Khalaan

Introduction
"It used to be a marvelous chapel. Beautiful gardens, the district walls, the large manors. I pray it will return to its former glory." - the ghosts of Khalaan

At one time the Indoril city that stood on the site of  , Khalaan owes its present neighborhood to a ritual performed by its former ruler,   during the time of Tiber Septim. By 3E 427, the city is overrun with Daedra, while the ghosts of those who remain cling to the remnants of their sanity. An imposing Daedric fortress looms near the city.

An area for high-level players, with difficult enemies and valuable loot, Khalaan is arguably the second of Tamriel Rebuilt's 'mega-dungeons', after the large (but as yet unfinished)  . It can be thought of in two parts - the ruins of the city itself, which are considerably less-infested with Daedra, and the surroundings of the Daedric fortress, which provides a more intense experience.

Leaving and Entering
Entering Khalaan
There are currently two quests that permit entrance to Khalaan, with a third (for the Mages Guild) in development.
Another way involves use of the  , a rare scroll. If read, the scroll provides a tune that can be played on Indoril Bells (you will need a full set of six, such as those found in   - northeastern end, garden). Playing the tune correctly (start from the high notes) will transport you to Khalaan. The scroll itself can be found in  's Hall of Invocation. The bell order has been provided at the bottom of this article, but to avoid spoiling it for those who wish to work it out, has not been written here.

Leaving Khalaan
Speak to the Daedroth,   in Old Landing. You will need to bring him 10 Black Anther (as part of the quest,  ) before it will agree to teleport you out with regularity.
If in Khalaan as part of the Temple quest  , drop the Drothril Hand in your inventory and allow yourself to be pulled from the realm.
If in Khalaan as part of  , use Silhaenil's Amulet to leave.

Related Quests

Getting to Khalaan:

 (Temple Quest)

In Khalaan:






Places in Khalaan
The below is spoiler-heavy. Avoid if you don't want to know where the treasures are!

The City
Drothril Ancestral Tomb:
Accessible only through  , this tomb is a carbon copy of its overworld counterpart, barring some sinister red lighting.

Gallery:
Two Scamps guard this short passage, with exits to St Delyn Plaza and Old Landing at either end.

Lord District:
A couple of the Daedra here will turn hostile on being spoken to, while the Vermai will attack on sight.
A Scroll of Elemental Burst: Fire is present to the right of the Manor of the Lord entrance.
An Ebony Ore vein can be found behind Mothandril Manor.
A Daedric Club is on the roof of the building south of the Manor of the Lord.
A Glowing Key, in the skeleton that can be found to the entrance of the Manor of the Lord.

Manor of the Lord:
Home of  , the theoretical ruler of Khalaan.
The location chiefly features in the Temple quest,  .
A Level 80 locked trapdoor in the bottom floor leads to a chamber with valuable Punavit apparatus, including Punavit residue.

Mothandil Manor:
Speaking to the spirit of Salvvam Mothandil will have him call in a Scamp and a Clannfear to attack you. There is a pit in the basement leading to the cellar - its entrance is hidden by an illusion. In the cellar, you can find the Winged Twilight Kras-kira, and two hostile Scamps.
A Glowing Key is on a wine rack in the eastern corner of the cellar room.
A Glass Dagger is hidden under the pillows on the top floor.

Old Landing:
A Skeleton Champion, with a Glass Axe, guards the entrance to Rivaal Ancestral Tomb to the south.
The daedroth here, Thul Nadaa is friendly, and agreeing to its request will start the quest   - leaving Khalaan on subsequent visits can be achieved by talking to this Daedroth.
An Ebony Ore cluster can be found behind the ruin on the east side of the square.

Rivaal Manor:
The only occupants are the spirits of grumpy Dunmer. Levitation will allow access to the upper floor, and it is possible to pick the lock to the basement. A chest is on the platform above the exit to St Delyn's Plaza.
The key to the basement is on the floor above ground level, at the western side of the building, on a bookshelf by the skeleton's left hand.
Another is on the floor above ground level, on the desk at the southern side of the building (it is unclear what this unlocks).

Rivaal Manor Basement:
Empty, but for a spirit.
Indoril Gauntlets, Helmet and Boots are concealed in the chest behind the screens in the northeastern room.
A copy of the key to basement trapdoor is present in the blocked-off room to the southeast, but telekinesis will be needed to grab it.

Rarrothan Home:
A residence with two spirits, and little else.

Rivaal Ancestral Tomb:
A small tomb filled with skeletons.
The key to the two doors ahead is immediately on your left, on entering the tomb.
An Indoril Helmet is hidden on one of the supporting central pillars.
A Glowing Key is concealed behind the sarcophagi at the far end of the final chamber.

Scorching Vale:
An empty, barren wasteland, with Daedric flora. Seek the portal (a circular stone base with three standing stones) in order to leave, but note that there is no way back.
Encountered as part of  .

Sewers:
Extensive remnants of Khalaan's sewer system, that connect the disparate zones of the city. They are filled with Scamps and Dremora.
Ravyer Veslo (questgiver:  ), a spirit engaged in an eternal war against the Daedra in this place, can be found east of the western square in the middle of the sewer.
Zraal, the Man-Eater can be found at the sewer dead-end near the Mothandil Manor exit. It will provide teleportation to Vorthas Uldun if you agree to it eating you. It also carries a Glowing Key.
Rarunsi Tervthi (questgiver:  ) can be found in the eastern square, in the middle of the sewers.
A Daedric Chest can be found in an alcove of one of the tunnels. Follow the passage south from the western square, and keep an eye on your right.
thumb|Map of Khalaan Sewers.

1. Exit to Mothandril Manor (the way to Lord District).
2. Zraal, the Man-Eater (who can teleport you to Vorthas Uldun).
3. Exit to Earth Bowels (the way to the Daedric Fortress).
4. A Daedric Chest.
5. Ravyer Veslo (questgiver: An Undying Rivalry)
6. Rarunsi Tervthi (questgiver: The Anguished Crux)
7. Exit to Vedas Mansion (the way to Old Landing).
8. Exit to Rivaal Manor Basement (the way to St. Delyn Plaza).

St. Delyn Plaza:
Contains several hostile Daedra, including a Flame Atronach, Clannfears, Scamps and two Vermai.
An Ebony Ore vein can be found behind the ruin in the west, and another to the left of Rivaal Manor.
There is a Daedric Chest on the roof of the rectangular building in the northwest.

Swallowed Passages:
If approaching from the west, going through the first doorway will summon a Dremora behind you. 
Approaching from the west, you will reach a crossroads. Turning right leads to a dead end and a lava pool.
Proceeding straight on leads to a crossing over another, more lava-filled passage. A Flame Atronach inhabits this. You can either descend into the lava-filled passage, or continue straight on, in which case a Dremora will appear behind you at the corner.
At the northern end of the lava-filled passage, there is a Raw Adamantium cluster.
At the southern end, there is a potion of levitation, in case needed to escape the area.
Uridimmu, the target of   can be found here if that quest is active.
An ebony mace can be found perched on the ruins in the lava pool.

Vedas Manor:
Two passive spirits can be found here, and an entrance to the sewers.
The key to the sewers is on top of the wardrobe on the top floor.

The Fortress
A sprawling Daedric bastion, presided over by the Dremora Markynaz,  . Here, the bulk of Khalaan's combat will be fought (and here, the bulk of its treasure is held). Begin by entering the Earth Bowels, using the entrance in the western part of the sewers. Alternatively, speak to the Clannfear, Zraal, the Man-Eater, near the sewer's Mothandil Manor exit, to be teleported to Vorthas Uldun, the very heart of the castle. You will still need to pick a 100 level lock to leave the chamber, or defeat Methats Uldun to get the key.

Earth Bowels:
A series of caverns populated by Scamps and Clannfears.

The Blood Ruin:
Filled with Dremora, including the spellcasting Dremora Occultists. Behind a level 90 and level 100 locked door at the end of the complex is the entrance to Vorthas Uldun. The inhabitant of that place, Methats Uldun, holds the keys to both doors.
You can teleport to Methats Uldun at any time by speaking to Zraal, the Man-Eater, in the sewers.
An Ebony Dagger is stuck in the back of the skeleton upon the throne, who must have fallen onto it.
A Glowing Key is present in the far southern corner of the daedric part of the Blood Ruin complex, on a ledge near the ceiling.
The Anguished Crux, required for the quest of the same name, is found in the black heart that lies before the skeeleton on the throne.

Chambers of Torment:
As with the rest of the fortress, this place is filled with Dremora.
Activate the skull in the eastern room to be transported to a chamber in the Desolate Tower with a Daedric Saber.
A random Daedric weapon is in a trapped chest here in the western room.

The Desolate Tower:
Another Dremora-filled location.
Beneath the metal grates, you may be able to see a lava-filled cavern, containing a Daedric Saber. The same cavern has a chest containing A Glowing Key, hidden in the corner of the chamber with the anvil. To get to this cavern, you will need to activate a skull in the Chambers of Torment. Similarly, to get back from this cavern, you will need to activate the skull in the western chamber.

The Ruined Burg:
Dremora Archers occupy this outdoor area, and will shoot from the towers. A couple of ebony ore veins are scattered throughout.
A Daedric Chest is hidden behind the entrance to the Blood Ruin.

Vorthas Uldun:
Lord Methats Uldun and his bodyguard, Lunar, can be found here. Lord Methats will ask if you wish to initiate combat. If not, he will teleport you back to Old Landing. If so, battle will begin. He is a challenging, level 50, opponent. He will drop a Glowing Key on defeat, as well as the powerful  

Whispering Halls:
Vermai stalk the corridors here, but there is little else of note.

Wounded Chasm:
Arriving from Earth Bowels, the path forks. The left leads to a Daedric Chest. Dremora will spawn in as you journey through this area.

People


Keys and Chests
A number of Glowing Keys can be found in hidden places around Khalaan, with their corresponding Daedric Chests often placed far away.


Notes
While resembling the Deadlands of Oblivion, Khalaan is intended as its own pocket realm, and is not part of Mehrunes Dagon's demesne (although admittedly, Dremora are definitely encroaching from somewhere).
As with Tribunal's Mournhold, the exteriors in Khalaan are actually classed as interiors. Due to how Morrowind processes interiors with a large number of references, loading these fake exteriors can take longer than normal cells. This is normal, and unfortunately, unavoidable.
Khalaan, while in a completely playable state, is still likely to be tweaked in future releases. If you find something that differs from the above, consider making an update to this page.
Bell order: 65645434223212111