We wrote this language so that the choir would sing the music in this ancient language. We wanted a song that went with the Elder Scrolls theme, and then these words of power you could shout. And out of that, the language was slowly built. And a lot of it is from how the words of power actually form magic. When building cities, ecologies, cultures--how much do you balance medieval realism versus a fantasy world? We do try to skew toward whatever historical references there are. That grounds it in a reality for what it is. When you enter the world and you see this farming village, it feels real to you. We try to keep the fantastical elements so that when they arrive on the screen, they feel special. One of our touchstones was this idea of epic reality, things that humans on earth could've built, like the pyramids. But you look at them and still go, "How did somebody build that?" We looked at this idea of this ancient Nordic society that built these giant temples to dragons. And they feel authentic for what they are, as opposed to some very high-fantasy, super-magical structures. Are there any details about the world that would surprise people? First, it's all there. Nothing in it is just a backdrop. A lot of games will have a 2-D backdrop for the setting of the game. All of ours is there, rendered in 3-D so you can go anywhere you want. So you