About this mod

Explore the ever expanding new world of Shumer and discover it's mysteries and secrets.

Permissions and credits
****This mod is under development see Sticky Post for current state and plans ****

There is now an SSE version of Shumer

Join my Discord Server: here


Update 3.9.1 - 25 Oct 22: This update corrects a bug in the Introduction to Shumer quest, the priest should now
reliably appear. There are also a number of other bug and terrain glitches fixed.

Addition:I have had a few requests to give a sneak preview of the Island of Dilmun as it won't appear for a while. It's still WIP and in the optional section, you will find no people yet. Put it in your load order and COW Dilmun 5,0 will put you somewhere sensible.

Important Compatibility Patch : I have uploaded a patch which is primarily for those with Lighting and landscape/grass Mods that tend to revert exterior cell names back to vanilla (this also includes mods that make multiple changes to Skyrim eg TPOS, Holds and ETAC), this means that all my quests including dialogue may not run because they depend on the location names I have given cells. This patch just reestablishes these names and is otherwise harmless.

How to get to Shumer:

Either use the Alternative start (its the 'looking for a monk' option near the bottom of the list) or make you own way to the Village of Mitt east of Rorikstead; talk to the monk there and this starts a short "Introduction to Shumer" quest which completes when you speak to a priest at Dagana Landing in Shumer. The latter recommends you visit Kholinor and speak to the Guard commander in his house, you don't have to do this immediately; but, after you have done the quest he gives you; 'Introduction to the Gods', a lot more people in Shumer will speak to you and give you tasks.

Mod Features so far


1. Shumer is the size of about 3 Skyrim holds with over 130  map marked locations (and 40 unmarked ones) and 80 underground locations. Also there are two small islands called Barbella and Althira. It is home to over 1000 npc.

2. A Story and 49  new books covering the Sumerian themed history and the religion plus some fiction/non-fiction stories and 32 journals and letters, which add to the story of the past and things yet to come.

3. A Shumer version of the "Great Jar Hunt" with 27 Ingredient Jars to collect and  4 treasure maps.

4. 100 or so Miscellaneous Quests and 17 side quests in Shumer, the islands and in Skyrim (approx 30hrs of content). Currently 629 NPCs have voiced dialogue to support the quests and narrative of Shumer and add local colour.

5. In Skyrim 4.5 villages, 2 Inns, a boathouse, an Estate, a ruined castle and a pirate base on the northern coast (Pirates of the North).


Visit the Wiki here: Shumer specifically the quest guide here the maps section now has maps of Shumer, Barbella and Althira (drawn by Bowmorelover)

This is a developing mod translating a large D&D campaign of mine into Skyrim. It requires a new world with a  new lore and  I am utilising Breti's New World (Which I call Shumer); It contains new worldspaces  a continent (Shumer) and two islands (Althira and Barbella) . 

What is needed

This mod requires all three DLCs (Dawnguard, Hearthfires and Dragonborn)

There is a  mainfile ShumerWorld containing the Baseline world master and the resources file:

  • ShumerWorld.bsa
  • ShumerWorld.esm (Ver 4)

There is one Update file containing:

  • PiratesNorth.esp  (Ver 4.0)
  • ShumerNWa.esp  (Ver 3.8)
  • Various loose files (LOD, voices, scripts etc)  

Updating - When an update is issued (and the ShumerWorld baseline has not changed) how you apply the update depends on what Manager you are using, either merge the update into a single zip file or select both the new update zipfile and the ShumerWorld zipfile you previously downloaded in your Manager. 

The ShumerWorld.esm file and the Piratesnorth.esp  should be before ShumerNWa.esp in your load order.

There is a monster optional file containing facegen data
(Ver 3.7)

Note Shumer contains my Pirates of the North mod in its entirety so if you have Pirates already you can remove it from your mod manager and just add the Shumer files and resources.


The Skyrim part of this mod specifically does not conflict with Northern Encounters and The Watchtowers Reborn or any of the Mods I know of around the Winstad Area.

The following patches are available in the patch file, just dl and pick out the ones that you want:

Salem - Arena Tournament
TPOS Ultimate mod
Sailable Ships
More Bandits
Forts of Skyrim

Great Forest of Whiterun
The Unfinished Business - Dungeon Pack
Holds the City Overhaul
Cults of Skyrim
Amber Guard by 13Oranges
Brotherhood of Old
Great City of Skyrim

Forgotten Dungeons
(for this patch Forgotten Dungeons should be higher in you load order than PiratesNorth.esp)
Elder Scrolls Online Imports - Moves Giant Camp out  if Ashcombe

If you have More Bandits - EtR Patch you don't need mine as it moves those bandits elsewhere.

There is also a separate patch which is primarily for those with Lighting mods and/or mods that make large scale changes to Skyrim that tend to revert exterior cell names back to vanilla, this means that all my quests in Skyrim, including dialogue may not run because they depend on the names I have given cells. This patch just reestablishes these names and is otherwise harmless.

For Immersive Horses users a poster has mentioned the following:
You'll need to add Shumer (+ island) worldspaces ( 3426:ShumerWorld.esm, 833775 P iratesNorth.esp, 1104455 PiratesNorth.esp ) to the .ini or IHO will despawn all horses in Shumer.


JPCorwyn - Many voices and for acting as master of
ceremonies for a gaggle of voice actors and applying his writing
Tasheni - Writing the common people dialogue and small quests.
BowmoreLover - Testing and debugging and drawing the maps
Dreifels -
Testing and debugging



Tyler Will "Shumer-Open Area Music", "Shumer-Woodland Theme", "Shumer Ocean Theme" and "Shumer God of the Sky" written for
JPCorwyn - "The Price of Victory", "The Red Storm", "The Road to Westsong" and "After the Stand Off"
TRG Banks under Licence
Philip Weigl under Licence

Voice credits


Use of Other Modders Resources Credited below:

Resources with an asterisk indicate I asked specific permission to use them.