Lore:Places S

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Saarthal[edit]

Saarthal was the first city built in Skyrim after the arrival of Nords from Atmora some time in the middle of the Merethic Era. Saarthal was also the first capital of Nord civilization in Tamriel, as well as the largest of the ancient Nordic cities. The city was destroyed late in the Merethic era by the Snow Elves, and then rebuilt by Ysgramor after he retook the city. It was destroyed and finally abandoned sometime in the late Merethic or early First Era. In the late Second Era, the ruins of the city were located by archaeologists near the modern city of Winterhold. After Trinimac and his followers were corrupted into Malacath and the Orcs, they fled to the northern wastes near Saarthal.

For more information, see the full lore article.

Sadrith Mora[edit]

Sadrith Mora (or Mushroom Forest in Dunmeris) was the district seat of House Telvanni, and home of the Telvanni Council, though only one Telvanni councilor actually lived in town. Sadrith Mora was an island settlement in the Zafirbel Bay, and was accessible only by sea and teleportation.

The actual town of Sadrith Mora was built in typical Telvanni style: great, magically-formed organic mushrooms springing from the ground, each being expanded to suit the needs of the inhabitant; one may have become a dwelling for a single Dunmer, while others formed shops, seaports, or entire inns and taverns. These were grown in a gigantic loop around the tower of Tel Naga, which during the late Third Era was the home of Master Neloth, although it had previously belonged to an Archmagister by the name of Nelos Otheri.. Around 3E 427 the town itself offered a Morag Tong base, an inn, and a restaurant. North of the Great Market was the Telvanni Council Hall, a large orb supported by giant mushroom stalks. While visitors were technically not supposed to travel beyond the Gateway Inn into the town, nobody really seemed to mind. Anyone would have served you, albeit a bit tersely. One place where foreigners were especially welcome was at the Imperial Fort built during the 3rd Era, Wolverine Hall, just to the south.

Saintsport[edit]

Saintsport is a small settlement located on the southern tip of Stros M'Kai. It contains a port, a lighthouse, and the Square of Leki, a large shrine dedicated to Makela Leki. The town was named in honor of Leki, Saint of the Spirit Sword.

Samara[edit]

Samara is an island in the Yokudan archipelago, between the Azurian Sea and the Sea of Pearls. Located southeast of Akos Kasaz, it is low, lush, and warm, with many natural harbors. Other nearby islands include Irranhu and Moni. A sizable bay juts into the southern coast and almost divides the island into a western and eastern half.

River Samsi[edit]

The River Samsi, or Ouada Samsi, was a large waterway in the West Gash region, on the northwestern coast of Vvardenfell. It created the peninsula which would become home to Gnisis and Ald Velothi. Its headwaters were northeast of Gnisis, and the river flowed south and then west, wrapping around the city and emptying into the Inner Sea.

Sancre Tor[edit]

Sancre Tor (or the Golden Hill) was a fortified city in Colovia, located in the Jerall Mountains north of the city of Chorrol. It is said to be the mythical birthplace and final resting place of Reman Cyrodiil and his successors. It is notable for the Fort Runestones placed throughout the complex during the First Era.

Sanguine's Realms[edit]

The Myriad Realms of Revelry are a congeries of one hundred thousand pocket and sub-realms of Oblivion, created and ruled over by the Daedric Prince of Indulgence, Sanguine. The realms are used mainly as pleasure pockets, refashioned to meet the needs and desires of its visitants. As such, Sanguine himself has very little control over them.

Satakalaam[edit]

Satakalaam is a city on the western coast of Hammerfell, on the eastern coast of the Iliac Bay at the edge of the Alik'r Desert. The nearby Motalion Necropolis is said to be the largest crypt in the Alik'r, and some of the most reviled people are entombed there.

During the Alliance War of 2E 582, the Empire of Cyrodiil sent the Seventh Legion to capture the city as the first step towards reconquering Hammerfell and High Rock. The Legion entered the city through a smuggling tunnel from Bangkorai, taking key hostages and looting the Temple of Satakalaam. However, the forces of the Daggerfall Covenant were successful in swiftly liberating the city. During the period leading up to the Warp in the West in 3E 417, the city was the capital of the County of Satakalaam. Following the Warp, it came to be ruled by Sentinel.

Santaki[edit]

Santaki is a Dwarven ruin located in the Alik'r Desert, southwest of Sentinel.

The Guardian's Eye, an ancient Dwemer artifact, was once brought to Santaki for a brief maintenance, as found by Tharayya, a Redguard Dwemer researcher, in 2E 582.

Sardavar Leed[edit]

Sardavar Leed (originally named Sard) was an Ayleid settlement located south of Lake Rumare in the Great Forest of Cyrodiil.

Sard was known for the breeding of men by the Ayleids. Many tribes of men were brought from all across the Nibenay Basin, and some were even imported from southern Skyrim. They were bred for use as slave labor or to be tortured for the amusement of the Ayleids. It was here that the future Saint Alessia was brought as a youth and raised. She prayed to Akatosh and the Aedra to be freed from Ayleid slavery, and her prayers were answered when she escaped from captivity and began the Alessian Slave Rebellion in 1E 242, which would ultimately result in the collapse of the Ayleid Empire and the extinction of the race. At some point the settlement's name changed to the modern 'Sardavar Leed', and it was eventually abandoned.

An Imperial fort was built east of the ruins and was named Fort Alessia, likely in her honor. It played a significant role in the Alliance War of 2E 582, when its strategic position made it key for gaining control of the Imperial City. By 3E 433, the ruins of Sardavar Leed had been taken over by a hostile group of conjurers and were used for trafficking with Daedra in secret. Circa 4E 40, Prince Attrebus Mede and his troops set up camp by the springs near the ruins when they were betrayed. Led by one of Attrebus' lovers, a Redguard named Radhasa, the group was massacred in cold blood by a group of mercenaries hired to assassinate the prince. Radhasa spared Attrebus' life and brought him south, intending to sell him in Elsweyr. The ghosts of those massacred helped the Penitus Oculatus in eventually discovering that Attrebus still lived.

Scathing Bay[edit]

Scathing Bay was created by the destruction of Vivec City during the Red Year of 4E 5, when the Ministry of Truth smashed in the city with the same momentum it had before Vivec froze it in place. It is the almost perfectly circular crater of water where the city and the surrounding area used to be. The cantons, the lagoons, and beyond were replaced with boiling water, charred shores, and the stink of hard minerals from the steam.

The rim of the enormous crater forms the bay's shores and rises up above the water. A relatively small break in the southern part of this rim is all that connects the bay to the Inner Sea. Some vegetation still manages to grow in the surrounding area; the surrounding hillsides are filled with various flowering plants, and Emperor Parasols still dot the landscape. The Argonians have a ritual associated with the bay. The bay is apparently largely empty except for a small jagged island of ash near the center, which is believed to be where the High Fane of the Tribunal Temple was located. The sword Umbra was found here by a group of Dunmer scavengers. When the floating city Umbriel passed over it in 4E 40, legions of the dead rose up out of the boiling waters.

Scourg Barrow[edit]

Scourg Barrow is an enormous underground complex located deep within the Dragontail Mountains of northern Hammerfell. It once served as the headquarters of the Order of the Black Worm, a sect of necromancers led by the infamous Mannimarco. Deep within the barrow is the Hall of the Necromancers, where the order assembles. The gloomy halls are roamed by all manner of undead. The ruins served as Mannimarco's base of operations during the events leading up to the Warp in the West, which is said to have resulted in his ascent to godhood.

Sea Keep[edit]

Sea Keep is a fortress situated on the Summerset Isle, within the province of the Summerset Isles. Sea Keep is the western bastion of the Isle of Summerset, overlooking the Sea of Pearls, being near the city-state of Lillandril. It is the first line of defense for the city of Alinor, against threats like the Maormer. Sea Keep has been around for several generations, it was originally called Aldveyond Beldaburk.

Secunda[edit]

The lesser of Nirn's two moons, Secunda, or Jone, is acknowledged as one of the attendant spirits of the mortal plane, and, as such, is both temporal and subject to the bounds of mortality. Secunda, which exists as a separate plane, has long since perished; it was Secunda's death which led mortals to perceive it as having both texture and limited size, as well as imperfections of color, all of which are the results of its decay from its former investiture of pure white.

While regarded by various cultures as an attendant spirit of their god planet, minor god, or foreign god, Secunda is not displayed within Dwemer orreries, neither does it hold a position within the pantheon of Imperial gods. In Khajiiti culture, walking the Path of Jone is a necessary step for a Lunar Champion seeking to become the Mane. During Hircine's Great Hunt, Secunda turns into a dark red shade and becomes the Bloodmoon.

Sedor[edit]

Sedor was an Ayleid settlement located high in the snowy Jerall Mountains, on the Cyrodiil side of the border. The Ayleid inhabitants once abducted a famous human tribe (the "Thousand Strong of Sedor", whose true name was forgotten with time). Pelinal Whitestrake won back this tribe from slavery. The settlement was later abandoned by the Ayleids and fell into ruin.

Selene's Web[edit]

Selene's Web is a region of Valenwood ruled over by Selene, an ancient Changeling and the High Priestess of Shagrath, God of Spiders. The exact extent of the region is unknown; entrances exist southeast of Elden Root, in the forests of southwestern Jodewood, and in southeastern Malabal Tor.

The forests of Selene's Web are known for their vigorous, unwholesome growth. In 2E 582, the Mages Guild launched an expedition into the forest to search for Selene. They were attacked by Selene's Bosmer and Khajiit followers, as well as woodland creatures, hoarvors, and spiders. The expedition was ultimately successful in dispelling the magic barrier around Selene's sanctum, slaying her, and capturing her soul for study.

Some time after this, Selene was freed and constructed a fortress in Selene's Web. She attempted to conquer the whole of Valenwood during the Imperial Simulacrum with an army of spiders, and proposed that the Bosmer come to Selene's Web to surrender. Instead, Queen Ulandra of Elden Root sent the Eternal Champion into the fortress to steal the Heart of Selene, a great jewel in which she had infused her lifeforce. The fortress was filled with spiders, undead, and various other monstrosities.

Senchal[edit]

Senchal, also spelled Senchel, is a city in Pellitine in southeastern Elsweyr, and is located on the Quin'rawl Peninsula. According to Khajiit mythology, Rajhin, thief god of the Khajiiti, spent his childhood and adolescence in the Black Kiergo quarter of Senchal.

Sentinel[edit]

Sentinel is a great city of the Redguards, and the capital of the kingdom of Sentinel. It is located in the northwestern hills of Hammerfell, overlooking the Iliac Bay. Its population is relatively low due to the inhospitable nature of the surrounding Alik'r Desert. However, some fertile fields can be found along the coast near the city, and the second capital of Hammerfell is actually a major population center in Hammerfell.

The main street of the city of Sentinel is a great market between the docks and front gates. The city is an exotic retreat for the nobility of Daggerfall and Wayrest, who delight in the cooking, craftsmanship, and plays which can be found there. Many great and famous people throughout history have called Sentinel their home, including the renowned poet Weltan and the famous Redguard hero Cyrus.

Septimia[edit]

Septimia was the first colony of the short-lived Imperial Province of Akavir. It was originally a Tsaesci port at the mouth of a large river, but was abandoned by its inhabitants and captured by Emperor Uriel Septim V in the year 3E 288. It was located in a fertile river valley, and provided easy access to the interior of the continent. It was used as the main port of the Far East Fleet, and was connected by road to the invasion headquarters of Ionith. However, the many reefs, islands and sandbars made entering the harbor difficult.

During the Battle of Ionith, the town was besieged by Tsaesci warriors and suffered terrible, almost unnatural weather. The few survivors of the invasion were rescued here. The settlement was reclaimed by the Tsaesci and has never been revisited by Imperial forces since.

Sercen[edit]

Sercen is an Ayleid ruin in the Heartlands of Cyrodiil, found north of Lake Rumare at the crossroads of the Silver Road.

During the height of Ayleid rule, Sercen was a settlement infamous for brutalizing Nedic slaves. Legends speak of "the gut-gardens of Sercen", one of many examples of "art-torture" that slaves were subjected to for the Ayleids' pleasure. Following the fall of the Ayleids, Sercen was sealed shut and fell into ruins. In 2E 582, a band of mercenaries led by a Redguard named Rasha laid claim to the loot within the ruins, and set up camp outside while attempting to unseal the entrance. By 3E 433, the ruins had been opened and were occupied by marauders and bandits.

Seyda Neen[edit]

The port of Seyda Neen, known as the "Gateway to Vvardenfell" (as well as the less flattering epithet "Swamp Fever Capital of the World"), was a small village in the southern Bitter Coast region, bordering the Ascadian Isles. Much of the town was built by the Gold Coast Trading Company in the years prior to the Three Banners War in the mid-Second Era, though it was administered and protected by House Hlaalu.

By 3E 427, House Hlaalu still governed Seyda Neen, but the Imperial Legion guarded the seaport. Its native population was small, though it was a common stop for Imperial travelers going to and from Vvardenfell. The Grand Pharos was a unique lighthouse at the harbor mouth renowned for guiding mariners throughout the Inner Sea. Most visitors were processed through the Census and Excise Office, part of the Empire's Coastguard station at the harbor. Imperial cutters used the dock as a restocking point to control smugglers and pirates running the waters off the Bitter Coast. Silt striders provided convenient travel to Gnisis, Balmora, Vivec, and Suran. Wildlife in the surrounding area included cliff racers, scribs, rats, netch and slaughterfish. There were also dreugh not far off shore. For more information, see the lore article.

Shadowfen[edit]

Shadowfen is the northwest region of Black Marsh. It is a fetid mire, often fought over by the Imperial Legion and Dunmer slavers. The ancient city of Stormhold is located here, the source of the devastating (to non-Argonians) Knahaten Flu. Local creatures include giant snakes, fleshflies and wamasu, and diseases such as blood rot, the droops, and swamp fever are quite common. Hist trees and ruined temples can also be found along the winding channels and dank foliage.

The region borders Morrowind to the north, and Cyrodiil to the west. It is also home to the Shadowscales, those Argonians born under the sign of the Shadow, and thus destined for a life in the Dark Brotherhood.

Shalgora[edit]

Shalgora was a Third Era county on the southeastern coast of High Rock, in the Iliac Bay region. It shared borders with Daggerfall to the west, the Ilessan Hills to the north, Daenia to the northeast, and Anticlere to the east. Its capital was the city of Shalgora. The Haarvenu clan was the predominant vampire bloodline in the region, and the national deity was Arkay.

Shedungent[edit]

Castle Shedungent is a great castle and laboratory located deep within the Wrothgarian Mountains.

In 3E 403, Nulfaga retired to the castle during the War of Betony between Daggerfall and Sentinel. She remained informed of the happenings in Daggerfall by Skakmat, her dragon familiar. After the death of her son, King Lysandus of Daggerfall, later that year, Nulfaga was stricken with grief and slowly descended into madness within the confines of Shedungent.

In the events leading up to the Warp in the West, Nulfaga was cured of her madness and was responsible for teleporting an agent of the Blades to the Mantellan Crux in Aetherius to retrieve the Mantella. The Mantella was returned to Tamriel at Shedungent, thus beginning the Warp in the West.

Sheogorad[edit]

The Sheogorad region is a wild maritime province consisting of about 28 islands off the north coast of Vvardenfell, Morrowind. The high pillar-like menhirs characteristic of the area also result in hundreds of rocks, either just exposed, or lying just below the surface, which makes marine navigation almost impossible. The only accessible port, Dagon Fel, is on the main island of the archipelago, reached by skirting the region and coming in from the north.

Shimmerene[edit]

Shimmerene (also spelled Shimerene) is one of the eight major city-states in the province of the Summerset Isles, being situated along the eastern coast of the Summerset Isle. Shimmerene is known as the "City of Lights", for it is a beacon of light amidst the seas that divide the main island and the region of Auridon. As a mercantile port, the city's ports are constantly flowing with transport between the isles, and most overseas trade comes into Summerset from here.

The Shivering Isles[edit]

The Shivering Isles, also called the Madhouse or the Asylums, is the Daedric realm of Sheogorath, Prince of Madness. The realm consists of a main landmass surrounded by a group of smaller islands, the area of which is divided in half: the northern half of these lands is called Mania, and the southern half Dementia. This divide represents Sheogorath's split personality, the "two shades of madness". The isles are inhabited by mortals as well as Daedra, but they have been driven insane.

Shor's Stone[edit]

Shor's Stone, named after the Nordic god Shor, is a small ebony mining village in the pass between the Rift and Eastmarch, north-northwest of Riften.

Shor's Stone Mine, sometimes called Redbelly Mine due to the red mist that fills it, provides ebony and iron and serves as the foundation of the local economy. For a period of time, the settlement served as the home of the Companions, based out of Fallowstone Hall. The Fallowstone Vaults served as a museum and mortuary for the Companions as well as the resting place of Wuuthrad, and shrines to the original Five Hundred Companions surrounded the hall.

In 2E 582, an alliance of Reachmen known as the Three Tribes attacked the settlement on the orders of the Worm Cult. They took control of the mine and Fallowstone Hall in order to steal Wuuthrad and resurrect the giant Sinmur. With the aid of the surviving Companions, the Ebonheart Pact liberated the settlement, but not before Wuuthrad was lost.

At some point, the Companions abandoned Fallowstone Hall, and Jorrvaskr in Whiterun once again became their headquarters. The master thief Drayven Indoril, believed by some to be the infamous Nightingale of legend, is said to have retired to this quiet village. By 4E 201, the town was in danger of disappearing entirely when invading frostbite spiders forced the mine to close temporarily.

Shornhelm[edit]

Shornhelm, sometimes spelled Sharnhelm, is a city in northern High Rock which stands at the center of one of the eight kingdoms of the region. It is known for being the Keeper of the Crypt of Hearts.

The city was controlled by House Dorell of the Breton nobility in the 24th century of the First Era.

In 2E 542, after helping to defeat a horde Reachmen led by Durcorach the Black Drake, Shornhelm, along with Daggerfall, Camlorn, Evermore and Wayrest, signed the first Daggerfall Covenant.

In 3E 277, the kingdom was offered to Andorak Lariat in order to persuade him to drop his claim to the Imperial throne. The Lariat family reigned in the kingdom from that point on.

Sil-Var-Woad[edit]

Sil-Var-Woad (or simply Silver Wood) is a zoo located on the Isle of Summerset, within the province of the Summerset Isles. Sil-Var-Woad is the host of the Royal Menagerie, which holds a wide range of exotic animals that come from the mainland of Tamriel, including Mammoths and Lions. It even serves as the home of the pets owned by the Alinor royalty.

Silatar[edit]

Silatar is a small island in the Abecean Sea, and is part of the Summerset Isles archipelago.

In the mid-Second Era the island was inhabited by an Altmer girl named Aranias, who was born with the power to control the earth, and her family. Seeking her parents' approval, the girl used powerful magic to create a fantastical and beautiful paradise on the island. Everything from the flowers to the island's manor radiated an almost palpable aura of magicka. However, Silatar's beauty feels wrong and unnatural to behold.

Aranias became known as the Rock Witch of Silatar, and after she accidentally destroyed a passing ship with her powers, her parents departed the island circa 2E 582 to seek a trainer. While her parents were away, Bosmer bandits attacked Silatar and burned the farms, and Aranias was forced to drive them off alone. Her parents returned with High Kinlady Estre and the Veiled Heritance, who promised to help. However, Estre sought only to use Aranias as a weapon, and forced her to rip an innocent Bosmer to pieces as a demonstration of her loyalty. Aranias then departed the island to join the Heritance.

It is unknown what happened to Silatar following Aranias' mantling as the Wilderqueen of Greenshade.

Silgrad Tower[edit]

Silgrad Tower (or Silgrod Tower) is a fortified border settlement located in eastern Morrowind, amidst the territory of House Redoran. Silgrad serves as a checkpoint, as well as, a stronghold between the provinces of Morrowind and Skyrim, near the city-states of Blacklight and Riften respectively. The settlement surrounds the Tower of Silgrad, an ancient minaret that eventually became the centerpiece of the settlement.

Silvenar[edit]

Silvenar is a city in central Valenwood, located by a tributary of the Xylo River, in the region of Malabal Tor.

Silverfish River[edit]

The Silverfish River is one of two rivers that drain the Valus Mountains on their Cyrodiil side, the other being the Reed River.

It rises in the foothills at the southern end of the mountains and flows south for a few miles before turning west, eventually entering Niben Bay.

Silver Road[edit]

The Silver Road runs north to south from Bruma in the north to a point on the Red Ring Road due north of the Imperial City.

Siuol Yelir[edit]

Siuol Yelir is an island in the Eltheric Ocean, south of the Sea of Pearls, that is possibly considered a part of the Yokudan archipelago. It lies just south of the much larger Nalonga. Ravan neighbors it to the east, and to the northeast is Asil Yelir, with which it shares the word "Yelir".

Skaal Village[edit]

Skaal Village is home to the Skaal, a nature-worshipping tribe of Nords. The village is located in the Felsaad Coast region of Solstheim, north of the Mead Hall of Thirsk, and is the northernmost settlement in Tamriel. It consists of small, sturdy wooden dwellings, arranged around a central Greathall which hosts feasts and other gatherings. Clad in traditional Nordic mail armor, Skaal Honor Guards protect the village from intruders, man and beast alike. At first, the villagers of Skaal are not very friendly to outsiders, but they are more welcoming once they accept you.

The Skaal have a rich and colorful culture with ritualistic hunts and bonds with nature; mythical beasts like the Spirit Bear and Karstaag are part of the lore here. Hunting is the main source of income for most, as the horkers on the northern coast and nearby Lake Fjalding are a relative easy and lucrative prey. More adventurous Skaal hunters go after the elusive snow wolf or snow bear, whose pelts are valued highly among them.

Skaal Village is also home to the shaman of the tribe, who leads them in matters of ritual and spirituality.

Skaven[edit]

Skaven, also known as Ska'vyn, is a town in north-central Hammerfell. The Halls of Virtues of War, the home of the Sword-singers, is located just outside the city.

Skingrad[edit]

Skingrad is a large town located in the West Weald region of Colovia, to the southwest of the Imperial City, along the Gold Road. The town divides into three districts: the Castle, Hightown, and Chapel, with various gates and bridges connecting each district. The town is further divided in two parts: the north wall encompasses the business district and the guild halls, while the southern half holds homes and the Great Chapel of Julianos, where citizens and travelers can pray for healing. Outside of town is the castle of Janus Hassildor, count of Skingrad and wizard, who is reportedly a vampire, a fact known to and kept as a secret by the Mages Guild. The town is particularly famous for its wines, tomatoes, and cheeses, which contributes to its overall prosperity. Famous wine makers in Cyrodiil such as the Surilie brothers and Tamika reside here.

Skuldafn[edit]

Skuldafn is an ancient temple complex located high in the Velothi Mountains in Eastmarch. It was built by the Dragon Cult in the Merethic Era, and is revered by the Nords. The ruins contain a portal to Sovngarde, which allows mortals to enter the realm without dying.

During the time of the Dragon Cult, a Dragon Priest named Nahkriin ruled over Skuldafn. After the Dragon War, the temple fell into ruin, and Nahkriin and his followers were entombed within. At some point, the Dwemer city of Mzulft, located far to the west, built a surface entrance at Skuldafn, although the passage later collapsed. Jorunn the Skald-King was known to treasure Skuldafn, and had intended to convene a Moot there after his rise to power. In 2E 582, Jorunn's brother Fildgor Orcthane attempted to usurp the High King's throne. Fildgor planned to fuse his soul with that of his dead sister Queen Nurnhilde, so that the Crown of Freydis would legitimize his right to rule. To do this, he brought both the Crown and his sister's corpse to Skuldafn, and used his royal blood to enter Sovngarde unhindered. His allies, the Stormfist Clan and the Orc tribes, fortified Skuldafn in preparation for Jorunn's attack. With the support of the Ebonheart Pact, Jorunn successfully stormed the ruins and prevented Fildgor from completing the ritual. A Great Moot was then held at the summit of Skuldafn to solidify the Pact.

At some point following Fildgor's occupation, access to the ruins by foot was completely cut off, leaving Skuldafn isolated. With the return of Alduin in 4E 201, Nahkriin and his draugr followers rose from their slumber, and dragons flocked to the ruins. After his defeat by the Last Dragonborn atop the Throat of the World, Alduin retreated to Sovngarde through the portal in Skuldafn, where he devoured the souls of the dead to regain his strength. The Dragonborn followed him, flying to Skuldafn on the back of Odahviing and entering Sovngarde for a final battle with the World-Eater.

Sky Haven Temple[edit]

Sky Haven Temple was a large Akaviri fortress built among the mountains of The Reach in Skyrim. During the First Era it was inhabited by Reman Cyrodiil's Dragonguard and served as an outpost in their crusade against dragons.

Skyrim[edit]

Skyrim, the northernmost province of Tamriel, is a cold and mountainous region also known as the Old Kingdom, Mereth, or the Fatherland, or Keizaal in the dragon tongue. Many past battles have given it a ravaged appearance and many ruins. Though currently inhabited primarily by Nords, the Elves who they replaced had resided there since time immemorial. The sovereign, the High King of Skyrim, is chosen by the Moot, a convention of jarls. A jarl is a regional ruler chosen through heredity and, rarely, through right of arms. The High King typically rules until death, though acts of dishonor, particularly the appearance of cowardice, can lead to the recall and reconsideration of the Moot. Since the Pact of Chieftains was signed in 1E 420, the Moot does not give serious consideration to anyone but the High King's direct heir unless one is not available.

For more information, see the main Lore article.

Skywatch[edit]

Skywatch is a city in central Auridon, just over the western cliffs of Calambar. It is located northeast of Mathiisen, east of Shattered Grove and southwest of Dawnbreak. Errinorne Isle is just off the coast.

Snowhawk[edit]

Snowhawk was a city in west-central Skyrim, contemporary with the Imperial Simulacrum. A small settlement was located just outside the city circa 3E 433.

By 4E 201, the city had been abandoned and all that remained were the ruins of Fort Snowhawk. It had been taken over by a band of necromancers. During the Stormcloak Rebellion, the fort served as a point of contention between the Imperial Legion and the Stormcloaks, with both sides struggling for control.

Solitude[edit]

Solitude (also known as Haafingar) is a major port city on the northern coast of the province of Skyrim. It is famous for being the northernmost town in Tamriel and infamous as the seat of the so-called Wolf Queen, Potema. Solitude was also ruled by King Mantiarco mostly before his marriage to Potema. One of the stranger periods in Solitude's history was under Thoriz Pelagius Septim, who, among other things, was known for stripping nude during speeches.

After the downfall of the Second Empire and the assassination of King Logrolf, Jarl Svartr of Solitude challenged the legitimacy of Logrolf's heir, Freydis, leading to the division of Skyrim into two kingdoms. Solitude then became the capital of Western Skyrim.

Over time, Solitude became one of the wealthiest cities and counties in Skyrim, and by the end of the Third Era it controlled most of the northern coastline of Skyrim after King Thian married Queen Macalla of Dawnstar. Seeking to expand its influence even farther, Solitude annexed several Imperial fiefs, including the island of Roscrea (all of the fiefs had been ruled by the Empire since Uriel Septim V conquered them in 3E 271). It later began to fund exploration into (and perhaps beyond) the Sea of Ghosts.

Sollicich-on-Ker[edit]

Sollicich-on-Ker was a serfdom located in the province of the Summerset Isles, halfway across from the city-state of Alinor on the region of the Summerset Isle. Sollicich-on-Ker was primarily an estate owned by a minor nobleman, Lord Gyrnasse, who owned various serfs. Among these servants was Trechtus, who is more commonly known as Vanus Galerion. Lord Grynasse was active during the early Second Era. He was very strict and forbid his serfs from learning, claiming that literate serfs were an abomination and a danger to everyone around them. When the smugglers that brought Trechtus books were found, they were promptly executed and Trechtus' father was kept hanging for weeks amidst the hot summers of Sollicich-on-Ker. Three months later, Trechtus escaped Lord Gyrnasse's Keep and made it to Alinor, which was on the other side of the island. It was there that he met Heliand, who eventually took him to the island of Artaeum and the Psijic Order.

Solstheim[edit]

Solstheim, sometimes misspelled Soulstheim, is a large island in the Sea of Ghosts to the north of Tamriel. It officially became a region of Morrowind in 4E 16. The island has a long history of habitation by other races, but it has traditionally been primarily Nordic in influence.

Soul Cairn[edit]

The Soul Cairn is a realm of Oblivion filled with the trapped souls of mortal dead. Rather than being ruled over by any Daedric Prince, it is controlled by mysterious beings that call themselves the Ideal Masters. When a soul is captured by a Black Soul Gem, it is transported to the Soul Cairn to roam for eternity. The Ideal Masters believe that by freeing mortals from life and dooming them to eternal undeath, they are being saved from meaningless hardship and gifted with peace. In order to enter the Soul Cairn, a mortal usually must be dead. This can be achieved by partial soul trapping, or by becoming undead. The realm was once accessible from the voidgate of the Battlespire, but the link was severed after the citadel was destroyed.

The Soul Cairn is filled with all manner of undead. Some forms are unique to the realm, such as Bonemen, Mistmen, and Wrathmen. Powerful mages once summoned undead minions from the realm using conjuration magic, but these spells were forgotten over time. In their hunger for souls, the Ideal Masters often strike deals with necromancers. In return for souls, the necromancers are given the ability to summon armies of undead from the realm, although they often fall prey to the Masters and end up trapped in the realm themselves.

Soulrest[edit]

Soulrest is an Argonian settlement located in the southwestern-most corner of Black Marsh. In the year 3E 427, a tribal uprising occurred near Soulrest and had to be put down by the Expeditionary Force. Local mines and plantations were destroyed as the result.

Southpoint[edit]

Southpoint, also spelled South Point, is a coastal city in the far southeast of Valenwood, further west than Haven, in the Grahtwood region.

Sovngarde[edit]

Sovngarde is the part of Aetherius where Nords go to after death. It is ruled by Shor and contains the Hall of Valor, a supposedly gigantic feasting hall where the mead "flows like a waterfall". Except in rare cases where one forces a way into Sovngarde, it can supposedly only be reached by true Nords who die valiantly or in battle, regardless of personality. This excludes those afflicted with Lycanthropy, as Hircine takes them to his Hunting Grounds instead.

Stirk[edit]

Stirk is an island off the Gold Coast of Cyrodiil, in the Abecean Sea.

The historic island was at one time colonized by the Ayleids, whose white limestone ruins dominate the tropical landscape. In the First Era, it was where the leaders of Tamriel assembled the All Flags Navy to do battle with the Sload. Though claimed at times by Valenwood, the Gold Coast, and Hammerfell, the uninhabited island is really a no-man's-land. The pirates of the Abecean were known to use the Ayleid ruins as arenas for settling disputes through trial by combat.

In 2E 582 a meeting took place here between the three leaders of the Alliance War, as Stirk was considered neutral territory. The meeting was facilitated by the Fighters Guild and Mages Guild, and aimed to discuss a possible invasion of Coldharbour in response to Molag Bal's attempted Planemeld. Before an agreement could be reached, Molag Bal sent Daedra to the island to kill the alliance leaders. The attackers were repelled, and the leaders quickly gave their consent for an invasion, having seen the Prince's influence firsthand. A force was then assembled from the ranks of the two guilds, and a portal to Coldharbour was opened on the island.

Stonefalls[edit]

Stonefalls is a region in central Morrowind, on the southern shores of the Inner Sea. It borders Bal Foyen to the east, Deshaan to the south, Cyrodiil to the west, and the Rift in Skyrim to the northwest. It consists of three smaller regions: Daen Seeth in the east, Zabamat in the northwest and Varanis in the southwest.

The region is a hodge-podge of terrain from the surrounding regions, meaning it fluctuates from fungal forests to volcanic crags, along with its more sedate coastline, which is across the Inner Sea from the city of Vivec. In the west, the Valus and Velothi Mountains separate the region from Skyrim and Cyrodiil. An important pass in the northern part of these mountains, guarded by Virak Keep, leads to the Rift and emerges near Riften. The geography of Stonefalls is dominated by two massive volcanoes, Ash Mountain and the Tormented Spire. These make living in the area dangerous, but also fertilize the soil, which is the reason why numerous plantations can be found in the western part of the region. The most important cities are Davon's Watch, Ebonheart and Kragenmoor. The region also contains the necropolis of Othrenis, the Dwemer ruin called Inner Sea Armature, and the bizarre land-coral maze known as Vivec's Antlers, which was the site of the defeat of Ada'Soom Dir-Kamal's Akaviri invasion in 2E 572. Like the other parts of Morrowind, Stonefalls is also dotted with many Daedric ruins. In the past, the region saw numerous wars between the Chimer and the Nedes or the Dwemer. The native wildlife of Stonefalls includes alit, nix hounds, netch, guar, and occasional cliff racers.

The region was briefly invaded by the Daggerfall Covenant during the Alliance War of 2E 582. During the Imperial Simulacrum, Stonefalls was also the name of a town which existed within the region.

Stormhaven[edit]

Stormhaven is the south-central region of High Rock. It is a prosperous place rich in fishing, farming, hunting, mining, and trading opportunities. The Bjoulsae River flows into the Iliac Bay along the coast, from which the Isle of Balfiera and its famous Adamantine Tower can be seen in the distance. The King's Guard mountain range to the west and north separate it from Glenumbra and Rivenspire, and the Wrothgarian Mountains form its border to the north and east. The western region Alcaire is home to the city of Alcaire (also called Alcaire Castle) as well as other settlements, like the port Koeglin Village. The central portion of Stormhaven, Menevia, is home to the merchant city of Wayrest. Wayrest forms part of Menevia's border to Gavaudon, the eastern region of Stormhaven. Gavaudon has no major cities of its own, only small towns like Wind Keep and Shinji's Scarp, though a bridge in the east leads directly to the city of Evermore in Bangkorai. The region is mostly populated by Bretons, along with a minority of Orcs (much to the chagrin of many of the Bretons). Goblins also inhabit the region.

Stormhold[edit]

Stormhold is a city located in the Shadowfen region of Black Marsh, close to the border with Morrowind. It served as the capital of the province as of 2E 582.

Strid River[edit]

The Strid River is a large river that forms most of the boundary between Cyrodiil and Valenwood. It rises in the West Weald to the southeast of Skingrad and flows west-southwest along the edge of the Gold Coast before emptying into the Abecean Sea south of Anvil. To the south, the river borders the Valenwood regions of Malabal Tor and Reaper's March. The city of Arenthia is located on the southern bank of the river.

The Strid is an important trade route to the interior of the continent, and has therefore occasionally been preyed upon by pirates. The jungle-covered islands in its treacherous estuary provide ample locations for criminals to shelter out of the reach of the authorities, including Horseshoe Island and the infamous Tempest Island, which features a warren of subterranean caverns.

Stros M'Kai[edit]

Stros M'Kai, named Sanloa M'Kai in Yoku, is an important tropical island off the southern coast of Hammerfell near the Cape of the Blue Divide. It is renowned for the completely steam-powered Dwemer ruins of Bthzark and the observatory of similar design containing a telescope and orrery.

Much of Stros M'Kai's area is taken up by the city of Port Hunding, which has also been called Stros M'Kai at times. Its most famous landmarks include a statue of Frandar Hunding in the harbor and a great palace to house the city's ruler. The small settlement of Saintsport is found at the southern tip of the island. There are very few other settlements, apart from the nomadic Yokudan campsites.

Summerset Isle[edit]

Summerset Isle, sometimes just called Summerset, is a large island to the southwest of Tamriel's mainland. It is the largest of the three main islands in the Summerset Isles, which encompasses over a dozen more smaller islands. It has also been referred to as the Eternal Isle.

Summerset Isles[edit]

The Summerset Isles (sometimes spelled Sumurset, Summurset or Sumerset) is a province in southwest Tamriel consisting of fourteen islands of varying size. The three largest and most significant islands are Summerset Isle, Auridon, and Artaeum, the latter of which is apt to disappear for sizable lengths of time without warning. In 4E 22, the Thalmor seized power and renamed the province after its capital, Alinor, though many outside the province still refer to it as Summerset. The current inhabitants of the province are the Altmer, though goblins were there when the elves first arrived. It is believed that the first inhabitants were the Sload before they were driven away by the Aldmer, whom the Altmer claim to be directly descended from.

Sunhold[edit]

Sunhold in a map of the Summerset Isles.

Sunhold is one of the eight major city-states in the province of the Summerset Isles, being situated on the south-central coast of Summerset Isle. Sunhold is a leading force in the province's sea-based endeavors, from being the heart of export in Summerset, to a nigh impenetrable fortress that withstands the neverending onslaught of the Maormer. The naval armada in Sunhold is considered the best in the Isles, even being used by the First Aldmeri Dominion.

Suran[edit]

Suran was a medium-sized town situated on the eastern coast of Lake Masobi, within the Ascadian Isles. The town was constructed by the Hlaalu Construction Syndic in the mid-Second Era, having been contracted by House Redoran; although some sources indicate that the original settlement had been built long before then. Its architecture resembled a typical Hlaalu market town, complete with a watchtower and a small temple. House Redoran originally controlled the town, but it was later taken over by House Hlaalu. During the late Third Era it served as the northern headquarters for Hlaalu slavers doing business with nearby plantations. Suran also functioned as a stopover for pilgrims and adventurers heading northeast into the Molag Amur region and Mount Kand.

Sutch[edit]

Sutch was a settlement located in the Gold Coast region of Cyrodiil. County Sutch extended north towards the Brena River, an area which is now considered part of County Kvatch. Sutch was connected to the Gold Road north of Anvil. Jorunn the Skald-King visited Sutch in his youth, sometime between 2E 546 and 2E 572.

Thief of Virtue tells the tale of Ravius Terinus, a master thief of the Thieves Guild, who attempted to rob the coin collection of Baron Ignace from his castle in Sutch. Ravius failed to steal the coins, but instead slept with Baroness Veronique in order to hide from the guards. The book states that Sutch was a city in Hammerfell, although it is an unreliable source, as the author also believes the Thieves Guild to have been wiped out four hundred and fifty years prior to the book's writing.

By 3E 433, nothing remained of the settlement but the ruins of Fort Sutch Abbey. The fort was home to a band of mercenaries until their leader was poisoned by the Dark Brotherhood, although it was made to appear that he had died of a disease. The fort was attacked by Daedra during the Oblivion Crisis when an Oblivion Gate to the Deadlands opened outside its walls. This portal was destroyed by the Imperial Legion, with the help of the Hero of Kvatch.

The Systres[edit]

The Systres are a group of three large islands in the Abecean Sea, far to the southwest of Hammerfell and northwest of Summerset Isle. The nearest island is Pankor to the northwest.