The Elder Scrolls Online allows players to explore the world of Tamriel however they choose. I started with the Aldmeri Dominion faction as a Nightblade in this playthrough. This short exploration of Coldharbour will give an idea of what challenges players will encounter in Molag Bal’s Daedric realm.
Coldharbour
If you were wondering what you get as a reward for heroic deeds? It is typically a party and a list of more heroic deeds to get done. Razum-dar finally caught up with me after my time in Reaper’s March. I was right in thinking that I should have decided on what to do next more quickly. It seems Queen Ayrenn wanted something done about the Dark Anchors appearing throughout Tamriel, and plans were in the works to invade Coldharbour, the Daedric realm of Prince Molag Bal.
If anyone is wondering how to initially get to the Daedric Prince of Domination and the Enslavement of Mortals home, the first step is convincing others to come along and help. Afterward, a mage’s portal is usually the next step. When arriving, travelers should be aware that Coldharbour has many different defenses. One such defense is the scrambling of portals. During my trip, I ended up alone in an alien landscape of floating islands and wandering Clannfears.
Dremora, Banekin, Watchers, Ogrim, and other types of Daedra are typical inhabitants travelers will encounter. What surprised me was the other residents spread throughout the areas originating from Tamriel. Upon first arrival, everyone should make their way to The Hollow City if possible. It lies in the middle of Coldharbour and is cared for by a being known as The Groundskeeper.
Depending on recent events and activities, the city could seem abandoned. According to The Groundskeeper, residents sometimes attempt to leave the realm and don't tend to return after leaving the city. The city itself is ancient, ripped from Tamriel by the Daedric Prince Meridia and sent to Coldharbour to act as a haven from Molag Bal for mortals. The Hollow City was also once protected by crystals, the Lights of Meridia. But these relics have also been lost. Once travelers have their bearings, they have three main choices on where to go next. West to explore the environs surrounding The Lightless Oubliette, East to The Black Forge, or North to the heart of Molag Bal’s realm.
One of the closest locations of interest to the city is a short distance to the Northwest, a prison called The Tower of Lies. The “Tower” is a pit where non-Daedra have to leap in to enter. Anyone hoping to leave needs to overcome Ifriz the Unraveller and open a portal. Expect to fight many Ogrim and Watchers in this area.
To the south of the prison is the Library of Dusk. Three Daedric lenses control the entrance into the library. This library contains knowledge and observation cells for “visitors”. Dusk Scholars and Daedric Watchers guard the cells. When looking to leave the area, make sure to go out the way you entered, if possible, as going to the top of the library will be a long drop.
South of the library is another location for those looking to explore all the nooks and crannies of Coldharbour. The Grotto of Depravity is an area where numerous Dremora have enchanted various soul shriven, forcing them to perform endlessly.
Further to the Southwest of the Library of Dusk was my next surprise as I spotted familiar stone structures. Haj Uxith is a settlement populated by Argonians and has a living Hist tree in the middle of this desolate place. Treeminder Xhoneel greeted me upon arrival and explained that they were from the Black Marsh and Molag Bal had pulled them into Coldharbour. Since then, a vampiric crystal has kept the Hist tree alive. Meanwhile, Molag Bal’s minions are harvesting the Hist tree sap for some unknown use.
After helping as best I could, I left the Argonians and continued West into an area known as The Moonless Walk. In short order, I found myself embroiled in an ongoing conflict between a Wood Elf clan known as the Shadow Walkers and Lamia nesting in the area. A Wood Elf named Faraniel was the only one willing to talk with me and explained that the clan had made a deal with Molag Bal. Since then, they have acted as guards for The Lightless Oubliette to the West.
While I didn’t manage to venture inside The Lightless Oubliette, Faraniel told me that it was a prison for Molag Bal’s most valuable captives and that his darkness empowered the place. Instead of becoming more involved with the war between the Wood Elves and Lamia, I headed further north to the Spurned Peak.
Seducers and Winged Twilight Daedra patrol this tower constantly. A Daedra named Drasilla seemed to be in charge, but it was odd since the others kept complaining about how lonely she was. I quickly moved on before someone started getting weird ideas about the lone mortal.
For adventurers looking to have a more traditional experience in this area, check out Aba-Loria. East of the Spurned Peak, I came across it on my way back toward The Hollow City and found it filled with undead and Worm cultists.
East of The Hollow City, I started to encounter more Spider Daedra. While travelers can avoid them, be away that getting too close could involve getting webbed. These creatures tended to roam around a location known as the Court of Contempt. From my observation, the “court” run by Dremora tends to round up anyone they can find and then have a trial regularly. Once completed, survivors go to prison.
Northeast to the Court of Contempt is the Cliffs of Failure. Through the portal is the domain of the Observer. This Daedra holds unending games that pit various mortals against one another in unwinnable scenarios. When I almost got caught up in one of the games, I noticed a few familiar faces among the contestants. Can’t say I was too disappointed to see a specific Kinlady locked in an eternal loop.
South of the court is The Vile Laboratory. Inside, I found a dwarven device that could merge two souls with the flick of two levers. Beware of the dwarven constructs still roaming the area.
Further Southeast of The Vile Laboratory is The Everfull Flagon. I found this to be one of the creepiest places in Coldharbour. This tavern is full of Nords drinking constantly and having a good time. Other than the sheer amount of mead consumed, it seems normal. This alone makes it creepy when encountered in a Daedric realm. It didn’t help when I was greeted warmly by the owner. After being offered as much mead as I wanted, I quickly left. Run while you can.
East of the Court of Contempt are two other oddities. First, the Village of the Lost seems to be a collection of small floating islands. But with further investigation, it appears to be a shattered village pulled from Tamriel. Now, portals connect different parts of the town. These portals were so confusing that I eventually gave up trying to navigate my way to the town hall.
The final location in the area is The Black Forge. The forge creates Molag Bal’s Dark Anchors and The Great Shackle. Hopefully, the Mages and Fighters guild can eventually do something with the information I have gathered.
North of The Hollow City is where Molag Bal’s defenses really kick in. Any force looking to assault his inner sanctum will have to cease The Chasm held by Dremora using portal magic. This magic provides constant reinforcements and seals entry to the next area.
Luckily, I ran into Sir Cadwell. He managed to sneak me past the defenses. Beyond The Chasm is a cemetery known as The Orchard. There are vampires everywhere and Harvester Daedra. Anyone making it this far better have a plan or be prepared to join the undead.
Northwest of The Orchard is a building called The Manor of Revelry. It’s just what it sounds like, a large garden party hosted by three sisters. Everyone is having a good time drinking, eating, and relaxing. See my earlier comment concerning The Everfull Flagon and run while you can, I did.
To the Northeast of The Orchard are multiple landlocked shipwrecks. I encountered some lost sailors while in the area. According to them, this area was known as The Lost Fleet. The sailors arrived here after being sucked into a whirlpool while at sea. They also warned me that any treasure I found amongst the wrecks may be cursed. But if I insisted on exploring further, there was a location they called The Wailing Maw even further Northeast that contained a valuable gem.
For any group looking to test themselves even more than they already have just by exploring Coldharbour, I did find the entrance to the Vaults of Madness just East of The Orchard. A ghost in The Hollow City mentioned the vaults and how many had gone missing.
Finally, north of The Orchard lies The Reaver Citadel. Once a walled city that existed in Tamriel, it’s now a formidable obstacle for anyone looking to assault Molag Bal’s citadel, The Endless Stair. An assault force has to find its way past the wall and take the buildings inside. One of which, the Fighters Guild, seems to have a ward that prevents anyone from entering. Otherwise, they will never make it to the pyramid beyond.
Sir Cadwell told me that if anyone made it through and overcame the exterior defenses of The Endless Stair, they would still have to deal with Molag Bal’s labyrinth. He went on for some time about locked doors, more soul shriven, darkness, and a winged fire-breathing Daedra. With that information, it was time to head back and report my findings. Good luck to anyone assaulting this place. In the meantime, I am heading back to Tamriel, it's time to find a quiet village where the cat can't easily find me.