Lore:Places S

Lore: Places
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SaarthalEdit

Saarthal was the first city built in Skyrim after the arrival of Nords from Atmora sometime 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.

Sadrith MoraEdit

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 Third Era, Wolverine Hall, just to the south.

SaintsportEdit

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.

SamaraEdit

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 SamsiEdit

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.

SamuruikEdit

Samuruik (also called the Palace of Sentinel or sometimes spelled Samaruik) is the seat of power within the city of Sentinel, and therefore the entire Kingdom of Sentinel. Built in the heyday of the Ra Gada, Samuruik is a sprawling and defendable citadel that looms over the entire city, surrounded by parklands that take much of the city space. The royal family of Forebears and their many retainers and envoys live in the castle. Its central golden dome and surrounding ornate ramparts guard it well. However, years of violent usurping stain the inner walls with blood. A joke among the lower class is that there are servants in Samuruik that constantly wash the blood from the rugs and tapestries to no end, creating the joke, "I'd rather be a rug washer in Samuruik." It is only called Samuruik by the people than in general.

Sancre TorEdit

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 RealmsEdit

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.

SatakalaamEdit

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.

SantakiEdit

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 LeedEdit

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.

The ScarEdit

The Scar (also known as the Scar of Anequina) is a large desert that runs through Anequina, in the province of Elsweyr. The Scar acquired its name due to the nature of its geography. It is intrinsically carved into the region, leaving the surrounding area wounded with harsh wastelands and treacherous cliffs, and the incision as a winding chasm. It is the home of Anequina's outlaw and the criminal underground, which is exemplified by their largest settlements, Orcrest and The Stitches. The Scar has been divided into many smaller regions named after it, such as the Scar's End and the Scab Ridge. It also contains several landmarks, including the Ashen Scar, Scar's Edge, and the Weeping Scar.

Scathing BayEdit

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, expanding the original waters of Norvayn Bay. The cantons, the lagoons, and beyond were replaced with boiling water, charred shores, and the stink of hard minerals from the steam.

Prior to the Fourth Era, Norvayn Bay was a tranquil body of water and one of the key features of the Ascadian Isles, feeding into the lakes of Hairan and Masobi. Many ships passed through the outer waters of the bay to get in and out of the city for transportation and commerce, while smaller gondolas navigated through the inner waters between the cantons. Numerous ruins and settlements were dotted around the bay, such as Castle Ebonheart, Ald Sotha, and Mudan. It is also surrounded by several islands, such as Elmas Island. Following the Red Year, these structures are believed to have been obliterated and ships no longer pass through the resulting waters of Scathing Bay.

The rim of the enormous crater forms Scathing 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 BarrowEdit

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 KeepEdit

Sea Keep (formerly known as Aldveyond Beldaburk) is a stronghold found in the Summerset Isle, amidst the province of the Summerset Isles. This bulwark serves as the first line of defense for the west coast and Alinor, it is an impenetrable fortress with exponential power that can overwhelm an entire fleet. Underneath Sea Keep is Aldmeri ruins that channels magic across the stronghold through fonts, giving it the power that it is known for.

SecundaEdit

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 and Jode is a necessary step for a Lunar Champion seeking to become the Mane. The Bosmer regard Jone and Jode as spirits of fortune, both good and bad.

When Hircine's Great Hunt begins, Secunda turns a deep shade of red and becomes the Bloodmoon. The hunt is believed to end when the Bloodmoon disappears. The Bloodmoon is said to symbolize the blood of the Hunter's Prey, and those wishing to join the Great Hunt craft rounded bone pendants that are stained with blood to symbolize it.

SedorEdit

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 WebEdit

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 the early Second Era, the Great Mage Vanus Galerion attempted to set up the first continental branch of the newly-formed Mages Guild in the Bosmeri capital of Elden Root, and was sent by the Silvenar to explore the uncharted fen east of Silvenar in an attempt to deter him. At the time, this region was known only as "the Web", and was the only part of Valenwood that the Bosmer knew little of; those who entered the quagmire never returned. Taking up the challenge, Galerion and his guild mages entered Selene's domain and were captured by Selene. She eventually agreed to release the mages provided the Guild would never intrude uninvited again and would bargain on her behalf to prevent the Bosmer from encroaching on her territory. The Silvenar and Green Lady were unsettled to discover the existence of a Changeling, but agreed to respect the boundaries of her domain.

In 2E 582, Warlock Carindon of the Mages Guild betrayed Galerion's accord and 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. He departed Selene's Web and brought her soul to the Tenmar Valley near the Elsweyr border to continue his study in peace, fearing the consequences should the Guild learn of his actions. Selene's soul was eventually freed from Carindon's bindings after the dragon Maarselok invaded the valley, and she dedicated herself to cleansing the valley of Azureblight corruption after the dragon was defeated.

Some time after this, Selene 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.

SenchalEdit

Senchal (also spelled Senchel) is one of the eight-major cities in the province of Elsweyr, serving as the largest settlement in the Quin'rawl Peninsula and the capital of Pellitine. Senchal is known for being an infamous, yet an influential port-city among southern Tamriel. Filled to the brim of crowded bazaars and open-aired markets. The highly-populated harbor contains all sorts of pirates and smugglers that operate across the Southern Sea, and the Topal Bay. Senchal was one of the original sixteen kingdoms of Elsweyr, known for their harbors and nautical people.

SentinelEdit

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.

SeptimiaEdit

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.

SercenEdit

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


Seyda NeenEdit

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.

ShadowfenEdit

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.

ShalgoraEdit

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.

ShearpointEdit

Shearpoint is a mountain found in the region known as the Pale, in the province of Skyrim. The mountain marks a point where the borders of Eastmarch, the Pale, and Whiterun all meet at once. There are several Dwemer ruins found on the mountain's north face, such as the former city-state of Raldbthar. The White River forms a valley that separates Shearpoint and the Throat of the World, while the snowfields surrounding Lake Yorgrim separates the mountain from Mount Anthor.

ShedungentEdit

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.

SheogoradEdit

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.

ShimmereneEdit

"None can match the beauty of our Shimmerene, the city of lights. Be welcome and merry, for what is ours is yours..."
ON-banner-Shimmerene.png

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 IslesEdit

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 StoneEdit

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 has a watchtower that overlooks the village, aptly named Shor's Watchtower.

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.

ShornhelmEdit

Shornhelm (also called Sharnhelm) is one of the eight major kingdoms in the province of High Rock, serving as the capital of the region of Rivenspire. Shornhelm is known as the Crown City of the North, because the settlement is the seat of power of Rivenspire, ruled by their royal Kingship. The Council of the North is also found in Shornhelm, they often govern the region when a monarch is not present and choose a new one to rule over Rivenspire. The council consists of Rivenspire's noble houses.

Shrine of Saint VelothEdit

The Shrine of Saint Veloth is an ancient temple dedicated to the Saint, Veloth the Pilgrim, found in the region of Deshaan, in the province of Morrowind. The Shrine is considered holy grounds, as it contains the skulls and bones of Veloth himself, in the Reliquary of Saint Veloth. The ruins are made of giant Obsidian arches, located on a mound found along the riverbank in eastern Deshaan, in the region of Siltreen. The location also contains a shrine to Boethiah, where Urili Vox would often pray, before her plot against the Tribunal. In 2E 582, Magistrix Vox's plot against the Tribunal would commence, and so after stealing Veloth's Judgment from the Mournhold Temple, Vox's Maulborn took swift control over Siltreen, raiding the Shrine of Saint Veloth and scattering Veloth's remains. The Saint's remains were returned to the priesthood at the Shrine.

Shrouded ValeEdit

The Shrouded Vale is a cavern found in the region of Greenshade, within the province of Valenwood. The Shrouded Vale contains the Shrouded Hollow, a village in a pact with the Wilderking. Every one-hundred years or so, a caretaker is left alone to provide for the Fading Tree. In return, the Wilderking provides a safe haven for the Shrouded Hollow, causing the village to disappear, only coming back every hundred years to choose a new caretaker. Like various other natural caverns in Tamriel, the Shrouded Vale is theorized to have once served as a capillary for the living body of Nirn, and once pulsed with the living essence of the Aedra who created it.

Sil-Var-WoadEdit

Sil-Var-Woad is a zoo located on the Summerset Isle, 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. The village of Sil-Var-Woad would be renamed into Silver Wood, following the arrival of the Third Empire, as they wrote maps of the Summerset Isles.

SilatarEdit

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 TowerEdit

Silgrad Tower (or Silgrod Tower) is a fortified border settlement located in western Morrowind, in 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.

SilvenarEdit

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

Silverfish RiverEdit

The Silverfish River is one of two rivers that drains from the Valus Mountains, on its western front in the province of Cyrodiil, to the Niben Bay. The Yellow Road runs over the river, near the estuary. The former city-state of Nenalata is found on the river mouth, not far from Fort Grief Island and across the old chapel, Cadlew. Further into the river are secluded settlements and waystations, ideally the Imperial Bridge Inn and the shrine to Peryite.

Silver RoadEdit

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 YelirEdit

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 VillageEdit

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.

SkavenEdit

Skaven, also known as Ska'vyn, is one of the eight-major cities in the province of Hammerfell, situated in the Sunforge region near the Dragontail Mountains. The First Ska'vyn Camel Scouts and rodents known as Skavengers are named after the city. The Firedancers of central Hammerfell wear scandalously little clothing by local standards, which may be why they protect their modesty—and identities—by hiding their faces behind Flamebrow Fire Veils.

SkingradEdit

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 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. The renowned tailor Diocletia of Skingrad, whose clothing is popular among nobles from all around Cyrodiil, also hails from the city.

SkuldafnEdit

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.

Sky Haven TempleEdit

Sky Haven Temple was a large Akaviri fortress built among the Karthspire mountain 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. It is believed to be a shrine to Reman, as the ancient Blades revered him for ending the Akaviri invasion under mysterious circumstances.

SkyrimEdit

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.

SkywatchEdit

Skywatch is one of the eight major cities in the province of the Summerset Isles, being situated along the eastern sea-complex of the island of Auridon. Skywatch, as well as, the general area, has had a history with the Sload of Thras. Such as the Sack of Skywatch in 1E 1301, or the Sload occupation of the sea-complex, which ended with the arrival of the All-Flags Navy in 1E 2260.

Smokefrost PeaksEdit

Smokefrost Peaks is a fairly mountainous region situated in the region of the Rift, within the province of Skyrim. The Smokefrost Peaks consists of the southeast Rift, and is primarily located on the intersection where the Jerall Mountains meets the Velothi Mountains. Two of the region's centerpieces is Lake Honrich on the northern end and the mountain that contains Forelhost in the southern end. The city-state of Riften is found in the center, on the shores of Lake Honrich.

The region is known to contain Smokefrost Rosewood, which is used in basic drinkware and other uses in the region. The Smokefrost Peaks contains various ruins that hearken back to the Dragon Cult, such as the aforementioned Forelhost, and Lost Tongue Overlook. The region is found on the base of Mount Trolhetta, a large volcano that meets with the two mountain ranges, and the Valus Mountains. The region contains a road pass that leads into Stonefalls in Morrowind.

SnowhawkEdit

Snowhawk (currently known as Fort Snowhawk) was one of the eight-major cities in the province of Skyrim, situated in the outer marshes of Hjaalmarch, west of the hold capital of Morthal, along the main road towards Haafingar.

SolitudeEdit

Solitude (also known as Haafingar) is one of the nine-major cities in the province of Skyrim, situated on the highland bluffs of Haafingar. The city is a major trading capital amidst the Sea of Ghosts, with an expansive and illustrious history that makes it the prominent political power that it is known for. It is the home of the Bards College, an institute that preserves the ancient Nordic traditions of music and story-telling. Solitude is seen as the Imperial seat of power in Skyrim, in fact, it has been a city of the Third Empire since the union of King Mantiarco and Queen Potema Septim. Since the fall of its ancient rival of Winterhold, Solitude has become the capital of Skyrim, and in the provincial schism, it was the capital of Western Skyrim.

Sollicich-on-KerEdit

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.

SolstheimEdit

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 CairnEdit

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. It is theorized that when souls trapped in black soul gems are used to power an enchantment, the remnants are 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. The Ideal Masters describe the realm as an otherworldly refuge dedicated to peace, love, eternal rest, and harmony.

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 partially destroyed. A portal to the Soul Cairn can also be created using finely ground bone meal, purified void salts, and soul gem shards and placing them in a silver-lined portal vessel and then adding blood as a reactive agent.The Soul Cairn is filled with all manner of undead. Some forms are unique to the realm, such as Bonemen, Mistmen, and Wrathmen. These creatures are seen as blessed by the Ideal Masters and are mentioned in the Book of Life and Service, with there being a hierarchy of the Ideal Masters, Wrathmen, Mistmen and then Bonemen. Powerful mages can summon undead minions from the realm using conjuration magic. 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.

SoulrestEdit

Soulrest is one of the eight-major cities in the province of Black Marsh, being situated on the southwest coast on the Topal Bay.

Soulshriven TowerEdit

The Soulshriven Tower (formerly known as Birdsong Tower) is a ruined tower found along the shores of Stormhaven, within the province of High Rock. The Soulshriven Tower once contained the gardens of Princess Violetta, a member of the Gardner Dynasty. That was until the Daedric Prince of Domination, Molag Bal had placed a blight onto the garden, defiling it with the undead.

South GuardEdit

South Guard is a port town found on the Quin'rawl Peninsula in the province of Elsweyr. Ideally, it serves as a trading hub on the Topal Bay alongside the nearby city-state of Senchal. However, when the fires of the Knahaten Flu had spread across the coastal region, it left the town in ruins, turning it into a den of thieves and criminals that live by stealing from others.

Southern SeaEdit

The Southern Sea is the body of water that laden the southern coast of Tamriel. It is a part of the Padomaic Ocean and it meets both the Cape of the Blue Divide and the Sea of Pearls in the west. Its waters empty out into the Topal Bay and the Oliis Bay.

The Southern Sea encompasses large cities that are vital in trade, such as the harbor-city of Senchal, or the trading-towns of Lilmoth and Southpoint. Compared to the corsairs and pirates of the Abecean Sea, the ones in these seas keep a much lower profile, to avoid the passing Altmer and Maormer warships. A large portion of these seafarers are Khajiit.

SouthpointEdit

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

SovngardeEdit

Sovngarde is the storied underworld of the Nords, a part of Aetherius where the greatest Nord heroes go when they die to enjoy an eternity of feasting and merriment. It is ruled by Shor and contains the Hall of Valor, a supposedly gigantic feasting hall where the mead "flows like a waterfall". Those who cross the threshold of the living and entered the afterlife are greeted below the red glow of the eternal sunset, following the pathway down between the mammoth tusks and the monolithic cowled statues and into the valley of mists—the Shadowed Vale. Tsun currently guards the mythical Whalebone Bridge past the Vale, which leads to the Hall of Valor. At Shor's bidding, he has taken on the role of the master of trials, asking new arrivals to the utopia to prove their strength in combat against him before they can enter Shor's Hall.

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.

StirkEdit

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.

StonefallsEdit

Stonefalls is a region that consists of the southern coast of the Inner Sea, taking a portion of the center of the province of Morrowind. Stonefalls is a land that benefits from the ashfall that comes from the volcanoes that encompass the region, fertilizing soil that is not too arid for agriculture. The region has a history of war and conflict, most notably with the Nedes in an undisclosed conflict, and even the Akaviri in the Second Akaviri Invasion. There was a settlement called Stonefalls (alternatively called Balfalls) during the late years of the Third Era. The village of Stonefalls is shown as a territory of House Hlaalu.

StonehillsEdit

Stonehills is a mining community found in the region of Hjaalmarch, within the province of Skyrim. It is found east of Morthal. Stonehills contains Rockwallow Mine, which is a small iron mine and it has been maintained by a long-running family of miners.

StonekeepEdit

Stonekeep is a ruined fortress located near the city-state of Rihad, in the province of Hammerfell. Stonekeep was once the home of a group of peace-keeping knights that were governed under a King. But it would fall into disrepair when a group of Goblins, under the control of the necromancer, Golthog the Dark took over the citadel, after they raided the Dwarven mines of Fang Lair. They took tons of treasure, as well as, a parchment that contains the information needed to uncover Fang Lair. Both the King and Stonekeep had fallen to the Goblins and the few survivors went into hiding. The survivors gathered their arms and prepared to fight the Goblins in their caves. only to perish themselves. It was speculated that Golthog the Dark served the Underking.

During the Imperial Simulacrum in the late Third Era, the Eternal Champion had approached Queen Blubamka of Rihad, seeking out the ruins of Fang Lair and the first piece of the Staff of Chaos. Blubamka would ask the warrior to retrieve the parchment, in order to gain the Fang Lair's location. After delving into Stonekeep and acquiring the parchment, the Eternal Champion continued their quest.

StormhavenEdit

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.

StormholdEdit

Stormhold is one of the eight-major cities in the province of Black Marsh, serving as the largest settlement of the region of Shadowfen. Stormhold has a dark history which relates with the nearby Dark Elves, as it was once the foothold of slavery for the Dark Elves in Black Marsh. The modern-day Stormhold was built atop of an Ayleid ruin known as Silyanorn (meaning Library in Barsaebic Ayleidoon). During the time of the Ebonheart Pact, the city-state of Stormhold was named the capital of Black Marsh, at least for portions of the province that was affiliated with the alliance.

Strid RiverEdit

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'KaiEdit

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 IsleEdit

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 IslesEdit

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.

SundercliffEdit

Sundercliff was a village located in Nibenay Basin, east of Lake Canulus and west of the Valus Mountains making up the border between Cyrodiil and the eastern provinces of Morrowind and Black Marsh. It sits far away from any modern-day settlement, at a roughly equally far distance from Bravil, Cheydinhal, and Leyawiin, and contained ancient underground tunnels leading to Lake Canulus. The village later fell into ruin, with the fort of Sundercliff Watch (or Sundercliff Keep) being all that remained of it by the Third Era.

SunholdEdit

Sunhold is one of the eight major cities in the province of the Summerset Isles, found on the south-central coast of Summerset Isle. The city is one of the largest in the province, known for its narrow winding alleyways and tall impenetrable sea walls that has dealt with centuries of constant assault by the Maormer. But it is also widely-known for containing one of the largest harbors, which is considered the heart of shipping in the province. It also holds the largest naval fleet in Summerset. Sunhold is also famed for its legendary lineage of gryphons that represent the city's burning symbol of defiance.

SunspireEdit

Sunspire is a Khajiiti temple found in the region of Anequina, within the province of Elsweyr. Sunspire is considered holy ground to the Khajiit across Northern Elsweyr. At the summit of Sunspire, the Dragon King of the Cats, Alkosh is said to have defended the people from the star-made knight, Pelinal Whitestrake, who slaughtered the Khajiit in a blind rage following the Alessian Slave Rebellion. Afterwards, the devout constructed Sunspire and paid homage to Alkosh.

SuranEdit

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.

SutchEdit

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.

The SystresEdit

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 islands are Pankor to the northwest and Eyevea to the southeast.

The coral kingdoms of Thras are described as a set of islands southwest of the Chain, which would place the Systres as being near Thras or may mean that the Systres are part of Thras. However, neither explanation has been confirmed, and other sources place Thras as being in the Sea of Pearls instead of the Abecean Sea.