Elder Scrolls
Elder Scrolls

Example of a Loading Screen

For other uses, see Loading Screens.

Loading Screens appear when a new area is loaded. Along with concept art related to the area and name of the area, a message is displayed that can often be of help, especially to new players.

Some loading screen messages can only be seen by going into certain locations.

Gameplay Messages[]


  • Every once in a while, just pick a direction and run. Quests are everywhere, and exploration can reveal unexpected surprises, valuable treasures, and other rewards.
  • Want to sell items to other players? Guilds have built in guild stores. Join a guild and sell them to other members.
  • If you don't know what to do next in a quest, look for hints in the tracker text on the right side of your screen.
  • Old books, notes and journals can be found throughout Tamriel. Some just tell interesting stories, but others can unlock quests or provide close to hidden treasures. Read everything!
  • Press 'T' (default key) to cycle through your active quests, and to select which quest you are currently tracking.
  • Wayshrines aren't just for resurrection. When you discover a wayshrine, you can use it to fast travel to other wayshrines you've visited.
  • You can enter Cyrodiil once you reach Level 10 by opening the Alliance War tab and joining a campaign. Once you have join a campaign, enter it by selecting it and pressing 'E' (default key).
  • You can speak to other members of your guilds on guild chat by typing "/guild1," "/guild2," etc.
  • Enter cursor mode by pressing ."" (default key).
  • You can be a member of up to five guilds at the same time.
  • Once obtained, Collectibles such as Mounts, Costumes, and Pets are unlocked for your entire Account.
  • While using a crafting station anywhere in the world, all of the crafting materials stored in your bank will be available to use.


  • Fishing requires using a proper bait at the proper location. Your chances of getting a rare fish improves when more people fish at the same spot, but that can also make a fishing hole dry out faster.
  • To add an enchantment to an item, right click the item and select "enchant." If you have a glyph of the appropriate level, you will be able to enchant that item.
  • Items come in five quality levels represented by five colors: white, green, blue, purple and gold. The colors signify the quality of the item in ascending order, but only for that particular level. For example, a gold level 10 item might be better than a green level 12 item.
  • While using a cooking fire you can view recipes you've learned and ingredients required by unchecking the "have ingredients" and "have skills" check boxes.


  • Reading books from bookshelves will sometimes grant you a rank in one of your skill lines.


  • Fleeing is a perfectly valid tactic if you wander into a tough situation. Find or craft better gear, use Skill Points, or level up a bit more, then come back to fight another day.
  • You can resurrect yourself or another player on the spot if you have a full soul gem of appropriate level in your inventory.
  • You can't sprint and use abilities at the same time.
  • When you unlock weapon-swapping at level 15, you can decide to place the same type of weapon in both slots but select different abilities for your ability bar.
  • Pay attention to the effect your abilities have on different types of monsters. Some powerful creatures are immune to certain effects, while whole groups of monsters might be resistant to others.

Base game[]

Aldmeri Dominion[]


Image Location Description
Auridon Loading.png Auridon The second largest of the Summerset Isles, Auridon has always served the High Elves as a buffer between their serene archipelago and the turmoil of Tamriel. The Altmer of Auridon have been hardened by generations of repelling invaders, pirates, and plagues.
Inner Tanzelwil Loading Screen.png Inner Tanzelwil To the Altmer, Tanzelwil is one of the most sacred sites on Auridon, combining the functions of temple to the Elven ancestors and mausoleum of the ancient kinlords. The High Elves cremate their dead and then bury the ashes in wall shrines.
The Banished Cells Loading Screen.png The Banished Cells I The High Elves live long lives and have a talent for magic. Sometimes an Altmer's pursuit of magical power leads to tampering with forbidden knowledge and illicit dealings with evil Daedra. It was to confine such trespassers that the Banished Cells were created.
Tower of the Vale Loading Screen.png Tower of the Vale This tower, nestled in the heart of the Glister Vale, was constructed as the summer home for Kinlady Tuinden's immediate family. Since the death of King Hidellith of Alinor it has fallen into disuse and disrepair. Still, strange noises can sometimes be heard echoing off the vale walls.

Khenarthi's Roost[]

Image Location Description
Khenarthi's Roost Loading Screen.png Khenarthi's Roost This island off the south coast of Elsweyr is named after the Khajiiti goddess of weather and the sky, who is usually represented as a great hawk. She finds many worshipers among the cat-folk's sailors and farmers, especially those who grow moon-sugar cane.


Image Location Description
Elden Hollow Loading Screen.png Elden Hollow When the Daedra-worshiping Ayleids were driven from Cyrodiil after Alessia's Slave Rebellion, many of the Wild Elf clans took refuge in Valenwood. One of the foremost of those clans was granted the right to excavate dwelling-halls under Elden Root itself.
Grand Topal Hideaway Loading Screen.png Grand Topal Hideaway You probably think only the mad masterminds of vast criminal organizations have their own private tropical islands. Well, think again: you, too, could have a hidden hideaway ever-trembling on the verge of volcanic destruction!
Greenhill Catacombs Loading Screen.png Greenhill Catacombs Though originally built by Colovians, the catacombs below Greenhill Church have burial chambers for each of the three local races. Khajiiti bury their dead much the same way the Imperials do; the Bosmer, of course, bury only their skeletons.


Image Location Description
Abecean Sea Loading Screen.png Abecean Sea South of Hammerfell, west of Cyrodiil, north of Valenwood, and northeast of Summerset is that pocket of the Eltheric Ocean called the Abecean Sea. It bustles with trade, merchant ships—and pirates.
Barrow Trench Loading Screen.png Barrow Trench Some caverns are prized, not for the ore that can be mined from them, but for the exotic fungus that grows within them. Barrow Trench is the latter sort.
Carac Dena Loading Screen.png Carac Dena Though abandoned thousands of years ago, many Ayleid ruins are still lit by the blue glowing varla and welkynd stones found in them. These stones are among the so-called "Aetherial Crystals," gems that can store, transform, and emit magicka.
City of Ash Loading Screen.png City of Ash Not all Wood Elves are happy about Valenwood joining the Aldmeri Dominion. Some fear for their beloved forests, while others fear their heritage and traditions will be diluted or replaced. A few groups have retreated to refuges deep in the jungle.
Harridan's Lair Loading Screen.png Harridan's Lair According to the Spinners in Marbruk, these cliffs were once inhabited by a flock of the rare, and possibly extinct, cockatiel harpies. They were said to kidnap young male hunters as mates, thus the saying about the lovestruck, "He's carried off to Harridan's."
Hectahame Grotto Loading Screen.png Hectahame Grotto In the Ayleid language, Hectahame means "home of the exiles"—appropriate for a city built by Wild Elves who fled Cyrodiil in the wake of the Slave Rebellion of Saint Alessia. Scholars believe this was a refuge for those who ruled the White-Gold Tower itself.
Ilmyris Loading Screen.png Ilmyris Hermaeus Mora, hearken to the plea of this unworthy, for I come to barter for knowledge denied. That which I seek is named on this parchment, which I consume in your honor, O Demon of Knowledge. For my desire to know is beyond reckoning, and in recompense, whatever price is named shall be met.
Imperial Underground Loading Screen.png Imperial Underground When Valenwood was a part of the Second Empire, and Woodhearth was an Imperial Kingdom, the Wood Elves had their first encounter with Cyrodilic bureaucracy. The Imperials didn't think much of the Bosmeri city's sanitation, and constructed its first real sewer system.
Isles of Torment Loading Screen.png Isle of Torment In addition to the major planes of Oblivion, there is an almost unlimited number of so-called "pocket planes," small self-contained realities where the ordinary rules of nature may or may not apply.
Naril Nagaia Loading Screen.png Naril Nagaia These ruins have a bad reputation in nearby Woodhearth—which is not surprising, considering their name in Ayleidoon means 'final death.'
Nereid Temple Cave Loading Screen.png Nereid Temple Cave According to old stories, Nereids are female nature spirits mystically linked to bodies of pure and flowing fresh water. But there are few known facts to either support or belie these tales.
Rulanyil's Fall Loading Screen.png Rulanyil's Fall The underground city built by the Rulanyil clan after they were driven from Cyrodiil is one of the most impressive Ayleid ruins in all Valenwood. Scholars believe the Rulanyil originally came from Vilverin, an Ayleid site on the shores of Lake Rumare.
Serpent's Grotto Loading Screen.png Serpent's Grotto The Maormer are native to the island kingdom of Pyandonea, an archipelago in the southern ocean. Their ruler, King Orgnum, is said to be immortal.
Shademist Enclave Loading Screen.png Shademist Enclave The cursed disease of vampirism comes in many different forms, and it's said there are more than a hundred different vampire clans in Tamriel. There are at least four clans in Valenwood, including the Keerilth, who can escape vampire hunters by transforming into mist.
Shrouded Hollow Loading Screen.png Shrouded Hollow Wood Elves build towns by persuading trees to grow into homes, but that is a long and slow process. As much as they like the woods, they're perfectly happy to exploit natural caverns as an easy source of lodgings.
Silatar Loading Screen.png Silatar This offshore island feels like it's from another, better world. It radiates an almost palpable aura of magicka. It's wonderful … and somehow very, very wrong.
The Underroot Loading Screen.png The Underroot When Valenwood was conquered by Emperor Reman II late in the First Era, the princes of the Camoran Dynasty were exiled and the province was reorganized into nine small, semi-autonomous kingdoms. This bolstered local pride, and made Valenwood easier to govern.
Valenheart Loading Screen.png Valenheart After Princess Ayrenn mysteriously disappeared from Alinor in 2E 563, her younger brother, Prince Naemon, was named heir to the throne of the Summerset Isles. In preparation to rule he studied Royal Ceremoniarchy for nearly ten years. Then Ayrenn returned to Summerset.

Malabal Tor[]

Image Location Description
Abamath Ruins Loading Screen.png Abamath When the Daedra-worshiping Ayleids fled from Alessia's Slave Rebellion in Cyrodiil, many of the clans went south into Valenwood. Legend has it that the Abamath Ayleids drove a tribe of Wood Orcs out an existing cave system and converted it to their own uses.
Black Vine Ruins Loading Screen.png Black Vine Ruins The name of the long-dead Ayleid clan that built these halls has been forgotten. Their latter-day name is Black Vine, for the writhing, dark vines that spill from the crumbling arches and doorways.
Crimson Cove Loading Screen.png Crimson Cove The Pirates of the Abecean Sea are the most notorious buccaneers in all of Tamriel. A loose confederation of crews with elected captains, most consider Stros M'Kai their home port, though they're liable to be found anywhere from Senchal to the Iliac Bay.
Dead Man's Drop Loading Screen.png Dead Man's Drop Thanks to the Green Pact, the more industrious Wood Orcs of Valenwood have prospered by mining coal and kindlepitch and selling it to the Bosmer, who won't cut down trees for wood to burn, but steel need to fire their forges. Dead Man's Drop is one such mine.
Dra'Bul Loading Screen.png Dra'bul There were already Wood Orcs living in Valenwood when the Elves first arrived from Old Aldmeris. Though there has often been conflict between Orc and Bosmer, they usually share the forest in a tentative truce.
Hoarvor Pit Loading Screen.png Hoarvor Pit The Hoarvor, a colossal, blood-sucking tick, is one of the most repulsive creatures in all of Tamriel. To anyone who knows the Bosmer, it will come as no surprise that many have a perverse admiration for the hoarvor, adopting the gross insect as a sort of mascot.
Roots of Silvenar Loading Screen.png Roots of Silvenar The Wood Elves don't do much mining in earth or loose rock, as such mines require a lot of lumber to shore up their sides and ceilings, and the Bosmer won't cut live trees for lumber. Other races, however, have no such scruples.
Shael Ruins Loading Screen.png Shael Ruins No one is sure nowadays which of the Daedric Princes were worshiped by the Ayleid clan who built the haunted corridors of Shael, but it was certainly one of the more malefic of the Lords of Oblivion.
Shrine of Mauloch (Abamath).png Shrine of Mauloch (Abamath) Is Mauloch the Aedra different from Malacath the Daedra, or are they a single entity, cast out by both groups of Divines? No one can agree as to the truth of the matter—not even the Orcs.
Silvenar's Audience Hall Loading Screen.png Silvenar An old story about the Silvenar states that the office represents all Wood Elves by being held simultaneously by from three to eight Bosmer from all walks of life. Such an arrangement would, of course, be completely impractical in real life.
Stormwarden Undercroft Loading Screen.png Stormwarden Undercroft Like the High Elves, the Sea Elves also came from Old Aldmeris. But where the Altmer settled in the paradise of Summerset, the Maormer ended up in low, marshy, and insect-infested Pyandonea―and the Sea Elves have never forgiven the High Elves for it.
Tempest Island Loading Screen.png Tempest Island Surrounded by sand bars and shifting channels, this island in the Strid estuary has long been a haven for pirates, raiders, and fugitives from law enforcement. It has never been fully explored by any civilized authority.
The Hunting Grounds Loading Screen.png The Hunting Grounds The Oblivion realm of Hircine is an endless forest where the Master of Beasts and his Huntsmen pursue great beasts, people, and even their own kind.
Tomb of Apostates Loading Screen.png Tomb of the Apostates The Green Pact, the Spinners say, contains its own punishment for those who turn their back on it. Such apostates become the Accursed of Y’ffre, doomed to haunt lost corners of the Green until they find a way to redeem themselves.
Velyn Harbor Outlaws Refuge Loading Screen.png Velyn Harbor Outlaws Refuge This refuge is the headquarters of the Gang of Scroungers. While "scrounger" has negative connotations in some cultures, that's not the case with Wood Elves—or with Wood Works.

Reaper's March[]

Image Location Description
Claw's Strike Loading Screen.png Claw's Strike Adoption of the Riddle'Thar Epiphany was not without controversy: when the priests of the Shrine of the Consummate S'rendarr in the Jodewood refused to accept the new edicts, they were exiled and the temple desecrated. Today it is a bandit lair.
Den of Lorkhaj Loading Screen.png Den of Lorkhaj Others (it is always Others) contend that the Moons are literally the rotting corpses of Lorkhan himself, spinning in eternal dual ellipses above but ever beyond that creation for which he gave his Heart. But the War of Manifest Metaphors has rendered this (and all narratives) absurd.
Do'Krin Temple Loading Screen.png Do'Krin Monastery Still magnificent even in decay, Do'Krin Temple is the crowning architectural achievement of the reign of Darloc Brae, the Golden Beast of Anequina. It was built with the loot of the Anequine Conquests, when Darloc Brae ruled from Rimmen to Arenthia.
Fardir's Folly Loading Screen.png Fardir's Folly For generations, tomb robbers have been trying to find their way into the halls beneath the Ayleid ruin known locally as Fardir's Folly. Word has reached Dune that they may finally have succeeded.
Fort Sphinxmoth Loading Screen.png Fort Sphinxmoth Built by the Second Empire to house a garrison of Border Scouts, Sphinxmoth was placed between feuding tribes of Bosmer and Khajiiti in an attempt to stop their cross-border raiding. When the Empire fell, the fort's garrison was replaced by the very raiders it was built to control.
Halls of Ichor Loading Screen.png Halls of Ichor The city of Falinesti occupies the boughs and bole of a great walking Elden Tree—possibly the original Elden Tree from which all others are derived. These towering graht-oaks are so huge as to beggar belief, trees on a mythic scale.
Jode's Light Loading Screen.png Jode's Light The shrine of Jode's Light just outside Pa'alat was founded by Moon-Bishop Thizzrini in the mid-First Era as a place of safe contemplation for all moon-monks, no matter when they were born on the ja'Kha'jay. It was abandoned during the mass mortality of the Thrassian Plague.
Khaj Rawlith Loading Screen.png Khaj Rawlith The ruins at Khaj Rawlith mark the westernmost extent of the Anequine Conquests, when the Cat-Folk soldiers of the Golden Beast ruled the land from the Larsius River to the Strid. The vast echoing halls still evoke a certain brutal majesty.
Kuna's Delve Loading Screen.png Kuna's Delve There is a ready market in Senchal and Torval for Khajiiti relics from the glorious period of the Anequine Conquests. Objects that date from the reign of Darloc Brae the Golden Beast are particularly prized.
Moonmont Temple Loading Screen.png Moonmont Temple Though sacred to worshippers of Jone and Jode, the temple at Moonmont has fallen on hard times. The chaos in Reaper's March has cut off the flow of pilgrims to its shrines, and the Two-Moons clergy has had to abandon the site until peace returns.
Rawl'kha Outlaws Refuge Loading Screen.png Rawl'kha Outlaws Refuge The refuge below Rawl'kha is the haunt of the Darkmoon Prowlers, an "All-Khajiiti Gang" … which means they'll admit non-Khajiiti members, but only if they agree to wear a cat-mask.
Rawl'kha Temple Loading Screen.png Rawl'kha Temple Though not the largest temple in northern Elsweyr, Rawl'kha is probably the most culturally significant, for it is here that the Mane revealed the Riddle'Thar Epiphany in 2E 311, the key event in modern Khajiiti theology.
Reaper's March Loading Screen.png Reaper's March Once known simply as Northern Valenwood, this region that borders Cyrodiil and Elsweyr has seen so much bloody warfare since the fall of the Second Empire that it's now known as Reaper's March, even to its battle-scarred inhabitants.
Ren-dro Caverns Loading Screen.png Ren-dro Caverns The Eyes of the Queen is the Aldmeri Dominion's secret intelligence service. It's said that Ayrenn began assembling a network of informers on the continent of Tamriel long before she returned to Summerset to assume the throne.
Senalana Loading Screen.png Senalana When the Senalana Ayleids fled the Slave Rebellion that made humans the masters of Cyrodiil, they didn't go far, just a league or so into Valenwood. They assumed the vengeance of their former slaves wouldn't follow them across the border. They were wrong.
Temple to the Divines Loading Screen.png Temple to the Divines Constructed by the Colovians during one of their periods of rule over Arenthia, this grand temple to the Eight is a testament to their devotion. There are said to be subterranean vaults beneath the nave.
The Vile Manse Loading Screen.png The Vile Manse The Colovians of the Imperial West are generally known as a devout people, dedicated to the Eight Divines and the old Imperial virtues. But every generation throws up a few who turn to dark and sinister pursuits; these are known to their compatriots as the Woeful Colovians.
Thibaut's Cairn Loading Screen.png Thibaut's Cairn The cemeteries and graveyards of Reaper's March overflow with the dead slain in war after war, but at least their survivors could always count on them resting quietly. However, that was before Molag Bal began his Planemeld.
Thizzrini Arena Loading Screen.png Thizzrini Arena The Cat-Folk are inveterate gamblers, and like nothing better than a wager on a good fight. When the fort at Thizzrini stopped serving as a fort, within weeks it was turned into a fighting arena thronged with eager bettors.
Weeping Wind Cave Loading Screen.png Weeping Wind Cave According to the "Speluncus Tamrielicum," the reason Nirn is seemingly riddled with natural caverns is that, like a living body, the world is veined with a system of nodes and capillaries that once pulsed with the divine essence of the Aedra who created it.

Daggerfall Covenant[]

Alik'r Desert[]

Image Location Description


Image Location Description
Bisnensel Loading Screen.png Halcyon Lake The halls of Bisnensel were built by a clan of Ayleid refugees who fled the Alessian Reforms in Cyrodiil. Old tales associate it with Laloriaran Dynar, the so-called Last King of the Ayleids.
Crypt of the Exiles Loading Screen.png Crypt of the Exiles After High Rock joined the First Empire in 1E 1029, the King of Evermore had a vast cemetery built outside the city to house himself and his descendants, naming it after Saint Pelin of Bangkorai Pass. Some of the empty mausoleums ended up put to other uses than burial.
Nchu Duabthar Threshold Loading Screen.png Nchu Duabthar Threshold The location of the entrance to the Dwarven city of Nchu Duabthar has long been known, but so far its gates have defied all attempts, physical or magical, to open them.
Torog's Spite Loading Screen.png Torog's Spite This mine once eked out iron ore to its diligent Breton miners, but it has long been given up to Orcish raiders from Wrothgar.
Troll's Toothpick Loading Screen.png Troll's Toothpick The Knahaten Flu swept through the Mournoth Dungeons, killing everyone, prisoners, guards and warden alike. The prison was decomissioned and left to decay. Now the locals call it by a different name.
Viridian Watch Loading Screen.png Viridian Watch In the early First Era, during the days when the Direnni Hegemony ruled High Rock, a series of watch towers was built along the border with the Reach and Skyrim. Today most of them are nothing more than crumbling ruins.


Image Location Description
Carzog's Demise Loading Screen.png Carzog's Demise The Ayleid Sanctuary on Betnikh was sealed by the Balfiera Elves during the Direnni Hegemony, and its tunnels were never explored or catalogued by the Bretons who came after. They might contain … anything.


Image Location Description
Angof's Sanctum Loading Screen.png Cath Bedraud Angof the Gravesinger has desecrated the most hallowed vaults of Cath Bedraud, usurping the crypts of the ancient Breton kings for his own vile purposes.
Crosswych Mine Loading.png Crosswych Mine In the early 24th century of the First Era a trove of iron ore was found beneath the hills of northern Glenumbra by the celebrated Pinifred Lode-Finger. A great mine was delved to dig out the ore, and the town of Crosswych was founded to house the miners.
Cryptwatch Fort Loading Screen.png Cryptwatch Fort As the name implies, Cryptwatch Fort was once an underground mausoleum. It was later fortified by the addition of a tower during one of High Rock's many internal conflicts.
DaggerfallCastle Loading.png Daggerfall Castle Seat of the Deleyn Dynasty, current rulers of the city-state of Daggerfall, whose castle has long watched over the town from its unassailable position high atop the seaside cliffs.
Dresan Keep Loading Screens.png Dresan Keep This crumbling ruin, abandoned since the middle of the First Era, was said to have been built upon the foundation of even older structures. Its purpose, whatever it was, has been long forgotten.
Glenumbra Loading.png Glenumbra Glenumbra, the westernmost region of High Rock, contains the city-states of Daggerfall and Camlorn, the great cemetary of Cath Bedraud, and the wild areas of Hag Fen, Glenumbra Moors, and the forests of Daenia.
Silumm Loading Screen.png Silumm The ruins of Silumm are the westernmost known Ayleid settlement in Tamriel. Abandoned early in the First Era, Silumm was occupied again during the brief height of the Direnni Hagemony, before being left once more to the erosion of time.
Spindleclutch.png Spindleclutch The Ayleid ruins of Dwynnarth that grin down from the bluffs above Hag Fen were plundered and emptied out generations ago. But it seems there are forgotten mine tunnels beneath the lowest levels of Dwynnarth that might not be quite so empty.
Themond Mine Loading Screen.png Themond Mine This once-thriving mine on the outskirts of Daggerfall belonged to the Themond family before it fell into disrepair and was largely abandoned.


Image Location Description


Image Location Description
Stormhaven Loading Screen.png Stormhaven Situated at the head of the strategic Iliac Bay, Stormhaven is the geographic center of High Rock, and also the home of the great trading city of Wayrest, capital of the Daggerfall Covenant.
Wayrest Loading Screen.png Wayrest It is difficult for historians to declare a certain date for the foundation of Wayrest. A settlement of some variety had been in existence where the Bjoulsae River feeds the Iliac Bay possibly since the 800th year of the First Era.

Stros M'Kai[]

Image Location Description
StrosMkai Loading.png Stros M'Kai One of the first landfalls settled by the Redguards when they sailed east from their lost homeland of Yokuda, the island of Stros M'Kai is now a haven for freebooters, sea-rovers, and other nautical entrepeneurs who roam the Abecean Sea.

Ebonheart Pact[]

Bal Foyen[]

Image Location Description
Bal Foyen Loading Screen.png Bal Foyen Bal Foyen, on the southern coast of Morrowind's Inner Sea, was a wild expanse of marshland until recently. Now much of it has been turned over to the Dark Elves' former Argonian slaves, who plant saltrice and herd guar in the former wastes.

Bleakrock Isle[]

Image Location Description
Bleakrock Isle Loading Screen.png Bleakrock Isle Bleakrock is an island off the northeast coast of Skyrim between Windhelm and Solstheim. The hardy Nords who inhabit Bleakrock are mostly farmers and fisherfolk. A small contingent of Pact soldiers keeps a sharp lookout for pirates and raiders.


Image Location Description
Deshaan Loading Screen.png Deshaan The fertile valleys of Deshaan are home to lush fungal forests, deep kwama mines, and broad pastures where netches and guar graze. But all pales before the magnificence of Mournhold, home of the Tribunal and capital of the Ebonheart Pact.
Flaming Nix Deluxe Garret Loading Screen.png Flaming Nix Deluxe Garret Even if you don't personally have a taste for the famous fire-pit dancing at the Flaming Nix, you have to admit it adds a certain cachet to having a room there. Not to mention an unusual fragrance.
Lady Llarel's Shelter Loading Screen.jpg Lady Llarel's Shelter The origins of this cave's name are obscure, but whoever Lady Llarel was it seems unlikely she'd find any shelter here now, as the grotto seems to be occupied by a hive of wild kwama.
Lower Bthanual Loading Screen.png Lower Bthanual The brazen doors of this Dwarven site slide open smoothly and without hesitation, mute testimony to the uncanny skill of the Dwemeri engineers who built them ages ago. Perhaps the rest of the site will be in good repair as well.
Mournhold Loading Screen.png Mournhold Mournhold was badly damaged at the end of the First Era when it was attacked by Mehrunes Dagon. The Daedric Prince was defeated by Almalexia and Sotha Sil, and the city has been entirely rebuilt. The Tribunal Temple looms over Mournhold from an eminence to the north.
ESO Tribunal Temple load screen.png Tribunal Temple (Online) The Tribunal Temple in Mournhold is the center of theopolitical power in Morrowind, and acts as a cathedral to the Living Gods of the Dark Elves: Almalexia, Vivec, and Sotha Sil.
Quarantine Serk Catacombs load screen.png Quarantine Serk Catacombs The crypts and catacombs beneath the Serk graveyard have been turned into the headquarters for the Maulborn quarantine. Here, the Maulborn supposedly develop a curative for the Llodos plague ravaging Deshaan.
The Apothecarium.png The Apothecarium Somewhere within these tumbledown Chimer ruins is the secret alchemical laboratory known as the Apothecarium.
The Corpse Garden Loading Screen.png The Corpse Garden The Siltreen Sanitary Mortuary acquired its ominous new name after it was stricken by an outbreak of undeath. No one is certain why the dead within have chosen to rise and walk among the living.
The Triple Circle Mine Loading Screen.png Triple Circle Mine Everyone knows the triple circle mine produces the highest quality iron ore in Deshaan. Strange to see such an active mine looking so deserted.


Image Location Description
Cragwallow Cave Loading Screen.png Cragwallow Cave Most locals who've dared to venture into Cragwallow's tunnels say it's just a skeever-infested cave, but some, who've gone deeper, swearthat parts of it seem to have been worked and excavated.


Image Location Description
Sanguine's Demesne Loading Screen.jpg Sanguine's Demesne Sanguine is the Daedric Prince of debauchery and dark passions. In his demesne, the revelry never ends—but it is a place where all pleasure is mixed with malice.


Image Location Description
Ash Mountain Loading Screen.png Ash Mountain Towering over central Stonefalls, the great volcano known as Ash Mountain spews smoke and lava in a continual state of eruption. It's said to be honeycombed with caves and lava tubes, some of which hide ancient and perilous secrets.
Charred Ridge Loading Screen.png Charred Ridge Centuries ago, Chimer mages conducted rituals on the Charred Ridge to help them drive the Nedic invaders out of Morrowind.
Coral Heart Chamber.png Vivec's Antlers The best-known example of the bizarre land-coral found along the coasts of Morrowind's Inner Sea is the strange conglomeration in Stonefalls known as Vivec's Antlers. Sensitive Dark Elves claim that the land-coral is both self-aware and thoughtful.
Crow's Wood Loading Screen.png Crow's Wood This uncanny pocket realm of Oblivion is a nightmarish forest ruled by the mysterious Crow Mother. It's like Tamriel, yet unlike—for the Daedra cannot create, only imitate, and their simulacra of mortal realms are always twisted and exaggerated.
Davon's Watch Outlaws Refuge Loading Screen.png Davon's Watch Outlaws Refuge The fact that Davon's Watch Outlaws refuge is located in an abandoned and desacrilized Tribunal Temple might be deliberately ironic … or just evidence of opportunism.
Emberflint Mine Loading Screen.png Emberflint Mine All the indicators point to this place being an active flint mine, except one thing: where are all the miners?
Fort Arand Dungeons Loading Screen.png Fort Arand The dungeons beneath Fort Arand are both sturdy and commodious, constructed during the First Era in the Dunmeri style known as "Responsible Architecture" to plans by the famed architect Guylaine Marilie. Sadly, in recent times they have not been well maintained.
LoadFG.png Fungal Grotto These extensive caverns in the volcanic rock beneath Stonefalls were once used for unknown purposes by the ancient Chimer, but were abandoned by the Elves long ago. Now they are the haunt of Goblins and other denizens of the underworld.
Hightide Hollow Loading Screen.png Hightide Hollow The abandoned mine on the coast at Hightide Hollow has been used on and off for centuries as a smugglers' den. Now someone seems to have chased the smugglers out. Who are the new residents?
House Dres Crypts Loading Screen.png House Dres Crypts The burial crypts of the noble Dres family, one of the Great Houses of the Dark Elves, were excavated beneath Kragenmoor in the middle of the First Era by Argonian and Khajiiti slaves
House Indoril Crypt Loading Screen.png House Indoril Crypt A burial crypt of the noble Indoril family, one of the Great Houses of Dark Elves of Morrowind. It's said that in times of trouble the House Dunmer dead are unquiet in their tombs, and disapprove of trespassers.
Inner Sea Armature Loading Screen.png Inner Sea Armature What the vanished Dwarven people called this small subterranean site is now lost to history. Modern scholars of the Dwemer call it the "Inner Sea Armature."
Mephala's Nest Loading Screen.png Mephala's Nest Ancient Chimer shrines to the Daedric Prince Mephala were referred to in common parlance as "Mephala's Nests." Some of them are remarkably well preserved. Others now host dangerous creatures that have developed a special taste for intrusive scholars.
Sheogorath's Tongue Loading Screen.png Sheogorath's Tongue In Morrowind there are many shrines to the "Good Daedra": Azura, Boethiah, and Mephala. Far more rare are shrines to the "Bad Daedra," the Four Corners of the House of Troubles: Mehrunes Dagon, Molag Bal, Malacath … and Sheogorath.
Stonefalls Loading Screen.png Stonefalls The ashfall from the volcanoes of the Velothi Mountains and from great Ash Mountain itself is Stonefalls' bane and benefit, fertilizing the soil where the land isn't too arid to grow crops. It was here that the recent invading army from Akavir met its bloody end.

The Rift[]

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Neutral territories[]


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Aba-Loria Loading Screen.png Aba-Loria In Old Elvish, aba-loria means "forbidden darkness." According to scholars of the long-lost Heartland Elves, it was also the name of the mortuary crypts of the ancient Ayleid city of Abagarlas.
Chapel of Light Loading Screen.png Chapel of Light But above all others they did venerate the Lady of Light, building for Merid-Nunda a chapel of colored rays and beams, which was for glory like a piece of Aetherius brought down to the mortal world.
Coldharbour Loading Screen.png Coldharbour The dreadful Oblivion plane of Coldharbour is a place of death, despair, and infinite cruelty. It is ruled by Molag Bal, the Lord of Brutality and Domination, a Daedric Prince dedicated to enslaving all the mortals of Nirn.
Coldharbour Surreal Estate Loading.png Coldharbour Surreal Estate This overlooked acreage atop a floating plateau in Molag Bal's Oblivion realm of Coldharbour is available to be developed however you like. It's a secluded location, very quiet and private, even scenic in its own austere way.
WoeLoad.png The Foundry of Woe Coldharbour is a realm of prisons within prisons, where all the imprisoned work without cease at executing the schemes of the Lord of Domination.
Grunda's Gatehouse Loading Screen.png Grunda's Gatehouse Molag Grunda is acknowledged in Coldharbour as Molag Bal's daughter—though it's not clear what that relationship means to a Daedric Prince. The Soul Shriven whisper that those Dremora posted to Molag Grunda's court are never happy about the assignment.
Halls of Submission Loading Screen.png Halls of Submission For the Dunmer, Molag Bal is one corner of the House of Troubles, and the arch-enemy of the "Good Daedra" Boethiah. For the Bosmer, he is the terrible demon who consumed Gil-Var-Delle. To some Ayleid clans he was Mola Gbal, and worthy of veneration.
Heart's Grief Loading Screen.png Heart's Grief Molag Bal's macabre palace serves also as a fortress and as a temple to himself. In all of Coldharbour, no place is more feared.
Library of Dusk Loading Screen.png Library of Dusk In the mortal realms, libraries are known as places of learning and scholarship, where those who seek truth may be able to find it. A library in Coldharbour is a place of indoctrination, where one will find only the truth according to Molag Bal.
Lightless Cell Loading Screen.png Lightless Cell The rules that govern the behavior of Molag Bal's servants are known as the Seven-Hundred-and-One Edicts; special cases are covered in the Mandatory Codicils. Violation of even the least of the Edicts can result in a sentence to the Scathe-Rings.
Lightless Oubliette Loading Screen.png Lightless Oubliette I could hear Morian Zenas weep at the images he saw, and shiver at the sight of the Imperial Palace, spattered with blood and excrement.
Mal Sorra's Tomb Loading Screen.png Mal Sorra's Tomb None of the denizens of Coldharbour can actually "die"—all of them, Daedra and Soul Shriven, merely discorporate until they can form new bodies. Why, then, are there so many tombs and graveyards? Because Coldharbour is Molag Bal's plane, and he likes them.
Manor of Revelry Loading Screen.png The Manor of Revelry Molag Bal is a master of all forms of domination over mortals, including the arts of illusion. As a matter of course the Lord of Brutality prefers lies to the truth—except when the truth is more cruel.
Reaver Citadel Pyramid Loading Screen.png Reaver Citadel Pyramid The leader of the Citadel commands his Reavers from within this Dremora stronghold. The unique shape and oppressive design of the place can be disturbing to mortals, but it suits Valkynaz Seris just fine.
The Black Forge Loading Screen.png The Black Forge Only the Dremora Overkyn who supervise the Black Forge know the secrets of smithing the ebony-alloy cold-iron of which the great chains and Dark Anchors are made. The work here is difficult and dangerous, and most Soul Shriven thralls last only a few shifts.
The Cave of Trophies Loading Screen.png The Cave of Trophies When Soul Shriven become too worn and decrepit for further labor as thralls, they are often set loose to run through the wilds of Coldharbour as prey for hunting Dremora. The victors in this sport bring the bones of their victims to the Cave of Trophies.
The Endless Stair Loading Screen.png The Endless Stair There are whispers among the Soul Shriven that the Planar Vortex and the Endless Stair were built for Molag Bal by the Mad Architect himself.
The Grotto of Depravity Loading Screen.png The Grotto of Depravity Soul Shriven who collaborate with their guards and inform on their fellows may be rewarded with a shift of lighter labor—or even a visit to the Grotto of Depravity.
The Halls of Torment Loading Screen.png Halls of Torment For dread Molag Bal, it is not enough that his enslaved minions labor ceaselessly on his behalf. They must also be made to suffer.
The Mooring Loading Screen.png The Mooring According to Camilonwe of Alinor, the Sapiarch of Transliminal Arts in the Crystal Tower, an artifact that could physically bind disparate planes together would have to be fabricated so as to exist simultaneously in multiple locations.
The Vault of Haman Forgefire Loading Screen.png The Vault of Haman Forgefire Most Nords find dealing with the Daedra to be abhorrent, so when Molag Bal has an opportunity to collect the soul of a notable Nord, it is a chance to be savored. Such was the case with Haman.
The Vile Laboratory Loading Screen.png The Vile Laboratory Many Tamrielic structures in Coldharbour appear to have been stolen directly from Nirn. But the Daedra, though not creative, are great imitators, so some locations may merely be uncannily exact replicas.
The Wailing Maw Loading Screen.png The Wailing Maw Molag Bal is fascinated by the metamagical technology of Soul Gems, and has several mystical research efforts under way to develop new and more efficient methods of stealing and imprisoning the souls of mortals.
LoadPrison.png The Wailing Prison You're obviously not in Tamriel anymore. Think of the most miserable, depressing place you've ever been in your life. That's paradise compared to Coldharbour. And to top it off, welll ... there is no easy way to say it. You're dead.
Village of the Lost Loading Screen.png Village of the Lost The blue fluid found everywhere in Coldharbour is called Azure Plasma, and is unformed "chaotic creatia," the stuff from which all Oblivion matter is formed. When a Daedra is "killed," its morphotype, or vestige, gradually forms a new body by accretion of Azure Plasma.


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Belkarth Outlaws Refuge Loading Screen.png Belkarth Outlaws Refuge It's rumored that members of the Dragonstar Caravan Company are known to frequent the outlaws refuge beneath Belkarth—rumors the caravaneers hotly deny.
Craglorn Loading Screen.png Craglorn Though crossed by caravans and Covenant troops going to and from Cyrodiil, this wild region of eastern Hammerfell is a virtual no-man's-land. It's anchored on the east and west by the towns of Elinhir and Dragonstar.
Rkhardahrk Loading Screen.png Rkhardahrk There have been reports of Dreugh infesting the Dwarven ruins of Rkhardahrk. Impossible: how could a colony of Dreugh survive so far from the sea?
Zalgaz's Den Loading Screen.png Zalgaz's Den The scholar Phrastus of Elinhir claims that "Zalgaz" is Old Nedic for "lizard lady." But his rival, Cinnabar of Taneth, dismisses this as "A reeking load of guarwash."

Shivering Isles[]

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Chateau of the Ravenous Rodent Loading Screen.png Chateau of the Ravenous Rodent Sheogorath is associated with a number of recurring Tamrielic artifacts: the polymorphing wand called Wabbajack; the Staff of the Everscamp, which summons scamp companions; Gambolpuddy, or the Ambiguous Glove; and the cursed utensil known as the Fork of Horripilation.
CheesemongersHollow Loading.png Cheesemonger's Hollow Just one of the many shrines to my lord. The common rabble know it as Cheesemonger's Hollow. Sheogorath is fond of it, but rarely graces it with his presence.


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LoadCyrodiil.png Cyrodiil The Imperial province of Cyrodiil dominates central Tamriel. With the Empire's collapse, armies of the Dominion, Covenant, and Pact have all invaded Cyrodiil, vying for the Imperial throne and control of the greatest prize in the land.
Sancre Tor Loading Screen.png Sancre Tor A site hallowed by its association with Saint Alessia, Sancre Tor was the religious center of the Alessian Order for much of the First Era. By longstanding tradition, Emperors of Cyrodiil are buried in the funerary vaults beneath the city.


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Ice Heart's Lair Loading Sceen.png Ice Heart's Lair Cold posesses this place. It strikes to the heart, a freezing chill not just of the world, but of the soul.


{{|class="wikitable" style="width: 100%;" data-expandtext="show" data-collapsetext="hide" |- !Image !Location !Description |- |[?] |Isle of Balfiera |"No one can say precisely how old the Adamantine Tower is. Or how deep it goes. But those who sought to plumb its secrets often left mysteries of their own."—Tessurian Direnni |}


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Dranil Kir Loading Screen.png Dranil Kir This windswept isle off the coast of Auridon has long been shrouded in mystery. Rumors of magical traps and sudden storms deter even the bravest of sailors.
Eyevea Loading Screen.png Eyevea 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 Mages Guild Loading Screen.png Eyevea Mages Guild Hall 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.
Five Finger Dance Loading Screen.png The Five Finger Dance There are trickster spirits in many of Tamriel's cultures. The Khajiit and Wood Elves have raised one to the level of a major Divine. To them, Baan Dar represents genius, sly innovation, and agile wits. He is the nimble escape when trapped in a tight spot.
Ragnthar Loading Screen.png Ragnthar The Dwemer sought to quantify mystical absolutes so as to enable them to manipulate the substance of reality without employing the intercession of divinities.
The Demi-Plane of Jode Loading Screen.png The Demi-Plane of Jode Some theological scholars hold that the two moons orbiting Nirn are representations of the "Cloven Duality" of the Aedric trickster-god Lorkhan, who connived at the creation of the world and was punished for it.
LoadProphet.png The Harborage Once the Prophet was a man of vigor and strength. Some harrowing experience has aged and diminished him, leaving him blind and almost feeble.
The Valley of the Blades Loading Screen.png The Valley of Blades Deep in the Dragontail Mountains of Hammerfell is the almost-inaccessible Valley of Blades, where Redguards devoted to the mastery of the sword seek to revive ancient secrets.


Image Location Description
AyleidSanctuary Loading.png Carzog's Demise The Ayleid Sanctuary on Betnikh was sealed by the Balfiera Elves during the Direnni Hegemony, and its tunnels were never explored or catalogued by the Bretons who came after. They might contain … anything.
Split Tusks Den Placeholder Loading Screen.jpg
Toestink Ruins Loading Screen.jpg



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Bonerock Cavern Loading Screen.jpg Bonerock Cavern There are those who say that orcs and the various races of goblins are closely related. If so, they must not come from a very happy family, because they never seem happy to see each other." ―Phrastus of Elinhir
Nikolvara's Kennel Loading Screen.png Nikolvara's Kennel The series of caves known as Nikolvara's Kennel have long been home to a wild pack of durzogs, but nearby residents now complain that the place is overrun with the creatures.

Thieves Guild[]

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Underground Sepulcher Loading Screen.png Underground Sepulcher The major cultures of Tamriel are thousands of years old, and for all those millennia the wealthy and important have been burying their dead in underground tombs. Over time, some of these have been forgotten—or turned to other uses.

Dark Brotherhood[]

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Anvil Castle Loading.png Anvil Castle A fortification has stood upon this site, guarding the harbor for all of recorded history. Over time, the military Anvil Fortress was gradually rebuilt into the elegant palace known as Anvil Castle.
Anvil Outlaws Loading.png Anvil Outlaws Refuge Every town needs a safe refuge for thieves and pickpockets—especially a town overrun by pirates. Sea rovers may make a living from theft, but they hate it when anyone else steals from them.
At-Himah Family Estate Loading Screen.png At-Himah Family Estate Servants of Grand Sermonizer Fithia claim that, late at night, they can hear screams coming from beneath her manor. Of course, these are probably just rumors spread by disgruntled devotees.
Blackwood Borderlands Loading Screen.png Blackwood Borderlands It would be easy to get lost in the trackless marshes east of Fort Blueblood, on the nebulous border between Blackwood and Argonia. Easy-and probably fatal.
Castle Kvatch Loading Screen.png Castle Kvatch This traditional fortress-palace has been the stronghold of the Counts of Kvatch since the days of Rislav the Righteous, early in the First Era. It has changed little in the past two thousand years.
Cathedral of Akatosh Loading Screen.png Cathedral of Akatosh The Colovian people are known for their devotion to the Imperial Eight Divines, so it's not surprising that the church of the Primate of Akatosh is located in Kvatch, on the western edge of the Colovian highlands.
Dark Brotherhood Sanctuary Loading Screen.png Dark Brotherhood Sanctuary Few get to see the interior of a Sanctuary of the Dark Brotherhood. Even fewer survive to tell the tale.
Enclave of the Hourglass Loading Screen.png Enclave of the Hourglass The Order of the Hour, one of the oldest knightly orders in Cyrodiil, was re-formed during the rise of the Longhouse Emperors to protect the Akatosh Chantry.
Garlas Agea Loading Screen.png Garlas Agea In Ayleidoon, "Garlas Agea" means "Cavern of Secrets." But the secrets of the Wild Elves were often dark, horrific, and perhaps better forgotten.
Hrota Cave Loading Screen.png Hrota Cave Sometimes natural caves serve as lairs for wild beasts, and sometimes they're occupied by criminals such as smugglers or bandits. Occasionally, they may be home to … something worse.
Jarol Estate Loading.png Jarol Estate Due to Gold Coast's mild climate, it became fashionable during the Second Empire for Cyrodilic nobles to build country estates there, so Imperial manors, some quite sizable, dot the countryside.
Jerall Mountains Logging Camp Loading Screen.png Jerall Mountains Logging Track The rugged peaks of the Jerall Mountains divide Cyrodiil from Skyrim. A few passes cross the mountains, granting loggers and trappers access into the deep backwoods.
Knightsgrave Loading Screen.png Knightsgrave The ruins of Knightsgrave are rumored to date back to the founding of the Order of the Hour, and heroes of the Order are said to still haunt its shadowy depths.
Sewer Tenement Loading Screen.png Sewer Tenement With war raging across Tamriel, the displaced and dispossessed become ever more desperate in their search for safe havens. After enough hard luck and danger, even the sewers can seem like an acceptable refuge.
Smuggler's Den Loading Screen.png Smuggler's Den "Where would the smugglers of Tamriel be without convenient caves for concealing contraband cargo? I can't conceive."—Cirantille
The Gold Coast Loading.png The Gold Coast The Gold Coast always served as the Empire of Cyrodiil's gateway to the Abecean Sea—but with the Empire in eclipse, the region has gone its own way.

ESO Morrowind[]

Image Location Description
Dreudurai Glass Mine Loading Screen.jpg Dreudurai Glass Mine You may be surprised to think that glass can be thought of as metallic, but appearances are deceiving. What we call glass is nothing like the window panes you see in houses. The greenish material is far stronger and has a much higher melting point.
Galom Daeus loading screen.png Galom Daeus On the slopes of Red Mountain, beneath the eternal pall of the volcano's ash cloud, the sun never really shines and the gloom may conceal those who have cause to love the darkness.
Vvardenfell loading screen.png Vvardenfell Surrounded by the Inner Sea, the sprawling volcanic island of Vvardenfell dominates northern Morrowind. The ominous, ever-smoldering peak of Red Mountain looms over this strange land.
Zainsipilu Loading Screen.png Zainsipilu Its dampness, volcanic warmth, and natural ventilation all combine to make Zainsipilu an unusually lush subterranean environment.
Zalkin-Sul Egg Mine Loading Screen.png Zalkin-Sul Egg Mine "Kwama warriors protect the colony, reacting quickly to any perceived danger. They should be treated warily and with respect, for they are aggressive and highly dangerous."—Dorayn Redas, Kwama Keeper

Clockwork City[]

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Clockwork City Loading Screen Blank.png Clockwork City
The Shadow Cleft Loading Screen.png The Shadow Cleft "The Withering Hermit says the Shadow Cleft is just a gloom-dusk echo cast by Nocturnal's Evergloam," whispered the voice from the darkness. "But her wandering star fell long, long ago."


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Artaeum Loading Screen.png Artaeum "Misty hollows filled with gregarious nixads. Hidden lagoons containing singing waters, clear as fresh-blown glass. Flowers that whispered secrets when the wind blew, and stones with names too long for mortal tongues to speak. Such was the island of Artaeum."—Vanus Galerion.
Colossal Aldmeri Grotto Loading Screen.png Colossal Aldmeri Grotto Once a watering stop for the High Elf navy, this great cavernous grotto on the Summerset coast west of Dusk features shipboard compartments, magnificent Aldmeri ruins, weathered wood from several shipwrecks, and a sparkling subterranean waterfall.
Corgrad Wastes Loading Screen.png Corgrad Wastes "The reach of Thras has been felt far beyond its own land. The Thrassian Plague, which decimated Tamriel's population in the year 2260 of the First Era, was their most egregious attack against the mainland, but other, subtle predations have also been recorded."
Eldbur Ruins Loading Screen.png Eldbur Ruins These forsaken and echoing halls once housed the Eldbur Monastery for Mystic Inquiry, which thrived until the Hyperagonal Collapse Incident in 1E 1306 converted twenty-seven Psijic Monks into thin films of glistening liminal particles.
Eldbur Sanctuary Loading Screen.png Eldbur Sanctuary Presumably, this is where the scholars of the old Eldbur Monastery gathered for meditation and reflection. It looks like it, anyway, but something doesn't feel right ….
Karnwasten Loading Screen.png Karnwasten "The most rigid and hidebound societies conceal the most illicit activity just below the surface. If you have tariffs and duties, you also will have smugglers who evade them. Of one squeezes hard on a bladder wine-sack, the wine must spurt out somewhere, yes?" —Razum-dar
King's Haven Pass Loading Screen.png King's Haven Pass Some say Goblins originated in Summerset, and some say the High Elves brought them here to serve as menials and slaves. They no longer perform those functions, but freed or escaped, Goblin tribes still thrive in the island's loneliest corners.
Monastery of Serene Harmony Loading Screen.png Monastery of Serene Harmony The monks of the Serene Harmony Monastery stand as the most renowned "Aednavorith" scholars in all of Summerset. The study of genealogy and ancestry remains a subject of endless interest to all High Elves.
Red Temple Catacombs Loading Screen.png Red Temple Catacombs Russafeld means "scarlet shrine in some dialects of Aldmeris, which may explain where the Red Temple gets its curious name. But the most commonly held opinion states that it's a shortening or corruption of "Dread Temple."
Shimmerene Waterworks Loading Screen.png Shimmerene Waterworks Built piecemeal over two millennia, this subterranean labyrinth of fresh-water aqueducts, reservoirs, cisterns, waste pools, and drainage culverts has secret nooks and crannies unknown even to Shimmerene's sanitation engineers.
Summerset Loading Screen.png Summerset The land called Summerset is the birthplace of civilization and magic as we know it in Tamriel. On its idyllic sea-kissed shores live the Altmer, the High Elves.
Sunhold Loading Screen.png Sunhold The southern city of Sunhold serves as the home port of Summerset's famed Dominion navy. But with High Elven fleets over the horizon fighting the alliance war, Sunhold remains virtually unprotected.
The Crystal Tower Loading Screen.png Crystal Tower The Crystal Tower, sometimes known as Crystal-Like-Law, is so named, not because it's made of crystal, but because the structure houses "the" crystal—Transparent Law, the "mystical stone" of the Tower of the High Elves.
The Spiral Skein Loading Screen.png The Spiral Skein (Prologue) "Mephala! In Oblivion you keep your secrets, and the secrets of all those entangled in your webs of subterfuge and semblance. The Spiral Skein is your realm." —The Derisive Necromite
Time-Lost Throne Room Loading Screen.png Time-Lost Throne Room The Imperial Throne Room at the base of White-Gold Tower is one of the most important metaphysical foci in all the Mundus, so much so that it can almost be said to exist adjacent to all time and space in Aedric Creation.
Tor-Hame-Khard Loading Screen.png Tor-Hame-Khard In Aldmeric, the name means Warlord's Mountain Lair, as these vast halls were originally built in the early First Era for the legendary Prime Battlereeve Fiirfarya. One morning the estate's entire populace was found slaughtered, and thereafter the site was abandoned.
Traitor's Vault Loading Screen.png Traitor's Vault Based on the quantity of moldering ruins on Artaeum, once there must have been many more monks of the Psijic Order than are present today. This hall looks to have been more recently than most.
Wasten Coraldale (Online) Loading Screen.jpg Wasten Coraldale The offshore island of Wasten Coraldale—or Coridale, as the fisher folk call it—contains a wild honeycomb of tunnels and fertile grottos where sea creatures of all sorts spawn and thrive. It's heavily fished for that reason, despite its many dangers.


Image Location Description
Abode of Ignominy Loading Screen.png Abode of Ignominy For the Khajiit, Mafala is the Clan Mother of Dark Secrets, the recorder of hidden guilt and eternal shame. This fallen temple was once the center of her worship, before the Sinner Suicides brought her cult into disfavor. Now it hosts ... others.
Hall of the Lunar Champion Loading Screen.png Hall of the Lunar Champion The Khajiit of Elsweyr built this awesome temple as a tribute to the legendary hero, Khunzar-ri. Elsweyr's greatest champions may assume stewardship of the Hall, but only the most patient and cunning will discover all of its secrets!
Meirvale Keep Loading Screen.png Meirvale Keep Long ago, before this kingdom was shattered into the tattered Scar of Anequina, it was known as Meirvale and its people made sweet sugared brews that could raise your spirits to the Sands Behind the Stars. Those who dwell here now are only known for drowning their sorrows in drink. —Rakhir-dro
Northern Elsweyr Loading Screen.png Northern Elsweyr This region, also known as Anequina, merged with the southern region of Pellitine several centuries ago to form the province of Elsweyr. It's a patchwork that united many former small kingdoms, including Rimmen, Orcrest, Riverhold, and Meirvale.
Rimmen Outlaws Refuge Loading Screen.png Rimmen Outlaws Refuge A complex gravity-fed hydraulic system feeds the canals and fountains of Rimmen. In fact, it's so complex that the current rulers aren't even aware that it's drained by underground conduits with a hidden maintenance vault that serves as the city's Outlaws Refuge.
Star Haven Adeptorium Loading Screen.png Star Haven Adeptorium We Khajiiti are enthusiastic people, and those of us devoted to religion often become adepts to study one of our ascetic traditions. In many ways, the religious history of Elsweyr is the history of its adeptoriums. —Moon-Bishop Hunal
Sugar Bowl Suite Loading Screen.jpg Sugar Bowl Suite Those seeking a respite from the heat and bustle of Rimmen's crowded streets can find it in this cozy suite. Easy access to Rimmen's amenities—both legal and illicit—make this the perfect abode for adventurers on the go.


Image Location Description
Blackrose Prison Loading Screen.png Blackrose Prison When Imperial Potentate Versidue-Shaie wanted a distant dungeon to house the most feared criminal and political prisoners of the Second Empire, he ordered a penal institution built on the coast of Black Marsh; it was named Blackrose Prison after the ancient city a day's march to the north.
Blight Bog Sump Loading Screen.png Blackrose Prison Long, long ago, these caverns were the home of the Xuat-Matun tribe, and bore their name. But those Argonians are long gone, and the place is now a lair of the Veeskhleel: the Ghost People.
Lakemire Xanmeer Manor Loading Screen.png Lakemire Xanmeer Manor An unknown Argonian master of water magic equipped this underwater Xanmeer Manor with its own submerged picture windows that gaze out into the depths of a lush Murkmire lake.
Lilmoth Outlaw Refuge - loading screen.png Lilmoth Outlaws Refuge Though it's accessible only by way of damp subterranean tunnels, the Outlaw Refuge in Lilmoth is secretly housed in an abandoned building that's safely above sea level.
Remnant of Argon Loading Screen.png The Remnant of Argon "What can the mortal mind do when transported to a place that is not a place? It has no choice but to interpret its surroundings as best it can."—Morian Zenas
Teeth of Sithis Loading Screen.png Teeth of Sithis As Sithis is Change, there are naturally no standards for Sithis altars or chapels—but in Murkmire, there is certainly no larger temple to the Dread Father than the Teeth of Sithis.
The Dreaming Nest Loading Screen.png The Dreaming Nest The Dreaming Nest is a place that no one may enter unless called there—and no one who is called there ever speaks of it later.
Tsofeer Cavern Loading Screen.png Tsofeer Cavern A spacious and well-watered cave system in Murkmire would normally be used or inhabited by some of the local Argonians, but Tsofeer Cavern is avoided even by the aggressive Dead-Water tribe, all because of one dread word: "Wuju-Ka."
Vakka-Bok Xanmeer Loading Screen.png Vakka-Bok Xanmeer "We Argonians love warmth, but those who say we worship the sun are wrong. Trees, of course, also love sunlight, and it's said there once was a Hist who had its tribe build a stone edifice to collect it. Is that true? Who knows?"—Desh-Wulm the Blind
Xul-Thuxis Loading Screen.png Xul-Thuxis The name of this place translates from Jel as "Snake-Means-Death City," and it's known to be an ancient center of reverence for Sithis, the Dread Father whose other names are Chaos and Change.


Image Location Description
Depths of Malatar Loading Screen.png Depths of Malatar "The light that shone from the statue of Narilmor acted as both guide and protector to Ayleid ships crossing the Abecean, promising warmth and safe harbor in Garlas Malatar, until the city fell in the latter days of the Alessian Slave Rebellion." - Tjurhane Fyrre


Image Location Description
Antiquarian's Alpine Gallery Loading Screen.png Antiquarian's Alpine Gallery Tucked away in scenic Hjaalmarch, this rustic gallery contains plenty of space to display all manner of antiquities. A gorgeous waterfall provides water to a private pond, creating a perfect setting for scholarly gatherings.
Castle Dour Loading Screen.png Castle Dour Castle Dour, the oldest section of Solitude contains a number of distinct locations within its sturdy walls, including the ancient fortress, the Temple of the Divines, ane the newer Tower of the Wolf.
Deepwood Vale (Online) Loading Screen.png Deepwood Vale "Nords. They have such an innate fear of desolate and abandoned places like Deepwood Vale that the Icereach Coven has had little trouble hiding in plain sight. For that reason, they have already lost this war."—Matron Urgala
Greymoor Caverns Loading Screen.png Greymoor Caverns Blackreach, a legendary and long-forgotten realm that stretches beneath Skyrim, hides terrible creatures and even more terrible secrets. The caverns beneath Western Skyrim include Greymoor, the Lightless Hollow, Dark Moon Grotto, and Dusktown.
Proudspire Manor Loading Screen.png Proudspire Manor Many lived within Solitude's coveted Proudspire Manor over the years, but its last owner vanished, leaving its spacious living quarters empty—and available. Shelter yourself from the cold within this multi-room landmark in the heart of Solitude.
Western Skyrim Loading Screen.png Western Skyrim Sundered from Eastern Skyrim in years past, High King Svargrim rules the cold and unforgiving land known as Western Skryim. Consisting of the holds of Haafingar, Karthald and Hjaalmarch, the realm gives rise to hardy natures, brave warriors, and suspicious townfolk.