Media literacy 101: the Text, how to analyse it

Introduction

Specificity is vital in all forms of science, that includes the humanities. One part of specificity is the specification and standardisation of terms. Models can be made first when the parameter for that model has been created. These terms can often seen strange or alien for those outside of a specific field. These terms are often used differently from how they are used in everyday speech. I will over the course of a few essays present a series of terms that I have found invaluable in my work as a media analyst, starting with the term Text.

What is a text

The term text, in its simplest more basic form denotes the object that will be analysed or deconstructed. This text is any set of symbols that carry meaning, and can as a result be analysed. The text varies from street signs, to novels, movies and music. The form of the text takes is not important, the fact that it carries meaning is. The term text is a clear denoter of meaning, and can be applied to a large number of items, objects and concepts.

Why use text

There are several reasons to use the term text, chief amongst them is to create a unifying term of discussion forms of material. By crating and using a unifying term will the author not need to reiterate what kind of media that is being discussed. While any analysis of course needs to discuss what kind of media form that is being presented, will the term text make it easier to call back to the specific object.

A clear tie is created between the analysis the analysed and the rest of the world, a clear object with boundaries and properties. This is another use of the term text, as it can be used to specify cut off objects in otherwise loose and sometimes arbitrary collections of symbols. A text can be an entire website, or it can be a single blog post. A text can denote a single episode of a series, or the entire series.

Finally does the term text allow the researcher to make judgements and carry out tests between different forms of expression. For example can books and movies from the same series be presented in the same discussion without the need to specify that each object is a form of media at every part of the analysis. Instead can text 1 and text 2 be used for comparison purposes.

How to use text

The term text is a flexible tool, but as any tool does it have its limits. For example is it still vital to explain what form of text you are discussing. The text itself must first be fully and clearly be presented and defined. The term text should only be used to specify what artifact, or series of artifacts that are going to be discussed in the analysis. Due to the fact that all form of expression and information has their own language, can the term not be unclarity used to make blanket statements regarding for example, all romance novels. The text, in this case, romance novels, must be clearly defined
beforehand. Just like with the term canon and author is it vital to present the context that the term text is used within. This specificity is especially important with the term text, as it can be used on everything from bulletin boards and street signs to novels and long form TV series.

Final thoughts

I have hopefully been able to show a number of uses and functions of the term text, as well as limits in this essay. This is a short introduction to the term and does not come close to covering everything that the term can be used for. I point towards my essays on pop culture for more practical example of its use. It is my hope that my media literacy essays can be used to gain a fuller understanding and appreciation of not only media analysis, but of media and its discussion in general.

Gwylim notes on Morrowind: Guild quests, the value of mundanity

Mundanity is a powerful tool of storytelling, it helps anchor and expand the narrative, it gives the reader a chanse to recover from a particularly intense chapter. This last part is especially important for games where the players take a more active role than in for example film watching or reading. Morrowind has several organically formed downtimes, primarily traversal from one area and another, while this is a fascinating form of mundanity, and one that I will undoubtedly come back to, is there another mundanity I wish to discuss in this essay, the mundanity of faction questions.

Specifically the mundanity of the quests found in the joinable guilds. Unlike the later games in the series, these factions do not have a big Crisis to solve, no real villain, and no truly complete unbroken narrative. What you get from the quests is that of which you puzzle together on the way, vague hints and implications of grander plots. What makes these quests so engaging is that they often intersect with plots and narratives of both the main quest and other grander narratives of the game.

While you may only go to Vivec city to acquire a rare book for a colleagues research paper, you will inevitably find many more quests on the way, many more areas to explore, as well as some interesting hints and implication of the mystery of the Neravarine. The quests writing and design works rather effectively for giving you a reason not only to explore, but to place the player characters in regions and situations they may have otherwise missed.

The mundanity of the guild quests also helps with how Morrowind is designed to be interacted with. For the longest time, the player is not The hero of the tale, but a simple agent of the imperial crown, pardoned from an unspecific crime in return for providing a vague service to the crown. You are a person in the world, rather than a hero that happens to it. The game pretty early on heavily suggests that the player should join a guild or another organization, with the logic that the player will need some form of cover. Again enforcing that you are not necessarily the big hero, yet. So far you are a mere civilian and agent of the imperium’s spy network.

The mundane and pedestrian tasks of the guilds helps to drive this point home without making the process tedious and boring. The quests are often streamlined and located either near to the starting location or near one or several fast travel locations. The quests are often very simple from a purely mechanical standpoint, entailing going to a place, talking to or killing a person, or getting a thing. What sells the fantasy of the guilds is the consistent theming and narrative, giving everything you do a flavor unique to that faction.

The guilds have their own internal struggles and politics, and you get glimpses of, and partake in some of the politics as a player. There is bad blood between the thieves guild and the fighters guild, power struggles within the fighters guild, as well as discontent with the current mage guild leadership. As you carry out your orders, train your skills to raise in rank will the player inevitably find other quests and stories. The lack of a central narrative of a crisis makes it a lot easier for the writers to weave these quest tales in the wider tapestry of the world’s narratives.

Lastly, does this approach to quest design allow the player to more effectively play out the narrative of their character. Your role as a Mage guild member does not end when you leave the Balmora Mage guild in the same way that your role within the Mage guild in Oblivion disappears as soon as you leave the arcane collage. While the strategy of creating walled gardens for your faction quests may be more practical and easy to manage (I will return to this topic later), I would argue that the depth and life the Morrowind approach to faction quests entails, is well worth the extra work.

Do you like my writing and want to help me write more? Please take a look at my patreon, it has several essays, and would help me create a lot more: https://www.patreon.com/cw/SamRandom13

Gwylim notes on Skyrim: Books and magical excavations

Introduction

Image taken in Skyrim with Library mod

Books are a fundamental part of the narrative building of the Elder scrolls series, they can often bring context to the greater narratives as well as specific quests. In this essay I will discuss four different quests, two from Oblivion and two from Skyrim. The unifying themes for these quests is that, except for one, they get a lot of context from the lore books surrounding, or being part of the quest

In this way I will discuss the strengths and weaknesses of relying on a player to read a book, and when in the narrative the book becomes available to the player.

Excavations and exploration

The magic institutions of both games have large questlines tied to them, both that eventually will see the player become the leader of said organization. In Skyrim this is the college of Winterhold, while in Oblivion this is the mage guild. Both of these have quests that take place in an excavation of one form or another.

Oblivion’s quest takes place rather late in the quest chain, and is used as a simple way of showing the player a common task of the guild, as well as to give hints of the internal struggles and conflict within the guild. There are some lorebooks and journals tied to the excavation, but it does not drastically change the context or importance of the quest. The quest itself is mostly there to help the player feel more like a member of the guild.

In Skyrim the quest is the first real quest that the players are sent upon, and also ends up being the inciting incident for the entire quest chain. This is already a stark difference from the Oblivion quest, where the dog was shown to be important, but had nothing to do with the war against the worm cult that the questline later became to circle around.

The dig in Skyrim takes place in Saarthal and is presented as a rather mundane task, after all they are letting the first year students take part in this dig, and you are told you are there to “find novel uses of magic”. The player is given the task to find any form of arcane items, finding several rings, as well as a necklace that upon taking, traps the player in a corridor.

This all eventually leads the player to finding the Eye of magnus, an incredibly powerful item that seems to have been forgotten. Everyone in the college of winterhold is shocked by the discovery, and no one seems to be aware of where this item comes from. 

This is most likely how the player will react as well, as the player has been given no information about the digsite or its history at this point. This leads me to my second comparison, books, book hunting, and incentivising the player to read.

Hunting for knowledge

Both Skyrim and Oblivion have quests related to acquiring books. The two quests I like to discuss in this essay are the acquisition of the four texts of the Mythic Dawn cult, as well as the Winterhold college text to acquire some stolen books. Both collections of books are related and tied to the quests in mention, but the games take considerably different approaches to how the players acquire, and are incentivised  to interact with these books.

In Oblivion the player is tasked with acquiring all four commentaries created by the founder of the Mythic dawn. This leads the player to peruse book shops, talk to book collectors and finally meet with the cult itself to get the final book. The books are given slowly over several stages of the quest. The player needs to acquire these books in order to find the hidden base of the Mythic Dawn cult.

After the player has acquired all books they are tasked to discuss what they have found with a member of the mage guild. The woman will offer to solve the riddle of the books for the player, but will only do so after twentyfour in game hours, as she first encourages the player to try to solve the riddle by themselves. This gives the player some downtime with the books, and may peak their curiosity. While the books themselves are mostly superfluous, it does give the player some interesting insights into the philosophy and goals of the Mythic Dawn.

Compare this with the quests Hitting the books, a quest that sees the player fight a guild of differently minded mages to acquire a series of books regarding the newly found Eye of Magnus. The dungeon is in and of itself an interesting case study, and worth its own essay all on its own. What is relevant to this essay is the way that the players acquire the bespoke books. They are located at the end of the dungeon, in a strange barren room containing only three pedestals, as well as the dungeon’s boss.

The player can choose to leave a prisoner behind to acquire these books as a trade, or fight the final boss for the same reward. The books The Last King of the Ayleids, Fragment: On Artaeum and Night of Tears. The players are told at the offset of the quest that the book may contain some clues on The Eye of Magnus. The players are then directed to return these books to the library, upon which the librarian mentions that the Night of tears has some interesting implications.

The Night of Tears does indeed contain a very direct and obvious explanation that the place the Winterhold College were excavating was indeed holding some arcane item so powerful the Nord inhabitants gave their lives to keep it hidden. The other texts present the player with some more context on the Ayleids as well as the Psijic order. The player gets no further incentive on reading the texts, and as far as I am aware they are never brought up again.

What is notable about the quest Hitting the books, is that actually reading the books, drastically reframes the entire questline. The player is told in the quest dialogue that the dig at Saarthal is routine, safe and simple. Reading the Night of Tears makes it clear that this was never the case, and brings up some unintended implications of either the college’s incompetence, or duplicity. It seems like a stretch to imagine that neither the Arch mage, or one of the faculty in charge of this site did not know about the site they were excavating, especially since the book would be available to them.

Final thoughts

I have presented four quests in this text, two have involved excavations, and two have involved the procurement of books. All are related to acquiring information or performing research in one form or another. I hope to show different ways that lorebooks can be used to further a narrative, and how it can harm it. I would argue that it is vital that the player still gets the vital information they need, regardless of if they read supplementary texts or not.

The commentaries of the Mythic dawn are pushed on the player who is incentivised to carefully read and examine the texts. Even if they do not, the player still has plenty of options to acquire the same information they got from the book elsewhere. In contrast, the books in Hitting the books are never actively pointed out as important until after they are handed over to the quest giver. This is done despite the fact that the book contains vital context to the quest that the player will not find through playing through the questline.

I have also presented two ways that excavations can be used in RPGs, and what different goals their inclusion may have. While Oblivion used its excavation to present the player to mounting dissatisfaction in the Mage guild, Skyrim uses the excavation as a suspense tool to build up to the big inciting incident for the College of Winterhold questline. Both are valid approaches, but will lead to vastly different experiences, and leaves the player with different connections to what they have explored.

Gwylim notes on Skyrim: Fictional essays and their use in worldbuilding

I have previously written about the importance of in game stories and nonfiction books in world building and storytelling, especially when it comes to fantasy and sci fi. In this text I wish to go even more granular and discuss a genre that is close to my heart, the essay. Often more loose in form than a report or a paper, essays are great for presenting ideas and concepts in a condensed yet easy to understand format. 

Essays often exclude some of the contexts needed to understand the texts if it’s common knowledge. This allows the text to focus more on the topic at hand. This makes essays uniquely suited to give a player tidbits about the world a game is set in, without needing to present a lot of information all at once. Essays allow you to bring small packets of information in a condensed format. It allows the player to put together the information themselves over the length of the game’s narrative.

Essays have a further advantage of having a more personal voice in its writing. This allows you to not only tell stories with the essay itself, but also be able to create a writer of essays. A person that allows for a unique point of view. It is this point of view character that makes the essay such a vital tool of narratives.

The Elder scrolls series is no stranger to in-universe texts, some have gotten physical releases as well. Elder scrolls has several texts that not only discusses parts of the world, but argues for or against certain assumptions of the narrative. For example, the many schools of magic are hotly debated in a number of texts. Necromancy in particular is debated and arguments for and against.

Likewise many historical events of the narrative are discussed in great length. In this text  I would like to discuss two such texts in particular. The life of Barenziah and the mystery of the Dwemer. Both are excellent examples on how elder scrolls play with the idea of an objective reality in its narrative.

Dwemer, myths and misinformation

The disappearance of the Dwemer is described as one of the largest mysteries in the narrative of The Elder Scrolls. Their obsession with science, their alien philosophy and of course their sudden disappearance from Nirn all together have fueled discussions both in game and amongst fans. There are many texts discussing and arguing the minutiae of Dwemer, science and beliefs. Some texts like On Dwemer law and the Dwemer series are written as serious scholarly attempts to try and get to the bottom of Dwemer culture, and what impact they have had on Dunmer and Altmer culture.

There is also the series of Ancient Tales of the Dwemer. That presents the Dwemer in a very different light. The Dwemer described in these tables are considerably kinder, more peaceful and overall friendly than the Dwemer that can be found in other texts. 

This discrepancy is something the players will find for themselves when devling into the many Dwemer dungeons and facing the many sadistic traps and torture chambers of the old Dwemer holds.

This is a point that the scholar Hasphat Antabolis discusses in his text Dwemer History and Culture. He argues that the tales discussed in the Ancient Tales of the Dwemer are in fact re-packaged folk tales that have been rewritten to be given a certain exotic Dwemer flair.

That the kind and friendly Dwemer became a lot more palatable for the middle class reading rooms. These texts have as a result been spread and read by thousands, and are today still very prominent, despite the fact that they have been thoroughly debunked. The idea of a historical narrative remaining true even after decades of disproving is something that can be found in many places in real life.

The text brings up ideas of how dark and brutal histories and cultures can often be softened and simplified in order to make them more palatable to the general public. This is a wonderful example of how Skyrim uses real life phenomena within history and anthropological research to make its game world feel more complex.

The life of Barenziah and Biography of Barenziah

The controversial character of Barenziah has two texts written about her. One official series of biographies titled Biography of Barenziah paints her as the first and only Dunmer empress and describes the struggles of her life with a kind and borderline naive tone, breathlessly praising her numerous grand qualities. The second unofficial text written by an anonymous scribe titled The Real Barenziah is scandalous, provocative and deeply judgmental with poorly hidden sexism and racism contained through the text. The role of Straw the stable boy is one of the decisive differences.

What is interesting about these texts is the transparent intent of the authors behind both series. One series is describing in short and somewhat dry terms the life of the only Dunmer ruler of the empire. The other is a series of character assassinations and brutal accusations of promiscuity and debasement. Sadly this is a tactic that has, and still is used to discredit many women who have been in power. Furthermore, the first text is written as a simple document that retells major events in Barenziah life, while the second is written like a serialized romance novel, with rich descriptions of events and lengthy dialogues.

The stark difference in the texts presented narrative forces the player to look at this one historical figure from separate points of view. While the text of Skyrim makes it clear in the presentation of the texts which one is the more probable and reliable. It does nonetheless make a clear case that not every text that the player encounters can or should be trusted. Like in real life are all narratives created by a person, a person with a specific worldview, historical background and motivations. Both texts have clear biases, and both have clear goals with their narratives. It is up to the player what parts to believe.

Final thoughts

I like to conclude this essay by discussing another series, Rising threat, a series describing the rise of the Thalmer from an Altmer point of view. It is interesting for several reasons, one of them being the only purely Altmer narrative in the game, as well as for giving well needed context to the rise of the organization. This series explains how the Thalmer monopolized the sudden end to the Oblivion crisis, and claimed that they were the true heroes of the calamity.

Despite this falsehood eventually being disproven, has it nonetheless become a truism within the history of the Altmer. Furthermore, the texts are interesting for the disclaimer made by Praxis Erratuim that warns the reader not to take some of the more fanciful speculations of the texts all too seriously. Like with the Anecdotes of the Dwemer this text presents the idea that history is sometimes not created by the most reliable facts, but by the most prevailing of narratives.

My goal with this text is to present my reader with a  few examples in how ambiguity and contradictions can be used to deepen a narrative and make a fictional world feel more complex, more nuanced and more alive. I would also like to argue for the use of books and journals for the furtherance of narratives and lore that would be unwieldy to present in direct or ambient dialogues.With all this said, this kind of narrative presentation has some serious shortfalls. The chief being that the player needs to first find, and then read the text to get the information needed. I will discuss a few of these pitfalls in a future Skyrim essay: Books and magical excavations.

Oakendale Academy

Enroll in the prestigious Oakendale academy, one of the Empire’s most prestigious academies for studying the arcane arts. Learn about the cultural and historical roots of arcane practices, study herbology and ecology and so much more.

This is a small demo where you are introduced to the school, its philosophy and its teaching practices. You will also be introduced to a few of your fellow students as well as the faculty of the academy. This demo is rather short and will not take more than a few hours to complete. You can save the game at any time by visiting your dorm room.

Oakendale academy by SamRandom

This is my first attempt at a text adventure, the demo is free to play and runs in your browser! I hope to be aböe to create many more games in the future, in many formats, not just text adventures.

Writing update

So, funny story. I have several papers cooking, but none of them are finished for today! One, almost was. But would make no sense without the other. So here’s a little rundown of upcoming topics!

Gwylim notes on Skyrim: health potions and visual shorthand

This is the next part of my Skyrim series, it needs some more research done, and I need to take some reference photos before it’s ready but the base is there.

The potion bottle is a staple of the fantasy game genre, and can be found in most every game of the genre, from Dark souls to legend of Zelda. In Skyrim are the potions easily labeled and color coded to the stat that they refill, green for stamina, blue for mana and red for health. What I wish to discuss in this text is their prominence in the game world.

Health potions can be bought by vendors for sure, but can also be found in caverns, dungeons and most interestingly, inside people’s homes. While this makes sense from a gameplay sense, it does lead to some interesting narrative consequences. At some points are you able to hand these magical potions to an npc, that indeed does get better. Others you are forced to leave to their death. It is worth noting that Elder Scrolls Online is much more guilty of this crime than Skyrim.

Gwylim notes on Skyrim: Books and magical excavations

This will be a continuation of my exploration of books and their use in narrative building in Skyrim and Oblivion. I want to lay a fair bit of groundwork before I post this one. There is a fair bit of research to do for this, and the other essays in the series.

Books are a fundamental part of the narrative building of the Elder scrolls series, they can often bring context to the greater narratives as well as specific quests. In this essay I will discuss four different quests, two from Oblivion and two From Skyrim.  The unifying themes for these quests is that, except for one, they get a lot of context from the lore books surrounding, or being part of the quest.

In this way I will discuss the strengths and weaknesses of relying on a player to read a book, and when in the narrative the book becomes available to the player.

Warhammer essay: Wild creativity and measured preservation

I have slowly been working on more Warhammer essays, but currently are the Skyrim essays taking precedence. I need to get my hands on a few lore books first if I want to be able to discuss Warhammer properly again, as a lot of the texts I have are either too old, or too new for what I want to write about.

Warhammer fantasy as well as warhammer 40k has an interesting relationship to the concept of creativity, knowledge and the art of creation. There are two opposing forces that are present in much of the texts. These are of innovation and of tradition, as well as carelessness and caution.

Each faction lands somewhere between these parameters, and a lot of the faction’s philosophy, morals and history can be gleaned from these traditions. There are some ideas that returns again and again. Tradition often comes with stagnation and loss of generational knowledge. On the other side is carefree innovation leading to explosive results. I will present a few examples of these themes in this essay, but they are by my way exhaustive.

Umvelon: City of magic

I have been writing a lot on a lore supplement for my homebrew setting Landhurst. I have posted a bit of this project on my patreon, so if this sounds like something that is interesting to you, you can find more information there. I want to present the introductory text here, to give my readers an idea of what I have been working on.

Introduction

Umvelon is Landhurst’s third largest city, and the second largest centre for education in the entire nation.  It is most importantly the undisputed centre for arcane education, research and regulation. The seemingly ancient city is in fact one of the younger cities in the nation’s history.

After the Elven defeat did the nascent mage guilds take the arcana rich site to be their centre of learning and research. From the humble campus on top of a ruined Elven metropolis did the mighty city of today take shape. Spreading ever downwards towards the muddy waters of the surrounding swamplands that keeps the city isolated from the mainland.

Magic education and bureaucracy.

Umvelon is the seat for higher arcane learning, and the only place where one can learn the many trades that require a full time commitment, such as battle mage, alchemist or healer. While the rest of the nation have rudimentary research and safety training for proper arcane use is it only in Umvelon that one can become a full fledged member of the mage guilds.

Furthermore the city is the centre for the governing body of the mage guilds. It is from here that arcane disasts, corruption and other dangers are investigated and rooted out. The dreaded Mage hunters, the personal juridical wing of the mage guilds also have their headquarters in the city, brazenly displaying their clandestine operations in broad daylight.

Patrons of art and education

Besides the arcane colleges there are several smaller academic institutions present in the city, not least of them the Librarians and archival collage, as well as the academies for History and the liberal arts. These campuses can be found all across the city, but everyone boasts at least one lecture hall on the coveted Campus hill in the fourth ring of the city.

Beyond the official institutions is the city sprawling with museums, bookstores and coffee shops that hold unplanned lectures and readings for anyone interested. Most of these institutions are free for citizens and are paid for by the many rich trade families that have made the city their home. A grand payment to one or more of the educational institutions of the city not only garners good will with the citizens, but also gives them rather generous tax cuts from the city’s mayor and mayoral staff.

Arcane trade

Umvelon is the centre of all arcane trade in Landhurst, and all arcane items are either made here, or made by someone who has been educated here. The guilds keep a close eye on all wares of an arcane nature that moves through the nation’s many waterways. Close, but not so close that smuggling and bribery is not permitted, solely to make sure that research and production runs smoothly ofcourse.

Arcane artifact

While many of the bulk products such as magically enchanted ammunition, scrolls, crystals and potions are made in large warehouses elsewhere, the city is still full of production. It is unsurprisingly full with the kind of production that will not disturb a college professor’s mid day nap with its noise, or the kind of smell that makes a high society lady reach for her perfumed handkerchief.

Gwylim notes on Skyrim: Stairs, gameplay and narrative guides

Introduction

Skyrim is the latest installment in the Elder scrolls series. The game series is an open world rpgs filled with magic, monsters and intrigue. Skyrim is set in the fringed northern land of the same name. This land is deeply inspired by a romanticized version of Viking and Nordic culture. The land is rugged and mostly barren, with a few scattered cities hidden behind grand walls. There are small farms scattered amongst the landscape, so are strange stone formations, caves, old temples and many many burial mounds. Skyrim is a mountainous land, and very few areas are completely flat. 

This makes the inclusion of stairs feel like a very natural part of the environment. One of the problems with open world games, especially those that are as large as Skyrim is the risk of players getting lost. Skyrim has many clever way of leading the player towards points of interests, from stone canines, small rocks statues, and dirt paths. One of the greatest way that the game leads the players is with stairs, low stone stairs that do not impede the players walking speed, but that subtly show that there is something important nearby. 


Height has also been used with great effect in Skyrims two latest predecessors. Cyrodiil in Oblivion is markedly bowl shaped, with the imperial city in the centre of the bowl. The effect is that if the player goes downhill they will eventually end up in the Imperial city. A logical design considering how vital the city is for the game both narrative and gameplay wise.

Vvardenfell in Morrowind is likewise built around a specific geographical feature, namely the red mountain. The cause of the red fever and home of Dagoth Ur. The presence of the red mountain in the centre of the map, in combination with the constant belching of smoke gives the game a constant sense of dread and urgency.

The player often simply needs to look up for a reminder of what they are fighting for, and trying to destroy.

Mountains and cliffs

The decision to make Skyrim a very mountainous area further helps to funnel the player in to areas of interest. Roads snaking along valleys and across vaistas is an easy way to lead the player towards points of interest. This strategy is very much enhanced by the combination of stairs leading up otherwise unscalable hills and cliffs. The world design takes great advantage of its mountainous areas to create breathtaking vistas from many of the games key locations.

The dragon priest ruins having several high points from where they practiced their Thu’um also makes for great vantage points to the players. Mountains also make for natural barriers, and while they do not often work like that in practice, mountains are great theoretical barriers to keep the players away from certain areas, or from taking unintended routes.

The introductory road to Riverwood being a great example of this, as the players snake along the road down the cliff they are faced with the vastness and emptiness of Skyrim’s wilderness.

Miraaks temple is placed on a hill, at one of the highest points of the island. The castles of the vampires and the Dawnstar are both located on an elevation, letting them loom over the players as they approach.

Cities and stairs

The main cities of Skyrim all use elevation in interesting, and often historically accurate ways. Windhelm is very clearly stratified around elevation, with the jarls kept at the top, leading down to great families, then the traders and last the common citizen. Morthal has a similar design with the temple of Diala and the jarls keep rather literally lording above the lower levels of the city. The poor are literally forced underground, while the rich live in cliffside residents. 

Winterhold is rather flat, with two exceptions, the docks and the grey quarters are both located at the bottom of steep stairs, putting them at a both spiritual and visual lower level then the ruling nord classes. It also increases the sense of isolation and destitution of these areas

Solitude has an interesting dip in the middle of the city, as well as a hill approaching it. This detail means that both the blue palace and the imperial fort are located uphill. The player will always approach these structures from below. Riften has the most obvious height dichotomy, with its most poor literally living underground, while the Jarl fort is also located at the top of a small hill.

The college of winterhold also is kept at a distinct elevation from the ruins of its former patron city. Finally at the greybeards located at the highterst top of the world, both in literal and spiritual sense.

Conclusions

Height and the traversal of height is a vital part of Skyrim, both from a narrative and gameplay point of view. The ways that Skyrim uses height can be mirrored in the way that Oblivion and Morrowind uses height. The concept of elevation can be used both as a gameplay tool, and as a narrative tool.

The volcano of the Red Mountain in Morrowind both works as a goal, but as a deterrent to the player. Doubly so with the addition of the ghost fence cutting the player off from the peak for most of the gameplay. It is a deterrent, but also a sign of the ultimate goal for the player.

Oblivion uses its bowl shape to give the player a constant reminder of the Imperial city, the seat of power for the empire, and the very thing that the player is working to save. From a gameplay perspective does Oblivion use the high tower of the Imperial city as well as its central location as a tool for the player to navigate, and find their way back to the central hub of the game.

Skyrim likewise uses elevation, and stairs both for narrative and gameplay use. The narrow valleys help guide the players towards points of interest, and the elevation of certain buildings relative to its surrounding can tell the player a lot about a place without saying it expressly. 

Warhammer exploratory essay: Who gets to be human

Introduction

I have alluded to the idea of personhood in earlier chapters, but in this text I will discuss it in more clear terms. All the playable factions are humanoid in one way or another. The non-human factions are either adjacent to humans like Elves or dwarves, or they are more inhuman like Lizardmen, Skaven and Goblins. All of them have humanoid characteristics and keep some sort of human culture.

What became clear when I started researching this topic is just how human centric the Old World is. Humans as humans, exist in Europe, Africa and Asia, with clear, if often tokenized versions of their real life counterparts cultures. There are humans in fantasy Arabia, even the undead of the setting version of Egypt are still decidedly human, despite their undead appearance. It is this prevalence of humans and human adjacent races like Elves that makes the less than human races stand out so much more.

The humanized

The humanised creatures are those that are clearly based on a real human culture, and also has humanizing features. Here you can find the Dwarves, and the Elves, both are staple of the fantasy genre when the setting was made, as they still are today. THe dwarves are proud and the Elves are arrogant, both see themselves as better than the short lived humans. Wood Elves are likewise seen as more wild but yet arrogant and in many ways superior to humans in most ways.

The lizardmen live in the south of the Old Worlds version of Africa, as well as the southern version of South america. The aesthetic of the Lizard men are hard to miss, living in large stone cities with grand temples to golden serpent gods, gods that require living sacrifices in large numbers. While still a sympathetic depiction, there are still some connotations to certain conspiracy theories that makes them a bit uncomfortable to consider. As part of being reptilian are to varying degrees been described as unemotional and mechanical, going from almost pure automata at their inception, to the strange and otherworldly, but yet fully sentient creatures in the later editions.

The second example of the use of human cultures for nonhuman creatures is less easy to explain away. The Ogres, the hungry, dumb and brutal race of giant humans, are both located where real life Mongolia is, as well as sharing some physical features and stereotypes of Mongolian men.

With thick eyebrows and rather characteristic mustaches, their connection to gluttony, violence and stupidity is a rather unfortunate one to say the least. But with this said, are they still considered moral in one way or another, and are often seen as neutral, if not good. Vampires and undead, are likewise seen as monsters but are still human when it comes down to it. This is in rather starch contrast to some of the other humanoid factions in the setting.

The inhuman

There are two factions that I wish to discuss when it comes to dehumanised, or monstrous versions of humans in the Warhammer fantasy universe, first of them are the Orks and Goblins, playing much the same role that they do in dungeons and dragons and similar fictions of the time. They are violent and aggressive, and live only for combat. They are the stereotype of a villain. They soely exist to fight, destroy and eat, but unlike their ogre counterparts do they have very few humanizing features, or seen as capable of any good. THis pigheaded and absurd evil is often played as a sort of comic relief, playing off the improbability of their civilizations to begin with.

Orks are strong, resilitand and sprout out of the ground, being grown from fungi.They have absolute faith in all that they do and can never be persuaded to leave their path of destruction for one simple reason, they are finding it all too fun. Goblins are ted tibet as the menial cast of the faction, working, carrying, farming and building, though the quality of these efforts are often described as subpar at best. They also trade and barter, giving the faciton their only hire non violent connection with the other factions.

The second faction to discuss is the Skaven, a fascinating society of half ratmen, that lives under the cities of all the world’s major factions and civilizations. The Skaven are depicted as man’s worst qualities, selfish, greedy and ambitious, each Skaven lives only for themselves, and will not hesitate for a second to sacrifice another of their kind if it meant gaining an upper hand in their competitive and cut throat society.

While some are vaguely human in their organisation and culture, are they not as closely tied to a certain culture or nationality. Both the Orks and the Skaven are clearly meant to be parodies or exaggerated versions of some of humans’ worst sides, and vices. Even more so then the followers are chaos are these races often used as dark or warped mirrors of humanity. Orcs are aggressive and ambitious in the extreme, while Skaven are greedy and cowardly in the extreme.

Conclusions

The question of who gets to be human and who doesn’t is not a question that is unique to warhammer, but is one that tends to turn up in many high fantasy settings. For example does the Elder scrolls make a clear distinction between, elves, humans and “the bestial races” of orcs, argonians and khajiit. The concept of having other or near human races is not a problem in and of itself.

It is a great way to add some variety and texture to the world. Likewise is it not a problem in itself to base these races on specific human cultures, Elder Scrolls argonians for example shares their mesoamerican inspiration with the Lizardmen of Warhammer fantasy. Problems can arise when certain races are tied to both a specific culture and a specific negative trope tied to that culture. For example the brainded hunger of the Ogres, or the cold and alien Lizardmen.

Furthermore can a non human race become rather flat and simplistic if it is only allowed to have one cultural expression. This is especially apparent, if like in the elder scrolls series, there are several human cultures but only one Argonian culture. The Warhammer examples are very good at making a varied and complex set of cultures, even amongst the more comedic races. There is a large difference between the plague worshipers of Clan Pestilence and the quirky engineers of Clan Skryre. Despite this do the races as whole have a uniforming feel and cohesion that makes them easily recognized.

The tokenization and alienation of real cultures is not a problem unique to Warhammer, but can be seen across many series and settings. The Kajiit of the Elder scrolls used to talk, and to some degree do in a stereotypical Romani coded voice, and are also depicted as being semi nomadic, and known for thievery. To take another example, the goblins in Harry Potter are only seen working in banks- They are long nosed, greedy and untrustworthy, a sadly still all too common anti semitic trope in fantasy.

It is only through nothing but biases and assumptions in writing that we can become better writers. If we wish to aim to write a more true and inclusive fantasy world, must we first explore what inspiration we draw from real life and why. That is why it is vital to listen to voices different from your own. I am not innocent of this as well, there are many times I have had to step back from my writing and re-evaluate, when I am getting too close to tokenizing or orientalising a culture or race in my writing. Tokens and stereotypes are powerful because they are easy to recognize to a reader, and a useful shorthand as a writer. This makes it even more important that we use them with respect and caution.