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  1. The Elder Scrolls: The Age of Myth
  2. Lore

A. Nirn and the Mortal World

Overview

Nirn is the mortal world and the physical home of the known peoples of the Elder Scrolls setting. It exists within Mundus, the mortal plane formed during the primordial events of the Dawn Era. Nirn contains the continents of Tamriel, Atmora, Akavir, and Pyandonea, along with vast oceans, island chains, and lands poorly known to Merethic scholars.

Nirn is not viewed as a purely physical world. Religion, magic, geography, astronomy, and history overlap constantly. Gods, Daedra, spirits, dragons, magical artifacts, and ancient structures can directly affect mortal life. Different cultures often witness the same phenomena while interpreting them in completely different ways.

During the Merethic Era, no civilization possesses a universally accepted understanding of Nirn. Altmeri theologians, Dwemer scholars, Khajiiti moon-priests, Chimer mystics, Atmoran priests, and the Hist each preserve their own explanations for the nature of the world.

Mundus

Mundus is the realm of mortal existence. It is associated with limitation, mortality, physical law, consequence, and the passage of time.

Most traditions claim that Mundus was created through the actions and sacrifices of powerful primordial spirits later called the Aedra. Central to many creation accounts is the figure known as Lorkhan, though different peoples know him by different names and disagree strongly about his role.

To some Elven traditions, mortal existence represents a fall from an earlier divine state. To many human traditions, creation is instead a gift, trial, or opportunity. These conflicting beliefs influence religion, politics, warfare, and cultural identity throughout Nirn.

Magic does not exist outside nature. It is part of how Nirn functions. Spirits can manifest, Daedra can be summoned, prophecy can become reality, and ancient places may obey laws different from the surrounding world.

The Known World

The peoples of the Merethic Era recognize several major lands, although accurate knowledge varies greatly between cultures.

Maps are incomplete, regional, and often politically biased. Coastal civilizations know distant waters better than inland peoples, while ancient cultures may preserve knowledge of places forgotten elsewhere.

The four principal campaign regions are Tamriel, Atmora, Akavir, and Pyandonea.

Tamriel

Tamriel is the central continent of the campaign and the primary meeting place of Men, Mer, Beastfolk, and other ancient peoples.

The familiar provinces of later history do not yet exist in their modern forms. Instead, Tamriel is divided between independent kingdoms, city-states, tribal territories, sacred lands, migration routes, and uncontrolled wilderness.

The Altmer dominate Summerset. The Ayleids control much of the Heartland. The Falmer remain powerful across the north. The Bosmer inhabit Valenwood. The Khajiit occupy the southern lands. The Saxhleel and Hist dominate Black Marsh. The Chimer and Dwemer share and contest Resdayn. The Direnni hold growing influence in the west.

Between these greater civilizations lie Nedic peoples, Orsimer clans, Goblins, Giants, Imga, isolated settlements, cults, spirits, and smaller societies rarely remembered by later historians.

Tamriel is not yet a continent of stable borders. It is a world still being claimed.

Atmora

Atmora lies north of Tamriel beyond the Sea of Ghosts. It is the ancestral homeland of the peoples who will eventually give rise to the Nords.

During the campaign period, Atmora is not yet merely an abandoned frozen continent. Human settlements, clans, rulers, warrior traditions, and religious communities still survive there.

The land is increasingly unstable. Civil conflict, declining habitability, warfare, and worsening cold push more Atmorans toward the southern seas.

The Dragon Cult is especially important in Atmora. Dragons are living political and religious powers rather than creatures remembered only through legend. Dragon Priests serve as rulers, intermediaries, prophets, and representatives of draconic authority.

Atmoran migration toward northern Tamriel is beginning to alter the balance of power in lands presently dominated by the Falmer.

Pyandonea

Pyandonea is the homeland of the Maormer, the Sea Elves.

It is a distant maritime power associated with storms, mist, sea serpents, naval warfare, and unusual forms of oceanic magic. The Maormer maintain a long-standing rivalry with the Altmer of Summerset.

Most Tamrielic descriptions of Pyandonea are shaped by Altmeri hostility and should not be treated as neutral accounts. To the Maormer, their homeland is the center of an ancient and sophisticated civilization.

The legendary King Orgnum is closely associated with Maormeri identity, although stories concerning his origin, age, and true nature vary.

Pyandonea is one of Nirn's major maritime powers and serves as an important source of trade, conflict, piracy, exploration, and magical knowledge.

Akavir

Akavir lies far to the east and remains the least understood major continent in the known world.

Tamrielic accounts associate Akavir with peoples such as the Tsaesci, Tang Mo, Ka Po' Tun, and Kamal, but reliable information is limited. Even much later historical sources disagree about their appearance, culture, and history.

During the Merethic Era, Akavir should remain especially mysterious. Foreign weapons, travelers, shipwrecks, stories, and rare artifacts may reach Tamriel without providing a complete picture of the continent.

Akavir is real, inhabited, and politically complex, but to most inhabitants of Tamriel it remains beyond the edge of reliable knowledge.

Seas and Travel

The oceans of Nirn are dangerous regions rather than empty spaces between continents.

Important waters include the Sea of Ghosts, the Abecean Sea, and the great eastern and southern oceans leading toward Akavir and Pyandonea.

Sea travel depends upon regional sailing traditions, stars, currents, magical navigation, coastal landmarks, and favorable weather. Long-distance voyages can be threatened by storms, sea serpents, Dreugh, hostile ships, supernatural events, and creatures capable of destroying ordinary vessels.

Despite these dangers, the seas connect distant cultures. Migration, trade, war, exploration, piracy, and religious exchange increasingly link the different regions of Nirn.

The Sun, Stars, and Moons

The sky of Nirn contains the sun, stars, and the two great moons commonly known as Masser and Secunda.

Celestial bodies have both practical and religious importance. They guide navigation, mark time, influence ritual, and provide the basis for many forms of astronomy and magic.

The sun and stars are widely associated with Aetherius and the flow of magicka into Mundus. Ayleid civilization places particular emphasis upon starlight, while Altmeri scholars maintain sophisticated celestial traditions.

The Khajiit know the moons as Jode and Jone. Their movements form part of the Lunar Lattice and influence the furstock into which a Khajiit is born.

Different cultures interpret the heavens differently, and no single explanation is accepted across Nirn.

Life on Nirn

Nirn contains far more peoples than the later categories of Men, Mer, and Beastfolk suggest.

Among its inhabitants are Altmer, Ayleids, Bosmer, Chimer, Dwemer, Falmer, Orsimer, Maormer, Atmorans, Nedes, Khajiit, Saxhleel, Goblins, Giants, Imga, Dreugh, Sload, dragons, spirits, magical creatures, undead beings, and many lesser-known peoples.

During the Merethic Era, several familiar identities are still developing. The Chimer have not become Dunmer. Atmorans have not yet become the later Nordic civilization. The Orsimer remain relatively young as a distinct people. Many Nedic cultures will later be grouped together by historians despite having separate traditions.

The peoples of Nirn are not remnants of the past. They are living civilizations whose futures remain unknown to them.

Wilderness and Ancient Ruins

Large portions of Nirn remain uncontrolled wilderness.

Even powerful kingdoms rarely dominate every forest, mountain, cavern, or river valley within their claimed borders. Roads, bridges, mountain passes, harbors, and navigable rivers are strategically valuable because safe travel cannot be assumed.

The Merethic world is also filled with ruins that are already ancient.

Some belonged to earlier settlements or forgotten peoples. Others may date to the Dawn Era. Certain structures appear older than the civilizations studying them and may still contain active magic, functioning mechanisms, spirits, or supernatural hazards.

This creates one of the defining mysteries of Nirn: even the oldest living cultures inhabit a world whose true age and history exceed their understanding.

Knowledge and Truth

There is no single accepted history or geography of Nirn.

Knowledge belongs to cultures, priesthoods, scholars, oral traditions, ruling families, explorers, and magical institutions. Each preserves different truths and different biases.

The Altmer may interpret the world through ancestry and divine decline. The Dwemer seek measurable explanations. The Chimer emphasize spiritual testing and revelation. The Khajiit understand creation through lunar traditions. The Saxhleel preserve memory through the Hist. Atmorans understand the world through their own gods, ancestors, and draconic traditions.

Contradictory accounts can therefore coexist without one being entirely false.

In the Elder Scrolls world, myth and history often overlap.

Nirn in the Age of Myth

At the beginning of the campaign, Nirn stands between mythic antiquity and recorded history.

The Dawn Era is past, but its consequences remain visible. The great Mer cultures have become distinct. Towers dominate the spiritual and political landscape. Falmer kingdoms still flourish. Dwemer cities still operate. Chimer clans spread through Resdayn. Ayleid kingdoms rule the Heartland. Bosmer civilization exists before the Camoran Dynasty. Atmoran migrations are beginning to reshape the north.