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Elder Scrolls

Eyevea is an island zone in The Elder Scrolls Online located in the Abecean Sea, geographically in the northern part of the Summerset Isles, and was once located in the Shivering Isles. It was created by Arch-Mage Shalidor as a sanctuary for all mages and later traded to Sheogorath in a deal for the Folium Discognitum.[1][2]

Background[]

"Originally an island in the Summerset archipelago, Eyevea disappeared from Tamriel thousands of years ago, spirited away by Sheogorath into his realm of the Shivering Isles."
―Eyevea loading screen[src]

In the early period of the First Era, Arch-Mage Shalidor created the island of Eyevea as a location usable by all mages on Nirn as a sanctuary or retreat to freely practice and study the art of Magic, among other purposes. The island's architecture was constructed using Altmeri designs.[2]

Later on, Shalidor traded Eyevea to the Daedric Prince of Madness, Sheogorath, in exchange for an artifact known as the Folium Discognitum: a tome of vast knowledge which Shalidor had been deeply interested in obtaining. From there, the island was transported to the Shivering Isles, Sheogorath's domain in Oblivion. It can be safely assumed that this resulted in mushroom trees growing on the island, and that the island was also affected by the Greymarch during the beginning of the Second Era following 1E 2920.[2]

"Sheogorath has given us the apple, but it's riddled with worms!"
Arch-Mage Shalidor[src]

However, Shalidor began to feel disappointed in his decision and regretted making the deal with Sheogorath. He later began to believe that he had been tricked into receiving the lower end of the deal and was determined to regain the island. In 2E 583, Shalidor was resurrected in a manner that his spirit could interact with the physical world while not appearing as a ghost or skeleton, and sought assistance from the Mages Guild.[2][3]

Eyevea 7

The Guild Hall and northern bridge.

The Vestige would help Arch-Mage Shalidor and Valaste retrieve the island by completing four trials for Sheogorath. In return for completing each trial, they were given a tome which would supply info on how to summon Eyevea back into Mundus from Oblivion. However, the tomes were cursed to prevent Shalidor from reading them, so Valaste took the risk of reading the books, gradually causing her to temporarily go insane.[4]

Following the acquirement and decryption of each tome, Eyevea was successfully brought back into Mundus. Sheogorath however neglected to remove the Daedric minions, resulting in the final test being to purge them. The final enemy was Haskill, who had to be defeated in combat in order to gain full access to the island. The Vestige was later congratulated by Sheogorath for their work.[5]

"Like the Fighters Guild, the Mages Guild takes a strictly neutral stand regarding the wars currently raging across Tamriel. This suits the three alliances, as each fears that if the guilds chose to take sides, it might be with their enemies."
―Eyevea Mages Guild loading screen[src]

Shalidor decided to grant the island's ownership to the Mages Guild, due to its assistance and his limited time left on Mundus. Portals were opened in every known guildhall across Tamriel leading to the island. Vanus Galerion installed a series of three rules in order to stop factions of the Alliance War from fighting on the island.[2][6]

Galerion's rules[]

The following are rules instituted by Vanus Galerion that apply to the island of Eyevea:[6]

  • Alliance in-fighting will not be tolerated! The Three Banners War is in Cyrodiil. Here, all Mages are at peace and in harmony.
  • Accept your fellows, no matter their appearance. All the thinking races of Tamriel practice the spellcasting arts. Intolerance towards a fellow guildmember is to be reported to the Guildmaster, and will be dealt with severely!
  • Pay the tithe. Members in good standing are welcome to make use of the isle's system of portals for trade and transportation. Any member with a standing business must, however, pay a percentage fee to the guild in tithe. The return of Eyevea marks a new era for the Guild!

Locations[]

Eyevea 2

View of Eyevea from the northern bridge tower.

The following are locations accessible in Eyevea. Unlike other zones, many of Eyevea's locations are city-level and are automatically discovered.

Facilities[]

  • Alchemy Station (x3 Vaifa's House of Enchantment and Admixtures)
  • Smithy Icon Blacksmithing Station (x1 Eyevea Merchants' Circle; 1x Mara's Eye Manufactory; 1x Shalidor's Curse Manufactory)
  • Clothing Station (x1 The Loom and Lathe; 1x Mara's Eye Manufactory; 1x Shalidor's Curse Manufactory)
  • Enchanting Station (x2 Vaifa's House of Enchantment and Admixtures)
  • Jewelry Station (1x Mara's Eye Manufactory; 1x Shalidor's Curse Manufactory)
  • Woodworking Station (x1 The Loom and Lathe; 1x Mara's Eye Manufactory; 1x Shalidor's Curse Manufactory)

Characters[]

Eyevea 4

The Merchant District of Eyevea.

The following characters can be found in Eyevea at various locations around the island.

Eyevea Wayshrine
Guild Vault
Mages Guild Hall
Merchant District
Traveler Falls

Quests[]

Eyevea is only featured during one major quest and one minor quest following it, both related to the Mages Guild quest line.

Solo Dungeon Icon Solo dungeon quests

Item Sets[]

Main article: Item Sets

Item sets are related armor and weapons that, when worn together, provide unique benefits. Crafted sets can be created at specific locations across the zone.

Gallery[]

Trivia[]

  • Eyevea has no Skyshards, fishing locations, overland item sets, dungeons and dungeon item sets, or zone quests. Because of this, Eyevea is more akin to a city than a zone.
  • Eyevea's wayshrine can be used for fast travel, but it cannot be traveled to. Thus the only way to reach Eyevea is the portals in the various guildhalls of the Mages Guild throughout Tamriel.

Appearances[]

References[]

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