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Notable places

Notable places are the named places DFO adds or builds on: the Daggerfall Map start, the main-story Dungeons, the two open PvP zones, the Eltheric Ocean Map's bands and freeports, and the grounds of the world events.

Every notable place

Coordinates are map pixels (x, y) on the Iliac Bay map, with x increasing east and y increasing south. Interior sites use the containing city’s pixel. Areas, procedural ocean locations and changing events are labelled instead of assigning a false fixed point.

Place Kind Region Coordinates (map pixels) Description
Daggerfall Map Capital city Daggerfall Map (207, 213) The capital of the Kingdom of Daggerfall and a main capital hub for players. Its Arena, castle, shops, banks and nearby Sky-Ketch anchorage Map make it a useful base. Wayrest Map and Sentinel Map are the Bay’s other two major capitals.
Privateer's Hold Map Start dungeon Daggerfall Map (109, 158) The dungeon every new character climbs out of. Online its public room is entered once; after that a character's Hold is an instance of its own. World of Daggerfall's camp stands round it, and the LeFay monument outside.
Monument to Julian LeFay Map Monument Daggerfall Map (109, 158) — outside the Hold Three granite steps, a marble pedestal with a bronze plaque on each face and a gilt-tipped obelisk, outside Privateer's Hold Map beside the walk out. A character can throw flowers on it; each character keeps its own pile.
Gothway Garden Map Town Daggerfall Map (109, 159) The first town a new character walks into out of the Hold. Two bounty boards stand at its north entrance, one each side of the road in.
Arena of Daggerfall Map Arena Daggerfall Map (207, 213) — city pixel A colosseum in Daggerfall Map's centre-east block, with a ten-tier ladder of class enemies and monsters, hourly exhibitions and an online league.
Arena undercroft Map Dungeon Daggerfall Map (207, 213) — city pixel A large dungeon beneath the Arena in Daggerfall Map. Enter through the stairs inside the colosseum; it is not marked on the travel map.
Sky-Ketch anchorage Map World event Daggerfall Map (207, 213) — east of city walls Where the Rourken sky-ketch Mzunthar keeps station over the fields outside Daggerfall Map's walls, anchor-lift lowered. It comes every ten real hours: sighted an hour before, at station seven hours, crews already aboard get 45 minutes after it departs. A crew is a party of up to eight, each sailing a ship of its own.
Wayrest castle Map Main-story dungeon Wayrest Map (859, 244) — city pixel The castle dungeon of Wayrest Map. One of the fourteen main-story dungeons.
Daggerfall castle Map Main-story dungeon Daggerfall Map (207, 213) — city pixel Daggerfall Map’s castle dungeon, one of the main-story locations.
Sentinel castle Map Main-story dungeon Sentinel Map (397, 343) — city pixel The castle dungeon of Sentinel Map. One of the fourteen main-story dungeons.
Orsinium Map Main-story dungeon Orsinium Area Map (892, 146) The orcs' stronghold dungeon. One of the fourteen main-story dungeons.
Shedungent Map Main-story dungeon Wrothgarian Mountains Map (966, 50) A main-story dungeon inside the open PvP zone. One of the fourteen main-story dungeons.
Scourg Barrow Map Main-story dungeon Dragontail Mountains Map (958, 450) A main-story dungeon. One of the fourteen main-story dungeons.
Woodborne Hall Map Main-story dungeon Wayrest Map (859, 194) A main-story dungeon in the Wayrest Map region. One of the fourteen main-story dungeons.
Lysandus' Tomb Map Main-story dungeon Menevia Map (794, 210) A main-story dungeon. One of the fourteen main-story dungeons.
Castle Necromoghan Map Main-story dungeon Daggerfall Map (263, 133) A main-story dungeon in the Daggerfall region. One of the fourteen main-story dungeons.
Tristore Laboratory Map Main-story dungeon Betony Map (132, 255) A main-story dungeon. One of the fourteen main-story dungeons.
Castle Llugwych Map Main-story dungeon Ykalon Map (340, 26) A main-story dungeon. One of the fourteen main-story dungeons.
Direnni Tower Map Main-story dungeon Isle of Balfiera Map (718, 204) A main-story dungeon on the Direnni's isle. One of the fourteen main-story dungeons.
Mantellan Crux Map Main-story dungeon High Rock Map sea coast (1, 1) — quest-only map The main quest's fire-walled dungeon, reached through the quest rather than travelled to. The region also holds two 'Your Ship' moorings at (2, 2) and (5, 5).
Wrothgarian open zone Map Open PvP zone Wrothgarian Mountains Map Area — no single point The part of the Wrothgarian Mountains Map inside the owner's cut, online only: enemies and the town watch are far stronger, players can kill and rob one another, and a death waits two minutes. Fast travel inside costs 2,500 to 15,000 gold by ring; no fast travel in or out. Giants roam it at four times their size, with at most two Greater Giants.
The Foothills Map Zone ring Wrothgarian Mountains Map Area — no single point Ring 1 of 4 in the open zone. Outer quarter of the zone's depth. Enemies four times as strong; +25% loot; a fast journey landing here costs 2,500 gold.
The Passes Map Zone ring Wrothgarian Mountains Map Area — no single point Ring 2 of 4 in the open zone. Second quarter. Enemies four times as strong; +50% loot; a fast journey landing here costs 5,000 gold.
The High Crags Map Zone ring Wrothgarian Mountains Map Area — no single point Ring 3 of 4 in the open zone. Third quarter. Enemies four times as strong; +75% loot; a fast journey landing here costs 10,000 gold.
The Heart Map Zone ring Wrothgarian Mountains Map Area — no single point Ring 4 of 4 in the open zone. The innermost quarter. Enemies four times as strong; +100% loot (twice); a fast journey landing here costs 15,000 gold.
The Eltheric Ocean Map Open sea Eltheric Isles Ocean chart — no Bay-map point A procedural sea north of the Bay's map, reached by the crossing: isles of ports, ruins, wild strands and rocks, with a harbourmaster, exchange and shipwright at each port. Past Veilhaven Map's peace it is an open PvP zone, enemies four times as strong.
Veilhaven Map Freeport Eltheric Isles Ocean chart — no Bay-map point The port where the crossing makes landfall and the sea's only safe water: no player may attack within 12 pixels of it, in the Veil Map, or on the way between them. A hamlet of six to twelve blocks on a Subtropical isle; deaths past the Veil Map rise at the nearest freeport.
The Veil Map Sea edge Eltheric Isles Ocean chart — no Bay-map point The box's eastmost 16 pixels, the way home: still water with no isles, where a captain is offered the crossing back to the Bay.
Eltheric freeports Map Freeports Eltheric Isles Ocean chart — no Bay-map point Port isles, each a town of two to six blocks on an isle about a pixel in radius, with a quay. They are 30% of the Shallows Map' isles and 6% of the Abyss Map's, and a death in the open sea rises at the nearest one.
The Shallows Map Sea band Eltheric Isles Ocean chart — no Bay-map point Depth band from 0 leagues west of the Veil Map. A cell holds an isle 50% of the time (kinds by weight: port 30, wild 30, ruin 14, rock 26). Ships are drawn 1 levels over the captain's, holds 1 tier richer, corsairs 1 times the traders' weight; as a zone ring +25% loot.
The Reaches Map Sea band Eltheric Isles Ocean chart — no Bay-map point Depth band from 12 leagues west of the Veil Map. A cell holds an isle 48% of the time (kinds by weight: port 18, wild 32, ruin 25, rock 25). Ships are drawn 3 levels over the captain's, holds 2 tier richer, corsairs 1.6 times the traders' weight; as a zone ring +50% loot.
The Deep Aether Map Sea band Eltheric Isles Ocean chart — no Bay-map point Depth band from 45 leagues west of the Veil Map. A cell holds an isle 42% of the time (kinds by weight: port 11, wild 32, ruin 33, rock 24). Ships are drawn 6 levels over the captain's, holds 3 tier richer, corsairs 2.4 times the traders' weight; as a zone ring +75% loot, ruins are elite dungeons.
The Abyss Map Sea band Eltheric Isles Ocean chart — no Bay-map point Depth band from 140 leagues west of the Veil Map. A cell holds an isle 36% of the time (kinds by weight: port 6, wild 32, ruin 40, rock 22). Ships are drawn 9 levels over the captain's, holds 4 tier richer, corsairs 3.4 times the traders' weight; as a zone ring +100% loot, ruins are elite dungeons.
Shipyards, crew halls, lighthouses and docks Map Port places — Multiple locations Coastal settlements can have a shipyard, crew hall, lighthouse and docks. Talk to the shipmaster to buy a vessel or the crewmaster to hire sailors.
Stables, wagon yards and carpenter's yards Map Town yards — Multiple locations Every city and town (not villages) stands a Stable and a Wagon Yard on open ground, and a Carpenter's Yard whose bench is a workbench station. Not buildings: no deed, no quest place; found through the talk directory.
Region hubs Map Hub city — Multiple locations Each region's hub is its settlement ranked by best kind (city over town over village), then the one named for its region, then the largest. Daggerfall Map, Wayrest Map and Sentinel Map, each named for its region, are capitals. A region with no settlement has no hub.
Crown castles Map Seat Daggerfall Map
Wayrest Map
Sentinel Map
Multiple locations Each capital is a city in the overworld with a castle dungeon beside it. The city is fought over; the castle is the holder's hall, its throne room carrying the holder's banners and the roster board, with no decor.
Player guild halls Map Guild hall — Multiple locations A guild owns one home as its hall, bought from the guild's treasury at the home's own price and half again, and owned by the guild itself. Members (or anyone, if public) walk in; officers and the guildmaster furnish it; its sale pays the deed share back to the treasury.
Witches' covens Map Coven Alik'r Desert Map
Dragontail Mountains Map
Dak'fron Map
Daggerfall Map
Menevia Map
Alcaire Map
Phrygias Map
Daenia Map
Shalgora Map
Myrkwasa Map
Antiphyllos Map
Ilessan Hills Map
Wrothgarian Mountains Map
Multiple locations Fourteen covens, each home of a witches' coven faction. Twelve work Mephala's rite at Starfall (a coven a night, three stars falling in its region's wilds); Glenmoril is Hircine's and the Wroth Coven Map stands in the open zone.
Oblivion Gate site Map World event — Varies by event A gate rises every game day: omen at 17:00, risen at 19:00, open 20:00 to 22:00, wrath at midnight. Its site is a land pixel with no location on or beside it, two to four pixels from a fast-travel town, in the day's region.
Starfall stars Map World event — Varies by event Three pixels in the wilds of the night's coven region, at least five pixels apart, where three stars fall a night (the third on the Witches' Night is the Heart-Star).
Sethrakul's waters Map World event — Varies by event The sea serpent rises on one of the Bay's packet lanes between ports, in open water at least a pixel clear on every side: sighted at 02:00, risen at 05:00, storm at 08:00, gone at 10:00.
Abyss Dungeons (Hollows) Map Dungeon — Varies by event A high-level event dungeon near an active town. Follow world notices and the brass light to find its entrance; see The Abyss Dungeon.
Ocean holes Map Dungeon — Varies by event On one open-ocean pixel in forty-eight a black pit opens in the seafloor under a plume of miasma; swimming down leads to a flooded copy of a real dungeon with the deep's own enemies (jet082's mod).
Sources (36)