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AaltoEdit

The Aalto (or Alto), also known as the Eastmarch Geysers is a geological formation that makes up the central area of Eastmarch, in the province of Skyrim. The volcanic tundra interior of Eastmarch is a no-man's-land of bubbling sulfur pools, giant camps, crests, slopes, and mines.[1][2] The entire Hold is dominated by sulfur pools where very little grows, as the volcanic terrain limits farming and development, and seems sunken in compared to the higher elevations of the Rift and the towering Throat of the World.

AbagarlasEdit

Abagarlas (later Lost Abagarlas) was an Ayleid city located on the shores of Lake Rumare, on the northeast coast of City Isle. A center of worship to the Daedric Prince of Domination Molag Bal, Abagarlas infamously came into conflict with the nearby Meridia-worshipping city of Delodiil.

Abah's LandingEdit

Abah's Landing, the Jewel of Khefrem, is a harbor city on the eastern coast of Hew's Bane in southern Hammerfell. It is a major port on the Abecean Sea.

AbamathEdit

Abamath (translated as "Forbidden Home" in Ayleidoon) is an Ayleid ruin found on the Xylo River in the region of Malabal Tor, in the province of Valenwood. It was initially an ancient town of Wood Orcs that worshipped Mauloch, the God of Curses. The cave system underneath it contains a spring of magical war paint called the Blood of Mauloch, which was believed to give them strength. Unfortunately for them, the Ayleid refugees of Cyrodiil captured the town and built their city over it, until that eventually fell into disrepair.

Abanabi CavesEdit

The Abanabi Caves runs beneath Zafirbel Bay in the Azura's Coast region of Morrowind. A surface entrance to one section of the cave can be found southeast of the Telvanni city of Sadrith Mora and northeast of Tel Fyr. Another section of the cave could be accessed directly from Tel Fyr. Along with Abaelun Mine and Dun-Ahhe it is one of the few places in Vvardenfell where diamonds occur.

Abecean SeaEdit

The Abecean Sea (or the Abecean for short) is a body of water to the west of Tamriel that sits between Cyrodiil, Hammerfell, Valenwood, and Summerset Isle. The sea is encompassed by the Eltheric Ocean.

AbernanitEdit

Abernanit was a Daedric Ruin located in the Bitter Coast region of Vvardenfell. The site is notable for being mentioned in The Death Blow of Abernanit.

Abibon-GoraEdit

Abibon-Gora (also known as Albion-Gora) is a region that rests on the western coast of Hammerfell, in the Iliac Bay region. It is a humid subtropical region with beaches and grasslands on its coastlines. It shared borders with Kairou to the north and the Alik'r Desert to the east when it was a barony in the Third Era. It is unknown how far south it goes, but the entire region from Abibon-Gora down to the peninsula of Hegathe is a lush plant-filled rainforest. Redguards predominate the region, with Julianos as the favorite deity. Sophists and mystics at his chapel engage in friendly debates during gatherings. The capital city is the city of Abibon-gora, and the locality is protected by the Knights of the Wheel.

AbyssEdit

The Abyss is a mysterious realm of Oblivion consisting of a never-ending series of rooms and corridors, both real and unreal at the same time, which together form an endless dungeon. Few have survived exploring the infinite reaches of the Abyss, and none have conquered it. It is said to be linked to the Ayleid lich king, Celemaril Light-Bringer. However, Celemaril is not responsible for its creation.

Adamantine TowerEdit

The Adamantine Tower, also known as the Balfiera Tower, Direnni Tower, Ada-mantia, Adamant Tower, Ur-Tower, and Tower Zero, is a tall, circular, and ancient tower at the highest point of the Isle of Balfiera in the Iliac Bay. The Tower was used as a fortress, prison, and palace by the Direnni Hegemony, but its true purpose has remained a mystery. The latest magical divination of its age places its construction around ME 2500, making it the oldest known structure in Tamriel. The tower has been modified several times over the years, but the cylindrical core of metal has not been touched and is rumored to extend as far into the ground as it does protrude above it, and its depths have never been thoroughly explored.

Adjacent PlaceEdit

Adjacent Places are realms within the Aurbis that are accessible by magic. Some sources say they exist as parallel reflections of the realms they are 'adjacent' of. Severe magical anomalies that disrupt the normal non-cardinal points can open breaches to Adjacent Places. Arch-conjurer Corvus Direnni wrote that he would temporarily lodge his Flame Atronach Wolf in a pocket realm Adjacent Place.

Though some sources claim that there are multiple Adjacent Places, others point to one, unique Adjacent Place. The Augur of the Obscure claims to have an alternate form in the Adjacent Place. The Tribunal Temple's teachings tell of the Adjacent Place, describing it as a forbidden realm of apology for absolution and the illusion of the vocal. The teachings tell of a people known as Grabbers who inhabited the Adjacent Place, having never built a city of their own. The Grabbers tried to conquer Vivec City at some point by transforming the concept of Ha-Note into a monster named City-Face. The monster was stopped by the god Vivec, who showed the Grabbers the error of their false hope.

AelfendorEdit

Aelfendor is a location mentioned in Song of Hrormir originally governed by the Sovereigncy of three Dark Kings.[3]

Aetherian ArchiveEdit

The Aetherian Archive is a ruined tower in western Craglorn, overlooking Elinhir to the south.

The tower was built by the Firstmages in ancient times and predates the nearby towers in Elinhir. According to local legend, the three towers at Elinhir were constructed in homage to the Archive. It served as the home of the Firstmages, a group of elven mages completely dedicated to studying Aetherius and achieving magical power. The mages assembled a great library in order to study magic and Aetherius, before casting impenetrable wards to eternally seal themselves inside. The mages found a magicka-infused anomaly called the Great Source in the Archive during the First Era. It was the source of their magic, and granted the Firstmages long lifespans. This allowed them to study indefinitely.

AetheriusEdit

Aetherius (known also as the Immortal Plane, the Aether, and Heaven) is a plane of the Aurbis thought to be the origin of all magic and arcane arts. The stars and the sun are thought to be holes into Aetherius left by spirits (notably Magnus) who long ago became dissatisfied with Mundus. It is a common belief that the soul of a dead person, assuming they are not Nirn-bound for some reason, goes to Aetherius, to continue on as a spirit, where it is said many souls of mortals become spirits of another sort. Materials known as Aetherial Fragments often become dislodged and fall to Nirn; these are commonly observed by the people of Tamriel as 'shooting stars'.

Aetherius, much like Oblivion, consists of a multitude of realms which serve different purposes and is described as a bright sea containing many worlds, though they are all "of everlasting imperfection". For Nords, their chosen place in Aetherius is Sovngarde, the Hall of Valor. The Redguards have a different place in Aetherius, called the Far Shores, as do the Khajiit, a realm known as the Sands Behind the Stars. These locations are not necessarily exclusive to those particular races, but may depend on an individual's beliefs, choices during their lifetime and the manner of their death, including the possibility of servitude to the Daedra in Oblivion. For instance, in 2E 582 King Emeric of Wayrest was (temporarily) killed in the Chamber of Passage in the Hall of Heroes; his soul was drawn through a nearby passage to the Far Shores, despite his being a Breton.

Ahemmusa CampEdit

The Ahemmusa Camp is the home of the Ahemmusa Tribe, one of the four distinct tribes of Ashlanders in Vvardenfell. The Ahemmusa Camp is commonly found in the northeast coast of Vvardenfell, in the region of the Grazelands, but because of territorial expansion between House Redoran and House Telvanni, they migrated to the Bitter Coast in 2E 582.[4] They returned to that area, living there as far as 3E 427, until the Ahemmusa Tribe were forced to relocate to the ruins of Ald Daedroth, where they most likely have stayed ever since.[5]

Ain-KolurEdit

Ain-Kolur was a battlefield where the Battle of Ain-Kolur took place. During this battle one of the most renowned River Horse Bretons Mindothrax, who was a master of defensive combat perished against a rival tribe led by Chief Iymbez, who brought in reinforcements from the islands to the south. A camp of Mindothrax's tribe was positioned in a high-walled garden of an old burial ground, adorned by springtide blossoms.

Akatosh (planet)Edit

The planet Akatosh, sometimes called AKHAT, is one of the Dominion Planets found in the skies of Mundus. According to the Warrior-Poet, Vivec, it is one of the eight worlds known to the Dwemer. There are no known satellites orbiting around it, but it marks the eye of the Warrior constellation. As with all astral bodies seen in the skies above Nirn and their corresponding deities, the planet Akatosh is believed to be the plane of the god Akatosh as well as the god himself, as seen from the mortal plane. It is said to actually be a different plane of existence in its own right, infinite in size and mass, with its appearance as a sphere being only a visual phenomenon caused by mortal mental stress. Akatosh is said to have ruled from here before Convention took place in ME 2500. Though scholars largely agree no mortal beings live on Akatosh or Arkay, Azandar al-Cybiades theorized that the power Ayleid Wells reroute back towards the heavens was being collected by someone. The 33rd sermon in Vivec's thirty-six lessons calls Akatosh the north-pole-star of warriors, which references its position on the Warrior constellation.

AkavirEdit

Akavir, also known as Dragon Land, is a continental landmass east of Tamriel, and home to the Akaviri races. The two continents have a history of animosity towards each other, with Akavir invading Tamriel several times in the past and Tamriel invading Akavir at least once. Much of what is known about it in Tamriel is acknowledged to be incomplete or inaccurate.

AkgunEdit

Akgun is a potentially fictional location mentioned in The Ransom of Zarek.[6]

Akos KasazEdit

Akos Kasaz is the largest island in the Yokudan archipelago, between the Azurian Sea and the Sea of Pearls, far to the west of Hammerfell. Due to its size, the island spans multiple environments, some gentle and some brutal. The capital of the Yokudans, Old Totambu, was located on Akos Kasaz. In the late Second Era, other settlements included Tagon in the west, Taleskan in the north, and Yul in the south.

As the home of the Na-Totambu, the old ruling class (which would later become the Crowns), the Red Dervish of Rihad was famously quoted for the phrase "A daughter of the House of Akos Kasaz shall not marry an infidel of another house." What this means is that a daughter of the Crowns shall not marry another Redguard that drifted away from the Yokudan customs, like the Forebears. Northern Akos Kasaz was a fertile steppe, home to large herding clans, some of whom worshipped the Herd Mother, rather than the typical Yokudan gods. This group, known as the Horsemen, left Yokuda in the sixth century of the First Era, eventually founding a colony in the Vale of Silverhoof in High Rock.

AlabasterEdit

Alabaster (alternatively known as Al'basti in Ta'agra) is one of the eight major cities in the province of Elsweyr, found on the southeastern coast of the province on the Topal Bay.

The town is known for the great white walls that surround the city, hence the name. Alabaster was one of the original sixteen kingdoms of Elsweyr, known for their bards, playwrights, poets, and spices. A small unnamed town is located outside the city walls, to the west.

AlavelisEdit

Alavelis is a village on the southernmost end of the Padomaic Crest and is located in the province of Morrowind, in the jurisdiction of the Great House Dres. Alavelis is a sleepy town known mainly for its glass mine to the east of it, though it eventually ran dry. The settlement is overseen by a group of village elders. When the Third Empire took over and constructed maps of the province, they gave the village an Imperalized name: Amber Forest.

AlcaireEdit

Alcaire is a region on the south-central coast of High Rock, on the north shore of Iliac Bay. Alcaire borders Koegria to the west, the Wrothgarian Mountains to the north, and Menevia to the east. The largest city in the region is the city of Alcaire. The regional deity is Kynareth. The dominant vampire bloodline in Alcaire is the Lyrezi.

Before 3E 405, an eponymous polity ruled the area but following the Warp in the West, the region became a part of the kingdom of Wayrest.

The climate of Alcaire is described as pleasantly mild and dry, with farmers and fishing villages depending upon the favorable weather and bountiful harvests.

Alcaire (city)Edit

Alcaire is a city located in central High Rock and it is the capital of the eponymous fiefdom in the north-central Iliac Bay. By the mid-Second Era, it was known as Alcaire Castle, a castle-town built on the highest point in the region, near the road to Rivenspire. At the time, it was also the home of the Knights of the Flame, who swore fealty to the monarchy. Fables at the time told that a future ruler would be born from within its ramparts.

Ald DaedrothEdit

Ald Daedroth (meaning "Old Daedroth" in Dark Elvish) is a Daedric ruin located on an island north of Vvardenfell and west of Sheogorad Island, in the Azura's Coast region.

The ruins were once an ancient site of Daedric worship, containing statues dedicated to Azura, Malacath, Mehrunes Dagon, Molag Bal, and Sheogorath. Like many of the Daedric ruins of Vvardenfell, they were sealed off by the Ordinators of the Tribunal Temple to prevent worship of the Daedra Lords. The Temple occasionally made pilgrimages to Sheogorath's shrine. In hard times, the nomadic Ahemmusa Ashlanders of the northern Grazelands would take shelter in the ruins.

Ald MarakEdit

Ald Marak (also called Ald Malak) is a strategic fortress found on the shores of Lake Coronati, alongside its sister city, Ald Iuval. It is found in the province of Morrowind. Ald Marak is known to contain high sturdy walls, and deep waters from the Coronati, making it impossible on foot en masse.

Ald RedayniaEdit

Ald Redaynia is an isolated Velothi tower found on the northern islands of Vvardenfell, known as Sheogorad. It is within the province of Morrowind. Despite having little significance on the surface, Ald Redaynia is a historical settlement, dating back as far as the Merethic Era, and once containing a small remote fishing village as far as 3E 427.

Ald SothaEdit

Ald Sotha (meaning "Old Sotha" in Dark Elvish) was an ancient, ruined settlement located northeast of Vivec City, in the Ascadian Isles region of Vvardenfell. In the time of Resdayn, prior to the formation of the Inner Sea, Ald Sotha was originally a town with many towers that was home to House Sotha. It was later destroyed by Mehrunes Dagon, with Vivec saving Sotha Sil from Dagon's armies, leaving him as its only survivor. By the Second Era, Ald Sotha had become a temple to Mehrunes Dagon, though it was visited by members of the Tribunal Temple during the Pilgrimages of the Four Corners.

Ald VelothiEdit

Ald Velothi was a small harbor north of Gnisis. Around 2E 582, the site featured a public pier and a modest Redoran-style private estate called Ald Velothi Harbor House.

By 3E 427, House Redoran had taken possession of the harbor and converted it into a military outpost. There were few services, apart from some poor traders and a smith, and no means of fast transport to reach it. The settlement's principal structure was a Redoran watch-tower, and there was an outcast Ashlander camp directly south of the post, atop a hill. The large daedric shrine of Ashalmawia was directly east and visible from the village.

Ald'ruhnEdit

Ald'ruhn (Dark Elvish for "Old Home" and also spelled Ald-ruhn) was one of the four cities on the district of Vvardenfell. In modern history, Ald'ruhn served as the district seat of power for the Great House Redoran, but before it was occupied by the House Dunmer, it was neutral meeting ground for the four tribes of the Vvardenfell Ashlanders. The settlement was built around the carcass of Skar, an ancient Emperor Crab that was slain by the united tribes and a long-forgotten hero of legend. The Third Empire maintained the Buckmoth Legion Fort on the south end of the city, and occasionally Imperialized the city's name as Old Run.

AldcroftEdit

Aldcroft is a port town in western High Rock, located on the eastern shores of Glenumbra, in the region of Cambray Hills. The town is surrounded by swamps and often shrouded in mist. Thanks to its location, it has become a key port that services the city of Camlorn from trade routes along the Iliac Bay. It is also known for its spicy stews.

AldmerisEdit

Aldmeris, also known as the Isle of Aldmeris, the Island of Start, Lost Aldmeris, Old Aldmeris, and Old Ehlnofey, is the mythical lost continent from which the Mer are said to have originated. The term Aldmeris also refers to the language spoken by the Aldmer.

Virtually nothing is known of the elven homeland. Its location, its environment, its politics, its religion, and even its existence are the stuff of conjecture. By some accounts, Aldmeris may have been located somewhere in the South Eltheric Ocean. According to Altmeri epic poetry, when the Ancients sailed to the Summerset Isles and landed at the northern tip of Auridon, they lost the means to navigate back to Aldmeris, but had reason to believe their homeland lay in one of three different directions: south, northwest, or northeast.

AleswellEdit

Aleswell is a settlement located north of the Imperial City along the Red Ring Road, in the Heartlands of Cyrodiil.

AlftandEdit

Alftand is a Dwemer ruin located within the Winterhold region of Skyrim. Alftand is unique among Dwemer ruins in that it is the only one built partially atop an active glacier. In addition to its unique location, the Dwemer of Alftand had their own unique style of iconography. The Great Lift at Alftand, which leads into Blackreach, can be found in the Pale, overlooking the main road and Lake Yorgrim. According to Septimus Signus, Alftand is "The point of puncture, of first entry, of the tapping."

Alik'rEdit

The Alik'r (best known as the Alik'r Desert) is a large region that takes a significant portion of the northwestern part of the province of Hammerfell. It is a vast sea of sand and dunes, stretching across the inner province and surrounded by the mountains in eastern Hammerfell, and the grassland along the coastline. Borders between Hammerfell's nations in the Alik'r Desert are hazy; travelers in the vast desert can never tell where they start or end.

Alik'raEdit

Alik'ra was the main city within the unconquered territories of the Alik'r Desert immediately prior to the Warp in the West.

Alinor (city)Edit

Alinor is one of the eight major cities in the province of the Summerset Isles, found on the river highlands of the Oleander Coast. Alinor is the ancient capital of the Summerset Isles and the seat of High Elven civilization. It is widely recognized by its sky-piercing towers and intricately woven ramparts that are designed to catch the light of the sun to break it into a variety of colors. For thousands of years, it has been the home of the High Kingship of Summerset, who sits at the highest point of the city and surveys across their grand domain. The city is the namesake of the province's modern-day name, chosen by the Thalmor as they assumed power over the country.

Alten CorimontEdit

Alten Corimont is a small port town located in eastern Shadowfen, deep in the province of Black Marsh. It lies on the bank of a waterway, which provides access to the sea.

Alten MeerhleelEdit

Alten Meerhleel (also called Alten Meirhall) is a port settlement built on the lowlands of Murkmire, in the province of Black Marsh. The port was built as a way for the Argonian tribes to connect with the other races and as a way to appease them, the original harbormaster built a Teeba-Enoo court north of the docks.

Lake Amaya (Deshaan)Edit

Lake Amaya (also called Lake Thir) is a large lake in the center of the Deshaan region of Morrowind. It surrounds the city of Mournhold and meets the docks of Shad Astula. It is fed by the Thir River, a large waterway that runs through the province. Local Ashlander tribes use the waters of the lake for primitive irrigation, allowing the fertile black soil of the Lake Amaya basin to sustain both plants and animals.

Lake Amaya (Vvardenfell)Edit

Lake Amaya is a large body of water found in the temperate lowlands of Vvardenfell, in the province of Morrowind. Situated on the northern crown of the Ascadian Isles, it is found deep in the countryside from roaring cities like Vivec and villages like Pelagiad and Suran. Throughout the shores are small private estates and farmhouses, often owned by nobles of House Hlaalu. The northern shores contain the Fields of Kummu, the idyllic site of the Shrine of Humility, one of the Shrines of the Seven Graces which pilgrims of the Tribunal Temple often visited.

Amber GuardEdit

Amber Guard was a village located in western Skyrim, southwest of Snowhawk. It had road connections to Karthwasten Hall and Lainalten.

AmenosEdit

Amenos is the second-largest island in the Systres Archipelago, an island region in the western part of the Abecean Sea. The island is characterized by a dense, hostile jungle and a hazardous coastline riddled with jagged rocks, unrelenting storms, and dangerous currents. Historically, Amenos has been governed by the Bretons of House Mornard and it has hosted a prison facility since the early years of the Common Era.

Amenos PassageEdit

The Amenos Passage is a body of water nestled between the four major islands of the Systres: Amenos, Galen, High Isle, and Y'ffelon. It is part of the Eltheric Ocean and bordered by the Abecean Sea.

Several islands, such as Fogbreak Lighthouse Island and Whalefall are located within the Passage. Both on and below these islands, exotic coral may be found within the Passage due to the archipelago's close proximity to Summerset.

AmiglithEdit

A settlement in the Summerset Isles. A sculpture that represents the Transformation of Trinimac can be found there.[7]

Ancestor GladeEdit

Ancestor Glades are secluded places scattered across Tamriel. Canticle Trees, which attract Ancestor Moths, are known to grow in Ancestor Glades. Due to the presence of Ancestor Moths and the Canticle Tree sap's magical properties, the Ritual of the Ancestor Moth is typically performed by the Moth Priests of the Cult of the Ancestor Moth at these locations.

One of the known Ancestor Glades was found in the region of Pine Forest, high in the Jerall Mountains within the Falkreath Hold. It was located southeast of Falkreath's capital, and was the only Ancestor Glade in the entire province of Skyrim.

Ancient Libraries of TholgamisEdit

The ancient libraries of Tholgamis are an obscure location, which once held secret to locating where Kynareth's crypt physically manifested at that time during the Imperial Simulacrum.[8]

AndasrethEdit

Andasreth is an ancient stronghold in the West Gash region of Vvardenfell, just north of Khartag Point.

It is one of the ancient strongholds from a brighter time in Dunmer History. It can be found north of Gnaar Mok, just over the mountains north of Khartag Point. The stronghold has largely been abandoned for some time and in 3E 427 it has been taken over by bandits.

AnequinaEdit

Anequina (Ta'agra: Ne Quin-al), also known as Anaquina, Ana'quinal, or Northern Elsweyr, is a historical region and former Khajiiti kingdom in southern Tamriel. It is one of the two traditional regions of Elsweyr, along with its southern neighbor, Pellitine. Anequina traces its history back to Anequina Sharp-Tongue, who served as the queen of the Ne Quin-al Prides in the time of the sixteen kingdoms. It emerged as one of the largest kingdoms in the province following the Anequine Conquests. It merged with the rival kingdom of Pellitine in 2E 309 to form the Elsweyr Confederacy, uniting the region for the first time. Anequina occupies the northern half of Elsweyr, a region of harsh badlands and arid plains. </noinclude>

AngaEdit

Anga (meaning Iron or Cold in Ayleidoon) is an Ayleid ruin located in the Anga Valley, a region of Cyrodiil's Great Forest found north of the Imperial City, just off the Silver Road to Bruma.

Little is known of Anga's history. Circa 2E 582 an Ayleid researcher named Brelynd Verano attempted to access Anga's interior, but the ruins had been sealed.

At some point, a cult of Namira worshippers known as the Forgotten sealed themselves within the ruins to live out their lives in squalor and darkness. Circa 3E 433, priests of Arkay invaded the ruins bearing torches to "cleanse" the darkness within and save the souls of the Forgotten. Having spent so many years living in total darkness, the light burned the Forgotten, leaving them helpless. In response, Namira tasked the Hero of Kvatch with entering Anga and casting a spell on the priests, extinguishing their torches and allowing the Forgotten to kill them. In addition to the living occupants, a secret chamber within the ruins was also haunted by the undead at this time.

AnticlereEdit

Anticlere (formerly known as Reich Gradkeep) is a historical country in southwestern High Rock, right on the Iliac Bay region. Beyond the three original kingdoms in the region, Anticlere is one of the primary powers in the Iliac Bay. The region, as well as southern High Rock is known for its rolling, verdant hills. The Goddess of Love and Fertility, Mara is considered the goddess-protector of Anticlere and by the late Third Era, the Knights of the Flame served as the region's knightly order and protector of the royal family.

Anticlere (city)Edit

Anticlere (formerly known as Reich Gradkeep) is the capital of the eponymous region in the Iliac Bay region of southern High Rock. The town received its modern name from Lord Auberon Flyte, who renamed it in honor of his family, the ancestral house of Anticlere.

AntiphyllosEdit

Antiphyllos is a region in northern Hammerfell and is part of the greater Iliac Bay area. The region's monarchy was once connected to the Phyllocid Dynasty, the Crowns family that ruled the province during its time under the Second Empire. Some of their last known descendants were Grandee Zizzeen of Antiphyllos and his relative, High King Fahara'jad of Sentinel. The local Redguards of the region have the utmost respect for Divad Hunding, one of the great sword-singers of Redguard history. They observe the holiday, Divad Etep't on the 12th of Sun's Height, which is a day of mourning dedicated to the warrior. The Anthotis clan of vampires and the Dust Witches are active in the region.

AnudnabiaEdit

Anudnabia is a daedric ruin located on the largest off-coast island east of Vvardenfell, in the province of Morrowind. The ruins are located on the same island as the city of Sadrith Mora, which is directly west of it. Back in its heyday, it was a city dedicated to the Daedric Prince Hermaeus Mora. It was once occupied by the duo, Dorach Gusal, the enchanter and Hilbongard Rolamus of Skyrim, the great weaponsmith. With the magical forge deep in the ruins, they created the legendary warhammer, Skull Crusher.

AnutwyllEdit

Anutwyll is an Ayleid ruin located on the western shore of the Niben Bay at the mouth of the Larsius River, just north of Bravil. It roughly translates to Anu's Well in Ayleidoon.

AnvilEdit

Anvil is a prosperous Colovian harbor city on the Gold Coast by the Abecean Sea at the very southwest end of Cyrodiil. It is the seat of County Anvil and it is located at the end of the Gold Road, west of Skingrad and Kvatch.

Anvil consists of five districts: Castle Anvil, Chapelgate, Westgate, Guildgate and Harborside. The Redguards have had a notable influence on local architecture, which is of a similar style to that of nearby Hammerfell. The city's graveyard is located across the street from the Chapel of Dibella. North of the graveyard lies Benirus Manor, one of Anvil's many stately manors. The city also houses chapters of the Fighters Guild and Mages Guild, the latter of which specializes in Restoration.

Anvil CastleEdit

Anvil Castle (also called Anvil Keep or Castle Anvil) is a large stone castle found across the bay facing the southern walls of the city of Anvil. When King Bendu Olo led the All Flags Navy against the Sload of Thras in 1E 2200, he returned to the city and began converting what was then known as Anvil Fortress into Anvil Castle.

Aphren's HoldEdit

Aphren's Hold (formerly known as Wind Keep, and later Windkeep Castle) is a ruined stronghold that dates back sometime in the First Era. As the name implies, it is named after the Merchant-King of Wayrest, Aphren Gardner, whose reign was infamous for his desire to expand his dominion by conquering his neighbors. The fort formerly known as Wind Keep became his headquarters, thus taking on his name, but it was ransacked and is now rife with spirits. A nearby town retains the original name, and the underground complex of Storm Talon Temple has at times been actively run by the Blades from beneath the ruins.

ApocryphaEdit

Apocrypha is a realm of Oblivion created and ruled over by Hermaeus Mora, the Daedric Prince of Knowledge and Fate. The geography of the realm varies, with some areas being open with fields containing odd flora, other areas are an endless library consisting of untitled books with black covers, where all forbidden knowledge can be found, and the crackling towers of learning mingle with archways of despair and confusion. The realm is haunted by the ghosts of mortals forever searching for knowledge. Stacks of books form mazes and spiraling pillars that can reach as high as the illuminating green sky. Intricate ruins and monstrous carvings can be found among the stacks. The plane is covered in a sea of ink and roiling tentacles, while Hermaeus Mora is omnipresent over all, taking glee in tormenting mortals from his realm. Some areas of the realm are consumed by darkness which can kill any who enter it. Discarded pages and floating tomes fill the fetid air, as if pulled by invisible string. Storms of notorious strength purportedly rage over Apocrypha.

Apart from magical teleportation, Apocrypha is most easily entered by mortals through the reading of Black Books, tomes of forbidden knowledge displaced from time and scattered across Tamriel. An apparition of the reader's body remains in Mundus, tethering their life force. Most mortals who gain access to the secrets within Apocrypha are driven insane by unending revelations. Such was the fate of the mage Morian Zenas, who famously disappeared in Apocrypha during his voyages through Oblivion. However, those who successfully journey through Apocrypha are known to discover powerful knowledge. The laws of the mortal world hold no power in this realm.

ApplewatchEdit

Applewatch is a small settlement located in the Jerall Mountains west of Bruma. It was the ancestral home of the Draconis family, and is the namesake of the Applewatch Wood region.

Aphren's HoldEdit

Aphren's Hold (formerly known as Wind Keep, and later Windkeep Castle) is a ruined stronghold that dates back sometime in the First Era. As the name implies, it is named after the Merchant-King of Wayrest, Aphren Gardner, whose reign was infamous for his desire to expand his dominion by conquering his neighbors. The fort formerly known as Wind Keep became his headquarters, thus taking on his name, but it was ransacked and is now rife with spirits. A nearby town retains the original name, and the underground complex of Storm Talon Temple has at times been actively run by the Blades from beneath the ruins.

Arcane UniversityEdit

The Arcane University (also called the Imperial University) is a walled complex located on City Isle in Cyrodiil. It is a district of the Imperial City, and is connected by bridge to the Arboretum District. It was founded in the Second Era and replaced the Crystal Tower of Summerset Isle as the center of magical learning in Tamriel.

Originally an old Ayleid district adjacent to the Imperial City, the complex was rebuilt as the headquarters of the Mages Guild after the guild's founding in the early Second Era. The Arcane University served as the seat of the Council of Mages and was Tamriel's foremost magical research center, home to many powerful guild mages, scholars, and apprentices.

ArchonEdit

Archon is one of the eight major cities in the province of Black Marsh, situated on the eastern coast on the Padomaic Ocean. The area is historically considered to be in the realm of the Lilmothiit and Cantemiric Velothi.

Archon's GroveEdit

Archon's Grove is a forested clearing found in the southern mountains of Summerset Isle, in the province of the Summerset Isles. The area is known for its sacred flower of Mara, the Rose-of-Archon, which epitomizes the true essence of beauty itself. It has since been harvested by the College of Sapiarchs for the fifty-eighth Day of Divine Reverence to the Goddess of Love. The beeswax from the forest is praised as some of the finest wax across the continent. The town of Archen Grangrove existed in the area in the Third Era.

Arcwind PointEdit

Arcwind Point is a ruined Nordic structure located at the southern edge of Skyrim, in an isolated valley in the Jerall Mountains.

Ardent HopeEdit

Ardent Hope is a large fortress that imposes over the Burn; a scorched wasteland in the Deadlands of Oblivion. Some have considered Ardent Hope the strongest out of Mehrunes Dagon's seven-hundred and seventy-seven citadels. Ardent Hope is both the seat of power for Valkynaz Nokvroz, who commands the Ruinblood Clan of Dremora as well as the home of the Ravener, a Dremnaken that consumes knowledge with blood magic and stores it in the Tower of Conviction. There is a subsection of the fort called the Path of Cinders, which leads to the volcano; Xarxes Crucible.

ArenthiaEdit

Arenthia is one of the eight major cities in the province of Valenwood, serving as the province's largest settlement in the borderlands of Reaper's March. Arenthia is the resulting amalgamation of various cultures that reside in, and have spread their influence throughout, the march. It is an important trade city that is nestled on the fork of both the Crescent River and the Strid River. It was named after the first King of the Wood Elves.

Argent MineEdit

The Argent Mine was a silver mine located in southern Wrothgar, though its resources were said to be long exhausted by the late sixth century of the Second Era. Along with silver ore, the rare metal known as Liquid Silver was also found there.

Arkay (planet)Edit

The planet Arkay, sometimes called RKHET, is one of the Dominion Planets in the skies of Mundus, and according to the Warrior-Poet, Vivec, it is one of the eight worlds known to the Dwemer. No other planet orbits Arkay. Arkay marks the eye of the Thief constellation. As with all astral bodies seen in the skies above Nirn and their corresponding deities, the planet Arkay is believed to be the plane of the god Arkay as well as the god himself, as seen from the mortal plane. It is said to actually be a different plane of existence in its own right, infinite in size and mass, with its appearance as a sphere being only a visual phenomenon caused by mortal mental stress. Though scholars largely agree no mortal beings live on Arkay or Akatosh, Azandar al-Cybiades theorized that the power Ayleid Wells reroute back towards the heavens was being collected by someone.

ArkngthamzEdit

Arkngthamz is a Dwarven ruin located high in the hills of the Reach, in the province of Skyrim. In its prime, it was occupied by the Dwemer of Clan Kragen and it led an alliance of four pocket city-states that spanned all over ancient Skyrim. The purpose of the alliance was to harness a rare, blue crystal called Aetherium and Arkngthamz's role was to study its properties. For the longest time, the ruins were well-preserved until an earthquake sundered the ruins down the middle, creating a deep, boreal chasm to the innermost chamber.

ArnesiaEdit

Arnesia is a location or region in the eastern parts of Black Marsh, near Archon and Thorn. Elven civilizations of Black Marsh, such as the Barsaebic Ayleids and the Cantemiric Velothi, were known to settle and inhabit territories around the Arnesia, as well as Archon and Thorn, before their extinction. There is a round island off the east coast of this area, which has a dark green/gray terrain when viewed from overhead, different from anything seen in the rest of the province.

ArpeniaEdit

Arpenia (translated as "[the] Nobility" in Ayleidoon) is an Ayleid ruin found in the rainforests of Blackwood, in the province of Cyrodiil, along the Yellow Road to Leyawiin. It is noted for the illuminating white crystals that light its subterranean halls.

Lake ArriusEdit

Lake Arrius is a lake north of Cheydinhal. It can be found right where the Nibenay Basin region meets the Jerall Mountains. A small community of worshippers lives around a shrine to Azura northwest of the lake.

In the Second Era, it was the site of Arrius Keep, a fort in the center of the Ebonheart Pact's claimed territory. In 3E 433, the Hero of Kvatch famously infiltrated a Mythic Dawn lair near the lake and took the Mysterium Xarxes as part of the effort to end the Oblivion Crisis.

ArtaeumEdit

The Isle of Artaeum is the third largest island of the Summerset archipelago, located off the southwest coast of Summerset Isle, south of the Moridunon village of Potansa and west of the mainland village of Runcibae. Artaeum is the home of the Psijic Order, the oldest monastic group on Tamriel. It has a tendency to vanish from Nirn, being placed in a pocket realm for centuries at a time by the magic of the Psijics. It is said that this plane exists in a place harder to reach than even Aetherius or even realms "beyond" it, where even the magic of the Sea Sload can't reach, thus allowing for the Order to research the truths of Aurbis without interruption. It is said that even the Daedric Princes do not know where Artaeum is located, though the Psijics maintain telepathic contact with certain oracles of the Wyrd to gain information on Tamriel's affairs, and the island's location can be discerned if one finds such an oracle and traces the connection back to the island itself, even allowing for a portal to it to be opened. The island is protected by the Psijic Order's warding magic and only those that the Psijics have attuned to the wards can enter. Permanent portals leading to Artaeum, wherever it might be, exist in certain Psijic ruins in Summerset such as the Keep of the Eleven Forces.

The Isle of Artaeum has idyllic orchards and clear pastures, still and silent lagoons, misty woodlands, and the unique Psijic architecture that seems to be as natural as its surroundings. The Ceporah Tower is a relic from a civilization that predates the High Elves by several hundred years. It is the location of the Dreaming Cavern, which Sotha Sil once used as some sort of portal into the realms of Oblivion, but which has since been sealed off by the Psijics. The Isle of Artaeum was once removed from the world in a similar fashion to Umbriel, but reappeared about 500 years later. The Isle of Artaeum once again disappeared around 100 years before the civil war in Skyrim, and has not been seen since.

Directly beneath the island's Ceporah Tower lies the Dreaming Cave, which houses a portal that can be used to travel to any realm of Oblivion and beyond, and is described as the place where all the magicka and other energies in Artaeum pool, like water dripping from a chain.

The Isle of Artaeum was home to Mannimarco, the leader of Necromancy in Tamriel.

Arum-Khal's RealmEdit

Arum-Khal's Realm was a dark plane of existence created by the dro-m'Athra lich Arum-Khal where only dark spirits could thrive. It resembled floating islands with glowing corals and ruined Khajiiti architecture hanging in a void of eternal twilight, reminiscent to that of the Dark Behind the World. It was destroyed circa 2E 582.

Ascadian IslesEdit

The Ascadian Isles were fertile, lush agricultural lowlands mainly under House Hlaalu control in Vvardenfell's southwestern area. The climate was temperate and comfortable, with moderate rainfall. The region encompassed land as far south as Ebonheart, west to the Foyada Mamaea, north to the central Ashlands just past the Fields of Kummu shrine, and east to the large Daedric shrine of Ald Sotha. The land was rich in nutrients and therefore littered with small farms and plantations. The islands themselves, while scattered, were close enough for easy transportation, the only main obstacle being Lake Amaya. Notable vegetation included large mushroom-like plants not unlike trees, corkbulb, marshmerrow and muckspunge.

Major cities in the Ascadian Isles included the Imperial stronghold of Ebonheart, the Temple city of Vivec, the market town of Suran, and Pelagiad. The architecture was a mix of Hlaalu, Velothi, and Imperial. Additionally, many of the councilors of Great House Hlaalu maintained plantations in the Isles to exploit the region's good growing soil, and to breed netch for their leather.

Ash MountainEdit

Ash Mountain is a volcano in southeastern Stonefalls, in the Daen Seeth region, west of the town of Senie and east of Ebonheart. The mountain is surrounded by the Daedric ruins of the Great Temple of Boethiah, constructed by the Chimer prior to the ascension of the Tribunal. It also houses a small ruined shrine to Molag Bal. Large numbers of scamps and clannfear can be found in the ruins, along with shalk near the lava flows.

The volcano served as a prison for Balreth, one of the Brothers of Strife. In 2E 582, Tanval Indoril, the grandmaster of House Indoril, summoned Balreth and ordered him to destroy the Daggerfall Covenant army attacking the city of Davon's Watch. Balreth routed the invading army before they entered the city, but he was deemed too dangerous to remain unbound. With the help of the Vestige and the spirit of Mavos Siloreth, a Chimer who had originally bound Balreth in the First Era, Balreth was defeated beneath the Ash Mountain and his spirit was bound again.

AshalmawiaEdit

Ashalmawia is a ruined daedric temple found on the seaside hills of Vvardenfell, in the province of Morrowind. Situated on the bleak wealds of the West Gash, it is an old temple dedicated to the Daedric Prince of Domination, Molag Bal, one of the Four Corners of the House of Troubles. The Sunken Vaults of the temple have been used by the Prince's countless worshippers, including the Order of the Black Worm to bring about his wrath and influence.

AshalmimilkalaEdit

Ashalmimilkalai is a ruined Daedric temple found in Vvardenfell, an island in the province of Morrowind. Situated in the coastal swamps of the Bitter Coast, it is an old temple dedicated to the Daedric Prince of Destruction, Mehrunes Dagon, one of the Four Corners of the House of Troubles.

AshlandsEdit

The Ashlands region was the largest contiguous geographical region on Vvardenfell—a dry, inhospitable wasteland characterized by clusters of stone obelisks; minimal, highly-adapted vegetation; and bubbling ash mires. It encompassed land from the Urshilaku Camp on the northern shore of the Sea of Ghosts, west to the Redoran Council seat Ald'ruhn, then south to where the slopes of Red Mountain leveled off into the lava fields of Molag Amur. The southern border ran on an approximate line from Foyada Mamaea, near Balmora, to the southern border of the Grazelands.

The mountainous region to the southeast of Molag Amur was sometimes considered part of the Ashlands because of the similarity of its ecology, but was generally flatter, with open lava flows. Also, the slopes of Red Mountain itself were a separate region, bound by the Ghostfence. Frequent ash storms limited visibility and spread the Blight, affecting almost every creature found in the region.

Only the western part of the Ashlands was under permanent control of House Redoran. The shrine in Maar Gan was an important Temple pilgrimage site, and the village's houses volunteered militia for the fight against the forces of Dagoth Ur. The nomadic Ashlander tribe of the Urshilaku hunted for game, foraged, and their herds found sparse grazing around ragged tent villages in the far northwest, but there were small Ashlander camps throughout the area outside the Ghostfence. The rest of the region was embattled with infractions of rogue Telvanni, bandits, and even vampires trying to gain a foothold. The interior of the Ashlands was thus largely devoid of permanent, occupied settlements, with the citadel of Ghostgate being the major exception. This was due to the lack of water and vegetation in the area, as it rarely ever rained. Scattered throughout the land were various caves, eggmines, Daedric and Dwemer ruins, and wizards' towers.

AshmelechEdit

Ashmelech is the isolated home of the Aundae vampire clan, located in the Sheogorad region of Vvardenfell. It is located on a small island just southwest of the large landmass containing the village of Dagon Fel.

AshpitEdit

Ashpit is a realm of Oblivion created and ruled over by Malacath, the Daedric Prince of Outcasts. It is unknown if the realm existed before Trinimac was transformed into Malacath. Orcish spellwrights call for boons from the Ashpit and rarely any other realms. That included conjuring Flame Atronachs. The Ashpit is hard to access, as the pathways to his domain take on a characteristic level of concealment to protect the disenfranchised and cast out.

AshurnabitashpiEdit

Ashurnabitashpi, sometimes spelled Assurnabitashpi, is a ruin found in the Ashlands of northern Vvardenfell. The site is notable for being associated with the Daedric Prince Mehrunes Dagon.

Asil YelirEdit

Asil Yelir is an island in the Eltheric Ocean, south of the Sea of Pearls, that is possibly considered a part of the Yokudan archipelago. The two large islands Nalonga and Ravan neighbor it to the northwest and southeast, respectively. It shares the word "Yelir" with the similarly sized Siuol Yelir to its southwest.

AssalkushalitEdit

Assalkushalit (also known as Kushalit Sanctuary) is a Daedric ruin located on the northern side of the Red Mountain, inside the Ghostfence, southeast of Maar Gan. The ruin's interior contains a shrine dedicated to Sheogorath, Daedric Prince of Madness.

Aswala StablesEdit

The Aswala Stables is a town near the coast of the Alik'r Desert, in the province of Hammerfell near the port-town of Tava's Blessing. It is known for its expert horse-breeders, specifically regarding the Yokudan Chargers, an iconic breed of horse that comes from the main island of Akos Kasaz, on the lost continent of Yokuda. It is also the home of the Aswala family of horse-breeders, known members of the Crowns. Much like the larger cities such as Sentinel and Hallin's Stand, the town of Aswala Stables is overseen by a Grandee.

AtatarEdit

Atatar (translated as "Fatherwood" in Ayleidoon) is an Ayleid ruin found in the rainforests of Blackwood, in the province of Cyrodiil. It is located within the Niben Forest region, in the glens situated off the Yellow Road to Leyawiin. It was once home to the Atataric clan of Ayleids. Its subsections of Haelia Dagon, Haelia Anga, and Loria translate to "Terrible Destruction", "Terrible Iron/Cold", and "Darkness" respectively.

AtmoraEdit

Atmora, or Altmora in Aldmeris, (meaning "Elder Wood"), and referred to as "the land of truth" by Atmorans, is a continent north of Tamriel, where tradition has it the first humans came from in ancient days. It has been claimed to be the ancestral land for all Nedic peoples, the ancestors of the Cyrodilians, Bretons, and Nords.

The continent was once teeming with life, but has been since been frozen over in an event dubbed "the Frostfall", smothering it with frost, placing it in a permanent winter, and potentially even freezing it in time. The cause of the event is uncertain, though one tale attributes it as revenge by the Snow Elves for the genocide of their people at the hands of the Atmorans. The closest known group to inhabit areas north of Skyrim are the Sea Giants, who sail the waters of the Sea of Ghosts.

Atmoran FrostwoodEdit

Atmoran Frostwood, also simply called Frostwood, is a notable forest in Atmora, closely associated with the Goat Cult. Ysgramor was also known to hunt within its depths.

Attribution's ShareEdit

Attribution's Share is the plane of Oblivion created and ruled over by Boethiah, the Daedric Prince of Deceit. The Realm of Boethia is described as a country of labyrinthine policy and betrayals, with maze gardens and twisted towers. It was formerly known as Snake Mount.

AurbisEdit

The Aurbis, also known as the Gray Maybe (which means Nirn in the Ehlnofex), and at times personified as the Feminine Principle of the Cosmos Nir, is the name given to the chaos, or totality, from which the cosmos was formed by Anu and Padomay. For all intents and purposes, it is the universe, encompassing the Void and all Planes of Existence including Mundus, Aetherius, and the planes of Oblivion. It is said that there also exist planes beyond Aetherius, and harder to travel to than it, where even powerful magic such as that of the Sea Sload can't reach, and the location of which is unknown to even the Daedric Princes. The plane to which the Psijic Order transport their island of Artaeum when it is not on Nirn is said to be one such realm.

Many sources describe the structure of the Aurbis as a wheel: Mundus is the hub, the empty spaces within it are the planes of Oblivion, the rim encompasses the realms of Aetherius, and the emptiness beyond it is the Void. The eight spokes connecting the rim to the hub represent the Eight Divines that played a major part in Creation. The Eight Divines are also depicted as planets, orbiting Nirn and its moons at the center of the Aurbis. The sun, Magnus, was created when the god Magnus fled Mundus to Aetherius, and the stars were formed by the Magna Ge who followed. According to Vivec, Stasis and Change, Anu and Padomay, are infinite forces and realms residing in the infinite Void, the latter infinity paradoxically enclosing the others in a manner akin to an encircling sphere. At the intersection of the two forces, where they touch, lies a "perfect circle of pattern and possibility", the Wheel, and inside that Wheel lies the Aurbis which is its foundation. Vivec claims that outside the Wheel exists the Void, which cannot truly be named and is bereft of anything. The Void is said to have more aspects than just Stasis and Change, but they cannot be named as they are outside of true language. Some sources claim that, rather than being a single wheel, the Aurbis is instead more akin to "a telescope that stretches all the way back to the eye of Anui-El, with Padomaics innumerable along its infinite walls". The Eye of Magnus was, among other ideas, theorized by the College of Winterhold to contain the entirety of the Aurbis. Though this theory was considered dubious at best, close observations on the Eye yielded no evidence to the contrary.

AuridonEdit

Auridon is the second largest island in the Summerset Isles, located off the far eastern coast of Summerset, and north of Artaeum, between the main island and the continent of Tamriel. The main cities on the island are Firsthold to the north, Skywatch to the east, and Vulkhel Guard to the south.

Auridon is one of fourteen islands of varying sizes that form the Summerset Isles, and is the eastern bulwark of the Summerset archipelago. The island was well defended throughout history not only by its veteran Elven warriors but also due to its unique position and natural geography. Walls of vast, craggy cliffs dotted its northern coast, and its strategic location protected mainland Summerset from numerous invasions. Auridon loans its name to the body of water that separates it from the main island, the Auridon Strait. The Diceto River flows through the city of Firsthold and empties into the Abecean Sea on the island's northern coast.

Auridon StraitEdit

The Auridon Strait is the body of water that separates the strait's namesake, Auridon and the main island of the archipelago, Summerset Isle. Two of the province's cities, Shimmerene and Vulkhel Guard are located on the strait, as well as the town of Greenwater Cove, a large port with an ancient defensive device. It is a long, winding strait that also functions as a major route in-between the two islands. Since Shimmerene is where many mainlanders enter the main island, most people travel through the strait. The body of water is neighbored by the Abecean Sea to the north and the Eltheric Ocean proper to the south.

AvanchnzelEdit

Avanchnzel (roughly meaning Eternal City in Dwemeris) is a Dwarven ruin located on the slopes of the Jerall Mountains in The Rift, south of the Treva River and west of Riften. Once a great hall of dwarven construction, Avanchnzel was as much a library as it was a city, built to hold the vast memories of the Dwemer. It was run almost exclusively by strange mechanical spiders.

A lexicon is kept stored deep within, remaining heavily guarded for millennia after the disappearance of the Dwemer. The knowledge contained in the Lexicon is said to hold the accumulated memories of centuries of Dwemer, and was responsible for creating everything within the ruins. Many of the animunculi residing within remained asleep, waiting for an unknown purpose…

AyasofyaEdit

Ayasofya is a region on the western coast of Hammerfell, in the Iliac Bay. It was a county bordered by Tigonus to the north, the Alik'r Desert to the southeast, Antiphyllos to the south, and Sentinel to the west in the 3rd Era.

Its main city is the city of Ayasofya. On the 2nd of Last Seed, the residents of the area celebrate a holiday known as Maiden Katrica in honor of a warrior who saved them during a previous war.

Azra's CrossingEdit

Azra's Crossing is a village that was built in close proximity to a large magically-made crater, located in the region known as the Western Reach that is bordered by the provinces of Hammerfell, High Rock, and Skyrim. While isolated, the settlement has a water source in the form of a waterfall that flows into the crater. Azra's Crossing also lies southwest of Earthtear Caverns.

Azura's CoastEdit

The Azura's Coast (or Telvanni Coast) region consisted mainly of the numerous islands to the south and east of Vvardenfell. It included all of the southern islands east of the Daedric ruin of Ald Sotha, extended north to include the islands up the eastern coast and Zafirbel Bay, and three small peninsulas on the southeastern corner of Vvardenfell where a Shrine of Azura could be found.

The area was fairly desolate, and most of the territory was claimed by House Telvanni. It included the towns and towers of Tel Mora, Tel Aruhn, Sadrith Mora, Tel Fyr, and Tel Branora. It was also home to numerous wizards, sorcerers, necromancers, and Ashlander Mabrigashes. Many of these were based in old Velothi remnants or caves, rather than wizard towers. By no means were all magic-workers in the area Telvanni, but the dominance of the Telvanni did mean that there was little objection to their activities.

As the area was dominated by the Telvanni, it was one of the least subject to the power of either the Empire or the Tribunal, though both had enclaves in the House capital, Sadrith Mora. Since Telvanni lords were usually over a thousand years old and very powerful, they tended to see the "gods" of the Tribunal as peers rather than supreme beings.

Despite the rocky terrain, a variety of plants thrive on the region's regular rainfall. However, there were Ashlander camps scattered throughout the region. The area was full of ancestral tombs, and there were several significant Daedric Shrines on the islands. Many bandits preyed on unwary travelers.

Azurian SeaEdit

The Azurian Sea is the sea north of the Yokudan archipelago, far west of High Rock. It is part of the Eltheric Ocean and meets the Sea of Pearls in the south. On some maps, an unnamed landmass is depicted far north of Yokuda within the Azurian Sea.

ReferencesEdit