Baar Dau (also known as the Ministry of Truth or Lie Rock) was a celestial rock or moonlet which hovered above Vivec City in southern Vvardenfell. According to the prevailing legends, it was flung from the Void by either Sheogorath or its own malevolence, but was prevented from crashing into the city by the Tribunal god Vivec. Vivec allowed it to remain looming above the city so that if its people ever ceased to love him, the rock would fall and destroy them. Other lesser-known tales and theories vary widely as to Baar Dau's origins, with one identifying it as a former Magna Ge named Una, another insisting that it was an egg from which would one day emerge the nightmarish offspring of Vivec and Molag Bal, and yet another claiming that it was Malacath's dung.
Baar Dau originally rested higher in the sky, but plunged dramatically in 2E 583, when Vivec's power was temporarily drained. The moonlet remained aloft only tenuously, showering Vivec City with burning fragments. After Vivec regained his power, he kept Baar Dau in its new position, just above the High Fane of the Temple Canton. Some time later, Baar Dau was hollowed out by the Tribunal Temple and became the Ministry of Truth, where the Temple would imprison dissident priests and attempt to reform them. The high-security prison was accessible only through levitation, and was directed by a Grand Inquisitor. The main areas were the Hall of Processing and the Prison Keep. Temple pilgrims offered levitation potions at the Shrine of Daring, which was dedicated to Vivec stopping the moon from destroying the city.
Early in the Fourth Era, after the disappearance of Vivec, the magic keeping Baar Dau afloat began to weaken. Two Dunmer, Sul and Vuhon, created an ingenium, a soul-powered device which supported the rock. It was created by making a pact with Clavicus Vile, who had a penchant for souls. Hundreds of captured souls were needed to run the machine, but eventually living people were used. Only the people with the strongest souls were sacrificed. Ilzheven, Sul's love, was sacrificed by Vuhon, and the ingenium was destroyed when Sul attempted to rescue her. In 4E 5, without anything holding it up, Baar Dau resumed its long-delayed fall, returning to the momentum it had before being halted. This obliterated the city of Vivec, leaving a crater which would become Scathing Bay. In turn, the impact created tsunamis which ravaged mainland Morrowind and caused Red Mountain to erupt, devastating Vvardenfell. The disaster of the Red Year effectively ended the ascendancy of the Tribunal Temple and the mainstream worship of the Tribunal as gods.
Bahia is a small island in the center of the Yokudan archipelago, between the Azurian Sea and the Sea of Pearls. It is located off the southern coast of Akos Kasaz. Other nearby islands include Yath to the south, the similarly sized Moni to the southeast, and Samara to the east.
During the Middle Merethic Era, early Aldmeri explorers constructed a wizard tower at Bal Fell while mapping the coasts of Vvardenfell after fleeing Aldmeris. This tower survived into the First Era, when it was inhabited by Altmer. It was said to have been built on an ancient center of Daedra worship, and in the First Era a great shrine to Sheogorath was built there by the Chimer. Eventually Bal Fell grew to become a city of the Dunmer, known for its dry, crowded streets. It existed at least into the early Second Era, after the founding of the Mages Guild. The great sorceress Seryne Relas once lived in Bal Fell.
In time, Bal Fell was abandoned, and the only thing left standing were the Daedric ruins. Daedra often plagued the ruins, and the Ordinators were charged with keeping away Daedra worshippers. Sometime before 2E 583, a Nord priest of Sheogorath named Mad Griskild set up his workshop in the ruins and began experimenting with alchemy and Daedric magic to create magically enhanced spiders. An expedition to the ruins led by a famous Breton archeologist, Lady Clarisse Laurent, fell victim to Griskild's mind-controlling spiders, but the expedition members were saved by the Soulless One, who killed the Nord. Lady Laurent later sent Griskild's research to a scribe living near White Ridge Barrow on Solstheim, which ultimately led to the creation of unique magical spiders that would be rediscovered in the barrow in the Fourth Era.
By the late Third Era, the ruins had obtained a nasty reputation, and wizards from Great House Telvanni set up competing camps of hirelings and adventurers to explore and loot the ruins. In 3E 427, House Telvanni and the Mages Guild sent expeditions to clear out the Daedra. They were aided by the Nerevarine, who looted the Ten Pace Boots from the ruins.
The ruins were likely destroyed in 4E 5, when Baar Dau crashed into Vivec City. This impact devastated the surrounding area, creating Scathing Bay, a large crater filled with boiling water from the Inner Sea.
Bal Foyen is a small region on the southern coast of the Inner Sea of Morrowind, east of Stonefalls. It was a wild expanse of marshland and volcanic landscape until the mid-Second Era and the formation of the Ebonheart Pact. Much of it was turned over to the Dunmers' former Argonian slaves, who planted saltrice and herded guar in the former wastes. The Dunmer-built Fort Zeren is found in southern Bal Boyen, and the Argonians established the town of Dhalmora in the east.
Cases of Corprus were reported in the region in 2E 581. In 2E 582, the Daggerfall Covenant invaded Bal Foyen as part of a large-scale invasion of Pact territory. The local defenders succeeded in driving off the invaders and warning the city of Davon's Watch to the west due to the arrival of refugees from Bleakrock Isle, who had been forced to flee their homes after the island was sacked by the Covenant. However, the Pact suffered heavy losses and civilian casualties during a simultaneous attack on both the dockyards and Fort Zeren, crippling the region.
Isle of Balfiera
The Isle of Balfiera is an island region within the northern portion of Iliac Bay. In the late Third Era, the largest settlement was the town of Upvale, the dominant vampire bloodline was Lyrezi, and the regional deity was Akatosh. Balfiera was known as a neutral meeting place for the kingdoms of High Rock, who used it to facilitate negotiations and treaties. However, the isle is most renowned as the site of the Direnni Tower, formerly the Adamantine Tower, the oldest known structure in Tamriel. Legends say it was constructed on the "little island" by the gods themselves so they could hold their own negotiations. The title for the ruler of the isle is the Castellan of Balfiera, derived from the title originally used for the commander of the tower. The isle was an independent, unconquered territory before the events of the Warp in the West, after which it fell under the dominion of one of the four surviving kingdoms of the Iliac Bay region.
Balmora (or Stoneforest in Dunmeris) was a seat of power of House Redoran and later the nominal district seat of House Hlaalu, and the second largest settlement geographically on Vvardenfell after Vivec. Balmora was located at the southernmost edge of the West Gash, right at the point where the region converged with the Ashlands, the marshes of the Bitter Coast and the lush plantations of the Ascadian Isles. The Odai River ran through its heart and divided it into four districts, High Town, the Commercial District, Labor Town, and nearby Moonmoth Legion Fort.
Bangkorai is an inland region east of Wayrest and the Iliac Bay which straddles the border between High Rock and Hammerfell. It takes its name from the famous Bangkorai Pass. The Bangkorai Garrison located there has served as High Rock's defense against the wild raiders of Hammerfell for countless generations. The thickly wooded uplands in the northern Mournoth region give away to the blistering heat of the southern Fallen Wastes, which are part of the Alik'r Desert. In between them lies an area known as Ephesus, where the Pass is located. The headwaters of the Bjoulsae River are found in Bangkorai, as well as the legendary Redguard crypt the Hall of Heroes. The two largest settlements in the region are Evermore and Hallin's Stand. Bangkorai is ruled from Evermore.
Many different races have called Bangkorai home, including the Ayleids and Dwemer. In modern times, it is inhabited predominantly by Redguards in the south, and Bretons in the north. The Ash'abah, the ancient pariah tribe of Redguards, roam the wastes in the southern region. Due to Bangkorai's strategic importance to the Breton homeland, it is sometimes called the "Shield of High Rock". A longstanding belief in northern Bangkorai is that their settlements are protected from the dangers of the wilderness by the Viridian Sentinel, a mystical office of guardianship which has been passed on to an anointed successor since the days of fall of the Direnni Hegemony.
The realm of Battlespire, the magical academy of the battlemages, is located in a thin slipstream between Oblivion and Mundus. It acted as a sort of proving ground and testing facility for the Shadow Legion, the Imperial Battlemages. It could be accessed via the Pillar of Light, a teleportation device linked to the Weir Gate. The Battlespire has been in existence since at least the Second Era. The stronghold was attacked by invading Daedra during the Imperial Simulacrum, all of whom bore the Daedric Crescent. The Battlespire was destroyed during the invasion's aftermath. The Empire later reclaimed the ruined Battlespire, and gathered up all the Daedric Crescents to be destroyed—all but one.
Belkarth (also known as Belkarth Guard) is a town in eastern Hammerfell, located in the center of Lower Craglorn. It is a trading hub for the region due to its location on the highway between High Rock and Cyrodiil, and is notorious for attracting scoundrels and wanderers. Despite its multiculturalism, the town possesses typical Redguard architecture.
The ancient Nedic city of Reinhold's Retreat was once located at the site of modern Belkarth. It was already a nearly-forgotten ruin when the Yokudans arrived in Craglorn. Emperor Tarish-Zi heard rumors of great treasure hidden within the abandoned city, and ordered it to be buried beneath the ground when his armies failed to find anything of value.
Belkarth was home to the Star-Gazers, a group of academics who studied the constellations. The organization rose to prominence in 2E 582 following the conclusion of the Planemeld, when the constellations fell to Tamriel above the skies of Craglorn and took on mortal forms as Celestials. These powerful beings were thought to be the result of the experimentation of ancient Nedes, who used nirncrux to harness the power of the stars. However, the Serpent quickly launched an attack on the three Guardian Constellations, hoping to corrupt them and use their power to remake Nirn in his image. The Warrior and the Mage both fell when the Serpent reached their Apex Stones, but the Thief managed to go into hiding by bringing her Apex Stone to Reinhold's Retreat and posing as a mortal named Hara.
Hara appeared in Belkarth and took effective control of the Star-Gazers with her knowledge of the situation. Hoping to find champions to fight back against the Serpent, she sent heralds all across Tamriel to call for the aid of brave heroes and offer transport to Belkarth. Both the Fighters Guild and Mages Guild set up temporary guildhalls at the observatory during this time. With the help of the Soulless One, Hara managed to prevent both the Warrior and the Mage from assembling armies, although the Serpent eventually found her Apex Stone, forcing her to reveal her true identity after being rescued from his influence. The news of a Celestial in Belkarth drew the attention of the Undaunted, who helped save the Warrior and the Mage before ultimately defeating the Serpent.
The settlement was still in existence during the Imperial Simulacrum, when it was known as Belkarth Guard.
In the late Third Era, the city of Bergama was the capital of the Barony of Bergama. Immediately following the Warp in the West, this region came under the dominion of Sentinel. According to a Blades' spy in the area at the time, there was an intense roar akin to a sandstorm and the populace seemed to just skip a day of their lives in an instant to learn the region was overrun by Sentinel troops and the Lord of Bergama's fortress was destroyed.
Besides being a prosperous fishing island, Betony is also known for its lush, fertile interior. It is home to three Ayleid ruins: Eyearata, Moriseli, and Carzog's Demise. Perhaps because of this rich reputation, it has been a frequent target of pirates and others throughout the years. Any would-be attackers must face Betony's steep cliffs and defensible nature, which may have inspired early legends claiming it was home to a mighty rock monster that flung its craggy spines into the sea, threatening sailors who drifted too close. Skyspire Keep was carved from the rock of the cliffs during the reign of Emperor Reman II, and has been touted as impenetrable and invincible, having held against countless attacks. Bretons inhabited the island for untold years, but in the Second Era, despite the reputation of their defenses, they were driven off by the Seamount Orcs, who renamed the island Betnikh. When the Daggerfall Covenant was formed, Bethikh was still ruled by the Seamount Clan, who did not initially join it. The Clan only joined the Covenant after the Soulless One helped them repel the invading Bloodthorn Cult and decided the fate of a dangerous Ayleid relic in 2E 582.
Over the years, Betony changed hands again. Bretons once again took control and re-inhabited the island, though politically, they eventually came under the loose control of the Redguards of Sentinel. The island is perhaps best known for triggering the War of Betony in 3E 403. The island's ruler, Lord Mogref, asked King Lysandus of Daggerfall for protection against pirates and brigands. When Lysandus agreed, Sentinel attempted to enforce its own claim to Betony, resulting in a direct war between the two strongest powers in the region. With Daggerfall's victory in the war, Betony fell under their sway, leaving it solely in the hands of Bretons once more. In the period leading up to the Warp in the West, the dominant vampire bloodline in the region was Vraseth, and the regional deity was Mara. The town of Betony was a major settlement on the island, although its political capital was Daggerfall City.
Bhoriane was a Third Era county on the southern coast of High Rock stretching along the northern coast of the Iliac Bay. Its capital was the city of Bhoriane. Two islands just west of the Isle of Balfiera were also part of this region. The mainland shared borders with Dwynnen to the west, Kambria to the north, and Koegria to the east. The Montalion clan was the predominant vampire bloodline in the region.
Bisnensel is an Ayleid ruin in Bangkorai, in the middle of Halcyon Lake. It was founded by Ayleid refugees from Nenalata between 1E 375 and 1E 452 under the rule of Laloriaran Dynar. Bisnensel was built partly above and partly below the surface, although only the subterranean parts have survived.
The Bitter Coast, named for the salt marshes along the coast, was the part of Vvardenfell's coast nearest to the mainland of Morrowind. This largely uninhabited area was in the far southwest of Vvardenfell and lay between the mountains of the West Gash to the east and the Inner Sea to the west. The northern boundary of the region was generally considered to be marked by Khartag Point just north of Gnaar Mok, and it followed the coast south and eastward through the tiny fishing and smuggling village of Hla Oad and the Imperial outpost at Seyda Neen, finally merging into terrain more reminiscent of the Ascadian Isles just west of Vivec.
The Bitter Coast was dominated by humid, putrid swamps and salt marshes. The giant bull netch floated gently through the air, fearing no cliff racer or mudcrab. Off the coast, divers found kollops with pearls, but even more slaughterfish and man-like dreugh with their hard shells and tentacles. Herbalists came to this region to harvest the various mushrooms which thrived in the marshy environment. The region was also known as The Smuggler's Coast, since the secluded coves and islands were littered with smugglers operating out of their hidden caves. The ever-present fog and rain provided additional cover for their boats. No major action had been taken to curtail their actions, as many smugglers counted on support from locals unhappy with high taxes on liquor.
Its source lies roughly south of the High Rock city of Raven Spring and northwest of Hammerfell's Heldorn - about two thirds of the way along the border between the two provinces. It flows through the Halcyon Lake and passes the city of Evermore. It finally enters the sea at the eastern end of the Illiac Bay, near Wayrest. At its mouth, periodic flood plains provide rich soil for agriculture.
The Yrinthi River empties into the Bjoulsae, providing a navigable route from the interior of Tamriel to the Abecean Sea via the Iliac Bay. This was the route taken by an agent of the Blades in 3E 405, sent by Emperor Uriel Septim VII on a mission which culminated in the Warp in the West.
Blacklight is a major Redoran city on the northwestern coast of mainland Morrowind, close to the border of Skyrim. Across the Inner Sea to the northeast is the island of Solstheim, to the south are the Western Highlands and a good road west connects through the Dunmeth Pass to the Nord city of Windhelm.
During Tiber Septim's campaign to conquer Morrowind, he used the area west of Blacklight as a staging ground due to the relatively weak Dunmer defenses here. Blacklight is further mentioned in the books on King Edward. Blacklight remained standing following the catastrophes of the Red Year; in fact, it became the new capital of Morrowind after the Argonians sacked the former capital, Mournhold. The Council of Great Houses meets there at the Rootspire. House Redoran has substantially improved the city over the Third and Fourth Eras, and its grandeur is said to rival Mournhold at its peak.
Blackreach, also called Fal'Zhardum Din ("Blackest Kingdom Reaches" in Dwemeris), is an immense cavern located deep beneath the Pale and Winterhold in Skyrim. Many giant glowing mushrooms grow throughout the cavern, providing natural light. The cavern is rich in minerals, including rare geode veins, and a subterranean river flows through it. Blackreach is home to many dangerous creatures, including Giants, Frost Trolls, Chaurus, Falmer, and Wispmothers. The cavern is filled with Dwarven ruins, which provide access to the surface. The caverns are the only source of Crimson Nirnroot, a unique form of the common Nirnroot native to Blackreach.
Blackrose Prison (or simply, the Rose) is a notorious prison situated in the region of Murkmire, within the province of Black Marsh. As stated before, the Blackrose Prison is notorious throughout the provinces, housing the most infamous criminals that were active during the latter half of the Second Empire and throughout the Third Empire. The Rose was designed specifically for its location, considering Black Marsh's harsh environment and the aggressive Naga of Murkmire.
Black Gate is a strategic fortress in the province of Morrowind, located just southwest of Mournhold. Black Gate was a stronghold utilized during the time of the Tribunal, most notably during the Four-Score War. In 1E 2920, Black Gate was besieged by the Second Empire, around the 23rd of Sun's Height, amidst the negotiations after the war between the Crown Prince Juilek Cyrodiil and Vivec. The Prince made no plans to attack Black Gate. It was instead the brainchild of his father, Emperor Reman Cyrodiil III, and the Akaviri Potentate, Versidue-Shaie. Regardless, the negotiations had continued at the settlement of Ald Lambasi.
At one point in time, Black Gate had fallen into disrepair and ruin. The Dwarven artifact known as the Hammer of Gharen was last known to be located in the depths of Black Gate. King Casik of Ebonheart had the Anvil of Mithas in his possession, and sought out the Hammer. The king tasked the Eternal Champion with delving into Black Gate to retrieve the Hammer. With it, King Casik was able to use the two artifacts to craft the finest armor and weapons in the realm. In return, he revealed the location of the final piece of the Staff of Chaos, in the Dwarven Mines of Dagoth-Ur.
Black Marsh is a dense swampland region of southeastern Tamriel, home to the reptilian humanoid race of Argonians and a race of sentient trees known as the Hist. Mer races also use the name Argonia, a reference to an obscure ancient battlefield, to avoid the negative connotations of the term "Black Marsh". Argonians thrive in the foreboding swamps of Black Marsh, a lush and threatening land teeming with poisonous plants and violent predators. The region's tropical climate lends its plants the capacity to overturn all attempts to cultivate them. Foreign agricultural, colonial, and commercial ventures beyond the slave-trade have met with abject failure. The native Argonians organize themselves on the tribal level with success and efficiency, and were only loosely integrated into the ruling Empire.
For more information, see the main lore article.
In the Second Era, a settlement was founded here by a Nord named Ulf the Bleaker. Soon after, a Dunmer named Rayno Dalvilu and his family arrived. While relations were initially cordial, the two families soon came into conflict. As tensions came to a head the majority of the village was evacuated, leaving Rayno, Ulf, and two of Ulf's clanmates. As the remaining Bleakers stood their ground, Rayno—who had locked himself in his home—cast a spell to obliterate the trio. While the spell was successful in killing the Bleakers, Rayno was also killed in the ensuing chaos, and the hamlet was left deserted.
During the Alliance War of 2E 582, a small fort called Bleaker's Outpost was located just south of the settlement. It was initially held by the Daggerfall Covenant, although the outpost changed hands many times over the course of the war. Its strategic position was critical to maintain supply lines. The ruins of the village were inhabited by a group of giants at the time.
Sometime after the Alliance War, both the Bleakers (now called the Ulfgars) and the Dalvilus returned to Bleaker's Way. In spite of their earlier issues, the two families lived in peace for centuries, but their harmony eventually drew the attention of Mephala. In 3E 433, she ordered the Champion of Cyrodiil to assassinate the village leaders, Hrol Ulfgar and Nivan Dalvilu, and frame the other families for the murder. When the villagers learned of their neighbors' supposed treachery, history repeated itself and they fought among themselves, decimating the population and pleasing Mephala.
Bleakrock Isle is a small, barren island in the Sea of Ghosts northeast of Skyrim, just to the south of Solstheim. Sparsely populated by Nord farmers and fishermen, and far off any major trade routes, it has little strategic or economic importance.
In the Merethic Era, the island was ruled over by the Dragon Cult. The local Dragon Priest was named Haldriin, and was entombed in Skyshroud Barrow. At some point, a wealthy family moved to the island and set up a mining operation at Hozzin's Folly. However, the mine was simply a cover for Daedra worship, and after a disastrous ritual the site was left abandoned. The main settlement on the island was Bleakrock Village, a farming community with a small dock.
During the Alliance War, the Ebonheart Pact established a small garrison on the island to keep watch for enemy ships. Bandits began appearing on Bleakrock around this time, and many citizens begun to carry around alabaster whistles to sound when they require aid. In 2E 582, the Daggerfall Covenant targeted the island as the first step to a large-scale invasion of the Pact's territory. A group of bandits were hired to cause havoc and reawaken the Daedric magic within Hozzin's Folly, and a necromancer was sent to Skyshroud Barrow to raise the dead. The local garrison learned of the Covenant's activities on the island, but were too late to request backup. The village was razed by pyromancers and the few survivors were evacuated to mainland Morrowind.
Bravil is described as one of the poorest towns in Cyrodiil. Houses are built like shacks, being wooden and stacked upon each other. The Larsius River that runs through the town serves as Bravil's sewers. Because of its location on the bay's shore and the marshes and swamps that surround it, the climate is damp.
The settlement has likely been in existence since at least 1E 1152. It is known that Ayleids once lived in the region before the town was established. The Alessian Army attacked the Ayleids in the First Era, the army being led by the Empress Alessia's centurion Teo Bravillius Tasus. After discovering the Ayleid's ability to use Alteration type magic to defend themselves, Tasus managed to defeat them. Because of his success, the town owes its name to Tasus.
The Lucky Old Lady was a statue which once stood in a square east of Bravil's Great Chapel of Mara. The tales about the Lady and who she was are too numerous to list. It was said she was born the illegitimate daughter of a prostitute in Bravil, certainly an inauspicious beginning to a lucky life. She was teased by the other children, who forever asked her who her father was. Every day, she would run back to her little shack in tears from their cruelty. One day, a priest of Stendarr came to Bravil to do charitable work. He saw the weeping little girl, and when asked, she told him the cause of her misery: she didn't know who her father was. "You have kind eyes and a mouth that tells no lies," replied the priest after a moment, smiling. "You are clearly a child of Stendarr, the God of Mercy, Charity, and Well-Earned Luck." The priest's thoughtful words changed the girl forever. Whenever she was asked who her father was, she would cheerfully reply, "I am a child of Luck." She grew up to be a barmaid and despite being poor and miserable it was said she kind and generous to her customers, frequently allowing them to pay when they were able to. On a particularly rainy night, she gave shelter to a young man dressed in rags, who not only had no money to pay, but was belligerent and rude to her as she fed him and gave him a room. The next morning, he left without so much as a thank you. Her friends and family admonished her, saying that she had to be careful, he might have even been dangerous. A week later, a royal carriage arrived in Bravil, with an Imperial prince within. Though he was scarcely reconizable, it was the same young man the Lady had helped. He apologized profusely for his appearance and behavior, explaining that he had been kidnapped and cursed by a band of witches, and it wasn't until later he had returned to his senses. The Lady was showered with riches, which she, of course, generously shared with all the people of Bravil, where she lived to a content old age. No one knows when the statue to her was erected, or who the artist was, but it has stood there for thousands of years, since the first era. Before the statue was destroyed by rioters in 4E 188 visitors and Bravillians alike went to the Lucky Old Lady to ask for her blessing of luck to aid in their travels.
Brellach is the home of the Aureal in the Shivering Isles, located in the north of Mania on the Saints Watch peninsula. It is the most sacred place to the Golden Saints, as it contains the Wellspring of the Aureal. The souls of fallen Aureals are called back to the Isles from the Waters of Oblivion to the Font of Rebirth by use of ceremonial chimes. The stronghold was given to the Aureal by Lord Sheogorath and no mortals are usually permitted to pass inside the sacred halls.
In 3E 433, Brellach was invaded by order. According to the Aureals who survived the attack, the Forces of Order were let inside the halls by Thadon, the former Duke of Mania who had become a Priest of Order to aid Jyggalag in the coming Greymarch, although this conflicts with reports of his assassination. The results of this attack were catastrophic. The armies of the realm were greatly crippled, and the Font of Rebirth was covered with Order Crystals, drying up its waters and turning the Aureal to stone. Sheogorath's Champion, who had been granted access to Brellach to fight the Knights of Order, destroyed the crystals surrounding the Wellspring and restored the Aureal, who subsequently defeated the remaining Forces of Order.
The Brena River is a fairly short, steep-banked river that flows into the Abecean Sea just south of the city of Rihad. The main branch rises in the Colovian Highlands and forms part of the border between Hammerfell and Cyrodiil, flowing westward along the northern edge of the Gold Coast. It is joined by another branch from within Hammerfell at a point on the border roughly north of Anvil. The Brena is an important trade route to the interior of the continent, and has occasionally been preyed upon by pirates.
During the Alliance War of 2E 582, Castle Brindle was an expansive and strategically important fortress. It had its own farm, mine and lumbermill, and was heavily fortified. It was initially located within the territory held by the Aldmeri Dominion, although the keep changed hands many times over the course of the war. Control of the castle granted the occupiers some degree of control over the nearby settlement of Vlastarus.
By the late Third Era, nothing remained of the keep. Brindle Home consisted of a small village and stables. For a time, an Imperial warrior named Melus Petilius served as the town's guardian, killing off hordes of goblins when they attacked the settlement and clearing out a nest of minotaurs single-handedly. However, Petilius swore never to raise a weapon again when his wife died of a fever while he was away fighting, and he built a cabin outside of town to be closer to her grave. His piousness disgusted Molag Bal, who sent the Champion of Cyrodiil to taunt him at his wife's grave in 3E 433. Enraged, Petilius killed the Champion with a cursed mace, damning himself and allowing Bal to claim his soul. The Champion was later returned to life by the Prince to torment Petilius further.
Located in Cyrodiil, north of the Imperial City, Bruma's population is primarily Nords, which is reflected in the city's architecture. It is always relatively cold and snow-covered. The city's population includes followers of the Divines as well as those who follow the traditional Nordic Pantheon.
The Silver Road connects Bruma to the Imperial City, while the Orange Road connects it to Chorrol. Cloud Ruler Temple is located nearby. Bruma has a small sewer system which connects up with the natural caves that run beneath the town. This underground area was used by the Mythic Dawn during the Oblivion Crisis. The deeper levels of the sewers are home to trolls. The city also houses the Great Chapel of the youngest of the Nine Divines, Talos, which dominates the center of town.
Bthzark was built by the Rourken clan, who left Morrowind to settle the wastes of Hammerfell after refusing to join the First Council. The complex was built with a distinct architectural style, and its many machines are powered entirely by a system of steam pipes. Bthzark also contained a large mine, which became partially flooded with lava at some point. The complex was left abandoned after the Dwemer's disappearance in 1E 700 and fell into ruins, although one of the entrances was sealed shut and prevented looting. The Dwemer presence on the island left a long-standing influence, inspiring the use of Dwemer pipes in Port Hunding and allowing the island's future inhabitants to study the stars using the Dwemer observatory near Saintsport.
At one point the ruins contained a coveted Dwemer schematic, although a team of sellswords were betrayed from within and killed by traps while they attempted to recover it. In 2E 582, an Altmer scholar named Neramo came to Stros M'Kai to recover the schematics for himself. With the help of the Soulless One and a tamed Dwarven Spider, Neramo was able to use focusing crystals to access the ruins, fight past the traps and guardians, repair the broken machinery, and ultimately reach the schematics.
In 2E 864, Cyrus entered the ruins to recover a Dwemer gear in order to repair the island's observatory. Using a book on Dwemer runes, he was able to unseal the entrance, and managed to manipulate the ancient machinery to continue deeper into the mines. Among the obstacles that faced him were a complex mechanical scarab puzzle, Dwemer constructs, and a colossal Dwarven Centurion. It was from the wreckage of this Centurion that he was able to salvage a spare gear.