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Maar Gan[edit]

Maar Gan (also called the Markgran Forest) was a tiny temple town deep in the Ashlands to the north of Ald'ruhn. It was walled and built in the House Redoran style, utilizing mud construction and the shells of ancient monstrous insects. It was probably as close to the Ghostfence as any town short of Ghostgate itself and offered few services. There was a Tribunal Temple shrine there, with a captive Dremora, Anhaedra, who had spent many thousands of years perfecting the ultimate insult.

Malabal Tor[edit]

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[edit]

Malada (or the High Fane in Ayleidoon) was an Ayleid temple found in the Nibenay Basin of Cyrodiil, north of Lake Canulus. The ruins are known for their distinctive exterior pillar.

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").

Mantellan Crux[edit]

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[edit]

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[edit]

Markarth, also called Markarth Side, is a city in western Skyrim and the capital of the hold known as the Reach. It is noted for its Dwemer architecture and the extensive ruins of a Dwemer city, Nchuand-Zel, beneath Understone Keep. The city is often noted for the Imperial College of the Voice founded by Tiber Septim, though no trace of this college can be found by the Fourth Era.

Control of Markarth and the Reach has changed many times. Markarth was inhabited by the Dwemer until their disappearance in 1E 700. The natives of the Reach, a people of mixed Breton descent, assumed control of the city and the surrounding lands. After the collapse of the Second Empire, Markath, along with the whole Reach, was ruled by the Reachmen under the Despot of Markarth. The Reachmen conspired with Mannimarco and the Tharns to further Molag Bal's Planemeld, and Nchuand-Zel was occupied by Daedra. Vanus Galerion stormed this complex some time before 2E 581 while hunting Mannimarco.

During the time of Tiber Septim, the Nords came to power and subjugated the natives. In 4E 174, while the Empire was distracted by the Great War with the Aldmeri Dominion, the natives seized the Reach with little resistance and broke away from Skyrim to form a short-lived independent kingdom with Markarth as its capital. Ulfric Stormcloak gathered a militia and toppled the natives in 4E 176, reestablishing Nordic dominance over the Reach. Desperate and alienated in their own lands, the natives began to call themselves the Forsworn and turned to their ancient traditions and rituals for help to rebel against the Nords. The Forsworn continue to wage a guerrilla war in the Reach as of 4E 201.

Lake Masobi[edit]

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.

Masser[edit]

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.

Menevia[edit]

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.

Mereth[edit]

Mereth was the name the first settlers from Atmora gave to the lands of northern Tamriel. The area is now known as Skyrim.[1][2]

Milchar[edit]

Milchar is an overgrown ruin in the uplands of Mania in the Shivering Isles. It is located on the banks of a lake along the Overlook Road, southeast of the settlement of Hale.

Like all ancient ruins found in the Isles, it is a relic of the "Predecessors", the mortal inhabitants of the realm whose civilization was wiped out in a previous Greymarch. By the Third Era, Milchar had become a place of "ruin, root, and mania"; root tunnels broke through into its ancient subterranean halls, and the ruins became home to the dangerous, monstrous wildlife of the Isles.

The ruin is divided into four main zones, each with a surface access point. Sufflex, Tieras, and Xetrem form part of the ancient ruined complex, while the central Nexus is a large chamber within the root tunnel, connected underground to the three other areas. A ritual hall known as the Chatterhall could be found in Tieras. The Grove of Reflection is also located deep beneath Milchar.

At some point, a Redguard resident of Hale named Limark came to the ruins and jumped from a height in Xetrem, resulting in his death. For this crime, his soul was cursed by Sheogorath to spend all eternity trapped on the Hill of Suicides, waiting to be reunited with his remains. In 3E 433, Sheogorath's Champion recovered Limark's skull and brought it to his spirit, freeing him from the Hill. Ahjazda, a paranoid Khajiit merchant in Crucible, also sent the Champion to Milchar to recover the Amulet of Disintegration so that she could use it to destroy her possessions in case the world began to end. The Amulet had been placed within the "Diligence Crux" in the Chatterhall, a magical urn which could only be unsealed by performing a torch-lighting ritual.

Mines of Khuras[edit]

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 583, 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.

Mistwatch[edit]

Mistwatch is a region in southern Eastmarch, located near the southern edge of the volcanic tundra.

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.

Moesring Mountains[edit]

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.

Molag Amur[edit]

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.

Moni[edit]

Moni is a small island in the Yokudan archipelago, between the Azurian Sea and the Sea of Pearls. It is just south of Samara and northeast of Yath.

Moonmoth Legion Fort[edit]

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.[3]

Moonshadow[edit]

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[edit]

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[edit]

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.

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.

Mortrag Glacier[edit]

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.

Mount Anthor[edit]

Mount Anthor is a mountain found southwest of the city of Winterhold, in the Winterhold region of Skyrim. Ancient Nords built a Word Wall at the summit of the mountain.

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.

Sometime circa 4E 201, the Forgotten Hero and a Dunmer sorceress named Laaneth killed a dragon at Mount Anthor and retrieved its skull at the request of Alfe Fyr.

Mournhold[edit]

Mournhold, the "city of light and magic", also known as the City of Gems, 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[edit]

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[edit]

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[edit]

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.

Murkmire[edit]

Murkmire is a coastal region in southern Black Marsh with access to Oliis Bay. The port city of Lilmoth is located there. Murkmire is inhabited by both Argonian and Naga tribes.

The Argonian tribes of Murkmire were one of the three regions of Black Marsh that joined the Ebonheart Pact at its founding in 2E 572.

Murkwood[edit]

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[edit]

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.

In 2E 582, the Ash'abah had a camp in the southern part of the region.

References[edit]

  1. ^ Pocket Guide to the Empire, 1st Edition: Skyrim — Imperial Geographical Society, 2E 864
  2. ^ Yngol and the Sea-Ghosts
  3. ^ Events of Morrowind