Lore:Places B

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Baar Dau[edit]

Baar Dau (also known as the Ministry of Truth, Prison Moon, or Lie Rock) was a meteor, celestial rock or moonlet which hovered above Vivec City in southern Vvardenfell. According to the prevailing legends, it was flung from the Void by either Sheogorath or its own malevolence, but was prevented from crashing into the city by the Tribunal god Vivec. Vivec allowed it to remain looming above the city so that if its people ever ceased to love him, the rock would fall and destroy them. Other lesser-known tales and theories vary widely as to Baar Dau's origins, with one identifying it as a former Magna Ge named Una, another insisting that it was an egg from which would one day emerge the nightmarish offspring of Vivec and Molag Bal, and yet another claiming that it was Malacath's dung.

Bahia[edit]

Bahia is a small island in the center of the Yokudan archipelago, between the Azurian Sea and the Sea of Pearls. It is located off the southern coast of Akos Kasaz. Other nearby islands include Yath to the south, the similarly sized Moni to the southeast, and Samara to the east.

Bal Fell[edit]

Bal Fell (either from Aldmeris or a Dark Elvish-Dwemeris compound meaning "City of Stone") was an ancient First Era ruin located on an island east of Vivec City, in the southeastern islands and promontories of the Azura's Coast region of Vvardenfell.

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. Sometime before 2E 582, a Nord priest of Sheogorath named Mad Griskild set up his workshop in the ruins and began experimenting with alchemy and Daedric magic to create magically enhanced spiders. An expedition to the ruins led by a famous Breton archaeologist, Lady Clarisse Laurent, fell victim to Griskild's mind-controlling spiders, but the expedition members were saved by the Vestige, who killed the Nord. Lady Laurent later sent Griskild's research to a scribe living near White Ridge Barrow on Solstheim, which ultimately led to the creation of unique magical spiders that would be rediscovered in the barrow in the Fourth Era.

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[edit]

Bal Foyen is a small region on the southern coast of the Inner Sea of Morrowind, east of Stonefalls. It was a wild expanse of marshland and volcanic landscape until the mid-Second Era and the formation of the Ebonheart Pact. Much of it was turned over to the Dunmer's former Argonian slaves, who planted saltrice and herded guar in the former wastes. The Dunmer-built Fort Zeren is found in southern Bal Foyen, previously used as an entry point for the slaves brought from Black Marsh, and the Argonians established the town of Dhalmora in the east.

Cases of Corprus were reported in the region in 2E 581. During the Three Banners War in 2E 582, the Daggerfall Covenant invaded Bal Foyen as part of a large-scale invasion of Pact territory. The local defenders succeeded in driving off the invaders and warning the city of Davon's Watch to the west due to the arrival of refugees from Bleakrock Isle, who had been forced to flee their homes after the island was sacked by the Covenant. However, the Pact suffered heavy losses and civilian casualties during a simultaneous attack on both the dockyards and Fort Zeren, crippling the region.

Balefire Island[edit]

Balefire Island is an island located off the coast of Glenumbra, north of Eagle's Brook and Camlorn. It was under the government of the province of the High Rock.

At some point before the Three Banners War the isle was a place of a burial of a signifcant number of dead.

During the Interregnum in 2E 582, the isle was infiltrated by Grivier Bloodcaller, a member of the Bloodthorn Cult, a faction led by the Reachfolk gravesinger Angof, whose main goal was to conquer the region of Glenumbra.

Grivier discovered that the isle served as the burial grounds in the past and began raising the dead for the Bloodthorn Cult's cause. His machinations were stopped in the same year by a wandering adventurer, who defeated the necromancer, and partook in the defeat of the entire Bloodthorn Cult.

Isle of Balfiera[edit]

The Isle of Balfiera (also called Balfiera Island or simply Balfiera) is an island region within the northern portion of Iliac Bay. There are at least eight islands in the chain. 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 was known as a neutral meeting place for the kingdoms of High Rock, who used 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 was an independent, unconquered territory before the events of the Warp in the West, after which it fell under the dominion of one of the four surviving kingdoms of the Iliac Bay region.

Balmora[edit]

Balmora (Dark Elvish for "Stonewood" or "Stoneforest") was one of the four cities of the district of Vvardenfell, known primarily as the district seat of power for the Great House Hlaalu. The city is built in the river valley of the West Gash and was the largest settlement on Vvardenfell, only behind the temple-metropolis, Vivec City. It was initially a stronghold of House Redoran, but through some business and architectural maneuvers, it was assimilated into a town of House Hlaalu. The city was devastated during the eruption of Red Mountain in 4E 5, but was subsequently rebuilt and re-inhabited.

Bangkorai[edit]

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.

Bantha[edit]

The Bantha, or the Banthan Jungle, is a lush tropical jungle region in the province of Hammerfell.

The precise location of the Bantha is unknown; however, it is considered part of the Iliac Bay. The people of the Bantha are known to celebrate two holidays. Aduros Nau is celebrated on the 28th of Sun's Dawn to commemorate the transition from the winter, and the Feast of the Tiger is observed on the 14th of Last Seed. Though the Feast of the Tiger presumably originated as a means of venerating an obscure Tiger God, it is now a thanksgiving.

Barathrum Centrata[edit]

The Barathrum Centrata is the centralmost section of the Imperial Sewers, the vast network of caves and tunnels underneath the Imperial City and the surrounding Heartlands. At its center is the foundation of the White-Gold Tower, a stone monopile supported by six massive vaults. Its location had been lost to time and has since developed a legendary status around it until its rediscovery in the mid-Second Era.

Bardmont[edit]

Bardmont was a town in Skyrim, located south of Dawnstar. Circa 2E 283, Potentate Versidue-Shaie gathered the Imperial Council in the town and declared martial and Imperial law.[1]

Barren Cave[edit]

Barren Cave is a natural cave network found in the Cheydinhal Foothills, in the western Heartlands of Cyrodiil. It is located along the Blue Road.

Battlehorn Castle[edit]

Battlehorn Castle is a large castle located in the Colovian Highlands of Cyrodiil, close to the Hammerfell border. It can be found along the Black Road west of the city of Chorrol. It is named for the greater Battlehorn region that has existed long before the castle, of which it is found in. The castle contains many rooms, a smithy, and a shrine to Julianos, the patron deity of Lainlyn. It serves as the home of a group of exiled Knights of the True Horn.

Battlespire[edit]

The Battlespire, also called the Spire, the Celestial Citadel, and known as a void-castle, is the magical war academy of the Imperial Battle College and Imperial Battlemages, acting as a testing facility for those seeking to join the Imperial Guard. The strongest mages in the Empire reside and train in the Battlespire. It is described as the fortress of all fortresses that encompasses the entirety of a realm, with ramparts that tower over the edges of Oblivion. Beyond them, only the Void. The Imperial Battlemage of Tamriel (not to be confused with regular Imperial Battlemages) is an aristocratic position in which one serves as the advisory head of the Elder Council, and it was customary for future advisors to be plucked from the administers of Battlespire, who were themselves battlemage classmen.

Belarata[edit]

Belarata is an Ayleid ruin located on the river basin of Malabal Tor, in the province of Valenwood. The ruin was infamous for many years because of its locked doors and the mystery behind them. In truth, the ruins acted as a tomb for the noblewoman, Elanwe, the Lady of the Weald, whose spirit yearned for her long-lost love, Lord Varondil the Gold. She magically sealed the ruins and its bounty of treasure from intruders and it would only respond to her lover's enchanted sword. The spirits were eventually reunited and the ruins were pilfered of its treasures.

Belkarth[edit]

Belkarth (also known as Belkarth Guard), formerly Reinhold's Retreat, 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.

Belport Run[edit]

Belport Run is a settlement located on a small island northeast of the Summerset Isle, within the Auridon Strait, the body of water between two major islands of the Summerset Isles. It neighbored Karndar Watch, which was located across the sea from Belport Run, on the Summerset Isle.

Bergama[edit]

Bergama is a large city found in the dry canyons of the Alik'r Desert, in the province of Hammerfell. Despite its intentional location in the deep desert, Bergama is a bustling trading hub that provides travelers with a safe sanctuary in the harsh desert environment. It was established by the Na-Totambu, the former nobility of Yokuda as a place to preserve their ancient tradition and customs from Tamrielic influence. In the present day, Bergama is associated with their descendants, the Crowns. It is the capital city of the eponymous barony, which is completely surrounded by the unconquered Alik'r Desert territory.

Bergama (barony)[edit]

Bergama is a region found in the Iliac Bay region of northern Hammerfell. it is a small and landlocked country completely surrounded by the vast expanse of the Alik'r Desert. The capital city was founded by the Na-Totambu as a place to preserve their ancient and sacred traditions, away from Tamrielic influences. The people of the barony can tell little to no difference where their ends and where the Alik'r Desert begins. To them, they are one with the Alik'r, which is the philosophy of the desert people as the scholar, Enric Milres wrote in his memoir.

Betony[edit]

The Isle of Betony, called Betnikh by the Orcs, is a strategically important island in the Iliac Bay, off the coast of Daggerfall.

Besides being a prosperous fishing island, Betony is also known for its lush, fertile interior. Its habitat includes the rare and exotic sixteen-eyed Habanoo caterpillar. 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. The dominant vampire bloodline in the region is the Vraseth, and the regional deity is Mara.

Bhoriane[edit]

Bhoriane was a Third Era county on the southern coast of High Rock stretching along the northern coast of the Iliac Bay. Its capital was the city of Bhoriane. Two islands just west of the Isle of Balfiera were also part of this region. The mainland shared borders with Dwynnen to the west, Kambria to the north, and Koegria to the east. The Montalion clan was the predominant vampire bloodline in the region. Bhoriane was briefly mentioned in the Charwich-Koniinge Letters during the quest for Azura's Star.

Bisnensel[edit]

Bisnensel is an Ayleid ruin in Bangkorai, in the middle of Halcyon Lake. It was founded by Ayleid refugees from Nenalata between 1E 375 and 1E 452 under the rule of Laloriaran Dynar. Bisnensel was built partly above and partly below the surface, although only the subterranean parts have survived.

Bitter Coast[edit]

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, the Sea of Ghosts to the north, 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, the Odai River the east, to and it followed the coast south and eastward through the tiny fishing and smuggling village of Hla Oad and the Imperial outpost at Seyda Neen, finally merging into terrain more reminiscent of the Ascadian Isles just west of Vivec. The Firemoth region is sometimes considered part of the Bitter Coast.

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, and hunting was considered fair. 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, pods, and flowers 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.

Bjoulsae River[edit]

The Bjoulsae River is a major river that forms most of the border between Hammerfell and High Rock. It is the home of the River Horse Bretons, tribes of nomadic Bretons that live throughout the river and nearby Bangkorai. The river's water source is the vast Halcyon Lake, found in the dead center of Mournoth. The river advances southwest pass the kingdom of Evermore until it empties into the Iliac Bay. There are multiple rivers that empty into the Bjoulsae River: one of the named ones is the Jugular from the north somewhere east of Wind Keep, another is the Gardner that runs from Cumberland Falls through Wayrest, and the other is the Yrinthi River, which is infested with pirates like the Bjoulsae and the Iliac. Rowboat racing throughout the Bjoulsae River has been a popular pastime for centuries.

Blackbone Isle[edit]

Blackbone Isle is a small isolated island located in the Sea of Ghosts, north of Forgotten Vale and southwest of Castle Volkihar. The island consists of a small strip of coastline as well as the entrance to a cave known as Blackbone Isle Grotto. It takes less than a day to sail to Blackbone Isle from the northwestern shore of Skyrim. It housed the treasure and wealth amassed by Cyrus the Restless. It is plagued by undead, such as bonewolves, ghosts and zombies.

Blacklight[edit]

Blacklight is one of the eight major cities on the mainland of Morrowind, situated on the northwest point of the province, near the Velothi Mountains. Blacklight is most well known as the capital of the Great House Redoran, whose values revolve around the virtues of maintaining honor and persevering through hard-work as a valiant warrior. Since the provincial capital, Mournhold, was sacked by the Argonians in the Accession War of 4E 6, Blacklight has become the new capital and the Council of Great Houses have been held in the city's Rootspire.

Blackreach[edit]

Blackreach (Dwemer: Fal'Zhardum Din, "Blackest Kingdom Reaches") is an immense cavern located deep beneath the Pale, Winterhold, Hjaalmarch, Haafingar, the Reach, and possibly extending across all Nine Holds within 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. Originally settled by the first vampire clans and later the Dwemer, Blackreach once served as a highway connecting several of the Dwemeri cities found within Skyrim. Various inhabitants can be found within Blackreach, these include Dwemer Animunculi, Falmer, Vampires, Giants, Frost Trolls, and Wispmothers.

Blackridge[edit]

Blackridge is an abandoned town located in Cyrodiil, in the Bloodfall Kingdom.

Blackrose[edit]

Blackrose is one of the eight major cities in the province of Black Marsh, situated in a lake in the south-central portion of the province. Blackrose is a city surrounded in infamy and contains many secrets. It is said that many have entered its walls but few ever leave it. From antiquity to the modern-day, Blackrose and its environs hosted many different races, from the Lilmothiit that initially built the city and presided over the southern coast, to the Argonians and the Imperials that currently lay claim to it.

Blackrose Prison[edit]

Blackrose Prison (or simply, the Rose) is a notorious Imperial prison situated in the region of Murkmire, within the province of Black Marsh. As stated before, the Blackrose Prison is notorious throughout the provinces, housing the most infamous criminals that were active during the latter half of the Second Empire and throughout the Third Empire. The Rose was designed specifically for its location, considering Black Marsh's harsh environment and the aggressive Naga of Murkmire.

Blackwood[edit]

Blackwood is the swampland east of Leyawiin along the Trans-Niben, adjacent to the Black Marsh border. The waters from this swamp drain south into Topal Bay.

Black Gate[edit]

Black Gate is a strategic fortress in the province of Morrowind, located just southwest of Mournhold. Black Gate was a stronghold utilized during the time of the Tribunal, most notably during the Four-Score War.

In 1E 2920, Black Gate was besieged by the Second Empire, around the 23rd of Sun's Height, amidst the negotiations after the war between the Crown Prince Juilek Cyrodiil and Vivec. The Prince made no plans to attack Black Gate. It was instead the brainchild of his father, Emperor Reman Cyrodiil III, and the Akaviri Potentate, Versidue-Shaie. Regardless, the negotiations had continued at the settlement of Ald Lambasi.

Black Harbor[edit]

Black Harbor is the main port on the island of Esroniet, a spice island located in the Padomaic Ocean.

Black Heights[edit]

Black Heights is a small village in the outlying hills of the Tenmar Forest and is located in the province of Elsweyr. Most of the people in town have a deep devotion to the arts and produce some of the highest quality paints and dyes in Tamriel. Its people have a great reverence for Khenarthi, the Khajiiti goddess of winds and worship her from Khenarthi's Breath Temple, an ornate temple in the town's southern outskirts and marginally run by an Alfiq priesthood.

Black Kiergo[edit]

Black Kiergo (sometimes spelled as Black Keirgo) is one of the districts found in Senchal, a major city in the province of Elsweyr. It is infamously known as the squalid and dangerous slums of Senchal, where illicit Moon-Sugar dens are found across the streets, populated by Khajiit and nobility alike. In the mid-years of the Interregnum, Black Kiergo was relegated to the underground, becoming a section of the city's outlaws refuge. While the poor live in shanty-towns, all sorts of criminal activity occur in Black Kiergo, essentially becoming the region's center of the black market. It is well known that Rajhin was born in the slums, before becoming the Thief God of the Khajiit.

Black Marsh[edit]

Black Marsh is a dense swampland region of southeastern Tamriel, home to the reptilian humanoid race of Argonians and a race of sapient trees known as the Hist. Mer refer to the region as Argonia, named after an ancient battlefield. The Argonians do not have a word for their homeland in their native language, in part because they do not consider it a singular nation. A member of the Argonian Gee-Rusleel tribe once used the wide-swamp gesture alongside the word kronka-thatith (roughly meaning "everything-egg") to describe the region, which is probably the closest non-Jel speakers will ever get in the way of a "true name" for the region. Many Argonians who live there struggle with the concept of it being a "province", as there is so much varied difference in each part of Black Marsh.

The Argonians thrive in the foreboding swamps of Black Marsh, a lush and threatening land teeming with poisonous plants and violent predators. The region's tropical climate lends its plants the capacity to overturn all attempts to cultivate them. Foreign agricultural, colonial, and commercial ventures beyond the slave-trade have met with abject failure. The native Argonians organize themselves on the tribal level with success and efficiency, and were only loosely integrated into the ruling Empire when Cyrodiilic Emperors deigned to lay claim to the land.

Aside from the Argonians, Black Marsh is host to a slew of other sapient peoples. The human inhabitants of Black Marsh (Imperial settlers from the Cyrodiilic Empire notwithstanding) include the Horwalli, the Yespest, and the silver-skinned Kothringi. The Orma, who are predisposed to blindness, are another Mannish race that inhabits the marsh. The serpent-bodied Lamias and the vulpine Lilmothiit (the latter of which lived along the southern coasts) are notable instances of humanoid and semi-humanoid races that live in the region. The Kothringi and the Lilmothiit were driven to extinction by the Knahaten Flu.

For more information, see the main lore article.

Black Road[edit]

The Black Road road runs east to west between the Imperial City and Chorrol. It traverses the Great Forest, passing through Fort Ash and Weynon Priory. Just to the east of Chorrol, the road joins with the Orange Road. West of Chorrol, the road continues on into the Colovian Highlands toward Hammerfell, passing Battlehorn Castle.

Bleakwind Bluff[edit]

The Bleakwind Bluff is a small ruined tower located on the Tundra Plateau between Rorikstead, Rebel's Cairn and Red Eagle Redoubt in the eastern hills of the Reach.

Blighted Isle[edit]

Blighted Isle is an island within the Bjoulsae River in Bangkorai. Circa 2E 582, the isle was infested with Reach-magic.[2]

Bleaker's Way[edit]

Bleaker's Way is a settlement found north of the Imperial City, in the Great Forest of Cyrodiil.

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 Three Banners 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 Three Banners 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 Hero of Kvatch 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 among themselves, decimating the population until only one family remained and pleasing Mephala with their strife.

Bleakrock Isle[edit]

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.

Blinker Creek[edit]

Blinker Creek is a body of water where the eponymous Battle of Blinker Creek occurred. At some point between 4E 26 and 4E 48, Crown Prince Attrebus Mede took part in the Battle of Blinker Creek. Similarly to his many other battles before Umbriel Crisis, he did not lose more than three of his personal guard in a single battle.

Bloodmayne[edit]

Bloodmayne is a forested area found in the Nibenay Valley. It is specifically located on the northside of the Larsius River, but specifically between Bravil and Anutwyll to the southeast and Wenyandawik to the northwest. It lends its name to a cavern on the riverbed called Bloodmayne Cave, but in the Interregnum, it was also used for the historical Castle Bloodmayne, which sat in the dead center of the area, in the middle of a shallow marsh, surrounded by willow trees.

Bloodrun Cave[edit]

Bloodrun Cave is a natural cave network found in Blackwood, on the steep southern banks of the Panther River in Cyrodiil. It is notable for the ancient Dark Brotherhood ruins found within its interior, including a sanctuary and tombs for fallen assassins.

Blue Palace[edit]

The Blue Palace (also called Castle Solitude) is a large castle found on the eastern end of the city of Solitude. It is the seat of power in Haafingar Hold, where the Jarls of Solitude and even the High Kings of Skyrim occupy its grandiose and stately halls. The northeast wing contains the Jarl and their court's living quarters, while the southwest wing, known as the Pelagius Wing, is in a mass state of disrepair and avoided since the death of the eponymous Mad King of Solitude. The Imperial Gardens in the palace courtyard contains a formal and motley assortment of various regional flora like thistle branches and Douad shrubs.

Blue Road[edit]

The Blue Road runs east to west between the Imperial City and Cheydinhal in the province of Cyrodiil.

Blue River Prison[edit]

Blue River Prison was a facility active in Fourth Era. It was believed that Esbern was responsible for the breach of the Blue River Prison. This was considered one of the most damaging operations carried out by the Blades during the years before the Great War by the Thalmor.[3]

Bogmother[edit]

Bogmother is an ancient Argonian ruin, located deep in the bogs of Shadowfen, southwest of Stormhold. It was once a temple village, and some of the intricate carvings can still be seen on its towers and the monumental stepped pyramid (or Xanmeer). The area is still sacred to the Argonians, and hosts several venerable relics. Open-bottomed spoons made of Bogmother dreugh-shell are used in the Argonian ritual of the Empty Feast of Nullity.

Bogwater[edit]

Bogwater is a swamp located in southern Blackwood, on the eastern coast of Topal Bay in the province of Cyrodiil. It is surrounded by the Niben Forest to the north, Blackwood Bog to the northeast, and Gloomire in Black Marsh to the southeast. A small island is located to the south and contains the entrance to the ancient First Era complex known as Deepscorn Hollow.

Borderwatch[edit]

Borderwatch (also spelled Border Watch) is a settlement in Blackwood along Cyrodiil's Green Road between Leyawiin and Bravil, close to the Anequina border.

Borim Valley[edit]

Borim Valley is a landmark and where the Battle at Borim Valley occurred.

Brackenleaf[edit]

Brackenleaf is a Graht-oak township located within Brackenleaf's forest, bordered by the Long Coast, the southernmost region of the grand region of Grahtwood. It was located north of Haven. It shares its name with the ancient tree Brackenleaf, planted by Y'ffre at the creation of the world. It was known to be home of the Brackenleaf's Briars, an exclusive order of hunters dedicated to seeking the balance in everything and protecting Brackenleaf and its heart from enemies who seek to destroy Y'ffre's creation and steal the power held within the heart.

Bramblebreach[edit]

Bramblebreach is a large settlement found just south of the city of Marbruk, in the province of Valenwood. The town acquired its name a long time ago when a massive wall of bramble grew around the Wilderking Court region and the site was the only opening; a breach in the bramble. It is the home of the eponymous Bramblebreach Clan, an ancient tribe of Bosmer that are unequivocally loyal to the Wilderking.

Bravil[edit]

Bravil is a Nibenese city located on the banks of the Niben Bay, south of the Imperial City. It is found in the Nibenay Valley, a tropical region enclosed by an equatorial rain forest and broken up by rivers. The Larsius River passes through and wraps around the town, as the Green Road curves around it. A remarkably large Ayleid settlement is found underneath the city. The symbol of the city is the wild stag.

Under Marukhati rule, cities of the Nibenay Valley were forced to become mercantile magocracies, allowing them to be wealthiest city-states in the region throughout the First Era. In the Second Era, Bravil was built in a unique Nibenese architectural style. By the Third Era, Bravil was a squalid town described as one of the poorest in Cyrodiil with houses 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.


Brellach[edit]

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.

Brena River[edit]

The Brena River is a fairly short, steep-banked river that flows into the Abecean Sea just south of the city of Rihad. The main branch rises in the Colovian Highlands and forms part of the border between Hammerfell and Cyrodiil, flowing westward along the northern edge of the Gold Coast. It is joined by another branch from within Hammerfell at a point on the border roughly north of Anvil. The Brena is an important trade route to the interior of the continent, and has occasionally been preyed upon by pirates.

The Ayleid complex of Varlaisvea lies at the mouth of the Brena, on the Hammerfell side of the border.

Briar Rock Ruins[edit]

Briar Rock Ruins is a large set of nordic ruins situated deep in the mountain valley of the Reach. It was originally an Ancient Nordic watchtower that contained a crypt of draugr, but it has since been a safe refuge for the local clans of Reachmen that need it. The ruins have been commonly occupied by the Thornroot Clan, who are staunch protectors of their land and will stand against any foreign threat. Briar Rock is divided into two areas, the main ruin is known as Hag Rock Redoubt, whereas the innermost tower and summit is called Dead Crone Rock.

Brindle Home[edit]

Brindle Home, formerly Castle Brindle, is a settlement located far north of Skingrad, deep in the Great Forest of Cyrodiil.During the Three Banners War, Castle Brindle was an expansive and strategically important fortress. It had its own farm, mine and lumbermill, and was heavily fortified. It was considered to be in the Aldmeri Dominion's territory.

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 Hero of Kvatch to taunt him at his wife's grave in 3E 433. Enraged, Petilius killed the Hero with a cursed mace, damning himself and allowing Bal to claim his soul. The Hero was later returned to life by the Prince to torment Petilius further.

Brittleshin Hills[edit]

The Brittleshin Hills are a small mountain range of Falkreath Hold north of Lake Ilinalta that make up the border with Whiterun Hold, in the province of Skyrim. The sharp and protruding snowy peaks are dominated by Bleak Falls Barrow, and overlook the origin of the White River, as well as the town of Riverwood just across the border in Whiterun Hold. Brittleshin Pass allows movement through the mountains.

Broken Cape[edit]

The Broken Cape is a region found along the coast of Winterhold, in the province of Skyrim. The northern tip is known as Hsaarik Head, and it contains the former capital-city, Winterhold. In the late-Merethic Era, a fleet of Atmorans, led by Ysgramor sailed across the Sea of Ghosts and landed on Hsaarik Head after fleeing from a civil war in Atmora. From there, they built their first city, Saarthal which was subsequently sacked by the Snow Elves native to the land. In its vicinity, northeast of the ruined city lies Winterhold, which was the capital of Skyrim until the Great Collapse occurred in 4E 122.

Bruk'ra[edit]

Bruk'ra (currently known as Brukreich Bridge) is a historical settlement found in east-central Elsweyr, several leagues from the Topal Bay to the southeast and the Tenmar Forest to the south. In ancient times, Bruk'ra was one of the sixteen kingdoms of Elsweyr, known for their river-traders and traffickers. Back in those times, it was ruled by the Merchant-Prince.

Bruma[edit]

Bruma is a Nibenese city located in the Jerall Mountains of 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.

Bthuand[edit]

Bthuand is a Dwarven ruin located in the north-central Ashlands of Vvardenfell in the province of Morrowind, west of the Daedric shrine of Zergonipal. It was abandoned in 1E 700 when its original Dwemer inhabitants mysteriously disappeared.

Circa 2E 582, Vonos Bero, a member of the Seven Secretives, came to the ruins to obtain an important clockwork device stolen from the Clockwork City. This item had been taken to Bthuand, where a number of Clockwork Apostles were slain after attempting to retrieve it. The device was shattered when Vonos got into an argument with the smuggler that led into a brawl. Vonos had been followed to the ruins by a Morag Tong assassin named Naryu Virian, who executed him soon afterwards. As of 2E 582, the ruins of Bthuand were guarded by Dwarven Centurions.

By 3E 427, the ruins were still guarded by Dwarven Centurions. Ghosts of the long-gone Dwemer could be encountered there as well. Mastrius, a Dunmer vampire who had been imprisoned for centuries in the Salvel Ancestral Tomb near Red Mountain by Azura, required the Daedric artifact Spellbreaker to break the curse and escape the tomb. Circa 3E 427, the weakened Mastrius was discovered by a fellow vampire who agreed to help free him. At this time, Spellbreaker could be found within Bthuand, next to the skeleton of its previous owner who had died in a cave-in. Mastrius used the shield as a conduit for his spell and broke Azura's curse, returning to full strength. He then betrayed his liberator and was slain, allowing his accomplice to claim Spellbreaker.

Bthzark[edit]

Bthzark is a Dwarven ruin found in Hammerfell, on the island of Stros M'Kai. The smiths of Bthzark were skilled in the art of tonal architecture. 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 machines are powered entirely by a 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 Hunding and allowing the island's future inhabitants to study the stars using the Dwemer observatory near Saintsport.

Typically initiates of the Order of the Scarab must go to Bthzark and "wrestle its mechanical men back into shape" before they can join the Knights of the Scarab.

Buckmoth Legion Fort[edit]

An Imperial Legion outpost located due south of Ald'ruhn and west of the Ramimilk shrine, on the road to Ghostgate. It offered many services to the populace, including an Imperial Cult altar.[4]

Buraniim Isle[edit]

Buraniim Isle is a small island in central Auridon, located off the coast from the town of Mathiisen. It is home to Buraniim, the ruin that was once part of the greater Buraniim Sea-Complex built by the Ancients from which the isle gets its name.

At some point during or after the early Merethic Era the site of Buraniim was built on the isle by the Ancients, the ancestors of the Auridon Altmer. It was once a hub and presumably a part of a larger structure and a sea-complex that extended out into the sea. Over the years, during the times of the outburst of the Thrassian Plague the complex was abandoned and as of 2E 582 it was primarily used as a retreat from the city life in nearby Skywatch. Errinorne Isle was once part of this complex.

The ruins were briefly reoccupied in 2E 582 by the Worm Cult and the Daedric minions of Molag Bal, acting as a lair within which the Daedra could sacrifice mortal souls to fill the Mortuum Vivicus. They were also making preparations to construct a Dark Anchor in the isle. This was discovered by the scholar and author, Fenlil the Wayfarer who intended to inform the local authorities about this. It is unknown however if he succeeded in this endeavor. The Daedra were swiftly purged from island, however by the Fighters Guild, which was under the effective control of Meridia at the time.

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