Lore:Era dell'Alba

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Nota: L'Era dell'Alba fu un periodo in cui il tempo ha seguito un corso incomprensibile e non lineare e le leggi della natura erano ancora non definite, di conseguenza, una timeline precisa è una costruzione a priori. Un conflitto poteva essere contemporaneamente una semplice differenza ideologica o una guerra aperta. Come si fa notare ne Il Lorkhan Lunare, questa "Guerra delle Manifeste Metafore" fa sì che quest'era non sia idonea ad essere spiegata come semplice narrativa di eventi. Siccome date precise durante quest'era non sono né noto né conoscibili, non esiste una precisa nomenclatura degli anni durante l'Era dell'Alba. Inoltre alcuni eventi, come ad esempio il movimento dissidente Velothi, vengono datati nell'Era dell'Alba da alcune fonti e nell'era Era Meretica da altre. In ere successive, in varie aree geografiche e durante diversi periodi di tempo, i popoli hanno potuto vivere un ritorno del caos primigenio dell'Alba. Questo fenomeno è chiamato Frattura del Drago.

  • Sebbene i dettagli varino da cultura a religione, tutte le leggende sul'inizio dell'esistenza giunte fino a noi narrano di due entità che apparvero nel Vuoto e presto si trovarono in conflitto.[1][2] Le leggende di Yokuda raccontano che Satak, the Snake who came Before, eventually merged with Akel, its "Hungry Stomach", to create Satakal, the Yokudan God of Everything. Satakal is considered a fusion of the concepts of Anu and Padomay, elven personifications of the primordial forces of stasis and change respectively. Other dichotomies include Ak-El, Anuiel-Sithis,[3] and Ahnurr-Fadomai.[4] Even the All-Maker worshipped by ancient Nords faced a twin force, the Adversary.[5] Regardless of the nomenclature, all seem to represent the dichotomy between existence and nothingness, order and chaos,[3] light and dark.[2][6]
  • The et'Ada, the Original Spirits, crystallize in the Beginning Place,[2] springing forth from the two primordial forces.[3] Legend speaks of twelve worlds birthed into existence where life flourished.[2] The interplay of the light and the dark becomes creation - the Aurbis, also known as the Grey Maybe or Arena Supermundus.[3][7] When the "First God" Akatosh forms, time begins, and it becomes easier for some spirits to achieve structure and become aware of themselves as beings with a past and a future. Their constant flux and interplay create more spirits. The strongest of the recognizable spirits crystallize: Mephala, Arkay, Y'ffre, Magnus, Ruptga, etc. Others remain as concepts, ideas, or emotions, their personalities slowly congealing.[1][3]
  • The Anuad, a simplified creation myth, speaks of a third primordial force, a female principle known as Nir, which first gave birth to the cosmos before expiring. The Khajiiti creation myth similarly associates the beginning of creation with maternal death.[4]
Ruin — Worlds end
  • Mysterious realms of existence begin and end.
  • The Nords believe that Alduin the World-Eater destroys the last world in a firestorm in order to begin this one.[8]
  • According to Redguard beliefs, Satakal, the god of everything, periodically consumes all of creation in order to begin anew, over and over. The strongest spirits learn to evade Satakal by "moving at strange angles" in order to stride "between the worldskins" that Satakal creates in his wake, a practice which becomes known as the "Walkabout" to the "Far Shores". Lesser spirits unable to make the Walkabout are eventually consumed. Ruptga places stars to guide lesser spirits to the Far Shores, but after numerous cycles, there are too many spirits for him to help.[3][8]
  • Umaril the Unfeathered is said to have claimed his father came from a different "World-River" in a "previous kalpa".[9]
Lorkhan's Plan
  • A Padomaic being, a barely formed urge known as Lorkhan (among many other names), enters every aspect of Anuiel and outlines his vision for the creation of a mortal realm, Mundus,[3][8] the hub of the Wheel, the center of the Aurbis.[10] Its stated purpose is to be the soul of the Aurbis, a place where aspects of aspects could self-reflect and thereby reach immortality, equaling or even surpassing those who made them.[3][10]
  • By some accounts, Kynareth is the first to agree to Lorkhan's plan, and provides space for its creation in the Void.[8]
  • To the Khajiit, "Khenarthi" is instead the one who requests the birth of "Lorkhaj", and it is Lorkhaj who "makes a place for children" to be born.[4]
  • In the Redguard tradition, Ruptga creates Sep, the Second Serpent, from leftover scraps of Satakal's skins in order to help him save lesser spirits. Driven insane by hunger and fed up with helping, Sep tricks many spirits into pursuing a shortcut to the Far Shores.[3]
The Great Construction
  • Many et'Adans, the Aedra, join together to achieve Lorkhan's vision by contributing their own power.[11] Magnus serves as the new world's architect.[1][3][8] When told he will be the king of this realm, even Auri-El joins the project.[3] A collection of prominent Padomaic spirits reject the idea and decide to create worlds within themselves, using only their own divinities, over which they could have total control. They are now known as Daedric Princes.[1][3]
Worlds collide — Nirn is conceived
  • As the ancient forces continued their struggle, the twelve worlds are eventually shattered and then combined into one - Nirn. The only survivors are the Ehlnofey (the ancestors of mer and man) and the Hist. Some stories attribute the creation of the Aedra and Daedra to this time.[2]
The Cyrodiil runestones appear
  • Some scholars later trace the creation of the Cyrodiil runestones to this time, believing them to be Lorkhan's birthing gifts to mortals.[12]
The sigil stones are created
  • Scholars later conclude that a sigil stone is a "specimen of pre-Mythic quasi-crystalline morpholith that has been transformed into an extra-dimensional artifact through the arcane inscription of a daedric sigil".[13]
Aedric regrets
  • Most of the creators of Mundus die or are crippled by their sacrifices.[3] The mortal plane is highly magical and dangerous. As the Aedra walked, the physical make-up of the mortal plane and even the timeless continuity of existence itself became unstable.[1] They exist as shadows of their former selves. The new land is a chaotic place where time follows no clear path and decay is constant. Hatred and resentment of Lorkhan grows.[3]
  • Auri-El begs Anu to take them back, but Anu had filled their places with something else. Anuiel grants Auri-El his bow and shield to save the Aldmer from Lorkhan's hordes of men.[3] Auri-El establishes the first kingdoms of the Altmer, Altmora and Old Ehlnofey.[8]
  • In the Khajiiti tradition, "Lorkhaj" tricks his siblings into entering the place for children he had ostensibly made for the children of "Nirni" and traps them there.[4]
  • In the Redguard tradition, Sep has spirits assemble and inhabit a ball of Satakal's dead past skins, but the spirits there begin to die, as the ball is too far away from the real world of Satakal and the Far Shores are too far away to reach anymore.[3]
EscapeMagnus leaves Mundus
  • Magnus and those who would follow him, the Magna Ge (the majority of the et'Ada[1]), abandon Mundus. They flee, ripping holes in the fabric of the universe in their departure to Aetherius. The new sun and stars allow an influx of magic.[3] By some accounts, Magnus decided to terminate the project.[1]
The Shattering of Lorkhan
  • Lorkhan is separated from his divine center. Stories differ on whether this is voluntary.[8] Trinimac, the greatest knight of Auri-El, apparently knocks Lorkhan down in front of his army, reaches in "with more than hands", and takes his Heart, undoing the God of Mortals.[3]
  • In the Redguard tradition, Ruptga squashes Sep with a big stick as punishment for leading so many spirits astray, causing his hunger to fall out.[3]
Madness is born
  • According to some legends, upon the removal of Lorkhan's divine spark, rain falls for the first time, and Sheogorath is "born".[8]
  • The Daedric Princes grow apprehensive of Jyggalag, the extraordinarily powerful Daedric Prince of Order. They curse and transform him into Sheogorath, the embodiment of his sphere's polar opposite.[14]
The First Secret
  • According to Khajiiti legend, "Azurah" speaks the First Secret to Masser and Secunda, and they part, allowing her to transform the suffering forest people into Khajiit. "Y'ffer" hears the First Secret and uses it to transform his own group of forest people into Bosmer.[4]
The Sundering of Aldmeris
  • Aldmeri society begins to fracture. Some, like the Chimer, listen to tainted et'Ada, and others, like the Bosmer, soil "Time's line" by taking Mannish wives. Then the hordes of Men under Lorkhan (or Shor) rebel. They take over Altmora, chase the forces of Auri-El south to Old Ehlnofey, and shatter that land into many.[3]
War of the Ehlnofey
  • Nirn, once one large landmass with interlocking seas, is sundered by war between Aldmeris, or Old Ehlnofey, and "the Wanderers". Old Ehlnofey (modern-day Tamriel) is ruined, and the remnants of the Wanderers are left in the other landmasses - modern day Atmora, Yokuda, and Akavir. Most of the lands of the Hist are destroyed, with only modern-day Black Marsh remaining.[2]
The Skyforge
  • In modern-day Whiterun in Skyrim, the Skyforge is made, apparently as part of some divine effort to render a paradise in Mundus.[15]
The search for Aldmeris
  • The Aldmer on Summerset Isle develop magical waystones which always point in a certain direction, presumably to aid their quest to rediscover Aldmeris.[16]
The Velothi dissident movement — The Transformation of Trinimac
  • In the final days of the Dawn, the prophet Veloth deems the culture of Summerset Isle to be decadent and attempts to lead fellow mer to a new land. Trinimac and his followers attempt to halt this schism. Trinimac is then consumed by Boethiah, Daedric Prince of deceit, only to return after the Dawn as Malacath. Veloth's people become the Chimer, Trinimac's followers become the Orcs, and both leave Summerset.[17]
The Dwemer and the Divine
  • The Dwemer begin their studies of the Ehlnofey. Specifically, the process of the sacred becoming the profane - and the means by which to achieve the opposite.[18]
Convention — The end of the Dawn
  • When Magnus departs, and as the world congeals into reality, the et'Ada make a great Tower to discuss how best to proceed with Mundus.[1][19] This is the Ur-Tower, the first unassailable spike of reality in the Dawn and one of the axes of creation itself (it is now known as the Direnni Tower, or Adamantine Tower, on the isle of Balfiera in the Iliac Bay[19]).[20] At this Convention, the physical, temporal, spiritual, and magical elements of Nirn are set.[1][19]
  • Lorkhan is condemned to exile in the mortal realms. His Heart, impervious to destruction, is cast from the Tower, forming a volcano where it lands, and Lorkhan is left to wander the creation of the et'Ada.[1][3][8] As the Redguards say, he "slinks around in a dead skin".[3]
  • The development of mortals now follows slow, comprehensible paths.[2] The progeny of the Ehlnofey slowly diversify and find their way back to Tamriel, which for many of the earliest years of creation is thought to have only been inhabited by the Hist.[19] The people of Tamriel become the mer (elves): The Dwemer (Deep Ones), the Chimer (Changed Ones), the Bosmer (Green or Forest Ones), and the Altmer (Elder or High Ones). The fracturing of the Aldmer along cultural and racial lines is the Sundering of Aldmeris. The continent no longer exists in any recognizable form, assuming it ever did. The other Ehlnofey become the beasts and the humans of Nirn, who will eventually split into racial groups, including the Nedes, Nords, and Tamrielic Aboriginals, as well as the Redguards of Yokuda.[2]
  • The Tower remains behind even as some of the gods disappear back into Aetherius.[19] The Ehlnofey sacrifice themselves into other forms so that they can stay in and salvage Mundus. The substance of the world forms from their transfigurations, and parent spirits give way to the succeeding mortal races.[3] Some, like Auri-El, ascend in full observance of their followers so that they might learn the steps to escape Mundus.[8] Magic ebbs along with this divine exodus, and the Aurbis stabilizes.[1]
  • Linear elven history begins.

See Also


  1. ^ a b c d e f g h i j k Before the Ages of Man
  2. ^ a b c d e f g h The Annotated Anuad
  3. ^ a b c d e f g h i j k l m n o p q r s t u v w The Monomyth
  4. ^ a b c d e Words of Clan Mother Ahnissi
  5. ^ Children of the All-Maker
  6. ^ The Light and the Dark
  7. ^ PGE
  8. ^ a b c d e f g h i j Varieties of Faith...
  9. ^ The Song of Pelinal, v 7
  10. ^ a b 36 Lessons of Vivec, Sermon 21
  11. ^ The Lunar Lorkhan
  12. ^ Lectures at the Arcane University in Oblivion.
  13. ^ Liminal Bridges
  14. ^ Events of Shivering Isles
  15. ^ Songs of the Return, Vol 7
  16. ^ Father Of The Niben
  17. ^ The True Nature of Orcs
  18. ^ Baladas Demnevanni's dialogue in Morrowind.
  19. ^ a b c d e PGE
  20. ^ The Infernal City

Note: the following references are not found in-game. They are included to provide a rounder background to this article, but may not reflect established lore.

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