Lore:Places V

Lore: Places
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VahtacenEdit

Vahtacen was an Ayleid settlement located at the swampy headwaters of the Reed River in the Mist Morrow Vale region of the Nibenay Basin, south of Cheydinhal. It was the home of the Vahtache, an Ayleid faction.

In the Hosiric Lays, songs that date back to the Ayleid Empire, the "waving fronds of Vahtacen" are briefly mentioned. This gives credence to the belief that Cyrodiil possessed a subtropical climate during the time of the Ayleids.

ValenwoodEdit

Valenwood, (also called Vallinwood)is a densely forested, sub-tropical region that encompasses the southwestern coastal plain of Tamriel. In the words of A Pocket Guide to the Empire, Valenwood is "a sea of endless green, a maze of foliage with half-hidden cities growing like blooms from a flower, the home of the Bosmer is Tamriel's garden." One unusual feature of Valenwood is its gigantic, migratory trees, many so large that the Bosmer have built entire cities in their branches. Falinesti is one such tree, a mile-high specimen that serves as the capital of Valenwood and seat of its kings.

ValthumeEdit

Valthume is an ancient Nordic barrow found on the slopes of the Druadach Mountains in the southeastern part of the Reach, in the province of Skyrim. This ancient tomb is the resting place of the tyrannical Dragon Priest, Hevnoraak. Ever since his death, the tomb has been eternally guarded by the warrior, Valdar.

Valus MountainsEdit

The Valus Mountains are a mountain range on the border between Cyrodiil and Morrowind. They meet the Jerall Mountains at the Skyrim border. They are sometimes considered an extension of the Velothi Mountains.

VanuaEdit

Vanua was an Ayleid settlement located along the southeastern shore of Lake Rumare in ancient times. It contains the Shrine of the Crusader, a shrine built to honor Pelinal Whitestrake. It is mainly of Ayleid construction, but some of the interior architecture surrounding the Shrine is built in the Imperial style. The ruins of the settlement were slowly engulfed by the lake over the centuries and it now lies on the lake bed.


VaranisEdit

Varanis is a barren region situated in the southwest of the region of Stonefalls, which is located in the province of Morrowind. Varanis is a largely uninhabited region, mainly used as a source of agriculture in the greater area of Stonefalls, as seen with the biggest settlement, Kragenmoor and the plot of land known as the Sathram Plantation. On the western edge of Varanis lies the Iliath Temple, the largest place of worship for the Tribunal in all of Varanis. The Ulath Tribe of Ashlanders inhabit the area, as the Cave of Memories is their ancestral burial grounds. The greatest landmark in Varanis is the Tormented Spire, which spews great clouds of ash and smoke, leading to many Dark Elves in Varanis to scramble for shelter.

During the Imperial Simulacrum, there was a settlement called Verarchen Hall located in the area which was ruled by Lord Zirath. It had a rivalry with the settlements of Markgran Forest and Reich Parkeep. It was neighbored by several settlements, including Karththor Dale in the southeast, and Silgrad Tower in the northwest.

Varen's WallEdit

Varen's Wall is a ruined stone wall that is found in the western highlands of Colovia, in the province of Cyrodiil. Varen's Wall is named after the eponymous Emperor of Cyrodiil, Varen Aquilarios, one of the many kings that ruled during the Interregnum. This wall was created to split the Gold Coast (primarily Anvil and Kvatch) from the rest of the Colovian Estates, in the efforts to protect Varen's homeland from the powerful Imperial Legion of Emperor Leovic. The main gate of the stone wall is known as Varen's Wall Gatehouse.

Varsa BaalimEdit

Varsa Baalim was an Ayleidic city located in the Nibenay Basin of Cyrodiil, close to Lake Canulus on the foothills of the Valus Mountains. It was a great, ringed, labyrinthine city constructed during the height of Ayleid rule to guard the Nefarivigum, a foul construct of Mehrunes Dagon used to test pilgrims seeking Mehrunes Razor.

For years, the elves drove back the many pilgrims who came for the evil artifact. However, in the early days of the First Era, a vampire managed to slip into the city unnoticed and turn the populace. Varsa Baalim was thrown into a gathering storm of madness and ruin, until it seemed that none were left to prevent the Razor from being recovered. Suddenly, the city was gone, when the mountains of the Eastern Niben swallowed Varsa Baalim and the Nefarivigum with it. Whether it was caused by a final fallback plan of the Ayleids, a natural cataclysm, or the touch of the Divines is unknown.

For centuries the city remained hidden, entombed deep within the mountains, inhabited by the undead vampiric remnants of its populace. In 3E 433, a rogue Telvanni arch-mage named Frathen Drothan set out to use the Nefarivigum to recover Mehrunes Razor, which he could then use to overthrow the Empire. He gathered many mercenaries to his cause and formed the Drothmeri Army, which marched into Cyrodiil and captured Sundercliff Watch, an abandoned fort built during the rule of the Reman Dynasty. The fort had deep iron mines that extended far underground, and Drothan used these to excavate the entrance to Varsa Baalim. Once it was uncovered, he ventured into the ruins of the city with a large detachment of mercenaries and magically sealed the entrance to deter assassins. The vampires quickly fell upon the band, and Drothan fled, making his way to the Nefarivigum and leaving the scattered mercenaries to fight back against the vampires.

The Champion of Cyrodiil, hearing rumors of Drothan's rebel army, entered Sundercliff Watch, fought through the Drothmeri Army, and broke the magical barrier preventing any from entering Varsa Baalim. The Champion traversed the ruins, where battle between the Drothmeri and the vampires still raged, and entered the Nefarivigum to defeat Drothan and claim the Razor.

Vaults of GeminEdit

The Vaults of Gemin are a ruined structure located southwest of Stormhold in Black Marsh.

The vaults once belonged to the Conclave of Baal, an organization based out of Stormhold. They were used to store an ancient tablet which could be used to decipher the Elder Scrolls in order to divine the current location of Murkwood. However, the vaults sank into the ground when an associate of the organization cast a powerful spell with disastrous results. The crumbling ruins of the vault became partially flooded and infested with monsters.

During the Imperial Simulacrum, the Eternal Champion was sent into the ruins by the Conclave to recover the ancient tablet.

Velothi MountainsEdit

The Velothi Mountains are the mountain range separating Morrowind from Skyrim. They are named after the Chimer prophet Veloth who led the Chimer to leave their ancestral homes and resettle in Morrowind.

The mountains form the eastern border of the Skyrim regions of Eastmarch and The Rift. The southernmost part of the mountains borders the Morrowind region of Stonefalls to the southeast. At the southern tip of the mountain range, where it meets the Jerall and Valus Mountains, the volcanic peak of Trolhetta can be found. The ash produced by this and other volcanoes falls upon the Stonefalls region, providing precious fertilizer in an otherwise arid landscape.

In the Late Middle Merethic Era, the Velothi Mountains were settled by the Dwemer, who created cities beneath the mountain range, such as the great city of Mzulft. Presumably most of these cities followed the fate of their counterparts in Morrowind and Hammerfell and now lie deserted, but no further information on the cities exists.

In 2E 864, a canopy tunnel provided easy travel to the mountains from Cyrodiil, but no trace of the tunnel remained by 3E 433. Some old Dwemer tunnels also existed beneath the mountains and were sometimes used by caravans and refugees from Morrowind circa 4E 201. The Dunmeth Pass leads through the mountains and into northern Morrowind. High in the mountains lies the ancient temple of Skuldafn, along the Eastmarch border.

Velothis HavenEdit

Velothis Haven (otherwise known as Glen Haven) is a town located deep within the territory of the Great House Telvanni, within the province of Morrowind. The settlement was either named after Veloth, the father of the Dunmer race, or the Velothi, another name for the Chimeri people.

Verkarth (Elsweyr)Edit

Verkarth (also called Verkarth Hills) is a settlement found in the region of Anequina, within the province of Elsweyr. Verkarth was one of the original sixteen kingdoms of Elsweyr, known for their fierce warriors and soldiers. In that time, those soldiers were known as the Do-radhin.

Verkarth (Hammerfell)Edit

Verkarth (sometimes called Verkarth City) is a settlement located in central Hammerfell, to the south of Skaven.

In the mid-First Era, Verkarth was ruled by King Styriche, a vampire who commanded an army of werewolves and other vampires known as the Gray Host. Styriche was deposed by Alessian legions under Empress Hestra in 1E 1029, forcing him and the Gray Host to flee westward into High Rock, where they were halted and routed by the Bangkorai Garrison. During the Imperial Simulacrum in the late Third Empire, the village of Verkarth City was an active settlement, being ruled by Lady Chez-si. It had a rivalry with Thorstad Place. It was neighbored by several settlements, including Karnver Falls in the south, Riverpoint in the southeast, Skaven in the northeast, and Thorstad Place in the west.

Vernim WoodsEdit

Vernim Woods is a forest located within the region known as the Rift, in the province of Skyrim. The Vernim Woods is an expansive forest of sparsely-leaved trees and dried creeks that run into the center, which contains the ruins known as the Vaults of Vernim. The forest has lent its name to the town called Vernim Wood which was active in the Third Era.

The Vile LaboratoryEdit

The Vile Laboratory is a location in the Black Garrison region of Coldharbour, used by Molag Bal for his many horrific experiments. The building itself is an emulation of a Dwarven ruin, although the complex is crawling with undead and Daedric guardians. It appears to be run by a Xivilai named Overseer Xvarik.

The laboratory has seemingly been in existence since the Merethic Era, as it is where the skeleton of the dragon Boziikkodstrun was brought after his flesh was consumed by Bal. Here the skeleton was infused with "blood-of-darkness", which re-awakened it as a Vestige. The skeleton was also modified according to Bal's own design, before being plunged into the Azure Chasm to create the first Daedric Titan. Indeed, experiments concerning vestiges and souls appear to be the norm in the Vile Laboratory. The Xivkyn are the result of experiments with vestigial hybridization in the laboratory between Dremora and Xivilai.

At some point, a Light of Meridia was taken to the laboratory for safekeeping, in an attempt to keep the artifact out of Meridia's clutches. In 2E 582, two Mages Guild members were imprisoned within the Vile Laboratory after being separated from the rest of the Tamrielic invasion force. The mages, a Dunmer named Gadris and a Khajiit named Zur, underwent an experimental soul-meld process, and were subsequently cast out of the laboratory to die. Confined to a single body and desperate to separate their souls, the weakened pair began work on a transmutation potion to sneak back into the ruins. With help from the Vestige, the "Soul-Meld Mage" managed to overpower Xvarik and reach the catalyst needed for the separation procedure, although only one of the mages survived. The Vestige also recovered the Light of Meridia from the ruins.

VilverinEdit

Vilverin (also known as Lake Mist Ruins) is an Ayleid ruin located in the Heartlands of Cyrodiil, on the northeastern shore of Lake Rumare. The complex is split into several subsections, including Canosel, Wendesel, and Sel Sancremathi; the latter two translate as "Journey Halls" and "Hall of Golden Homes" respectively in Ayleidoon.

VindaselEdit

Vindasel is a small Ayleid ruin in the Great Forest of Cyrodiil. However, it was once a settlement infamous for brutalizing slaves; legend speaks of "the Wailing Wheels of Vindasel", where the Ayleids derived strange pleasure by subjecting them to this "art-torture", believed to use their skin for flesh sculptures.

In 3E 433, Clavicus Vile sent the Champion of Cyrodiil to the ruin to collect the legendary sword Umbra.

VitharnEdit

Vitharn was a ruin in the Shivering Isles in the Third Era. The ruin was once a thriving city and fortress, founded by fanatics in southern Dementia. Four generations of Counts ruled over the city, planning to usurp the Isles from the Madgod, Sheogorath. Ultimately, the incompetence of Vitharn's late ruler, Count Cirion, and his mother's Manic heritage, caused the Vassal Fanatics of Dementia to invade the city and slaughter all therein, forgetting their sworn allegiance to the city of Vitharn.

In 3E 433, Sheogorath's Champion put to rest the ghosts of Vitharn who had been cursed to relive the night of their defeat over and over again. For more information, see the main Lore article.

VivecEdit

"Finally the bones of Horde Mountain landed and became the foundation stones for the City of Swords, which Vivec named after his own sigil, and the net fell across it all and between, or became as bridges between bones, and since its segments had been touched by his holy wisdom they became the most perfect of all city streets in the known worlds."36 Lessons of Vivec

Vivec City (often shortened to simply Vivec), named after the god of the same name, was the largest city in Vvardenfell, once situated on its southern coast in Norvayn Bay with Baar Dau floating above. The city was a collection of nine artificial islands; each island was a separate district or canton and was made up of a large multi-tiered building the size of a small town. The many bridges and walkways between these cantons created a maze that could be intimidating for new arrivals. Water was the dominant element in the architecture, present even inside. The entire city of Vivec was considered a holy place, as it was home to the Living God Vivec himself. The city was policed by special guards drawn from the militant order of the Temple, the Ordinators.

Most cantons were generally built of four tiers. The lowest, only accessible from drainage grates or trapdoors, was the Underworks, or the canton's sewer. The Underworks were located on the water-line, and were a nest for criminals, rats, and other undesirables, as Ordinators never ventured into them. Above the Underworks, at the level of the main walkways and canals, were the Canalworks, where tombs, homeless paupers, storage rooms, and a few small shops could occasionally be found. The Canalworks of a canton were generally only accessible from the upper levels, or via trapdoor from the Underworks. Above the Canalworks were the Waistworks, filled with shops, clubs, temples, and residences. The top of a canton contained a large domed courtyard known as the Plaza, with standalone buildings rather than doors built into corridor walls. Canton plazas were filled with manor-houses and fine shops, and could usually only be accessed through large doors from the exterior. All of the space within a canton had to be leased from the Temple, and the only Guards allowed to police the area were Ordinators.

Vivec's AntlersEdit

Vivec's Antlers is a historical battlefield found in the region of Stonefalls, within the province of Morrowind. Not only has the fields of Vivec's Antlers been the site of several battles in Morrowind's history, but it contains the best-known example of a bizarre form of Land Coral along the Inner Sea. The local Dark Elves claim that the Land-Coral is both self-aware and thoughtful. Vivec's Antlers is the home of Coral Heart.

VlastarusEdit

Vlastarus was a settlement located in the Greenmead region of Cyrodiil's West Weald, along the Gold Road east of Skingrad. The town was built around a lone and ancient Imperial watchtower called the Eye of the Greenmead, which was built long before the town was ever founded. The tower was once located at the southern edge of the town.

VoidEdit

The Void (also called the Darkness) is the name applied to the dimensions outside of the known realms (e.g. Aetherius, Oblivion, and Mundus) of the Aurbis. It is also occasionally used in a more limited capacity to refer directly to Oblivion. The brothers Anu and Padomay came from the Void, as well as Sithis, who originally caused change in the world. According to the Dark Brotherhood, when Sithis wishes someone killed, their soul comes here after death. Legends say that deities wishing to create a new plane of existence must initially create a space for it in the Void. The "Second Void" and the "Nineteen Voids" are unknown terms which may be related to this dimension.

VolenfellEdit

Volenfell ("City of the Hammer" in Dwemeris) was the capital of the Rourken clan of the Dwemer, located in eastern Alik'r Desert, southeast of the city of Satakalaam.

VosEdit

Vos was an ancient Velothi farming village on the eastern coast of Vvardenfell, near Tel Mora. A harbor lay downhill from the town, where there were ships to Tel Aruhn, Sadrith Mora and nearby Tel Mora. The large and friendly Varo Tradehouse was located near the wharves, and was a good alternative to Tel Mora for travelers seeking accommodation.

Apart from passing through on the way to Tel Vos, which was erected within an Imperial fort in the late Third Era, there was little cause to visit Vos.

VounouraEdit

Vounoura is an island roughly a month's voyage away from Tel Aruhn in Vvardenfell. It serves as a haven where Morag Tong assassins retire when they become too famous to continue their work.

VulkwastenEdit

Vulkwasten (otherwise called Vulkwasten Wood) is a brewery town located in the region of Malabal Tor, within the province of Valenwood. Vulkwasten is known for brewing Rotmeth, made from a long-line of Bosmeri brewers whose craft is legendary among the people.

VvardenfellEdit

Vvardenfell, also called the Black Isle, is a large island located inside the bay-like Inner Sea, and is surrounded by mainland Morrowind with the exception of its northern coast, which meets the Sea of Ghosts. The island is dominated by the great volcano, Red Mountain. The island itself is named after the original Dwemeri name of Red Mountain, literally translating to "City of the Strong Shield". It is characterized by arid wastes, rocky highlands and coastal wetlands filled with unusual and unique flora and fauna.