Fandom

Elder Scrolls

Loading Screens (Oblivion)

47,600pages on
this wiki
Add New Page
Talk0 Share

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.

For other uses, see Loading Screens.

Loading Screens in The Elder Scrolls IV: Oblivion contain tidbits of useful information about the game.

Loading ScreensEdit

  • If you decide to enter the Arena as a combatant, you'd better come prepared. Every match is a fight to the death.
  • The Bloodworks beneath the Arena has been appropriately named. Blood often seeps down through the grate of the fighting pit and into this training area.
  • The first Arena Blademaster was Gaiden Shinji, a fierce and noble warrior of the Order of Diagna.
  • Pray in chapels at the Altars of the Nine to rid the body of its afflictions.
  • The righteous seek blessings from the Nine at altars in the chapels.
  • The Nine love not the wicked, and scorn their prayers at chapel altars.
  • Criminals with bounties! Your prayers at the chapel for healing, curing, and restoration may be denied for your sins! Clear the bounties from your head, and seek forgiveness!
  • Infamous villains! The Nine may balance the fame of good deeds against the shame of your wickedness when you pray for healing, curing, and restoration at their chapel altars.
  • No one has escaped from the Imperial Prison in over 40 years, since the days of Jagar Tharn and The Imperial Simulacrum.
  • ...So long as you and your descendants shall wear the Amulet of Kings, then shall this Dragonfire burn -- an eternal flame -- as a sign to all men and gods of our faithfulness...
  • Uriel Septim is a direct descendent of Tiber Septim, who conquered all of Cyrodiil and proclaimed himself Emperor in 2E846.
  • It is said that the Count of Cheydinhal knows of the existence of the Dark Brotherhood Sanctuary, but bribes and threats of death have done wonders to keep his mouth shut.
  • Just who is the Night Mother? Some say she's an old woman. Others believe she's a spirit or phantom. And there are those still who doubt the Night Mother even exists at all...
  • The Cheydinhal Sanctuary is but one of many secret Dark Brotherhood safe havens spread across the Imperial Province.
  • Rumour claims that Sundercliff Watch was built on the ruins of Varsa Baalim, and inherited the curse of that forgotten Ayleid City.
  • Sundercliff Watch was once a waystation during the Reman Dynasty, but has long since faded into disrepair and been all but forgotten.
  • The mines at Sundercliff boast the highest concentration of iron ore in the Valus Mountains.
  • The Drothmeri Army is founded and funded by Frathen Drothan, a rogue arch-mage of the Great House Telvanni.
  • The highest aspiration of a Fighters Guild member is to advance to the rank of Champion, and eventually Master.
  • The Fighters Guild maintains minimum standards of public behavior. You must have a clean criminal record to join.
  • According to the Fighters Guild charter, no private contracts may offend against the laws and customs of the counties and the Imperium.
  • Countess Millona Umbranox of Anvil is well-loved by her people. She lost her husband many years ago.
  • A number of shabby abandoned houses mar the essential beauty of the town of Anvil.
  • The reputable head of the Anvil Mages Guild, Carahil, is an outspoken enemy of necromancy, summoning, and the dark arts.
  • Anvil's Chapel of Dibella, the goddess of love, grants healing, curing, and restoration of damaged attributes for those good pilgrims who pray at the Altar of the Nine.
  • Chapel priests and healers sell spells from the College of Restoration. From other colleges, they also offer a few select spells that benefit mankind.
  • Some say certain members of the Thieves Guild will buy stolen goods. But some officials insist the Thieves Guild doesn't even exist.
  • Honest merchants are not interested in stolen goods. Such items do not even appear in the list of goods you wish to sell.
  • Those born under the sign of The Mage have increased Magicka.
  • Those born under the sign of The Apprentice have increased Magicka, but also have a weakness to it.
  • Those born under the sign of The Ritual can heal themselves and turn the undead.
  • Those born under the sign of The Warrior have increased Strength and Endurance.
  • Those born under the sign of The Steed can move faster.
  • Those born under the sign of The Lady have increased Willpower and Endurance.
  • Those born under the sign of The Lord can regenerate Health, but are vulnerable to fire.
  • Those born under the sign of The Thief have increased Agility, Speed, and Luck.
  • Those born under the sign of The Lover can paralyze others with a kiss.
  • Those born under the sign of The Shadow can make themselves invisible.
  • Those born under the sign of The Tower can unlock doors magically, and the Tower Warden power reflects damage from attackers.
  • Those born under the sign of The Atronach cannot regenerate Magicka, but have a chance of absorbing any magic cast at them.
  • Those born under the sign of The Serpent can poison others at a loss of their own Fatigue.
  • Count Regulus Terentius, once a noted tournament champion, is widely recognized by his people as a drunken wastrel and ne'er-do-well.
  • For as long as people have lived in Bravil, the statue of the Lucky Old Lady has been considered a symbol of good fortune. Stop by, and the Lady may grant her blessing....
  • Bravil's night air is damp and noisome because of the river channels that serve as Bravil's sewers, and because of the nearby swamps where insects and diseases breed in abundance.
  • Those with damaged Strength, Agility, Personality, or other attributes pray at the Altar of the Nine at Bravil's Chapel of Mara for restoration.
  • Countess Narina Carvain is a dutiful chapelgoer, and a respected ruler, though she is a cunning and ruthless negotiator.
  • Bruma's chilly winds and alpine climate favors dwellings built partly below ground level to conserve heat.
  • Bruma builds in wood harvested from the native forests of the High Jeralls, and her houses and halls often bear decorative carved timbers in the Nordic style.
  • Noble heroes! Have your attributes been cursed by the Dark Arts? Seek comfort at the Altar of the Nine at the Bruma Chapel of Talos! Pray, and you shall be restored!
  • You'll find the best quality horses at the Black Waterside Stables in Cheydinhal.
  • The Abandoned House on the eastern edge of Cheydinhal is never spoken of publicly, and the Count refuses to even acknowledge its existence.
  • Pilgrims and travelers pray at the Altar of the Nine in Cheydinhal's Chapel of Arkay. Their wounds are healed, their diseases cured, and curses upon their bodies are banished.
  • For his heroism at Pale Pass, Kantus Jeril was appointed the first Count of Chorrol.
  • Countess Arriana Valga is the Lady of Chorrol. However, her deceased husband, Count Charus Valga, was the hereditary Count of Chorrol.
  • The symbol of Chorrol is the Great Oak, an ancient tree where the townsfolk gather to share news of the day.
  • At the Altar of the Nine in Chorrol's Chapel of Stendarr, pray and be healed, cured, and restored in all your attributes.
  • The condition of your weapons affects how much damage they can do.
  • The condition of your armor affects how much protection it offers.
  • If you do enough damage to an opponent, you will stagger them.
  • Use repair hammers to repair your armor and weapons.
  • Heavier weapons will fatigue you more when you swing them.
  • You do less damage with your weapons when your Fatigue is low.
  • Blocking works with either a shield or a weapon, but a shield is more effective.
  • Arrows can be recovered from fallen creatures and characters.
  • Blocking attacks will cause your opponent to recoil briefly.
  • Heavier weapons and armor will slow you down when you wear them.
  • You can run faster with your weapon sheathed.
  • Fatigue affects every action you do. Actions like jumping and fighting will decrease your Fatigue.
  • Power attacks do large amounts of damage and are done by holding down the Attack button.
  • Fatigue affects every action you do. Actions like jumping and fighting will decrease your Fatigue.
  • Resting restores your Health, Magicka, and Fatigue.
  • You must find a bed and rest to raise your level.
  • Health and Magicka come back when you sleep. You can only sleep in a bed when enemies are not around.
  • You can use books, ingredients, torches, potions, and repair hammers by equipping them.
  • Increasing your major skills will increase your level.
  • If you get into a fight with a friend, you can yield to him to stop the combat by holding Block and activating that character. If he likes you enough, he will stop the fight.
  • Some creatures, like ghosts, are immune to normal weapons. Use a silver, daedric or magic weapon instead.
  • Fatigue affects how good you are at combat and magic. Actions like jumping and fighting will decrease your Fatigue.
  • Watch what you pick up. Your bounty will go up if someone catches you stealing.
  • How people feel about you affects how much information they will give you.
  • Increasing your major skills will increase your level.
  • Joining the Thieves Guild gives you access to fences who will buy your stolen goods.
  • To perform Alchemy, you must have at least a Mortar and Pestle. Adding a Calcinator, Alembic or Retort helps improve your potions.
  • Stolen goods in your possession are taken from you when you go to jail. Look for evidence chests in the prisons to get them back.
  • People don't like it when you talk to them with your weapon drawn.
  • The Blades are a group of knights who work in secret for the good of the empire.
  • Chorrol, Anvil, Kvatch, and Skingrad counties represent the heartland of western Cyrodiil, a region known as Colovia.
  • Eastern Cyrodiil is known as Nibenay. The peoples and styles of Bravil, Leyawiin, and the Imperial City are defined by Nibenese culture.
  • Though Nibenese in speech and custom, Bruma and Cheydinhal show Nord and Dark Elf influences in their architecture.
  • Enchanting and Spellmaking can only be performed by Mages Guild members at the Arcane University.
  • Fill your soul gems by soul trapping creatures. You can also soul trap a creature you've summoned.
  • Ingredients taken from plants will grow back in later months.
  • Buy a house so you always have a place to sleep. There are houses for sale in each city.
  • The Conjuration skill will allow you to summon powerful weapons, armor, and creatures to aid you in battle.
  • To regain your Health, find a bed to sleep in. Beds can be found in rooms for rent in Taverns. You can also find bedrolls in wilderness camps.
  • Purchase a horse to travel faster. You can find them at stables in any city.
  • Sampling raw ingredients can improve your Alchemy skill.
  • Asking about rumors may lead you to great treasure.
  • People you barter with like you a little bit more each time you make a large transaction with them.
  • People like you less when you make them an offer that they refuse.
  • Joining a faction has great benefits. Everyone in your faction will like you more.
  • You can make new friends, and enemies, by joining a faction.
  • People don't like it when you talk to them with your weapon drawn.
  • If a topic stays gold in conversation, the character has more to tell you, but only if they like you.
  • The Elder Council has a long history, stretching back to the founding of the First Empire by Alessia.
  • White Gold Tower, built many ages ago by ancient Ayleids, can be seen from any part of the Imperial City.
  • The Ayleids, or Heartland High Elves, ruled Cyrodiil in the long ages of Myth before the beginning of recorded history.
  • ...But should the Dragonfires fail, and should no heir of our joined blood wear the Amulet of Kings, then shall the Empire descend into darkness...
  • The Imperial City Arena attracts gladiators and gamblers from all over Cyrodiil. Risk your gold by betting on a match or your very life as a combatant.
  • Antus Pinder led a hopeless defense against a superior force. Despite a grave defeat, his statue stands in Kvatch to honor his courage and spirit.
  • Marius Caro is Count Leyawiin, and his recent bride, the lovely and cultivated Alessia Caro, is the daughter of the righteous and reliable Countess Arriana Valga of Chorrol.
  • The righteous and godly pray for healing of wounds, for curing of diseases, and for restoration of damaged attributes at the Altar of the Nine at the Leyawiin Chapel of Zenithar.
  • Ingredients taken from plants will grow back after a few days.
  • You can soultrap creatures that you summon yourself.
  • Wearing armor you are not skilled in will reduce your magic effectiveness.
  • Welkynd Stones found in Ayleid Ruins will regenerate your Magicka.
  • Varla Stones found in Ayleid Ruins will recharge your magic items.
  • You can view magic, abilities, and diseases that are affecting you from the Active Effects page in your journal.
  • Save often. The planes of Oblivion are a dangerous realm.
  • There are sixteen daedra princes, each with his own plane of Oblivion.
  • You'll find rare ingredients in the planes of Oblivion that may prove useful when performing Alchemy.
  • Mehrunes Dagon is the daedric prince of destruction, natural disasters, and the bloody scourge.
  • The Magic Schools allow you to learn better spells as you become Apprentice, Journeyman, Expert, and Master in them.
  • Your Alchemy skill level determines the effects you can gain from ingredients.
  • A Novice of Acrobatics cannot attack while jumping or falling.
  • An Apprentice of Acrobatics can attack while jumping or falling.
  • A Journeyman of Acrobatics can dodge by jumping while holding Block.
  • A Master of Acrobatics can jump off the surface of water.
  • An Apprentice of Armorer can use repair hammers twice as long.
  • A Journeyman of Armorer can repair magical weapons and armor.
  • A Master of Armorer can repair items without using up his hammers.
  • An Expert in Armorer can repair items beyond 100%, improving their usefulness.
  • Those skilled in Athletics recover fatigue faster while running.
  • When in combat, don't always run. It will slow your Fatigue regeneration.
  • Your Fatigue regenerates quickly while walking, and slowly while running.
  • An Apprentice of Block will not be fatigued by blocking.
  • A Journeyman of Block does not have his shield damaged by blocking.
  • An Expert of Block has a chance of knocking back a recoiling opponent.
  • A Master of Block has a chance of disarming a recoiling opponent.
  • Increasing your skill level in Blade, Blunt, or Hand to Hand will allow you to perform new power attacks.
  • A Master of Blade can perform a forward power attack with a chance of paralyzing.
  • A Master of Blunt can perform a forward power attack with a chance of paralyzing.
  • A Master of Hand to Hand can perform a forward power attack with a chance of paralyzing.
  • An Expert of Blunt can perform a backwards power attack with a chance of knocking opponents down.
  • An Expert of Blade can perform a backwards power attack with a chance of knocking opponents down.
  • An Expert of Hand to Hand can perform a backwards power attack with a chance of knocking opponents down.
  • A Journeyman of Blunt can perform a sideways power attack with a chance of disarming the opponent.
  • A Journeyman of Blade can perform a sideways power attack with a chance of disarming the opponent.
  • A Journeyman of Hand to Hand can perform a sideways power attack with a chance of disarming the opponent.
  • Blocking reduces the damage you take based on your Block skill.
  • An Apprentice of Heavy Armor will have it degrade at a normal rate.
  • A Journeyman of Heavy Armor will have it degrade 50% slower.
  • An Expert of Heavy Armor will only be encumbered 50% by it.
  • A Master of Heavy Armor will not be encumbered while wearing it.
  • A Novice of Light Armor has it degrade faster.
  • An Apprentice of Light Armor has it degrade normally.
  • A Journeyman of Light Armor will have it degrade 50% slower.
  • A Master of Light Armor will get a 50% armor bonus if wearing all light armor.
  • An Expert of Light Armor will not be encumbered while wearing it.
  • A Novice of Marksman gets fatigued while shooting.
  • An Apprentice of Marksman does not get fatigued while shooting.
  • A Journeyman of Marksman can zoom in on the target by holding Block while shooting.
  • An Expert of Marksman has a chance of knocking his target down.
  • A Master of Marksman has a chance of paralyzing his target.
  • For an Apprentice of Mercantile, an item's condition does not affect its price.
  • A Journeyman of Mercantile can buy and sell any item with someone who barters.
  • An Expert of Mercantile can invest his gold in a store.
  • Stores always have more gold available to barter with a Master of Mercantile.
  • A Novice of Sneak does not get the critical damage bonus when attacking while sneaking.
  • An Apprentice of Sneak gets a critical damage bonus when attacking while sneaking.
  • A Journeyman of Sneak can sneak in any boots without penalty.
  • An Expert of Sneak can run or walk silently. Moving does not affect being detected.
  • A Master of Sneak ignores an opponent's armor when attacking while sneaking.
  • Each race has its own set of special abilities and powers.
  • Redguards have the power of Adrenaline Rush, which allows them to run faster and take damage at increased levels.
  • Bretons have more Magicka, and higher resistance to it, than other races.
  • Nords are highly resistant to frost attacks, and they have a mighty Shield power which protects them like armor.
  • High Elves have the most Magicka, but are also damaged more by all types of magic.
  • Dark Elves are resistant to fire and also have the power of Ancestor Guardian, which summons a spirit to fight for them.
  • Wood Elves can command other creatures to fight for them with their Beast Tongue power.
  • Imperials have the Voice of the Emperor power and can charm others into liking them.
  • Argonians can breathe underwater, are immune to poison, and resistant to disease.
  • Khajiit have the Eye of Fear power, which makes others run in terror from them.
  • Orcs have a special Berserk power that temporarily increases their strength, fatigue and health, while draining their agility.
  • Strength will allow you to carry more items and do more damage.
  • Intelligence determines your total amount of Magicka.
  • A high Willpower allows you to defend against magical attacks.
  • Willpower makes your Magicka regenerate faster.
  • Your Agility affects how often you are staggered or knocked back.
  • A high Agility can keep you from getting knocked down.
  • People will like you more if you have a high Personality.
  • Endurance affects your overall Fatigue and how much Health you have.
  • When you raise level, your Health goes up by one-tenth of your Endurance.
  • Swimming is better than running to make your Athletics increase.
  • The Conjuration skill will allow you to summon powerful weapons, armor, and creatures to aid you in battle.
  • Bribing someone is often the best way to get information, especially if your skill in Speechcraft is low.
  • Janus Hassildor, Count Skingrad, has ruled Skingrad for many years, and is known by reputation to be a powerful wizard.
  • You need your wounds healed? Your diseases cured? Your attributes restored? Go to the Skingrad Chapel of Julianos and pray at the Altar of the Nine.
  • Alteration magic has spells that decrease the weight of the items you carry, or increase the weight of the items your enemies carry.
  • Alteration magic has spells that shield you from fire, frost or lightning.
  • Alteration magic has spells that unlock doors and treasure chests.
  • Alteration magic has a Shield spell that temporarily reduces the damage your enemies do to you in combat.
  • Alteration magic has spells that let you breathe underwater or walk on the water's surface.
  • Conjuration magic has spells that will summon powerful magic armor or weapons.
  • Conjuration magic has spells that will summon powerful daedric creatures to fight for you.
  • Conjuration magic has spells that will summon powerful undead creatures to fight for you.
  • Conjuration magic has a Turn Undead spell that causes undead enemies to flee.
  • Destruction magic has spells that directly damage Fatigue, Health, or Magicka.
  • Destruction magic has spells that disintegrate weapons and armor, making them break sooner.
  • Destruction magic has spells that temporarily drain the attributes or skills of your enemies.
  • Destruction magic has spells that temporarily drain Fatigue, Health or Magicka.
  • Destruction magic has spells that harness fire, frost or lightning to kill your enemies.
  • Destruction magic has spells that weaken your enemy's resistance to disease, fire, frost, lightning, magic, normal weapons or poison.
  • Illusion magic has spells that can calm your enemies or give them a killing frenzy.
  • Illusion magic has a Chameleon spell that makes you partially invisible, but still able to attack and pick up objects.
  • Illusion magic has a Command spell that makes others fight to defend you.
  • Illusion magic has a Charm spell that makes others like you more.
  • Illusion magic has spells that will demoralize your enemies, making them flee, or rally your allies and stop them from fleeing.
  • Illusion magic has an Invisibility spell that makes you completely invisible. However, it ends when you attack an enemy or use an object.
  • Illusion magic has spells that can illuminate dark dungeons, or let you see in the dark.
  • Illusion magic has a Paralyze spell that immobilizes your enemy for a short time.
  • Illusion magic has a Silence spell that prevents your enemy from casting spells.
  • Mysticism magic has spells that will remove magic effects from you or others.
  • Mysticism magic has spells that detect living and undead creatures through walls and other objects.
  • Mysticism magic has spells that reflect normal attack damage or spells back onto the attacker.
  • Mysticism magic has spells that absorb the power of your enemy's spells, adding their Magicka to yours.
  • Mysticism magic has a Soul Trap spell that will trap the spirit energy of a dying enemy in a soul gem. That soul gem can then be used to create or recharge a magic item.
  • Mysticism magic has a Telekinesis spell that lets you move objects and throw them over great distances.
  • Restoration magic has spells that absorb attributes or skills, temporarily transferring them to you.
  • Restoration magic has spells that absorb Fatigue, Health or Magicka, temporarily transferring them to you.
  • Restoration magic has spells that cure disease and poison. You can even cure paralysis on your allies.
  • Restoration magic has spells that temporarily increase your attributes or skills.
  • Restoration magic has spells that temporarily increase your Fatigue, Health or Magicka.
  • Restoration magic has spells that restore damaged attributes, Fatigue, Health or Magicka.
  • Restoration magic has spells that increase your resistance to disease, fire, frost, lightning, magic, normal weapons, paralysis or poison.
  • Mages in the Skingrad guild hall specialize in Destruction, while Chorrol mages specialize in Conjuration.
  • In Cheydinhal, guild mages favor the College of Alteration. The mages of Bravil prefer the College of Illusion.
  • You'll find Restoration spells at the Anvil Mages Guild, and Mysticism spells in Leyawiin.
  • If you sneak up and attack someone who does not detect you, you will do Critical Damage.
  • There's a small chance that being locked in jail will increase your Security or Sneak skill.
  • The weight of your boots affects how well you can sneak.
  • The amount of light shining on you affects how easy you are to detect. Casting spells can make you easier to see.
  • Watch what you pick up. People don't like it when you steal their goods.
  • If you are sent to jail, you are able to hide one of your lockpicks.
  • If the Sneaking crosshair is bright, another character or creature knows you're there.
  • Running is noisier than walking and makes you easier to detect, even if you are sneaking.
  • Attempting to pick up objects makes you easier to detect. The heavier the object, the more likely a nearby person will suddenly spot you.
  • The Mages Guild is an organization dedicated to the instruction and responsible use of magic throughout the Empire.
  • The Mages Guild is committed to rooting out Necromancy and all who practice it.
  • You can join the Mages Guild by visiting a guild hall in any major city. However, entrance to the Arcane University in the Imperial City is granted only to higher ranked members.
  • Mages Guild halls sell Destruction spells in Skingrad, Conjuration in Chorrol, Alteration in Cheydinhal, Illusion in Bravil, Restoration in Anvil, and Mysticism in Leyawiin.
  • The Imperial City is under attack. Martin must reach the Temple of the One or all is lost!
  • If you can bring Martin safely into the Temple of the One, there is still a chance to turn defeat into victory.
  • Lorgren Benirus, who mysteriously disappeared over a hundred years ago, was the original owner of Benirus Manor.
  • Beware, the death of the dreamer means the death of those who share his dream.
  • In the Dreamworld, your magic and belongings no longer exist, but you still have your talents and skills from the real world.
  • Pale Pass was the rumored location of the Akaviri headquarters during their invasion of Cyrodiil. The actual location of the fort has been lost over hundreds of years.
  • Commander Mishaxhi, one of the Akaviri's greatest tacticians, commanded the fort at Pale Pass.
  • The fort at Pale Pass was actually an Imperial structure captured and then inhabited by the invading Akaviri forces.
  • During the Sack of Sancre Tor, General Talos is said to have recovered the Amulet of Kings from the tomb of Reman III.
  • The Gatekeeper guards the Gates of Madness against those not Blessed by Sheogorath.
  • Xedilian, once a main line of defense for the Shivering Isles, was abandoned after the Gatekeeper was created.
  • The Resonator of Judgment, made of a material of unknown crystalline origin, is very similar to the strange obelisks that dot the Shivering Isles.
  • Felldew is a dangerous toxin secreted by some Elytra. Despite the risks, some value it for its use as a powerful stimulant.
  • Ingestion of Felldew results in the release of pheromones that some Elytra recognize, making them indifferent to the user's presence.
  • The ancient city of Cylarne is believed to be the original capital of the Shivering Isles.
  • Greenmote is a highly addictive and potent drug that can be fatal if not taken in extreme moderation.
  • Xirethard's proximity to the House of Dementia makes it ideal for an underground emergency escape route.
  • Once the home of a great nobleman, the halls of Xirethard are now rife with horrible undead creatures.
  • Areas conquered by the forces of Order are drained of energy, leaving them dead and lifeless.
  • Once a bustling city, Xeddefen has become home to a tribe of Grummites who worship the strange obelisk in the depths of the ruins.
  • It is rumored that screams of agony are carried away on the wind as it passes through Xaselm.
  • The Sanctum of Vivisection is where sorceress Relmyna Verenim lives and conducts her experiments.
  • 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.
  • Brellach is the stronghold of the Golden Saints. Few beyond the Saints are ever permitted inside.
  • Golden Saints cast into the waters of Oblivion return to the Shivering Isles through Brellach. The process is considered sacred and secret.
  • Pinnacle Rock is the stronghold of the Dark Seducers. Few beyond the Seducers are ever permitted inside.
  • Dark Seducers cast into the waters of Oblivion return to the Shivering Isles through Pinnacle Rock. The process is considered sacred and secret.
  • There is a chamber in Knifepoint Hollow that has been sealed for millennia. Few but Sheogorath knows who or what is imprisoned there.
  • Knifepoint Hollow is rumored to have once been a great store of knowledge. The details of its history have since fallen into legend.
  • The Howling Halls contain the reconstruction of a famous building from Cyrodiil.
  • The secret grove in Milchar can only be accessed by those the grove deems worthy.
  • The Tree of Madness draws its nourishment from the Pools of Mania and Dementia deep beneath the Palace.
  • The former settlement of Vitharn is rumored to be haunted by the ghosts of its slaughtered citizens.
  • The Gates of Madness serve to keep out casual adventurers. Only those fit for Sheogorath's realm, or those invited, can gain access.
  • 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.
  • Giant roots twist across the landscape of Dementia. Its residents and native creatures are similarly twisted, in body and spirit.
  • 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.
  • Elytra are vicious insects that use deadly poisons to kill their prey.
  • Gnarl are sentient tree-like creatures whose ability to blend into the landscape has surprised many would-be adventurers.
  • 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.
  • Heretics are fanatics that believe Sheogorath is just a man who needs to be overthrown. They congregate in the lands of Mania.
  • 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.
  • 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.
  • 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.
  • The teachings of the Manics or the Demented are sermonized at the Sacellum, depending on which faction is currently in favor.
  • Thadon is the Lord of Mania, and Duke of that land. He is known to be obsessed with mind-altering food and drink.
  • The northern half of New Sheoth is named Bliss. Its colorful streets and people are the embodiment of Mania.
  • 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.
  • The smith in Bliss can create weapons and armor from Amber.
  • 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.
  • The southern half of New Sheoth is named Crucible. It embodies Dementia, with its ominous buildings and fearful citizens.
  • Sheogorath's fiercely loyal Dark Seducers patrol the streets of Crucible. They are aligned with Dementia and are not overly fond of Golden Saints.
  • The smith in Crucible can mold weapons and armor from Madness Ore.
  • 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.
  • The House of Mania exemplifies lavishness and over-indulgence.
  • The House of Dementia is renowned for its small cadre of ruthless Dark Seducer Elite Guards.
  • Passwall is a small settlement whose residents hope to pass through the Gates of Madness into the greater realm of the Shivering Isles.
  • Deepwallow is a small Dementia community built on a swamp. The citizens are not fond of strangers.
  • Fellmoor is a small Dementia community of farmers.Their crops have been known to alter a person's sense of reality.
  • 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.
  • Highcross is a small settlement in the lands of Mania. Its citizens are highly compulsive, acting out bizarre rituals with little meaning.
  • Split is a community divided between Mania and Dementia. Its citizens are mirror images of one another, constantly struggling for control of the town.
  • The Fringe is an enclosed area designed to test those who wish to enter the Shivering Isles.
  • Porphyric Hemophilia is known as the "vampire's disease." Seek a cure immediately, or you may become a vampire yourself.
  • Realistic lighting and shader effects combine to create detailed and immersive environments.

GalleryEdit

BugsEdit

This section contains bugs related to Loading Screens (Oblivion). Before adding a bug to this list, consider the following:

  1. Please reload an old save to confirm if the bug is still happening.
  2. If the bug is still occurring, please post the bug report with the appropriate system template  360  / XB1  ,  PS3  / PS4  ,  PC  / MAC  , depending on which platform(s) the bug has been encountered on.
  3. Be descriptive when listing the bug and fixes, but avoid having conversations in the description and/or using first-person-anecdotes: such discussions belong on the appropriate forum board.
  •  PC   The text on some loading screens might not load fully.

AppearancesEdit

Also on Fandom

Random Wiki