Online:Places
There are a large variety of places in The Elder Scrolls Online spread across Tamriel and beyond. This page lists the most important places sorted by type, as well as a list of zones. See Maps for an overview of the icons used for different types of places, and for other available maps in the game.
Place List
- Arenas — Round-based challenges
- Crafting Sites — Special Crafting Stations for creating item sets with specific properties
- Delves — Minor open-world dungeons
- Dolmens — Summoning locations for Molag Bal's Dark Anchors
- Explorable Locations — Major locations that lack a quest objective
- Group Bosses — Locations of overland world bosses
- Group Delves — Small, instanced dungeons designed for groups
- Group Dungeons — Large, instanced dungeons designed for groups
- Group Events — Overland events designed for large groups
- Public Dungeons — Large open-world dungeons designed for groups
- Quest Hubs — Places with an associated quest objective
- Quest-Specific Locations — Places visited only during their related quests
- Trials — Large, instanced raid dungeons designed for groups of 12
- Mundus Stones — Magical stones which grant special passive abilities
- Striking Locales — Landmarks required for Exploration Achievements
- Unmarked Locations — Major overworld locations that don't have their own map marker
- Wayshrines — Access points to the fast-travel system
Alliance War Places
- Artifact Gates — Gates used to restrict access to Scroll Temples
- Border Keeps — The Alliance entry areas into Cyrodiil
- Keeps — Strategic military fortifications in Cyrodiil
- Outposts — Minor military installations in Cyrodiil
- Scroll Temples — Temples built to hold the Elder Scrolls in Cyrodiil
Minor Locations
- Bodies of Water — Lakes, rivers and seas
- Buildings — Homes, Barracks, Houses of Worship, and other important buildings
- Services — Banks, Stores, Guildhalls, Inns, Stables and other services
Places by Style
- Ayleid Ruins — The ruins of ancient Ayleid cities
- Battlefields — Sites of ancient and contemporary battles
- Camps — Bandit camps, guard camps, and other temporary settlements
- Caves — Root hollows, lava chambers, ice caves, and all other types of natural cavern
- Cemeteries — Graveyards, necropoli and other places where the (un)dead dwell
- Cities — Major settlements in each zone
- Crypts — Tombs, barrows, and other underground burial sites
- Daedric Ruins — Ancient shrines to the Daedric Princes
- Docks — Harbors, boatyards and shipwreck sites
- Dwemer Ruins — The ruins of ancient Dwemer cities
- Estates — Countryside houses, homesteads and other estates
- Farms — Plantations and farmsteads
- Forts — Towers, forts, keeps and other fortified locations
- Gates — Milegates, passes, and other guarded thoroughfares
- Groves — Glades, marshes, oases and other natural wildernesses
- Landmarks — Other miscellaneous locations
- Lighthouses — The lighthouses found across Tamriel
- Mines — Mining establishments and settlements
- Realms — Places which exist outside of Nirn
- Ruins — Nordic ruins, Yokudan ruins, and other ruins of contemporary civilization
- Sewers — City sewerage systems
- Ships — In-service, under construction, and scuttled ships
- Strongholds — Major locations in Coldharbour visited during the Main Quest
- Towns — Towns, villages, and other permanent settlements
Zones
- Auridon — The second-largest island in the Summerset Isles and the location of Firsthold, one of the largest Aldmeri cities in the world.
- Grahtwood — A large region deep in the jungles of Valenwood, and the location of the Aldmeri Dominion's capital, Elden Root.
- Greenshade — A large region of western Valenwood, lush with life under its canopy with rivers coursing through the land.
- Khenarthi's Roost — A small island off the coast of Elsweyr inhabited by both Khajiit and Maormer, named for the Khajiiti goddess Khenarthi.
- Malabal Tor — A region deep in the jungles of northwestern Valenwood, where little light reaches the forest floor.
- Reaper's March — A region connecting the jungles of Valenwood and the rolling plains of Elsweyr.
- Alik'r Desert — A region along the northern coast of Hammerfell.
- Bangkorai — A region connecting the northern reaches of Hammerfell with the east of High Rock.
- Betnikh — A small island off the southern tip of High Rock, with steep cliffs and a lush, fertile interior.
- Glenumbra — A region in High Rock covering the entire peninsula that separates Iliac Bay from the Abecean Sea.
- Rivenspire — The northern region of High Rock.
- Stormhaven — The south-central region of High Rock.
- Stros M'Kai — A desert island off the coast of Hammerfell.
- Bal Foyen — A small coastal zone neighboring Stonefalls in Morrowind.
- Bleakrock Isle — A small, barren island in the sea northeast of Morrowind, just to the south of Solstheim.
- Deshaan — A region in southern Morrowind.
- Eastmarch — The easternmost hold in Skyrim.
- The Rift — The southeastern hold of Skyrim.
- Shadowfen — The northwestern region of Black Marsh.
- Stonefalls — A zone in central Morrowind.
- Neutral
- Coldharbour — Molag Bal's realm of Oblivion.
- Craglorn — A region situated in northeastern Hammerfell between Bangkorai and Cyrodiil.
- Cyrodiil — The central province of Tamriel and home of the Imperials, who stand alone in the Alliance War.
- Gold Coast — A region situated in western Colovia, between Hammerfell and Malabal Tor.
- Hew's Bane — A peninsula in southern Khefrem on the south coast of Hammerfell.
- Murkmire — A region situated in western Black Marsh, south of Shadowfen.
- Wrothgar — A region situated in northeastern High Rock, north of Stormhaven.
- Unzoned — A listing of places which are not part of any zone or their associated storylines.