Wasten BrukbrookEdit
Wasten Brukbrook is a settlement located in the southeast area of Valenwood, specifically northeast of Southpoint.
Wasten CoridaleEdit
Wasten Coridale (also called Wasten Coraldale) is an island in the Sea of Pearls, off the coast of the Summerset Isles. It contains a complex system of underground caves and fertile grottos that resembles a wild honeycomb. Sea creatures from the Reef Viper to the Salamander live and thrive in these caves, and because of this, there are many fishermen from nearby Summerset Isle that come for an abundance of harvest.
Water's EdgeEdit
Water's Edge is a settlement located in Blackwood, along Cyrodiil's Green Road. It sits on the northwestern shore of the Lower Niben, halfway between the cities of Bravil and Leyawiin.
WayrestEdit
Wayrest is a major city in the center of the Stormhaven region of High Rock, at the mouth of the Bjoulsae River. It serves as the capital of a kingdom that forms one of High Rock's provinces.
The city is split into seven districts. The Residential District lies in the northern part of the city. The Merchant District and Market Square lie west of the river and south of the Residential District. The Temple and Palace Districts are off to the west, while the Banking District can be found in the east. To the south, on the banks of Iliac Bay, sit Wayrest Docks.
Wayrest (kingdom)Edit
Wayrest is one of the nine historical Breton kingdoms in the province of High Rock. It is located in the center of the province, at the mouth of the Bjoulsae River. Wayrest's fortune and immense wealth come from a unique, symbiotic alliance between its merchant lords and the crown dating back to its founding in the early-mid First Era. Even its kings, except for the Septim Dynasty of the Third Era, can trace their lineage back to a merchant prince. By the late Second Era, the kingdom had one of the largest and richest populations in High Rock. It is named after its capital city, Wayrest.
WayshrinesEdit
Wayshrines are shrines built to honor the Divines, most often built at sanctified sites far from civilization. Many of these holy sites were chosen by the devout due to specific miracles or blessed events that marked them, though others simply inspire feelings of reverence. It is theorized that each wayshrine corresponds to a star in the sky, acting as a conduit between Mundus and Aetherius. Indeed, it is commonly believed that the souls of the dead are drawn to the nearest wayshrine for spiritual escort to the afterlife. Wayshrines vary from culture to culture, built to reflect local religious beliefs and to honor the most prominent regional Divines. The only consistent feature appears to be a central brazier or basin. The practice of building wayshrines has been present on Tamriel since time immemorial and even extends into the various realms of Oblivion.
WeatherleahEdit
Weatherleah is a historical settlement on the northern reaches of the Imperial Reserve, in the province of Cyrodiil. Throughout the eras, it has been the site of a private family estate; a fine example of a Colovian-style manor. It shares its name with the eponymous family of Colovian nobles, the Weatherleahs. In its prime, some would call it the jewel of the West Weald. In the late Third Era, it was the property of the Jemane family of Bretons who built its most modern iteration.
Weir GateEdit
The Weir Gate was a semi-permanent portal between Tamriel and the Slipstream Realm in which the Battlespire Academy was later established. It was known to have existed since at least 2E 582. It was connected to the pillar of light on Tamriel; once the pillar was entered, the user would arrive at the Weir Gate in the Battlespire.
WelkeEdit
Welke is an Ayleid ruin located along the southern banks of the Panther River, in the northern part of Blackwood of Cyrodiil. Its subsections of Ceyede and Edesel translate to "Shadow-End" and "End-Halls" respectively in Ayleidoon.
Wellspring CaveEdit
Wellspring Cave is a natural cave found on the shores of Lake Rumare, in the Heartlands of Cyrodiil. The cave is connected to an island containing the Wellspring Grove, in the eastern waters of Lake Rumare.
WendelbekEdit
Wendelbek is an Ayleid ruin located on the northern shore of the Panther River within the deeper parts of the Nibenay Basin. Its subsections of Aldmerisel, Sel Aran Mathmedli, and Silaseli roughly translate to "Ancestor's Hall", "Hall of the Exiled King", and "Shining Halls" respectively in Ayleidoon. It is noted for its large subterranean halls and Welkynd stone supply, and for being the namesake for the Scouring of Wendelbek.
WendirEdit
Wendir (meaning Journey (?) in Ayleidoon) is an Ayleid ruin located west of Hackdirt, in the Great Forest region of Cyrodiil. Its subsection of Wendir Nagasel translates to "Hall of Death".
WenyandawikEdit
Wenyandawik is an Ayleid ruin found within the Colovian Lowlands region of the Great Forest, northwest of Bravil in the province of Cyrodiil. For the longest time, it contained one of the Ten Ancestors, religious artifacts that were once displayed at the Temple of the Ancestors. It was among the only modern sites that still bore their ancient names by the time of the Third Era.
West GashEdit
The West Gash is one of Vvardenfell's largest contiguous areas, stretching from the city of Balmora and the Odai River, to the northwest coastline around historically Redoran-owned settlements (i.e., Gnisis, Ald Velothi and Khuul) The region is mostly rocky shrubland throughout the interior, marked by natural rocky bridges and arches, as well as the sparse highland along the north coast. The land between the Salothran Ancestral Tomb to the north, to Caldera and later Balmora to the south is a long stretch of land that separates the Bitter Coast from the Ashlands like a gash in the earth.
West WealdEdit
The West Weald is an open countryside of the Colovia region in southern Cyrodiil, well known for its vineyards and tomato farms. The city of Skingrad is located here. Within its province, the West Weald shares it western and northern borders with the Colovian Highlands and its western border with the Gold Coast. A portion of the Great Forest region called the "North Weald" reaches the northern border of the West Weald. To the south of the Strid River it borders the Northern Woods region, sometimes called the "South Weald", within the provinces of Elsweyr and Valenwood.
Western ReachEdit
The Western Reach is the western part of the historic territory of the Reachmen, which was split from Skyrim's hold of the Reach by Emperor Reman Cyrodiil in the late First Era along the line of the Druadach Mountains. It is traditionally considered to be part of the Breton province of High Rock, but the region can also include the areas of northern Hammerfell which also border Skyrim. It is divided from the rest of High Rock by the Wrothgarian Mountains.
Westmark MoorEdit
Westmark Moor (also called Markwasten Moor) is a rural region in southeastern Rivenspire, in the province of High Rock. It is specifically found along the Great Bay area where it meets the Wrothgarian Mountains to the south. The region is mostly farmland, with its largest settlements being Hoarfrost Downs and Fell's Run. But southeast toward the coast are large gravesites and burial grounds, from the Sanguine Barrows and Tribulation Crypt where Rivenspire's nobility are buried, to the legendary dungeon called the Crypts of Hearts. The latter is considered part of the Western Reach.
WeyeEdit
Weye is a settlement located in the Heartlands of Cyrodiil, on the Western Shore of Lake Rumare. It can be found at the end of the main bridge connecting City Isle (and therefore the Imperial City) to the mainland.
Weynon PrioryEdit
Weynon Priory is an abbey in the Great Forest of Cyrodiil, just east of Chorrol.
WhalefallEdit
Whalefall is a small, uninhabited island on the central strait of the Systres Archipelago, an island region in the westernmost part of the Abecean Sea. It acquired its name for all of the whale bones that litter it but for a long period of time, it was primarily used by the jailors of nearby Amenos Station, either as a training ground for their personnel or as a hunting ground to kill prisoners for sport.
Whisper GroveEdit
Whisper Grove (later known as the City of Ash) was a Bosmeri city in northern Greenshade. A graht-oak settlement located deep in the region's pristine jungles, many Bosmer who were unhappy with Valenwood joining the first Aldmeri Dominion retreated to Whisper Grove as a refuge. The leader of the community, Erthas, voiced the dangers they saw in allying with the Altmeri and the Khajiit. They built the city at his behest and attracted some of the brightest Bosmer to live their in harmony for many years. However, he was secretly leading a cult of Dagonites as their Razor Master, and attacked Whisper Grove, opening a portal to the Deadlands and burning the settlement to the ground. With the help of the Undaunted, the Bosmer defenders were able to push the Daedra back. After the death of Erthas, Mehrunes Dagon himself agreed to seal the portal in return for the settlement's leader, Gilraen.
White-Gold TowerEdit
The White-Gold Tower (sometimes White Gold Tower), also called the Imperial Palace, White-Stone Tower or simply White-Gold, is the enormous central spire of the Imperial City, located in the heart of the Palace District, Green Emperor Way.
White HavenEdit
White Haven is a settlement located on the west-north region of High Rock.
White Ridge BarrowEdit
White Ridge Barrow is an ancient Nordic barrow found in the Moesring Mountains of northwestern Solstheim, in the province of Skyrim. This ancient tomb is notable for containing the Sallow Regent Black Book and an Imbuing Chamber used to create spider scrolls.
White RiverEdit
The White River is the longest river in Skyrim, stretching from the south of the province to the northeast corner. Its source is Lake Ilinalta, north of Falkreath. It flows northeast to join the Sea of Ghosts past Windhelm, the mouth of the river is called Slaughterfish Bay and is part of Winterhold's borders. Along the way, it passes through Riverwood and near Whiterun. Darkwater River and River Yorgrim are the two main tributaries of the White River.
White RoseEdit
White Rose is a location in Black Marsh. It is home to a breed of black cockerel with flesh rendered toxic by its diet of poisonous beetles, and a bland, plum-like fruit that the Argonians call the lizardfruit.
White Rose RiverEdit
The White Rose River is an odd, roughly H-shaped river in central Cyrodiil. There are two separate sources, both rising in the West Weald, just south of the Great Forest. Both flow due north and are joined halfway along their lengths by a large stream before separating again and passing under the Red Ring Road, emptying into Lake Rumare. This odd formation means a large island is formed between the river's lower reaches and its "cross-piece".
White Stallion InnEdit
The White Stallion Inn was an inn located in Blackwood along Cyrodiil's Green Road north of Leyawiin in the Second Era. It was later converted to a private lodge for use by members of the Knights of the White Stallion, a knightly order based in and around Leyawiin in the late Third Era.
WhiterunEdit
Whiterun is one of the nine major cities in the province of Skyrim, serving as the capital of Whiterun Hold and its vast open tundra. It is found in the heart of Skyrim, and because of this, it is the center of trade across the province. It has been described as the "Great City" and "Imperial City of Skyrim", and its large palace has been compared to Cyrodilic castles. It has a rich and important history that dates back to the Five Hundred Companions and is the site the mythical forge known as the Skyforge. In the Dragon Language, the city is known as Ahrolsedovah, which means Hill-of-Dragon. The Jarl traditionally rules from the castle of Dragonsreach (sometimes from a crystalline throne), which overlooks the entire city.
Whiterun HoldEdit
Whiterun Hold is a hold in Skyrim, located roughly in the middle of the province. Roads are numerous and well maintained, and visibility across the tundra plains is excellent. The hold is relatively flat, surrounded the by mountains of the Reach to the west of the Tundra Plateau, the Skyborn Range of Hjaalmarch and the Yorgrim Forest of the Pale to the north, and the Brittleshin Hills of Falkreath to the south. However, Whiterun's southeastern corner is dominated by the gigantic and soaring Throat of the World—the highest mountain in all of Tamriel. The peak of Lone Mountain is found in the center of the hold.
Wilderking CourtEdit
The Wilderking Court (also called the Court of the Wilderking, or simply, The Court) is a smaller area in the region of Greenshade, which consists of southeastern Valenwood. The cities of Greenheart and Marbruk are anchored on each side of the region, with the latter found on the crossroad towards Grahtwood. The name earns its name through the presence of the Wilderking, a god worshipped by the tribal Wood Elves that live in the region, such as the ones that live in Bramblebreach and the Shrouded Vale. The Wilderking is worshipped across the land, and his will is enforced through the Hollow, stone constructs that live in the land, in ruins such as Shadows Crawl and the Labyrinth.
Wind KeepEdit
Wind Keep is a settlement found at the base of the Cumberland Falls, in the province of High Rock. The town's people are well-known across the province for being expert clothiers and tailors, while producing the finest light armor around. Many Breton families reside in Wind Keep and live up to its prestige, such as the Garments, the Habiliments, the Raiments, and the one who presides over all of them, House Manteau.
Wind Scour TempleEdit
Wind Scour Temple is a secret fortress located in the Alik'r Desert of Hammerfell. Hidden beneath HoonDing's Watch, it was established as a sanctuary by the Dragonguard in ancient times and also was known to house a vast archive of accumulated knowledge. It also served as the tomb for the four greatest Grandmasters of the Dragonguard, Ghelin-Brol, Vashu-Pir, Jaiv-Yora, and Ettiene Volusus. On his search for the fabled Horn of Ja'darri, Sai Sahan briefly visited the sanctuary in 2E 582.
WindhelmEdit
Windhelm, the City of Kings, also known as "Ysgramor's city", is a city in northeastern Skyrim, close to the border with Morrowind, and is the only substantial city in the Hold of Eastmarch.
Wing of the CrowEdit
The Wing of the Crow is a pocket realm belonging to the Luminary Crow. It was shaped and hewn into being in the same way she chose her form. The reason for the realm's formation was unknown, though the Luminary Indrik theorized that the realms of the Luminaries had formed due to the wisdom of Aetherius, which did not wish for the Luminaries to be both alone and wandering.
Wing of the DragonEdit
The Wing of the Dragon is a pocket realm belonging to the Luminary Dragon. It was shaped and hewn into being in the same way she chose her form. The reason for the realm's formation was unknown, though the Luminary Indrik theorized that the realms of the Luminaries had formed due to the wisdom of Aetherius, which did not wish for the Luminaries to be both alone and wandering.
Wing of the GryphonEdit
The Wing of the Gryphon is a pocket realm belonging to the Luminary Gryphon. It was shaped and hewn into being in the same way he chose his form. The reason for the realm's formation was unknown, though the Luminary Indrik theorized that the realms of the Luminaries had formed due to the wisdom of Aetherius, which did not wish for the Luminaries to be both alone and wandering.
Wing of the IndrikEdit
The Wing of the Indrik is a pocket realm belonging to the Luminary Indrik. It was shaped and hewn into being in the same way he chose his form. He considers it a pleasant respite from the larger world, a place to find peace and clear his mind of stray thoughts. He believed that realms of other Luminaries could serve different purposes. Similarly to other Luminaries he formed his own pocket realm at birth, though the reason for this remains unknown.The Indrik felt that Aetherius, in its wisdom, did not wish the Luminaries to be both alone and wandering.
Wing of the NetchEdit
The Wing of the Netch is a pocket realm belonging to the Luminary Netch. It was shaped and hewn into being in the same way it chose its form. The reason for the realm's formation was unknown, though the Luminary Indrik theorized that the realms of the Luminaries had formed due to the wisdom of Aetherius, which did not wish for the Luminaries to be both alone and wandering.
Winterhold (city)Edit
Winterhold (also spelled out as Winter Hold) is one of the nine major cities in the province of Skyrim, and it serves as the capital city of the eponymous hold, Winterhold. For the longest time, Winterhold served as the capital of Skyrim, one with a rich and illustrious history, and even in its prime, it rivaled Solitude to the west. Found on the once larger Hsaarik Head, the city had many large districts for most of its history. Most of the city was lost when an event known as the Great Collapse had cast most of it into the Sea of Ghosts in 4E 122. The most well-known landmark in the city is the College of Winterhold, Skyrim's premier institute in the arcane arts.
Winterhold (region)Edit
Winterhold is a historical region located on the northeast coast of Skyrim, known for its inhospitable terrain and snow-blown landscape. Centered around the city of the same name, it is one of the Old Holds of Skyrim, which are generally isolated by geography and choice. The Nords of Winterhold are simple fisherfolk and mostly work on the Sea of Ghosts since there is little pasture for grazing and the cold winds prove brutal for livestock. One of the region's most noteworthy landmarks is the College of Winterhold, the province's premier school of magic and center of both academia and arcana.
WodaEdit
Woda is a regional duchy located somewhere in the jungles of Valenwood; which flourished since before the Septim Empire was founded and on beyond the reign of the Dragonborn Emperor Pelagius Septim IV.
Wolf's Eye LighthouseEdit
Wolf's Eye Lighthouse also known as Solitude Lighthouse is a lighthouse at the northernmost coast of Haafingar Hold. The lighthouse is very important for trade, with it being crucial for sailors navigating to Solitude by preventing ships crashing into the rocky terrain. The lighthouse has been around since at least 2E 582. The lighthouse is looked after by a keeper, with the keeper in 4E 201 being a retired Khajiit sailor.
Wolfskull CaveEdit
Wolfskull Cave is a natural cavern found in the alps of Mount Kilkreath in the Haafingar Hold, amidst the province of Skyrim. It acquired its name from the Wolf-Queen of Solitude, Potema Septim, who used the underground fortress in the cavern for necromantic rituals. Her reign of terror ended in 3E 137 when her kingdom was sacked by the Third Empire in the aftermath of the War of the Red Diamond. Ever since then, the locals have been convinced that it is haunted by a malevolent spirit.
Wolverine HallEdit
Wolverine Hall is a settlement situated just south of Sadrith Mora. It was an attempt on the part of the Imperials to project power in a region of Vvardenfell where they were relatively powerless. The Telvanni tolerated the presence of the fort mostly because nobody cared enough to knock it down. Wolverine Hall housed the services not permitted in the town itself, such as the Mages Guild, Fighters Guild and Imperial Cult shrine. These were concealed within the fort itself. The Mages Guild and Fighters Guild chapter in Sadrith Mora was established in Wolverine Hall under lease from the Telvanni Council.
Woodborne HallEdit
Woodborne Hall was the ample castle of the minor noble and traitor Lord Woodborne of Wayrest. The Hall itself was built by Lord Woodborne to withstand invasions and so was designed with a multitude of levers that only allowed access when pulled in the correct order. It is located on the north shore of Wayrest's lake, near the three-way point between Wayrest, Menevia, and the Orsinium Area. Just to the southeast is the village of Tuncart.
WoodhearthEdit
Woodhearth is a coastal city in southwestern Valenwood and the capital of the Greenshade region.
Wretched SpireEdit
The Wretched Spire is a ruined settlement, hidden in the southern hills of the Sever, a region in the Deadlands. The settlement is a haven for denizens of the Deadlands, both mortal and daedra alike. It is because the Wretched Spire is the one place in Mehrunes Dagon's domain that cannot be influenced by them. And so because of this, daedra that are not bound to a summoner or faction, and even escaped mortal slaves can inhabit the town without interference. The southern section of the Wretched Spire is called the Fleapits District and it is where the uncivilized and dangerous residents live.
WrothgariaEdit
Wrothgaria was the main city within the unconquered territories of the Wrothgarian Mountains immediately prior to the Warp in the West. The mountains bordered Phrygias, Dwynnen, Kambria, Koegria, Alcaire, Menevia, Orsinium Area, Wayrest, and Gavaudon. The dominant vampire bloodline of the region was Lyrezi, and the regional deity was Kynareth. After the Warp in the West, Wrothgaria and much of the surrounding area became a part of the kingdom of Orsinium.
Wrothgarian MountainsEdit
The Wrothgarian Mountains, also known as Wrothgar, or the Wrothgar Mountains, are a large region in High Rock, located at the northeast corner of the Iliac Bay. The region is inhabited mostly by Orcs, Bretons, Nords, Reachfolk, and the region was once inhabited by the Dwemer. Riekr, the ice goblins, make their home in the Wrothgar Mountains as well. A portal to Maelstrom can be found within the foothills of the Wrothgarian Mountains. The main vampire bloodline found here is the Lyrezi.