Lore:Chaotic Creatia

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Chaotic Creatia is unformed chaos native to the planes of Oblivion. It is a shapeless but energetic Padomaic material that accretes around a Daedric vestige until it conforms to the morphotype's inherent pattern. It is therefore key to the process by which a banished Daedra forms a new body. Chaotic creatia takes a different but planar-appropriate form in every realm of Oblivion.[1] Chaotic Creatia is commonly referred to as the "waters of Oblivion."[2][3][4][5][6]

In Coldharbour, a realm known for mimicking and stealing parts of Tamriel, it takes the form of ubiquitous pools of blue slime known as Azure Plasm, which functions similarly to icy water.[1] The Village of the Lost, a border realm of Coldharbour created during the Planemeld, was notably covered in a sea of the fluid while it formed.[7] When a Daedra native to Coldharbour is slain or banished, its morphotype, or vestige, is sent back there. Within Coldharbour are secret grottoes where the process of plasm-accretion can be witnessed. It is here the Azure Plasm drains from pools adjacent to the grottoes and slowly coalesces around a vestige to eventually reform the Daedra.[1] It is usually a terrifying and lengthy process for the Daedra involved, although it can be prevented through resurrection with the use of Soul Magic.[8]

For Daedra native to the Shivering Isles, such as the Aureal and the Mazken, this process takes place at a Wellspring, which acts as a beacon that guides their souls back.[4] For the Aureal, their wellspring flows with a golden liquid; for the Mazken, this liquid is bright teal in color.[9]

Chaotic Creatia in the Deadlands takes the form of quivering pools of lava.[10]

The process is identical for mortals whose soul is under the protection of a Daedric Prince, such as Soul Shriven and Umaril the Unfeathered; the creatia coalesces around a vestige and forms a corporeal body with the semblance of the shape it wore in life.[1] Should this individual die, the nature of the vestige is such that their body simply reforms upon death and the cycle repeats itself.[1][11]

One Hist tree—the mad Hist of Mazzatun—produced an orange sap-like substance known as Amber Plasm, which pooled at its roots. Despite its appearance, this material is not mere sap; one scholar compared it to the chaotic creatia of Oblivion, leaking into Mundus through the Hist like blood from a wound. Drinking it or bathing in it can drive an Argonian mad. In 2E 582, the Xit-Xaht's tree-minder noted that harnessing the plasm's properties was a difficult task, as the "call to Sithis" was innate to the substance.[12]

Daedrons[edit]

Daedrons are particles of chaotic creatia imbued with sufficient purpose and function from the exertion of Daedric or mortal will. Though injurious to the mortal form, they can nonetheless perform work. Underutilized daedrons usually return to quiescence, but if imbued with sufficient purpose, they may escape and coalesce to form potentia vortices. These are dangerous if allowed to self-optimize into events known as 'realm-rips' that can cause damage in Oblivion. Peryite is in charge of keeping daedrons from doing so. When asked, Fa-Nuit-Hen's tutor Riparius says that "trying to keep ahead of it all keeps Peryite mighty busy, but nobody really feels sorry for him." He then goes on to say that Peryite "earned it".[13]

The variable flow of daedrons in Oblivion streams can have profound effects on the magicka potential of various locations. Magicka use often causes effects on the streams themselves. By reconfiguring the polarity of the daedron fields, it is possible to manipulate and trace the streams.[14] Slaves in the realm of the Fire King Hadhuul were forced to consume "drugs drawn from the admixture of daedrons into living hosts".[15]

Gallery[edit]

References[edit]