Thursday, 23 October 2025

I replayed The Outer Worlds in preparation of The Outer Worlds 2

The Outer Worlds 2 releases on October 29th unless you preordered the Premium Edition in which case you can start playing tomorrow. So of course I had to make sure to replay The Outer Worlds 1 before the sequel happened. 

It hasn't been all that long since I discovered The Outer Worlds, it was just last year after all, but going back in felt extremely nostalgic. I considered doing a Board loyalty run but I love Felix too much and there's no universe where I'm okay doing what Akande wants me to do with Edgewater. I did it once to get the achievement, and never again. I even rerolled that save after the achievement had popped so I could save the town. 

Since it was my third time playing this game I decided to take a look at the modding scene, hoping that the modders would give me a way to finally, finally smooch Max, or alternatively just give me some more content, more missions, anything to make the game longer. But the state of The Outer Worlds modding scene on Nexus made me realize how very spoiled I am with Skyrim (and Bethesda games overall). Most of the mods there related to raising or removing the level cap, which Spacer's Choice edition already solved. I found nothing I wanted so went ahead and played the game vanilla again. 

As soon as I picked up Max he never left my party. I love this man. Every time my character picked a lock and he said "You're an artist, Captain!" or "Brilliant as always!" my heart melted. His gratitude when I talk him down from straight up murdering the guy who betrayed him always makes me all sorts of happy. Max is the perfect amount of broken and trying to heal. 

Edgewater and Eridanos are my favourite zones of the game. There's something special about being dropped into the first area and have it have such a big impact on the rest of the game, rather than just ending up a footnote where you learned the ropes. This little backwater town ends up being extremely important in many different aspects. Especially in the context of Gorgon. And having it look like that, giving me Morrowind vibes while also being both familiar and inherently alien. It's just so perfect.


And then Eridanos, a combination of a detective story and dystopian sci-fi, while being breathtakingly beautiful and just so absurd, all at the same time. It's uncanny and creepy and hilarious all at once. 

Meanwhile Scylla is a footnote, Monarch is a drag, Byzantium is lowkey the most boring place in Halcyon, and then there's Gorgon. I feel like Gorgon tries to capture the same spirit as Eridanos, but to me it fails so hard at that. Yes, what we find out is disgusting and horrifying, but once you gain access to Gorgon it's pretty much par for the course where Spacer's Choice and the Board are concerned. 

This game hits all my notes, I just wish it would be longer and bigger. I always finish it feeling disappointed that it's already over because I'm nowhere near done. Would I play a massive open world open-ended game set in Halcyon in the exact same style and with the exact same vibe? Yes, yes I would. 

I considered going through it all once more after I hit that ending screen yesterday. I still had time left before the sequel would drop after all. Instead I chose to go spend some time with my other favourite Obsidian boy - Aloth Corfiser. But not before I went and read some more fanfiction featuring Max. 

Why are you never real? The shifting states you follow me through, unrevealed. Just let me go or take me with you. So let's make trouble in the dream world, hijack Heaven with another memory, now I make the most of the turning tide, it just split what's left of the burning silence. 

Friday, 17 October 2025

Traversing the radioactive wasteland (all three Metro games + extras)

This post has been in the works since July lol. Here we go, finally.

Metro 2033
Redux wasn't at all what I expected. I went in expecting something akin to Fallout or STALKER, what I got was radioactive Wolfenstein, but once I had adjusted my expectations I ended up having a pretty good time. Just like Wolfenstein the game assumes a lot though. I discovered the lighter by accident after the game told me I could use M to bring up objectives. Not once did it tell me I could use it to burn away spiderwebs. The game told me how to turn on my flashlight in the prologue and then loading screen tips would tell me multiple times to be sure to keep it charged... Not once did the game tell me how to charge it. Had to ask how to equip my grenades because I couldn't find it. Turns out it's listed as Secondary in the controls list. Not Grenades, not Throwables... Secondary. 

I was always stressed when trying to explore areas, because either I'd be with someone who'd tell me how important it was that we got to the next place quickly, or I'd be stressed out about the gas mask filter, feeling as if I was on a timer. Made it hard for me to go about and explore the places I went to. 

The last area, the tower, was annoying as fuck to deal with and I died more on that level than I did in the entire rest of the game combined. If I hadn't known it was the last area and that I was on the home stretch I'd probably dropped it right there, because I was so fucking annoyed by hearing "He's coming to destroy us. Stop him" thirty-odd times. 

Did I like it? Yeah, it was aight. Mostly I just wished it'd be bigger. More world, more exploration, more open, just more. More of everything. I finished the game in 10,5 hours, making it one of the shortest games I've played recently. I also wished it didn't try to BBQ my PC until I asked google and found out that SSAA is a major issue for this game and to turn it off. Also make sure to not have PhysX and Tessellation turned on at the same time - which they were by default, go figure. 

Metro Last Light Redux was basically just 2033 2.0. I don't know why I expected anything different. In comparison I enjoyed 2033 more than Last Light. The so called romance with Anna was especially heinous and I hated it. This girl Artyom has met once spent the entire time calling him names and making fun of him, then they're in quarantine and sleep together. Anna plays it off as having nothing better to do, but it comes across as a thank you fuck for saving her. And after that they're suddenly sooooooooo in love and absolute soul mates. It's kinda gross.

2033 served as an introduction to the world and its factions. Last Light was just an escalation. 2033 but more, and not always in a good way. 

And you're telling me that in 20 years nobody has tried to find D6 before? Rumoured huge store of food, ammo and meds, and nobody has tried to find it? Really. 

Ofc I got the bad ending because it didn't occur to me that a FPS game would require me to not shoot enemies. Seems counter-intuitive to me. I was so unimpressed with Last Light that I didn't even bother with the DLCs and instead went straight for Exodus.

Metro Exodus was more in line with what I had originally expected the series to be. More open world, more exploration, more time spent in the world on your own, and crafting. You gain more of a relationship with people around you and Anna actually becomes a person. Reckless and clingy, sure, but still a person. 

The story was all over the place though. It changed direction every few hours. Starting with Artyom's foolish idea that people had survived in other places, became a quest to reach the surviving government, became a quest for a new home, became a quest to save Anna. This time I did manage to get the good ending though. I took a page from Last Light's book and basically shot nobody at all. 

The Volga was my favourite map. The Yamantau map felt like I was playing Wolfenstein The Old Blood. I hated the Taiga map and actually stopped playing for a while there, until I managed to rediscover my motivation to finish the game. 

The two DLCs were fantastic. Especially Sam's Story, like holy shit, why couldn't the entire game be like that?

The one thing that bothered me throughout all three games was the fact that they clearly took their time to record Artyom's monologue for each chapter, yet he doesn't have a voice in-game. The other characters talk to him as if he's responding, or they make comments to explain away his silence. Like, why spend time and money on the monologue, but not on actually giving him a voice while you play? It was so refreshing in the Exodus DLCs that Khlebnikov and Sam had voices and could speak when spoken to. 

But all in all, Exodus was great and my clear favourite of the three. I even shed a tear at the end. 

Paradise Lost is a walking sim, but I knew that go in so that didn't phase me. It's a story about a boy going to find where he came from. What starts out as a Nazi bunker turns out to be a breeding program, which then takes an even darker turn when you realise they're making computers from humans. The idea being that humans get plugged in and their brains function as the computer's CPU. The story is told through notes and items found in the world and via this girl he talks to over the speakers who's lost somewhere inside the bunker. It becomes a quest for the boy to find this girl and he discovers who she is and where he came from as he works his way deeper into the bunker to find her. The environments are haunting and the story is dark as hell. The only hint we get of what's going on in the outside world is that the boy mentions that it's empty. It can be assumed that in this universe a lot more bombs fell before WW2 ended. My only gripe with this game was that there was an achievement for having seen both endings. The game was pretty short so I played through it twice. After the ending scenes were done and the credits started rolling I skipped the credits both times. Only to discover that you had to let the credits roll for the achievement to pop... T_T


After Paradise Lost I got a bit sidetracked and replayed Fallout 4 for the first time since 2016. I went with the Railroad and the Minutemen this time around and obliterated both the Brotherhood of Steel and the Institute. But before that I had completed the Far Harbor DLC, where I made it so everybody got along and made peace with each other. A lot later I returned to the island and blew up the Children of Atom and destroyed Far Harbor, and then told the Brotherhood about Acadia and obliterated that place too. This time around I decided to mod the game too. The first thing I did was to make it so that junk and aid items had no weight. Settlement building became a lot more fun when materials was no longer a constant struggle and I spent hours just building. The build mechanics still leave a lot to be desired though. I originally wanted to build a mega structure over the main street of Sanctuary with each individual house as a sort of chamber in said mega structure. I soon figured that wouldn't work partly because the build mechanic doesn't function for shit in leaning ground and partly because the game decided I built too much. I also downloaded a few spicy mods so I could finally smooch Hancock ♥

Chernobylite is a game I've wanted to play for a long time, but I've held off because I heard it's pretty mid. I ended up having a really great time though. I figured out half the twist around halfway through the story, though, so the final reveal wasn't as dramatic as it probably should have been. The character portraits gave me Shadowrun vibes. I really liked how much choice and consequence was involved and how it's possible to fail the final heist due to said choices. Where the memory mechanic comes into play. I enjoyed building the base and making it nice and comfortable for everyone. I had fun playing around with different kinds of weapons even though the gunplay wasn't the best. The game had a new take for training skills (at least to me) that made the whole learning something new feel a lot more immersive than a simple fade to black like so many games do it. The going back and forth between the same areas multiple times didn't bother me as I discovered new things pretty much every time I returned to an area, and the added risk of the Black Stalker showing up and more monsters as time went by made it a bit more exciting with each visit. I had a lot more fun with this game than I thought I would, and I really don't agree with it being mid. 

I had initially planned to do a replay of Wasteland 3 after this, but I'll save that for another time. Gotta replay The Outer Worlds before the sequel drops at the end of this month!

Wednesday, 1 October 2025

Squid Game S03

Here we go~~~~~! Finally the conclusion!

Of course the baby is born at the worst possible moment, because when tf isn't it when a pregnant woman shows up on screen. And once that happens everything becomes about that baby. Gi-hun finds a reason to go on after the disastrous events at the end of season 2.

The hide-and-seek game as well as the very last game were both so intense. 

I really wished that Jun-ho would succeed in his mission, but instead In-ho gets away mostly scot-free (aside from blowing the whole place to pieces). 

I'm not sure whether I'm looking forward to the American version or not. The vibe is likely to be entirely different.

Tuesday, 9 September 2025

Wednesday S02

This season was a banger! Just as great as the first one. 

Didn't expect Cristina Ricci so show up again, however briefly so that was nice. The whole thing with the clockwork heart and Isaac was a nice callback to both Edgar Allan Poe (The Tell-Tale Heart) and Mary Shelley (Frankenstein) and I'm all here for more gothic callbacks :3

I despise Enid's storyline. Just let her be happy T_T I did love getting more backstory on Morticia and Gomez though. And the Galpins. 

Agnes really, really grew on me in the last few episodes and I hope she gets to be in the next season as well. And I hope Nevermore gets to come back. You can't close a place like that for good! Really excited for the next season!

Monday, 1 September 2025

The Last of Us S02

I knew what was coming for this season, yet it was so hard to watch. 

My favourite episode was the one showing the five years Ellie and Joel spent in Jackson. Seeing Ellie grow up and how Joel handles it and how he really tried to appreciate this second chance at parenting. He was always so thoughtful for her birthdays ♥

The last episode when Ellie fights through the storm on the boat, and the eventual killing... It was heartbreaking and absolutely brilliant. 

Honestly, all the episodes are super strong, but those two really stuck with me for very different reasons. 

Monday, 11 August 2025

Doctor Who S15

Last season with Gatwa and man was it a banger! 

I was extremely confused by the whole plot point about the Time Lords being sterile until someone pointed out to me that it was something added by The Master's shenanigans in Jodie's last season (really need to rewatch that, I remember so little from it). The whole story around Poppy was really odd, and honestly one of the weaker episodes despite being the season finale. 

I really enjoyed Lux, Lucky Day and The Interstellar Song Contest. My favourite episode was The Well which called back to Midnight, which might just be my favourite episode overall. 

The one thing the finale double episode had going for it was how it tied everything together. UNIT, companions past and present, storylines past and present, all coming together for one big adventure in true RTD style. Another reused face though? Really?

I did adore Gatwa's Doctor, though, and I'm really going to miss him ♥

Monday, 28 July 2025

I returned to Amalur

Back in 2018 I played the original Kingdoms of Amalur and really enjoyed it. Most of what I said in my original review I disagree with now, except I still really like the world. 

Last time I played a rogue wielding faeblades. This time I started out with daggers and bow, but realised I didn't like how the bow handled. Yet I still wanted something ranged. So I picked up a staff and my character became a mage build for most of the base game. First staff and chakrams, and then sceptre and chakrams. Eventually this playstyle bored me a bit so I decided to spice things up by exchanging the sceptre for daggers, which later turned into faeblades, which then turned into longsword, which eventually had my robe-wearing sceptre-wielding mage turn into a heavy armor-wearing greatsword wielder who used magic as ranged whenever needed but usually just pulled enemies towards them with the tank chains. 

The game is highly customizable in playstyle and you can do just about anything and everything you want in a single playthrough. I think, in the end, that my favourite weapons were chakrams and greatsword, along with heavy armor and the frost attack spell. Mix and match to your heart's content! Most of the time I either forgot or ignored fateshifting. Generally I used it when enemies were annoying and I just wanted them to fuck off and leave me alone. Fateshifting is very good for that. Strong recommends for skills are Detect Hidden, Persuasion, Lockpicking, and Dispel. The crafting skills, in my opinion, are secondary and can be improved by trainers. If you attempt to 100% the game you'll have more than enough money for it. Max level is 50 and you'll have more than enough skill points to mix and match however you like with the skills, but those four are strong recommends for exploration, questing and completionism. 

Turns out I had forgotten most of the game in the seven years since I played it. I remembered the base game up until the fight with Balor. Anything else is just blank. I remembered the general settings of the two DLCs but no specifics about story or characters. The Naros DLC was way better than the Gravehal DLC.

The voice-acting leaves some things to be desired, but as someone who notices voices I kept hearing voices I recognised. Generic male Nord and Generic male Dunmer from Skyrim were common, but even more common was Cullen from Dragon Age. Felt like every other character had me saying "Hello, Cullen" at the screen. 

The new addition of the Fatesworn DLC was really good, delving into the consequences of your fateshifting ability and presenting a more definitive ending than what base game provided. I liked it. 

Unsurprisingly my favourite factions were the Fae ones. The House of Ballads did a good job of making me believe the stakes were very high. The House of Sorrows made me sad. The shattered remnants of the House of Vengeance just made me really melancholic. 

As for the other factions, the Travelers one was pretty cool. Warsworn was just a lot of Niskaru tbh and nothing really stood out about it (to the point where I had to look up the questline to remember enough to write this sentence). Scholia Arcana was cool but a bit predictable and way too short. 

Generally, the only thing I don't like about this game is the sheer amount of repeatable tasks that won't leave your journal. I like a clean journal, dammit! Let me clear it T_T

Friday, 18 July 2025

Who were the Lefthanded elves? - a TES lore writeup

Originally published on r/teslore back in May.

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Before I get started I want to make a shout-out to u/DanielK2312u/Axo25 and u/Vicious223 for their post dissecting the Tsaesci Creation Myth, which proved invaluable in the making of this post. Also a special thank you to u/DanielK2312 for the brainstorming sessions and for being the one to proof-read every stage of this post.

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The Lefthanded elves are an enigma with a few mentions strewn throughout the lore, but never expanded upon. This piece intends to collate all the disparate mentions, as well as try to deduce meaning from what little information we have to hopefully build a somewhat coherent picture of who they were and where they came from. In the text Cries from Empty Mouths, they call themselves Kanuryai and that's the name I will be using throughout this post.

History

What we know for certain of the Kanuryai is two-fold: they fought a war against the Yokudans and lost; 

He was instrumental to the defeat of the Lefthanded Elves, as he brought orichalc weapons to the Yokudan people to win the fight.

Varieties of Faith

Redguard stories say that when the Ra Gada first arrived on these shores, they found Nilata still inhabited by Elves. Having fought the Lefthanded Elves on Yokuda for a thousand years, wherever the newcomers found Elves in Hammerfell, they exterminated them.

Nilata Ruins loading screen

In their homeland of Yokuda, the precursors of the Redguards fought long and bitter conflicts with the Lefthanded Elves. When the Ra Gada came to Tamriel and found Elven colonies on the Hammerfell coasts, they set out to eradicate them.

Ash’abah Pass loading screen

and they fled to the Systres where they conquered the islands until Mount Firesong erupted and killed most of them. Whatever remnants remained of them were later killed when the first wave of Ra Gada from Yokuda made landfall on the Systres. 

In 1E 660 or thereabouts, the so-called Lefthanded Elves arrived from Yokuda and began their conquest of the archipelago. They found a foothold on Amenos and constructed a fortress there to serve as their base while they assaulted the other islands and laid siege to Y'ffelon. Who knows what state the archipelago would be in today if the Lefthanded Elves hadn't been consumed in the eruption of Mount Firesong in 1E 676? What few remained on Amenos were wiped out by the encroaching Ra Gada in 1E 785.

Secrets of Amenos

So far it’s pretty straight-forward. They were an old enemy of the Yokudans who were wiped out. But who were they?

Culture

This is where things start to get interesting. From different antiquity codexes in ESO we can start to form a picture of a people with a strong craftsmanship culture for anything from masonry;

It's rare to find a Yokudan statue that isn't wielding a sword. Well done. This looks like a depiction of Morwha—the fertility goddess. Based on the items she's holding, I'd say this statue came from Yokuda itself. [...] Ra Gada-era sculptors rarely took the time to render softer details like those flowers. Bloody conquest took priority. The lack of orichalc does give me pause, though. Yokudan statuary normally features a metallic element. [...] Look at the stone. This Morwha's rendered in gypsum alabaster--a favored material of the Yokudans' hated enemies, the Sinistral Mer. The sculptor probably acquired the stone during the early days of the Ra Gada, thus explaining the lack of orichalc.

Morwha’s Blessing antiquity codex

to leatherworking and husbandry;

According to Yokudan histories, the boundary between pet and livestock was a hazy line for the Lefthanders. Yath Asp leather was stout stuff--resistant to cuts and gouges. It was the perfect material for a stylish war girdle.

Asp-Leather Strap antiquity codex

to gemcutting;

According to my studies, most of the onyx mines in pre-Ra Gada Yokuda were seized from the Lefthanded Elves as spoils of war. The Redguards' ancestors never really developed the knack for this sort of gemcutting. I think this is a Lefthander relic.

Grand Hattu Onyx antiquity codex

These unique gems were considered a sign of royalty in Yokuda since before the rise of the Na-Totambu. It has something to do with the golden inclusions, I believe. The Yokudan's enemies, the Lefthanded Elves, embedded them in many of their weapons. [...] Chrysocollas are strongly associated with defense, but in the Yoku tongue, the term defense is just a different tense of offense. They placed far less emphasis on defense as a concept that than the Lefthanders did. This is definitely Elven.

Totambu Chrysocollas antiquity codex

and metalworking:

What a curious relic. It's a belt clasp, certainly, but the metal and configuration are quite unique. Do you see how it cinches from the left? This may have belonged to a Lefthander noble from ancient Yokuda! [...] This metal looks like an alloy--nine parts steel and one part orichalcum. Redguards call it Singersteel. According to the myths, the Yokudans used orichalc to drive the Elves out. Maybe the Lefthanders got their hands on a bit of orichalcum as well? [...] I wouldn't tell a Crown that Lefthanders made belts from sacred metal!

Singersteel Clasp antiquity codex

It is of note that the Yokudans and Kanuryai are mentioned in the same breath many times throughout these codexes, and a lot of the materials used in crafting these items seem to be known today as Yokudan materials, used by the Redguard ancestors. This could either mean that the two peoples simply had access to the same kinds of materials, or perhaps that there was a trade situation going on in which they exchanged goods and services. War rarely involves the entire population after all. When the soldiers are fighting on the front lines, life continues in the settlements. The Yokudans and the Kanuryai may have had a situation similar to the Atmorans and the Falmer before the Night of Tears. 

We can also surmise that the Kanuryai had a culture of swordsmanship. How skilled they were is another debate, but considering how long the war was going on, they seem to have been able to hold their own against the Yokudans. In Cries from Empty Mouths, the teacher repeatedly refers to his student as “bladed one”, suggesting that the student is a swordsman soldier:

Our enemy believes a falsehood while they live, bladed one. [...] We know that truth, don't we bladed one?

The same text also gives us reason to believe that the Yokudans and the Kanuryai had mingled linguistically:

We know very little of the Sinestral language, which complicates efforts of translation into the common word. I've used Yoku as a starting foundation, but the two languages diverge considerably despite the geographical proximity of the relevant people.

While the author claims that the languages diverge considerably, using Yoku as a base still enabled her to translate the entire text, which suggests that despite their differences they still have plenty in common. 

As for their beliefs, they didn’t believe in an afterlife, although they were aware of the kalpic cycles. They venerated the Real and seemed to await the Nothing that would be once the cycle ended.

"Our enemy believes a falsehood while they live, bladed one. Like us, the Yokudan knows life is brief and nothing awaits them in the final after. Rather than accept this, they tell stories that hide and obscure. Stories of an immortality that awaits after a mortal death. Their society clings to these beliefs, and through repetition hopes to make them real. 

"As their life draws to a close, the Yokudan's grip on these stories slips. The dying see clearly what we Kanuryai know—nothing awaits past the final after. [...]

Bile rose into my throat

to imagine a people convinced

the Real has no hold on us all. [...]

"We know that truth, don't we bladed one? There is bone and dirt. Blood and smoke. Flesh and metal. This is the Real. While many stages of death exist, in the final after there is nothing. Knowing this makes our people strong. We tell no stories for comfort, so we fight to stay in the here and now." [...]

Life beyond this one enticed me.

A seductive story to hear.

The fire popped and cinders leapt out,

the glowing motes landing on my hand.

Through the pain, understanding came.

That which I see and feel is the truth.

Cries from Empty Mouths

On the opposite side of this, one particular antiquity codex makes mention of a belief in souls:

According to Zirad's Guide to Yokuda, Lefthanded Elves worked hard to protect the abdomen because that was the throne of the soul.

Gilded Disk antiquity codex

This seems contradictory; why believe in souls if there’s no belief in an afterlife? More on this later.

Curiously, the Kanuryai are referred to, or likened to, snakes more than once: 

Diagna (Orichalc God of the Sideways Blade): Hoary thuggish cult of the Redguards. Originated in Yokuda during the Twenty Seven Snake Folk Slaughter. Diagna was an avatar of the HoonDing (the Yokudan God of Make Way, see below) that achieved permanence. He was instrumental to the defeat of the Lefthanded Elves, as he brought orichalc weapons to the Yokudan people to win the fight.

Varieties of Faith

In a later entry, Tussad describes an attack on one of High Isle's shrines, stating: "The swordfolk walked shield-to-shoulder, in great lines like snakes of the field." It is in this entry that we find the truth.

Systres History

The people most commonly referred to as snakes are the Tsaesci of Akavir. Could this possibly be a connection? 

There is much in Redguard history which suggests ancient connections to the Tsaesci as well. Not only are many of the greatest heroes clearly influenced by Akaviri as well as Redguard culture - Gaiden Shinji, for example - But the whole cult of Satakal and the dungeon called Fang Lair... It is too coincidental.

Interview with Three Writers

This comfortably brings us to the next section of this piece: geography.

Geography

The different elvish races are commonly believed to have migrated from a single point of origin, although there are doubts when this happened for elves such as dwemer, falmer and bosmer, or if it happened at all. When Nirn first came into existence all land was connected in a pangea situation, as detailed by the Anuad:

Nirn originally was all land, with interspersed seas, but no oceans.

The war between the Ehlnofey then reshaped the land into the continents we know today, which creates the supposition that Aldmeris is the pangea continent, but that’s a different story. I propose a different theory: that the Kanuryai, after the war, ended up on the continent which would come to be known as Akavir and from there migrated West. The two Akaviri invasions we know of have come from the East, which makes sense considering the eastern Tamrielic coastlines are closer to Akavir, but there are a few mentions of Akaviri having reached as far West as High Rock. 

Their first appearance in history was as pirates, which we may now assume were also scouts for the eventual invasions. Ships manned by bizarre beastfolk bewildered and horrified the earliest inhabitants of Tamriel. Contemporary scholars find references to pirates with rat-like features, and still others who appeared canine, suggesting Akaviri cultures yet undiscovered and perhaps extinct.

Pocket Guide to the Empire, 3rd Edition: Other Lands

In ancient times, there lived a hero named Lyrisius. He fought against the Akaviri slavetraders and single-handedly slew hundreds.

The Story of Lyrisius

The traders and fishermen of Wayrest were surrounded by hostile parties: the orc capital Orsinium had grown like a poison weed to the north, and the Akaviri pirates and raiders crowded the islands to the west. 

Wayrest: Jewel of the Bay

In the ESO version of Wayrest: Jewel of the Bay the word “Akaviri” is cut out of the text, hinting at a possible retcon of the Akaviri ever reaching as far west as Wayrest, and The Story of Lyrisius never made it out of Daggerfall (unless you count the replica of Fearstruck that shows up in ESO), however PGE3 is contemporary with Oblivion, suggesting a lingering narrative where the Akaviri were seafaring and pirates. This creates a possibility that an Akaviri culture of elves travelled the seas to settle on Yokuda, influencing the humans there in ways that are now seen as Tsaesci, but which may have potentially been elven in origin. Mysterious Akavir notes that there are no elves there, but that doesn’t exclude the possibility that there may once have been.

Akavir is the kingdom of the beasts. No Men or Mer live in Akavir, though Men once did. These Men, however, were eaten long ago by the vampiric Serpent Folk of Tsaesci.

Mysterious Akavir

So what does this have to do with the Kanuryai being called snakes? As we have seen, the people of Tamriel sometimes conflate the term snake-people to mean “people from Akavir” regardless of whether they are Tsaesci at all. The text Against the Snakes is the most obvious example of this:

Been thinking about our fight against the Akaviri. I've got opinions. Think I'll write them down. The whole damned war could have been avoided if those idiots in Windhelm had the sense to throw the Snakes back into the sea. Shor take them! [...] Jorunn fortified Riften, but the Snakes rolled right past. Why go straight to the Ashlands? [...] The Snakes push into Stonefalls after the fall of Fort Virak. Why? What were they after? [...] Shor take the whole Snake island. 

This text talks about the second invasion which we know was perpetrated by the Kamal, the snow demons, not the Tsaesci. I take them being referenced as snake folk as a reference to their Akaviri origins. 

There is a passage in the Tsaesci Creation Myth which mentions the dragons migrating from Akavir to Atmora, abandoning the Akaviri people.

There was the Biting, which broke the twelve worlds and their name-eggs, and the Biters chewed new names of the lesser serpents until soon death was known to the smallest and your alphabets disappeared but ours did not. The state of rest became worthy of blame, however segmented, so heat was wasted across the right eye. And in mercy we gave to you language that was dead yet walking if you used it, which you did, though transient food-forms became problematic. There was the Slithering, when scales were now name-bites that moved freely, and the dead language speakers bled out into non-talk, which is egg-naming inverted, which slides into the shedding of more dead, which cannot be redeemed in the hunger quadrant,

In this the dragons reach backwards from future-set Akavir to gift the mortals with their language, the thu’um, which confirms that thu’um and kiai are the same thing:

The breath and the voice are the vital essence of a Nord. [...] The power of a Nord can be articulated into a shout, like the kiai of an Akaviri swordsman.

Children of the Sky

I propose that the elves followed the dragons, but after arriving decided to reach even further backwards. This mimics the journey Vivec made with Nerevar in Sermon 17:

Soon they were walking across the eastern sea to the land of snakes and snow demons. [...] They walked to the north to the Elder Wood and found nothing but frozen bearded kings. They came to the west where the black men dwelt. 

Metaphysics & Theorycrafting

So the Kanuryai allegedly believed that the stomach was the throne of the soul, but let’s look at it less literally. The Tsaesci Creation Myth, refers to the Void Ghost, a.k.a Lorkhan, as the Stomach at least once, similarly the Redguard/Yokudan creation myth calls Padomay/Sithis the Hungry Stomach, Akel. 

Stomach signals wrote a complex document of conditions. This was the variation map, called dai.

The Tsaesci Creation Myth

And so the worlds called to something to save them, to let them out, but of course there was nothing outside the First Serpent, so aid had to come from inside it; this was Akel, the Hungry Stomach. Akel made itself known, and Satak could only think about what it was, and it was the best hunger, so it ate and ate.

The Monomyth: Satakal the Worldskin

The above mentioned passage from the TCM refers to Lorkhan establishing the Psijic Endeavor and, via proxy of the Three Good Daedra, presenting it to the mortals. The Kanuryai’s belief that the stomach is the throne of the soul, may simply be an acknowledgement of the mortals’ inherent potential to ascend. 

"If mortals knew the power they harbored, and how so unearned, a grace inexplicably given by the outer gods who provide too-plenty and without good guidance – "If they knew, they may wise work as hard to keep the within as much as their precious withouts -- that easily slipped-bare skin that withers as paper before flame – "For that is the truth of it: the body houses that which it cannot ever for long withstand.""

N’Gasta

This may be what Cries From Empty Mouths intended, because why would a people that doesn’t believe in an afterlife have any use of believing in souls? In that way Cries From Empty Mouths presents a narrative discrepancy with the Lefthander’s Aegis Belt antiquity codex. 

"We know that truth, don't we bladed one? There is bone and dirt. Blood and smoke. Flesh and metal. This is the Real. While many stages of death exist, in the final after there is nothing. Knowing this makes our people strong. We tell no stories for comfort, so we fight to stay in the here and now."

Cries From Empty Mouths

This passage may also allude to them being aware of the kalpas, and potentially the Amaranth. “In the final after there is nothing”. When the cycle ends, there is nothing left. Similarly the TCM acknowledges the kalpas in the very first sentences:

There was the Striking, and the Egg was split into twelve worlds, one for each serpent who had a name, and the names of the serpents were alive and coiled into themselves and became more eggs, for names are self-maters, and the Naming went and went. According to the calculations, the random sequence learned very cunningly that fragmentation reserved itself to the left eye. Variation realms were the evidence needed.

And of course the Redguard/Yokudan creation myth also acknowledges the kalpas, as we know:

As Satakal ate itself over and over, the strongest spirits learned to bypass the cycle by moving at strange angles. They called this process the Walkabout, a way of striding between the worldskins. Ruptga was so big that he was able to place the stars in the sky so that weaker spirits might find their way easier. This practice became so easy for the spirits that it became a place, called the Far Shores, a time of waiting until the next skin.

The Monomyth: Satakal the Worldskin

Here we have to make a distinction on what MK intended Akavir to be when he wrote the Tsaesci Creation Myth. In this Tosh-Raka was intended to be the Flower Child of Vivec and Jubal from the end of C0DA. Akavir is future-set and the realm of the new Amaranth.

The waters obeyed and dead names took up their place in the random sequence. The first serpents returned to us in transmissions that answered the alphabet-virus which we then consumed at last. By the relative dai, we egg-named it and swallowed all source-information to preserve the virus and became immortal thereby. Past the star line, dead-talking continued. The Laying then happened, and we moved into forms that had been granted from the source information of the first serpents, which was gold-walking, which is pattern. The scales became intertwined in the random sequence with music that ate forever, which we fed with you. Low forms created a seeking egg but we fed it to the music, too. Then the Biter-Shedding grew sideways into the reception field and knew a Coiling and mastery was ours borne from the calculations. The final name was Tsaescence and we ate it to become it and there are no more variations.

The Tsaesci Creation Myth

In this section Tosh-Raka is the one who consumes the alphabet-virus, Talos, and completes Lorkhan’s endeavor. The dragons are driven out of Akavir by the Tsaesci who don’t accept Tosh-Raka’s claim, into the past where people are still stuck to the past ways: “Past the star line, dead-talking continued”. Tosh-Raka as the Amaranth creates a new world that isn’t forced into linearity and separation, they can all exist at once. No more kalpas. “We ate it to become it and there are no more variations.”

Is it thus feasible to claim that the Kanuryai were exiles from Akavir who sailed past Atmora and northern Tamriel to settle on Yokuda after the Flower Child of Vivec landed on future-set Akavir? They worship nothing, having seen the end-game, their culture instead venerating the nothing that comes after the cycles are done. But what is the nothing? The IS NOT. Padomay, Sithis, Lorkhan. They venerate the Real, that which they can see and feel. Mundus. The creation of Lorkhan. 

No moons rose on the wagon ride home.

In the thick black, I thought on these words.

What cowards do we fight? What weakness?

Bile rose into my throat

to imagine a people convinced

the Real has no hold on us all.

Once more I sought my teacher,

his placid face ready for questions.

"Our enemy hears their wailing kin.

How can they still believe in stories? [...]

"We know that truth, don't we bladed one? There is bone and dirt. Blood and smoke. Flesh and metal. This is the Real. While many stages of death exist, in the final after there is nothing. Knowing this makes our people strong. We tell no stories for comfort, so we fight to stay in the here and now."A fire flickered and cracked,

throwing shadows around my home.

I sat, still, by my rough stone hearth

feeling its heat enter my skin.

Life beyond this one enticed me.

A seductive story to hear.

The fire popped and cinders leapt out,

the glowing motes landing on my hand.

Through the pain, understanding came.

That which I see and feel is the truth.

Cries From Empty Mouths

Lorkhan is the Stomach is the Heart is the Soul. The abdomen is the throne of the soul. Who taught the mortals about the Endeavor? Lorkhan by Tri-une proxy. They venerate the Real because it’s the plane that gives them the platform from which to ascend, and the potential to ascend sits in the abdomen: the hunger. They left because in Tosh-Raka’s world there is no more Endeavor to attempt, because Tosh-Raka is the completion. 

Next, let’s explore the connection to Boethiah, which exists in their given name: Lefthanded. 

Boethiah’s emblem depicts a left hand in a fist with a snake coiled around it. She is the warrior queen, the rebel, Lorkhaj’s beloved in Khajiiti myth, and noticeably left-handed in many of her depictions. This is where GHARTOK comes in. GHARTOK is the weapon hand or the left hand of god, associated with destruction or change. Change is Padomay is Sithis is Lorkhan. 

They came to the west where the black men dwelt. For a year they studied under their sword saints and then for another Vivec taught them the virtue of the little reward. Vivec chose a king for a wife and made another race of monsters which ended up destroying the west completely. 

The 36 Lessons of Vivec, Sermon 17

'You alone, though you come again and again, can unmake him. Whether I allow it is within my wisdom. Go unarmed into his den with these words of power: AE GHARTOK PADHOME [CHIM] AE ALTADOON. Or do not. The temporal myth is man. Reach heaven by violence. This magic I give to you: the world you will rule is only an intermittent hope and you must be the letter written in uncertainty.'

The 36 Lessons of Vivec, Sermon 15

This Ehlnofex phrase translates to “In the hands of change, royalty is a weapon”. In the Tsaesci Creation Myth it’s stated that “the dead language speakers bled out into non-talk” which means that despite the thu’um given to them by the dragons of Akavir, they still chose violence, the sword, which is action rather than communication. 

The paragraph from Sermon 17 quoted above alludes to Vivec having created the Kanuryai as a race of monsters after taking a Yokudan king for a wife, but I say that’s too literal. Vivec probably sowed the sparks of war, which made their actions monstrous, rather than created a whole new race. This paragraph also alludes to it having been the Kanuryai who destroyed Yokuda. However, Vivec claims in the sword-meet with Cyrus that the Yokudans used the Pankratosword, the sword-cut that could cut the atomos, the uncuttable. The technique that allegedly sank Yokuda and was struck from all records afterwards. 

"You would destroy the home of your ancestors even more? And in the fashion that they had done, which is now forbidden in your hands?" [...] "Cut the atomos and you die, too." [...] "What, the Barons of Move Like This didn't teach you a countermove to this?" Cyrus said. "Oh, wait, they wouldn't have. The Pankratosword is stricken from the record." [...] "And I had so wanted to see the Pankratosword, and so believed you ired enough to bring its ruin on us both. What stopped you, Surahoon?" [...] Cyrus, you see, never knew how to actually use the Pankratosword, only how to hold it at threat. After all, its use was forbidden and thus held in no stone at all after the fall of Old Yokuda.

Lord Vivec’s Sword-Meeting with Cyrus the Restless

According to Vivec’s Sword-Meet with Cyrus the Restless, Hoon-Ding was left-handed:

"Do-sura fights right handed," he said, voice low, "Yet you just held your saber with your left**."**. 

So where does all this get us? We have a people of crafts- and swordsmen who venerated the Real and believed in Nothing, who left the future-set Akavir with the dragons and settled on Yokuda where they mingled peacefully with the native Yokudans until something happened that sparked a war that eventually sundered Yokuda. 

The name Lefthanded comes from GHARTOK, the left hand of destruction, in an attempt to slander the enemies of the Yokudans. We have a cultural connection between the Tsaesci/Akaviri and the Redguard, suggesting that they peacefully intermingled for a time. Enough time that their cultures and languages mixed, to a degree. This mimics the Atmoran arrival to Tamriel where they mingled peacefully with the Falmer until the Night of Tears, but unlike the Atmorans, the Kanuryai couldn’t sail away to gather reinforcements. 

If Yokuda is past-set, as the remembrance of a past kalpa, then the conflict between the Kanuryai and the Yokudans mirror the conflict between Akatosh and Lorkhan, as above so below. Redguards are notably the only current race of men that views Mundus as a prison, an ordinarily elven view. Each kalpa is a variation of half-remembered things from the previous cycle. If we were to assign sides in the Akatosh/Lorkhan conflict, then it looks as if the Yokudans were on Akatosh’s side, and the Kanuryai on Lorkhan’s, it mirrors Lorkhan’s constant loss in the conflict against Akatosh, or alternatively Padomay’s loss against Anu, and the subsequent sundering of the twelve worlds = the sundering of Yokuda. 

The Kanuryai are left with the Lefthander epithet, they carry the burden of being named GHARTOK, they are accused of destroying the west in the Sermons. It’s the victor who writes the history, and in this story the Kanuryai are both the instigators and the victims, the blamed and the vanquished. 

He was so hungry he could not think straight.

The Monomyth

The Stomach is the throne of the Soul.

Your house is safe now

So why is it--

Your house is safe now

So why is it–

Sermon 19