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creation myth

Lost Tales of the Famed Explorer: Fragment II

Solis Aduro

The sun was still high as they at last reached a suitable clearing for a camp. They could continue on, but many an expedition had become lost thinking they could chase the last bit of light. Early morning was the best time to travel. The swamp was sleepy and full come dawn. Matius set to gathering what he would need for a fire, taking care to stay near his companions. He decided to look for sticks and ferns as well. They could be used to hide the light, which Matius knew was a wise thing to do this deep in the marsh. He chose to say nothing of this to his new companions, who were as tired as they were bored.

"They say the ancient Argonians had golden scales that could blind lowly men and mer." Matius hoped reminding the crew of the significance of their mission would raise their spirits. And the embellished version always made for a better campfire tale. "They built their greatest city higher and higher until they reached the sun."

"What happened then?" young Riffen asked.

Matius had to admit he enjoyed the young man's curiosity. He intentionally held his answer, half-hoping River-Gills would volunteer his own. Everything Matius knew of these legends had been the work of other Imperial explorers and scholars. He had never managed to get an Argonian to speak of it.

River-Gills simply sat basking in the sun as if he wasn't listening at all. As far as Matius could tell, the Argonian was asleep.

"Some say it destroyed them," Matius continued, dropping off a bundle of sticks. "Others say they cracked it open like an egg and became gods."

The Elf Salara scoffed. "That's ridiculous," she said. "Everyone knows the sun isn't an egg." Thus far Matius had learned little of the battlemage other than she was wholly committed to her own beliefs, most of which he recognized came from Guild teachings.

"What is it then?" Riffen asked.

"A hole."

Riffen scrunched his nose and looked up. "That's supposed to be a hole?"

"Don't stare at it." Matius sighed.

"Do you not believe in the golden city, Lady Salara?" Riffen asked. "A sailor told me it was just a story."

"She needs to be sure," Matius offered. Salara had refused to give her personal reasons for joining the expedition, so he guessed.

Salara turned away from them and stared into the brush. She took out a broken compass and held it tightly.

"I expect something of value could still be learned," Salara answered. "Even if everything they believed is wrong."

River-Gills opened his eyes.

Children of the Root

Solis Aduro

"[Note: Collected by researcher Solis Aduro from an oral tradition of the Adzi-Kostleel tribe and not otherwise attested.]

There was first only Atak, the Great Root. It knew of nothing but itself, so it decided to be everything. It grew and grew, trying to fill the nothing with itself. As it grew it formed new roots, and those roots took names, and they wanted space of their own to grow.

Then Atak learned that there were things other than itself. They were just like Atak, but went a different way from it. They saw and made strange new things that did not last except in how it changed them.

Atak continued to grow until something came back from the nothing. It was like a root but had scales and eyes and a mouth. It told Atak that it was called Kota, and it had been growing, too. Now that it had a mouth, it was hungry.

Atak named Kota for what it was: serpent! It put roots through the serpent's eyes. But Kota was old and strong like the root, and had grown fangs while it was away. It bit Atak. They coiled around each other. From their struggle, new things came to be. Atak learned things Kota had learned, including hunger, and so it bit Kota back. They ate and roiled for so long they became one and forgot their conflict.

They shed their skin and severed their roots and called themselves Atakota, who said "Maybe."

When Atakota said this, the skin it had shed knew itself. It ate the severed roots and even though it was dead, it followed Atakota like a shadow.

Atakota continued to roil, and each of its scales was a world that it devoured. But now Atakota was not in conflict, and things had time to begin and end. The shadow wished it could eat these things, but its belly was full of roots that were growing.

When the shadow could bear it no longer, it swam closer to Atakota and spat out the roots. Now that its belly was empty, the shadow almost ate them again and everything else it saw. But it had come to see the roots as its own after carrying them, so instead it told them secrets and went to sleep.

The roots found others and told them how they had survived in the belly of the shadow and how they were still able to grow there. When they shared this knowledge with the others it changed them, and they took on new forms with new names.

Some of these spirits wanted to keep the names and forms they had chosen, but they had learned them through the shadow, and it was now in all of them, making them temporary. They learned of hunger and conflict, and they learned to fear change and called it Death.

These spirits were angry and afraid, but the roots showed the spirits ways between places from when Atak had made paths out of nothing. They could use these riverways to hide from Death.

The spirits were content and set about to make things that looked like them and shared in their aspects and loved them. They kept growing until they were as big as Atakota, and they forgot it came before them, and that it had a shadow that was sleeping.

In time, the worlds were too big and there was no more room. Again the spirits went to the roots to ask for more. But the roots had gone to sleep content with what they had made, because it changed so often that it did not need to grow.

The spirits grew so desperate and hungry that they tore at Atakota's skin and drank of its blood. They ate until they broke Atakota, so that Atak remembered growing, and Kota remembered being nothing. There was conflict again, and from the spirits Atak and Kota learned about Death, so there was violence, blood, and sap.

In the chaos the spirits were lost and afraid, so they ate others and themselves. They drank of blood and sap, and they grew scales and fangs and wings. And these spirits forgot why they had made anything other than to eat it.

There were other spirits that still clung to what they were and what they had made. A forest spirit came and saw that the roots loved their children like she loved hers, so she taught them to walk and talk. They told her secrets with new words, and she sang the song back to them. The roots woke up when they heard this, and joined with the forest.

The roots saw that Kota's blood had made oceans, and Atak's sap had made stones, and each of these spirits had never known the shadow. The roots knew what this would mean, and asked the shadow to protect its children.

The shadow woke. It looked upon Kota and Atak and saw how different the nothing had become and how it was becoming the same as before. It remembered it was the skin of Atakota, and it was bigger than Kota or Atak alone, so it decided it would eat them both.

And it did. The shadow ate the snake and the root, and the sap and stone, and the oceans of blood, and all of the spirits. It had eaten everything before it remembered the roots that were its children, so it looked unto itself to find them. When the shadow saw this, it remembered that it was a skin of something that came before, and it had eaten what came after, and this would be an end that always was.

And so the shadow shed its skin, even though that was all it was, and it fell like a shroud over the roots, promising to keep them safe within its secrets.

Folly of Man


Listen 'round, I've a warning to sound,
About an overgrown weed.
And, I don't mean to forebode, but this little ode,
Is a lesson you must heed.

Now, our story unfolds, upon a pitiful mold,
Made to thrive on rot.
This unsightly staph, was a trickster's last laugh,
Long after his battle was fought.

We called it the Sundering, in case you were wondering,
When the heavens dropped out of the sky.
They hit with a thud, and gave birth to the mud,
Making up this mortal sty.

It was a hell of a mess, but I digress,
My story's about the swine.
What took root in this land, were seeds called Man,
That sprung up like fungus from grime.

Their lives may be short, and lacking import,
But keep an eye to their blundering.
It's tempting to jest, about this simple pest,
Until you've seen their plundering.

For when Men bound, to the Doom Drum's sound, You'll learn what the Corpse-God wrought.
Even Trinimac didn't know, with his final blow,
Just how badly he'd been caught.

Notes on the Vault Door


The door to Razak's vault is one of the most impressive feats of Dwemer engineering I've seen. It resists every unlock spell I know, and shrugs off even the strongest Destruction spells.

Perhaps the most fascinating part of the door is the series of pictograms etched into the door itself. They seem to form a narrative. And if my admittedly limited knowledge of the language serves me, it's the classic Elven cosmogony:

First there was Aurbis, the formless chaos from which the universe was formed. Then Lorkhan convinced the Aedra to sacrifice themselves to create the world, Mundus. Then finally, at the birth of the world, Magnus opened a hole to Aetherius, creating the sun and letting magic flow into Nirn.

This trinary comes up frequently in Razak texts. Chaos, earth, and magic. Perhaps it's central to his understanding of creation, not just of the world, but of constructs as well?

I will have to ruminate on this later. For now I'll try my hand at picking the lock. Perhaps I'll have success with the mundane where magic failed.

Daedra Worship: The Chimer

Phrastus of Elinhir

The history of Daedra worship by the Elves once known as the Chimer provides a valuable object lesson in the dangers of traffic with the so-called Lords of Oblivion. It's a tale of peril that modern-day apologists for Daedric worship, such as Lady Cinnabar, would do well to heed.

Let's begin with a few facts that not even the Shrew of Taneth could deny. The Aedra (the Gods, the Divines) created Nirn out of the chaos of Oblivion. They assumed physical form within the mortal plane—the Mundus—and according to Elven myth were the direct ancestors of the Aldmeri. The Aedra were the natural objects of holy reverence for the Elves of the Dawn Era, and the first organized religions venerated these Divines.

However, after Nirn was born the Aedra withdrew from their creation, becoming distant, aloof, and disinterested in the affairs of mortals. But beyond the Mundus, in the infinite variation of Oblivion, there were other godlike entities of great power known as the Daedra (literally the "not-Aedra"), who began to take a malign interest in the realm the Aedra had created. Some of the more powerful of these entities, the so-called Daedric Princes, who ruled entire Oblivion planes of their own, were nonetheless jealous of the mortals of Nirn—for they had inherited the Aedric capacity of creation. This ability was beyond the Daedra who, though masters of change and metamorphosis, create nothing new that has not been before.

However, one quality the Daedric Princes shared with the young mortals of Nirn was a lust for power in all its forms. This corrupting desire is the foundation of all mortal worship of the Daedra: the Princes offer power in return for service and worship. Most often this power comes in the form of knowledge, the most seductive and least perilous-seeming of the Daedric temptations.

To show how seductive this temptation can be, reflect upon the early Aldmer of Summerset. Though in their arrogance they considered themselves the lineal descendants of the Aedra, nonetheless the first large-scale religious sect espousing Daedra-worship was born in the heart of Summerset itself. There, in the rainbow shadow of the Crystal Tower, the so-called Prophet Veloth communed with the Daedric Prince Boethiah and agreed to accept her gifts. He inscribed the Velothi Prophecies, which expounded the doctrine of worship of the "Good Daedra" (Boethiah, Azura, and Mephala), along with ways to propitiate and negotiate with the "Bad Daedra" (Molag Bal, Malacath, Sheogorath, and Mehrunes Dagon).

To the more foolish of the Summerset Aldmeri, the arts and skills the Good Daedra offered to teach them seemed more useful than the maxims and platitudes of the priests of the Aedra, and a number of Elven clans accepted Veloth as their prophet and guide. When the Sapiarchs of Alinor rightfully prohibited this schism, Veloth led the clans loyal to him out of the Isles and across the seas to the far side of Tamriel, where they colonized the domain now known as Morrowind. The followers of Saint Veloth, who became known as the Chimer, were willing to trade the paradise of golden Summerset for the purgatory of ashen Morrowind, all in return for the illusory "gifts" of the Daedra. The Chimer built mighty temples to Boethiah, Azura, and Mephala, and established the traditions of worship in Morrowind that were later co-opted by the Tribunal.

As even the beginning student of history knows, this large-scale dabbling with Daedra led inevitably to warfare and catastrophe. Chimer civilization fell at the Battle of Red Mountain, and the curse of Azura, their erstwhile mistress, transformed the brilliant Chimer into the sullen and haunted Dunmer. After that time Morrowind, under the Tribunal, turned its back on worship of the Daedra — but by then the damage had been done.

Today, the Daedra are feared and abhorred across the length and breadth of Tamriel — and rightly so. Yet, despite the clear lessons of history, some misguided souls still insist that traffic with Daedra Lords can be tolerated, even accepted. To those such as you, Lady Cinnabar, I say: beware. What pact with the Daedra ever ended well?

The Chosen People of Aldmeris

Sealord Malleroth

By Sealord Malleroth Of Pyandonea

Many still believe that the Maormer race of Pyandonea diverged from the racial line of the Altmer when they were exiled from Summerset Isle as criminals. This is the great, traitorous lie of the Altmer!

Translations of tapestries in the Crystal Tower reveal that the great Maormer race is directly descended from the purest strain of our Aldmeri ancestors. We certainly did not come from Summerset, but originated in our ancestral homeland of Aldmeris.

The Altmer themselves are a mongrel race. They are the abomination that drove our great leader Orgnum to lead our people through the impenetrable mists to our haven of Pyandonea.

For centuries, we have marshaled our forces in preparation for our triumphant return. Summerset is ours, by our right of birth as the one true Aldmeri race. All trace of the inferior Altmer race and their mongrel blood must be wiped from the face of Tamriel!

Our time has come! Arise, Maormer! Take your place as the rightful heirs to the Aldmeri Legacy!

Exegesis of Merid-Nunda

Phrastus of Elinhir

Truly, the Tract of Merid-Nunda is one of the strangest and least understood works of mythohistory that has come down to us from the early First Era. It exists only in partial manuscript form, a single copy of which resides in the library of the Arcane University at the Imperial City. (Or at least it did, though since the Mages Guild was blamed for the disappearance of the Emperor Varen and driven out of Cyrodiil, I don't know what has become of their once-admirable library.)

Fortunately, I was granted an opportunity to study the noted Tract in detail while the Guild was still in possession of it, and made a personal copy for myself so I could continue to unravel its mysteries once I'd returned to Elinhir.

The problem of understanding the Tract of Merid-Nunda is twofold: First, the extant document is clearly part of a larger work, drawn from seemingly somewhere in the middle, and without the preceding and following portions of the work we have little context for the part that remains. Second, the Tract is written in a peculiar argot that employs Ayleid phrases in a late Nedic syntax, including many words of unknown origin that don't appear in any other source.

However, working outward from fragments previously translated by Wenegrus Monhana and Herminia Cinna, I believe I can shed some new light on certain key passages in this mysterious manuscript. Our format shall be to provide the translation of each passage, followed by my interpretation of its meaning.

"… were known as the Nine Coruscations, who followed the parabolas that led away from Magnus. Merid-Nunda was of these Sisters, as was Mnemo-Li, as was Xero-Lyg, as was …."

This appears to identify the "Daedric Prince" Meridia with the so-called Star-Orphans, those Anuic ur-entities that separated from Magnus when that Divine withdrew from the creation of the Aurbis. The best-known of these Star-Orphans is probably Mnemoli the Blue Star, who is associated with un-time events, and was said to be visible even in the daytime sky at the time of the Dragon Break.

"… thus we call upon Cenedelin to bind the earth, as we speak to Merid-Nunda regarding the light, for she is the scintilla that fears not darkness, and swims the waves of pull and spin …."

For the Ayleids, of course, Light was one of the four elements of creation, and this passage seems to confirm that Meridia was the personification of Light to the Wild Elves. Though I am certain of this passage's translation, I confess the meaning of the final phrases eludes me.

The next passage was quite difficult, but its translation adds an entirely new episode to our accounts of the Dawn Era:

"The Lords of the Chaos-Realms chided Merid-Nunda for her trespass and bade her return to Aurbis, claiming all existing spheres as their own. But Merid-Nunda formed of her substance a great drag-lens, and the light of Magnus was bent thereby. The rays [carved? focused?] a new sphere from the chaos, which Merid-Nunda, [laughing? sparkling?], did claim for her own."

This appears to recount the origin of the Colored Rooms, as Meridia's Oblivion realm is known, seemingly formed directly out of the stuff of chaos by an act of divine will.
And finally:

"… thus does Merid-Nunda [ride? slide?] across the rainbow road from end to end, at one end stretching the dragon, at the other end compressing him …."

A curious passage indeed. The "dragon," of course, traditionally refers to the Divine we know as Akatosh, the God of Time. This seems to suggest that by traveling the "rainbow road" (a reference to the prismatic refraction of light?), Meridia can in some sense alter the rate at which time flows forward.

Altering the "speed" of time? Is this merely an absurd conceit of the late Ayleid sorcerer-priests, or a genuine insight into the nature of one of the least-understood Daedric Princes?

Who can say?

Before the Ages of Man

Aicantar of Shimerene

Timeline Series - Vol 1

Before the Ages of Man

Aicantar of Shimerene


Before man came to rule Tamriel, and before the chronicles of the historians recorded the affairs of the rulers of Tamriel, the events of our world are known only through myths and legends, and through the divinely inspired teachings of the Nine Divines.

For convenience, historians divide the distant ages of prehistory into two broad periods of time -- the Dawn Era, and the Merethic Era.

* The Dawn Era *

The Dawn Era is that period before the beginning of mortal time, when the feats of the gods take place. The Dawn Era ends with the exodus of the gods and magic from the World at the founding of the Adamantine Tower.

The term 'Merethic' comes from the Nordic, literally, "Era of the Elves." The Merethic Era is the prehistoric time after the exodus of the gods and magic from the World at the founding of the Adamantine Tower and before the arrival of Ysgramor the Nord in Tamriel.

The following are the most notable events of the Dawn Era, presented roughly in sequence as it must be understaoo by creatures of time such as ourselves.

The Cosmos formed from the Aurbis [chaos, or totality] by Anu and Padomay. Akatosh (Auriel) formed and Time began. The Gods (et'Ada) formed. Lorkhan convinced -- or tricked -- the Gods into creating the mortal plane, Nirn. The mortal plane was at this point highly magical and dangerous. As the Gods walked, the physical make-up of the mortal plane and even the timeless continuity of existence itself became unstable.

When Magic (Magnus), architect of the plans for the mortal world, decided to terminate the project, the Gods convened at the Adamantine Tower [Direnni Tower, the oldest known structure in Tamriel] and decided what to do. Most left when Magic did. Others sacrificed themselves into other forms so that they might Stay (the Ehlnofey). Lorkhan was condemned by the Gods to exile in the mortal realms, and his heart was torn out and cast from the Tower. Where it landed, a Volcano formed. With Magic (in the Mythic Sense) gone, the Cosmos stabilized. Elven history, finally linear, began (ME2500).

* The Merethic Era *

The Merethic Era was figured by early Nord scholars as a series of years numbered in reverse order backward from the their 'beginning of time' -- the founding of the Camoran Dynasty, recorded as Year Zero of the First Era. The prehistoric events of the Merethic Era are listed here with their traditional Nordic Merethic dates. The earliest Merethic date cited by King Harald's scholars was ME2500 -- the Nordic reckoning of the first year of time. As such, the Merethic Era extends from ME2500 in the distant past to ME1 -- the year before the founding of the Camoran Dysnasty and the establishment of the White Gold Tower as an indepenent city-state.

According to King Harald's bards, ME2500 was the date of construction of the Adamantine Tower on Balfiera Island in High Rock, the oldest known structure of Tamriel. (This corresponds roughly to the earliest historical dates given in various unpublished Elvish chronicles.)

During the early Merethic Era, the aboriginal beastpeoples of Tamriel -- the ancestors of the Khajiit, Argonian, Orcish, and other beastfolk -- lived in preliterate communities throughout Tamriel.

In the Middle Merethic Era, the Aldmeri (mortals of Elven origin) refugees left their doomed and now-lost continent of Aldmeris (also known as 'Old Ehlnofey') and settled in southwestern Tamriel. The first colonies were distributed at wide intervals on islands along the entire coast of Tamriel. Later inland settlements were founded primarily in fertile lowlands in southwest and central Tamriel. Wherever the beastfolk encountered the Elves, the sophisticated, literate, technologically advanced Aldmeri cultures displaced the primitive beastfolk into the jungles, marshes, mountains, and wastelands. The Adamantine Tower was rediscovered and captured by the Direnni, a prominent and powerful Aldmeri clan. The Crystal Tower was built on Summerset Isle and, later, White Gold Tower in Cyrodiil.

During the Middle Merethic Era, Aldmeri explorers mapped the coasts of Vvardenfel, building the First Era High Elven wizard towers at Ald Redaynia, Bal Fell, Tel Aruhn, and Tel Mora in Morrowind. It was also during this period that Ayleid [Wild Elven] settlements flourished in the jungles surrounding White Gold Tower (present day Cyrodiil). Wild Elves, also known as the Heartland High Elves, preserved 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.

The Late Middle Merethic Era is the period of the High Velothi Culture. The Chimer, ancestors of the modern Dunmer, or Dark Elves, were dynamic, ambitious, long-lived Elven clans devoted to fundamentalist ancestor worship. The Chimer clans followed the Prophet Veloth out of the ancestral Elven homelands in the southwest to settle in the lands now known as Morrowind. 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 Dwemer (Dwarves), free-thinking, reclusive Elven clans 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.

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. The earliest Dwemer Freehold colonies date from this period. 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.

It was in the Late Merethic Era that the pre-literate humans, the so-called "Nedic Peoples", from the continent of Atmora (also 'Altmora' or 'the Elder Wood' in Aldmeris) migrated and settleed in northern Tamriel. The Nord culture hero Ysgramor, leader of a great colonizing fleet to Tamriel, is credited with developing a runic transcription of Nord speech based on Elvish principles, and so Ysgramor is considered the first human historian. Ysgramor's fleet landed at Hsaarik Head at the extreme northern tip of Skyrim's Broken Cape. The Nords built there the legendary city of Saarthal. The Elves drove the Men away during the Night of Tears, but Ysgramor soon returned with his Five Hundred Companions.

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.

A Children's Anuad


A Children's Anuad:
The Anuad Paraphrased

The first ones were brothers: Anu and Padomay. They came into the Void, and Time began.

As Anu and Padomay wandered the Void, the interplay of Light and Darkness created Nir. Both Anu and Padomay were amazed and delighted with her appearance, but she loved Anu, and Padomay retreated from them in bitterness.

Nir became pregnant, but before she gave birth, Padomay returned, professing his love for Nir. She told him that she loved only Anu, and Padomay beat her in rage. Anu returned, fought Padomay, and cast him outside Time. Nir gave birth to Creation, but died from her injuries soon after. Anu, grieving, hid himself in the sun and slept.

Meanwhile, life sprang up on the twelve worlds of creation and flourished. After many ages, Padomay was able to return to Time. He saw Creation and hated it. He swung his sword, shattering the twelve worlds in their alignment. Anu awoke, and fought Padomay again. The long and furious battle ended with Anu the victor. He cast aside the body of his brother, who he believed was dead, and attempted to save Creation by forming the remnants of the 12 worlds into one -- Nirn, the world of Tamriel. As he was doing so, Padomay struck him through the chest with one last blow. Anu grappled with his brother and pulled them both outside of Time forever.

The blood of Padomay became the Daedra. The blood of Anu became the stars. The mingled blood of both became the Aedra (hence their capacity for good and evil, and their greater affinity for earthly affairs than the Daedra, who have no connection to Creation).

On the world of Nirn, all was chaos. The only survivors of the twelve worlds of Creation were the Ehlnofey and the Hist. The Ehlnofey are the ancestors of Mer and Men. The Hist are the trees of Argonia. Nirn originally was all land, with interspersed seas, but no oceans.

A large fragment of the Ehlnofey world landed on Nirn relatively intact, and the Ehlnofey living there were the ancestors of the Mer. These Ehlnofey fortified their borders from the chaos outside, hid their pocket of calm, and attempted to live on as before. Other Ehlnofey arrived on Nirn scattered amid the confused jumble of the shattered worlds, wandering and finding each other over the years. Eventually, the wandering Ehlnofey found the hidden land of Old Ehlnofey, and were amazed and joyful to find their kin living amid the splendor of ages past. The wandering Ehlnofey expected to be welcomed into the peaceful realm, but the Old Ehlnofey looked on them as degenerates, fallen from their former glory. For whatever reason, war broke out, and raged across the whole of Nirn. The Old Ehlnofey retained their ancient power and knowledge, but the Wanderers were more numerous, and toughened by their long struggle to survive on Nirn. This war reshaped the face of Nirn, sinking much of the land beneath new oceans, and leaving the lands as we know them (Tamriel, Akavir, Atmora, and Yokuda). The Old Ehlnofey realm, although ruined, became Tamriel. The remnants of the Wanderers were left divided on the other 3 continents.

Over many years, the Ehlnofey of Tamriel became:
- the Mer (elves),
- the Dwemer (the Deep Ones, sometimes called dwarves),
- the Chimer (the Changed Ones, who later became the Dunmer),
- the Dunmer (the Dark or Cursed Ones, the dark elves),
- the Bosmer (the Green or Forest Ones, the wood elves), and
- the Altmer (The Elder or High Ones, the high elves).

On the other continents, the Wandering Ehlnofey became the Men -- the Nords of Atmora, the Redguards of Yokuda, and the Tsaesci of Akavir.

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.

Eventually, Men returned to Tamriel. The Nords were the first, colonizing the northern coast of Tamriel before recorded history, led by the legendary Ysgramor. The thirteenth of his line, King Harald, was the first to appear in written history. And so the Mythic Era ended.

Words of Clan Mother Ahnissi to her Favored Daughter


Ahnissi tells you. You are no longer a mewing kitten and you have learned to keep secrets from Ahnissi, and so Ahnissi tells you.

In the beginning there were two littermates, Ahnurr and Fadomai. After many phases, Fadomai said to Ahnurr, "Let us wed and make children to share our happiness."

And they gave birth to Alkosh, the First Cat. And Ahnurr said, "Alkosh, we give you Time, for what is as fast or as slow as a cat?"

And they gave birth to Khenarthi, the Winds. "Khenarthi, to you we give the sky, for what can fly higher than the wind?"

And they gave birth to Magrus, the Cat's Eye. "Magrus, to you we give the sun, for what is brighter than the eye of a cat?"

And they gave birth to Mara, the Mother Cat. "Mara, you are love, for what is more loving than a mother?"

And they gave birth to S'rendarr, the Runt. "S'rendarr, we give you mercy, for how does a runt survive, except by mercy?"

And many phases passed and Ahnurr and Fadomai were happy.

And Ahnurr said, "We should have more children to share our happiness." And Fadomai agreed. And she gave birth to Hermorah. And she gave birth to Hircine. And she gave birth to Merrunz and Mafala and Sangiin and Sheggorath and many others.

And Fadomai said:

 "Hermorah, you are the Tides, for who can say whether the moons predict the tides or the tides predict the moons?"

"Hircine, you are the Hungry Cat, for what hunts better than a cat with an empty belly?"

"Merrunz, you are the Ja'Khajiit, for what is more destructive than an kitten?"

"Mafala, you are the Clan Mother, for what is more secretive than the ways of the Clan Mothers?"

"Sangiin, you are the Blood Cat, for who can control the urges of blood?"

"Sheggorath, you are the Skooma Cat, for what is crazier than a cat on skooma?"

And Ahnurr said, "Two litters is enough, for too many children will steal our happiness."

But Khenarthi went to Fadomai and said, "Fadomai-mother, Khenarthi grows lonely so high above the world where not even my brother Alkosh can fly." Fadomai took pity on her and tricked Ahnurr to make her pregnant again.

And Fadomai gave birth to the Moons and their Motions. And she gave birth to Nirni, the majestic sands and lush forests. And she gave birth to Azurah, the dusk and the dawn.

And from the beginning, Nirni and Azurah fought for their mother's favor.

Ahnurr caught Fadomai while she was still birthing, and he was angry. Ahnurr struck Fadomai and she fled to birth the last of her litter far away in the Great Darkness. Fadomai's children heard what had happened, and they all came to be with her and protect her from Ahnurr's anger.

And Fadomai gave birth to Lorkhaj, the last of her litter, in the Great Darkness. And the Heart of Lorkhaj was filled with the Great Darkness. And when he was born, the Great Darkness knew its name and it was Namiira.

And Fadomai knew her time was near. Fadomai said:

"Ja-Kha'jay, to you Fadomai gives the Lattice, for what is steadier than the phases of the moons? Your eternal motions will protect us from Ahnurr's anger." And the moons left to take their place in the heavens. And Ahnurr growled and shook the Great Darkness, but he could not cross the Lattice.

And Fadomai said:

"Nirni, to you Fadomai leaves her greatest gift. You will give birth to many people as Fadomai gave birth today." When Nirni saw that Azurah had nothing, Nirni left smiling.

And all Fadomai's children left except Azurah. And Fadomai said, "To you, my favored daughter, Fadomai leaves her greatest gift. To you Fadomai leaves her secrets." And Fadomai told her favored daughter three things.

And Fadomai said, "When Nirni is filled with her children, take one of them and change them. Make the fastest, cleverest, most beautiful people, and call them Khajiit."

And Fadomai said, "The Khajiit must be the best climbers, for if Masser and Secunda fail, they must climb Khenarthi's breath to set the moons back in their courses."

And Fadomai said, "The Khajiit must be the best deceivers, for they must always hide their nature from the children of Ahnurr."

And Fadomai said, "The Khajiit must be the best survivors, for Nirni will be jealous, and she will make the sands harsh and the forests unforgiving, and the Khajiit will always be hungry and at war with Nirni."

And with these words, Fadomai died.

After many phases, Nirni came to Lorkhaj and said, "Lorkhaj, Fadomai told me to give birth to many children, but there is no place for them."

And Lorkhaj said, "Lorkhaj makes a place for children and Lorkhaj puts you there so you can give birth." But the Heart of Lorkhaj was filled with the Great Darkness, and Lorkhaj tricked his siblings so that they were forced into this new place with Nirni. And many of Fadomai's children escaped and became the stars. And many of Fadomai's children died to make Nirni's path stable. And the survivors stayed and punished Lorkhaj.
The children of Fadomai tore out the Heart of Lorkhaj and hid it deep within Nirni. And they said, "We curse you, noisy Lorkhaj, to walk Nirni for many phases."

But Nirni soon forgave Lorkhaj for Nirni could make children. And she filled herself with children, but cried because her favorite children, the forest people, did not know their shape.

And Azurah came to her and said, "Poor Nirni, stop your tears. Azurah makes for you a gift of a new people." Nirni stopped weeping, and Azurah spoke the First Secret to the Moons and they parted and let Azurah pass. And Azurah took some forest people who were torn between man and beast, and she placed them in the best deserts and forests on Nirni. And Azurah in her wisdom made them of many shapes, one for every purpose. And Azurah named them Khajiit and told them her Second Secret and taught them the value of secrets. And Azurah bound the new Khajiit to the Lunar Lattice, as is proper for Nirni's secret defenders. Then Azurah spoke the Third Secret, and the Moons shone down on the marshes and their light became sugar.

But Y'ffer heard the First Secret and snuck in behind Azurah. And Y'ffer could not appreciate secrets, and he told Nirni of Azurah's trick. So Nirni made the deserts hot and the sands biting. And Nirni made the forests wet and filled with poisons. And Nirni thanked Y'ffer and let him change the forest people also. And Y'ffer did not have Azurah's subtle wisdom, so Y'ffer made the forest people Elves always and never beasts.  And Y'ffer named them Bosmer. And from that moment they were no longer in the same litter as the Khajiit.

And because Y'ffer had no appreciation for secrets, he shouted the First Secret across all the heavens with his last breath so that all of Fadomai's children could cross the Lattice. But Azurah, in her wisdom, closed the ears of angry Ahnurr and noisy Lorkhaj so they alone did not hear the word.