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  1. The Elder Scrolls: The Age of Myth
  2. Lore

D. The Great Oceans and Lost Horizons

Overview

The oceans of Nirn separate Tamriel from Atmora, Pyandonea, Akavir, and countless islands and lesser-known lands. During the Age of Myth, these waters are dangerous but active routes for trade, migration, war, exploration, and cultural exchange.

No civilization possesses complete charts of the world's seas. Coastal knowledge is regional, and distant routes often depend on sailors, oral tradition, celestial navigation, and magical assistance.

The Sea of Ghosts

The Sea of Ghosts lies north of Tamriel and separates Skyrim from Atmora.

It is cold, storm-prone, and often covered by fog, ice, or dangerous currents. Despite this, Atmoran migrants, traders, and warbands increasingly cross it toward northern Tamriel.

The sea is becoming one of the most important migration routes of the Late Merethic Era.

The Abecean Sea

The Abecean Sea connects Summerset, Valenwood, High Rock, and western Tamriel.

Its waters carry merchants, diplomats, naval forces, pirates, and travelers between major coastal powers. Islands and reefs create both valuable harbors and dangerous approaches.

Altmer, Direnni, Bosmer, and other western peoples depend heavily on these routes.

Southern Waters

The seas south of Tamriel lead toward Pyandonea and Maormer-controlled waters.

Mist, reefs, storms, sea serpents, and Maormeri naval activity make these routes difficult for outsiders.

Maormer sailors possess greater knowledge of these waters than most Tamrielic navigators, giving them a major strategic advantage.

Eastern Seas

The waters toward Akavir remain among the least understood routes on Nirn.

Crossings are rare, long, and dangerous. Most knowledge of the east comes from shipwrecks, foreign travelers, strange artifacts, and stories carried through several intermediaries.

A ship reaching Akavir and returning safely would be extraordinary.

Islands and Lost Shores

The oceans contain many islands that do not appear on ordinary maps.

Some support fishing villages, temples, pirate enclaves, isolated peoples, ruins, or temporary settlements. Others may be known only through sailors' stories.

Maps can disagree on whether an island exists at all.

Storms, magical phenomena, poor navigation, and changing coastlines make distant geography especially uncertain.

Dangers of the Sea

Sea travel is threatened by storms, reefs, ice, piracy, disease, hunger, and damaged ships.

Supernatural dangers include Dreugh, sea serpents, hostile spirits, magical storms, and creatures poorly understood by surface peoples.

Certain waters are avoided because ships disappear there or because travelers report impossible weather, strange lights, or distorted navigation.

Exploration

Exploration remains valuable because the seas are far from fully known.

Merchants seek new routes, rulers seek strategic islands, scholars search for lost civilizations, and sailors pursue stories of distant lands.

A successful voyage can bring enormous wealth or prestige.

It can also return with information no one believes.