Maar Gan (also called the Markgran Forest) was a walled-village that was occupied by the Great House Redoran, found in the Ashlands of Vvardenfell. The Tribunal Temple in Maar Gan was an important pilgrimage spot for those in Ald'ruhn. In Tribunal mythology, it was here where Vivec had taunted Mehrunes Dagon to throw a rock at him, instead of his people. Now pilgrims come here to re-enact the event through the Dremora, Anhaedra.
Malabal Tor is a region deep in the Green of northwestern Valenwood. The area is populated by hoarvors and stranglers. The western coastline is known as the Broken Coast. East of it is the Xylo River Basin, and to the northeast is Silvenar Vale. The capital Silvenar, the spiritual home of all Bosmer, is in the southeast area of the region. Malabal Tor is also dotted with numerous smaller Bosmeri settlements and ports. Little light reaches the forest floor; those who wish to see the moons and stars must climb the highest bluffs to get a good glimpse of the night sky. Legends speak of a pool in an ancient glade somewhere in the forest which may grant immortality.
The shrouded islands off the coast of Malabal Tor are both beautiful and treacherous. While plotting an invasion of the region circa 2E 582, the Maormer planned to use the nearby Tempest Island as a base for their assault, and counted on its history of bizarre inclement weather to provide them cover. Falinesti journeyed to Malabal Tor in the summer, and in the Third Era, the walking city rooted itself along the northwestern shores of the region.
Malada survived the Alessian Rebellion and continued to be inhabited for over one hundred years after the race's downfall. The Ayleids of Malada were said to afflict the land "such that no man could plow, or reap, or seed". On the 5th of First Seed, 1E 393, the sun darkened, and the dismayed Nedes declared that a great event should come about in its wake. They appealed to the Alessian Order for aid against the "devils" of the High Fane, and Abbot Cosmas led an assault on the temple, cleansing it with holy flame. The Ayleids within were burned along with their relics and books. The Cleansing of the Fane was later attributed for many years of peace. The temple later fell into ruin and became infested with undead.
In 3E 433, an Altmer named Umbacanno recruited treasure hunters to locate the High Fane, the Ayleid name of which had been lost to common knowledge. Although posing as a simple antique collector, Umbacanno was an Ayleid Revivalist and sought to recover a specific carving from the ruins in order to gain access to the throne room at Nenalata. Although competition between the rival hunters proved to be an issue, Malada was located and the carved tablet was successfully recovered. Removing it from its resting place caused a small collapse, opening up Malada's Aldmerisel (or "Ancestor's Hall").
The Mantellan Crux is a small, self-contained plane located in Aetherius. Its name is derived from the Mantella, a large soul gem once used to power Numidium. The plane served as the resting place and prison of the Mantella after it was blasted from Mundus at the dawn of the Third Era by Zurin Arctus. The Mantella and the plane were rediscovered in 3E 401 by Nulfaga the sorceress, Queen Mother of Daggerfall, in her astral travels. This precipitated a series of events that led to the recovery of the Mantella in 3E 417 by an unknown Agent of the Blades, and culminated in the phenomenon known as the Warp in the West.
The Mantellan Crux was designed as a giant puzzle to test those who would seek the heart of Numidium, and was inhabited by fearsome Daedra and undead. The Blind God, a giant skull, dwells here. The Daedric Prince Sheogorath has also been known to visit the plane.
Marbruk (or Marbruk Field) is a city located deep in the forests of Valenwood, in eastern Greenshade, north of Greenheart and west of Elden Root. It connects the wild interior of the region with Grahtwood.
Markarth (also called Markarth Side) is one of the nine-major cities in the province of Skyrim, found in the river valleys of the Reach. Known colloquially as the "City of Stone," it is a former Dwarven city built through a large stone crag, intricately designed around the cliffs and waterfalls from the environment. Since the region is poor farmland, Markarth is mainly a mining-town, specifically from the vast influx of silver veins in the mountain. Because of its impenetrable defenses, the city is a focal point in the Reach's politics, shifting control over the Nords and the Reachmen.
Lake Masobi was a lake in the northwest corner of the Ascadian Isles. The busy trading village of Suran was on its north and east shores. The Nabia River flowed into the lake in its northeastern corner, connecting it to Lake Nabia. Lake Masobi, in turn, flowed into the craggy coastline of southeastern Vvardenfell. It also joined to Lake Hairan in the west via a small channel, and Lake Amaya lay to the northwest. Vivec was due south. In the days before the Red Year, it was surrounded by rich and productive agricultural fields, and some Dunmer mansions dotted its shoreline. Considering the cataclysms of the Red Year, though, it's unclear if the lake still exists.
The greater of Nirn's two moons, Masser, or Jode, is acknowledged as one of the attendant spirits of the mortal plane, and, as such, is both temporal and subject to the bounds of mortality. Masser, which exists as a separate plane, has long since perished; it was Masser's death which led mortals to perceive it as having both texture and limited size, as well as a reddish hue, all of which are the results of its decay from its former investiture of pure white.
While regarded by various cultures as an attendant spirit of their god planet, minor god, or foreign god, Masser is not displayed within Dwemer orreries, neither does it hold a position within the pantheon of Imperial gods. In Khajiiti culture, walking the Path of Jode is a necessary step for a Lunar Champion seeking to become the Mane. Under the influence of moon sugar vapors, the Moon Hallowed guides the Lunar Champion through an aspect of Masser known as the Demi-Plane of Jode, which shapes itself to show visions of the future to those who walk along the path.
Mazzatun is a ruined city found in the region of Shadowfen, within the province of Black Marsh. Mazzatun is colloquially known as the "Puzzle City," a domain of cramped walls, twisted hallways, and numerous dead-ends. It is an expansive labyrinth of a once great city of the Argonians. The ruins contain a powerful, mad Hist tree that produces Amber Plasm, a strange substance that drives whoever ingests or bathes in it mad.
Meirvale (also known as Ein Meirvale) is a historic area within the region of Anequina, within the province of Elsweyr. In its time, Meirvale was one of the original sixteen kingdoms of Elsweyr, known for their brewers and distillers. But gradually, the Kingdom of Meirvale had fallen into obscurity with the changing times, and all that remained was the barren wastelands known as the Scar. To this day, instead of drinking their spirits up, the people of the Scar now drink in sorrow. What little remains of the kingdom is the Meirvale Keep, which now serves as the seat of power for the shanty town of the Stitches.
Menevia is a region in central High Rock, within the larger region of Stormhaven. It borders Alcaire to the west, Wrothgar to the north, and Gavaudon to the east. The region contains the city of Wayrest, as well as the small settlement of Farangel's Landing. Around 2E 582, Menevia was home to the Pariah Abbey, where the Spirit Wardens worshipped Azura.
Middle Argonia is a far-off region found in the province of Black Marsh, specifically in the center of the area. It wields a wide-spread reputation as the impenetrable center, and the dark heart of Black Marsh, where only the Argonians can survive. The city of Helstrom is found here. The marsh is very dense, and it contains Helstrom Heart-Mud, which is known for being really black. The province is known for various river systems, all of which flow into Middle Argonia, one such example is the Onkobra River, found near the city of Gideon and the region of Shadowfen.
Mines of Khuras
The Mines of Khuras (or simply Khuras) are an extensive abandoned mine complex located in the Cambray Hills region of Glenumbra in High Rock. The entrance lies on the coast east of Aldcroft, and the lower levels are flooded with lava.
In the late First Era, the mines were famous as a source of crystals and gems until a ceiling collapse rendered most of the tunnels inaccessible in 1E 2906. The mines were subsequently abandoned. In 2E 582, the mines were taken over by the Bloodthorn Cult, who sought a certain type of gem for use in corrupting the Wyrd Tree. Their leader, Lilou, was later killed.
Circa 2E 582, Oracle Marieve of the Beldama Wyrd was targeted by the Court of Bedlam so that the cult could use her to discern the location of Artaeum. The oracle fled to an old Wyrd site within the Mines of Khuras, but was tracked down by Daedra and captured. She managed to leave a cryptic note for Vanus Galerion with instructions on how to perform a ritual to contact her. The ritual was completed by the Soulless One and the oracle was ultimately rescued from the clutches of Mephala before she was forced to reveal Artaeum's whereabouts.
During the Imperial Simulacrum, a junior member of the Brotherhood of Seth from Camlorn named Brother Barnabas seemingly went mad after learning of Emperor Uriel Septim VII's imprisonment. Taking it upon himself to restore the Staff of Chaos and rescue the emperor, Barnabas took a map fragment that showed the location of the Crypt of Hearts and fled to Khuras. He was then killed by the monsters inhabiting the mines. When the Eternal Champion came in search of the staff piece hidden in the Crypt of Hearts, the Brotherhood revealed the fate of the map. The Champion then entered the mines and retrieved it.
Mir Corrup is a resort settlement located in the province of Cyrodiil. During the Second Era, Mir Corrup had experienced a period of time where it was a prominent noble's resort. Mir Corrup is located in the mainland, nowhere near the water. During the late First Era, Mir Corrup was known for their hot springs. It was here, Emperor Reman Cyrodiil III's maiden, Rijja was captured by the Imperial Guard for suspected conspiracy against the Emperor. The only lead for this was Rijja's supposed involvement with Catchica, an Orma tribeswoman who attempted to poison Crown Prince Juilek Cyrodiil during the Four-Score War. Rijja had inadvertently met Catchica during her trip at Mir Corrup, which followed in her arrest. Mir Corrup has been active since the late First Era, and the late Third Era amidst the Imperial Simulacrum.
Miscarcand is an Ayleid ruin found amidst the West Weald, in the province of Cyrodiil. The largely-intact exterior of the ruin is one the biggest in Cyrodiil. It has two deeper subsections named Sel Vanua and Morimath which translate to "Hall of (?)" and "Darkened Home" respectively.
Miscarcand was once the seat of power for a powerful Ayleid kingdom, but it has since fallen into disrepair following the Alessian Slave Rebellion. It is said to be haunted by their last king, a vengeful spirit who also guards one of the few remaining Great Welkynd Stone, that continued to shine in its halls for many years. Many would die in their vain attempt to claim the Great Welkynd Stone from Miscarcand.
The ancient Nords built a temple in a secluded valley at Mistwatch sometime in the Merethic Era. Although most of the Nordic temples were built by the Dragon Cult, the sacred Totems at Mistwatch were dedicated to the worship of the Bear, Fox and Wolf, ancient Atmoran deities. Worship continued at the ruins well into the Second Era by an ostracized group known as the Ternion Monks. Greater Nord society frowned upon their worship of the Three Old Gods, so the monks lived in relative isolation, with access to the ruins being limited to teleportation magic.
In 2E 582, Jorunn the Skald-King was poisoned at Fort Amol during an attack from Fildgor Orc-Thane's forces. Fearing for the stability of the Ebonheart Pact if the High King were to die, Jorunn's allies went to extreme measures in an attempt to cure the Daedric poisoning. With the blood of a vampire and the help of a Dreamwalker, Jorunn was brought before the Ternion Monks. Despite some difficulties, Jorunn's life was ultimately saved by the Soulless One and the power of the Three Old Gods.
Some time after this, the Ternion Monks seemingly disbanded and the ruins were lost. A military fort was built at Mistwatch, and eventually abandoned. In 4E 201, a group of bandits took control of the ruined towers. A Nord woman named Fjola, returning to her homeland of Skyrim after fleeing her marriage, quickly took control of the group and began kidnapping travelers for ransom. Her husband Christer then came to the ruins, believing her to be a captive there. He sought the aid of the Last Dragonborn in "rescuing" her, which proved to be a fruitless endeavor.
The Mnemonic Planisphere is a facility found on the outskirts of the Brass Fortress, in the Clockwork City. It serves the purpose of preserving Sotha Sil's memories, which manifest in floating balls of light known as stars that fly across its hallways. These stars are taken to the facility's center and placed in the planisphere, which resembles the night sky. These stars can be taken to a forming room to replay these memories. The planisphere is overseen by The Astronomer, whose free will is willingly taken to protect the facility until their death.
The Moesring Mountains region covers the frozen wastelands in the northwestern tip of Solstheim. The northern and western borders are the white coasts of the Inner Sea while to the south are the Isinfier Plains. To the east is the Isild River, and beyond that is the northern sector of the Felsaad Coast. Apart from attempting the treacherous climb on the sides of the mountain range, there are several passes through the mountain range. Thormoor's Watch is at the southern end of the Moesring Mountains, Hrothmund's Pass is close to the rock formation of Hrothmund's Bane, and finally the Northern Pass east of Castle Karstaag, on the northern slopes of the mountains.
Hvitkald Peak, the highest mountain on Solstheim, is situated at the southern end of the Moesring Mountains. It is here, and only here, where the Wolfsbane flower naturally grows. On the southern side of the mountain is the Water Stone, a relic held sacred by the Skaal. One of the other stones, the Wind Stone, is located on the shores of the Harstrad River, at the eastern side of Hrothmund's Pass.
For more information, see the main lore article.
The Molag Amur region is essentially the southern part of the Ashlands. The two regions are ecologically similar, both being characterized by an arid landscape whose plant life tends to be Trama Root, Fire Petal, and occasional Chokeweed. Molag Amur is distinguished from the northern Ashlands by the presence of lava pools and rivers on the surface. The land is predominantly dark volcanic rock covered with an overlay of ash and cinder, but of a different makeup and appearance from that of the Ashlands proper. Although it is hard to understand how they survive, fauna include Kagouti, Alit, Cliff Racers, Rats, and Kwama Foragers. There are also various Daedra frequently seen in the area, including Scamps and all types of Atronachs.
Molag Amur is a large region, stretching from just east of Balmora clear to the eastern coast, and from the Grazelands south to Molag Mar. It is an irregular triangle, with a truncated point at the region around the Dwemer ruin of Arkngthand, above the Foyada Mamaea opposite Moonmoth Legion Fort. The northern boundary of the Molag Amur region starts just north of the bridge to Arkngthand, stretches eastward from there along the hills north of Lake Nabia, and turns north after the Foyada Ashur-Dan towards the southwest corner of the Grazelands, near the stronghold of Falensarano, and then runs east to the sea. Roads mainly consists of foyadas, volcanic ravines, leading east and north to the important pilgrim sites of Mount Assarnibibi and Mount Kand.
The lower boundary begins below Arkngthand, over the mountains from Lake Amaya, and curves down above the Ascadian Isles, taking a sharp southerly bend which sees it on three sides of Suran. It then goes due east to Molag Mar. On the east side of Molag Mar, there is an inlet, and Molag Amur lies to the north, and its border follows a rough line north from the eastern shore of that inlet.
The region cannot be said to be dominated by any House: the majority of its inhabitants tend to be renegade necromancers and Mages, but House Telvanni has made inroads into the area with the foundation of Tel Uvirith. Relatively near there, the Erabenimsun Camp is testimony to the presence of Ashlander tribes in the eastern part of this region.
Molag Amur is generally an area one passes through out of necessity, not a place where any but the desperate would make a home.
Moonmont was a Khajiiti temple located in the border region of Reaper's March, in the province of Valenwood. Moonmont is a sacred temple dedicated to twin gods that represent the moons, Jone (which represents Secunda) and Jode (which represents Masser). Moonmont currently serves a prison for the Dark Mane.
Moonmoth Legion Fort
Moonmoth Legion Fort was an Imperial Legion fort located east of Balmora in the West Gash region of Vvardenfell. The fort offered an Imperial Cult altar, and apothecary, enchanting, smithing and trading services.
Moonshadow is a realm of Oblivion, created and ruled over by Azura, the Daedric Prince of Twilight. The realm is so beautiful that visiting mortals are half-blinded. The realm contains flowers and waterfalls, majestic trees, and a city of silver. The wind smells of perfume, and the realm is known to have rain. Azura lives in a rose palace, and is welcoming to mortal travelers.
Morrowind, previously named Dwemereth, Veloth, Resdayn, and Dunmereth, is the province in the northeast corner of Tamriel, and the home of the Dunmer. It is dominated by the large island of Vvardenfell and its centerpiece, the ash-spewing Red Mountain, but also includes territory on the continental mainland. The Inner Sea separates Vvardenfell from the mainland, and the Sea of Ghosts lies to the province's north. Solstheim, an island in this sea near northwestern Morrowind, has not traditionally been associated with any particular province, though Morrowind had long maintained a theoretical claim to it. The Nords of Skyrim conceded the island to Morrowind in 4E 16 following the Red Year, allowing the Dunmer to settle it without contest.
Morthal, supposedly named after the great Nord hero Morihaus, is the capital of Hjaalmarch, although it is a fairly small, humble town of little economic or strategic importance besides its small lumber mill. The town's symbol is a green triskelion.
Sitting on the southern edge of the Drajkmyr marsh, dry ground can be hard to come by in Morthal. It is often shrouded in a thick fog, and ominous twisted trees grow from the surrounding marsh, giving it a foreboding appearance to approaching travelers. The torches of the town glowing in the fog often give the impression of wisps at a distance. Many choose to steer clear of the place altogether.
The Mortrag Glacier was a large glacier once located along the northwestern coast of the island of Solstheim in the Moesring Mountains. Castle Karstaag was located just east of it. The interior of the glacier was used to host the Hunter's Game during the Bloodmoon Prophecy of 3E 427. The icy tunnels were filled with werewolves, the Hounds of Hircine. The Prince kidnapped four champions from the island and brought them to the glacier, to act as the Prey. The glacier was destroyed when an Aspect of Hircine was defeated by the Nerevarine, ending the Hunt and marking the first time that the Prey succeeded in killing the Hunter. The glacier subsequently collapsed, becoming a jagged ice field.
The mountain is most famous as the site of the battle between Olaf One-Eye and the dragon Numinex during the War of Succession. The mountaintop once again became a dragon lair after the return of Alduin in 4E 201, displacing the band of warlocks who had previously occupied it. The jarl of Winterhold put out several bounties in an attempt to drive off the dragons.
Mount Assarnibibi is a mountain found in the region of Molag Amur, on the island-district of Vvardenfell. It is found in the province of Morrowind. The mountain summit contains a special shrine of the Tribunal Temple, and many pilgrims pay their respects here, as well as the nearby Mount Kand. The scope of the entire mountain is unclear, although the cave, Dubdilla is found under the mountain. The entrance to this cave can be found as far north as the southern outskirts of Vos.
The large city of Solitude is built along the mountain, on a natural arch that covers the river estuary of the Karth River. There are several caves across the mountain, as well as stone towers, most notably the Solitude Lighthouse and Fort Hraggstad. It descends down to the Karth River and Dragon Bridge. The mountain extends from the Druadach Mountains in the southwest. It makes up the provincial border between Skyrim and High Rock.
The Kilkreath Ruins are an ancient Nordic temple dedicated to the Daedric Prince of Infinite Energies, Meridia. The mountainside ruins are marked by a large statue of Meridia. On the higher cliffs, the Steed Stone, one of Skyrim's Standing Stones can be found.
Mournhold, the City of Light and Magic, also known as the City of Gems, and as Mourning Hold was the capital city of Morrowind and the largest and oldest city in the province. Mournhold is located in the heart of the Deshaan region of Morrowind's southern mainland, and is the district seat of House Indoril. It was a temple-city of the Tribunal Temple, and during the Third Era the greater city area was named Almalexia after its patron deity, one of the living gods of the Tribunal, with only the central temple compound retaining the name Mournhold. Almalexia disappeared from the city in 3E 427, amid rumors that she had been slain by the Nerevarine. In 4E 10, the city was sacked during the Argonian invasion, and the capital of Morrowind was moved to Blacklight. By 4E 201, the last traces of Almalexia were being removed from the Temple, and the city was once again solely referred to as Mournhold.
Mournhold was a truly ancient city, possibly predating the Dunmer themselves, and was rumored to be built over the ruins of a vast Dwarven city. However, there were no ruins visible on the surface. The rumor proved true in 3E 427 following the discovery of Bamz-Amschend beneath the city, with its vast domes and unique machines.
Mournhold Temple (sometimes called the Tribunal Temple) was the home of Almalexia. It is situated in the center of a large and decorative courtyard, which lies at the northern end of Mournhold, within the city of Almalexia.
It served as a center of worship for the Tribunal, as well as an administrative center for the Temple itself. The temple is connected to the underground ruins of Old Mournhold through the temple sewers. Barilzar's Mazed Band has the ability to teleport the wearer directly to Mournhold Temple.
During the time of the Ebonheart Pact, the temple displays were quite multicultural, with Argonian and Nord relics placed alongside Dunmer. In 2E 582, the temple was invaded by Daedra due to a Maulborn plot to overthrow the Tribunal and return the Dunmer to Daedra worship. With Almalexia powerless to act directly, she depended on the Soulless One to use the power of the Tribunal to clear the complex of invaders. Almalexia disappeared from the temple in 3E 427, when she teleported to the Clockwork City and was slain by the Nerevarine.
The temple survived the Argonian Invasion of Mournhold, as well as the general population's disillusionment with the Tribunal following the Red Year. However, the last vestiges of Almalexia's presence were being removed by the New Temple almost two hundred years later. Around 4E 201, they added a new sanctuary. House Indoril had to erect a large building in Plaza Brindisi Dorom to house the many new priests and pilgrims who had come to visit.
Mournoth is a region in eastern High Rock, within the Bangkorai region. It borders Gavaudon to the west, Ephesus to the south, Wrothgar to the north, and the Reach of Skyrim to the east. The region contains the city of Evermore. The most important landmarks are the Halcyon Lake on the Bjoulsae River, the Viridian Woods and the Viridian Lake.
Mournoth used to belong to the Reachmen, and they often tried to reclaim it, along with the city of Evermore. One such attempt happened in 2E 541, when Durcorach the Black Drake captured the whole of Bangkorai. Another attempt took place in 2E 582, when the armies of Reachmen under the Hagraven Uela captured the northeastern Mournoth and threatened to attack Evermore. The Reachmen were eventually driven away, and Uela was killed.
Mundus (or "the Mundus") is the plane or realm of existence that encompasses Nirn, its moons, and its attendant Aedric planets. For all intents and purposes Mundus refers to these heavenly bodies alone, as they themselves float in the Void. Mundus is a collaborative construct created by many divine beings. It was first conceptualized by Lorkhan, who then convinced other et'Ada — specifically the Anuic et'Ada, who became known as the Aedra, and not the Padomaic et'Ada, i.e., the Daedra — to assist him in its construction. Of these et'Ada, Magnus became the Architect and drew up the plans for Mundus.
Some of the et'Ada gave parts of themselves entirely to the creation of Mundus. These became the eight planets of Mundus (not including Nirn); they are also identified as the Eight Divines. Soon after the planets had formed, Magnus became disgusted at what Mundus was, and so left for Aetherius, his passage ripping a hole in Oblivion (the realm of the Daedra, which surrounds Mundus and separates it from Aetherius). This rip is viewed as the sun, and is responsible for much of Mundus' magical energy. Others known as the Magna Ge soon followed after Magnus; these et'Ada left smaller holes, which became the stars. A number of the et'Ada chose to stay with their creation so that it would not die, and became the Earthbones that established the laws of nature and formed the substance and life of the final planet: Nirn. The et'Ada who did not manage to escape or choose to stay on Nirn as spirits simply wasted away into nothingness.
Murkwood is the legendary "dark forest that ever moves", located deep in the swamps of Black Marsh. The city of Blackrose is located near it. The Conclave of Baal, an organization based in Stormhold, can find the current location of the forest by reading the Elder Scrolls with the aid of an ancient tablet. Murkwood was used by Jagar Tharn as a hiding place for one piece of the Staff of Chaos during the Imperial Simulacrum. The Eternal Champion retrieved this piece on his quest to save Emperor Uriel Septim VII.
Myrkwasa is a region in western Hammerfell, in the Alik'r Desert. It borders the Hollow Wastes to the east. The region contains the city of Sentinel. The most important places are the Ayleid ruin Salas En, the Dwemer ruin Santaki, and the great necropolis of Tu'whacca's Throne.