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Lore:Planes of Existence

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Within the Aurbis exist a multitude of different Planes of Existence, from the well-known mortal realm of Mundus and the planes of the Daedric Princes, to the mysterious Oblivion pocket realms and the magical planes of Aetherius. The term Outer Realms usually refers to Aetherius and Oblivion together,[1] but may also include a number of "other, less structured forms" in the Aurbis.[2] The very "sinews" and "viscera" of the planes are said to be comprised of magicka, the strings of magic holding the realms and threading all existence together.[3][4]

Several terms may be used to classify realms. Slipstream Realms are points within the Aurbis at which transliminal forces balance. They operate as transition zones where the conceptual truths of different realms can coexist.[5] Oblivious Vortexes are realms between planes that gather drifting fragments of chaotic creatia.[6] Inchoate Realms are regions of incomplete and half-finished demi-planes that were for some reason abandoned by their projectors. They are highly unstable and prone to volatile realm-rips. Collective Realms are planes that exist as collective extensions of their numerous, less-powerful inhabitants. Sundered Realms are pocket realities that were shattered by interplanar war or Princely expungement.[5] Adjacent Places exist past the normal non-cardinal points[7] and exist as parallel reflections of the realms they are 'adjacent' of.[UOL 1]

Pocket Realms (alternatively Pocket Realities,[5] Pocket Planes,[8] or Pocket Dimensions[9]) are self-contained realities exempt from the laws of nature, often lying beyond mortal comprehension.[10] There are a nearly infinite number of them, located between planes in gathered chaotic creatia.[5][6] Stretches of Oblivion such as the Ur-Mora Clarion region contain tens of thousands.[5] They are typically smaller and weaker than typical planes, prone to collapsing at significant magical disruption.[8] Despite this some Pocket Realms have been described as having more extensive or even infinite scale, and not conforming to the rules of reality mortals know.[11][12][13]. Pocket realms are defined by their minor nature in comparison to the greater planes, and are often under the jurisdiction of a Daedric Prince, though they might not lie within the same time and space as that Prince's main realm.[14][15][13] Some pocket realms are only accessible from Nirn.[16]

Pocket Realms can also be pieces of a greater plane.[17][13] These are also referred to as Subrealms or Adjunct Realms, referring to their connection to a greater plane.[15] Other planar designations exist, such as Nanoplanes[18] and Demiplanes,[19] but their exact parameters are unclear. The designation Chaos Realms seems to refer both to the sixteen Planes of Oblivion[20] and a type of minor reality similar to pocket realms.[21]

The realms comprising Oblivion are described as being part of a different universe or a different dimension in relation to Mundus.[22] Accounts from the Daedra describe the minor realms in Oblivion as overall being infinite in both number and complexity.[23] Whereas proper Oblivion realms are said to all be infinite in scale.[13]The realms of Oblivion have been described as "infinite in their variation", just like the Daedra that inhabit them, thus it is said they share little in common, being "the very definition of change and variation, manifesting all possibilities, and validating all understanding and misunderstanding".[24][25] Indeed, it is said that what the mortal senses perceive while in an Oblivion realm is crafted from illusion and metaphor, the result of their mind attempting to make sense of the surrounding chaos. Because of this phenomenon things like the "grass" one might perceive while in an Oblivion realm, are actually just the memory of that thing as interpreted by the mortal mind.[26]

Beyond and outside the Aurbis and all it's constituent planes exist the Many Paths.[27][13]

Daedric Princes' RealmsEdit

Oblivion contains all the dimensional planes which are home to the Daedra. The sixteen realms of the Daedric Princes, referred to by the general term Planes of Oblivion, can be very extensive, Molag Bal's plane is described as being an apocalyptic replica of all of Nirn, and Hermaeus Mora's is said to be infinite in size. Indeed, it has been said that, just like Apocrypha, all proper Oblivion realms are infinite in size.[13]

Each prince's plane may have a more specific name, such as Apocrypha for Hermaeus Mora's, Coldharbour for Molag Bal's, Moonshadow for Azura's, and Quagmire for Vaermina's. Each plane is supposedly very different in appearance, depending upon the nature of the prince who rules it. They can range from beautiful to desolate; some may not even resemble worlds as we think of them, containing nothing but dust and smoke, or changing constantly.

ApocryphaEdit

 
Apocrypha

Apocrypha is a realm of Oblivion created and ruled over by Hermaeus Mora, the Daedric Prince of Knowledge and Fate. The geography of the realm varies, with some areas being open with fields containing odd flora, other areas are an endless library consisting of untitled books with black covers, where all forbidden knowledge can be found, and the crackling towers of learning mingle with archways of despair and confusion. The realm is haunted by the ghosts of mortals forever searching for knowledge. Stacks of books form mazes and spiraling pillars that can reach as high as the illuminating green sky. Intricate ruins and monstrous carvings can be found among the stacks. The plane is covered in a sea of ink and roiling tentacles, while Hermaeus Mora is omnipresent over all, taking glee in tormenting mortals from his realm. Some areas of the realm are consumed by darkness which can kill any who enter it. Discarded pages and floating tomes fill the fetid air, as if pulled by invisible string. Storms of notorious strength purportedly rage over Apocrypha.

Apart from magical teleportation, Apocrypha is most easily entered by mortals through the reading of Black Books, tomes of forbidden knowledge displaced from time and scattered across Tamriel. An apparition of the reader's body remains in Mundus, tethering their life force. Most mortals who gain access to the secrets within Apocrypha are driven insane by unending revelations. Such was the fate of the mage Morian Zenas, who famously disappeared in Apocrypha during his voyages through Oblivion. However, those who successfully journey through Apocrypha are known to discover powerful knowledge. The laws of the mortal world hold no power in this realm.

AshpitEdit

Ashpit is a realm of Oblivion created and ruled over by Malacath, the Daedric Prince of Outcasts. It is unknown if the realm existed before Trinimac was transformed into Malacath. Orcish spellwrights call for boons from the Ashpit and rarely any other realms. The Ashpit is hard to access, as the pathways to his domain take on a characteristic level of concealment to protect the disenfranchised and cast out.

Attribution's ShareEdit

Attribution's Share is the plane of Oblivion created and ruled over by Boethiah, the Daedric Prince of Deceit. The Realm of Boethia is described as a country of labyrinthine policy and betrayals, with maze gardens and twisted towers. It was formerly known as Snake Mount.

ColdharbourEdit

 
Coldharbour

Coldharbour is a realm of Oblivion created and ruled over by Molag Bal, the Daedric Prince of Domination. As befits his sphere, Bal's realm is a desolate, apocalyptic image of Nirn, which is achieved by both mocking imitation and outright theft of parts of the mortal realm. It is inhabited by Daedra and the eternally-tormented husks of mortals called Soul Shriven. Mortals who made deals with Molag Bal can also be found living in Coldharbour. The souls of vampires are sent to Coldharbour when they die. Coldharbour has been described as a manifestation of fear and exploitation. Descriptions of the plane vary widely, but all accounts agree that Coldharbour is a dismal, cold, and largely lifeless realm.

Colored RoomsEdit

 
Colored Rooms

The Colored Rooms are a many-faceted realm of Oblivion, created and ruled over by Meridia, known as the Daedric Prince of Infinite Energies. From what little has been seen of the Colored Rooms, they seem to resemble a cross between a coral reef and a vast field of floating stones, strewn with colorful trails of dust or cloud. The "ground" between the stones looks like luminescent water, but is solid enough to walk on. The skies are described as floating effluvium oceans of crimson. It has been suggested that the "colors" of the realms are a reference to the different schools of magic.

Aurorans and their warhorses are the spawn of Meridia that reside in the Colored Rooms, being made from pure light and have skin tones of virtually any hue. Golden Saints are also purported to reside in the realm. The Colored Rooms have been described by those souls who have been there as "pretty boring" aside from Meridia's lectures (which are described as "pretty boring" as well).

DeadlandsEdit

 
Deadlands

The Deadlands are a Daedric realm of Oblivion created and ruled over by the Daedric Prince of Destruction, Mehrunes Dagon. The embodiment of its creator's sphere, the dimension is fraught with natural disasters and destructive change. The area known as the Burn is covered by an ocean of lava, scattered with scorched volcanic islands and ruined structures. Many lesser Daedra roam the realm freely, but Dremora dominate the hierarchy. The Sever is a region of the Deadlands with light soil covering jagged rock with sulfur pools throughout, fierce winds, and constant lightning storms. Destructive tornadoes and extremes in temperature characterize the region. The capital of the Deadlands is known as Destruction's Solace.

EvergloamEdit

 
Evergloam

The Evergloam is a realm of Oblivion, created and ruled over by Nocturnal, the Daedric Prince of Shadow. It is a realm of perpetual twilight, and the "cradle of shadow". The Evergloam exists adjacent to all other realms of reality simultaneously, it can almost be glimpsed when one turns and looks quickly while in the dark. It consists of a primary plane and several pocket realms, including the Shade Perilous and the Crow's Wood. These realms are thought to be constantly shifting, and are perceived differently by different mortals. It is filled with forests, whose trees cast long shadows over a purple landscape. The land is dotted with crumbling buildings and sunken crypts.

Fields of RegretEdit

 
Fields of Regret

The Fields of Regret are a realm of Oblivion, created and ruled over by Clavicus Vile, the Daedric Prince of Wishes. The realm appears as a tranquil countryside, dotted with majestic cities of glass and ornate buildings and populated by Skaafin. It contains dense forests, lakes, and mountains, with floating golden metals and stone spirals filling the landscape. The city of Umbriel was once a part of the realm, but was eventually severed and came to rest in the Realm of the Hist.

Hunting GroundsEdit

 
Hunting Grounds

The Hunting Grounds, also known as the Great Hunt, is a realm of Oblivion created and ruled over by Hircine, the Daedric Prince of the Hunt. It has been described as a realm of dense woodland and vast grasslands populated by werebears, wild cattle and unicorns. It is a savage land inhabited by vicious creatures such as bears, wolves, werecreatures, and Daedra. These creatures are generally much larger than their counterparts in the mortal realm. The spirits of animals from the mortal plane are a common sight within the Hunting Grounds, as Hircine brings them in to please his followers. All who die within the Hunting Grounds are doomed to remain within the realm after death.

Followers of Hircine are promised an afterlife within the Hunting Grounds, where they can indulge in spectacular hunts, as well as experience an endless cycle of violence as well as death and rebirth. Its inhabitants reside in the many hunting lodges dotting the landscape. The forests of the Hunting Grounds are teeming with powerful beasts, which allow Hircine's followers to engage in the most spectacular hunts. For the devoted, it is a paradise. The souls of lycanthropes are claimed by Hircine and spend eternity experiencing the thrill of the hunt in his Hunting Grounds. However, it is possible for a soul to transfer to the proper afterlife (such as Sovngarde) if their lycanthropy is cured posthumously, provided their soul is yet to have been taken to the Hunting Grounds. During the daylight hours, werebears and fierce Nords stalk the land in their continual Hunt. When the sun sinks below the horizon, Hircine announces himself with a pack of werewolves to take his turn in the cycle.

MirrormoorEdit

Mirrormoor is the realm of the Daedric Prince Ithelia, Mistress of the Untraveled Road.

MoonshadowEdit

Moonshadow is a realm of Oblivion created and ruled over by the Daedric Prince Azura, Queen of Dawn and Dusk. The realm is said to hold "too much beauty", so much so it can render mortal visitors "half-blind". It contains flowers, waterfalls, pink trees, and a city of silver. Azura herself resides in a rose palace, and is welcoming to mortal travelers.

To the Khajiit, Moonshadow is where Azurah tends the Gates of the Crossing—the bridge between Nirni and the afterlife beyond. It is there where they are guided to the Sands Behind the Stars if they are worthy.

According to myth, as Azurah wept in the Great Darkness after the death of her mother, the light from her tears chased away the Darkness and eventually left a "place of moonlight and shadow". Khajiiti mythology also writes that when Magrus fled from Boethra and Lorkhaj after the former had plucked his eye out, he fell into the Moonshadow. There, Azurah judged him as too fearful to rule a sphere, and tore out his other eye. The blinded Magrus fled to the heavens, and Azurah made of his eye a "stone to reflect the Varliance Gate".

Scuttling VoidEdit

 
Scuttling Void

The Scuttling Void is a realm of Oblivion ruled over by the Daedric Prince Namira. The Khajiit call it the Dark Behind the World (which is sometimes shortened to the Dark). When a particularly large rift opens between the Dark Behind the World and Nirni, the breach is referred to as a Maw of Lorkhaj. Very little is known of this shadowy Daedra's realm.

PitsEdit

The Pits is a realm of Oblivion, created and ruled over by Peryite, the Daedric Prince of Pestilence. Here, Peryite guards the lowest orders of Oblivion.

It is unknown what the realm looks like overall. What little that has been seen of the realm resembles the Deadlands, with lava seas, volcanic islands and ruined structures. The realm is usually completely inaccessible to mortals, but there have been several exceptions.

RevelryEdit

The Myriad Realms of Revelry, also called the Realms of Revelry or Revelry for short, are a congeries of one hundred thousand pocket and sub-realms of Oblivion, created and ruled over by the Daedric Prince of Indulgence, Sanguine. The realms are used mainly as pleasure pockets, refashioned to meet the needs and desires of its visitants. As such, Sanguine exerts minimal control over them, which aligns perfectly with his preferences.

The waters found within the Realms of Revelry were documented in Sanguine's Rites and Realms by the Prisoner of the Evergloam. This text documented a phenomenon in which visions of ill-fated, prince-less realms of Oblivion colliding with each other could be seen within the waters' reflections.

Shivering IslesEdit

 
Shivering Isles
For more information, see the articles on Shivering Isles and Jyggalag's Realm.

The Shivering Isles, also called the Realm of Madness, the Madhouse, or the Asylums, is the Daedric realm of Sheogorath, Prince of Madness. The realm consists of a main landmass surrounded by a group of smaller islands, the area of which is divided in half: the northern half of these lands is called Mania, and the southern half Dementia. This divide represents Sheogorath's split personality, the "two shades of madness". The isles are inhabited by mortals as well as Daedra, but they have been driven insane.

Spiral SkeinEdit

 
Spiral Skein

The Spiral Skein is the realm of Oblivion created and ruled over by Mephala, the Daedric Prince of Lies. Some portions of the realm resemble a dark, sprawling cavern with a high ceiling, dotted with luminescent mushrooms. Spiders, hoarvors and all manner of crawling creature inhabit the plane, and tall buildings with arches and spires dot the landscape. Crystals of deep red hues jut from the cliffs, ceilings and walls in geometric clusters comprised of prism-like shapes.

QuagmireEdit

 
Quagmire

Quagmire, or the Dreamstride, is a realm of Oblivion, created and ruled over by the Daedric Prince of Nightmare, Vaermina. It is a realm of horrors, where reality shifts upon itself in seemingly impossible ways. Every few minutes, lightning flashes and the realm morphs into a terrifying scene, each one more frightening than the last. Mortal sleepers often slip into this realm without any help at all.

From her citadel in the center of the realm, Vaermina reaches out into Mundus and collects the memories of sleeping mortals, leaving nothing but visions of horror and despair. These experiences, known as nightmares, involve the mind of a mortal traveling to Quagmire. Through magical teleportation, it is possible for a mortal to enter Quagmire while awake, as was done by the mage Morian Zenas. It is inhabited by Omens, daedric servants of Vaermina, who sends them to haunt the inhabitants of Nirn.

Other Realms of OblivionEdit

There are over 37,000 pocket realms of Oblivion with drastically varying purposes. Some are created by Daedric Princes as a prison or purgatory, while others are the homes of certain lesser Daedra.

AbyssEdit

 
Portal to the Abyss

The Abyss is a mysterious realm of Oblivion consisting of a never-ending series of rooms and corridors, both real and unreal at the same time, which together form an endless dungeon. Few have survived exploring the infinite reaches of the Abyss, and none have conquered it. It is said to be linked to the Ayleid lich king, Celemaril Light-Bringer. However, Celemaril is not responsible for its creation.

Circa 4E 180, Celemaril was released from his magical imprisonment in the Ayleid ruins beneath Rivercrest. Soon thereafter, a portal to the Abyss had appeared in the entrance of an old crypt just outside of Rivercrest.. A madman named Theodor Gorlash (seemingly Lord Sheogorath in disguise) took an interest in the Abyss. He coined the title "the Abyss" and encouraged the Warrior to explore its depths. The Warrior entered this portal and embarked upon expeditions deeper and deeper into the Abyss, fighting through waves of enemies and returning to the surface with many treasures, including a number of legendary artifacts.

The rooms within the Abyss vary in appearance, with each floor of the dungeon containing a different architectural style and increasingly more powerful creatures. The rooms can take on the appearance of natural caves, ancient Ayleid ruins, and Imperial forts. These rooms are inhabited by an ever-changing number of various dangerous creatures and foes, including mortals, Daedra, goblins, Tamrielic animals, undead, and even dragons.

Arum-Khal's RealmEdit

 
Arum-Khal's Realm

Arum-Khal's Realm was a dark plane of existence created by the dro-m'Athra lich Arum-Khal where only dark spirits could thrive. It resembled floating islands with glowing corals and ruined Khajiiti architecture hanging in a void of eternal twilight, reminiscent to that of the Dark Behind the World. It was destroyed circa 2E 582.

Beginning PlaceEdit

The Beginning Place is a location of cosmic and religious importance within the Void. It is the site at which the Aurbis was formed from the interplay of Anu's stasis and Padomay's instability. Later, it was where the et'Ada crystalized into existence. Akatosh, Dragon God of Time, came into being first. Following his example, the most powerful spirits formed, including Mephala, Arkay, Y'ffre, Magnus, and Ruptga.

According to the teachings of the Tribunal Temple, mighty, net-like fires exist in the Beginning Place. Molag Bal used them to bind Vivec during their marriage. Later, Vivec, Sotha Sil, and Almalexia gathered them to contain the ash of Red Mountain after its eruption.

Chimera of DesolationEdit

The Chimera of Desolation is a small realm of Oblivion created by the Daedric Prince Mehrunes Dagon.

The Chimera was once Caecilly Island, a small island off the coast of Northmoor (or Glenumbra, according to some sources) in High Rock. The entire island was cast into the void during the Third Era as an act of revenge against Chimere Graegyn, a mortal conjurer living there. The abandoned towns of Trybador and Granvellusa still stand on the desolate island.

The plane was once accessible via the Battlespire, but this link was severed following Dagon's invasion of the edifice during the Imperial Simulacrum. Upon Dagon's banishment during the Oblivion Crisis, Caecilly was returned back to Tamriel.

DeadlightEdit

Deadlight is a shattered plane of Oblivion, said to have been destroyed in the ancient past by Mehrunes Dagon.

According to legend, the realm was once the domain of a forgotten Daedric Prince who earned Dagon's wrath. In response, Dagon made war upon the Prince, destroying his home. Nothing remained of his realm but a shattered fragment, a place illuminated only by a green, ghostly aurora. The realm possess a ruined keep, which stood beneath a starless sky. The plane itself is devoid of life and energy, which is unusual for a realm of Oblivion. The surrounding landscape consists of jagged stone peaks, dotted with lightning rods and flora typical of the Deadlands such as bloodgrass.

The only known entrance to Deadlight is a crumbling portal dais called the Western Gate, located in a region of the Deadlands known as the Burn.

DetritusEdit

Detritus is a ghastly demi-plane of Oblivion ruled over by Hollowjack, the Lord of Mortal Fears. It has also been described as a "half-world", and is a realm filled with untold horrors. Every year, during the Witches Festival on the 13th of Frost Fall, the portals between Nirn and Detritus open and gruesome items from this realm flood the markets of Tamriel.

Hollowjack derives his supernatural power from metaphysically feeding on the fear of mortals, and his realm is dedicated to this singular purpose. Detritus is described as a claustrophobic series of small spaces cluttered and jammed with piles of mortals' lost and broken personal items. Hollowjack frivols there among his collection of shattered memories, categorizing and classing and replaying them to find new vulnerabilities in the mortal mind. There is no outside on Detritus, only room after room of recurring nightmares and internal torments. According to Hollowjack, this is because "mortals fear most what is inside themselves".

Dyzera's RealmEdit

Dyzera's Realm is a small pocket realm of Oblivion ruled over by a powerful Nocturnal Shrike named Dyzera, a servant of the Daedric Prince Nocturnal. It is a realm of perpetual twilight resembling the Evergloam, covered by exotic bioluminescent plant life.

FargraveEdit

 
Fargrave

Fargrave, also known as the Celestial Palanquin, is an obscure demiplane of Oblivion, functioning as a crossroads where the paths through Oblivion become easier to navigate. With no prince to rule, the accords that make it harder for other realms to connect to Nirn do not apply, making it a convenient way station between Nirn and the rest of Oblivion. In appearance, it is a large desert wasteland filled with gargantuan skeletons and surrounded by an auroral sky.

Daedra and mortals alike can be found here, engaging in trade on a planar level. The inhabitants prefer their privacy, and as such not many in the mortal world are aware of its existence. Through the use of relics such as portal keys, one can move through Fargrave with impunity to reach Nirn and Oblivion.

Fourth Sinus of TakubarEdit

The Fourth Sinus of Takubar (also known as DOP 9497.15, called Takubar for short) is a pocket realm of Oblivion, and the home of the Cold-Flame Atronachs. It is a realm of extreme cold, where the material bonds of the bedrock slide apart to flow like lava. It is the inversion of Infernace, a realm of extreme heat. Takubar was discovered by the denizens of Coldharbour after Molag Bal banished common Flame Atronachs from his realm. Frost Mares are theorized to originate from this plane. Corvus Direnni theorized that the Frost Senche-Panther may be a form of atronach summoned from Fourth Sinus of Takubar.

It can be assumed that Takubar, like Infernace, is a 'collective realm', a highly organized realm of Oblivion created not by a single Daedra, but as a collective extension of its numerous, less-powerful inhabitants. This type of realm is considered relatively exceptional, although they're also rather mundane and uniform.

Gaiar AlataEdit

 
Gaiar Alata

Gaiar Alata, also called Paradise, is a realm created by Mankar Camoran with the use of the Mysterium Xarxes, a book of evil power written by Mehrunes Dagon. Gaiar Alata contains pleasant islands with gardens and Ayleid-style buildings. Although it seems to be a paradise, its inhabitants are continually slaughtered by resident beasts after which they are resurrected. Underneath the idyllic landscape there are torturing chambers where the less faithful Mythic Dawn cultists are kept. Gaiar Alata dissolved after Mankar Camoran's death during the Oblivion Crisis.

GrayhavenEdit

Grayhaven is a lost realm of Oblivion[nb 1] located deep in the Void, beyond the reach of the Princes of Oblivion as well as the inhabitants of Mundus. It is a realm of shattered stone and chaotic creatia, where the sky glows green with Void energy.

Havoc WellheadEdit

The Havoc Wellhead (sometimes styled Havok Wellhead) is a realm of Oblivion controlled by many Daedric clans in the service of Mehrunes Dagon. It acts as one of Dagon's many provincial governmental centers. It was accessible from the Battlespire, but the connection was lost after its destruction during the Imperial Simulacrum.

GorgeEdit

The Gorge is a thin, vestigial realm of Oblivion which acts as a divide between the realms of Boethiah and Clavicus Vile. It is a realm where need and hunger are one, described as a pit of famine and desperation where brutal Daedra spend eternity devouring anything they can, even each other, to feed a boundless hunger that will never be satiated. Pinnacle among them is the Insatiable, a Hunger of great cunning and power.

The Gorge clings to the skin of Mundus, gnawing in futility to break through. As such, it resembles a horrifying mirror image of Nirn, almost identical save for the fleshy growths and Daedric beasts. It is known to be home to hungers, scamps, ogrim, daedrats, fiendroths, red torchbugs, and watchers.

The Insatiable can be summoned to Nirn through Daedric ritual. Once summoned, it will tirelessly feast on life, using the essence it devours to slip freely between the Gorge and Nirn in order to ambush its prey. Mortal sorcerers willing to brave the horrors of the Gorge can similarly move between these realms by creating an anchor using their own vital essence at a place where the barrier between Nirn and Oblivion is thinnest. When complete, the anchor will allow permanent passage between the realms until the sigils are snuffed out. This ability can act as a powerful means of passing undetected in the mortal world.

InfernaceEdit

Infernace (also known as DOP 6) is a pocket realm of Oblivion. It is a realm of extreme heat and molten rock, and is the home of the Flame Atronachs. It is well known to all conjurers due to the ability to summon subservient atronachs from the realm. The Fourth Sinus of Takubar, a realm of extreme cold, is an inversion of Infernace.

Despite being considered a highly-organized and physical realm, the reality of Infernace is not a projection of the mind of any particular Daedra. Instead, it was created as an extension of its Flame Atronach inhabitants. Realms such as Infernace are termed 'collective realms', and are considered relatively exceptional. However, collective realms are also rather mundane and uniform, and the endless magma and fumaroles of Infernace are no exception.

The clan structure of Infernace is unknown, and no hierarchy has been observed due to the difficulties involved in distinguishing individual Flame Atronachs. The realm may have come under the rule of Mehrunes Dagon during the invasion of the Battlespire, when the Flame Atronachs swore allegiance to Shardai Clan. The realm was once visited by the Demiprince Fa-Nuit-Hen, who is said to have worn the Flame Monarch's Crown.

LevinaceEdit

Levinace is a pocket realm of Oblivion. It is the home of the Storm Atronachs.

It might be assumed that Levinace is a 'collective realm' similar to Infernace, created as an extension of its Storm Atronach inhabitants. If so, the realm would be rather mundane and uniform in appearance.

Levinace is well known to all conjurers due to the ability to summon subservient atronachs from the realm. Summoned Storm Atronachs are usually compelled to take a roughly humanoid form, often for combat purposes. Sufficiently skilled conjurers can compel atronachs from this realm to assume any number of exotic forms, such as for use as summoned mounts. Corvus Direnni is famed as a pioneer in this field.

Lord Velian's PlaneEdit

Lord Velian's Plane was a small pocket realm of Oblivion, created in 2E 582 by a member of the Bloodthorn Cult called Lord Velian.

It was created through necromantic ritual after the villagers of Eagle's Brook, in the Cambray Hills region of High Rock, were turned into zombies. The realm was a copy of the village, filled with ruined houses and writhing vines. The sky was orange, and the only inhabitants were banekin and Velian's shade.

The local mage, Merien Sellan, learned of Velian's ritual and entered the pocket realm to stop him. He allowed himself to be willingly captured in order to collapse the plane, killing himself in the process. His son Tamien asked the Vestige to enter the realm and kill Velian, allowing Merien to escape before the collapse but also allowing the cultists to leave with the zombie army by ship. It is unknown if Merien was rescued, although the realm was collapsed regardless.

MaelstromEdit

Maelstrom is the realm of Demiprince Fa-Nuit-Hen, the Multiplier of Motions Known. It appears in the style of an arena where mortal challengers can battle the demiprince's Barons of Move Like This in rounds reminiscent of other Daedric or Tamrielic locales. In addition to the various arenas, the realm itself resembles a desert at dusk, with a collection of Redguard-style buildings in its center; this is the area where Daedric spectators gather between each round.

NightflameEdit

Nightflame is a pocket realm of Oblivion specializing in shadow- and fire-based magic. It served as the seat of power of a powerful Daedric Titan, Bogdan the Nightflame. The realm consisted of Daedric ruins enclosed entirely by stone, with few holes in the walls allowing for a minute amount of sunlight to shine through. The ruins are layed out and sometimes built upside-down onto surfaces in such a way that did not seem to apply to the laws of gravity, being filled with countless bone remains that were frequently found in the realm, and even incorporated into the structures. The creatures under Bogdan's command were said to be so powerful and great in number that they could provide a whole army capable of ending the Alliance War. The realm would later collapse when a group of Undaunted slew Bogdan and the Guild mage Bakkhara destroyed the final altar, although Bogdan himself managed to possess Bakkhara's brother Kargand in the process and survive.

NoweyrEdit

Noweyr (also known as the Realm of Noweyr) is a plane of Oblivion. A tale intertwining Noweyr and the thief-god Rajhin exists. It is said that Rajhin pilfered enchanted purple horses and ponies from somewhere within the realms of Oblivion. Whenever inquired about the exact origin of these magical creatures, his worshippers were known to playfully respond with a cryptic and whimsical answer, saying, "Noweyr!".

Prison of XykenazEdit

The Prison of Xykenaz is a nanoplane of Coldharbour to which Molag Bal banished the Dremora Xykenaz in response to an event called the "Seat of Tyranny Rude Cushion Incident". There, Xykenaz is serving a sentence of seven epochs. The realm bears resemblance to the inside of one of Coldharbour's oppressive pyramid structures. It is filled with black soul gems.[28]

Realm of the HistEdit

The realm of the Hist is said to be a mysterious realm of Oblivion. It is a lush world, filled with sentient trees. Relatives of these trees include the Hist of Mundus and the Fields of Regret. The Hist supposedly came to Tamriel from this realm in the Dawn Era. The realm is inhabited by Wisperills, colorful luminescent films that dance in the air.

Tamrielic mythology states that, despite the Hists' neutrality, the realm of the Hist was mostly destroyed as the Ehlnofey war passed over it. A small corner of the realm survived and became Black Marsh, but the rest was sunk beneath the sea. This may imply that Black Marsh is a fragment of the realm, which was somehow sundered by the creation of Mundus.

Sadal's PrisonEdit

Sadal's Prison is a small pocket realm of Oblivion, created by the Chimer to imprison Sadal, one of the Brothers of Strife. It can be entered from the caldera of the Tormented Spire in Varanis. It is a realm of lava and rock, scattered with Daedric ruins.

Shalidor's Shrouded RealmEdit

Shalidor's Shrouded Realm is a small pocket realm of Oblivion created by the Arch-Mage Shalidor in the early First Era. It is a realm of arboreal forest, floating in a wondrous sky which bathes the terrain in an eternal purple light. Several waterfalls cascade into the void below, and the realm is seemingly home to birds. Ancient Nordic infrastructure was built upon this floating island, including two tall towers with a barrow below.

Shalidor created his Shrouded Realm as an early experiment, prior to his work on Eyevea and the College of Winterhold. The realm can be entered by passing through the entrance to what appears to be an ancient Nordic barrow, located northeast of the ruins of Labyrinthian where Shalidor constructed his famous Labyrinth.

Circa 2E 582, the realm was available for purchase as a private residence.

Soul CairnEdit

The Soul Cairn is a realm of Oblivion filled with the trapped souls of the dead. Rather than being ruled over by any Daedric Prince, it is controlled by mysterious beings that call themselves the Ideal Masters. Necromancers sometimes enter a covenant with these malevolent masters, sending them souls in exchange for various powers. The vampire Valerica theorized that when souls trapped in black soul gems are used to power an enchantment, the remnants are transported to the Soul Cairn to roam for eternity. The Ideal Masters believe that by freeing mortals from life and dooming them to eternal undeath, they are being saved from meaningless hardship and gifted with peace. The Ideal Masters describe the realm as an otherworldly refuge dedicated to peace, love, eternal rest, and harmony. Mortal souls sent to the Soul Cairn eventually lose all memory of their former lives, with only newcomers to the realm retaining wisps of their former memories. Those who stumble across them will often hear blessings, curses and ghostly warnings.

The realm was once accessible from the voidgate of the Battlespire, but the link was severed after the citadel was partially destroyed. Valerica once created a portal to the Soul Cairn. Her silver-lined portal vessel required four ingredients to activate: finely ground bone meal, purified void salts, soul gem shards, and Valerica's blood.

UmbrielEdit

Umbriel was a floating island contained within a pocket realm of Oblivion. It was split from the Fields of Regret, Clavicus Vile's realm, by Umbra.

It had buildings jutting from rock and castles hanging from cables, and towers on the rim of the island that appeared to be made of spun glass.

Village of the LostEdit

The Village of the Lost is a border realm of Coldharbour, created by the Daedric Prince Molag Bal and ruled by Overseer Grexev. It formed during the Planemeld when Molag Bal attempted to fuse Coldharbour and Mundus. Although not part of Coldharbour proper, three villages were pulled from Tamriel and landed in the realm after being fooled by deals with the Dremora Grexev. These included a small township in Vvardenfell named Silver Run, along with the Khajiiti village of Khaj'yahai and the Orc stronghold of Dushnikh's Shadow. These villages were then scattered among islands of floating rock, and the villagers' souls were stolen. As it materialized, the realm was entirely covered in Azure Plasm, unformed chaotic creatia common in Coldharbour, from which all Oblivion matter is formed.

Realms of AetheriusEdit

Aetherius is the Immortal Plane of the Aedra, and the source of all magic in the world. Realms of Aetherius are often associated with different cultures' concepts of an afterlife.

Far ShoresEdit

The Far Shores, also called the Far Dunes, is the afterlife sought by the Redguards. According to Yokudan myth, Satakal, the serpentine God of Everything, eats itself over and over, periodically consuming all of creation. By "moving at strange angles" to stride between "worldskins", a process known as the Walkabout, the strongest of the spirits learned to bypass this cycle of destruction. Thanks to Ruptga's guidance, many weaker spirits were able to find their way as well, and the practice became so easy that it became a place—the Far Shores. Here, the spirits can safely wait until Satakal has passed and a new skin has emerged. There is no hunger or thirst in the Far Shores, but there are ample martial challenges to keep Redguard warrior-spirits engaged for eternity.

Forest of DreamsEdit

The Forest of Dreams is a place associated with Kyne, the Nordic goddess of the Storm, widow of Shor, the Blessed Warrior-Wife, and a favored god of warriors. According to the beliefs of the ancient Nords, servants of Kyne found eternal rest in the Forest of Dreams, such as Hela, who was known as a "friend to all beasts".

Mantellan CruxEdit

The Mantellan Crux was a small, self-contained plane located in Aetherius that was designed as a puzzle to test those who would seek the heart of Numidium. Its name was derived from the Mantella, a large soul gem that was once used to power the Numidium. The plane served as the resting place and prison of the Mantella after it was blasted from Mundus at the dawn of the Third Era by Zurin Arctus.

Sands Behind the StarsEdit

The Sands Behind the Stars, also known as Llesw'er, is the realm to which the souls of Khajiit travel at the end of their days. Described as a paradise promised to the Khajiit by the Riddle'Thar, souls are carried there by Khenarthi's embrace, as long as they have followed the true path of the moons. It is said that the realm is filled with dunes formed of sugar, and a "warmth without end".[29][30] Legends state that the name "Llesw'er" may have been the inspiration for name of the Khajiiti homeland, Elsweyr.[31] It is said that Khajiiti spirits await here until the Next Pounce,[30] where Khenarthi will call upon their combined might to fight for creation at the end of time.[32] It is also believed that it is in the Moonshadow where Azurah tends the Gates of the Crossing—the bridge between Nirni and the afterlife beyond.[33][34] It is at this place where Khajiit souls initially go, and if deemed worthy, they are then guided to the Sands Behind the Stars.[35]:152

SovngardeEdit

Sovngarde is the storied afterlife of the Nords, a part of Aetherius where the greatest Nord heroes go when they die to enjoy an eternity of feasting and merriment. It is ruled by Shor and contains the Hall of Valor, a supposedly gigantic feasting hall where the mead "flows like a waterfall". Those who cross the threshold of the living and entered the afterlife are greeted below the red glow of the eternal sunset, following the pathway down between the mammoth tusks and the monolithic cowled statues and into the valley of mists—the Shadowed Vale. Tsun currently guards the mythical Whalebone Bridge past the Vale, which leads to the Hall of Valor. At Shor's bidding, he has taken on the role of the master of trials, asking new arrivals to the utopia to prove their strength in combat against him before they can enter Shor's Hall. Some people regarded Sovngarde as a myth by the Fourth Era.

Realms of MundusEdit

Mundus is the Mortal Realm, home of the planet Nirn and attendant Aedric plane(t)s.

AkatoshEdit

The planet Akatosh, sometimes called AKHAT, is one of the Dominion Planets found in the skies of Mundus. According to the Warrior-Poet, Vivec, it is one of the eight worlds known to the Dwemer. There are no known satellites orbiting around it, but it marks the eye of the Warrior constellation. The planet is simultaneously Akatosh and the plane of Akatosh, just like the other planets and their eponymous deities. Akatosh ruled from here before Convention took place in ME 2500. Though scholars largely agree no mortal beings live on Akatosh or Arkay, Azandar al-Cybiades theorized that the power Ayleid Wells reroute back towards the heavens was being collected by someone.

ArkayEdit

The planet Arkay, sometimes called RKHET, is one of the Dominion Planets in the skies of Mundus, and according to the Warrior-Poet, Vivec, it is one of the eight worlds known to the Dwemer. No other planet orbits Arkay. Arkay marks the eye of the Thief constellation. The planet is simultaneously Arkay and the plane of Arkay, just like the other planets and their eponymous patrons. Though scholars largely agree no mortal beings live on Arkay or Akatosh, Azandar al-Cybiades theorized that the power Ayleid Wells reroute back towards the heavens was being collected by someone.

Baar DauEdit

 
Baar Dau

Baar Dau (also known as the Ministry of Truth, Prison Moon, 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.

DibellaEdit

The planet Dibella is one of the planets found in the skies of Mundus. Dibella is Mara's satellite and is orbiting around it. Mara itself is the satellite of Zenithar. The planet is simultaneously Dibella and the plane of Dibella, just like the other planets and their eponymous deities.

JulianosEdit

The planet Julianos, sometimes called JHUNAL, is one of the Dominion Planets in the skies of Mundus, and according to the Warrior-Poet, Vivec, is one of the eight worlds known to the Dwemer. Julianos marks the eye of the Mage constellation. Stendarr is Julianos' satellite and is orbiting around it. The planet is simultaneously Julianos and the plane of Julianos, just like the other planets and their eponymous patrons.

KynarethEdit

The planet Kynareth, sometimes called KYNRT, is one of the Planets in the skies of Mundus, and according to the Warrior-Poet, Vivec, it is one of the eight worlds known to the Dwemer. There are no known satellites orbiting around it. The planet is simultaneously Kynareth and the plane of Kynareth, just like the other planets and their eponymous patrons.

Necromancer's MoonEdit

The Necromancer's Moon, also known as the Revenant, is a moon and the divine body of the God of Worms, Mannimarco. It was created by the Warp in the West in 3E 417 when Mannimarco used the power of the Mantella to fuel his transfiguration and apotheosis.

The Necromancer's Moon eclipses the planet Arkay every eight days, preventing its light from reaching Nirn for 24 hours. This celestial phenomenon is known as the Shade of the Revenant, and casts a purple light down on certain locations across Tamriel during this period. The purpose of this eclipse is to foil the divine laws of Arkay, allowing Mannimarco to be the only god of life and death. The Cult of the Black Worm worship Mannimarco as the God of Worms, and construct altars to him at these locations to harness the Shade of the Revenant for use in creating black soul gems.

NirnEdit

Nirn (which means 'Gray Maybe' in Ehlnofex)[nb 1] is the Mortal Plane, the planet upon which Tamriel and the mortal races reside. It floats in the void of Oblivion and comprises the core of the region known as Mundus. Some sources use the terms Nirn and Mundus synonymously, though others describe Mundus as a more expansive structure which extends past Nirn itself and encompasses additional regions and planes.. The origin of Nirn is a matter shrouded in much ambiguity, and different creation myths propose different events leading to its creation. It is commonly thought to have been created during the Dawn Era by the Aedra and Magna Ge, based on Lorkhan's inspiration and, per some sources, Magnus' designs. Though other sources propose different origins, which include Nirn being a direct creation of Anu, or being a deity, the goddess Nirni.

MythologyEdit

According to the creation myth of the Altmer, "The Heart of the World", creation begins before the start of the Dawn Era and the beginning of time: the primordial force of Anu the Everything, who encompassed and encompasses all things, created Anuiel, the soul of all things, so it could know itself. Anuiel in turn created Sithis for the same purpose, as the sum up of all limitations which it would use to differentiate between it's attributes and ponder itself, and their interrelation created the Aurbis, where the Original Spirits, the Et'Ada, emerged before the creation of the Mundus as "aspects of Aurbis". The Aurbis, at first turbulent and chaotic, was stabilized by the emergence of Auri-El, the soul of Anui-El who spread through existence as the force called time, allowing the Original Spirits to take on names and identities. One of these spirits was more of a limit than a nature, called Lorkhan, he convinced the other spirits to help create a "soul" for Aurbis, a place where even the aspects of aspects might self reflect, but this was a deception. The new world, Nirn, was a place composed of more limitations than not and the spirits that participated in its construction began to die and many vanished completely, prompting the architect, Magnus, to terminate the project and depart. When Magnus departed the Mundus, the et'Ada that took part in its creation broke into groups, most would follow the flight of the God of Magic to become the Magna-Ge, but some of those present chose instead to stay in the new world and keep working so it wouldn't die. These spirits would become known as the Ehlnofey, and would lay the foundations of both the system and laws of Mundus and the mortal life that would emerge. The ancient Aldmer believed they are the relatively feeble descendants of the Aedra ("Aedra" roughly translates to "ancestor spirit"), distant offspring of those spirits who stayed after Magnus left and populated the Mundus so that it might last despite Lorkhan's deception, diminished from the might of their progenitors over the generations.

According to "The Psijic Compensation", the basics of Aldmeri belief as explained to Uriel V by the Psijic Order: Aurbis existed for time without measure as the Gray Center between the forces of Anu and Padomay. Within this Gray Center emerged the magical beings of mythic Aurbis, bits of the immortal polarity given life. The first of these was Akatosh, whose existence made it easier for other spirits to structure themselves. For a long time these spirits lived, formed, reformed, and procreated. Eventually, with Lorkhan as the instigator of the decision, the spirits told the story of their own deaths. This process has been described in various terms, as a transfiguration into the concrete non-magical substance of the world, as a war in which all were slain with their bodies becoming the substance of the world, or as a romantic marriage and parenthood where the parent spirits naturally had to die to give way to the succeeding mortal races. Mortals were shaped in the image of the spirits, either consciously molded by them, or sprung forth from the matter left behind by the dead spirits. Having died, these spirits became the et'Ada, and separated themselves in nature from the rest of the magical beings of Aurbis from that point on.

According to the Cyrodiilic creation myth, "Shezarr's Song": the world was formed when Shezarr convinced a number of the gods, the Aedra, of the beauty of the concept of becoming mothers and fathers. The Aedra, determined to proceed regardless of cost, gave birth to the world and the life within it by sacrificing part of themselves, a painful process after which they were no longer strong and young as they'd been since the beginning.

According to the Yokudan creation myth, "Satakal the Worldskin": all things originated from Satak, the First Serpent on whose scales all worlds to come rested. Compelled by its Hungry Stomach, Akel, Satak started a neverending cycle of devouring itself and shedding its skin to be reborn and begin anew, becoming Satakal. When things from within the devoured worlds realized the truth of the cycle they began to take names and so the first spirits came to be. These spirits sought to escape Satakal's neverending hunger and found a way to slide between its Worldskins by moving at strange angles, this was called the Walkabout and through it was born a sanctuary from the cycle called the Far Shores. One of these spirits, Ruptga sired many children and was so tall he placed the stars in the sky to help other spirits escape as well. The mortal world was formed when Sep, created by Ruptga out of previous Worldskins to be his helper, convinced some of the other spirits to stop performing the Walkabout, as they could escape the cycle by inhabiting a new world made of balled up Worldskins instead. This, however, was a trick, as having been formed of its skin Sep too carried much of Satakal's hunger, and wished to devour the spirits who followed him. Too far from the Far Shores to jump back to, and too far from the real world of Satakal to survive, the deceived spirits began to die but were survived by the children they'd made.

According to the Khajiit creation myth: the goddess Nirni was born to the third litter of Ahnurr and Fadomai, alongside the moons, Azurah and, eventually, Lorkhaj. Nirni wished to give birth to children, but had no place where she could do so, so she went to Lorkhaj for help. Lorkhaj made a new place but, as his heart was filled with the Great Darkness of Namiira, he tricked a number of his siblings into entering this place with Nirni, where many of them had to die to make Nirni's path stable. Furious at the betrayal, the surviving siblings tore out the Heart of Lorkhaj. Pre-ri'Datta myths also mention that Nirni eventually died when Y'ffer was also corrupted by the Great Darkness and killed her. Y'ffer himself was later slain by Azurah, Khenarthi and Hircine, and his bones were used to construct a cairn for Nirni. The Khajiit believe that, though Nirni's spirit has diminished as a result of her death, her presence can still be felt in all places where mortals have not disturbed the earth.

According to the Reachmen: Nirn was created by Lorkh, who desired to create not a vibrant paradise but a teaching tool a place that taught through suffering. To create this place Lorkh came to Namira, queen of the infinite realm of spirit, who granted him a place in her endless void to make his new world. As part of his covenant with Namira Lorkh had to make a great sacrifice of his own, a sacrifice which is said to be reflected in the creation of the Briarhearts.

According to the Clockwork Apostles: Nirn was created by the "et'Ada Gears", who were tricked by Lorkhan into believing the Great Lie, that they were separate from the all encompassing singularity that is Anu, and took names of their own to reinforce this illusion. In this belief the Daedra and Oblivion are nothing more than illusion themselves, a consequence of the flaws of the creation of the et'Ada' Gears creation, the result of the Void taking root within the cracks caused by said flaws.

According to the transcribed creation myth of the Adzi-Kostleel Argonian tribe: Atak the Great Root and Kota the Serpent fought each other for so long that they eventually forgot their fight and became one, forming the entity Atakota. Atakota severed its roots and shed its skin and said the word "Maybe", giving rise to its Shadow, formed of its hunger and shed skin. Atakota continued to roil in a cycle, devouring itself and shedding its skin to be reborn and begin anew, each scale a world that it devoured. From this process the world and spirits arose, with Atak and Kota not in conflict, things now had time to begin and end, and the Shadow too fell asleep. As Atakota slumbered, the spirits started making new things that shared in their aspect and loved them, and they started growing, until they too were as large as Atakota, and forgot it had come before them and had a sleeping Shadow. Soon the worlds and spirits became too big and there was no more room for new things, in desperation, the spirits fell upon the sleeping Atakota and bit into it to drink its blood. Eventually the peace of Atakota broke, Atak remembered growing and Kota remembered being nothing, and existence fell into chaos again. In that time of chaos some spirits drank deeply of Atakota's blood and sap, and they grew scales and fangs and wings, forgetting why they'd ever made anything other than to eat it. Kota's blood made new oceans and Atak's sap made new stones. Eventually the roots woke the shadow and asked for its help, and its intervention put an end to the chaos that was threatening to consume everything.

According to the Anuad: all things began with the brothers Anu and Padomay. Their interplay created Nir, who alongside Anu gave birth to the Twelve Worlds of Creation. Jealous, Padomay attacked, but was cast out of time by Anu. Life emerged on the Twelve Worlds but, eventually, a hateful Padomay returned and shattered the worlds with his blade. After Anu defeated his brother, he attempted to save what he could by combining the shattered fragments of the Twelve Worlds into a new world, Nirn. But after he did so, Padomay rose again and the two brothers finally pulled each other out of time forever. On Nirn life was seeded by the survivors of the Twelve Worlds who'd arrived in the new world alongside fragments of their original worlds, and during this time the gods and demons of the world, the Aedra, Daedra and Magna Ge also formed out of Anu and Padomay's spilled blood, as distinct groups from the life of Nirn and from each other from the start.

According to the Bretonic tale "The Light and the Dark": two immortal entities representing Order and Chaos chose Tamriel to be their eternal battleground. This everlasting battle would create energies so powerful it distorted the world and created life, including the "people of et'Ada", who would in turn give rise to the gods, and their "daedric enemies", by believing in their myths for so long and so strongly, it caused the energies unleashed by the conflict of the Light and the Dark to bring them into being. According to the grandfather, all of creation exists to echo the battle between the Light and the Dark.

Altmer and Bosmer myth describes how during the Dawn Era, both all life, and even the land itself, were formless and constantly shifted between shapes, until Y'ffre's Naming gave all things in Nirn an enduring form. In certain circumstances such as the enactment of a Wild Hunt, creatures can be made to "forget their Y'ffre taught shapes", causing the bonds of the Naming to unravel, and return to this original formless state. There are some who rejected Y'ffre's shaping, these shifting forest spirits, the Changelings were largely cursed and subdued by Y'ffre before being imprisoned in Ooze for their refusal.

According to the beliefs of the Mythic Dawn, the mortal world was actually the Oblivion plane of Lorkhan, who was actually a Daedric Prince. Per this belief, the Aedra, the gods mortals generally worship, were actually Lorkhan's betrayers, who stole the realm from its true deity and intentionally split Lorkhan's progeny from their divine sparks, so that they themselves would be viewed as the sole exit from the current world.

GeographyEdit

 
One of the few known maps showing some sections of Nirn outside of Tamriel

Tamriel is the main continent of Nirn and is its mythic and symbolic center. Tamriel is divided into 9 provinces: Black Marsh, Cyrodiil, Elsweyr, Hammerfell, High Rock, Morrowind, Skyrim, Summerset Isle, and Valenwood.

Other landmasses on Nirn are mentioned in various texts, but they have not generally been shown on maps or described in detail.

  • Akavir is a continent east of Tamriel with four known regions: Kamal, Tsaesci, Tang Mo, and Ka Po' Tun; home to the Kamal, Tsaesci, Tang Mo, and Ka Po' Tun races, respectively.
  • Atmora is a continent north of Tamriel and the homeland of the modern Nords' ancestors. It is said to have frozen over by mysterious means.
  • Yokuda was a continent west of Tamriel and the original homeland of the Redguards, but most of it has since sunk into the sea. What remains is a group of islands.
  • Pyandonea is an island continent south of Tamriel. It is home to the elusive Maormer.
  • Thras is an archipelago located southwest of The Chain isles, within the Sea of Pearls. It is the home of the Coral Kingdoms of the Sload. It is said to fluctuate in size, and some sources suggest the archipelago itself may be some sort of living organism.

There are a number of large islands and archipelagos found in the seas beyond Tamriel as well, such as Cathnoquey, Esroniet, Nalonga, Ravan, Roscrea, and Yneslea.

More obscure landmasses are also believed to have existed at some point, such as Aldmeris, the possibly mythical homeland of the Aldmer, as well as Lyg, a region described as an Adjacent Place and a "parallel version of Tamriel" where Mehrunes Dagon was created by the Magna Ge.

CosmologyEdit

 
Nirn (center) and the planets as depicted in a Summerset orrery

Nirn has two visible moons: Masser and Secunda According to the Khajiit, there is a third moon, which they consider the corpse of Lorkhaj. The other astral bodies in the sky above Nirn, the moons and dominion planets, are believed to actually be the planes of the gods as well as the gods themselves, as seen from the mortal plane. They are said to actually be different planes of existence in their own right, infinite in size and mass, with their appearance as spheres being only a visual phenomena caused by mortal mental stress. The sun and stars are commonly believed to be punctures in the veil of Oblivion, through which the light of Aetherius shines into Mundus, though some sources also describe them as either "fragments" of Magnus or the blood of Anu. One exception is believed to be the snake constellation, The Serpent, which 'wanders' about the sky. It is said to be made up of "unstars".

It is believed that Nirn is the center of the Mundus, with the eight dominion planets surrounding it. Blending the darkness of Oblivion with the searing light of Aetherius, it is described as both a physical and spiritual place, considered the center of the spiritual world, and a place where competing forces are always struggling against each other, and so its also called the Arena. The creation of Nirn is said to have upset the cosmic balance, leading to all spirits having a vested interest in it. According to the Daedric Prince Ithelia mortals, by their very existence and lives, help preserve and maintain Aurbis, every child born, war fought, or field plowed by mortals, helps stabilize reality itself. It is said that mortals were designed as servants to perform tasks that maintain reality and so, the limitations that constrain them, such as the inability to comprehend and traverse the Many Paths, were placed upon them intentionally. This truth, Ithelia claims, is generally kept from mortals, to minimize the risk of them disrupting the plans of those who benefit from this secret.

According to Hermaeus Mora, many realms of Oblivion have a relationship with the mortal world. Some believe either that Nirn itself is a reflection of Oblivion, or that Oblivion is an echo of Nirn. Whatever the case, the realm of Apocrypha and Nirn are said to share a powerful connection, so strong that should Apocrypha ever be destroyed the resulting ripples in fate would unravel the mortal world as well. Indeed, it has been said that, though it is a paradox, the Mundus both encompasses and is encompassed by the innumerable planes of Oblivion. Nirn is known to contain a number of nexus points, locations which naturally resonate throughout the realms, causing magical phenomena that occur there to resonate and propagate throughout Aurbis, making it possible to achieve things such as the restoration of growing damage to fate that could unravel all existence, by sealing reality tears that had formed there and spreading the effect across reality through the resonance.

Certain planes of existence are known to exist parallel to Nirn itself. These include the Nature Realm, a realm of Nature Spirits which exists parallel to the physical world, and for a time the Shadow Wood, a parallel version of Valenwood created through the corruption of nature.The Green, the lifeforce of Nirn's natural world, is also described as a place where nature spirits emerge from, being its "dreams", where they "slumber" before being sent forth into the physical world, and where they return to slumber when vanquished, before eventually reforming.

There a number of locations where Nirn intersects with different realms. Stable gateways exist to realms including Sovngarde, Evergloam, the Far Shores, Coldharbour, the Deadlands, the Clockwork City, the Void, the Shivering Isles, Eld Angavar, the Hunting Grounds, Masser, and the realms of the Luminaries.

In addition to its intersection with other planes within the Aurbis, there are also places in Nirn where the Many Paths, the realities that exist beyond and surrounding the Aurbis, converge, and the way to them can be opened provided one has the required knowledge and means.

Nirn and Mundus are separated from Oblivion by the Liminal Barriers, which are said to be the creation of Akatosh through the Sublime Brazier, a sacred cauldron described as Akatosh's first light, which stretches to the very heart of Nirn. Some sources also speak of the aurora or "Kyne's lights", and the Lunar Lattice, also serving as boundaries that protect Nirn from harmful influence from beyond.

The laws that govern Nirn and Mundus and determine the role of all spirits within them, are believed to have been set in place at and through the Adamantine Tower by its creators.

CharacteristicsEdit

Nirn is sometimes claimed to host intelligent geology, including: trees (such as the Hist), brooks, rocks, even mountains. In Nirn, nature spirits are said to reside in all things, rocks, roots, leaves, brooks, the wind, a field of flowers, or even a swarm of Torchbugs, though their will might be difficult to perceive, even for those who know how to listen. According to the Augur of the Obscure, waterfalls house a deluge of water spirits, and each individual stone has its own spirit with its own stories to tell.

Nirn is said to be imbued with a wellspring of primordial energy which flows in a network via lines within the ground, described as the manner in which Druids visualize the Earthbones, places where these "bonelines" intersect are said to possess great power and have an effect on both magic and prayer performed there. According to some sources, the reason Nirn is filled with natural caverns is that in primordial times they formed a network that functioned like nodes or capillaries for the divine essence of the Aedra that created it.

It is said that, when a mortal dies, their memories become Water, with rivers of memory even connecting Nirn to realms beyond, and the oceans being described as extending beyond the three dimensions mortal senses perceive, and as having a true nature that can be fatel to witness. Nature spirits of water are said to be capable of using these rivers of memory to travel to different realms.

MaraEdit

The planet Mara, sometimes called MHARA, is one of the Planets in the skies of Mundus, and according to the Warrior-Poet, Vivec, is one of the eight worlds known to the Dwemer. Mara is Zenithar's satellite and is orbiting around it, while Dibella is orbiting around Mara. The planet is simultaneously Mara and the plane of Mara, just like the other planets and their eponymous patrons.

MasserEdit

Masser, also known as Jode, Mara's Tear and Zennji in Ta'agra, is the greater of Nirn's two moons and is acknowledged as one of the attendant spirits of the mortal plane. As such, it is both temporal and subject to the bounds of mortality. Masser, which exists as a separate plane, has long since perished; it was Masser's death which led mortals to perceive it as having both texture and limited size, as well as a reddish hue, all of which are the results of its decay from its former investiture of pure white.

SecundaEdit

Secunda, also known as Jone, Shandar's Sorrow (also spelled Stendarr's Sorrow) and Zennrili in Ta'agra, is the lesser of Nirn's two moons and acknowledged as one of the attendant spirits of the mortal plane. As such, is both temporal and subject to the bounds of mortality. Secunda, which exists as a separate plane, has long since perished; it was Secunda's death which led mortals to perceive it as having both texture and limited size, as well as imperfections of color, all of which are the results of its decay from its former investiture of pure white.

Spilled SandEdit

The Spilled Sand is an obscure realm speculated to be the realm of Alkosh that exists beyond even the Sands Behind the Stars. It is not a physical place, but a story which is simultaneously part of the tapestry of time while also outside of it. Masser and Secunda are visible from the realm, indicating that it may reside in the Mundus. The realm consists of an endless looping expanse of sands; a giant golden dragon, either deep in slumber or possibly dead, can be seen partially buried in the sand. In the center of the realm lies a golden oasis with Alkosh's Hourglass, the symbol of the Dragon God of Time.

StendarrEdit

The planet Stendarr, sometimes called THENDR, is one of the Planets in the skies of Mundus, and according to the Warrior-Poet, Vivec, it is one of the eight worlds known to the Dwemer. Stendarr is Julianos' satellite and is orbiting around it. The planet is simultaneously Stendarr and the plane of Stendarr, just like the other planets and their eponymous patrons.

Dark MoonEdit

 
Surface of the Dark Moon

The Dark Moon (or Dark Moons), also known as the Dead Moon, the Hidden Moon, the Hollow Moon, the Ghost Moon, and the Den of Lorkhaj, is rumored to be the corpse of the Missing God, Lorkhaj. Due to the two moons, solar eclipses can happen in Tamriel several times a year and are known as Vampire Days. During a dark eclipse, however, both moons eclipse the sun, and this alignment reveals the "third moon" (or "missing moon"). This event is significant to the Khajiiti people's spiritual duality. On the upside, their spiritual leaders known as Manes are born during this occurrence. However, those born under the dark eclipse are sensitive to the moons, and thus are subject to the call of the Dark Heart, which could turn them into dro-m'Athra. The Bent Cats themselves show reverence to the Dark Moon, and are referred to as Children of the Dark Moon. Their steeds, the Rahd-m'Athra, are thought to hail from the Dark Moons. Khajiit deviants may mark themselves with tattoos reminiscent of the dark moon to show their defiance of social conventions.

Five Finger DanceEdit

The Five Finger Dance (also called Baan Dar) is the realm of Baan Dar, the Bandit God and trickster spirit of thieves and beggars in primarily Khajiiti culture. Among the deity's followers, the Five Finger Dance is considered the greatest party in existence and many compete in an event called the Boast to earn Baan Dar's favor and enter his realm. These events are held all once a year in Tamriel and are overseen in secret by the Daughters of Baan Dar.

ZenitharEdit

The planet Zenithar is one of the planets found in the skies of Mundus. Mara is Zenithar's satellite and is orbiting around it. The planet is simultaneously Zenithar and the plane of Zenithar, just like the other planets and their eponymous deities.

Parallel RealmsEdit

These realms exist in parallel with the physical realm of Mundus.

Nature RealmEdit

The Nature Realm is a realm of Mundus which exists in parallel with the physical realm. It is a realm of spirits. The Nature Realm is a mirror image of the physical world, but tinged green. The spirits of physical beings can be seen in the Nature Realm, but cannot be interacted with.

The Glenmoril Wyrd possess the ability to enter the Nature Realm as wolf spirits, and can use this to bypass obstacles in the physical realm.

Circa 2E 582, a hagraven named Uela and her Dark Witnesses occupied Jackdaw Cove, a forest in the Mournoth region of High Rock. Using dark Reachman magic, Uela corrupted the forest, weakening the local Glenmoril wyresses in the process. Uela specialized in utilizing crows as spies and messengers, magically possessing their physical bodies. These crow spirits were helpless and could do nothing but watch from the Nature Realm as she controlled their physical forms. In order to reach Uela and kill her, a Redguard wyress named Rashan guided the Vestige into the Nature Realm in order to commune with the crow spirits and bypass her defenses.

Shadow WoodEdit

The Shadow Wood was a parallel version of the Valenwood, a realm of darkness and evil. It was a mirror image of the Valenwood, but lay in perpetual darkness, inhabited by shades and corrupted nature spirits.

Following the death of Prince Naemon in 2E 582, his corpse was stolen by the remnants of the Veiled Heritance led by Vicereeve Pelidil. Using the power of the Staff of Magnus, Pelidil returned Naemon from the dead as a lich to lead armies of undead and unleash corruption in Greenshade. The Shade of Naemon set about creating a new realm, the Shadow Wood, by corrupting the forests of Greenshade. He planned to transform all of Valenwood in this manner, supplanting it with the Shadow Wood. Naemon envisioned that the Shadow Wood would ultimately consume all of Tamriel.

Naemon allied himself with the bound spirits of Bosmer who were executed for violating the Green Pact; many agreed to side with him, believing that they would be restored to life to inhabit the Shadow Wood. However, many spirits became unwillingly trapped within the Shadow Wood.

The future Silvenar Indaenir began investigating Naemon's corrupting influence following the latter's attack on the city of Marbruk. Sensing that the Green was calling out for vengeance, Indaenir investigated several sites in the Green's Marrow region of Greenshade. Using his connection to the Green, Indaenir cleansed these sites with the aid of the Vestige. He entered sections of the Shadow Wood on several occasions, revealing Naemon's plan for the Valenwood and destroying these pockets in the process. Indaenir ultimately determined that the only way to destroy the Shadow Wood was to confront the Shade of Naemon and destroy him.

Together with his Aldmeri Dominion allies, Indaenir confronted Naemon at the Ayleid ruins of Hectahame. There, it was revealed that Naemon had used the Staff of Magnus to corrupt the Heart of Valenwood, a tree found deep within the ruins and through which the metaphorical lifeblood of Valenwood flows. With the help of the Vestige, Indaenir defeated the lich, but the Heart had already been corrupted and was spreading its darkness throughout Valenwood. In a desperate attempt to reverse the damage, Indaenir invoked the power of Y'ffre to cleanse the Heart and save the Valenwood, losing his life in the process. However, the Green reached out to him in death and restored him to life as the new Silvenar, chosen by Y'ffre.

Other RealmsEdit

There are other locations that can not clearly be placed in the other mentioned categories.

ArtaeumEdit

 
Artaeum


The Isle of Artaeum is the third largest island of the Summerset archipelago, located off the southwest coast of Summerset Isle, south of the Moridunon village of Potansa and west of the mainland village of Runcibae. Artaeum is the home of the Psijic Order, the oldest monastic group on Tamriel. It has a tendency to vanish from Nirn, being placed in a pocket realm for centuries at a time.

The Isle of Artaeum has idyllic orchards and clear pastures, still and silent lagoons, misty woodlands, and the unique Psijic architecture that seems to be as natural as its surroundings. The Ceporah Tower is a relic from a civilization that predates the High Elves by several hundred years. It is the location of the Dreaming Cavern, which Sotha Sil once used as some sort of portal into the realms of Oblivion, but which has since been sealed off by the Psijics. The Isle of Artaeum was once removed from the world in a similar fashion to Umbriel, but reappeared about 500 years later. The Isle of Artaeum once again disappeared around 100 years before the civil war in Skyrim, and has not been seen since.

The Isle of Artaeum was home to Mannimarco, the leader of Necromancy in Tamriel.

BattlespireEdit

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

Clockwork CityEdit

The Clockwork City, also known as Sotha Sil, is a metaphysical clockwork realm created by Sotha Sil, one of the living gods of Morrowind, to replicate the mythic structures of Nirn in metallic miniature. It supposedly exists "outside space and time", and in the physical world, it is represented in the form of a Clockwork Globe that is no larger than a good-sized netch, and requires an individual to be magically shrunk to enter. Although represented in miniature, the realm is expansive on the inside and encompasses an entire world.

DreamsleeveEdit

The Dreamsleeve is an obscure and rarely mentioned concept or construct. Disparate functions have been ascribed to it, though they are not necessarily mutually exclusive.

Dreamsleeve "transmission" has been mentioned as a method of communication which has been used to contact those across vast distances. The Dreamsleeve has been described as a conduit for sending special transmissions, used by magicians and Imperial clerks. To reach it, one must have at least part of their brain constantly meditating, as one aspect of the conduit is its ability to carry images of concepts not yet "real". It is utilized as a rapid means of magical communication, related to telepathy and "Memospores".

During the Imperial Simulacrum, Daedric Prince Mehrunes Dagon's forces invaded Nocturnal's realm of Shade Perilous on their way to taking the Battlespire. As a result, Nocturnal Lieutenant Jaciel Morgen fell into a deep despair and drove her own spirit into the Dreamsleeve. This left the Daedra physically present but mostly unresponsive, as if in a deep sleep. Only the self-sacrifice of her servant Deyanira Katrece was enough to awaken her.

According to the teachings of Mankar Camoran, "mortals leave the dreaming-sleeve of birth the same, unmantled save for the symbiosis with our mothers". It is through the abandonment of the mother that mortals therefore enter the domain of Lord Dagon, the Prince of Destruction.

Eld AngavarEdit

Eld Angavar (meaning Old Ironwood in Ayleidoon; also known as the Golden Path) is a realm of Nexus Gates connected by floating Ayleid architecture. It is an abandoned realm located between worlds, created as a result of Myndhal's search for the Remnant of Argon. One of the few known entrances to the realm is the still-functioning Gate within the Vakka-Bok Xanmeer in Murkmire.

Forest RealmEdit

The forest realm is a mysterious realm of existence. It was created by the Wilderking as part of a pact with the denizens of the Shrouded Vale. Every one hundred years or so, a caretaker is left alone on Tamriel to provide for the Fading Tree. In return, the Wilderking provides a safe haven for Shrouded Hollow, causing the village to disappear, only coming back to choose a new caretaker.

When the village disappears, it is transported to an unknown place referred to as the forest realm. This realm is described as a place totally unlike Valenwood, without hunger or suffering, where the denizens of Shrouded Hollow live peacefully and without fear. Even the light in this place is different in comparison to Tamriel, which the inhabitants of the Vale refer to as the "mundane world".

Jonelight PathEdit

The Jonelight Path is a realm used by Khajiit heroes as a shortcut to travel between the areas of Nirn. It is a place between all places and is named for Jone, the Khajiiti name for the smaller of Nirn's two moons. The realm appears to be a collection of floating islands connected by the paths of stars. The realm was described as full of moonlight.

It can be accessed in order to cross vast distances in a short amount of time. It is dangerous without an experienced guide. Prolonged stay in the realm may cause hearts of mortals to burst apart and their souls to be torn apart. Falling through gaps between the stars that act as parts of the bridges between floating isles in the realm is fatal. It is believed that only the swiftest champions of Azurah can survive in the realm for long.

One of the means of accessing the realm is utilizing the power stored in the body of Khunzar-ri. Ribs, femurs and claws are known to hold the power that can open the gateway to the Jonelight Path.

Passage through the Jonelight Path was likened to climbing the 'liminal forces that bind each here to every there'. How far and where one can reach through the Jonelight Path depends on the traveler. The Vestige was incapable of traveling far, but Khunzar-ri could utilize the Jonelight Path to reach any place and only he has heard Azurah's whispers and climbed the forbidden tree. Places where the Jonelight Path connects with the Nirn were described as 'liminal of here touches the liminal of there'.

VoidEdit

The Void (also called the Darkness, the Outer Darkness, the Ancient Darkness, the Great Darkness and Lorkh-Apeiron) is the name applied to the dimensions beyond of the known realms of the Aurbis: Aetherius, Oblivion, and Mundus. It is also occasionally used in a more limited capacity to refer directly to Oblivion. Legends say that deities wishing to create a new plane of existence must initially create a space for it in the Void. The "Eight Abysses", and the "Nineteen Voids" are unknown terms which may be related to this dimension.

Wing of the Indrik‎‎Edit

The Wing of the Indrik is a pocket realm belonging to the Luminary Indrik. It was shaped and hewn into being in the same way he chose his form. He considers it a pleasant respite from the larger world, a place to find peace and clear his mind of stray thoughts. He believed that realms of other Luminaries could serve different purposes. Similarly to other Luminaries he formed his own pocket realm at birth, though the reason for this remains unknown. Indrik felt that Aetherius, in its wisdom, did not wish the Luminaries to be both alone and wandering.

This realm resembles the climate of the Summerset Isles, with falling petals and verdant greens that made the Indrik feel at home. It is partially linked to the Scholarium, as Scribing, even in its earliest forms, seemed destined to use a Luminary's power. Ulfsild decided to bind Indrik's domain to the Scholarium, leading to great achievements. This connection is facilitated through large doors, with Indrik's power channeling into the very heart of the Scribing Altar, enabling incredible feats of spellcraft.

ReferencesEdit

  1. ^ Pocket Guide to the Empire, 3rd Edition: Arena Supermundus: The Tapestry of HeavenImperial Geographical Society, 3E 432
  2. ^ The Monomyth
  3. ^ Dreynis' dialogue in ESO
  4. ^ Dreynis's Notes in ESO
  5. ^ a b c d e Lord Fa-Nuit-Hen and Tutor Riparius Answer Your QuestionsFa-Nuit-Hen and Tutor Riparius
  6. ^ a b Tutor Riparius' dialogue in ESO: Orsinium
  7. ^ 36 Lessons of Vivec, Sermon 26Vivec
  8. ^ a b Tamien Sellan's dialogue in ESO
  9. ^ Working in the Infinite PanopticonCataloger Volgunn
  10. ^ Isles of Torment loading screen in ESO
  11. ^ On the Infinite Panopticon
  12. ^ Working in the Infinite PanopticonCataloger Volgunn
  13. ^ a b c d e f Leramil's dialogue in ESO
  14. ^ Lord Fa-Nuit-Hen and Tutor Riparius Answer Your Questions 2Fa-Nuit-Hen and Tutor Riparius
  15. ^ a b Loremaster's Archive - Infinite ArchiveMaster Malkhest
  16. ^ Azura's dialogue in ESO
  17. ^ Witchmother Taerma's dialogue in ESO
  18. ^ Prison of Xykenaz loading screen in ESO
  19. ^ Fargrave: A City of Myth
  20. ^ Exegesis of Merid-NundaPhrastus of Elinhir
  21. ^ Daedra Dossier: Cold-Flame AtronachDenogorath the Dread Archivist
  22. ^ Atronite's description in Blades
  23. ^ Loremaster's Archive - Mehrunes Dagon & Daedra in the Second EraLyranth
  24. ^ Jackdaw Daedrat's description in ESO
  25. ^ Lyranth the Foolkiller Answers Your QuestionsLyranth the Foolkiller
  26. ^ Telbaril Oran's dialogue in ESO
  27. ^ Ithelia's dialogue in ESO
  28. ^ Prison of Xykenaz loading screen text in ESO: Morrowind
  29. ^ Trail and TideMoon-Bishop Hunal
  30. ^ a b Litter-Mates of DarknessMoon-Bishop Hunal
  31. ^ Pocket Guide to the Empire, 3rd Edition: Sugar and Blood: the Cats of the SouthImperial Geographical Society, 3E 432
  32. ^ The Sky SpiritsAmun-dro, the Silent Priest
  33. ^ Mazza-Mirri's dialogue
  34. ^ Shando-ri's dialogue
  35. ^ The Elder Scrolls: The Official Survival Guide to TamrielTori Schafer

Note: The following references are considered to be unofficial sources. They are included to round off this article and may not be authoritative or conclusive.