Stormhaven Map (ESO)
Stormhaven Map for The Elder Scrolls Online, Base Alliance Zone (ESO).
Stormhaven Map for The Elder Scrolls Online, Base Alliance Zone (ESO).
Stormhaven is zone in The Elder Scrolls Online, it is Base Alliance Zone.
Stormhaven is a part of Daggerfall Covenant.
Situated at the head of the strategic Iliac Bay, Stormhaven is the geographic center of High Rock, and also the home of the great trading city of Wayrest, capital of the Daggerfall Covenant.
ESO Stormhaven Zone.ESO Stormhaven Zone
Stormhaven Adventurer Complete 60 unique quests in Stormhaven.
Bonesnap Ruins Group Event Defeat the Eternal One in the Bonesnap Ruins.
Bonesnap Ruins Conqueror Defeat all of the champions in Bonesnap Ruins: Lughar, Bloodmaw, Rork Bonehammer, Mar-Zak, Thargan, Torak Shadebringer.
Stormhaven Angler Catch all 12 rare fish in Stormhaven: Gray Loach, Alcaire Pike, Silver Walleye, Dreugh Shrimp, Yellow Bass, Barfish, River Stingray, Grass Carp, Yellow Moray, Sawfish, Stormhaven Flounder, Dab.
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: Uncle Bones
There are 6 Delves in Stormhaven, 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 Stormhaven 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 Stormhaven.
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 22 Points of Interest in Stormhaven, 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.
Bonesnap Ruins 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.
Wayrest Sewers Group Dungeon in Stormhaven
Scalecaller Peak Group Dungeon in Stormhaven - The Elder Scrolls Online: Dragon Bones DLC
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 Stormhaven.
I found a Lion Guard soldier who was returning to Wayrest from Daggerfall. His patrol had been attacked by a Daedric cult calling themselves the Supernal Dreamers. The cultists kidnapped the patrol's leader, Captain Jerick
A Knight of the Flame claims to have been put in the stocks unjustly. I need to convince the constable to release her.
King Fahara'jad of Alik'r has sent an army to Alcaire Castle. They claim to be on a diplomatic mission, but the Knights of the Flame believe otherwise. This situation could threaten the very fabric of the Daggerfall Covenant.
Duchess Lakana needs someone to take a message to the leader of the Redguard camp outside the gates. Sir Hughes suggested I act as her messenger and report on what she reveals.
Dame Falhut was apparently behind the assassination attempts on Duchess Lakana. We must apprehend her quickly to ensure the duchess's safety.
Dame Falhut is dead, and the threat against Duchess Lakana is over, at least for the moment.
Sir Hughes murdered Duchess Lakana in Alcaire Castle. I've promised Duke Nathaniel that I will track Sir Hughes down to answer for his crimes.
The Knights of the Flame are divided over whether to attack the redguard army at Alcaire Castle. Sir Croix and other knights would potentially destroy the Covenant. They need to be stopped. I've agreed to rally knights to Sir Edmund's cause.
Sir Edmund and the knights who have rallied to our cause are prepared to attack. We must retake Firebrand Keep and put an end to the plan that would threaten the Daggerfall Covenant.
After murdering Duchess Lakana, Sir Hughes fled to Firebrand Keep. I've come to confront him and if necessary, bring him to justice for his crimes.
Bandits attacked Pariah Abbey and set its crops on fire.
Abbot Durak took some Spirit Wardens up to the Cave of Dreams to find a way to deal with the largest fire in the fields. I should check up on them.
Bandits set fires in the fields to distract the Spirit Wardens. While the wardens were outside fighting the fires, the thieves stole a priceless relic the Dream Shard.
King Emeric believes Count Hosni has the Dream Shard stolen from Pariah Abbey. He wants me to ingratiate myself with the count in hopes of retrieving the shard.
Count Hosni at-Tura wants his father's signet ring, and he's tasked me with getting it. If I can retrieve the ring, he says I can name my reward. The Dream Shard, perhaps?
Lady Sirali at-Tura believes that Lady Adima is controlling her son, Hosni. If she can get proof that Adima is behind his actions, then she'll have the evidence she needs to prove her son's innocence.
Lady Sirali at-Tura believes Adima controls Hosni through his dreams. She thinks I can save her son, Hosni, by entering his dreams as well.
Now that I've retrieved the Dream Shard, I can finally return it to the Spirit Wardens at Pariah Abbey.
After I returned the Dream Shard to Pariah Abbey, Abbot Durak told me of concerns that Vaermina also works to destabilize the eastern region of Gavaudon. I'm to warn High King Emeric and then meet Durak at Shinjis's Scarp.
The Clan Murtag Orcs are fighting the Ironhand ogres in Shinji's Scarp. They've asked for my help.
General Godrun is counting on me to finish this battle with the Ironhand Ogres. If I can collapse the cavern they're using to get through the mountain, that should solve the ogre problem for good.
The Omen of Betrayal failed to manipulate General Godrun into attacking Wayrest, but has now trapped General Godrun within his dream. Abbot Durak has asked me to enter the dream and kill the Omen to save Godrun.
Vaermina has taken control of King Emeric's dreams and Abbot Durak says we need Azura's guidance.
Vaermina's ultimate plan has been revealed. Her consort, the Night Terror, has seized King Emeric's mind and trapped him in a nightmare. I must face the Night Terror and save the king.
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 10 Wayshrines in Stormhaven, 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 Stormhaven, discovering them is necessary for Zone Completion.
In Hammerdeath Workshop Crafting Set Station (need 3 traits).
In Fisherman's Island Crafting Set Station (need 3 traits).
In Windridge Warehouse Crafting Set Station (need 3 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 Stormhaven.
TM I - Stormhaven Treasure Map I
TM II - Stormhaven Treasure Map II
TM III - Stormhaven Treasure Map III
TM IV - Stormhaven Treasure Map IV
TM V - Stormhaven Treasure Map V
TM VI - Stormhaven Treasure Map VI
TM CE I - Stormhaven 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 Stormhaven, 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 Stormhaven, 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 Stormhaven, 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 3 Mundus Stones in Stormhaven, discovering them is necessary for Zone Completion.
Outlaws Refuge with fence, moneylender, merchant and guild trader - shelter when the guards are looking for you.
Wayrest 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 33 Shalidor's Library Books assigned to Stormhaven. 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 Sathyr Longleat the Elder
Wayrest is one of the most glorious cities of western Tamriel sparkling in her contemporary beauty, lustrous by her past. She is prized above all cities in High Rock. No other city has contributed so much to the culture of the Bretons. The spirits of her genius children continue to haunt the streets. You can see them in the gabled roofs, grand boulevards, and aromatic marketplaces. The people of Wayrest have an instinctive appreciation of their past, but are not obsessed by it, as the people of Daggerfall seem to be. One feels that one is in a modern city when one visits Wayrest, but there is a magic in the air that could only come from centuries of civilization.
It is difficult for historians to declare a certain date for the foundation of Wayrest. Where the Bjoulsae River feeds the Iliac Bay, a settlement of some variety has existed since at least 1E 800. The traders and fishermen of Wayrest were surrounded by hostile parties. The Orc capital Orsinium had grown like a weed to the north, and pirates and raiders crowded the islands to the west. There is no mystery to Wayrest's name. After what most travelers had to endure at the eastern end of the Iliac Bay, the little fishing village on the Bjoulsae was a welcome rest.
Nowhere in the much-vaunted censuses of the Skyrim Occupation is Wayrest mentioned. In the Annals of Daggerfall, King Joile's letter to Gaiden Shinji of 1E 948 contains the following reference: "The Orcs have been plaguing the Wayresters and impeding traffic to the heart of the land."
Wayrest only truly bloomed after the razing of Orsinium in 1E 980. Hard-working traders and merchants were instrumental in forming a trade alliance, thus reducing pirate activity on the bay. A successful mercantile family, the Gardners, built a walled palace in town and, over time, allowed banks and other businesses within its walls. A Gardner, Farangel, was proclaimed king when Wayrest was granted the right to call itself a kingdom in 1E 1100.
Although Wayrest was ruled by one family, the merchants continued to wield incredible power. Many economists have alleged that Wayrest's eternal wealth, despite her hardships, comes from this rare relationship between merchants and crown. The Gardner Dynasty was followed by the Cumberland Dynasty, but never has a king of Wayrest been deposed by revolution or assassination. Every king of Wayrest can trace his line back to a merchant prince of Wayrest. The merchants and king respect one another, and this relationship strengthens both.
Wayrest has survived blights, droughts, plagues, piracy, invasions, and war with good humor and practicality. In 1E 2702, the entire population of the city was forced to move into the walled estate of the Gardners as protection against pirates, raiders, and the Thrassian plague. A less resourceful community would have withered, but the Wayresters have survived to enrich Tamriel generation after generation.