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Has nothing to do with familiarity with in-universe fiction.


*** In short, Maven is GenreSavvy enough to not do anything that'll risk the destruction of her empire. Plus, if she's been keeping tabs on you, she probably doesn't want to risk Mjoll recruiting you in helping to bring her down.

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*** In short, Maven is GenreSavvy enough to not do avoids anything that'll risk the destruction of her empire. Plus, if she's been keeping tabs on you, she probably doesn't want to risk Mjoll recruiting you in helping to bring her down.
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** This is backed up if you're at a certain point in the Dark Brotherhood questline. If the Emperor's ship is outside of Solitude when you're getting ready to attack Solitude as the Stormcloaks, Ulfric will ''refuse'' to attack Solitude while he's there for risk of harming him, as he doesn't want to risk all-out war. This would explain why the Stormcloaks would tolerate a Penitus Oculatus agent in Skyrim inspecting the defenses and security for the Emperor's visit. Ulfric may be a rebel, but he's a king who respects his fellow rulers.
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** Worshipping a Divine does not simply involve praying to them. Fervent prayer does please them, but ultimately, what makes a Divine become stronger is living and acting in a manner that they approve of. You can pray all you want and in whatever way you want to a shrine of Zenithar, but if you're a lazy fop who steals and lets others do their work for them, he's not going to gain anything from your worship. Worshipping Talos means you must ''emulate'' Talos and his life: you must be strong, you must fight against threats to your home and self, you must protect your fellows, and so on. Abusing a loophole in a treaty's precise wording will not please Talos or strengthen him. Living as Talos did will strengthen him, and none of the aspects of Talos in life ever bowed down to a foreign power.
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** Direnni Tower is an essential part of the structure of Nirn. Other Towers built after it were made in the image of that Tower, and like Direnni Tower, they help stabilize their parts of Nirn by shaping it with their own versions of the Law of the original Tower. In effect, Direnni Tower is the central support beam, while the other Towers are secondary support beams that help hold together the entire structure. They're important but not essential, unless you're trying to unmake the world, in which case you need to tear them down too to unmake the Mundus.
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** It's not really that strange. Negotiations and diplomatic actions have to happen, and those can and often were carried out by kings, even in wartime. The were rules and customs to how war was fought, and if you want to negotiate in any reasonable manner you'd need to make accomodations for security for visiting dignitaries, even the ones you're at war with - especially if the visitor is a king. In that context, it's not really surprising that the Stormcloaks would allow a very small unit of Imperial officers into Windhelm to check to make sure things are safe for the Emperor should he come to negotiate. They'll be extremely unhappy to see them, but they'd be allowed into the city ahead of any negotiations to make sure that the Emperor might be safe.

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[[folder: Gaius Maro's Patrol]]
* In the Dark Brotherhood quest line, you're tasked with killing Gaius Maro, a high-ranking member of the Emperor's personal bodyguard, as he makes his rounds inspecting the security of all of Skyrim's holds in preparation for the Emperor's visit. ''All'' of Skyrim's holds. Including the ones that are in open rebellion against the Empire. Including ''Windhelm'', the capitol of the rebellion. Including ''The Palace of Kings'', the ''headquarters of the rebellion.'' He walks right in, in full Imperial regalia. To check security. For the Emperor's visit. The Emperor that they are at war with. And nobody thinks this is weird.
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pointless Sink Hole


*** [[TheyWastedAPerfectlyGoodPlot That actually sounds pretty cool.]]
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**** [[TheyWastedAPerfectlyGoodPlot That actually sounds pretty cool.]]
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** You killed the undead in the lower parts of the mine, allowing more exploration, as well as opening up a lot of pre-cut tunnels the miners can use for vein exploration. That's a big deal for mining concerns, as cutting that much stone takes a long time and securing those tunnels opens up a huge amount of surface area that can be explored.
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[[folder: Re-opening the Mine]]
* How exactly does exploring Bloodskal Barrow cause Raven Rock Mine to re-open? I just played thorugh that mission again at the time of writing this, and all you find is a ton of undead and not a single ore-vein.
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[[folder:Where are the gates?]]

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[[folder:Where are the Oblivion gates?]]


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** The gates themselves were also almost certainly torn down by the various mortal races for various reasons. Vigilants of Stendarr and other priests and orders militant of the Divines likely tore them apart on principle and suppress daedra worship, while mages would have taken them apart for research and power, and daedra worshippers likely pillaged them for their own reasons. After the remains of the Gates were cleared out, nature then would have erased the signs of the sites over the next two hundred years.
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*** This is backed up by some lore books discussing healing magics. For example, [[http://en.uesp.net/wiki/Lore:Ashlander_Wise_Women Ashlander Wise Women]] indicates that a hunter who was badly gored by a wild beast was expected to die, and that a significant ritual by one of the aforementioned Wise Women was needed to heal him, something that the author thought was "miraculous." This implies magics outside of the typical rapid mid-battle healing spells are needed to tend to extreme, likely-fatal wounds. Most likely, when the player or an opponent is "killed" in combat and thus cannot be healed by magic, they're often suffering a severely incapacitating wound that will result in their death soon and no amount of normal healing magic can properly address an injury of that magnitude without immediate surgery and followed up by long-term care. Likely many of the wounded soldiers in the temples were hastily stabilized in the field or have badly=infected wounds that require long-term care, and conventional healing isn't going to patch them up.

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[[folder: Restoration Spells]]

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[[folder: Restoration Spells]]Spells and Wounded Soldiers]]



** In a FanWank fashion, it could be that the healing spells aren't designed for healing those ways. When you apply healing spells or potions to your self, you're typically using it on fresh or superficial wounds, like burns, slashes or bruises, and the fact that you have CriticalExistenceFailure means you don't yet have any life-threatening afflictions. In pretty much all cases of wounds that aren't DeathOfAThousandCuts, like the impalement finishers, no amount of healing magic can fix that. In the cases of the wounded soldiers, they're superficially fine, but have major internal injuries like shattered legs, internal bleeding, and other deep stuff that only time has the possibility of healing. Finally, it obviously won't work on the ill; since when does casting a healing spell remove a disease? You need to just wait out that disease or give them the right potion, though GameplayAndStorySegregation means you can't give them a Cure Disease potion unless the narrative asks for it. [[/folder]]

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** In a FanWank fashion, it It could be that the healing spells aren't designed for healing those ways. When you apply healing spells or potions to your self, you're typically using it on fresh or superficial wounds, like burns, slashes or bruises, and the fact that you have CriticalExistenceFailure means you don't yet have any life-threatening afflictions. In pretty much all cases of wounds that aren't DeathOfAThousandCuts, like the impalement finishers, no amount of healing magic can fix that. In the cases of the wounded soldiers, they're superficially fine, but have major internal injuries like shattered legs, internal bleeding, and other deep stuff that only time has the possibility of healing. Finally, it obviously won't work on the ill; since when does casting a healing spell remove a disease? You need to just wait out that disease or give them the right potion, though GameplayAndStorySegregation means you can't give them a Cure Disease potion unless the narrative asks for it.
** It's probable that many of the wounded aren't simply injured, but they're suffering from diseases and infections, which restoration spells will not heal on their own. If they were wounded in battle and the injury was dirty or it took time for a healer to get to them to seal the wound closed, an infection could have set in and that is vastly harder for a mage to heal, especially with the sort of stuff Peryite likes to throw around. Remember that ''your'' healing spells are always being applied to very fresh wounds, not ones that have been festering for days with only a filthy, blood-soaked bandage to keep them closed.

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** Short answer: You cannot ''teach'' Dragonrend, nor can Dragonrend be learned via simply reading it, so writing it down will be useless without the emotion and comprehension that comes with it, and the Greybeards intentionally forgot both.
** Long answer: Consider what Dragonrend is: it's not simply words carved into stone, it's hatred and malice toward Dragonkind formed into the words of a Shout. The words alone don't mean anything without that terrible malice, and as such there's no reason to preserve Dragonrend, by the perspective of Jugen Windcaller of the Greybeards. They didn't maintain knowledge of it because it was an anathema to their beliefs regarding the Way of the Voice. The only reason why anyone even knew of the Shout was because the ''Akaviri'' came along and carved it into Alduin's Wall, and the only reason why they knew the Shout even existed was because the knowledge of the Prophecy of the Last Dragonborn was acquired via study of an Elder Scroll - a process that is handled by the Cult of the Ancestor Moth, an Imperial institution. The Akaviri were dragon hunters who hated dragons so much they sailed across the planet to keep hunting and killing them, and there is no reason at all that the Greybeards would consider communicating with them, let alone giving them information or knowledge regarding a Shout intended to kill dragons, since there's no doubt that the Akaviri Dragonguard ''would'' take pains to preserve that sort of information, even if they had to form their own Thu'um-practicing monks who lived in total, festering hatred of dragons so they could keep passing the nature of Dragonrend down. Indeed, it is entirely reasonable to suspect that ''no one'' in the modern world would be able to pass on Dragonrend, because no one in modern Tamriel both hates dragons enough and possesses the knowledge of the Thu'um to pass it on. Note that the only way the player can even learn Dragonrend is to literally go back in time and observe the heroes of Skyrim, who lived in an age of immense oppression and fear of dragons, and watch them use the Shout. That is the only way to not only get the words, but also the hatred inherent to the Shout.
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** Does the Empire have Jarls? Are there Moots in Cyrodiil? Do they drink lots mead down there? Do they distrust mages? How about their architecture, does it match Nordic designs? Do they worship Talos anymore or are they following the Eight? Do the people of Cyrodiil sings songs of Ysgramor, do they speak of the Dragonborn heroes and the sagas of the great raiders? Do they have Alduin as part of their pantheon? The answer to all of these questions is "No." The Empire isn't Nordic at this point because surprisingly, the culture and environment of Cyrodiil isn't a Nord culture at all. it doesn't matter who founded it, if it doesn't have a Nord culture then it's not Nord.
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** Inward-curving teeth are mostly intended to hook and pull in prey to keep them from escaping, and work by crushing and tearing. While the dragons' forward-pointing teeth look that way when the jaw is open, when they come together while the jaw is closing, the teeth appear to have a very close contact point that is nearly exactly in line with each other. When a dragon snaps it's maw shut, instead of you being trapped between the teeth and crushed and cut by tearing action, you're instead being caught between two spikes slamming together on the same rough point.
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* Talos' importance to the structure of Nirn stems from at least part of the oversoul that formed him being from a Shezzarine, which is an aspect of Lorkhan. For all intents and purposes, Talos is assuming Lorkhan's position and power, and Lorkhan is deeply connected to Nirn and its structure. Keep in mind that two of the known Towers, Red Mountain and White-Gold, were formed from parts of Lorkhan's body (heart and blood, respectively).

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[[folder: Misery love's company, and Dunmer apparently love misery]]

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[[folder: Misery love's loves company, and Dunmer apparently love misery]]



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** Skyrim is very dangerous to travel in, and most of them are poor refugees who cannot afford to travel, let alone afford to buy a house or set up a farm anywhere in most hospitable or safer climes. Windhelm is the first large, civilized place on the way west from Morrowind, with people of the same culture living there, so they're going to form an enclave if they can't afford to move on. They're especially unlikely to spread out across Skyrim, since doing so isolates groups of Dunmer and likely leaves them vulnerable to banditry or Nords who harbor harsher grudges from the frequent Nord/Dunmer wars of the past. While Windhelm isn't ideal, the walls keep them safe, the stone keeps out the snow and keeps in the heat, the markets have food, the businesses have work, and there's other Dunmer around for protection. None of these are guaranteed if they move west or south. What the Dunmer did is historically what tends to happen to displaced populations in apathetic/hostile lands; you just need to look at how population trends with migrants settling in new lands tend to work. The ''vast'' majority of the time, the displaced population builds a safe enclave at the first place willing to accept them.
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** If you're an oppressed minority in a place where there are hardline elements dedicated to making your life miserable and the rest of the majority seems content to look the other way, would you rather, A.) band together with others of your same racial / cultural background and form a small community which may be poor and oppressed, but is at least yours, or B.) go live by yourself somewhere where you're not welcome and all it would take would be a relatively small number of malcontents to do something like burn your home down in the dead of night or drag you out and lynch you?

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** If you're an oppressed minority in a place where there are hardline elements dedicated to making your life miserable and the rest of the majority seems content to look the other way, would you rather, A.) band together with others of your same racial / cultural background and form a small community which may be poor and oppressed, but is at least yours, or B.) go live by yourself somewhere where you're not welcome and all it would take would be a relatively small number of malcontents to do something like burn your home down in the dead of night or drag you out and lynch you?you, and you would have no one to turn to for help?
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** If you're an oppressed minority in a place where there are hardline elements dedicated to making your life miserable and the rest of the majority seems to content to look the other way, would you rather, A.) band together with others of your same racial / cultural background and form a small community which may be poor and oppressed, but is at least yours, or B.) go live by yourself somewhere where you're not welcome and all it would take would be a relatively small number of malcontents to do something like burn your home down in the dead of night or drag you out and lynch you?

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** If you're an oppressed minority in a place where there are hardline elements dedicated to making your life miserable and the rest of the majority seems to content to look the other way, would you rather, A.) band together with others of your same racial / cultural background and form a small community which may be poor and oppressed, but is at least yours, or B.) go live by yourself somewhere where you're not welcome and all it would take would be a relatively small number of malcontents to do something like burn your home down in the dead of night or drag you out and lynch you?
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** If you're an oppressed minority in a place where there are hardline elements dedicated to making your life miserable and the rest of the majority seems to content to look the other way, would you rather, A.) band together with others of your same racial / cultural background and form a small community which may be poor and oppressed, but is at least yours, or B.) go live by yourself somewhere where you're not welcome and all it would take would be a relatively small number of malcontents to do something like burn your home down in the dead of night or drag you out and lynch you?
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[[folder: Misery love's company, and Dunmer apparently love misery]]
*So, It's a well known fact in Skyrim that the Dunmer of Windhelm are treated absolutely horribly, and are basically shoved into a corner of the city that equates to slums. And the Nords clearly don't want them there and Ulfric doesn't much care about the Dunmer either way, what i want to know is why are they staying there? Wouldn't it be more realistic that there would be little pockets of Dunmer dotted across the Province?
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** The second answer is from a development perspective: it's not worth it to create children for those races in terms of resources and development time. With a proportionally low number of {{NPC}}s and the fact that children would require custom skeletons and facial meshes like adults, it's not worth it to make a custom skeleton and mesh for children for Khajiit, Orcs, Dunmer, or Argonians because very few {{NPC}}s would actually use those special meshes and skeletons. On top of that, you'd likely need to hire an additional voice actor for each race's child because of the vast difference in the vocalizations of those races, and it's not worth the expense to only voice one or two children for each race, unless that child was a major NPC on the level of Tullius, Ulfric, or Serana. It's just not worth the time and expense to create them for the mer and beast races because there won't be very many of them in the game to begin with.

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** The second answer is from a development perspective: it's not worth it to create children for those races in terms of resources and development time. With a proportionally low number of {{NPC}}s and the fact that children would require custom skeletons and facial meshes like adults, it's not worth it to make a custom skeleton and mesh for children for Khajiit, Orcs, Dunmer, or Argonians because very few {{NPC}}s would actually use those special meshes and skeletons. On top of that, you'd likely need to hire an additional voice actor for each race's child because of the vast difference in the vocalizations of those races, and it's not worth the expense to only voice one or two children for each race, unless that child was a major NPC on the level of Tullius, Ulfric, or Serana. It's just not worth the time and expense to create them for the mer and beast races because there won't be very many of them in the game to begin with. On the other hand, it's much easier to create children for Nords, Bretons, Redguards, and Imperials: just change the skin tone a bit on the base child race and skeleton and you're done. With Bethesda's development resources being limited, and with how much ''stuff'' is already in Skyrim, it just was not worth the time to make children for such small populations.
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** The second answer is from a development perspective: it's not worth it to create children for those races in terms of resources and development time. With a proportionally low number of {{NPC}}s and the fact that children would require custom skeletons and facial meshes like adults, it's not worth it to make a custom skeleton and mesh for children for Khajiit, Orcs, Dunmer, or Argonians because very few {{NPC}}s would actually use those special meshes and skeletons.

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** The second answer is from a development perspective: it's not worth it to create children for those races in terms of resources and development time. With a proportionally low number of {{NPC}}s and the fact that children would require custom skeletons and facial meshes like adults, it's not worth it to make a custom skeleton and mesh for children for Khajiit, Orcs, Dunmer, or Argonians because very few {{NPC}}s would actually use those special meshes and skeletons. On top of that, you'd likely need to hire an additional voice actor for each race's child because of the vast difference in the vocalizations of those races, and it's not worth the expense to only voice one or two children for each race, unless that child was a major NPC on the level of Tullius, Ulfric, or Serana. It's just not worth the time and expense to create them for the mer and beast races because there won't be very many of them in the game to begin with.
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** There's two sets of answers for this one. First, the story reason: ConservationOfDetail and low populations. Argonians don't have children like humans and mer and khajiit. Argonian children are lizards who grow into Argonian adults in Blackmarsh by eating Hist sap. There's no reason for Argonian children to be in Skyrim. For the khajiit, the only khajiit presence is caravans, bandits, and a small number of individuals scattered around the province. The number of khajiit children in Skyrim would be painfully low at best as a result. There's also very few Bosmer and Altmer for similar reasons, so there would be few couples with children. For Dunmer and Orcs, that's a different matter, but even then their populations are very low compared to human populations in Skyrim. This, coupled with the next answer, is why they don't have children shown in-game.
** The second answer is from a development perspective: it's not worth it to create children for those races in terms of resources and development time. With a proportionally low number of {{NPC}}s and the fact that children would require custom skeletons and facial meshes like adults, it's not worth it to make a custom skeleton and mesh for children for Khajiit, Orcs, Dunmer, or Argonians because very few {{NPC}}s would actually use those special meshes and skeletons.
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** Funny bit of a meta(kinda) example here, there is a mod for skyrim that allows you to revisit the Bruma region of cyrodiil, and when you arrive infront of the temple a priest is arguing with two thalmor, because the temple worships martin septim as st.martin, the priest manages to get one over on them by mentioning that the WGC makes no mention of being unable to worship other "holy" things, I know its modded but i like to think the WGC is still in its "constructive legislation" phase, so they are still ironing out the kinks, if they secure their hold then yes the worship of anything related to Talos or anything tangentally like that will be barred.


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** Also on that note, the info the Skaal were keeping from Mora, how to commune with the spirits, was a trivial, and what did the elder get for keeping such a petty secret? [[spoiler: tentacle brain rape]] what was the point? its not like mora actually intended to USE the knowlage, he wanted it for the sake of having it, if i was them i'd be like "yo Mora, this s how you speak to spirit (explains how)" Mora: "awesome, ill go away and focus on getting my new pawn to deal with Mora no [[spoiler: brain tentacle rape for you!]] job done, mora goes away, IMO they kept it from him to be petty, as everyone knows, you dont mess with the daedric princes, they can get to you eventually.

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** Also on that note, the info the Skaal were keeping from Mora, how to commune with the spirits, was a trivial, and what did the elder get for keeping such a petty secret? [[spoiler: tentacle brain rape]] what was the point? its not like mora actually intended to USE the knowlage, he wanted it for the sake of having it, if i was them i'd be like "yo Mora, this s how you speak to spirit (explains how)" Mora: "awesome, ill go away and focus on getting my new pawn to deal with Mora Miraak no [[spoiler: brain tentacle rape for you!]] job done, mora goes away, IMO they kept it from him to be petty, as everyone knows, you dont mess with the daedric princes, they can get to you eventually.eventually, even the dragonborn knows this.
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** Also on that note, the info the Skaal were keeping from Mora, how to commune with the spirits, was a trivial, and what did the elder get for keeping such a petty secret? [[spoiler: tentacle brain rape]] what was the point? its not like mora actually intended to USE the knowlage, he wanted it for the sake of having it, if i was them i'd be like "yo Mora, this s how you speak to spirit (explains how)" Mora: "awesome, ill go away and focus on getting my new pawn to deal with Mora no [[spoiler: brain tentacle rape for you!]] job done, mora goes away, IMO they kept it from him to be petty, as everyone knows, you dont mess with the daedric princes, they can get to you eventually.
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** Also in the player build houses, regardless of what you build there is always another double bed, upstairs on the right side, maybe the bedrooms one is like it was said, on the colder nights to keep more bodies in one room, and the upstairs one is the regular marital bed.
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** Also take note that a gold bar in game is worth 100 gold, you specifically have to make it into something to actually make it worth something, maybe in the Elder scrolls universe, gold is super common, take our world for example, take note out of your wallet/purse/pocket, look at it, that small rectangle of fibre/polymer is apparently worth more than anything else, why? not because its particularly useful for anything, but because of what it can get you, gold is the same in the ES world (and here too unntil we realised it is a great conductor for electricity and heat)

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