Lore:Planes of Existence
- 1 Daedric Princes' Realms
- 1.1 Apocrypha
- 1.2 Ashpit
- 1.3 Realm of Boethia
- 1.4 Coldharbour
- 1.5 Colored Rooms
- 1.6 The Deadlands
- 1.7 Evergloam
- 1.8 Fields of Regret
- 1.9 The Hunting Grounds
- 1.10 Moonshadow
- 1.11 The Myriad Realms of Revelry
- 1.12 Namira's Realm
- 1.13 The Pits
- 1.14 The Shivering Isles
- 1.15 The Spiral Skein
- 1.16 Quagmire
- 2 Other Realms of Oblivion
- 2.1 The Abyss
- 2.2 Arum-Khal's Realm
- 2.3 Chimera of Desolation
- 2.4 Deadlight
- 2.5 Detritus
- 2.6 Dyzera's Realm
- 2.7 Fargrave
- 2.8 Fourth Sinus of Takubar
- 2.9 Gaiar Alata
- 2.10 Grayhaven
- 2.11 Havoc Wellhead
- 2.12 The Gorge
- 2.13 Infernace
- 2.14 Levinace
- 2.15 Lord Velian's Plane
- 2.16 Maelstrom
- 2.17 Nightflame
- 2.18 Prison of Xykenaz
- 2.19 Realm of the Hist
- 2.20 Sadal's Prison
- 2.21 Shalidor's Shrouded Realm
- 2.22 Soul Cairn
- 2.23 Village of the Lost
- 3 Realms of Aetherius
- 4 Realms of Mundus
- 5 Parallel Realms
- 6 Other Realms
- 7 References
Within the Aurbis exist a multitude of different Planes of Existence, from the well-known mortal realm of Mundus and the planes of the Daedric Princes, to the mysterious Oblivion pocket realms and the magical planes of Aetherius.
Closely related is the concept of the Outer Realms, a term which usually refers to Aetherius and Oblivion together, but may also include a number of "other, less structured forms" in the Aurbis.
Daedric Princes' Realms
Oblivion contains all the dimensional planes which are home to the Daedra, and can be divided into the sixteen realms of the Daedric Princes, and over 37,000 other planes, chaos realms and pocket realities. The sixteen realms of the Daedric Princes, referred to by the general term Planes of Oblivion, can be very extensive; Molag Bal's plane is described as being an apocalyptic replica of all of Nirn , and Hermaeus Mora's is infinite in size.
Each prince's plane may have a more specific name, such as Apocrypha for Hermaeus Mora's, Coldharbour for Molag Bal's, Moonshadow for Azura's, and Quagmire for Vaermina's. Each plane is supposedly very different in appearance, depending upon the nature of the prince who rules it. They can range from beautiful to desolate; some may not even resemble worlds as we think of them, containing nothing but dust and smoke, or changing constantly.
Apocrypha is a realm of Oblivion created and ruled over by Hermaeus Mora, the Daedric Prince of Knowledge and Fate. It is an endless library consisting of untitled books with black covers, where all forbidden knowledge can be found. The realm is haunted by the ghosts of mortals forever searching for knowledge. Stacks of books form mazes and spiraling pillars that can reach as high as the illuminating green sky. Intricate ruins and monstrous carvings can be found among the stacks. The plane is covered in a sea of ink and roiling tentacles, while Hermaeus Mora is omnipresent over all. Some areas of the realm are consumed by darkness which can kill any who enter it. Discarded pages and floating tomes fill the air.
Apocrypha is inhabited by the frightening Daedric servants of Mora. Seekers guard forbidden knowledge, banishing foes with sound attacks. Lurkers dwell within the inky tide, arising from the depths to attack invaders. Disembodied tentacles hide in the waters and hang from the sky, whipping at any who pass. Wisp-Lanterns float through the fetid air of the realm, acting as sources of light. Hermaeus Mora tasks Watchlings with observing all things and cataloguing all knowledge, so that they may act as his eyes.
Apart from magical teleportation, Apocrypha is most easily entered by mortals through the reading of Black Books, tomes of forbidden knowledge displaced from time and scattered across Tamriel. An apparition of the reader's body remains in Mundus, tethering their life force. Most mortals who gain access to the secrets within Apocrypha are driven insane by unending revelations. Such was the fate of the mage Morian Zenas, who famously disappeared in Apocrypha during his voyages through Oblivion. However those who successfully journey through Apocrypha are known to discover powerful knowledge.
Ashpit is a realm of Oblivion created and ruled over by Malacath, the Daedric Prince of Outcasts. It is unknown if the realm existed before Trinimac was transformed into Malacath. Orcish spellwrights call for boons from the Ashpit and rarely any other realms. The Ashpit is hard to access, as the pathways to his domain take on a characteristic level of concealment to protect the disenfranchised and cast out.
The realm mostly consists only of dust, palaces of smoke, and vaporous creatures; anguish, betrayal, and broken promises like ash fill the bitter air. Few mortals manage to reach the realm, where levitation and magical breathing are necessary to survive. The Mages Guild have been known to bottle this thick, roiling vapor.
However, some areas of the realm are safe for mortals. In 4E 48, Malacath chose to bring Sul and Prince Attrebus Mede to the Ashpit, where they found a garden of slender trees, and "vines festooned with lilylike flowers" wound about the trunks; a "multitude of spheres moved, deep in the colorless sky, as distant and pale as moons". This garden seems to have some emotional significance to Malacath, who describes it as a "shadow of a garden", and an "echo of something that once was".
The Ashen Forge sits at the center of Malacath's own stronghold in the Ashpit. For the Orcs that revere Malacath, the afterlife promises rewards of immortality, abundant food and drink, and constant battle deep within the Ashen Forge. It is also said that The Ashpit bastion stretches endlessly across the planes, extending even behind the stars to Aetherius, granting access to every worthy Orc who crosses from this life into the next. In Malacath's stronghold, every Orc is a chief, every chief has a thousand wives, and every wife has a thousand slaves to cater to their every need. The stronghold's walls rise one hundred feet into the smoky sky, constructed of polished steel and worked iron. Inside the walls, stone keeps, iron towers, and massive longhouses surround the central square that houses the Ashen Forge.
Orcs that pass onto the afterlife are "thrust into Malacath's coals", honed, tempered and made whole in the cleansing fires of Malacath. Their grudges and fury are folded and hardened on the Anvil of Ash. There is said to be no place for a gentle soul in the Ashen Forge, who are instead believed to be given to Trinimac, who watches over all those who have fallen and guides them to their final reward. Orcish spirit-legions can be found in the Ashpit. Dremora of the Doomdriven Clan, serve in these spirit-legions as marshals and commanders. The Doomdriven also serve as emissaries to Malacath's mortal followers on Nirn.
The Spine of Ashpit is a surprisingly light skeletal spine found in the realm. It is made from a grey dust, and fragments of bone have been known to be taken from it and brought to Tamriel. Sheogorath claims that the spine is the metaphorical "backbone" of the realm, which he looks down upon.
Realm of Boethia
The Realms of Boethia are the planes of Oblivion, created and ruled over by Boethia, the Daedric Prince of Deceit. Attribution's Share or Snake Mount is described as a country of labyrinthine policy and betrayals, with maze gardens and twisted towers.
Coldharbour is a realm of Oblivion created and ruled over by Molag Bal, the Daedric Prince of Domination. As befits his sphere, Bal's realm is a desolate, apocalyptic image of Nirn, which is achieved by both mocking imitation and outright theft of parts of the mortal realm. It is inhabited by Daedra and the eternally-tormented husks of mortals called Soul Shriven. Mortals who made deals with Molag Bal can also be found living in Coldharbour. The souls of vampires are sent to Coldharbour when they die. Coldharbour has been described as a manifestation of fear and exploitation. Descriptions of the plane vary widely, but all accounts agree that Coldharbour is a dismal, cold, and largely lifeless realm.
The Colored Rooms are a many-faceted realm of Oblivion, created and ruled over by Meridia, known as the Daedric Prince of Infinite Energies. From what little has been seen of the Colored Rooms, they seem to resemble a cross between a coral reef and a vast field of floating stones, strewn with colorful trails of dust or cloud. The "ground" between the stones looks like luminescent water, but is solid enough to walk on. The skies are described as floating effluvium oceans of crimson.
Aurorans and their warhorses are the spawn of Meridia that reside in the Colored Rooms, being made from pure light and have skin tones of virtually any hue. Golden Saints are also purported to reside in the realm. The Colored Rooms have been described by those souls who have been there as "pretty boring" aside from Meridia's lectures (which are described as "pretty boring" as well).
The Deadlands are a Daedric realm of Oblivion created and ruled over by the Daedric Prince of Destruction, Mehrunes Dagon. The embodiment of its creator's sphere, the dimension is fraught with natural disasters and destructive change. The area known as the Burn is covered by an ocean of lava, scattered with scorched volcanic islands and ruined structures. Many lesser Daedra roam the realm freely, but Dremora dominate the hierarchy. The Sever is a region of the Deadlands with light soil covering jagged rock with sulfur pools throughout, fierce winds, and constant lightning storms. Destructive tornadoes and extremes in temperature characterize the region. The capital of the Deadlands is known as Destruction's Solace.
The Evergloam is a realm of Oblivion, created and ruled over by Nocturnal, the Daedric Prince of Shadow. It is a realm of perpetual twilight, and the "cradle of shadow". The Evergloam consists of a primary plane and several pocket realms, including the Shade Perilous and the Crow's Wood. These realms are thought to be constantly shifting, and are perceived differently by different mortals. It is filled with forests, whose trees cast long shadows over a purple landscape. The land is dotted with crumbling buildings and sunken crypts.
Fields of Regret
The Fields of Regret are a realm of Oblivion, created and ruled over by Clavicus Vile, the Daedric Prince of Wishes. The realm appears as a tranquil countryside, dotted with majestic cities of glass and ornate buildings and populated by Skaafin. It contains dense forests, lakes, and mountains, with floating golden metals and stone spirals filling the landscape. The city of Umbriel was once a part of the realm, but was eventually severed and came to rest in the Realm of the Hist.
The Hunting Grounds
The Hunting Grounds, also known as the Great Hunt, is a realm of Oblivion created and ruled over by Hircine, the Daedric Prince of the Hunt. It has been described as a realm of dense woodland and vast grasslands populated by werebears, wild cattle and unicorns. It is a savage land inhabited by vicious creatures such as bears, wolves, werecreatures, and Daedra. These creatures are generally much larger than their counterparts in the mortal realm. The spirits of animals from the mortal plane are a common sight within the Hunting Grounds, as Hircine brings them in to please his followers. All whom die within the Hunting Grounds are doomed to remain within the realm after death.
Followers of Hircine are promised an afterlife within the Hunting Grounds, where they can indulge in spectacular hunts, as well as experience an endless cycle of violence as well as death and rebirth. Its inhabitants reside in the many hunting lodges dotting the landscape. The forests of the Hunting Grounds are teeming with powerful beasts, which allow Hircine's followers to engage in the most spectacular hunts. For the devoted, it is a paradise. The souls of lycanthropes are claimed by Hircine and spend eternity experiencing the thrill of the hunt in his Hunting Grounds. However, it is possible for a soul to transfer to the proper afterlife (such as Sovngarde) if their lycanthropy is cured posthumously, provided their soul is yet to have been taken to the Hunting Grounds. During the daylight hours, werebears and fierce Nords stalk the land in their continual Hunt. When the sun sinks below the horizon, Hircine announces himself with a pack of werewolves to take his turn in the cycle.
Moonshadow is a realm of Oblivion created and ruled over by the Daedric Prince Azura, Queen of Dawn and Dusk. The realm is said to hold "too much beauty", so much so it can render mortal visitors "half-blind", and contain flowers, waterfalls, pink trees, and a city of silver. Azura herself resides in a rose palace, and is welcoming to mortal travelers.
To the Khajiit, Moonshadow is where Azurah tends the Gates of the Crossing—the bridge between Nirni and the afterlife beyond. According to myth, as Azurah wept in the Great Darkness after the death of her mother, the light from her tears chased away the Darkness and eventually left a "place of moonlight and shadow". Khajiiti mythology also writes that when Magrus fled from Boethra and Lorkhaj after the former had plucked his eye out, he fell into the Moonshadow. There, Azurah judged him as too fearful to rule a sphere, and tore out his other eye. The blinded Magrus fled to the heavens, and Azurah made of his eye a "stone to reflect the Varliance Gate".
The Myriad Realms of Revelry
The Myriad Realms of Revelry are a congeries of one hundred thousand pocket and sub-realms of Oblivion, created and ruled over by the Daedric Prince of Indulgence, Sanguine. The realms are used mainly as pleasure pockets, refashioned to meet the needs and desires of its visitants. As such, Sanguine himself has very little control over them.
The Scuttling Void is a realm of Oblivion ruled over by the Daedric Prince Namira. It is also called the Dark Behind the World (which is sometimes shortened to the Dark) by the Khajiit. When a particularly large rift opens between the Dark Behind the World and Nirni, the breach is referred to as the Maw of Lorkhaj. Very little is known of the realm of this shadowy Daedra.
What little that has been seen of the realm resembles the Deadlands, with lava seas, volcanic islands and ruined structures. The realm is usually completely inaccessible to mortals, but there have been several exceptions.
The Shivering Isles
The Shivering Isles, also called the Madhouse or the Asylums, is the Daedric realm of Sheogorath, Prince of Madness. The realm consists of a main landmass surrounded by a group of smaller islands, the area of which is divided in half: the northern half of these lands is called Mania, and the southern half Dementia. This divide represents Sheogorath's split personality, the "two shades of madness". The isles are inhabited by mortals as well as Daedra, but they have been driven insane.
The Spiral Skein
The Spiral Skein is the realm of Oblivion created and ruled over by Mephala, the Daedric Prince of Lies. Some portions of the realm resemble a dark, sprawling cavern with a high ceiling, dotted with luminescent mushrooms. Spiders, hoarvors and all manner of crawling creature inhabit the plane, and tall buildings with arches and spires dot the landscape. Crystals of deep red hues jut from the cliffs, ceilings and walls in geometric clusters comprised of prism-like shapes.
Quagmire, or the Dreamstride, is a realm of Oblivion, created and ruled over by the Daedric Prince of Nightmare, Vaermina. It is a realm of horrors, where reality shifts upon itself in seemingly impossible ways. Every few minutes, lightning flashes and the realm morphs into a terrifying scene, each one more frightening than the last.
It is the realm most often visited by mortals. From her citadel in the center of the realm, Vaermina reaches out into Mundus and collects the memories of sleeping mortals, leaving nothing but visions of horror and despair. These experiences, known as nightmares, involve the mind of a mortal traveling to Quagmire. Through magical teleportation, it is possible for a mortal to enter Quagmire while awake, as was done by the mage Morian Zenas.
Other Realms of Oblivion
There are over 37,000 pocket realms of Oblivion with drastically varying purposes. Some are created by Daedric Princes as a prison or purgatory, while others are the homes of certain lesser Daedra.
The Abyss is a mysterious realm of Oblivion consisting of a never-ending series of rooms and corridors, both real and unreal at the same time, which together form an endless dungeon. Few have survived exploring the infinite reaches of the Abyss, and none have conquered it. It is said to be linked to the Ayleid lich king, Celemaril Light-Bringer. However, Celemaril is not responsible for its creation.
Circa 4E 180, Celemaril was released from his magical imprisonment in the Ayleid ruins beneath Rivercrest. Soon thereafter, a portal to the Abyss had appeared in the entrance of an old crypt just outside of Rivercrest.. A madman named Theodor Gorlash (seemingly Lord Sheogorath in disguise) took an interest in the Abyss. He coined the title, "The Abyss", and encouraged the Warrior to explore its depths. The Warrior entered this portal and embarked upon expeditions deeper and deeper into the Abyss, fighting through waves of enemies and returning to the surface with many treasures, including a number of legendary artifacts.
The rooms within the Abyss vary in appearance, with each floor of the dungeon containing a different architectural style and increasingly difficult enemies. The rooms can take on the appearance of natural caves, ancient Ayleid ruins, and Imperial forts. These rooms are inhabited by an endless number of various enemy types, including mortals, Daedra, goblins, Tamrielic creatures, undead, and even dragons.
Arum-Khal's Realm was a dark plane of existence created by the dro-m'Athra lich Arum-Khal where only dark spirits could thrive. It resembled floating islands with glowing corals and ruined Khajiiti architecture hanging in a void of eternal twilight, reminiscent to that of the Dark Behind the World. It was destroyed circa 2E 582.
Chimera of Desolation
The Chimera was once Caecilly Island, a small island off the coast of Northmoor (or Glenumbra, according to some sources) in High Rock. The entire island was cast into the void during the Third Era as an act of revenge against Chimere Graegyn, a mortal conjurer living there. The abandoned towns of Trybador and Granvellusa still stand on the desolate island.
The plane was once accessible via the Battlespire, but this link was severed following Dagon's invasion of the edifice during the Imperial Simulacrum. Upon Dagon's banishment during the Oblivion Crisis, Caecilly was returned back to Tamriel.
The realm was once the domain of a forgotten Daedric Prince who earned Dagon's wrath. In response, Dagon made war upon the Prince, destroying him and his home. Nothing remained of his realm but a shattered fragment, a place illuminated only by a green, ghostly aurora. The realm possess a ruined keep, which stood beneath a starless sky. The plane itself is devoid of life and energy, which is unusual for a realm of Oblivion. The surrounding landscape consists of jagged stone peaks, dotted with lightning rods and flora typical of the Deadlands such as bloodgrass.
The only known entrance to Deadlight is a crumbling portal dias called the Western Gate, located in a region of the Deadlands known as the Burn.
Detritus is a ghastly demi-plane of Oblivion ruled over by Hollowjack, the Lord of Mortal Fears. It has also been described as a "half-world", and is a realm filled with untold horrors. Every year, during the Witches Festival on the 13th of Frost Fall, the portals between Nirn and Detritus open and gruesome items from this realm flood the markets of Tamriel.
Hollowjack derives his supernatural power from metaphysically feeding on the fear of mortals, and his realm is dedicated to this singular purpose. Detritus is described as a claustrophobic series of small spaces cluttered and jammed with piles of mortals' lost and broken personal items. Hollowjack frivols there among his collection of shattered memories, categorizing and classing and replaying them to find new vulnerabilities in the mortal mind. There is no outside on Detritus, only room after room of recurring nightmares and internal torments. According to Hollowjack, this is because "mortals fear most what is inside themselves".
Dyzera's Realm is a small pocket realm of Oblivion ruled over by a powerful Nocturnal Shrike named Dyzera, a servant of the Daedric Prince Nocturnal. It is a realm of perpetual twilight resembling the Evergloam, covered by exotic bioluminescent plant life.
Fargrave, also known as the Celestial Palanquin is an obscure demiplane of Oblivion, functioning as a crossroads where the paths through Oblivion become easier to navigate. With no prince to rule, the accords that make it harder for other realms to connect to Nirn do not apply, making it a convenient way station between Nirn and the rest of Oblivion. In appearance, it is a large desert wasteland filled with gargantuan skeletons and surrounded by an auroral sky.
Daedra and mortals alike can be found here, engaging in trade on a planar level. The inhabitants prefer their privacy, and as such not many in the mortal world are aware of its existence. Through the use of relics such as portal keys, one can move through Fargrave with impunity to reach Nirn and Oblivion.
Fourth Sinus of Takubar
The Fourth Sinus of Takubar (also known as DOP 9497.15, called Takubar for short) is a pocket realm of Oblivion, and the home of the Cold-Flame Atronachs. It is a realm of extreme cold, where the material bonds of the bedrock slide apart to flow like lava. It is the inversion of Infernace, a realm of extreme heat. Takubar was discovered by the denizens of Coldharbour after Molag Bal banished common Flame Atronachs from his realm. Frost Mares are theorized to originate from this plane. Corvus Direnni theorized that the Frost Senche-Panther may be a form of atronach summoned from Fourth Sinus of Takubar.
It can be assumed that Takubar, like Infernace, is a 'collective realm', a highly organized realm of Oblivion created not by a single Daedra, but as a collective extension of its numerous, less-powerful inhabitants. This type of realm is considered relatively exceptional, although they're also rather mundane and uniform.
Gaiar Alata (generally referred to as "Paradise" by its inhabitants), is a realm created by Mankar Camoran with the use of the Mysterium Xarxes, a book of evil power written by Mehrunes Dagon. Gaiar Alata contains pleasant islands with gardens and Ayleid-style buildings. Although it seems to be a paradise, its inhabitants are continually slaughtered by resident beasts after which they are resurrected. Underneath the idyllic landscape there are torturing chambers where the less faithful Mythic Dawn cultists are kept. Gaiar Alata dissolved after Mankar Camoran's death during the Oblivion Crisis.
Grayhaven is a lost realm of Oblivion[nb 1] located deep in the Void, beyond the reach of the Princes of Oblivion as well as the inhabitants of Mundus. It is a realm of shattered stone and chaotic creatia, where the sky glows green with Void energy.
The Havoc Wellhead (sometimes styled Havok Wellhead) is a realm of Oblivion controlled by many Daedric clans in the service of Mehrunes Dagon. It acts as one of Dagon's many provincial governmental centers. It was accessible from the Battlespire, but the connection was lost after its destruction during the Imperial Simulacrum.
The Gorge is a thin, vestigial realm of Oblivion which acts as a divide between the realms of Boethiah and Clavicus Vile. It is a realm where need and hunger are one, described as a pit of famine and desperation where brutal Daedra spend eternity devouring anything they can, even each other, to feed a boundless hunger that will never be satiated. Pinnacle among them is the Insatiable, a Hunger of great cunning and power.
The Gorge clings to the skin of Mundus, gnawing in futility to break through. As such, it resembles a horrifying mirror image of Nirn, almost identical save for the fleshy growths and Daedric beasts. It is known to be home to hungers, scamps, ogrim, daedrats, fiendroths, red torchbugs, and watchers.
The Insatiable can be summoned to Nirn through Daedric ritual. Once summoned, it will tirelessly feast on life, using the essence it devours to slip freely between the Gorge and Nirn in order to ambush its prey. Mortal sorcerers willing to brave the horrors of the Gorge can similarly move between these realms by creating an anchor using their own vital essence at a place where the barrier between Nirn and Oblivion is thinnest. When complete, the anchor will allow permanent passage between the realms until the sigils are snuffed out. This ability can act as a powerful means of passing undetected in the mortal world.
Infernace (also known as DOP 6) is a pocket realm of Oblivion. It is a realm of extreme heat and molten rock, and is the home of the Flame Atronachs. It is well known to all conjurers due to the ability to summon subservient atronachs from the realm. The Fourth Sinus of Takubar, a realm of extreme cold, is an inversion of Infernace.
Despite being considered a highly-organized and physical realm, the reality of Infernace is not a projection of the mind of any particular Daedra. Instead, it was created as an extension of its Flame Atronach inhabitants. Realms such as Infernace are termed 'collective realms', and are considered relatively exceptional. However, collective realms are also rather mundane and uniform, and the endless magma and fumaroles of Infernace are no exception.
The clan structure of Infernace is unknown, and no hierarchy has been observed due to the difficulties involved in distinguishing individual Flame Atronachs. The realm may have come under the rule of Mehrunes Dagon during the invasion of the Battlespire, when the Flame Atronachs swore allegiance to Shardai Clan. The realm was once visited by the Demiprince Fa-Nuit-Hen, who is said to have worn the Flame Monarch's Crown.
It might be assumed that Levinace is a 'collective realm' similar to Infernace, created as an extension of its Storm Atronach inhabitants. If so, the realm would be rather mundane and uniform in appearance.
Levinace is well known to all conjurers due to the ability to summon subservient atronachs from the realm. Summoned Storm Atronachs are usually compelled to take a roughly humanoid form, often for combat purposes. Sufficiently skilled conjurers can compel atronachs from this realm to assume any number of exotic forms, such as for use as summoned mounts. Corvus Direnni is famed as a pioneer in this field.
Lord Velian's Plane
It was created through necromantic ritual after the villagers of Eagle's Brook, in the Cambray Hills region of High Rock, were turned into zombies. The realm was a copy of the village, filled with ruined houses and writhing vines. The sky was orange, and the only inhabitants were banekin and Velian's shade.
The local mage, Merien Sellan, learned of Velian's ritual and entered the pocket realm to stop him. He allowed himself to be willingly captured in order to collapse the plane, killing himself in the process. His son Tamien asked the Vestige to enter the realm and kill Velian, allowing Merien to escape before the collapse but also allowing the cultists to leave with the zombie army by ship. It is unknown if Merien was rescued, although the realm was collapsed regardless.
Maelstrom is the realm of Demiprince Fa-Nuit-Hen, the Multiplier of Motions Known. It appears in the style of an arena where mortal challengers can battle the demiprince's Barons of Move Like This in rounds reminiscent of other Daedric or Tamrielic locales. In addition to the various arenas, the realm itself resembles a desert at dusk, with a collection of Redguard-style buildings in its center; this is the area where Daedric spectators gather between each round.
Nightflame was a pocket realm of Oblivion specializing in shadow- and fire-based magic. It served as the seat of power of a powerful Daedric Titan, Bogdan the Nightflame. The realm consisted of Daedric ruins enclosed entirely by stone, with few holes in the walls allowing for a minute amount of sunlight to shine through. The ruins are layed out and sometimes built upside-down onto surfaces in such a way that did not seem to apply to the laws of gravity, being filled with countless bone remains that were frequently found in the realm, and even incorporated into the structures. The creatures under Bogdan's command were said to be so powerful and great in number that they could provide a whole army capable of ending the Alliance War.
Prison of Xykenaz
The Prison of Xykenaz is a nanoplane of Coldharbour to which Molag Bal banished the Dremora Xykenaz in response to an event called the "Seat of Tyranny Rude Cushion Incident". There, Xykenaz is serving a sentence of seven epochs. The realm bears resemblance to the inside of one of Coldharbour's oppressive pyramid structures. It is filled with black soul gems.[citation needed- this whole section needs citations or its own page]
Realm of the Hist
The realm of the Hist is said to be a mysterious realm of Oblivion. It is a lush world, filled with sentient trees. Relatives of these trees include the Hist of Mundus and the Fields of Regret. The Hist supposedly came to Tamriel from this realm in the Dawn Era. The realm is inhabited by Wisperills, colorful luminescent films that dance in the air.
Tamrielic mythology states that, despite the Hists' neutrality, the realm of the Hist was mostly destroyed as the Ehlnofey war passed over it. A small corner of the realm survived and became Black Marsh, but the rest was sunk beneath the sea. This may imply that Black Marsh is a fragment of the realm, which was somehow sundered by the creation of Mundus.
In the early Fourth Era, a large chunk of the Fields of Regret was separated from the rest of the realm by Umbra. This bubble of Oblivion contained Umbriel, a floating island. Umbriel had its own population of Hist, as well as humanoids created by the second ingenium. In 4E 48, following Umbriel's invasion of Tamriel, a group of heroes infiltrated the island and successfully banished the island back to Oblivion by destroying the ingenium and killing Umbra. Among these heroes was Mere-Glim, an Argonian who was reborn within Umbriel, resulting in a connection with both the Hist of Umbriel and the Hist of Tamriel.
When Umbriel was returned to Oblivion, the Hist there guided it to the realm of the Hist. Although it was no longer capable of flight, the island and the city on top were supported by the thick covering of trees and settled deep into the boggy ground. The lords and chefs of Umbriel turned to anarchy and tried to kill each other, but many of the skraws and fringe workers left Umbriel to make a living elsewhere in the realm. Mere-Glim and his companion Fhena were among those who attempted to make a new life in the realm. A distant spire can be seen from the site of Umbriel, although it is unknown if it is an old building or simply a rock.
Sadal's Prison is a small pocket realm of Oblivion, created by the Chimer to imprison Sadal, one of the Brothers of Strife. It can be entered from the caldera of the Tormented Spire in Varanis. It is a realm of lava and rock, scattered with Daedric ruins.
Shalidor's Shrouded Realm
Shalidor's Shrouded Realm is a small pocket realm of Oblivion created by the Arch-Mage Shalidor in the early First Era. It is a realm of arboreal forest, floating in a wondrous sky which bathes the terrain in an eternal purple light. Several waterfalls cascade into the void below, and the realm is seemingly home to birds. Ancient Nordic infrastructure was built upon this floating island, including two tall towers with a barrow below.
Shalidor created his Shrouded Realm as an early experiment, prior to his work on Eyevea and the College of Winterhold. The realm can be entered by passing through the entrance to what appears to be an ancient Nordic barrow, located northeast of the ruins of Labyrinthian where Shalidor constructed his famous Labyrinth.
Circa 2E 582, the realm was available for purchase as a private residence.
The Soul Cairn is a realm of Oblivion filled with the trapped souls of mortal dead. Rather than being ruled over by any Daedric Prince, it is controlled by mysterious beings that call themselves the Ideal Masters. It is theorized that when souls trapped in black soul gems are used to power an enchantment, the remnants are transported to the Soul Cairn to roam for eternity. The Ideal Masters believe that by freeing mortals from life and dooming them to eternal undeath, they are being saved from meaningless hardship and gifted with peace. The Ideal Masters describe the realm as an otherworldly refuge dedicated to peace, love, eternal rest, and harmony. Mortal souls sent to the Soul Cairn eventually lose all memory of their former lives, with only newcomers to the realm retaining wisps of their former memories. Those who stumble across them will often hear blessings, curses and ghostly warnings.
In order to enter the Soul Cairn, a mortal usually must be dead. This can be achieved by partial soul trapping, or by becoming undead. The realm was once accessible from the voidgate of the Battlespire, but the link was severed after the citadel was partially destroyed. A portal to the Soul Cairn can also be created using finely ground bone meal, purified void salts, and soul gem shards and placing them in a silver-lined portal vessel and then adding blood as a reactive agent.The Soul Cairn is filled with all manner of undead. Some forms are unique to the realm, such as Bonemen, Mistmen, and Wrathmen. These creatures are seen as blessed by the Ideal Masters and are mentioned in the Book of Life and Service, with there being a hierarchy of the Ideal Masters, Wrathmen, Mistmen, and then Bonemen. Powerful mages can summon undead minions from the realm using conjuration magic. In their hunger for souls, the Ideal Masters often strike deals with necromancers. In return for souls, the necromancers are given the ability to summon armies of undead from the realm, although they often fall prey to the Masters and end up trapped in the realm themselves.
Village of the Lost
The Village of the Lost is a border realm of Coldharbour, created by the Daedric Prince Molag Bal and ruled by Overseer Grexev. It formed during the Planemeld when Molag Bal attempted to fuse Coldharbour and Mundus. Although not part of Coldharbour proper, three villages were pulled from Tamriel and landed in the realm after being fooled by deals with the Dremora Grexev. These included a small township in Vvardenfell named Silver Run, along with the Khajiiti village of Khaj'yahai and the Orc stronghold of Dushnikh's Shadow. These villages were then scattered among islands of floating rock, and the villagers' souls were stolen. As it materialized, the realm was entirely covered in Azure Plasm, unformed chaotic creatia common in Coldharbour, from which all Oblivion matter is formed.
Realms of Aetherius
The Battlespire, also called the Spire and the Celestial Citadel, is the magical war academy of the Imperial Battlemages, and a testing facility for candidates seeking to join the Imperial Guard. The strongest mages in the Empire reside and train in the Battlespire. It is described as the fortress of all fortresses that encompasses the entirety of a realm, with ramparts that tower over the edges of Oblivion. Beyond them, only the Void.
It is possible to access numerous realms of Oblivion from the Battlespire through the use of teleportals and voidgates. The facility is moored in place by five great Anchors, which assure its safety and stability in the surrounding flux. Access to the edifice is granted via the Pillar of Light, a teleportation device linked to the Weir Gate.
Some sources place the Battlespire in a Slipstream Realm deep in Aetherius, whereas the battlemages state that it intersects with several planes of Oblivion and others place it in Oblivion itself. As the mortal mind can be driven to madness by Oblivion, the Battlespire is useful as it allows the mind to acclimate to the contradictory nature of the outer realms without the same levels of mental strain.
The Far Shores, also called the Far Dunes, is the afterlife sought by the Redguards. According to Yokudan myth, Satakal, the serpentine God of Everything, eats itself over and over, periodically consuming all of creation. By "moving at strange angles" to stride between "worldskins", a process known as the Walkabout, the strongest of the spirits learned to bypass this cycle of destruction. Thanks to Ruptga's guidance, many weaker spirits were able to find their way as well, and the practice became so easy that it became a place—the Far Shores. Here, the spirits can safely wait until Satakal has passed and a new skin has emerged. There is no hunger or thirst in the Far Shores, but there are ample martial challenges to keep Redguard warrior-spirits engaged for eternity.
The Mantellan Crux was a small, self-contained plane located in Aetherius that was designed as a puzzle to test those who would seek the heart of Numidium. Its name was derived from the Mantella, a large soul gem that was once used to power the 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.
Sands Behind the Stars
The Sands Behind the Stars, also known as Llesw'er, is the realm to which the souls of Khajiit travel at the end of their days. Described as a paradise promised to the Khajiit by the Riddle'Thar, souls are carried there by Khenarthi's embrace, as long as they have followed the true path of the moons. It is said that the realm is filled with dunes formed of sugar, and a "warmth without end". Legends state that the name "Llesw'er" may have been the inspiration for name of the Khajiiti homeland, Elsweyr. It is said that Khajiiti spirits await here until the Next Pounce, where Khenarthi will call upon their combined might to fight for creation at the end of time.
Sovngarde is the storied afterlife of the Nords, a part of Aetherius where the greatest Nord heroes go when they die to enjoy an eternity of feasting and merriment. It is ruled by Shor and contains the Hall of Valor, a supposedly gigantic feasting hall where the mead "flows like a waterfall". Those who cross the threshold of the living and entered the afterlife are greeted below the red glow of the eternal sunset, following the pathway down between the mammoth tusks and the monolithic cowled statues and into the valley of mists—the Shadowed Vale. Tsun currently guards the mythical Whalebone Bridge past the Vale, which leads to the Hall of Valor. At Shor's bidding, he has taken on the role of the master of trials, asking new arrivals to the utopia to prove their strength in combat against him before they can enter Shor's Hall.
Except in rare cases where one forces a way into Sovngarde, it can supposedly only be reached by true Nords who die valiantly or in battle, regardless of personality. This excludes those afflicted with Lycanthropy, as Hircine takes them to his Hunting Grounds instead.
Realms of Mundus
Arkay is one of the eight major planets. Its light helps protect Nirn from necromantic rituals, although it is blocked by the Necromancer's Moon every seven days. It is one of three Dominion Planets that make up the Guardian Constellations. Specifically, Arkay is the eye of the Thief.[UOL 1]
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 582, 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 who per tradition, wore a ring fortified with great enchantments. 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.
Julianos is one of the eight major planets. The planet Stendarr orbits it. It is one of three Dominion Planets that make up the Guardian Constellations. Specifically, Julianos is the eye of the Mage.[UOL 1]
Kynareth is one of the eight major planets.
The Necromancer's Moon
The Necromancer's Moon, also known as the Revenant, is a celestial body that orbits Nirn at the center of the Mundus. It is the divine body of the God of Worms, Mannimarco. It was created by the Warp in the West in 3E 417 when Mannimarco used the power of the Mantella to fuel his transfiguration and apotheosis.
The Necromancer's Moon passes in front of the planet Arkay every eight days, preventing the light of Arkay from reaching Nirn for 24 hours. This celestial phenomenon is known as the Shade of the Revenant, and casts a purple light down on certain locations across Tamriel during this period. The purpose of this eclipse is to foil the divine laws of Arkay, allowing Mannimarco to be the only god of life and death. The Cult of the Black Worm worship Mannimarco as the God of Worms, and construct altars to him at these locations to harness the Shade of the Revenant for use in creating black soul gems.
Nirn (which means 'Gray Maybe' in Ehlnofex)[nb 1] is the Mortal Plane, the planet upon which Tamriel and the mortal races reside. It floats in the void of Oblivion and comprises the realm known as Mundus. Sources often use the terms Nirn and Mundus synonymously. Nirn was created during the Dawn Era by the Aedra and Anu-aligned spirits, based on Lorkhan's inspiration and Magnus' designs.
The greater of Nirn's two moons, Masser, Jode, or Mara's Tear, 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.
The lesser of Nirn's two moons, Secunda, Jone, Shandar's Sorrow (also spelled Stendarr's Sorrow) 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. Secunda, which exists as a separate plane, has long since perished; it was Secunda's death which led mortals to perceive it as having both texture and limited size, as well as imperfections of color, 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, Secunda 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 Jone and Jode is a necessary step for a Lunar Champion seeking to become the Mane. The Bosmer regard Jone and Jode as spirits of fortune, both good and bad.
When Hircine's Great Hunt is hosted on Nirn, Secunda turns a deep shade of red and becomes the Bloodmoon. The hunt is believed to end when the Bloodmoon disappears. The Bloodmoon is said to symbolize the blood of the Hunter's Prey, and those wishing to join the Great Hunt craft rounded bone pendants that are stained with blood to symbolize it.
The Spilled Sand
The Spilled Sand is an obscure realm speculated to be the realm of Alkosh that exists beyond even the Sands Behind the Stars. It is not a physical place, but a story which is simultaneously part of the tapestry of time while also outside of it. Masser and Secunda are visible from the realm, indicating that it resides in the Mundus. The realm consists of an endless looping expanse of sands; a giant golden dragon, either deep in slumber or possibly dead, can be seen partially buried in the sand. In the center of the realm lies a golden oasis with Alkosh's Hourglass, the symbol of the Dragon God of Time.
The Dark Moon
The Dark Moon (or Dark Moons), also known as the Dead Moon, the Hidden Moon, the Hollow Moon, the Ghost Moon, and the Den of Lorkhaj, is rumored to be the corpse of the Missing God, Lorkhaj. Due to the two moons, solar eclipses can happen in Tamriel several times a year and are known as Vampire Days. During a dark eclipse, however, both moons eclipse the sun, and this alignment reveals the "third moon" (or "missing moon"). This event is significant to the Khajiiti people's spiritual duality. On the upside, their spiritual leaders known as Manes are born during this occurrence. However, those born under the dark eclipse are sensitive to the moons, and thus are subject to the call of the Dark Heart, which could turn them into dro-m'Athra. The Bent Cats themselves show reverence to the Dark Moon, and are referred to as Children of the Dark Moon. Their steeds, the Rahd-m'Athra, are thought to hail from the Dark Moons. Khajiit deviants may mark themselves with tattoos reminiscent of the dark moon to show their defiance of social conventions.
The Five Finger Dance
The Five Finger Dance is the realm of Baan Dar the Bandit God, a trickster spirit of thieves and beggars, and the Pariah of the Khajiit. In his realm, he holds an eternal party for bandits, pranksters and merrymakers. It resembles the Reaper's March region of Tamriel.
These realms exist in parallel with the physical realm of Mundus.
The Nature Realm
The Nature Realm is a realm of Mundus which exists in parallel with the physical realm. It is a realm of animal spirits. The Nature Realm is a mirror image of the physical world, but tinged green. The spirits of physical beings can be seen in the Nature Realm, but cannot be interacted with.
Circa 2E 582, a hagraven named Uela and her Dark Witnesses occupied Jackdaw Cove, a forest in the Mournoth region of High Rock. Using dark Reachman magic, Uela corrupted the forest, weakening the local Glenmoril wyresses in the process. Uela specialized in utilizing crows as spies and messengers, magically possessing their physical bodies. These crow spirits were helpless and could do nothing but watch from the Nature Realm as she controlled their physical forms. In order to reach Uela and kill her, a Redguard wyress named Rashan guided the Vestige into the Nature Realm in order to commune with the crow spirits and bypass her defenses.
The Shadow Wood
The Shadow Wood was a parallel version of the Valenwood, a realm of darkness and evil. It was a mirror image of the Valenwood, but lay in perpetual darkness, inhabited by shades and corrupted nature spirits.
Following the death of Prince Naemon in 2E 582, his corpse was stolen by the remnants of the Veiled Heritance led by Vicereeve Pelidil. Using the power of the Staff of Magnus, Pelidil returned Naemon from the dead as a lich to lead armies of undead and unleash corruption in Greenshade. The Shade of Naemon set about creating a new realm, the Shadow Wood, by corrupting the forests of Greenshade. He planned to transform all of Valenwood in this manner, supplanting it with the Shadow Wood. Naemon envisioned that the Shadow Wood would ultimately consume all of Tamriel.
Naemon allied himself with the bound spirits of Bosmer who were executed for violating the Green Pact; many agreed to side with him, believing that they would be restored to life to inhabit the Shadow Wood. However, many spirits became unwillingly trapped within the Shadow Wood.
The future Silvenar Indaenir began investigating Naemon's corrupting influence following the latter's attack on the city of Marbruk. Sensing that the Green was calling out for vengeance, Indaenir investigated several sites in the Green's Marrow region of Greenshade. Using his connection to the Green, Indaenir cleansed these sites with the aid of the Vestige. He entered sections the Shadow Wood on several occasions, revealing Naemon's plan for the Valenwood and destroying these pockets in the process. Indaenir ultimately determined that the only way to destroy the Shadow Wood was to confront the Shade of Naemon and destroy him.
Together with his Aldmeri Dominion allies, Indaenir confronted Naemon at the Ayleid ruins of Hectahame. There it was revealed that Naemon had used the Staff of Magnus to corrupt the Heart of Valenwood, a tree found deep within the ruins and through which the metaphorical lifeblood of Valenwood flows. With the help of the Vestige, Indaenir defeated the lich, but the Heart had already been corrupted and was spreading its darkness throughout Valenwood. In a desperate attempt to reverse the damage, Indaenir invoked the power of Y'ffre to cleanse the Heart and save the Valenwood, losing his life in the process. However, the Green reached out to him in death and restored him to life as the new Silvenar, chosen by Y'ffre.
There are other locations that can not clearly be placed in the other mentioned categories.
The Isle of Artaeum is the third largest island of the Summerset archipelago, located off the southwest coast of Summerset Isle, south of the Moridunon village of Potansa and west of the mainland village of Runcibae. Artaeum is the home of the Psijic Order, the oldest monastic group on Tamriel. It has a tendency to vanish from Nirn, being placed in a pocket realm for centuries at a time.
The Isle of Artaeum has idyllic orchards and clear pastures, still and silent lagoons, misty woodlands, and the unique Psijic architecture that seems to be as natural as its surroundings. The Ceporah Tower is a relic from a civilization that predates the High Elves by several hundred years. It is the location of the Dreaming Cavern, which Sotha Sil once used as some sort of portal into the realms of Oblivion, but which has since been sealed off by the Psijics. The Isle of Artaeum was once removed from the world in a similar fashion to Umbriel, but reappeared about 500 years later. The Isle of Artaeum once again disappeared around 100 years before the civil war in Skyrim, and has not been seen since.
The Clockwork City, also known as Sotha Sil, is a metaphysical clockwork realm created by Sotha Sil, one of the living gods of Morrowind, to replicate the mythic structures of Nirn in metallic miniature. It supposedly exists "outside space and time", and in the physical world, it is represented in the form of a Clockwork Globe that is no larger than a good-sized netch, and requires an individual to be magically shrunk to enter. Although represented in miniature, the realm is expansive on the inside and encompasses an entire world.
Eld Angavar (meaning Old Ironwood in Ayleidoon; also known as the Golden Path) is a realm of Nexus Gates connected by floating Ayleid architecture. It is an abandoned realm located between worlds, created as a result of Myndhal's search for the Remnant of Argon. One of the few known entrances to the realm is the still-functioning Gate within the Vakka-Bok Xanmeer in Murkmire.
The Jonelight Path is a realm used by Khajiit heroes as a shortcut to travel between the areas of Nirn. It is a place between all places and is named for Jone, the Khajiiti name for the smaller of Nirn's two moons. The realm appears to be a collection of floating islands connected by the paths of stars. The realm was described as full of moonlight.
It can be accessed in order to cross vast distances in a short amount of time. It is dangerous without an experienced guide. Prolonged stay in the realm may cause hearts of mortals to burst apart and their souls to be torn apart. Falling through gaps between the stars that act as parts of the bridges between floating isles in the realm is fatal. It is believed that only the swiftest champions of Azurah can survive in the realm for long.
One of the means of accessing the realm is utilizing the power stored in the body of Khunzar-ri. Ribs, femurs and claws are known to hold the power that can open the gateway to the Jonelight Path.
Passage through the Jonelight Path was likened to climbing the 'liminal forces that bind each here to every there'. How far and where one can reach through the Jonelight Path depends on the traveler. The Vestige was incapable of traveling far, but Khunzar-ri could utilize the Jonelight Path to reach any place and only he has heard Azurah's whispers and climbed the forbidden tree. Places where the Jonelight Path connects with the Nirn were described as 'liminal of here touches the liminal of there'.
The Void (also called the Darkness, the Outer Darkness, the Ancient Darkness, and the Great Darkness) is the name applied to the dimensions outside of the known realms (e.g. Aetherius, Oblivion, which is also known as the Outer Realms, and Mundus) of the Aurbis. It is also occasionally used in a more limited capacity to refer directly to Oblivion. The brothers Anu and Padomay came from the Void. Legends say that deities wishing to create a new plane of existence must initially create a space for it in the Void. The "Eight Abysses", the "Second Void", and the "Nineteen Voids" are unknown terms which may be related to this dimension.
- Pocket Guide to the Empire, 3rd Edition: Arena Supermundus: The Tapestry of Heaven — Imperial Geographical Society, 3E 432
- The Monomyth
- Daedra Dossier: Cold-Flame Atronach — Denogorath the Dread Archivist
- Trail and Tide — Moon-Bishop Hunal
- Litter-Mates of Darkness — Moon-Bishop Hunal
- Pocket Guide to the Empire, 3rd Edition: Sugar and Blood: the Cats of the South — Imperial Geographical Society, 3E 432
- The Sky Spirits — Amun-dro, the Silent Priest
- The Orrery in Oblivion
Note: The following references are considered to be unofficial sources. They are included to round off this article and may not be authoritative or conclusive.