by Orwil Endarr
Part I. Tips for the Wary Traveler
Part II. The Hlaalu Controlled Regions
I. The Ascadian Isles
II. The West Gash
III. The Bitter Coast
Part III. The Telvanni Controlled Regions:
I. Azura’s Coast
II. The Grazelands
Part IV. The Redoran and Temple Controlled Regions
I. The Ashlands
II. Molag Amur
III. Red Mountain
Morrowind, the northeastern province of Tamriel, is dominated by the large island of Vvardenfell. Though Morrowind includes territory on the continental mainland, this book will focus exclusively on the Vvardenfell regions and its major cities.
Long the homeland of the dunmer, or dark elves, Morrowind has a rich and unique history. Historically, it was inhabited by the dwemer, long before the aldmer arrived in Tamriel, and their ruins can still be found dotted across the landscape. In recent history, Tiber Septim introduced the land to the Empire through diplomacy, with the Armistice of 2E 896. Though the dunmer became Imperial citizens, they still retain their own laws and traditions.
As a foreigner, traveling across this harsh and unforgiving land can be a tumultuous task. The dunmer are not the friendliest of people, and are particularly guarded against “outlanders.” This even includes dark elves born outside the province. Your best chance to find room and board are in larger Imperial-friendly cities and Imperial forts.
Vvardenfell is divided into nine regions: the Ascadian Isles to the south; the Ashlands which surround Red Mountain; Azura’s Coast to the east; the Bitter Coast to the west; the Grazelands, in the northeast; Molag Amur to the southeast; Red Mountain in the center; Sheogorad off the northern coast; and the West Gash in the western mountains.
This book outlines each city by region, includes other places of interest, and tips for the traveler. The regions are divided into sections: the Hlaalu controlled regions, the Telvanni controlled regions, and the Redoran and Temple controlled regions. Though the Tribunal Temple lays claim to most regions – their capital within Hlaalu territory – the Tribunal Temple is discussed in detail in the Redoran section due to their close alignment. Sheogorad is not politically affiliated with any faction, but is otherwise similar to Azura’s coast, so it is included in the Telvanni section.
Part I: Tips for the Wary Traveler
Morrowind, the northeastern province of Tamriel, is dominated by the large island of Vvardenfell. Though Morrowind includes territory on the continental mainland, this book will focus exclusively on the Vvardenfell regions and its major cities.
Long the homeland of the dunmer, or dark elves, Morrowind has a rich and unique history. Historically, it was inhabited by the Dwemer, long before the dldmer arrived in Tamriel, and their ruins can still be found dotted across the landscape. In recent history, Tiber Septim introduced the land to the Empire through diplomacy, with the Armistice of 2E 896. Though the dunmer became imperial citizens, they still retain their own laws and traditions.
As a foreigner, traveling across this harsh and unforgiving land can be a tumultuous task. Dunmer are not the friendliest of people, and are particularly guarded against “Outlanders.” This includes even dark elves born outside the province. Your best chance to find room and board are in larger imperial friendly cities and imperial forts.
This volume of the Traveler’s Guide will discuss tips and tricks to help you journey safely.
Dealing with Dunmeri Culture
When traveling, it always pays to be polite. Remember Morrowind is the dunmer’s homeland. A little respect for their culture goes a long way. Don’t be afraid to ask questions, and listen to what they tell you. You can get more information out of people if you are courteous. Remember, not everyone you meet will be friendly, some even hostile. Tread with care when dealing with the dunmer.
The general attitude of the dunmer people will vary depending on region or faction. More on this will be outlined in other volumes in this series, dealing with the three dunmer factions in Vvardenfell and their controlled regions.
The Ashlanders are particularly wary when it comes to dealing with foreigners, or even other dunmer. It is perhaps best to avoid their territories and not interfere with them. Some Ashlanders are outright hostile towards intruders and will attack on sight.
Practical Preparations for the Journey
Never leave home without a scroll of divine intervention. That’s what we say here in the Empire, but in Morrowind, a scroll of almsivi intervention will do just as well. You can buy these scrolls from your local temple or shrine. You can also learn the spell, or have it enchanted onto an amulet or ring. This spell will whisk you out of trouble on a moments notice; it is the first thing any traveler, no matter what his or her calling, will want to bring along. Spells of mark and recall are also useful, but make sure you don’t ever get the two mixed up.
Unless you are intent on wandering and getting into trouble, travel in groups or take the many available ships or siltstriders. The siltstrider is a peculiar beast the dunmer use to travel from place to place. It is large enough to keep you safe from wandering beasts as you sit on its back. The Guild of Mages also offers fast travel services to anyone, so long as you have the funds, and offer significant discounts to guild members.
While traveling across Vvardenfell, particularly in any region near Red Mountain, such as the Ashlands or Molag Amur, make sure to take a closed helm or hooded robe. The ash storms in this area have been known to rip the flesh off bones.
Always make sure you have your weapon or a good spell ready when traveling the roads of Vvardenfell. Though many are relatively safe and well kept by the Imperial Legion, you may yet encounter the odd giant rat or nix-hound. In particular, make sure to have a good ranged spell or weapon at the ready to fend off pesky cliff racers. These horrible bird-beasts are everywhere on the island. They’ve even been known to take small children from poorly guarded towns.
Always keep a good stock of potions on you: cure disease, cure blight, restore health, restore fatigue, as well as restore magicka if you are a spell caster. A potion of cure blight is most important when traveling across Vvardenfell, because many creatures carry these dreadful diseases.
If you are a warrior, or otherwise skilled with a weapon, make sure to bring along a few repair tools. Even the smallest towns offer repair services, but if you are caught out in the wilderness, the only one who can put an edge back on your blade, or patch your armor, is you. It is also a good idea to bring a backup weapon, just in case. You can never be too prepared.
Bring a bedroll if you can, and carry a good torch. If you are ever caught in the wilderness at night, these things will go a long way to keep you comfortable and safe. Make sure you bring enough food and drink along for the journey. Some areas are short in supply, and the terrain may be harsh and unforgiving.
There are many edible plants in the wilderness. The trick is knowing which ones are safe to eat, and which ones will make you ill. I will cover this briefly for each region, and there are other excellent field guides that go into more detail. If you have some skill in alchemy, you will be able to tell right away which plants are good to eat, and which ones are poisonous.
If you are out in the wilderness seeking shelter and come across a cave, beware. Most caves are homes to bandits and dangerous creatures. Mines and tombs are usually safer than caves. If you find a mine, be prepared for a little company. Some mines are well guarded; you may not be allowed to sleep there, but if the people working there do not mind, it is a safer place to stay the night than out in the open. If you find yourself in a tomb, try to stay inside the entrance. The dunmer raise ghosts and other undead to guard their tombs, and you don’t want to disturb them.
Places to Avoid While Traveling Through Vvardenfell
Dwemer ruins should be avoided. You will find these all over Vvardenfell, recognisable by their large metal towers. They are relatively safe on the outside, but the interiors are filled with ancient dwemer constructs that attack intruders on sight. Excavation parties have been known to venture into these compounds, but few ever come out again.
There are also several ancient dunmer strongholds, long abandoned by their people and left to bandits, rogue mages, cults, and other dangerous folk. Knowledge of these places has been lost or forgotten. Their noble architecture tells of a brighter age for the dunmer people. They are constructed in a style, which name has been lost to time, but some call “Old Velothi” or “High Dunmer.” They are grander than their newer Velothi counterparts. Exploration of these ruins is perhaps best left to large excavation parties. Perhaps some day these noble structures will be reclaimed, but for the common traveler, they are best left alone.
Most importantly, stay away from daedric ruins. Though long abandoned by the dunmer, these places are rife with angry daedra and fanatical worshipers. These ruins have a characteristic architecture with large, broken, undulating spires with strange symbols and patterns etched in the stone. They were not built by man or mer, but by the Daedric Princes themselves, and they do not suffer intruders lightly.
Should you dare enter these dangerous dens, it is best to familiarize yourself with their deadly denizens. Skilled adventurers in the region often have stories to tell about their encounters, revealing these creature’s strengths and weaknesses. The Guild of Mages offers a large selection of both offensive and defensive spells, and spell training, while the Guild of Fighters offers training in weapon and armor.
Even a well-trained adventurer can get caught in a situation too deadly to handle. Remember where the exits are whenever you venture into a dungeon. Most creatures won’t follow you into the daylight. If you can find a door to slam between yourself and the angry undead hordes, you may live to fight another day.
Part II. The Hlaalu Controlled Regions
Though the Tribunal Temple controls much of this region – their capital Vivec even resides here – the Hlaalu primarily make their home here. These regions are the friendliest towards the Empire; the Hlaalu, being the most forward thinking of the dunmer Great Houses, are open to new ideas and other cultures. The Empire has a solid foothold in this region. Its roads are well maintained and relatively safe.
The Hlaalu are considered the dunmer merchant house. Save for the other Great Houses, to which they are bitter rivals, they do their best to maintain good relations with other factions, cultures, races, and political entities. They honor the Tribunal Temple and Empire both. The Hlaalu are expansive, especially in the financial sector. They are fairly neutral in their politics; so long as it lines their pockets, they’re willing to make deals with just about anyone. This has been good for the Empire, and Imperials are welcome visitors and trading partners. The current Duke of Ebonheart Vedam Dren is Hlaalu by descent, and represents the Empire on the island. He resides in his castle at Ebonheart on the southern tip of the island.
The Hlaalu regions are: the Ascadian Isles, a lush swath of farmland and plantations, and home to the great temple city Vivec; The West Gash, a mountainous region rich in ore and home to Balmora, the council seat of the Hlaalu; and the Bitter Coast, a long stretch of swampland and fishing villages, which is home to Imperial town Seyda Neen.
Chapter I. The Ascadian Isles
The Ascadian Isles include the fertile southern coast of Vvardenfell, and is the most heavily populated area on the island. It mainly consists of lush farmland and plantations, and houses the capital Vivec. This is perhaps the most friendly region on the island. Its roads are well maintained and relatively safe for the traveler. It houses a mix of Hlaalu, Velothi, and Imperial architecture. Its citizens consist of the Dunmer Great House Hlaalu, The Tribunal Temple, and Imperial immigrants.
A few wild plants in this region are safe to eat. Ash yam, corkbulb root, and heather are all edible and nourishing. Many food plants are cultivated in this region, but it’s best not to go stealing crops. Other wild plants in this region are best left alone, though some are valuable for alchemical purposes.
The main cities in the Ascadian Isles are: Vivec, Ebonheart, Pelagiad, and Suran.
Vivec is the great temple city of Morrowind, nearly on par with Mournhold on the mainland. It is the largest city in Vvardenfell, and the seat of the Tribunal Temple on the island. Its cantons jut out of the waters of the great Vivec Bay like monoliths, each one a small city unto itself. There are eight cantons in total, each connected by bridges; though it is far easier to get around by gondolier – found on the canton’s outer edges. These helpful boatmen will carry you from one canton to another. The city is also accessible by siltstrider, the primary transport of Vvardenfell.
The Foreign Quarter
This canton holds the most interest for the average traveler. The northernmost canton, the Foreign Quarter was named such because it was once the only canton where foreign visitors were allowed. The Tribunal Temple has since opened its gates, welcoming all travelers to roam their fair city. The Foreign Quarter is the only canton that houses Imperial services. It offers any service you may require: from blacksmiths to merchants, to trainers, healers, and alchemists. A weary traveler can also find food, drink, and beds at the Black Shalk Cornerclub in the Lower Waistworks. This canton also houses an Imperial Shrine, the Guild of Mages, and the Guild of Fighters on the Plaza level. Another notable place is Jobasha’s Bookshop, also located in the Lower Waistworks. Jobasha’s shop is perhaps the most well-stocked bookstore on the entire island, and may house this very book.
The Hlaalu Canton
This canton is the first you will encounter if traveling from Ebonheart. Though you will find a warmer welcome here than any other Great House canton, many merchants and trainers here only serve members of House Hlaalu; however, there are many who will serve retainers and visitors alike. After all, money is money, as the Hlaalu like to say. This canton also houses the No Name Club and the Elven Nations Corner Club; though travelers must be wary in these places, for they are both dens of thieves and scoundrels.
The Redoran Canton
This canton is located south of the Foreign Quarter, between the Hlaalu and Arena cantons. Though the Redoran are not particularly friendly to anyone outside their Great House, they have good trainers in the arts of war. It also houses the tavern Flowers of Gold, in the eastern corridor of the Waistworks. It is renowned for the frequent bar fights that erupt there.
The Arena Canton
The Arena canton lies between the Redoran and Telvanni cantons. This canton, as the name implies, houses Vvardenfell’s great arena, an ancient place where honorable duels are fought. There are many trainers in the fighter’s training area. The arena itself houses a large seating area, allowing throngs of curious spectators full view of the combat going on below. When there are no duels to be fought, the trainers spar in the arena, and practice their skills on creatures, which provides steady entertainment to the people of Vivec and tourists alike.
The Telvanni Canton
This canton is probably the least friendly to the foreign visitor. It seems the Telvanni, a Great House made up of wild independent mages, were encouraged to settle here so the Temple could keep an eye on them. The Telvanni canton does not house many services for foreign visitors. A visitor here is more likely to catch a stray fireball from an intemperate mage.
The St. Delyn Canton
Owned by the Tribunal Temple, this canton offers low-cost housing to its members. A few traders have shops here, mainly to serve its residents, but visitors are more than welcome to browse their wares. Of note is the St. Delyn Potter’s Hall and the Glassworker’s Hall, where much of Vvardenfell’s tableware is made. Mainly a residential area, there is not much else in the way of services for visitors.
The St. Olms Canton
This canton is next to the St. Delyn canon. It offers low-cost housing and shop space to merchants. There are several trade halls of interest, offering a wide variety of goods and services: the Tailors and Dyers Hall, Brewers and Fishmongers Hall, Farmers and Laborers Hall, and the Tanners and Miners Hall are all of interest to the traveling merchant.
The Temple Canton
This canton is considered the holiest place in Vvardenfell. The headquarters of the Tribunal Temple, it is home to the Tribunal god Vivec. This is also the base of the Temple Ordinators; it is well advised to stay on their good side, as they patrol the whole city. It is the southernmost canton, split into the Hall of Justice, the Hall of Wisdom, and the High Fane. The Hall of Wisdom houses the Library of Vivec. It is the largest library in Vvardenfell, but mainly serves the temple. Temple pilgrims flock here to visit the shrines. Scrolls or spells of almsivi intervention will bring travelers here should they ever find themselves in trouble.
Castle Ebonheart is the seat of Imperial authority in Vvardenfell, and the city harbor is a hub for the East Empire Company. From here, the Duke of Ebonheart and his grand council rule. The current duke Vedam Dren is a dunmer of Great House Hlaalu; though he does not let this color his judgment. It is said he is Imperial at heart. Being of both worlds, he is perfectly suited to forward Imperial agendas, yet serve his own people’s interests as well.
The Grand Council Chambers is where the duke himself resides. Travelers are welcome to visit, though it is not a good idea to bother the duke unless you have business with him. There are some trainers here, who are quite willing to aid you provided you are willing to part with your hard-earned gold.
Ebonheart is perhaps the most clean, safe, and friendly city for foreign visitors. The Imperial guard keeps the city safe, as do its high walls. Hawkmoth Garrison is the central administrative wing for the Imperial Legion, and they also protect Ebonheart and the duke. Many trainers and repair services are available to adventures at the garrison.
The garrison also houses The Skyrim Mission and The Argonian Mission, the latter a safe haven for slaves. Morrowind is currently the only province exempt from the abolition of slavery; the dunmer are reluctant to discard their traditions, though that is sure to change in the future.
The Imperial Chapel houses the Imperial Cult altar, and is the central authority for the cult in Vvardenfall. Here you will find merchants who sell scrolls, potions, and spells. The cult also offers training in the magical arts. It is a good idea for any traveler to be prepared with spells or scrolls of divine intervention. This spell will bring you to the Imperial Cult’s door should you run into trouble while traveling the Ascadian Isles.
Dragon Square, Harbor, and The East Empire Trading Company
A great dragon statue is set majestically in the center square. The entrance to Ebonheart Castle is located here. Ships travel frequently to and from the harbor, taking goods and passengers to the mainland. You can take a ship to Vivec, as well as other cities on the coast of Vvardenfell such as: Sadrith Mora, Tel Branora, or the slightly disreputable fishing town Hla Oad.
The East Empire trading company has its offices and warehouses here, and a weary traveler can find food, drink, and beds at the Six Fishes Inn. Always well stocked, it has a good selection of food and wine. The innkeeper here is helpful to travelers and can tell you much about the region. Several trainers hang around here as well.
From Dragon Square, a good road leading west can take you to Pelagiad or Seyda Neen, as well as the many plantations dotted along the Ascadian Isles. These roads are fairly safe to travel, kept clear by the Imperial guard and the Hlaalu plantation workers, though you may meet the odd rat or nix-hound. You may also encounter netch. These large floating creatures are harvested for their leather. Bull netches are relatively harmless, but watch out for betty netches. The smaller females of the species can be aggressive.
Suran is a sizable trade town of Great House Hlaalu, located northeast of Vivec and situated on the coast of Lake Masobi. It is the primary marketplace for the nearby plantations and, unfortunately, also houses a sizable slave market. Suran also serves as a stopover for pilgrims heading northeast to Molar Mar and Mount Kand in the dangerous Molag Amur region. As a town that caters to both the Hlaalu and the Tribunal Temple, it is certainly an eclectic place.
The main town square holds the most attractions for the traveler. There are several traders, a smith, a clothier, and an apothecary. The Suran Tradehouse has many wares for the adventurer and pilgrim alike. Desele’s House of Earthly Delights is a tavern that caters to more “exotic” tastes.
Of note is the fairly sizable mansion known as Oran Manor, the home of a Hlaalu noble. It is located on a hill to the east. The manor is open to visitors; it has a pawnbroker and a few trainers. The manor also houses a small Tribunal Temple, where pilgrims may come for spells and potions.
Next to the guard tower is the siltstrider port. A path leads east to the dangerous Molag Amur region, to Molag Mar, and Mount Kand, a site of pilgrimage. A well-kept road leads west along the lake past the Fields of Kummu; this small shrine is part of the temple’s pilgrimage, and eventually leads to the town of Pelagiad.
Across Lake Hairan, from Vivec, is the town of Pelagiad. It is a small imperial town with little in the way of travel services. It is out of the way, yet this is what makes it so peaceful and charming.
The quickest way to get there is to take a siltstrider to Seyda Neen and head over the northern mountain pass. It can be a dangerous trek however. A divine intervention spell will get you there quicker, since Fort Pelagiad houses an Imperial Cult shrine.
Fort Pelagiad houses a small out-branch of the Imperial Legion, and an Imperial Cult altar. Here you can buy potions, ingredients, and spells. The fort also has an excellent smith. The fort mainly serves as an outpost to protect the nearby plantations and guard the roads.
There are a few traders in town, and a weary traveler can stay at the Halfway Tavern. The tavern, much like the rest of the town, has a quaint charm to it. If you ever accidentally find yourself in Pelagiad, remember to take the time to enjoy it for what it is – a little slice of heaven in the wilderness.
Chapter II. The West Gash
The West Gash is the western highlands of Vvardenfell. It stretches from Balmora to as far north as the shores of Khuul and the Sea of Ghosts. It lies between two mountain ranges, west of the Ashlands and east of the Bitter Coast. The terrain is mostly rocky scrub-land and sparse forests. It is marked by unique and beautiful natural rock formations. The West Gash houses the capital city Balmora as well as a few somewhat important mining towns. This region is occasionally beset by ash storms and blighted creatures, so travelers along these roads best beware. It is inadvisable to travel off-road in this area, as it is dotted with daedric shrines and other dangers.
The plants in this region are mostly scrub and brush, and are not safe to eat. However, the stoneflower does have some restorative properties.
Balmora is the second largest city in Vvardenfell, and represents the council seat of the Great House Hlaalu. It means “Forest of Stone” in Dunmeri, probably due to the natural outcroppings in the surrounding area. At the southernmost point of the West Gash, it converges with the Bitter Coast to the west, and the Ascadian Isles to the east. The Odai River runs through its heart, the city divided to either side.
A siltstrider port is located along the south wall on the west side of the river. The Guild of Mages also offers fast travel. A good road leads south to Pelagiad and Seyda Neen, and a recently improved road leads north to Caldera and Ald’ruhn. North of Balmora, a dangerous trail leads to the Ghostgate in Red Mountain. Balmora can also be reached by almsivi intervention, which will bring you to its prominent Tribunal Temple.
This area lies on a hill to the west of the river. It houses the many decorous Hlaalu manors, along with the Hlaalu Council Manor, where this Great House conducts its day to day affairs. In High Town, visitors will also find a fine clothier, and one of the better alchemists in the region. To the northwest is the Tribunal Temple, which offers shrines and services to pilgrims.
Just west of the river, below High Town, is a large plaza filled with traders and outfitters with a vast selection of wares. There are many taverns and inns here: among them, the Lucky Lockup and the Council Club. The Council Club is a haunt of the Cammona Tong, so it is not advisable for anyone, dunmer or not, to enter their den unless one is looking for trouble.
The Guild of Fighters and Guild of Mages are located on a street east of the plaza. The Razor Hole is a smithy where adventurers can repair and restock weapons. A decent bookstore and armorer is also found here. The tavern Eight Plates is a fine place to rest, offering good food and drink, and their beds are quite comfortable.
Located east of the river, Labor Town is mainly a residential area. The South Wall Cornerclub is located here, but it is best advised to watch your wallet when entering this somewhat disreputable establishment.
Moonmoth Legion Fort
From Balmora you can reach this fort by leaving the South Gate and heading east across the river. The fort houses the Imperial Legion and an Imperial Cult altar, which can be reached using divine intervention.
Caldera is an imperial mining town due north of Balmora. The Caldera Mining Company has a sizable fortress to the northeast. The buildings are primarily nordic in design, with imperial influences. The Governor’s Hall is situated north on a hill overlooking the town, and is owned by a Hlaalu noble. Other than that, there is little dunmer presence in Caldera.
There is no siltstrider service in Caldera, but travelers may reach it by an easy road from Balmora, or the northern road to Ald’ruhn. However, the travel service available from the local Guild of Mages is the preferred method for getting there.
The main attraction on Main Street is Shenk’s Shovel, an inn not so modest as it first appears. The bedrooms are large and luxurious, and the food is reminiscent of the best home cooking. They also serve good wine and a fine selection of local brews. Along Main Street is also a trader, a pawnbroker, and a smithy. The Guild of Mages is located here, and offers training, spells, potions, and enchanting services.
For a mining town, Caldera is quite safe, nestled snugly behind its city walls, and well guarded. It is also cleaner than one might expect, and its inn is one of the best in the land. Whether one has business in Caldera or not, it is well worth a stop by if one is traveling north from Balmora.
Gnisis may be a tiny, dirty little mining town, but it is the closest thing you’ll find to civilization in the northernmost reaches of Vvardenfall. The town is built around a large egg mine, which the city’s economy depends on. It does however have a siltstrider; necessary for transporting goods, it offers passenger services as well.
Gnisis does not offer much in the way of services or shopping. The Main Square is mostly residential, and houses the miners and a barracks for the Imperial Legion.
Gnisis is a site of pilgrimage, and so it houses a sizable temple which can be reached by almsivi intervention. The Gnisis Temple contains an important shrine to Vivec. The temple offers little in the way of services, but a few merchants have set up shop outside. Though they are not so well stocked as proper shops, they offer useful items and tools to pilgrims.
This fort is little more than a city wall. The barracks, which house the Imperial Legion, is situated in the town. Most of their business is conducted within the local tavern. The fort itself has a few trainers, an Imperial Cult shrine, and a Tribunal Temple shrine. It has a smith and healing services. It is everything one could need in such a tiny dead-end town, but offers little else for the more sophisticated traveler.
The roads to Gnisis are difficult and dangerous. They eventually lead north over gorges to Ald Velothi and Khuul, and there is a coastal road to Gnaar Mok. Ald’ruhn to the south is far, and the way is treacherous. Taking the available siltstrider is recommended over traversing these roads yourself.
This is a small Redoran outpost north of Gnisis. It has a small harbor for the local fisherman, but does not offer travel services. In fact, there are no travel services at all. Situated between Gnisis and Khuul, the siltstrider passes through, but does not stop for passengers.
The Outpost houses a blacksmith, trader, trainer, and Tribunal shrine. There is little else in the way of services in this town. It does not even have an inn. Unless you are Redoran, a poor fisherman, or a desperate adventurer, there is little reason to venture here.
Khuul is a small seaside village, and is one of the main stopover points for the silt striders and boats passing through northern Vvardenfell. It has a tradehouse and tavern to provide sundries and rest for the weary traveler.
Khuul is a hub for travelers going to and from Maar Gan, Ald’rhun, and Gnisis by siltstrider, and Gnaar Mok and Dagon Fel by boat. It is also one of the few ports that can take you to the nordic isle of Soltheim. Though Khuul is an important port of call, there is little to keep a traveler here.
Chapter III. The Bitter Coast
The Bitter Coast is a largely uninhabited region in far southeast Vvardenfell. It is a marshy coastland, primarily inhabited by fishermen. It is dominated by humid, diseased swamps and marshes. Also known as The Smuggler’s Coast, it is dotted with bandits, who operate out of small caves and the small nearby fishing villages. Little has been done to curb their activities.
The coastal waters are teeming with slaughterfish, which will attack the moment a single toe is put in the water. Mudcrabs are another danger, though they are easy to run away from. They carry swamp fever, so it is best not to engage them. Another nuisance is the dreaded cliff racer. These horrible bird-beasts seasonally come down from the mountains and breed here.
Few plants in this region are safe to eat. The mushrooms, violet coprinus and luminous russula, are the only edible plants, and have some interesting properties, being waterwalking and waterbreathing respectively.
Seyda Neen is the only place close to habitable in the Bitter Coast region. It is a small Imperial port town bordering the Ascadian Isles. It is a frequent stopover for travelers going between Balmora, Pelagiad, and Vivec. It is a quaint little town that houses the Grand Pharos; one of the only lighthouses on the island, it serves as a beacon to sailors passing through the Inner Sea. It is also home to the Census and Excise Office, where foreign visitors are processed. As such, Seyda Neen is usually the first place anyone sees when they travel to Vvardenfell. It serves as the main port of call for Imperial citizens traveling between the island and the mainland.
Seyda Neen is easily accessible by road and siltstrider. The roads north and east, to Pelagiad and Vivec, are well kept and safe. However, the northwestern coastal trail, leading to Hla Oad, winds through the swamp and is fraught with dangers.
Arrille’s Tradehouse is the sole merchant in Seyda Neen. His wares are modest, but well fitted to get travelers equipped and on their way. The tavern upstairs is the social hub for Seyda Neen, and offers beds, food, drink, and a helpful local scout.
The rest of the town is quaint, consisting mainly of small houses and shacks for local residents. It is also well guarded by the Imperial Legion, who operate out of the Census and Excise Office Warehouses.
This is a tiny fishing village at the southernmost end of the Bitter Coast, south-west of Balmora. It is rumored to be a hive of smugglers, so most people avoid it. There is not much available here for any traveler. It mainly consists of small desolate fishing huts along the docks.
Fatleg’s Drop Off is a small tradehouse that offers some goods to trade, but the business is quite shady. For the most part, the only people who seem to have business there are the local fishermen and thieves.
Hla Oad is accessible by treacherous swampy little roads, so it is safer to take a boat there – not that anyone should ever want to.
There is just as little to Gnaar Mok as there is to Hla Oad. It is a desolate fishing village with little to no services. There is a tiny Hlaalu manor just outside town – the owner’s reasons for being there are unknown to this author, though he is likely there to bleed the place dry.
Druegh-jigger’s Rest is a tiny little club full of shady characters. It is not well advised to stay there.
A small boat can take you to Hla Oad and north to Khuul. Dirt trails lead to Gnisis and south to Hla Oad, and a treacherous little road leads east to Caldera and Ald’ruhn.
The quickest way out of these fishing towns is by boat, for mountain ranges blockade the Bitter Coast from the more habitable West Gash and Ascadian Isles. Should you find yourself waylaid in these towns, keep an eye on your pockets, and a cure common disease potion on hand.
Part III. The Telvanni Controlled Regions.
Great House Telvanni is primarily made up of wild mage lords. They are isolationist, and have their own unique set of traditions and customs. More ambitious than their mainland counterparts, they have erected their bizarre mushroom towers along the entire eastern coast of Vvardenfell. The Tribunal Temple has little presence in these regions. Though they have claimed the Grazelands, there are few temples or settlements, and it is quickly being encroached upon by the Telvanni.
The Telvanni are staunch supporters of slavery in Morrowind and the most resistant to change. Like the Tribunal Temple, the Empire has little foothold in Telvanni territory. These lands are considered a paradise, a refuge for dunmer culture, by some. It is as wild and untamed as the people who live here. The Ashlanders also make their home in these regions, and are relatively free from outside cultural influences. As such, this region is not particularly safe for foreign travelers, but it is manageable so long as the traveler takes care to observe local customs and not stray too far off the beaten path.
The Telvanni inhabited regions are: Azura’s Coast, a large chain of islands dotted with mushroom forests; and the wild untamed pastures of the Grazelands. Sheogorad is also included in this section due to proximity and general clime.
Chapter I. Azura’s Coast
Azura’s Coast is a massive chain of islands off the south-eastern coast of Vvardenfell. Claimed by Great House Telvanni, it has many towns and towers. Small Ashlander tribes also settle here, though most reside in the Ashlands and the Grazelands to the northwest. It also dotted with daedric ruins (best avoided), and is rumored to be where the Shrine of Azura is found. Perhaps the only safe daedric shrine to visit, it does not resemble other daedric ruins; it is said to be more reminiscent of Velothi architecture. The islands are covered in tall mushroom trees and large pods, and the Telvanni live in giant mushroom towers and houses. The land is described as a mystical dark elven paradise by some, but most people find it strange and intimidating.
Azura’s coast is home to the marshmarrow reed and wild saltrice, which is not only good to eat, but the staple food of Morrowind. It is also harvested in the Ascadian Isles.
As the homeland of the Telvanni, it is the farthest from the seat of Imperial power and the Tribunal Temple. The Telvanni are wild and proud dunmer wizards and sorcerers, and many prefer total seclusion to city life. Some of their towers are only accessible by levitation or waterwalking. The Telvanni may or may not have travel services akin to the Guild of Mages, but they certainly keep it a secret from the uninitiated. Most sizable Telvanni cities in the region are only accessible by boat. There is currently no siltstrider service available. The main city, the hub of the Telvanni Council and also a foothold for the Empire in this region, is Sadrith Mora.
Sadrith Mora is the home of the Telvanni Council, and also the Imperial fort Woverine Hall. The two are oddly juxtaposed – the stark familiar walls of the Imperial fort stands against the “mushroom forest” that makes up the bulk of the Telvanni city. The Telvanni live inside these giant mushrooms. How they are grown is unknown to outsiders, but it is suspected magic is involved. An island settlement in Zafirbel Bay, it is only accessible by sea or the Guild of Mages in Wolverine Hall.
Though foreign visitors are welcome in Wolverine Hall, the city proper is unwelcoming to foreigners. The Telvanni demand visitors carry hospitality papers to move freely around the city, and are only allowed to stay at a single inn called The Gateway. However, with a little patience, a traveler can benefit from the many services Sadrith Mora has to offer. Though the Telvanni probably won’t like you, they will be glad to take your money in exchange for their goods.
This is the Imperial section of the city. It is a sizable fort resting on a rocky cliff by the sea. It houses a Guild of Mages and Guild of Fighters, as well as an Imperial Cult shrine. divine intervention will bring you here if you are traveling within this region. These services are nestled safely within the fortress walls, where the Telvanni don’t bother to interfere. Trainers can be readily found here, if nowhere else in Sadrith Mora – for the non-Telvanni at least.
Just outside the walls of the imperial fort, you will find Dirty Murial’s Cornerclub. It is a disreputable establishment, but it is relatively friendly to visitors who happen to stop by for a drink.
The Gateway Inn
This is the first structure you see as you approach the city by sea. It is a large Telvanni structure with a myriad of twisty little passageways, and houses the main gate to the city. This is the official Telvanni hostel for foreign visitors. It offers beds, food, and has a well stocked bar. Fara’s Hole in the Wall is another inn located within the city, but it mainly serves the Telvanni.
The Telvanni Council House
The Council House is a large, bizarre looking orb supported by giant mushroom stalks. It is located just north of the harbor, behind a small market. Visitors here are thus forced to pass all the slaves on display in Telvanni cages on their way to see the council. This is where the Telvanni “mouths” conduct their business on behalf of their mage lords. There is a small Tribunal Temple located here. A mere show of face to the ruling Tribunal Temple, it seems rarely visited.
This wizard tower dominates the landscape, sitting in the middle of a crater inside the town. It is home to Master Neloth, a member of the Telvanni Council. As with most Telvanni towers, most areas are only accessible by levitation. Though it boasts a grand entrance hall, it seems mainly for show, as most visitors are not welcome here.
Main Sadrith Mora
The city itself boasts a large open marketplace, as well as a slave market. The Telvanni, unlike their rival Great Houses, openly flaunt their adherence to slavery. Small mushroom dwellings house the more established merchants. Sadrith Mora has many alchemists, apothecaries, enchanters, and spellwrights, but they also have blacksmiths, clothiers, and traders in general goods.
From the docks you can travel to Ebonheart, Tel Branora, Tel Mora, and Dagon Fel. There is also a boat to Vos, but it is unfortunately one way only. As mentioned above, the Guild of Mages guide is the quickest way to and from Sadrith Mora.
This is the home of the Telvanni Archmagister Lord Gothren. It is west of the capital Sadrith Mora, on a small island in Zarfibel Bay. Tel Aruhn is a small, quiet place, and quite scenic.
The town boasts a fairly good tavern The Pot and Plaster, well stocked in good wine and local brews. There is also a trader, an apothecary, an enchanter, and a smith in town. Tel Aruhn, unfortunately, also hosts a sizable slave market.
There are many magical services available in the tower: an apothecary, an alchemist, an enchanter, and a healer. Archmagister Gothren himself resides at the top of the tower, only accessible by levitation. It is probably not a good idea to visit him anyway.
From Tel Aruhn, a ship from the docks can take you to Dagon Fel, Tel Mora, and Vos.
This town is dominated by the wizard tower of Mistress Therana, who is renowned to be quite mad. It is the southernmost tower in the region, and can be reached by ship from Ebonheart, Vivec, Molag Mar, or Sadrith Mora. The docks themselves are situated far from the tower, where the community lies.
There is not much in Tel Branora besides a tradehouse, with beds and a blacksmith, and a small shop.
The tower itself offers exceptional magical services. It is definitely worth a visit to any aspiring mage – if you can prove you are a mage of worth. Many spells offered here are powerful and difficult to master. However, services here are of little value to anyone else.
Tel Mora houses the tower of the Telvanni Councilor Mistress Dratha. It is the northernmost Telvanni settlement on Azura’s Coast. This tower is perhaps the most majestic Telvanni tower, because it spans between two islands with a large network of walkways. The pinnacle of the tower dominates the landscape with its huge mushroom turrets.
Tel Mora lies just across the channel from Vos, and Tel Vos, in the Grazelands. It is accessible by ship from Dagon Fel, Sadrith Mora, Tel Aruhn, and Vos. It serves as a gateway by sea to the Grazelands.
Of particular note is all the Tel Mora residents are women, including the guards. Men are allowed to shop in the town and access the services, but should steer clear of the tower itself. Woman may receive a warm welcome from Mistress Dratha herself, but if you are a man, even being a fellow Telvanni won’t help you. If you are an independent woman who is tired of the company of men, with a propensity for magic or not, you might find Tel Mora a lovely vacation spot.
Tel Mora boasts one of the best clothiers in Vvardenfell, and Berwin the Trader has a wide range of goods. There is a decently stocked apothecary, and a small smithy in town. The tower itself also provides one of the best alchemical shops in all Vvardenfell.
This remote Telvanni Tower is home to the mysterious Divayth Fyr. He is a solitary wizard, so Tel Fyr is not accessible by boat or any other form of travel. It is closest to Sadrith Mora.
Tel Fyr houses the Corprusarium, where Divayth Fyr keeps his poor corprus victims for study. At least it offers the poor victims a sanctuary, so it provides a valuable service to Vvardenfell. Is it rumored the wizard offers adventurers keys to the treasure chests he keeps down there, and allows them to wander amongst the mad and violent corprus beasts where they are inevitably killed. It is ill advised to travel to Tel Fyr unless you are a reckless adventurer, or a mad Telvanni wizard yourself.
Chapter II. The Grazelands
The Grazelands are the beautiful, sometimes dangerous grasslands in the heart of Vvardenfell. It is home to herds of roaming guar and alit. Despite the ever expanding fields of wickwheat, it is only farmed near the coast, and is mostly uninhabited. The more fortunate Ashlander settlements are here. Technically, these lands are owned by the Temple, but the Telvanni also have a presence here. The city of Vos, and the Tower of Tel Vos, encroaches upon the Grazelands from their seat of power on Azura’s Coast. No one knows why, but daedra roam wild here, walking around in the open. The Grazelands are both open and inviting, yet forbidding. Travelers must be wary here.
The Grazelands are rife with wickwheat, as well as hackle-lo. These are both nourishing plants, which are harvested by the people of Vos and the Ashlanders.
This town is the only major settlement in the Grazelands, the only other settlement, aside from the Ashlanders camps, being the tower of Tel Vos nearby. Vos is a farming village on the eastern coast, and its buildings are a blend of Telvanni and Velothi styles. It serves as the hub between Azura’s Coast and the Grazelands. There is a small harbor here, and ships frequently travel to Sadrith Mora, Tel Aruhn, and the nearby Tel Mora.
The poor farmers of Vos are highly religious, and have a small dunmer chapel with a fine healer and spellmaking services. The Varo Tradehouse is located near the docks, and offers food and beds for weary travelers (particularly men who get kicked out of Tel Mora).
There is little reason to visit Vos, except as a launching point for forays into the Grazelands, or if you are on your way to Tel Vos.
Tel Vos is where the mage lord Master Aryon resides. Just north of Vos, it is a short jog over the hill. His tower is an unusual blend of Imperial fort and Telvanni tower. However, the Imperial towers are bizarre and twisted; it is easy to get lost in them. Often, magically inclined visitors forgo the twisted passageways altogether and levitate wherever they need to go.
The Services Tower houses an enchanter and trader in enchanted goods, an apothecary, and a seller of spells and potions. Tel Vos also has a dwemer museum and a small library. It is certainly an interesting place to visit, but you wouldn’t want to stay there. Wild undead and daedra are known to wander the halls.
Master Aryon, though probably the most approachable Telvanni lord, is a hard man to get to. His personal chambers rise above the tower in a giant mushroom turret only accessible by levitation.
The Ashlander Camps
There are many Ashlander camps dotted across the Grazelands. Not much is known about them. The Telvanni have been known to trade with them. They are occasionally nomadic, and occasionally settled. They don’t live a true nomadic lifestyle, preferring to move only when their current position is threatened.
The Ashlanders are not typically friendly to outsiders, but are willing to trade. Most camps have established traders. It is important to mind your manners when dealing with Ashlanders, as they value politeness and adherence to custom.
OOne thing to note as a traveler are the many outcast Ashlander camps. These camps usually only have one or two tents – sometimes none at all. If you see such a settlement, walk away and do not turn back. These Ashlanders will, more often than not, attack on sight. If you see a camp with many tents, this is a proper clan settlement, a relatively safe place to go.
Chapter III. Sheogorad
Sheogorad makes up the distant northern coast of Vvardenfell and its accompanying chain of islands. This wild untamed land is unaffiliated with any factions, but because it resembles Azura’s coast in climate, and is haunted by sorcerers, witches, vampires, and daedra worshipers, it resembles the Telvanni-run territories; hence why it is included.
Sheogorad, while beautiful, is not a safe place for the average tourist. Its few Velothi buildings are haunted by mad sorcerers and necromancers. The region also houses religious mystics; mostly hermits seeking solitude. It is best not to disturb them. Entering their huts unbidden threaten their vows of silence.
Sanctus Shrine is located on this island, a site of holy pilgrimage for the Tribunal Temple. There are also some Ashlander camps located on the islands. It does hold some interest for the bold adventurer as well, being rife with caves, tombs, dwemer ruins, and daedric shrines to explore.
These structures are a testament to the fact that Sheogorad was not always abandoned. The presence of dwemer ruins suggests this was a dwemer-ruled region long ago. The Velothi structures, such as the ancient dunmer fortress Rotheran, also show ancient dunmer once called this region home. Long abandoned by civilized nations, it is now more untamed than the wild Grazelands. This land is now a haven for outlaws of all kinds, and daedra roam freely out in the open.
The only accessible port, Dagon Fel, is the only town in this region. It is located on the main island of the archipelago. It is a nord settlement under Imperial influence.
Dagon fell is a Nordic fishing village on the island of Sheogorad. It is a poor village, and the traders do not have much coin to spare. There is tiny inn, fittingly called The End of the World, where transient boat passengers and pilgrims returning from the Sanctus Shrine can stay.
There are three dwemer towers situated uncomfortably on the outskirts of the city. These are primarily inhabited by inhospitable wild men. Roads leading east traverse the island, but are infrequently used. The paths are fairly dangerous to travelers. Most residents of Dagon Fel tend to stay close to town, safe behind their Imperial-guarded walls.
The boats here will take you to Khuul, Sadrith Mora, Tel Aruhn, and Tel Mora. There is little of interest here for the average traveler, so the boatmen are always looking for something to do. You can catch a boat here quickly and be on your way to more hospitable places.
Part IV. The Redoran and Temple Controlled Regions
Great House Redoran primarily makes its home in the Ashlands, and are as tough and stoic as one might imagine. They share much in common with the Ashlanders, who also make their home in this land. They are both traditionalists, valuing honor, duty, and piety. However, unlike Ashlanders, Redoran are also staunch supporters of the Tribunal Temple; many Redoran controlled regions can also be considered under Temple rule. Indeed, the Temple lays claim to most lands either uninhabited, or inhabited by Ashlanders, and the Redoran maintain the Temple’s foothold in their own lands.
The Redoran, though not keen on foreigners and the Empire, are reasonable and tolerant. So long as you are respectful to them and the Temple, you should have few issues dealing with them. The Ashlanders are not particularly friendly, but they do trade with outsiders. Just be sure to avoid outcast Ashlander camps, which are dotted across the barren landscape, as these people often attack without provocation.
The regions controlled by the Redoran and the Tribunal Temple are mostly wasteland. They contain few settlements, most existing for the sole purpose to maintain holy shrines. These regions include: The Ashlands, the most habitable of these regions, though not by much; Molag Amur, a practically uninhabited volcanic wasteland; and Red Mountain, a completely uninhabitable wasteland.
Chapter I. The Ashlands
The Ashlands is the largest region in Vvardenfell, but its population is sparse. It is a vast wasteland rife with ash storms and bubbling mires. Its vegetation is as sparse as its people, but highly adapted to its environment. It is similar in character to the Molag Amur region, and it borders Red Mountain, which is the source of the blight that plagues the whole island.
Many plants in the Ashlands are not edible, with the exception of bittergreen, trama root, green lichen (avoid other kinds of lichen) and the fire fern. Bittergreen is often used as a spice, and is not exceptionally nourishing. Trama root is a staple food of the Ashlanders, often cooked with bittergreen to give it flavor. Green lichen and fire fern is typically eaten by shalks and other creatures. It is not particularly tasty, but it will do if you are starving.
This region is infested with cliff-racers, which are bold enough to swoop into towns and attack villagers. The roads here are dusty, barren, and dangerous. It is advisable to take the siltstrider instead of walking, if possible.
The western Ashlands are controlled by Great House Redoran, who have deep ties to the Tribunal Temple. The rest of the zone is dotted with Ashlanders, who manage to scratch out a living foraging and hunting game. It is a harsh, unforgiving land, ultimately defining the character of its people. Ald’ruhn is the only major city in the region, and it has few towns.
This is the capital city of the Redoran, bordering Red Mountain’s western range. Ald’ruhn is dominated by a building known as the Skar, carved from the shell of a giant extinct mudcrab. The Redoran houses its council here, as well as the Redoran noble manors and finer merchants. The buildings here are in the Redoran style. Defined by the harsh climate, the undulating stone buildings look as though they have weathered many ash storms. The streets are dusty and barren, and the Redoran guards all wear closed helms to protect themselves from the dusty winds.
This building houses the Redoran Council Hall, which is found in the Manor District, accessible by rope bridges across the large open chamber in the building’s center. The Council Hall houses training facilities, guest rooms, and services, though most of these are only available to Redoran kinsmen.
There are several fine shops in Under-Skar along its lower levels. Among them is an excellent clothier, an alchemist, and an enchanter.
Small shops and open stalls cluster around the giant shell of the Skar. There is a fairly well stocked bookshop, a few traders, and a smithy. The Ald Skar Inn is located here, a fine example of Redoran architecture and hospitality. The Council Club of the Cammona Tong is also found here. It is inadvisable for foreigners to venture inside. To the east is a large Tribunal Temple replete with shrines. Almsivi intervention will bring you here should you ever get into trouble. Many residential houses are located here.
Here you will find the Guild of Mages and Guild of Fighters. Travel services are available from the Guild of Mages, and both have all the services and trainers one comes to expect. Here you will also find an inn called The Rat in the Pot, which is a little on the shady side, but offers good drink.
A siltstrider port is located in Lower Ald’ruhn just north of the city gate, past the guard towers. Roads lead northwest to Maar Gan and Gnisis, and a circuitous route leads to Caldera, Balmora, and further south. The latter swings northwest to avoid the barren wastes through the mountains, which slightly cut down the ash storms. There are many side paths, so make sure to pay attention to signposts if you are traveling down these dangerous and dusty roads. Cliff racers, bandits, and blighted beasts abound, so it is best to avoid traveling on foot altogether in this region, if possible.
Buckmoth Legion Fort
South of Ald’ruhn lies this Imperial Legion fort. It houses an Imperial Cult altar, as well as an enchanter, trader, apothecary, healer, drillmaster, and smith.
The fort can be reached by divine intervention to the Imperial Cult altar. From the fort, roads lead to Balmora down the Foyada Mamaea. Off this route is another road leading to the Ghostgate.
This is a tiny Temple town located north of Ald’ruhn. It also serves as a Redoran outpost, and the buildings are in the Redoran architectural style. It lies close to the Ghostfence, and is therefore close to the source of the Blight. Cliff racers frequently attack the villagers, so high guard towers have been built to protect them.
Maar Gan is accessible by siltstrider. The roads are swarming with blighted creatures, so it is inadvisable to travel there on foot.
This is a site of pilgrimage, so despite its size and inhospitable clime, it is a place of importance for the Tribunal Temple and its followers. The Redoran and Tribunal Temple try to keep this place as safe as they can for traveling pilgrims. The temple offers services such as spellmaking, and also sells potions.
It is said the Temple has a captive dremora named Anheadra, whom pilgrims taunt as part of their pilgrimage.
The Main Square has an outpost that offers some training. Trainers are also available at the Andus Tradehouse, where a publican offers beds, food, and drink to weary pilgrims.
This is the main gateway through the Ghostfence surrounding Red Mountain, and is maintained by the Tribunal Temple’s Ordinators and Buoyant Armigers. The two towers, called Dusk (west) and Dawn (east), apparently help maintain the Ghostfence, and house the people who live and work within. The Ghostfence prevents the monstrous creatures from pouring out of Red Mountain and wreaking havoc upon the island. Few foreigners have reason to go there.
The Tower of Dusk
This tower houses Redoran volunteers. There is a publican who serves food and drink, and provides beds for any pilgrims who venture there. There is also a smithy and a trader, though the trader only serves Redoran kinsmen.
Tower of Dawn
The Tower of Dawn is maintained by the Temple itself. It offers a healer who sells potions and spells, and an enchanter with many magical items for sale. This tower also has a single room for rent.
The Temple bridges the two towers and runs directly over the gate itself. It houses many shrines that offer blessings, and a spellmaker who sells potions, scrolls, and spells. This site is is an important place of pilgrimage for aspirants to the Tribunal Temple.
A route off the foyada runs from Ald’ruhn to the north, and Buckmoth Legion Fort and Balmora to the south. This route will bring you to the Ghostfence. The way to the Ghostgate is incredibly dangerous, and filled with blighted creatures. The journey is not recommended to tourists. Only Temple pilgrims and volunteers have any reason to go there, and the less hardy of them bring along armed guards.
The Ashlanders in this region have been hardened by ash storms, blight, and a shortage of resources. Not much is known about them; they tend to keep to themselves, and rarely venture into cities and towns. However, the Redoran do trade with them, so you may see the occasional caravan outside Ald-ruhn’s walls.
The Ashlanders are not typically friendly to outsiders, but are willing to trade. They mainly trade in hides, trama root, and kwama eggs. Most camps have established traders. It is important to mind your manners when dealing with Ashlanders, as they value politeness and adherence to custom.
One thing to note as a traveler are the many outcast Ashlander camps. These camps usually only have one or two tents – sometimes none at all. If you see such a settlement, walk away and do not turn back. These Ashlanders will, more often than not, attack you on sight. If you see a camp with many tents, this is a proper clan settlement, a relatively safe place to go.
Chapter II. Molag Amur
This region lies just south of the Ashlands, and is similar in climate and ecology. However, it is distinguished by its lava pools, rivers, and steam vents. Fire petal is the only plant in abundance here. The land is mainly comprised of dark volcanic rock and covered in ash. The winds blow these up into horrendous ash storms that rip through the valleys. Daedra roam freely across this inhospitable landscape, particularly the elemental atronachs.
Though the Tribunal Temple claims this land, it is wild and untamed. Few live here save a few renegade necromancers and mages. There is also a small presence of Ashlander tribes to the east near Azura’s Coast. The only town that exists in this region, Molag Mar, lives on its edges. Few would want to make their home in this forsaken place. It is best to avoid this region completely.
This town is a single canton, similar to the cantons of Vivec. It borders Molag Amur and Azura’s Coast. It is situated here because of its proximity to Mount Kand and Mount Assarnibibi, sites of holy pilgrimage for the Tribunal Temple. The roads to these mountains are long and treacherous, but determined pilgrims still make their way here to complete their holy pilgrimage.
Molag Mar is a tiny oasis in a harsh wasteland. It was built by the Tribunal Temple to offer pilgrims rest and supplies before making their dangerous journey into the mountains. It has several necessary services. The Redoran also have a presence here.
The Temple Plaza
This Temple sits atop the canton, which is open to the air. St. Veloth’s Hostel offers food, beds, shops, and a smithy. There is also slave market along these walls, which the Redoran make use of.
Central to the Waistworks is the Armiger’s Stronghold. The Pilgrim’s Rest is a tavern that has a decent selection of local brews. There is also a trader located here.
A siltstrider port is found just outside town, and ships will take you to Vivec, Hla Oad, and Tel Branora. The Foyada Ilibaal and Foyada Zabirbael lead north to the two mountains – Mount Assarnibibi and Mount Kand respectively. There are shrines located at the base of Mount Kand, and the peak of Mount Assarnibibi. Pilgrims are not required to reach the Mount Kand’s summit to complete their pilgrimage.
Chapter III. Red Mountain
Red Mountain is the source of The Great Blight with affects Vvardenfell. It is a vast volcanic wasteland filled with deadly creatures. The Tribunal Temple maintains the Ghostfence, which offers some protection from the dangers of Red Mountain. NO ONE ventures into Red Mountain. So, I have only one thing to say to travelers on the subject: do not go there.