Author Archives: Serge

The Wood Elf Gourmet, Ch 1 Lorebook

Collection:Greenshade Lore
Location(s):Greenshade
Location Notes:This lorebook is located in vicinity of Verrant Morass (Grove POI), northern Greenshade.
Image walkthrough:

Loc.1 – Inside one of the caves.

Loc.2 – On ground, close to water. In vicinity of Central Standing Stone, part of quest The Blight Of The Bosmer

Loc.3 – On ground, next to a tiny shrine, close to main road. Northwest of nearby Echo Pond (area of interest POI).

Map:
Greenshade map

Lorebook text

Every Wood Elf knows that the more inward the part, the better it tastes. While other races cook their meat until it is dry and bloodless, and waste entrails and brains, the Wood Elf knows that these parts are the juiciest and therefore the most flavorful.

The following delicacy is a highlight from the Greenshade region of Valenwood:

Jugged Venison

1 Venison Haunch, bloody
Stock
1 Onion finely chopped

Hang the Haunch for 5 days, until it is tender to the touch.

Heat the haunch in over a medium flame. The oil will give the meat a nice crisp outside. When the meat starts to pop, remove it from the heat.

Seal the hot meat in a vase or jug with the stock and the onion. Let it stand for another fortnight.

To serve, open the jug and pour the tender haunch onto the table. It is so tender no knife is required.

This meal will feed a family of four, or a hunter who has gone a few days without killing any prey.

There are many more such delicacies, often passed down from parent to child.

Visions Of The Green Pact Bosmer Lorebook

Collection:Greenshade Lore
Location(s):Greenshade
Location Notes:This lorebook is located in vicinity of Labyrinth (Ayleid Ruins POI), southern Greenshade.
Image walkthrough:

Loc.1 – Close to a nearby skyshard, next to a large boulder.

Loc.2 – On the second floor of the main Spinner’s Cottage house.

Loc.3 – On a wooden barrel, inside small camp.

Map:
Greenshade map

Lorebook text

Excerpts from the original four-volume work recorded by Morvas Andrys, who studied the Green Pact Bosmer for three years in the First Era, until he was killed in a mourning war and devoured by the very clan he’d been studying.

… Faniriel was one hundred years old when she consumed the glow-frog of the swamps and it showed her the upside-down tree city of Heartgreen. It was populated by Elves who walked exclusively on their hands….

… Vanirion the Thief, who successfully demanded more than two hundred payments after invoking the Rite of Theft, was once said to have had a vision after climbing into a tree that had appeared in the middle of the forest.

The tree had purple leaves, and as Vanirion told it, when he sat among them, they gave off the most pleasant fragrance. The sweet scent lulled his mind into a state, and while in this state, he saw a circular grove of trees. The further he went into the grove, the wider the circle became, so that he could never reach its true center.

As he wandered he met the most beautiful spirit and when she spoke her sentences began with their last word, so that they made circles. "River. Come, lie with me by the," she beckoned.

Vanirion only came to his senses when, slumped in a stupor from the powerful odor of the leaves, he fell from the branches of the tree. He survived the fall, but broke his leg, ending his thieving career. He spent the rest of his life searching the forest for the tree with the purple leaves, but never found it.

Then I asked the treethane whether it is right for the Pact Bosmer to say that they "see" these visions, and whether it wouldn’t be better to say that they "imagine" them. It’s clear that these strange apparitions of cities and groves and other such wonders don’t exist either on Nirn or in Oblivion.

The treethane took a long drink of whatever foul fermented milk was currently in fashion and looked at his feet and then at the sky. "You say the world ends at what you can see with your eyes. We say, that is where the world begins."

Woodhearth: A Pocket Guide Lorebook

Collection:Greenshade Lore
Location(s):Greenshade
Location Notes:This lorebook is located in Rootwatch Tower (camp POI), western central Greenshade.
Image walkthrough:

Loc.1 – On top of the stairs of a wrecked Rootwatch Tower.

Loc.2 – On ground, next to two thin trees and three nearby wasps, north of nearby main road.

Loc.3 – On ground, guarded by a strong troll, just northeast of nearby Serpent’s Grotto Wayshrine.

Map:
Greenshade map

Lorebook text

Since the disappearance of Falinesti, there is no city that completely expresses the character and history of the Wood Elves more than Woodhearth.

Situated on the southwestern shores of Valenwood, Woodhearth had humble beginnings as an Imperial settlement, constructed and maintained by the Emperors in order to facilitate trade with the region’s Wood Elf settlements.

The Wood Elves of the region reacted with a mix of curiosity, friendship, and hostility to the city, which was part thriving port town and part fortress, protecting against the wilds of Valenwood.

Several times, hostile Bosmer led assaults against the city’s walls. Several times, they managed to bring down sections of the wall with concentrated bursts of powerful destruction magics, only to be driven back by the tenacity of the Imperial forces and their superior equipment.

A peace was eventually struck with the Green Pact Bosmer of Valenwood, and in time a Bosmer settlement sprang up and even overtook the Imperial buildings, as that special connection the Wood Elves have with their forest was invoked to create the treehomes and walkways that are characteristic of Bosmer settlement.

As the Bosmer became an instrumental force in the Empire, control of Woodhearth was gradually ceded back to autonomous Wood Elf rule. A treethane was established in Woodhearth, and while the parts of the city that had been constructed by the Imperials fell into disrepair, the city as a whole thrived.

Within a generation, the treethanes of Woodhearth gained a reputation for determined leadership and fair judgment, among both the Wood Elves and their allies.

At the time of writing, the Treethane of Woodhearth is Fariel, and she governs both as Treethane and as a member of the Thalmor, under Queen Ayrenn of the newly-formed Aldmeri Dominion. Woodhearth continues to be a major port, along with Seaside Sanctuary, in Valenwood, and it is home to members of all races.

Words Of Clan Mother Ahnissi, Pt 2 Lorebook

Collection:Greenshade Lore
Location(s):Greenshade
Location Notes:This lorebook is found in vicinity of Aranaga (camp POI), southern Greenshade.
Image walkthrough:

Loc.1 – On ground, between pile of trees and boulder.

Map:
Greenshade map

Lorebook text

Words of Clan Mother Ahnissi to her Favored Daughter

Part Two

And Fadomai knew her time was near. Fadomai said:

"Ja-Kha’jay, to you Fadomai gives the Lattice, for what is steadier than the phases of the moons? Your eternal motions will protect us from Ahnurr’s anger." And the moons left to take their place in the heavens. And Ahnurr growled and shook the Great Darkness, but he could not cross the Lattice.

And Fadomai said:

"Nirni, to you Fadomai leaves her greatest gift. You will give birth to many people as Fadomai gave birth today." When Nirni saw that Azurah had nothing, Nirni left smiling.

And all Fadomai’s children left except Azurah. And Fadomai said, "To you, my favored daughter, Fadomai leaves her greatest gift. To you Fadomai leaves her secrets." And Fadomai told her favored daughter three things.

And Fadomai said, "When Nirni is filled with her children, take one of them and change them. Make the fastest, cleverest, most beautiful people, and call them Khajiit."

And Fadomai said, "The Khajiit must be the best climbers, for if Masser and Secunda fail, they must climb Khenarthi’s breath to set the moons back in their courses."

And Fadomai said, "The Khajiit must be the best deceivers, for they must always hide their nature from the children of Ahnurr."

And Fadomai said, "The Khajiit must be the best survivors, for Nirni will be jealous, and she will make the sands harsh and the forests unforgiving, and the Khajiit will always be hungry and at war with Nirni."

And with these words, Fadomai died.

After many phases, Nirni came to Lorkhaj and said, "Lorkhaj, Fadomai told me to give birth to many children, but there is no place for them."

And Lorkhaj said, "Lorkhaj makes a place for children and Lorkhaj puts you there so you can give birth." But the Heart of Lorkhaj was filled with the Great Darkness, and Lorkhaj tricked his siblings so that they were forced into this new place with Nirni. And many of Fadomai’s children escaped and became the stars. And many of Fadomai’s children died to make Nirni’s path stable. And the survivors stayed and punished Lorkhaj.

The children of Fadomai tore out the Heart of Lorkhaj and hid it deep within Nirni. And they said, "We curse you, noisy Lorkhaj, to walk Nirni for many phases."

But Nirni soon forgave Lorkhaj for Nirni could make children. And she filled herself with children, but cried because her favorite children, the forest people, did not know their shape.

And Azurah came to her and said, "Poor Nirni, stop your tears. Azurah makes for you a gift of a new people." Nirni stopped weeping, and Azurah spoke the First Secret to the Moons and they parted and let Azurah pass. And Azurah took some forest people who were torn between man and beast, and she placed them in the best deserts and forests on Nirni. And Azurah in her wisdom made them of many shapes, one for every purpose. And Azurah named them Khajiit and told them her Second Secret and taught them the value of secrets. And Azurah bound the new Khajiit to the Lunar Lattice, as is proper for Nirni’s secret defenders. Then Azurah spoke the Third Secret, and the Moons shone down on the marshes and their light became sugar.

But Y’ffer heard the First Secret and snuck in behind Azurah. And Y’ffer could not appreciate secrets, and he told Nirni of Azurah’s trick. So Nirni made the deserts hot and the sands biting. And Nirni made the forests wet and filled with poisons. And Nirni thanked Y’ffer and let him change the forest people also. And Y’ffer did not have Azurah’s subtle wisdom, so Y’ffer made the forest people Elves always and never beasts. And Y’ffer named them Bosmer. And from that moment they were no longer in the same litter as the Khajiit.

And because Y’ffer had no appreciation for secrets, he shouted the First Secret across all the heavens with his last breath so that all of Fadomai’s children could cross the Lattice. But Azurah, in her wisdom, closed the ears of angry Ahnurr and noisy Lorkhaj so they alone did not hear the word.

Guylaine’s Dwemer Architecture Lorebook

Collection:Dwemer
Location(s):Alik’r Desert, Eastmarch, Malabal Tor, Stros M’Kai
Alik’r Desert
Location Notes:Lorebook is found in Alik’r Desert east of the city of Bergama near Ogre’s Bluff POI.
Image walkthrough:

Loc 1: Found next to some coyotes ravaging a destroyed caravan.

Loc 2 is north of where the Ogre’s Bluff POI icon is and you’ll find the book next to another destroyed caravan.

Loc 2 is where the player arrow is on the map screenshot above

Loc 3 is on some crates next to an abandoned camp of sorts.

Map:
Alik'r Desert map

Eastmarch
Location Notes:Book can be found around Windhelm.
Image walkthrough:

Loc 1: Found on Windhelm’s docks, next to the ship you exit once you arrive to Eastmarch from Shadowfen.

Loc 2: Found outside southwestern walls of Windhelm in a small camp.

Map:
Eastmarch map

Malabal Tor
Location Notes:This lorebook is located in vicinity of Ogrim’s Yawn (area of interest POI), northern Malabal Tor.
Image walkthrough:

Loc.1 – On top of a wooden box, just before an entrance to Ogrim’s Yawn cave.

Loc.2 – Inside Ogrim’s Yawn cave.

Loc.2 – Ogrim’s Yawn cave entrance map location.

Loc.2 – On box, on the first wooden platform you reach inside.

Map:
Malabal Tor map

Stros M’Kai
Location Notes:In Stros M’Kai the lorebook is located next to the main quest NPC Neramo on a table next to him. South of the main city.
Image walkthrough:
Map:
Stros M'Kai map

Lorebook text

by Guylaine Marilie

(Ed. Note: This is Guylaine Marilie’s outdated but entertainingly written reference on late Dwemer architecture. Excerpt is from the chapter describing the Second Empire style of approaches and defenses, and mentioning the common formal convention of the "Four Tests." The book also mentions that the Telvanni have adopted this Four Tests convention as an aesthetic element in their defenses and approaches to their towers.)

"The Test of Pattern requires the observer to examine and analyze for patterns before he acts, with the understanding that many patterns are subtle or hidden.

"The Test of Disorder requires the observer to proceed systematically when no pattern is perceived. When the observer recognizes that many things must be done, and in no specific order; the procedure is to perceive and order all the things to be done, and, upon doing a thing, to recall how and when that thing has been done. For example, the observer must remember the initial position of a thing, and also the new position of that thing.

"The Test of Evasion requires the observer to examine the obstacle, and compare his resources and abilities; if the obstacle is too difficult, seek for a path around the difficulty.

"The Test of Confrontation requires the observer to examine the obstacle, and compare his resources and abilities; if the obstacle is too difficult, look for a path around the difficulty … but if no path around can be found, confront the obstacle directly."

The House Of Troubles Lorebook

Collection:Daedric Princes
Location(s):Deshaan, Grahtwood, Stormhaven
Deshaan
Location Notes:Northern Deshaan. Can be found around Mzithumz Wayshrine.
Image walkthrough:

Loc.1 – West of Mzithumz Wayshrine, at the base of a broken stone structure, next to a small tree and a few books.

Loc.2 – Inside Berezan’s Mine, northwest of Mzithumz Wayshrine. At the end of a wooden platform, past crafting tables, on a bed, next to wooden crates and a barrel.

Loc.3 – Northwest of Mzithumz, north of Mzithumz Wayshrine. On the north side of the westernmost of three towers, on a wooden box next to a big rock, a chest, barrels and a tree.

Map:
Deshaan map

Grahtwood
Location Notes:This lorebook is located in northern Grahtwood. In vicinity of southern Cormount POI and its wayshrine.
Image walkthrough:

Loc.1 – On a wooden box, extinguished campfire…

Loc.2- Inside tent, just across a nearby wayshrine.

Loc.2 – On a wooden barrel, next to a bed.

Loc.3 – Next to a campfire, bellow wooden carts.

Map:
Grahtwood map

Stormhaven
Location Notes:This lorebook is located in northern Grahtwood. In vicinity of Nurin Farm (Farm POI).
Image walkthrough:
Map:
Stormhaven map

Lorebook text

Among the ancient ancestral spirits who accompanied Saint Veloth and the Chimer into the promised land of Morrowind, the four Daedra Lords, Malacath, Mehrunes Dagon, Molag Bal, and Sheogorath, are known as the Four Corners of the House of Troubles. These Daedra Lords rebelled against the counsel and admonition of the Tribunal, causing great kinstrife and confusion among the clans and Great Houses.

Malacath, Mehrunes Dagon, Molag Bal, and Sheogorath are holy in that they serve the role of obstacles during the Testing. Through time they have sometimes become associated with local enemies, like the Nords, Akaviri, or Mountain Orcs.

Malacath is the reanimated dung that was Trinimac. Malacath is a weak but vengeful god. The Dark Elves say he is Malak, the god-king of the Orcs. He tests the Dunmer for physical weakness.

Molag Bal is, in Morrowind, the Lord of Brutality. He tries to upset the bloodlines of Great Houses and otherwise ruins the Dunmer gene pool. A race of monsters, said to live in Molag Amur, are the result of his seduction of Vivec during the previous era.

Sheogorath is the King of Madness. He always tests the Dunmer for mental weakness. In many legends, he is called upon by one Dunmer faction against another. In half of these stories, he does not betray those who called him, further confusing the issue of his place in the scheme of things. ("Can he help us? Is he not an obstacle?") He is often associated with the fear other races have of the Dunmer, especially those who, like the Empire, might prove as useful allies.

Mehrunes Dagon is the god of destruction. He is associated with natural dangers like fire, earthquakes, and floods. To some, he represents the inhospitable land of Morrowind. He tests the Dunmer will to survive and persevere.

The worship of these four malevolent spirits is against the law and practice of the Temple. However, the Four Corners seldom fail to discover those greedy, reckless, or mad enough to serve them. By ancient Temple law and custom, and also by Imperial law, the lives of witches and warlocks are forfeit. Imperial garrisons join Ordinators and Buoyant Armigers of the Temple in tracking down and destroying these foul covens in the wilderness refuges and ancient ruins where they conceal their profane worship.

Flesh To Cut From Bone Lorebook

Collection:Poetry and Song
Location(s):Alik’r Desert, Eastmarch, Malabal Tor
Alik’r Desert
Location Notes:Found in and around Tava’s Blessing in north Alik’r.
Image walkthrough:

Loc 1: On scaffolding surrounding the ship being built in Tava’s Blessing. Screenshot above shows the wooden ramp that lets you approach the lorebook’s location.

Loc 1: On some crates next to an oil lantern

Loc 2: Beneath the ship being built in the dry dock just a bit south of Tava’s Blessing. (there is a skyshard right next to this location)

Map:
Alik'r Desert map

Eastmarch
Location Notes:Found in the area around Bonestrewn Crest, central Eastmarch.
Image walkthrough:

Loc.1 – North-northeast of Bonestrewn Crest, south of Dragon mound, next to a body of water, a backpack and a bag.

Loc.2 – Northeast of Bonestrewn Crest, south of Dragon Mound, just north of the road going northeast of Bonestrewn Crest. Lying on wooden crates next to a rock.

Map:
Eastmarch map

Malabal Tor
Location Notes:This lorebook is found inside Velyn Harbor (tower POI), western Malabal Tor.
Image walkthrough:

Loc.1 – Inside the largest house – town hall in northeastern Velyn Harbor.

Loc.2 – On top of the highest floor of a lighthouse in northern Velyn Harbor.

Map:
Malabal Tor map

Lorebook text

(A Pirate Song)

If you see it glitters bright
Then take it for your own,
Pile the corpses to a height
To make a pirate throne!

For what’s made weak is ours to break
And what’s ill-guarded ours to take
Just flesh to cut from bone,
More flesh to cut from bone.

If they try to lock the gates
We’ll burn the whole damned town
They’ll bring their guards and magistrates
And then we’ll cut them down.

For what’s made weak is ours to break
And what’s ill-guarded ours to take
Just flesh to cut from bone,
More flesh to cut from bone.

They’ll bring their soldiers by the score
To drive us from their lands
But we will have a hundred more
In our brave pirate band!

For what’s made weak is ours to break
And what’s ill-guarded ours to take
Just flesh to cut from bone,
More flesh to cut from bone.

And if they cry for mercy, then
We’ll answer them with steel
For pity’s made for other men
We’ll grind beneath our heel.

For what’s made weak is ours to break
And what’s ill-guarded ours to take
Just flesh to cut from bone,
More flesh to cut from bone.

Tamrielic Artifacts, Part Two Lorebook

Collection:Legends of Nirn
Location(s):Alik’r Desert, Eastmarch, Malabal Tor
Alik’r Desert
Location Notes:Found near Tears of the dishonored POI in southeastern Alik’r corner.
Image walkthrough:

Loc 1: Found next to a huge skeleton of an unidentified animal west of “Tears of the dishonored” POI

Map:
Alik'r Desert map

Eastmarch
Image walkthrough:
Map:
Eastmarch map

Malabal Tor
Location Notes:This lorebook is found in vicinity of Chancel of Divine Entreaty (area of interest POI), northeastern central Malabal Tor.
Image walkthrough:

Loc.1 – Inside the largest tent, of a nearby camp at shore.

Map:
Malabal Tor map

Lorebook text

The following are notes gathered, over the past centuries, of items of unimaginable significance. All have been seen, owned, and lost, again and again throughout Tamriel. Some may be myth, others may be hoax, but regardless, many have lost their lives attempting to find or protect these very coveted items.

Skull Crusher

The Skull Crusher is an amazingly large and powerful weapon. This warhammer was created in a fire, magically fueled by the Wizard, Dorach Gusal, and was forged by the great weaponsmith, Hilbongard Rolamus. The steel is magically hardened and the weight of the weapon is amazingly light, which makes for more powerful swings and deadly blows. The warhammer was to be put on display for a festival, but thieves got it first. The Skull Crusher still travels Tamriel in search of its creators.

Spear of Bitter Mercy

One of the more mysterious artifacts is the Spear of Bitter Mercy. Little to nothing is known about the Spear. There are no recorded histories but many believe it to be of Daedric origin.

Spell Breaker

Spell Breaker, superficially a Dwemer tower shield, is one of the most ancient relics of Tamriel. Aside from its historical importance in the Battle of Rourken-Shalidor, the Spell Breaker protects its wielder almost completely from any spell caster, either by reflecting magics or silencing any mage about to cast a spell. It is said that Spell Breaker still searches for its original owner, and will not remain the property of anyone else for long. For most, possessing Spell Breaker for any length of time is power enough.

Staff of Hasedoki

Hasedoki was said to have been a very competitive wizard. He wandered the land in search for a wizard who was greater than he. To the best of all knowledge, he never found a wizard who could meet up to his challenge. It is said that he felt so lonely and isolated because so many feared his power, that he bonded his life-force into his very own staff, where his soul remains to this very day. Magic users all over Tamriel have been searching for this magical staff. Granting its wielder a protection of magicka, it is a sure prize for any magic user.

Staff of Magnus

The Staff of Magnus, one of the elder artifacts of Tamriel, was a metaphysical battery of sorts for its creator, Magnus. When used, it absorbs an enemy’s health and mystical energy. In time, the Staff will abandon the mage who wields it before he becomes too powerful and upsets the mystical balance it is sworn to protect.

Umbra Sword

The Umbra Sword was enchanted by the ancient witch Naenra Waerr, and its sole purpose was the entrapment of souls. Used in conjunction with a soul gem, the Sword allows the wielder the opportunity to imprison an enemy’s soul in the gem. Naenra was executed for her evil creation, but not before she was able to hide the Sword. The Umbra Sword is very choosy when it comes to owners and therefore remains hidden until a worthy one is found.

Vampiric Ring

One of the more deadly and rare artifacts in Tamriel is the Vampiric Ring. It is said that the Ring has the power to steal its victim’s health and grant it to the wearer. The exact nature and origin of the Ring is wholly unknown, but many elders speak of its evil creation in Morrowind long, long ago by a cult of Vampire followers. The Vampiric Ring is an extremely rare artifact and is only seen every few hundred cycles of the moons.

Warlock’s Ring

The Warlock’s Ring of the Archmage Syrabane is one of the most popular relics of myth and fable. In Tamriel’s ancient history, Syrabane saved all of the continent by judicious use of his Ring, and ever since, it has helped adventurers with less lofty goals. It is best known for its ability to reflect spells cast at its wearer and to improve his or her speed and to restore health. No adventurer can wear the Warlock’s Ring for long, for it is said that the Ring is Syrabane’s alone to command.

The Amulet Of Kings Lorebook

Collection:Legends of Nirn
Location(s):Alik’r Desert, Eastmarch, Malabal Tor
Alik’r Desert
Location Notes:Found inside the city of Kozanset in eastern Alik’r.
Image walkthrough:

Loc 1: On some crates behind a crafting building.

Loc 1 map of Kozanset with player location showing the collectible

Loc 2: On the rooftop of Malumah’s house – the building north of Kozanset’s inn. You can get there through the house.

Map:
Alik'r Desert map

Eastmarch
Location Notes:Found in Lower Yirgrim and its surroundings, northern Eastmarch.
Image walkthrough:

Loc.1 – On the Lower Yirgrim dock, soutwest of Lower Yirgrim icon, east of the Windhelm bridge. It’s on wooden crates next to a boat.

Loc 2: Found east of the main Windhelm entrance/bridge next to some fishing equipment.

Map:
Eastmarch map

Malabal Tor
Location Notes:This lorebook is located in vicinity of Jode’s Pocket (camp POI), northern Malabal Tor.
Image walkthrough:

Loc.1 – On shore, northern part of small peninsula, next to an armor stand.

Map:
Malabal Tor map

Lorebook text

First Edition
by Wenengrus Monhona

In the first years of the First Era, a powerful race of Elves called the Ayleids, or the Heartland High Elves, ruled central Tamriel with an iron hand. The high and haughty Ayleids relied on their patrons, the treacherous Daedra Lords, to provide armies of Daedra and dead spirits. With these fearless magical armies, the Ayleids preyed without mercy upon the young races of men, slaughtering or enslaving them at their whim.

On behalf of the suffering human races, St. Alessia, the first in the line of Cyrodiils, sought the aid of Akatosh, the Dragon God of Time, and ruler of the noble Aedra. Akatosh, looking with pity upon the plight of men, drew precious blood from his own heart, blessed St. Alessia with this blood of Dragons, and made a Covenant: so long as Alessia’s generations were true to the dragon blood, Akatosh would endeavor to seal tight the Gates of Oblivion and deny the armies of Daedra and undead to their enemies, the Daedra-loving Ayleids.

In token of this Covenant, Akatosh gave to Alessia and her descendants the Amulet of Kings and the Eternal Dragonfires of the Imperial City. Thus does Alessia become the first gem in the Cyrodilic Amulet of Kings. The gem is the Red Diamond in the middle of the Amulet. This is the Symbol of the Empire,surrounded by eight other gems, one for each of the Divines.

So long as the Empire shall maintain its worship of Akatosh and his kin, and so long as Alessia’s heirs shall bear the Amulet of Kings, Akatosh and his divine kin maintain a strong barrier between Tamriel and Oblivion, so that mortal man need never again fear the devastating summoned hosts of the Daedra Lords.

If the Empire should slacken in its dedication to the Eight Divines, or if the blood of Alessia’s heirs should fail, then shall the barriers between Tamriel and the Daedric realms fall, and Daedra-worshipers might summon lesser Daedra and undead spirits to trouble the races of men.

ESO Greenshade Skyshards Location Map

Greenshade is Aldmeri Dominion zone with sixteen skyshards. You will find players level 24-32 adventuring in this zone. Skyshards are scattered among open areas and solo dungeons as usual. We recommend you visit Rulanyil’s Fall public dungeon while collecting shards and bring a few friends along so you are able to complete the two quests found inside. The reward for one of these quests is quite cool, so going that extra step to completing the public dungeon and its quests is worth it. We hope the location guides with screenshots you will find bellow will help you collect all the shards in Greenshade and if you have any feedback or need more clarification for any of them feel free to leave a comment.


1.

Flee the labyrinth of words and stone.

Guide:
Southern Greenshade, south of Labyrinth Wayshrine, east of Labyrinth.

If you reach the nearby Labyrinth, that is a large, circular, maze, head east of it. Walk up a small hill, kill two tigers and the collectible is yours. Although it is really close to the main road you basically can’t see it because the view is blocked by a large tree that surrounds it. Few steps away from it you can notice “Visions of the Green Pact Bosmer” lorebook.

View of the collectible from a nearby road.

2.

In crumbled keep where shadow creeps.

Guide:
Southern central Greenshade, within the Shadows Crawl, northwest of Labyrinth Wayshrine.

This is one of the first locations you visit as you start your journey through Greenshade. Shadows Crawl is a large keep. If you follow the keep’s wall you should be able to find the entrance without much trouble. As you enter the shrine NPC comes your way. His name is Anglorn. He gives the quest “Stone Cold“. This quest is part of the Shadows Crawl Objective. Next to the large tree, where the first “Stone Cold” objective NPC Indanas is, you can find the collectible. It is on the ground, in the corner, between the large tree and keep’s wall.

Find the entrance to nearby Shadows Crawl keep.

Anglorn is going to ask you for a favor that involves completing the quest “Stone Cold”.

Shardhard is behind a large tree and the first “Stone Cold” objective NPC.

It is nicely tucked in between the large tree and nearby stone wall.

Shadows Crawl collectible map location.

3.

Breath of fresh air for Marbruk’s mages.

Guide:
Eastern Greenshade, northwestern Marbruk settlement.

You can find this shard on the second floor of Mages Guild house. Once you enter the Mages Guild proceed toward one of the tree doors that lead to Marbruk, next to the one you just entered. Climb to the top of the stairs. There are doors that lead to the second floor of Mages Guild. From there head toward the northern door. This door leads to the collectible’s location.

Collectible spotted on the second floor of Mages Guild.

Enter Mages Guild. Find one of the three doors next to the one that you just entered through. They lead to Marbruk.

Map location of one of the three doors that lead to the second Mages Guild floor.

On top of the stairs you can find the entrance to the second Mages Guild floor.

On the second floor, head north, and once more proceed through the door.

Shyshard’s balcony provides you with a nice view of Greenshade.

4.

Find an eclectic outskirt by the sea.

Guide:
Southwestern Greenshade, southwestern part of Woodhearth, west of Woodhearth Wayshrine.

This is one of those shards you can’t miss if you walk anywhere near them. Unfortunately there are no nearby quests or roads that take you directly here. Collectible is located at the end of a small wrecked stone wall, close to a large nearby tree, just east of Five Claws Inn (beer mug icon).

5.

Where moor becomes moat.

Guide:
Southwestern Greenshade, between Naril Nagaia public dungeon (to the northeast) and Shademist Moors (to the southwest). East of Woodhearth and its wayshrine.

While searching for this collectible you are going to end up on an island with a circular crossroad. Following the main road that goes east of this island you can notice the wooden bridge. This wooden bridge connects the island with southern Greenshade. Just bellow it is the skyshard. Further more to east you can find Heluin NPC. Heluin gives the quest “Mist and Shadow“. This quest is part of a nearby POI Shademist Moors objective.

Skyshard spotted from a nearby wooden bridge.

Close to water, just next to a boulder.

Shademist Moors collectible map location.

6.

Stay dry where the Wooded Eye wards.

Guide:
Western Greenshade, just south of Serpent’s Grotto and its wayshrine.

If you are at Serpent’s Grotto Wayshrine simply go south. There, at the edge of Rootwater Grove, you can spot the collectible. It is hidden between two rather large boulders. Although you are close to nearby main road this shard is difficult to spot due to the fact that these boulders almost completely hide it.

7.

No longer entrenched.

Guide:
Northern Greenshade, west of Moonhenge Wayshrine, near the entrance to Barrow Trench – public dungeon.

Shard is located just east of the entrance to Barrow Trench public dungeon (but outside the dungeon, not inside. There’s another one inside).

Find the entrance to Barrow Trench public dungeon…

… and you’ll find the collectible.

8.

Unheeded by Wood Orc lookouts.

Guide:
Central Greenshade, west of Green’s Marrow Dolmen, southwest of Falinesti Wayshrine.


You can approach the shard’s location from the north. Find an area west of Green’s Marrow Dolmen. Go up a small hill. There, in the distance, on top of a tall tower, you should notice the collectible. Area around it is populated with hostile humanoids. Although the wayshrine is close, try not to rush into death. Repairs are expensive, aren’t they?

9.

Down in the gorge of rope bridges.

Guide:
Northeastern central Greenshade, just northeast of a nearby Falinesti Wayshrine.

Shard is located on a shore of a nearby river. Riverbed in this area is surrounded by large cliffs. These large cliffs are connected via rope bridges, thus the journal hint. If you find yourself in a position where you want to drop down to collect the shard, be careful. You don’t want to die because of a silly jump.

10.

In Gurzag’s supplies.

Guide:
Eastern Greenshade, southeast of Marbruk settlement and its wayshrine.

Found inside Gurzag’s Mine solo dungeon. Approach the dungeon from south. Collectible is on top of a tall platform, inside the last and the biggest cave room. This place is guarded by cave boss – Retribution, who gives cave completion achievement once killed. Inside the same room, you can find a backpack. This backpack stands next to a small tent. It gives the quest “Forthor’s Cursed Axe“.

The path that leads to the shard was added post-launch.

11.

Halls ruined further by blue-skin brutes.

Guide:
Southern Greenshade, southeast of Greenheart Wayshrine.

Found inside Carac Dena solo dungeon. This is an Ogre cave. They usually stand alone. Groups of two or more are rare. Collectible is, as in many other dungeons, inside the last cave room. Specifically, it is in the northwestern corner of the last room. This is a rather large room. If you are not looking for the shard you can easily skip it. The last room is guarded by Urumaz the Terrifying. This mob grants “Completed: Carac Dena” achievement upon death.

Find and enter Carac Dena solo dungeon.

Collectible is inside the last cave room.

The dungeon’s collectible map location.

12.

A pretender in Naril Nagaia.

Guide:
Southwestern Greenshade, east of nearby Woodhearth settlement and its wayshrine. In northeastern corner of Shademist Moors POI.

This shard is found inside Naril Nagaia public dungeon. Entrance and approach to this dungeon is on the southern side, close to water. Dungeon is populated with level 28 humanoid enemies. They usually come in groups of 2 or 3. This is one rather large public dungeon that is good for earning experience and gaining loot. The collectible is not in the last room as you might expect, so you might miss it on your way through the dungeon. It is located in the southwestern part of the dungeon. It is well tucked between a stone pillar with a metal top and a nearby wall, in the corner of the room.
Enemy that you want to kill for achievement and completion of Naril Nagaia is found in the last cave room. His name is Archmage Camaano. He stands on a large circular platform, next to Mercano’s Journal. This journal starts the quest “The Misuses of Knowledge“.

Find and enter Naril Nagaia public dungeon.

The dungeon entrance map location.

Reach southwestern part of the cave.

There, in a corner, you can grab the collectible.

Naril Nagaia skyshard map location.

13.

Under root, but hidden high.

Guide:
Western Greenshade, just south of Seaside Sanctuary and its wayshrine. North of Serpent’s Grotto Wayshrine.

Shard is found inside The Underroot solo dungeon. Entrance to this dungeon is approachable from north, but there are also two ways to reach it from south. Tunnel entrance close to Serpent’s Grotto Wayshrine or tunnel entrance north of Woodheaerth settlement (follow shore) lead both to a Binding Pool. This is the westernmost part of Greenshade. After you reach this point of the map continue north. Another stone entrance leads to the main road that connects this part of the zone with large island to the north. This is the area containing Seaside Sanctuary POI and The Underroot solo dungeon.

You’ll find the shard inside this cave on top of a large rock. This rock is located between the first and the second dungeon floor. As you enter The Underroot keep clearing your way toward the southern part of the dungeon. You are going to end up in a long tunnel. This tunnel leads to the second dungeon floor. Now start clearing your way toward the northern part of cave. As you reach its end you can spot the shine of the collectible in the distance. Exact spot on the second floor from where you should jump onto the rock with the collectible on it is at the entrance of the last cave room. This is the part of the cave where you can find Domina Ssaranth mob that, once killed, marks this dungeon as completed.

Find and enter The Underroot solo dungeon.

The Underroot entrance map location.

In southern part of cave’s first floor start going up through this tunnel.

Map location of the tunnel that leads to the second floor.

In the northern part of the cave’s second floor jump onto the rock with the shard on it.

The second floor map location from where you can jump toward the shard.

14.

Batted around in the purring lair.

Guide:
Eastern Greenshade, just north of Marbruk, southeast of Falinesti Wayshrine.

Harridan’s Lair solo dungeon contains the shard. You can reach its entrance from north. This is an easy solo dungeon. Level 30-ish tigers in groups of maximum two are your only obstacle. Collectible is inside southeastern part of the cave. Bright glow from cave’s ceiling enhances the glow of the skyshard. In the next cave room, you can find Razorclaw, which is the mob you need to kill for dungeon’s completion.

Find and enter Harridan’s Lair solo dungeon.

The dungeon entrance map location.

Collectible is in southeastern cave room.

15.

Mined up in a barrow.

Guide:
Northern Greenshade, between Moarmer Camp (to the west) and Moonhenge Wayshrine (to the east).

Shard at this location is found inside Barrow Trench – public dungeon. The dungeon entrance is close to a nearby river. This is a location of map that is most rewarding with their shards. Just before you enter the dungeon you can grab an additional shard “No longer entrenched”. When you enter the dungeon, grab a “The Unfilled Order” quest from a delivery contract at the start of the cave. This quest leads you toward the last part of the cave. This is where the most of the public dungeon shards are found. In this case, this is not the same situation.

As you enter the dungeon, turn left at the first crossroad. Just before the door that helps you escape the last cave room, is the collectible we are searching for.

Find and enter Barrow Trench – public dungeon.

The dungeon entrance map location.

As soon as you’ve made couple of steps into the cave, turn left at the first crossroad.

Sneakily hidden from all eyes awaits the prize.

16.

Outside the Harbinger’s chamber.

Guide:
Western central Greenshade, northeast of Serpent’s Grotto Wayshrine.

Shard is found inside Rulanyil’s Fall public dungeon. You can reach the entrance if you follow the main road from south. This is a public dungeon with bigger groups of enemies and bringing a friend is a good idea. It also yields higher number of loot and exp. There are couples of strong mobs in the dungeon as well. It is probably the best to enter this dungeon at level 25+.

When you enter the dungeon, turn left and proceed toward the first room. Inside eastern part of this part of the cave, you are going to find the collectible.

There are two quests you can accept inside the dungeon. One of them is called “The Dead King“. It is given by Endarwe at the start of the dungeon. This quest has an awesome reward once completed. It gives the “Nanwen’s Crown” trophy. This trophy, when used, summons the ghost of Nanwen. The second quest is called “The Merethic Collection“. You can obtain it once you find NPC Dulini and talk to him. He sits in a corner of a passage that connects the room with the skyshard with the room to the south. Completing both quests you gain “Completed: Rulanyil’s Fall” achievement.

Find and enter Rulanyil’s Fall public dungeon.

Rulanyil’s Fall entrance map location.

Shard is inside the second biggest cave room.

Rulanyil’s Fall collectible map location.

“The Dead King” quest prize trophy.