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Hi! Erm... wel lesee, I've been a 'gamer' all my life really. When I was a toddler I used to play Atari, my earliest 'favorite' game was Centipede. Since then I've played most noticeable games for all the noticeable consoles. Like pretty much everything, though modern FPS games tend to rub me the wrong way. The two most influential games I've played are probably Final Fantasy VII and Deus Ex. I neither subscribe to any real favorite between genre, consoles or PCs. Games are games regardless of what you play them on. I believes games peaked around 1997 - 1999; a period which included a lot of 'best game evah!' candidates, and entries which are usually considered the best in their respective series: FFVII, Tomb Raider II, Resident Evil 2, Metal Gear Solid, Ocarina of Time, Banjo Kazooie, Goldeneye, Half-Life etc.
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Some notes on the varying versions of Tamriel's monomyth and an attempt to unify the disparate mythologies. Probably not worth reading, if you're not an Elder Scrolls fan.

Information on the Monomyth can be found here: http://www.imperial-library.info/content/monomyth



When looking at the Elder Scrolls games and their application to it's own (fantastic) mythology things can become a little confusing. For instance, TES III establishes that Lorkhan's Heart was indeed thrown into Red Mountain (as established in certain Elven mythology), indicating that Lorkhan was indeed the trickster that the Elves insist. However, on the other hand, TES IV clearly establishes the divine right of the 'Dragonborn' and the Empire as the chosen platform for Akatosh' invocation. Add to this the confirmation of Alduin's existance in TES V (and the ramifications of this) and it seems that not everything is clear.

Complicating the matter furthur is the idea that the et'Ada (the Gods) are merely representatives of ideas or 'concepts' even within these mythologies. Even the titular Elder Scrolls themselves (supposedly passed down by Akatosh at the beginning of the First Era) seem to work on a bottom-up approach to metaphysics, indicating that the universe is merely nothing more than an extension of the limitations of the conscious minds within it, with the Scrolls being a sort of metaphysical infinite regress: A story that contains itself within it.

This is supported by the concept of 'Dragonbreaks', which, as the name would suggest, are points where time seems to break. These represent gaps in everyones memories, but written evidence seems to suggest paradoxical accounts of history that all end up at the same point anyway. The most famous (and second) of the Dragonbreaks occured during the 'Missing Millenium'. Based on the retrospective evidence, all civilisations claim that they achieved a level of superiority only to regress back into an identicle unified history as the Dragonbreak comes to an end. The other famous Dragonbreak is the 'Warp in the West' event where all four endings of TES II occured simultaniously, leading to a stalemate in the usually chaotic Illiac Bay region and the so-called 'Miracle of Peace'. The fact that the former Dragonbreak occured due to members of the Alessian Order trying to seperate 'aspects' (whatever that may mean) of the elven Aurial from human Akatosh is telling to me, and indicates that indeed, all myths may be simultaniously true, even where this should be impossible.



On the other hand, both the mythologies of the Nords and the Redguard purport a cyclical form of existance (which is also hinted at elsewhere, particularly in Psijic beliefs) that is relatively hard to reconcile with the myths of men and mer. The basic division of the elven and human perspective is that the Elves view the gods as their 'ancestors' (IE, that they are lesser forms of they who were trapped into mortality by Lorkhan), where the humans see themselves as distinct part of the et'Ada (and their 'concepts') and are greatful at their chance for existance: that the universe should consist of more than Gods. Even the Cyrodilic myths say that they were created from the Gods, but as a form of self-sacrificial mutilation: as the divine 'concepts' that the et'Ada consist of, are brought down into 'Mundus': the world of limitation to become Nirn. In this sense, both the Elves and Humans are right, but are divided by a matter of perspective: the humans view existance as a gift (and a means of testing, possible resulting in apotheosis, as with Talos), whilst the Elves view it as a punishment they must indure, and thus do so with overwrought pride. Nevertheless , despite beliefs (and even hints) to the contrary, it's obvious that the Elves 'Aedra' and the Humans 'et'Ada' are one and the same pantheon, and that Aurial is Akatosh.

Whilst the myths of the beastkin, differ in only superficial ways from those of the Cyrodilics (indeed in the 'Shezarr's Song' myth, beastkin are considered equal benificiaries of Shezarr alongside the Imperials), the Redguard mythology presents a rather more unique aspect to the monomyth that may explain the truth of the creation of Mundus. In this myth the world exists in the 'world-snake' Satak, which is originally coiled up, so that the thing living on it dont' really have the means of existance (unformed concepts). Thus the 'hunger' is created from inside Satak, known as Akel (the Redguard version of Sithis or Padomay). Satak begins eating himself, and everytime he devours his own heart, he is reborn, shedding his old skin, but the people living on him can only survive thanks to somebody named Ruptga or 'Tall Papa' (the Redguard equivelent of Akatosh), who shows them how to survive these 'cycles', by reaching up and placing the stars as a means of allowing them to find their way out to a waiting place they call the Far Shores. These Far Shores seem to be the Redguard equivelent of the Aetherius. It's also worth noting that Ruptga's use of the stars mirrors Akatosh's use of 'time' to allow spirits to better know themselves in Elven mythology. However, these souls build up until there is no more room on the Far Shores between cycles and Ruptga creates a 'Second Snake' (out of the shed skins of Satak) to help him called Sep (the Redguard Lorkhan) who decides to create a new world (out of the leftovers of those skins) where they can wait. Thus were mortals created.

In this version of the monomyth, whilst mortality is treated as a punishment by the Redguard (as with the Elves), Sep is treated as a fool, who created Mundus as an act of ignorance rather than malice. What's intresting about this version of the monomyth is the fact that Akel exists 'inside' (or as a part of) Satak, creating the infinite cycle. Similarly as Lorkhan (and Mundus) are treated as represeting of 'limitation', so too is Satak's shed skin. IE, the limitation created from Anu and Sithis' attempts to coexist (the consumption). This possibly allows one to unify the cyclical myths (including the Nords) with the non-cyclical. Indeed, all myths follow a similar pattern: the two fundamental opposite forces of unity and division (status and change, or order and chaos) are created as the unity attempts to know itself. These forces create spirits which are eventually enabled by a spirit that gives rise to self-awareness (Akatosh, Aurial or Ruptga) leading to the formation of new spirits. They then create Mundus and the mortals from parts of themselves, due to the agency of a spirit of limitation (Lorkhan, Shezarr, Sep, Shor), whether realising the concequences or not. This reconstructed monomyth is made up of the fundamental aspects of conscious beings (with the gods being the basic 'concepts'), definitely making them prone to metaphysical extrapolation.



With the waxing and waning of Anu and Sithis representing a possible 'cycle' this also accounts for the existance of cyclical myths and the Nordic Alduin, who is the opposite of Akatosh, representing the opposite concept to that of time: time's end (for which we have no word). This also gives an interesting explaination for the creation of Mundus (again, as defined in the Redguard myths): as a means to escape the cycle via mortals (as aspects of the Gods) and a 'final end' of the concepts. Indeed this is supported by the 'Mythic Aurbis' segment of the Monomyth, which details a breif (and purposely unspecific) version of the monomyth, where it is said that the creation of the mortal world was 'the ultimate story' of the spirits: that of "their own death" via the creation of Mundus: the ultimate form of Aurbis (existance). Yet all conscious beings fear death (hence those that refused and became the Daedra), so the death is both a good thing and a bad thing: something they try to escape (hence the creation of the sun and stars by their retreat and the punishment of Lorhkan), but felt compelled towards (as beings attempting to furthur define and refine themselves via self-examination), hence their adoption of the Imperials as their sons and the bestowing of the Dragonblood. This creation of the Mortal world, as an end to the cycle, would also explain both the Nordic prophecies and Alduin's betrayal (as a God made irrelevent) during the Dragon War. Since the Elves and Alessians both hold mutually exclusive interpretations of the monomyth, naturally they deny the cycle and Alduin only appears in the Nordic myths, ironically kept alive via (usually undependable) oral tales (and often falsily identified with Akatosh), whilst the Redguard acknowledge the cycle but make the devourer and the devoured the same entity.

One last oddity: The Serpent Constellation. This constellation moves around freely. In folk lore it is said that the Serpent is attempting to devour the other constellations. The Serpernt is also the only constellation that isn't under one of the three 'Guardian' constellations (the Warrior, the Mage or the Thief) and is the only one with no season accredited to it. This is despite the fact that (according to Elven mythology) the stars and suns were the holes made in the barrier between Oblivion and the Aetherius by the retreating Aedra. The only mythology that accounts for this (and may have been based on it) is the Redguards', who say that after the creation of Nirn, Sep was seperated from his divine aspect (an aspect of hunger, reflecting Sep's connection to Akel, and his origins as the skin of Satak) and his body became the constellation, seeking to forever devour the others. This has obvious parallels with the fate of Lorkhan and the fact that his 'Earth-Bones' became the basis for the moons (as the spirits were the basis of Nirn's) as his own essence; his heart, was cast down. Naturally, I think it's safe to say that both are probably true, as none of these mythologies are fully accurate, for one reason: which is that they all represent primal fundemental distinctions of consciousness that are simply given name. However, it is obvious that the Elven mythology is closest to the truth (and noticeably the Old Ways of the Psijic Order, which predate this and still maintain certain 'cyclical' aspects of the proto-myths) particularly in regards to the retreat of the surviving spirits (who became the Aedra) and the punishment of Lorkhan.



Other legends also exist. For instance only the Annotated Anuad (an early religious precursor to the religion of the Eight Divines) references the settlement of the 'Ehlnofey' the ancestors of men and mer and the Hist (the trees) following the chaos of Nirn's creation and a possible war between the Aedra and the Daedra. It's probable that the beastkin also shared an ancestor that probably settled Akavir, as the Ehlnofey settled Atmora and Aldmeris.

The Psijic Order also represent a different interpretation of Aldmeri religion known as the 'Old Way' which regard the ancestors-worship of the mer in the light of the cyclical model (and thus don't worship them). They are obsessed with 'change' (which they call the eleventh force, the other ten remain unknown but aren't regarded highly). They believe that in the first instance (when Akatosh was born) it was due to Sithis' influence on Anu and the impossibility of 'Static' becoming 'Change' represented in the impossible-to-pronounce word PSJJJJ (which gave the Order it's name). They also believe in the 'Psijic Endeavour' a means for a mer to become an Aedra by means of transcendence. They believe that when the cycle repeats those that practised the Psijic Endeavour would become the new world builders and hopefully wouldn't repeat the mistakes of Lorkhan's failure. Noticeably, the Daedric Prince Boethiah (considered one of the three 'good' Daedra) told the mer of the Endeaver, causing a sundering amongst the elves resulting the Chimer and their pilgrimage (led by the Psjic Order member Veloth) to Morrowind, and the eventual basis of their worship of the sixteen Daedra Princes. Since these three Daedra are indeed good (certainly more so than the always-neutral Aedra), it's possible that they can represent an alternative pantheon of sorts (along with the other Daedric princes, which are believed to be necessary) to the Aedra. In light of the conclusions raised above, it remains to be seen whether such a cycle could ever come to pass. Who knows, perhaps if TES V can be said to be the start of a new cycle, then TES VI could focus on the Psijics back in Alinor?.

Image credits go to:

http://www.uesp.net
http://eldorf.tripod.com/Shakula/Shakula056.html
http://images.nonexiste.net/popular/2012/01/16/the-final-flight-of-alduin/
http://www.imperial-library.info/content/azura



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Interesting read.

I think, however, the setting of the next game will be dictated by the next most interesting and varied locale. I'm thinking Elswyer. There's the enigmatic cutlture of Khajiit, every race does have a presence there and while it is an conquered state of the Aldmiri Dominion, it's got a strong resistance movement and that makes it a compelling setting.

Add to this that among the daedra they worship Sheagorath is one that's particularly revered, which is quite consistent with thier prideful, enigmatic culture.

And Khajiit just looked awesome in Skyrim. I think after the snowy peaks of Skyrim, the road should lead to warm sands.
@Silent: I think we should take it to the next level. Valenwood and Summerset, Valenwood and Elsweyr, Elsweyr and Blackmarsh(plus the bit of Morrowind they have), or just all of the lands. The Elder Scrolls Online game will be bad, very very bad for reasons I will not bring up here to save time.

I say we mix them because of the possibilities. Valenwood and Elsweyr have had a history together that is rich and both races have interesting cultures and lands to explore and conquer. Blackmarsh is also a really interesting place and if the Topal Bay ever got reconquered by either side from Cyrodiil, it could be really fun to go between Elsweyr and Blackmarsh. Summerset and Valenwood would allow for a lot of ocean based gameplay and travel. Maybe even Summerset, Elsweyr, and Valenwood together would make a supergame region with lots of resistance to the Aldmeri Dominion to join in, as well as islands, jungle, forest, and desert to enjoy. To me that sounds like the best game ever.

The Khajiit come in a large variety other than the kind we have seen. They have giant tigers for mounts, supergiant tigers for better mounts, housecat-like ones which can use magic but cannot speak yet are intelligent, big Khajiit, bigger Khajiit, Bosmer-like Khajiit without major fur or ears, and a few others. The Argonians are just as varied because the amount of times they licked the Hist trees determines their appearance; from almost human or elf to super lizardy or even snake-like.

Either way, they better not do another human land or it'll get boring quickly.




Also, a pretty interesting read. I just want to say it was supposedly Magnus and the Magne Ge(star children) who ripped holes in the fabric of Oblivion by leaving Mundus behind, according to the elves. Magnus is the God of Magic and because he left the largest hole(the sun known as Magnus) the magic bled through the hole from Aetherius and allows magic to be unlimited by the power of Mundus.
Thanks for posting. Yeah, the Magne Ge (I believe) are just a name for the lesser (non-Aedra) spirits, though I'm not totally sure, since I'm not sure where that reference comes from. There's a lot of different 'takes' on the monomyth, even within the same religions.

As for the Alinor thing, I've been kinda expecting TES VI to be set there, as they seem to be setting it up in Skyrim with the whole 'Aldmeri Dominion' thing, and Bethesda have a habit of setting up their next game in the previous one. Plus the fact that they changed the name of the Sumerset Isles to Alinor (which sounds more like a TES title) seems pretty suspect to me. Anyway, if they do set a game in Alinor, my curiousity will demand that I make a direct beeline for Arteum (If it doesn't end up as DLC or something). I'm hoping they elaborate on the Psijics at some point, like they did with the Blades in Skyrim.
Awesome read and I hope they do what Glitch suggested for the next game.
Some stuff cannot be found in the games or even most other places. The UESP has a lot of info directly taken from the Imperial Library so some info may or may not be true. Most of it is considered true for the purposes of expanded lore, and due to the many interpretations from the series most things fit well into canon.

I also misquoted the Magne Ge translation, it's Star Orphans or the Children of Magnus.
GGlitchmaster - There is such a thing as casting the net too wide. I prefer the focus on specific ragions as the older games tended to dilute all nations too much.

Valenwood and Summerset would amount to elves, elves, elves. Sorta the last race we need central to the next game beyond the common mix we find in the games already. Elves are too much the generic fantasy archtype.

Valenwood + Elsewyer just makes it 50% elf. Thus, taking attention away from the more unique culture and diluting it with a painfully generic fantasy archtype - wood elves. Um, no.

Black Marsh is all marsh. Terrible setting as it has no geographic variety. Argonians took over Morrowind, I'd rather go back and explore that than Black Marsh.

Elswyer has desert, marsh, forest, some mountains, every race, the Aldmeri Dominion occupying, a resistance movement, unique political and social structure, It has is all.
I'm more with The Silent Protagonist on this one. I tend to play the Elder Scrolls games like a kind of virtual tourist. I like to see each land and their respective culture with each one being given a game's worth of focus. It's the fact that the Elder Scrolls seem to be operating on this scale that really draws me to the series.

For instance, in Daggerfall, NPC's would say "by the cliffs of Solitude!" as an exclamation. So when playing Skyrim, I was curious to see if Solitude was going to be on the cliffs. I wasn't disappointed. Each game feels like peeling an onion on a real and consistent world.

There's also tonal aspects: Much as Morrowind focused on 'Dark Fantasy' and Skyrim was inspired by Norse mythology, I like the fact that each game has a tone matching it's setting, and I'd rather not see stuff like that diluted by multiple lands in the same game.

As for Alinor? I wouldn't mind it if TES VI was set there so much. Elves may be cliche, but I'm still interested in seeing the Altmer's land, plus the Sumerset Isles are supposed to be beautiful and serene, which would be an interesting contrast. That, plus the fact that it's an island, would make it like a sort of reverse-Vvardenfell.
@Silent:

I still don't understand your points. Every game so far has had generic fantasy, little geographic variety plus you forget that the older games had far worse technology going for them when it comes to dilution. Skyrim could not have been made right after Arena and been like it is today. If Arena came out today it would be better even though it would still be different. With the next generation of consoles coming the next game will not release for the 360/PS3 anyways so the tech could allow a larger region than we have ever seen while still fully realizing the 2 countries.

I don't see how elves would be bad as a central race. Generic is not a reason since humans are super generic. If you don't want to visit the elven lands because they are generic fantasy then don't play western fantasy games with elves. If the human regions have had elves in them, what is to stop the elven regions from having humans or otherwise?

So far we have enjoyed Arena which had the whole continent, Daggerfall which had 2 provinces, Morrowind which had a PART of Morrowind known as Vvardenfell, Oblivion which involved a small few planes of Oblivion and mostly Cyrodiil, and Skyrim the land of ice, mountains, and racist magic-hating Nords. Each game gets better at realizing the land so I don't think a Daggerfall type game would be all that bad. Just Cause 2 is much larger than Skyrim, and has larger mountains by far so the technology is there.
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