Vvardenfell is a fictional island featured in the computer game The Elder Scrolls III: Morrowind, and is also the game's primary setting.
Regions of Vvardenfell
The island of Vvardenfell is divided into nine separate regions, each with its own distinct climate, geography and ecology.
The Ascadian Isles
The Ascadian Isles are the fertile, green lowlands on the south-southwestern corner of Vvardenfell. Settlements include Vivec, Ebonheart and Pelagiad. The large Daedric ruins of Ald Sotha lie to the east of Vivec. Most of Vvardenfell's farms and plantations are in this region. These typically include Netch herding and agriculture. Plants that commonly grow in this region include heather, willow flowers, stoneflowers, gold kanet flowers, black anther plants, comberry, corkbulbs, saltrice, ash yams and marshmerrow. Slavery is common in this area, especially on the plantations.
The Ashlands
The Ashlands are the dry and inhospitable areas surrounding Red Mountain to the north and west. Various Dunmer tribes inhabit the region, and the Redoran seat of Ald'ruhn is near the western edge. The Ashlands are inhospitable to most life, but some creatures have managed to adapt to the harsh terrain and climate. These include mainly Guar, Nix hounds, Cliff racers, and Alit. Some plants, like the Trama Root, manage to flourish in this desolate area. Nomads known as Ashlanders also call this region home. Hazardous ashstorms are frequent due to Red Mountain's volcanic activity. Blight is common in this region.
Azura's Coast
Azura's Coast is the long, rugged and mostly uninhabited coastline and islands of Vvardenfell's east and southeast. It is a wet and rocky area devoid of trees, only low-lying and hardy vegetation is able to exist here. The area, historically uninhabited, has seen a drastic increase in population since the opening of Vvardenfell. Most of Azura's Coast fell within the jurisdiction of House Telvanni, and they have established several settlements including Tel Branora to the south; Tel Aruhn, Tel Fyr, and the house seat of Sadrith Mora, within Zafirbel Bay; and Tel Mora, near the junction of Azura's Coast and the greater Sheogorad archipelago.
The Bitter Coast
The Bitter Coast is the humid southwestern coast of Vvardenfell so-named because of the area's salt marshes and swamps. It is also known as the Smuggler's Coast, due to the rampant smuggling that goes on in this area. Seyda Neen, Hla Oad, and Gnaar Mok are the only settlements in the region. The area is lush with tall trees, rich plantlife, and rare fungus. Plants and fungi that grow here include violet coprinus, luminous russula, bungler's bane, hypa facia, slough fern, and occasionally hackle-lo. There are several shipwrecks in the area, caused by the coast's infamous fog and bad weather. Numerous islands dot the coast and there are even a few grottos.
The Grazelands
The Grazelands are plains that cover the majority of the northeastern coast of the island and are so named because of the Ashlander herds that graze there. It is largely uninhabited, except for the settlement in Vos village, as well as the wizard tower of Tel Vos. The Ahemmusa and Zainab Ashlander tribes also have settlements in the region.
Molag Amur
The region located between the Ashlands and Azura's Coast is Molag Amur. It is a desolate expanse of lava flows, ravines, and fields of ash. Travel is difficult, and ashstorms frequently strike the area. Parts of the region are considered impassable, even by the ashlanders. The stronghold of Molag Mar, Erabenimsun camp, and the pilgrimage sites at Mount Assarnibibi and Mount Kand are the only inhabited sites. Molag Amur consists almost entirely of a confusing maze of foyadas. The dangers of Molag Amur are considerable; it is one of the areas most likely to be stricken by ash storms, and is a prime habitat of such creatures as cliff racers, shalks, and other hardy creatures such as alit. Due to this, and its winding labyrinthine passages, travellers can easily get lost or come under attack.
Red Mountain
Red Mountain is the central, defining feature of Vvardenfell. It is a giant volcano, steep and rugged, from which ash storms continually issue. Surrounding the mountain is the magical Ghostfence, which fences in the many demons of the region, and filters out the disease-laden "blight" which issues from the crater. The only official entrance is at the fortified outpost of Ghostgate, in which pilgrims, as well as the Buoyant Armigers, reside. In addition, an ebony mine burrows beneath the eastern portion of the Ghostfence and opens out onto the slopes of Red Mountain. Numerous Dwemer ruins dot its slopes, and Dagoth Ur resides inside a facility deep inside the mountain, and the majority of the inhabitants in the region are servants of Dagoth Ur. Other than that, it is uninhabited, though you can find the occasional mine on the Mountain's slopes, for it is rich in natural resources such as ebony ore and raw glass. Plants are extremely scarce and most of the trees are dead. Only trama shrubs, scathecraw and fire ferns have a chance of surviving here. Adventurers rarely venture past Ghostgate.
The West Gash
The western highlands stretching from the Sea of Ghosts to the city of Balmora is called The West Gash. The Hlaalu district seat of Balmora is here, as is the Imperial town of Caldera, the mining village of Gnisis, and the fishing villages of Ald Velothi and Khuul. Vegetation in the region is sparse, but hardy. Common plants are kreshweed, roobrush and chokeweed.
Sheogorad
The large island of Sheogorad is on the northern tip of Vvardenfell, and due to its rugged terrain and hostile creatures, it is largely uninhabited, except for the small villages of Dagon Fel and Ald Redaynia. The population is mostly composed of Nords, who claims to have settled here even before the Chimers claimed Morrowind. Numerous ruins dot the landscape, and there are several daedric and dwemer ruins in the area. The region is named after Sheogorath, a Daedric god whose sphere is madness.
Politics of Vvardenfell
Vvardenfell politics is a dance between the three Houses of Hlaalu, Telvanni, and Redoran, as well as the Temple, both Imperial and Dunmer, and the Empire itself. The houses maintain an air of peace and fraternal loyalty, but constant incursions, especially by 'rogue Telvanni', keep tensions high. Adding to this political tension is the strong influence of the nativist Dunmer temple, which controls much of Vvardenfell, and the twin influences of the Empire and the Imperial Cult, which wish to maintain stability and control the island.
Morrowind was the only province where slavery was still legal, until sometime after the events of Morrowind but before the events of Oblivion. It is quite possible that the Nerevarine abolished slavery.
The Blight
The Blight is a serious disease that infects people and animals. It is a major factor in the events of The Elder Scrolls III: Morrowind as one of the primary antagonisms of the game.
The Ashblight emanates from Red Mountain in the form of Ashstorms. These storms are reddish dust storms that carry the blight and have extremely high winds associated with them. Due to the danger of infection and belligerent creatures, residents of Vvardenfell often advise against travelling during an Ashstorm.
Symptoms
The Ashblight has several separate symptoms, depending on who it is contracted by. Player characters and NPCs who contract the disease are weakened by it: variants of the disease may reduce attributes such as strength and dexterity. The creatures of Morrowind are also affected by their infection. Creatures who have contracted the Ashblight often have higher hit points and are stronger than their unaffected counterparts. The disease causes uncommon aggression in normally peaceful creatures, such as Kwama.
Origin and Elimination
The Ashblight (along with Corprus) was created by Dagoth Ur, the main antagonist of the game. According to him, the Ashblight was used to help gain converts to the Sixth House cult. As Dagoth Ur resided in the ruins of the Dwemer stronghold in Red Mountain, the Ashblight spread through the Red Mountain Ashstorms. During the events of the third Elder Scrolls game, however, the Nerevarine, the reincarnation of an ancient warrior named Nerevar, killed Dagoth Ur and, therefore, cut the source of the Ashblight, effectively eliminating it. Afterwards, the ashstorms lose their red tint, and become simple ashstorms again; although the Blight is eliminated, a few "Blighted" creatures remain.
Regions of Vvardenfell
The island of Vvardenfell is divided into nine separate regions, each with its own distinct climate, geography and ecology.
The Ascadian Isles
The Ascadian Isles are the fertile, green lowlands on the south-southwestern corner of Vvardenfell. Settlements include Vivec, Ebonheart and Pelagiad. The large Daedric ruins of Ald Sotha lie to the east of Vivec. Most of Vvardenfell's farms and plantations are in this region. These typically include Netch herding and agriculture. Plants that commonly grow in this region include heather, willow flowers, stoneflowers, gold kanet flowers, black anther plants, comberry, corkbulbs, saltrice, ash yams and marshmerrow. Slavery is common in this area, especially on the plantations.
The Ashlands
The Ashlands are the dry and inhospitable areas surrounding Red Mountain to the north and west. Various Dunmer tribes inhabit the region, and the Redoran seat of Ald'ruhn is near the western edge. The Ashlands are inhospitable to most life, but some creatures have managed to adapt to the harsh terrain and climate. These include mainly Guar, Nix hounds, Cliff racers, and Alit. Some plants, like the Trama Root, manage to flourish in this desolate area. Nomads known as Ashlanders also call this region home. Hazardous ashstorms are frequent due to Red Mountain's volcanic activity. Blight is common in this region.
Azura's Coast
Azura's Coast is the long, rugged and mostly uninhabited coastline and islands of Vvardenfell's east and southeast. It is a wet and rocky area devoid of trees, only low-lying and hardy vegetation is able to exist here. The area, historically uninhabited, has seen a drastic increase in population since the opening of Vvardenfell. Most of Azura's Coast fell within the jurisdiction of House Telvanni, and they have established several settlements including Tel Branora to the south; Tel Aruhn, Tel Fyr, and the house seat of Sadrith Mora, within Zafirbel Bay; and Tel Mora, near the junction of Azura's Coast and the greater Sheogorad archipelago.
The Bitter Coast
The Bitter Coast is the humid southwestern coast of Vvardenfell so-named because of the area's salt marshes and swamps. It is also known as the Smuggler's Coast, due to the rampant smuggling that goes on in this area. Seyda Neen, Hla Oad, and Gnaar Mok are the only settlements in the region. The area is lush with tall trees, rich plantlife, and rare fungus. Plants and fungi that grow here include violet coprinus, luminous russula, bungler's bane, hypa facia, slough fern, and occasionally hackle-lo. There are several shipwrecks in the area, caused by the coast's infamous fog and bad weather. Numerous islands dot the coast and there are even a few grottos.
The Grazelands
The Grazelands are plains that cover the majority of the northeastern coast of the island and are so named because of the Ashlander herds that graze there. It is largely uninhabited, except for the settlement in Vos village, as well as the wizard tower of Tel Vos. The Ahemmusa and Zainab Ashlander tribes also have settlements in the region.
Molag Amur
The region located between the Ashlands and Azura's Coast is Molag Amur. It is a desolate expanse of lava flows, ravines, and fields of ash. Travel is difficult, and ashstorms frequently strike the area. Parts of the region are considered impassable, even by the ashlanders. The stronghold of Molag Mar, Erabenimsun camp, and the pilgrimage sites at Mount Assarnibibi and Mount Kand are the only inhabited sites. Molag Amur consists almost entirely of a confusing maze of foyadas. The dangers of Molag Amur are considerable; it is one of the areas most likely to be stricken by ash storms, and is a prime habitat of such creatures as cliff racers, shalks, and other hardy creatures such as alit. Due to this, and its winding labyrinthine passages, travellers can easily get lost or come under attack.
Red Mountain
Red Mountain is the central, defining feature of Vvardenfell. It is a giant volcano, steep and rugged, from which ash storms continually issue. Surrounding the mountain is the magical Ghostfence, which fences in the many demons of the region, and filters out the disease-laden "blight" which issues from the crater. The only official entrance is at the fortified outpost of Ghostgate, in which pilgrims, as well as the Buoyant Armigers, reside. In addition, an ebony mine burrows beneath the eastern portion of the Ghostfence and opens out onto the slopes of Red Mountain. Numerous Dwemer ruins dot its slopes, and Dagoth Ur resides inside a facility deep inside the mountain, and the majority of the inhabitants in the region are servants of Dagoth Ur. Other than that, it is uninhabited, though you can find the occasional mine on the Mountain's slopes, for it is rich in natural resources such as ebony ore and raw glass. Plants are extremely scarce and most of the trees are dead. Only trama shrubs, scathecraw and fire ferns have a chance of surviving here. Adventurers rarely venture past Ghostgate.
The West Gash
The western highlands stretching from the Sea of Ghosts to the city of Balmora is called The West Gash. The Hlaalu district seat of Balmora is here, as is the Imperial town of Caldera, the mining village of Gnisis, and the fishing villages of Ald Velothi and Khuul. Vegetation in the region is sparse, but hardy. Common plants are kreshweed, roobrush and chokeweed.
Sheogorad
The large island of Sheogorad is on the northern tip of Vvardenfell, and due to its rugged terrain and hostile creatures, it is largely uninhabited, except for the small villages of Dagon Fel and Ald Redaynia. The population is mostly composed of Nords, who claims to have settled here even before the Chimers claimed Morrowind. Numerous ruins dot the landscape, and there are several daedric and dwemer ruins in the area. The region is named after Sheogorath, a Daedric god whose sphere is madness.
Politics of Vvardenfell
Vvardenfell politics is a dance between the three Houses of Hlaalu, Telvanni, and Redoran, as well as the Temple, both Imperial and Dunmer, and the Empire itself. The houses maintain an air of peace and fraternal loyalty, but constant incursions, especially by 'rogue Telvanni', keep tensions high. Adding to this political tension is the strong influence of the nativist Dunmer temple, which controls much of Vvardenfell, and the twin influences of the Empire and the Imperial Cult, which wish to maintain stability and control the island.
Morrowind was the only province where slavery was still legal, until sometime after the events of Morrowind but before the events of Oblivion. It is quite possible that the Nerevarine abolished slavery.
The Blight
The Blight is a serious disease that infects people and animals. It is a major factor in the events of The Elder Scrolls III: Morrowind as one of the primary antagonisms of the game.
The Ashblight emanates from Red Mountain in the form of Ashstorms. These storms are reddish dust storms that carry the blight and have extremely high winds associated with them. Due to the danger of infection and belligerent creatures, residents of Vvardenfell often advise against travelling during an Ashstorm.
Symptoms
The Ashblight has several separate symptoms, depending on who it is contracted by. Player characters and NPCs who contract the disease are weakened by it: variants of the disease may reduce attributes such as strength and dexterity. The creatures of Morrowind are also affected by their infection. Creatures who have contracted the Ashblight often have higher hit points and are stronger than their unaffected counterparts. The disease causes uncommon aggression in normally peaceful creatures, such as Kwama.
Origin and Elimination
The Ashblight (along with Corprus) was created by Dagoth Ur, the main antagonist of the game. According to him, the Ashblight was used to help gain converts to the Sixth House cult. As Dagoth Ur resided in the ruins of the Dwemer stronghold in Red Mountain, the Ashblight spread through the Red Mountain Ashstorms. During the events of the third Elder Scrolls game, however, the Nerevarine, the reincarnation of an ancient warrior named Nerevar, killed Dagoth Ur and, therefore, cut the source of the Ashblight, effectively eliminating it. Afterwards, the ashstorms lose their red tint, and become simple ashstorms again; although the Blight is eliminated, a few "Blighted" creatures remain.
Cyrodiil is a fictional province in The Elder Scrolls series of games, homeland of the Imperials, and the primary setting for the game The Elder Scrolls IV: Oblivion.
History
The First Era
Cyrodiil, also known as the Dragon Empire, Starry Heart of Nirn, Seat of Sundered Kings, or simply The Imperial Province, is the largest region of Tamriel, and seat of the Empire, united by Tiber Septim at the end of the Second Era. Cyrodilic History begins around the time of Saint Alessia, when agriculture and rudimentary forms of government allowed it to become a power in Tamriel. The Alessian Priesthood, for a long while, was the dominant political force in Tamriel, binding the merchants and people to its monotheistic tenets. This order continued until the year 1220 of the First Era, when the Thrassian Plague decimated much of Tamriel's population. This led to the growth of wealth in the Colovian areas, which culminated in the War of Righteousness, and the end of Alessian rule over central Tamriel.
The Second Era
It was not until Reman Cyrodiil, in 2703, when the Akaviri invaded Tamriel, that the whole of Cyrodiil united against the attackers. By the end of this war, which culminated in the defeat of the Akaviri invasion force in the Battle of Pale Pass, on the Skyrim border. After vanquishing the Akaviri, the united Cyrodiil nation emerged as a powerful force in Tamriel, responsible for the protection of the northern regions against further invasions. At this point, the elves of Summerset Isles took note of Cyrodiil's increasing power and perceived imperialism, which caused the newly crowned emperor Reman I to recruit captured Akaviri warriors into the army. The armies of the Second Empire succeeded in conquering all of Tamriel except Morrowind, which eventually proved the end of the Reman Dynasty. Reman's dynasty lasted two-hundred years, until the rise of the Akaviri Potentate.
The Akaviri, having been taken into the army and culture of the Empire during the time of Reman I, gradually gained understanding and power in the Empire. The highest-ranking Akaviri in the Kingdom, and second-highest ranking person in the Empire, the Potentate, rose to power after the Morag Tong assassinated the last Reman Emperor. This rule lasted four-hundred years, and made a lasting impression on the people and culture of Cyrodiil, including the Dai-Katanas, Dragonscale armor, and Red Dragons. The Akaviri Empire, known as the Interregnum, became smaller and smaller, until the reign of Cuhlecain.
A year after the rise of Cuhlecain, due to the help of General Talos, more than half of the Cyrodilic Empire had been reclaimed. As Cuhlecain prepared to invade Cyrodiil City, the combined forces of Skyrim and High Rock faced him at Sancre Tor. The Nords of Skyrim quickly joined the side of Cuhlecain and General Talos, and the Bretons returned to High Rock, sending an assassin to kill Cuhlecain and General Talos. Cuhlecain was slain, and although Talos' throat was slit, he lived, and, being crowned emperor, took the name of Tiber Septim, thus beginning the Third Era.
The Third Era
The Third Empire, through various means, conquered all of Tamriel, although the region of Morrowind, the one province unconquered during the Second Empire, retained a great deal of self-determination by donating the Numidium to Septim's cause. Further, some of the other provinces, such as Daggerfall, Orsinium and Wayrest, have at various times given less than full recognition to the Empire's sovereignty over them (in some cases, extending to outright rebellion.) Until recently, Uriel Septim VII, twenty-first of that line, was of advanced age, and his heirs were considered by many to be false - put in during the reign of Jagar Tharn, who briefly assumed the throne after kidnapping Septim on his fortieth birthday. On the 27th of Last Seed, in the Year of Akatosh, 433, Uriel Septim VII was assassinated, along with his sons, sparking the Oblivion Crisis. One illegitimate son remained, and a massive effort was mounted by the Blades, and a lone former prisoner known as "the Hero of Kvatch" to recover the stolen Amulet of Kings and enthrone Martin, Uriel Septim's son. They succeed, but Martin promptly sacrifices himself to cast Mehrunes Dagon back into Oblivion, ending the line of Septim and the Third Era.
Politics
Each city has its own Count/Countess that rules over the city (the county seat),and the surrounding county, which has the same name as the city. Anvil County is a small area to the west of Imperial City, ruled over by Countess Umbranox. Bravil County seems to be the land on the west side of the Lower Nibel, and is ruled by Count Regulus Terentius. Bruma County, ruled by Countess Narina Carvain, is to the west of Bruma, and borders Cheydinal County, which is the land to the north of Cheydinal, it is ruled by Count Andel Indarys. Chorrol is County seat of Chorrol county, which is the area north of Chorrol, it is ruled by Countess Arianna Valga. County Kvatch is the land to the Northwest of Kvatch, it was ruled by Count Ormellius Goldwine, who died, with his death the job of assigning a new Count rests with the Elder Council. Count Marius Caro and Countess Alessia Caro control the land from the Panther River down to the Topal Bay. Skingrad's Count Janus Hassildor controls the land in between the Gold Road and the Green Road. The Imperial City doesn't seem to have a Count, it is possible it is either ruled by the Emperor, by the Imperial Legion, or some other force, such as the Elder Council. It has no accompanying county, but the Imperial Reserve is located to the west and the Nibenay Basin to the east.
Geography
Cyrodiil is mostly an expanse of forest and mountains. Its heart, the Nibenay Valley, is a vast plain, enclosed by equatorial rain forests. Many rivers flow through this area, and as one ventures further down the rivers, the land slowly becomes more sub-tropical, eventually giving way to the swamps of the Black Marsh. The elevation rises gradually to the west and sharply to the north. The western part of the region is relatively dry, and the Velothi Mountains (Valus Mountains, as the Imperials call them) to the west have some roads, but mostly travel in Cyrodiil is dominated by rivers. Cyrodiil seems to be the most diverse province in terms of geography, climate and race.
The Nibenay Valley is the most prominent area of the land, a great grassland with a lake in its heart. Several small islands dot the surface of this lake, and between them stand great bridges. It is on these islands that Cyrodiil Imperial City stands. The rest of Cyrodiil also contains the cities of Anvil, Bravil, Bruma, Chorrol, Cheydinhal, Kvatch, Leyawiin and Skingrad.
Prior to Oblivion, and specifically in the Pocket Guide to The Empire, Cyrodiil was described as a vast jungle. Arenas maps of the region with a boreal green, fading into brown in the west and a richer pine green in the southeast, towards Black Marsh. Oblivion, however, found Cyrodiil to be completely lacking in any form of tropical climate. Former game developer Michael Kirkbride wrote a minor text rationalizing the change within the game, wherein Emperor Tiber Septim uses Talos Stormcrown to bring a temperate climate to the region. The Imperial Library refers to the text as a "retcon".
Demographics
Most of Cyrodiil's population is Imperial, but the Nibenay Valley is largely multicultural, and is often the site of conflicts between rival Khajiit and Argonian. The northern city of Bruma is largely occupied by Nords. Elves are dispersed throughout Cyrodiil and the Count of Cheydinhal is a Dark Elf.
Culture
The dominant section of Cyrodiil, the Nibenay Valley, often overshadows the western Colovian areas, although often the Emperors come from this region. To add to this, many Colovians feel that their people are superior to the people of the Valley. Because of this, many Colovians become very proud of their region, and try to advocate its interests whenever possible. West Cyrodiils make up the majority of the Imperial Legions, and as such are often the most common Imperials in the other regions.
History
The First Era
Cyrodiil, also known as the Dragon Empire, Starry Heart of Nirn, Seat of Sundered Kings, or simply The Imperial Province, is the largest region of Tamriel, and seat of the Empire, united by Tiber Septim at the end of the Second Era. Cyrodilic History begins around the time of Saint Alessia, when agriculture and rudimentary forms of government allowed it to become a power in Tamriel. The Alessian Priesthood, for a long while, was the dominant political force in Tamriel, binding the merchants and people to its monotheistic tenets. This order continued until the year 1220 of the First Era, when the Thrassian Plague decimated much of Tamriel's population. This led to the growth of wealth in the Colovian areas, which culminated in the War of Righteousness, and the end of Alessian rule over central Tamriel.
The Second Era
It was not until Reman Cyrodiil, in 2703, when the Akaviri invaded Tamriel, that the whole of Cyrodiil united against the attackers. By the end of this war, which culminated in the defeat of the Akaviri invasion force in the Battle of Pale Pass, on the Skyrim border. After vanquishing the Akaviri, the united Cyrodiil nation emerged as a powerful force in Tamriel, responsible for the protection of the northern regions against further invasions. At this point, the elves of Summerset Isles took note of Cyrodiil's increasing power and perceived imperialism, which caused the newly crowned emperor Reman I to recruit captured Akaviri warriors into the army. The armies of the Second Empire succeeded in conquering all of Tamriel except Morrowind, which eventually proved the end of the Reman Dynasty. Reman's dynasty lasted two-hundred years, until the rise of the Akaviri Potentate.
The Akaviri, having been taken into the army and culture of the Empire during the time of Reman I, gradually gained understanding and power in the Empire. The highest-ranking Akaviri in the Kingdom, and second-highest ranking person in the Empire, the Potentate, rose to power after the Morag Tong assassinated the last Reman Emperor. This rule lasted four-hundred years, and made a lasting impression on the people and culture of Cyrodiil, including the Dai-Katanas, Dragonscale armor, and Red Dragons. The Akaviri Empire, known as the Interregnum, became smaller and smaller, until the reign of Cuhlecain.
A year after the rise of Cuhlecain, due to the help of General Talos, more than half of the Cyrodilic Empire had been reclaimed. As Cuhlecain prepared to invade Cyrodiil City, the combined forces of Skyrim and High Rock faced him at Sancre Tor. The Nords of Skyrim quickly joined the side of Cuhlecain and General Talos, and the Bretons returned to High Rock, sending an assassin to kill Cuhlecain and General Talos. Cuhlecain was slain, and although Talos' throat was slit, he lived, and, being crowned emperor, took the name of Tiber Septim, thus beginning the Third Era.
The Third Era
The Third Empire, through various means, conquered all of Tamriel, although the region of Morrowind, the one province unconquered during the Second Empire, retained a great deal of self-determination by donating the Numidium to Septim's cause. Further, some of the other provinces, such as Daggerfall, Orsinium and Wayrest, have at various times given less than full recognition to the Empire's sovereignty over them (in some cases, extending to outright rebellion.) Until recently, Uriel Septim VII, twenty-first of that line, was of advanced age, and his heirs were considered by many to be false - put in during the reign of Jagar Tharn, who briefly assumed the throne after kidnapping Septim on his fortieth birthday. On the 27th of Last Seed, in the Year of Akatosh, 433, Uriel Septim VII was assassinated, along with his sons, sparking the Oblivion Crisis. One illegitimate son remained, and a massive effort was mounted by the Blades, and a lone former prisoner known as "the Hero of Kvatch" to recover the stolen Amulet of Kings and enthrone Martin, Uriel Septim's son. They succeed, but Martin promptly sacrifices himself to cast Mehrunes Dagon back into Oblivion, ending the line of Septim and the Third Era.
Politics
Each city has its own Count/Countess that rules over the city (the county seat),and the surrounding county, which has the same name as the city. Anvil County is a small area to the west of Imperial City, ruled over by Countess Umbranox. Bravil County seems to be the land on the west side of the Lower Nibel, and is ruled by Count Regulus Terentius. Bruma County, ruled by Countess Narina Carvain, is to the west of Bruma, and borders Cheydinal County, which is the land to the north of Cheydinal, it is ruled by Count Andel Indarys. Chorrol is County seat of Chorrol county, which is the area north of Chorrol, it is ruled by Countess Arianna Valga. County Kvatch is the land to the Northwest of Kvatch, it was ruled by Count Ormellius Goldwine, who died, with his death the job of assigning a new Count rests with the Elder Council. Count Marius Caro and Countess Alessia Caro control the land from the Panther River down to the Topal Bay. Skingrad's Count Janus Hassildor controls the land in between the Gold Road and the Green Road. The Imperial City doesn't seem to have a Count, it is possible it is either ruled by the Emperor, by the Imperial Legion, or some other force, such as the Elder Council. It has no accompanying county, but the Imperial Reserve is located to the west and the Nibenay Basin to the east.
Geography
Cyrodiil is mostly an expanse of forest and mountains. Its heart, the Nibenay Valley, is a vast plain, enclosed by equatorial rain forests. Many rivers flow through this area, and as one ventures further down the rivers, the land slowly becomes more sub-tropical, eventually giving way to the swamps of the Black Marsh. The elevation rises gradually to the west and sharply to the north. The western part of the region is relatively dry, and the Velothi Mountains (Valus Mountains, as the Imperials call them) to the west have some roads, but mostly travel in Cyrodiil is dominated by rivers. Cyrodiil seems to be the most diverse province in terms of geography, climate and race.
The Nibenay Valley is the most prominent area of the land, a great grassland with a lake in its heart. Several small islands dot the surface of this lake, and between them stand great bridges. It is on these islands that Cyrodiil Imperial City stands. The rest of Cyrodiil also contains the cities of Anvil, Bravil, Bruma, Chorrol, Cheydinhal, Kvatch, Leyawiin and Skingrad.
Prior to Oblivion, and specifically in the Pocket Guide to The Empire, Cyrodiil was described as a vast jungle. Arenas maps of the region with a boreal green, fading into brown in the west and a richer pine green in the southeast, towards Black Marsh. Oblivion, however, found Cyrodiil to be completely lacking in any form of tropical climate. Former game developer Michael Kirkbride wrote a minor text rationalizing the change within the game, wherein Emperor Tiber Septim uses Talos Stormcrown to bring a temperate climate to the region. The Imperial Library refers to the text as a "retcon".
Demographics
Most of Cyrodiil's population is Imperial, but the Nibenay Valley is largely multicultural, and is often the site of conflicts between rival Khajiit and Argonian. The northern city of Bruma is largely occupied by Nords. Elves are dispersed throughout Cyrodiil and the Count of Cheydinhal is a Dark Elf.
Culture
The dominant section of Cyrodiil, the Nibenay Valley, often overshadows the western Colovian areas, although often the Emperors come from this region. To add to this, many Colovians feel that their people are superior to the people of the Valley. Because of this, many Colovians become very proud of their region, and try to advocate its interests whenever possible. West Cyrodiils make up the majority of the Imperial Legions, and as such are often the most common Imperials in the other regions.
This article list the many major Settlements of Morrowind encountered in the video game the Elder Scrolls III: Morrowind. Note that, due to the game setting being limited to only a section of the province of Morrowind, this article does not list all of the settlements in Morrowind. That being said, it is safe to assume that more cities exist in Morrowind than those that are listed.
Ald Velothi
Ald Velothi is a small Redoran fishing village due north of Gnisis. It is on the coast, and is closer to Khuul than any other town on the Silt Strider routes. It is perhaps the smallest of all the Redoran towns and perhaps provides little or nothing other than a stop-off point for those who wish to travel north to Daedra Shrines and the surrounding areas. Only two quests happen in this town: one to the south where a rogue Ashlander holds a woman captive, whom you must save, and a House Redoran quest. Ald Velothi also seems to be the village where a small sect of people named 'The Twin Lamps' operate from, a group that frees slaves from the Telvanni.
Ald-ruhn
Ald-ruhn is one of the largest cities on the island of Vvardenfell, and district seat for House Redoran. House Redoran's council hall and manor district are located under the shell of an ancient, extinct giant crab, called Skar. The large carapace encloses a central dome, in which are enclosed the Redoran Council Seat, a headquarters for the Morag Tong, the homes of several important figures in the Redoran hierarchy, and a very small number of shops. From the front of this shell the city of Ald'Ruhn spreads out over several steppes, with Ald'Skar being on the highest plateau, along with a small number of shops. The next plateau down includes a few more traders, as does the one after that. On the lowest plateau is the Inn, the Guild Headquarters for the Mages' Guild and the Fighters' Guild, and the Silt Strider transport.
Balmora
Balmora is the largest city on Vvardenfell after Vivec. Balmora is the district seat for House Hlaalu, and center of trade in the nearby regions.
Balmora (Stonewood in Dunmeri) is often the first stop for new players after Seyda Neen offering many places for a new adventurer to start. In fact, the start of the main quest is located in the east of Balmora, Caius Cosades' house.
Balmora is also the place that most players join the guild or guilds of their choice; and are right next to each other in the middle of the town "High Street". The Thieves' Guild operatives are found within the South Wall Cornerclub found in the south-east of town. Balmora also has a Temple, quarters of the Great House Hlaalu, a Morag Tong Guildhall and, to the east, the Imperial fort of Moonmoth.
Balmora is a good shopping town as well, as there is an armoury, a clothier, apothecary, bookstore, and an out-fitter, along with various residential homes. In fact, the town comes with two homes designed for the player as the occupant: players slay an orc in a mission for The Fighters' Guild, and in a side quest they need to investigate a murder in a manor.
Caldera
Caldera is a small ebony mining town located on the island of Vvardenfell in the province of Morrowind. It is an Imperial controlled city, with representatives of the East Empire Company, soldiers of the Imperial Legion, and a few members of House Hlaalu in the Governor's Hall overlooking the town. The town's ebony mine is located close by and is owned by House Hlaalu.
The town is perhaps best known for being the location of Creeper, a scamp merchant, who with 5000 drakes has more money than anyone in Vvardenfell other than the talking mudcrab and an Ashlander merchant. He will also buy whatever you are able to sell him at full price. It is revealed during an Oblivion quest that Creeper is in fact the hound of Clavicus Vile, a daedric prince.
House Redoran considers Caldera their territory and are trying to make money off of resources that should be theirs (namely, the Caldera Ebony Mine). House Redoran also believes that the Hlaalu officials located there are corrupt and need to be stopped.
Dagon Fel
Dagon Fel is a quiet town in eastern Sheogorad, and is one of the northernmost towns in all of Tamriel. This northern city has much Nordic and Cyrodiilic influence. Compared with other towns, like Balmora, Vivec or Suran, it is rather small and seemingly insignificant; however, it is notable for one reason: Dagon Fel is the only non-Dunmer town in Vvardenfell, and is inhabited completely by Nords and Imperial Guards. The town is also one of two cities in the game that combines the common and Imperial architectural styles, giving it a special atmosphere. It is surrounded by Dwemer ruins, giving it a unique character from similar towns in Morrowind, and providing many places to explore and loot. There are several islands north of it, one of which contains the monsters needed to be slain for Azura's Star, and another which is where a mission for the daedra lord Sheogorath takes place. Traveling by boat, the town is also the gateway between the Eastern and Western ports of Vvardenfell.
Ebonheart
Ebonheart is the seat of Imperial rule on the island of Vvardenfell and the regional headquarters of the East Empire Company, the Imperial Legion, and the home of Castle Ebonheart, wherein the Duke of Vvardenfell, Vedam Dren resides. It is named after the city of Old Ebonheart on the mainland of Morrowind, across the Sea of Ghosts. The Imperial Shrine at the far end of Ebonheart Castle is the only place in Vvardenfell where the player may take on missions for the Imperial Cult. The town is composed of several islands, surrounded by walls and connected by small bridges. There is also a port, offering ship transfer to various coastal towns on Vvardenfell.
In the Tribunal expansion of Morrowind, transport to Mournhold (where the expansion plot takes place) is provided by a mage in Castle Ebonheart.
Fort Frostmoth
Fort Frostmoth is the only Imperial fort on the island of Solstheim, and is the southernmost landmark on the island. The fort's dock is run by an Argonian named Basks-in-the-Sun and provides travel to Khuul and Raven Rock. The fort is run by Captain . Other important characters in the fort are , the factor of the East Empire Company and Antonius Nuncius, the resident. (there are very many places to join guilds here). Imperial Cult priest.
Fort Frostmoth is featured in the Morrowind expansion pack, Bloodmoon.
Ghostgate
Ghostgate is the only entrance in and out of the Red Mountain region, which is surrounded by the Ghostfence. Ghostgate consists of three sections: the Tower of Dusk, the Tower of Dawn, and the temple in between the first two. It is also a barracks for the garrisons of Temple Ordinators and Order of the Buoyant Armigers who act as guards for this entrance to the Red Mountain region.
Ghostgate is often also used as a base for the nearby shrine to Vivec, where pilgrims can donate an empty soul gem to receive a blessing. The shrine is just inside the Ghostfence, to the northeast.
Gnisis
Gnisis is a mining town in the West Gash. It is under Imperial control, but feels much Redoran influence. Its residency consists almost entirely of Dunmer and Orcs, with a smattering of Imperials. As a mining town, Gnisis and its residents are heavily dependent on the Gnisis eggmine, which has become blighted.
There is a temple in the middle of Gnisis, notable for Vivec's Ashmask and important to members of the Tribunal Temple on pilgrimage. Various stands surround the temple where the player can buy and sell goods. A silt strider platform which has transportation to Ald'ruhn, Khuul, and other towns, stands on the edge of the village. Additionally, on the outskirts of Gnisis is Arvs-Drelen, a Telvanni necromancer's tower, home to Baladas Demnevanni, whom players may be sent to see on various missions.
Gnisis is also the site of Fort Darius, apparently named after its commander. Darius is the only garrison commander who will allow the player to join the Imperial Legion providing suitable Imperial equipment and armour which must be worn from then on when dealing with any Legion personnel anywhere in the game otherwise they will refuse to speak to the player. Darius also provides missions ranging from rescuing kidnapped hostages to strong-arming the locals into obedience.
Hla Oad
Hla Oad is a small fishing village along the Bitter Coast. Hla Oad is unique in that there are no direct routes to it, and the most convenient way to travel there is by boat.
Khuul
Khuul is a small fishing village in northern Morrowind, but nevertheless it has both a Silt Strider and a shipping port. It is not on the path of the main quest, but can be used to access Solstheim in the Bloodmoon expansion. The town is also easily recognizable due to the impressive natural arch spanning over its inlet and is attractive due to the Daedric ruins nearby.
Maar Gan
Maar Gan is a small mining village to the north of Ald'rhun and is travelled to either by foot along the West Gash or by Silt Strider from Ald'rhun or Gnisis. It is operated by the Redoran Council. Although not an active area for those looking for quests, those on the main quest may pass through here several times and those doing quests for the Mages' Guild, Fighters' Guild and Tribunal Temple will come here on more than one occasion. Set among the barren foothills of the West Gash, with many willing creatures to fight and Nix Hounds to kill, it is not an entirely lovely place to visit.
Molag Mar
Molag Mar is a town, fortress and pilgrimage rest site which guards the Molag Amur region in southeastern Morrowind. The player doesn't need to visit Molag Mar during the main quest, but it's a good place to rest. Molag Mar resembles the city of Vivec in the respects that it is physically a canton building and is patrolled by ordinators. Another thing to note is that the top of Molag Mar is open air, unlike the domed cantons of Vivec.
Mournhold
Mournhold is featured in Tribunal, an expansion pack to Morrowind. It is located in the continent of Tamriel. It is the capital of the province of Morrowind and is a sub-section of the larger city, Almalexia (named after the goddess of the same name who resides there). It is located in the lands of House Indoril and so features their architecture. It is policed by the High Ordinators, Dunmer who swear an oath to the Tribunal Temple. It is divided into five areas that the player can explore. These are:
*Godsreach, a wealthy merchant district containing the manor houses of important Dunmer as well as the Winged Guar pub and the Museum Of Artifacts
* The Royal Palace, the house of the queen and her son, King Hlaalu Helseth, whom the player meets after completing the Tribunal main quest.
* The Great Bazaar, including several shops, a pet stall, and a theatre with a quest involved in it.
* Plaza Brindisi Dorom; and
* The Temple District, including the high chapel which houses Almalexia, a goddess and key person in the Tribunal main quest.
The city has considerable sewers that lead down into the ruins of the ancient Old Mournhold. There are also Dwemer ruins beneath the city.
Pelagiad
Pelagiad is located on the road between Seyda Neen and Balmora in the Ascadian Isles region, and is home to a small Imperial Legion fort, the namesake Fort Pelagiad. Limited Imperial Cult services are provided at the fort. The town area was originally settled by ex-Legionnaires who bought farmland at their retirement, clustered around the fort.
Their presence attracted merchants and other services till Pelagiad grew to the size of a small town. The architecture is continental and reminiscent of High Rock with thatched cottages and a single high street. It is conveniently located near the lake, and the plantation, and includes a bar, a tavern, a smith, and a pawnbroker.
Raven Rock
Raven Rock is a small ebony mining town on the island of Solstheim featured in the Bloodmoon expansion. Raven Rock is in the southwest part of Solthsteim in the Hirstaang Forest and northwest of Fort Frostmoth. Although, when you first reach the island, it will not be there. The town is built during the East Empire Company story line. Two NPCS in Oblivion claim to have worked on the Raven Rock settlement, but to have left when the settlement died due to lack of funds.
Sadrith Mora
Sadrith Mora is the district seat of House Telvanni, and home of the Telvanni council. It is notable for its organic architecture, and the buildings are likened to mushrooms and roots. Its name means "Mushroom Forest."
Non-Telvanni are confined to the Gateway Hotel at the entrance, which has a ghost in the south wing that cannot be killed unless the player locates its creator. Despite this the law is rarely followed and visitors are free to wander the large circle of shops and houses that makes up most of the town. However, a cluster of buildings at the center are impossible to get to for most people. Wolverine Hall is just outside of Sadrith Mora, and contains the Mages' Guild, Fighters' Guild and Imperial Cult headquarters in Sadrith Mora. At the entrance to Wolverine Hall is Dirty Muriel's Cornerclub, the local base of the .
Seyda Neen
Seyda Neen (also known as the Gateway to Vvardenfell, or the Swamp Fever Capital of the World) is situated at the southwestern extreme of Vvardenfell, with a position on the Inner Sea. It is considered the "Gateway to Vvardenfell," because it is the closest settlement to the mainland of Tamriel, and because it is the only location on Vvardenfell to feature a lighthouse. Although it is technically located on the Bitter Coast, it is in the cosmopolitan area of the Ascadian Isles; good roads lead east of the village to Pelagiad, Ebonheart, and the City of Vivec.
Unlike the other villages along the Bitter Coast, Seyda Neen has a large outlander population and a more "continental" style of architecture. The headquarters of the Census and Excise in Vvardenfell District are located here, to both monitor criminal activity along the "", and to take records of all people and merchandise that come and go through the port. The overall quality of life appears to be lower than in the Ascadian Isles region, but much better than other areas of the Bitter Coast. Many people, mostly the outlanders, live in small, Cyrodiil-style houses, whereas the other half of the village, mostly Dunmer, live in fishermen's huts.
The greater part of the village is located on a tiny island, (to be known now as Seyda Neen Island) connected by a short walking bridge to the mainland; the water separating the island is shallow and easy to walk across. The northern part of the island, which is raised just slightly above the ground from the rest, features the Census and Excise building; Arrille's Tradehouse; and Cyrodiil-style residences. A small spit of land, lower to the ground, lies just west from this raised portion. It features a few huts assembled around some very tall trees, and a small, swampy pool.
Jutting out to the south is the "wild" portion of Seyda Neen, featuring the lighthouse, and some otherwise undeveloped land around it. Muck pools, mushrooms, trees, and rocks are here, and there are mudcrabs and cliff racers to be found occasionally.
The "mainland" area of Seyda Neen features only two homes and a roadsign that points to west to Hla Oad and Gnaar Mok, and east to Balmora and Vivec. Just to the east of the village, still within the town limits, is a huge rock with a platform that serves as the local Silt Strider station.
Suran
Suran is located in middle-southern Vvardenfell, in the Ascadian Isles, and is controlled by House Hlaalu. It is close by to many Hlaalu-controlled farms and plantations, and is an important trade stop for these, as it has a Silt Strider stop. This stop is used for transport of crops, and is a waypoint on the way to Molag Mar. As a major trade stop, Suran has many shops, a tradehouse, and a tavern. It is also home to the infamous strip club called House of Earthly Delights as well as one of the few non-Telvanni slave markets.
Tel Branora
Tel Branora is the Telvanni stronghold of the sorceress Mistress Therana. The tower is somewhat away from the port where one arrives by boat. The tower is being staked out by a lesser Telvanni mage and a sub-quest can be attained by Therana's captain of the guards to dispose of these unwelcome guests. Therana herself is somewhat unstable (as even her mouth in Sadrith Mora will attest) and is best approached with extreme caution.
Tel Fyr
Tel Fyr is the Telvanni stronghold of the wizard Divayth Fyr, who undertakes scientific and magical experiments in his stronghold. He has done a great deal of work toward developing a cure for corprus disease. Tel Fyr also houses a Corprusarium where the victims of corpus can find refuge and live out the remainder of their lives in relative peace. Divayth Fyr has placed treasures in the coprusarium, and challenges adventurers obtain them. However, the player must not attack any of the corprus monsters or victims during this time. Most notable about Tel Fyr, however, is the fact that the only living Dwemer known to exist in Tamriel lives in the coprusarium.
Tel Vos
Tel Vos is a wizard tower and the stronghold of the Telvanni councilor Master Aryon. Tel Vos is unique in that it mixes Imperial and Telvanni architecture, as an apparent Imperial Legion fort that has been "infested" with the Telvanni organic architecture. Master Aryon lives in a large Telvanni mushroom house at the top of the fort which is only accessible via levitation as per Telvanni custom. The rest of the fort is a miniature city of sorts: it has several towers, housing various things such as shops, a small shrine, Dwemer and Imperial museums, a prison, etc. These traits, along with the proximity of Vos village, make it an excellent rest stop for those exploring the eastern Grazelands, especially for retainers and kin of Telvanni who will be welcomed and given reduced prices for goods.
The construction of the stronghold's interior is apparently unfinished. Construction on the jail compound was under way, but when the player reaches this area, it appears to be under construction and possibly a failed project. There are five journal entries written by the foreman of the project scattered around the area. After the player reads them, he or she will find out that the project has been delayed because of roots taking over the area and because a boulder fell on a major ramp. In addition to an Atronach that killed the workers.
Thirsk
Thirsk is featured in the expansion pack Bloodmoon for The Elder Scrolls III: Morrowind. The main part of Thirsk comprises a Nord mead hall of the same name. It is located on the island of Solstheim, on the eastern shore of Lake Fjalding and southeast of the Skaal village.
Vivec
Vivec is the largest city on the island of Vvardenfell. It is home to a great many artisans, businesspersons, and craftsmen. Apart from being an architectural marvel, the city represents the seat of Dunmer religion on the island. Named for one of the Tribunal gods, Vivec lies on the southern coast of the island and projects well into the sea.
Vos
Vos is a town built in the Velothi style. When it was taken by House Telvanni, however, they planted one of their great mushroom plants under its temple, giving it a unique mix of Velothi and Telvanni architecture. Vos is very close to the Telvanni wizard tower Tel Vos, the home of Telvanni Councillor Master Aryon.
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Ald Velothi
Ald Velothi is a small Redoran fishing village due north of Gnisis. It is on the coast, and is closer to Khuul than any other town on the Silt Strider routes. It is perhaps the smallest of all the Redoran towns and perhaps provides little or nothing other than a stop-off point for those who wish to travel north to Daedra Shrines and the surrounding areas. Only two quests happen in this town: one to the south where a rogue Ashlander holds a woman captive, whom you must save, and a House Redoran quest. Ald Velothi also seems to be the village where a small sect of people named 'The Twin Lamps' operate from, a group that frees slaves from the Telvanni.
Ald-ruhn
Ald-ruhn is one of the largest cities on the island of Vvardenfell, and district seat for House Redoran. House Redoran's council hall and manor district are located under the shell of an ancient, extinct giant crab, called Skar. The large carapace encloses a central dome, in which are enclosed the Redoran Council Seat, a headquarters for the Morag Tong, the homes of several important figures in the Redoran hierarchy, and a very small number of shops. From the front of this shell the city of Ald'Ruhn spreads out over several steppes, with Ald'Skar being on the highest plateau, along with a small number of shops. The next plateau down includes a few more traders, as does the one after that. On the lowest plateau is the Inn, the Guild Headquarters for the Mages' Guild and the Fighters' Guild, and the Silt Strider transport.
Balmora
Balmora is the largest city on Vvardenfell after Vivec. Balmora is the district seat for House Hlaalu, and center of trade in the nearby regions.
Balmora (Stonewood in Dunmeri) is often the first stop for new players after Seyda Neen offering many places for a new adventurer to start. In fact, the start of the main quest is located in the east of Balmora, Caius Cosades' house.
Balmora is also the place that most players join the guild or guilds of their choice; and are right next to each other in the middle of the town "High Street". The Thieves' Guild operatives are found within the South Wall Cornerclub found in the south-east of town. Balmora also has a Temple, quarters of the Great House Hlaalu, a Morag Tong Guildhall and, to the east, the Imperial fort of Moonmoth.
Balmora is a good shopping town as well, as there is an armoury, a clothier, apothecary, bookstore, and an out-fitter, along with various residential homes. In fact, the town comes with two homes designed for the player as the occupant: players slay an orc in a mission for The Fighters' Guild, and in a side quest they need to investigate a murder in a manor.
Caldera
Caldera is a small ebony mining town located on the island of Vvardenfell in the province of Morrowind. It is an Imperial controlled city, with representatives of the East Empire Company, soldiers of the Imperial Legion, and a few members of House Hlaalu in the Governor's Hall overlooking the town. The town's ebony mine is located close by and is owned by House Hlaalu.
The town is perhaps best known for being the location of Creeper, a scamp merchant, who with 5000 drakes has more money than anyone in Vvardenfell other than the talking mudcrab and an Ashlander merchant. He will also buy whatever you are able to sell him at full price. It is revealed during an Oblivion quest that Creeper is in fact the hound of Clavicus Vile, a daedric prince.
House Redoran considers Caldera their territory and are trying to make money off of resources that should be theirs (namely, the Caldera Ebony Mine). House Redoran also believes that the Hlaalu officials located there are corrupt and need to be stopped.
Dagon Fel
Dagon Fel is a quiet town in eastern Sheogorad, and is one of the northernmost towns in all of Tamriel. This northern city has much Nordic and Cyrodiilic influence. Compared with other towns, like Balmora, Vivec or Suran, it is rather small and seemingly insignificant; however, it is notable for one reason: Dagon Fel is the only non-Dunmer town in Vvardenfell, and is inhabited completely by Nords and Imperial Guards. The town is also one of two cities in the game that combines the common and Imperial architectural styles, giving it a special atmosphere. It is surrounded by Dwemer ruins, giving it a unique character from similar towns in Morrowind, and providing many places to explore and loot. There are several islands north of it, one of which contains the monsters needed to be slain for Azura's Star, and another which is where a mission for the daedra lord Sheogorath takes place. Traveling by boat, the town is also the gateway between the Eastern and Western ports of Vvardenfell.
Ebonheart
Ebonheart is the seat of Imperial rule on the island of Vvardenfell and the regional headquarters of the East Empire Company, the Imperial Legion, and the home of Castle Ebonheart, wherein the Duke of Vvardenfell, Vedam Dren resides. It is named after the city of Old Ebonheart on the mainland of Morrowind, across the Sea of Ghosts. The Imperial Shrine at the far end of Ebonheart Castle is the only place in Vvardenfell where the player may take on missions for the Imperial Cult. The town is composed of several islands, surrounded by walls and connected by small bridges. There is also a port, offering ship transfer to various coastal towns on Vvardenfell.
In the Tribunal expansion of Morrowind, transport to Mournhold (where the expansion plot takes place) is provided by a mage in Castle Ebonheart.
Fort Frostmoth
Fort Frostmoth is the only Imperial fort on the island of Solstheim, and is the southernmost landmark on the island. The fort's dock is run by an Argonian named Basks-in-the-Sun and provides travel to Khuul and Raven Rock. The fort is run by Captain . Other important characters in the fort are , the factor of the East Empire Company and Antonius Nuncius, the resident. (there are very many places to join guilds here). Imperial Cult priest.
Fort Frostmoth is featured in the Morrowind expansion pack, Bloodmoon.
Ghostgate
Ghostgate is the only entrance in and out of the Red Mountain region, which is surrounded by the Ghostfence. Ghostgate consists of three sections: the Tower of Dusk, the Tower of Dawn, and the temple in between the first two. It is also a barracks for the garrisons of Temple Ordinators and Order of the Buoyant Armigers who act as guards for this entrance to the Red Mountain region.
Ghostgate is often also used as a base for the nearby shrine to Vivec, where pilgrims can donate an empty soul gem to receive a blessing. The shrine is just inside the Ghostfence, to the northeast.
Gnisis
Gnisis is a mining town in the West Gash. It is under Imperial control, but feels much Redoran influence. Its residency consists almost entirely of Dunmer and Orcs, with a smattering of Imperials. As a mining town, Gnisis and its residents are heavily dependent on the Gnisis eggmine, which has become blighted.
There is a temple in the middle of Gnisis, notable for Vivec's Ashmask and important to members of the Tribunal Temple on pilgrimage. Various stands surround the temple where the player can buy and sell goods. A silt strider platform which has transportation to Ald'ruhn, Khuul, and other towns, stands on the edge of the village. Additionally, on the outskirts of Gnisis is Arvs-Drelen, a Telvanni necromancer's tower, home to Baladas Demnevanni, whom players may be sent to see on various missions.
Gnisis is also the site of Fort Darius, apparently named after its commander. Darius is the only garrison commander who will allow the player to join the Imperial Legion providing suitable Imperial equipment and armour which must be worn from then on when dealing with any Legion personnel anywhere in the game otherwise they will refuse to speak to the player. Darius also provides missions ranging from rescuing kidnapped hostages to strong-arming the locals into obedience.
Hla Oad
Hla Oad is a small fishing village along the Bitter Coast. Hla Oad is unique in that there are no direct routes to it, and the most convenient way to travel there is by boat.
Khuul
Khuul is a small fishing village in northern Morrowind, but nevertheless it has both a Silt Strider and a shipping port. It is not on the path of the main quest, but can be used to access Solstheim in the Bloodmoon expansion. The town is also easily recognizable due to the impressive natural arch spanning over its inlet and is attractive due to the Daedric ruins nearby.
Maar Gan
Maar Gan is a small mining village to the north of Ald'rhun and is travelled to either by foot along the West Gash or by Silt Strider from Ald'rhun or Gnisis. It is operated by the Redoran Council. Although not an active area for those looking for quests, those on the main quest may pass through here several times and those doing quests for the Mages' Guild, Fighters' Guild and Tribunal Temple will come here on more than one occasion. Set among the barren foothills of the West Gash, with many willing creatures to fight and Nix Hounds to kill, it is not an entirely lovely place to visit.
Molag Mar
Molag Mar is a town, fortress and pilgrimage rest site which guards the Molag Amur region in southeastern Morrowind. The player doesn't need to visit Molag Mar during the main quest, but it's a good place to rest. Molag Mar resembles the city of Vivec in the respects that it is physically a canton building and is patrolled by ordinators. Another thing to note is that the top of Molag Mar is open air, unlike the domed cantons of Vivec.
Mournhold
Mournhold is featured in Tribunal, an expansion pack to Morrowind. It is located in the continent of Tamriel. It is the capital of the province of Morrowind and is a sub-section of the larger city, Almalexia (named after the goddess of the same name who resides there). It is located in the lands of House Indoril and so features their architecture. It is policed by the High Ordinators, Dunmer who swear an oath to the Tribunal Temple. It is divided into five areas that the player can explore. These are:
*Godsreach, a wealthy merchant district containing the manor houses of important Dunmer as well as the Winged Guar pub and the Museum Of Artifacts
* The Royal Palace, the house of the queen and her son, King Hlaalu Helseth, whom the player meets after completing the Tribunal main quest.
* The Great Bazaar, including several shops, a pet stall, and a theatre with a quest involved in it.
* Plaza Brindisi Dorom; and
* The Temple District, including the high chapel which houses Almalexia, a goddess and key person in the Tribunal main quest.
The city has considerable sewers that lead down into the ruins of the ancient Old Mournhold. There are also Dwemer ruins beneath the city.
Pelagiad
Pelagiad is located on the road between Seyda Neen and Balmora in the Ascadian Isles region, and is home to a small Imperial Legion fort, the namesake Fort Pelagiad. Limited Imperial Cult services are provided at the fort. The town area was originally settled by ex-Legionnaires who bought farmland at their retirement, clustered around the fort.
Their presence attracted merchants and other services till Pelagiad grew to the size of a small town. The architecture is continental and reminiscent of High Rock with thatched cottages and a single high street. It is conveniently located near the lake, and the plantation, and includes a bar, a tavern, a smith, and a pawnbroker.
Raven Rock
Raven Rock is a small ebony mining town on the island of Solstheim featured in the Bloodmoon expansion. Raven Rock is in the southwest part of Solthsteim in the Hirstaang Forest and northwest of Fort Frostmoth. Although, when you first reach the island, it will not be there. The town is built during the East Empire Company story line. Two NPCS in Oblivion claim to have worked on the Raven Rock settlement, but to have left when the settlement died due to lack of funds.
Sadrith Mora
Sadrith Mora is the district seat of House Telvanni, and home of the Telvanni council. It is notable for its organic architecture, and the buildings are likened to mushrooms and roots. Its name means "Mushroom Forest."
Non-Telvanni are confined to the Gateway Hotel at the entrance, which has a ghost in the south wing that cannot be killed unless the player locates its creator. Despite this the law is rarely followed and visitors are free to wander the large circle of shops and houses that makes up most of the town. However, a cluster of buildings at the center are impossible to get to for most people. Wolverine Hall is just outside of Sadrith Mora, and contains the Mages' Guild, Fighters' Guild and Imperial Cult headquarters in Sadrith Mora. At the entrance to Wolverine Hall is Dirty Muriel's Cornerclub, the local base of the .
Seyda Neen
Seyda Neen (also known as the Gateway to Vvardenfell, or the Swamp Fever Capital of the World) is situated at the southwestern extreme of Vvardenfell, with a position on the Inner Sea. It is considered the "Gateway to Vvardenfell," because it is the closest settlement to the mainland of Tamriel, and because it is the only location on Vvardenfell to feature a lighthouse. Although it is technically located on the Bitter Coast, it is in the cosmopolitan area of the Ascadian Isles; good roads lead east of the village to Pelagiad, Ebonheart, and the City of Vivec.
Unlike the other villages along the Bitter Coast, Seyda Neen has a large outlander population and a more "continental" style of architecture. The headquarters of the Census and Excise in Vvardenfell District are located here, to both monitor criminal activity along the "", and to take records of all people and merchandise that come and go through the port. The overall quality of life appears to be lower than in the Ascadian Isles region, but much better than other areas of the Bitter Coast. Many people, mostly the outlanders, live in small, Cyrodiil-style houses, whereas the other half of the village, mostly Dunmer, live in fishermen's huts.
The greater part of the village is located on a tiny island, (to be known now as Seyda Neen Island) connected by a short walking bridge to the mainland; the water separating the island is shallow and easy to walk across. The northern part of the island, which is raised just slightly above the ground from the rest, features the Census and Excise building; Arrille's Tradehouse; and Cyrodiil-style residences. A small spit of land, lower to the ground, lies just west from this raised portion. It features a few huts assembled around some very tall trees, and a small, swampy pool.
Jutting out to the south is the "wild" portion of Seyda Neen, featuring the lighthouse, and some otherwise undeveloped land around it. Muck pools, mushrooms, trees, and rocks are here, and there are mudcrabs and cliff racers to be found occasionally.
The "mainland" area of Seyda Neen features only two homes and a roadsign that points to west to Hla Oad and Gnaar Mok, and east to Balmora and Vivec. Just to the east of the village, still within the town limits, is a huge rock with a platform that serves as the local Silt Strider station.
Suran
Suran is located in middle-southern Vvardenfell, in the Ascadian Isles, and is controlled by House Hlaalu. It is close by to many Hlaalu-controlled farms and plantations, and is an important trade stop for these, as it has a Silt Strider stop. This stop is used for transport of crops, and is a waypoint on the way to Molag Mar. As a major trade stop, Suran has many shops, a tradehouse, and a tavern. It is also home to the infamous strip club called House of Earthly Delights as well as one of the few non-Telvanni slave markets.
Tel Branora
Tel Branora is the Telvanni stronghold of the sorceress Mistress Therana. The tower is somewhat away from the port where one arrives by boat. The tower is being staked out by a lesser Telvanni mage and a sub-quest can be attained by Therana's captain of the guards to dispose of these unwelcome guests. Therana herself is somewhat unstable (as even her mouth in Sadrith Mora will attest) and is best approached with extreme caution.
Tel Fyr
Tel Fyr is the Telvanni stronghold of the wizard Divayth Fyr, who undertakes scientific and magical experiments in his stronghold. He has done a great deal of work toward developing a cure for corprus disease. Tel Fyr also houses a Corprusarium where the victims of corpus can find refuge and live out the remainder of their lives in relative peace. Divayth Fyr has placed treasures in the coprusarium, and challenges adventurers obtain them. However, the player must not attack any of the corprus monsters or victims during this time. Most notable about Tel Fyr, however, is the fact that the only living Dwemer known to exist in Tamriel lives in the coprusarium.
Tel Vos
Tel Vos is a wizard tower and the stronghold of the Telvanni councilor Master Aryon. Tel Vos is unique in that it mixes Imperial and Telvanni architecture, as an apparent Imperial Legion fort that has been "infested" with the Telvanni organic architecture. Master Aryon lives in a large Telvanni mushroom house at the top of the fort which is only accessible via levitation as per Telvanni custom. The rest of the fort is a miniature city of sorts: it has several towers, housing various things such as shops, a small shrine, Dwemer and Imperial museums, a prison, etc. These traits, along with the proximity of Vos village, make it an excellent rest stop for those exploring the eastern Grazelands, especially for retainers and kin of Telvanni who will be welcomed and given reduced prices for goods.
The construction of the stronghold's interior is apparently unfinished. Construction on the jail compound was under way, but when the player reaches this area, it appears to be under construction and possibly a failed project. There are five journal entries written by the foreman of the project scattered around the area. After the player reads them, he or she will find out that the project has been delayed because of roots taking over the area and because a boulder fell on a major ramp. In addition to an Atronach that killed the workers.
Thirsk
Thirsk is featured in the expansion pack Bloodmoon for The Elder Scrolls III: Morrowind. The main part of Thirsk comprises a Nord mead hall of the same name. It is located on the island of Solstheim, on the eastern shore of Lake Fjalding and southeast of the Skaal village.
Vivec
Vivec is the largest city on the island of Vvardenfell. It is home to a great many artisans, businesspersons, and craftsmen. Apart from being an architectural marvel, the city represents the seat of Dunmer religion on the island. Named for one of the Tribunal gods, Vivec lies on the southern coast of the island and projects well into the sea.
Vos
Vos is a town built in the Velothi style. When it was taken by House Telvanni, however, they planted one of their great mushroom plants under its temple, giving it a unique mix of Velothi and Telvanni architecture. Vos is very close to the Telvanni wizard tower Tel Vos, the home of Telvanni Councillor Master Aryon.
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This article lists the major regions of the Elder Scrolls that have a major effect on the Elder Scrolls series of video games. Many regions and realms exist, but this article extrapolates upon the realms that are involved with the games in the series.
Cosmology
Aurbis
Aurbis is the realm in which The Elder Scrolls universe is set. It is the foundation of everything, including Oblivion, Aetherius, Mundus and the Outer Realms.
Aetherius
Aetherius is a spirit realm where the source of magicka resides. Immortal spirits reside in Aetherius, including ex-mortals who have learned how to become immortal. It exists "beyond" the mortal realm of Nirn and beyond the realm of Oblivion. Aetherius is the home of the stars and Magnus, god of Magic. These beings fled creation after deeming it a failure, and thus do not involve themselves in mortal affairs
Battlespire
:See also: The Elder Scrolls Legends: Battlespire
Battlespire is a magical academy that trained elite Battlemages for the service of the Cyrodiil Empire of Tamriel. It is located on the border between the "normal", human dimension and Oblivion, the dimension of Daedra.
The origins of Battlespire are unknown, but at some point of the Third Era of Tamriel the academy has been utterly devastated and nearly destroyed by the advancing forces of Daedra led by Daedra Prince Mehrunes Dagon and armed with fearful Daedric Crescents. This assault was aimed to conquer Tamriel and the rest of the mortal world but was stopped by the last surviving graduate of Battlespire who defeated Dagon and closed the interdimensional portal.
Oblivion
:Main article: Oblivion
Oblivion is the realm inhabited by Daedra. While Oblivion is most often described as "The Elder Scrolls version of Hell," the metaphor expressed in the game actually implies a complex supernatural cosmology. Oblivion is the void surrounding Nirn, the mortal plane of existence. The planets, nebulae and other astral bodies in the sky are the mortals' view of the spheres of the Daedra floating in that void. Stars are holes on the inner surface of Oblivion through which the energy of Aetherius shines into the mortal realm. This is also true of the sun, which is known as Magnus. The exception is the constellation of the Serpent, Sithis, which is made up of unstars (through which, presumably, the energy of Oblivion shines into Aetherius).
Nirn
:Main article: Nirn
Nirn is the fictional planet on which The Elder Scrolls series of games are set. Its name means "arena" or "the battleground" in the Elven language (Ald Ehlnofex). Nirn is also known as Mundus (the "Mortal Plane"), and is located in Aurbis, between the Aetherius (the "Immortal Plane"), and Oblivion. Nirn is named "Mortal Plane" because the species which inhabit it die. The planet is orbited by the two moons Masser and Secunda, while Nirn orbits its sun, called Magnus. The continents of Nirn include Akavir, Aldmeris, Atmora, Pyandonea, Tamriel, and Yokuda.
Continents of Nirn
Tamriel
:Main article: Tamriel
Tamriel is the continent where the events of The Elder Scrolls series of games take place. The name Tamriel is said to mean 'Starry Heart', however, according to Arena, it is also Elvish for 'Dawn's Beauty'.
Tamriel consists of nine provinces, Black Marsh, Cyrodiil, Elsweyr, Hammerfell, High Rock, Morrowind, Skyrim, Summerset Isles and Valenwood. In addition the city state of Orsinium is currently seeking provincial status.
Akavir
Akavir ("Dragon Land" in the native Akaviri language) lies some 4,200 miles to the east of Tamriel and is the homeland of the Akaviri, who are further divided into four sub-races: the Kamal, the Tsaesci, the Tang Mo, and the Ka Po' Tun. Little else is known about the continent or the people of Akavir, as few Tamrielians have ever dared to cross the vast ocean which separates it from Tamriel. It is believed that humans lived in Akavir at one time, but were eventually "eaten" by the Tsaesci, who have themselves launched several attacks upon Tamriel in past ages.
It is stated in game dialogue in Oblivion that the Nerevarine (the hero of The Elder Scrolls III: Morrowind) has departed for Akavir in the interim between Morrowind and Oblivion. A story taking place in Akavir can be found in the Oblivion book Report: Disaster at Ionith.
Aldmeris
Little is known about Aldmeris (called Ehlnofey in the Elven tongue), other than that it is rumored to be located far to the south of Tamriel and is supposedly the ancestral home of the Aldmer. It is possible that some Aldmer still inhabit the continent, but whether or not this is true remains a mystery, as all expeditions to find Aldmeris thus far have ended in failure. Some have even suggested that the continent does not actually exist at all.
Some believe it not to be a real place, but pleasant memories the Elves have of the dawn before the gods left Nirn.
Atmora
Atmora is a frozen, unlivable land. In the Elvish tongue Atmora means "Elder Wood". Atmora was once warmer though still an icy place, populated by the Nedes, which were organized into clans and fought in civil wars for hundreds of years. More than 4,000 years ago, a man named Ysgramor travelled to the distant continent of Tamriel. He founded the capital city of Saarthal, which was soon razed by the Aldmer, the ancestors of all Elves. Ysgramor retreated to Atmora with his two sons, and raised an army of 500 Nedic warriors known as the Five Hundred Companions, to take revenge against the Falmer, who were almost completely eradicated. Ysgramor founded Skyrim, the first human kingdom of Tamriel.
Pyandonea
The kingdom of Pyandonea is series of islands to the south-west of Tamriel. Sometimes regarded as a continent, the islands are covered with rainforests and a habitat for water spirits. It is also the homeland of the Tropical Elves (or "Maormer"). The king of Pyandonea is the immortal Orgnum Thras, a wizard who claims to be God-Snake of Satakal. Three centuries ago, the island broke its alliance with the Summerset Isles, and Orgnum waged war against Tamriel. Potema, queen of the Kingdom of Solitude tricked Orgnum by convincing him that she would assist in overthrowing the current emperor, her half brother, Antiochus. Potema's scheme made Orgnum and his entire attacking fleet begin their assault against Tamriel. When Orgnum's Fleet passed near Artaeum, the homeport of the Psijic Order, a magical storm destroyed the entire fleet including Orgnum. The storm was created by the Psijic Order under the payroll of Potema.
Yokuda
Yokuda lies to the west of Tamriel and was the homeland of the Redguards. It was once a prosperous continent and the birthplace of the Yokudan civilization. 3500 years ago, Yokuda was devastated by a series of earthquakes, which sunk the land. Some believe it was caused by natural tectonic shifts, while the Redguards believe it was caused by wizards during a civil war.
The warrior class of the Yokudans, also known as Ra Gada, or "Forebearers", sailed east to settle down in Hammerfell, where they were known as Redguards. The nobles of Yokuda are known as the Na-Totambus, or "Crown". Little is known about the continent or the people before they sailed to Tamriel.
Thras
Homeland of the Sload, or slug-men. Thras is a chain of coral islands in the Abecean Sea west of Tamriel.
fr:Pyandonea
Cosmology
Aurbis
Aurbis is the realm in which The Elder Scrolls universe is set. It is the foundation of everything, including Oblivion, Aetherius, Mundus and the Outer Realms.
Aetherius
Aetherius is a spirit realm where the source of magicka resides. Immortal spirits reside in Aetherius, including ex-mortals who have learned how to become immortal. It exists "beyond" the mortal realm of Nirn and beyond the realm of Oblivion. Aetherius is the home of the stars and Magnus, god of Magic. These beings fled creation after deeming it a failure, and thus do not involve themselves in mortal affairs
Battlespire
:See also: The Elder Scrolls Legends: Battlespire
Battlespire is a magical academy that trained elite Battlemages for the service of the Cyrodiil Empire of Tamriel. It is located on the border between the "normal", human dimension and Oblivion, the dimension of Daedra.
The origins of Battlespire are unknown, but at some point of the Third Era of Tamriel the academy has been utterly devastated and nearly destroyed by the advancing forces of Daedra led by Daedra Prince Mehrunes Dagon and armed with fearful Daedric Crescents. This assault was aimed to conquer Tamriel and the rest of the mortal world but was stopped by the last surviving graduate of Battlespire who defeated Dagon and closed the interdimensional portal.
Oblivion
:Main article: Oblivion
Oblivion is the realm inhabited by Daedra. While Oblivion is most often described as "The Elder Scrolls version of Hell," the metaphor expressed in the game actually implies a complex supernatural cosmology. Oblivion is the void surrounding Nirn, the mortal plane of existence. The planets, nebulae and other astral bodies in the sky are the mortals' view of the spheres of the Daedra floating in that void. Stars are holes on the inner surface of Oblivion through which the energy of Aetherius shines into the mortal realm. This is also true of the sun, which is known as Magnus. The exception is the constellation of the Serpent, Sithis, which is made up of unstars (through which, presumably, the energy of Oblivion shines into Aetherius).
Nirn
:Main article: Nirn
Nirn is the fictional planet on which The Elder Scrolls series of games are set. Its name means "arena" or "the battleground" in the Elven language (Ald Ehlnofex). Nirn is also known as Mundus (the "Mortal Plane"), and is located in Aurbis, between the Aetherius (the "Immortal Plane"), and Oblivion. Nirn is named "Mortal Plane" because the species which inhabit it die. The planet is orbited by the two moons Masser and Secunda, while Nirn orbits its sun, called Magnus. The continents of Nirn include Akavir, Aldmeris, Atmora, Pyandonea, Tamriel, and Yokuda.
Continents of Nirn
Tamriel
:Main article: Tamriel
Tamriel is the continent where the events of The Elder Scrolls series of games take place. The name Tamriel is said to mean 'Starry Heart', however, according to Arena, it is also Elvish for 'Dawn's Beauty'.
Tamriel consists of nine provinces, Black Marsh, Cyrodiil, Elsweyr, Hammerfell, High Rock, Morrowind, Skyrim, Summerset Isles and Valenwood. In addition the city state of Orsinium is currently seeking provincial status.
Akavir
Akavir ("Dragon Land" in the native Akaviri language) lies some 4,200 miles to the east of Tamriel and is the homeland of the Akaviri, who are further divided into four sub-races: the Kamal, the Tsaesci, the Tang Mo, and the Ka Po' Tun. Little else is known about the continent or the people of Akavir, as few Tamrielians have ever dared to cross the vast ocean which separates it from Tamriel. It is believed that humans lived in Akavir at one time, but were eventually "eaten" by the Tsaesci, who have themselves launched several attacks upon Tamriel in past ages.
It is stated in game dialogue in Oblivion that the Nerevarine (the hero of The Elder Scrolls III: Morrowind) has departed for Akavir in the interim between Morrowind and Oblivion. A story taking place in Akavir can be found in the Oblivion book Report: Disaster at Ionith.
Aldmeris
Little is known about Aldmeris (called Ehlnofey in the Elven tongue), other than that it is rumored to be located far to the south of Tamriel and is supposedly the ancestral home of the Aldmer. It is possible that some Aldmer still inhabit the continent, but whether or not this is true remains a mystery, as all expeditions to find Aldmeris thus far have ended in failure. Some have even suggested that the continent does not actually exist at all.
Some believe it not to be a real place, but pleasant memories the Elves have of the dawn before the gods left Nirn.
Atmora
Atmora is a frozen, unlivable land. In the Elvish tongue Atmora means "Elder Wood". Atmora was once warmer though still an icy place, populated by the Nedes, which were organized into clans and fought in civil wars for hundreds of years. More than 4,000 years ago, a man named Ysgramor travelled to the distant continent of Tamriel. He founded the capital city of Saarthal, which was soon razed by the Aldmer, the ancestors of all Elves. Ysgramor retreated to Atmora with his two sons, and raised an army of 500 Nedic warriors known as the Five Hundred Companions, to take revenge against the Falmer, who were almost completely eradicated. Ysgramor founded Skyrim, the first human kingdom of Tamriel.
Pyandonea
The kingdom of Pyandonea is series of islands to the south-west of Tamriel. Sometimes regarded as a continent, the islands are covered with rainforests and a habitat for water spirits. It is also the homeland of the Tropical Elves (or "Maormer"). The king of Pyandonea is the immortal Orgnum Thras, a wizard who claims to be God-Snake of Satakal. Three centuries ago, the island broke its alliance with the Summerset Isles, and Orgnum waged war against Tamriel. Potema, queen of the Kingdom of Solitude tricked Orgnum by convincing him that she would assist in overthrowing the current emperor, her half brother, Antiochus. Potema's scheme made Orgnum and his entire attacking fleet begin their assault against Tamriel. When Orgnum's Fleet passed near Artaeum, the homeport of the Psijic Order, a magical storm destroyed the entire fleet including Orgnum. The storm was created by the Psijic Order under the payroll of Potema.
Yokuda
Yokuda lies to the west of Tamriel and was the homeland of the Redguards. It was once a prosperous continent and the birthplace of the Yokudan civilization. 3500 years ago, Yokuda was devastated by a series of earthquakes, which sunk the land. Some believe it was caused by natural tectonic shifts, while the Redguards believe it was caused by wizards during a civil war.
The warrior class of the Yokudans, also known as Ra Gada, or "Forebearers", sailed east to settle down in Hammerfell, where they were known as Redguards. The nobles of Yokuda are known as the Na-Totambus, or "Crown". Little is known about the continent or the people before they sailed to Tamriel.
Thras
Homeland of the Sload, or slug-men. Thras is a chain of coral islands in the Abecean Sea west of Tamriel.
fr:Pyandonea