Mundus, the plane of existence, offers a complex and diverse experience for any intrepid traveler. Imagine a place where magic infuses the very fabric of reality, where ancient conflicts have shaped the land, and where divine beings once walked alongside mortals. Mundus is the world of Nirn and its celestial neighbors, with Tamriel at the heart of it all.
Aetherius, Oblivion, and Mundus from UESLF Wikia |
Origins and Creation Myths: Mundus Takes Shape
Mundus came into being through the ambitious, if somewhat questionable, vision of Lorkhan, who convinced (or coerced, depending on whom you ask) various divine beings known as the et'Ada to help build this mortal realm. With Lorkhan as the project's project manager and Magnus serving as the architect, the realm was shaped by divine hands and cosmic materials. Magnus, however, bailed on the job midway, leaving behind a gigantic hole in the sky—the sun, which now pours magical energy into the world.
When Magnus departed, a number of his colleagues, known as the Magna Ge, also abandoned the project, leaving behind smaller rips that became the stars. Those et'Ada who stayed behind transformed into the Earthbones, laying the laws of nature that underpin life on Nirn. Essentially, Mundus is what happens when gods play at being construction workers: some stick around to finish the job, others take off as soon as the blueprints get too complicated.
Geographical Overview: Navigating the Celestial Bodies of Mundus
Mundus is not merely the world of Nirn, though Nirn might be the most famous or visited part of it. In reality, Mundus is an intricate collection of celestial bodies, all created by divine hands in a time when gods still shaped reality. This realm of existence is a floating island of life and matter in the sea of Oblivion, where mortals can walk and stars light the skies, but it is just one tier of an immensely complex cosmological structure.
Nirn: The Mortal Stage
At the center of Mundus is Nirn, the stage upon which most of mortal history plays out. It's a world of endless conflict, magic, and diverse cultures, a place where heroes rise, fall, and occasionally ascend to godhood. But Nirn is not the entirety of Mundus—far from it. Surrounding this world are other celestial bodies that reflect the greater design of creation, where the echoes of divine and mortal interaction can be found.
The Moons: Secunda and Masser
Circling Nirn are its two moons, Secunda and Masser, mysterious celestial bodies that influence the tides, time, and even magic in ways that few truly understand. Though they appear to be simple rocks in the sky, their importance extends beyond mere orbits. Both moons are believed to be remnants of Lorkhan’s divine corpse, lending them a unique connection to the creation of Mundus itself.
In some cultures, the moons are seen as harbingers of prophecy. The Khajiit, for example, believe that the phases of Secunda and Masser directly influence their society, shaping the form of their offspring and marking moments of great spiritual significance.
The Aedric Planets: Divine Footprints
In addition to the moons, Mundus contains eight celestial bodies representing the Eight Divines themselves. These planets serve as both symbols of the gods who contributed to the creation of Mundus and as tangible manifestations of their presence within this plane. Each one is connected to the divine aspects of their corresponding god:
- Akatosh, the Dragon God of Time, whose planet exerts a steady influence on the flow of time within Mundus.
- Dibella, the Goddess of Beauty, whose planet inspires the appreciation of art, love, and creation.
- Julianos, the God of Wisdom and Logic, influences the intellectual pursuits of scholars and mages alike.
- Kynareth, the Goddess of Nature, governs the winds, the seas, and the balance of the natural world.
- Stendarr, the God of Mercy, watches over the oppressed and promotes fairness and compassion.
- Zenithar, the God of Work and Commerce, encourages trade, craftsmanship, and prosperity.
- Arkay, the God of the Cycle of Life and Death, presides over the transition between mortal life and the afterlife.
- Mara, the Goddess of Love, nurtures family bonds and peaceful coexistence.
These planets are more than just orbs in the sky; they are the last vestiges of the divine spirits who helped Lorkhan shape Mundus, now existing as guardians or, perhaps, silent overseers of the mortal plane.
The Sun and Stars: Magnus and the Magna Ge
While the planets and moons are critical to the structure of Mundus, the sun—known as Magnus—and the stars provide the light and magic that sustain life. Magnus, the architect of Mundus, fled the realm before its completion, leaving behind a tear in the fabric of Oblivion through which magical energy flows. This rip is visible as the sun, shining down on Mundus with the raw power of Aetherius, the realm of the gods.
The stars, in turn, are the remnants of the Magna Ge, other divine beings who, like Magnus, abandoned Mundus in its early stages. These stars act as smaller conduits to Aetherius, allowing magic to permeate the world and be harnessed by mortals. Many believe the stars govern fate and destiny, while others view them as cosmic windows through which Aetherius continually watches over Mundus.
Cultural Highlights: Societies and Civilizations
Mundus is home to a multitude of cultures and civilizations, each shaped by unique histories, magical traditions, and divine influences.
The Nords of Skyrim: Warriors with a Love for Mead
The Nords are a hardy folk who trace their ancestry back to the frozen land of Atmora. Known for their martial prowess and devotion to the god Shor (a deity with ties to Lorkhan), Nords embody the rugged spirit of Skyrim. They have a deep appreciation for storytelling, which is often delivered over a pint of mead. If you’re visiting Windhelm, make sure to bundle up; the cold is not just a feature—it’s practically a religion.
The Dunmer of Morrowind: Fire, Ash, and a Proud Heritage
The Dunmer, or Dark Elves, hail from the volcanic region of Morrowind. Their culture revolves around complex social hierarchies, ancestor worship, and a history of enmity with their neighbors. Visitors should be aware that the locals may seem aloof or even hostile at first; this is less about you personally and more about the centuries of warfare that have taught them to trust no one.
The Imperial Way: Civilization, with a Side of Bureaucracy
The Imperials of Cyrodiil pride themselves on their sophisticated cities, extensive libraries, and unparalleled bureaucracy. Cyrodiil’s capital, the Imperial City, is a place where visitors can marvel at white marble towers, buy exotic goods from all corners of Nirn, or get hopelessly lost in the paperwork required to rent a room at an inn.
Magical Phenomena: Exploring Mundus’s Mystical Wonders
Magic is not merely an academic pursuit in Mundus; it’s woven into the world itself. The sun and stars are actually remnants of a divine exodus, with their light serving as conduits of magical energy from Aetherius. This phenomenon is known as "magicka," the raw force that powers spells, enchantments, and magical artifacts.
The Aurora Borealis: A Symphony of Lights
Visible in northern regions like Skyrim and Atmora, the auroras are believed to be a manifestation of Aetherius’s influence over Mundus. They serve not only as a breathtaking natural wonder but also as a source of inspiration for many magical theories and traditions. Some Nords even believe the lights are a sign from Shor, though what exactly they signify tends to vary with the amount of mead consumed.
The Constellations: Guiding Stars or Cosmic Influencers?
The constellations of Mundus are thought to be remnants of the Magna Ge who departed during the world’s creation. Astrologers claim these celestial bodies exert a profound influence on fate, while skeptics argue that stargazing is nothing more than an elaborate way to avoid paying attention to what's right in front of you.
Famous Figures of Mundus: Legends and Heroes
Many of Mundus’s most iconic figures have left their mark on its history, for better or worse. Whether revered as heroes or cursed as villains, their stories continue to shape the world.
- Tiber Septim - Once a mortal warrior, Tiber Septim ascended to godhood after uniting Tamriel under the Empire. His worship is now a point of political and theological contention, particularly with the Thalmor, who claim his divinity is nothing but a clever PR stunt.
- Ysgramor - The legendary Nord warrior who led the first humans to settle in Skyrim, bringing with him the legendary axe Wuuthrad. Ysgramor is considered the founder of modern Nordic civilization, as well as the first in a long line of people who felt compelled to punch a dragon in the face.
- Azura - While technically a Daedric Prince and not a mortal, Azura has played a significant role in Mundus’s history, particularly in Morrowind. She is known for her capricious nature and for having a fondness for cursing people who cross her. If you meet her, a gift of flowers or gemstones might improve your chances of leaving with all your limbs intact.
Travel Tips for the Adventurous (or Reckless) Visitor
Dress for the Occasion: Whether you’re climbing the Throat of the World in Skyrim or wading through the swamps of Black Marsh, appropriate attire can mean the difference between a comfortable trip and a tragic folk ballad about your demise.
Respect Local Customs: Tamriel is a land of diverse cultures, each with its own traditions. If you’re in Morrowind, for instance, don’t insult someone’s ancestor spirits. If you’re in Hammerfell, be prepared for frequent duels of honor. And if you’re in Valenwood, avoid chopping down any trees; the Bosmer might take it personally.
Mind the Oblivion Gates: Occasionally, rifts between Mundus and the Daedric realms may open, allowing various unpleasant creatures to spill forth. While some see this as an opportunity for adventure, others might prefer to steer clear of glowing red portals.
Mundus’s Role in the Cosmic Landscape: A Realm of Many Layers
Surrounded by Oblivion and encircled by Aetherius, Mundus exists as a unique plane caught between chaos and divinity. While some believe that Mundus is a test devised by the gods, others suggest it is a playground for the Daedra or even a prison of sorts. Regardless of one’s philosophical leanings, Mundus remains a place where mortals can achieve greatness—or meet their doom.
Visiting Mundus offers an unparalleled experience in exploring a world where divine beings meddle, where magic is omnipresent, and where history is still being written. With all its wonders, dangers, and peculiarities, Mundus provides the perfect backdrop for any would-be adventurer, scholar, or bard seeking inspiration. Come for the ancient ruins, stay for the political intrigue—and, if you survive, perhaps even write your own chapter in the ongoing saga of this ever-changing realm. Pride and Prophecy keeps an evolving fantasy atlas to explore an array of fantasy locations across different universes.