eight divines
Author:
Wenengrus Monhona
In the first years of the First Era, a powerful race of Elves called the Ayleids, or the Heartland High Elves, ruled central Tamriel with an iron hand. The high and haughty Ayleids relied on their patrons, the treacherous Daedra Lords, to provide armies of daedra and dead spirits; with these fearless magical armies, the Ayleids preyed without mercy upon the young races of men, slaughtering or enslaving them at their whim.
On behalf of the suffering human races, St. Alessia, the first in the line of Cyrodiils, sought the aid of Akatosh, the Dragon God of Time, and ruler of the noble Aedra. Akatosh, looking with pity upon the plight of men, drew precious blood from his own heart, and blessed St. Alessia with this blood of Dragons, and made a Covenant that so long as Alessia's generations were true to the dragon blood, Akatosh would endeavor to seal tight the Gates of Oblivion, and to deny the armies of daedra and undead to their enemies, the Daedra-loving Ayleids.
In token of this Covenant, Akatosh gave to Alessia and her descendants the Amulet of Kings and the Eternal Dragonfires of the Imperial City. Thus does Alessia become the first gem in the Cyrodilic Amulet of Kings. The gem is the Red Diamond in the middle of the Amulet. This is the Symbol of the Empire and later taken as the symbol of the Septim line. It is surrounded by eight other gems, one for each of the divines.
So long as the Empire shall maintain its worship of Akatosh and his kin, and so long as Alessia's heirs shall bear the Amulet of Kings, Akatosh and his divine kin maintain a strong barrier between Tamriel and Oblivion, so that mortal man need never again fear the devastating summoned hosts of the Daedra Lords.
But if the Empire should slacken in its dedication to the Nine Divines, or if the blood of Alessia's heirs should fail, then shall the barriers between Tamriel and the Daedric realms fall, and Daedra-worshippers might summon lesser Daedra and undead spirits to trouble the races of men.
Author:
Faustillus Junius
Shezarr and the Divines
by
Faustillus Junius
Subcurator of Ancient Theology and Paleonumerology
Imperial Library
The position Shezarr enjoys in Cyrodilic worship if often misconstrued. He, and a thousand other deities, have sizeable cults in the Imperial City. Shezarr is especially venerated in the Colovian West, though he is called Shor there, as the West Kings are resolutely, and religiously, Nordic.
The haziness of Shezarr's relationship to the Divines (he is often called their 'Missing Sibling') begins with St. Alessia, the so-called 'Slave Queen of Cyrodiil, the founder figure of the original Cyrodilic Empire. In the earliest Cyro-Nordic stories of the Heartland, Shezarr fought against the Ayleids (the 'Heartland Highelves') on mankind's behalf. Then, for some unknown reason, he vanishes from the stage (presumably to help other humans elsewhere), and, without his leadership, the Ayleids conquer the humans and enslave them.
This slavery lasts for generations. The isolated humans eventually begin to venerate the pantheon of their masters, or at least assimilate so much of High Elven religious practices into their native traditions that the two become indistinguishable.
In 1E242, under the leadership of Alessia, her demigod lover, Morihaus-Breath-of-Kyne, and the infamous Pelinal Whitestrake, the Cyrodilic humans revolt. When Skyrim lends its armies to the Slave-Queen of the South, the revolution succeeds. The Ayleid Hegemonies are quickly overthrown. Shortly thereafter, White Gold Tower is captured by Alessia's forces, and she promptly declares herself the first Empress of Cyrodiil. Part of the package meant that she had to become the High Priestess of Akatosh, as well.
Akatosh was an Aldmeri god, and Alessia's subjects were as-yet unwilling to renounce their worship of the Elven pantheon. She found herself in a very sensitive political situation. She needed to keep the Nords as her allies, but they were (at that time) fiercely opposed to any adoration of Elven deities. On the other hand, she could not force her subjects to revert back to the Nordic pantheon, for fear of another revolution. Therefore, concessions were made and Empress Alessia instituted a new religion: the Eight Divines, an elegant, well-researched synthesis of both pantheons, Nordic and Aldmeri.
Shezarr, as a result, had to change. He could no longer be the bloodthirsty anti-Aldmer warlord of old. He could not disappear altogether either, or the Nords would have withdrawn their support of her rule. In the end, he had become "the spirit behind all human undertaking." Even though this was merely a thinly-disguised, watered-down version of Shor, it was good enough for the Nords.
As for why Tiber Septim has not attempted to 'revitalize' Shezarr during his wars against the Aldmeri Dominion, we can only speculate that, at this time, memories of the Alessian Order's follies (the Dragon Break, the War of Righteousness, the defeat at Gelnumbria Moors) would only damage his campaign for the Imperial Crown.
"In Mundus, conflict and disparity are what bring change, and change is the most sacred of the Eleven Forces. Change is the force without focus or origin."-Oegnithr, Taheritae, Order of PSJJJJ
Simply put, the schism in the Human/Aldmeri worldview is the mortal's relationship to the divine. Humans take the humble path that they were created by the immortal forces, while the Aldmer claim descent from them. It doesn't seem like much, but it is a distinction that colors the rest of their diverging mythologies.
All Tamrielic religions begin the same. Man or mer, 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. Anuiel is the Everlasting Ineffable Light, Sithis is the Corrupting Inexpressible Action. In the middle is the Gray Maybe ('Nirn' in the Ehlnofex).
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. Even the hist acknowledge this being.
Anuiel is also perceived of as Order, opposed to the Sithis-Chaos. Perhaps it is easier for mortals to envision change than perfect stasis, for often Anuiel is relegated to the mythic background of Sithis' fancies. In Yokudan folk-tales, which are among the most vivid in the world, Satak is only referred to a handful of times, as "the Hum"; he is a force so prevalent as to be not really there at all.
In any case, from these two beings spring the et'Ada, or Original Spirits. To humans these et'Ada are the Gods and Demons; to the Aldmer, the Aedra/Daedra, or the 'Ancestors'. All of the Tamrielic pantheons fill their rosters from these et'Ada, though divine membership often differs from culture to culture. Like Anu and Padomay, though, every one of these pantheons contains the archetypes of the Dragon God and the Missing God.
The Dragon God and the Missing God
The Dragon God is always related to Time, and is universally revered as the "First God." He is often called Akatosh, "whose perch from Eternity allowed the day." He is the central God of the Cyrodilic Empire.
The Missing God is always related to the Mortal Plane, and is a key figure in the Human/Aldmeri schism. The 'missing' refers to either his palpable absence from the pantheon (another mental distress that is interpreted a variety of ways), or the removal of his 'divine spark' by the other immortals. He is often called Lorkhan, and his epitaphs are many, equally damnable and devout.
Note that Tamriel and the Mortal Plane do not exist yet. The Gray Maybe is still the playground of the Original Spirits. Some are more bound to Anu's light, others to the unknowable void. Their constant flux and interplay increase their number, and their personalities take long to congeal. When Akatosh forms, Time begins, and it becomes easier for some spirits to realize themselves as beings with a past and a future. The strongest of the recognizable spirits crystallize: Mephala, Arkay, Y'ffre, Magnus, Rupgta, etc., etc. Others remain as concepts, ideas, or emotions. One of the strongest of these, a barely formed urge that the others call Lorkhan, details a plan to create Mundus, the Mortal Plane.
Humans, with the exception of the Redguards, see this act as a divine mercy, an enlightenment whereby lesser creatures can reach immortality. Aldmer, with the exception of the Dark Elves, see this act as a cruel deception, a trick that sundered their connection to the spirit plane.
The Myth of Aurbis
Subtitled "The Psijiic Compensation," "Mythic Aurbis" was an attempt by Artaeum apologists to explain the basics of Aldmeri religion to Uriel V in the early, glorious part of his reign. It quietly avoided any blame or bias against the Lorkhan-concept, which was still held in esteem by the Cyrodiils as "Shezarr", the missing sibling of the Divines. Despite this, the Psijiici still give a nice summary of the Elder view, and it will serve our purposes here. This version comes from the archives of the Imperial Seminary from the handwritten notes of an unknown scribe.
Mythic Aurbis exists, and has existed from time without measure, as a fanciful Unnatural Realm.
'Aurbis' is used to connote the imperceptible Penumbra, the Gray Center between the IS/IS NOT of Anu and Padomay. It contains the multitude realms of Aetherius and Oblivion, as well as other, less structured forms.
The magical beings of Mythic Aurbis live for a long time and have complex narrative lives, creating the patterns of myth.
These are spirits made from bits of the immortal polarity. The first of these was Akatosh the Time Dragon, whose formation made it easier for other spirits to structure themselves. Gods and demons form and reform and procreate.
Finally, the magical beings of Mythic Aurbis told the ultimate story -- that of their own death. For some this was an artistic transfiguration into the concrete, non-magical substance of the world. For others, this was a war in which all were slain, their bodies becoming the substance of the world. For yet others, this was a romantic marriage and parenthood, with the parent spirits naturally having to die and give way to the succeeding mortal races.
The agent of this communal decision was Lorkhan, whom most early myths vilify as a trickster or deceiver. More sympathetic versions of this story point out Lorkhan as being the reason the mortal plane exists at all.
The magical beings created the races of the mortal Aurbis in their own image, either consciously as artists and craftsmen, or as the fecund rotting matter out of which the mortals sprung forth, or in a variety of other analogical senses.
The magical beings, then, having died, became the et'Ada. The et'Ada are the things perceived and revered by the mortals as gods, spirits, or geniuses of Aurbis. Through their deaths, these magical beings separated themselves in nature from the other magical beings of the Unnatural realms.
The Daedra were created at this time also, being spirits and Gods more attuned to Oblivion, or that realm closer to the Void of Padomay. This act is the dawn of the Mythic (Merethic) Era. It has been perceived by the earliest mortals many different ways, either as a joyous 'second creation', or (especially by the Elves) as a painful fracturing from the divine. The originator of the event is always Lorkhan.
Lorkhan
This Creator-Trickster-Tester deity is in every Tamrielic mythic tradition. His most popular name is the Aldmeri "Lorkhan," or Doom Drum. He convinced or contrived the Original Spirits to bring about the creation of the Mortal Plane, upsetting the status quo much like his father Padomay had introduced instability into the universe in the Beginning Place. After the world is materialized, Lorkhan is separated from his divine center, sometimes involuntarily, and wanders the creation of the et'Ada. Interpretations of these events differ widely by culture. Below are some of the better known:
Yokudan, "Satakal the Worldskin"
"Satak was First Serpent, the Snake who came Before, and all the worlds to come rested in the glimmer of its scales. But it was so big there was nothing but, and thus it was coiled around and around itself, and the worlds to come slid across each other but none had room to breathe or even be. And so the worlds called to something to save them, to let them out, but of course there was nothing outside the First Serpent, so aid had to come from inside it; this was Akel, the Hungry Stomach. Akel made itself known, and Satak could only think about what it was, and it was the best hunger, so it ate and ate. Soon there was enough room to live in the worlds and things began. These things were new and they often made mistakes, for there was hardly time to practice being things before. So most things ended quickly or were not good or gave up on themselves. Some things were about to start, but they were eaten up as Satak got to that part of its body. This was a violent time.
"Pretty soon Akel caused Satak to bite its own heart and that was the end. The hunger, though, refused to stop, even in death, and so the First Serpent shed its skin to begin anew. As the old world died, Satakal began, and when things realized this pattern so did they realize what their part in it was. They began to take names, like Ruptga or Tuwhacca, and they strode about looking for their kin. As Satakal ate itself over and over, the strongest spirits learned to bypass the cycle by moving at strange angles. They called this process the Walkabout, a way of striding between the worldskins. Ruptga was so big that he was able to place the stars in the sky so that weaker spirits might 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 skin.
"Ruptga was able to sire many children through the cycles and so he became known as the Tall Papa. He continued to place stars to map out the void for others, but after so many cycles there were almost too many spirits to help out. He made himself a helper from the detritus of past skins and this was Sep, or Second Serpent. Sep had much of the Hungry Stomach still left in him, multiple hungers from multiple skins. He was so hungry he could not think straight. Sometimes he would just eat the spirits he was supposed to help, but Tall Papa would always reach in and take them back out. Finally, tired of helping Tall Papa, Sep went and gathered the rest of the old skins and balled them up, tricking spirits to help him, promising them this was how you reached the new world, by making one out of the old. These spirits loved this way of living, as it was easier. No more jumping from place to place. Many spirits joined in, believing this was good thinking. Tall Papa just shook his head.
"Pretty soon the spirits on the skin-ball started to die, because they were very far from the real world of Satakal. And they found that it was too far to jump into the Far Shores now. The spirits that were left pleaded with Tall Papa to take them back. But grim Ruptga would not, and he told the spirits that they must learn new ways to follow the stars to the Far Shores now. If they could not, then they must live on through their children, which was not the same as before. Sep, however, needed more punishment, and so Tall Papa squashed the Snake with a big stick. The hunger fell out of Sep's dead mouth and was the only thing left of the Second Serpent. While the rest of the new world was allowed to strive back to godhood, Sep could only slink around in a dead skin, or swim about in the sky, a hungry void that jealously tried to eat the stars."
Cyrodilic ""Shezarr's Song""
"This was a new thing that Shezarr described to the Gods, becoming mothers and fathers, being responsible, and making great sacrifices, with no guarantee of success, but Shezarr spoke beautifully to them, and moved them beyond mystery and tears. Thus the Aedra gave free birth to the world, the beasts, and the beings, making these things from parts of themselves. This free birth was very painful, and afterwards the Aedra were no longer young, and strong, and powerful, as they had been from the beginning of days.
"Some Aedra were disappointed and bitter in their loss, and angry with Shezarr, and with all creation, for they felt Shezarr had lied and tricked them. These Aedra, the Gods of the Aldmer, led by Auri-El, were disgusted by their enfeebled selves, and by what they had created. 'Everything is spoiled, for now, and for all time, and the most we can do is teach the Elven Races to suffer nobly, with dignity, and chastise ourselves for our folly, and avenge ourselves upon Shezarr and his allies.' Thus are the Gods of the Elves dark and brooding, and thus are the Elves ever dissatisfied with mortality, and always proud and stoic despite the harshness of this cruel and indifferent world.
"Other Aedra looked upon creation, and were well pleased. These Aedra, the Gods of Men and Beast Folk, led by Akatosh, praised and cherished their wards, the Mortal Races. 'We have suffered, and are diminished, for all time, but the mortal world we have made is glorious, filling our hearts and spirits with hope. Let us teach the Mortal Races to live well, to cherish beauty and honor, and to love one another as we love them.' Thus are the Gods of Men tender and patient, and thus are Men and Beast Folk great in heart for joy or suffering, and ambitious for greater wisdom and a better world.
"Now when the Daedra Lords heard Shezarr, 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 created the Daedric Realms, and all the ranks of Lesser Daedra, great and small. And, for the most part, the Daedra Lords were well pleased with this 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 Shezarr 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.'"
Altmeri "The Heart of the World"
"Anu encompassed, and encompasses, all things. So that he might know himself he 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, 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 things, and this interplay was and is the Aurbis.
"At first the Aurbis was turbulent and confusing, as Anuiel's ruminations went on without design. 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. With time, various aspects of the Aurbis began to understand their natures and limitations. They took names, like Magnus or Mara or Xen. One of these, Lorkhan, was more of a limit than a nature, so he could never last long anywhere.
"As he entered every aspect of Anuiel, Lorkhan would plant an idea that was almost wholly based on limitation. He outlined a plan to create a soul for the Aurbis, a place where the aspects of aspects might even be allowed to self-reflect. He gained many followers; even Auriel, when told he would become the king of the new world, agreed to help Lorkhan. So they created the Mundus, where their own aspects might live, and became the et'Ada.
"But this was a trick. 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. As their aspects began to die off, many of the et'Ada vanished completely. Some escaped, like Magnus, and that is why there are no limitations to magic. Others, like Y'ffre, transformed themselves into the Ehlnofey, the Earthbones, so that the whole world might not die. Some had to marry and make children just to last. Each generation was weaker than the last, and soon there were Aldmer. Darkness caved in. Lorkhan made armies out of the weakest souls and named them Men, and they brought Sithis into every quarter.
"Auriel pleaded with Anu to take them back, but he had already filled their places with something else. But his soul was gentler and granted Auriel his Bow and Shield, so that he might save the Aldmer from the hordes of Men. Some had already fallen, like the Chimer, who listened to tainted et'Ada, and others, like the Bosmer, had soiled Time's line by taking Mannish wives.
"Auriel could not save Altmora, the Elder Wood, and it was lost to Men. They were chased south and east to Old Ehlnofey, and Lorkhan was close behind. He shattered that land into many. Finally Trinimac, Auriel's greatest knight, knocked Lorkhan down in front of his army and reached in with more than hands to take his Heart. He was undone. The Men dragged Lorkhan's body away and swore blood vengeance on the heirs of Auriel for all time.
"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."
BRAVIL
Daughter of the Niben
By
Sathyr Longleat
Bravil is one of the most charming towns in Cyrodiil, sparkling in her simple beauty, illustrious by her past. No visit to the southern part of the Imperial Province is complete without a walk along Bravil's exciting river port, a talk with her friendly native children, and, of course, in the tradition of the village, a whispered word to the famous statue of the Lucky Old Lady.
Many thousands of years before the arrival of the Atmorans, the native Ayleid people had long lived in the vicinity of modern day Bravil. The Niben then, as now, provided food and transportation, and the village was even more populous than it is today. We are not certain what they called their region: as insular as they were, the word they used would be translated to simply mean "home." These savage Ayleids were so firmly entrenched that the Bravil region was one of the very last areas to be liberated by the Alessian army in the second century of the 1st era. Though little remains of that era culturally or archeologically, thank Mara, the tales of debauchery and depravity have entered into the realm of legends.
How the Ayleids were able to survive such a long siege is debated by scholars to this day. All, however, grant the honor of the victory to one of the Empress Alessia's centurions, a man called Teo Bravillius Tasus, the man for whom the modern town is named.
It was said he invaded the village no less than four times, after heavy resistance, but each time upon the morning dawning, all his soldiers within would be dead, murdered. By the time more centuria had arrived, the fortified town was repopulated with Ayleids. After the second successful invasion, secret underground tunnels were found and filled in, but once again, come morning, the soldiers were again dead, and the citizens had returned. After the third successful siege, legions were posted outside of the town, watching the roads and riverway for signs of attacks, but no one came. The next morning, the bodies of the invading soldiers were thrown from the parapets of town's walls.
Teo Bravillius Tasus knew that the Ayleids must be hiding themselves somewhere in the town, waiting until nightfall, and then murdering the soldiers while they slept. The question was where. After the fourth invasion, he himself led the soldiers in a thorough inspection of every corner, every shadow. Just as they were ready to give up, the great centurion noticed two curious things. High in the sheer walls of the town, beyond anyone's ability to climb, there were indentations, narrow platforms. And by the river just inside the town, he discovered a single footprint from someone clearly not wearing the Imperial boot.
The Ayleids, it seemed, had taken two routes to hide themselves. Some had levitated up to the walls and hidden themselves high above, and others had slipped into the river, where they were able to breathe underwater. It was a relatively easy task once the strange elves' even stranger hiding holes had been discovered to rout them out, and see to it that there were no more midnight assassinations of the Empress's troops.
It may seem beyond belief that an entire community could be so skilled in these spells hundreds and hundreds of years before the Mages Guild was formed to teach the ways of magicka to the common folk. There does, however, appear to be evidence that, just as the Psijics on the Isle of Artaeum developed Mysticism long before there was a name for it, the even more obscure Ayleids of southern Cyrodiil had developed what was to be known as the school of Alteration. It is not, after all, much of a stretch when one considers that other Ayleids at the time of Bravil's conquering and even later were shapeshifters. The community of pre-Bravil could not turn into beasts and monsters, but they could alter their bodies to hide themselves away. A related and useful skill, to be sure. But not so effective to save themselves in the end.
Very little is left of the Ayleid presence in Bravil of today, though archetectural marvels of other kinds are very evident. As beautiful and arresting as the Benevolence of Mara cathedral and the lord's palace are, no manmade structure in Bravil is as famous as the statue called The Lucky Old Lady.
The tales about the Lady and who she was are too numerous to list.
It was said she was born the illegitimate daughter of a prostitute in Bravil, certainly an inauspicious beginning to a lucky life. She was teased by the other children, who forever asked her who her father was. Every day, she would run back to her little shack in tears from their cruelty.
One day, a priest of Stendarr came to Bravil to do charitable work. He saw the weeping little girl, and when asked, she told him the cause of her misery: she didn't know who her father was.
"You have kind eyes and a mouth that tells no lies," replied the priest after a moment, smiling. "You are clearly a child of Stendarr, the God of Mercy, Charity, and Well-Earned Luck."
The priest's thoughtful words changed the girl forever. Whenever she was asked who her father was, she would cheerfully reply, "I am a child of Luck."
She grew up to be a barmaid, it was said, kind and generous to her customers, frequently allowing them to pay when they were able to. On a particularly rainy night, she gave shelter to a young man dressed in rags, who not only had no money to pay, but was belligerent and rude to her as she fed him and gave him a room. The next morning, he left without so much as a thank you. Her friends and family admonished her, saying that she had to be careful, he might have even been dangerous.
A week later, a royal carriage arrived in Bravil, with an Imperial prince within. Though he was scarcely reconizable, it was the same young man the Lady had helped. He apologized profusely for his appearance and behavior, explaining that he had been kidnapped and cursed by a band of witches, and it wasn't until later he had returned to his senses. The Lady was showered with riches, which she, of course, generously shared with all the people of Bravil, where she lived to a content old age.
No one knows when the statue to her was erected in the town square, or who the artist was, but it has stood there for thousands of years, since the first era. To this day, visitors and Bravillians alike go to the Lucky Old Lady to ask for her to bless them with luck in their travails.
Just one more charming aspect of the charming, and very lucky village of Bravil.
The designations of Gods, Demons, Aedra, and Daedra, are universally confusing to the layman. They are often used interchangeably.
"Aedra" and "Daedra" are not relative terms. They are Elvish and exact. Azura is a Daedra both in Skyrim and Morrowind. "Aedra" is usually translated as "ancestor," which is as close as Cyrodilic can come to this Elven concept. "Daedra" means, roughly, "not our ancestors." This distinction was crucial to the Dunmer, whose fundamental split in ideology is represented in their mythical genealogy.
Aedra are associated with stasis. Daedra represent change.
Aedra created the mortal world and are bound to the Earth Bones. Daedra, who cannot create, have the power to change.
As part of the divine contract of creation, the Aedra can be killed. Witness Lorkhan and the moons.
The protean Daedra, for whom the rules do not apply, can only be banished.
Author:
Michael Kirkbride
"And the awful fighting ended again.
"Kyne's shout brought our tribe back to the mountaintop of Hrothgar, and even our recent dead rode in on the wind of her breathing, for there had been no time to fashion a proper retreat. Their corpses fell among us as we landed and we looked on them in confusion, shaken as we were by this latest battle in the war of twilight. The chieftains of the other tribes still held their grudge against our own, Shor son of Shor; more, they had united finally to destroy us and used skin-magic to trick us into disarray.
"Shor was disgusted with the defeat, and disgusted more when reminded by Jhunal that our withdrawal had been wise, for we were outnumbered eight to one. Shor took on the form of his Totem then, which he used to better shape his displeasure, rather than to shout it aloud and risk more storm-death. His shield thanes, the brothers Stuhn and Tsun, bowed their heads, collecting the spears and swords and wine-knives Shor threw about the broken pillars of the easternmost sky-temple. The rest of us looked away and to our own, not even to acknowledge the thunderclap that signaled our Queen's arrival, who stepped in from the tunnel of her own breath last.
"Kyne had taken the head of Magnar, the jarl that betrayed the weakness of our spear-lines and fled the field. Shor shook his scaled mane. "That isn't Magnar," he said, "Magnar, I fear, fell at sunrise and became replaced by mirrors. The other chieftains are using our forms to lead us astray."
"And then Shor walked away from his War-Wife to enter the cave that led to the Underworld. He needed to take counsel with his father yet again. "Our chieftain loses heart," Dibella said, Bed-Wife of Shor, hefting another body onto the corpse pile some of us were making, "And so goes to the speak to one that has none anymore. Mirrors, indeed, and in that I see no logic."
"Tsun took her by the hair, for he was angered by her words and heavy with lust. He was a berserker despite his high station, and love followed battle to his kind. "You weren't made for that kind of thinking," Stuhn said, dragging Dibella towards a whaleskin tent, "Jhunal was. And no one should be speaking to him now." Tsun eyed the Clever Man who had heard him. "Logic is dangerous in these days, in this place. To live in Skyrim is to change your mind ten times a day lest it freeze to death. And we can have none of that now."
"Kyne could have stopped all of this but did nothing but stare at the crowd of Nords around her. Stuhn and Tsun were shifting and it was still uncouth to prevent this kind of neighboring. She looked on Jhunal and did not know if he should be spoken to or not. Rules were changing. Even her handmaiden was gone, and that lack of attendance was a transgression, but Kyne knew Mara was no doubt making treaties with one of the other chieftains, and the Pact still allowed for Tear-Wives to do that. After her husband Shor had forgotten to kiss her, a tradition among the War-Married when they returned from the field together, Kyne kept her storms to herself and knew there would be no true understanding until the twilight was lifted.
"Shor breathed the lamplights of the Underworld to life with small whispers of fire. The dark did not frighten him-- he had been born in a cave much like this-- but nevertheless it added to the mounting disgust in his spirit. Ever since the Moot at the House of We, where the chieftains of the other tribes had accused him of trespass and cattle-theft and foul-mouthery, he knew it would come to a war we could not win. Any of those words were enough for the treason-mark, and traitors were only met with banishment, disfigurement, or half-death. He had taken the first with pride, roaring a chieftain's gobletman into dust to underscore his willingness to leave, knowing we would follow. He had taken the second by drawing a circle on the House's adamantine floor with his tailmouth-tusk which broke with a keening sound, showing the other chieftains that it would all come around again. And he took the third by vomiting his own heart into the circle like a hammerclap, guarding his wraith in the manner of his father and roaring at the other tribes, "Again we fight for our petty placements in this House, in the Around Us, and all it will amount to is a helix of ghosts like mine now spit into the world below where we fight again! I can already feel the war below us starting, and yet you have not yet thrown your first spears even here!" We took our leave of the House and would never reconvene again in this age.
"The Moot looked to the tribe of Ald son of Ald but he would break no oath of the Pact, saying "Shor has paid ransom now three times for the the sins we accused him of, and by that we will hold him as dead and shake not our spears against him or his kin. Of the below he speaks, he is confused by it, for under us is only a prologue, and under that still is only a scribe that hasn't written anything yet. Shor as always forgets the above, and condemns himself and any other who would believe him into this cycle." Ald's shield thane Trinimac shook his head at this, for he was akin to Tsun and did not care much for logic-talk as much as he did only for his own standing. He told his chieftain that these words had been said before and Ald only sighed and said, "Yes, and always they will be ignored. As for the war you crave, bold Trinimac, and all of you assembled, do not worry. A spear will be thrown into this soon, from Shor's own tribe, and the House of We will be allowed our vengeance."
"Shor found the alcove at the core of the world and spoke to his dead father. He said a prayer to remove any trickery of mirrors and the ghost of Shor father of Shor appeared, saying "Ald and the others have paid time and again for the the sins we accused them of, and by that you should hold them as dead and shake not the spears of your tribe against any of their kind again. Of the above he speaks, Ald is confused by it, for above us is only an ending, and above that still is only a scribe that hasn't written anything yet. Ald as always forgets the ground below him, and condemns himself and any other who would believe him into this cycle." But Shor shook his head at this, for he was akin to Ald and did not care much for logic-talk as much as he did only for his own standing. He told his father that these words had been said before and Shor only sighed and said, "Yes, and always they will be ignored. As for the counsel you crave, bold son, and in spite of all your other fathers here with me, that you create every time you spit out your doom, do not worry. You have again beat the drum of war, and perhaps this time you will win." Shor son of Shor returned then to us on the mountaintop.
"He didn't need to explain what he had learned, for we had been there with him. Trinimac left Dibella in his tent as we assembled, and he had not touched her, frozen in the manner of the Nords when we are unsure of our true place, and asked his brother to rearm him. Stuhn was confused for a moment, thinking this an odd shift, but Mara was returned and had made great headway into treaty with the other tribes, telling him that such Totems here in the twilight could now be trusted. Our Queen merely nodded to her War-Husband and shouted us back to the fields of our enemies, towards a weakened spot among their spear-lines that Magnar our scout would light for us.
"And the awful fighting began again."
By the intercession of St. Alessia, you may be so filled with grace, and the strength and wisdom that comes from grace, that through these teachings you may come to the true meaning of the Nine Divines and Their glories. To convey to man's mind all the manifold subtleties of truth and virtue may not be done, were all the seas ink, and all the skies the parchment upon which Their wisdoms were writ. Yet Akatosh, in His wisdom, knowing how impatient is man, and how loathe he is to travel upon the hard roads of truth, has allowed these ten simple commands to be made manifest with powerful clarity and concise definition.
1. Stendarr says: Be kind and generous to the people of Tamriel. Protect the weak, heal the sick, and give to the needy.
2. Arkay says: Honor the earth, its creatures, and the spirits, living and dead. Guard and tend the bounties of the mortal world, and do not profane the spirits of the dead.
3. Mara says: Live soberly and peacefully. Honor your parents, and preserve the peace and security of home and family.
4. Zenithar says: Work hard, and you will be rewarded. Spend wisely, and you will be comfortable. Never steal, or you will be punished.
5. Talos says: Be strong for war. Be bold against enemies and evil, and defend the people of Tamriel.
6. Kynareth says: Use Nature's gifts wisely. Respect her power, and fear her fury.
7. Dibella says: Open your heart to the noble secrets of art and love. Treasure the gifts of friendship. Seek joy and inspiration in the mysteries of love.
8. Julianos says: Know the truth. Observe the law. When in doubt, seek wisdom from the wise.
9. Akatosh says: Serve and obey your Emperor. Study the Covenants. Worship the Nine, do your duty, and heed the commands of the saints and priests.
10. The Nine say: Above all else, be good to one another.
If only each man might look into the mirror of these Commands, and see reflected there the bliss that might enfold them, were he to serve in strict obedience to these Commands, he would be cast down and made contrite and humble. The obedient man may come to the altars of the Nine and be blessed, and may receive the comfort and healing of the Nine, and may give thanks for his manifold blessings.
Heedless, the wicked man turns away, and forsaking the simple wisdoms granted to him by the All-Wise and All-Knowing Nine, he lives in sin and ignorance all the days of his life. He bears the awful burden of his crimes, and before Men and God his wickedness is known, and neither blessing nor comfort may he expect from the altars and shrines of the Nine.
Yet the wicked and foolish are not doomed, for in their infinite mercies, the Nine have said, "Repent, and do Good Works, and the Fountains of Grace shall once more spill forth upon you."
Repent your crimes! Tender unto the Emperor the fines of gold, that they may be used to spread the Faith and its Benefits to all Men!
Do yourself good works! Redeem your infamy by shining deeds! Show to all Men and the Nine the good Fame of the Righteous Man, and you may once again approach the altars and shrines of the Chapel to receive the comfort and blessings of the Nine.
[from the correspondence of Cuseius Plecia, Imperial trader, writing from the Vos Tradehouse in Vvardenfell District, Province of Morrowind]
"...I have noted that Heartlanders like myself, and assimilated Imperial Citizens of other races, tend to impersonal and formal relationships with their gods and spirits. For us, cults are first and foremost social and economic organizations. We typically think of the Eight Divines in the most abstract terms -- as powerful but indifferent spirits to be propitiated, and do not think of their relationships as personal. Notable exceptions include minor charismatic sub-cults of Akatosh and Dibella. The Imperial Cult of Tiber Septim also has a significant charismatic sub-cult.
With the exception of the Alessian Order, which Heartlanders regard as a dark age, religious cults have played only minor parts in Heartlander and Imperial history. The Septim emperors have made it a policy to limit the influence of cult authorities in aristocratic, military, and bureaucratic affairs. Cult worship is regarded as a private and practical matter, and public pronouncements by religious figures are not welcomed.
Nordic hero-cults provide a strong counter-current to the dominant secularism of the Empire. The Imperial cult of Tiber Septim is just such a hero-cult, and among the military, provincial colonists, and recently assimilated foreigners, the cult is particularly strong and personal.
The Tribunal Temple in Morrowind, and its predecessor, house ancestor cults, are, by contrast with Imperial cults, extremely intimate and personal. In ancestor cults, the worshipper has a direct relationship with a blood family ancestor spirit, and the Temple cultist's relationship with the Tribunal is a relationship with a living, breathing god who walks the earth, speaks in person with priests and cultists, and whose daily actions are prescribed models for the daily actions of their followers.
The differences in religious temperament between Heartlanders and Morrowind Dunmer accounts in large part for consistent political and social misunderstanding between the two cultures. Heartlanders do not consider cult affairs as serious matters, where the Dunmer consider cult affairs, and in particular, ancestral spirit veneration, to be very serious matters indeed.
Heartlanders are casual and tolerant in religious matters; Dunmer are passionate and extremely intolerant. Heartlanders do not speak with their gods, and do not think of their actions as under constant review and judgement by their gods; the Dunmer feel that all they think and do is under the ever-watchful eye of the Tribunal and family ancestor spirits...."
"In Mundus, conflict and disparity are what bring change, and change is the most sacred of the Eleven Forces. Change is the force without focus or origin."-Oegnithr, Taheritae, Order of PSJJJJ
Simply put, the schism in the Human/Aldmeri worldview is the mortal's relationship to the divine. Humans take the humble path that they were created by the immortal forces, while the Aldmer claim descent from them. It doesn't seem like much, but it is a distinction that colors the rest of their diverging mythologies.
All Tamrielic religions begin the same. Man or mer, 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. Anuiel is the Everlasting Ineffable Light, Sithis is the Corrupting Inexpressible Action. In the middle is the Gray Maybe ('Nirn' in the Ehlnofex).
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. Even the hist acknowledge this being.
Anuiel is also perceived of as Order, opposed to the Sithis-Chaos. Perhaps it is easier for mortals to envision change than perfect stasis, for often Anuiel is relegated to the mythic background of Sithis' fancies. In Yokudan folk-tales, which are among the most vivid in the world, Satak is only referred to a handful of times, as "the Hum"; he is a force so prevalent as to be not really there at all.
In any case, from these two beings spring the et'Ada, or Original Spirits. To humans these et'Ada are the Gods and Demons; to the Aldmer, the Aedra/Daedra, or the 'Ancestors'. All of the Tamrielic pantheons fill their rosters from these et'Ada, though divine membership often differs from culture to culture. Like Anu and Padomay, though, every one of these pantheons contains the archetypes of the Dragon God and the Missing God.
The Dragon God and the Missing God
The Dragon God is always related to Time, and is universally revered as the "First God." He is often called Akatosh, "whose perch from Eternity allowed the day." He is the central God of the Cyrodilic Empire.
The Missing God is always related to the Mortal Plane, and is a key figure in the Human/Aldmeri schism. The 'missing' refers to either his palpable absence from the pantheon (another mental distress that is interpreted a variety of ways), or the removal of his 'divine spark' by the other immortals. He is often called Lorkhan, and his epitaphs are many, equally damnable and devout.
Note that Tamriel and the Mortal Plane do not exist yet. The Gray Maybe is still the playground of the Original Spirits. Some are more bound to Anu's light, others to the unknowable void. Their constant flux and interplay increase their number, and their personalities take long to congeal. When Akatosh forms, Time begins, and it becomes easier for some spirits to realize themselves as beings with a past and a future. The strongest of the recognizable spirits crystallize: Mephala, Arkay, Y'ffre, Magnus, Rupgta, etc., etc. Others remain as concepts, ideas, or emotions. One of the strongest of these, a barely formed urge that the others call Lorkhan, details a plan to create Mundus, the Mortal Plane.
Humans, with the exception of the Redguards, see this act as a divine mercy, an enlightenment whereby lesser creatures can reach immortality. Aldmer, with the exception of the Dark Elves, see this act as a cruel deception, a trick that sundered their connection to the spirit plane.
Lorkhan
This Creator-Trickster-Tester deity is in every Tamrielic mythic tradition. His most popular name is the Aldmeri "Lorkhan," or Doom Drum. He convinced or contrived the Original Spirits to bring about the creation of the Mortal Plane, upsetting the status quo much like his father Padomay had introduced instability into the universe in the Beginning Place. After the world is materialized, Lorkhan is separated from his divine center, sometimes involuntarily, and wanders the creation of the et'Ada. Interpretations of these events differ widely by culture. Below are some of the better known:
Subtitled "The Psijiic Compensation," "Mythic Aurbis" was an attempt by Artaeum apologists to explain the basics of Aldmeri religion to Uriel V in the early, glorious part of his reign. It quietly avoided any blame or bias against the Lorkhan-concept, which was still held in esteem by the Cyrodiils as "Shezarr", the missing sibling of the Divines. Despite this, the Psijiici still give a nice summary of the Elder view, and it will serve our purposes here. This version comes from the archives of the Imperial Seminary from the handwritten notes of an unknown scribe.
Mythic Aurbis exists, and has existed from time without measure, as a fanciful Unnatural Realm.
'Aurbis' is used to connote the imperceptible Penumbra, the Gray Center between the IS/IS NOT of Anu and Padomay. It contains the multitude realms of Aetherius and Oblivion, as well as other, less structured forms.
The magical beings of Mythic Aurbis live for a long time and have complex narrative lives, creating the patterns of myth.
These are spirits made from bits of the immortal polarity. The first of these was Akatosh the Time Dragon, whose formation made it easier for other spirits to structure themselves. Gods and demons form and reform and procreate.
Finally, the magical beings of Mythic Aurbis told the ultimate story -- that of their own death. For some this was an artistic transfiguration into the concrete, non-magical substance of the world. For others, this was a war in which all were slain, their bodies becoming the substance of the world. For yet others, this was a romantic marriage and parenthood, with the parent spirits naturally having to die and give way to the succeeding mortal races.
The agent of this communal decision was Lorkhan, whom most early myths vilify as a trickster or deceiver. More sympathetic versions of this story point out Lorkhan as being the reason the mortal plane exists at all.
The magical beings created the races of the mortal Aurbis in their own image, either consciously as artists and craftsmen, or as the fecund rotting matter out of which the mortals sprung forth, or in a variety of other analogical senses.
The magical beings, then, having died, became the et'Ada. The et'Ada are the things perceived and revered by the mortals as gods, spirits, or geniuses of Aurbis. Through their deaths, these magical beings separated themselves in nature from the other magical beings of the Unnatural realms.
The Daedra were created at this time also, being spirits and Gods more attuned to Oblivion, or that realm closer to the Void of Padomay. This act is the dawn of the Mythic (Merethic) Era. It has been perceived by the earliest mortals many different ways, either as a joyous 'second creation', or (especially by the Elves) as a painful fracturing from the divine. The originator of the event is always Lorkhan.
Note: This part was known as the Yokudan (Redguard) Creation Myth.
"Satak was First Serpent, the Snake who came Before, and all the worlds to come rested in the glimmer of its scales. But it was so big there was nothing but, and thus it was coiled around and around itself, and the worlds to come slid across each other but none had room to breathe or even be. And so the worlds called to something to save them, to let them out, but of course there was nothing outside the First Serpent, so aid had to come from inside it; this was Akel, the Hungry Stomach. Akel made itself known, and Satak could only think about what it was, and it was the best hunger, so it ate and ate. Soon there was enough room to live in the worlds and things began. These things were new and they often made mistakes, for there was hardly time to practice being things before. So most things ended quickly or were not good or gave up on themselves. Some things were about to start, but they were eaten up as Satak got to that part of its body. This was a violent time.
"Pretty soon Akel caused Satak to bite its own heart and that was the end. The hunger, though, refused to stop, even in death, and so the First Serpent shed its skin to begin anew. As the old world died, Satakal began, and when things realized this pattern so did they realize what their part in it was. They began to take names, like Ruptga or Tuwhacca, and they strode about looking for their kin. As Satakal ate itself over and over, the strongest spirits learned to bypass the cycle by moving at strange angles. They called this process the Walkabout, a way of striding between the worldskins. Ruptga was so big that he was able to place the stars in the sky so that weaker spirits might 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 skin.
"Ruptga was able to sire many children through the cycles and so he became known as the Tall Papa. He continued to place stars to map out the void for others, but after so many cycles there were almost too many spirits to help out. He made himself a helper from the detritus of past skins and this was Sep, or Second Serpent. Sep had much of the Hungry Stomach still left in him, multiple hungers from multiple skins. He was so hungry he could not think straight. Sometimes he would just eat the spirits he was supposed to help, but Tall Papa would always reach in and take them back out. Finally, tired of helping Tall Papa, Sep went and gathered the rest of the old skins and balled them up, tricking spirits to help him, promising them this was how you reached the new world, by making one out of the old. These spirits loved this way of living, as it was easier. No more jumping from place to place. Many spirits joined in, believing this was good thinking. Tall Papa just shook his head.
"Pretty soon the spirits on the skin-ball started to die, because they were very far from the real world of Satakal. And they found that it was too far to jump into the Far Shores now. The spirits that were left pleaded with Tall Papa to take them back. But grim Ruptga would not, and he told the spirits that they must learn new ways to follow the stars to the Far Shores now. If they could not, then they must live on through their children, which was not the same as before. Sep, however, needed more punishment, and so Tall Papa squashed the Snake with a big stick. The hunger fell out of Sep's dead mouth and was the only thing left of the Second Serpent. While the rest of the new world was allowed to strive back to godhood, Sep could only slink around in a dead skin, or swim about in the sky, a hungry void that jealously tried to eat the stars."
Note: This part was known as the Cyrodiilic Creation Myth.
"This was a new thing that Shezarr described to the Gods, becoming mothers and fathers, being responsible, and making great sacrifices, with no guarantee of success, but Shezarr spoke beautifully to them, and moved them beyond mystery and tears. Thus the Aedra gave free birth to the world, the beasts, and the beings, making these things from parts of themselves. This free birth was very painful, and afterwards the Aedra were no longer young, and strong, and powerful, as they had been from the beginning of days.
"Some Aedra were disappointed and bitter in their loss, and angry with Shezarr, and with all creation, for they felt Shezarr had lied and tricked them. These Aedra, the Gods of the Aldmer, led by Auri-El, were disgusted by their enfeebled selves, and by what they had created. 'Everything is spoiled, for now, and for all time, and the most we can do is teach the Elven Races to suffer nobly, with dignity, and chastise ourselves for our folly, and avenge ourselves upon Shezarr and his allies.' Thus are the Gods of the Elves dark and brooding, and thus are the Elves ever dissatisfied with mortality, and always proud and stoic despite the harshness of this cruel and indifferent world.
"Other Aedra looked upon creation, and were well pleased. These Aedra, the Gods of Men and Beast Folk, led by Akatosh, praised and cherished their wards, the Mortal Races. 'We have suffered, and are diminished, for all time, but the mortal world we have made is glorious, filling our hearts and spirits with hope. Let us teach the Mortal Races to live well, to cherish beauty and honor, and to love one another as we love them.' Thus are the Gods of Men tender and patient, and thus are Men and Beast Folk great in heart for joy or suffering, and ambitious for greater wisdom and a better world.
"Now when the Daedra Lords heard Shezarr, 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 created the Daedric Realms, and all the ranks of Lesser Daedra, great and small. And, for the most part, the Daedra Lords were well pleased with this 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 Shezarr 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.'"
Note: This part was known as the High Elven (Altmeri) Creation Myth.
"Anu encompassed, and encompasses, all things. So that he might know himself he 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, 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 things, and this interplay was and is the Aurbis.
"At first the Aurbis was turbulent and confusing, as Anuiel's ruminations went on without design. 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. With time, various aspects of the Aurbis began to understand their natures and limitations. They took names, like Magnus or Mara or Xen. One of these, Lorkhan, was more of a limit than a nature, so he could never last long anywhere.
"As he entered every aspect of Anuiel, Lorkhan would plant an idea that was almost wholly based on limitation. He outlined a plan to create a soul for the Aurbis, a place where the aspects of aspects might even be allowed to self-reflect. He gained many followers; even Auriel, when told he would become the king of the new world, agreed to help Lorkhan. So they created the Mundus, where their own aspects might live, and became the et'Ada.
"But this was a trick. 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. As their aspects began to die off, many of the et'Ada vanished completely. Some escaped, like Magnus, and that is why there are no limitations to magic. Others, like Y'ffre, transformed themselves into the Ehlnofey, the Earthbones, so that the whole world might not die. Some had to marry and make children just to last. Each generation was weaker than the last, and soon there were Aldmer. Darkness caved in. Lorkhan made armies out of the weakest souls and named them Men, and they brought Sithis into every quarter.
"Auriel pleaded with Anu to take them back, but he had already filled their places with something else. But his soul was gentler and granted Auriel his Bow and Shield, so that he might save the Aldmer from the hordes of Men. Some had already fallen, like the Chimer, who listened to tainted et'Ada, and others, like the Bosmer, had soiled Time's line by taking Mannish wives.
"Auriel could not save Altmora, the Elder Wood, and it was lost to Men. They were chased south and east to Old Ehlnofey, and Lorkhan was close behind. He shattered that land into many. Finally Trinimac, Auriel's greatest knight, knocked Lorkhan down in front of his army and reached in with more than hands to take his Heart. He was undone. The Men dragged Lorkhan's body away and swore blood vengeance on the heirs of Auriel for all time.
"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."
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