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This article describes locations in Cyrodiil for locations in the Shivering Isles expansion, see the Shivering Isles article.

Locations in the province of Cyrodiil are varied and may be hidden. The area that is able to be explored is estimated to be 16 square miles. For more information on traveling throughout the country, see Travel.

Bodies of waterEdit

Map locationsEdit

For a list of locations for each type, see its main article. You are able to map travel to the following locations once you discover them.

Ayleid RuinsEdit

For the main article, see Ayleid Ruin.

Ayleid Ruins are ancient structures built by an ancient race of elves known as the Ayleids. Besides the usual enemies that inhabit the ruin, these ruins usually contain Ayleid casks and reliquaries, several traps, Welkynd Stones,and occassionally some Varla Stones, secret passages, and special magical towers known as Dark Welkynd Stones that shoot out balls of magicka as you pass by.

CampsEdit

For the main article, see Camp.

Many small camps are scattered throughout Cyrodiil. They usually contain a bed or two, a chest, and a bandit.

CavesEdit

For the main article, see Cave.

Caves often wind underground and may have multiple levels. Most simply contain a few barrels and chests, a variety of creatures, and traps if occupied by goblins or NPCs. Caves usually are abundant in Wisp Stalks and Cairn Bolete.

Daedric ShrinesEdit

For the main article, see Daedric Shrine.

Daedric Shrines are scattered across Tamriel and are a means of communication with Daedric Princes. They offer quests but some require you to be above a certain level and/or to give an offering. The rewards from these quests are powerful items and weapons.

Fort RuinsEdit

For the main article, see Fort Ruin.

Fort Ruins are ancient forts, built most likely during the late First Era to protect the land from foreigners such as Akaviri invaders (a likely explanation, since the quest Lifting the Vale implies an Akaviri attack on such a fort long ago).

MinesEdit

For the main article, see Mine.

Mines are man-made underground caverns built for harvesting gold, silver, and iron.

LandmarksEdit

For the main article, see Landmark.

Landmarks are usually geographic points of interest, such as a mountain peak or a garden.

Oblivion GatesEdit

For the main article, see Oblivion Gate.

Oblivion Gates are the gates to the realm of Oblivion, which is Mehrunes Dagon's realm. Once the Amulet of Kings is delivered to Jauffre and Kvatch is visited during the main quest, many Oblivion Gates will open around Cyrodiil.

SettlementsEdit

For the main article, see Settlement.

Settlements can be places such as farms and smaller towns, without the full services of a large city.

Taverns/StablesEdit

For the main articles, see Tavern and Stable.

Taverns are convenient places to rest in the wilderness from one's adventures.
Stables are often located outside major cities and are a place to leave your horse as you shop the city.

  • Note that both use the same map travel icon.

Other locationsEdit

These locations have no map marker and must be found by direction or exploration.

DoomstonesEdit

For the main article, see Doomstone.

There are twenty-one doomstones scattered across Cyrodiil. Thirteen of these monoliths are named after the birthsigns, while the other eight are believed to be named after long forgotten cults.

Rune StonesEdit

For the main article, see Rune Stone.

Rune Stones are slightly different than doomstones in that they offer Bound (Item)s to those that use them. They do not offer powers gained by the doomstones but their conjured weaponry can be valuable in a fight.

WayshrinesEdit

For the main article, see Wayshrine.

Wayshrines are shrines to the Nine Divines in the wilderness. Making pilgrimages to these shrines bestows a blessing on the character, and allows the player to receive the same blessing from city chapels. Pilgrimages to all nine wayshrines gives the ultimate blessing of the nine, the Pilgrim's Grace. Wayshrines are not marked on the world map, and so they cannot be fast travelled to.

The world and beyond Edit

Beyond the province of Cyrodiil on the continent of Tamriel lie other provinces and beyond those provinces lie other continents in the world of Nirn. While most of these areas can not be visited in The Elder Scrolls IV: Oblivion they are included here as lore.

Beyond the mortal world lie the planes of Oblivion. While there are a number of different planes of existence only Mehrunes Dagon's Deadlands can be reached. Adding the The Elder Scrolls IV: Shivering Isles expansion allows access to Sheogorath's Madhouse as well.

Provinces of Tamriel Edit

Tamriel

The Tamriel continent

Template:Main This continent is where the Elder Scrolls series has taken place.

  • Cyrodiil - This province lies in the central-south of Tamriel and is the home of a human race named Imperials. It is the center of their Empire, which controls all other provinces. Cyrodiil is also known as the Heartland. Cyrodiil is the setting for the game The Elder Scrolls IV: Oblivion.
  • Morrowind - The province in the northeast corner of Tamriel and home to the Dunmer (Dark Elves). It consists of a continental mainland and a large island in the center called Vvardenfell, seperated by an inlet from the Sea of Ghosts. Morrowind is the setting for the game The Elder Scrolls III: Morrowind.
  • Skyrim - This northern, snow-covered, and mountainous region is home to the Nord human race
  • High Rock - Home to the Bretons, this province is divided into multiple Breton city-states and minor kingdoms. It is a temperate coastal region in northwestern Tamriel.
  • Hammerfell - Lying in west Tamriel, this province is dominated by the Alik'r desert. Hammerfell is home to the Redguard human race.
  • Summerset Isle - This province is located in the Eltheric Ocean, with the Abecean Sea separating the islands from the mainland Tamriel continent. It is composed of two islands, one large western main island and one smaller, elongated eastern island. These islands are home to the Altmer (High Elves).
  • Valenwood - This densely forested, sub-tropical region forms the southwest coastal plain of Tamriel. Valenwood is home to the Bosmer (Wood Elves).
  • Elsweyr - Divided across arid badlands to the North and a more populous sub-tropical zone in the South, this region marks the southern coast of Tamriel. Elsweyr is home to the Khajiit.
  • Black Marsh - This huge and mostly unchartered region of densely vegetated wetlands is at the southeastern tip of Tamriel. Argonians thrive in the foreboding swamps and thick brush.

Provinces of Akavir Edit

Tang Mo Edit

Template:Cleanup Tang Mo is translated as "Thousand Monkey Isles". The inhabitants are said to be simian in appearance, though probably distinct from the ape-like Imga of Valenwood. Despite their many different breeds, they are all simple, brave and lighthearted creatures/people.

There are many breeds of monkey-folk, and they are all kind, brave, and simple (and many are also very crazy). They can raise armies when they must, for all of the other Akaviri nations have, at one time or another, tried to enslave them. They cannot decide who they hate more, the Snakes or the Demons, but ask one, and he will probably say, "Snakes". Though once bitter enemies, the monkey-folk are now allies with the tiger-folk of Ka Po'Tun. (Mysterious Akavir)

The Tang Mo apparently have had to defend their lands from all of the other nations and have always succeeded so far. The alliance with the Ka'Po'Tun (greatest enemies of the Tsaesci) may have been a shrewd political move. The Tang Mo are perhaps the most obscure race of Akavir. Apart from Mysterious Akavir, they are scarcely mentioned.

Kamal Edit

Template:Cleanup Kamal is said to mean "Snow Hell" and it may seem as the most horrendous area of all of Akavir. Kamal is populated by a race of Snow Demons who launch periodic attacks on the other nations, Tang Mo in particular, as soon as temperatures (in the presumably arctic climate of their homeland) allow it.

Kamal is "Snow Hell". Demons live there, armies of them. Every summer they thaw out and invade Tang Mo, but the brave monkey-folk always drive them away. Once Ada'Soom Dir-Kamal, a king among demons, attempted to conquer Morrowind, but Almalexia and the Underking destroyed him at Red Mountain. (Mysterious Akavir)


Tsaesci Edit

Template:Cleanup The Tsaesci are by the far the most (in)famous race of Akavir and the one that has left the most lasting impression on Tamriel. At the same time, they are the race that is most shrouded in controversy. Tamriel's encounters with the Tsaesci were so various and frequent that their actual description has become entangled in legend. Whether the Tsaesci are like snakes in appearance or only in a metaphoric way is still a mystery. There are sources to consolidate either theory, though the sources describing them as actual snakes slightly outnumber the others. Mysterious has the following to say on them:

Tsaesci is "Snake Palace", once the strongest power in Akavir (before the Tiger-Dragon came). The serpent-folk ate all the Men of Akavir a long time ago, but still kind of look like them. They are tall, beautiful (if frightening), covered in golden scales, and immortal. They enslave the goblins of the surrounding isles, who provide labor and fresh blood. The holdings of Tsaesci are widespread. When natives of Tamriel think of the Akaviri they think of the Serpent-Folk, because one ruled the Cyrodilic Empire for four hundred years in the previous era. He was Potentate Versidue-Shaie, assassinated by the Morag Tong. (Mysterious Akavir)

This parapgraph in Mysterious Akavir is particularly open to interpretation. Scholars wonder if the Tsaesci could litteraly have eaten the legendary Men of Akavir or whether it is a misinterpretation of a metaphor or a mistranslation or simply something alltogether different. Their immortality is also being questioned, as some say it may simply be longevity similar to that of Elves, which may indeed come across as immortality for shorter-lived mortals. The same goes for their vampirism; some scholars blame the idea on the serpentine fangs the Tsaesci may possess and the demonisation of their race in Tamriel.

Ka Po'Tun Edit

Template:Cleanup The great enemies of Tsaesci are the Ka'Po'Tun. According to Mysterious Akavir, they are (tiger-like) "cat-folk", though it is not known to what extent they are similar to the various types of Khajiit. Their leader, Tosh Raka, is a different case. This reputably divine being was the first of his race to succeed at becoming a dragon. This process may be metaphorical or not, but Mysterious Akavir leads us to believe the change was indeed physical and that Tosh Raka has all the characteristics of a dragon, with a tiger-like coloring. Under the rulership of Tosh Raka, the former Po'Tun was renamed to Ka'Po'Tun, and it became a rival to the supremacy of Tsaesci.

Ka Po' Tun is the "Tiger-Dragon's Empire". The cat-folk here are ruled by the divine Tosh Raka, the Tiger-Dragon. They are now a very great empire, stronger than Tsaesci (though not at sea). After the Serpent-Folk ate all the Men, they tried to eat all the Dragons. They managed to enslave the Red Dragons, but the black ones had fled to (then) Po Tun. A great war was raged, which left both the cats and the snakes weak, and the Dragons all dead. Since that time the cat-folk have tried to become the Dragons. Tosh Raka is the first to succeed. He is the largest Dragon in the world, orange and black, and he has very many new ideas.

"First," Tosh Raka says, "is that we kill all the vampire snakes." Then the Tiger-Dragon Emperor wants to invade Tamriel. (Mysterious Akavir)

According to Mysterious Akavir, it is Tosh Raka's prime goal to destroy the Tsaesci empire and once this impressive task is completed, he plans on invading Tamriel. If this is true, we cannot begin to imagine what horrors the Ka'Po'Tun could unleash on Tamriel, especially in this uncertain time when there is no heir to the Imperial throne.

Other continents of Nirn Edit

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