Maar Gan was a tiny temple town deep in the Ashlands to the north of Ald'ruhn. It was walled and built in the House Redoran style, utilizing mud construction and the shells of ancient monstrous insects. It was probably as close to the Ghostfence as any town short of Ghostgate itself and offered few services. There was a Tribunal Temple shrine there, with a captive Dremora, Anhaedra, who had spent many thousands of years perfecting the ultimate insult.
Malabal Tor is a region deep in the Green of northwestern Valenwood. The area is populated by hoarvors and stranglers. The western coastline is known as the Broken Coast. East of it is the Strid River Basin, and to the northeast is Silvenar Vale. The capital Silvenar, the spiritual home of all Bosmer, is in the southeast area of the region. Malabal Tor is also dotted with numerous smaller Bosmeri settlements and ports. Little light reaches the forest floor; those who wish to see the moons and stars must climb the highest bluffs to get a good glimpse of the night sky. Legends speak of a pool in an ancient glade somewhere in the forest which may grant immortality.
The shrouded islands off the coast of Malabal Tor are both beautiful and treacherous. While plotting an invasion of the region circa 2E 582, the Maormer planned to use the nearby Tempest Island as a base for their assault, and counted on its history of bizarre inclement weather to provide them cover. Falinesti journeyed to Malabal Tor in the summer, and in the Third Era, the walking city rooted itself along the northwestern shores of the region.
Malada survived the Alessian Rebellion and continued to be inhabited for over one hundred years after the race's downfall. The Ayleids of Malada were said to afflict the land "such that no man could plow, or reap, or seed". On the 5th of First Seed, 1E 393, the sun darkened, and the dismayed Nedes declared that a great event should come about in its wake. They appealed to the Alessian Order for aid against the "devils" of the High Fane, and Abbot Cosmas led an assault on the temple, cleansing it with holy flame. The Ayleids within were burned along with their relics and books. The Cleansing of the Fane was later attributed for many years of peace. The temple later fell into ruin and became infested with undead.
In 3E 433, an Altmer named Umbacanno recruited treasure hunters to locate the High Fane, the Ayleid name of which had been lost to common knowledge. Although posing as a simple antique collector, Umbacanno was an Ayleid Revivalist and sought to recover a specific carving from the ruins in order to gain access to the throne room at Nenalata. Although competition between the rival hunters proved to be an issue, Malada was located and the carved tablet was successfully recovered. Removing it from its resting place caused a small collapse, opening up Malada's Aldmerisel (or "Ancestor's Hall").
The Mantellan Crux is a small, self-contained world located in Aetherius that served as the prison of the Mantella after it was blasted from Mundus by Zurin Arctus. It is designed as a giant puzzle to test those who would seek the heart of Numidium, and is inhabited by fearsome Daedra and undead. The Blind God, a giant skull, dwells here. The Agent retrieved the Mantella from here in 3E 417, just prior to the event known as the Warp in the West.
Following the Alessian Slave Rebellion in Cyrodiil, an Ayleid clan settled on the site of Marbruk in the early First Era. Like all Ayleid settlements in Valenwood, the clan was eventually absorbed into mainstream Bosmer culture and the site fell into ruins. The land that Marbruk was built upon originally belonged to the Bosmer Driladan Clan, once native to the area. Marbruk was constructed in 2E 582 by the Aldmeri Dominion to defend Greenshade from the Ebonheart Pact. Hoping to accommodate their Altmer allies, the Bosmer ignored the felling of trees involved in its construction. The Altmer, in turn, attempted to respect the Green Pact by importing the wood and stone required, and faced little opposition from the local tribes. The city featured modern Altmeri architecture built atop the original Ayleid ruins, and was home to a secure vault where the Dominion stored some of its most priceless treasures.
Shortly after the city's construction, the Staff of Magnus was stolen from the vault by the Veiled Heritance. The Heritance then resurrected Prince Naemon as a lich and bestowed the Staff upon him. It was this shade that raised an army of undead in the Green's Marrow region and led an attack on Marbruk from the north. The undead forced the Driladan Clan to migrate south, but the Dominion managed to hold Marbruk against the initial assault and eventually destroyed Naemon and his army.
A small settlement named Marbruk Field was still in existence by the time of the Imperial Simulacrum.
Markarth, also called Markarth Side, is a city in western Skyrim and the capital of the hold known as the Reach. It is noted for its Dwemer architecture and the extensive ruins of a Dwemer city, Nchuand-Zel, beneath Understone Keep. The city is often noted for the Imperial College of the Voice founded by Tiber Septim, though no trace of this college can be found by the Fourth Era.
Control of Markarth and the Reach has changed many times. Markarth was inhabited by the Dwemer until their disappearance in 1E 700. The natives of the Reach, a people of mixed Breton descent, assumed control of the city and the surrounding lands. After the collapse of the Second Empire, Markath, along with the whole Reach, was ruled by the Reachmen under the Despot of Markarth. The Reachmen conspired with Mannimarco and the Tharns to further Molag Bal's Planemeld, and Nchuand-Zel was occupied by Daedra. Vanus Galerion stormed this complex some time before 2E 581 while hunting Mannimarco.
During the time of Tiber Septim, the Nords came to power and subjugated the natives. In 4E 174, while the Empire was distracted by the Great War with the Aldmeri Dominion, the natives seized the Reach with little resistance and broke away from Skyrim to form a short-lived independent kingdom with Markarth as its capital. Ulfric Stormcloak gathered a militia and toppled the natives in 4E 176, reestablishing Nordic dominance over the Reach. Desperate and alienated in their own lands, the natives began to call themselves the Forsworn and turned to their ancient traditions and rituals for help to rebel against the Nords. The Forsworn continue to wage a guerrilla war in the Reach as of 4E 201.
Lake Masobi was a lake in the northwest corner of the Ascadian Isles. The busy trading village of Suran was on its north and east shores. The Nabia River flowed into the lake in its northeastern corner, connecting it to Lake Nabia. Lake Masobi, in turn, flowed into the craggy coastline of southeastern Vvardenfell. It also joined to Lake Hairan in the west via a small channel, and Lake Amaya lay to the northwest. Vivec was due south. In the days before the Red Year, it was surrounded by rich and productive agricultural fields, and some Dunmer mansions dotted its shoreline. Considering the cataclysms of the Red Year, though, it's unclear if the lake still exists.
A maior das luas de Nirn, Masser, ou Jode, é conhecida como um dos espíritos correspondentes ao plano mortal, e por isso é temporal e sujeita aos limites da mortalidade. Masser, que existe como um plano separado, há muito tempo pereceu; foi a morte de Masser que levou os mortais a perceber que ela tinha tanto textura quanto tamanho limitado, assim como uma tonalidade vermelha, as quais são o resultado do declínio de seu revestimento anterior em puro branco.
Embora considerada por várias culturas como um espírito assistente de um dos planeta deus, um deus menor ou deus estrangeiro, Secunda não é exibida dentro de planetários Dwemer, nem mesmo detém uma posição no panteão Imperial. Na cultura Khajiiti, andar o Caminho de Jode é um passo necessário ao Campeão Lunar que deseja se tornar Juba. Sob a influência de vapores de açúcar lunar, o Lunar Sagrado guia o Campeão Lunar por um aspecto de Masser conhecido como Semi-Plano de Jode, que se transforma pra mostrar visões do futuro a estes que cumprem o caminho.
Menevia is a region in central High Rock, within the larger region of Stormhaven. It borders Alcaire to the west, Wrothgar to the north, and Gavaudon to the east. The region contains the city of Wayrest, as well as the small settlement of Farangel's Landing. Around 2E 582, Menevia was home to the Pariah Abbey, where the Spirit Wardens worshipped Azura.
Mines of Khuras
The Mines of Khuras (or simply Khuras) are an extensive abandoned mine complex located in the Cambray Hills region of Glenumbra in High Rock. The entrance lies on the coast east of Aldcroft, and the lower levels are flooded with lava.
In the late First Era, the mines were famous as a source of crystals and gems until a ceiling collapse rendered most of the tunnels inaccessible in 1E 2906. The mines were subsequently abandoned. In 2E 582, the mines were taken over by the Bloodthorn Cult, who sought a certain type of gem for use in corrupting the Wyrd Tree. Their leader, Lilou, was later killed.
During the Imperial Simulacrum, a junior member of the Brotherhood of Seth from Camlorn named Brother Barnabas seemingly went mad after learning of Emperor Uriel Septim VII's imprisonment. Taking it upon himself to restore the Staff of Chaos and rescue the emperor, Barnabas took a map fragment that showed the location of the Crypt of Hearts and fled to Khuras. He was then killed by the monsters inhabiting the mines. When the Eternal Champion came in search of the staff piece hidden in the Crypt of Hearts, the Brotherhood revealed the fate of the map. The Champion then entered the mines and retrieved it.
The ancient Nords built a temple in a secluded valley at Mistwatch sometime in the Merethic Era. Although most of the Nordic temples were built by the Dragon Cult, the sacred Totems at Mistwatch were dedicated to the worship of the Bear, Fox and Wolf, ancient Atmoran deities. Worship continued at the ruins well into the Second Era by an ostracized group known as the Ternion Monks. Greater Nord society frowned upon their worship of the Three Old Gods, so the monks lived in relative isolation, with access to the ruins being limited to teleportation magic.
In 2E 582, Jorunn the Skald-King was poisoned at Fort Amol during an attack from Fildgor Orc-Thane's forces. Fearing for the stability of the Ebonheart Pact if the High King were to die, Jorunn's allies went to extreme measures in an attempt to cure the Daedric poisoning. With the blood of a vampire and the help of a Dreamwalker, Jorunn was brought before the Ternion Monks. Despite some difficulties, Jorunn's life was ultimately saved by the Soulless One and the power of the Three Old Gods.
Some time after this, the Ternion Monks seemingly disbanded and the ruins were lost. A military fort was built at Mistwatch, and eventually abandoned. In 4E 201, a group of bandits took control of the ruined towers. A Nord woman named Fjola, returning to her homeland of Skyrim after fleeing her marriage, quickly took control of the group and began kidnapping travelers for ransom. Her husband Christer then came to the ruins, believing her to be a captive there. He sought the aid of the Last Dragonborn in "rescuing" her, which proved to be a fruitless endeavor.
The Moesring Mountains region covers the frozen wastelands in the northwestern tip of Solstheim. The northern and western borders are the white coasts of the Inner Sea while to the south are the Isinfier Plains. To the east is the Isild River, and beyond that is the northern sector of the Felsaad Coast. Apart from attempting the treacherous climb on the sides of the mountain range, there are several passes through the mountain range. Thormoor's Watch is at the southern end of the Moesring Mountains, Hrothmund's Pass is close to the rock formation of Hrothmund's Bane, and finally the Northern Pass east of Castle Karstaag, on the northern slopes of the mountains.
Hvitkald Peak, the highest mountain on Solstheim, is situated at the southern end of the Moesring Mountains. It is here, and only here, where the Wolfsbane flower naturally grows. On the southern side of the mountain is the Water Stone, a relic held sacred by the Skaal. One of the other stones, the Wind Stone, is located on the shores of the Harstrad River, at the eastern side of Hrothmund's Pass.
For more information, see the main lore article.
The Molag Amur region is essentially the southern part of the Ashlands. The two regions are ecologically similar, both being characterized by an arid landscape whose plant life tends to be trama root, fire petal, and occasional chokeweed. Molag Amur is distinguished from the northern Ashlands by the presence of lava pools and rivers on the surface. The land is predominantly dark volcanic rock covered with an overlay of ash and cinder, but of a different makeup and appearance from that of the Ashlands proper. Although it is hard to understand how they survive, fauna include kagouti, alit, cliff racers, rats, and kwama foragers. There are also various Daedra frequently seen in the area, including scamps and all types of atronachs.
Molag Amur is a large region, stretching from just east of Balmora clear to the eastern coast, and from the Grazelands south to Molag Mar. It is an irregular triangle, with a truncated point at the region around the Dwemer ruin of Arkngthand, above the Foyada Mamaea opposite Moonmoth Legion Fort. The northern boundary of the Molag Amur region starts just north of the bridge to Arkngthand, stretches eastward from there along the hills north of Lake Nabia, and turns north after the Foyada Ashur-Dan towards the southwest corner of the Grazelands, near the stronghold of Falensarano, and then runs east to the sea. Roads mainly consists of foyadas, volcanic ravines, leading east and north to the important pilgrim sites of Mount Assarnibibi and Mount Kand.
The lower boundary begins below Arkngthand, over the mountains from Lake Amaya, and curves down above the Ascadian Isles, taking a sharp southerly bend which sees it on three sides of Suran. It then goes due east to Molag Mar. On the east side of Molag Mar, there is an inlet, and Molag Amur lies to the north, and its border follows a rough line north from the eastern shore of that inlet.
The region cannot be said to be dominated by any House: the majority of its inhabitants tend to be renegade necromancers and Mages, but House Telvanni has made inroads into the area with the foundation of Tel Uvirith. Relatively near there, the Erabenimsun Camp is testimony to the presence of Ashlander tribes in the eastern part of this region.
Molag Amur is generally an area one passes through out of necessity, not a place where any but the desperate would make a home.
Moonmoth Legion Fort
Moonmoth Legion Fort was an Imperial Legion fort located east of Balmora in the West Gash region of Vvardenfell. The fort offered an Imperial Cult altar, and apothecary, enchanting, smithing and trading services.
Moonshadow is a realm of Oblivion, created and ruled over by Azura, the Daedric Prince of Twilight. The realm is so beautiful that visiting mortals are half-blinded. The realm contains flowers and waterfalls, majestic trees, and a city of silver. The wind smells of perfume, and the realm is known to have rain. Azura lives in a rose palace, and is welcoming to mortal travelers.
Aviso: A chave de ordenação padrão "Places M" sobrepõe-se à anterior "M".
|Aparece em||Arena, Morrowind, Dragonborn, ESO|
</noinclude>Morrowind, anteriormente chamada de Dwemereth, Veloth, Resdayn, e Dunmereth, é a província no canto nordeste de Tamriel e lar dos Dunmer. Composta dominantemente pela ilha de Vvardenfell que tem em sua fração central a cuspidora de cinzas Montanha Vermelha e pela parcela continental. O Mar Interno separa Vvardenfell da parte continental, enquanto o Mar dos Fantasmas fica ao norte da província. Solstheim, uma ilha no mar a noroeste de Morrowind, não foi associada tradicionalmente a quaisquer província, por mais que Morrowind a tenha reivindicada a muito tempo. Os Nórdicos de Skyrim concederam a ilha a Morrowind em 4E 16 após o Ano Vermelho, permitindo que os Dunmer se assentassem sem contestação.
Morthal, supposedly named after the great Nord hero Morihaus, is the capital of Hjaalmarch, although it is a fairly small, humble town of little economic or strategic importance besides its small lumber mill. Sitting on the southern edge of the Drajkmyr marsh, dry ground can be hard to come by in Morthal. It is often shrouded in a thick fog, and ominous twisted trees grow from the surrounding marsh, giving it a foreboding appearance to approaching travelers. The torches of the town glowing in the fog often give the impression of wisps at a distance. Many choose to steer clear of the place altogether.
The Mortrag Glacier was a large glacier once located along the northwestern coast of the island of Solstheim in the Moesring Mountains. Castle Karstaag was located just east of it. The interior of the glacier was used to host the Hunter's Game during the Bloodmoon Prophecy of 3E 427. The icy tunnels were filled with werewolves, the Hounds of Hircine. The Prince kidnapped four champions from the island and brought them to the glacier, to act as the Prey. The glacier was destroyed when an Aspect of Hircine was defeated by the Nerevarine, ending the Hunt and marking the first time that the Prey succeeded in killing the Hunter. The glacier subsequently collapsed, becoming a jagged ice field.
The mountain is most famous as the site of the battle between Olaf One-Eye and the dragon Numinex during the War of Succession. The mountaintop once again became a dragon lair after the return of Alduin in 4E 201, displacing the band of warlocks who had previously occupied it. The jarl of Winterhold put out several bounties in an attempt to drive off the dragons.
Forte da Lamentação, a “cidade de luzes e magia”, também conhecida como Cidade das Gemas, foi a capital de Morrowind e a maior e mais antiga cidade da província. O Forte da Lamentação é localizado no coração da região de Deshaan, sudeste da terra principal de Morrowind, e distrito da Casa Indoril. Era também cidade-templo para o Templo do Tribunal, que durante a Terceira Era a maior parte da cidade era nomeada Almalexia em homenagem à divindade patrona, um dos deuses vivos do Tribunal, onde apenas a área do templo central detinha o nome de Forte da Lamentação. Almalexia desapareceu da cidade em 3E 427, sob rumores de ter sido morta pelo Nerevarine. Em 4E 10, a cidade foi saqueada durante a Invasão Argoniana, e a capital foi movida para Luz Negra. Até 4E 201, os últimos vestígios de Almalexia haviam sido removidos do Templo e a cidade voltou a ser referida somente como Forte da Lamentação.
O Forte da Lamentação foi verdadeiramente uma cidade ancestral, possivelmente predatando os próprios Dunmer, e há rumores de que a cidade havia sido construída acima de ruínas de uma vasta cidade de Anões. Entretanto, não haviam ruínas visíveis na superfície. Tal rumor se provou verdadeiro quando, em 3E 427, houve o descobrimento de Bamz-Amschend e suas vastas redomas e maquinário único abaixo da cidade.
Mournhold Temple (sometimes called the Tribunal Temple) was the home of Almalexia. It is situated in the center of a large and decorative courtyard, which lies at the northern end of Mournhold, within the city of Almalexia.
It served as a center of worship for the Tribunal, as well as an administrative center for the Temple itself. The temple is connected to the underground ruins of Old Mournhold through the temple sewers. Barilzar's Mazed Band has the ability to teleport the wearer directly to Mournhold Temple.
During the time of the Ebonheart Pact, the temple displays were quite multicultural, with Argonian and Nord relics placed alongside Dunmer. In 2E 582, the temple was invaded by Daedra due to a Maulborn plot to overthrow the Tribunal and return the Dunmer to Daedra worship. With Almalexia powerless to act directly, she depended on the Soulless One to use the power of the Tribunal to clear the complex of invaders. Almalexia disappeared from the temple in 3E 427, when she teleported to the Clockwork City and was slain by the Nerevarine.
The temple survived the Argonian Invasion of Mournhold, as well as the general population's disillusionment with the Tribunal following the Red Year. However, the last vestiges of Almalexia's presence were being removed by the New Temple almost two hundred years later. Around 4E 201, they added a new sanctuary. House Indoril had to erect a large building in Plaza Brindisi Dorom to house the many new priests and pilgrims who had come to visit.
Mournoth is a region in eastern High Rock, within the Bangkorai region. It borders Gavaudon to the west, Ephesus to the south, Wrothgar to the north, and the Reach of Skyrim to the east. The region contains the city of Evermore. The most important landmarks are the Halcyon Lake on the Bjoulsae River, the Viridian Woods and the Viridian Lake.
Mournoth used to belong to the Reachmen, and they often tried to reclaim it, along with the city of Evermore. One such attempt happened in 2E 541, when Durcorach the Black Drake captured the whole of Bangkorai. Another attempt took place in 2E 582, when the armies of Reachmen under the Hagraven Uela captured the northeastern Mournoth and threatened to attack Evermore. The Reachmen were eventually driven away, and Uela was killed.
Mundus (or "the Mundus") is the plane or realm of existence that encompasses Nirn, its moons, and attendant Aedric planets. For all intents and purposes Mundus refers to these heavenly bodies alone, as they themselves float in the Void. Mundus is a collaborative construct created by many divine beings. It was first conceptualized by Lorkhan, who then convinced other et'Ada — specifically the Anuic et'Ada, who became known as the Aedra, and not the Padomaic et'Ada, i.e., the Daedra — to assist him in its construction. Of these et'Ada, Magnus became the Architect, who drew up the plans for Mundus.
Some of the et'Ada gave parts of themselves entirely to the creation of Mundus. These became the eight planets of Mundus (not including Nirn); they are also identified as the Eight Divines. Soon after the planets had formed, Magnus became disgusted at what Mundus was, and so left for Aetherius, his passage ripping a hole in Oblivion (the realm of Daedra that surrounds Mundus and separates it from Aetherius). This rip is viewed as the sun, and is responsible for much of Mundus' magical energy. Others soon followed after Magnus; these et'Ada left smaller holes, which became the stars. A number of the et'Ada chose to stay with their creation so that it would not die, and became the Earthbones that established the laws of nature and formed the substance and life of the final planet: Nirn. The et'Ada who did not manage to escape or choose to stay on Nirn as spirits simply wasted away into nothingness.
Although routes from Shadowfen and Leyawiin exist, the roads to Murkmire are often treacherous and are closed during monsoon season. The area around Gideon was once considered Kothringi homelands before the race was wiped out by the Knahaten Flu of 2E 560. In 2E 582, a trade deal was brokered between Gideon and Leyawiin and the road to Murkmire was reopened.
Murkwood is the legendary "dark forest that ever moves", located deep in the swamps of Black Marsh. The city of Blackrose is located near it. The Conclave of Baal, an organization based in Stormhold, can find the current location of the forest by reading the Elder Scrolls with the aid of an ancient tablet. Murkwood was used by Jagar Tharn as a hiding place for one piece of the Staff of Chaos during the Imperial Simulacrum. The Eternal Champion retrieved this piece on his quest to save Emperor Uriel Septim VII.
Myrkwasa is a region in western Hammerfell, in the Alik'r Desert. It borders the Hollow Waste to the east. The region contains the city of Sentinel. The most important places are the Ayleid ruin Salas En, the Dwemer ruin Santaki, and the great necropolis of Tu'whacca's Throne.