Glenumbra Map (ESO)
Glenumbra Map for The Elder Scrolls Online, Base Alliance Zone (ESO).
Glenumbra Map for The Elder Scrolls Online, Base Alliance Zone (ESO).
Glenumbra is zone in The Elder Scrolls Online, it is Base Alliance Zone.
Glenumbra is a part of Daggerfall Covenant.
Cities: Daggerfall, Camlorn.
Glenumbra, the westernmost region of High Rock, contains the city-states of Daggerfall and Camlorn, the great cemetery of Cath Bedraud, and the wild areas of Hag Fen, Glenumbra Moors, and the forests of Daenia.
ESO Glenumbra Zone.ESO Glenumbra Zone
Glenumbra Adventurer Complete 53 unique quests in Glenumbra.
Bad Man's Group Event Slay the Giant Snake Mother in Bad Man's Hallows.
Bad Man's Hallows Conqueror Defeat all of the in Bad Man's Hallows: Bloatgut, Skitterflame, Rutmange, Bloodcraw.
Glenumbra Angler Catch all 12 rare fish in Glenumbra: Hag Fen Hagfish, Cambray Perch, Brook Trout, Azurain Flounder, Rock Bass, Powen, Catfish, Warmouth, Lamprey, Dragonfish, Tuna, Finless Sole.
Zone Storyline Quests
Points of Interest
Crafting Set Stations
Delves are rather easy, solo or cooperative, small dungeons or caves with single Skyshard and named Boss who drops set gear. Delves are accessible to everyone at any time, see all Delve Maps.
Boss: The Ebon Lord
There are 6 Delves in Glenumbra, discovering them is necessary for Zone Completion.
To complete a Delve you need to kill a named Boss, you will get Explorer Achievement for that. Additionally, finishing all Delves in a given zone will give you a Glenumbra Cave Delver Achievement.
Skyshards are scattered throughout the world and can be identified by the bright beam of white light they emanate. Discovering three Skyshards will grant you a skill point, which can be used to unlock or morph new abilities, check All Skyshards Location.
Discover all 16 Skyshards in Glenumbra.
Points of Interest are self-contained stories, Quest Hubs that explore the lore, characters, and locations within a zone. These can award you with experience, gold, and gear.
There are 21 Points of Interest in Glenumbra, discovering them is necessary for Zone Completion.
Larger, harder, open world dungeons for groups or cooperative players, includes own quest lines, a Skyshard and a few Bosses. Accessible to everyone. Completing different parts of Public Dungeons can award you with a skill point, experience, gold, and gear, check all Public Dungeon Maps in ESO.
Bad Man's Hallows Bosses
4 player instances (no players outside your group) with own quest line, Normal and Veteran mode. Talk to Undaunted in the taverns for dungeons location.
Spindleclutch I Group Dungeon in Glenumbra
Spindleclutch II Group Dungeon in Glenumbra
Zone Story Quests are the main story arc for the zone. Completing these quests can award you with skill points, experience, gold, and gear.
There are 24 Zone Story Quests in Glenumbra.
The bustling city of Daggerfall holds many mysteries. It appears that I stumbled right into one of them.
Bloodthorn assassins plan to kill King Casimir. If the King dies, the entire Daggerfall Covenant could fall apart.
The forest itself seems to have turned against the village of Deleyn's Mill and the villagers are in danger. I should see if I can help.
The village of Deleyn's Mill is under siege. Fire threatens to burn the village to the ground while enraged forest creatures attack the remaining villagers. The witches of the Beldama Wyrd are trying to contain the situation. I should help them.
The Beldama Wyrd want to use the roots of the Wyrd Tree to help the villagers get away. But the same corruption that caused all this trouble has sapped the roots of their power.
The Beldama Wyrd asked for my help. The Wyrd rely on the elemental guardians for guidance and counsel, but the spirits have become mysteriously silent.
Angof Gravesinger has imprisoned the elemental guardians that the Beldama Wyrd rely on for protection and counsel. I agreed to help the Wyrd set the guardians free.
Angof's Bloodthorn cultists threaten the Wyrd Tree. I should help the Beldama Wyrd save the tree.
The guardians wait inside the Wyrd Tree, ready to assist me against the Corruption of the Tree. Once the Corruption of the Tree is destroyed, the Wyrd Tree will be purified. Then the corruption will start to fade.
Duke Sebastien of Camlorn has been kidnapped by Bloodthorn cultists.
Duke Sebastien thinks that werewolves may be trying to infiltrate and take over Aldcroft, just as they overthrew Camlorn.
The Duke told me that Gloria has a plan to learn more about Faolchu and how to defeat him. She wants me to capture a living werewolf for the ritual she needs to perform.
The Mages Guild is studying the site of the Battle of Glenumbra Moors. It's said that Faolchu, the invader of Camlorn, was originally slain here. They hope to find out what killed him in the past.
The spirit of Alana Relin has led me to a crypt that will provide a doorway to the past. Now we'll finally learn how Faolchu was originally killed.
Alana and her soldiers were ambushed on their way to confront Faolchu. Now Alana has been taken captive and the remaining soldiers are too few to divide their attention. Moreover, I still need to figure out how Faolchu was killed in this time period.
The city of Camlorn has fallen to Faolchu and his werewolf legion. The Lion Guard struggles to retake the city, but the odds are against them.
General Gautier believes his son Darien, the Captain of the Camlorn Guard is still alive inside the city. He hopes to use Darien's master key to unlock the Camlorn gates. Then the Lion Guard can surround Faolchu's werewolves and retake the city.
Alinon the Alchemist is working on a way to cure the unique lycanthropy that Faolchu has spread through the city. General Mandin asked me to help him complete the cure.
I stand with Captain Darien Gautier and the rescued Camlorn citizens. The time to retake Camlorn from Faolchu has arrived.
To hold back Angof's undead army, the Lion Guard built a redoubt on a hill outside Cath Bedraud. As they struggle to find a way to breech Angof's defenses, they have to fend off hordes of Bloodthorn cultists and zombie thralls.
The wizard Gabrielle Benele asked me to help her recharge the Midnight Talisman. It could be a powerful weapon in the battle against Angof the Gravesinger.
Sir Lanis and the Knights of the Dragon are ready to march into Cath Bedraud to deal with Angof, but the mist rising from Angof's vines creates a hazard they can't overcome.
The final battle against Angof begins now. I need to get inside and navigate the labyrinth of catacombs to find a safe place for Gabrielle and the soldiers to teleport into.
Darien discovered that we need three shard-keys to open the three locks that protect Angof's inner sanctum.
Wayshrines allow free, instantaneous travel between wayshrines that have been discovered and unlocked. You can also travel directly to any unlocked wayshrine from anywhere in the world for a small amount of gold.
There are 12 Wayshrines in Glenumbra, discovering them is necessary for Zone Completion.
Set Stations are locations in the world where you can craft items with specific item set bonuses.
There are 3 Crafting Set Stations in Glenumbra, discovering them is necessary for Zone Completion.
In Mesanthano's Tower Crafting Set Station (need 2 traits).
In Chill House Crafting Set Station (need 2 traits).
In Par Molag Crafting Set Station (need 2 traits).
Treasure Maps can be found in game as a loot or can be obtained with the Collector's Editions. Each map shows a place where you can dig up a treasure chest. You can only do this if you have a map.
There are 7 Treasure Maps in Glenumbra.
TM I - Glenumbra Treasure Map I
TM II - Glenumbra Treasure Map II
TM III - Glenumbra Treasure Map III
TM IV - Glenumbra Treasure Map IV
TM V - Glenumbra Treasure Map V
TM VI - Glenumbra Treasure Map VI
TM CE I - Glenumbra CE Treasure Map I
World Bosses (Group Bosses) are powerful elite encounters, to defeat them you will generally need the help of other players. Defeating a world boss can award you higher tier gear.
There are 6 World Bosses in Glenumbra, defeat them is necessary for Zone Completion.
World Events are open to everyone, events repeated in a specific place at a specific time, intended for more players at the same time. Completing a World Event can award you experience, gold, and higher tier gear, more about World Events.
There are 3 World Events in Glenumbra, finishing them is necessary for Zone Completion.
Striking Locales are places of interest within the world. Discovering all of the Striking Locales in a zone will award that zone's Pathfinder achievement.
There are 7 Striking Locales in Glenumbra, discovering them is necessary for Zone Completion.
Mundus Stones are objects in the world that grant a boon (one of 13 permanent blessings) in the form of a temporary player buff. This buff will persist until replaced with a different Mundus Stone boon, more about Mundus Stones.
There are 2 Mundus Stones in Glenumbra, discovering them is necessary for Zone Completion.
Outlaws Refuge with fence, moneylender, merchant and guild trader - shelter when the guards are looking for you.
Daggerfall Outlaws Refuge
Market locations where you'll find Guild Traders.
Side Quest are not related to the main story in the zone, but complement it. They start in both Quest Hubs and open ground.
There are Inn Rooms, Apartments, Small Houses, Medium Houses, Large Houses and Manors that you can buy and furnish.
Shalidor's Library Books are scattered throughout the world. These books are identified by their distinctive purple glow. Discovering these books will improve your Mages Guild rank and advance the associated skill line.
Theoretically, the Shalidor's Library Books assigned to a given Zone should be found within that area. Practically as the areas available to players expand, it starts to get mixed up and the specific Lore Book can be found in other parts of Tamriel as well.
There are 32 Shalidor's Library Books assigned to Glenumbra. Some of them can also be found in other Zones. Each of the Lore Books has more than one probable spot where you can find it. Discovering them is necessary for Zone Completion.
No Solo Arenas
No Group Arenas
No Group Trials
No Group Delves
No Great Lifts
by Ansur Belote
There are a number of cities and towns across the region of High Rock known as Glenumbra that a traveler should be familiar with.
Daggerfall: Crown jewel of Glenumbra and one of the oldest cities in High Rock, Daggerfall was the capital of the largest kingdom in High Rock prior to the ascendence of Wayrest. Any traveler would do well to buy provisions in Daggerfall, as the services in the bustling city are second to none.
Aldcroft: A small town between the forests of Daenia and the coastal swamplands of the Cambray Hills, Aldcroft has come to prominence in recent years as a key port that services Camlorn from trade routes along the Iliac Bay. Aldcroft is well known for its spicy stews, a treat that I recommend those travelers with weak constitutions to avoid.
Camlorn: A city that has grown in recent times to rival Daggerfall in size and cultural influence, Camlorn is in the west center of Glenumbra. The citizens of Camlorn see themselves as more urbane and metropolitan then their neighbors to the south. Travelers are advised to try Camlorn's excellent pastries and baked goods, as they are worth the trip. Ignore the haughtiness of the locals, as this is just their way and they usually don't mean any offense.
Westtry: This town suffered some great catastrophe in the past that has left it devoid of living citizens and haunted by the dead. The wise traveler would do well to avoid it.
Eagle's Brook: Whereas Aldcroft serves as Camlorn's primary connection to Iliac Bay, Eagle's Brook is its corresponding port on the Eltheric Ocean. Many of the artisans and craftsmen that serve the high houses of Camlorn actually live in nearby Eagle's Brook. Travelers are advised to sample the excellent seafood brought in daily by Eagle's Brook's fishing boats.
Crosswych: Straddling the mountainous border pass marking the end of Glenumbra and the beginning of Stormhaven, Crosswych makes much of its gold from the travelers passing back and forth between the two most populous regions of High Rock. Travelers heading to Wayrest from Daggerfall must pass through Crosswych, which is as good a place as any to rest and resupply.
by Aldous Brousseau
To the outside observer, the assorted peoples of the region of High Rock known as Glenumbra often seem more similar than different. While it's true that most people in the region take their cues for culture, architecture, food, and dress from a common Breton template, it would be foolhardy to dismiss the cultural differences between the larger populations and the multitude of diverse subcultures present throughout the region.
Daenia: Dominated by the cultural influence of Daggerfall, Daenia is the home and heartland of Breton's quest obsession. For those unfamiliar with the term, it refers to the practice by which young members of the poor and serf classes can partake in heroic tasks to elevate themselves to the ranks of the nobility. The cultural narratives of Daenia are filled with tales of the lowly taking on a great quest to win the respect and accolades of those above them. It is my suspicion that the famed independent spirit of the Daenian people is an extension of this narrative of upward mobility. Of note, this area is also home to the Wyrd subculture, and several witches' covens dedicated to the worship of nature inhabit the vast forests of Daenia.
Cambray Hills: Camlorn and its surrounding villages are a hodgepodge of different Breton cultures. The nobility of Camlorn fancy themselves an aristocracy of poets and artists. Often taking a pacifistic tact in the dealings between Daggerfall and Wayrest, Camlorn has benefited much as a go-between for trade and an open market for goods from both Iliac Bay and the Eltheric Ocean. The Cambray Hills are well-known as being haunted, and any given member of the populace usually has a unique ghost story or two to share. The largest subculture of note are the swamp-dwelling Bretons of the eastern bogs that stretch from the Hag Fen to Aldcroft.
King's Guard: This region is so named for the mountainous ridge that form a natural barrier between Glenumbra, Rivenspire, and Stormhaven. Crosswych is a crossroads for trade moving between these major regions of High Rock, and the place has become a melting pot of dress, food, and culture of the Breton city-states. Not so much a subculture, but a subgroup of note for King's Guard is the Red Rook bandit clan. While the Red Rooks are present throughout Glenumbra, they originated in the mountains and foothills of King's Guard as a loose collection of hunters and highwaymen that preyed upon caravans moving across the pass.