The Elder Scrolls is a beautiful world, rich with life, chaos, and magic. We see as much in the games, with almost constant world ending catastrophes, events not fully understood, and legendary warriors disappearing just as fast as they emerged. One thing, however, is not understood by many: the pantheons, planes, and the creation of the universe.
We start with nothing, a primordial void — no, simply inexistence. Two forces rise from this froth, Anu and Padomay. Order and chaos, equal, formless, and soulless. They first birthed their own souls, creating from Anu Anui-El and from Padomay Sithis. This ineffable light and overwhelming darkness intermingled within their newfound existence, creating that in which all will exist — The Aurbis. The Gray Maybe.
This Gray Maybe was born, yet it was unstable. To stabilize it, Anui-El birthed yet another soul — Auri-El. This being, the first of whom can be called God, created time, stabilizing the universe and allowing for this vast nothingness to become something. This time allowed spirits to take forms and names: these would be the et’Ada, original spirits. The et’Ada are Aedra and Daedra — Gods and Daemons — though this would not be decided quite yet. At the same time as Anui-El, Sithis, too, decided to birth himself a soul — Lorkhan.
With the rise of the et’Ada, Aetherious and Oblivion are created; the source of all magic, home of Aedra, and the void, home of Daedra. These are but places within the Aurbis, and our focus shifts around one being within Oblivion — Lorkhan. This is where the true story begins, as within any world there must be change, and in any act an actor.
These cosmic forces, Anu and Padme, could create without consequence. However, the et’Ada could not. Enter Lorkhan, with a grand undertaking for the et’Ada, a realm all to themselves! The Mundus it would be called, though it took a tremendous well of power to create — a catch none of the actors knew of. Some caught on and chose not to help — those Daedra. Others figured out what was happening midway — Magnus and his Magna Ge, whose afterimages are all we have left — The Sun and stars. But what of those who weren’t so lucky? What of those Aedra? The et’Ada now known as Aedra were stripped of their power, reduced to mortal forms and trapped in this mortal coil.
Here is where Nirn would be created, a planet with two moons. This is where The Elder Scrolls truly takes place: a planet plagued with meaning and goings-on. This is where those Aedra would wind up, unhappy with their loss of power, and reduced to mortal forms. They created a meeting place to converse about their fate –the Adamantine Tower. Here they spoke of what to do now, chiefly, what to do with Lorkhan? The trickster who imprisoned them still walked among them, his treachery unfathomable.
These Aedra murdered him, so they thought. Annihilated after this brutal attack, all that was left of Lorkhan was his heart, which Auri-El and Trinimac attempted to destroy. But, when they tried, it laughed at them. It spoke, taunting, “This Heart is the heart of the world, for one was made to satisfy the other.” So, Auri-El fastened the dreadful thing to an arrow and shot it far into the sea, where no being — nay, concept — would ever come across it.
Lorkhan may be a villain, but to whom? The men of this world call him hero, father. The elves call him villain, but the Missing God to all. This is but one interpretation of the creation of the Mundus, that of the Aldmeri, or High Elves. While the coming-to-be of the universe is rather complicated, this simplified version guides the life of many elves on Nirn, even if it is only the tip of the iceberg — not to mention the end of the song, the C0DA.
As for the games themselves, they aren’t the usual combat-focused games you may be used to. Combat, as well as graphics, are often not the main focus of The Elder Scrolls series. Instead, the story takes the stage. This isn’t to say the way you play doesn’t matter, however. Numerous different builds are available for your character, and none of them are straightforward. This is where combat mixes with story, enhancing your gameplay not with power but with the way your combat makes you feel. Roleplay is where The Elder Scrolls really shines. If you enjoy relatively lax gameplay adorned with the wonder of exploring a magical world and witnessing its rise — and inevitable fall — this is the series for you. In Morrowind, we moved on from the old ways and faiths, laying the groundwork for a new way of life. In Oblivion, the old kingdom that once ruled half the continent fell, only to have new life breathed into it. And, in Skyrim, the home of the noble Nords lies fractured, scrambling to put itself together as it’s attacked from three different fronts. Throughout these vastly different stories, one theme holds true: change, moving forward. Sometimes, however, this change is not natural. The conflict in Skyrim is a brutal war between the Nords and Imperials — historic allies — for the sons and daughters of Cyrod owe their children’s lives to the heroism of the Nords. Who is to blame, then? For that answer, we must look south — In which the eye of Summerset looks back, watchful even from that once-flattened isle.
The Elder Scrolls III: Morrowind is available on Xbox and PC.
The Elder Scrolls IV: Oblivion is available on Xbox 360, PC, and Playstation 3.
The Elder Scrolls V: Skyrim is available on Xbox 360, PC, and Playstation 4.
—Shane Ewig