Lore:Places B

Lore: Places
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Baar DauEdit

Baar Dau (also known as the Ministry of Truth or Lie Rock) was a 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.

Baar Dau in 2E 582, after descending closer to the city

Baar Dau originally rested higher in the sky, but plunged dramatically in 2E 582, when Vivec's power was temporarily drained. The moonlet remained aloft only tenuously, showering Vivec City with burning fragments. After Vivec regained his power, he kept Baar Dau in its new position, just above the High Fane of the Temple Canton. Some time later, 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 resumed its long-delayed fall, returning to the momentum it had before being halted. 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 disaster of the Red Year effectively ended the ascendancy of the Tribunal Temple and the mainstream worship of the Tribunal as gods.

BahiaEdit

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 FellEdit

Bal Fell (meaning "City of Stone" in Dunmeris) 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 FoyenEdit

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 Boyen, and the Argonians established the town of Dhalmora in the east.

Cases of Corprus were reported in the region in 2E 581. 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.

Isle of BalfieraEdit

The Isle of Balfiera (also called Balfiera Island) 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 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.

BalmoraEdit

Balmora (translated to "Stonewood" or Stoneforest in the Dunmer language) is 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 it is the largest settlement on Vvardenfell, only behind the temple-metropolis, Vivec City. It was initially a town of House Redoran, but through some business and architectural maneuvers, it had assimilated into a town of House Hlaalu.

BangkoraiEdit

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.

BanthaEdit

The Bantha, or the Banthan Jungle, is a region found in the Iliac Bay, 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 their thanksgiving.

Battlehorn CastleEdit

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. 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.

The BattlespireEdit

The Battlespire was the magical war academy of the Imperial Battlemages, and a testing facility for candidates seeking to join the Imperial Guard. It was (and its ruins remain) located in a Slipstream Realm deep in Aetherius. As the mortal mind can be driven to madness by Oblivion, these sorts of realms are useful as they allow the mind to acclimate to the contradictory nature of the outer realms without the same levels of mental strain. More simply, it was possible to access numerous realms of Oblivion from the Spire through the use of teleportals and voidgates. The facility was moored in place by five great Anchors, which assured its safety and stability in the surrounding flux. Access to the edifice was granted via the Pillar of Light, a teleportation device linked to the Weir Gate.

Though the date of the construction of the Battlespire Academy remains obscure, the Weir Gate was known to exist as of 2E 582. The institution was accepting recruits by the time of the Third Empire in 2E 864. During the Imperial Simulacrum, Sirran Angada tricked Paxti Bittor into betraying the Battlespire to the legions of the Daedric Prince Mehrunes Dagon. A pair of trainees became trapped inside; one was captured by Mehrunes Dagon, but the other apprentice followed the trail through numerous Daedric gates to Dagon's citadel, where, by stating his protonymic, they cast the Daedric Prince into Oblivion. Having lost Dagon's support, Jagar Tharn's plot to supplant the true Emperor was doomed to fail.

BelkarthEdit

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.

BergamaEdit

Bergama is a city in western Hammerfell, best known for being an enclave of the Alik'r Desert.

In 2E 582, the magistrate of Bergama made a secret deal with the Worm Cult, delivering them several citizens, in exchange for the Cult sparing the city. Her actions were exposed by the Vestige.

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.

BetonyEdit

The Isle of Betony, which has also been called Betnikh,, 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. 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 Seamount Orcs, who renamed the island Betnikh. When the Daggerfall Covenant was formed, Bethikh was still ruled by the Seamount Clan, who did not initially join it. The Clan only joined the Covenant after the Vestige 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, Lord 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. The town of Betony was a major settlement on the island, although its political capital was Daggerfall City.

BhorianeEdit

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.

BisnenselEdit

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 CoastEdit

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 RiverEdit

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, the nomadic tribes of Bretons.

Its source lies roughly south of the High Rock city of Raven Spring and northwest of Hammerfell's Heldorn Mount—about two thirds of the way along the border between the two provinces. The Viridian Lake of Bangkorai and Jugular River of Wrothgar feed into it from the south and north respectively. It flows through the Halcyon Lake and passes the city of Evermore. It finally enters the sea at the eastern end of the Iliac Bay, near Wayrest. At its mouth, periodic flood plains provide rich soil for agriculture.

Racing rowboats up and down the Bjoulsae River is a popular pastime activity.

In 2E 541, a horde of Reachmen, led by Durcorach the Black Drake, crossed the Bjoulsae and began the Siege of Wayrest.

The Yrinthi River empties into the Bjoulsae, providing a navigable route from the interior of Tamriel to the Abecean Sea via the Iliac Bay. This was the route taken by an agent of the Blades in 3E 405, sent by Emperor Uriel Septim VII on a mission which culminated in the Warp in the West.

Black HeightsEdit

Black Heights is a village found in the hills of the Tenmar Forest, in the province of Elsweyr. It is a humble town of artisans. The ancient arts of Black Heights have been passed down for countless generations, since the town's founding. Their vast arrangement of pigments, collectively found in the Colorworks have been sought after across the continent. On the southern edge of town is Khenarthi's Breath Temple, dedicated to the eponymous goddess of winds, Khenarthi. The temple is primarily populated by an Alfiqi priesthood.

Black KiergoEdit

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.

BlacklightEdit

Blacklight is one of the eight major city-states in the province of Morrowind, situated in the northwest around the Velothi Mountains. Blacklight is known as the capital of the Great House Redoran, as well as being the current capital of Morrowind, as of 4E 6. The Dark Elves of House Redoran are known for being the best warriors in Morrowind, as well as having a staunch belief in honor and combat.

BlackreachEdit

Blackreach, also called Fal'Zhardum Din ("Blackest Kingdom Reaches" in Dwemeris), is an immense cavern located deep beneath the Pale and Winterhold, as well as possibly 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 Dwemer, Blackreach once served as an underground highway connecting several of their major cities in Skyrim. Following their disappearance, Blackreach has since become home to many dangerous creatures, including Giants, Frost Trolls, Chaurus, Falmer, and Wispmothers. The caverns are the only source of Crimson Nirnroot, a unique form of the common Nirnroot native to Blackreach.

BlackroseEdit

Blackrose is one of the eight-major cities in the province of Black Marsh, situated near the legendary site of Murkwood, the dark forest that ever moves.

Blackrose PrisonEdit

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.

BlackwoodEdit

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 GateEdit

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 MarshEdit

Black Marsh is a dense swampland region of southeastern Tamriel, home to the reptilian humanoid race of Argonians and a race of sentient trees known as the Hist. Mer races also use the name Argonia, a reference to an obscure ancient battlefield, to avoid the negative connotations of the term "Black Marsh". 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.

For more information, see the main lore article.

Black RoadEdit

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 towards Hammerfell, passing Battlehorn Castle.

Bleaker's WayEdit

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 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 until only one family remained and pleasing Mephala with their strife.

Bleakrock IsleEdit

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. Bandits began appearing on Bleakrock around this time, and many citizens begun to carry around alabaster whistles to sound when they require aid.

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.

BloodmayneEdit

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.

Blue PalaceEdit

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 Kingship 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 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 RoadEdit

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

BravilEdit

Bravil is a squalid Nibenese town located on the banks of the Niben Bay, south of the Imperial City. The Larsius River passes through and wraps around the town, as the Green Road curves around it. A large Ayleid settlement is found underneath the city.

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 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.

BrellachEdit

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 RiverEdit

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.

Brindle HomeEdit

Brindle Home 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 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.

Broken CapeEdit

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'raEdit

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.

BrumaEdit

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.

BthzarkEdit

Bthzark is a Dwarven ruin found in Hammerfell, on the island of Stros M'Kai.

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 FortEdit

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.[1]

ReferencesEdit

  1. ^ Events of Morrowind