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ESO’s Main Story

Post has published by Duck17

As a new player starting in Elder Scrolls, it can be quite confusing where to start.  In 2024 ESO did away with the Gates of Adamant and went back to its roots with the original Wailing Prison starting point.  As in many Elder Scrolls games, you start as a prisoner behind bars.

This guide will take you through the Main Story, in its chronological order, with the Mages and Fighters Guild questline interwoven within, which is important when as you approach the final battle.  We will not be covering the side-quests.  Though they are not necessary, we do recommend adding those to your adventures to fulfill and further define the story of each land.

No matter what alliance you have chosen, you will find yourself in rags within the Wailing Prison.  This is where our guide starts, and your adventure begins.

Note: If you choose to “skip” the introduction, you can continue by selection your alliance of The Daggerfall Covenant, The Aldmeri Dominion, or The Ebonheart Pact.

“I died, but that was only the beginning …. I awoke in Oblivion. My body is intact, but my soul has been torn from my body. I must find a way out of this nightmare place to reclaim what was lost to me, or I’ll be damned for all eternity.”
SOUL SHRIVEN IN COLDHARBOUR – Escape from the depths of Coldharbour.

In this tutorial you will be taught the basics of combat; light attacks, heavy attacks, blocking, dodging, and most importantly, interrupting.  Note the tell signs like sparkles, red and yellow, over the enemies head to determine if it’s a heavy attack being applied to you, or an action that needs interrupted.

Once you have completed SOUL SHRIVEN IN COLDHARBOUR, you will wake up in either Stros M’Kai (Daggerfall Covenant), Khenarthi’s Roost (Aldmeri Dominion), or Bleakrock Isle (Ebonheart Pact).  If your character is part of the Daggerfall Covenant, continue to the next section.  Otherwise click on the links of your alliance above to bring you to your starting point.

Stros M’Kai is a desert island off the coast of Hammerfell. The island was one of the first landfalls settled by the Redguards when they sailed east from their lost homeland of Yokuda. Stros M’Kai is a haven for piracy, and many of the Pirates of the Abecean Sea consider it their home port. The island is run by Headman Bhosek from his palace in Port Hunding. Small whale-bone whistles, carved to resemble reclining mermaids, are a popular item between the sailors and pirates of the island, especially to those of Saintsport.

Awakening in a boat, the Spearhead, you have a conversation with a projected image of the Prophet who tells you about arriving in different locations.  The Prophet speaks of being in a city of industry, where men speak of intrigues and plots beneath layers of innuendo and pleasantry and encourages you to thank the ones who pulled you out of the water.  Crossing the lower deck, you come across an Argonian, Tunma-Shah. If you elect to not speak to Tunma-Shah, and leaving The Spearhead, you can pick up the quest again from Captain Kaleen who resides in Port Hundings.

THE BROKEN SPEARHEAD – Visit Stros M’Kai to repay the debt to your rescuer.

Speaking to Captain Kaleen, she wants you to recruit three people to help pull off a heist: Jakarn, Neramo, and Crafty Lerisa.  It does not matter the order in which you recruit.

BURIED SECRETS – Help discover some secrets of the Dwemer.
INNOCENT SCOUNDREL – Help free a dashing prisoner.
LIKE MOTHS TO A CANDLE – Help rescue some captured sailors.
THE SPEARHEAD’S CREW – Gather Kaleen’s crew to help with a heist.
TIP OF THE SPEARHEAD – Gather Kaleen’s crew to help with a heist.

Talk to Captain Kaleen on the deck of the Spearhead to find out what’s next. She said it’s time to head into the Stonetooth Fortress and get a drink! After being rewarded for your assistance, she warns you to be careful around the fortress as the Orcs haven’t joined the Covenant yet.

Betnikh is a small island off the southern tip of High Rock, with steep cliffs and a lush, fertile interior. Formerly owned by the Bretons, the island of Betony was conquered by the Orcs of the Seamount Clan centuries ago and renamed Betnikh. The clan still inhabits the main stronghold, the Stonetooth Fortress.

Arriving on the docks, an Orc, Gruluk gro-Khazan, tells you that Bloodthorn Cultists attacked Stonetooth Fortress, but failed and he tells you to talk to Lambur if you want to know more.

THE BLOODTHORN PLOT – Talk to Lambur in Stonetooth Fortress.

Quest through Betnikh and follow the main story that leads you to:

INTO THE HILLS – Learn more about the evil on Betnikh.
TORMENTED SOULS – Find out why the dead have started to rise in an abandoned ruin.
UNEATHING THE PAST – Use Betnikh’s past to help the present.
CARZOG’S DEMISE – Learn about an ancient and powerful Ayleid relic.

After you complete Carzog’s Demise, Chief Tazgol will tell you to take his petition to join the Covenant to Sir Lanis in Daggerfall.

ON TO GLENUMBRA – Continue on to the peninsular city of Daggerfall.
Glenumbra is a region in High Rock covering the entire peninsula that separates Iliac Bay from the Eltheric Ocean. The peninsula’s geography is a mix of rugged woodland and fetid swamps. Local creatures include the snag-weevil, of which there has recently been a plague, and werewolves, which are particularly prevalent.

You will arrive at the docs in Daggerfall where you will find Sir Lanis Shaldon near the entrance gate.  At this time, you will see another projection of The Prophet who states he’s in a city of Bretons and beckons you to see him at the Harborage.  The Harboarage

THE HARBORAGE – Explore visions of the past with the Prophet.
DAUGHTER OF GIANTS – Rescue Lyris Titanborn from her Coldharbour prison.
CHASING SHADOWS – Locate the agent of evil lurking in a nearby city.

From here on out, we are going to focus on the Main Story, Fighter’s Guild, and Mage’s Guild questline and just point you in the direction where to start the Zone quest.

NOTE: Since Tamriel One, it is possible to continue with the Mages, Fighters, and Main Story quest line from start to finish while still discovering Glenumbra.  Doing so, you will miss certain characters that play a significant role in the final stages.  Tehrefore, if you pick up a quest from either of the three that isn’t immediately listed and found later in this guide, we suggest you hold off on the quest till that time.

In Glenumbra, you will be approached by a dog, Giblets, who wants you to follow him.  This starts the Glenumbra zone story quest.

BLOOD AND THE CRESCENT MOON – Investigate the strange goings-on in Daggerfall.

In Glenumbra, find Nemarc at the Mages Guildhall which his located to the left the town Crier.  Accepting NEMARC’S INVITATION, you will then need to talk to Valaste and accept the LONG LOST LORE quest.  This starts the Mages Guild Line.

NEMARC’S INVITATION – Accept an invitation to join the Mages Guild.
LONG LOST LORE – Recover books from a local ruin and uncover the secrets of its author.

Leave the Mages Guild and head just to your left to find the Fighters Guild.  Inside, find Basile Fenandre and accept BASILE’S INVITATION.  Head upstairs and speak to the new Guildmaster, an Argonian, Sees-All-Colors and accept ANCHORS FROM THE HARBOUR.

BASILE’S INVITATION – Accept an invitation to join the Fighters Guild.
ANCHORS FROM THE HARBOUR – Find two Guild members who were investigating Dark Anchors.

Once you complete the zone stories and side quests in Glenumbra, continue to Stormhaven) the Capital of the Daggerfall Covenant).

Stormhaven is the south-central region of High Rock. The city of Wayrest, the home of High King Emeric, is located here. Despite the signing of the Daggerfall Covenant with the Orcs and Redguards, and its acceptance by most Bretons, there is still an underlying resentment towards the Orcs from the Bretons of Wayrest.

On the road from Crosswych to Koeglin Village, there is a wrecked wagon with dead guards around it.  Talk to Recruit Thomas, who pleads to find Captain Jerick, who was taken by the Supernal Dreamers to a nearby camp. This starts the zone story for Stormhaven.

A DANGEROUS DREAM – Find a Lion Guard captain who was kidnapped by Daedric cultists in Stormhaven.

While repeating the zone stories and side quests in Stormhaven, intercut the following quests for the Main Story, Mages and Fighters Guilds.

CASTLE OF THE WORM – Grant a request for asylum from a prisoner in the Castle of the Worm.
THE THARN SPEAK – Help the Chancellor uncover some new information at a Worm Cult lair.
SIMPLY MISPLACED – Recover two items that the Mad God claims to have misplaced.
THE DANGEROUS PAST – Search a Dwemer ruin for signs of an ancient weapon.

After you have helped to save Stormhaven and its high king, Emeric will approach you with two requests: one of which he describes as a matter of the state, and the other of which he describes as being of a more personal nature. King Emeric wishes for you to travel to Rivenspire, where a bloody conflict has erupted between the noble houses, and to restore order to that troubled region. As for his personal request, he asks you to speak with Captain Ernele on your way out of Wayrest, to see to it that the guillotine that has been troubling him greatly is destroyed as swiftly and thoroughly as possible.

THE ROAD TO RIVENSPIRE – Head to Rivenspire on the order of High King Emeric and assess the situation between the noble houses.
Rivenspire is the northern region of High Rock. It is a gloomy region, with jagged rock formations punctuating the rather bleak lowlands. The majority of creatures found in Rivenspire are of the aggressive type, including wolves and wraiths. Local hunters also make a living off the abundant giant bats and spiders. It is separated from Glenumbra and Stormhaven by the Darguard ridge of mountains.

Following the events of Ranser’s War, Rivenspire has been ruled by a triumvirate of Breton noble houses: House Dorell, House Montclair and House Tamrith, until the recent bloody rebellion of House Montclair.

The zone quest can be started by speaking to either Darien Gautier or Mollier Guillon, who can be found at Oldgate and Castle Ravenwatch, respectively. Either of these knights will tell you that you should travel to Shornhelm and speak to Countess Eselde Tamrith if you wish to aid in the ongoing efforts to put an end to Montclair’s menace.

SHORNHELM DIVIDED – Help reunify the city of Shornhelm.

While completing the zone stories in Rivenspire, intercut the following quests for the Main Story, Fighters and Mages Guild.

HALLS OF TORMENT – Save the missing companion from the Halls of Torment.
CIRCUS OF CHEERFUL SLAUGHTER – Take part in Sheogorath’s production, The Folly of Isolation.
THE PRISMATIC CORE – Help the Guildmaster understand the threat to the present in the events of the past.

Speak to Queen Maraya after watching the crowning of the new king or queen of Shornhelm. She will tell you that she’s heard rumors of a necromancer in Sentinel. She’s worried about her homeland and her father and asks you to check on them. She tells you she has already prepared your passage aboard a ship and to speak to Elvira Derre.

Find Elvira Derre, First Mate of the Dawn Posset sailing under Captain Marck, on the docks in Northsalt Village. As soon as you tell her you are ready to leave and exit the dialogue, she will say, “All right you lubbers. Time to cast off!” The screen will go dark, and you will then find yourself aboard a ship at the Sentinel Docks.

FAVOR FOR THE QUEEN – Set sail for Alik’r at the behest of the Queen.
The Alik’r Desert is a region along the northern coast of Hammerfell. Inland, it is an arid wasteland, and beneath the sands lie ancient ruins ripe for plunder; but there are also many dangerous creatures waiting to pounce on the unwary adventurer. Despite the harsh conditions, there are several settlements that thrive in the region, notably Bergama and Sentinel.

The Sentinel Docks have been overrun with undead and the guards don’t appear to be doing anything in response.  Arriving in Alik’r, you want to find the Breton captain and smuggler Captain Albert Marck to start the quest:

RISEN FROM THE DEPTHS – Save the Sentinel guards from their honor-bound handicap.

While doing the zone story quests, intercut the Main Story, Mages and Fighters Guild quests:

VALLEY OF BLADES – Retrieve the Ring of Stendarr’s Mercy from the Valley of Blades.
CHATEAU OF THE RAVENOUS RODENT – Explore Sheogorath’s dark manse to recover the final book.
PROVING THE DEED – Investigate the circumstances surrounding Jofnir’s death.

Once you have restored the Ansei Wards, King Fahara’jad wants you to go and help out in Bangkorai. He has a spy in the city to keep him informed of news—the stablehand Ramza—and the news is not good: the King of Evermore is dead, and the province is under attack from multiple directions but most particularly an apparent attack from the Reach. You can make your own way there, or have Gabrielle Benele can open a portal right there.

Bangkorai is a region connecting the northern reaches of Hammerfell with the east of High Rock. It stretches from the heavily forested border with Stormhaven in the north, to the blistering heat of the Alik’r Desert in the south. The Bangkorai Pass in the middle of the region marks the border between Ephesus in High Rock, and the Fallen Wastes in Hammerfell.

Arriving in Bangkorai you want to either Lieutenant Ergend or Sergeant Antieve.  Lieutenant Ergend can be found at Evermore’s eastern gate, northeast gate, southern gate, outside the Covenant Recruitment Office, or outside the Dragonstar Caravan Company.  Sergeant Antieve is a Breton member of the Evermore City Guard and located at the west gate, by the bridge to Stormhaven.  Speaking to them will start the zone story quest.

A CITY IN BLACK – Restore morale by bringing back a severed head.

Bangkorai is the final land of the Daggerfall Covenant.  Here we recommend doing all you can in Bangkorai BEFORE finishing up the Mages and Fighters Guild quest lines and THEN move on to the Main Story line with SHADOW OF SANCRE TOR.

THE MAD GOD’S BARGAIN – Release Shalidor’s sanctuary from Sheogorath’s lingering hold.
THE ARCH0MAGE’S BOON – Accept Shalidor’s gift of the Eidetic Memory.
WILL OF THE COUNCIL – Enter Coldharbour and destroy the Mortuum Vivicus.
SHADOW OF SANCRE TOR – Retrieve the Amulet of Kings from its hiding place.
COUNCIL OF THE FIVE COMPANIONS – Join the Five Companions and prepare for the final confrontation with Molag Bal.
MESSAGES ACROSS TAMRIEL – Help the Great Mage set up an All-Banners meeting in a neutral location.
THE WEIGHT OF THE THREE CROWNS – Convince all three alliances to invade Coldharbour.

Completing THE WEIGHT OF THE THREE CROWNS, Galerion announces that the time has come to start the invasion of Coldharbour.  Following through the Portal and enter Coldharbour.

Coldharbour is Molag Bal’s realm of Oblivion. The Prince is attempting to pull Nirn into his realm through the use of Dark Anchors.

Once you arrive in Coldharbour, you’ll be greeted by Sir Cadwell, who is pleased to see you. He informs you that your party has been scattered, as Coldharbour’s defenses make it impossible for anyone entering the realm unauthorized to end up precisely where they want. In the distance, you’ll notice a land bridge, which leads to a structure, perhaps a city of some sort. Cadwell identifies it as the Hollow City and starts you on the quest of Coldharbour.

THE HOLLOW CITY – Convince all three alliances to invade Coldharbour.

Traveling across the bridge you will meet with the Groundskeeper who will offer you a tour and tell you a little of the Hollow City.

Coldharbour is large and there are plenty of quests, both zone and side quests.  We recommend covering all of the zone to build up the story and your army for THE FINAL ASSAULT.

The Prophet will appear to you once you have ended the Planemeld and will call you to the Harborage for the final fight. Go to the Harborage and talk to him.

Take the Wayshrine back to Glenumbra in Daggerfall and head to the Harborage to start the final quest in the Main Story Line

GOD OF SCHEMES – Use the power of the Amulet of Kings to defeat Molag Bal.

NOTE: The armor you are blessed with for the final fight is the costume you are awarded with when becoming Emperor in Cyrodiil.

Congratulations!  You have finished the Main Story, Mages Guild, and Fighters Guild quest lines.  Once you have finished the GOD OF SCHEMES, returning to the Harborage you will find Cadwell who starts you on a quest CADWELL’S SILVER.

CADWELL’S SILVER – Use Meridia’s blessing to explore a second alliance.

This takes you to The Aldmeri Dominion, dropping you off at Vulkhel Guard.  Speak to Captain Tremouille, a Breton, who is near the docks.  This will start the introductory quest:

STORM ON THE HORIZON – Go to Khenarthi’s Roost to find the Khajiit who saved you.

The Aldmeri Dominion consists of six zones:

  • Khenarthi’s Roost
  • Auridon
  • Grahtwood
  • Greenshade
  • Malabal Tor
  • Reapers March

When you have completed the main story of the lands listed above, you have completed CADWELL’S SILVER.  Return to Cadwell at the Harborage:

CADWELL’S GOLD – Use Meridia’s blessing to explore a third alliance.

Using the Light of Meridia, you will travel to the final alliance’s territory, the Ebonheart Pact, at Davon’s Watch.   You are looking for a Nord citizen named Riurik who can be found near the Artisan’s Row marketplace.  Speaking to him will start the Alliance quest line:

A BEGINNING AT BLEAKROCK – Travel to Bleakrock Isle to help those who saved you from the sea.

The Ebonheart Pact consists of six zones:

  • Bleakrock Isle / Bal Foyen
  • Stonefalls
  • Deshaan
  • Shadowfen
  • Eastmarch
  • The Rift

When you have completed the main story of the lands listed above, you have completed CADWELL’S GOLD.  Return to Cadwell at the Harborage.  Congratulations!  It is now time to start your first DLC story line at Craglorn.

Once you have completed SOUL SHRIVEN IN COLDHARBOUR, you will find yourself in Khenarthi’s Roost with a projected image of the Prophet.  After speaking to the Prophet, he suggests seeking out those who rescued you from the sea.

Khenarthi’s Roost is a small island off the coast of Elsweyr inhabited by both Khajiit and Maormer, named for the Khajiiti goddess Khenarthi. The island is dotted with moon-sugar plantations and is a location of both active Khajiiti worship and Maormer magic, as the Khajiit signed a peace treaty with the Maormer which allowed them to settle on the island.

There are two ways to start the zone quest.  Speak with Razum-dar who is waiting for you outside the ruined tower you awoke in.  Or if you walk the beach, you may come across a note “To My Friend From the Beach” that will instruct you to speak to Razum-dar.

STORM ON THE HORIZON – Go to Khenarthi’s Roost to find the Khajiit who saved you.

After speaking to Razum-dar, follow him to the north exit.  He will suggest that you to help one or both of them in order to obtain the trust of the locals, then meet him in Mistral, a port city to the north. You will need to complete the two objectives and the quests they lead to (Cast Adrift and Tears of the Two Moons) to complete this quest. Once you have done so, head to Mistral. When you arrive, Razum-dar will either be on the north end of the long bridge leading into the city or at The Boatman’s Tail.

Questing through Khenarthi’s Roost, you will follow the story with:

CAST ADRIFT – Search for survivors in the Shattered Shoals.
TEARS OF THE TWO MOONS – Investigate restless skeletons and stop a malevolent spirit.
THE PEARLS OF DIPLOMACY – Uncover a plot to destroy Mistral.
THE TEMPEST UNLEASHED – Stop a summoned storm from destroying Mistral.

After defeating the Maormer assault on Khenarthi’s Roost, speak with Razum-dar.  He’ll tell you to ask for a ride to Auridon with Captain Jimilia.

TO AURIDON – Travel to Auridon.
Auridon is the second-largest island in the Summerset Isles and the location of Firsthold, one of the largest Aldmeri cities in the world. It is renowned for its unique architecture and magnificent gardens.

Once you arrive in Vulkhel Guard, the Prophet will manifest saying that he is at a stretch of beach outside a bustling city of Elves.  Travel along the docks to the East until you see a long wall at the edge of land.  Heading north along the wall you will find a way to cross.  The Harborage sits just north of the north end of the wall.  Entering the Harborage will start one of the three Main Story quests:

THE HARBORAGE – Explore visions of the past with the Prophet.
DAUGHTER OF GIANTS – Rescue Lyris Titanborn from her Coldharbour prison.
CHASING SHADOWS – Locate the agent of evil lurking in a nearby city.

From here on out, we are going to focus on the Main Story, Fighter’s Guild, and Mage’s Guild questline and just point you in the direction where to start the Zone quest.

NOTE: Since Tamriel One, it is possible to continue with the Mages, Fighters, and Main Story quest line from start to finish while still discovering Glenumbra.  Doing so, you will miss certain characters that play a significant role in the final stages.  Tehrefore, if you pick up a quest from either of the three that isn’t immediately listed and found later in this guide, we suggest you hold off on the quest till that time.

After speaking to the Prophet, head back to Vulkhel Guard.  One of several city guards posted at city access points will tell you to see Watch Captain Astanya. If you have already stopped the Maormer attack on Khenarthi’s Roost, tell her about it and she will promise to inform those who need to know. Regardless, she will then ask for your name as part of security precaution. When you ask if she needs help, she tells you to assist Advisor Norion and Steward Eminwe, as the guard has its hands full right now. You can help them in any order.

ENSURING SECURITY – Help Watch Captain Astanya shore up security for the Queen’s visit.

When you are able to enter the city, head west.  When you approach the first arch on the road, go through and the Mages Guild will be on your right. Entering the Mages Guild, talk to Curinure who will inform you about the Guild.  After accepting the quest, Curinure suggests you talk to Valaste, the Mistress of Incunabula.

CURINURE’S INVITATION – Visit the local Mages Guild.
LONG LOST LORE – Recover books from a local ruin and uncover the secrets of its author.

After you leave the Mages Guild, continue heading west through the next arch on the road.  At the end of the road rests the Fighters Guild.  Entering, you will want to speak to Aicessar about joining the Guild.  When you tell him you are ready to join the guild, Aicessar instructs you to see Sees-All-Colors and introduce yourself.

AICESSAR’S INVITATION – Visit the local Fighters Guild.
ANCHORS FROM THE HARBOUR – Find two Guild members who were investigating Dark Anchors.

Once you complete the zone stories and side quests in Auridon, Queen Ayrenn asks you to travel to Skywatch and look for Captain Jimila, the Captain of The Prowler.  You will find Jimila beside the stage near The Mercantile.

Grahtwood is a large region deep in the jungles of Valenwood, and the location of the Aldmeri Dominion’s capital, Elden Root. Gil-Var-Delle, a settlement in Grahtwood, was devastated by Molag Bal long ago, and it remains there to this day.

Captain Jimila takes you to Haven, a port city south of Elden Root. You will awaken after a loading screen in the lower deck of the Prowler. Exiting the Prowler, you will notice that Khajiit crewmen putting out fires and Argonian corpses. The Prowler has been attacked by pirates.  Speak to Captin Jimila to begin the quest:

UNSAFE HAVEN – Reclaim Haven from pirates.

While doing the zone stories and side quests in Grahtwood, intercut the following quests for the Main Story, Mages and Fighters Guilds.

CASTLE OF THE WORM – Grant a request for asylum from a prisoner in the Castle of the Worm.
THE THARN SPEAK – Help the Chancellor uncover some new information at a Worm Cult lair.
SIMPLY MISPLACED – Recover two items that the Mad God claims to have misplaced.
THE DANGEROUS PAST – Search a Dwemer ruin for signs of an ancient weapon.

After Queen Ayrenn emerges from the Orrery, accept her invitation to help her build the future and asks you to travel to Marbruk, in Greenshade.

Greenshade is a large region of western Valenwood, lush with life under its canopy with rivers coursing through the land. It contains the towns of Marbruk and Woodhearth. The Thalmor of the Aldmeri Dominion have worked towards “civilizing” the region, but have met resistance in eradicating widespread practices, such as Daedra worship.

Arriving in Marbruk, a High Elf member of the City Guard, Captain Sarandil, has been waiting for you and wants your help to retrieve the Staff of Magnus from the Marbruk vault.

THE STAFF OF MAGNUS – Retrieve the Staff of Magnus from the Marbruk vault.

While doing the zone stories in Greenshade, intercut the following quests for the Main Story, Fighters and Mages Guild.

HALLS OF TORMENT – Save the missing companion from the Halls of Torment.
CIRCUS OF CHEERFUL SLAUGHTER – Take part in Sheogorath’s production, The Folly of Isolation.
THE PRISMATIC CORE – Help the Guildmaster understand the threat to the present in the events of the past.

After you complete the zone story in Greenshade, speak to Queen Ayrenn on the bridge in Hectahame. She says the Green Lady, who is in Malabal Tor, needs to be kept safe, so that she and the Silvenar may be joined. The queen has heard rumors of Redguard attacks, so she asks you to go to Velyn Harbor, a quiet town along the Broken Coast. It will be perfect for their wedding, and the queen will bring the Silvenar along later.

Malabal Tor is a region deep in the jungles of northwestern Valenwood, where little light reaches the forest floor. The area is populated by hoarvors and stranglers and is the site of many Bosmer traditions, possibly including cannibalism. The city of Silvenar is the capital.

Entering Malabal Tor, talk to Lieutenant Ehran, who is outside the Velyn Harbor.  He says a Redguard force and a group of Wood Orcs, known as the Drublog, attacked the city at the same time. He tells you to rescue civilians from the Trade Hall and the Mages Guild and tell them to gather at the Fighters Guild barracks.

HOUSE AND HOME – Save the villagers from the Drublog.

While doing the zone story quests, intercut the Main Story, Mages and Fighters Guild quests:

VALLEY OF BLADES – Retrieve the Ring of Stendarr’s Mercy from the Valley of Blades.
CHATEAU OF THE RAVENOUS RODENT – Explore Sheogorath’s dark manse to recover the final book.
PROVING THE DEED – Investigate the circumstances surrounding Jofnir’s death.

When wrapping up Malabal Tor, the Speaker, Lord Ghareshi-ri, has determined the Mane Akkhuz-ri has gone to an outpost called Fort Grimwatch in Reaper’s March.  The gate to Reaper’s March is just to the east of the Baandari Trading Post.  There is a wayshrine a short distance past that, where the road curves north towards Fort Grimwatch.

Reaper’s March, at one time known simply as Northern Valenwood, is a region connecting the jungles of Valenwood and the rolling plains of Elsweyr. Home to the cities of Arenthia and Dune as well as some Ayleid ruins, it is a unique mixture of Wood Elf and Khajiiti culture. The senche-tiger native to the area is known to the locals to have mystical, almost magical alchemical properties.

Talk to Englor at the entrance to Fort Grimwatch. According to him, the Mane loosed Dro-m’Athra spirits on the fort. The Lunar Champions, Shazah and Khali, are leading the fight against the spirits. Englor offers to take you to Shazah. He runs into the first building on the right, then up the ramp into the Grimwatch Tree. He explains the situation further as you follow him. Speak with Shazah.

GRIM SITUATION – Defeat the spirit invasion in Fort Grimwatch.

Reaper’s March is the final land of the Aldmeri Dominion.  Here we recommend doing all you can in Reaper’s March before finishing up the Mages and Fighters Guild quest lines and THEN move on to the Main Story line with SHADOW OF SANCRE TOR.

THE MAD GOD’S BARGAIN – Release Shalidor’s sanctuary from Sheogorath’s lingering hold.
THE ARCH0MAGE’S BOON – Accept Shalidor’s gift of the Eidetic Memory.
WILL OF THE COUNCIL – Enter Coldharbour and destroy the Mortuum Vivicus.
SHADOW OF SANCRE TOR – Retrieve the Amulet of Kings from its hiding place.
COUNCIL OF THE FIVE COMPANIONS – Join the Five Companions and prepare for the final confrontation with Molag Bal.
MESSAGES ACROSS TAMRIEL – Help the Great Mage set up an All-Banners meeting in a neutral location.
THE WEIGHT OF THE THREE CROWNS – Convince all three alliances to invade Coldharbour.

Completing THE WEIGHT OF THE THREE CROWNS, Galerion announces that the time has come to start the invasion of Coldharbour.  Following through the Portal and enter Coldharbour.

Coldharbour is Molag Bal’s realm of Oblivion. The Prince is attempting to pull Nirn into his realm through the use of Dark Anchors.

Once you arrive in Coldharbour, you’ll be greeted by Sir Cadwell, who is pleased to see you. He informs you that your party has been scattered, as Coldharbour’s defenses make it impossible for anyone entering the realm unauthorized to end up precisely where they want. In the distance, you’ll notice a land bridge, which leads to a structure, perhaps a city of some sort. Cadwell identifies it as the Hollow City and starts you on the quest of Coldharbour.

THE HOLLOW CITY – Convince all three alliances to invade Coldharbour.

Traveling across the bridge you will meet with the Groundskeeper who will offer you a tour and tell you a little of the Hollow City.

Coldharbour is large and there are plenty of quests, both zone and side quests.  We recommend covering all of the zone to build up the story and your army for THE FINAL ASSAULT.

The Prophet will appear to you once you have ended the Planemeld and will call you to the Harborage for the final fight. Go to the Harborage and talk to him.

Take the Wayshrine back to Glenumbra in Daggerfall and head to the Harborage to start the final quest in the Main Story Line

GOD OF SCHEMES – Use the power of the Amulet of Kings to defeat Molag Bal.

NOTE: The armor you are blessed with for the final fight is the costume you are awarded with when becoming Emperor in Cyrodiil.

Congratulations!  You have finished the Main Story, Mages Guild, and Fighters Guild quest lines.  Once you have finished the GOD OF SCHEMES, returning to the Harborage you will find Cadwell who starts you on a quest CADWELL’S SILVER.

CADWELL’S SILVER – Use Meridia’s blessing to explore a second alliance.

This takes you to The Ebonheart Pact in Bleakrock Village.  Upon leaving the room you awoke in, speak with Captain Rana, a Dunme and local military leader.  This will start the introductory quest:

A BEGINNING AT BLEAKROCK – Travel to Bleakrock Isle to help those who saved you from the sea.

The Ebonheart Pact consists of six zones:

  • Bleakrock Isle / Bal Foyen
  • Stonefalls
  • Deshaan
  • Shadowfen
  • Eastmarch
  • The Rift

When you have completed the main story of the lands listed above, you have completed CADWELL’S SILVER.  Return to Cadwell at the Harborage:

CADWELL’S GOLD – Use Meridia’s blessing to explore a third alliance.

Using the Light of Meridia, you will travel to the final alliance’s territory, the Daggerfall Covenant, at Stros M’kai.   Awakening on The Spearhead, speak to the Argonian, Tumma-Shah to start the Alliance quest line.

THE BROKEN SPEARHEAD – Visit Stros M’Kai to repay the debt to your rescuer.

The Daggerfall Covenant consists of six zones:

  • Stros M’Kai / Betnikh
  • Glenumbra
  • Stormhaven
  • Rivenspire
  • Alik’r Desert
  • Bangkorai

When you have completed the main story of the lands listed above, you have completed CADWELL’S GOLD.  Return to Cadwell at the Harborage.  Congratulations!  It is now time to start your first DLC story line at Craglorn.

Once you have completed SOUL SHRIVEN IN COLDHARBOUR, you will find yourself in Bleakrock Isle with a projected image of the Prophet.  After speaking to the Prophet, he suggests seeking out those who rescued you from the sea.

Bleakrock Isle is a small, barren island in the sea northwest of Morrowind, just to the south of Solstheim. Sparsely populated and far off any major trade routes, it is garrisoned by only a small Ebonheart Pact force to watch for enemy ships. Since the beginning of the Three Banners War, bandits began appearing in Bleakrock, and many citizens begun to carry around alabaster whistles to sound when they require aid.

After the projection from the Prophet, leave the room you awoke in. Speak with Captain Rana, the local military leader, who will tell you that the island is in danger of invasion.

A BEGINNING AT BLEAKROCK – Travel to Bleakrock Isle to help those who saved you from the sea.

She asks you to find and warn three of her people in three different places across the island. She will tell you to find Darj the Hunter at Skyshroud Barrow, Eiman and his sister Rolunda at Orkey’s Hollow, or Sergeant Seyne at Hozzin’s Folly.  This will start you on the zone story.

HOZZIN’S FOLLY – Investigate a bandit camp near an abandoned mine once used for Daedra worship.
THE FROZEN MAN – Save a villager from the clutches of an insane ghost.
WHAT WAITS BENEATH – Defeat the necromancer in Skyshroud Barrow.

Questing through the zone, you will continue the story with:

THE MISSING OF BLEAKROCK – Scour the island for villagers to prepare for evacuation.
SPARKING THE FLAME – Fight your way to the signal fire to warn the mainland of the attack by the Daggerfall Covenant.
ESCAPE FROM BLEAKROCK – Use an ancient tomb to escape from the attacking Covenant forces.

Once done, you will join Rana on the boat, steered by an Argonian, Wind-in-Sails, to Dhalmora.  A small town located far down the coast.

Bal Foyen is a small coastal zone neighboring Stonefalls in mainland Morrowind. It has little significance beyond Fort Zeren and its Dockyards. Many freed Argonian slaves have settled in the region, largely due to its swampy terrain, where they grow saltrice and herd guar and netches out of the village of Dhalmora.

When you talk to Captain Rana, she sounds worried, saying that it is going to be a hard road to Davon’s Watch. Ask her what the first step is and she tells you that you need to warn Davon’s Watch of the Covenant invasion while she rallies the locals. You need to go the nearby watchtower and tell the Pact soldiers to light signal fires. The watchtower can be found by following the northern road out of Dhalmora, a smaller nearby settlement.

IF BY SEA – Warn Davon’s Watch of an impending attack.

Questing through the main story, you will come to the CROSSROADS quest that leads to a decision, you as the player, must make.

CROSSROADS – Choose who you will help with the defense of Bal Foyen.
BREAKING THE TIDE – Defend the docks from the Covenant.
ZEREN IN PERIL – Protect Fort Zeren from the Covenant.

Pending on your choice, you will report to either Centurion Mobareed at the Bal Foyen Dockyards for BREAKING THE TIDE, or Darj the Hunter at Fort Zeren for ZEREN IN PERIL.  After your conversation you are to report to Davon’s Watch and speak to Holgunn.

WARNING DAVON’S WATCH – Warn Davon’s Watch about the Covenant attack.
Stonefalls is a zone in central Morrowind. This diverse area features landscapes ranging from fungal forests to barren volcanic crags, and is home to the cities of Davon’s Watch, Ebonheart and Kragenmoor.

Stonefalls’ geography varies from place to place, but it is mostly a hodgepodge of terrain from the surrounding regions. Daen Seeth, the easternmost region, is home to the great volcano, Ash Mountain, which is constantly erupting, and thus the surrounding land is burned and charred, but in the city of Davon’s Watch, not far off from Ash Mountain, the land is green and hilly with fungal features, like the neighboring region Bal Foyen.

When you first arrived at Bleakrock Isle, the Prophet manifests saying that he is in a place with the smell of burning ash on a hot wind, and the sounds of a distant battle.  Welcome to Davon’s Watch.  To find the Prophet, travel west outside the city and look for a Daedric Ruin.   Ironically, the ruins seem to have been dedicated to Molag Bal at one point, as evidenced by the banner displaying his symbol.  Entering the Harborage will start one of the three Main Story quests:

THE HARBORAGE – Explore visions of the past with the Prophet.
DAUGHTER OF GIANTS – Rescue Lyris Titanborn from her Coldharbour prison.
CHASING SHADOWS – Locate the agent of evil lurking in a nearby city.

From here on out, we are going to focus on the Main Story, Fighter’s Guild, and Mage’s Guild questline and just point you in the direction where to start the Zone quest.

NOTE: Since Tamriel One, it is possible to continue with the Mages, Fighters, and Main Story quest line from start to finish while still discovering Glenumbra.  Doing so, you will miss certain characters that play a significant role in the final stages.  Tehrefore, if you pick up a quest from either of the three that isn’t immediately listed and found later in this guide, we suggest you hold off on the quest till that time.

After speaking to the Prophet, head back to Davon’s Watch and speak to Holgunn One-Eye, a Nord commander.  He is located in Artisan’s Row just inside the east entrance into the city.

LEGACY OF THE ANCESTORS – Help retrieve a component to defend Davon’s Watch.

Holgunn sends you to Grandmaster Tanval Indoril in a manor in the north of the city. You can follow Holgunn or meet him there, if you choose to. His son Garyn stands beside him.  This will continue the story.  When you have a break from defending the city, you will want to look for the Mages and Fighters Guilds.  The Mages Guild is located in the northern end of the city, the next building west of the bank.  Inside, speak with Rudrassa to join.

RUDRASA’S INVITATION – Seek out the Mages Guild.
LONG LOST LORE – Recover books from a local ruin and uncover the secrets of its author.

The Fighters Guild is located on the east end of the city, north of Artisan’s Row where you first met Holgunn. Once inside speak to Hilan about the guild and join.

HILAN’S INVITATION – Seek out the Fighters Guild.
ANCHORS FROM THE HARBOUR – Find two Guild members who were investigating Dark Anchors.

Once you complete the zone stories and side quests in Stonefalls, if you are not already there, head to the Ashen Road Wayshrine and look for a Dunmer named Gorvyn Dran.  Gorvyn is spotted near a bridge on the road to Deshaan.  He is bearing a message about the plague found in the region.  The entrance to Deshaan is along the path, past Magmaflow Overlook and in the gigantic wall separating the two regions. Head through the doorway.

A LETTER FOR DESHAAN – Deliver a letter to a refugee’s cousin in Deshaan.
Deshaan is a region in southern Morrowind. Its plains, which surround Mournhold, the capital city of the Ebonheart Pact and the Tribunal Temple, the residence of the living goddess Almalexia, are very verdant and fertile due to frequent ash-falls. The southern reaches of the region gradually become more swampy, eventually merging with the swamps of Black Marsh.

Once you’re in Deshaan, head past the Tower. Dandrii Dran lies east of Quarantine Serk, sitting near a trunk.

The virulent Llodos plague spreads throughout Deshaan, and the town known as the Serk suffers under the effects of the ravaging disease. A group known as the Maulborn arrived to help, but some of the townsfolk are dubious about their true intentions.

BAD MEDICINE – Discover the source of the Llodos Plague.

While doing the zone stories and side quests in Deshaan, intercut the following quests for the Main Story, Mages and Fighters Guilds.

CASTLE OF THE WORM – Grant a request for asylum from a prisoner in the Castle of the Worm.
THE THARN SPEAK – Help the Chancellor uncover some new information at a Worm Cult lair.
SIMPLY MISPLACED – Recover two items that the Mad God claims to have misplaced.
THE DANGEROUS PAST – Search a Dwemer ruin for signs of an ancient weapon.

After you complete the zone story in Deshaa, Ganthis, an agent of Shadowfen’s leadership, asks you for help Vicecanon Hrondar investigate a number of murders in Stormhold.

ONWARD TO SHADOWFEN – Head to Shadowfen to help out the Stormhold vicecanon.
Shadowfen is the northwestern region of Black Marsh.

It is a fetid mire, often fought over by the Imperial Legion and Dunmer slavers. The ancient city of Stormhold is located here, the source of the devastating (to non-Argonians) Knahaten Flu.

Though the practice of Argonian slavery was abandoned when Black Marsh joined the Ebonheart Pact, rogue Dunmeri slave traders can still be found roaming the marshes. Hist trees and ruined temples can also be found along the winding channels and dank foliage.

When you complete ONWARD TO SHADOWFEN by talking to Vicecanon Hrondar, he tells you where to find the victims’ relatives, and sheds some light on the situation in Stormhold. Argonians of Stormhold were slaves to the Dunmer, and tension between the groups still exists. At first, Argonians began to go missing, which was chalked up to Dunmer slavers being present in the area by the locals. Then several murders happened, and all the victims were Dunmer. Rumor has it that the Shadowscales are the ones responsible for the deaths, though Vicecanon Hrondar doubts that this is actually the case.

THREE TENDER SOULS – Solve a series of crimes in Stormhold.

When questing through the zone, be sure to intercut the following quests for the Main Story, Mages and Fighters Guilds.

HALLS OF TORMENT – Save the missing companion from the Halls of Torment.
CIRCUS OF CHEERFUL SLAUGHTER – Take part in Sheogorath’s production, The Folly of Isolation.
THE PRISMATIC CORE – Help the Guildmaster understand the threat to the present in the events of the past.

Completing the zone quest line with the Mnemic Egg, your presence has been requested in Eastmarch.  Speak to the boatmaster, Muz-Muz, who is on the docks.

SWAMP TO SNOW – Escort the Vicecanon and the Mnemic Egg to Windhelm.
Eastmarch is the easternmost hold in Skyrim. Its capital is Windhelm, the home of Jorunn the Skald-King, High King of Skyrim, and leader of the Ebonheart Pact. Eastmarch stretches from the frozen wastes in northeastern Skyrim, to the volcanic tundras east of the Throat of the World.

Murilam Dalen, the Pact envoy in Windhelm, is standing on the docks near the entrance into the city. Windhelm’s citizens are celebrating King Jorunn’s tenth anniversary as the Skald King—a celebration known as the Konunleikar where Nord clans compete in various challenges in order to honor the king. He asks you to speak to Thane Mera Stormcloak, the captain of the Windhelm guard.

Thane Mera is standing in the center of the town, next to the Palace of Ysgramor. Enter the city through the open gate behind Murilam Dalen, then go right, then left. You should see a well and a gathering of people. Take the stairs on the right up to the third level of the city. Thane Mera is next to a large wooden door and red Pact banners.

SHADOWS OVER WINDHELM – Investigate the reappearance of a Nord clan.

While doing the zone stories and side quests in Eastmarch, intercut the following quests for the Main Story, Mages and Fighters Guilds.

VALLEY OF BLADES – Retrieve the Ring of Stendarr’s Mercy from the Valley of Blades.
CHATEAU OF THE RAVENOUS RODENT – Explore Sheogorath’s dark manse to recover the final book.
PROVING THE DEED – Investigate the circumstances surrounding Jofnir’s death.

After sealing the Ebonheart Pact, High-King Jorunn will ask you to return to Jorunn’s Stand and let Prince Imskar know what happened.  After speaking to Prince Imskar, Captain Attiring, will come rushing in to bring you news with an urgent message from Shor’s Stone.

The Rift is the southeastern hold of Skyrim. Its capital is Riften, which is surrounded by rich autumnal forests. The local wildlife includes stags, bears and sabre cats.

Vigrod Wraithbane directs you to an Argonian named Ree-Zish, who is trying to get into the mine. The way into the mine is currently blocked by enormous, wriggling vines: the Reachmen’s doing. Speak with Ree-Zish. She’s devised a way to get into the mine.

BENEATH THE STONE – Rout the Boneshaper Reachmen from the Shor’s Stone mine.

While doing the zone stories and side quests in Eastmarch, intercut the following quests for the Main Story, Mages and Fighters Guilds.

The Rift is the final land of the Ebonheart Pact.  Here we recommend doing all you can in The Rift BEFORE finishing up the Mages and Fighters Guild quest lines and THEN move on to the Main Story line with SHADOW OF SANCRE TOR.

THE MAD GOD’S BARGAIN – Release Shalidor’s sanctuary from Sheogorath’s lingering hold.
THE ARCH0MAGE’S BOON – Accept Shalidor’s gift of the Eidetic Memory.
WILL OF THE COUNCIL – Enter Coldharbour and destroy the Mortuum Vivicus.
SHADOW OF SANCRE TOR – Retrieve the Amulet of Kings from its hiding place.
COUNCIL OF THE FIVE COMPANIONS – Join the Five Companions and prepare for the final confrontation with Molag Bal.
MESSAGES ACROSS TAMRIEL – Help the Great Mage set up an All-Banners meeting in a neutral location.
THE WEIGHT OF THE THREE CROWNS – Convince all three alliances to invade Coldharbour.

Completing THE WEIGHT OF THE THREE CROWNS, Galerion announces that the time has come to start the invasion of Coldharbour.  Following through the Portal and enter Coldharbour.

Coldharbour is Molag Bal’s realm of Oblivion. The Prince is attempting to pull Nirn into his realm through the use of Dark Anchors.

Once you arrive in Coldharbour, you’ll be greeted by Sir Cadwell, who is pleased to see you. He informs you that your party has been scattered, as Coldharbour’s defenses make it impossible for anyone entering the realm unauthorized to end up precisely where they want. In the distance, you’ll notice a land bridge, which leads to a structure, perhaps a city of some sort. Cadwell identifies it as the Hollow City and starts you on the quest of Coldharbour.

THE HOLLOW CITY – Convince all three alliances to invade Coldharbour.

Traveling across the bridge you will meet with the Groundskeeper who will offer you a tour and tell you a little of the Hollow City.

Coldharbour is large and there are plenty of quests, both zone and side quests.  We recommend covering all of the zone to build up the story and your army for THE FINAL ASSAULT.

The Prophet will appear to you once you have ended the Planemeld and will call you to the Harborage for the final fight. Go to the Harborage and talk to him.

Take the Wayshrine back to Glenumbra in Daggerfall and head to the Harborage to start the final quest in the Main Story Line

GOD OF SCHEMES – Use the power of the Amulet of Kings to defeat Molag Bal.

NOTE: The armor you are blessed with for the final fight is the costume you are awarded with when becoming Emperor in Cyrodiil.

Congratulations!  You have finished the Main Story, Mages Guild, and Fighters Guild quest lines.  Once you have finished the GOD OF SCHEMES, returning to the Harborage you will find Cadwell who starts you on a quest CADWELL’S SILVER.

CADWELL’S SILVER – Use Meridia’s blessing to explore a second alliance.

This takes you to The Daggerfall Covenant in Stros M’Kai.  Upon leaving the boat you awoke in, speak with the Argonian, Tumma-Shah on The Spearhead.  This will start the introductory quest:

THE BROKEN SPEARHEAD – Visit Stros M’Kai to repay the debt to your rescuer.

The Daggerfall Covenant consists of six zones:

  • Stros M’Kai / Betnikh
  • Glenumbra
  • Stormhaven
  • Rivenspire
  • Alik’r Desert
  • Bangkorai

When you have completed the main story of the lands listed above, you have completed CADWELL’S SILVER.  Return to Cadwell at the Harborage:

CADWELL’S GOLD – Use Meridia’s blessing to explore a third alliance.

Using the Light of Meridia, you will travel to the final alliance’s territory, the Aldmeri Dominion, at Khenarthi’s Roost.   Speak with Razum-dar who is waiting for you outside the ruined tower you awoke in to start the Alliance quest line.

STORM ON THE HORIZON – Go to Khenarthi’s Roost to find the Khajiit who saved you.

The Aldmeri Dominion consists of six zones:

  • Khenarthi’s Roost
  • Auridon
  • Grahtwood
  • Greenshade
  • Malabal Tor
  • Reapers March

When you have completed the main story of the lands listed above, you have completed CADWELL’S GOLD.  Return to Cadwell at the Harborage.  Congratulations!  It is now time to start your first DLC story line at Craglorn.

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