Author Archives: Serge

The Devouring Of Gil-Var-Delle Lorebook

Collection:Grahtwood Lore
Location(s):Grahtwood
Location Notes:This lorebook is found in southern central Grahtwood, between Root Sunder Ruins (to the northeast) and Gray Mire Wayshrine (to the southwest).
Image walkthrough:

Loc.1 – On top of one of the many wooden benches, inside small neutral mobs settlement.

Map:
Grahtwood map

Lorebook text

By Fastor

Everyone knows what happened to Gil-Var-Delle. And at the same time, no one does.
Legend has it that Molag Bal, the dreaded Daedric Prince, set foot into that Wood Elf township—consumed it, according to the myth—whatever that actually means. Ancient tales employ metaphors like armies employ soldiers.

If Bal himself visited this plane with evil intent, why do any of us remain? The stories about him would lead one to believe he would not have stopped with the razing of a single Wood Elf town—he wouldn’t have stopped until all of Tamriel was in flames. Just one common question of many regarding the Daedric Prince’s so-called visit.

Some retort that perhaps someone stopped him—possibly an opposing Daedric Prince, a Divine, or an agent of the Aedra. But again, where is the evidence for this? No mage or historian—that I’ve spoken to, at least—has been able to reference a specific text for this information.

Many a historical fiction piece has attempted to dramatize what occurred there, but none of those stories can be confirmed, except to say that a catastrophic event struck the town. Perhaps the residents were killed, perhaps they fled. None were ever heard from again, but for all anyone knows, a large fire could have been the culprit. I can’t imagine anything more catastrophic than that to a Wood Elf dwelling.

Today, Gil-Var-Delle is a maligned place, and there are not many who dare to venture near. But not because of any tangible foes—save cowardice and superstition.

The Legend Of Vastarie Lorebook

Collection:Grahtwood Lore
Location(s):Grahtwood
Location Notes:This lorebook is found in southeastern Grathwood, inside Haven settlement.
Image walkthrough:

Loc.1 – On ground, next to a large tree, just east of Mages Guild house.

Map:
Grahtwood map

Lorebook text

by Afwa, a Student and Friend

Necromancy’s known to many as a binding of souls to a form prepared—or in some cases, manufactured—by the conjurer.

While technically accurate, the implication is that souls bound in this manner are imprisoned against their will with no hope of release.

Further implied is the idea that souls occupying the construct are always sentient—the souls of men or mer—a fallacy perpetuated by the practice of animating corpses for martial or manual labors.

It is this misunderstanding and a potential for abuse that led to the vilification of necromancy and the expulsion of Mannimarco and his peers from the Isle of Artaeum.

Enter Vastarie, a student of the Psijic Order and contemporary of such notables as Vanus Galerion and Mannimarco.

While Mannimarco sought power through the direct application of necromantic energies, Vastarie’s purposes were far more esoteric. She sought a way to delay the release of a sentient soul upon death that it might be consulted, its knowledge recorded for the ages.

It is to this end that she worked with Mannimarco after leaving Artaeum, searching for a way to trap souls as one might capture lesser Daedra.

Believing the secret lay with Molag Bal, the two conspired to enter Coldharbour and wrest it from the father of vampires himself. Together, they hatched a plan.

With a brash courage known only to the young, Mannimarco and his followers held open a portal to the Prince’s realm. Ever thirsting for adventure, it was Vastarie who entered its depths and returned with a cache of black crystals the likes of which they had never seen.

To Mannimarco, they were perfect. Small, capable of containing even the most willful of souls, and apparently indestructible. To Vastarie, they were deeply flawed, for enchantment was the only safe way to free a soul from their depths.

Even so, she set about the task of reproducing the stones, breaking them down, testing them with a variety of substances until, by happy accident, she created something new: the first Sigil Geode.

Clear as crystal, this new device was capable of holding sentient souls within its depths, but unlike the gems wrested from the Lord of Domination, it was exceptionally fragile and would only hold its charge for a matter of days.

Once imprisoned, souls could be transferred between geodes, but applying them as one would a soul gem effected a soul’s release, instead.

Vastarie had found what she was looking for, but Mannimarco was furious. What use was a soul gem that could not be used to fuel an enchantment? He demanded Vastarie find a way to modify her creation to his purposes.

Realizing her friend would never stop searching, and that further discoveries made with him would only advance his goals, she gathered up her research and left with Telacar, her husband and a powerful necromancer in his own right.

Together, they fled Mannimarco’s grasp, eventually hiding in an Ayleid ruin deep within Valenwood. There, they lived for many years, as quietly as they could while perfecting their art. For decades, they had each other and seemed happy—until the day Vastarie left.

In the years that followed, she wandered the surface of Nirn, exploring places of power. She visited Wayrest, Alik’r, the Crystal Tower, and the libraries of Dune, searching for some answer to a question that gnawed at her very soul.

In time, she found what she was looking for and returned to Valenwood. There, she built a tower and took on apprentices, teaching them her particular brand of necromancy and furthering her research.

Using her Sigil Geodes, we bound the souls of lesser Daedra, postponing their return to Oblivion as one might with a soul gem. We then worked on a way to manifest the trapped spirit into the world.

Early attempts had unexpected, even dangerous results. Geodes shattered, sending shards of broken crystal into the flesh of our fellow students—misapplied energies bound the souls of the living into the tiny stones—but as we studied we corrected our mistakes and refined the process.

Eventually, Vastarie had it down to a science. By applying a Sigil Geode at the moment of death, a soul could be suspended within its depths. Through applied conjuration, it could be drawn into an ectoplasmic shell where it could be consulted at leisure.

She wrote the foundling Mages Guild of her discovery. Vanus Galerion himself came to witness her demonstration, which involved consulting an old groundskeeper who had volunteered to demonstrate the process.

He was horrified when she bound the soul into her apparatus, and when the process was completed, with the old groundskeeper was released and allowed to return to Aetherius, he was white as a sheet.

Slowly, he stood to address the assembled students. He spoke with vindictiveness and an anger none would expect from his unassuming mien. When he was finished, he turned and left.

Some followed him. None could blame them, he wasn’t wrong—the Sigil Geode was a dangerous creation. Misused, it could spark wars and bring about destruction unheard of in our history.

Vastarie was undeterred, convinced that Galerion’s willful ignorance would lead to his undoing, but something else would gain her attention in the years to come. A vast ruin was discovered beneath her tower’s foundation, concealed from sight and scrying by the power of a Daedric Prince.

In time, she walked into those ruins and never came out. Some of us still await her return.

Varieties Of Faith: The Khajiit Lorebook

Collection:Grahtwood Lore
Location(s):Grahtwood
Location Notes:This lorebook is located in southwestern Grahtwood, in vicinity of southpoint and its wayshrine.
Image walkthrough:

Loc.1 – Inside small camp. On a bench next to Glaubert Canis NPC.

Map:
Grahtwood map

Lorebook text

by Brother Mikhael Karkuxor of the Imperial College

As fits their heterodoxy of form, the Khajiit worship many gods, and few confine themselves to the Imperial Eight.

The Eight:

Alkosh (Dragon King of Cats):

Pre-ri’Datta Dynasty Anequinine deity. A variation on the Altmeri Auri-El, and thus an Akatosh-as-culture-hero for the earliest Khajiit. His worship was co-opted during the establishment of the Riddle’Thar, and he still enjoys immense popularity in Elsweyr’s wasteland regions. He is depicted as a fearsome dragon, a creature the Khajiit say "is just a real big cat." He repelled an early Aldmeri pogrom of Pelinal Whitestrake during mythic times.

Riddle’Thar (Two-Moons Dance):

The cosmic order deity of the Khajiit, the Riddle’Thar was revealed to Elsweyr by the prophet Rid-Thar-ri’Datta, the Mane. The Riddle’Thar is more a set of guidelines by which to live than a single entity, but some of his avatars like to appear as humble messengers of the gods. Also known as the Sugar God.

Jone and Jode (Little Moon God and Big Moon God):

Together, the moons represent duality, fate, and luck. In Khajiiti religion, Jone and Jode are aspects of the Lunar Lattice, or ja-Kha’jay.

Mara (Mother Cat):

Nearly universal goddess. Originally a fertility goddess, the Khajiit associate her with Nir of the "Anuad," the female principle of the cosmos. She is the lover of Alkosh.

S’rendarr (The Runt; God of Mercy):

S’rendarr’s sphere includes compassion, charity, and justice. In early Aldmeri legends, S’rendarr is the apologist of Men.

Khenarthi (God of Winds):

Khenarthi is the strongest of the Sky spirits. In some legends, he is the first to agree to Lorkhaj’s plan to invent the mortal plane, and provides the space for its creation in the void. He is also associated with rain, a phenomenon said not to occur before the removal of Lorkhaj’s divine spark.

Baan Dar (The Bandit God):

In most regions, Baan Dar is a marginal deity, a trickster spirit of thieves and beggars. In Elsweyr he is more important, and is regarded as the Pariah. In this aspect, Baan Dar becomes the cleverness or desperate genius of the long-suffering Khajiit, whose last-minute plans always upset the machinations of their (Elven or Human) enemies. He has also lent his name to the Baandari Pedlars, the traveling Khajiiti merchant tribe.

Additional Deities with Significant Khajiiti Cults:

Magrus (Cat’s Eye, Sun God):

Khajiiti version of Magnus, the god of the sun and sorcery, popular with Khajiiti magicians (though less so than Azurah).

Rajhin (The Footpad):

Thief and trickster god, the Purring Liar, much beloved of Khajiiti storytellers. Rajhin grew up in the Black Kiergo section of Senchal. The most famous burglar in Elsweyr’s history, Rajhin is said to have stolen a tattoo from the neck of Empress Kintyra as she slept.

Azurah (Goddess of Dusk and Dawn):

Patron of Khajiiti magicians, respected rather than feared for her sometime trickery. In myth she is tied into the origins of Khajiiti out of Aldmeri stock.

Sheggorath (Skooma Cat, the Mad God):

The King of Insanity appeals to the darker side of the Cat-Men, who chafe at the strictures of sanity and responsibility.

Hircine (Hungry Cat):

God of hunting and skinchanging, revered for his fierceness and cunning.

Sangiin (Blood Cat):

God of Death and Secret Murder, Sangiin’s worship is hidden from Cat’s Eye. "For who can control the urges of blood?"

Namiira (The Great Darkness):

An enemy of the living, to be placated rather than worshiped.

Lorkhaj (Moon Beast):

Pre-ri’Datta Dynasty Anequinine deity, easily identified with the Missing God, Lorkhan. This Creator-Trickster-Tester deity is in every Tamrielic mythic tradition. He convinced or contrived the Original Spirits to bring about the creation of the mortal plane, upsetting the status quo—much like his father Padomay had introduced instability into the universe in the Beginning Place. After the world is materialized, Lorkhaj is separated from his divine center, sometimes involuntarily, and wanders the creation of the et’Ada. He and his metaphysical placement in the "scheme of things" is interpreted a variety of ways. In the legends, he is almost always an enemy of the Aldmer and, therefore, a hero of early Mankind.

War Customs Of The Tribal Bosmer Lorebook

Collection:Grahtwood Lore
Location(s):Grahtwood
Location Notes:This lorebook is found in southwestern Grahtwood, in vicinity of The Gray Mire (wheat icon).
Image walkthrough:

Loc.1 – Inside small crack in a huge boulder.

Map:
Grahtwood map

Lorebook text

By Mistral Aurelian Teriscor

While the Wood Elves of the towns are largely content with their drink and the luxuries provided by Imperial trade, remote tribes in the depths of the jungle are far more savage. War is constantly waged under the eaves of Valenwood. When the tribes are not raiding the Khajiit in earnest, they are raiding one another for sport.

Unlike civilized peoples, tribal Bosmer do not fight for any meaningful or constructive purpose. They seem incapable of grasping the concept of fighting for control of land, resources, or defensible borders. Though they may swarm to push out those who harm Valenwood, they evince little interest in conquest for its own sake. Rather, the Wood Elves raid one another for booty, bragging, and boredom—in that order. Tribal raiders typically rustle timber mammoths and thunderbugs. Many steal items (or people) that can be ransomed back to the owners.

This erratic, irregular warfare is not pursued to the death. Deaths do occur, but they are incidental and usually regretted. Many raids conclude with no fighting whatsoever. It is considered the acme of skill to slip into another tribe’s village and steal an item for ransom without being noticed. The larger the item, the greater the prestige. Thanks to centuries of this practice, the tribal Bosmer have become legendary for their stealth. The title of their most famous poem, the Meh Ayleidion, means "The One Thousand Benefits of Hiding."

When death occurs in battle, an archaic provision of the Meat Mandate requires that a fallen enemy must be eaten completely before three days pass. This tradition is now only followed in the most remote and savage villages. The family members of the warrior who slaughtered the enemy may help him with his meal.

The tradition of the "Mourning War" is still followed nearly everywhere outside the cities. When a tribe member is slain, he or she is symbolically replaced via a hostage-taking raid. The tribe will seize a captive from a neighboring band. If the deceased was an especially powerful or prestigious member of the tribe, multiple captives may be taken to replace them.

After a period of physical torture, supposedly to test their worthiness, the captive is joyously welcomed into the clan. This sudden reversal from horrific abuse to loving embrace befuddles the weak wits of a Bosmer captive, who cleaves to his tormentors. Traditionally the victim was given the deceased tribe member’s position, possessions, and family, though this practice may be rarely honored nowadays.

ESO Login Error Codes And Solutions

eso error code

This list consists of descriptions and solutions for error codes you might encounter while login to the Elder Scrolls Online. The list will be updated regularly as new information are added.

Code – Description & Solution

102 – Realm Reservation timed out

Indicates an issue with the beta client patcher itself. Affected beta participants will need to restart their patchers.
 
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ESO Deshaan Skyshards Location Map

Deshaan is a level 17-23 zone for Ebonheart Pact. There are sixteen skyshards scattered around the map and we have created guides with screenshots and map locations for each and every one of them. This zone will be available for exploration for the first time (outside the closed beta) during the final stress beta on March 14. 2014. As you fight the disease plaguing Desahaan feel free to explore this beautiful land and in the process collect some shards to increase your skill points.


1.

Free from quarantine.

Guide:
In western Deshaan, southwest of Quarantine Serk Wayshrine.

This is the first area you reach following the road from Stonefalls. The “Bad Medicine” quest objective is in this area. Start at Quarantine Serk Wayshrine and follow the wall on your right to the southwest. The skyshard is at the end of the wall, slightly to the left.

The area where this collectible is located.

Bottom of the cliff, surrounded by rocks.

2.

A Hlaalu victory in Narsis.

Guide:
In western Deshaan, east of Narsis Wayshrine, in the Narsis settlement.

It’s behind a building which is surrounded by a paved walkaway. Building is named “Hlaalu Kinhouse”. It is involved in quests in this zone and is the biggest in this settlement. Start from Narsis Wayshrine, go east into Narsis until you see the kinhouse to the north and follow the walkaway around it. The skyshard is behind the northernmost part of the building, next to two big mushrooms.

Big mushrooms next to the skyshard.

3.

A river view on Muth Gnarr’s outskirts.

Guide:
Southern Deshaan, between Hlaanii’s Howel (the eye icon) and Muth Gnaar (the house icon). The closest wayshrine is Muth Gnarr Wayshrine.

Teleport to Muth Gnarr Wayshrine and head southeast. Follow the road to avoid Muth Gnaar, since it’s crowded with hostile NPCs. Leave the road when it turns east, and there you can check your map and notice a small, dotted, road leading southeast. Follow that path and it will lead you to a building on a hill, overlooking a river. Go around that building (Andaren House) and you will see this skyshard next to a big tree.

The area where this collectible is located.

Behind a building, next to a tree.

4.

A twin falls in Mournhold.

Guide:
Central Deshaan, North-northeast of Mournhold Wayshrine. In Mournhold.

Start at Mournhold Wayshrine and enter the city. Go to the merchant square (scale icon) and follow the road going west out of the city but don’t cross the bridge. Instead, follow the right river bank north and you will see twin waterfalls. At the base of the right one (the eastern one) is where you’ll find this shard.

5.

Near the remnants of a House caravan.

Guide:
Northern Deshaan, east-northeast of Mzithumz Wayshrine, east of Mzithumz (broken tower icon).

Start at Mzithumz Wayshrine and follow the road above it to the east. There are many hostile NPCs in this area, so be careful. As you follow the road you will eventually come to a building carved into a cliff. The skyshard is slightly to the right of the entrance into this building, surrounded by broken stone blocks.

As you approach the entrance into the building you’ll notice the collectible immadiately to the right

The location of the area on the world map where this skyshard is located. Just follow the road until you reach its end.

Large stone blocks surrounding the skyshard.

6.

Follow the river that snakes south to its source.

Guide:
Southeastern Deshaan, south of Coiled Path Landing (eye icon), south-southeast of Ghost Snake Vale Wayshrine, south-east of Taleon’s Crag (public dungeon).

Start at Coiled Path Landing, and go south. You will reach a river going outside of the map. Just follow it until you see a small island in the middle of the river. The skyshard is located on this small island, in a wooden crate, next to a tree and a big stone. The “Ebony Blade History” lorebook is next to the wooden crate too.

Following the river will get you close to the small island and the collectible on it.

Ebony Blade History and the skyshard next to each other.

7.

Search near the cavern with three eyes.

Guide:
Southeast Deshaan, southwest of Silent Mire Wayshrine, next to the Darkshade Caverns group dungeon.

Start at the Silent Mire Wayshrine and follow the road going west. At the crossroads turn south and at the end of that road you will come to the Darkshade Caverns dungeon. As you face the entrance go right and around, and you will see the skyshard on a small wooden platform, next to a wooden barrel and a wooden crate.

8.

The right tower is Tal’Deic’s left.

Guide:
Eastern Deshaan, west of Tal’Deic Grounds Wayshrine, inside Tal’Deic Fortress.

Start at Tal’Deic Grounds Wayshrine and go west. As you travel you will notice two towers standing left (south) and right (west) of the entrance into Tal’Deic Fortress. The skyshard is located near the base of the southern tower. Enter the city, circle around the tower and you will see it between a wooden barrel and wooden crates.

Go around the towers standing south of Tal’Deic Fortress entrance and you’ll come across the shard.

The location on the world map. The southern tower is that brownish circle directly under the blue character arrow.

9.

Where ships dock and mushrooms Mire.

Guide:
Eastern Deshaan, south-southeast of Tal’Deic Grounds Wayshrine.

Start at Tal’Deic Grounds Wayshrine, and go south. Go uphill and you will see a huge mushroom on a hill, surrounded by big stone chunks. Make your way through those stone chunks and you will see the skyshard under the cap of a huge mushroom.

You’ll find this collectible underneath a big mushroom and behind some rocks.

10.

Where the dead walk, no memories linger.

Guide:
Northwestern Deshaan, southeast of Quarantine Serk Wayshrine.

Found inside the “Forgotten Crypts” public dungeon. At the Quarantine Serk Wayshrine follow the road south. When you reach the crossroads follow the eastern path until you are about to cross a bridge. Instead of crossing, move along the northern river bank and you will see doors carved into a cliff which lead into the dungeon. Once inside, just follow the path and it will lead you to a crossroad where this skyshard is found. Be careful, this is a public dungeon with large (4+ NPC) groups so bring some friends along.

You can see the entrance to Forgotten Crypts above.

The location of the dungeon’s entrance on the world map.

Mid way through the dungeon you’ll come across the shard.

The location of this skyshard on the dungeon map.

11.

Lend me your ear.

Guide:
Northeastern Deshaan, northeast of Tal’Deic Grounds Wayshrine, east of Eidolon’s Hollow Wayshrine, east of Redoran Pier.

Inside the Knife Ear Grotto solo dungeon. Follow the road east of Eidolon’s Hollow Wayshrine and when it stops, hug and travel along the northern river bank eastward until you see a stone building carved into a cliff. In the first big room you will see a metal bar door to your right. Skyshard is behind those doors, but you can’t open them from that side so you must go all the way around to get it.

The area where the dungeon entrance is located.

Knife Ear Grotto entrance marked on the map.

As you go through the whole dungeon and approach the exit door you’ll be able to pick up the collectible.

12.

Where a lady seeks kwama before the storm.

Guide:
Northwestern Deshaan, northwest of Obsidian Gorge Wayshrine.

Located in the “Lady Llarel’s Shelter” public dungeon. Start at Obsidian Gorge Wayshrine and head northwest. As you go uphill, you will eventually run into Redolent Loam Dolmen. Across the Dolmen, to the north, is the entrance to this public dungeon. Once inside, follow the path, and inside the second cave gallery you will see the skyshard next to tree roots. Be careful though, nearby is a strong, level 17 NPC that can be easily overlooked in the darkness.

Wntrance to Lady Llarel’s Shelter is shown above (part of Redolent Loam Dolmen is on the left).

The location of Lady Llarel’s Shelter on the world map.

The second cave gallery is where you’ll find this shard .

Boss is standing near this skyshard.

13.

Asleep in the depths, the Dwemer awakens.

Guide:
In western Deshaan, southeast of Muth Gnarr Hills Wayshrine..

Located in the “Lower Bthanual” public dungeon. Start at Muth Gnarr Hills Wayshrine, and head southeast following the river. After a while you will notice wooden crates and a wheel-cart in front of a building carved into a cliff. The “War of Two Houses” lorebook is on those wooden crates. Door in the cliff leads inside the dungeon. Follow the dungeon path into the second, northernmost hall. That is where the collectible is located. It’s found next to a big mushroom and rock formations in the southern part of the hall, which is well lit by daylight coming through the crack in the ceiling.

Lower Bthanual entrance shown on the zoomed in map

Skyshards is in the last large room, lit by the sunlight coming through the cracked ceiling.

The location of the skyshard on the dungeon map.

14.

Mine your step where the water drops in.

Guide:
Central Deshaan, north-northeast of Ghost Snake Vale Wayshrine, west of Lagomere Dolmen.

Inside the Triple Circle Mine solo dungeon. Start at Ghost Snake Vale Wayshrine and go north. Cross a small river and continue until you see a river downhill. You should see waterfalls to your left (west). Head for them following the southern river bank and you will notice wooden doors in the cliff. That’s the entrance to the dungeon. Enter and follow the dungeon path until you reach the north room (it’s a wooden platform). The skyshard is located there, inside a wooden cart, next to wooden doors.

The area where the entrance to Triple Circle Mine is located.

The location of the dungeon on the world map.

Skyshard is found in the northernmost room (basically a wooden platform)

The location of the skyshard on the dungeon map.

15.

Go from Crags to riches.

Guide:
Southern Deshaan, south of Ghost Snake Vale Wayshrine, south of Vale of the Ghost Snake.

Inside the Taleon’s Crag public dungeon. Start at Ghost Snake Wayshrine, and go directly south. You will pass by Vale of the Ghost snake and cross a river. Continue south until you see wooden doors in a cliff. Inside the second cave gallery you will see a small waterfall in the northwestern part of the room. The skyshard is beneath the waterfall.

Taleon’s Crag entrance is straight ahead

Map location of Taleon’s Crag entrance

Collectible is found at the bottom of the waterfall in the second large cave gallery.

16.

Where corpses till a garden of sand.

Guide:
Northeastern Deshaan, west of Eidolon’s Hollow Wayshrine, north of “The Mage” mundus stone, north of Druitularg’s Ritual Altar.

Inside the “The Corpse Garden” public dungeon. Start at Eidolon’s Hollow Wayshrine and follow the road going west. When you pass Shrine of the Saint Veloth leave the road and head north. After a while you will see the entrance into the dungeon. Enter the dungeon, follow the path and in the southern hall you will see the skyshard standing in the middle of the circle filled with sand.

The Corpse Garden shown on the map

Shard is found in the south room inside a circle filled with sand.

Dungeon map showing the exact location.

Free From Quarantine Skyshard

Guide:
In western Deshaan, southwest of Quarantine Serk Wayshrine.

This is the first area you reach following the road from Stonefalls. The “Bad Medicine” quest objective is in this area. Start at Quarantine Serk Wayshrine and follow the wall on your right to the southwest. The skyshard is at the end of the wall, slightly to the left.

The area where this collectible is located.

Bottom of the cliff, surrounded by rocks.

A Hlaalu Victory In Narsis Skyshard

Guide:
In western Deshaan, east of Narsis Wayshrine, in the Narsis settlement.

It’s behind a building which is surrounded by a paved walkaway. Building is named “Hlaalu Kinhouse”. It is involved in quests in this zone and is the biggest in this settlement. Start from Narsis Wayshrine, go east into Narsis until you see the kinhouse to the north and follow the walkaway around it. The skyshard is behind the northernmost part of the building, next to two big mushrooms.

Big mushrooms next to the skyshard.

A River View On Muth Gnarr’s Outskirts Skyshard

Guide:
Southern Deshaan, between Hlaanii’s Howel (the eye icon) and Muth Gnaar (the house icon). The closest wayshrine is Muth Gnarr Wayshrine.

Teleport to Muth Gnarr Wayshrine and head southeast. Follow the road to avoid Muth Gnaar, since it’s crowded with hostile NPCs. Leave the road when it turns east, and there you can check your map and notice a small, dotted, road leading southeast. Follow that path and it will lead you to a building on a hill, overlooking a river. Go around that building (Andaren House) and you will see this skyshard next to a big tree.

The area where this collectible is located.

Behind a building, next to a tree.

A Twin Falls In Mournhold Skyshard

Guide:
Central Deshaan, North-northeast of Mournhold Wayshrine. In Mournhold.

Start at Mournhold Wayshrine and enter the city. Go to the merchant square (scale icon) and follow the road going west out of the city but don’t cross the bridge. Instead, follow the right river bank north and you will see twin waterfalls. At the base of the right one (the eastern one) is where you’ll find this shard.