Skyrim – HundoDex

Skyrim Holds Guide – All Nine Holds & Solstheim

The nine holds of Skyrim, Solstheim and the realms beyond the map, each with its own checklist of places, quests and collectibles.

  • Whiterun Hold: The open tundra at the heart of Skyrim, ringed by farms, giant camps and old barrows. Its capital stands on a hill in the middle and most roads lead back to it.
  • Falkreath Hold: Thick pine forest along the southern border, from Helgen and Riverwood's hills to Lake Ilinalta. Bandit forts, hunters' camps and a great many graves.
  • The Reach: Crags, gorges and rivers in the far west, where the Forsworn hold the hills and Dwemer ruins run deep under the stone city of Markarth.
  • Haafingar: The mountainous north-west coast around Solitude, seat of the Imperial Legion in Skyrim, with smugglers' caves and shipwrecks along the shore.
  • Hjaalmarch: Fog and salt marsh around Morthal, running north to the Sea of Ghosts and south to the great ruin of Labyrinthian.
  • The Pale: Snowfields and pine woods stretching from the mining port of Dawnstar down toward Whiterun, dotted with giant camps and half-buried ruins.
  • Winterhold: The frozen north-east: glaciers, ice caves and the College of Winterhold on its cliff above what the sea left of the old capital.
  • Eastmarch: Hot springs and steaming flats south of Windhelm, the Stormcloak capital, with mountains and Orc strongholds along the eastern border.
  • The Rift: Golden birch forest in the south-east around Lake Honrich and Riften, home of the Thieves Guild, with the road up to High Hrothgar on its western edge.
  • Solstheim: The island north-east of Skyrim added by Dragonborn: ash wastes in the south around Raven Rock, snow and Skaal country in the north.
  • Other Realms: Places off the main map: Blackreach under the northern holds, Sovngarde, and the add-ons' Soul Cairn, Forgotten Vale and Apocrypha.