Locations (Online)

Locations are various places in of varying function, design and purpose. Locations include such places as events, cities, towns, services, ruins, dungeons and more.
==Types==
===Points of Interest===
====Battlefields====
Battlefields are locations throughout Tamriel in which a historic conflict was fought or is an active area of battle. Historic battlefields, such as Glenumbra Moors, serve as the site of a battle often pivotal to the events of an associated quest. Others, such as Vivec's Antlers, are places that are subject to an ongoing battle.
====Beacons====
Beacons are tall structures throughout Tamriel used variously for navigation and defense. Beacons such as lighthouses can be found along the coasts of various zones close to coastal cities and towns, while beacons such as watchtowers can be found along borders. Some locations, such as Greenheart with Wilderking Court, are considered beacons since they feature prominent towers.
====Camps====
Camps are small settled areas that serve as temporary holdings for their residents. Camps may be part of a mobile military force or civilians such as those displaced by war or hunters, bandits and wilderness laborers. Camps may either be neutral to the Vestige, even offering services, or may be populated by enemies.
====Caves====
Caves are subterranean structures throughout Tamriel. They are distinct from Delves and other dungeons as they may or may not have associated quests or even any inhabitants. Caves also include artificially dug structures and secluded locations away from civilized areas.
====Cemeteries====
Cemeteries are locations throughout Tamriel in which the dead are buried or otherwise interred. They are distinct from crypts in that they are less structured and typically do not include extensive interiors. Cemeteries may include graveyards and simple burial monuments.
====Cities====
Cities are major settlements that feature a wide range of services. They are highly urbanized with a larger than average population of residents. Cities will always feature various facilities and services including crafting stations, merchants and guild traders. The story quests of many zones often center around its cities.
====Crypts====
Crypts are locations throughout Tamriel used to inter the dead, and are more elaborately built than cemeteries. They often include extensive interiors and sublocations and are used as the burial sites of those dead who were more prominent and powerful in life such as those belonging to royal families.
====Daedric Ruins====
Daedric Ruins are structures throughout Tamriel that were built for the Daedra, usually in worship to a particular prince, and are constructed in the typical Daedric architectural style. Daedric Ruins serve as a type of Point of Interest in which self-contained quests are featured.
====Dark Anchors====
Dark Anchors, known also as Dolmens and classified as 'World Events,' are ritual sites where the Worm Cult performs sacrificial rituals to summon Dark Anchors from Coldharbour. Once activated, the Dark Anchor will transport invading Daedra that must be defeated. Each round allows a pinion to be activated leading to a final boss that, once defeated, will allow the Anchor to be destroyed.
====Docks====
Docks are coastal locations, usually near or adjacent to populated areas that facilitate trade and travel via bodies of water across Tamriel. Some Docks feature boatswains that can be used to travel to zones closely connected across bodies of water. Docks may serve as Points of Interest with self-contained quests.
====Dwemer Ruins====
Dwemer Ruins are largely subterranean city-like structures left by the Dwemer since their disappearance. Almost all Dwemer Ruins will contain left-behind hostile Animunculi. Dwemer Ruins will always be associated with another quest or serve as its own Point of Interest with a self-contained quest unrelated to any others.
====Elven Ruins====
Elven Ruins are structures constructed by the ancient Aldmer, Altmer and Ayleids. These ruins lie deserted by their original owners or are occupied the undead or outlaws. Such ruins can be found in all parts of Tamriel, but most prominent are those belonging to the Ayleids found from Black Marsh to Hammerfell.
====Estates====
Estates are different areas located away from cities. They are characterised by a large central building which can be surrounded by walls or other smaller buildings.
====Farms====
Farms are agricultural areas with a small population and few structures. They often feature vast farmlands and pastured animals. Many Farms marked on the map are Points of Interest or are associated with an external quest. Farms that are not marked on the map will not usually be significant to any quest.
====Forts====
Forts are fortified locations throughout Tamriel. They can be both military structures for defence, though separate from Gates and Keeps, as well as civilian populated areas with heavy fortifications such as Southpoint. Keeps outside of Cyrodiil are fundamentally different from those in Cyrodiil as they do not have any strategic value to any campaign and are non-destructible.
====Gates====
Gates are defensive structures typically built on the borders of zones or provinces. They may either be guarded by local soldiers or deserted and defunct. Gates may be related to an external quest or have their own as a Point of Interest. Gates outside of Cyrodiil are distinct from those within as Gates in Cyrodiil serve a strategic purpose in campaigns.
====Great Lift====
Great Lifts are structures found throughout Western Skyrim and the Reach connecting Blackreach and the surface.
====World Bosses====
World Bosses are locations throughout Tamriel that feature a difficult boss to defeat. Bosses may have unique mechanics and abilities or be typical of a regular enemy class, and will always have significantly more health and deal more damage than any other enemy in the zone. They are comparable in difficulty to normal level Group Dungeon bosses. Bosses will drop item sets associated with the zone they are located in when defeated.
====Groves====
Groves are floral areas of significance throughout Tamriel. They are typically natural places with features distinct from their surrounding environment. Groves may include forested areas, marshes, bodies of water, and areas with unusual geography. Groves often serve as Points of Interest with self-contained quests. 
====Houses====
Houses are locations that are available to the Vestige to purchase with or and can be either furnished or unfurnished. They have various thematic architecture and environments, and vary in size from single rooms to extensive manors. Houses can be decorated with crafted or bought furnishings as well as collectible items.
====Mines====
Mines are locations throughout Tamriel used by various settlements to extract minerals and other resources. They are often Points of Interest with associated quests and are similar in design and layout to caves.
====Mundus Stones====
Mundus Stones are standing stones Tamriel that give the Vestige a passive bonus once activated. The effects do not expire, but only one can be acquired at a time. There are thirteen bonuses corresponding to the thirteen birthsigns and each Alliance area has all thirteen stones within their zones. Cyrodiil also has all thirteen throughout the map. Functional Mundus Stones can be purchased with as furnishing for houses.
====Museums====
Museums are unique locations that serve as displays for special thematic items collected by the Vestige. Museums include the House of Orsimer Glories, House of Histories, and Bards College, each is associated with a quest to find and restore items to the museum.
====Ruins====
Ruins are defunct structures abandoned by their creators. Regular Ruins are distinct from Daedric, Dwemer or Elven Ruins as they are more generic and not universally associated with any particular civilization or architectural style. Ruins may be inhabited by enemies and also serve as a Point of Interest with an associated quest.
====Set Stations====
Set stations are locations throughout Tamriel that include a blacksmithing station, clothing station, woodworking station, and jewelry station. Distinct from generic crafting stations, Set Stations are used to craft items as part of a item set with unique effects. Crafted sets can be made in any style, material and trait just as any crafted item can be. Set Stations are often found in the the wilds of zones rather than populated areas.
====Sewers====
Sewers are subterranean locations typically connected to and running underneath a city or other populated area. Sewers are typically Points of Interest with an associated quest and may be populated with enemies. Although Outlaws Refuges may take the appearance of sewers, they are not classified as such. Cities such as Elinhir, Grahtwood and Mournhold have extensive sewers.
====Ships====
Ships can be found in regions with access to open water. They are usually located near ports and piers.
====Striking Locales====
Striking Locales are unique places throughout Tamriel that feature interesting vistas and places or note. They are not Points of Interest, as they do not have self-contained quests and only serve as ambient locations to the zone. Striking Locales vary immensely from natural formations to created structures with distinct features.
====Towns====
Towns are small populated locations throughout Tamriel. Although they are considerably smaller than cities, they often feature some services and merchants including bankers and crafting stations. Like cities, towns will be guarded but will not have an Outlaws Refuge to escape to. Towns are Points of Interest and will have at least one associated quest to complete.
====Wayshrines====
Wayshrines are small locations characterized by a pillar with blue flame covered by a square pergola. When out of combat, the Vestige can use a wayshrine to travel to any other discovered wayshrine for free. Wayshrines can also be traveled to from any other location for a fee. When the Vestige dies, they can resurrect freely to the nearest wayshrine.
===Merchants, stations and stores===
====Alchemists and alchemy stations====
Alchemists are merchants that sell potions, poisons, reagents and solvents. Like all merchants, alchemists will buy any sellable item for the same price as other merchants and will repair damaged armor for a fee.
====Armorers====
Armorers are merchants that sell various pieces of armor and weapons including shields as well as random item containers. Like all merchants, armorers will buy any sellable item for the same price as other merchants and will repair damaged armor for a fee.
====Banks====
Banks are services offered by some characters that allow the Vestige to store items and currencies. Characters associated with the same account are able to access any items and currencies stored in the bank. All banks share a universal inventory, are inaccessible to others, and have their own capacity limit separate from regular bag space that can be upgraded individually.
====Boatswains and caravans====
Boatswains and caravans offer travel services to transport the Vestige from one location to another. They are useful for accessing non-adjacent zones that have not already been discovered. Boatswains and caravans only offer specific locations to travel to, and so are not viable for regular place-to-place travel in the same manner as wayshrines.
====Brewers, chefs and cooking fires====
Brewers, chefs and cooking fires are provisioning related merchants and services. Brewers and chefs sell various beverages and food respectively, as well as recipes. Like all merchants, brewers and chefs will buy any sellable item for the same price as other merchants and will repair damaged armor for a fee. Cooking fires are crafting stations that can be used to create beverages and food items.
====Commercial centres====
Commercial centres are areas, usually within cities, that facilitate various merchants and services that can be accessed by the Vestige. Commercial centres typically include crafting stations and their associated merchants and may be closely located near guild traders. 
====Enchanters and enchanting stations====
Enchanters are merchants that sell runestones and glyphs. Like all merchants, enchanters will buy any sellable item and for the same price as other merchants and will repair damaged armor for a fee.
====Fences====
Fences are characters that that Vestige can sell and launder stolen items to. They are found in any Outlaws Refuge in major cities. Stolen items can only be sold to a fence and laundering an item will mark the item as no longer stolen. There is a maximum number items that can be sold and laundered each day.
====Furnishers====
Furnishers are merchants that sell furnishings for homes. Furnishers sell generic furnishing items as well as the style material for each race necessary to craft furnishings of a particular style. Like all merchants, furnishers will buy any sellable item for the same price as other merchants and will repair damage armor for a fee.
====Guild kiosks====
Guild kiosks are stalls operated by a unique merchant that can be acquired by a guild to publicly sell items form that guild's store. Anyone can buy from a kiosk, but only members of the guild can sell items in the store. Kiosks are sold to the guild that bids the most for it, and are up for bidding once a month. A guild cannot have more than one kiosk.
====Tavern====
Taverns are locations throughout Tamriel typically located in towns and cities. Taverns will usually have one or more brewer and chef for beverage and food services as well as a provisioning station.
====Jewelers and jewelry crafting stations====
Jewelers are merchants that sell jewelry and jewelry crafting materials including trait and plating materials. Like all merchants, jewelers will buy any sellable item for the same price as other merchants and will repair damaged armor for a fee.
====Outfit stations====
Outfit stations allow the Vestige to alter the style and color of their appearance, including by altering the motif style of individual armor pieces if that motif is known. Outfit stations are typically located near crafting stations in cities.
====Outfitters and clothing stations====
Outfitters are merchants that sell light and medium armor as well the nine style materials for each race. They also sell random light and medium containers. Like all merchants, outfitters will buy any sellable item for the same price as other merchants and will repair damaged armor for a fee. Clothing stations allow the Vestige to craft and upgrade light and medium armor. Pieces of equipment can also be deconstructed at a clothing station.
====Shrines====
Shrines are special services that allow the Vestige to alter their stats. Rededication shrines allow the vestige to reset their attributes and skills while a Shrine to Mara will allow the Vestige and another to perform the Ritual of Mara.
====Smithies and blacksmithing stations====
Smithies are merchants that sell heavy armor and melee weapons as the nine style materials for each race. They also sell random melee weapon and heavy armor container. Like all merchants, smithies will buy any armor for the same price as other merchants and will repair damages armor for a fee. Blacksmithing stations allow the Vestige to craft and upgrade melee weapons and heavy armor. Pieces of equipment can also be deconstructed at a blacksmithing station.
====Stablemasters and stables====
Stablemasters are special merchants sell horses and offer horse training. Stablemasters can increase the speed, stamina and bag capacity bonus of horses for a fee once every day up to a maximum of sixty times for each category. Training applies to all horses on a single character, but does not affect horses for different characters on the same account. Stablemasters can be found at stables near the entries and exits of cities.
====Transmutation stations====
Transmutation stations allow the Vestige to change the trait of an item for the cost of fifty transmutation crystals. The Vestige can only carry a maximum of one-hundred crystals, or two-hundred with ESO Plus. Only one transmutation station exist without purchasing one for a home, located in the Clockwork City. 
====Woodworkers and woodworking stations====
Woodworkers are merchants that sell shields, bows and staffs as well as the nine style materials for each race. They also sell random shield, bow and staff containers. Like all merchants, woodworkers will buy any item for the same price as other merchants and will repair damaged armor for a fee. Woodworking stations allow the Vestige to craft and upgrade shields, bows and staffs. Pieces of equipment can also be deconstructed at a woodworking station.
===Events and instances===
====Delves====
Delves are small dungeons within a zone that contain a related quest and a boss. Delves are instanced like regular zones, meaning that multiple people can enter a participate in delve without grouping. The difficulty of Delves is designed to be completable by a single person. The boss of a Delve will drop item sets for the zone they are in.
====Event Hubs====
Events are timed themes that offer unique rewards for participation and extra experience. Events include the gothic-themed Witches' Festival, player versus player-themed Midyear Mayhem, and new year-themed New Life Festival. Event hubs include quest specific areas as well as the Impresario who sells unique items in exchange for event tickets earned from participation.
====Group Dungeons====
Group Dungeons are extended dungeons featuring large groups of powerful enemies and bosses with unique combat mechanics. Each Group Dungeon has an associated quest and is designed for groups of no more than four. Only a single group can be present in one instance. Each Dungeon has unique item sets and are associated with the Undaunted, who will provide additional repeatable quests to complete Group Dungeons. Dungeons have a normal and hard difficulty that determines the health and damage dealt by enemies. On veteran difficulty, the final boss has an optional hard mode, further increasing the difficulty.
====Public Dungeons====
Public Dungeons are similar to delves but are designed for groups. They feature multiple bosses as well as a group challenge and two associated quests. Like delves, Public Dungeons share a single instance, allowing anyone to enter at any time with anyone else. Public Dungeon bosses offer item sets associate with the zone they are in. Most zones only have a single Public Dungeon.
====Trials====
Trials are long 'raid'-like dungeons featuring many bosses and difficult enemies throughout a large location. Trials are designed for groups of no more than twelve and feature normal and veteran difficulties. In trials, enemies are numerous and bosses are skilled with unique mechanics that require teamwork and coordination from group members. Trials offer unique and powerful rewards, particularly item sets and crafting motifs.
===Factions===
====Fighters Guildhalls====
Fighters Guildhalls function as regional headquarters for members of the Fighters Guild and includes armorers, armsmen and a hall steward. It is not necessary to be a member of the Fighters Guild to buy and sell from Guildhall merchants. Some Fighters Guildhalls also provide equipment crafting stations. Guildhalls can be found in most major cities.
====Mages Guildhalls====
Mages Guildhalls function as regional headquarters for members of the Mages Guild and includes mystics, magi, and a hall steward. It is not necessary to be a member of the Mages Guild to buy and sell from Guildhall merchants. Some Mages Guildhalls also provide consumable crafting stations. Guildhalls can be found in most major cities.
====Outlaws Refuges====
Outlaws Refuges are hidden underground sanctuaries that provide protection and services for criminals. Outlaws refuges feature general merchants as well as fences and moneylenders to sell, launder and bank stolen items. All major cities have an a=outlaws refuge with an entrance in the city and another on the outskirts.
====Undunated Enclaves====
Undaunted Enclaves serve as the three main headquarters of the Undaunted, with one located in the capital city of each Alliance: Elden Root, Mournhold and Wayrest. Enclaves provide daily pledge quests and unique items such as shoulder pieces for monster item sets.
===Cyrodiil===
====Border Keeps====
Border Keeps are the six main bases of the three Alliances in Cyrodiil. Each Alliance maintains two Keeps on the border of their territory in Cyrodiil and their territory proper, and each features essential services including merchants, crafting stations, stables, and a wayshrine and Transitus Shrine. All Alliance members enter a campaign from either one of their Alliance's Keeps which are the Eastern and Western Elsweyr Gates for the Aldmeri Dominion, Northern and Southern High Rock Gates for the Daggerfall Covenant, and Northern and Southern Morrowind Gates of the Ebonheart Pact. These Keeps cannot be captured, nor can members of other Alliances enter them.
====Imperial City====
The Imperial City sits at the centre of Cyrodiil and is contested by the three Alliances. The City contains six districts; the Arboretum, Arena, Elven Gardens, Memorial, Nobles and Temple Districts; and each are independently fought over for Alliance Points and Tel Var Stones. The City is directly connected to the Imperial City Sewers beneath it as well as the Imperial City Prison and White-Gold Tower. The Imperial City acts as its own player versus player campaign separate from the rest of Cyrodiil.
====Imperial City Sewers====
The Imperial City Sewers is a vast underground network of tunnels, and while primarily occupied by Daedra, the Alliances fight each other for access to the Districts above. The three Alliances each operate a base from each corner to manage command and control of operations within the Imperial City. The Sewers, similar to zones, feature various sublocations including locales and group bosses.
====Keeps====
Keeps are fortified locations in Cyrodiil that determine the total area control an Alliance has. The more Keeps and Alliance owns, the more Alliance Points, experience, bonuses members of that Alliance receives. Control of Keeps is necessary to maintain effective an Transitus Network, allow access to hostile temples and crown an Emperor. Each Keep also has a mine, a farm and a lumbermill. Each resource grants bonuses for the Keep's owner the longer they are held and allows Transitus Shrine travel from connected locations.
====Milegates====
Milegates are nine fortified structures throughout Cyrodiil that demarcate the borders of each Alliance's starting territory. These structures can only be crossed if they have not been destroyed by siege weaponry, otherwise other Milegates or crossings must be used. Milegates can be repaired with kits from Alliance siegemasters. Three Bridges along the Niben River act as Milegates between Dominion and Pact territory, while the other six are forts between Pact and Dominion, and Covenant and Dominion territory. The areas between Milegates are inaccessible, with the exception of small paths and crossings. Destroying Milegates can thus provide the advantage of slowing advancing armies and forcing them through preferred paths.
====Outposts====
Outposts are minor fortifications; of which there are six in total, two in each Alliance's territory; that provide their holders with additional Transitus Network links aside from those of keeps. This allows Alliances to utilize travel via the Transitus Network beyond Milegates without having to hold better defended keeps. Due to their small size, Outposts can be easily captured, even by small groups, due to minimal guards, weak doors and no walls.
====Temple Gates====
Temple Gates are fortifications that protect temples from hostile attacks. They are heavily defended and can only be opened after the two adjacent keeps have been taken by the same hostile Alliance. Once the gate is open, its respective temple and the Elder Scroll within becomes vulnerable to incursion.
====Temples====
Temples are fortified buildings beyond the temple gates that house Elder Scrolls. Each Alliance begins a campaign with two Elder Scrolls kept within one of the two temples. A temple becomes vulnerable if its respective gate is opened when the two adjacent keeps are occupied by the same hostile Alliance. Only one Elder Scroll can be kept in a temple at any one time. Other Scrolls must be kept in keeps outside the temples gates.
====Towns====
Towns are settled areas in Cyrodiil that can be captured by Alliances to provide them with an additional Transitus Network location as well as a safehouse featuring merchants with unique items to sell. Towns feature three flags, all of which must be captured for the town to change ownership. Guards specific to each Alliance will defend the town when it is captured. Towns in Cyrodiil are also hubs for repeatable quests, though it is not necessary to capture the town to complete them.
===Craglorn===
====Group variants====
Craglorn features several distinct location subtypes. They are marked by a "plus" symbol on their icon. The difference between the normal and the group locations in Craglorn is that they are more difficult and are designed for groups of two or more people, though solo adventurers may still complete them. They are a leftover from the concept of adventure zones, which were discarded in Update 12.
*Group Beacon
*Group Cave
*Group Cemetery
*Group Delve
*Group Estate
*Group Fort
*Group Ruins
*Group Striking Locale
==Zones==
Zones, also called regions, are segregated areas of Tamriel that divide the playable map and separate content both narratively and visually. Locations within each zone are detailed on their respective pages.
===Aldmeri Dominion zones===
*Auridon
*Grahtwood
*Greenshade
*Khenarthi's Roost
*Malabal Tor
*Reaper's March
===Daggerfall Covenant zones===
*Alik'r Desert
*Bangkorai
*Betnikh
*Glenumbra
*Rivenspire
*Stormhaven
*Stros M'Kai
===Ebonheart Pact zones===
*Bal Foyen
*Bleakrock Isle
*Deshaan
*Eastmarch
*The Rift
*Shadowfen
*Stonefalls
===Other zones===
*Coldharbour
*Craglorn
*Cyrodiil
*Unzoned locations
===Chapter and DLC zones===
*Artaeum 
*Blackwood
*Clockwork City 
*Deadlands
*Gold Coast 
*Hew's Bane 
*Murkmire 
*Northern Elsweyr 
*Southern Elsweyr 
*Summerset 
*The Reach 
*Vvardenfell 
*Western Skyrim 
*Wrothgar 
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