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"Therefore, I humbly beseech any students of history who might encounter this modest text to travel to Solstheim and learn all that can be learned of this noble people and their ancient customs. The Skaal people might not be long for this world, but let us assure that their proud and noble legacy lasts well into the future."
Tharstan of Solitude[src]

Solstheim or Soulstheim is an island region located on the Sea of Ghosts, between the provinces of Skyrim and Morrowind. For the longest time, Solstheim held little significance until around 3E 427, when the East Empire Trading Company began to set foot onto the land and build their colony. It has evolved since the disaster in 4E 5, when the High King of Skyrim gave Solstheim to Dark Elven refugees. The Skaal Tribe of Nords have lived on Solstheim since the Merethic Era. It is known as the "Jewel of Absolutely Nothing."

By game

Description

Geography

Felsaad Coast

Gyldenhul Barrow DB

Gyldenhul Barrow is one of the many pirate coves found on Felsaad Coast.

The Felsaad Coast consists of the northeast of Solstheim, and it is the home of the native Nordic population, as the Skaal Village is located on the northeast bluffs. Much of the region has been used by the Skaal Tribe, from not only the village but the subsidiary settlement of the Thirsk Mead Hall, which was founded by a sub-group of the Skaal. The mead hall is found on the other side of the region, on the shores of Lake Fjalding. Minor islands are found on the water, a notable one is the Gyldenhul Barrow, the ancient burial tomb of the infamous Nordic pirate, Haknir Death-Brand. It is found on Horker Island.


Hirstaang Forest

Hirstaang Forest

The Hirstaang Forest was obliterated in the Red Year, resulting in a barren Ashland.

The Hirstaang Forest consists of the southern half of Solstheim, and it is the center of the region's commerce, as the settlements of Raven Rock and Fort Frostmoth are found here. Compared to the north, Hirstaang is tame, containing some minor farmlands, outside the Raven Rock walls. Fort Frostmoth was the first settlement in the land, until in 3E 427, the township of Raven Rock was founded. When the Red Year occurred, the sudden ashstorms had practically destroyed the Hirstaang Forest. Fort Frostmoth was swallowed by the ash, and thanks to House Redoran, Raven Rock was able to survive, barely. Dead trees currently riddle the landscape, a shell of its former self.


Isinfier Plains

Vahlok's Tomb

The Tomb of Vahlok the Jailor is hidden amidst the forests of the Isinfier Plains.

The Isinfier Plains of Solstheim takes the central east of the island, found between the Hirstaang Forest and the Felsaad Coast. The plains are largely barren, as no known settlements can be found here. Only Witches and Reavers live in this region. A small fraction of the Glenmoril Witches live in Isinfier, utilizing the Altar of Thrond as their base of operation. Many natural caverns are found here, such as the Cave of Hidden Music and the Solvjord. In the deep forest lies Vahlok's Tomb, the burial place of the ancient Dragon Priest, Vahlok the Jailor, who faced the Traitor, Miraak in the Merethic Era. Vahlok lives in Skaal culture as "the Guardian."


Moesring Mountains

Castle Karstaag Ruins

Castle Karstaag was a fortress that housed a legendary Frost Giant named Karstaag.

The Moesring Mountains are the frozen wastes of Solstheim, being found in the northwest, separated by the mountain range by the same name. It is nothing but cold seas of snow, with the occasional cave system, such as Benkongerike and Domme. The only "settlement" in the region is Castle Karstaag, a glacier fashioned into a castle, with dining rooms and long hallways. The Frost Giant, Karstaag lives in the castle. On the northwest, lies the Mortrag Glacier, which engulfs the entire northwest coast. By 4E 5, it was gone and more natural caves were discovered. The Dragon Lair known as Saering's Watch is found overlooking the north.


Fauna

Rieklings & Bristlebacks

Grahl

Ash Creatures

Lurker

Frost Giant

Miscellaneous Creatures

Flora

Government

Religion

History

Merethic Era

The Battle of the Moesring & the Fall of the Snow Prince

In Search of the Falmer - Loot

The Snow Prince's Ancient Steel Armor & his mighty spear are kept in the catacombs of Jolgeirr Barrow.

"Like a sudden, violent snow squall that rends travelers blind and threatens to tear loose the very foundations of the sturdiest hall, the Snow Prince did sweep into our numbers. Indeed the ice and snow did begin to swirl and churn about the Elf, as if called upon to serve his bidding. The spinning of that gleaming spear whistled a dirge to all those who would stand in the way of the Snow Prince, and our mightiest fell before him that day."
Lokheim[src]

In the late Merethic Era, the Atmorans under Ysgramor had traveled south to the modern-day lands of Skyrim, building their first city of Saarthal. However, the Snow Elves had besieged the city and drove out the Atmorans in the event known as the Night of Tears. Sometime later, Ysgramor returned to Skyrim and had begun his purge against the Snow Elves in the Nordic-Falmer War, spanning for quite some time. The last known battle was on the region of Solstheim, in the Battle of the Moesring, the last stand of the Falmer. Leading the remaining Falmer is the Snow Prince, the last of the Snow Elven hierarchy. Ysgramor had traveled for Solstheim after devastating the Falmer on the mainland, encountering the remnants of the Snow Elven Army at the Moesring Mountains in the northwest.[1]

In the beginning, the Atmorans were overwhelming the Snow Elves, cutting through them with ease until the arrival of the Snow Prince, who singlehandedly crushed the Atmorans greatly. The Spear of the Snow Prince was legendary for the battle, as it killed various figures, such as Freida Oaken-Wand and Heimdall the Frenzied. Amidst the slaughter, the Snow Prince had killed the mother of a lowly twelve-year-old girl, Finna, a squire to her mother. Enraged, Finna grabbed her mother's sword and pierced it into the Snow Prince's breast. This gave the Atmorans the leeway to ultimately defeat the Snow Elves in Solstheim. This was the end of the elven race's illustrious history, although small remnants took to isolation, never to be heard from. Ysgramor and his chieftain gave the Snow Prince a proper burial, with the exception of Stalhrim, which was reserved for Nords. His burial ground became Jolgeirr Barrow. From then on, the Nords had conquered Solstheim, and eventually, the Dwemer settled in lands far from Nordic cities, resulting in Nchardak and Fahlbtharz.[1][2]

Solstheim's Creation Myth; The Guardian & the Traitor

Vahlok the jailer

The battle between Vahlok & Miraak resulted in the land splitting and becoming Solstheim.

"The Guardian, whom the legend presents as a paragon of loyalty and nobility, finally defeats the despicable Traitor, who seems to represent all that is corrupt and evil in men. Their epic duel is clearly representative of a greater struggle between good and evil. Perhaps it is this timeless quality that has kept the tale alive for so long."
Lucius Gallus[src]

The modern-day Skaal of Solstheim are the descendants of the Dragon Cult that ruled over Solstheim, sometime after Ysgramor's reign, as the Dragon Cult was prominent. One such priest, Miraak, who was the first known Dragonborn, long before the appearance of St. Alessia in Cyrodiil. Miraak had come into contact with Hermaeus Mora, the Daedric Prince of Forbidden Knowledge. The Wretched Abyss had lured Miraak with great knowledge, and the ability to Bend the Will of Dragons, and so he plotted against his Dragon Overlords, killing them in numbers outside his grand temple. Miraak could absorb the Dragon Souls, giving them unbeknownst power that would eventually lead to their downfall. Three Dragon Priests, known as the Acolyte Priests, would follow Miraak and disown the Dragon Cult.[3][4]

The leaders of Bromjunaar had sent the Warrior-Priest, Vahlok to defeat Miraak. The battle between these two forces resulted in the mainland splitting, and that broken piece of land became modern-day Solstheim. In an epic battle between good and evil, the two priests had battled until Vahlok had emerged victorious. The Acolyte Priests were defeated, from Ahzidal to Zahkriisos. While other tales would end it here, the truth is different. Before Vahlok would kill him, Miraak withdrew into Apocrypha, while Vahlok the Guardian stays vigilant for his return. The Tale of the Guardian & the Traitor became a cautionary tale to the Skaal Tribe, as a warning for the inevitable return. Vahlok became the ruler of Solstheim, and the Dragon Cult of Solstheim remained isolated from the rest, resulting in their transformation into the modern-day Skaal.[3]

Second Era

Records of Solstheim throughout the Years

Skaal Village

The Skaal Village & Thirsk were the only settlements on Solstheim (before Fort Frostmoth or Raven Rock).

"After meeting King Logrolf, I took the time to examine a display of clothing from the many subcultures of Skyrim, which it seems is home to other peoples than just those mainstream Nords so well-known across northern Tamriel. But I also came across the clothing of a culture previously unknown to me, that of the Skaal, who inhabit an island in the Sea of Ghosts named Solstheim (I hope I've spelled that right—my notes were taken in haste)."
Doctor Alfidia Lupus[src]

Solstheim's history since the Dragon Cult is largely unknown, but it has appeared in history since the Merethic Era, and before even Tiber Septim's rise to power. Despite the Skaal's isolation, they are acknowledged by the government of Skyrim, as High King Logrolf, who was alive during the reign of Versidue Shaie, had a set of Stalhrim Armor on display, courtesy of the Skaal. The island of Solstheim was considered a territory of Skyrim, ever since the Battle of the Moesring, and so it has been used by the province, but it did not have a known centralized settlement like the East Empire Trading Company had with Fort Frostmoth. Because of how unpopulated Solstheim is, many people took to the island for a private retreat, where one scholar lived in White Ridge Barrow to conduct experiments on explosive, elemental spiders. With the schism that had befallen onto Skyrim, it is unknown which kingdom claimed Solstheim but considering its location; it was likely claimed by the Eastern Kingdom. It was unharmed, nor utilized by the invading Kamali Army in the Second Akaviri Invasion, as they bypassed the island and headed straight for Windhelm. Second Era cartography has depicted Solstheim among other the other provinces, in the seas shared by Skyrim and Morrowind, but as the time went on, the island of Solstheim had become forgotten until in the late Third Era.[5][6][7][8][9]

Third Era

Main article: Solstheim (Bloodmoon)

Hrothmund the Red & Thirsk Mead Hall

Hrothmund's Axe (Bloodmoon)

Hrothmund the Red was the de-facto leader of the Thirsk, fighting against the Udyrfrykte.

"On the eastern bank of Lake Fjalding stands Thirsk, a grand mead hall that serves as the home and center of operations for a most valiant clan of Nord warriors. Approximately one hundred years ago, a small group of Skaal decided to leave the main village, and free themselves of their brethren's strict adherence to nature worship. They sought to live life as their ancestors had in Skyrim -- free to kill what they wanted when they wanted, free to worship in any manner they chose."
Bereditte Jastal[src]

The Skaal are a spiritual-folk, one that has deviated from the Nordic culture that the race is known for. A group of Skaal decided to leave the Skaal and their strict religious culture, seeking the thrill of fighting by his own free will. Leading the helm was Hrothmund the Red, who took his group of warriors across the Felsaad Coast, until he spotted a plot of land along Lake Fjalding. Within the span of several months, the Thirsk Mead Hall was constructed. However, the construction of Thirsk had caused the creature, the Udyrfrykte had awoken from the Caves of Fjalding. Wreaking havoc on Thirsk. The Thirsk Nords dwindled half in numbers, but fortunately, the wizard named Eldrid Ice-Light sealed the creature back into the cave. Two months later, Thirsk was rebuilt. But with the Udyrfrykte dealt with, another problem arose when Drengr Bronze-Helm had questioned Hrothmund's leadership, and sought to become Chieftain. In response, Hrothmund had cleaved Drengr's head off and placed it onto his mantle. It became the symbol of his leadership, and that he was indeed worthy of being the Chieftain of Thirsk. And so the ancient tradition was born. Any race or sex could attempt to claim the throne, as long as, they presented an honorable trophy and Hrothmund's spirit consents. Thirsk was peaceful for a time until Hrothmund yearned for battle, and so he took to the Moesring Mountains to kill the White Wolf, Ondjage the Fell Wolf. But in the end, Hrothmund was defeated. The sight would become Hrothmund's Barrow, and it was here, the Thirsk Warriors slew the beast together, in honor of their Chieftain. Thirsk had thrived since.[10]

The East Empire Trading Company & Raven Rock

East empire sign

The East Empire Trading Company colonizes Solstheim with Fort Frostmoth and Raven Rock.

"Raven Rock was founded in 3E 427 by the East Empire Company in response to the discovery of a rich ebony mine on the southern edge of the island of Solstheim. The construction of the town took several months, and the mine immediately started yielding ebony ore that the miner's shipped to Windhelm in Skyrim. By 3E 432, the town was home to over thirty people, all of whom depended on the mine for their livelihood. At this time, Raven Rock was almost exclusively inhabited by Imperials and a few Nords who were drawn to the mine's wealth."
Lyrin Telleno[src]

By the late Third Era, Solstheim was practically forgotten, despite its location (between Windhelm and Blacklight), it was untouched, until in 3E 427 when the Imperials of the East Empire Trading Company had re-discovered Solstheim. The Company soon took to establishing their ground with the construction of Fort Frostmoth. The Imperial Legion was soon stationed in Frostmoth, with Captain Falx Carius named the de-facto leader. In time, citizens of the Empire, coming from either Windhelm in Skyrim, or Khuul in Vvardenfell. These colonies would go on to create the township of Raven Rock, as a large vein of Ebony was discovered on the bay. Within the span of several months, Raven Rock was created, as an Imperial charter town that produced Ebony to Windhelm. However, with the port-town established, a power struggle had occurred between Falco Galenus, an Imperial prospector of the EEC, and Carnius Magius, the corrupt benefactor of Raven Rock. While the former wanted Raven Rock to thrive for the better good, the latter ruled over the town like a dictator, silencing those he deed no longer useful. After discovering raw veins of Stalhrim in the Raven Rock Mine, and an attack orchestrated by Carnius, Raven Rock was able to thrive, and a new person was named the Factor of Raven Rock, governing the town in its early years.[11][12][13][14][15]

The Bloodmoon Prophecy & the Will of Hircine

Secunda Bloodmoon Icon

The Bloodmoon signifies Hircine's Great Hunt. Solstheim was the Hunting Grounds this time.

"It is time we spoke of this. The legend tells of a time that occurs once in each era, when a demon god will walk the land in the company of his Hounds, creatures of terrible might. He is The Hunter, and his coming is preceded by three signs. I had prayed that I had misread the signs, misunderstood the prophecy, but I am sure it is not so."
Korst Wind-Eye[src]

Solstheim in the Waning Third Era

Fourth Era

Main article: Solstheim (Dragonborn)

The Red Year & Morrowind's Expansion

Elhul Sathil & the Cursed Blade, Umbra

The Colony of Raven Rock & Vilur Ulen's Plot

The Temple of Miraak & the Corrupted Stones

Miraak's Downfall; At the Summit of Apocrypha

The Revival of Raven Rock; the Second Golden Age

Locations

Regions

Settlements

Ruins

Caves

Landmarks

Gallery

Trivia

Appearances

References

Notice: The following are unlicensed references. They are not copyrighted by a ZeniMax Media company, but can still be considered part of The Elder Scrolls lore and are included for completeness.


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