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Baar Dau (also known as the Ministry of Truth or Lie Rock) was a celestial rock which hovered above the city of Vivec. According to legend, it was flung from the Void (by either Sheogorath or its own malevolence, depending on the story) but was prevented from crashing into the city by the god Vivec. Vivec allowed it to remain hovering above the High Fane so that if the people of the city ever ceased to love him, the rock would fall and destroy them. Baar Dau was hollowed out by the Tribunal Temple and became the Ministry of Truth, where the Temple would imprison dissident priests and attempt to reform them. The high security prison was accessible only through levitation, and was directed by a Grand Inquisitor. The main areas were the Hall of Processing and the Prison Keep. Temple pilgrims offered levitation potions at the Shrine of Daring, which was dedicated to Vivec stopping the moon from destroying the city.
Early in the Fourth Era, after the disappearance of Vivec, the magic keeping Baar Dau afloat began to weaken. Two Dunmer, Sul and Vuhon, created an ingenium, a soul-powered device which supported the rock. It was created by making a pact with Clavicus Vile, who had a penchant for souls. Hundreds of captured souls were needed to run the machine, but eventually living people were used. Only the people with the strongest souls were sacrificed. Ilzheven, Sul's love, was sacrificed by Vuhon, and the ingenium was destroyed when Sul attempted to rescue her. In 4E 5, without anything holding it up, Baar Dau continued its ancient fall, returning to the momentum it had before being stopped. This obliterated the city of Vivec, leaving a crater which would become Scathing Bay. In turn, the impact created tsunamis which ravaged mainland Morrowind and caused Red Mountain to erupt, devastating Vvardenfell. The event effectively ended the Tribunal Temple and the mainstream worship of the Tribunal as gods.
During the Middle Merethic Era, early Aldmeri explorers constructed a wizard tower at Bal Fell while mapping the coasts of Vvardenfell after fleeing Aldmeris. This tower survived into the First Era, when it was inhabited by Altmer. It was said to have been built on an ancient center of Daedra worship, and in the First Era a great shrine to Sheogorath was built there by the Chimer. Eventually Bal Fell grew to become a city of the Dunmer, known for its dry, crowded streets. It existed at least into the early Second Era, after the founding of the Mages Guild. The great sorceress Seryne Relas once lived in Bal Fell.
In time, Bal Fell was abandoned, and the only thing left standing were the Daedric ruins. Daedra often plagued the ruins, and the Ordinators were charged with keeping away Daedra worshippers. By the late Third Era, the ruins had obtained a nasty reputation, and wizards from Great House Telvanni set up competing camps of hirelings and adventurers to explore and loot the ruins. In 3E 427, House Telvanni and the Mages Guild sent expeditions to clear out the Daedra. They were aided by the Nerevarine, who looted the Ten Pace Boots from the ruins.
The ruins were likely destroyed in 4E 5, when Baar Dau crashed into Vivec City. This impact devastated the surrounding area, creating Scathing Bay, a large crater filled with boiling water from the Inner Sea.
Bal Foyen é uma pequena região na costa sul do Mar Interno de Morrowind, a leste de Cataratas de Pedra. Foi uma selvagem expansão de terrenos alagados e paisagens vulcânicas até a metade da Segunda Era e a formação do Pacto Coração-Ébano. A maior parte foi entregada a antigos escravos Argonianos, que ocuparam as áreas com plantações de salgarroz e herdaram guar. O Forte Zeren, construção dos Elfos Negros, pode ser encontrada ao sul de Bal Foyen e os Argonianos estabeleceram a cidade de Dhalmora a leste.
Casos de Corprus foram reportados na região em 2E 581. Em 2E 582, a Aliança Daggerfall invaded Bal Foyen as part of a large-scale invasion of Pact territory. invadiu Bal Foyen como parte de uma invasão em larga escala do território do Pacto. Os defensores locais sucederam em expulsar os invasores e avisar a cidade de Vigília de Davon a oeste devido a chegada de refugiados da Ilha Bleakrock, que foram forçados a fugir depois que a ilha foi saqueada pela Aliança. Entretanto, o Pacto sofreu grandes perdas e vítimas civis durante um ataque simultâneo em Forte Zeren, incapacitando a região.
Isle of Balfiera
The Isle of Balfiera is an island region within the northern portion of Iliac Bay. In the late Third Era, the largest settlement was the town of Upvale, the dominant vampire bloodline was Lyrezi, and the regional deity was Akatosh. Balfiera is known as a neutral meeting place for the kingdoms of High Rock, who use it to facilitate negotiations and treaties. However, the Isle is most renowned as the site of the Direnni Tower, formerly the Adamantine Tower, the oldest known structure in Tamriel. Legends say it was constructed on the "little island" by the gods themselves so they could hold their own negotiations. The title for the ruler of the Isle is the Castellan of Balfiera, derived from the title originally used for the commander of the tower. The Isle survived the Warp in the West as an unconquered territory.
Balmora ("Stone Forest" in Dunmeris) was the nominal district seat of House Hlaalu, and the second largest settlement geographically on Vvardenfell after Vivec. Balmora was located at the southernmost edge of the West Gash, right at the point where the region converged with the Ashlands, the marshes of the Bitter Coast and the lush plantations of the Ascadian Isles. The Odai River ran through its heart and divided it into four districts, High Town, the Commercial District, Labor Town, and nearby Moonmoth Legion Fort.
Bangkorai is an inland region east of Wayrest and the Iliac Bay which straddles the border between High Rock and Hammerfell. It takes its name from the famous Bangkorai Pass. The Bangkorai Garrison located there has served as High Rock's defense against the wild raiders of Hammerfell for countless generations. The thickly wooded uplands in the northern Mournoth region give away to the blistering heat of the southern Fallen Wastes, which are part of the Alik'r Desert. In between them lies an area known as Ephesus, where the Pass is located. The headwaters of the Bjoulsae River are found in Bangkorai, as well as the legendary Redguard crypt the Hall of Heroes. The two largest settlements in the region are Evermore and Hallin's Stand. Bangkorai is ruled from Evermore.
Many different races have called Bangkorai home, including the Ayleids and Dwemer. In modern times, it is inhabited predominantly by Redguards in the south, and Bretons in the north. The Ash'abah, the ancient pariah tribe of Redguards, roam the wastes in the southern region. Due to Bangkorai's strategic importance to the Breton homeland, it is sometimes called the "Shield of High Rock". A longstanding belief in northern Bangkorai is that their settlements are protected from the dangers of the wilderness by the Viridian Sentinel, a mystical office of guardianship which has been passed on to an anointed successor since the days of fall of the Direnni Hegemony.
The realm of Battlespire, the magical academy of the battlemages, is located in a thin slipstream between Oblivion and Mundus. It acted as a sort of proving ground and testing facility for the Shadow Legion, the Imperial Battlemages. It could be accessed via the Pillar of Light, a teleportation device linked to the Weir Gate. The Battlespire has been in existence since at least the Second Era. The stronghold was attacked by invading Daedra during the Imperial Simulacrum, all of whom bore the Daedric Crescent. The Battlespire was destroyed during the invasion's aftermath. The Empire later reclaimed the ruined Battlespire, and gathered up all the Daedric Crescents to be destroyed—all but one.
Belkarth (also known as Belkarth Guard) is a town in eastern Hammerfell, located in the center of Lower Craglorn. It is a trading hub for the region due to its location on the highway between High Rock and Cyrodiil, and is notorious for attracting scoundrels and wanderers. Despite its multiculturalism, the town possesses typical Redguard architecture.
The ancient Nedic city of Reinhold's Retreat was once located at the site of modern Belkarth. It was already a nearly-forgotten ruin when the Yokudans arrived in Craglorn. Emperor Tarish-Zi heard rumors of great treasure hidden within the abandoned city, and ordered it to be buried beneath the ground when his armies failed to find anything of value.
Belkarth was home to the Star-Gazers, a group of academics who studied the constellations. The organization rose to prominence in 2E 582 following the conclusion of the Planemeld, when the constellations fell to Tamriel above the skies of Craglorn and took on mortal forms as Celestials. These powerful beings were thought to be the result of the experimentation of ancient Nedes, who used nirncrux to harness the power of the stars. However, the Serpent quickly launched an attack on the three Guardian Constellations, hoping to corrupt them and use their power to remake Nirn in his image. The Warrior and the Mage both fell when the Serpent reached their Apex Stones, but the Thief managed to go into hiding by bringing her Apex Stone to Reinhold's Retreat and posing as a mortal named Hara.
Hara appeared in Belkarth and took effective control of the Star-Gazers with her knowledge of the situation. Hoping to find champions to fight back against the Serpent, she sent heralds all across Tamriel to call for the aid of brave heroes and offer transport to Belkarth. Both the Fighters Guild and Mages Guild set up temporary guildhalls at the observatory during this time. With the help of the Soulless One, Hara managed to prevent both the Warrior and the Mage from assembling armies, although the Serpent eventually found her Apex Stone, forcing her to reveal her true identity after being rescued from his influence. The news of a Celestial in Belkarth drew the attention of the Undaunted, who helped save the Warrior and the Mage before ultimately defeating the Serpent.
The settlement was still in existence during the Imperial Simulacrum, when it was known as Belkarth Guard.
In the late Third Era, the city of Bergama was the capital of the Barony of Bergama. Immediately following the Warp in the West, this region came under the dominion of Sentinel. According to a Blades' spy in the area at the time, there was an intense roar akin to a sandstorm and the populace seemed to just skip a day of their lives in an instant to learn the region was overrun by Sentinel troops and the Lord of Bergama's fortress was destroyed.
Besides being a prosperous fishing island, Betony is also known for its lush, fertile interior. It is home to three Ayleid ruins: Eyearata, Moriseli and Carzog's Demise. Perhaps because of this rich reputation, it has been a frequent target of pirates and others throughout the years. Any would-be attackers must face Betony's steep cliffs and defensible nature, which may have inspired early legends claiming it was home to a mighty rock monster that flung its craggy spines into the sea, threatening sailors who drifted too close. Skyspire Keep was carved from the rock of the cliffs during the reign of Emperor Reman II, and has been touted as impenetrable and invincible, having held against countless attacks. Bretons inhabited the island for untold years, but in the Second Era, despite the reputation of their defenses, they were driven off by the Stonetooth Orcs, who renamed the island Betnikh. When the Daggerfall Covenant was formed, Bethikh was ruled by the Seamount Clan, who did not initially join it. The Clan only joined the Covenant after the Soulless One helped them repel the invading Bloodthorn Cult and decided the fate of a dangerous Ayleid relic in 2E 582.
Over the years, Betony changed hands again. Bretons once again took control and re-inhabited the island, though politically, they eventually came under the loose control of the Redguards of Sentinel. The island is perhaps best known for triggering the War of Betony in 3E 403. The island's ruler, King Mogref, asked King Lysandus of Daggerfall for protection against pirates and brigands. When Lysandus agreed, Sentinel attempted to enforce its own claim to Betony, resulting in a direct war between the two strongest powers in the region. With Daggerfall's victory in the war, Betony fell under their sway, leaving it solely in the hands of Bretons once more. In the period leading up to the Warp in the West, the dominant vampire bloodline in the region was Vraseth, and the regional deity was Mara. Betony City was a major settlement on the island, although its political capital was Daggerfall City.
Bhoriane was a Third Era county on the southern coast of High Rock stretching along the northwestern coast of the Iliac Bay. Its capital was the city of Bhoriane. Two islands just north of the Isle of Balfiera were also part of this region. The mainland shared borders (in order from north to south) with Koegria, Kambria, and Dwynnen. The Montalion clan was the predominant vampire bloodline in the region.
The Bitter Coast, named for the salt marshes along the coast, was the part of Vvardenfell's coast nearest to the mainland of Morrowind. This largely uninhabited area was in the far southwest of Vvardenfell and lay between the mountains of the West Gash to the east and the Inner Sea to the west. The northern boundary of the region was generally considered to be marked by Khartag Point just north of Gnaar Mok, and it followed the coast south and eastward through the tiny fishing and smuggling village of Hla Oad, the Imperial outpost at Seyda Neen, and finally merging into terrain more reminiscent of the Ascadian Isles just west of Vivec.
The Bitter Coast was dominated by humid, putrid swamps and salt marshes. The giant bull netch floated gently through the air, fearing no cliff racer or mudcrab. Off the coast, divers found kollops with pearls, but even more slaughterfish and man-like dreugh with their hard shells and tentacles. Herbalists came to this region to harvest the various mushrooms which thrived in the marshy environment. The region was also known as The Smuggler's Coast, since the secluded coves and islands were littered with smugglers operating out of their hidden caves. The ever-present fog and rain provided additional cover for their boats. No major action had been taken to curtail their actions, as many smugglers counted on support from locals unhappy with high taxes on liquor.
Its source lies roughly south of the High Rock city of Raven Spring and northwest of Hammerfell's Heldorn - about two thirds of the way along the border between the two provinces. It flows through the Halcyon Lake and passes the city of Evermore. It finally enters the sea at the eastern end of the Illiac Bay, near Wayrest. At its mouth, periodic flood plains provide rich soil for agriculture.
Luz Negra é uma das principais cidades Redoran na costa noroeste de Morrowind, próxima a fronteira de Arcéu. A nordeste, do outro lado do Mar Interno, encontra-se a ilha de Solstheim,a o sul estão os Planaltos Ocidentais e uma grande estrada à oeste conecta a cidade de Venturia pelo Desfiladeiro Dunmeth.
Durante a campanha de Tiber Septim para conquistar Morrowind, ele usou a área oeste de Luz Negra como um território de preparação devido às relativamente fracas defesas dos Dunmer no local. Luz Negra é citada posteriormente nos livros de Rei Edward. A cidade não pereceu frente as catástrofes do Ano Vermelho; na verdade, se tornou a nova capital de Morrowind após o saque da antiga capital, Forte da Lamentação pelos Argonianos. O Conselho das Grandes Casas se encontra no centro político de Rootspire, na cidade de Luz Negra. A Casa Redoran melhorou substancialmente a cidade com o passar da Terceira e Quarta Eras, e sua grandeza é dita como párea a de Forte da Lamentação.
Blackreach, also called Fal'Zhardum Din ("Blackest Kingdom Reaches" in Dwemeris), is an immense cavern located deep beneath the Pale and Winterhold in Skyrim. Many giant glowing mushrooms grow throughout the cavern, providing natural light. The cavern is rich in minerals, including rare geode veins, and a subterranean river flows through it. Blackreach is home to many dangerous creatures, including Giants, Frost Trolls, Chaurus, Falmer, and Wispmothers. The cavern is filled with Dwarven ruins, which provide access to the surface.
Pântano Negro é uma densa região pantanal no sudeste de Tamriel, lar da raça reptiliana humanoide de Argonianos e uma raça de árvores sencientes conhecidas como a Hist. Raças de Mer também usam o nome Argonia, uma referência a um campo de batalha antigo e obscuro, para evitar as conotações negativas do termo "Pântano Negro". Argonianos prosperam nos agourentos pântanos de Pântano Negro, uma exuberante e ameaçadora terra repleta de plantas venenosas e predadores violentos. O clima tropical da região dá a suas plantas a capacidade de revogar todas as tentativas de cultivá-las. Negócios agriculturais, coloniais e comerciais de estrangeiros além do comércio de escravos foram uma terrível falha. Os Argonianos nativos se organizam em níveis tribais com sucesso e eficiência, e só foram vagamente integrados ao Império.
Para mais informações, veja o artigo da Lore.
In the Second Era, a settlement was founded here by a Nord named Ulf the Bleaker. Soon after, a Dunmer named Rayno Dalvilu and his family arrived. While relations were initially cordial, the two families soon came into conflict. As tensions came to a head the majority of the village was evacuated, leaving Rayno, Ulf, and two of Ulf's clanmates. As the remaining Bleakers stood their ground, Rayno—who had locked himself in his home—cast a spell to obliterate the trio. While the spell was successful in killing the Bleakers, Rayno was also killed in the ensuing chaos, and the hamlet was left deserted.
During the Alliance War of 2E 582, a small fort called Bleaker's Outpost was located just south of the settlement. It was initially held by the Daggerfall Covenant, although the outpost changed hands many times over the course of the war. Its strategic position was critical to maintain supply lines. The ruins of the village were inhabited by a group of giants at the time.
Sometime after the Alliance War, both the Bleakers (now called the Ulfgars) and the Dalvilus returned to Bleaker's Way. In spite of their earlier issues, the two families lived in peace for centuries, but their harmony eventually drew the attention of Mephala. In 3E 433, she ordered the Champion of Cyrodiil to assassinate the village leaders, Hrol Ulfgar and Nivan Dalvilu, and frame the other families for the murder. When the villagers learned of their neighbors' supposed treachery, history repeated itself and they fought amongst themselves, decimating the population and pleasing Mephala.
Bleakrock Isle is a small, barren island in the Sea of Ghosts northeast of Skyrim, just to the south of Solstheim. Sparsely populated by Nord farmers and fishermen, and far off any major trade routes, it has little strategic or economic importance.
In the Merethic Era, the island was ruled over by the Dragon Cult. The local Dragon Priest was named Haldriin, and was entombed in Skyshroud Barrow. At some point, a wealthy family moved to the island and set up a mining operation at Hozzin's Folly. However, the mine was simply a cover for Daedra worship, and after a disastrous ritual the site was left abandoned. The main settlement on the island was Bleakrock Village, a farming community with a small dock.
During the Alliance War, the Ebonheart Pact established a small garrison on the island to keep watch for enemy ships. In 2E 582, the Daggerfall Covenant targeted the island as the first step to a large-scale invasion of the Pact's territory. A group of bandits were hired to cause havoc and reawaken the Daedric magic within Hozzin's Folly, and a necromancer was sent to Skyshroud Barrow to raise the dead. The local garrison learned of the Covenant's activities on the island, but were too late to request backup. The village was razed by pyromancers and the few survivors were evacuated to mainland Morrowind.
Bravil is described as one of the poorest towns in Cyrodiil. Houses are built like shacks, being wooden and stacked upon each other. The Larsius River that runs through the town serves as Bravil's sewers. Because of its location on the bay's shore and the marshes and swamps that surround it, the climate is damp. The Lucky Old Lady, a statue which once stood in a square east of Bravil's Great Chapel, served as Bravil's most famous structure. The statue was erected some time in the First Era and is an object of tales speculating its origin.
The settlement has likely been in existence since at least 1E 1152. It is known that Ayleids once lived in the region before the town was established. The Alessian Army attacked the Ayleids in the First Era, the army being led by the Empress Alessia's centurion Teo Bravillius Tasus. After discovering the Ayleid's ability to use Alteration type magic to defend themselves, Tasus managed to defeat them. Because of his success, the town owes its name to Tasus. County Bravil rebelled against the Empire following the Oblivion Crisis of 3E 433 and briefly became an independent city-state. Bravil warred with Leyawiin, which had also gained independence, until the two counties were subdued by Emperor Titus Mede.
Brellach is the home of the Aureal in the Shivering Isles, located in the north of Mania on the Saints Watch peninsula. It is the most sacred place to the Golden Saints, as it contains the Wellspring of the Aureal. The souls of fallen Aureals are called back to the Isles from the Waters of Oblivion to the Font of Rebirth by use of ceremonial chimes. The stronghold was given to the Aureal by Lord Sheogorath and no mortals are usually permitted to pass inside the sacred halls.
In 3E 433, Brellach was invaded by order. According to the Aureals who survived the attack, the Forces of Order were let inside the halls by Thadon, the former Duke of Mania who had become a Priest of Order to aid Jyggalag in the coming Greymarch, although this conflicts with reports of his assassination. The results of this attack were catastrophic. The armies of the realm were greatly crippled, and the Font of Rebirth was covered with Order Crystals, drying up its waters and turning the Aureal to stone. Sheogorath's Champion, who had been granted access to Brellach to fight the Knights of Order, destroyed the crystals surrounding the Wellspring and restored the Aureal, who subsequently defeated the remaining Forces of Order.
The Brena River is a fairly short, steep-sided river that flows into the Abecean Sea just south of the city of Rihad. The main branch rises in the Colovian Highlands on the border between Hammerfell and Cyrodiil, flowing west along the border. It is joined by another branch from within Hammerfell at a point on the border roughly north of Anvil.
During the Alliance War of 2E 582, Castle Brindle was an expansive and strategically important fortress. It had its own farm, mine and lumbermill, and was heavily fortified. It was initially located within the territory held by the Aldmeri Dominion, although the keep changed hands many times over the course of the war. Control of the castle granted the occupiers control over the nearby settlement of Vlastarus.
By the late Third Era, nothing remained of the keep. Brindle Home consisted of a small village and stables. For a time, an Imperial warrior named Melus Petilius served as the town's guardian, killing off hordes of goblins when they attacked the settlement and clearing out a nest of minotaurs single-handedly. However, Petilius swore never to raise a weapon again when his wife died of a fever while he was away fighting, and he built a cabin outside of town to be closer to her grave. His piousness disgusted Molag Bal, who sent the Champion of Cyrodiil to taunt him at his wife's grave in 3E 433. Enraged, Petilius killed the Champion with a cursed mace, damning himself and allowing Bal to claim his soul. The Champion was later returned to life by the Prince to torment Petilius further.
Located in Cyrodiil, north of the Imperial City, Bruma's population is primarily Nords, which is reflected in the city's architecture. It is always relatively cold and snow-covered. The city's population includes followers of the Divines as well as those who follow the traditional Nordic Pantheon.
The Silver Road connects Bruma to the Imperial City, while the Orange Road connects it to Chorrol. Cloud Ruler Temple is located nearby. Bruma has a small sewer system which connects up with the natural caves that run beneath the town. This underground area was used by the Mythic Dawn during the Oblivion Crisis. The deeper levels of the sewers are home to trolls. The city also houses the Great Chapel of the youngest of the Nine Divines, Talos, which dominates the center of town.
Bthzark was built by the Rourken clan, who left Morrowind to settle the wastes of Hammerfell after refusing to join the First Council. The complex was built with a distinct architectural style, and its many complex machines are powered entirely by a complex system of steam pipes. Bthzark also contained a large mine, which became partially flooded with lava at some point. The complex was left abandoned after the Dwemer's disappearance in 1E 700 and fell into ruins, although one of the entrances was sealed shut and prevented looting. The Dwemer presence on the island left a long-standing influence, inspiring the use of Dwemer pipes in Port Hunting and allowing the island's future inhabitants to study the stars using the Dwemer observatory near Saintsport.
At one point the ruins contained a coveted Dwemer schematic, although a team of sellswords were betrayed from within and killed by traps while attempted to recover it. In 2E 582, an Altmer scholar named Neramo came to Stros M'Kai to recover the schematics for himself. With the help of the Soulless One and a tamed Dwarven Spider, Neramo was able to use focusing crystals to access the ruins, fight past the traps and guardians, repair the broken machinery and ultimately reach the schematics. In 2E 864, Cyrus entered the ruins to recover a Dwemer gear in order to repair the observatory. Using a book on Dwemer runes, he was able to unseal the entrance, and managed to manipulate the ancient machinery to continue deeper into the mines. Among the obstacles that faced him were a complex mechanical beetle puzzle, Dwemer constructs, and a colossal Dwarven Centurion. It was from the wreckage of this Centurion that he was able to salvage a spare gear.