Lore:Dawn Era Major

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To meet our site's higher standard of quality, this article or section may require cleanup. The user who placed this here had the following concern:
Major issues with the order events are presented in (having the Velothi Dissident Movement before Adamantine Tower for example). Some of these topics need clear sources, like the Dwemer existing at all during this period of time, let alone beginning specific projects.
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Note: The Dawn Era, also known as the Dawn Age, the Beginning Times, or the Chaos Times, was a period during which time followed an incomprehensible nonlinear path and the very laws of nature remained unset, making a timeline an artificial fabrication. A conflict was simultaneously a mere ideological difference of opinion and a manifest war. As noted in The Lunar Lorkhan, this "War of Manifest Metaphors" renders the era mostly incapable of supporting a narrative. Since fixed dates during this time are unknowable, there is no specific nomenclature for years within the Dawn Era. Further, some events, such as the Velothi dissident movement, are attributed to the Dawn Era by some sources and to the Merethic Era by others. In later eras, in various areas and over varying periods of time, people have experienced a refrain of the chaos of the Dawn, which is known as a Dragon Break.

The Beginning
  • Though the details vary with each culture and religion, all legends of the beginning of existence which have been passed down speak of two entities who appeared in the Void and soon found themselves in conflict. Yokudan legend says 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, and Ahnurr-Fadomai. Even the All-Maker worshipped by ancient Nords faced a twin force, the Adversary. Regardless of the nomenclature, all seem to represent the dichotomy between existence and nothingness, order and chaos, light and dark.
  • The et'Ada, the Original Spirits, crystallize in the Beginning Place, springing forth from the two primordial forces. Legend speaks of twelve worlds birthed into existence where life flourished. The interplay of the light and the dark becomes creation - known variously as Aurbis, Gray Maybe, Arena Supermundus, and Satakal. 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.
  • The Anuad, one of the creation myths, 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.
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, the hub of the Wheel, the center of the Aurbis. 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.
  • By some accounts, Kynareth is the first to agree to Lorkhan's plan, and provides space for its creation in the Void.
  • 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.
  • 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.
The Great Construction
  • Many et'Ada, the Aedra, join together to achieve Lorkhan's vision by contributing their own power. Magnus serves as the new world's architect. When told he will be the king of this realm, even Auri-El joins the project. 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.
Worlds collideNirn 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.
Aedric regrets
  • Most of the creators of Mundus die or are crippled by their sacrifices. 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. 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.
  • 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. Auri-El establishes the first kingdoms of the Altmer, Altmora and Old Ehlnofey.
  • 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.
  • 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.
EscapeMagnus leaves Mundus
  • Magnus and those who would follow him, the Magna Ge (the majority of the et'Ada), 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. By some accounts, Magnus decided to terminate the project.
Battles of Alduin and Lorkhan
  • According to Nordic legend, Alduin and Shor are believed to have fought at the beginning of time.
  • According to a pre-ri'Datta text of the Khajiit, Alkhan the Scaled Prince was slain by Lorkhaj and his companions. Though, due to the immortal nature of Alkhan, he will return in time.
The Shattering of Lorkhan
  • Lorkhan is separated from his divine center. Stories differ on whether this is voluntary. 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.
  • 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.
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.
The Sundering of Aldmeris
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 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.
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 and begin their migration east to the region known in later eras as Morrowind. Trinimac's followers become the Orcs and leave Summerset for the northern region of Wrothgar, where the original 13 clans establish their home.
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. 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). At this Convention, the physical, temporal, spiritual, and magical elements of Nirn are set.
  • Lorkhan is either condemned to exile in the mortal realms, or killed in battle leading the armies of Men against Auriel and the Aldmer. His Heart, impervious to destruction, is cast from the Tower or fastened to an arrow and shot into the sea, forming a volcano where it lands, and Lorkhan is left to wander the creation of the et'Ada. As the Redguards say, he "slinks around in a dead skin".
  • The development of mortals now follows slow, comprehensible paths. 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. 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.
  • The Tower remains behind even as some of the gods disappear back into Aetherius. 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. Some, like Auri-El, ascend in full observance of their followers so that they might learn the steps to escape Mundus. Magic ebbs along with this divine exodus, and the Aurbis stabilizes.
  • Linear elven history begins.