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This page contains loading screens from unzoned locations and quests.

Location MessagesEdit

  • Blood Matron's Crypt - The ancient crypt of Lamae Bal cannot be accessed by any means available to mortals. Only vampires and those blessed by them may enter…
  • Hircine's Hunting Ground - The Oblivion realm of Hircine is an endless forest where the Master of Beasts and his Huntsmen pursue great beasts, people, and even their own kind.

Main QuestEdit

  • The Harborage - Once the Prophet was a man of vigor and strength. Some harrowing experience has aged and diminished him, leaving him blind and almost feeble.
  • The Foundry of Woe - Coldharbour is a realm of prisons within prisons, where all the imprisoned work without cease at executing the schemes of the Lord of Domination.
  • Castle of the Worm - Mannimarco's stronghold in Coldharbour, the Castle of the Worm is a monument to the necromancer's hubris. Built by soul-shriven slaves and dark magics, this castle is the final stop for countless innocents before their souls are stolen, turning them into mindless, undead slaves.
  • The Halls of Torment - For dread Molag Bal, it is not enough that his enslaved minions labor ceaselessly on his behalf. They must also be made to suffer.
  • Stirk - Though claimed at times by Valenwood, the Gold Coast, and Hammerfell, the island of Stirk is really a no-man's-land. If it belongs to anyone, it's the Pirates of the Abecean Sea, who use Stirk's Ayleid ruins as arenas for settling disputes through trial by combat.
  • The Worm's Retreat - Mannimarco was expelled from the Psijic Order when Vanus Galerion discovered he was conducting forbidden experiments with necromancy.
  • The Valley of Blades - Deep in the Dragontail Mountains of Hammerfell is the almost-inaccessible Valley of Blades, where Redguards devoted to the mastery of the sword seek to revive ancient secrets.
  • Heart's Grief - Molag Bal's macabre palace serves also as a fortress and as a temple to himself. In all of Coldharbour, no place is more feared.
  • The Wailing Prison - Tamriel is gone. You are going someplace else, someplace far from the world you know. Someplace wrong.
  • Elden Root - The Elden Trees of Valenwood, a titanic species of graht-oak, are among the oldest living things on Tamriel. They are revered as focal points of the essence of the Green.
  • Mournhold - Mournhold was badly damaged at the end of the First Era when it was attacked by Mehrunes Dagon. The Daedric Prince was defeated by Almalexia and Sotha Sil, and the city has been entirely rebuilt. The Tribunal Temple looms over Mournhold from an eminence to the north.
  • Wayrest - "It is difficult for historians to declare a certain date for the foundation of Wayrest. A settlement of some variety had been in existence where the Bjoulsae River feeds the Iliac Bay possibly since the 800th year of the First Era." — Sathryr Longleat, "Wayrest, Jewel of the Bay"
  • Sancre Tor - A site hallowed by its association with Saint Alessia, Sancre Tor was the religious center of the Alessian Order for much of the First Era. By longstanding tradition, Emperors of Cyrodiil are buried in the funerary vaults beneath the city.

Mages Guild QuestlineEdit

  • Cheesemonger's Hollow - "Wry without equal, Sheogorath holds in his realm giggling loons, flamboyant auteurs, and craven mutilators. The Mad Prince will ply profitless bargains and promote senseless bloodshed for nothing more than the joy of another's confusion, tragedy, or rage." — 16 Accords of Madness
  • Circus of Cheerful Slaughter - The marshy lowlands of the Shivering Isles are known as Dementia, and represent the darker side of Sheogorath's personality. The islands are studded with ruins from many civilizations, all shrouded in mist and encrusted in giant fungus.
  • Chateau of the Ravenous Rodent - Sheogorath is associated with a number of recurring Tamrielic artifacts: the polymorphing wand called Wabbajack; the Staff of the Everscamp, which summons scamp companions; Gambolpuddy, or the Ambiguous Glove; and the cursed utensil known as the Fork of Horripilation.
  • Glade of the Divines - Shalidor may not have been the first wizard to call himself Arch-Mage, but history records him as such. When Vanus Galerion founded the Mages Guild, he declared the high guildmaster's title would be Arch-Mage to honor the memory of Shalidor.
  • Eyevea - Originally an island in the Summerset archipelago, Eyevea disappeared from Tamriel thousands of years ago, spirited away by Sheogorath into his realm of the Shivering Isles.
  • Eyevea Mages Guild - Like the Fighters Guild, the Mages Guild takes a strictly neutral stand regarding the wars currently raging across Tamriel. This suits the three alliances, as each fears that if the guilds chose to take sides, it might be with their enemies.

Fighters Guild QuestlineEdit

  • Mzeneldt - The mystery of the Dwarves and their sudden disappearance is so compelling that even non-scholars have been known to devote their lives—and their fortunes—to studying their history and collecting Dwemeri objects. These obsessives are known derisively as "Dwarf-Hounds."
  • The Earth Forge - The Dwarves tapped the heat at the heart of Nirn for many purposes. They used steam to warm their subterranean cities and to motivate their devices. To forge their superb metals, they needed such intense heat that it could only come from molten lava.
  • Halls of Submission - For the Dunmer, Molag Bal is one corner of the House of Troubles, and the arch-enemy of the "Good Daedra" Boethiah. For the Bosmer, he is the terrible demon who consumed Gil-Var-Delle. To some Ayleid clans he was Mola Gbal, and worthy of veneration.
  • Abagarlas - "And the people of Abagarlas reared up a vast shrine to Molag Bal, but they were but rude soldiers rather than artisans, and the shrine was misshapen, ill-colored, and burdensome to look upon." — The Whithering of Delodiil
  • Ragnthar - "The Dwemer sought to quantify mystical absolutes so as to enable them to manipulate the substance of reality without employing the intercession of divinities." — Fal Droon

Miscellaneous and Event LocationsEdit

Clockwork City PrologueClockwork CityEdit

Summerset PrologueSummersetEdit

Murkmire PrologueMurkmireEdit

Elsweyr PrologueElsweyrEdit

Dragonhold PrologueDragonholdEdit

Greymoor PrologueGreymoorEdit

  • Blackreach: Mzark Cavern - A great open expanse extends beneath Eastmarch, and perhaps even beneath all of Skyrim. This hidden and near-legendary location is reported to house ancient Dwarven ruins, strange creatures, and monsters too horrible to venture into the light above.
  • Riften Ratway - No matter how many times the jarl seals up the sewers beneath Riften, thieves and ne'er-do-wells continue to use the so-called Ratway as a haven and hiding place.
  • Palace of Kings - The legendary Palace of Kings in Windhelm, seat of power for Jorunn the Skald-King, was severely damaged when the Akaviri attacked the city. After years of renovation, it's almost ready to once again be opened to the public.

Markarth PrologueMarkarthEdit

Blackwood PrologueBlackwoodEdit

Deadlands PrologueThe DeadlandsEdit