Lore:Places F
Fain
Fain is a ruin in the Shivering Isles, located on one of the peaks of the Jester's Spine Mountains. The ruins were once home to a group of Heretics who worshipped an unholy being known as Gyub. The Heretics sacrificed "volunteers" to Gyub by dangling them over the Pit of Fain (a root tunnel which drops vertically down the center of the mountain), reciting a prayer to Gyub, and dropping the sacrifice into the Pit, never to be seen again. There is no evidence of Gyub's existence; the sacrifices were likely eaten by the many beasts which lived in the root caves at the bottom of the Pit. In 3E 433, the Heretics here were preparing for an obscure ceremony that they called the "Rebirth", for which they needed a large amount of "volunteers" to be sacrificed. The ruins were cleared out later that year by Sheogorath's Champion.
Falinesti
Falinesti is the strange, walking city of the Bosmer king. It can be found in one of four locations within Valenwood, depending on the season; most maps show the city at the location of its summer site. The city occupies the branches of the largest graht-oak in Valenwood, whose magic was created at the dawn of recorded history. The Camoran throne is located in the highest of branches, along with many Bosmer dwellings. Bosmer, Orcs, and Imga are its main inhabitants, with few humans having the nerve to remain in the city for long. During the time of the First and Second Aldmeri Dominion, the Thalmor moved Valenwood's capital from Falinesti to Elden Root.
Falkreath
Falkreath (sometimes called Falcrenth) is a town in southwestern Skyrim, close to the border with both Cyrodiil and Hammerfell. Just across the border in Hammerfell lies the town of Elinhir. At one point the city seems to have been counted as part of Cyrodiil.
In the First Era, Falkreath was one of several kingdoms making up western Colovia. In the middle Second Era, it was a part of the kingdom of Western Skyrim. In the final century of the Second Era, the kingdom came to greater prominence as one of the Colovian Estates under the leadership of Cuhlecain and his general, Hjalti Early-Beard or Talos - later to be known as Tiber Septim.
One of Falkreath's historical traits is its graveyard. The graveyard's enormous size is due mainly to the many violent conflicts that have plagued its history.
Falkreath Hold
Região de Falkreath é uma região ao sul de Skyrim junto das fronteiras de Cyrodiil e Martelfell. It's the second southernmost hold in Skyrim, after the Rift. Sua capital é Falkreath; as cidades abandonadas de Helgen e Vigília Neugrad se localizam na região. Lar da famosa Floresta de Pinheiros de Skyrim, a Região de Falkreath é coberta por uma fina névoa que faz com que a terra pareça sem estação definida. As montanhas que se elevam acima de Falkreath estão bem acima da linha de neve, atingindo uma comparação rígida com o resto da região. A característica geográfica mais distintiva é o Lago Ilinalta, que abrange uma grande parte da região central e atua como fonte para o Rio Branco.
Far Shores
The Far Shores is the afterlife sought by the Redguards. According to Yokudan myth, Satakal, the serpentine God of Everything, eats itself over and over, periodically consuming all of creation. By "moving at strange angles" to stride between "worldskins", a process known as the Walkabout, the strongest of the spirits learned to bypass this cycle of destruction. Thanks to Ruptga's guidance, many weaker spirits were able to find their way, as well, and the practice became so easy that it became a place—the Far Shores. Here, the spirits can safely wait until Satakal has passed and a new skin has emerged.
Farrun
Farrun (or Fharun) is a northern port city on the north shore of High Rock, and one of eight kingdoms in the province. It is known for its icy winters.
The town began as an Orcish stronghold by the name of Fharun, named after the Fharun Clan. The stronghold was infamous for its Breton-designed prison complex, which was notorious even amongst the Orcs. Fharun was also home to archivists of Malacath, who protected a sacred scroll that supposedly contained the words of Malacath himself. During the Interregnum, the clan was led by Chief Bazrag gro-Fharun, a Malacath worshipper. Bazrag refused to bend the knee to the Trinimac-worshipping King Kurog, despite being an old friend of the king. Because of this, Fharun did not join the Daggerfall Covenant in 2E 567 and didn't take part in the Alliance War of 2E 582.
Following the end of the Planemeld, Kurog began a concerted effort to rebuild his seat of Orsinium and unite the whole of Wrothgar under his rule. Bazrag and several other clan chiefs resisted, and Kurog enlisted the aid of the Vosh Rakh to assassinate the chiefs. Fharun was seized by the Vosh Rakh, who threw their captives into the prison and released the prisoners to kill them. Bazrag was rescued from such a fate by the Soulless One, and returned to Orsinium to foil Kurog's assassination attempt. Following the death of Kurog, the surviving chiefs appointed Bazrag as king, uniting Wrothgar and ending the worship of Trinimac. The Vosh Rakh fled from Fharun Stronghold, although it is unknown if the settlement was reclaimed by the remaining clan members.
Kurog's Orsinium eventually fell, and at some point Fharun became the Breton city-state of Farrun. The city is ruled by a king or queen. One noted citizen of Farrun was Lord Storig, who commanded the vanguard of the Imperial army at the Battle of Bodrum in 1E 2920 during the Four-Score War. Another is an unnamed king known to have fought a war against Solitude and its allies some time late in the Third Era.
Felsaad Coast
The Felsaad Coast is the snowy, lightly forested northeastern region on the island of Solstheim. The Isild River separates it from the Moesring Mountains region to the west, and it fades into forest to the south. The area is relatively rich in wildlife; many horkers, bristlebacks, snow wolves, and other creatures roam the land. Skaal Village and Thirsk are both located here, as are many barrows and ice caves.
Firemoth
Firemoth is a region encompassing a ring of barren islands located in the Inner Sea. The islands often suffer heavy storms, and the bare volcanic rock provides little nourishment for flora. Hardy trama shrubs and stark, leafless trees can survive the ashen, bitter soil, and marshmerrow reeds flourish along the sandy beaches, but otherwise the islands are devoid of life.
The main island houses the ruins of Fort Firemoth. Once a strategic strong point guarding the Inner Sea from smugglers, it was overrun when an undead army led by the lich Grurn marched out of the ocean and captured the garrison, leaving few survivors. While still technically Imperial territory, the islands are still occupied by the skeleton army and have never been reclaimed. The fort was built on top of a rich ebony mine, which broke through into flooded natural caverns and an ancient Velothi tomb.
In 3E 427 a band of adventures hired by the Imperial Legion set sail for Firemoth from Seyda Neen, infiltrated the ruins, slew Grurn and retrieved the Ward of Akavir, a precious enchanted shield.
Firewatch
Firewatch is a city deep in House Telvanni territory, on the shores of the Sea of Ghosts. Located across the strait east of Tel Mora, Firewatch marks the northern tip of the mainland of the province of Morrowind. Firewatch takes its name from the vista of the giant volcano, Red Mountain. Sigillah Parate's grandmother, a Witch of Molag Bal, was once sent by the Prince to poison the heir of Firewatch, but died in the act. During the Imperial Simulacrum the city was at war with the neighboring city of Ebonheart, and was ruled by Queen Vaynth.
Firsthold
Firsthold (alternatively spelled First Hold) is the oldest, and still one of the most prominent, cities on Auridon, the second largest island of the Summerset Isles.
Lake Fjalding
Lake Fjalding is the largest lake on Solstheim, although it is covered by ice year-round. It is commonly used as a mating ground for the horkers of the island. The Iggnir River to the south and the Isild River to the north meet here, in the Felsaad Coast region due north of Fort Frostmoth. The Isinfier Plains lie to the south. The Thirsk mead hall is on the eastern coast of the lake.
For more information, see the main Lore article.
Forelhost
Forelhost is an ancient Nordic ruin located in the Rift in Skyrim. It is located high atop a mountain and suffers from a dangerously cold climate.
During the time of the Dragon Cult, Forelhost served as a great monastery. It was home to two notable dragon priests and their respective masks: Rahgot and Vosis. Following the Dragon War, Forelhost became the last known holdout of the cult. It was discovered by the forces of High King Harald in 1E 139, who besieged the monastery for several months under the command of Skorm Snow-Strider. Despite the cold, the besiegers eventually succeeded in breaking through the defenses in 1E 140, using the Voice to bring down the main gate. Once inside however, they discovered that the cultists had committed ritual suicide, going so far as to poison the well water. Their sacrifice created a magical barrier, sealing the upper courtyard for decades afterwards and preventing Skorm's advance. The cultists had believed they would be returned to life when the dragons returned to Tamriel, as had been foreseen by a cultist named Thorallod. The monastery subsequently fell into ruin, haunted by draugr and the ghosts of the cultists.
In 2E 582, when the Worm Cult was scouring the Rift for shards of Wuuthrad, a group of cultists led an attack on Forelhost when their leader, Nordahl, attempted to recover the mask of Vosis. The cultists were defeated by the undead and driven off, and Vosis claimed their axe shard for himself. He was then slain by a soldier from the Ebonheart Pact, which was also seeking shards.
In 4E 201, an Altmer named Valmir was sent to Skyrim by an anonymous benefactor to retrieve Rahgot's mask from within the ruins of Forelhost. He was ordered to trick Imperial Legionnaires and Stormcloak Soldiers into recovering the mask to aid the war effort during the ongoing Stormcloak Rebellion, and then to bring the mask to Labyrinthian, likely in an effort to retrieve Konahrik. Valmir recruited the Last Dragonborn, who successfully retrieved the mask, but discovered Valmir's ploy and killed him.
Forgotten Vale, The
The Forgotten Vale is a secluded region located in the Druadach Mountains of northwestern Skyrim, near the border of High Rock. It is a glacial valley, with icy crevices, forests, a river and a large frozen lake. Its seclusion from the rest of Tamriel has resulted in unique forms of bioluminescent flora and fauna, seemingly adapted for subterranean dwelling. The vale is home to unique species of sabre cat and deer, as well as Frost Giants, shellbugs and the more common Frost Troll. Bar a few rare cases, the Gleamblossom flower and Poison Bloom plant are unique to the region.
The vale is difficult to reach, requiring the navigation of complex cave systems to enter from the outside world. It was chosen by the ancient Snow Elves as the site of the Chantry of Auri-El, the civilization's center of worship of Auri-El. The elves built a large sanctum into the mountains, overlooking the valley, as well as five Wayshrines of Auri-El. Magical teleportation in the form of portals were used to navigate and link the area. In order to reach enlightenment and "become one with Auri-El", initiates of the Chantry made a pilgrimage to each of the five Wayshrines, navigating the treacherous vale with a ewer of water to gain access to the temple's inner sanctum. Due to the Chantry's isolation, it remained unaffected by the invasion of the Nords in the Merethic Era. As such, the Snow Elves of the Forgotten Vale had no need of the protection of the Dwarves, who demanded the blinding of the race. Their remaining kin, "the Betrayed", degenerated over the ages into the modern Falmer. Following the disappearance of the Dwarves in 1E 700, the Falmer somehow spread to the vale and began attacking the Chantry. The Chantry was overwhelmed by their sheer numbers, and the final bastion of Snow Elves was wiped out.
Arch-Curate Vyrthur, leader of the Chantry, had been abandoned by Auri-El after becoming infected with vampirism. Embittered, he created a prophecy which would see the darkening of the sun by corrupting Auriel's Bow in order to spite the god. He allied himself with the Falmer and retreated to the inner sanctum, where he awaited his prophecy to come to fruition. His brother, Knight-Paladin Gelebor, was the only other Snow Elf to survive, and retreated into the caves. The Falmer and their tamed chaurus then proceeded to spread throughout the vale unhindered.
The Forgotten Vale was once home to revered twin dragons, Voslaarum and Naaslaarum, who lived beneath the frozen lake. They were most likely killed at some point and resurrected by Alduin upon his return, although it is possible that they survived into modernity.
In 4E 201, the Forgotten Vale was visited by Serana and the Last Dragonborn, who had been guided there by the Elder Scrolls to fulfill Vyrthur's prophecy. They made a pilgrimage to the five Wayshrines to gain access to the inner sanctum in order to save Vyrthur from the Falmer at the request of the mistaken Gelebor. Instead, the two discovered Vyrthur's affliction and betrayal, and killed him. In return, Gelebor gifted them with Auriel's Bow as foretold by the prophecy. The Dragonborn also defeated the dragons Voslaarum and Naaslaarum, and recovered Auriel's Shield from the Falmer.
Fort Alessia
Fort Alessia (also known as Castle Alessia) is a ruined military fort located on the Red Ring Road, southeast of the Imperial City. The fort is located just east of the Ayleid ruins of Sardavar Leed, birthplace of Saint Alessia. It can be assumed that the fort was named in her honor.
During the Alliance War of 2E 582, Castle Alessia was an expansive and strategically important keep. It had its own farm, mine and lumbermill, and was heavily fortified. Likely due to the proximity of Sardavar Leed, the castle bore a clear Ayleid influence, with Welkynd Stones incorporated into the architecture. It was initially located within the territory held by the Aldmeri Dominion, and its central location made it essential for control of the Imperial City. The keep changed hands many times over the course of the war. The nearby Alessia Bridge once spanned the Upper Niben.
The fort was abandoned by the Imperial Legion during the relatively peaceful Third Era. By the time of the Oblivion Crisis in 3E 433, Fort Alessia was no more than a ruin, controlled by a hostile band of marauders.
Fort Chalman
- REDIRECIONAMENTO Lore:Forte Chalman
Fort Farragut
Fort Farragut (also known as Farragut Keep) is a ruined military fort located on the foothills of the Valus Mountains northeast of Cheydinhal, in the Nibenay Basin region of Cyrodiil.
During the Alliance War of 2E 582, Farragut was an expansive and strategically important keep. It had its own farm, mine and lumbermill, and was heavily fortified. It was initially located within the territory held by the Ebonheart Pact, and its main function was the defense of the Elder Scroll of Ghartok, which was held in a temple to the northeast. The keep changed hands many times over the course of the war.
The fort was abandoned by the Imperial Legion during the relatively peaceful Third Era. By the time of the Oblivion Crisis, Fort Farragut was no more than a ruin. It had been taken as a lair by Lucien Lachance, a Speaker for the Black Hand of the Dark Brotherhood who administered the nearby Cheydinhal sanctuary. As such, it was infested with undead skeletal guardians in service to the Brotherhood. Lachance was forced to flee the ruins in 3E 433 after he was framed as a traitor.
Fort Frostmoth
Fort Frostmoth was the primary Imperial settlement on the south coast of Solstheim, in the Hirstaang Forest. It was established some time in the Third Era, after the Imperial discovery of the island. The fort acted as the area office of the East Empire Company, established on Solstheim to mine the rich deposits of ebony from Raven Rock, and was also the main link to Vvardenfell by way of Khuul. The fort was known among the legionnaires as a punishment detail, due partly to the unpleasant weather and partly due to the mead.
In 3E 427, during the fulfillment of the Bloodmoon Prophecy, the fort was attacked by werewolves sent by Hircine, who captured Captain Falx Carius to act as one of the Prey in the Hunt. The fort sustained heavy structural damage in the attack. Carius survived the ordeal and re-assumed command of the fort later that year.
In 3E 433, the Nords of Skyrim attempted to capture the whole of Solstheim and remove Fort Frostmoth. The Nords were successful in their campaign and Solstheim became a part of Skyrim, but the fort remained intact.
After the Oblivion Crisis, Dunmer refugees led by House Redoran began settling in Raven Rock in 4E 0. General Carius perceived this as a threat to the garrison and demanded that the Dunmer surrender. They refused, and Carius repeatedly wrote to the Imperial Council to seek guidance. Eventually, Carius decided to declare war on Raven Rock, threatening to retaliate if the Dunmer attacked the fort.
In 4E 5, the ageing Fort Frostmoth was almost completely destroyed by the eruption of the Red Mountain. The few surviving Imperial soldiers moved to Raven Rock and attempted to establish a new garrison there, but they were too few in number to effectively protect the settlement and were replaced by House Redoran guards. In 4E 16 Solstheim officially became a territory of Morrowind when the High King of Skyrim offered the island to the Dunmer people. The East Empire Company withdrew from Solstheim by this time, taking the last vestiges of Imperial influence along with it, and the fort was never rebuilt. The ruins were taken over by Ash Spawn and Albino Spiders.
Circa 4E 201, Ildari Sarothril, an apprentice of Master Neloth of Great House Telvanni, entered the ruins of Fort Frostmoth to conduct necromantic experiments using heart stones. She succeeded in reanimating the corpse of Falx Carius, but after two months she departed when she was unable to exert any manner of control over him. The undead Carius continued his crusade against House Redoran by sending enclaves of Ash Spawn to attack Raven Rock. In 4E 201, the Last Dragonborn traced the attacks back to Fort Frostmoth and destroyed Carius on behalf of the Redoran Guard.
Fort Homestead
Fort Homestead (also called the Homestead Ruins) is a ruined fort located on the southern shore of Lake Rumare, east of the White Rose River in the Heartlands of Cyrodiil. It can be found just off the Red Ring Road, in the region known as the Southwestern Shore. It contains subterranean passages which lead to the Heroes' Hall, a large chamber deep underground.
At the start of the Alliance War of 2E 582, bandits moved into the ruins of Homestead as Legion patrols became less frequent. Eventually the Homestead bandits became emboldened enough to outright attack the settlement of Pell's Gate to the south, which they then occupied and destroyed. A bridge connected the ruins to City Isle at the time, although it was shattered by the Planemeld and subsequently put under heavy guard by Daedra. The ruins were within the territory initially controlled by the Aldmeri Dominion, although none of the participants in the war attempted to capture the fort. By 3E 433, the fort's underground passages were home to bandits and marauders. No sign remained of the Second Era bridge to City Isle.
Fort Sphinxmoth
Fort Sphinxmoth (or Sphinxmoth Legion Fort) is a fortress in the Reaper's March region, in Anequina, Elsweyr. It is located north of the city of Dune, close to the border with Valenwood and Cyrodiil.
The fort was built by the Second Empire to safeguard the Elsweyr-Valenwood border from raiders, as the area was constantly plagued by warring Bosmer and Khajiit tribes. It was built into the side of a mountain to be nigh impregnable, and the halls were filled with all manner of traps. After the fall of the Second Empire, Sphinxmoth was abandoned by the legionnaires and ironically fell into the hands of the border raiders. It was traded back and forth for a generation between Bosmer and Khajiit tribes, suffering additional damage every time it changed hands, until a landslide destroyed much of the upper works and forced the ruins to be abandoned. Nothing worth looting was left in Fort Sphinxmoth, and it soon faded into obscurity as an overgrown series of tunnels.
The crocodile-infested ruins were eventually reoccupied by the Muckwater Bandits, a large bandit gang that operated out of the Muckwater and was led by an Imperial named Captain Accalia. Rebranding themselves the Sphinxmoth Bandits, the brigands repaired many of the fort's traps. During the Alliance War of 2E 582, the bandits attacked the temple of Mara in Bravil after receiving a contract from the Stonefire Cult to steal the Chalice of Mara. The priests followed the bandits back to Fort Sphinxmoth with a large contingent of temple guards, crossing into Aldmeri Dominion territory. Several guards entered the ruins in an attempt to retrieve the Chalice, along with several other holy relics, but they were all killed or captured. However, the Soulless One then entered the ruins in search of the relics and the missing guards, killing Accalia and his subordinates in the process.
Fort Sphinxmoth was later reestablished by the Imperial Legion under the Third Empire. During the Five Year War in 3E 396, a major battle took place outside the fort between the Bosmer of Valenwood and the Khajiit of Elsweyr. A soldier named Codus Callonus was stationed at the fort and was so impressed by the Khajiiti tactics during the battle that he recorded his impressions in a series of books. Unfortunately, only the first volume of Mixed Unit Tactics remains.
Frostcrag Spire
Frostcrag Spire is a large wizard's tower located high in the Jerall Mountains of Cyrodiil, to the west of Bruma. The multilevel complex is navigable only through the use of teleportation pads. The tower also has a viewing platform, offering an unparalleled vista of the Imperial Province.
The Spire was designed and built in the Third Era by Arch-Mage Taris Rendil, who was dissatisfied with living in the Arcane University. He read many tomes and ventured into ancient ruins seeking inspiration for his tower, and eventually decided to build it in the Jeralls. Rendil practiced his magic in peace for many years, and filled the Spire with his many inventions. He designed an Atronach Altar, which could be used to permanently summon atronach familiars for use as guardians.
By collaborating with the master alchemist Sinderion, Rendil also created the Frostcrag Apparatus Table, and constructed an alchemy conservatory filled with plants from both Cyrodiil and Oblivion. Notably, Rendil managed to cultivate the Nirnroot, tame Spiddal Plants and Harrada Root, and the rare Mana Bloom.
With permission from the Mages Guild, he set up spellmaking and enchanting altars, and portals to every Mages Guild guildhall in Cyrodiil. Rendil also created a teleport link between the Spire and an underground ice cave, which he used as a vault. He guarded the place with tamed imps called Vault Guardians. The cave also functioned as a tomb, and two people were buried there: Lennasaan, a mysterious writer, and Rindsey, a famous archer and ale aficionado responsible for the discovery of Daedric Lava Whiskey during an expedition to the Deadlands.
As age began to overwhelm Rendil, he entrusted many of his belongings to Aurelinwae, an Altmer merchant living in the Imperial City. In 3E 433, before he died, Rendil transferred the deed of ownership to his long-lost relative, the Champion of Cyrodiil, hoping to prevent his home from falling into ruin. He then scribed his memoirs and sealed the Spire, leaving instructions on how to restore the tower to its former glory. The Champion granted his dying wish, by compensating Aurelinwae and returning Rendil's possessions to the tower.
During the Oblivion Crisis, an Oblivion Gate opened close to the Spire, but the structure was unaffected.