Loading Screens (Online)

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==
===General===
*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 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.
*Any ability marked CRIMINAL ACT can and will result in significant legal trouble if cast where citizens or guards can see.
*Running low on inventory space? Purchase Bag and Bank upgrades from in-game vendors or the Crown Store.
*Larger homes can generally hold more items and collectibles.
*You can become a werewolf or vampire if you get infected by certain monsters or bitten by another player. This infection can be cured by a Priest of Arkay if you do not want to embrace your new nature.
*Need help accessing DLC? Visit the in-game Help for detailed information on how to get in and play.
*In a Domination Battleground you must capture and hold specific locations, while fighting off your foes, in order to win the match.
*In a Crazy King Battleground you must capture and hold specific locations—but those locations will randomly change, shifting the tide of battle and allowing for sudden upsets.
*In a Deathmatch Battleground your objective is simple: Find and kill as many opponents as you can.
*In a Chaos Ball Battleground you earn points for your team by holding the Chaos Ball, while withstanding the ever-increasing damage it deals to you.
*In a Capture the Relic Battleground you must capture enemy Relics and bring them to your home base.
*Zanil Theran in Coldharbour or Craglorn is a Luxury Furnisher whose stock of high quality furniture changes periodically.
*Items purchased from the Utility section of the Crown Store will be deposited directly into your character's inventory.
*Giving another player Home Decorator permission allows that player to move your furnishings but not remove them from the house.
*If you accidentally sell something to a merchant, you can buy it back from the buy-back tab of their store.
*If you lose track of where you are in a quest, press 'J' (default key) to open your journal and read task information related to that quest.
*Purchase the Digital Imperial Edition Upgrade to gain access to the Imperial Race and Horse.
*Adventuring takes its toll, so don't forget to check your gear every once in a while. Most merchants can repair damaged gear—for a modest fee, of course.
*The Antiquarian's Eye can be used within a Dig Site to indicate the direction of the nearest Antiquity.
*You can only have one Mundus Boon at a time, but you may change your Mundus Boon by visiting another Mundus Stone.
*If you need help completing a dungeon, try using the Dungeon Finder in your group window. It looks like a dungeon you might see in the world.
*Some furnishings, like crafting stations and lights, provide special interactions when placed in your home.
*There are several unique homes themed to each of the ten playable races of Tamriel.
*You can enter Cyrodiil once you reach Level 10 by hitting 'L' (default key) and selecting the Campaigns Menu, then selecting a Campaign. Then press 'E' (default key) to join!
*Nirnhoned is a rare Trait for weapons and armor. One piece of Nirnhoned equipment can be found after completing the quests in Craglorn. To learn the Nirnhoned Trait on other items, you'll need to trade with other players.
*Trials will always have the following icon beside their name: . Once you discover a Trial, you can fast travel to it at any time.
*Battlegrounds are fast and deadly matches between three teams of four players each, open only to characters above Level 10. You can queue up for a Battleground in the Activity Finder, by pressing 'P' (default key).
*You can find a list of all Chapters and DLC available to you within the Stories section of your Collections UI.
*Membership in the Dark Brotherhood, available in the Dark Brotherhood DLC, conveys the right to use the Blade of Woe. The Blade of Woe ability allows you to assassinate most unaware humanoid creatures with a single stroke.
*Each Item Set only comes from a certain region of the world—if you want to find more pieces of that Set, look in the region where you found it before.
*Crown Store Soul Gems can be given priority over regular in-game Soul Gems by toggling the Default Soul Gem setting in the Gameplay submenu of your Options.
*Unlocking the Antiquities system, available in the Greymoor Chapter, allows you to use Leads to find valuable treasures throughout Tamriel. These can include impressive furnishings, powerful equipment, dangerous siege engines, a mount, and more.
*You can change what permissions other players have while visiting your house.
*Group Instances will always have the following icon beside their name: . After you discover a Group Instance, you can fast travel to it at any time.
*You can set your active Mount, Non-Combat Pet, Appearance Collectibles, and Assistants from the Collections menu.
*You can save your character builds and quickly switch between them by using the Armory.
*Speaking to some NPCs or reading specific books in towns can reveal new locations on your map.
*You can own one of each of the purchasable homes in Tamriel.
*If choices in a conversation show up in red, the choice presented is significant and cannot be reversed without abandoning the quest. Select your response carefully!
*Explore different ability combinations on your ability bar. But remember, you can't change equipment or abilities while you're in combat unless you've unlocked weapon-swapping.
*Look for Items with Set Bonuses. When worn with other Items in the same Set, they provide additional bonuses, such as increasing your resources, strengthening your attacks, or adding new, powerful effects that can't be obtained in any other way.
*Items with Set Bonuses can be found by completing certain quests, defeating Bosses, and from Treasure Chests, among other sources.
*Group Delves will always have the following icon beside their name: .
*Available DLC is automatically unlocked when you are an ESO Plus Subscriber.
*Purchase the Any Race, Any Alliance Bundle to create characters of any Alliance regardless of race.
*Old books, notes, and journals can be found throughout Tamriel. Some just tell interesting stories, but others can unlock quests or provide clues to hidden treasures. Read everything!
*While in Cyrodiil, you can fast travel to any keep your alliance controls via the "Transitus Shrine" network. You cannot travel to a keep when it is under attack or when other alliances control all of its resources.
*To place a 'waypoint' on your map, open the map and press 'F' (default key). A custom waypoint will appear on your map and on your compass.
*Real Gamemasters will always have the following icon beside their name: . Don't be fooled by imposters!
*Learning a Grimoire or Script on one character steeply discounts purchasing those items at a merchant on other characters. Praise Magnus!
*You can save your character builds and quickly switch between them by using the Armory.
*Home Tours, in the Group and Activity Finder, allows you to visit other players' open homes, as well as list your own homes for visitors so you can show off your decorating prowess.
*Filter your Home Tours search results by the home's tag(s), the specific house, the house's category, or the owner's UserID.
===Crafting===
*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 blue level 14 item might be better than a gold level 10 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.
*Crafting furniture requires rare materials used specifically for creating furniture.
*You can refine multiple materials of different types at once at a crafting station
*Traits provide armor, weapons, and jewelry with additional power, and are chosen when an item is created. You can Research these Traits at Crafting Stations to learn how to make them yourself.
*Alchemy Plants like Blessed Thistle, Columbine, and Dragonthorn like to live in grassy places, or near other plants.
*Mushrooms, used in Alchemy, can often be found growing near tree stumps or in shady areas.
*Enchanters use three types of runestones to make glyphs: Aspect, Potency, and Essence. As long as you have at least one of each type, you will be able to create a glyph.
*There are three types of glyph categories that can be used to enchant item types: Armor, Jewelry, and Weapon.
*With Alchemy, you can use the oils harvested from monsters to make poisons. Apply a poison to your weapon to inflict debilitating effects on your foes.
*Leather can be harvested from animals, such as guar, mammoths, deer, or mudcrabs. Use Leather to make Medium Armor.
*Jewelry Crafting requires the Summerset Chapter, but anyone can harvest precious materials and trade Jewelry Crafting resources.
*Jewelry and Blacksmithing Resources both show up along cliff bases, mountainsides, and rocky outcroppings.
*Alchemy requires fresh water for potions. Look for ripples of bubbling, fresh water on the shores of lakes and rivers. Water can also be found in flasks, particularly in dry places like deserts.
*To craft, you will need to locate an appropriate crafting station. These can be found in most towns, and sometimes even out in the wilderness.
*Binding non-crafted Item Set gear will add it to your Set Collections. You can then reconstruct bound Item Set gear at a Transmute Station for a certain amount of Transmute Crystals.
*You can select multiple items to deconstruct at once at a crafting station.
*Transmutation allows you to change the Trait on an item, at a cost of 50 Transmute Crystals. A Transmute Station can be found in the Clockwork City, and is only available in the Clockwork City DLC. You may purchase one from Rolis Hlaalu for your own home.
*Some Alchemy Plants appear along bodies of water. Look for Water Hyacinth and Nirnroot while near lakes, rivers, and waterfalls.
*You can harvest Wood to create staves, bows, and shields. Look for fallen logs near trees and stumps.
*Most overland zones in Tamriel have an Achievement Furnisher who sells unique furniture to players who complete certain achievements.
*Provisioning ingredients can be found in crates, barrels, and baskets all over Tamriel. They can even be found lying around in the open!
*You can craft multiple items at once at a crafting station.
*You can harvest Cloth plants to create light armor. Search for these plants in verdant, grassy areas.
*Some Alchemy Plants appear along bodies of water. Look for Water Hyacinth and Nirnroot while near lakes, rivers, and waterfalls.
*You can fillet multiple non-trophy fish all in one go at a provisioning station.
===Skills===
*Reading books from bookshelves will sometimes grant you a rank in one of your skill lines.
*Soul gems can be filled using the Soul Trap ability, found in the Soul Magic skill line, by casting the ability on a foe and killing it before the effect wears off. You must have an empty soul gem in your inventory to trap a particular soul.
*Additional skill lines may be unlocked by using new weapons, new armor, and exploring new areas.
*You don't just have class abilities; you have lots of skill lines. Press 'K' (default key) to view your abilities, and to review skill lines for weapons, armor, race, and the many other types you may have acquired.
*When you collect three skyshards, you get one skill point. You can see the skyshards you have collected in the Zone Guide, as well as find hints about skyshard locations you might have missed.
*The art of lockpicking involves both sight and sound. Watch the tumblers, and when one trembles and begins to rumble, release it.
*Be sure to spend your skill and attribute points after you level up.
*Unlocking the Thieves Guild skill line, available in the Thieves Guild DLC, allows you to open the Thieves Troves scattered throughout Tamriel. Thieves Troves may contain stolen valuables, as well as equipment and potions useful for a thief.
*Your character's Riding Skill applies to all your mounts.
*Some quests grant skill points as a reward upon completion.
*Unlocking the Psijic Order skill line, available in the Summerset Chapter, allows you to see Psijic Portals all throughout Tamriel. Psijic Portals may contain powerful equipment and Crafting Motifs, among other treasures.
*Sometimes you can reduce the legwork required to complete a quest by using the Intimidating Presence and Persuasive Will abilities during conversations.
*Scripts hold secrets. Not every script will behave the same when scribed to a valid grimoire. Mix and match to find what's right for your build!
===Combat===
*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 in your inventory.
*You can't sprint and use abilities at the same time.
*At level 15, you can equip two weapons and swap between them during combat. The two extra "Backup" slots will appear in your inventory. You will also receive a different ability bar to match the swapped weapon.
*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.
*Avoiding a hostile pursuer for several seconds without getting hit may allow you to escape through a door.
*Consumable items (potions, food, etc.) can be loaded to your quickslot menu for use during combat. Press 'I' (default key) to open your Inventory, then click the "Quickslots" button in the top right corner and drag the item to an empty slot.
*Press 'Q' (default key) to use an item in your currently selected quickslot. To select an item in a different quickslot, hold down 'Q' (default key) while not in a menu screen, and highlight the item you wish to select for quick use.
*You can direct combat pets and Companions in combat via 'Y' + 'Left Mouse Button' (default keys). To call them off, use the 'Y' + 'Right Mouse Button' (default keys) key.
*Once you've begun a light attack, you can immediately activate an ability from your skill bar without interrupting that light attack.
*To dodge attacks, double-tap a movement key in the direction you wish to dodge.
*Fully charged heavy attacks with melee weapons and bows restore stamina. Fully charged destruction staff and restoration staff heavy attacks restore magicka.
*Powerful monsters lurk in the wilderness of Tamriel. Sometimes you will need help to defeat them. If you find one of these creatures, form a group with friends or guildmates.
*Weapons with enchantments possess charges. If your weapon runs out of charges, you will need to recharge it using a full soul gem. If you have a full soul gem in your inventory, right-click on the weapon and select "charge."
*The higher your rapport with your companion, the more experience they gain from defeating enemies.
===Removed===
*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 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).
==Base game==
===Aldmeri Dominion===
====Auridon====
Image	Location 	Description
 	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.
 	Bewan 	The high vaulted halls of Bewan were originally built in the Merethic Era as a shrine to Trinimac. Bewan was abandoned early in the First Era when the priesthood moved to the grand Trinimac Chantry outside Skywatch.
 	Del's Claim 	No one believed the old ouster Del when he staggered into Vulkhel Guard and claimed he'd found a huge deposit of lapis lazuli in the hills, but it turned out to be true, and now Del's Claim is one of the most profitable mines on Auridon.
 	Entila's Folly 	Kinlady Entila of Clan Auralus had a vivid dream that beneath the coastal cliffs near Skywatch was a fabulous fist-sized gem, the Egg of the World. Based on the directions in her vision, she hired a score of miners to dig until they found it. The funds of Clan Auralus ran out first.
 	Ezduiin Undercroft 	There are obvious similarities between Altmer architecture and that of their cousins the Ayleids, but there are clear differences as well. High Elven architecture is cleaner and more direct, with less baroque ornamentation than that of the Wild Elves.
 	Mehrunes' Spite 	Before the followers of the Prophet Veloth left Summerset for Morrowind, they built several secret shrines for illicit worship of the Daedric Princes. It is believed that after the Chimer left Summerset, all of these heretical shrines were found and destroyed.
 	Ondil 	Now ruined, the subterranean halls of Ondil were built in the early First Era to house Kinlady Fiorallelle's extensive collection of ceramic figurines. It was abandoned before completion when its alignment with the constellation of the Atronach was found to be seven percent off true.
 	Phaer Catacombs 	Despite its name, Phaer Catacombs is not the village cemetery, as the High Elves cremate their dead. These caves are a worked-out porphyry mine, now converted to a burial site for those foreign workers the Altmer bring in to do their menial labor.
 	Saltspray Cave 	On the one hand, the High Elves are second to none in their appreciation of the wonders of nature. On the other hand, their impulse to improve things to make them more artistically perfect is nigh irresistable. This urge even applies to natural caverns.
 	Smuggler's Tunnel 	The tunnels beneath Mathiisen lead to the sea, and over the centuries various smugglers and criminal organizations have utilized them for a variety of purposes.
 	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.
 	Temple of Auri-El 	Auri-El is god-ancestor to all the High Elves, who claim direct descent from the divine Aedra. Auri-El is the god of time and creation, and is worshiped by most of Tamriel's humans as Akatosh.
 	Toothmaul Gully 	Goblins are native to the Summerset Isles, and were here when the Elves first arrived from Old Aldmeris. The Altmer enslaved the native Goblins to perform their manual labor, but never quite eradicated the free tribes in the wild.
 	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.
 	The Refuge of Dread 	Mehrunes Dagon's plane of Oblivion, known as the Deadlands, is an inferno of lava, razor-sharp obsidian, and deadly Daedra. Its only visitors are beings of steadfast courage and desperate purpose.
 	The Vault of Exile 	Castle Rilis is one of the oldest Elven structures in all the Summerset Isles. The vaults beneath the castle are even older still—and are said to preserve some things that would have been better left forgotten.
 	The Veiled Keep 	The Errinorne Academy was destroyed when the Sload sacked Skywatch in 1E 1301 and never rebuilt, as its island location was thereafter deemed indefensible. But now the ruined halls of the academy's great library have been reoccupied.
 	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.
 	Wansalen 	Legend has it that the excavation of Wansalen was halted, and the halls abandoned, when the Elven miners roused and angered an ancient rock-spirit called a Gheatus. But the wise Sapiarchs of the Crystal Tower dismiss this story as a fable with no truth to it.
====Khenarthi's Roost====
Image	Location 	Description
 	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.
====Grahtwood====
Image	Location 	Description
 	Grahtwood 	This region is the southern heart of the Wood Elves' great forest, and home to more of the gigantic graht-oaks than any other part of Valenwood. Its capital, now also the capital of the entire Aldmeri Dominion, is Elden Root.
 	Burroot Kwama Mine 	Expatriates often try to bring beloved aspects of their culture with them when they emigrate. So it was with Llevyn Buratil of Narsis in Morrowind, who tried to establish a kwama mine in Grahtwood. The experiment was less than a resounding success.
 	Cathedral of the Golden Path	Toward the end of the First Era, when Valenwood was ruled by the Second Empire, Southpoint was the most important Imperial colony-town in what was then called the Kingdom of Grahtwood. The cathedral there was built by Governor Zantonius, a Colovian from Kvatch.
 	Cave of Broken Sails 	The corsairs of the Southern Sea may not have as fierce a reputation as the pirates of the Abecean, but that's probably because they keep a lower profile, as they must constantly dodge the warships of the Altmer and Maormer. The corsairs may be of any race, but most are Khajiit.
 	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.
 	Elden Root Outlaws Refuge 	The outlaws of Grahtwood have secretly excavated and occupied some of the extensive ancient ruins beneath Elden Root. Their chambers demonstrate that, while they may break the law, they still adhere to the Green Pact.
 	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 	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.
 	Laeloria Ruins 	"Throat of Darkness." That's how the scholars at Arcane University translate "Laeloria." The Wood Orcs at Barkbite Stronghold just refer to it as "the Haunted Pit."
 	Mobar Mine 	With the flurry of construction going on in nearby Elden Root, the Foriniel Brothers have reopened Mobar Mine to supply the builders with clay for making bricks. Strangely, no one has heard from the Foriniels in over a week.
 	Nairume's Prison 	Trickster god Rajhin the Footpad, known as the Purring Liar, is much beloved of Khajiiti storytellers. He sends his Seven Shadows into the world to accomplish amazing feats of larceny and stealth.
 	Ossuary of Telacar 	The Altmeri wizard Telacar excavated and occupied this ancient Ayleid ruin, converting it to his own uses. The site's original Ayleid name has been long forgotten.
 	Reliquary Ruins 	The official histories of the First Empire state that when Empress Alessia's forces captured White-Gold Tower, all the Ayleids' evil relics of arcane power were taken and destroyed. But Duke Quarl of Twil insisted until his dying day that an Elf King escaped with the chief artifacts.
 	Reliquary Vault 	"The most famous burglar in Elsweyr's history, Rajhin is said to have stolen a tattoo from the neck of Empress Kintyra as she slept." —Brother Mikhael Karkuxor, "Varieties of Faith"
 	Root Sunder Ruins 	The name of these Ayleid ruins implies they were abandoned because of encroaching tree roots. But the Wood Elves whisper that the sundering roots were not those of normal Grahtwood trees.
 	The Aquifer 	The port city of Haven, on the border with Elsweyr, has changed hands many times. During the late First Era it was governed by the Reman Empire. More recently it has become a sort of High Elf colony. The Altmer replaced the Imperial buildings with their own—but they kept the Imperial sewer system.
 	The Middens 	The Wood Elves' practice of throwing all garbage out their windows to fall at the roots of their tree-houses is regarded by other folk as revolting and unsanitary. The Bosmer say they're fertilizing the roots of their beloved trees, but most others just think they're lazy.
 	The Orrery 	"As for the Osseous Orrery: can anyone really claim to comprehend the full intentions of Anumaril in his metamorphosis to instrumentality? Do we even know how many axes of circumpenetration its arms rotate through?" —Morian Zenas, "Commentaries on Beredalmo"
 	The Scuttle Pit 	The spiders of Tamriel are fearsome carnivores that prey on everything they can catch, even each other. They have adapted to every environment, both above and below ground, and there seems to be no limit as to how large they can grow.
 	Vinedeath Cave 	The strangler is a carnivorous plant that lurks in the shadows of the forest floor. Its tentacles excrete a sticky, sweet substance that attracts prey. The strangler reacts to warmth and movement by lashing out with its tentacles and drawing what it captures into its hungry maw.
====Greenshade====
Image	Location 	Description
 	Greenshade 	Greenshade, a land of flowing rivers and fertile plains, occupies the southwest portion of Valenwood. The port city of Woodhearth sits upon the western shore, while other towns include Marbruk and Greenheart.
 	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 	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 	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 	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.
 	Gurzag's Mine 	One of the reasons the Wood Elves tolerate the presence of Orc clans in Valenwood is that the Wood Orcs are nearly as talented at forging metal as their northern cousins. Bosmer who follow the Green Pact still have a use for metal tools and weapons, and buy them from the Orcs.
 	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 	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 	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	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.
 	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 	These ruins have a bad reputation in nearby Woodhearth—which is not surprising, considering their name in Ayleidoon means 'final death.'
 	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 	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 	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 	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 	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 	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 	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 	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
 	Malabal Tor 	Malabal Tor is the northwest region of Valenwood, on the coast of the Abecean Sea and the Strid River estuary. Its capital is Silvenar, the spiritual home of all Wood Elves.
 	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 	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 	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 	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 still need to fire their forges. Dead Man's Drop is one such mine.
 	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 	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 	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 	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)	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 	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 	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 	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 	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 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	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
 	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.
 	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 	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 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 	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 	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 	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 	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 	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 	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 	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 	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 	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.
 	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 	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.
 	Shrine of the Golden Eye	"Devotees of Daedric Princes maintain hidden places of worship across Tamriel. One such site is the Shrine of the Golden Eye, dedicated to Hermaeus Mora. It was built by Khajiiti followers near water to be closer to his library under the sea."—Morian Zenas
 	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 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.
 	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.
 	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 	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 	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 	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
 	Alik'r Desert 	Though there are fertile fields on the coast near the capital city of Sentinel, it is the arid expanses of the interior that have captured the hearts of the rugged Redguards. The Alik'r is rich in mineral resources, but its fierce creatures and harsh terrain are daunting to most.
 	Aldunz 	Though some Dwarven automatons were clearly designed for defense of the facilities in which they're found, the function of other constructs is less clear. Some appear to be tasked with maintaining other machines, lubricating joints and replacing worn-out parts.
 	Coldrock Diggings 	The shipwrights at nearby Tava's Blessing depend upon the mine at Coldrock for grit-rock, used in sanding wooden planks, and holystone, a light pumice used for cleaning the decks.
 	Divad's Chagrin Mine 	"Divad's Chagrin" is an epic poem of the redguards describing the great hero's remorse at forsaking the life of a musician to fight tyranny and unjustice. No one seems to know what the story of Divad has to do with this shallow mine in the desert.
 	Impervious Vault 	After his new city of Sentinel was attacked by pirates from the Abecean Sea, the Grandee Yaghoub decided he would build a fortified subterranean storehouse where the Alik'r's greatest treasures could be kept safe. Thus was built the Impervious Vault.
 	Kulati Mines 	Gem fanciers will tell you that the finest amethysts come from the Alik'r Desert—and the finest amethysts from the Alik'r come from the Kulati Mines.
 	Lost City of the Na-Totambu	When the Crown Redguards arrived in Hammerfell, they were determined to reproduce the culture of Yokuda as nearly as possible. They founded a city in the Alik'r called Na-Totambu, after the lost Yokudan capital. But this new city was buried in a great sandstorm, and abandoned.
 	Salas En 	Salas En contains ruins from three different cultures: first, the unknown clan of Ayleids who initially built the site in the Merethic Era; second, the Corelanya High Elves who occupied it early in the First Era; and most recently, the Yokudan colonists who came with the Ra Gada.
 	Sandblown Mine 	Sandblown? Ah, now I recall it—the player-out copper mine south of Kozanset. That pit hasn't been worked since the reign of King Ramzi.
 	Santaki 	When the Rourken Dwemer migrated west to Hammerfell, they found a land rich in untapped mineral wealth. They roamed far from their city of Volenfell in pursuit of it, building deep mines and busy workshops. Many of these sites remain virtually untouched.
 	Suturah's Crypt 	Given the Redguards' tremendous respect for their deceased ancestors, it's no surprise to find that their houses for the dead can be even larger and more elaborate than their homes for the living.
 	Sword-Singer's Redoubt 	Some claim the truest treasure in this former Sword-Singer stronghold glitters below the ground in the form of cool, clear water. After the retreat of the Sword-Singers, enterprising merchants set up markets here for wealthy clients. Perhaps you will too?
 	Tu'whacca's Sanctum 	Tu'whacca is the god who escorts the souls of departed Redguards to the afterlife of the Far Shores. Though a soul may have enemies who will try to keep it from reaching the Far Shores, Tu'whacca is sly and clever, and always outwits them.
 	Volenfell 	The ancient Dwarven city of Volenfell was long lost to the sands of the Alik'r Desert. But its ruins have recently been discovered, prompting a race between scholars and treasure-hunters to be the first to search its storied depths.
 	Wind Scour Temple 	Hidden beneath the ruins of HoonDing's Watch, this sanctuary hosted the Ceremony of Ascension for every Dragonguard Grandmaster, starting with the honored Ghelin-Brol.
 	Yldzuun 	The scholar Guylaine Marilie asserts that "Yldzuun" can be accurately translated as "Mechanized Paradise." However, Thelwe Ghelein says the name is best rendered as "Steam Closet."
====Bangkorai====
Image	Location 	Description
 	Bangkorai 	This region takes its name from its most famous feature, the Bangkorai Pass, which has served as High Rock's defense against the wild raiders of Hammerfell for countless generations. The uplands north of the pass and the desert to the south are both ruled from the port city of Evermore.
 	Ash'abah Pass 	In their homeland of Yokuda, the precursors of the Redguards fought long and bitter conflicts with the Lefthanded Elves. When the Ra Gada came to Tamriel and found Elven colonies on the Hammerfell coasts, they set out to eradicate them.
 	Bangkorai Garrison 	Bangkorai Pass is a natural choke point, the only way for an army from Hammerfell to enter High Rock without marching far to the west or north. There have been fortifications here since the early days of the Direnni Hegemony.
 	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.
 	Glenmoril Ritual Site 	Deep within the passages of the Sunken Road lies a ritual site, one that supposedly houses a spirit meant to sleep until "the barons in ivy robes" need them most.
 	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.
 	Hall of Heroes 	Redguard tradition holds that when the souls of great warriors travel on to the Far Shores, they live forever in honor and glory in the Hall of Heroes.
 	Klathzgar 	The location of the Dwarven ruin called Klathzgar had been lost since the middle of the First Era, when its entrance was hidden by drifting sand. Now the same desert wind that covered it has uncovered it, and its entrance is revealed.
 	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.
 	Nilata Ruins 	Redguard stories say that when the Ra Gada first arrived on these shores, they found Nilata still inhabited by Elves. Having fought the Lefthanded Elves on Yokuda for a thousand years, wherever the newcomers found Elves in Hammerfell, they exterminated them.
 	Razak's Wheel 	According to those who study the long-lost culture of the Dwarves, "Razak" was a fairly common Dwemeri name. Scholars are divided on whether it means "precision engineer" or "tonal modulator."
 	Sunken Road 	Everyone knows the fortress at Bangkorai Pass guards the way between the Fallen Wastes and the uplands around Evermore. What the peasants of Bangkorai know, especially those who don't want to pay the toll at the Pass, is that there's another route linking the two regions.
 	The Far Shores 	On the Far Shores, according to Yokudan lore, there is no hunger, thirst, or fatigue. But there are enough glorious challenges to keep a warrior-spirit engaged forever.
 	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 	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 	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.
====Betnikh====
Image	Location 	Description
 	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.
====Glenumbra====
Image	Location 	Description
 	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.
 	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 	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 	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.
 	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 	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.
 	Eimhir's Cavern 	The Wyrd Sisters give the shoreline cavern near Hag Fen a wide berth, fearing it's haunted after being abandoned for so long. Recently, however, activity in the area hints at a much more menacing threat.
 	Mines of Khuras 	These extensive mines, once famous as a source of crystals and gems, were abandoned after a ceiling collapse in 1E 2906 rendered most of the tunnels inaccessible.
 	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 	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 	This once-thriving mine on the outskirts of Daggerfall belonged to the Themond family before it fell into disrepair and was largely abandoned.
====Rivenspire====
Image	Location 	Description
 	Rivenspire	This northwestern region of High Rock contains some of the province's most dramatic terrain, including towering, flinty crags, windswept moors, and narrow canyons. Many folk find the environment oppressive, even threatening.
 	Northpoint	Northpoint was founded in the 9th century of the First Era by Captain Yric Flowdys, a Breton trader. He ran ships during the summer months around the northwest coast of Tamriel from Daggerfall to Solitude, and needed a safe and reliable anchorage at midpoint.
====Stormhaven====
Image	Location 	Description
 	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.
 	Godrun's Dream 	The Omen of Betrayal went by many names throughout the First and Second Eras. High Elves of Summerset once knew it as "The Gray Sleep," while Argonians whisper of "the Egg-Terror." The Orcs of Orsinium still call it "The Visiting Breton."
 	Emeric's Dream 	King Emeric has ruled Wayrest so long and so well that his city has become almost an extension of himself. It is with him at all times, even—perhaps especially—when he sleeps.
 	Storm Talon Temple	"Though the Dragonguard were mighty soldiers, they also had a spark for competition. The order would host annual contests in Storm Talon Temple, consisting of games of skill and strength. The grappling bow competition was said to be particularly fierce." —Kiasa-Veda, the Chronicler of Blades
 	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
 	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	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	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.
====Deshaan====
Image	Location 	Description
 	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	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 	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 	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 	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.
 	Mournhold Outlaws Refuge 	Ilanadzeh the Fence: "This one does not understand: how could a hive of illegal activity continue to thrive under the very noses of the divine Tribunal?" Eldyme, smiling: "How, indeed?"
 	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	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 	Somewhere within these tumbledown Chimer ruins is the secret alchemical laboratory known as the Apothecarium.
 	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.
 	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.
====Eastmarch====
Image	Location 	Description
 	Eastmarch 	One of the "Old Holds," Eastmarch was among the first regions of Skyrim settled by the Nords when they arrived from Atmora. Its capital, Windhelm, is the oldest continuously inhabited human settlement in Tamriel, and was founded by Ysgramor himself.
 	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.
 	Dark Water Temple	The cold halls of Dark Water Temple, now silent and bare, once housed the youngest of the Dragonguard as they trained in the art of Dragon slaying. The sanctuary was quickly abandoned after the order disbanded following the death of Emperor Reman III.
 	Palace of Kings 	The legendary Palace of Kings in Windhelm, seat of power for Jorunn the Skald-King, was severely damaged when the Akaviri attacked the city. After years of renovation, it's almost ready to once again be opened to the public.
====Shadowfen====
Image	Location 	Description
 	Shadowfen 	On the border with Morrowind, the Shadowfen region has had more contact with Tamrielic civilization than most of Black Marsh—due primarily to the activities of the Dunmeri slavers who once operated out of the city of Stormhold. Now the Argonians are back in charge.
 	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.
 	Stormhold Outlaws Refuge	Captain One-Eye doesn't confine her piratical pursuits to Alten Corimont—she's also on excellent terms with the crooked merchants lurking in the Barsaebic ruins beneath Stormhold.
====Stonefalls====
Image	Location 	Description
 	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.
 	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 	Centuries ago, Chimer mages conducted rituals on the Charred Ridge to help them drive the Nedic invaders out of Morrowind.
 	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	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 	All the indicators point to this place being an active flint mine, except one thing: where are all the miners?
 	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.
 	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 	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 	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 	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 	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 	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 	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.
 	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.
====The Rift====
Image	Location	Description
 	The Rift	Skyrim's southernmost hold has a relatively temperate climate, thanks to northern mountains that block the frigid gales of the Sea of Ghosts, and warming volcanoes in the Velothi Mountains to the east. Its capital is Riften, on the shores of broad Lake Honrich.
===Neutral territories===
====Coldharbour====
Image	Location 	Description
 	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 	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 	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 	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.
 	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 	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 	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 	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 	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 	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 	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 	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.
 	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 	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 	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 	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 	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 	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.
 	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 	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	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 	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 	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.
 	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 	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.
====Craglorn====
Image	Location 	Description
 	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.
 	Aetherian Archive 	For untold ages this tower has loomed over Elinhir, its portals mystically sealed, all entry forbidden. Someone exerted immense effort to place impenetrable wards on this place—but now those wards are sundered.
 	Balamath 	It's said the Ayleids built a citadel at Balamath because the site is a natural juncture point where it is easy to pass between worlds. This story may have attracted the order of renegade conjurers who currently occupy it.
 	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.
 	Buried Sands 	It's unclear whether the original name of this site was lost, forgotten, or deliberately expunged from the historical record. If they know, the sands aren't telling.
 	Chiselshriek Mine 	In Belkarth they say that when the Chiselshriek works were played out, the mine was taken over by bandits and raiders. But others whisper that the dig was abandoned because something far worse than bandits took up residence in its depths.
 	Elinhir Sewerworks 	The sewers beneath Elinhir were the greatest public work undertaken during the administration of Governor Pomptinus, who oversaw the region for the Second Empire from 1E 2820 to 2852.
 	Exarch's Stronghold 	The Iron Orcs have turned these ruins into the primary stronghold for their chieftain, Braadoth, the Ophidian Exarch of Undulating Destruction.
 	Fearfangs Cavern 	Scorpions and snakes infest this ancient Nedic ruin, making it a perfect location for the Scaled Court's forces to occupy.
 	Haddock's Market 	Some caravans that enter Craglorn never leave it again. Others do make their way to the far borders—but "under new management." The new proprietors are often members of the Greycloak gang, for such is their illicit business.
 	Hel Ra Citadel 	When the warriors of the Ra Gada came to the shores of Hammerfell, some of the fiercest cohorts marched far inland in search of domains to claim. Hel Ra was one of the easternmost of these domains, but its gates were sealed long ago.
 	Hircine's Haunt 	"The Offices of the Hunt, which the Huntsmen, Master, and Hounds are solemnly sworn to honor … states that the Hare must have a genuine chance to escape the Hunt, no matter how slim." —The Posting of the Hunt
 	Ilthag's Undertower 	The ruins known as Ilthag's Undertower serve as a training ground for the Iron Orcs' growing army of trolls, under the tutelage of Ilthag Ironblood.
 	Loth'Na Caverns 	A valley surrounded by dozens of caves built into the valley walls, the Loth'Na Caverns contain numerous sites important to the ancient Nedes.
 	Molavar 	Roughly translated, the ancient Elven word "molavar" means "fire mouth," though it's unknown whether that was this ruin's original name in Ayleidoon or a description of the doom that overtook it.
 	Mtharnaz 	Mtharnaz is one of the youngest known Dwarven ruins. Indeed, it was still under construction when the Dwemer disappeared.
 	Rahni'Za, School of Warriors	"Who has not heard of the Trials of Rahni'Za? Five they are, each a test of a warrior's mettle, until the hopeful champion is faced at last by the Trial of the True Path. Though many attempt it, few succeed." —The Unveiled Azadiyeh
 	Reinhold's Retreat 	The water swirling through the ancient structure and the darkness of the ruined depths hide a multitude of secrets within this forgotten Nedic temple.
 	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?
 	Rkundzelft 	Not all the Rourken Dwemer who came to the Dragontail Mountains ventured as far west as Volenfell. The lofty halls of Rkundzelft seem to indicate that the Dwarves built it for some great purpose—but what?
 	Ruins of Kardala 	Great statues of Yokudan warriors stand like sentries before the entrance to the ancient crypts of Kardala. What age-old secrets do they guard?
 	Seeker's Archive 	"The Seeker's Archive"—a curious name for something that appears to be a Yokudan temple. A dry, dusty draft seeps out from beneath the door, bearing the scent of a thousand, thousand libraries ….
 	Serpent's Nest 	Snakes and serpents of all sizes slither through the caves and passages of Serpent's Nest, including (if the rumors are to be believed) a trio of deadly lamias and a contingent of Scaled Court cultists.
 	Shada's Tear 	
"Weep for Shada, tears of grief.
The endless years bring no relief."
—Old Hammerfell Ballad
 	Skyreach Catacombs 	The ancient Nedes interred the dead of Skyreach within the massive chambers and passages beneath the city, both commoners and nobles alike.
 	Skyreach Hold 	The ancient city of Skyreach extended around, through, and beneath the Dragontail Mountains. One theory suggests the ancient Nedes took shelter in the ruined section known as the Hold when the Yokudans invaded.
 	Skyreach Pinnacle 	The highest section of the Skyreach ruins, Skyreach Pinnacle appears to have been some kind of Nedic summoning or experimentation chamber.
 	Skyreach Temple 	This ancient Nedic temple, located in the depths of the Loth'Na Caverns, has been appropriated by agents of Regent Cassipia and the Scaled Court.
 	The Howling Sepulchers 	Undead overrun the Howling Sepulchers, windswept burial grounds once sacred to the ancient Nedes.
 	The Mage's Staff 	Whatever this colossal onyx shard may be, one thing is certain: it comes from somewhere beyond the bounds of Tamriel. And the fabric of Tamriel may not be strong enough to contain its power.
 	Tombs of the Na-Totambu 	"Know, O my prince, that in that forgotten time there arose a ruler of great wickedness, who unjustly took unto himself the title of Emperor. Cruel was he, utterly without ruth, and his name was Tarish-Zi." - The Unveiled Azadiyeh
 	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====
Image	Location 	Description
 	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.
 	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.
====Cyrodiil====
Image	Location 	Description
 	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	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.
====Other====
Image	Location 	Description
 	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.
 	Emerald Glyphic Vault 	"The Sodality of the Eye is a small fellowship devoted to the Great Eye. He directed us to guard this vault until fate's chosen arrives." —Dralys Athren
 	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 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.
 	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
 	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 Earth Forge 	The Dwarves tapped the heat at the heart of Nirn for many purposes. They used steam to warm their subterranean cities and to motivate their devices. To forge their superb metals, they needed such intense heat that it could only come from molten lava.
 	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 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.
 	The Valley of Blades 	The almost-inaccessible Valley of Blades sits deep in the Dragontail Mountains of Hammerfell, where Redguards devoted to the mastery of the sword seek to revive ancient secrets.
===Removed===
Image	Location 	Description
 	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.
 	 	
 	 	
 	Greenshade 	As the region of Valenwood farthest from all other realms, Greenshade's graht-oak forest is virtually pristine, the Tamriel jungle at its most primeval. Its capital is the trading port of Woodhearth.
==DLC==
====Imperial City====
Image	Location 	Description
 	Imperial City 	At the center of Cyrodiil stands the Imperial City. There, the Three Alliances vie with Daedric overlords and each other for control of the White-Gold Tower.
 	Dragonfire Cathedral	The existence of this monumental subterranean vault surely must be the greatest secret of the Imperial City. The architecture is Ayleid, but the structure was apparently re-purposed in the early days of the First Empire.
 	Imperial Sewers 	Extending far beneath the Imperial City, the sewers—and the even deeper regions below them—have been the source of dread rumors for centuries.
====Orsinium====
Image	Location 	Description
 	Wrothgar 	The Wrothgar Mountains have been home to northern Tamriel's Orcs since the beginning of recorded history. Invading armies have marched into these peaks countless times to suppress the fractious Orcs, but the clans always rise again.
 	Argent Mine 	As its name suggests, this delve was once a silver mine, but local sources say it was worked out centuries ago. The nearby Orcs avoid it, but don't care to say why.
 	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
 	Chambers of Loyalty 	Deep within the ruins of Paragon's Remembrance, the Chambers of Loyalty test the mettle of new converts and devoted followers alike.
 	Coldwind's Den 	"King Torug grieved fivefold for the death of his beloved bear mount, Coldwind. He decreed that his ursine steed should have a tomb worthy of his deeds, and did implore Malacath himself to send guards to protect it." —The Torug Edda
 	Exile's Barrow 	Who were the ancient Nord "exiles" who came so far to excavate this remote barrow? And what did they come here to bury? Don't ask, because the Orcs don't care to know.
 	Fharun Prison 	Orcish punishment can be harsh: their jails aren't known for comfortable cells or gentle treatment of the incarcerated. But even among the Orcs, Fharun Prison has an evil reputation.
 	Frostbreak Fortress 	Late in the Second Empire period, Orsinium was briefly recognized as an Imperial province. Frostbreak Fortress was built to help defend it, but was abandoned after the Second Empire collapsed and Orsinium was once again destroyed.
 	Graystone Quarry Depths	Building the massive walls and towers of the new city of Orsinium requires a great deal of stone. Much of it comes from the Tumnosh clan's rich quarry and its newly discovered depths.
 	Honor's Rest 	Whoever is actually buried here, the architecture of the Honor's Rest catacombs is undeniably Orcish of the so-called "Classical Period" in the early-to-middle First Era.
 	Ice-Heart's Lair 	Cold possesses this place. It strikes to the heart, a freezing chill not just of the world, but of the soul.
 	Maelstrom Arena 	Untold thousands have tested their mettle against Maelstrom Arena—and failed.
 	Morkul Descent 	Legend holds that, before they built on the surface, the earliest Orcs made their homes underground. True or not, this cavern has an undeniably Orcish feel to it.
 	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.
 	Old Orsinium 	The original City of the Orcs was built and razed at least three times before King Kurog decided to rebuild in a new location. At Old Orsinium most of the surface city has been obliterated, but there are still extensive ruins underground.
 	Orsinium Outlaws Refuge	Even in a newly rebuilt city, a perfectly good cistern can be "forgotten" by the public works department if enough gold is placed in the right pockets.
 	Paragon's Remembrance 	This mountain fortress was originally known as Orcfather's Forge when it was built in the tenth century of the First Era. It was abandoned after Orsinium fell in 1E 980, but it has recently been reopened and renamed.
 	Pariah's Pinnacle 	The grand and majestic mountaintop retreat of Baloth Bloodtusk was sealed off in the First Era by King Joile, but its ancient Orcish halls were recently reopened by order of King Kurog.
 	Rkindaleft 	This Dwarven site doesn't appear in Thelwe Ghelein's comprehensive "Summarized Overview of Known Dwemer Locations." How has it stayed hidden for so long?
 	Scarp Keep 	The Orc king's palace, also known as Orsinium Keep, is modeled after the royal castle of Scarp Keep in Old Orsinium. Strong foundations, thick walls, and wary sentries protect the home of the Orc king.
 	Sorrow 	As Sorrow is the tallest peak in the Wrothgarian Mountains, the ancient Orcs of the early First Era used its heights as a burial ground for their chiefs and champions—the mightier the chief, the higher the Orcs placed his tomb.
 	Temple Library 	Worship, for the Orcs, is as much about reciting their grievances as it is revering their deity. The Temple Library consists mainly of a litany of betrayals and injustice extending back thousands of years.
 	Temple of Ire 	A debate continues to rage within the city as to whether the rebuilt temple should ultimately be dedicated to Malacath or Trinimac.
 	Temple Rectory 	The priests that serve Orsinium's temple live and work in the private space known simply as "the Rectory."
 	Thukhozod's Sanctum 	This complex was clearly built by Ayleids, the ancient Wild Elves of Cyrodiil. After St. Alessia's slave revolt, some Ayleid clans fled to northwest Tamriel, but whatever group excavated these halls disappeared long ago.
 	Watcher's Hold 	The borders between Breton High Rock and Orcish Wrothgar have changed many times in the last three thousand years, and old Breton watch towers stud the region like stony stumps.
 	Zthenganaz 	"When the clan Rourken left Vvardenfell, it seems evident that several clans broke off to create their own settlements, choosing to live in greater isolation than their Eastern brethren." —Thelwe Ghelein
====Thieves Guild====
Image	Location 	Description
 	Hew's Bane 	During the early days of the Ra Gada, Prince Hubalajad claimed this Hammerfell peninsula for his own. When all his ambitious endeavors ended in failure, the region acquired the nickname Hew's Bane—and it stuck.
 	Al-Danobia Tomb 	The family tomb of a Redguard noble house is a place to be honored—and defended. They are often located off in the Hammerfell wilderness, far from well-traveled roads.
 	Bahraha's Gloom 	To a devout Redguard, almost nothing is more repugnant than necromancy—which is why what happened in the place called Bahraha's Gloom was so long buried.
 	Deadhollow Halls 	How common is worship of the Daedric Princes? Cults come and go, rising in popularity and then being suppressed by the more orthodox citizens. Then the Daedric cultists go underground—quite literally.
 	Fulstrom Homestead 	A Nord noble's seaside estate is typically walled and well guarded against offshore raiders.
 	Hubalajad Palace 	From this walled palace on the hill, the descendants of Prince Hubalajad ruled Abah's Landing for many generations.
 	Iron Wheel Headquarters	Though the above-ground works of No Shira Citadel are largely in ruins, the corridors beneath are in much better repair—and the Iron Wheel has adapted them to their own purposes.
 	Maw of Lorkhaj 	An ancient Khajiiti shrine called the "Temple of Seven Riddles" has been overrun by the Khajiit's eternal enemy, the dro-m'Athra. With each passing hour, more Lost Cats pour into Nirn through a gaping rift between worlds. If Tamriel is to be saved, this Maw of Lorkhaj must be closed.
 	Secluded Sewers 	Most cities' sewer systems are managed by a local department of sanitation—which will have inspectors who can be bribed to stay out of sensitive areas.
 	Shark's Teeth Grotto 	Over the centuries this sheltered grotto has hosted countless crews of smugglers and sea reivers, each group renaming it after themselves.
 	Thieves Den 	What's the safest place for a secret hideout? Inside another secret hideout, of course! Within the Thieves Den the tenets of the Guild are observed by one and all, and no one need fear the intrusion of law enforcement.
 	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====
Image	Location 	Description
 	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.
 	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 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 	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 	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 	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 	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 	Few get to see the interior of a Sanctuary of the Dark Brotherhood. Even fewer survive to tell the tale.
 	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 	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 	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 	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 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 	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 	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 	"Where would the smugglers of Tamriel be without convenient caves for concealing contraband cargo? I can't conceive."—Cirantille
====ESO Morrowind====
Image	Location 	Description
 	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 	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 	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 	Its dampness, volcanic warmth, and natural ventilation all combine to make Zainsipilu an unusually lush subterranean environment.
 	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
 	Khartag Point 	The Camonna Tong syndicate has operated most forms of organised crime in Vvardenfell for generations. These Dunmeri crooks are intolerant of outlander interference—to put it mildly.
 	Ascendant Order Hideout 	"The Ascendant Order pretends at being knights, but they are nothing but malcontents and terrorists. They claim to want to end the Three Banners War, but I suspect they have a much darker agenda."—Lady Arabelle Davaux
 	Sareloth Grotto 	"Sareloth Grotto? In Vvardenfell, you say? Never heard of it."—Narsis Dren
 	Shrine of Inevitable Secrets	Legends speak of a great shrine to Hermaeus Mora that once existed near present-day Sadrith Mora. An army of dreugh destroyed it long ago and dragged it into the sea. Or so the story goes.
 	Sword's Rest Isle 	This island off the coast of Daggerfall makes a perfect getaway for High King Emeric when he wants to escape the daily pressures of running the Covenant alliance. Lion Guard soldiers provide protection, and the keep features all the comforts a monarch could ask for.
 	Tel Galen 	Fulfill your fantasies of a fungal flat with this fabulous Telvanni wizard's tower, on a private island on Azura's Coast! Comes complete with grand foyer, workshop, suite, and tower chamber ideal for magical research.
====Clockwork City====
Image	Location 	Description
 	Clockwork City 	
 	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."
 	Asylum Sanctorium	Sil is rumored to have been the one to reverse engineer the Soul Gems in order to create Black Soul Gems. When he began this process, he used three Dunmer Saints for experiments to see if he could grant everlasting life. Three mechanical creations were made to house the souls of these saints.
====Summerset====
Image	Location 	Description
 	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 	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 	"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 	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 	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 	"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 	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	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 	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 	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 	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 	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.
 	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 (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 	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 	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 	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 	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.
 	Cloudrest 	The Aerie of the Altmer, the city of Cloudrest clings to the highest slopes of the peak of Eton Nir, tallest mountain on Summerset Isle. Somehow, its thin air is as heady and bracing as chilled nirnroot wine.
====Elsweyr====
Image	Location 	Description
 	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	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 	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
 	Moon-Sugar Meadow 	Dotted with Elsweyr architectural features, this meadow provides plenty of building space in a peaceful and natural setting. Nearby streams gleam in the light of the sun and moons, enhancing this idyllic getaway.
 	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 	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 	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 	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.
====Dragonhold====
Image	Location 	Description
 	Vahlokzin's Lair	"Those ruins are cursed, I tell you. Some fools tried to turn it into a kwama mine and most of them died. Now it's haunted by something. A ghost, a beast, something. Sure, you can enter. Just don't expect to leave." —Kunorra-ka, Traveling Merchant
====Murkmire====
Image	Location 	Description
 	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.
 	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	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 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.
 	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 	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 	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 	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 	"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 	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.
====Wrathstone====
Image	Location 	Description
 	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
====Greymoor====
Image	Location 	Description
 	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 	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 	"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 	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 	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 	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.
 	Kyne's Aegis 	While many Nords attribute the founding of Kyne's Aegis to Fuldimar Hookhand in 1E 244, Dragon Cult ruins tell a far older—and darker—story.
===Blackwood===
Image	Location 	Description
 	Blackwood 	Straddling the great Niben River and extending east into the bogs of the Argonian homeland, Blackwood serves as the maritime gate to Cyrodiil—a valuable, if perilous, stretch of territory greatly prized by Khajiit, Argonians, and Imperials alike.
 	Rockgrove 	Stone-talkers from the Ca-Uxith tribe have watched over Rockgrove's xanmeer for centuries. Although the stone stays silent, the chaos roiling beneath it could erupt at any moment. Before this occurs, a stone-talker will see the signs and prepare the tribe's defenses.
 	Willowpond Haven	Twinkling candleflies and languorous willow trees set a cozy scene for this retreat nestled near a peaceful pond. Waterfalls and scenic views complete this serene living nook on the edge of Blackwood.
====High Isle====
Image	Location 	Description
 	Dreadsail Reef	Surrounded by jagged, shallow reefs and inhabited by fierce predators, this small islet on the far fringes of the Systres Archipelago was practically untouched by man or mer until the Dreadsail's Fleet Queen claimed it as her own.
====Telvanni Peninsula====
Image	Location 	Description
 	Telvanni Peninsula (Online)	Do not doubt our resolve or mistake our isolation for weakness. House Telvanni stands alone. And it will remain so long after your alliances become dust between the pages of history"—Archmagister Nelos Otheri, in private correspondence to Mournhold, Wayrest, and Elden Root.
 	Anchre Egg Mine 	Run with an iron hand by the Kwama Consortium of Necrom, Anchre has the distinction of being the second-highest producing egg mine in this commercial subsection, as defined by the Kwama Council of Morrowind.
 	Sanity's Edge 	"A source of all hopes, dreams, and fears, the mind is an ever-changing landscape. It is our greatest asset, ally, and enemy all at once. Pray that yours never turns on you."—Wizard Twelvane
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