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  "What is your secret?"

  "Think of melee as a mirror. I look to my opponent's left arm when I am striking with my right. If he is prepared to block my blow, I blow not. Why exert undue force?" Mindothrax cocked an eyebrow, "But when I see his right arm tense, my left arm goes to my shield. You see, it takes twice as much power to send force than it does to deflect it. When your eye can recognize whether your opponent is striking from above, or at angle, or in an uppercut from below, you learn to pivot and place your shield just so to protect yourself. I could block for hours if need be, but it only takes a few minutes, or even seconds, for your opponent, used to battering, to leave a space open for your own strike."

  "What was the longest you've ever had to defend yourself?" asked the wounded man.

  "I fought a man once for an hour's time," said Mindothrax. "He was tireless with his bludgeoning, never giving me a moment to do aught but block his strikes. But finally, he took a moment too long in raising his cudgel and I found my mark in his chest. He struck my shield a thousand times, and I struck his heart but once. But that was enough."

  "So he was your greatest opponent?" asked the medico.

  "Oh, indeed not," said Mindothrax, turning his great shield so the silvery metal reflected his own face. "There is he."

  The next day, the battle recommenced. Chief Iymbez had brought in reinforcements from the islands to the south. To the horror and disgrace of the tribe, mercenaries, renegade horsemen and even some Reachmen witches were included in the war. As Mindothrax stared across the field at the armies assembling, putting on his helmet and readying his shield and blade, he thought again of his poor mother. What had tortured her so? Why had she never been able to look at her son without grief?

  Between sunrise and sundown, the battle raged. A bright blue-sky overhead burned down on the combatants as they rushed against one another over and over again. In every melee, Mindothrax prevailed. A foe with an ax rained a series of strokes against his shield, but every one was deflected until at last Mindothrax could best the warrior. A spear maiden nearly pierced the shield with her first strike, but Mindothrax knew how to give with the blow, throwing her off balance and leaving her open for his counterstrike. Finally, he met a mercenary on the field, armed with shield and sword and a helm of golden bronze. For an hour and a half they battled.

  Mindothrax tried every trick he knew. When the mercenary tensed his left arm, he held back his strike. When his opponent rose his sword, his shield rose too and expertly blocked. For the first time in his life, he was battling another defensive fighter. Stationary, reflective, with energy to battle for days if need be. Occasionally, another warrior would enter into the fray, sometimes from Mindothrax's army, sometimes from his opponent's. These distractions were swiftly dispatched, and the champions returned to their fight.

  As they fought, circling one another, matching block for blow and blow for block, it dawned on Mindothrax that here at last he was fighting the perfect mirror.

  It became more a game, almost a dance, than a battle of blood. It was not until Mindothrax missed his own step, striking too soon, throwing himself off balance, that the promenade was ended. He saw, rather than felt, the mercenary's blade rip across him from throat to chest. A good strike. The sort he himself might have delivered.

  Mindothrax fell to the ground, feeling his life passing. The mercenary stood over him, prepared to give his worthy adversary the killing blow. It was a strange, honorable deed for an outsider to do, and Mindothrax was greatly moved. Across the battlefield, he heard someone call a name, similar to his own.

  "Jurrifax!"

  The mercenary removed his helmet to answer the call. As he did so, Mindothrax saw through the slits of his helmet his own reflection in the man. It was his own close-set eyes, red and brown hair, thin and wide mouth, and blunt chin. For a moment he marveled at the mirror, before the stranger turned back to him and delivered the death stroke.

  Jurrifax returned to his commander and was well paid for his part in the day's victory. They retired for a hot meal under the stars in a garden by an old cairn that had previously been occupied by their foes. The mercenary was strangely quiet as he observed the land.

  "Have you been here before, Jurrifax?" asked one of the tribesmen who had hired him.

  "I was born a horseman just like you. My mother sold me when I was just a babe. I have always wondered how my life might have been different had I not been bartered away. I might never have been a mercenary."

  "There are many things that decide our fate," said the witch. "It is madness to try to see how you might have taken this turn or that in the world. There are none exactly like yourself, so it is foolish to compare."

  "But there is one," said Jurrifax, looking to the stars. "My master, before he set me free, said that my mother had twin sons when I was born. She could only afford to raise but one child, but somewhere out there, there is a man just like me. My brother. I hope to meet him."

  The witch saw the spirits before her and knew the truth that the twins had met already. She remained silent and stared into the fire, banishing the thoughts from her head, too wise to tell all.

  The Monomyth

  "In Mundus, conflict and disparity are what bring change, and change is the most sacred of the Eleven Forces. Change is the force without focus or origin."-Oegnithr, Taheritae, Order of PSJJJJ

  Simply put, the schism in the Human/Aldmeri worldview is the mortal's relationship to the divine. Humans take the humble path that they were created by the immortal forces, while the Aldmer claim descent from them. It doesn't seem like much, but it is a distinction that colors the rest of their diverging mythologies.

  All Tamrielic religions begin the same. Man or mer, things begin with the dualism of Anu and His Other. These twin forces go by many names: Anu-Padomay, Anuiel-Sithis, Ak-El, Satak-Akel, Is-Is Not. Anuiel is the Everlasting Ineffable Light, Sithis is the Corrupting Inexpressible Action. In the middle is the Gray Maybe ('Nirn' in the Ehlnofex).

  In most cultures, Anuiel is honored for his part of the interplay that creates the world, but Sithis is held in highest esteem because he's the one that causes the reaction. Sithis is thus the Original Creator, an entity who intrinsically causes change without design. Even the hist acknowledge this being.

  Anuiel is also perceived of as Order, opposed to the Sithis-Chaos. Perhaps it is easier for mortals to envision change than perfect stasis, for often Anuiel is relegated to the mythic background of Sithis' fancies. In Yokudan folk-tales, which are among the most vivid in the world, Satak is only referred to a handful of times, as "the Hum"; he is a force so prevalent as to be not really there at all.

  In any case, from these two beings spring the et'Ada, or Original Spirits. To humans these et'Ada are the Gods and Demons; to the Aldmer, the Aedra/Daedra, or the 'Ancestors'. All of the Tamrielic pantheons fill their rosters from these et'Ada, though divine membership often differs from culture to culture. Like Anu and Padomay, though, every one of these pantheons contains the archetypes of the Dragon God and the Missing God.

  The Dragon God and the Missing God

  The Dragon God is always related to Time, and is universally revered as the "First God." He is often called Akatosh, "whose perch from Eternity allowed the day." He is the central God of the Cyrodilic Empire.

  The Missing God is always related to the Mortal Plane, and is a key figure in the Human/Aldmeri schism. The 'missing' refers to either his palpable absence from the pantheon (another mental distress that is interpreted a variety of ways), or the removal of his 'divine spark' by the other immortals. He is often called Lorkhan, and his epitaphs are many, equally damnable and devout.

  Note that Tamriel and the Mortal Plane do not exist yet. The Gray Maybe is still the playground of the Original Spirits. Some are more bound to Anu's light, others to the unknowable void. Their constant flux and interplay increase their number, and their personalities take long to congeal. When Akatosh forms, Time begins, and it becomes easier for some spirits to r
ealize themselves as beings with a past and a future. The strongest of the recognizable spirits crystallize: Mephala, Arkay, Y'ffre, Magnus, Rupgta, etc., etc. Others remain as concepts, ideas, or emotions. One of the strongest of these, a barely formed urge that the others call Lorkhan, details a plan to create Mundus, the Mortal Plane.

  Humans, with the exception of the Redguards, see this act as a divine mercy, an enlightenment whereby lesser creatures can reach immortality. Aldmer, with the exception of the Dark Elves, see this act as a cruel deception, a trick that sundered their connection to the spirit plane.

  The Myth of Aurbis

  Subtitled "The Psijiic Compensation," "Mythic Aurbis" was an attempt by Artaeum apologists to explain the basics of Aldmeri religion to Uriel V in the early, glorious part of his reign. It quietly avoided any blame or bias against the Lorkhan-concept, which was still held in esteem by the Cyrodiils as "Shezarr", the missing sibling of the Divines. Despite this, the Psijiici still give a nice summary of the Elder view, and it will serve our purposes here. This version comes from the archives of the Imperial Seminary from the handwritten notes of an unknown scribe.

  Mythic Aurbis exists, and has existed from time without measure, as a fanciful Unnatural Realm.

  'Aurbis' is used to connote the imperceptible Penumbra, the Gray Center between the IS/IS NOT of Anu and Padomay. It contains the multitude realms of Aetherius and Oblivion, as well as other, less structured forms.

  The magical beings of Mythic Aurbis live for a long time and have complex narrative lives, creating the patterns of myth.

  These are spirits made from bits of the immortal polarity. The first of these was Akatosh the Time Dragon, whose formation made it easier for other spirits to structure themselves. Gods and demons form and reform and procreate.

  Finally, the magical beings of Mythic Aurbis told the ultimate story -- that of their own death. For some this was an artistic transfiguration into the concrete, non-magical substance of the world. For others, this was a war in which all were slain, their bodies becoming the substance of the world. For yet others, this was a romantic marriage and parenthood, with the parent spirits naturally having to die and give way to the succeeding mortal races.

  The agent of this communal decision was Lorkhan, whom most early myths vilify as a trickster or deceiver. More sympathetic versions of this story point out Lorkhan as being the reason the mortal plane exists at all.

  The magical beings created the races of the mortal Aurbis in their own image, either consciously as artists and craftsmen, or as the fecund rotting matter out of which the mortals sprung forth, or in a variety of other analogical senses.

  The magical beings, then, having died, became the et'Ada. The et'Ada are the things perceived and revered by the mortals as gods, spirits, or geniuses of Aurbis. Through their deaths, these magical beings separated themselves in nature from the other magical beings of the Unnatural realms.

  The Daedra were created at this time also, being spirits and Gods more attuned to Oblivion, or that realm closer to the Void of Padomay. This act is the dawn of the Mythic (Merethic) Era. It has been perceived by the earliest mortals many different ways, either as a joyous 'second creation', or (especially by the Elves) as a painful fracturing from the divine. The originator of the event is always Lorkhan.

  Lorkhan

  This Creator-Trickster-Tester deity is in every Tamrielic mythic tradition. His most popular name is the Aldmeri "Lorkhan," or Doom Drum. He convinced or contrived the Original Spirits to bring about the creation of the Mortal Plane, upsetting the status quo much like his father Padomay had introduced instability into the universe in the Beginning Place. After the world is materialized, Lorkhan is separated from his divine center, sometimes involuntarily, and wanders the creation of the et'Ada. Interpretations of these events differ widely by culture. Below are some of the better known:

  Yokudan, "Satakal the Worldskin"

  "Satak was First Serpent, the Snake who came Before, and all the worlds to come rested in the glimmer of its scales. But it was so big there was nothing but, and thus it was coiled around and around itself, and the worlds to come slid across each other but none had room to breathe or even be. And so the worlds called to something to save them, to let them out, but of course there was nothing outside the First Serpent, so aid had to come from inside it; this was Akel, the Hungry Stomach. Akel made itself known, and Satak could only think about what it was, and it was the best hunger, so it ate and ate. Soon there was enough room to live in the worlds and things began. These things were new and they often made mistakes, for there was hardly time to practice being things before. So most things ended quickly or were not good or gave up on themselves. Some things were about to start, but they were eaten up as Satak got to that part of its body. This was a violent time.

  "Pretty soon Akel caused Satak to bite its own heart and that was the end. The hunger, though, refused to stop, even in death, and so the First Serpent shed its skin to begin anew. As the old world died, Satakal began, and when things realized this pattern so did they realize what their part in it was. They began to take names, like Ruptga or Tuwhacca, and they strode about looking for their kin. As Satakal ate itself over and over, the strongest spirits learned to bypass the cycle by moving at strange angles. They called this process the Walkabout, a way of striding between the worldskins. Ruptga was so big that he was able to place the stars in the sky so that weaker spirits might find their way easier. This practice became so easy for the spirits that it became a place, called the Far Shores, a time of waiting until the next skin.

  "Ruptga was able to sire many children through the cycles and so he became known as the Tall Papa. He continued to place stars to map out the void for others, but after so many cycles there were almost too many spirits to help out. He made himself a helper from the detritus of past skins and this was Sep, or Second Serpent. Sep had much of the Hungry Stomach still left in him, multiple hungers from multiple skins. He was so hungry he could not think straight. Sometimes he would just eat the spirits he was supposed to help, but Tall Papa would always reach in and take them back out. Finally, tired of helping Tall Papa, Sep went and gathered the rest of the old skins and balled them up, tricking spirits to help him, promising them this was how you reached the new world, by making one out of the old. These spirits loved this way of living, as it was easier. No more jumping from place to place. Many spirits joined in, believing this was good thinking. Tall Papa just shook his head.

  "Pretty soon the spirits on the skin-ball started to die, because they were very far from the real world of Satakal. And they found that it was too far to jump into the Far Shores now. The spirits that were left pleaded with Tall Papa to take them back. But grim Ruptga would not, and he told the spirits that they must learn new ways to follow the stars to the Far Shores now. If they could not, then they must live on through their children, which was not the same as before. Sep, however, needed more punishment, and so Tall Papa squashed the Snake with a big stick. The hunger fell out of Sep's dead mouth and was the only thing left of the Second Serpent. While the rest of the new world was allowed to strive back to godhood, Sep could only slink around in a dead skin, or swim about in the sky, a hungry void that jealously tried to eat the stars."

  Cyrodilic ""Shezarr's Song""

  "This was a new thing that Shezarr described to the Gods, becoming mothers and fathers, being responsible, and making great sacrifices, with no guarantee of success, but Shezarr spoke beautifully to them, and moved them beyond mystery and tears. Thus the Aedra gave free birth to the world, the beasts, and the beings, making these things from parts of themselves. This free birth was very painful, and afterwards the Aedra were no longer young, and strong, and powerful, as they had been from the beginning of days.

  "Some Aedra were disappointed and bitter in their loss, and angry with Shezarr, and with all creation, for they felt Shezarr had lied and tricked them. These Aedra, the Gods of the Aldmer, led by Auri-El, were disgusted by their enfeebled selves
, and by what they had created. 'Everything is spoiled, for now, and for all time, and the most we can do is teach the Elven Races to suffer nobly, with dignity, and chastise ourselves for our folly, and avenge ourselves upon Shezarr and his allies.' Thus are the Gods of the Elves dark and brooding, and thus are the Elves ever dissatisfied with mortality, and always proud and stoic despite the harshness of this cruel and indifferent world.

  "Other Aedra looked upon creation, and were well pleased. These Aedra, the Gods of Men and Beast Folk, led by Akatosh, praised and cherished their wards, the Mortal Races. 'We have suffered, and are diminished, for all time, but the mortal world we have made is glorious, filling our hearts and spirits with hope. Let us teach the Mortal Races to live well, to cherish beauty and honor, and to love one another as we love them.' Thus are the Gods of Men tender and patient, and thus are Men and Beast Folk great in heart for joy or suffering, and ambitious for greater wisdom and a better world.

 

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