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The History of the World
Chapter 1: The Mono-Monomyth
Things begin with the dualism of Anu and His Other. These twin forces go by many names: Anu-Padomay, Anuiel-Sithis, Ak-El, Satak-Akel, Is-Is Not, Light-Dark, Good-Evil, Bird-Serpent, Order-Chaos. Anuiel is the Everlasting Ineffable Light, Sithis is the Corrupting Inexpressible Action. Padomay is just as ineffable an entity as Anu. In most cultures, Anuiel is honored for his part of the interplay that creates the world, but Sithis is held in highest esteem because he's the one that causes the reaction. Sithis is thus the Original Creator, an entity who intrinsically causes change without design. Anuiel is also perceived of as Order, opposed to the Sithis-Chaos.
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The Dawn Era: The Elder Wilds
The Dawn Era is that period before the beginning of mortal time, when the feats of the gods take place.
The First (Sub)Creations
First was Void, which became split. The first ones were brothers: Anu and Padomay, stasis and change, both vast realms sitting in the void, they created it. They [were] opposites, and totally antithetical, [the first Enantiomorph]. Imagine an infinity enclosed by another; you come away with a bubble. All creation is subgradient, each the same except for scale. Anu/Stasis asks merely for himself [and] so that he might know himself he [sub]created Anuiel, his soul and the soul of all things. Anuiel, as all souls, was given to self-reflection, and for this he needed to differentiate between his forms, attributes, and intellects. Thus was born Sithis [(the subcreation of Padomay)], the start of a house, who was the sum of all the limitations Anuiel would utilize to ponder himself. Anuiel, who was the soul of all things, therefore became many [parts], and this interplay was and is the Aurbis, the Gray Maybe, Nir, the Wheel. [The Aurbis is where] the two bubbles touch. Their intersection is a perfect circle of pattern and possibility, the first brush of Anu-Padomay.
The Coming of Time
Note that Tamriel and the Mortal Plane do not exist yet. The [Aurbis] is still the playground of the Original Spirits/Patterns ([the many parts]). Some are more bound to Anu's light, others to the unknowable void. At first the Aurbis was turbulent and confusing, as Anuiel's ruminations went on without design. This was a violent time. Sithis [had] sundered [Anuiel] and mutated the parts, fashioning from them a myriad of possibilities. These ideas ebbed and flowed and faded away [however] Will formed and, with it, the Potential to Action [so the ideas] did not want to die; like the stasis, [they] wanted to last. Their constant flux and interplay increase their number, and their personalities took long to congeal, [forming] the twelve worlds of creation [(‘the Stiking’)]; one for each who had a name, and the names [subcreated and multiplied], and [it] went and went.
Aspects of the Aurbis then asked for a schedule to follow or procedures whereby they might enjoy themselves a little longer outside of perfect knowledge. So that he might know himself this way, too, Anu created Auriel, the soul of his soul. Auriel bled through the Aurbis as a new force, called time, [however it is non-linear, and did not have full dominion]. When [Auriel] forms, Time begins, and it becomes easier for some spirits to realize themselves as beings with a past and a future [since they develop memory]; [through this] his mind [breaks and] various aspects of the Aurbis began to understand their natures and limitations, [breaking] the twelve worlds in their alignment [(to Anu or Padomay, to Time or Not, called ‘the Biting’)]. Time allowed more and more [spirits/]patterns to individualize [and thereby become] subcreated by the birth of [Auriel].
Naming and The Coming of Lorkhan
[There was a pattern to broken non-linear time so] that [when] the last world had been entirely [destroyed, a] new creation/kalpa began to form, [routine] temporal writings and erasures; when [the spirits] realized this pattern so did they realize what their part in it was. The strongest of the recognizable spirits crystallized [and] they took names, like Magnus, Mara, Xen, Mephala, Y'ffre, Rupgta, Tuwhacca etc., etc; [some] called themselves the Aedra, and they strode about looking for their kin. The strongest spirits learned to bypass the [patterns] by moving at strange angles. They called this process the Walkabout, a way of striding between the [creations/kalpas]. [The stronger spirits helped] weaker spirits 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 [creation/kalpa]. Others remain as concepts, ideas, or emotions. [Aedra and Daedra] form and reform and procreate.
[The Aedra (those more bound to Anu’s light)] enslaved everything that Sithis had made and created realms of everlasting imperfection. Thus the Aedra [could be seen as] false gods, that is, illusion. So Sithis begat[(subcreated)] Lorkhan and sent him to destroy the universe. Lorkhan was more of a limit than a nature, so he could never last long anywhere; [thus he] went wandering from the start, changing as he went. Lorkhan watched the Aurbis shape itself and grew equally delighted and tired with each new shaping. As the [spirits aligned to either Anu or Padomay] erupted, [Lorkhan] tried to leave it all behind for he wanted all of it and none of it all at once. It was then that he came to the border of the Aurbis. He saw the Tower, for a circle turned sideways is an “I”. This was the first word of Lorkhan and he would never, ever forget it.
Oblivion and Aetherius
For ages the [spirits] grew and shaped and destroyed each other’s creations. Some were like Lorkhan and discovered the void outside of the Aurbis, [coming] to power by merely harnessing the impossibility of Limit+All [and] creating its[(the void’s)] like inside the Aurbis, but each of these smaller voids sought each other out. Void shall follow void; the [spirits] called it Oblivion, an echo of the Void before but unalike. What was left of the Aurbis was solid change, otherwise known as magic; magic power [came] directly from the energies swirling about [Anu and Padomay], spring[ing] forth to hold [existence] together at living, divine cross-purpose, [and serving as] support struts [for it]. The [spirits] called this Aetherius.
Planning and the Creation: Gods Create Mortals
Now Lorkhan had by at this point seen everything there was to see, and could accept none of it. Here were the [spirits] with their magic and their voids and everything in between and he yearned for the return to flux but at the same time he could not bear to lose his identity. He did not know what he wanted, but he knew how to build it. [So] Lorkhan found the Aedric weakness. While each rebel was, by their nature, immeasurable, they were, through jealously and vanity, also separate from each other. They were also unwilling to go back to the nothing of before. So while they ruled their false dominions, Lorkhan filled the void with a myriad of new ideas. These ideas were legion.
Soon it seemed that Lorkhan had a dominion of his own, with slaves and everlasting imperfections, and he seemed, for all the world, like an Aedra. Thus did he present himself as such to the [the Aedra] as a friend. As he entered every aspect of Anuiel, Lorkhan would plant an idea that was almost wholly based on limitation. He outlined a plan to [sub]create a soul for the Aurbis (another [sub]gradient), a place where the aspects of aspects might even be allowed to self-reflect; [a way for] the magical beings [to] create races of the mortal Aurbis in their own image. [This was] a plan to create Mundus, the Mortal Plane (the Great Construction/ Exactness) [which would be the] anchor of all things.
This was a new thing that [Lorkhan] described to the Gods, becoming mothers and fathers, being responsible, and making great sacrifices, with no guarantee of success, but [Lorkhan] spoke beautifully to them, and moved them beyond mystery and tears. He gained many followers, even Auriel, when told he would become the king of the new world, agreed to help Lorkhan; [an] act which [would] forever sunder [mortals] from the spirit worlds of eternity. Magnus [joined Lorkhan too and became the] architect [of this] Great Construction [and] created the schematics and diagrams needed to construct the mortal plane (Lorkhan was its advocate and inspiration).
So they [sub]created the Mundus (Nirn; Ehnofex for ‘Arena’), the hub [of the wheel], which held everything together; a finite ball of matter and magic, where their own aspects might live, and became the et’Ada; thus the Aedra gave free birth to the world, the beasts, and the beings, making these things from parts of themselves, portions of their heavenly bodies (the spokes of the Wheel/the eight gifts of the Aedra). [This was] the mortal plane and the mortal planet, which is the same [and] originally was all land, with interspersed seas, but no oceans.
All mortal life started on the starry heart of Dawn’s beauty, Tamriel. [The creation was mortal; just as] the echo of the Void is Oblivion, the echo of Oblivion [became] mortal death. In any case, [this separates] the et’Ada, or Original Spirits, [into two groups]. To humans these et’Ada are the Gods and Demons; to the Aldmer the Aedra/Daedra. All of the Tamrielic pantheons fill their rosters from these et’Ada, though divine membership often differs from culture to culture. Because they contributed to creation, “Aedra” is usually translated as “ancestor.”
The Daedric Reaction
The Daedra were spirits more attuned to Oblivion [(which is what space is the interpretation of and comprise the voids between each spoke)], or that realm closer to the Void of Padomay. [Oblivion] is infinite, but it acts just like a planet, in that Oblivion is ‘surrounded’ by Aetherius. You can see Aetherius by the stars. Now when the Daedra Lords heard [Lorkhan], they mocked him, and the other Aedra. ‘Cut parts of ourselves off? And lose them? Forever? That’s stupid! You’ll be sorry! We are far smarter than you, for we will create a new world out of ourselves, but we will not cut it off, or let it mock us, but we will make this world within ourselves, forever ours, and under our complete control.’
So the Daedra Lords [changed themselves] using aetherial refuse [(creatia that washed into the Void from Aetherius)] to build their void-territories [and] to create the Daedric Realms, and all the ranks of Lesser Daedra, great and small. Oblivion is a place composed of many lands ?" thus the many names for which Oblivion is synonymous: Coldharbour, Quagmire, Moonshadow, etc.
It may be correctly supposed that each land of Oblivion is ruled over by one prince. The Daedra princes are Sanguine, Boethiah, Molag Bal, and Sheogorath, and in addition, Azura, Mephala, Clavicus Vile, Vaernima, Malacath, Hoermius (or Hermaeus or Hormaius or Herma) Mora, Namira, Jyggalag, Nocturnal, Mehrunes Dagon, and Peryite. Daedra, who cannot create, have the power to change [thus they changed themselves]. [Because the Daedra didn‘t contribute to creation] “Daedra” means, roughly, “not our ancestors.” [Because they’re not of the world] the protean Daedra can only be banished.
The Aftermath of Creation
[The creation of Mundus had been] a trick [and] its creation upset the cosmic balance [(the flux of Sithis)] [so that] now all souls (especially the Aedra-Daedra) had a vested interest in Nirn (especially its starry heart, Tamriel, the Arena). As Lorkhan knew, this world contained more limitations than not and was therefore hardly a thing of Anu at all. Mundus was the House of Sithis [and] all was chaos; the mortal plane was at this point highly magical and dangerous. This free birth [had been] very painful, and afterwards the Aedra were no longer young, and strong, and powerful, as they had been from the beginning of days. As the Gods walked, the physical make-up of the mortal plane and even the timeless continuity of existence itself became unstable.
As their aspects began to die off, many of the et'Ada vanished completely. Some [et’Ada] were disappointed and bitter in their loss, and angry with [Lorkhan], and with all creation, for they felt [Lorkhan] had lied and tricked them. Other et’Ada looked upon creation, and were well pleased. Nirn was a magical place, and highly unstable to [these] first mortals.
[With this] Magnus (magic) decided to terminate the project and escape; most left when [he] did. [Their] escape was not easy, and tatters of [them] remain in the firmament as stars (bridges to Aetherius, the magic plane); this is why there are no limitations to magic. [Some of these that tried to escape became the Mnemoli, ‘Star Orphans’ or ‘the Blue Star’], a tribe of gods and goddesses that apparently felt abandoned when [Magnus] withdrew from [Mundus] [and now] run through the Aurbis every untime.
[With Magnus’ departure] Oblivion filled in the void with the Void. [Time] did not have [its] full powers; rather, all the mundex spirits had every power at every time amendment at every ordering, which is to say none of them could ever fully express; [the] world was young and so were its [creators].
The Convention
[After Magnus’ departure] Auriel [came] to Mundex Arena from his dominion planet, signaling all Aedra to convene at a static meeting that would last outside of aurbic time. The [Aedra that stayed] convened at the Adamantine Tower (Direnni Tower/Ada-mantia) [on what is now] Balfiera Island in High Rock; [Auriel’s] sleek and silver vessel became a spike into the changing earth. The erection of Ada-mantia [created the first tower of Mundus], the impossipoint of the Convention; every Tower bears its Stone, [Ada-mantia’s was] called the Zero Stone.
[Any spirit that would enter into the chrysalis [(time cocoon)] of the Tower would be subject to the laws of time and] by consent of presence [the] actions [of those there] would last of a period unassailable, and would be so whatever might come later to these spirits, even if they rejoined the aether or succumbed willingly or by treachery to a sithite erasure. [The chrysalis] fortified their borders from the chaos outside [and] hid their pocket of calm. Thus could the Aedra and their cohorts truly convene in realness and [could] decide what to do [and] how best to proceed with the making of Mundus.
The powers at [the Convention] were able to determine through [the Zero] Stone the spread of creation and their parts in it; the physical, temporal, spiritual, and magical elements of Nirn were set. The outcome of the Convention was to [eventually] leave the terrestrial sphere in their excess, for its own good, but that it should last after their departure as in the semblance of the Ada-mantia; the Tower itself [would] remain behind even as some of the gods disappeared into Aetherius.
[Before their departure] the magical beings told the ultimate story [at the Convention] -- that of their own death. [Some became the Hist and] some [(called Ehlnofey)] [married] and made children to last (a romantic marriage and parenthood, with the parent spirits naturally having to die and give way to the succeeding mortal races). Each generation [of those that stayed] was weaker than the last, and soon there were Aldmer [(they were Old Ehlnofey, Mer/Elves)]. [For his actions] Lorkhan was condemned by them to exile in the mortal realms.
Darkness caved in; Lorkhan made armies out of the weakest souls [that were scattered amid the confused jumble of the shattered worlds] and named them Men [(they were wandering Ehlnofey)], and they brought Sithis into every quarter, wandering and finding each other over the years. Eventually, [the Men] found the land of [the Mer]. The [Men] expected to be welcomed into the peaceful realm, but the [Mer] looked on them as degenerates, fallen from their former glory. For whatever reason, war broke out, and raged across the whole of Nirn.
The War, the Moons and the Convention’s End
Auriel pleaded with Anu to take [the et’ada] back, but he had already filled their places with something else. But his soul was gentle and granted Auriel his Bow and Shield, so that he might save the [Mer] from the hordes of Men. [However,] Auriel could not save [the Merish realm] and it was lost to Men. They were chased south and east, and Lorkhan was close behind. Of all the et'Ada who wandered Nirn, Trinimac was the strongest [and was] Auriel's greatest knight; [he] knocked Lorkhan down in front of his army and reached in with more than hands to take his Heart. He was undone, cracked asunder [and cursed] to walk [Mundus] for many phases.
The Men dragged Lorkhan's body away and swore blood vengeance on the heirs of Auriel for all time. The Moons [Masser and Secunda ('Jone' and 'Jode' in the Ehlnofex)] were and are the two halves of Lorkhan's 'flesh-divinity' (body). [The Moons were] set in the night sky as Lorkhan's constant reminder to his mortal issue of their duty; [the Moons became] the attendant spirits of the mortal plane [whose] eternal motions will protect [Mundus] from [the chaos of Padomay and the Daedra], [who can]not cross the [Lunar] Lattice. (They are like the mortal plane in that they are temporal and subject to the bounds of mortality; in fact of this, the moons are dead and died long ago. Their planes are likewise dying.)
Lorkhan, separated from his divine center, wanders the creation of the et'Ada; only [able to] slink around in a dead skin, or swim about in the sky, a hungry void that jealously tries to eat the stars. The rest of the new world was allowed to strive back to godhood [should they choose].
But when Trinimac and Auriel tried to destroy the Heart of Lorkhan it laughed at them. It said, "This Heart is the heart of the world, for one was made to satisfy the other." So Auriel fastened the thing to an arrow and let it fly long into the sea, where no aspect of the new world may ever find it. Lorkhan's Heart/divine spark fell to Nirn as a shooting star "to impregnate it with the measure of its existence and a reasonable amount of selfishness;" where it landed a Volcano (Red Mountain) formed and Mundus was given its second Tower, the Red, whose First Stone was the Heart of the World, "as in the image." This allowed the Mundus to exist without the full presence of the divine (in this way, the powers of Ada-mantia granted the Mundus a special kind of divinity, which is called NIRN, the consequence of variable fate).
[In] this war all [the et’ada] were [changed], [many sacrificing] their bodies becoming the substance of the world [and] transformed into the Ehlnofey, the Earthbones [(including the eight gifts of the Aedra)], so that the whole world might not die (an artistic transfiguration into the concrete, non-magical substance of the world); [the] Aedra are bound to the Earth Bones.
Those spirits that remained, lesser and greater, involuntary or eventual earthbone, [had] surrendered all definite hold on divinity. Through their deaths, these magical beings separated themselves in nature from the other magical beings of the [Aurbis]. [Auriel] ascended to heaven in full observance of his followers so that they might learn the steps needed to escape the mortal plane. After these two acts [(creating the two towers)], which is commonly called the Convention, the gods left the earth. With Magic (in the Mythic Sense) gone, the Cosmos stabilized.
Mortals (Re)Create Gods
[However] the people [that had followed the] et'Ada believed [in them] for so long and so well, that their beliefs [drew] upon the energies surrounding Tamriel to bring the gods themselves [back] into being, [furthermore they] gain(ed) strength from such things as worship, through praise, sacrifice and deed. The conflict between the [Anu and Padomay] provided the energy [(magick)], and the [followers] the structure, that created the [present form of the] gods of Tamriel. Time began to last in stepped-fashion [and] history, finally linear, began (ME2500).
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The History of the World
Chapter 2: Civilization Begins
The Mythic (Merethic) Era: ME2500 ?" ME1
The Early-Middle Merethic Era
Linear Time Begins... Counted Backwards
[The first year of the Merethic Era is ME2500; this was] the first year of time [as we know it]. [The Merethic Era is] a series of years numbered in reverse order backward from the founding of the Camoran Dynasty [thus] the Merethic Era extends from ME2500 in the distant past to ME1 -- the year before the founding of the Camoran Dysnasty. During the early Merethic Era, the aboriginal beastpeoples of Tamriel -- progenitors of the modern Khajiit, the modern Argonian, the modern Sload, the modern Dreugh, and other "beast folk," some now gone [and] some so shy or rare that their presence is seldom detected, lived in preliterate communities throughout Tamriel. [Sometime during this Era (or possibly the previous)] Cyrodiil's Runestones were built.
The Daedric Reaction… Again
We come to the point where Oblivion first troubled [this] new earth. [Now] for the most part, the Daedra Lords were well pleased with [their] arrangement, for they always had worshippers and servants and playthings close to hand. But, at the same time, they sometimes looked with envy upon the Mortal Realms, for though mortals were foul and feeble and contemptible, their passions and ambitions were also far more surprising and entertaining than the antics of the Lesser Daedra. Thus do the Daedra Lords court and seduce certain amusing specimens of the Mortal Races, especially the passionate and powerful. It gives the Daedra Lords special pleasure to steal away from [Lorkhan] and the Aedra the greatest and most ambitious mortals. 'Not only are you fools to mutilate yourselves,' gloat the Daedra Lords, 'But you cannot even keep the best pieces, which prefer the glory and power of the Daedra Lords to the feeble vulgarity of the mush-minded Aedra.'
Merish Recovery
[In the aftermath of the war] the [Mer] retained their ancient power and knowledge, but the [Men] were more numerous, and toughened by their long struggle to survive on Nirn. This war [had] reshaped the face of Nirn [as] [Lorkhan] shattered [the] land into many, sinking much of the land beneath new oceans and leaving the lands as we know them (Tamriel, Akavir, Atmora, and Yokuda). The [Merish] realm, although ruined, became Tamriel.
The first [settlements] were distributed at wide intervals on islands along the entire coast of Tamriel; they settled in Summerset Isle, and then began to spread out eastward. Later inland settlements were founded primarily in fertile lowlands in southwest and central Tamriel. Early Aldmer society was agricultural and politically egalitarian [and employed] a system of ancestor worship. Wherever the beastfolk encountered the Elves, the sophisticated, literate, technologically advanced Aldmeri cultures displaced the primitive beastfolk into the jungles, marshes, mountains, and wastelands.
Gradually, as the society grew, social stratification increased. A hierarchy of classes began to form, which is still largely enforced in Summerset to this day. The religion of the people also changed because of this change in society: no longer did the Aldmer worship their own ancestors, but the ancestors of their "betters." Auriel, Trinimac, Syrabane, and Phynaster are among the many ancestor spirits who became Gods.
A group of elders rebelled against this trend, calling themselves the Psijics, the keepers of the Old Ways of Aldmeris. With their mystical powers, they were able to settle in Arteaum, away from what they considered the corruption of their society. They continued to return to the land to act as advisors, but never again would they call Summerset home. It was about this time that many Aldmer left Summerset to settle the mainland of Tamriel.
Aldmeri Exploration, Expansion and Dividing
Aldmeri explorers mapped the coasts of Vvardenfell, building the First Era High Elven wizard towers at Ald Redaynia, Bal Fell, Tel Aruhn, and Tel Mora in Morrowind. The man called Topal the Pilot, the earliest known Aldmer explorer of Tamriel, may have sailed the seas around Tamriel [at this time]. [Furthermore] three ships were assigned to find a passage back to Old Ehlnofey so that the Aldmer now living in Summerset could learn what became of their old homeland. [They used] three varieties [of crystalline balls to attempt this], one that pointed southward, one that pointed northeast, and one that point northwest; attuned to particular lines of power.
These are the "waystones", which each of the pilots used to point their craft in the direction they were assigned to go. A ship with a name not mentioned took his vessel north-west, towards Thras and Yokuda. The Pasquiniel took the southern waystone, and must have sailed down toward Pyandonea. Topal and his north-east waystone found the mainland of Tamriel. [They] were caught in a storm [and] those who survived found their way to Summerset Isle, but without their waystones they did not know what direction their homeland was. Only one of the ships returned, and [it is not known] if either or both of the other two found Old Ehlnofey, or perished at sea or at the hands of the ancient Pyandoneans, Sload, or Yokudans.
[During this time] genuine celestial minerals [were] gathered by travelers [to Aetherius][(presumably by Sun Birds of Alinor)]. The untenable expenditures required to reach magic by magicka (Aetherius) [brought an end to these ventures].
The Towers & Further Settling of Tamriel
The Altmer [that] stayed in Summerset did their best to advocate "the will of Anuiel" and so embraced the chrysalis of the Convention; [though] the Adamantine Tower [in High Rock] was rediscovered and captured by the Direnni, a prominent and powerful Aldmeri clan. As they were the most powerful of lesser spirits in the ages after the Convention and eager to emulate what they saw, the [descendants of the] Aldmer began construction of their own towers. That they built more than one shows that they were not of one mind. The Crystal Tower (Crystal-like-Law) was built on Summerset Isle.
[With various explorations done and the Direnni finding the Adamantine Tower, the Aylied’s settled in Cyrodiil]. [Here the] White Gold Tower [was built by] the Ayleids, [who went to Cyrodiil and] harvested castaway creatia from Oblivion by entering a pact with the Daedra. [The Tower], a conduit of creatia, [was] built to bring about a reversal of the congealing spiritual bleed caused by the Convention. In other words, it was a focus point for (re-)reaching the divine.
[The] Ayleid (Wild Elven) settlements flourished in the jungles surrounding White Gold Tower; preserving the Dawn Era magics and language of the Ehlnofey. Ostensibly a tribute-land to the High King of Alinor, the Heartland's long lines of communication from the Summerset Isles' sovereignty effectively isolated Cyrodill from the High Kings at Crystal Tower. Over time, they became a distinct people, crafting a civilization whose ruins still puzzle and fascinate modern archeologists and adventurers. [It was with] the coming of the Ayleid that Cyrodilic history truly began.
Over many years, the [Mer] of Tamriel (Aldmer) began to split along cultural lines according to their new environments [and] on how best to spread creation and their parts in it. Each Tower that was built exemplified a separate accordance. The Elves were dividing [and] this sundering of purpose is the myth of the "destruction of Aldmeris." At first [the dividing was only] temperamentally [but] then [they became] physically very distinct "races" separate from one another; [the Aldmer would thus] become the [various merish races]: the Dwemer, Chimer, and Altmer [(including Aylied)].
[Other Towers were also built]: Orichalc [(in Yokuda)], Green-Sap [(most likely in Valenwood)], Snow Throat [(Throat of the World, in Skyrim)], and on and on. [The Towers] are magical and physical echoes of the Ur-Tower, Ada-mantia, [just as] the Stones are magical and physical echoes of the Zero Stone, by which a Tower might focus its energy to mold creation.
Oftentimes, the Stones borrowed surplus creation from Oblivion, grafting it to the terrestrial domain of its anointed Tower. It was and is difficult to bypass Oblivion to go directly to creation's source, the Aetherius; it [was] done [though], but not without great expenditure, mundane and otherwise. However, access to Oblivion, the Void that surrounds Mundex Arena, which we might touch every night, was child's play in comparison. Cultivating creatia that washed into the Void from Aetherius became the rule among Stones.
The Daedric Realms [had been] formed on much the same principle [however] the Towers built on the Mundus, since the lands around them congealed in the absence of the gods, were unable to match the capriciousness of the [Daedra].
The Late Merethic Era
The Dwemer, Chimer and Orismer
The Late Middle Merethic Era is the period of the High Velothi Culture. The earliest Dwemer Freehold colonies date from this period. The Dwemer (Dwarves), a free-thinking, reclusive Elven clan devoted to the secrets of science, engineering, and alchemy, established underground cities and communities in the mountain range (later the Velothi Mountains) separating modern Skyrim and Morrowind.
Others [merish races] like the Chimer, ancestors of the modern Dunmer, or Dark Elves, refuted all orderings and aedric measures. The Chimer were dynamic, ambitious, long-lived Elven clans devoted to fundamentalist ancestor worship; [they] followed the Prophet Veloth out of the ancestral Elven homelands, [all under Boethiah‘s guidance]. [Some] Chimer orphaned themselves from the Velothi Exodites [and] remain Chimer today. [Trinimac], for a very long time, fooled the Aldmeri into thinking that tears were the best response to the Sundering.
Trinimac and his followers attempted to halt the Velothi dissident movement [(Chimer)], so Boethiah tricked Trinimac to go into his mouth, ate him and voided him. Boethiah talked like Trinimac for awhile then, and gathered enough people to listen to him. Boethiah showed them the lies of the et'Ada, the Aedra, and told them Trinimac was the biggest liar of all, saying all this with Trinimac's voice. Boethiah told the mass before him the Tri-Angled Truth. He showed them, with Mephala, the rules of Psijic Endeavor. He taught them how to build Houses, and what items they needed to bury in the Corners. He demonstrated [a different] way to wear their skin. He performed the way to walk to achieve an Exodus. Then Boethiah relieved himself of Trinimac right there on the ground before them to prove all the things he said were the truth; the Orsimer or Orcs were created at this time; Altmer warped by the destruction of their leader Trinimac.
When Trinimac was eaten by the Boethiah and transformed in his insides, the [followers of Trinimac] were transformed [into the Orcs]. The ancient name for the Orcs is ‘Orsimer,’ which means ‘The Pariah Folk.’ They now follow the Daedric Prince Malacath, the remains of Trinimac. Despised by everyone, especially the inviolate Auri-El, they quickly fled to the northern wastes, near Saarthal. They fought Nords and Chimer for a place in the world, but did not get much.
[After this] Saint Veloth, prophet and mystic, [continued to] lead the [Chimer] out of the Summerset Isles and into the southwest to settle in the lands known as Resdaynia/Morrowind. [Through this] the rule of the Dwemer in Morrowind was contested by another group of Mer, the Chimer. Despising the secular culture and profane practices of the Dwemer, the Chimer also coveted the lands and resources of the Dwemer, and for centuries provoked them with minor raids and territorial disputes.
The Men and Others
The remnants of the [Men] were left divided on the other 3 continents: the Nords of Atmora, the Redguards of Yokuda, and the Tsaesci of Akavir; [with] human settlements in Hammerfell, High Rock, and Cyrodiil [as early as] ME800-1000. The Hist were bystanders in the Ehlnofey war, but most of their realm was destroyed as the war passed over it. A small corner of it survived to become Black Marsh in Tamriel, but most of their realm was sunk beneath the sea.
[To form the Khajiit] Azura [made it past the Lunar Lattice] and took the forest people who were torn between man and beast, and she placed them in the best desserts and forests on Tamriel, and named them Khajiit. The Moons shone down on the marshes and their light became sugar, [but] the deserts [became] hot and the sands biting, the forests [became] wet and filled with poisons. [Also] Y'ffre [took and] made [some of] the forest people [into] Elves and named them Bosmer, [they took] Mannish wives [and resided] in Valenwood, [swearing] never to kill, injure, or eat any of the vegetation of the new home.
The Late Merethic Era marks the precipitous decline of Velothi culture. Some Velothi settled in villages near declining and abandoned ancient Velothi towers. During this period, Velothi high culture disappeared on Vvardenfell Island. Degenerate Velothi devolved into tribal cultures which, in time, evolved into the modern Great Houses of Morrowind, or persisted as the barbarian Ashlander tribes. The only surviving traces of this tribal culture are scattered Velothi towers and Ashlander nomads on Vvardenfell Island. The original First Era High Elven wizard towers along the coasts of Tamriel were also abandoned about this time.
Nedic Colonization
Eventually, Men returned to Tamriel. The pre-literate humans, the so-called "Nedic Peoples", from the continent of Atmora (also 'Altmora' or 'the Elder Wood' in Aldmeris) migrated and settled in northern Tamriel. [They] colonized the northern coast of Tamriel before recorded history. It was a not a single invasion but a series of them over hundreds of years, creating many different Nedic cultures. These so-called "Nedic peoples" include the proto-Cyrodilians, the ancestors of the Bretons (a mix between Nedic and Aldmer), the aboriginals of Hammerfell, and perhaps a now-vanished Human population of Morrowind.
[A main colonization effort was] led by the legendary Ysgramor ([who] is credited with developing a runic transcription of Nord speech based on Elvish principles). Ysgramor was following a long tradition of migration from Atmora; Tamriel had served as a "safety valve" for Atmora for centuries before Ysgramor's arrival. Malcontents, dissidents, rebels, landless younger sons, all made the difficult crossing from Atmora to the "New World" of Tamriel. [He] and his family first landed in Tamriel at Hsaarik Head, at the extreme northern tip of Skyrim's Broken Cape. These first settlers named the land "Mereth", after the Elves that roamed the untamed wilderness which then covered the whole of Tamriel.
For a time, relations between Men and Elves were harmonious, and the Nords throve in the new land, summoning more of their kin from the North to build the city of Saarthal. The Nedic peoples flourished and expanded over the last centuries of the Merethic Era. [With their expanding the Nords] failed to find a method of peaceful accommodation with the Elves who already occupied Tamriel.
The Elves drove the Men away during the Night of Tears, [destroying Saarthal and taking human slaves who] in ten generations of Elven intermingling and slavery [would become Bretons]. But Ysgramor soon returned with his Five Hundred Companions, laying the foundations of the first human Empire. [Those Nedics who] spread south from Skyrim became the slave labor for [Aylied] ambitions, centered around the White Gold Tower.
[Some] early Nedic people stumbled [into High Rock and] upon a highly sophisticated culture [of the Direnni], and were quickly overwhelmed and absorbed. One of the earliest tales of Khosey describes a Nord raiding party attacking a group of what they presumed to be Aldmer, but who were, on closer inspection, a mongrel race between elf and human, the remnants of the earlier lost Nedic tribe. They were somewhat awkwardly called "Manmeri," but we know them today as Bretons.
Also during the Late Merethic Era the legendary immortal hero, warrior, sorceror, and king variously known as Pelinal Whitestrake, Harrald Hairy Breeks, Ysmir, Hans the Fox, etc., wandered Tamriel, gathering armies, conquering lands, ruling, then abandoning his kingdoms to wander again. The Camoran Dynasty [is founded by King Eplear], recorded as Year Zero of the First Era [and] we begin counting time forward.
Dawn Era Sources:
The Monomyth
The Annotated Anuad
Sithis
The Light and the Dark
Words of a Clan Mother Ahnissi
Aedra and Daedra
The Lunar Lorkhan
On Oblivion
Before the Ages of Men
The 3rd PGE
Varieties of Faith in the Empire
The Cosmology
Nu-Mantia Intercept
Loveletter from the Fifth Era
Vehk’s Teachings
Source of Chaos
Et’Ada, Eight Aedra, Eat the Dreamer
The Tsaesci Creation Myth
The Changed Ones
The True Nature of Orcs
Where were you when the Dragon Broke
An Overview of Gods and Worship
Mythic Era Sources:
Before the Ages of Men
The 1st PGE
The 3rd PGE
The Annotated Anuad
The Wild Elves
Lives of the Saints
A Short History of Morrowind
The Anticipations
Frontier, Conquest, and Accommodation
Sovngarde, a Reexamination
The Changed Ones
The True Nature of Orcs
Father of the Niben
Nu-Mantia Intercept
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