Skyrim Special Edition
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About this mod

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

Permissions and credits
  • German
Patch Update 7 Sep 20: Added patch for Great City of Skyrim

Update 3 Sep 20:
Version 3.7 added, more dialogue, more bug fixes and I have added 4 Stables (Eridu, Warks, Talhinor and Traveller Rest) where you can legally buy horses so the free ones have gone.

Patch Update 24 Dec 19:
I have uploaded a patch which is primarily for those with Lighting and/or landscape and grass mods that tend to revert exterior cell names back to vanilla (or any mods that make changes to lots of location), 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.

Having been cajolled into converting Shumer and the Fall of Allagard mod to SSE  here it is. Note; although structurally it is complete; there are only 120 or so small and side quests at the moment, with more of these and the main quests to come; ie its under development so see the Sticky post for details.

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 (on the road to Whiterun); 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 500 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.


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 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 - Textures.bsa 
  • ShumerWorld.esm (Ver 4)
There is one Update file containing:

  • PiratesNorth.esp  (Ver 3.6)
  • ShumerNWa.esp  (Ver 3.7)
  • Various loose files (LOD, voices, scripts etc)  

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 listed above.


I have made various patches for the Oldrim version, but don't know which are relevant as I don't haunt the SSE world, if you see one on the oldrim page that needs doing or anything else for that matter let me know.  The patches below are all in the Patchs File in the optional section, download and pick the ones you want; all patches should be below all relevant mods in your load order.

The Unfinished Business - Dungeon Pack -
I have moved the entrance to Cryon Nulal up the hill as it was inside Yar Cove.
Great Forest of Whiterun - not surprisingly removes trees.

More Bandit Camps -
removes the bandit camp clashing with Mitt.
TPOS Ultimate-
incorporates my ship and boathouse at Solitude into the TPOS community there and deletes the TPOS village next to Mitt as it makes it too largea community.
TPOS 2 -
moves the battles near Mitt and Wilvercombe entirely outside the villages.
Viking Towns of Skyrim -
No structural clash with Wilvercombe but Navmesh needed to be sorted.
Roscrea Island - moved its boat at Solitude landing.

Enhanced Solitude Docks -
added pirate boat to end of this mods pier and moved boathouse.
Holds the City Overhaul -
tidies up Allagard Castle
Brotherhood of Old
moves cave at Smugglers Rest
Great City of Skyrim -
removes drydock from Solitude Landing

There is also a separate patch which is primarily for those with Lighting mods that tend to revert exterior cell names back to vanilla (or any mods that make changes to lots of locations), 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.


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 some small quests.
BowmoreLover - Testing and debugging
and drawing the maps



Tyler Will "Shumer-Open Area Music", "Shumer-Woodland Theme", "Shumer Ocean Theme" and "Shumer God of the Sky" written for
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.