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Maar Gan[edit]

Maar Gan (also called Markgran Forest) was a kwama-mining village in the ash wastes of Vvardenfell, found within the province of Morrowind. According to Tribunal mythology, the town was the site of a confrontation between Vivec and Mehrunes Dagon, where the warrior-poet taunted the daedric prince so he would throw a rock intended for the Dunmer at them instead. Since then, a shrine was built around the Magic Rock of Maar Gan and the town became a popular pilgrimage stop.

Mackamentain[edit]

Mackamentain was an Ayleid ruin located next to a lake of the Silverfish River in the eastern Nibenay Basin of Cyrodiil. It was among the only modern Ayleid sites that still bore their ancient names by the time of the Third Era. Its lower sections were referred to as the Tombs of the Undead and the Necromancer's Asylum.

Madding Wind Prison[edit]

Madding Wind Prison is a penitentiary found somewhere within Daggerfall Covenant territory. Criminals who have commmited crimes against the Covenant are held there as prisoners. The Daggerfall Five were detained and imprisoned there prior to the Planemeld. Circa 2E 582, the Painted Eye seized Borderwatch and demanded that the Five be liberated.

Malabal Tor[edit]

Malabal Tor is a region deep in the Green of northwestern Valenwood. The area is populated by hoarvors and stranglers. The western coastline is known as the Broken Coast. East of it is the Xylo River Basin, and to the northeast is Silvenar Vale. The capital Silvenar, the spiritual home of all Bosmer, is in the southeast area of the region. Malabal Tor is also dotted with numerous smaller Bosmeri settlements and ports. Little light reaches the forest floor; those who wish to see the moons and stars must climb the highest bluffs to get a good glimpse of the night sky. Legends speak of a pool in an ancient glade somewhere in the forest which may grant immortality.

Malabal Tor is bounded to the north by the mouth of the Strid River, which empties into the Abecean Sea. The shrouded islands off the coast of Malabal Tor are both beautiful and treacherous. Horseshoe Island is the largest of the region's islands, found in the mouth of the Strid. While plotting an invasion of the region circa 2E 582, the Maormer planned to use the nearby Tempest Island as a base for their assault, and counted on its history of bizarre inclement weather to provide them cover. Falinesti journeyed to Malabal Tor in the summer, and in the Third Era, the walking city rooted itself along the northwestern shores of the region.

Malada[edit]

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

History[edit]

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 Umbacano 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, Umbacano 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").

Mania[edit]

Mania is a region of the Shivering Isles located in the northern highlands of the main landmass. It reflects the lighthearted side of Lord Sheogorath's madness. It is similar to Vvardenfell's West Gash region in appearance, with expansive grasslands and huge mushroom trees. Overlook Road passes through the region. The Isle of Flame, the Laughing Coast, the peninsula of Saint's Watch, and the Jester's Spine Mountains are important geographical features in the region.

The villages of Highcross and Hale appear welcoming but are populated by harmless maniacs. The halls of Brellach contain the Wellspring of the Aureal. The lawbreakers of the region are imprisoned in the deadly ruins of Aichan. Cylarne, thought to have been the original capital of the Shivering Isles, is located on the Isle of Flame.

Mantellan Crux[edit]

The Mantellan Crux was a small, self-contained plane located in Aetherius that was designed as a puzzle to test those who would seek the heart of Numidium. Its name was derived from the Mantella, a large soul gem that was once used to power the Numidium. The plane served as the resting place and prison of the Mantella after it was blasted from Mundus at the dawn of the Third Era by Zurin Arctus.

Marbruk[edit]

Marbruk (or Marbruk Field) is a city located deep in the forests of Valenwood, in eastern Greenshade, north of Greenheart and west of Elden Root. It connects the wild interior of the region with Grahtwood.

Markarth[edit]

Markarth (translated as "Above the Karth" in the Reach language, also known as Mar-Karth and also called Markarth Side) is one of the nine major cities in the province of Skyrim, found in the river valley of the Reach. Known colloquially as the "City of Stone," it is a former Dwarven city built through a large stone crag, intricately designed around the cliffs and waterfalls from the environment. Since the region is poor farmland, Markarth is mainly a mining-town that has a vast influx of silver veins in the mountain. The city is the focal point of power throughout the region. It is often disputed over between the Reachmen and the Nords. Markarth was founded on the abandoned remains of the radiant city, Nchuand-Zel.

Market District (Imperial City)[edit]

The Market District (more formally called the Imperial Market District) is one of the seven inner districts in the Imperial City, found right in the center of Cyrodiil. It is the city's designated trading district and is considered one of the best across the province. Anything can be bought and sold here. People from all over town and even outside like Weye locals and Baandari caravans come to peddle their wares. People wander in crowds, stalls are set up to sell street food, and established shops trade all sorts of services. For a time in the Interregnum, the Market District was converted to a large graveyard known as the Memorial District.

Lake Masobi[edit]

Lake Masobi was a lake in the northwest corner of the Ascadian Isles. The busy trading village of Suran was on its north and east shores. The Nabia River flowed into the lake in its northeastern corner, connecting it to Lake Nabia. Lake Masobi, in turn, flowed into the craggy coastline of southeastern Vvardenfell. It also joined to Lake Hairan in the west via a small channel, and Lake Amaya lay to the northwest. Vivec was due south. In the days before the Red Year, it was surrounded by rich and productive agricultural fields, and some Dunmer mansions dotted its shoreline. Considering the cataclysms of the Red Year, though, it's unclear if the lake still exists.

Masser[edit]

Masser, also known as Jode, Mara's Tear and Zennji in Ta'agra, is the greater of Nirn's two moons and is acknowledged as one of the attendant spirits of the mortal plane. As such, it is both temporal and subject to the bounds of mortality. Masser, which exists as a separate plane, has long since perished; it was Masser's death which led mortals to perceive it as having both texture and limited size, as well as a reddish hue, all of which are the results of its decay from its former investiture of pure white.

Mazzatun[edit]

Mazzatun is a ruined city found in the region of Shadowfen, within the province of Black Marsh. Colloquially known as the "Puzzle City," Mazzatun is an expansive labyrinth of cramped walls, twisted hallways, and numerous dead-ends. The ruins are home to Tsono-Xuhil, a powerful, mad Hist tree that produces Amber Plasm, a strange substance that drives whoever ingests or bathes in it mad. The city was built and inhabited by its children, the Argonian Xit-Xaht tribe.

Meditea[edit]

Meditea was a chiefdom that was target of an Orc raid during the reign of the queen Akorithi.[1]

Meir Darguard[edit]

Meir Darguard is a settlement located on the west-central region of High Rock, southwest of the city-state, Shornhelm. The settlement shares its name with the Darguard Ridge, which is located in the vicinity of Rivenspire.

Meirvale[edit]

Meirvale (also known as Ein Meirvale) is a historic area within Anequina, the northern region of Elsweyr. In its time, Meirvale was one of the original sixteen kingdoms of Elsweyr, known for their brewers and distillers. But gradually, the Kingdom of Meirvale had ceased with the changing times and all that remained was the barren wastelands known as the Scar. To this day, instead of drinking their spirits up, the people of the Scar now drink in sorrow. What little remains of the kingdom is the Meirvale Keep, which now serves as the seat of power for the shanty town, the Stitches.

Menevia[edit]

Menevia is a region in central High Rock, within the larger region of Stormhaven. It borders Alcaire to the west, Wrothgar to the north, and Gavaudon to the east. The region contains the city of Wayrest, as well as the small settlement of Farangel's Landing. Around 2E 582, Menevia was home to the Pariah Abbey, where the Spirit Wardens worshipped Azura.

Mereth[edit]

Mereth was the name the first settlers from Atmora gave to the lands of northern Tamriel. The area is now known as Skyrim.[2][3]

Middle Argonia[edit]

Middle Argonia is a far-off region found in the province of Black Marsh, specifically in the center of the area. It wields a wide-spread reputation as the impenetrable center, and the dark heart of Black Marsh, where only the Argonians can survive. The city of Helstrom is found here. The marsh is very dense, and it contains Helstrom Heart-Mud, which is known for being pitch black. The province is known for various river systems, all of which flow into Middle Argonia; such examples are the Oortrel and Onkobra Rivers, found near the city of Gideon and the region of Shadowfen.

Milchar[edit]

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

Mines of Khuras[edit]

The Mines of Khuras (or simply Khuras) are an extensive abandoned mine complex located in the Cambray Hills region of Glenumbra in High Rock. The entrance lies on the coast east of Aldcroft, and the lower levels are flooded with lava.

In the late First Era, the mines were famous as a source of crystals and gems until a ceiling collapse rendered most of the tunnels inaccessible in 1E 2906. The mines were subsequently abandoned. In 2E 582, the mines were taken over by the Bloodthorn Cult, who sought a certain type of gem for use in corrupting the Wyrd Tree. Their leader, Lilou, was later killed.

Circa 2E 582, Oracle Marieve of the Beldama Wyrd was targeted by the Court of Bedlam so that the cult could use her to discern the location of Artaeum. The oracle fled to an old Wyrd site within the Mines of Khuras, but was tracked down by Daedra and captured. She managed to leave a cryptic note for Vanus Galerion with instructions on how to perform a ritual to contact her. The ritual was completed by the Vestige and the oracle was ultimately rescued from the clutches of Mephala before she was forced to reveal Artaeum's whereabouts.

During the Imperial Simulacrum, a junior member of the Brotherhood of Seth from Camlorn named Brother Barnabas seemingly went mad after learning of Emperor Uriel Septim VII's imprisonment. Taking it upon himself to restore the Staff of Chaos and rescue the emperor, Barnabas took a map fragment that showed the location of the Crypt of Hearts and fled to Khuras. He was then killed by the monsters inhabiting the mines. When the Eternal Champion came in search of the staff piece hidden in the Crypt of Hearts, the Brotherhood revealed the fate of the map. The Champion then entered the mines and retrieved it.

Mir Corrup[edit]

Mir Corrup is a resort settlement located in the province of Cyrodiil. During the Second Era, Mir Corrup experienced a period of time where it was a prominent resort for nobles. Mir Corrup is located in the mainland, nowhere near the water.

During the late First Era, Mir Corrup was known for its hot springs. It was here that Emperor Reman Cyrodiil III's mistress, Rijja, was captured by the Imperial Guard for suspected conspiracy against the Emperor. The only evidence for this was Rijja's supposed involvement with Catchica, an Orma tribeswoman who attempted to poison Crown Prince Juilek Cyrodiil during the Four-Score War. Rijja had inadvertently met Catchica during her trip to Mir Corrup, which was followed by her arrest. Mir Corrup has been active since the late First Era, and the late Third Era amidst the Imperial Simulacrum.

Mirrormoor[edit]

Mirrormoor is the realm of the Daedric Prince Ithelia, Mistress of the Untraveled Road.

Miscarcand[edit]

Miscarcand is an Ayleid ruin found amidst the West Weald, in the province of Cyrodiil. The largely-intact exterior of the ruin is one the biggest in Cyrodiil. It has two deeper subsections named Sel Vanua and Morimath which translate to "Hall of (?)" and "Darkened Home" respectively.

Miscarcand was once the seat of power for a powerful Ayleid kingdom, but it has since fallen into disrepair following the Alessian Slave Rebellion. It is said to be haunted by their last king, a vengeful spirit who also guards one of the few remaining Great Welkynd Stone, that continued to shine in its halls for many years. Many would die in their vain attempt to claim the Great Welkynd Stone from Miscarcand.

Mistral[edit]

Mistral is a major port city on the island of Khenarthi's Roost inhabited by both Khajiit and Maormer.

Mistwatch[edit]

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

The ancient Nords built a temple in a secluded valley at Mistwatch sometime in the Merethic Era. Although most of the Nordic temples were built by the Dragon Cult, the sacred Totems at Mistwatch were dedicated to the worship of the Bear, Fox and Wolf, ancient Atmoran deities. Worship continued at the ruins well into the Second Era by an ostracized group known as the Ternion Monks. Greater Nord society frowned upon their worship of the Three Old Gods, so the monks lived in relative isolation, with access to the ruins being limited to teleportation magic.

History[edit]

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 Vestige 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.

Mnemonic Planisphere[edit]

The Mnemonic Planisphere is a facility found on the outskirts of the Brass Fortress, in the Clockwork City. It serves the purpose of preserving Sotha Sil's memories, which manifest in floating balls of light known as stars that fly across its hallways. These stars are taken to the facility's center and placed in the planisphere, which resembles the night sky. These stars can be taken to a forming room to replay these memories. The planisphere is overseen by the Astronomer, whose free will is willingly taken to protect the facility until their death.

Moesring Mountains[edit]

The Moesring Mountains region covers the frozen wastelands in the northwestern tip of Solstheim. The northern and western borders are the white coasts of the Inner Sea while to the south are the Isinfier Plains. To the east is the Isild River, and beyond that is the northern sector of the Felsaad Coast. Apart from attempting the treacherous climb on the sides of the mountain range, there are several passes through the mountain range. Thormoor's Watch is at the southern end of the Moesring Mountains, Hrothmund's Pass is close to the rock formation of Hrothmund's Bane, and finally the Northern Pass east of Castle Karstaag, on the northern slopes of the mountains.

Hvitkald Peak, the highest mountain on Solstheim, is situated at the southern end of the Moesring Mountains. It is here, and only here, where the Wolfsbane flower naturally grows. On the southern side of the mountain is the Water Stone, a relic held sacred by the Skaal. One of the other stones, the Wind Stone, is located on the shores of the Harstrad River, at the eastern side of Hrothmund's Pass.

For more information, see the main lore article.

Molag Amur[edit]

The Molag Amur region is essentially the southern part of the Ashlands. The two regions are ecologically similar, both being characterized by an arid landscape whose plant life tends to be Trama Root, Fire Petal, and occasional Chokeweed. Molag Amur is distinguished from the northern Ashlands by the presence of lava pools and rivers on the surface. The land is predominantly made up of 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 consist 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 is not 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 a testimony to the presence of Ashlander tribes in the eastern part of this region.

Molag Amur is generally an area one passes through of necessity, not a place where any but the desperate would make a home. The sandstorms that rage throughout Molag Amur are legendary throughout the province. And it is said that Silt Striders were able to navigate them with ease. In Tribunal mythology, Molag Amur was the home of a race of monsters created from the copulation of Molag Bal and Vivec from the First Era.

Molag Mar[edit]

Molag Mar was a stronghold in the Molag Amur region of Vvardenfell, found near the ends of Foyada Ilibaal and Zabirbael. It was built in the same style as the cantons in Vivec City, and was referred to as a canton as well. It was a combination of a frontier garrison and a pilgrimage hostel jointly staffed and maintained by the Tribunal Temple and House Redoran, and was considered more a stronghold than a village. Both the Temple and House Redoran had garrisons of elite volunteers there to defend the stronghold. Pilgrims used the stronghold as a base from which they can attempt the difficult and dangerous pilgrimages to the Mount Kand and Mount Assarnibibi sites to the north in the Molag Amur wastelands. The fire fern plant grows around the area.

Molmor Islet[edit]

Molmor Islet is an isle located in the sea off Galen's western shore. According to some stories the islet was created by Eldertide Druid Belaigh during the conflict between the Sloads of Thras and All Flags Navy, at some point between 1E 2250 and 1E 2260.[nb 1]

Moni[edit]

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

It was originally a territory of the Lefthand Empire, and had long served as a refuge for exiles, pirates, and remnants of the Sinistral Elves. Naval records document protracted sieges of Elvish settlements east of Moni up until the latter years of the Merethic Era. In the 1E 600s, the combined purges of Mansel Sesnit and decrees of Randic Torn led to many disfavored nobles and their vassals fleeing to the rocky islands east of Yokuda, Moni among them.

Moonguard[edit]

Moonguard is a village in the province of High Rock that is located east of the city-state of Camlorn. Moonguard was the home of Gyron Vardengroet, commonly known as the Sage.

Moonlit Cove[edit]

Moonlit Cove is an ancient Khajiiti temple found on the azure beaches of the Quin'rawl Peninsula, in the province of Elsweyr. It is known for its luminous caverns that contains a plethora of exotic flora and fauna, the likes of which leave naturalists in awe of its glory. The moonlight and the waters from the Southern Sea and Topal Bay are harnessed and blended together into the cove to achieve the serene and calm ambiance of the night sky, blocking out the harsh sunlight from outside. Many people come to the temple to soak in the blessed sugar waters and its shrines to soothe their mind, body, and soul.

Moonmont[edit]

Moonmont was a Khajiiti temple located in the border region of Reaper's March, in the province of Valenwood. Moonmont is a sacred temple dedicated to twin gods that represent the moons, Jone (which represents Secunda) and Jode (which represents Masser). Moonmont currently serves a prison for the Dark Mane. The temple is built on the Mount of the Moons.

Moonmoth Legion Fort[edit]

Moonmoth Legion Fort was an Imperial Legion fort located east of Balmora in the West Gash region of Vvardenfell. The fort offered an Imperial Cult altar, and apothecary, enchanting, smithing and trading services.[4]

Moonshadow[edit]

Moonshadow is a realm of Oblivion created and ruled over by the Daedric Prince Azura, Queen of Dawn and Dusk. The realm is said to hold "too much beauty", so much so it can render mortal visitors "half-blind". It contains flowers, waterfalls, pink trees, and a city of silver. Azura herself resides in a rose palace, and is welcoming to mortal travelers.

To the Khajiit, Moonshadow is where Azurah tends the Gates of the Crossing—the bridge between Nirni and the afterlife beyond. It is there where they are guided to the Sands Behind the Stars if they are worthy.

According to myth, as Azurah wept in the Great Darkness after the death of her mother, the light from her tears chased away the Darkness and eventually left a "place of moonlight and shadow". Khajiiti mythology also writes that when Magrus fled from Boethra and Lorkhaj after the former had plucked his eye out, he fell into the Moonshadow. There, Azurah judged him as too fearful to rule a sphere, and tore out his other eye. The blinded Magrus fled to the heavens, and Azurah made of his eye a "stone to reflect the Varliance Gate".

Morahame[edit]

Morahame (meaning "Forest Home or Daedra Home" in Ayleidoon) is an Ayleid ruin located east of Bravil, in the Nibenay Valley on the banks of the Panther River. A number of various plants such as fennel, fly amanita, foxglove, ginseng, green stain shelf, Monkshood, primrose, domica redwort, summer bolete, and nirnroot could be found nearby the ruined complex.

Mor Khazgur[edit]

Mor Khazgur is an Orc stronghold on the border between the holds of the Reach and Haafingar in Skyrim, located on the eastern slopes of the Druadach Mountains.

Morrowind[edit]

Morrowind, previously named Dwemereth, Veloth, Resdayn, Resdaynia, and Dunmereth, is the nation in the northeast corner of Tamriel, and the home of the Dunmer. It is dominated by the large island of Vvardenfell and its centerpiece, the ash-spewing Red Mountain, but also includes territory on the continental mainland. The Inner Sea separates Vvardenfell from the mainland, and the Sea of Ghosts lies to the region's north. Solstheim, an island in this sea near northwestern Morrowind, has not traditionally been associated with any particular province, though Morrowind had long maintained a theoretical claim to it. The Nords of Skyrim conceded the island to Morrowind in 4E 16 following the Red Year, allowing the Dunmer to settle it without contest.

Morthal[edit]

Morthal, supposedly named after the great Nord hero Morihaus, is the capital of Hjaalmarch. It is a fairly small, humble town of little economic or strategic importance besides its small lumber mill. The town's symbol is a white triskelion on a field of gray reminiscent of its misty marshes. The triskelion's meaning, whether it represents the harmony of the mind, body, and spirit, or another concept entirely, was a topic of scholarly discussion. Tattoos featuring the Morthal triskelion were reserved solely for individuals who have valiantly defended Morthal and its inhabitants.

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. Ominous twisted trees grow from the surrounding marsh, giving it a foreboding appearance to approaching travelers. The torches of the town glowing in the fog often give the impression of wisps at a distance. Many choose to steer clear of the place altogether.

Mortrag Glacier[edit]

The Mortrag Glacier was a large glacier once located along the northwestern coast of the island of Solstheim in the Moesring Mountains. Castle Karstaag was located just east of it. The glacier was hollowed out and a Daedric Ruin was built within its interior, and it 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.

By the Fourth Era, the remnants of Mortrag Glacier would become known as Mortrag Peak, one of the highest points on Solstheim. Northshore Landing was built on the now-exposed shoreline just south of the remaining glacial ice, and Horker Stalhrim Island formed out of one of the ice floes where two Stalhrim-containing coffins tumbled out of the glacier.

Mount Anthor[edit]

Mount Anthor is a mountain found southwest of the city of Winterhold, in the Winterhold region of Skyrim. The Winterhold Mountains stretch from Hsaarik Head in the northeast, traveling around the Winterhold Glaciers to Nightcaller Temple, and make up the border with the Pale to the south and east, meeting with Eastmarch's Lake Yorgrim and Giant's Run in the southeast. Due to the grandness of the peak, the mountains are often referred to as the Mount Anthor Range, and include the Wayward Pass, named for the summit of Wayward Peak. Ancient Nords built a Word Wall at the summit of the mountain.

The mountain is most famous as the site of the battle between Olaf One-Eye and the dragon Numinex during the War of Succession. The mountaintop once again became a dragon lair after the return of Alduin in 4E 201, displacing the band of warlocks who had previously occupied it. The jarl of Winterhold put out several bounties in an attempt to drive off the dragons.

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

Mount Assarnibibi[edit]

Mount Assarnibibi is a mountain found in the region of Molag Amur, on the island-district of Vvardenfell. It is found in the province of Morrowind. The mountain summit contains a special shrine of the Tribunal Temple, and many pilgrims pay their respects here, as well as the nearby Mount Kand. The scope of the entire mountain is unclear, although the cave, Dubdilla is found under the mountain. The entrance to this cave can be found as far north as the southern outskirts of Vos.

Mount Jensen[edit]

Mount Jensen was a mountain featured in the fictional novel series The Adventures of Eslaf Erol. It was located in the province of Skyrim, outside the kingdom of Erolgard. It was located near the southern woods of Tamburkar and the Hoarbeld village. Eslaf Erol committed his first act of thievery in the nearby Tamburkar.

Mount Kilkreath[edit]

Mount Kilkreath (also called Kilkreath Mountain or the Haafingar Mountains) is a vast mountain range that stretches across the Haafingar Hold, in the northwest portion of Skyrim. The city of Solitude is built on the eastern end of the mountain, on the natural arch that covers the Karth River called the Great Arch. From there the mountain continues west into the hold's outskirts until it meets the Druadach Mountains, which forms the provincial border.

Mournhold[edit]

Mournhold, the City of Light and Magic, also known as the City of Gems, the City of Love and Charity and as Mourning Hold was the capital city of Morrowind and the largest and oldest city in the province. Mournhold is located in the heart of the Deshaan region of Morrowind's southern mainland, and is the district seat of House Indoril. It was a temple-city of the Tribunal Temple, and during the Third Era the greater city area was named Almalexia after its patron deity, one of the living gods of the Tribunal, with only the central temple compound retaining the name Mournhold.

Almalexia disappeared from the city in 3E 427, amid rumors that she had been slain by the Nerevarine. In 4E 6, the city was sacked during the Argonian invasion, and the capital of Morrowind was moved to Blacklight. By 4E 201, the last traces of Almalexia were being removed from the Temple, and the city was once again solely referred to as Mournhold.

Mournhold was a truly ancient city, possibly predating the Dunmer themselves, and was rumored to be built over the ruins of a vast Dwarven city. However, there were no ruins visible on the surface. The rumor proved true in 3E 427 following the discovery of Bamz-Amschend beneath the city, with its vast domes and unique machines.

Mournhold Temple[edit]

Mournhold Temple (sometimes called the Tribunal Temple or the High 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 Vestige to use the power of the Tribunal to clear the complex of invaders. Almalexia disappeared from the temple in 3E 427, when she teleported to the Clockwork City and was slain by the Nerevarine.

The temple survived the Argonian Invasion of Mournhold, as well as the general population's disillusionment with the Tribunal following the Red Year. However, the last vestiges of Almalexia's presence were being removed by the New Temple almost two hundred years later. Around 4E 201, they added a new sanctuary. House Indoril had to erect a large building in Plaza Brindisi Dorom to house the many new priests and pilgrims who had come to visit.

Mournoth[edit]

Mournoth is a region in eastern High Rock, within the Bangkorai region. It borders Gavaudon to the west, Ephesus to the south, Wrothgar to the north, and the Reach of Skyrim to the east. The region contains the city of Evermore. The most important landmarks are the Halcyon Lake on the Bjoulsae River, Murcien's Hamlet, Jackdaw Cove, the Viridian Woods, and the Viridian Lake.

Mournoth used to belong to the Reachmen as part of the Western Reach, and they often tried to reclaim it, along with the city of Evermore and settlement of Murcien's Hamlet, which had mixed Breton and Reachfolk population. 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.

Mudan[edit]

The Mudan Ruins (also known as the Mudan Grotto) are a sunken Dwarven ruin amidst the Ascadian Isles of Vvardenfell, within the province of Morrowind.

Mundus[edit]

The Mundus, also called the Gray Maybe the Mundex Terrene, or the Great Map by the Redguards, is the plane or realm of existence that comprises Nirn, the mortal planet. Mundus is widely believed to be a collaborative construct created by many divine beings, 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 is said to have become the Architect who drew up the plans for Mundus.

Soon after the mortal world had formed, Magnus became disgusted at what Mundus was, and so left for Aetherius, his passage ripping a hole in Oblivion (the realm of the Daedra, which surrounds Mundus and separates it from Aetherius). This rip is viewed as the sun, and is responsible for much of Mundus' magical energy. Most of the et'Ada followed after Magnus, these et'Ada left smaller holes which became the stars, and would come to be known as the Magna Ge. A number of the et'Ada chose to stay with their creation after the departure of Magnus and the Magna-Ge, and work to keep it viable so that it would not die,, these spirits would come to be known as the Ehlnofey or Earthbones. Among those Et'Ada who stayed, some would follow the example of Y'ffre, giving themselves to the Mundus fully to stabilize it and form the foundation of it's natural law, and would typically be referred to from that point on as "Earthbones" or "Earth Bones". Others would choose not to give themselves fully but to populate Nirn instead, having to "make children just to last" and this group would from that point typically be referred to as the "Ehlnofey". As the Ehlnofey had children, their offspring would exhibit a gradual change, each consecutive generation was weaker than the one prior, more removed from their progenitors in stature and might, eventually leading to mortal life in it's current form.

Murcien's Hamlet[edit]

Murcien's Hamlet was a settlement located in Mournoth, in northern Bangkorai, situated on the frontier between High Rock and the Reach. It was a humble settlement, with the majority of its residents engaged in the fishing industry. The hamlet included weavers and boat-builders who crafted small fishing smacks and coracles for river trade. They actively participated in river commerce. Its population had strong ties to both the Reachfolk and the Bretons. Throughout its history, Murcien's Hamlet exchanged hands between the Reachfolk and the Bretons, because of its location in the Western Reach. It was positioned to the north of Evermore and situated along the shoreline of Halcyon Lake, north of the Bjoulsae River.

Murkmire[edit]

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

The Argonian tribes of Murkmire were claimed to be one of the three regions of Black Marsh that joined the Ebonheart Pact at its founding in 2E 572 by Heita-Meen In truth, however, the remarks were more aspirational than descriptive, and though Pact envoys in Murkmire worked to add the region to the alliance, it remained autonomous as of 2E 582. Murkmire's lack of a central authority likewise complicated the matter.

In 4E 48 the floating city of Umbriel passed over the region after being summoned by the An-Xileel of Lilmoth, killing all inhabitants below and resurrecting them as undead soldiers under Umbriel's command.

Murkwood[edit]

Murkwood is the legendary "dark forest that ever moves", located deep in the swamps of Black Marsh. It is specifically located on a river, northeast of Blackrose and west of Seaspring.

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.

Argonian farmers trade sacks of fellrunner feathers with hunters. Just a single armband crafted from the pale down of a Fellrunner enables hunters to stealthily navigate the swamps of Murkwood without being detected.

Myrkwasa[edit]

Myrkwasa is a region in western Hammerfell, in the Alik'r Desert. It borders the Hollow Wastes to the east. The region contains the city of Sentinel. The most important places are the Ayleid ruin Salas En, the Dwemer ruin Santaki, and the great necropolis of Tu'whacca's Throne.

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

Mzahnch[edit]

Mzahnch is a Dwarven ruin located in the Ascadian Isles region of the isle of Vvardenfell in the province of Morrowind, east of Ald Sotha. It was abandoned in 1E 700 when its original Dwemer inhabitants mysteriously disappeared.

As of 2E 582 the ruins of Mzahnch were allegedly used as a hideout by skooma dealers. Constable Mirel of Suran went missing and was ultimately killed during the investigation of the ruins. His corpse was found looted. The fatal wound was caused by the dagger of Khajiit design.

As of 3E 427 its interior was guarded by the Dwarven Centurions. Kresh Fiber, Gold Kanet and Black Lichen could be found in the ruin and on the island.

Mzund[edit]

Mzund is a Dwarven ruin. Its exact location is unknown, though it was no further than eighteen days' travel from Arkngthamz. Mzund is known to contain an ancient Dwemer library. It was abandoned in 1E 700 when its original Dwemer inhabitants mysteriously disappeared.

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