» Thu Aug 19, 2010 2:45 am
I've thought about these a lot. Unfortunately to no avail, but I can give you a few of the things that I get hung up on:
-The doomstones are dotted around Cyrodiil, ignoring ancient borders, or any mythical pattern, implying some tactical or other significance (like those mentioned in the talks)
-The Hestra Runestones are in the shape of the Apprentice and are mostly (but not entirely) within Colovia, implying that if they were road signals (which I don't think they were), then it acted as a northern road connecting Colovia, Skyrim, and Nibenay as wayshrines in the (no doubt) war-torn Jeralls.
-The Sidri-Ashak Runestones are very roughly in the shape of the Serpent.
-The Remans are a mystery to me and defy the pattern above. It kinda could be the Steed missing a couple of stars, but I doubt it.
-The Runestones ignore southern Cyrodiil which, at the time, would've belonged to the Khajiiti Kingdoms (and a little to the Argonians), so that fits in line with them being used or constructed during the 1st and 2nd era Emperors.
-In order of supposed age are Hestra, Reman, and Sidri-Ashak with Hestra being the oldest.
-The Mage's guild speeches tell of Sidri-Ashak as being an obscure reigning Potentate (in the 1st era) and being the last strong one too, which is interesting in its own rights because barely 100 years pass since Versidue Shai's death that Saverien-Chorak and his heirs die, putting an end to the second Empire. It's more of a testement to Versidue Shai's effectiveness, because it implies that after his 300 year reign there are a series of short reigns in the 100 years until Saverien-Chorak. It implies at least two potentates (likely more) reigned in those 100 years, which was a short time for some road-building. Most relevant, however, is that at this point we have the Mage's Guild decently established in the Second Empire, so whatever magical arts that the Runestones have or function as are more important for their use than letting a blossoming Mage's Guild handle it.
-The Mage's Guild speeches seem to indicate that the are not aware of the powers that the Doom/Runestones give you, yet you know just what to do. Further evidence that the voices of God in the games is Lorkhan telling you what's what I guess.
These are the points I've thought about the most, but I still haven't quite grasped how to tie them all together.