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A Guide To Vvardenfell

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                                          Guide to Vvardenfell

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Exerted from Morrowind Walkthrough written by Steve Miller 12/17/02

 

    Morrowind is the northeast most province of the Tamrielic Empire, bounded

    on the north and east by the Sea of Ghosts, on the west by Skyrim, on the

    southwest by Cyrodill (also known as the Imperial Province), and on the

    south by Black Marsh (also known as Argonia). Vvardenfell District

    encompasses Vvardenfell Island, a great land mass dominated by the giant

    volcano Red Mountain and cut off from mainland Morrowind by the

    surrounding Inner Sea.

 

    Only recently open to settlement and trade, most of the islands

    population is confined to the relatively hospitable west and southwest

    coast, centered on the ancient city of Vivec and the old Great House

    district centers at Balmora, Ald'ruhn, and Sadrith Mora. The rest of the

    island is covered by hostile desert wastes, arid grasslands, and

    volcanic badlands, and thinly populated by the nomadic Ashlander tribes.

 

    Vvardenfell has nine basic geographic regions, each with their own

    distinctive plants and terrain features. Scholars have based their

    classifications on the different types of land described by the native

    Ashlanders, so the designations are recognized by most local traders,

    travelers and adventurers. These geographic regions are called: the

    Ascadian Isles, the Ashland’s, Azura's Coast, the Bitter Coast, the

    Grazelands, Molag Amur, Red Mountain, the West Gash, and Sheogorad.

 

 

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Ascadian Isles

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    The Ascadian Isles is a region of lush, green, well-watered southern

    lowlands where most of Vvardenfell's agriculture is found. The area

    includes Pelagiad, Suran, Vivec City, and Ald Sotha along with the inland

    lakes and waterways of the Ascadian Isles proper. The urban areas of

    Vivec and Ebonheart of the southern coast are densely populated; the

    inland Ascadian Isles are dotted with small farms and large plantations.

    The climate is temperate and comfortable, with moderate rainfall.

 

-Ebonheart-

 

    The seat of the Imperial government for Vvardenfell district,

    and a busy center of maritime trade. Castle Ebonheart is the home of Duke

    Vedam Dren, the district's ruler and Emperor's representative. Also

    located at Castle Ebonheart are the Vvardenfell District Council chambers

    and the Hawk Moth Legion garrison. The officers, docks, and warehouses

    of the East Empire Company are also found in Ebonheart.

 

-Vivec City-

 

    The largest settlement on Vvardenfell, and one of the largest

    cities in the East. Each of the great cantons is the size of a complete

    town. The High Fane and the palace of Vivec are visited by hundreds of

    tourists and pilgrims daily. Citizens flock to the Arena for

    entertainments and war games. Outlanders mostly confine themselves to the

    Foreign Canton, while natives live, work, and shop in the Great House

    compounds and residential cantons.

 

-Ald Sotha-

 

    A splendid Daedric ruin within sight of Vivec City. Though exotic and  

    picturesque, it is a dangerous site, haunted by old magic’s, dark

    cultists, and their Daedric summoning, and not recommended for

    Sightseers.

 

-Suran-

 

    An agricultural village in the northeastern corner of the fertile

    Ascadian Isles region. Two popular pilgrimage sites are nearby -- the

    Fields of Kummu and the Shrine of Molag Bal.

 

-Pelagiad-

 

    A newly chartered Imperial village between Balmora and Vivec City on the

    western edge of the Ascadian Isles region. The village is right outside

    the Imperial Legion garrison at Fort Pelagiad. The houses and shops are

    built in the Western Imperial style, and Pelagiad looks more like a

    village in the western Empire than a Morrowind settlement.

 

 

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The Ashland’s

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    The Ashland’s are the dry, inhospitable wastelands surrounding the lower

    slopes of Red Mountain. The Ashland’s extend to the Sea of Ghosts in the

    north and elsewhere form a wide margin between the blighted Red Mountain

    region and other geographic regions. The village of Maar Gan is the only

    sizable permanent Ashland’s settlement; Ald'ruhn, the district seat of

    House Redoran is on the margin of the region. Ashlander hunt for game

    here, and their herds find sparse grazing. It rains rarely, and suffers

    frequent ash storms.

 

-Maar Gan-

 

    A small isolated village in a remote region north of Ald'ruhn. The Maar

    Gan shrine is an important Temple pilgrimage site.

 

-The Ashlander Urshilaku Tribe-

 

    Has a permanent settlement at Urshilaku camp in the Ashland’s region north 

    of Maar Gan village.

 

 

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Azura's Coast

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    The rugged coast and islands of northern and eastern Vvardenfell are

    called Azura's Coast. The region is rocky, infertile, and largely

    uninhabited, except for the outpost at Molag Mar, the Telvanni

    settlements at Sadrith Mora, the wizard towers at Tel Aruhn, Tel Mora,

    and Tel Branora, and Ahemmusa camp and the remote fishing villages of

    Ald Redaynia and Dagon Fel on the north coast. There are no roads; most

    travel is by boat. Despite the rocky terrain, a variety of plants thrive

    on the regular rainfall.

 

-Sadrith Mora-

 

    The district seat of House Telvanni, and home of the Telvanni Council,

    though only one Telvanni councilor actually lives in Sadrith Mora.

    Sadrith Mora is an island settlement, and accessible only by sea and

    teleportation. The town is large, with many services, but it is open only

    to Telvanni retainers; outsiders must confine themselves to the Gateway

    Inn.

 

-Tel Branora-

 

    The tower and seat of the eccentric Telvanni wizard named Mistress

    Therana. The tower and its tiny village are located on a rocky 

    promontory at the southeastern most tip of Azura's Coast.

 

-Tel Fyr-

 

    The Telvanni tower of Sorcerer-Lord Divayth Fyr. Beneath the tower

    is the Corprusarium, a refuge-prison where the deranged, distorted

    victims of the deadly corprus disease are housed and tended.

 

-Tel Aruhn-

 

    The Telvanni tower of Archmagister Gothren, Telvanni Sorcerer-Lord and 

    head of the Telvanni Council. The associated settlement is a sizable

    village, and the site of the Festival Slave Market, the largest slave  

    market on Vvardenfell.

 

-Tel Mora-

 

    The Telvanni tower of Mistress Dratha, an ancient wizard of the   

    Telvanni Council. The small settlement includes a few crafts folk and a

    trade house.

 

-Tel Vos-

 

   The tower of Telvanni wizard and council member Master Aryon.

    Tel Vos is a peculiar blend of Telvanni and Western architectural styles,

    and is close to Vos village.

 

    -Bal Fell-

 

    The "City of Stone," an ancient First Era ruin in the southeastern

    islands and promontories of Azura's Coast. The site has a nasty

    reputation, and several Telvanni wizards currently have competing camps

    of hirelings and adventurers exploring and looting there. Legend says 

    that Bal Fell was built on the site of an ancient Daedric worship 

    center.

 

-The Ashlander Ahemmusa Tribe-

 

    A permanent settlement at Ahemmusa camp on a rocky promontory at the 

    northeastern tip of the Vvardenfell mainland in the Azura's Coast region.

 

 

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The Bitter Coast

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    The western coast of Vvardenfell from Seyda Neen north to Gnaar Mok is

    called the Bitter Coast. The salt marshes and humid swamps of this region

    are uninhabited, with the only settlements found at the good harbors of

    Gnaar Mok, Hla Oad, and Seyda Neen. Also called the Smuggler's Coast, the

    region's secluded coves and islands provide refuge for criminal trade,

    and the frequent rain and fog hides small boats from Excise cutters.

 

-Seyda Neen-

 

    The piercing light of the Grand Pharos at the mouth of the harbor of the

    port village of Seyda Neen is a beacon to mariners throughout the Inner 

    Sea. Most visitors from the Empire make landfall at the port of  Seyda

    Neen, where they are processed by the Imperial Census and Excise

    Commission agents of the Coastguard station. The Coastguard cutters

    docked here control smuggling and piracy on the Inner Sea.

 

-Hla Oad-

 

    A tiny isolated fishing village on western Vvardenfell in the Bitter

    Coast region. A rough track along the River Odai connects Hla Oad with 

    the town of Balmora.

 

-Gnaar Mok-

 

    A tiny island fishing village in the Bitter Coast region of

    western Vvardenfell.

 

 

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The Grazelands

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    The regular rain and dark soils of the Grazelands produce the rich

    grazing for Ashlander herds that give the region its name. The region

    lies in the northeast of Vvardenfell, sandwiched between the Ashlands and

    Azura's Coast. Permanent settlements include Vos village and the towers

    of Tel Vos and Tel Fyr. The Ashlanders of Zainab camp move their herds

    across the plains in search of fresh grazing. There are no roads or

    tracks, but travel is easy across the open plains.

 

-The Ashlander Zainab Tribe-

 

    A permanent settlement at Zainab camp, near the village of Vos in the 

    Grazelands region.

 

 

 

 

 

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Molag Amur

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    Located inland in the southeast of Vvardenfell, Molag Amur is an

    uninhabited wasteland of rocky hills, steep-sided ravines, lava pools,

    and barren ash pavements. Pathfinding and travel is extremely difficult

    in this trackless wilderness, and is complicated by frequent ash storms.

    The Ashlanders of Erabenimsum camp hunt game here, but few others venture

    into this region. The worst part of Molag Amur, called the Great Scathes,

    is considered impassible even by the Ashlanders.

 

-The outpost at Molag Mar-

 

    A fortified stronghold on the southeastern edge of the desolate Molag  

    Amur region. Pilgrims bound for the nearby pilgrimage sites at Mount

    Assarnibibi and Mount Kand take refuge at the outpost's hostels,

    comforted by the garrison of Redoran and Buoyant Armiger crusaders 

    stationed at the stronghold.

 

-The Ashlander Erabenimsum Tribe-

 

    A permanent settlement at Erabenimsum camp, an isolated hut settlement in 

    the middle of the desolate Molag Amur region.

 

 

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Red Mountain

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    The dominant feature of Vvardenfell, Red Mountain, is a vast volcano in

    the center of Vvardenfell. The outer slopes are steep and rugged, and the

    crater is deep and dotted with surface lava. The Ghostfence, a magical

    barrier which blocks travel as well as seals in the harmful,

    disease-laden weather called 'blight,' rings the volcano's outer slopes,

    and is broken only at Ghostgate. Within the Ghostfence, rain never falls

    and the sun never shines; the only weather is the red and deadly

    ash-blight.

 

-Ghostgate-

 

    The gate citadel of the Ghostfence Ordinator and Buoyant Armiger 

    garrisons. Ghostgate sits astride the only gap through which the 

    monstrous hosts of Dagoth Ur might emerge from Red Mountain to threaten

    the rest of Morrowind. The Ghostfence itself is a colossal magical

    artifact that completely encircles Red Mountain and prevents the Blight

    from spilling its corruption across the rest of Vvardenfell.

 

 

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West Gash

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    The western highlands of Vvardenfell are called the West Gash. The region

    extends from the Sea of Ghosts on the northwest coast to the inland town

    of Balmora, where the region is sandwiched between the Bitter Coast and

    the Ashlands. The trading village of Gnisis is north of Ald'ruhn, and the

    fishing villages of Ald Veloth and Khuul lie on the north coast. The town

    of Caldera lies near Balmora. The herds of the Ashlanders of Urshilaku

    Camp grazes on the sparse but hardy highland vegetation.

 

-Balmora-

 

    The district seat of House Hlaalu, and the largest settlement on

    Vvardenfell after Vivec City. Good roads lead north to Ald'ruhn and south

    to Caldera, Seyda Neen, and Vivec City. The Imperial Legion garrison of

    Fort Moonmoth lies south of Balmora.

 

-Caldera-

 

    A recently chartered Imperial town and mining corporation. The Caldera

    Mining Company has been granted an Imperial monopoly to remove raw ebony

    from the rich deposits here. Caldera has the appearance and flavor of a

    Western Imperial town.

 

-Ald'ruhn-

 

    The district seat of House Redoran, and a large settlement. The Redoran

    Council chambers are located inside the shell of an ancient extinct giant

    crab. Tracks lead north to Maar Gan and Gnisis villages and south to

    Balmora.

 

-Gnisis-

 

    A small mining and trade village astride the silt strider caravan route

    between the northwest West Gash and Ald'ruhn.

 

-Ald Velothi and Khuul-

 

    Tiny fishing villages on the northern coast of the West Gash.

 

 

 

 

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Sheogorad

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    The large island of Sheogorad lies north of Vvardenfell. This island and

    it’s associated lesser islands are a maritime wilderness extending north

    from Vvardenfell into the Sea of Ghosts. The region is largely hostile

    and uninhabited, with two small villages at Ald Redaynia and Dagon Fel.

    Only Dagon Fel is reached by ship services; all other island-to-island

    transport must be provided by the traveler.

 

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