The Deshaan Plains, Deshaan or the Central Plains are the central grazelands located on the mainland of Morrowind. The traditional Dunmeri capital, Mournhold is located in the center of the region atop of Lake Amaya.
The Redolent Loam region of Deshaan is the epicenter of House Hlaalu activity in all of Morrowind, and it is the most settled area in Deshaan. The capital of the region is the Hlaalu Capital of Narsis, which is located on the southern banks of Lake Hlaalu. The Obsidian Gorge in the northeast is an important trading pass that garners attention between Mournhold and Narsis. Many Daedric ruins dot the pass and give it an ominous feeling to it, but regardless, the trading post has made tons of success. The whole area centers around Lake Hlaalu, a medium-sized lake that provides a variety of river fish to the surrounding settlements such as Narsis and Serkamora. The Loam leads to the Varanis region in Stonefalls.
The Lagomere region is the more mountainous compared to the rest of Deshaan, and it mostly benefits from this, due to the growing demand for Kwama Food. The capital of the region is the Morrowind Capital of Mournhold, and it is surrounded by Lake Amaya, a large lake that the denizens of Deshaan benefit from, especially the local Ashlanders Tribe. The Mabrigash Tribe of Ashlanders live in a secluded vale in Lagomere known as the Vale of the Ghost Snake. The Vale is also home to the Giant Snake population in Deshaan. The Shad Astula Academy of Magic is established in northern Lagomere and serves as the go-to place to learn about Magicka in Deshaan. The Dunmer take advantage of the rocky landscape by building a series of Kwama Eggmines throughout Lagomere, one of the most profitable ones is Deepcrag Den, which is located near the Shadowfen border. Lagomere leads to the Reticulated Spine region in Shadowfen.
The Siltreen region is a more open area compared to the rest of Deshaan since it leads into the Padomaic Ocean. There is no city located in Siltreen. However, the Tal'Deic Fortress built by House Redoran is the main settlement in the region, but it serves as a military outpost rather than a city. Siltreen has seen a flux of Argonian Immigrants that had come from Thornmarsh and Shadowfen. They had created the settlement of Silent Mire which produced large quantities of Saltrice in great big fields. Northern Siltreen has many ruins that date back to the Merethic Era. The Shrine of Saint Veloth is the final resting place of Saint Veloth and the keeping grounds of Veloth's Judgement. The ruins of Eidolon's Hollow haunt Siltreen ever since the Llodos Plague Incident in the Second Era.
The Kagouti is a large bipedal predator that can be found by themselves in the wilds of Stonefalls. Kagoutis are a distant relative of the Alit and the Guar as they have a similar build to them but with plated scales and a large forehead that makes them battle-heartened creatures. A single Kagouti can demolish a caravan in the matter of a single ram and make a significant dent in a stone wall. Kagoutis are utilized as mounts in the region, and it is no surprise.
The Alit is another bipedal predator but they are found in small packs of two in Stonefalls. Alits resemble Kagoutis but without the armor and with dark-green scales that make themselves blend in with the environment. They also have a more grimacing face that makes them unwanted; this cannot be said about their hide. Their hide is precious to the local Ashlanders as well as Merchant Lords in Dune. They have large claws that can dig through almost anything and beady yellow eyes that make them very menacing.
The Netch is a very versatile creature for the Dunmeri people and are plentiful throughout Morrowind and Vvardenfell. A Netch's Leather can produce the finest leather and the most durable Bonemold Armor while the Netch Jelly is used for poison and can paralyze someone for a couple of seconds. Netch is large creatures with long tentacles that float around the Inner Sea or other bodies of water and come in three variants. The Bull Netch is the alpha male, the Betty Netch is the female, and the Netch Calf is the young baby. Netches have a defense mechanism where they release a very foul odor.
The Kwama is more versatile than the Netch, and it shows since the Kwama Eggs are one of the biggest industries found in Morrowind. Kwamas are large insects that create large colonies known as Eggmines, and they produce many things such as Eggs, Scrib Jelly, Scrib Jerky, and Kwama Cuttle, all of which are sought out by Dark Elves. Kwama varies in different working class that benefits the Eggmine in one way or the other. The Kwama Worker are the bread and butter of the operation, they take care of the Queen and expand the mine. Kwama Warriors protect the Eggmine from foreign invaders such as the Dunmer Miners that harvest the Kwama. The Scribs are the scrubs of the group and are usually were the Jelly and Jerky come from. They are harmless, but they can paralyze someone for a couple of seconds. The Kwama Queen produce the Eggs that are considered so valuable but approaching one is a death sentence since the entire colony would be alerted and would kill you.
Giant Wasps are the most repulsive creature to embrace the Deshaan Grazelands. These Wasps are large insects that can swarm a passerby and kill them in a matter of seconds. They have a long proboscis and large thorax with a deadly stinger. They are usually alone which makes them easier to kill then attacking a swarm of significantly smaller wasps that are half the size of a Bosmer. They also have large compound eyes on a relatively small head. Their wings buzz so fast that it leaves afterimages in its wake. When someone encounters a Giant Wasp and dies in the act, a baby is implanted into the dead body, and it hatches out of the stomach, leaving a gaping hole in the corpse.
Deshaan has the greenest pastures seen on this side of Tamriel with the only thing coming close are the northern Grazelands seen in Vvardenfell and the Whiterun Hold seen in Skyrim. Deshaan emphasizes the alien-like terrain that Morrowind has accumulated from foreign tourists with the Emperor Parasol that tower over city buildings and the Xylaria plants that long tendrils that squirm around in the air. There are many farmlands located throughout Deshaan such as the Silent Mire fields in Siltreen and the Muth Gnaar Hills in the Redolent Loam. The primary crop grown in these areas is Saltrice, which is used in all sorts of Healing Potions and Concoctions. Other wildflowers such as Flax and Ironweed are grown in Deshaan and its surrounding areas so they can be used to create spun Light Armor. The Emperor Parasols had been studied by the Dunmer of House Telvanni, and they used it to build their homes and cities. The cities of Sadrith Mora and Port Telvannis have been constructed using the research gathered from those big mushrooms. Emperor Parasols grow Emperor Parasol Moss, which is used in Alchemy to create Health Poison and Magicka Potions.
Deshaan is the political center of Morrowind and is the epicenter of society in Resdayn. Two of the Great Houses and one of the former ones has a capital with the Deshaan Countryside and maintain their other cities from there. The city of Narsis is the capital of the former House Hlaalu. What makes Hlaalu different from the rest of the Houses is their acceptance of Imperial Society, and this is what made them a Great House. They are also more peaceful and less xenophobia then any other houses which make them more popular with foreigners. Hlaalu has a snakes grip on Deshaan and more specifically in the Redolent Loam region of Deshaan. They have plantations throughout Deshaan, Varanis, and Zabamat.
House Indoril was the former leading house among the five for its relationship with the now defunct Tribunal Temple. Indoril owns the biggest city in Morrowind, the city of Mournhold and the surrounding town of Almalexia. Indoril is a very strong house that was able to tackle the combined forces of the Daggerfall Covenant in Stonefalls. Indoril heavily enforces the Tribunal religion because of their historical ties with them. Indoril's name came from Indoril Nerevar, a Chimer warrior from the War of the First Council. He was the leader of the Tribunal and the lead a great example for the Dark Elves. Indoril holds the Lagomere and Siltreen regions of Deshaan, so they have import coming from Dres and the Padomaic Ocean.
House Dres is the epidemy of Dunmeri brutality and xenophobia, and it shows. A typical piece of advice for literally anyone is "Do not cross Dres" because of you provoke them in any way possible; you will become a slave. Dres has the least amount of territory but has business throughout Morrowind and Vvardenfell. The city of Tear is the capital of House Dres and is located in the Southern Marshes. Tear gets traction from a lot of places but more specifically from Black Marsh and Elsweyr. Dres Warriors take innocent people whether they are alien races or their own and make them slaves. The Dres are not xenophobic; they are just greedy.
Before 3E 427, the main religion of Morrowind was the Tribunal Temple, and it was based in Mournhold. The religion consists of three deities which are Almalexia, Sotha Sil, and Vivec. All of whom were great warriors dating back to the War of the First Council, before the Dwarves' disappearance. They had many locations related to them; theses places include Almalexia City, Vivec City, Sotha Sil City, and Ghostgate. The whole religion is dedicated to them, and it is more of people worshipping them. Almalexia resides in the Tribunal Temple located in northern Mournhold. They lost their divine power when Almalexia went insane, Sotha Sil was murdered, and Vivec disappeared.
The original religion in Morrowind was the House of Reclamations, which worshiped Azura, Boethiah, and Mephala. This religion was still celebrated during the time of the Tribunal, but only small pockets of groups have existed. One distinguished group was the Maulborn who worshiped Boethiah. The Ashlanders followed the New Temple and when it became mainstream, they were given more respect for it. The House of Troubles is the opposite of the Reclamations. The House included Molag Bal, Mehrunes Dagon, Malacath, and Sheogorath.
- Main article: Deshaan
The Llodos Plague in the SerkEdit
During the Alliance War, Mournhold served as the capital of the Ebonheart Pact. Deshaan had been inflicted by a new disease known as the Llodos Plague. The plague has spread through the region, and many citizens were afflicted. A couple of settlements were destroyed by the disease including Muth Gnaar and Serkamora (renamed to Quarantine Serk). A group is known as the Maulborn had risen from the region and began helping people in need. After a serious investigation by the Vestige, the Maulborn were taking afflicted citizens and turning them into mindless husk who destroy everything. An alchemist in the Serk known as Aerona Berendas found a cure to it to the disease. The Maulborn began to try and afflict the denizens across Deshaan with Plague Husk Scent.
After the situation in the Serk, the Maulborn traveled to Narsis and kidnapped citizens to infect them with the Llodos Plague. The guards in Narsis did not look into, and many residents assumed the house leaders would do nothing to prevent the spread of the disease. Councilor Ralden of House Hlaalu was given a choice to either close up the city thus preventing the plague from reaching the city or leaving it open to keep the trade flowing through Narsis. The Vestige and Naryu Virian of the Morag Tong were tasked with investigating the sudden disappearances in town. By Lake Hlaalu, the Maulborn camped out nearby and dumped Plague Husk Scent to infect the water supply. A dunmer man named Merdyndril wanted to test the toxin on Narsis by dumping it into Lake Hlaalu. Giron Sadri of House Hlaalu was working with the Maulborn and wanted the Vestige dead to bring the plague in. After finding the missing citizens, the Vestige confronted Sadri at the Narsis Ruins and arrested him. Narsis had been saved from the plague. The plague was used by someone named Magistrix Vox.
The Obsidian Gorge BlockadeEdit
House Hlaalu managed to track down the Maulborn to the Obsidian Gorge northwest of Narsis. The Hlaalu guard and Captain Diiril had cordoned the area to prevent any Maulborn agents from reaching Mournhold. Merdyndril, the creator of the Plague Husk Scent, is trapped in the Daedric ruins nearby. The Maulborn planned on inflicting the city of Mournhold with the disease to decrease support in the Tribunal. Beforehand, a scouting party was sent into the Obsidian Gorge but had not returned. The Vestige traversed the ruins to find that the Maulborn are protected from the plague by wards given to them by Magistrix Vox. After the Vestige had destroyed the wards, Diiril destroyed the crates containing the disease and fought a wave of Maulborn archers. The Maulborn had retreated, and the Hlaalu guard searched for Merdyndril in ruins. After finding his lair, Merdyndril afflicted Diiril with the plague and fought the Vestige. The Vestige kills both Merdyndril and the zombified Diiril and saves Mournhold from impending doom that is the Llodos Plague.
Uproars in MournholdEdit
After the blockade in the Obsidian Gorge, Mournhold was bustling with visitors from all corners of Deshaan. To keep track of all the new citizens, visitors would be registered into the city by the local Ordinators. Upon arriving at Mournhold, the Vestige is escorted to see Almalexia at the Mournhold Tribunal Temple. She gives the Vestige authority to search Mournhold for anything suspicious relating to the Maulborn. After investigating with Naryu Virian again, the Vestige found an entrance to the Mournhold Underground in the nearby House Dres Farmstead and traveled the sewers. The Maulborn was hidden underneath the city, planning to assault the city from underneath. The small army was led by Maulborn Commander Kalara, and after fighting her, Almalexia appears and finishes her off.
Assault on the Tribunal TempleEdit
A group of Maulborn led by Sathram escaped Almalexia's wrath in the sewers and took control of the temple in Northern Mournhold. The Maulborn had opened up multiple daedric portals with Dremora and Watchers coming out. Upon entering the Temple, the Vestige fought the droves of daedra one by one and eventually closed the portals in the Temple. With the daedra gone, the Vestige underwent different trails made by the Tribunal and gained access to the High Chapel to confront Sathram. Sathram was defeated, and Mournhold was saved by the Vestige. All is left is to capture Magistrix Vox who has taken the hammer, Veloth's Judgement away to Siltreen.
Restless Spirits in SelforaEdit
With Veloth's Judgement, Vox has brought the spirits in Selfora into a rage. They destroyed the town and forced the citizens to retreat into the local inn. The Vestige arrived into town and met with a spirit known as the Forlorn One, the only spirit not attacking anyone. With these visions, the Vestige found a way to defeat the Magistrix and defeated her echo in the Selfora Crater. The Vestige and Almalexia's Ordinators venture to the Shrine of Saint Veloth, her last known location.
Desecration at Saint Veloth's Shrine & the Battle of Eidolon's HollowEdit
Magistrix Vox fled to Eidolon's Hollow to the east and left the Shrine of Saint Veloth with a legion of daedra. Saint Veloth's spirit began to weaken due to the presence of the daedra. The Vestige arrives into the Shrine and restores the monument to its full glory. Saint Veloth gives them his blessing and points them to the Hollow. The Ordinators are camped out south of the Hollow, Almalexia tasks the Vestige into destroying the wards to get into the daedric ruins. Upon entering the ruins, a Chimer ghost reveal Urili Vox's past and her reasoning for attacking the Tribunal. Her son, Meram Vox was against everything the Tribunal stood for and followed the House of Reclamations which included Azura, Boethiah, and Mephala. Meram was murdered by Almalexia for treason, and Urili followed in Meram's footsteps. Through Boethiah's influence, she formed the Maulborn and created the Llodos Plague to ruin the Tribunal.
The End of the MagistrixEdit
Veloth's Judgement is a powerful hammer capable of Soul Trapping anyone. To rescue the souls captured by Vox, the Vestige must die and bring them back to life. Because of St. Veloth's Blessing, the Vestige remains in Tamriel and can bring the spirits back. With the spirit of Meram Vox, the Vestige brings the souls back and defeats Magistrix Urili Vox. Morrowind has been saved from Vox's wrath.
- Main article: Mournhold (Tribunal)
Deshaan and it's cities during the SimulacrumEdit
During the Imperial Simulacrum, the borders of Deshaan had been undefined. Many settlements had dotted the landscape, or at least it's general area. These towns include Riverbridge, Old Keep, Silnion Vale, Kithendis Falls, Andrethis, and Bosmora. The Eternal Champion had at one point visited the cities of Mournhold, Narsis, and Tear in their quest for a piece of the Staff of Chaos.
The Dark Brotherhood in MournholdEdit
In 3E 427, the Nerevarine had fulfilled the Nerevarine Prophecy by slaying Dagoth Ur atop of Red Mountain on Vvardenfell and ending the Blight affecting the denizens of Vvardenfell. One night, the Nerevarine was attacked by an assassin from the Dark Brotherhood sent from Mournhold. The Nerevarine arrived in Mournhold to find the assassin's contractor. In Mournhold, the Nerevarine traveled to Old Mournhold to find the leader of the Brotherhood, Dandras Vules and kill him. With news of their whereabouts, the Nerevarine reported their location and ended the Brotherhood chapter in Mournhold.
Helseth's Goblin ArmyEdit
The king of Mournhold, Athyn Llethan had died from unknown circumstances in 3E 427. His grandnephew, Helseth Hlaalu had taken his place as ruler of Mournhold. Helseth's rule has been controversial to Morrowind, Helseth had outlawed slavery and dismantled the traditional caste system implemented in Dunmeri Society. Fedris Hler of the Temple learned that Helseth had gathered a goblin army underneath the sewers. The army had two Goblin Warchiefs and two Altmer trainers organizing the army. The Nerevarine dismantled the army and saved Mournhold. It was revealed that Helseth was responsible for sending the Brotherhood to kill the Nerevarine. Helseth was pardoned by the traveler after Helseth had realized he made a huge mistake.
The Fabricant's Attack on MournholdEdit
After cleansing a Shrine of the Dead, and retrieving Barilzar's Mazed Band, the Nerevarine proved worthy to Almalexia and helped her in any affair afterwards. Some time later, Sotha Sil's Fabricants began to attack the city of Mournhold. The Nerevarine helped the guard fend off the Fabricants and was sent to Bamz-Amschend to investigate the sudden attacks. In the ruins, the Dwarven machines were fighting the Fabricants as well.
Fulfilling the Nerevarine ProphecyEdit
After helping Almalexia a lot, Almalexia was certain this traveler was, in fact, the Nerevarine. She told the traveler of Sotha Sil, his Clockwork City, and the machines he created. The Nerevarine was sent to forge the legendary blade, Trueflame to kill Sotha Sil at his Clockwork City. After forging the blade, the Nerevarine confronted Sotha Sil who died prior by Almalexia's hand. Almalexia had slowly gone mad from losing her divine powers and plans on killing the one person who caused it all, the Nerevarine. After a decisive battle, Almalexia was destroyed by the Nerevarine.
The Effects of the Red YearEdit
During the Red Year, the cities in Deshaan have suffered from Red Mountain's eruption. The area around Tear had been greatly disturbed. The ground had turned into mush, and the city was slowly sinking into the ground. The walls were cracking, and the people were trying their best to evacuate the premises. Despite the devastation, many citizens helped each other out, and hundreds were saved.
Mournhold had oddly enough survived from Red Mountain's wrath. Many residents in Mournhold grieved for their family members that lived in the cities of Vivec, Balmora, Ald'ruhn, and Sadrith Mora at the time of the eruption. Many blamed the Tribunal for causing the explosion while some praised the Tribunal for saving them. A House Redoran councilor in Mournhold ordered a relief effort to rebuild the settlements in Vvardenfell. Further news of the effort is unknown.
- Tal'Deic Fortress
- Kithendis Falls
- Silnion Vale
- Muth Gnaar
- Malak's Maw
- Shad Astula
- Deepcrag Den
- Silent Mire
- Mabrigash Camp
- Lake Hlaalu Retreat
- Old Keep
- Obsidian Gorge
- Forgotten Crypts
- Lower Bthanual
- Shrine of Saint Veloth
- Eidolon's Hollow
- Clockwork City
- The Corpse Garden
- Knife Ear Grotto
- Black Gate
- Vale of the Ghost Snake
- Lake Hlaalu
- Lake Amaya
- Mabrigash Burial Circle
- Shrine to Saint Rilms
- Grove of the Abomination
- Dire Bramblepatch
- Coiled Path Landing
- Smuggler's Slip
- Redoran Pier
- Muth Gnaar Hills
- Tal'Deic Grounds
- The Elder Scrolls III: Morrowind (Mentioned only)
- An Elder Scrolls Novel: The Infernal City (Mentioned only)
- The Elder Scrolls Online
- The Elder Scrolls: Legends (Mentioned only)
- ↑ The (Improved) Emperor's Guide to Tamriel: Stonefalls and Deshaan
- ↑ 2.0 2.1 2.2 2.3 Kyne's Challenge: A Hunter's Companion/Morrowind
- ↑ Kwama Mining for Fun and Profit
- ↑ Kyne's Challenge: A Hunter's Companion/The Black Marsh
- ↑ Vvardenfell Flora and Fauna
- ↑ 6.0 6.1 Great Houses of Morrowind
- ↑ 7.0 7.1 The Great Houses and Their Uses
- ↑ 8.0 8.1 Pocket Guide to the Empire, First Edition: Morrowind
- ↑ The Reclamations
- ↑ Events in Bad Medicine
- ↑ Events in Race For the Cure
- ↑ Events in For Their Own Protection
- ↑ Events in Unwanted Guests
- ↑ Events in Fighting Back
- ↑ Events in Hiding in Plain Sight
- ↑ Events in Death Trap
- ↑ Events in Payback
- ↑ Events in Plague Bringer
- ↑ Events in A Favor Returned
- ↑ Events in The Mournhold Underground
- ↑ Events in The Seal of Three
- ↑ Events in Rescue and Revenge
- ↑ Events in A Saint Asunder
- ↑ Events in Into the Mouth of Madness
- ↑ Events in Motive for Heresy
- ↑ Events in The Judgement of Veloth
- ↑ Events in Dark Brotherhood Attacks
- ↑ Events in Hunt the Dark Brotherhood
- ↑ Pocket Guide to the Empire, Third Edition: Morrowind
- ↑ Events in The Goblin Army
- ↑ Events in The Shrine of the Dead
- ↑ Events in Barilzar's Mazed Band (Quest)
- ↑ Events in An Attack on Mournhold
- ↑ Events in Investigate Bamz-Amschend
- ↑ Events in The Blade of Nerevar
- ↑ Events in The Mad God
- ↑ The Red Year, Vol. I
- ↑ The Red Year, Vol. II