The History of Tamriel - Introduction to Elder Scrolls Lore
Introduction to Elder Scrolls Lore
Overview of the Series
- The series aims to introduce newcomers to the basics of Elder Scrolls lore, providing foundational knowledge for understanding future videos.
- Emphasizes that these introductory videos will lack depth; viewers seeking detailed theories or character studies should refer to other content.
- Targets a diverse audience: new players, veterans returning after a break, and those with limited experience in the Elder Scrolls universe.
Geography of Tamriel
- Tamriel is the main continent where all Elder Scrolls games occur, part of a larger fantasy world called Nirn.
- Describes nine provinces within Tamriel:
- Skyrim: Home to the Nords.
- Cyrodiil: Central province inhabited by Imperials.
- Hammerfell: A mix of tropical and desert landscapes, home to Redguards.
- Valenwood: Jungle region inhabited by Wood Elves.
- Summerset Isles: Lush islands home to High Elves.
- High Rock: Mountainous area inhabited by Bretons (half-elves).
- Morrowind: Volcanic region home to Dark Elves.
- Elsweyr: Desert and jungle province inhabited by Khajiit (cat-like humanoids).
- Black Marsh: Swampy land inhabited by Argonians (lizard-like beings).
Historical Context
- Each race has its own countries and religions; further exploration on these topics will be covered in future videos about gods and empires.
- History is divided into several eras:
- Dawn Era
- Merethic Era
- First Era
- Second Era
- Third Era
- Fourth Era
Creation Myths and Early Eras
- The video begins with an overview of Nirn's creation during the Dawn Era, which involves various ancient spirits or gods.
- Key figures include:
- Lorkhan (the god who proposed creating a mortal plane).
- Magnus (a spirit who helped create but later withdrew from the process).
- Akatosh (the god associated with time).
Divine Conflict During Creation
- The creation process led to conflict among gods due to concerns over losing power:
- Three groups emerged from this conflict:
- The Aedra – gods who completed the mortal plane.
- The Daedra – gods who refused participation from the start and created their own realms outside mortality.
- The Magna Ge – those who left midway through creation under Magnus' leadership.
This structured approach provides clarity on key concepts while allowing easy navigation through timestamps for deeper engagement with specific topics.
The Origins of the Mortal Plane and Its Inhabitants
Creation of the Mortal Plane
- The gods' motivations for creating the Mortal plane are debated: either they were weak and needed to procreate to ensure their legacy or strong enough to remain as gods.
- The first inhabitants of the Mortal plane were creatures known as the Elno, or "the first ones," which included various beings like dragons and conscious magical trees called Hist trees.
Evolution of Races
- Among the Elno, there were ancestors of humans, elves (Myr), and Khajiit, all stemming from a common ancestor that eventually diverged into different groups.
- A significant conflict occurred between these ancestral groups, leading to a war with godlike powers that resulted in the shattering of Nirn's single continent into several continents.
Development on Different Continents
- On Atmora, ancestors evolved into Nords, Imperials, and Bretons; on Altmura, they became High Elves (Altmer), Wood Elves (Bosmer), Dark Elves (Dunmer), and Orcs.
- Ancestors stranded on Akavir evolved into unknown races while those on Yokuda became Redguards (Yukudan) and Sinistral elves (left-handed elves). The origins of these groups are highly disputed within lore communities.
The Role of Hist Trees
- Hist trees created Argonians as protectors due to collateral damage suffered during conflicts among other races; this marked a significant point in history where new protector races emerged.
The Era of Elvish Dominance
- This era is characterized by elfish dominance but begins with an overview of human societies such as the Nedes who worshipped dragons under oppressive dragon priests yet maintained a happy society.
- Meanwhile, Yukudans engaged in warfare against stranded elves until none remained; Almer enjoyed prosperity until an impending doom forced them to seek new lands. They migrated to Tamriel after discovering it through expeditions led by explorers like Topal the Pilot.
Migration Patterns
- Various groups from Almer migrated across Tamriel: some became extinct races like Dwarves (Dwemer) and Snow Elves (Falmer); others formed modern-day Dark Elves (Chimer) while some settled in regions now known as Cyrodiil and Black Marsh becoming extinct Aliot.
The Rise and Fall of Elvish Dominance in Tamriel
The Origins of Races in Tamriel
- The Bosmer (Wood Elves) settled in Valenwood, while Orcs (Orsimer) led a nomadic lifestyle in Northwestern Skyrim and Hammerfell.
- Remaining elves on Summerset became the modern-day Altmer (High Elves), with the Dremora settling in High Rock but not recognized as a distinct race.
The Moraic Era: A Time of Elvish Dominance
- This era is characterized by elfish dominance, with humans primarily confined to their provinces until they began expanding into Tamriel.
- An Ice Age later made Adura uninhabitable, prompting human migration to Tamriel, which was crucial for their survival.
Human Expansion and Conflict with Elves
- Humans formed nations after arriving, leading to tensions with existing races; they eventually overthrew dragon rule during the Dragon War.
- In Cyrodiil, elves were enslaved by the Aldmeri Empire, while early Nords coexisted uneasily with Snow Elves until the Night of Tears massacre occurred.
The Aftermath of the Night of Tears
- Survivors like E-Gore sought revenge against Snow Elves after their massacre, resulting in Nords dominating Skyrim and establishing the first Nordic Empire.
- Elar united Valenwood into a kingdom and initiated year counting from this point onward, marking the beginning of the First Era.
Transitioning Eras: From Mic Era to First Era
- Years before the First Era were counted negatively; for example, 2500 ME means 2500 years before Year 1 of the First Era.
- Following their conquest of Skyrim and extermination of Snow Elves, Nords expanded into surrounding lands forming what is known as the first human empire.
The Rise of Dwarven Technology
- In Morrowind, a faction called Dwarves or Deep Elves pursued science over religion and lived underground seeking god-like power through technology involving Lorkhan's heart.
- Their ambition led to conflict with other elves (Kimer), culminating in the War of the First Council where Kimer defeated Dwarven forces attempting to activate their powerful golem prematurely.
The Disappearance of Dwarven Civilization
- Upon activation of their golem (Numidium), all Dwarves mysteriously vanished from Nirn without explanation; numerous theories exist regarding this event's cause.
- Afterward, Kimer consulted Azura about Lorkhan's heart left behind; however, Voren Dew turned out untrustworthy by using it for personal gain instead.
The Rise of the Tribunal and the Amulet of Kings
The Defeat of Deo and the Birth of Living Gods
- Narar's decision to leave the heart and tools alone was opposed by his wife and friends, leading to his likely murder. They then used the heart's power to become living gods, forming the Tribunal: Almalexia, Sotha Sil, and Vivec.
Aura's Curse on the Kimer Race
- Aura cursed the Kimer race for defying her wishes, transforming their golden skin into ashen gray, thus creating the Dark Elves or Dunmer seen in later games.
Alesia and the Alessian Uprising
- Centuries before the Tribunal's creation, Alesia led a large-scale slave uprising against Elven oppressors in Cyrodiil, liberating her people and founding the first Alessian Empire.
The Amulet of Kings and Dragon Blood
- Upon Alesia’s death, she was bound by Aatos (the god of time) to the Amulet of Kings. Her descendants were blessed with Dragon Blood, allowing them to wear it and protect Tamriel from Daedric invasions.
The Fall of Empires
- The Alessian Empire thrived until civil wars and plagues caused its downfall. The Amulet of Kings was lost during this chaos until Reman Cyrodiil emerged as a significant leader who united Cyrodiil again.
Reman Cyrodiil: Unification and Conquest
Reman’s Rise to Power
- Reman became a political leader early in life; he united Cyrodiil after lighting dragon fires—a feat not achieved since Alesia’s reign—amidst Akaviri invasions.
Akaviri Invasion
- The Akaviri forces invaded Tamriel seeking a Dragonborn. Reman allied with Nords in Skyrim against them; upon recognizing him as Dragonborn, they ceased their invasion.
Establishment of Second Empire
- With newfound strength from both his army and an allied Akaviri force that swore fealty to him, Reman founded what is known as the Second Empire which expanded significantly under his rule.
The Decline of Dragonborn Rule
Assassination of Heirs
- After 200 years under Dragonborn Emperors descended from Reman I, all heirs were assassinated under mysterious circumstances orchestrated by one close adviser linked to Akaviri origins.
Transition into Chaos
- Following these events, chaos ensued across Tamriel due to lack of leadership. This period marked significant fragmentation within what remained of Reman's empire leading into turmoil for centuries.
Setting for Elder Scrolls Online
Contextual Background
- The Elder Scrolls Online is set during this chaotic era where factions vie for power amidst necromantic threats posed by Mannimarco attempting to breach realms between mortals and Oblivion.
The Rise of Tiber Septim and the Third Era
The Gods and the Mortal Realm
- The absence of gods during creation led to an opening for dric gods, particularly Moak Ball, to invade the Mortal realm.
- Tiber Septim emerges as a significant figure after a long period without central rule; his origins are shrouded in mystery, with theories suggesting he was either an Imperial or Nordic General.
Tiber Septim's Conquests
- As a Dragonborn, Tiber Septim lights the dragon fires and becomes Emperor of Cyrodiil, aiming to conquer all of Tamriel.
- He successfully unites all provinces under his banner for the first time in history, marking the beginning of a new era.
The Third Era Under the Septims
- The Third Era is characterized by nearly undisputed rule by the Septims; it remains united despite civil wars and scandals.
- Key events include Uriel V's failed conquest of Akavir and Tyber Septim being worshipped as a god centuries after his death.
Events Leading to Elder Scrolls I: Arena
- Uriel VII is betrayed by Jagar Tharn, who imprisons him in Oblivion. Players must find a powerful staff to defeat Tharn and free Uriel.
- Following Arena, players engage in Elder Scrolls II: Daggerfall where they serve the freed Emperor amidst political intrigue surrounding Numidium's reconstruction.
Time Anomalies and Dragon Breaks
- The activation of Numidium leads to a dragon break—an event causing all endings to be simultaneously true and false.
- Previous dragon breaks have occurred but are complex topics within lore discussions that warrant further exploration.
The Tribunal and Morrowind
Decline of the Tribunal
- In Elder Scrolls III: Morrowind, players learn that the Tribunal needs access to the Heart of Lorkhan for power but face challenges from Dagoth Ur.
Player’s Role in Morrowind
- Players embody Indoril Nerevar reincarnated, destined to confront Dagoth Ur while also dealing with consequences affecting Morrowind’s tribunal powers.
Conclusion of Major Conflicts
- By destroying the Heart of Lorkhan, players sever ties between Morrowind’s tribunal members from their source of power leading to significant character fates including Almalexia's madness.
The Oblivion Crisis and the Rise of the Fourth Era
The Assassination of Emperor Uriel Septim VII
- The game begins with the assassination of Emperor Uriel Septim VII and his heirs, a recurring theme in the Elder Scrolls universe.
- This event allows the Mythic Dawn, worshippers of the Daedric Prince Mehrunes Dagon, to open portals to Oblivion, leading to widespread chaos.
Martin Septim's Role
- Players discover that Uriel had a secret son, Martin Septim, who is crucial for sealing the gates to Oblivion.
- Martin sacrifices himself to permanently close these gates, marking a significant turning point from the Third Era to the Fourth Era.
The Fragmentation of the Empire
- With no Dragonborn Emperors left and chaos ensuing after Martin's sacrifice, the Empire begins to fracture.
- Various factions emerge during this period: Argonians invade Morrowind; Thalmor establish dominance over Elven provinces.
New Powers Emerge
- A new Imperial Dynasty arises under Titus Mede I, who conquers human provinces but faces challenges from other factions like Thalmor and Khajiit.
- Tamriel is now divided among three major powers: Empire (human provinces), Aldmeri Dominion (Elvish provinces), and Black Marsh (Argonian faction).
The Great War and Its Aftermath
- In 4E 171, Aldmeri Dominion initiates the Great War against the Empire aiming for Elvish supremacy.
- Despite initial successes by elves aided by some factions, a peace treaty called the White Gold Concordat is established post-Battle of Red Ring.
Consequences of Peace Treaties
- As part of reparations in this treaty, Hammerfell leaves the Empire but continues fighting against Aldmeri Dominion until reaching a stalemate.
- Events lead into mobile game narratives where players engage in conflicts following these treaties.
Civil War in Skyrim
- The narrative shifts to "Skyrim," where civil unrest arises due to restrictions on worshiping Talos as a god post-treaty.
- Players must navigate this conflict while facing an ancient evil—Alduin—who returns to reignite dragon wars.
Understanding the Dragonborn and Elder Scrolls Lore
The Nature of Dragons
- The protagonist is described as a Dragonborn, possessing the blood of dragons, which allows them to destroy dragons permanently, unlike ancient Nords who could only temporarily defeat them.
- Dragons are characterized as everlasting beings created by Akatosh, the god of time. They can only be killed by fellow dragons or by those with dragon blood.
Introduction to Elder Scrolls
- A brief history of Tamriel is provided, emphasizing key elements necessary for understanding Elder Scrolls lore.
- The Elder Scrolls are fragments of creation that allow mortals to glimpse possible futures. They embody all potential outcomes in the game world.
Gameplay and Narrative Structure
- The games reflect the concept of the Elder Scrolls through open-world gameplay where players can experience various choices and outcomes.
- This connection between gameplay and lore illustrates why the series is named "The Elder Scrolls," highlighting its narrative depth.
Sources of Lore
- In-game sources such as books, NPC dialogues, and notes provide lore but may be influenced by unreliable narrators. This adds complexity to understanding events in Tamriel.
- Conflicting theories within the lore lead to ongoing discussions among fans about historical accuracy and interpretations.
Community Engagement and Further Learning
- The dynamic nature of Elder Scrolls lore encourages community discussion, reflecting real-life historical study methods.
- Recommendations for further videos include topics on significant figures in Tamriel's history and unique aspects like technology stagnation due to magic.
Conclusion and Future Content
- Anticipation for future episodes focusing on nations, empires, gods, religions, factions, and important figures within the Elder Scroll universe is expressed.