The Dawn Era

The Dawn Era was a period during which time followed an incomprehensible nonlinear path and the very laws of nature remained unset. Since fixed dates during this time are unknowable, there is no specific nomenclature for years within the Dawn Era. Some events, such as the Velothi dissident movement, are attributed to the Dawn Era by some sources and to The Merethic Era by others.

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. Regardless of the nomenclature, all seem to represent the dichotomy between existence and nothingness, order and chaos, light and dark.


The Original Spirits, et’Ada, 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 – the Aurbis, also known as the Grey Maybe or Arena Supermundus. 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, 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.

Mysterious Worlds

Legends from every culture tell of mysterious realms of existence that begin and end in the furthest reaches of the distant past.

Lorkhan’s Plan

A being known as Lorkhan (amongst many other names), appears and envisions the creation of a mortal realm, Mundus, at the center of the Aurbis.

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.

Nirn is Born

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. Some stories attribute the creation of the Aedra and Daedra to this time.

Sun and Stars

The sun and stars are created by Magnus and his followers.

The Sundering of Aldmeris

Aldmeri society begins to fracture.

The Shattering of Lorkhan

Lorkhan is separated from his divine center. Stories differ on whether this is voluntary.

Rain and Sorrow

According to some legends, upon the removal of Lorkhan’s divine spark, rain falls for the first time.

Convention — The end of the Dawn

At Convention, the physical, temporal, spiritual, and magical elements of Nirn are set.
Parent spirits give way to the succeeding mortal races. Magic ebbs, the Aurbis stabilizes, and linear elven history begins.
The development of mortals now follows slow, comprehensible paths. The progeny of the Ehlnofey slowly diversify and find their way back to Tamriel. The people of Tamriel become the mer (elves): The Dwemer (Deep Ones), the Chimer (Changed Ones), the Moramer ( 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 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 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.

The Velothi Dissident Movement & 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.

The Dwemer and the Divine

The Dwemer begin their studies of the divine spirits known as Ehlnofey and the properties of divinity.

The Dawn Era

Six are the Walking Ways Vargold