Lore:Places F

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Fain[edit]

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[edit]

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[edit]

Falkreath (also known as Falcrenth or Falcreath) is one of the nine major cities in the province of Skyrim, and the capital of Falkreath Hold, near the southern border of the province. Falkreath is known for its vast graveyard and melancholy atmosphere. Some of the greatest warriors and noble jarls in all of Skyrim are buried in Falkreath's graveyard.

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. 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.

Fanacasecul[edit]

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

At the height of the Ayleid Empire, Fanacasecul was a pleasure garden of the Ayleids. Above ground was a delight of flowering trees and plants, pleasing to the eye and nose. Below ground were saunas and torture chambers, where the Ayleids would amuse themselves with the torture of human slaves. At some point, an Ayleid sculptor crafted a statue and magically bound the spirit of his rival to it. This talking statue was a source of much amusement for the Ayleids for many years, much to the torment of the spirit trapped within. The statue went on to outlast Ayleid civilization itself, and Fanacasecul fell into ruin after the Alessian Slave Rebellion of the early First Era.

By 2E 582, all that remained of the enchanted statue was a broken pillar, to which the Ayleid spirit still remained bound. The statue lamented its ruined and vandalized state, and would beseech passersby to help restore it to its full glory. The subterranean passages of Fanacasecul were sealed at this time. By 3E 433, the enchanted statue had been restored. The exterior of the ruins were used as a campsite by bandits who preyed on travellers along the Red Ring Road, while the subterranean passages swarmed with undead.

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[edit]

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 town began as 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. Fharun was also home to archivists of Malacath, who protected a sacred scroll that supposedly contained the words of Malacath himself. During the Interregnum, the clan was led by Chief Bazrag gro-Fharun, a Malacath worshipper. Bazrag refused to bend the knee to the Trinimac-worshipping King Kurog, despite being an old friend of the king. Because of this, Fharun did not join the Daggerfall Covenant in 2E 567 and didn't take part in the Alliance War of 2E 582.

Following the end of the Planemeld, Kurog began a concerted effort to rebuild his seat of Orsinium and unite the whole of Wrothgar under his rule. Bazrag and several other clan chiefs resisted, and Kurog enlisted the aid of the Vosh Rakh to assassinate the chiefs. Fharun was seized by the Vosh Rakh, who threw their captives into the prison and released the prisoners to kill them. Bazrag was rescued from such a fate by the Soulless One, and returned to Orsinium to foil Kurog's assassination attempt. Following the death of Kurog, the surviving chiefs appointed Bazrag as king, uniting Wrothgar and ending the worship of Trinimac. The Vosh Rakh fled from Fharun Stronghold, although it is unknown if the settlement was reclaimed by the remaining clan members.

Kurog's Orsinium eventually fell, and at some point Fharun became the Breton city-state of Farrun. The city is ruled by a king or queen. One noted citizen of Farrun was Lord Storig, who commanded the vanguard of the Imperial army at the Battle of Bodrum in 1E 2920 during the Four-Score War. Another is an unnamed king known to have fought a war against Solitude and its allies some time late in the Third Era.

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. The city of Umbriel was once a part of the realm, but was eventually severed and came to rest in an unnamed realm of Oblivion.

Firemoth[edit]

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 Emperor Parasols, mudcrabs, shroom beetles, and even alits. 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. 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[edit]

Firewatch is a city deep in House Telvanni territory, on the shores of the Sea of Ghosts. Located across the strait east of Tel Mora, Firewatch marks the northern tip of the mainland of the province of Morrowind. Firewatch takes its name from the vista of the giant volcano, Red Mountain. Sigillah Parate's grandmother, a Witch of Molag Bal, was once sent by the Prince to poison the heir of Firewatch, but died in the act. During the Imperial Simulacrum the city was at war with the neighboring city of Ebonheart, and was ruled by Queen Vaynth.

Firsthold[edit]

Firsthold (alternatively spelled First Hold) is the oldest, and still one of the two most prominent, cities on Auridon, the second largest island of the Summerset Isles. It is located on the northern end of Auridon, in the region Vafe, northeast of Greenwater Cove and northwest of Dawnbreak.

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.

Forelhost[edit]

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 Soulless One on behalf of the Ebonheart Pact, which was also seeking shards.

In 4E 201, 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.

In the 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.

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.

Forgotten Vale, The[edit]

The Forgotten Vale is a secluded region located in the Druadach Mountains of northwestern Skyrim, near the border of High Rock. 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 home to unique species of sabre cat and deer, as well as Frost Giants, shellbugs and the more common Frost Troll. Bar a few rare cases, the Gleamblossom flower and Poison Bloom plant are unique to the region.

The vale is difficult to reach, requiring the navigation of complex 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 in the Merethic Era. As such, the Snow Elves of the Forgotten Vale had no need of the protection of the Dwarves, who demanded the blinding of the race. Their remaining kin, "the Betrayed", degenerated over the ages into the modern Falmer. Following the disappearance of the Dwarves in 1E 700, the Falmer somehow spread to the vale and began attacking the Chantry. The Chantry was overwhelmed by their sheer numbers, and the final bastion of Snow Elves was wiped out.

Arch-Curate Vyrthur, leader of the Chantry, had been abandoned by Auri-El after becoming infected with vampirism. Embittered, he created a prophecy which would see the darkening of the sun by corrupting Auriel's Bow in order to spite the god. He allied himself with the Falmer and retreated to the inner sanctum, where he awaited his prophecy to come to fruition. His brother, Knight-Paladin Gelebor, was the only other Snow Elf to survive, and retreated into the caves. The Falmer and their tamed chaurus then proceeded to spread throughout the vale unhindered.

The Forgotten Vale was once home to revered twin dragons, Voslaarum and Naaslaarum, who lived beneath the frozen lake. They were most likely killed at some point and resurrected by Alduin upon his return, although it is possible that they survived into modernity.

In 4E 201, the Forgotten Vale was visited by Serana and the Last Dragonborn, who had been guided there by the Elder Scrolls to fulfill Vyrthur's prophecy. They made a pilgrimage to the five Wayshrines to gain access to the inner sanctum in order to save Vyrthur from the Falmer at the request of the mistaken Gelebor. Instead, the two discovered Vyrthur's affliction and betrayal, and killed him. In return, Gelebor gifted them with Auriel's Bow as foretold by the prophecy. The Dragonborn also defeated the dragons Voslaarum and Naaslaarum, and recovered Auriel's Shield from the Falmer.

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. The fort is located just east of the Ayleid ruins of Sardavar Leed, birthplace of Saint Alessia. 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 Blueblood[edit]

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

The fort existed since at least the mid-Second Era. The trackless marshes east of Fort Blueblood were notoriously difficult to navigate. A hidden Dark Brotherhood sanctuary was once located at the ancient Argonian ruins of Xith-Izkul, just across the border into Black Marsh, until it was subjected to Purification and left abandoned.

The fort was seemingly still in use in the Third Era, when it was occupied by the Third Empire. A seer named Manduin was buried in the subterranean halls of Fort Blueblood, with not even a tombstone over his head for all his years of service to the Empire. The fort was subsequently abandoned during the relatively peaceful Third Era and fell into ruin.

Circa 3E 433, a local necromancer named Kalthar became disillusioned with the Mages Guild after Arch-Mage Hannibal Traven's ban on necromancy within the guild. Claiming to be reformed, Kalthar remained a guild member, but began plotting to blackmail the local guild head, Dagail, in order to have her promote him out of Leyawiin and step down from her role. To do this, he stole her seer's stone, causing Dagail to be overwhelmed with debilitating visions. Dagail's father, Manduin, had been buried with his own seer's stone, and the Champion of Cyrodiil entered the ruins of Fort Blueblood to locate his coffin. The fort at that time was occupied by marauders, and the Champion was confronted by Kalthar deep within the ruins after recovering Manduin's amulet. However, the Champion successfully returned the stone to Dagail, restoring her lucidity.

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 Alliance 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 occurred at Chalman 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.

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 ageing 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.

The fort was in existence as early as 2E 582. It was abandoned by the Legion during the relatively peaceful Third Era.

By the late Third Era, the ruins had come to be used by an Orc usurer named Kurdan gro-Dragol as the location for the "Hunter's Run", a bloodsport event where people would pay a great deal of money to hunt and kill live human prey. Kurdan would promise to clear debts in exchange for the recovery of a fictional family heirloom, the "Axe of Dragol"; he would arrange for transport to the island, and the victim would then become trapped within the ruins via a complex locking mechanism. The only way for the prey to "win" was by descending into the underground depths of the ruins and killing all the hunters. However, the game was monitored by Kurdan, who would ensure that no one left the island alive even if they managed to defeat the hunters.

In 3E 433, the Champion of Cyrodiil was lured into the Hunter's Run in search of a missing Breton man named Aleron Loche. The Champion successfully defeated Kurdan and his clients and escaped from the island, but Aleron was killed in the process.

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 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 Soulless One 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 583, 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 (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. Fort Sungard had loan its name to the town of Sunguard, which is found in southeastern Skyrim near Riften.

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 scribed 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.