Doomstones bear red runes, appear with stone circles, and are associated with the classic Birthsigns like the Apprentice and the Atronach.

If they do exist, nothing is known about them at this time.

 

In Morrowind, Nibani Maesa and Savants say the following about Birthsigns (This can also be found in Morrowind's manual and on the The Elder Scrolls Website.):

In Tamriel, persons born under certain Constellations are said to be 'fortunate in their aspects'. Such persons are often blessed -- Or cursed -- With remarkable abilities or weaknesses as a result of the magical conjunctions of celestial influences.

Constellation. Morrowind IDs of the Birthsigns. Morrowind Manual. Morrowind Ingame Constellation Descriptions. Morrowind Birthsign Powers.
The Apprentice Elfborn Those born under the sign of The Apprentice have increased Magicka, but also have a weakness to it. Constellation of The Apprentice with a Prime Aspect of Masser. Elfborn Ability: ability with Fortify Maximum Magicka of 15 Magnitude and Weakness to Magicka of 50 Magnitude.
The Atronach Wombburned Those born under the sign of The Atronach cannot regenerate Magicka, but have a chance of absorbing any magic cast at them. Constellation of The Atronach with a Prime Aspect of Masser. Wombburn Ability: ability with Spell Absorption of 50 Magnitude, Fortify Maximum Magicka of 20 Magnitude and Stunted Magicka.
The Lady Lady's Favor Those born under the sign of The Lady have increased Endurance and Personality. Constellation of The Lady with a Prime Aspect of Masser. Lady's Favor: ability with Fortify Personality of 25 Magnitude.
Lady's Grace: ability with Fortify Endurance of 25 Magnitude.
The Lord Trollkin Those born under the sign of The Lord can regenerate Health, but are weak to fire. Constellation of The Lord with a Prime Aspect of Masser. Blood of the North: 15 Spell Cost spell with Restore Health on Self of 2 Magnitude and 30 Duration that always succeeds.
Trollkin Ability: ability with Weakness to Fire of 100 Magnitude.
The Lover Mooncalf Those born under the sign of The Lover have increased Agility and can paralyze others with a kiss. Constellation of The Lover with a Prime Aspect of Secunda. Mooncalf Ability: ability with Fortify Agility of 25 Magnitude.
Lover's Kiss: power with Paralyze on Target of 60 Duration and Damage Fatigue on Self of 200 Magnitude and 1 Duration.
The Mage Fay Those born under the sign of The Mage have increased Magicka. Constellation of The Mage with a Prime Aspect of Masser. Fay Ability: ability with Fortify Maximum Magicka of 5 Magnitude.
The Ritual Blessed Touch Sign Those born under the sign of The Ritual can heal faster and turn undead. Constellation of The Ritual with a Prime Aspect of Masser. Blessed Word: 10 Spell Cost spell with Turn Undead on Target of 100 Magnitude and 30 Duration that always succeeds.
Blessed Touch: 10 Spell Cost spell with Turn Undead on Touch of 100 Magnitude and 30 Duration that always succeeds.
Mara's Gift: power with Restore Health on Self of 100 Magnitude and 1 Duration.
The Serpent Star-Cursed Those born under the sign of The Serpent can poison others at a loss of their own health. Constellation of The Serpent. Star-Curse: 5 Spell Cost spell with Poison on Touch of 3 Magnitude, 30 Duration and Damage Health on Self of 1 Magnitude and 30 Duration that always succeeds.
The Shadow Moonshadow Sign Those born under the sign of The Shadow can make themselves invisible. Constellation of The Shadow with a Prime Aspect of Secunda. Moonshadow: power with Invisibility on Self of 60 Duration.
The Steed Charioteer Those born under the sign of The Steed can move faster. Constellation of The Steed with a Prime Aspect of Masser. Charioteer Ability: ability with Fortify Speed of 25 Magnitude.
The Thief Hara Those born under the sign of The Thief are harder to hit. Constellation of The Thief with a Prime Aspect of Secunda. Akaviri Danger-Sense: ability with Sanctuary of 10 Magnitude.
The Tower Beggar's Nose Those born under the sign of The Tower can unlock doors magically and detect things at a distance. Constellation of The Tower with a Prime Aspect of Secunda. Beggar's Nose Spell: 5 Spell Cost spell with Detect Animal of 200 Magnitude and 60 Duration, Detect Enchantment of 200 Magnitude and 60 Duration and Detect Key of 200 Magnitude and 60 Duration that always succeeds.
Tower Key: power with Open on Touch of 50 Magnitude.
The Warrior Warwyrd Those born under the sign of The Warrior have an increased chance of hitting. Constellation of The Warrior with a Prime Aspect of Masser. Warwyrd Ability: ability with Fortify Attack of 10 Magnitude.

 

And Oblivion:

The Apprentice 1Those born under the sign of The Apprentice have increased Magicka, but also have a weakness to it. 2The Apprentice ability confers a 100-point bonus to your Magicka attribute, but gives you a 100% Weakness to Magic. 3Apprentice Birthsign: ability with Fortify Magicka of 100 Magnitude and Weakness to Magicka of 100 Magnitude. 4Void Seed: power with Fortify Alchemy of 20 Magnitude and 120 Duration and Fortify Illusion of 20 Magnitude and 120 Duration.
5Uriel Septim VII: "Today the Apprentice shall serve you at the forge of destiny."
The Atronach Those born under the sign of The Atronach cannot regenerate Magicka, but have a chance of absorbing any magic cast at them. With the Atronach ability you don't regain Magicka over time. Instead you have a 50% Spell Absorption to recharge your Magicka. Your base Magicka is also increased by 150 points. Atronach Birthsign: ability with Spell Absorption of 50 Magnitude, Fortify Magicka of 150 Magnitude and Stunted Magicka. Arcane Well: power with Fortify Intelligence of 10 Magnitude and 120 Duration and Spell Absorption of 30 Magnitude and 120 Duration.
Uriel Septim VII: "Today the Atronach shall aid you with your appointed burden."
The Lady Those born under the sign of The Lady have increased Willpower and Endurance. The Lady's Blessing confers bonuses of 10 points to your Willpower and Endurance attributes. Lady's Blessing: ability with Fortify Endurance of 10 Magnitude and Fortify Willpower of 10 Magnitude. Lady's Warding: power with Fortify Endurance of 20 Magnitude and 120 Duration and Fortify Willpower of 20 Magnitude and 120 Duration.
Uriel Septim VII: "Today the Lady shall fortify you in your quest for glory."
The Lord Those born under the sign of The Lord can regenerate Health, but are vulnerable to fire. Being born under the Lord gives you the Blood of the North lesser power to regenerate up to 90 points of Health. However, you also gain the Trollkin curse, a permanent 25% Weakness to Fire. Blood of the North: 50 Spell Cost lesser power with Restore Health on Self of 6 Magnitude and 15 Duration.
Trollkin Ability: ability with Weakness to Fire of 25 Magnitude.
Ysmir's Scales: power with Fortify Heavy Armor of 10 Magnitude and 120 Duration, Fortify Light Armor of 10 Magnitude and 120 Duration and Resist Frost of 50 Magnitude and 120 Duration.
Uriel Septim VII: "Today the Lord shall prove a faithful patron in your quest for glory."
The Lover Those born under the sign of The Lover can paralyze others with a kiss. Use the Lover's Kiss power once a day to paralyze an opponent for 10 seconds at the cost of 120 points of Fatigue. Lover's Kiss: power with Paralyze on Touch of 10 Duration and Damage Fatigue on Self of 120 Magnitude. Lover's Bower: power with Fortify Personality of 20 Magnitude and 120 Duration and Fortify Luck of 20 Magnitude and 120 Duration.
Uriel Septim VII: "Today the Lover shall sweeten your journey as you confront your fate."
The Mage Those born under the sign of The Mage have increased Magicka. The Mage ability confers a permanent bonus of 50 points to your Magicka. Mage Birthsign: ability with Fortify Magicka of 50 Magnitude. Magicka Manifold: power with Fortify Magicka of 50 Magnitude and 120 Duration.
Uriel Septim VII: "Today the Mage shall light your way on the paths of glory."
The Ritual Those born under the sign of The Ritual can heal themselves and turn the undead. Those born under the Ritual use the Mara's Gift power once a day as a powerful Restore Health spell. The Blessed Word can turn the undead. Blessed Word: 40 Spell Cost lesser power with Turn Undead on Target of 100 Magnitude and 30 Duration.
Mara's Gift: power with Restore Health on Self of 200 Magnitude.
Mara's Mercy: power with Restore Health on Target of 150 Magnitude.
Mara's Milk: power with Restore Health on Self of 100 Magnitude.
Uriel Septim VII: "Today the Ritual shall speed you on your star-patterned path."
The Serpent Those born under the sign of The Serpent can poison others at a loss of their own Fatigue. Gain the Serpent spell to cause a slow but potent poison on touch, while simultaneously curing yourself and dispelling magic on yourself. Casting this spell costs 100 points of Fatigue. Serpent Spell: power with Cure Poison on Self, Damage Fatigue on Self of 100 Magnitude, Damage Health on Touch of 3 Magnitude and 20 Duration and Dispel on Self of 90 Magnitude. Cobra's Dance: power with Damage Health on Target of 4 Magnitude and 20 Duration and Paralyze on Target of 5 Duration.
Uriel Septim VII: "Today the Serpent shall sting the foes who seek your blood."
The Shadow Those born under the sign of The Shadow can make themselves invisible. Use the Moonshadow power once a day to become Invisible for 60 seconds. Moonshadow: power with Invisibility on Self of 60 Duration. Fingernail Moon: power with Chameleon on Self of 15 Magnitude and 120 Duration.
Uriel Septim VII: "Today the Shadow shall hide you from destiny's cunning hounds."
The Steed Those born under the sign of The Steed can move faster. The Steed ability grants a bonus of 20 to your Speed attribute. Steed Birthsign: ability with Fortify Speed of 20 Magnitude. Hellride: power with Fortify Speed of 20 Magnitude and 120 Duration and Fortify Acrobatics of 20 Magnitude and 120 Duration.
Uriel Septim VII: "Today the Steed shall speed your progress on the road to destiny."
The Thief Those born under the sign of The Thief have increased Agility, Speed, and Luck. The Thief ability grants a 10-point bonus to your Agility, Speed, and Luck attributes. Thief Birthsign: ability with Fortify Agility of 10 Magnitude, Fortify Luck of 10 Magnitude and Fortify Speed of 10 Magnitude. Cheater's Nip: power with Fortify Agility of 20 Magnitude and 120 Duration and Fortify Luck of 20 Magnitude and 120 Duration.
Uriel Septim VII: "Today the Thief shall guide your steps on the road to destiny."
The Tower Those born under the sign of The Tower can unlock doors magically, and the Tower Warden power reflects damage from attackers. With the Tower Key power, once a day open a door or container of Average lock level or less. The Tower Warden reflects five points of damage for 120 seconds once a day. Tower Key: power with Open on Touch of 40 Magnitude.
Tower Warden: power with Reflect Damage on Self of 5 Magnitude.
Warden Key: power with Open on Target of 80 Magnitude.
The Master's Hand: power with Fortify Armorer of 20 Magnitude and 120 Duration.
Uriel Septim VII: "Today the Tower shall prove a stout refuge in time of need."
The Warrior Those born under the sign of The Warrior have increased Strength and Endurance. The Warrior ability grants a bonus of 10 points to your Strength and Endurance attributes. Warrior Birthsign: ability with Fortify Endurance of 10 Magnitude and Fortify Strength of 10 Magnitude. War Cry: power with Fortify Strength of 20 Magnitude and 120 Duration, Fortify Blade of 10 Magnitude and 120 Duration, Fortify Blunt of 10 Magnitude and 120 Duration and Fortify Hand To Hand of 10 Magnitude and 120 Duration.
Uriel Septim VII: "Today the Warrior shall prove a stalwart companion when fortune fades."

Note:
1. Oblivion Birthsign Descriptions from Load Screens.
2. Oblivion Ingame and Website Constellation Descriptions.
3. Oblivion Birthsign Powers.
4. Oblivion Birthstone Doomstone Powers.
5. Emperor Uriel Septim VII's Comments on Birthsigns.

Not much is known about the Moons. Some of our information comes from this unofficial document posted by former Developer Michael Kirkbride:

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.

And some comes from the Morrowind book The Lunar Lorkhan:

In short, the Moons were and are the two halves of Lorkhan's 'flesh-divinity'. Like the rest of the Gods, Lorkhan was a plane(t) that participated in the Great Construction... except where the Eight lent portions of their heavenly bodies to create the mortal plane(t), Lorkhan's was cracked asunder and his divine spark fell to Nirn as a shooting star "to impregnate it with the measure of its existence and a reasonable amount of selfishness."

Masser and Secunda therefore are the personifications of the dichotomy-- the "Cloven Duality," according to Artaeum-- that Lorkhan legends often rail against: ideas of the anima/animus, good/evil, being/nothingness, the poetry of the body, throat, and moan/silence-as-the-abortive, and so on -- set in the night sky as Lorkhan's constant reminder to his mortal issue of their duty.

Click on the image below to watch a video of the movement of the moons with time sped up, taken in Morrowind.

 

Extremely little is known about the Planets. And it all comes from this unofficial document posted by former Developer Michael Kirkbride:

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.


The Elder Scrolls Adventures: Redguard.

Redguard's Orrery was breathtaking back in 1998. Even now, many years later, it is still beautiful.

Click on the image to view a video of the Redguard Orrery.

 

 

The Elder Scrolls 4: Oblivion.

Although there are not any Orreries in Oblivion itself, there is an official plugin that adds an Orrery to the game.

To not reduce the sales of the plugin, I have decided to provide a video of the Orrery with the ingame settings set to very low. Click on the image to view it.