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On Magic: Racial Attitudes and Aptitudes

  • August 8, 2013

    Racial Attitudes and Aptitudes for Magicka

    Each individual has a supply of magicka inherent to them, though many may not know how to tap into it (King Edward, Part XII).  Culturally, this ability and understanding of magic is treated differently throughout Tamriel.  This article, as a continuation of our series on magic, would like to briefly examine a variety of racial attitudes towards magic, and how that may or may not be reflected in their in-game skill bonuses and abilities.  Kyrielle’s fantastic article, On Magic: Magicka, Nirn, and You, demonstrates that magic is in every mortal race, as is the capability to wield that magic.  However we do have some variations in how magic is viewed and supported socially, along with mentioning a few schools of magic that are considered culturally specific.  The following descriptions are intended to be a summary of magical traits and attitudes, and considering the amount of lore, are not exhaustive.

     

    Altmer

    Considered by many to be the most magically inclined races, the Altmer are direct descendants of the et’Ada, the magical beings whose sacrifice created the mortal plane.   Magic is the very lifeblood of an Altmer, and while not all are masters of the arcane arts, it is certainly embraced at all levels of society.  Architecture on the Summerset Isles is described as fantastical with the capital of Alinor being called a “hypnotic swirl of ramparts and impossibly high towers, designed to catch the light of the sun and break it to its component colors” (Pocket Guide to the Empire, First Edition).  We have to assume that much of this is created with the aid of magic, but perhaps the sun infused architecture also harnesses magical energy, similar to solar panels in our world.  Historically, the Sun Birds of Alinor are one of the most tantalizing details of a civilization attempting to reach Aetherius, the source of magic itself, through the sources available to them from Nirn (Pocket Guide to the Empire, Third Edition).  The most famous magical order, the Psijics, was established on Artaeum, which has a habit of “disappearing” (Fragment: On Artaeum).

    Until Skyrim launched, the Altmer consistently carried a higher immunity to common diseases and paralysis spells.  Considering the amount of will power required to wield magic, it is not too surprising that this spell from the Illusion School would be difficult to cast upon an Altmer.   Yet this great affinity to magic has traditionally made the High Elves very sensitive to the effects of magic--particularly elemental magic--again until Skyrim.  The Altmer tend to have a higher magical pool than other races, and their Highborn ability (which was previously considered a Fortify Magicka ability in Morrowind and Oblivion) allows them to regenerate, or fill, that pool of magic more quickly.

     

    Argonian

    As one of the most magically intuitive of races, Argonians would most likely consider their talents to begifts from the Hist.  While very little is known about the Hist, the relationship that the Argonians have with these trees influences their entire lives, and appears to function as a conduit for magic for these reptilian creatures.  Licking the Hist sap on an Argonian’s Naming Day allows them to develop into the being they are meant to be.  Based on the events in The Infernal City, the Hist can also communicate in images with other Argonians, in addition to being able to communicate telepathically.  Perhaps somewhat related, Argonians are also known to naturally be skilled Illusionists (The Argonian Account, Book Three).   Water breathing can be replicated by an Alteration spell, which was considered a spell effect for Argonians in Morrowind, but became a racial ability thereafter.

    These “People of the Root” also make natural alchemists and healers (King Edward) and the Histskin ability incorporated into Skyrim further reflects this connection.  Since the Hist aids Argonians in their development, it is entirely possible that they also confer poison and disease resistance upon this race of reptiles, as the devastation of the Khahaten Flu beginning in 2E560 demonstrates (Pocket Guide to the Empire, Third Edition).  Argonians further exhibit their magical receptivity by granting Shadowscale status on those born under the Shadow constellation, revealing an awareness of the gifts bestowed by the Magna-ge magically through the birth signs.

     

    Bosmer

    The Bosmeri kinship for the natural world indicates a very close relationship to magic also, though perhaps not as obvious as the Altmer.  The Wood Elves tend to favor magic that is in harmony with the Earthbones, those et’Ada whose substance infused Nirn with life.   Valenwood teems with magic, which varies from fantastical beasts to the famous walking city tree of Falinesti that travels north in the winter and stays south in the summer.  Additionally, the city of Silvenar might also rival the beauty found in Alinor, a city made of glass and flowers.  The Silvenar is also found in the city bearing the same name, a mysterious being that seems to reflect the consciousness of the people of Valenwood.  “He’s the representative of the People, legally, physically, emotionally…[w]hen they’re healthy, so is he.  When they’re mostly female, so is he.  When they cry for food or trade or an absence of foreign interference, he feels it too and makes laws accordingly” (A Dance in Fire, Chapter 6).

    They have the ability to hear the song of life, if you will, noting the unique signature and key of all flora and fauna.  Keeping in tune with Jephre’s/Y’ffre’s song provides the guideline for a Bosmer’s life in addition to following the specific details of the Green Pact.  This great reverence for creation seems to afford them special abilities, such as the talent to meld with the trees when traveling, or even disease and poison resistance.   Their connection to plant and animal life makes Bosmer excellent intuitive alchemists, and was reflected in character ability bonuses in Morrowind and Oblivion, though the Green Pact restricts this in actual practice.  This is also reflected in their Command Animal ability.  Perhaps even their renowned prowess at archery could be linked to this mystical connection with the environment.  Probably the most impressive display of magic that a Bosmer is capable of is the legendary Wild Hunt, a permanent change in form that can be called upon to face grave danger.  It is not a simple matter of shape shifting, like the Ayleids were known to be capable of, but an irrevocable reversion to a state of constant change, where magic runs rampant through the body of the former Bosmer until the energy is released or until death.

     

    Breton

    As a combination of mer and men, the Bretons are a mercurial race, and like their Aldmeri predecessors, are naturally adept at all forms of magic.   The history and culture of the Bretons are steeped in magic.  The Direnni family settled the areas that became known as High Rock, guiding and protecting it for centuries.   Magical ability is encouraged and supported in High Rock, with children being tested at early ages in the days of the Mages Guild (Pocket Guide to the Empire, First Edition).  The Isle of Balfiera is also the location of the Adamantine Tower where the et’Ada met at the creation of the world.  Wild magic also abounds in the Wrothgarian Mountains, where witches and wizards perform fantastic feats without formal education.

    The Dragonskin greater power has followed the Bretons throughout all games.  In Morrowind and Oblivion, it worked as a ward, creating a shield from physical damage.  Skyrim utilized the Dragonskin as spell absorption, allowing the Breton to refill his own magicka reserves with the magic being cast at him.  Bretons are also naturally resistant to magic, which originally began at 50%, but has decreased to 25% in Skyrim.

     

    Dunmer

    Forged in the fires of Boethiah’s deceit, annealed by Mephala’s secrets, and tempered by Azura’s righteous anger, the Dark Elves were smithed into their current incarnation through Daedric influence.  Their culture centers on the worship of these three Princes, eventually epitomized by the Tribunal.  As a rebel offshoot of the Aldmer, the Dunmer share much magical talent with their Altmer brethren, yet destruction seems to be their forte, symbolically represented by the fires of the Red Mountain, but practically reflected in their strong racial resistance to fire effects.  Magic is spread out across their culture from mushroom houses that grow with the aid of magic (Great Houses of Morrowind) to the magical prowess of the now defunct Tribunal—Vivec, Almalexia, and Sotha Sil.    

    The Dunmer practice of ancestor worship, which “encourage(s) the spirits of the dead to linger in our world” (Ancestors and the Dunmer), is a binding that allows the magical abilities of these spirits to remain accessible to their respective family members.  The concept of ancestor aid has evolved through the last three major ES titles, beginning with a shield effect to physical damage in Morrowind, summoning an ancestral guardian in Oblivion, to a flame cloak spell in Skyrim.

     

    Special Note:  Dwemer

    Even though the Dwemer are not a playable race in the game, their presence is strongly felt throughoutSkyrim.  From what we can understand, their magical skills seemed to be enchanting and alchemy, with the most potent example being the poisoning of the Falmer (The Falmer: A Study). Ahzidal’s Descent also mentions “the seven natures of metal and how to harmonize them,” and coupled with the various resonators and attenuators found in Dwemer ruins, it appears they utilized some sort of tonal magic, the secrets of which were lost with their disappearance.  The Dwemer also built orreries, and while they did not believe in any sort of traditional pantheon, they were fascinated by the planets and stars, and built an oculory in the Tower of Mzark to harvest starlight as energy (otherwise known as magic).  Their discoveries and devices often play a big part in Tamrielic events, and will most likely continue to do so.

     

    Imperial

    As an ad hoc designation for the combination of the Colovian and Nibenese people found in Cyrodiil, the Imperials are capable magic users, though the Nibenese are more inclined towards its use, as the Colovians are more warrior focused.  Despite this combined culture, however, magic is still important, with the mystical White-Gold Tower as the symbol of its people and its will (and some would say their destiny) to rule Tamriel.  The Imperial City is the location of the Arcane University, one of the most prestigious magic schools in all of Tamriel.  As the seat of the Empire, battlemages are not only vital to the defense of their realm, but also considered part of Imperial aristocracy (Pocket Guide to the Empire, First Edition).  What is often downplayed is the initial integration of the Ayleids by Alessia into the human races of Cyrodiil, whose magical nature most certainly runs through the veins of current Imperials at the time of the events of Skyrim.  Ayleid ruins dot the landscape of Cyrodiil granting magic bonuses through activation of their respective wells.

    Imperials finally became a playable race in Morrowind, and only seemed to receive magic skill bonuses in Skyrim, that of Restoration, Destruction and Enchanting.  The Voice of the Emperor is a calm spell, formerly known as charm, and Imperial Luck could be considered an extension of their considerable skill in speechcraft, though that is not a magical ability.  Morrowind and Oblivion gave Imperials a unique skill called Star of the West, which allowed the caster to remove their fatigue and place it on another target.  Although the Cult of the Ancestor Moth is not a school of magic, it is worth mentioning due to their connection to the Elder Scrolls, mystical documents of tremendous power that supersede the gods themselves.  The Cult originated with the care of the gypsy moths themselves.  These moths would spin silk that would then be woven and enchanted with the heritage of the buyer (the fjyron of an ancestor’s spirit), creating clothing of great power (Pension of the Ancestor Moth).

     

    Khajiit

    As a race, Khajiit seem to defy explanation and elude any attempt at definition.  They also take great pleasure out of that fact (Ahzirr Traajijazeri).  We see no reason why Khajiit would have any less affinity or revulsion to magic than any other race, though game designers have rarely granted the Khajiit any sort of magical bonus, the bonus in Skyrim to Alchemy seeming to be the exception. Skyrim dropped the Eye of Fear ability, which mimics an Illusion spell of fear. Khajiiti morphology is completely dependent on the phases of the moons (Pocket Guide to the Empire, First Edition), and indicates a mystical connection with the cosmos.  It is rumored that out of the sixteen forms of Khajiit, the Dagi, Dagi-raht, and Alfiq are the strongest natural spellcasters, with the Alfiq form being similar to that of a housecat (Mixed Unit Tactics). 

    The moons of Masser and Secunda are vital to the Khajiit, from their birth forms, to the ubiquitous moon sugar, the granting of political power between the two realms, and even in forms of the philosophy and combat style found at the Temple of Two-Moons Dance (Master Zoaraym’s Tale).  The secrets of the moons are believed to be Azurah’s gift to her favored people.  Moon sugar is believed to be “crystallized moonlight” and allows them to partake in the mystical essence of their gods (Pocket Guide to the Empire, First Edition). 

    Note: Please take a look at Vix’s article Khajiiti-Aldmer or Aldmeri-Khajiit? to read further about another connection the Khajiit may have to magic--common ancestry with the Aldmer.

     

    Nord

    The strong and proud inhabitants of Skyrim regularly profess an extreme distrust of magic users, yet revere one of those most powerful schools of magic known on Tamriel, the Way of the Voice.  Originally a spiritual practice to venerate Kynareth, whose winds give breath and life to the Nords, the Children of the Sky, the thu’um utilizes the magical language of dragons to accomplish effects that defy normal explanation (Pocket Guide to the Empire, First Edition, events of Skyrim).  The aptly named Throat of the World, another name for High Hrothgar, is the home of the Greybeards, the Tongues who currently study and train others in the use of the Voice.

    I do not believe that Nords always reviled magic users, as Ysgramor and his Companions utilizedenchanted weapons upon their return.  Ahzidal, the Gauldurson family, and dragon priests were all mages who were popularly supported as magical warriors and defenders until the abuse of their powers caused more problems instead of solving them.  Despite the resentment of local Nords due to the Great Collapse, the College of Winterhold is known as a Tamrielic institution, and perhaps thanks to its isolation, has avoided the intrigues between the College of Whispers and the Synod.  Morrowind granted Nords more special magical abilities than any other game: Thunderfist (frost damage on touch), Woad (a shield spell from the school of Alteration), and shock resistance.  Oblivion removed the shock resistance.  Additionally, though a Nord’s high resistance to frost is fairly consistent between all games, this ability could also be interpreted as simply an evolutionary adaptation from the cold of Atmora to the cold of Skyrim.

     

    Orc

    Often disregarded as mer, the Orsimer owe their origins to the most magically gifted of all races, the Aldmer.  A variety of opinions exist surrounding Orcish origin, the most common being that Boethiah apparently ate the champion Trinimac, who was attempting to prevent the followers of Veloth to leave.  His followers also changed form, and became known as the Orsimer (The True Nature of Orcs).  Orcs do not seem to view magic negatively, with a variety of healers, sorcerers, and alchemists living in the strongholds (events of Skyrim).  They are also rumored to have shared their special magical knowledge with the Breton inhabitants of the Western Reach (Pocket Guide to the Empire, First Edition). 

    The Orcish Berserker Rage functions much like a fortify health and stamina potion would work.   Until Skyrim, Orcs also carried around a 25% magic resist ability, proving their hardiness was not only physical.  Enchanting bonuses also make sense to combine with legendary smiths.

     

    Redguard

    Redguards originate from very strong warrior traditions like the Nords, but are not as distrustful of magic as their northeastern neighbors.  Very specific schools of magic appear to be more acceptable to Redguards, such as enchanting (From the Memory Stone of Makela LekiRedguards, Their History and Their Heroes) and destruction, which utilizes the natural elements of the world and which the Redguards pride themselves on being able to stand against.  Additionally, as Wind and Sand states, a particular form of magic called desert magic seems to be peculiar to the Alik’r Desert in Hammerfell, but perhaps could have been translated into the ash and whirlwind cloak spells found on Solstheim in the Dragonborn DLC.  They are noted to be distrustful of eastern magic, which most certainly includes Conjuration.  Redguards have consistently been able to access the Adrenaline Rush ability (which is similar to a stamina regen potion), though the specifics have changed from the games.  Redguards have also been poison and disease resistant, though Skyrim only accounts for poison resistance. 

    Perhaps the most intriguing aspect of Redguard culture is the way of the spirit sword, and I will let Destri Melarg’s words explain what exactly a sword singer is.  “This is a simple form of magic or mind mastery where by an image of a sword is formed from pure thought…[h]owever, those Ansei of the highest level and sensitivity and those with talent in magic, can at times of stress, form a spirit sword, the Shehai which is far more than light and air—it is an unstoppable weapon of great might, a weapon which can never be taken from the owner without also taking his mind” (Redguards, Their History and Their Heroes).  The addition and development of this kind of magic would delight many Redguard fans.

    ***** 

    After our first three articles on magic, I hope that a better understand exists regarding the flow of magic on Nirn and how mortals have a special connection to magic.  Magic can be shaped into a multitude of forms, which has been examined in previous articles, and further explicated here.   Please stay tuned for our final article in our magic series on how magic has shaped history in the Elder Scrolls universe.

  • Member
    August 8, 2013
    Isn't alchemy a stealth skill (one crafting skill for all 3 types) so why constantly mention it as being related to magic? If the reason is it is partially in the magic section I could say the same for smithing, but wouldn't cause I know it has nothing to do with magic
  • Member
    August 8, 2013
    Also, don't Redguards hate conjuration? I remember a Redguard in Oblivion saying so
  • August 8, 2013

    Game mechanics in Skyrim place alchemy in the stealth trees, but alchemy is most certainly a school of magic...check this article out for more detailed info!

  • August 8, 2013

    I think you are correct Bryn.

  • Member
    August 8, 2013
    Still doesn't seem right to me. I am used to alchemy being a thing only assassins or thieves really did in RPG's so I will always consider it a stealth skill.
  • Member
    August 8, 2013
    Only mentioned it cause you didn't write it and it seemed to be an important aspect of their people
  • Member
    August 8, 2013

    Great article Kyn, and very helpful for creating magic-affiliated character backgrounds. I want to add that your thoughts of Nords not always distrusting magic are reinforced by Tsun's dialogue in Skyrim. If you are an Archmage for the College of Winterhold and introduce yourself that way Tsun replies:

    "Well met, mage of Skyrim. The Nords may have forgotten their forefathers' respect for the Clever Craft, but your comrades throng this hall. Here in Shor's house we honor it still"

  • August 8, 2013

    Thank you for sharing that Vazgen...I have only met Tsun once, so I really appreciate you providing that quote...I hope to get to that sort of thing more in depth in a race article on Nords.  

  • August 8, 2013

    Thanks for reading ArcanusLex...our series did not feel complete unless it was included.  Hope it helps others with their understanding of the game and even when creating characters.