Settlements (Cyrodiil)

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Settlements in Cyrodiil range from small outposts, jungle villages, farmsteads and isolated noble estates to great and proud cities. Rural villages are dedicated to farming, herding, or local industry like a mine or a quarry. Town folk in the Colovian west tend to live in large, fortified cities along one of the major trade arteries. In the east, the towns are smaller but more numerous, and always close to a navigable river. Some are entirely dedicated to a local temple or cult, but most live off of commerce. The Imperial City is the largest settlement in Cyrodiil -- or anywhere in the world -- and is surrounded by merchant towns and farms dedicated entirely to supporting the city's burgeoning population.

Settlement Size Guidelines

(Note: these guidelines are universal across all provinces and projects following the standard map template, but in this case adapted to Cyrodiil's needs. Towns tend to be slightly larger, and naturally have a greater presence of Imperial guildes and factions, even in minor locations. Please refer to the standard Settlement Size Guidelines for more information.

Tier 0: the Imperial City. Exact size is speculative, but the city will probably consist of several Tier I or II settlements, spread out over eight islands in Lake Rumare. Said to be the largest city in the world.

Tier I: metropolis, between 60 and 90 interiors. Most quests, services and faction headquarters can be found here. These are usually county capitals, ruled by Counts and with a presence of high-ranking Imperial Curia members and High Temples of the Great Faiths. These should have many inns, and be connected to multiple fast travel routes. Note that city size should correspond to economical and environmental factors: trade cities like Anvil and Bravil should be large and varied, while places like Bruma should edge to the 60 int limit.

Tier II: cities, between 40 and 60 interiors. Often Baronies (not always), with an appointed tax collector/administrator present (power balance is variable). Should feature a selection of shops, guildhalls for secondary factions, a good number of quests. Should also have a good reason for being there: trade, mining, logging, farming, fishing...

Tier III: towns, between 15 and 40 interiors. Market-towns, large villages, other sizable settlements. Feature an incomplete set of services, limited faction options or quests. Governed by lesser nobility and administrators. Examples: Brina Cross.

Tier IV: villages, between 15 and 5 interiors. Feature a single tavern, tradehouse or inn, very limited in other services. Governed by notable citizens, or representatives of more centralized power. Usually no faction quest-givers. These might have a fast travel route or a temple.

Tier V: outpost, 5-1 interiors. These are not regular settlements. Their interiors vary wildly (2-30), but they feature multiple buildings and usually a strong faction presence, or an important quest. These are mainly camps, forts, monasteries, farmsteads, or others.

Tier VI: hamlets. Single houses or tiny, unimportant settlements (1-10 interiors), with at most one service, no fast travel, and no faction presence.




County capital, trade port and home base for the West Navy. Anvil is governed by the Countess-Regent Millona Umbranox, in the absence of her husband. The Umbranox line are originally a navy officer family, raised to the nobility after Commodore Umbranox’ success against the Abecean pirates. They have an uneasy relation with the purebred Colo-Nords who govern inland.

Anvil is known as a pleasure port with exotic imports, gambling halls and a pilgrimage site for the Dibellan cults. It is one of the largest cities of the west. From its eastern gate, the long Gold Road commences: this trade road goes all the way to the Imperial City, and forms the backbone of trade and civilization in the west.

Anvil is relatively young in terms of western cities: it was a negligible fishing hamlet until c. 1E 2260, when it unexpectedly became the new capital of the Strident Coast after the demise of much of its population during the Thrassian Plague. The old city was destroyed almost completely after the War with the Usurper, and as such the modern city is less than 200 years old.


The squalid, reeking slum of Bravil is known as one of the poorest and most densely populated cities of Cyrodiil. The local ruler, Count Regulus Terentius, is an upstart from the merchant aristocracy, an outlier in the central Nibenay which is otherwise dominated by Battlemage aristocrats. The city is spread out over the muddy delta of the Larsius River, with most of the poorer district being built over the mudflats on a forest of poles and docks. Like many cities in the central valleys, Bravil is built on top of old Ayleid ruins - in fact, it is one of the few remaining Niben "ur-cities" which have been continuously inhabited since the era of the Alessians.

Bravil is known for heavy industry such as shipbuilding, leather-works, and dying. The High Temple of Mara is located near the city (outside its walls). Various charity cults of Stendarr are also present.


Ancient Cyro-Nordic city and county capital, ruled by the Carvain Battlemages. Major trade post at the mouth of Pale Pass: at the colorful winter market, Nibenese silks and luxuries are traded for Nordic ivory, furs, and cattle.

Most of the population is Cyro-Nordic as opposed to Colovian, and Akaviri bloodlines are prominent. The city was once considered a Colovian Estate, but only after the War of Righteousness. It also played a part in the Talos myths, and is now the seat of the influential Talos Cult.


County capital of the vast eastern county comprising the Serican Jungle and the Barony of Mir Corrup. Cheydinhal lies in a small reclaimed valley surrounded by jungle, and connected to other settlements through canopy tunnels. The town is of old a crossroads between Imperial, Nordic, Dunmer, and even Orcish culture.

First mention of Cheydinhal is under the name Ceyadiil, a small Ayleid rural outpost. It is captured by Nordic conquerors, who dub it Hal Cheydin.

Cheydinhal was once ruled by the Tharn Hierophants, but following their betrayal, it has been usurped by Hlaalu-aligned business interests. It is currently governed by Count Andel Indarys, a Dunmer with blood ties to Nibenese nobility. The town has a large Dunmer population, many of whom are refugees from Temple inquisition, House conflicts, or Morag Tong writs. Close to the city stands the High Temple of Arkay, famed for its elaborate stepwells and catacombs. Also of note are the ruins of the Tharn manorial fortress, which was burned down and looted following the death of Jagar Tharn.


County capital of Chorrol and one of the oldest Colovian Estates. According to legend, Chorrol (also called Chorrav and Chorral in old writings) was founded as a Nordic mercenary camp during the Alessian Rebellion. The Great Oak in the center of the town was planted by the town's founder-saint, Kantus, using an acorn said to hail from Atmora.

Currently ruled by Count Charus Valga and his ambitious wife, Arriana Valga. Isolated from its peers by distance and Highlands geography, Chorroli are considered rather brusque and private in their dealings with others.

The city has a large population of soldiers and old officer families, further enhanced by the presence of the High Temple of Stendarr, patron of the Legions. From Chorrol, one road goes to the Colovian Legion headquarters at Mhorlagrad, while another goes up to Sancre To. As a result, the town tends to host both pilgrims and Legion hopefuls.


Formerly two cities, a Khajiiti trade port in the west and an Imperial fort-city in the east, which were combined to make the county capital of Leyawiin following the trans-Niben acquisition.

The Imperial city is thought to date back to early Alessian times, when it served to safeguard trade along the Niben. The city was at various times part of Koth. The age of the western settlement is unknown, though it is strongly associated with the Khajiiti claims on the Molaquin Ren area.

Count Marius Caro of the powerful Caro Battlemages reigns here. The eastern half is a relatively orderly Imperial city, centered around the High Temple and market basilica of Zenithar. The western city is a Khajiiti slum known for its hidden night market and Renrijra Krin smuggler network. Between the two cities lies the fortress of the Count on a rock in the middle of the Niben river. All three parts of the city are connected with high minaret bridges with elaborate drawbridge systems which allow trade ships to enter the river.


Rich and prosperous trade city and county capital. Skingrad is home to the influential vintners guild, and is at the heart of Colovia’s gastronomic culture - fine wines, grapes, bread, olives, and goat cheese. It presides over the peaceful and prosperous farmlands of the West Weald. The town is built along the Gold Road, which neatly bisects the city. Skingrad was one of the original Colovian Estates, and was long tied in a battle for prominence with nearby Dethagrad and Sarchal - a battle which it ultimately won.

The local ruler, Count Hassildor, is a recluse: his absence from the political theater has caused some local lords to become unruly. The city is also home to one of the famous monastery-schools of Julianos, founded by Reman.

The Imperial City

Largest city in the world, capital seat of the Empire. The city sprawls out over eight islands in the center of Lake Rumare - Caer Rumea, Carcementum, Neris, Hettra, Ylliolos, Ilum, Ephyr, and Sarialos. Center of trade, commerce, craft, and a thousand cults.

The center of the city are the Inner Districts, eight sections within the demarcations of the old Ayleid Citadel which center around White-Gold Tower, itself the heart of the sprawling gold-clad Emperor's Palace. Surrounding the wealthy and luxurious center are the Outer Districts, countless slums, markets, temples, industrial blocks, universities, city palaces, insulae, warehouses and much more, built on top of countless layers of ancient ruins dating back to the Merethic Era/ The surrounding lake and marshlands are similarly bogged down with ruins, ancient edifices and temples.



Barony. A medium city in the northeast, known for its Cyro-Nordic population. Considered one of the Colovian Estates historically, though one of lesser importance. An important link in the northwestern trade passages to Skyrim and Hammerfell. Known to have an influential Talos-Ysmirite cult. Nearby Mount Lidea has associations with Dibella.


Barony. Isolated jungle city in the Valley of Altars. Known for its many monasteries and excellent silk schools.


Barony. A busting market town named after Emperor Cephorius. Like Cheydinhal, the town has a notable Dunmer population.


Barony. This old river stronghold of the Caro Battlemages was at times the southernmost point of Cyrodiil. It features vast fortifications designed to repel any invading fleet seeking to sack the Imperial City.


Barony. This old merchant city marked the border between Colovia and the Nibenay during the First Interregnum. Founded by a Colo-Nordic prince, the city later fell under the sway of Claviculae cultists and is now a major center for the Little Key cult. The Temple Market of Delodiil is a renowned landmark.


County capital and Ducal seat of Colovia. The city of Kvatch rests on top of a large, flat hill, ringed with walls and fortifications. The inhabitants are known for their pride and arrogance.

Kvatch (or the Ger Kvetch, as some old sources call it) was once a less important Colovian Estate - malicious rumors in other Estates claim it was founded by bandits. It grew into its current prominence during the Second and Third Empires, aided by its dominant position along the Gold Road. Kvatch is ruled by the ailing Duke Haderus Goldwine. The Goldwine line was once minor Colovian nobility, but came to prominence as Septim loyalists during the Tiber Wars.

Despite being somewhat smaller than most county capitals, Kvatch serves as the center of governance for the west, and hosts not only the castle of the Duke but also the Consular palace. The city is home to the High Temple of Akatosh, an important pilgrimage site in Colovia. In addition, it also has a famous arena.

Mir Corrup

Barony. Ancient, decaying city in the middle of sulfurous marshlands. Caer Mir (as it was once known) grew to prominence as a refuge of high Nibenese culture during the troubled First Interregnum (the so-called Long Night). The city led a resurgence in traditional worship of the Eight Divines after the fall of the Marukhati, especially the worship of Dibella led by the prophet Tephora (the city still features a High Temple and sacred baths).

The city was at its peak during the Second Empire and early Third, when it served as a resort and pleasure town for the Imperial elite. However, geological changes gradually fouled the waters of its famous baths, while the nobility found other, provincial settings which pleased them more. Every year, more of the city's old manors are swallowed up by the jungle and by the caustic waters of Lake Canulus. Governed by the disgraced Voria Battlemages.

On the other side of the lake from Mir Corrup lie the ancient and expansive ruins of the Lake Canulus monasterial complex of the Marukhati. Once a stronghold of the Alessian Order in their extermination campaign of Elven enclaves in the Black Marsh periphery, the complex was used to host the Child-Emperor during the War of Righteousness. The monastery was torched and utterly destroyed by an angry mob during that same conflict.


The old barony of the Mede dynasty was once a Colovian Estate in its own right, but is now subservient to Skingrad, both politically and economically. It is known for its ramparts and the great tower of the Mede keep, made in fiery red brick.


Ex-barony, now a prefecture. A sizeable town on the isle of Stirk, dead center in the Abecean Sea. The settlement subsides on fishing and resupplying passing trade ships. The local Abecean Longfin is considered a delicacy. The town has been plagued by piracy of late.

The relatively temperate, marine climate is believed to be quite healthy in comparison to the sweltering and disease-ridden mangroves of the Heartlands, and some rich Imperial families have houses here. The town is governed by a Curia Prefect.


Barony. A lonely Redguard trade city and fortress in the northern Gold Coast. Sutch is a contested area, last reclaimed by the Empire following the War against the Usurper. The city is known for its profitable salt production. It has a large Redguard and Colo-Redguard population, and many locals worship the Redguard bird-goddess Tava and the Ansei spirits. An underground criminal fraternity known as the Kali Mes spreads unrest. Sutch is built on top of a stone spire in the middle of the Soetar River, and serves as a control point on the ancient caravan road to the prosperous southern Hammerfell cities.


Prefecture. This town was founded by Tiber Septim to house displaced citizens fleeing the war damage and rebuilding of the Imperial City. It is now a prosperous Heartlands city, mainly focused on exploiting the nearby rice fields.


Caer Ancra

Barony (?)Small, but prosperous township on the mouth of the Panir River, opposite Bravil. Ruled over by the minor Mesorach Battlemage clan.

Brina Cross

Lordship. A small trade town in the Gold Coast, on the crossroads between the Gold Road and the caravan road to Sutch. Known for its Aliyew production. Believed to be of Second Empire origin, the town was destroyed and rebuilt after the War with the Camoran Usurper.

Caer Suvio

Barony. A small, but wealthy Second Empire township along the Niben river, Site of the Emperor’s Winter Palace. Caula Voria, the Emperor’s disgraced wife, is confined to the palace. Also features a Blood Dome Temple.


Lordship. Isolated settlement on the far eastern border of Cyrodiil, past the Serican Jungle. Believed to have Alessian origins. A hotbed for deviant cults, such as tiger worship and the Boethiah cult.


Barony. A sleepy, but prosperous city in the southern Weald, which thrives on trade with Valenwood and Elsweyr. Despite its sleepy reputation, Dethagrad is one of the original Colovian Estates - it was founded at the same time as Skingrad.

Fax Aleshut

Lordship. An ancient town built around a massive statue of Alessia, which has sunk entirely into the mud until only the face is showing. Pilgrimage spot for the popular Al-Esha Cult. While the statue of Alessia dates back to the early Marukhati era, the modern town is believed to be of late First Interregnum origin.


Barony. A small garrison city focused almost entirely on Fort Ontus, Colovia’s premier Legion training facility. The Black Road imports iron from Orsinium to the Legion smithies.

Pell's Gate

Lordship or Prefecture? This small southern Heartlands city is home to the temple-fortress of the Pelinati Cult, a Nibenese cult dedicated to Pelinal.

Quenti Turrai

Barony. Beautiful Heartlands city on the mouth of the Brumathelion river, which leads north to Bruma. The city’s name (“Nine Towers”) does not refer to the city’s own towers, but to nine visible landmarks of the Imperial City (in days past - now, many more towers are visible). The city has a discreet temple of the Peryite cult. The town is ruled by the Brirrica merchant-nobility, a famous banker clan.


Lordship or Prefecture? Market village on the doorstep of the Empire.


Barony. Famous pilgrimage city for the Morihaus bull-cult. Name is believed to derive from the "Via Ghoeto", the road to the tomb of First Era lyric poet Ghoeto of Sard.



Lordship. A small temple-town, famous for its shrine dedicated to Alessia.


Lordship. Small fishing village in the mangrove swamp bordering Blackwood. Center for the production of red dye from the giant Carnelian Sea Slug.

Bethal Gray

Lordship or Prefecture? Minor farming town south of Bruma. Known for its silver mines.


Lordship. A small farming settlement on the edge of the Massiquerran Forests.


Lordship. “Goat-village”, an unremarkable fishing and farming town facing the bay of Bravil.


An unremarkable Highlands village, mainly known for goat herding and some mining.


Lordship. A small, dirty village in the heart of the Massiquerran Forest. The locals are said to practice a curious religion. Like most deepwood settlements, the affairs of Hackdirt are of little interest to the rest of Cyrodiil.

Hal Uriel

Lordship or Prefecture? A small farming settlement in the rolling eastern hills.

Hal Verovar

Lordship. Another isolated Highlands town much like Hal Vincherik. The town is governed by Lord Wariel, a paranoid and suspicious noble.

Hal Vincherik

Barony. An isolated Highlands settlement. Towns such as these pride themselves on being true Colovians, independent frontiersmen who eke out an existence on the edge of Imperial civilization. Despite this, the town is dependent on trade with the lowlands for most of their necessities, in return, they work in quarries, mines, logging camps, and charcoal burning. The town is ruled by the Colo-Nordic Baron Linchal.

Harlun's Watch

Lordship or Prefecture? (Tharn?). Small farming settlement not far from Cheydinhal.


Lordship. Minor fortress settlement with some trade going to Elsweyr, named after the martyred Empress Kintyria. Ruled by a Prefect.


Lordship. Small fishing village along the Niben.


Lordship. Strange marsh village and smuggler’s outpost in the Topal Bay mangrove swamps. Moricta has a connection to the Dark Brotherhood and the smuggling of Khajiiti slaves for the Dunmer. A local death cult holds sway.


Lordship. Strange, isolated swamp settlement near lake Poppad. Known for the production of legal narcotics. A famous temple to Vaernima lies in the city center.

Red Sutri

Prefecture (under military command). A mean, disgusting, and squalid marsh settlement, once meant to be a plantation on the eastern borders of Blackwood. The local population consists of down-on-their-luck mercenaries, smugglers, blind Orma tribals, ex-convicts from the Black Marsh provinces, misguided colonists and exiled Argonians. Following the trans-Niben acquisition, the town has been placed under the military control of nearby Fort Teleman. Rumor claim an outbreak of Khanaten Flu has been reported near the town.


Lordship. Nibenese fortress stronghold at the mouth of the Niben river. Known for its influential branch of the Remanite cult.


This small settlement was founded by Redguard merchant companies, and serves as a remote port for Sutch. It consists of several warehouses and a number of shacks for local workers.


A small and unremarkable fishing hamlet in the shadow of Anvil. The town lies nearby the ruins of its predecessor, a more notable town called Thraswatch.


A marble quarry and settlement operated by a member of the Imperial Curia. The nearby lands are part of the Imperial Reserve, the personal hunting grounds of the Emperor. The Prefect of Thyra is tasked with maintaining and governing the Reserve and the Emperor’s personal estates, much to the displeasure of local nobles such as Lord Hastrel, whose ancestral lands they once were.


An old Khajiiti border fort converted to serve Imperial means. Trariraj is a notable trade route into Elsweyr.


Ancestor Moth Monastery

Home of the Ancestor Moth Cult. The Cult also has a strong presence in the Emperor's Palace, but this remote mountain fortress/monastery is where they train new initiates, give shelter to the elderly, and perform those rituals not associated with their duties towards the Empire and the Elder Scrolls.

Arkmoth Fort

Old Legion fort in the marshes on the northwestern banks of Lake Rumare.

Arrowmoth Fort

Legion fort in the Massiqueran Forests, built across the Black Road.

Fort Basileus

The High Command of the entire Imperial Legion, located on Carcementum in the Imperial City. Manned and protected by the honorable Third "Red Ruby" Legion. Lord Generals and Magus generals direct the grand strategy of the Legion across the Empire from the safety of the forts' smoking saloons and map rooms. All answer to the Grand Marshall, supreme leader of the Legion, who answers only to the Emperor himself. Surrounding Fort Basileus are vast fortifications and barracks capable of housing thousands of soldiers in wartime.

Brena Crossing Fort

A border fort and excise station guarding the river crossing between Sutch and Rihad.

Cloud Ruler Temple

An elusive northern temple dedicated to an Akaviri-Akatoshian sub-cult. Secret the home base of the Imperial Blades in Cyrodiil.

Cuspmoth Fort

A border fort and excise station near Trariraj and Rimmen, on the border of Elsweyr.

Fort Imperator

A large fort north of the Imperial City.

Fort Istirus

An old fort south of Kvatch, near the border with Valenwood. Istirus Docks are connected to the ship travel network.

Fort Lucaedan

An old fort in the northeastern corner of the province, near Cheydinhal. Once a border fort controlling passage to Morrowind, a function now made obsolete by the Blue and Purple Roads. Lucaedian protects the central valleys from belligerent Malakh Orcs.

Fort Magia

A large fort southeast of the Imperial City. The formal headquarters of the Imperial Battlemages/Shadow Legion since the loss of the Battlespire.

Fort Ontus

A large fort in the northwest of the province, near the town of Mhorlagrad. The formal headquarters of the Legion in Colovia, and training ground for almost all Colovian recruits.

Fort Redman

A fort and naval base on the lower Niben, near Contramantarci. Currently the base of operations for Legion activities in the lower Niben, especially in the military campaign against post trans-Niben Khajiit and Argonian insurgents.

Fort Strand

A fort east of Anvil. Site of a massive mining complex and production center for Legion equipment.

Fort Teleman

Remote border fort on the Argonian frontier, near Red Sutri. A sweltering, unpleasant station, plagued by marsh flies and disease.

Fort Telodrach

Headquarters of the West Navy in Anvil.

Fort Virtue

Small fort in the southern Ruma Floodlans.

Pale Pass Fort

Notable border fort guarding the main trade road towards Skyrim.

Sancre Tor

Sealed temple-city in the inhospitable Barrowlands. Home to a small population of priests, prophets and pilgrims. The underground city itself is sealed, but it is surrounded by a vast complex of tombs, temples and crypts, the most prominent being the necropolis and Mausoleum of the Remanites.

Strid Crossing Fort

A Legion outpost on the border of Valenwood, near Arenthia. The site of the fort is by ancient tradition also the location of the Stridmeet, a ritual exchange of goods between Colovians and Bosmer which has been practiced since the First Era.

Summer Palace

The Emperor's summer retreat in the north, near Lake Arius. Originally constructed by Emperor Antiochus, who also has his tomb near the complex.

Quakemoth Fort

Small fort in the Riverlands, protecting the southern Heartlands.

The Imperial Prison

Vast prison complex on Carcementum, in the Imperial City. The prison dates back from the middle First Era, but the modern complex was founded by Emperor Kastav. It is said that the upper prison has moving walls and other ingenious machines intended to confuse prisoners. Only the resident Carcerographers know how to plot a path from one place to another.

The visible prison is merely the tip of an enormous iceberg, and it is rumored that subterranean, half-flooded passages lead all the way back to the Emperor's Palace. The deepest levels of the prison are said to be an enormous oubliette, a massive half-flooded cave inhabited by tribes of feral prisoners and massive lake serpents.

Fort Urasek

An ancient fort east of the Imperial City. Said to be founded on the location of an even older Nedic city.

Wakemoth Fort

A fort south of the Imperial City.

Waxmoth Fort

A fort east of Mir Corrup. Protected Cyrodiil from Dunmer aggression in ages past.

Winter Palace

The Emperor's winter retreat near Caer Suvio. Said to date back to the days of the Reman Emperors. The palace is currently the informal prison for the Emperor's wife, Caula Voria, who is suspected of Tharnite sympathies.

Yellowmoth Fort

A fort south of Bravil.

[Nibenese Deepwood/Outlaw Villages]

Various deepwood villages in the Niben jungle, home to Nibenese hillbillies, odd cults and social/political outcasts of all stripes.

[Argonian Settlements]

Various Argonian tribal camps in the southern Nibenay.


Various mines, farms, vineyards, lone houses, Minotaur tribes, temples, watchtowers, tollhouses, etc.