Lore:Places G

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Gaiar Alata[edit]

Gaiar Alata, also known as Paradise, was a plane of Oblivion created by Mankar Camoran. Using the Mysterium Xarxes, the realm was created by Camoran as a pocket dimension within the Deadlands itself. The Mysterium Xarxes served as both the gate and the key to realm, thus in some sense the book was Camoran's Paradise. Mankar Camoran himself acted as the "anchor" for Paradise, much like a sigil stone anchored an Oblivion Gate in place. Despite its name, the plane was a Paradise only for Camoran and his children; for his followers, it was a prison and torture chamber. Mankar's throne was located in Carac Agaialor, his palace built in the Ayleid style which was common in Paradise. Gaiar Alata was destroyed during the Oblivion Crisis.

Galen (Systres)[edit]

Galen is the westernmost island of the Systres archipelago, northwest of High Isle and west of Y'ffelon. Its main hub is the city of Vastyr, which was controlled by House Mornard during the Interregnum. Druidic ruins on were discovered on Galen, fixing the idea of its Breton history into collective imagination. The Druids of Galen were able to instill magic on Y'ffelon to balance nature and bring life to the land. There are a variety of remote parts of the island. Galen has three distinct biomes, from the colonized plains to the south, forests dotted with ruins to the wests, and dark dense jungles of the north. Like the rest of the archipelago, it is volcanic, and this is primarily seen in the area around Embervine, Ivyhame, and Llanshara near Y'ffelon.

Galen (lake island)[edit]

Galen was a legendary location of sacred worship of Y'ffre. According to some tales of the Druidic oral tradition, it was an island in a lake where Y'ffre's heart could be felt beating, despite it being in High Rock on Nirn, the realm of mortals. According to the tales it was there, where ancestors of the modern Druids heard the songs and learned to tend the groves. Some of the stories claim that the northwestern island of the Systres archipelago was named after the lake island of Galen.

Ganonah[edit]

Ganonah is a region of the Deadlands, Mehrunes Dagon's plane of Oblivion. The region's clan of Dremora were the ones that invaded Kvatch at the start of the Oblivion Crisis in 3E 433. The Sigil Keep of Ganonah is located on the northern end of the region and is called the Blood Feast.

Gardens of Flesh and Bone[edit]

The Gardens of Flesh and Bone are an ancient ruin and root tunnel complex located just west of the town of Passwall inside the Fringe, the walled-off region of the Shivering Isles to which mortals are confined until they receive Lord Sheogorath's "gift" of madness and can enter the realm proper.

Like all ancient ruins found in the Isles, it is a relic of the Predecessors, the mortal inhabitants of the realm whose civilization was wiped out in a previous Greymarch. By the Third Era, root tunnels had broke through into the ancient subterranean halls of the Garden.

Garlas Malatar[edit]

Garlas Malatar, meaning "Cavern of the High Wood" in Ayleidoon, was the westernmost outpost of the Ayleid Empire in the First Era. The city watched over the Abecean Sea, and was known for a brilliant beacon called the Guiding Light that shone above it and was visible from great distances; the Guiding Light was fueled by the light of the Daedric Prince Meridia herself, and was proof of her favor.

During the fall of the Ayleid Empire, King Narilmor sealed Garlas Malatar to protect an artifact gifted by Meridia called the Wrathstone, and it has been claimed that the city was ultimately destroyed not by the forces of the Alessian Empire, but by internal conflict or sabotage brought on by Narilmor's increasingly ruthless rule.

The city's ruins were located on a small island along the Gold Coast of western Cyrodiil, northwest of Anvil, and consisted of an underground complex sometimes known as the Depths of Malatar. The complex also connects to an isolated cove along the northern coast known as the Cove of the Guiding Light.

Gavaudon[edit]

Gavaudon is a region in central High Rock, within the larger region of Stormhaven. It borders Menevia to the west, Wrothgar to the north, and Mournoth to the east. The region contains the town of Wind Keep, the Ayleid ruins of Norvulk, as well as the enormous ruined statue called the Weeping Giant. It is the home of the Dumontes, an old clan known for having a considerable familial connection with the Direnni.

Gavaudon offers rich alluvial soil due to the Bjoulsae River flood plains, but the threat of vampire attacks and Orc raids from the mountains weeds out all but the most hardy frontiersmen. Around 2E 582, the region was considered a fiefdom.

Lake Geir[edit]

Lake Geir is a lake in the western Rift. Ivarstead is built on its western shores. The lake is fed by Treva River and is drained by Darkwater River. It is named after Archmage Geirmund, a First Era wizard who died nearby in a duel with Sigdis Gauldurson, the son of Archmage Gauldur. A tomb for the Archmage can still be found on the largest island in the lake.

Ghostgate[edit]

Ghostgate was the main gateway through the ancient Ghostfence artifact to the Red Mountain region, which prevented monsters affected by The Blight from leaving. Ghostgate housed a large Tribunal Temple and contingents of both Buoyant Armigers and Ordinators. The two towers of Ghostgate, called Dusk (west) and Dawn (east), were constructed alongside the Ghostfence after many failed campaigns to defeat Dagoth Ur following his 2E 882 reawakening.

Sea of Ghosts[edit]

The Sea of Ghosts (also known as the Ghost Sea or the Northern Sea) is the body of water that consists of the northern coast of Tamriel, the eastern coast of Morrowind, and the southern coast of Atmora. It is a part of the Padomaic Ocean, which consists of the north and east seas of Tamriel. The Sea of Ghosts is not easy to navigate. It took some time for the people of Tamriel to explore these misty waters, which are often riddled with glaciers and icebergs. The Sea of Ghosts acquired its name from the ancient tale of Skyrim, known as Yngol and the Sea-Ghosts which refers to the death of Ysgramor's eldest son, Yngol, at the hands of the "Sea-Ghosts". The Sea of Ghosts host its own variety of animals that are not commonly found in other parts of the continent, specifically horkers and chub loons.

Giant's Tooth[edit]

Giant's Tooth is an island off the coast of Skyrim, located in the Sea of Ghosts northeast of Winterhold. It is reachable by ferry from Dawnstar.

The island was known for the temperate environments found within Iron Tusk Cave. The humid environments within this cave allowed for the survival of a grove of Ironwood trees. By the Fourth Era this once common tree was rendered nearly extinct in Skyrim, no longer being found at such northern latitudes.

Circa 4E 201, the island was populated by giants. They had set up a camp outside Iron Tusk Cave, killing the fishermen who were already encamped there. According to some accounts, the Last Dragonborn journeyed to the island that year to obtain some Ironwood Fruit for use in a cure for a man in an advanced state of ataxia. However, it is uncertain if the Dragonborn ever stepped foot on the island.

Giants' Gap[edit]

Giants' Gap is a region in the central area of The Pale, in the province of Skyrim. It makes up the open area south of the Dawnstar and the Northern Coast, and is surrounded on many sides by the Pale Mountains. The Yorgrim Forest is found in the southeastern part of the Gap. The Gap blends into the White River Valley of Whiterun.

Gideon[edit]

Gideon is one of the eight major cities in the province of Black Marsh, situated in the flooded hillscape of Blackwood. Gideon is a sleepy frontier town that serves as a gateway to the greater and treacherous expanse of the province, but it also hosts a melting pot of cultures, from the modern-day Imperials of the Nibenay and the Argonians of Blackwood, to the Barsaebic Ayleids and the Kothringi that formerly lived in the region. Gideon is often visited and settled by hunters, dealers in herbs, and other professions that seek out Black Marsh's wonders. Back when it was an Ayleid city, it was known as Twyllbek.

Gilane[edit]

Gilane is one of the eight major cities in the province of Hammerfell, and is located on the south-central coast near the Abecean Sea, across the isthmus toward Hew's Bane. In the Third Era, the city was the seat of power for the eponymous Kingdom of Gilane.

Gil-Var-Delle[edit]

Gil-Var-Delle (also known as Gilverdale) was a town in southern Valenwood, located west from Elden Root and north of Southpoint in Grahtwood region.

Glacier Crawl[edit]

Glacier Crawl is a network of icy passages found in the Western Reach of eastern High Rock, near the border of Hammerfell. It is inhabited by blue-skinned humanoids known as the Ice Tribes, and dangerous flying creatures known as rays.

One of the airships that once sailed the sky to collect the seven Star Teeth crashed into the glacier. The Ice Tribes raided the ship, taking their Star Tooth and trapping the crew, who were left to die. The spirit of Captain Nym remained to haunt the ship. In 3E 397, the Soul of Conflict came in search of the Star Teeth, which were needed to fight the growing forces of shadow. The adventurer recovered the Star Tooth from the Chieftain of the Ice Tribes, and spoke with Captain Nym, whose spirit was eased by the reunification of the Star Teeth, the defeat of the Ice Tribes, and the impending battle against the Umbra' Keth.

Glademist[edit]

Glademist is an area in the Great Forest of Cyrodiil, located far northeast of the city of Chorrol. It lends its name to three notable places: the historical Fort Glademist, a cave network just off the Orange Road called Glademist Cave, and the region of Glademist Fields.

During the Alliance War of 2E 582, Fort Glademist was an expansive and strategically important keep. It had its own farm, mine, and lumbermill, and was heavily fortified. It was initially located within the territory held by the Daggerfall Covenant. The fort changed hands many times over the course of the war. The region of Glademist Fields was found to the southwest of the fort, and was plagued by Black Dagger ambushes during the war.

The fort was later abandoned and neglected until nothing remained. In 3E 433, the Blackwood Company set up camp in Glademist Cave during an ill-fated attempt to expand out of Leyawiin. Like all natural caves, these tunnels once served as the capillaries of Nirn, pulsing with the divine essence of the Aedra. After clearing out the resident monsters, the Company heavily fortified the caves. After his expulsion from the Fighters Guild, Modryn Oreyn turned to unorthodox tactics in his campaign to discredit the Blackwood Company. His first step was kidnapping one of their leaders, Ajum-Kajin, who had taken up residence in Glademist. The Hero of Kvatch entered the caves, killing the Company guards and bringing Ajum-Kajin back to Chorrol for interrogation. The caves were subsequently reclaimed by monsters from the wilderness.

Gladesong Arboretum[edit]

Gladesong Arboretum, also known as Druidic Grove was a druidic settlement located south of Clohaigh in the mountainous region of the north-central part of the island of Galen. The tranquil ambiance of the arboretum was complemented by the gentle sound of a waterfall, harmonizing with the soft melody of the wind as it whispered through the towering trees. Carved stone shelters offered cozy living quarters, each opening onto breathtaking vistas. The flora surrounding the settlement exhibited a rich diversity, featuring plants such as daylily, gorse, begonia, dogwood, beech, and fern.

Glenbridge[edit]

Glenbridge is a settlement located in the southeast hills of Blackwood, in the province of Black Marsh. Glenbridge is built around a ruined xanmeer dedicated to Sithis, an ancient deity of the Argonian people. The Nisswo of Glenbridge believe that the xanmeer's dilapidated state is the work of their god, whose core being is chaos and change. Many visitors from all over Tamriel, Argonians or outsiders come to the shrine to either worship Sithis or marvel at the architecture.

Glenpoint[edit]

Glenpoint is an inland march in the province of High Rock, specifically found on the mainland portion of the Iliac Bay region. Despite its proximity to the Kingdom of Daggerfall and the urban Iliac Bay, Glenpoint is a remote region, split between the large mountain that encompasses the southeast and the forests of High Rock. Most of the region is found within a wooded highlands biome. The Knights of the Owl is the march's knightly order and they are sworn to protect both the royal family and their country.

Glenumbra[edit]

Glenumbra is the western peninsula of High Rock separating the Iliac Bay from the Eltheric Ocean. The peninsula's geography is a mix of rugged woodland and fetid swamps. Snag-weevils have been known to plague the area, and werewolves are particularly prevalent. The famed city of Daggerfall is found along the coast of the southern region of Daenia. The forests of Daenia give way to the Cambray Hills, the central region of Glenumbra, which is home to the city of Camlorn and the marshland of Hag Fen. Farther north is King's Guard, which takes its name from the mountain range which separates Glenumbra from Stormhaven and Rivenspire. Farwatch is a coastal region between Daggerfall and Camlorn. Numerous other settlements are scattered throughout Glenumbra, such as Crosswych, a town in eastern King's Guard along the land route to and from Daggerfall. The peninsula is home to Cath Bedraud, the great cemetery where monarchs of High Rock are interred, as well as Glenumbra Moors, the site of the famous Battle of Glenumbria Moors.

Glenumbra Moors[edit]

Glenumbra Moors is a small area in central Glenumbra in High Rock, best known for being the site of the famous Battle of Glenumbra Moors.

The battle took place in 1E 482 between the Alessian Order and the Direnni forces. Powerful individuals fought on both sides: Aiden and Raven Direnni, King Hoag Merkiller of Skyrim and King Laloriaran Dynar of Nenalata all fought on the Direnni side, whereas the mighty werewolf Faolchu fought on the Alessian side. The Alessian Order lost the battle, although the losses suffered by the Direnni are said to have led to their eventual downfall.

In 2E 582, after Angof the Gravesinger raised Faolchu, the Vestige visited the battle site in search of a way to kill him, and traveled back in time to experience a part of the battle with the help of the Mages Guild.

Glimmertarn[edit]

Glimmertarn is the largest druidic settlement on Galen, one of the islands of the Systres Archipelago.

It was primarily inhabited by the members of the Stonelore Circle, though it also housed some members of the Eldertide Circle.

Gloommire[edit]

Gloommire (also spelled Gloomire) is a swampy region on the southern side of Blackwood, in the province of Black Marsh. It borders the Blackwood Bog to the north and the Niben Forest to the west. The city of Gideon, originally inhabited by the Kothringi, can be found here. Notable locations include Glenbridge, Rockgrove, Stonewastes, and Xi-Tsei.

Gnaar Mok[edit]

Gnaar Mok was a financially deprived fishing village located on an island in the Bitter Coast region of Vvardenfell. The local Hlaalu manor dominated the village; the Thieves Guild also operated out of a dilapidated hut in town. The road to Gnaar Mok from Ald'ruhn was a long and exceptionally unpleasant walk, made perilous by the lack of trails or marked routes and casual travelers being ill-equipped for the attacks of wild beasts and brigands, making it preferable for them to instead keep to the roads and travel services.

During the Second Era, Gnaar Mok was not a settlement but rather the site of a Arenim Manor, consisting of a mansion and a warehouse; however, an area known as Gnaar Mok was a stop for Silt Strider caravaneers during this time. In 2E 582, Councilor Dolvara of House Redoran resided in the manor, and was later assassinated in it by the Morag Tong.

In 3E 410, Sixth House bases were founded near Gnaar Mok, with its operatives exploiting smuggler organizations and communications to spread their influence among victims unbalanced by Dagoth Ur's dream sendings. By 3E 427, a number of huts had been built around the manor, turning it into the settlement of Gnaar Mok. That year the Boots of Blinding Speed were seen in the possession of a Redguard by the name of Peminie, who asked the Nerevarine for safe passage to Gnaar Mok. The Nerevarine complied, and received the boots upon leading her there. The Nerevarine was then informed by locals that Peminie was in fact a wanted felon; upon interrogation, she became hostile and had to be killed.

Gnisis[edit]

Gnisis (also spelled G'nisis) was a small kwama-mining and trading village found in the northwest sea bluffs of Vvardenfell. Built over the River Samsi in the northern edge of the West Gash, it was a historical town under the jurisdiction of the Great House Redoran. It was noted for its cave dwellings and Redoran-style architecture. Gnisis was centered around the local Tribunal Temple and the Shrine of Justice, one of the Shrines of the Seven Graces that were visited by pilgrims of the temple. It was here that the Warrior-Poet, Vivec and his refugees were buried in gray ash, and he had to feverishly save them from death. The Velothi tower of Arvs-Drelen is found on the cliffside, directly on top of the western gate.

Gnoll Mountain[edit]

Gnoll Mountain (also called Winter's Peak) is a large mountain located in the snowy peaks of the Jerall Mountains, in the province of Cyrodiil. It is located exactly east of the county seat, Bruma, separated from the city by the Silver Road. It is the highest elevated point in the province and at the pinnacle of the mountain lies Frostcrag Spire, a magical tower built by the Arch-Mage of Cyrodiil's Mages Guild. On the southern face of the mountain is the province's Shrine of Namira, which is strategically hidden from the Silver Road in the west. And on the northwest point lies Dragonclaw Rock, a visually distinct landmark that marks the end of the Silver Road.

Gold Coast[edit]

The Gold Coast, also called the Strident Coast, makes up the western coastline of Cyrodiil, bounded by the Brena River to the north and the Strid to the south. Aside from the occasional farmlands, the main feature of the region is Anvil, a major port city. Other historical settlements in the area include Crowhaven, Garlas Malatar, Kvatch, and Sutch.

The Cove of the Guiding Light is an isolated cove along region's the northern coast, named for the great beacon of Meridia that once shone above Garlas Malatar and served as a major landmark for sailors prior to its extinguishment after the Alessian Slave Rebellion.

Gold Road[edit]

The Gold Road runs east to west between the Imperial City and Anvil, passing through Vlastarus, Skingrad, Ostumir and Kvatch.

Goldfolly[edit]

Goldfolly (formerly known as Faltonia's Promise) is a ruined stronghold found on a crossroad in the region of Grahtwood, within the province of Valenwood. Goldfolly is an abandoned prospecting settlement, owned by the eponymous, Faltonia Salvius. It is now a settlement owned by the Wood Orcs that once worked for Faltonia.

Gonfalon Bay[edit]

Gonfalon Bay is the largest settlement on the Systres Archipelago and its main port-of-entry. It is specifically located in the eponymous bay on the southeast coast of High Isle, in a region known as the Sapphire Coast. The city was built by a contingent of Breton and Colovian workers that lived on the isles to build ships for the great armada, the All Flags Navy. Since then it is the island's center of commerce and boasts the majority of High Isle's population. Perhaps the biggest attraction to the city is the Colossus of Gonfalon Bay, a large edifice of Baron-Admiral Bendu Olo, a wonder of the world.

Gonfalon Head Lighthouse[edit]

The Gonfalon Head Lighthouse is a tower that anchors the western end of Gonfalon Bay (both the large bay and the eponymous city) in the Systres Archipelago. As its name suggests, it is named after Gonfalon Head, which stands on the Sapphire Coast of southern High Isle. The beacon is a monument blessed by Kynareth, the goddess of the winds and sea, and a beloved landmark by local mariners. An order dedicated to Kynareth uses her idol to start the divine light at the top.

Gorne[edit]

Gorne is a lush Indoril-ruled island off the eastern coast of Morrowind, in the Indoril District. It was first charted by Topal the Pilot in the Merethic Era. Gorne lies directly to the north of Necrom. The island is home to a giant monstrous skull formation, which aligns with the anatomy of the supposed rib-like protrusions of the creature Gulga Mor Jil that makes up Necrom's foundations, and the Great Arm formation to the city's west.

Many strange creatures found nowhere else in Tamriel inhabit Gorne. Among them is the Gorne Striped Wolf, a breed of a giant wolf that terrorized the island's settlers until they were suppressed in an event called the Troubled House Hunt. These wolves are used as mounts due to their large size. Another species said to have inhabited the isle are giant creatures known as bat lizards, a supposed ancestor to cliff racers that could grow to the size of ships. Although nymphs are not unique to Gorne, they can also be found there.

In the First Era, the island was home to a small village, also called Gorne, and an Indoril estate known as Sandil House.

By 2E 582, Gorne was considered to be part of the Telvanni Peninsula, but remained under Indoril stewardship as an asylum for mentally unstable and magically insane Telvanni mages. It suffered a Daedric incursion from the Shivering Isles that year.

Gottshaw Inn[edit]

The Gottshaw Inn and Tavern is a remote inn located along the Gold Road, within the province of Cyrodiil. It is directly west of the city-state of Kvatch. Though it may be an insignificant lodge, the Gottshaw has historically been a part of the Gold Coast, from as far as the Interregnum in 2E 579.

Graddun Spring[edit]

Graddun Spring is a coastal settlement located on the northwestern part of Summerset Isle, northwest of Cloudrest.

Grahtwood[edit]

Grahtwood, previously known as the Kingdom of Grahtwood, is a large region which forms southeastern Valenwood. Much of it is covered in impenetrable jungle, though a western portion of the region was devastated by Molag Bal circa 1E 2920 and has never recovered. The Tarlain Heights lie west of Green Hall, and the coastal region south of both areas is known as Longcoast. Many cities and settlements can be found in Grahtwood, including Haven, Cormount, Goldfolly, Southpoint, and Elden Root. Historically, the walking city Falinesti settled in Grahtwood during the winter.

Many races besides the Bosmer have made Grahtwood their home. Orc strongholds are not unheard of, and numerous Ayleid ruins dot the landscape. The Bosmer have allowed both Imperials and Argonians to establish autonomous settlements in their land. In fact, men have been coming from Cyrodiil to seek great wealth from Grahtwood's resources since the First Era. Non-native Bosmer who return to their ancestral homeland are frequently drawn to Grahtwood. As a result, relations between them and native Bosmer are particularly tense in the region, and this has often led to conflict. In 2E 489, the Blacksap Movement was founded with the aim of formalizing the Bosmeri approach to the Green Pact, and thereby prevent any further violent "misunderstandings" between the two groups.

Grand Topal Hideaway[edit]

Grand Topal Hideaway is a small volcanic island off the east coast of Topal Island, in the middle of Topal Bay. It mostly consists of sandy beaches with shallow waters, a variety of tropical and deciduous trees, and a large active volcano. Due to the volcano's constant trembling, it is believed that an eruption could destroy the entire island.

Granite Hill[edit]

Granite Hill (Quethsegol Ahrol in the Dragon Language, literally Bone-of-earth Hill) is a region located east of Sungard and far north of the town of Falkreath. The town of Granitehall takes its name from the region.

It is neighbored by several settlements, including Karthwasten Hall in the northwest, and North Keep in the southeast.

History[edit]

Vuljotnaak at the Great Henge

Granite Hill was historically a notable settlement, having been in existence since the time of the Dragon Cult. During the reign of Jarl Gjalund of Whiterun, it was part of Whiterun Hold and consisted of three farms and an inn, and held a weekly market. At some point the region came under the administration of Falkreath Hold.

During the Imperial Simulacrum in the late Third Era, the town of Granitehall was an active settlement, being ruled by Duke Fenrald. It had a rivalry with Oakwood and Karthwasten Hall.

By 4E 201, Granite Hill continued to pay taxes to Falkreath and had its own emissary. The dragon Vuljotnaak, who was buried near Granite Hill, was resurrected by Alduin upon his return.

Grayhaven[edit]

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.

Grayhome[edit]

Grayhome is a small isolated island located in the Sea of Ghosts far north of High Rock. It is directly north of the Great Bay, which lies between Wrothgar and Rivenspire. It is mostly frozen and the only major building on the island is Castle Grayhome, an ornate vampiric castle. The island was a base of operations for the Gray Host in the First Era. It was active during the early years of Empress Hestra's rule, but was abandoned after the defeat of the Gray Host circa 1E 1029. The castle was dilapidated as of the Second Era.

Grazelands[edit]

The Grazelands (also called Sunna Guradan) were the pastoral heartland of Vvardenfell. On the northeastern corner of the island, these grasslands extended from the ancient stronghold of Falensarano north to the coast above Tel Vos. To the east, the Grazelands stretched to the coast and the islands of Zafirbel Bay, facing the Telvanni Peninsula. To the west, it was bounded by the forbidding steepness of the mountains of the Ashlands.

The flora of the Grazelands was dominated by wickwheat, and this is one of the few areas where it grew. There were trees spread sporadically around the landscape. Stoneflower was the most frequently flowering plant. It was home to wild guar, alit and shalk. The south was dominated by hackle-lo shrubs, whose leaves could be found across the island. It was also a region where, due to its scarce population, it was not uncommon to see Daedra, including golden saints and ogrim, just walking around in the open.

Much of Grazelands was uninhabited and thus belonged to the Temple. The population of the Grazelands consisted of mostly nomadic Ashlanders. Other inhabitants included those who lived in Tel Vos and the nearby town of Vos, along with Master Aryon in the tower of Telvanni.

Ashlander settlements in the area were the Ahemmusa Camp in the north and the Zainab Camp to the south. The presence of Tel Vos and the proximity to the Telvanni homeland meant that this House was the most likely to make future claims in the region.

Great Divide[edit]

The Great Divide is a large stretch of road found along the southern coast of the province of Elsweyr. It is anchored by the city-state of Torval in the west, and the town of Darvulk Haven in the east. The Halls of Colossus overlooks the Great Divide.

Great Forest[edit]

The Great Forest is an immense crescent-shaped woodland region in Cyrodiil that extends around the Heartlands on three sides. The forest covers the area from just northwest of the city of Bravil, around the western border of the Heartlands, to just west of Cheydinhal. The outer edge of the Great Forest is bordered by the West Weald to the south, the Colovian Highlands to the west, and the Jerall Mountains to the north. The city of Chorrol lies along the western border of the Great Forest and is the only city in this region. The terrain consists of rolling hills, and the region is dotted with caves, mines, abandoned forts, Ayleid ruins and Daedric shrines.

Great Orrery[edit]

The Great Orrery (also called the Summerset Orrery and the Orrery of Firsthold) is an orrery built in Firsthold, a significant city in the province of the Summerset Isles. It is overseen by the Varmaster and it is the centerpiece of a large dome structure with an open ceiling revealing the sky and images of the thirteen constellations around it.

Greater Bretony[edit]

Greater Bretony (also known as Greater Betony) is a region found within High Rock. It is considered one of the major lands (along with the Dellese Isles, the Bjoulsae River tribes, and the Western Reach) that habitate the clans of the province. Around 1E 358, the First Empire of the Nords was approaching its final years, and in one of its last campaigns attacked the Western Reach with the aid of Emperor Ami-El of Cyrodiil. The campaign failed and Skyrim lost more and more of Greater Bretony to the Direnni.

Green Emperor Way[edit]

Green Emperor Way (also called Green Emperor Road, the Imperial Gardens or the Palace District) is the inner section of the Imperial City, which surrounds the White-Gold Tower. It contains a large open street patrolled by the Imperial Palace Guard and parks with visages of past Emperors' heads created by topiary-mages. They can speak freely via magic and whenever an Emperor requires counsel, birds are drawn into these topiaries and control their branches to have them express.

Various people of importance to the Empire have been buried in the park's mausoleums and cemeteries, including Imperial counts, saints, battlemages, and even emperors. Some notable figures include Prince Camarril and the Trentius family. The northern gardens are the coolest acreage during the summertide. The historical fiction, 2920, The Last Year of the First Era describes it as austeric, with tiered flowerbeds of blue-gray and green flowers.

Green Road[edit]

The Green Road is one of the major colored roads of Cyrodiil. It runs from the Red Ring Road in the Heartlands and travels south through the Great Forest and along the western Niben River until it reaches Leyawiin on the Topal Bay. Along the way, it passes around Bravil and the Larsius River. Some maps depict this road traveling directly south into Elsweyr where it reaches Riverhold.[Note 1]

Green's Marrow[edit]

Green's Marrow is the northernmost region of the greater Greenshade region of Valenwood. Green's Marrow is the largest region of the other two and it houses a wide variety of settlements. The hidden city of Whisper Grove once served as a hideaway from the Aldmeri Dominion before it was burned to the ground by the followers of Mehrunes Dagon. The township of Vullain is located in the western grove, overlooking the Drowned Coast. The city of Falinesti has its Spring Site located in Green's Marrow, not far from the Drowned Coast. Hectahame is the location of the Heart of Valenwood, the single thing that gives life to the vast forest of the province.

Greenheart[edit]

Greenheart is a city in southern Valenwood, in the region of Greenshade, southeast of Longhaven and southwest of Bramblebreach.

Greenhill[edit]

Greenhill (formerly called Thibault's Rest) is a township found on the borderlands of Reaper's March, in the province of Valenwood. Greenhill is a traditional Colovian settlement that was built by the Legion cohort that settled in the march after the death of General Thibault of Kvatch. It has since been a diverse community of Colovians descended from the cohort, and the local Bosmer and Khajiit of the march.

Greenmead[edit]

The Greenmead is a small region between the Great Forest and the West Weald in west-central Cyrodiil. It is specifically located on the Gold Road, east of Skingrad. The town of Vlastarus was the region's premier settlement and was built around a lone Imperial watchtower known as the Eye of the Greenmead. There is a cave right on the Gold Road known as Greenmead Cave and despite its location deep in the mainland, it contains a water source and even rare giant mudcrabs.

Greenshade[edit]

Greenshade is a large region which forms southwestern Valenwood. The southwest area is known as the Drowned Coast, which lies west of Wilderking Court. Northern Greenshade is known as Green's Marrow. Many rivers course through the land, and life abounds under its canopy. The towns Marbruk, Greenheart, and the capital Woodhearth are located here, along with many smaller settlements. The walking city Falinesti has been known to spend the spring around the center of the region. Several Ayleid ruins can still be found in Greenshade. Many Bosmer of Greenshade venerate the Wilderking.

Greenwater Cove[edit]

Greenwater Cove (or simply Greenwater) is a port town located in northern Auridon, on the western coasts of Vafe, south of Firsthold, and east of Dawnbreak.

Greymoor[edit]

Fort Greymoor, formerly known as Black Moor and Darkmoor,[nb 1] is a partially ruined fortified settlement that dominates the Western Plains of Whiterun Hold. The central fort (originally called Black Moor Keep) guards a strategic crossroad which connects Whiterun to the Reach, Hjaalmarch, and Haafingar. A lone mountain lies to the west of the imposing fortress. Black Moor Keep was in existence since at least 2E 577, when it was occupied by Arkasis the Mad Alchemist while he experimented on the citizens of Whiterun, transforming them into werewolves using alchemical concoctions. When his actions were discovered, Arkasis was chased back to the keep by an angry mob and was forced to flee the hold. These events later went on to be dramatized and reimagined in an Investigator Vale novel known as The Hounds of Black Moor.

In the early years of the Third Era, Darkmoor was ruled by Count Sven Advensen and his wife. Emperor Tiber Septim granted Sven this title and fiefdom upon his retirement from the Imperial Legion. The previous rulers there had been distant cousins to the new Count and his wife, Lady Inga. The couple famously became the guardians of Princess Barenziah, and the future Queen of Morrowind was raised in the small Skyrim village, unaware of her birthright.

During the Imperial Simulacrum in the late Third Era, the village of Black Moor was an active settlement, being ruled by Lord Torben. It had a rivalry with North Keep. It was neighbored by several settlements, including Riverwood to the southeast, and Whiterun to the east.

By 4E 201, the ruins of Fort Greymoor had been ravaged by war, and collapsed parts of the stone walls were fortified with wooden barricades. The occupants changed regularly, with Orcs, vampires and bandits all having occupied the ruins. During the Stormcloak Rebellion, the fort served as a point of contention between the Imperial Legion and the Stormcloaks, with both sides struggling for control. The Staff of Hasedoki was smuggled into Skyrim the same year, and the Gilgar family dispatched Modig Gilgar to recover the staff, who was ambushed by smugglers intending to rob him at the road next to Fort Greymoor. He quickly dispatched them, with the Last Dragonborn arriving to the scene shortly after, being attacked by a wary Modig, whom they killed.

Greymoor Caverns[edit]

Greymoor Caverns is an area within the underground realm of Blackreach, found beneath the holds of Haafingar, Hjaalmarch, and the Reach in Skyrim. The ancient fortress of Greymoor Keep lies beneath the city of Solitude. Throughout history, Greymoor Keep has often been traded between the hands of many rulers. During the Interregnum, it came into possession of Rada al-Saran, a Vampire Lord and leader of the Gray Host.

Grezogbur[edit]

Grezogbur was an Orc stronghold located in the vicinity of the Nord city of Windhelm in Skyrim.

Guis[edit]

Guis was the place of origin of Eric of Guis, an author and diplomat in the service of Emperor Reman II. It was active ca. 1E 2820.

Gunal[edit]

Gunal is a potentialy fictional location mentioned in The Dowry.[1]

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