Lore:Places F

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search
Overview | A B C D E F G H I J K L M N O P Q R S T U V W X Y Z | Maps


Fain is a ruin in the Shivering Isles, located on one of the peaks of the Jester's Spine Mountains. The ruins were once home to a group of Heretics who worshipped an unholy being known as Gyub. The Heretics sacrificed "volunteers" to Gyub by dangling them over the Pit of Fain (a root tunnel which drops vertically down the center of the mountain), reciting a prayer to Gyub, and dropping the sacrifice into the Pit, never to be seen again. There is no evidence of Gyub's existence; the sacrifices were likely eaten by the many beasts which lived in the root caves at the bottom of the Pit. In 3E 433, the Heretics here were preparing for an obscure ceremony that they called the "Rebirth", for which they needed a large amount of "volunteers" to be sacrificed. The ruins were cleared out later that year by Sheogorath's Champion.


Falinesti is the strange, walking city of the Bosmer king. It used to be found in one of four locations within Valenwood, depending on the season. In the spring, it traveled to northeastern Greenshade, in the summer, it moved north to western Malabal Tor, in autumn, it traveled to a spot in the Northern Woods, near the border with Elsweyr, and in the winter, it moved south to Grahtwood. Most maps show the city at the location of its summer site. Since the late Third Era, the walking tree is rooted and does not migrate anymore.


Falkreath (also called Falcrenth or Falcreath) is one of the nine major cities in the province of Skyrim, serving as the capital of Falkreath Hold and the boreal forest. The city is widely-known as the "heroes' graveyard," many great battles took place here for centuries, and countless warriors were buried here, leaving behind graves and monuments to them. Because of the nature of the city, the merchants of Falkreath are known to reflect the melancholic themes of death in their business.

Falkreath Hold[edit]

Falkreath Hold is a southern hold in Skyrim along the border with Cyrodiil and Hammerfell. It's the second southernmost hold in Skyrim, after the Rift. The capital is Falkreath; the abandoned settlements of Helgen and Neugrad Watch are also located here. Before its destruction, Helgen was the Hold's second largest town and “the Gateway to Skyrim,” a well-traveled town at an important crossroads in the foothills of the Jerall Mountains. The town of Granite Hill is also found here, into the small stretch of the Hold that encroaches upon the Tundra Plains. Home of Skyrim's famous Pine Forest, Falkreath Hold is covered in a fine mist that makes the land seem without season. The mountains rising above Falkreath are well above the snow line, striking a stark comparison to the rest of the hold. The most distinguishing geographic feature is Lake Ilinalta, which covers a large portion of the central region and acts as the source for the White River, and is the largest body of water in the province. The people of Falkreath are reasonably prosperous farmers and loggers, thanks to the abundant supply of fresh water from Lake Ilinalta.

Falkreath is among the most-traveled Holds in terms of major roads and minor pathways. The lake is an excellent anchoring point, allowing one easy access to surrounding areas via swimming from almost any angle. North of the lake are the sharp and protruding Brittleshin Hills—snowy peaks dominated by Bleak Falls Barrow that overlook the origin of the White River—and the town of Riverwood just across the border in Whiterun Hold. To the east are the blizzards of the Jerall Mountains, bandit attacks in the high mountain passes, and the windswept caverns of Haemar's Shame. To the south, the Jerall Mountains dominate, their icy crags making many locations difficult to reach and almost impossible to escape from without blade or spell. Still, resolute hunters can still be found in this vast wilderness, determined to live life on their own terms. To the west, the pine forests give way to more rocky scree and sharper crags, where the howls of anger of the Forsworn from the Reach can be heard, and are home to old or forgotten cuts into the earth, including the fabled Twilight Sepulcher.

Falkreath Watchtower[edit]

Falkreath (also called Falcrenth or Falcreath) is one of the nine major cities in the province of Skyrim, serving as the capital of Falkreath Hold and the boreal forest. The city is widely-known as the "heroes' graveyard," many great battles took place here for centuries, and countless warriors were buried here, leaving behind graves and monuments to them. Because of the nature of the city, the merchants of Falkreath are known to reflect the melancholic themes of death in their business.

Fallowstone Hall[edit]

Fallowstone Hall was a historical hall located in the northern hills of the Rift, in the province of Skyrim. It was an ancient site built and occupied by the Companions, the guild of mercenaries active in Skyrim. It was their main holdout in the region, created by one of the original Five Hundred Companions and it currently serves as both a museum and mortuary for their dead brethren.


Fanacas is an Ayleid ruin found within the Valus Mountains, in the province of Cyrodiil. In its time, Fanacas was a mining hold for the Nedic slaves. For the longest time, it contained one of the Ten Ancestors, religious artifacts that were once displayed at the Temple of the Ancestors. It was among the only modern Ayleid sites that still bore their ancient names by the Third Era.


Fanacasecul was an Ayleid settlement located on the southwestern shore of Lake Rumare, in the Heartlands of Cyrodiil.

Fang Lair[edit]

Fang Lair, also known by its Dwemeri name Arkngthamz-Phng, is a ruin of a Dwarven city and mine located in Dragon's Teeth Mountains, on the border between High Rock and Hammerfell, and near the border with Skyrim.

Far Shores[edit]

The Far Shores, also called the Far Dunes, is the afterlife sought by the Redguards. According to Yokudan myth, Satakal, the serpentine God of Everything, eats itself over and over, periodically consuming all of creation. By "moving at strange angles" to stride between "worldskins", a process known as the Walkabout, the strongest of the spirits learned to bypass this cycle of destruction. Thanks to Ruptga's guidance, many weaker spirits were able to find their way as well, and the practice became so easy that it became a place—the Far Shores. Here, the spirits can safely wait until Satakal has passed and a new skin has emerged. There is no hunger or thirst in the Far Shores, but there are ample martial challenges to keep Redguard warrior-spirits engaged for eternity.


Farrun (or Fharun) is a northern port city on the north shore of High Rock, and one of eight kingdoms in the province. It is known for its icy winters. The kingdom of Farrun has existed since the First Era, one notable citizen of Farrun in the First Era was Lord Storig, who commanded the vanguard of the Imperial army at the Battle of Bodrum in 1E 2920 during the Four-Score War. By the Second Era it was an Orcish stronghold by the name of Fharun, named after the Fharun Clan. The stronghold was infamous for its Breton-designed prison complex, which was notorious even among the Orcs.

Fathis Aren's Tower[edit]

Fathis Aren's Tower, also known as the Temple of the Emperor Zero, is a ruined fort along the Green Road south of Bravil, in the Nibenay Valley region of Cyrodiil.

The tower is possesses an extensive underground complex, connected to a grotto that extends deep under Niben Bay. Some parts of the grotto are flooded and provide access to the bottom of the bay. These flooded passages are home to slaughterfish, including the rare giant slaughterfish. The grotto extends all the way to Bravil, allowing access to the tower from a secret passage in Castle Bravil.

Felsaad Coast[edit]

The Felsaad Coast is the snowy, lightly forested northeastern region on the island of Solstheim. The Isild River separates it from the Moesring Mountains region to the west, and it fades into forest to the south. The area is relatively rich in wildlife; many horkers, bristlebacks, snow wolves, and other creatures roam the land. Skaal Village and Thirsk are both located here, as are many barrows and ice caves.

Fields of Regret[edit]

The Fields of Regret are a realm of Oblivion, created and ruled over by Clavicus Vile, the Daedric Prince of Wishes. The realm appears as a tranquil countryside, dotted with majestic cities of glass and ornate buildings and populated by Skaafin. It contains dense forests, lakes, and mountains, with floating golden metals and stone spirals filling the landscape. The city of Umbriel was once a part of the realm, but was eventually severed and came to rest in the Realm of the Hist.


Firemoth (also known as Firemoth Island or Firemoth Region) is a region encompassing a ring of barren islands located in the Inner Sea. The islands often suffer heavy storms, and the bare volcanic rock provides little nourishment for flora. Hardy trama shrubs and stark, leafless trees can survive the ashen, bitter soil, and marshmerrow reeds flourish along the sandy beaches, but otherwise the islands are devoid of life. In the mid-Second Era, the region's climate was milder and Firemoth was much more lush with vegetation, resembling the nearby swamps of the Bitter Coast. It was home to a large array of flora and fauna, including Netch Shields, Stinkcaps, Milk Caps, Spongecaps, mudcrabs, shroom beetles, and even alits. The island was also home to a unique flame-hued variant of nix-ox. Known as the Firemoth Nix-Ox, these beasts have a fiery temperament and are well suited as combat steeds. At some point, House Redoran maintained a fortification on the island known as Fort Firemoth. However, the Redoran allowed the fort to go fallow, and House Hlaalu exploited this abandonment to begin encroaching upon ancestral Redoran territory on Vvardenfell. In time, the Hlaalu were successful in driving the Redoran out of major regional settlements such as Balmora and Suran.

Circa 2E 582, a band of slavers established themselves on the island, making use of the Redoran compound and docks. After arriving on the island, the slavers found and trained the Firemoth Nix-Ox for use as mounts. They worked in collaboration with Governor Omellian of Seyda Neen to use the Grand Pharos lighthouse in Seyda Neen to capsize passing ships and sell the captives into slavery, which was illegal in Ebonheart Pact territory. This plot was ended when Deputy Governor Deminah Salvi learned of Omellian's treachery and sent soldiers to clear out the slavers and liberate their captives. Simultaneously, an agent of the Morag Tong named Naryu Virian arrived at Firemoth with a writ to assassinate the leader of the slavers, Captain Svadstar. She broke into the compound and helped the captives overrun the island, before boarding Svadstar's ship and assassinating him while he was engaged with the forces from Seyda Neen.

By the Third Era, the archipelago had turned barren. The Imperial Legion built a new Fort Firemoth made of stone, housed on the main island. Once a strategic strong point guarding the Inner Sea from smugglers, it was overrun when an undead army led by the lich Grurn marched out of the ocean and captured the garrison, leaving few survivors. While still technically Imperial territory, the islands remained occupied by the skeleton army and were never reclaimed. The fort was built on top of a rich ebony mine, which broke through into flooded natural caverns and an ancient Velothi tomb.

In 3E 427 a band of adventurers hired by the Imperial Legion set sail for Firemoth from Seyda Neen, infiltrated the ruins of Fort Firemoth, slew Grurn, and retrieved the Ward of Akavir, a precious enchanted shield.


Firewatch is one of the eight major cities on the mainland of Morrowind, found on the northern tip of the Telvanni Peninsula, on the shores of the Sea of Ghosts. The city acquires its name because it is the closest city to the giant volcano of Red Mountain on the mainland. It provides a grand vista from the safety of its walls, but not without its own inner dangers. Firewatch is neighbored by several settlements, including Glen Haven to the east and Helnim Wall to the southeast.


Firsthold (also spelled as First Hold) is one of the eight major cities in the province of the Summerset Isles, situated on the vernal groves and craggy cliffs of Auridon. Built on the highest point of the island, in the region of Vafe, Firsthold is one of the oldest cities built by the Elves in all of Tamriel, founded by High Lord Torinaan after he guided his people across the Eltheric Ocean from the doomed continent, Aldmeris. The city was also the location of the original charter of the Mages Guild, one of the biggest organizations dedicated to the practice and study of magic.

Lake Fjalding[edit]

Lake Fjalding is the largest lake on Solstheim, although it is covered by ice year-round. It is commonly used as a mating ground for the horkers of the island. The Iggnir River to the south and the Isild River to the north meet here, in the Felsaad Coast region due north of Fort Frostmoth. The Isinfier Plains lie to the south. The Thirsk mead hall is on the eastern coast of the lake.

For more information, see the main Lore article.


Folgunthur is an ancient Nordic barrow found in the northern coast of Hjaalmarch, in the province of Skyrim. At the base of the Great Arch that holds Solitude, this ancient tomb is known for containing the remains of Mikrul Gauldurson, the youngest son of the auspicious but forgotten First Era mage, Gauldur. It had also contained the great treasure trove of the master illusionist, Maelmoth the Mysterious.


Forelhost is an ancient Nordic ruin located in the Rift in Skyrim. It is located high atop a mountain and suffers from a dangerously cold climate.

During the time of the Dragon Cult, Forelhost served as a great monastery. It was home to two notable dragon priests and their respective masks: Rahgot and Vosis. Following the Dragon War, Forelhost became the last known holdout of the cult. It was discovered by the forces of High King Harald in 1E 139, who besieged the monastery for several months under the command of Skorm Snow-Strider. Despite the cold, the besiegers eventually succeeded in breaking through the defenses in 1E 140, using the Voice to bring down the main gate. Once inside however, they discovered that the cultists had committed ritual suicide, going so far as to poison the well water. Their sacrifice created a magical barrier, sealing the upper courtyard for decades afterwards and preventing Skorm's advance. The cultists had believed they would be returned to life when the dragons returned to Tamriel, as had been foreseen by a cultist named Thorallod. The monastery subsequently fell into ruin, haunted by draugr and the ghosts of the cultists.

In 2E 582, when the Worm Cult was scouring the Rift for shards of Wuuthrad, a group of cultists led an attack on Forelhost when their leader, Nordahl, attempted to recover the mask of Vosis. The cultists were defeated by the undead and driven off, and Vosis claimed their axe shard for himself. He was then slain by the Vestige on behalf of the Ebonheart Pact, which was also seeking shards.

Sometime circa 4E 201, a legendary Argonian thief known as Sails-Through-Storms came into possession of the journal of a great adventurer who had come into possession of Barilzar's Mazed Band and had sealed it within Forelhost. Following the journal, she journeyed to Forelhost, accompanied by the Forgotten Hero and a fellow Argonian thief named Swims-at-Night. The group discovered that the ring had been sealed within the tomb of a dragon priest which could only be entered by ingesting poison. Sails-Through-Storms turned back, but the other two concocted a poison which would not quite kill them, allowing them to enter the tomb. They managed to defeat the awakened dragon priest within, but were set upon by a group of treasure hunters led by Mecinar, a former Clockwork Apostle. In their weakened state, the adventurers were unable to stop the treasure hunters from claiming the ring and using it to enter the Clockwork City. However, Swims-at-Night grabbed onto one of them at the last second and was teleported to the City along with them.

Later that year, an Altmer named Valmir was sent by the Thalmor to retrieve Rahgot's mask from within the ruins of Forelhost. He was ordered to trick Imperial Legionnaires and Stormcloak Soldiers into recovering the mask to aid the war effort during the ongoing Stormcloak Rebellion, and then to bring the mask to Labyrinthian, likely in an effort to retrieve Konahrik. Valmir recruited the Last Dragonborn who successfully retrieved the mask, but discovered Valmir's ploy and killed him.

That same year, a ghost known as the Lost Paladin was sighted at Forelhost. The Lost Paladin had been the wielder of the legendary blade Chrysamere in life, and he was subsequently slain by the Last Dragonborn who then claimed Chrysamere.

Forest of Elborn[edit]

The Forest of Elborn (or simply Elborn)[1] is a location associated with the Altmer of the Summerset Isles, who often use the exclamation, "By the Wood of Elborn."[1] It is primarily known for being the burial place of Phynaster, the Hero-God of Summerset.[2]

Forgotten Vale, The[edit]

The Forgotten Vale is massive and sprawling secluded ice-encrusted land dotted with the remains of Snow Elf architecture. Located in the Druadach Mountains, it is viewed on maps as being within the borders of High Rock and bordering northwestern Skyrim's Haafingar area. It is a glacial valley, with icy crevices, forests, a river and a large frozen lake. Its seclusion from the rest of Tamriel has resulted in unique forms of bioluminescent flora and fauna, seemingly adapted for subterranean dwelling.

The vale is difficult to reach, requiring the navigation through the Darkfall Cave systems to enter from the outside world. It was chosen by the ancient Snow Elves as the site of the Chantry of Auri-El, the civilization's center of worship of Auri-El. The elves built a large sanctum into the mountains, overlooking the valley, as well as five Wayshrines of Auri-El. Magical teleportation in the form of portals were used to navigate and link the area. In order to reach enlightenment and "become one with Auri-El", initiates of the Chantry made a pilgrimage to each of the five Wayshrines, navigating the treacherous vale with a ewer of water to gain access to the temple's inner sanctum. Due to the Chantry's isolation, it remained unaffected by the invasion of the Nords, though the Falmer somehow spread to the vale and overwhelmed the Chantry by their sheer numbers, wiping out the final bastion of Snow Elves.

Fort Alessia[edit]

Fort Alessia (also known as Castle Alessia) is a ruined military fort located on the Red Ring Road, southeast of the Imperial City in the Great Forest of Cyrodiil, in an area known as the Bloody Grasslands. The fort is located just east of the Ayleid ruins of Sardavar Leed, where Saint Alessia was raised as a slave. It can be assumed that the fort was named in her honor.

During the Alliance War of 2E 582, Castle Alessia was an expansive and strategically important keep. It had its own farm, mine and lumbermill, and was heavily fortified. Likely due to the proximity of Sardavar Leed, the castle bore a clear Ayleid influence, with Welkynd Stones incorporated into the architecture. It was initially located within the territory held by the Aldmeri Dominion, and its central location made it essential for control of the Imperial City. The keep changed hands many times over the course of the war. The nearby Alessia Bridge once spanned the Upper Niben.

The fort was abandoned by the Imperial Legion during the relatively peaceful Third Era. By the time of the Oblivion Crisis in 3E 433, Fort Alessia was no more than a ruin, controlled by a hostile band of marauders.

Fort Amol[edit]

Fort Amol (or simply called Amol) is a fortified settlement found in the region of Eastmarch, within the province of Skyrim. Fort Amol was a noteworthy settlement that was occupied by a Jarl, but it would soon fall into disrepair, and become the regional stronghold for Eastmarch. Also, Amol was at times the name of a town in northeastern Skyrim on the road between Windhelm and Winterhold.

Fort Ash[edit]

Fort Ash is a ruined keep located deep in the Great Forest, in the province of Cyrodiil. Fort Ash is strategically located on the Black Road, between the Red Ring Road and the city of Chorrol. During the Alliance War in the mid-Second Era, Fort Ash was one of the six vital keeps that determined control of the Imperial City.

Fort Blueblood[edit]

Fort Blueblood is a ruined military fort located southeast of Leyawiin, in the Blackwood region of Cyrodiil.

Fort Chalman[edit]

Fort Chalman (also known as Chalman Keep) is a ruined military fort located on the Red Ring Road, northeast of the Imperial City.

During the Three Banners War of 2E 582, Chalman was an expansive and strategically important keep. It had its own farm, mine and lumbermill, and was heavily fortified. It was initially located within the territory held by the Ebonheart Pact, and its central location made it essential for control of the Imperial City. A notable three-way battle known as the Battle of Chalman Keep occurred here between Pact, Dominion and Covenant forces, when the fort was taken from the Covenant by a Dominion invasion force, after which the Dominion crowned a figurehead Emperor from among their warriors. The keep changed hands many times over the course of the war.

The fort was abandoned by the Imperial Legion during the relatively peaceful Third Era. By the time of the Oblivion Crisis in 3E 433, Chalman was no more than a ruin infested with undead.

Fort Farragut[edit]

Fort Farragut (also known as Farragut Keep) is a ruined military fort located on the foothills of the Valus Mountains northeast of Cheydinhal, in the Nibenay Basin region of Cyrodiil.

During the Alliance War of 2E 582, Farragut was an expansive and strategically important keep. It had its own farm, mine and lumbermill, and was heavily fortified. It was initially located within the territory held by the Ebonheart Pact, and its main function was the defense of the Elder Scroll of Ghartok, which was held in a temple to the northeast. The keep changed hands many times over the course of the war.

The fort was abandoned by the Imperial Legion during the relatively peaceful Third Era. By the time of the Oblivion Crisis, Fort Farragut was no more than a ruin. It had been taken as a lair by Lucien Lachance, a Speaker for the Black Hand of the Dark Brotherhood who administered the nearby Cheydinhal sanctuary. As such, it was infested with undead skeletal guardians in service to the Brotherhood. Lachance was forced to flee the ruins in 3E 433 after he was framed as a traitor.

The Fringe[edit]

The Fringe is a region of the Shivering Isles located on the western side of the main landmass. Although it appears to be located in the lands of Dementia, the Fringe is considered to be completely separate from the realm proper. It is surrounded by high walls, preventing those within from entering the rest of the Isles until they have received Lord Sheogorath's "gift" of madness and can enter the realm through the Gates of Madness. It is the first place to be destroyed during any Greymarch.

The Fringe has one main settlement, the town of Passwall, where mortals who find themselves in the Isles live while they wait for Sheogorath's blessing to take hold. The Fringe is under the same justice system as the Isles proper, but as no guards are posted within its walls, the bounty only comes into effect once the criminal passes through the Gates of Madness. The Gardens of Flesh and Bone can also be found here, as can the so-called Garden of Swords where weapons are grown from the soil.

Fort Frostmoth[edit]

Fort Frostmoth was the primary Imperial settlement on the south coast of Solstheim, in the Hirstaang Forest. It was established some time in the Third Era, after the Imperial discovery of the island. The fort acted as the area office of the East Empire Company, established on Solstheim to mine the rich deposits of ebony from Raven Rock, and was also the main link to Vvardenfell by way of Khuul. The fort was known among the legionnaires as a punishment detail, due partly to the unpleasant weather and partly due to the mead.

In 3E 427, during the fulfillment of the Bloodmoon Prophecy, the fort was attacked by werewolves sent by Hircine, who captured Captain Falx Carius to act as one of the Prey in the Hunt. The fort sustained heavy structural damage in the attack. Carius survived the ordeal and re-assumed command of the fort later that year.

In 3E 433, the Nords of Skyrim attempted to capture the whole of Solstheim and remove Fort Frostmoth. Solstheim did indeed, as a whole, come under official control from Skyrim at this time: but the fort remained intact, as did the recently-established town of Raven Rock and its ebony mines. Indeed, any change in the overall situation seems to have existed largely on paper.

After the Oblivion Crisis, Dunmer refugees led by House Redoran began settling in Raven Rock in 4E 0, under the leadership of Councilor Brara Morvayn, who maintained a good relationship with the East Empire Company who were currently (still) in charge of the town.. There is evidence that General Carius, while still alive, perceived the Dunmer settlements as a threat to the garrison and demanded that the Dunmer surrender. They never replied, and Carius repeatedly wrote to the Imperial Council to seek guidance, apparently also without reply. Eventually, Carius decided to declare war on Raven Rock, threatening to retaliate if the Dunmer attacked the fort. It appears, in fact, that several of the letters were never actually sent (it was in Fort Frostmoth that they were found, in 4E 201), and that the whole idea of a conflict between Fort Frostmoth and Raven Rock appears to have been a product of an increasingly paranoid Carius's imagination. Raven Rock at that time still regarded itself as under Imperial protection according to its own history, and was still under the control of the East Empire Company; furthermore, the Dunmer colony was still very small.

In 4E 5, the aging Fort Frostmoth was almost completely destroyed by the eruption of the Red Mountain, resulting in the deaths of most of the garrison including General Carius. The few surviving Imperial soldiers moved to Raven Rock and attempted to establish a new garrison there, but they were too few in number to effectively protect the settlement on their own: they were supplemented, and eventually replaced, by guards from House Redoran. In 4E 16 Solstheim officially became a territory of Morrowind when the High King of Skyrim offered the island to the Dunmer people. The East Empire Company withdrew from Solstheim by this time, believing the ebony mine to be failing (in fact it kept going for a considerable time), and taking the last vestiges of Imperial influence along with it, and the fort was never rebuilt. The ruins were taken over by Ash Spawn and Albino Spiders.

Some time before 4E 201, Ildari Sarothril, an apprentice of Master Neloth of Great House Telvanni, entered the ruins of Fort Frostmoth to conduct necromantic experiments using heart stones. She succeeded in reanimating the corpse of Falx Carius, but after two months she departed when she was unable to exert any manner of control over him. The undead Carius, apparently under the delusion that the Ash Spawn still in the fort were his garrison, continued (or possibly began; see notes) his crusade against House Redoran by sending enclaves of Ash Spawn to attack Raven Rock. In 4E 201, the Last Dragonborn traced the attacks back to Fort Frostmoth and destroyed Carius on behalf of the Redoran Guard.

Fort Grief[edit]

Fort Grief is a ruined Imperial Legion fort located on Fort Grief Island, an island at the mouth of the Silverfish River in Niben Bay.

Fort Homestead[edit]

Fort Homestead (also called the Homestead Ruins) is a ruined fort located on the southern shore of Lake Rumare, east of the White Rose River in the Heartlands of Cyrodiil. It can be found just off the Red Ring Road, in the region known as the Southwestern Shore. It contains subterranean passages which lead to the Heroes' Hall, a large chamber deep underground.

At the start of the Alliance War of 2E 582, bandits moved into the ruins of Homestead as Legion patrols became less frequent. Eventually the Homestead bandits became emboldened enough to outright attack the settlement of Pell's Gate to the south, which they then occupied and destroyed. A bridge connected the ruins to City Isle at the time, although it was shattered by the Planemeld and subsequently put under heavy guard by Daedra. The ruins were within the territory initially controlled by the Aldmeri Dominion, although none of the participants in the war attempted to capture the fort.

By 3E 433, the fort's underground passages were home to bandits and marauders. No sign remained of the Second Era bridge to City Isle.

Fort Istirus[edit]

Fort Istirus (alternatively known as the Istirus Outpost) is an Imperial ruin found in the region of the West Weald, within the province of Cyrodiil. It is built along the Strid River, to protect the large body of water from the mass pirate activities.

Fort Redmane[edit]

Fort Redmane (also called Fort Redman and formerly Fort Niben) is an Imperial fort located on the banks of the Niben River, in the province of Cyrodiil. The fort was originally built to defend the Second Empire's settlers in the south from Anequine hunt-barons, but because the threat was much smaller than realized and the two kingdoms of Elsweyr were later under the Empire's control, Fort Redmane saw little use and it stands on the river waiting for a threat that may never come.

Fort Sphinxmoth[edit]

Fort Sphinxmoth (or Sphinxmoth Legion Fort) is a fortress in the Reaper's March region, in Anequina, Elsweyr. It is located north of the city of Dune, close to the border with Valenwood and Cyrodiil.

The fort was built by the Second Empire to safeguard the Elsweyr-Valenwood border from raiders, as the area was constantly plagued by warring Bosmer and Khajiit tribes. It was built into the side of a mountain to be nigh impregnable, and the halls were filled with all manner of traps. After the fall of the Second Empire, Sphinxmoth was abandoned by the legionnaires and ironically fell into the hands of the border raiders. It was traded back and forth for a generation between Bosmer and Khajiit tribes, suffering additional damage every time it changed hands, until a landslide destroyed much of the upper works and forced the ruins to be abandoned. Nothing worth looting was left in Fort Sphinxmoth, and it soon faded into obscurity as an overgrown series of tunnels.

The crocodile-infested ruins were eventually reoccupied by the Muckwater Bandits, a large bandit gang that operated out of the Muckwater and was led by an Imperial named Captain Accalia. Rebranding themselves the Sphinxmoth Bandits, the brigands repaired many of the fort's traps. During the Alliance War of 2E 582, the bandits attacked the temple of Mara in Bravil after receiving a contract from the Stonefire Cult to steal the Chalice of Mara. The priests followed the bandits back to Fort Sphinxmoth with a large contingent of temple guards, crossing into Aldmeri Dominion territory. Several guards entered the ruins in an attempt to retrieve the Chalice, along with several other holy relics, but they were all killed or captured. However, the Vestige then entered the ruins in search of the relics and the missing guards, killing Accalia and his subordinates in the process.

Fort Sphinxmoth was later reestablished by the Imperial Legion under the Third Empire. During the Five Year War in 3E 396, a major battle took place outside the fort between the Bosmer of Valenwood and the Khajiit of Elsweyr. A soldier named Codus Callonus was stationed at the fort and was so impressed by the Khajiiti tactics during the battle that he recorded his impressions in a series of books. Unfortunately, only the first volume of Mixed Unit Tactics remains.

Fort Strand[edit]

Fort Strand is a ruined fort located just east of Anvil, in the Gold Coast region of Cyrodiil. It has an extensive underground complex, including a large natural chasm and a subterranean chamber called the Great Dome.

The fort was already a crumbling ruin by 2E 582, at which time it served as a smuggler den. A chest of First Era martial relics was taken to the ruins that year from a dig site at Tribune's Folly. The researchers hired the Dragonstar Caravan Company to recover the relics, as the chest was guarded by supernatural shadowy guardians sent by Lord Faleria.

By 3E 433, the fort was home to a marauder gang. A local Nord named Bjalfi the Contemptible brought the Dwemer mace Rockshatter to the ruins when he joined the gang that year. He was killed when his deserted wife sent the Champion of Cyrodiil to the ruins to recover the mace.

Fort Sungard[edit]

Fort Sungard (or simply called Sungard) is a fortified settlement located in the southern canyon of the region known as the Reach, situated in the province of Skyrim. Fort Sungard is a historical bulwark that is a key-strategic point in southern Skyrim, for the likes of Markarth in the northwest, and the rest of southern Skyrim. Also, Sungard was at times the name of a town in southeastern Skyrim on the road between Riften and Whiterun.

Fort Variela[edit]

Fort Variela (also known as Variela's Watchtower or simply Variela) is an ancient ruined military fort located inland from the western banks of the Niben River, in the Heartlands of Cyrodiil far to the north of Bravil. It is connected by road to the nearby Lunar Fang Docks. The fort possesses an underground complex with staff quarters.

Fort Virak[edit]

Fort Virak is a fortified mountain pass that is situated in the mountain basin of Stonefalls, in Morrowind. Strategically located in the snow-laden valley of the Velothi Mountains, it is a gated checkpoint between Morrowind to the east and the Rift of Skyrim to the west. It serves as Stonefalls' western mainline of defense and has survived countless sieges throughout the years. Underneath the fort is a series of mazes that have since collapsed.

Fortress of Ice[edit]

The Fortress of Ice (also called the great Ice Fortress of Winterhold) is an ancient fortress located within the Hold of Winterhold of the province of Skyrim, in the vicinity of Helarchen Creek and Amol. According to old texts, it was the home of Arch-Mage Shalidor,

Frostbreak Fortress[edit]

The Frostbreak Fortress is a ruined stronghold found in the region of Wrothgar, within the province of High Rock. Frostbreak Fortress was built to protect the short-lived Imperial Province of Orsinium, which was established during the reign of Savirien-Chorak, the last monarch of the Akaviri Potentate era in the Second Empire. It is found in a small region of Wrothgar known as Frostbreak Ridge.

Frostcrag Spire[edit]

Frostcrag Spire is a large wizard's tower located high in the Jerall Mountains of Cyrodiil, to the east of Bruma. The multilevel complex is navigable only through the use of teleportation pads. The tower also has a viewing platform, offering an unparalleled vista of the Imperial Province.

The Spire was designed and built in the Third Era by Arch-Mage Taris Rendil, who was dissatisfied with living in the Arcane University. He read many tomes and ventured into ancient ruins seeking inspiration for his tower, and eventually decided to build it in the Jeralls. Rendil practiced his magic in peace for many years, and filled the Spire with his many inventions. He designed an Atronach Altar, which could be used to permanently summon atronach familiars for use as guardians.

By collaborating with the master alchemist Sinderion, Rendil also created the Frostcrag Apparatus Table, and constructed an alchemy conservatory filled with plants from both Cyrodiil and Oblivion. Notably, Rendil managed to cultivate the Nirnroot, tame Spiddal Plants and Harrada Root, and the rare Mana Bloom.

With permission from the Mages Guild, he set up spellmaking and enchanting altars, and portals to every Mages Guild guildhall in Cyrodiil. Rendil also created a teleport link between the Spire and an underground ice cave, which he used as a vault. He guarded the place with tamed imps called Vault Guardians. The cave also functioned as a tomb, and two people were buried there: Lennasaan, a mysterious writer, and Rindsey, a famous archer and ale aficionado responsible for the discovery of Daedric Lava Whiskey during an expedition to the Deadlands.

As age began to overwhelm Rendil, he entrusted many of his belongings to Aurelinwae, an Altmer merchant living in the Imperial City. In 3E 433, before he died, Rendil transferred the deed of ownership to his long-lost relative, the Champion of Cyrodiil, hoping to prevent his home from falling into ruin. He then wrote his memoirs and sealed the Spire, leaving instructions on how to restore the tower to its former glory. The Champion granted his dying wish, by compensating Aurelinwae and returning Rendil's possessions to the tower.

During the Oblivion Crisis, an Oblivion Gate opened close to the Spire, but the structure was unaffected.

Frostmere Crypt[edit]

Frostmere Crypt is a Nordic ruin located on the mountain slopes of the Pale, in the province of Skyrim. The crypt was built many years ago to seal away an ancient spirit named Aumriel. She is remembered in history and local folklore as the Pale Lady, a malicious ghost that wanders the northern Drajkmyr Marsh and steals children while looking for her lost daughter. Deep in the crypt is her tomb, which is surrounded by a boreal glade and spring of water. On top of her sarcophagus is the Pale Blade, an ancient Nordic sword that keeps her from awakening.

Frozen Coast[edit]

The Frozen Coast is a large central region of the Northern Coast of Skyrim, bounded by the icy northern waters of the Sea of Ghosts. It is a long stretch of frozen wasteland where the ice never thaws, from which it got its name. The region stretches between the northeast coast of Hjaalmarch and the coast of the Pale. It is anchored between the ancient barrow of High Gate Ruins and the port-town of Dawnstar. The only semblance of civilization between them is camps occupied by anyone from bandits gathering for raids, or staging grounds for Sea Giants.


  1. ^ a b Exclamations — The Elder Scrolls: Arena
  2. ^ Artifact Dialog — The Imperial Library