Lore:Places M
[edit] Maar Gan
Maar Gan was a tiny temple town deep in the Ashlands to the north of Ald'ruhn. It was walled and built in the House Redoran style, utilizing mud construction and the shells of ancient monstrous insects. It was probably as close to the Ghostfence as any town short of Ghostgate itself and offered few services. There was a Tribunal Temple shrine there, with a captive Dremora, Anhaedra, who had spent many thousands of years perfecting the ultimate insult.
[edit] Mantellan Crux
The Mantellan Crux is a small, self-contained world located in Aetherius that served as the prison of the Mantella after it was blasted from Mundus by Zurin Arctus. It is designed as a giant puzzle to test those who would seek the heart of Numidium, and is inhabited by fearsome Daedra and undead. The Blind God, a giant skull, dwells here. The Agent retrieved the Mantella from here in 3E 417, just prior to the event known as the Warp in the West.
[edit] Markarth
Markarth, also called Markarth Side, is a city in western Skyrim and the capital of the hold known as the Reach. It is noted for its Dwemer architecture and the extensive ruins of a Dwemer city, Nchuand-Zel, beneath Understone Keep.
Control of Markarth and the Reach has changed many times. Markarth was inhabited by the Dwemer until their disappearance in 1E 700. The natives of the Reach, a people of mixed Breton descent, assumed control of the city and the surrounding lands until the time of Tiber Septim, when the Nords came to power and subjugated the natives. In 4E 174, while the Empire was distracted by the Great War with the Aldmeri Dominion, the natives seized the Reach with little resistance and broke away from Skyrim to form a short-lived independent kingdom with Markarth as its capital. Ulfric Stormcloak gathered a militia and toppled the natives in 4E 176, reestablishing Nordic dominance over the Reach. Desperate and alienated in their own lands, the natives began to call themselves the Forsworn and turned to their ancient traditions and rituals for help to rebel against the Nords. The Forsworn continue to wage a guerrilla war in the Reach as of 4E 201.
[edit] Masser
The greater of Nirn's two moons, Masser is acknowledged as one of the attendant spirits of the mortal plane, and, like such, is both temporal and subject to the bounds of mortality. As such Masser, which exists as a separate plane, has long since perished; it is Masser's death which has 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.
While regarded by various cultures as an attendant spirit of their god planet, minor god, or foreign god, Masser is not displayed within Dwemer orreries, neither does it hold a position within the pantheon of Imperial gods.
[edit] Menevia
The County of Menevia is a region on the southern coast of High Rock, in the Iliac Bay region. It is bordered by Wrothgarian Mountains and the Orsinium Area to the north, and Wayrest to the east. The Lyrezi clan is the predominant vampire bloodline in the region.
[edit] Mereth
An ancient name for the province of Skyrim.
[edit] Moesring Mountains
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.
[edit] Molag Amur
The Molag Amur region is essentially the southern part of the Ashlands. The two regions are ecologically similar, both being characterised by an arid landscape whose plant life tends to be trama root, fire petal, and occasional chokeweed. Molag Amur is distinguished from the northern Ashlands by the presence of lava pools and rivers on the surface. The land is predominantly dark volcanic rock covered with an overlay of ash and cinder, but of a different makeup and appearance from that of the Ashlands proper. Although it is hard to understand how they survive, fauna include kagouti, alit, cliff racers, rats, and kwama foragers. There are also various Daedra frequently seen in the area, including scamps and all types of atronachs.
Molag Amur is a large region, stretching from just east of Balmora clear to the eastern coast, and from the Grazelands south to Molag Mar. It is an irregular triangle, with a truncated point at the region around the Dwemer Ruin of Arkngthand, above the Foyada Mamaea opposite Moonmoth Legion Fort. The northern boundary of the Molag Amur region starts just north of the bridge to Arkngthand, stretches eastward from there along the hills north of Lake Nabia, and turns north after the Foyada Ashur-Dan towards the southwest corner of the Grazelands, near the stronghold of Falensarano, and then runs east to the sea. Roads mainly consists of foyadas, volcanic ravines, leading east and north to the important pilgrim sites of Mount Assarnibibi and Mount Kand.
The lower boundary begins below Arkngthand, over the mountains from Lake Amaya, and curves down above the Ascadian Isles, taking a sharp southerly bend which sees it on three sides of Suran. It then goes due east to Molag Mar. On the east side of Molag Mar, there is an inlet, and Molag Amur lies to the north, and its border follows a rough line north from the eastern shore of that inlet.
The region cannot be said to be dominated by any House: the majority of its inhabitants tend to be renegade necromancers and Mages, but House Telvanni has made inroads into the area with the foundation of Tel Uvirith. Relatively near there, the Erabenimsun Camp is testimony to the presence of Ashlander tribes in the eastern part of this region.
Molag Amur is generally an area one passes through out of necessity, not a place where any but the desperate would make a home.
[edit] Moni
Moni is a small island in the Yokudan chain north of the Sea of Pearls.
[edit] Moonmoth Legion Fort
Moonmoth Legion Fort was an Imperial Legion fort located east of Balmora in the West Gash region of Vvardenfell. The fort offered an Imperial Cult altar, and apothecary, enchanting, smithing and trading services.
[edit] Morrowind
Morrowind is the province in the northeast corner of Tamriel. It is dominated by the large island of Vvardenfell, but also includes territory on the continental mainland. The Sea of Ghosts lies northeast of Morrowind. Modern Morrowind is home to the Dunmer (Dark Elves).
[edit] Morthal
Morthal, supposedly named after the great Nord hero Morihaus is the capital of Hjaalmarch, although it is a fairly small, humble town of little economic or strategic importance. Sitting on the southern edge of a marsh, dry ground can be hard to come by in Morthal. It is often shrouded in a thick fog, and ominous twisted trees grow from the surrounding marsh, giving it a foreboding appearance to approaching travelers. The torches of the town glowing in the fog often give the impression of wisps at a distance. Many choose to steer clear of the place altogether.
[edit] Mortrag Glacier
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 west of it. The interior of the glacier was used to host the Hunter's Game during the Bloodmoon Prophecy of 3E 427. The icy tunnels were filled with werewolves, the Hounds 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.
[edit] Mournhold
Mournhold, the "city of light and magic", is the temple-city within the city of Almalexia, located on Morrowind's southeast mainland, in the district of House Indoril. It was once home to a gladiatorial team known as the Blade Dancers.
The Royal Palace forms the center of the city and is home to the new King, Hlaalu Helseth, his mother Barenziah and a Royal Guard garrison, as well as Imperial Cult services. The Temple to the north houses the High Chapel, home to Almalexia, one of the living gods of the Tribunal Temple. The chapel also includes the offices of the Archcanon, an infirmary and the personal guard of the goddess, the Hands of Almalexia.
The city has five primary sections: Godsreach, the Great Bazaar, Plaza Brindisi Dorom, Royal Palace, and the Temple Courtyard. Old Mournhold is now an expansive ruin on which present-day Mournhold has been built.
[edit] Mournhold Temple
Mournhold 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.
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.
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 come to visit.
[edit] Mournoth
The Fiefdom of Mournoth is a region of northern Hammerfell at the east end of Illiac Bay. Its northwestern border is formed by Bjoulsae River, across which lie the High Rock provinces of Wayrest and Gavaudon. To the southwest lies the region Satakalaam, to the south and southeast is the region Totambu and it is surrounded on all other sides by the Dragontail Mountains. After the Warp in the West, it was purportedly under the control of Orsinium.
The regional deity is Stendarr and the provincial capital is the city of Mournoth. There are no special holidays in this province. As this region is in Hammerfell, Redguards are the primary race that makes their homes in Mournoth.
[edit] Murkwood
Murkwood is the legendary "dark forest that ever moves", located deep in the swamps of Black Marsh. The city of Blackrose is located near it. The Conclave of Baal, an organization based in Stormhold, can find the current location of the forest by reading the Elder Scrolls with the aid of an ancient tablet. Murkwood was used by Jagar Tharn as a hiding place for one piece of the Staff of Chaos during the Imperial Simulacrum. The Eternal Champion retrieved this piece on his quest to save Emperor Uriel Septim VII.
[edit] Myrkwasa
The Fiefdom of Myrkwasa is a region on the western coast of Hammerfell, in the Iliac Bay. It shares borders with Sentinel in the north, the Alik'r Desert in the east, Kairou in the south, and Pothago in the west. The Redguards who live here declare the city of Myrkwasa as the capital of their province and worship Kynareth. Following the Miracle of Peace, it came under the control of Sentinel.
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