Messages with no specific location mentioned may appear when you are anywhere in the main area of the Shivering Isles.
These screens and messages are specific to the Shivering Isles. For a list of screens from the original game and its plugins, see this page.
- The Gatekeeper guards the Gates of Madness against those not Blessed by Sheogorath.
- Appears only when in The Fringe.
- Areas conquered by the forces of Order are drained of energy, leaving them dead and lifeless.
- Appears when in the ordered version of The Fringe.
- The Gates of Madness serve to keep out casual adventurers. Only those fit for Sheogorath's realm, or those invited, can gain access.
- Appears after passing through either of the gates of madness into the main area of the Shivering Isles.
- Giant roots twist across the landscape of Dementia. Its residents and native creatures are similarly twisted, in body and spirit.
- Appears in the main area of the Shivering Isles or New Sheoth.
- Baliwogs are thought to be the larval form of Grummites, although this relationship has never been proven.
- Scalon are hulking swamp creatures with tremendous leaping ability.
- Grummites are frog-like, tool-making creatures with a primitive culture. They can often be found protecting the egg sacs that house their young.
- Hungers are Daedric creatures that feed on the misery and despair of everything around them.
- Zealots are fanatical believers in a cult of Sheogorath, and will not tolerate anyone that does not share their beliefs. They congregate in the lands of Dementia.
- Syl is the Lady of Dementia, and Duchess of that land. She is known to be highly paranoid, believing everyone around her to be a potential enemy.
- Appears when you are in Crucible, the Palace Courtyard or the Palace of Sheogorath.
- Passwall is a small settlement whose residents hope to pass through the Gates of Madness into the greater realm of the Shivering Isles.
- Appears when you are outside in Passwall.
- Deepwallow is a small Dementia community built on a swamp. The citizens are not fond of strangers.
- Appears when you are outside in Deepwallow.
- Fellmoor is a small Dementia community of farmers.Their crops have been known to alter a person's sense of reality.
- Appears when you are outside in Fellmoor.
- The Fringe is an enclosed area designed to test those who wish to enter the Shivering Isles.
- Appears when you are outside in The Fringe, or the Ordered Fringe.
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A typical Mania landscape
- The Mania region of the Shivering Isles lies to the north. The Dementia region crouches in the south.
- Mania is the home of mad artists and creative thinkers. But, do not assume that it is any less dangerous than Dementia.
- Appears in the main area of the Shivering Isles or Bliss.
- Elytra are vicious insects that use deadly poisons to kill their prey.
- Heretics are fanatics that believe Sheogorath is just a man who needs to be overthrown. They congregate in the lands of Mania.
- Thadon is the Lord of Mania, and Duke of that land. He is known to be obsessed with mind-altering food and drink.
- Appears when you are in Bliss, the Palace Courtyard or the Palace of Sheogorath.
- Hale is a small Mania community of artists. They believe their art is inspired by the spores from the great mushroom trees that surround their village.
- Appears when you are outside in Hale or near the obelisk to the east.
- Highcross is a small settlement in the lands of Mania. Its citizens are highly compulsive, acting out bizarre rituals with little meaning.
- Appears when you are outside in Highcross.
- Split is a community divided between Mania and Dementia. Its citizens are mirror images of one another, constantly struggling for control of the town.
- Appears when you are outside in Split.
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- Greenmote is a highly addictive and potent drug that can be fatal if not taken in extreme moderation.
- Appears when you are in the Greenmote Silo.
- There are no jails in the Shivering Isles. Criminals are temporarily exiled to a dungeon, instead. If they get out alive, their crimes are forgiven.
- Appears whenever you are in New Sheoth.
- The teachings of the Manics or the Demented are sermonized at the Sacellum, depending on which faction is currently in favor.
- Appears when you are in either Bliss or Crucible.
- The northern half of New Sheoth is named Bliss. Its colorful streets and people are the embodiment of Mania.
- Appears when you are in Bliss.
- The proud and haughty Golden Saints act as enforcers in Sheogorath's Realm. They are aligned with Mania and are not overly fond of Dark Seducers.
- Appears when you are in Bliss, the Palace Courtyard or the Palace of Sheogorath.
- The smith in Bliss can create weapons and armor from Amber.
- Appears when you are in Bliss.
- The southern half of New Sheoth is named Crucible. It embodies Dementia, with its ominous buildings and fearful citizens.
- Appears when you are in Crucible.
- Sheogorath's fiercely loyal Dark Seducers patrol the streets of Crucible. They are aligned with Dementia and are not overly fond of Golden Saints.
- Appears when you are in Crucible, the Palace Courtyard or the Palace of Sheogorath.
- The smith in Crucible can mold weapons and armor from Madness Ore.
- Can appear absolutely anywhere, which seems to be a bug given other similar screens.
- Sheogorath is the Daedric Prince of Madness, whose followers include both dangerous psychotics and brilliant artists. His divided personality is reflected in the land itself.
- Appears in the Palace and Palace Courtyard.
- The House of Mania exemplifies lavishness and over-indulgence.
- Appears when you are in the Palace of Sheogorath.
- The House of Dementia is renowned for its small cadre of ruthless Dark Seducer Elite Guards.
- Appears when you are in the Palace Courtyard.
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- Felldew is a dangerous toxin secreted by some Elytra. Despite the risks, some value it for its use as a powerful stimulant.
- Appears in the first zone of Dunroot Burrow.
- Ingestion of Felldew results in the release of pheromones that some Elytra recognize, making them indifferent to the user's presence.
- Appears in the first zone of Dunroot Burrow.
- The Gardens of Flesh and Bone were created by sorceress Relmyna Verenim as her attempt to grow the mystical components of the "sixth element," Flesh.
- Appears when you are inside the Gardens of Flesh and Bone.
- The secret grove in Milchar can only be accessed by those the grove deems worthy.
- Appears when you are in Milchar, Nexus.
- The Tree of Madness draws its nourishment from the Pools of Mania and Dementia deep beneath the Palace.
- Appears when you are in the first zone of The Fountainhead.
- Gnarl are sentient tree-like creatures whose ability to blend into the landscape has surprised many would-be adventurers.
- Amber is often found in root tunnels. It is rumored that a smith in New Sheoth is able to fashion weapons and armor from Amber.
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Inside one of the many Ruins of the Isles
- Xedilian, once a main line of defense for the Shivering Isles, was abandoned after the Gatekeeper was created.
- Appears when you are in the first zone of Xedilian.
- The Resonator of Judgment, made of a material of unknown crystalline origin, is very similar to the strange obelisks that dot the Shivering Isles.
- Appears when you are in Xedilian, Halls of Judgment.
- The ancient city of Cylarne is believed to be the original capital of the Shivering Isles.
- Appears when you are in the first zone of Cylarne.
- Xirethard's proximity to the House of Dementia makes it ideal for an underground emergency escape route.
- Appears when you are in the first zone of Xirethard.
- Once the home of a great nobleman, the halls of Xirethard are now rife with horrible undead creatures.
- Appears when you are in the first zone of Xirethard, Subterrane.
- Once a bustling city, Xeddefen has become home to a tribe of Grummites who worship the strange obelisk in the depths of the ruins.
- Appears when you are in the first zone of Xeddefen.
- It is rumored that screams of agony are carried away on the wind as it passes through Xaselm.
- Appears when you are inside Xaselm, except the Sanctum of Vivisection.
- The Sanctum of Vivisection is where sorceress Relmyna Verenim lives and conducts her experiments.
- Appears when you are inside Xaselm, Sanctum of Vivisection.
- Brellach is the stronghold of the Golden Saints. Few beyond the Saints are ever permitted inside.
- Appears when you are inside Brellach, Hall of Honor.
- Golden Saints cast into the waters of Oblivion return to the Shivering Isles through Brellach. The process is considered sacred and secret.
- Appears when you are in the third zone of Brellach.
- Pinnacle Rock is the stronghold of the Dark Seducers. Few beyond the Seducers are ever permitted inside.
- Appears when you are inside Pinnacle Rock, Hall of Honor.
- Dark Seducers cast into the waters of Oblivion return to the Shivering Isles through Pinnacle Rock. The process is considered sacred and secret.
- Appears when you are in the third zone of Pinnacle Rock.
- There is a chamber in Knifepoint Hollow that has been sealed for millennia. Few but Sheogorath knows who or what is imprisoned there.
- Appears when you are in the first zone of Knifepoint Hollow.
- Knifepoint Hollow is rumored to have once been a great store of knowledge. The details of its history have since fallen into legend.
- Appears when you are in the first zone of Knifepoint Hollow.
- The Howling Halls contain the reconstruction of a famous building from Cyrodiil.
- Appears when you are inside The Howling Halls.
- The former settlement of Vitharn is rumored to be haunted by the ghosts of its slaughtered citizens.
- Appears when you are in Vitharn, Sump, or among the town's ruins.
- Madness Ore is often found in ruins of ancient civilizations. It is rumored that a smith in New Sheoth is able to fashion weapons and armor from Madness Ore.
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