The Universe of Ancient Scrolls
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The structure of the Universe The Elder Scrolls (TES) universe is a deep and well thought out world, known for its completeness and attention to the smallest details.
The world of TES is replete with closely intertwined connections of various societies, cultures and religions.
Every aspect, every connection here has a carefully thought out historical basis revealed through literature, and a system of game dialogues and quests, as well as from the knowledge voiced by the game developers, but not found in the game - this is what is called Lore.
The basis of lore is everything that the player sees in the games of the series, however, adjusted for the presence of game conventions and limitations of game "engines".
To fully understand the essence of the TES world, it is worth turning on fantasy, and moving away from game conventions and technical limitations.
Here are some examples of what you should forget about: To begin with, the simplest thing is food, drink, cutlery, sleep, conversation, inventory.
- in the game, the character sleeps standing by the bed, eats with his eyes, speaks strictly according to the phrases of the dialogue, and so on.
There are no such absurd restrictions in" reality".
In The Elder Scrolls: Oblivion, the player, having sailed some distance from the shore, or having climbed into the mountains to the border of the "map", sees an inscription stating that further movement is impossible.
Obviously, the" real life " characters inside the TES world do not see any inscriptions, and the movement will not be limited.
There are only a few Dunmers in the High Cathedral in Vivek, but it is known that hundreds of pilgrims visit it daily in the world of TES.
The reason is the limitations of computers, because no home computer in 2002 would have pulled such a load.
Also with flights and levitation, which is not present either in The Elder Scrolls: Oblivion, or in The Elder Scrolls: Skyrim.
This is done so that the player will not be disappointed when he tries to fly over the high city walls - the inner and outer parts of the cities are located in different cells, and there is nothing behind the walls.
The opposite solution is too expensive for the resources of the machine.
However, levitation has not disappeared from the world of TES, and magicians can freely fly wherever they want.
Scale - in the game, the path between cities takes a few minutes of running and jumping, while in reality it would take days.
This also applies to the scale of both the cities themselves and other geographical objects, and is a very important point in understanding the difference between the game representation of the TES world and its "real" view.
Cosmology Model of the Universe The wheel model is Cosmological (not to be confused with Astronomical) The model of the Universe is a very confusing and nebulous theory that lies in the metaphysical and philosophical plane, full of analogies, and explains the "appearance creation" of the universe presented in The Elder Scrolls.
The "Creationist" myths and beliefs of all the peoples in Nirna are different versions of the same process.
Divine entities In the universe of The Elder Scrolls, various "Deities" are widely represented, having great magical / mystical power, both from "birth" and acquired in various ways, and which are worshipped in Tamriel by various cults and beliefs.
These entities can be divided into several different groups:
There are many variations of Anu (Anuiel) and Padomaya (Sithis) - two primary forces.
These two persons are recognized under different names in most religions.
Et'ada - "primary spirits" - a race of divine beings, the result of the interaction of Anu and Padomai, including:
Aedra participated in the creation of Mundus.
Daedra refused to participate in the creation of Mundus.
Other divine spirits, such as Morihaus and Pelinal Whitestrake, descended from Et'ad.
Mortals, who have gained divinity.
Such as Talos, and members of the Tribunal:
Almalexia, Sotha Sil and Vivek.
Chim What is CHIM?
Nirn Plans
Magic
Beliefs The Cult of Nerevarin
Astronomy Solar System Constellations In Tamriel, a system of constellations has been put into circulation, which are based on ancient legends, beliefs and legends.
Usually constellations are a cluster of stars that form a certain conditional figure in the sky.
The stars are the vehicles of magic, and their clusters forming constellations represent a powerful magical force, and they are worshipped throughout Tamriel.
The starry sky of Tamriel is conventionally divided into thirteen constellations.
Calendar In Tamriel, a calendar has been adopted, which, however, is very similar to the calendar adopted on Earth - "Gregorian", but with more correct "natural" names (as, for example, in the old days in Russia), which reflect the agricultural course of the year and natural signs.
There are 365 days (12 months) in the Tamriel year.
Each month has its own constellation.
Geography
The oceans of the Continents of Tamriel are the setting of The Elder Scrolls series.
In translation from Aldmeris, "Tamriel" means "the beauty of the dawn".
Aldmeris is an ancient and incredibly mysterious continent, the great homeland of all the elves of Nirn.
According to legend, it is located somewhere to the south of the continent of Tamriel in the endless warm seas.
Akavir is a continent located at a distance of about 4000 km east of Tamriel.
It is the birthplace of Tsaeski, Ka Po ' Tun, Kamal and Tang Mo.
Atmora is a continent to the north of Tamriel, now abandoned, and in ancient times inhabited by people.
It is the great homeland of all the people of Tamriel, except for the Redguards.
Yokuda is an island archipelago located to the west of Tamriel.
From Yokuda come the Redguards, who settled on the shores of Wolenfell (present day Hammerfell).
Pandonea is a region of many islands to the southwest of Tamriel, the birthplace of the Maormers.
Tras (Trassky Reef) - a coral archipelago located in the Abyssinian Sea, between the continents of Tamriel and Yokuda.
It is the birthplace of the Sloads , a race of giant amphibians, similar to slugs, and known for their skill in necromancy.
The regions of Black Marsh (Argonia) are the homeland of the Argonians.
Cyrodiil is the birthplace of the Imperials.
Elsweyr is the birthplace of the Khajiit.
Hammerfell is the birthplace of the Redguards.
High Rock is the homeland of the Bretons and Orcs.
Morrowind is the birthplace of the Dunmer and Dwemer.
Skyrim is the birthplace of the Nords and Falmer.
The Summerset Islands are the birthplace of the Altmer.
Valenwood is the birthplace of the Bosmer.
Places Morrowind: Cities: Balmora Vivek Places: Cave of the Incarnation
The Inhabitants Of The Race Are Advanced Argonians Imperials Khajiit Redguards Bretons Orcs Dunmer Nords Altmer Richmen Imga Sloads
Underdeveloped Falmer Maormers
The extinct races of the Chimera Dwemer
Writing system Daedric alphabet
Organizations Imperial Guild of Magicians Imperial Guild of Fighters Guild of Thieves Kamonna Tong Morag Tong
Personalities Heroes of Indoril Nerevar
Nerevarin
Villains Vorin Dagot / Dagot Ur Kagrenak Alduin Potema Septim Miraak
Fauna
Undead Flora Items Artifacts Tools of Kagrenak
Mechanisms Ancient Scrolls
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