Lore:Places C

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search
Overview | A B C D E F G H I J K L M N O P Q R S T U V W X Y Z | Maps


Cael is a potentially fictional location mentioned in The Ransom of Zarek.[1]


Caldera was an Imperial charter town just north of Balmora. It was built to service the nearby Ebony mine, providing the miners with homes, entertainment, and other services. The town was ruled largely from the Caldera Mining Company's fortress to the northeast.

The buildings, which had Imperial and Nordic architectural influences, formed an inverse "L" shape between two large guard towers. While Dunmer presence in Caldera was almost non-existent, a large contingent of Orcs lived in the dilapidated Ghorak Manor (along with an unusual Scamp who was a merchant and claimed the house was his). Notable institutions in Caldera included an Imperial Cult altar, a Mages Guild branch, two general merchants, a blacksmith, a tavern, and one of the few Imperial-style clothiers in Vvardenfell.

Calluis Lar[edit]

Calluis Lar is one of the minor islands of the Summerset archipelago. It is located in the Abecean Sea, off the coast of the northern Auridon, near the city of Firsthold.

During the Third Era, it was a popular hideout of the pirates. A few days before the revolt of the Trebbite Monks against Queen Morgiah the activity of the pirates in the area increased. They had been more brazen and began to attack royal barges in organized raids. Reman Karoodil decided to deliver a crushing blow to the criminals who were using the islet as a base and ordered the greatest part of his militia to invade the island. He led the incursion himself. Although the outcome of the intervention is unclear, he returned to his castle after a few days.


Camlorn (sometimes called Camlarn) is one of the nine historical Breton kingdoms in the province of High Rock, situated on the coastal highlands of Glenumbra. Camlorn and the surrounding region is a melting pot of several different Breton cultures and its people fancy themselves as more refined and metropolitan compared to their neighbors in Daggerfall. The kingdom's nobility consider themselves an aristocracy of poets and artisans. It has also greatly benefitted from trade coming from either the Eltheric Ocean or the Iliac Bay. As of 3E 432, Camlorn was one of five major kingdoms in High Rock.


Cann was a ruin in the Shivering Isles. Though the initial origin of Cann is all but unknown, the last notable inhabitants were a group of Manic idealists who brought residents of the Isles (and sometimes beyond, in the case of Beldring of Palgania) to the ruins to be housed and pampered for days on end. Ultimately, the group who oversaw this project fled the ruin, and the bloodbath that they caused.

Lake Canulus[edit]

Lake Canulus is a lake in the far east of Cyrodiil, between the Silverfish and Panther Rivers. It is surrounded by old forts, mines, camps, and caverns. A great monastic complex of the Alessian Order that contained documents dating back to at least the mid-sixth century was once built along its shores, but it was razed during the War of Righteousness, and much of its archives were destroyed. The Ayleid city of Varsa Baalim was located near the lake before it plunged into the ground in the early First Era.

Caomus River[edit]

The Caomus River (formerly known as Diren River) is a waterway flowing from the mountains near to the Tor-Hame-Khard to the waters of the Auridon Strait. The city of Shimmerene is built on its southern bank, with its docks located on the northern bank. The mouth of the river starts at the Direnni Acropolis, formerly the farming village of Tyrigel, which was once located on the banks of the river Caomus.

In the Merethic Era, the Locvar Tribe sailed down the Caomus River and stumbled onto Tyrigel, seeing it as a good target for food and other bounties. Their attacks continued until they were defeated by Asliel Direnni.

The river's original name was adopted by the inhabitants of the Tyrigel as their name. In the future, they rose into prominence as an influential faction known as Clan Direnni.

Cape of the Blue Divide[edit]

The Cape of the Blue Divide, or simply the Blue Divide is the body of water found between the provinces of the Summerset Isles and Valenwood, and the general area of the Second Aldmeri Dominion. It is bordered by the Abecean Sea to the north and the Southern Sea to the southeast.

The Blue Divide's general scope is largely unknown, though the town of Southpoint is reportedly north of the body of water. The island of Stros M'Kai is a strategic location, found north of the Cape of the Blue Divide. It was because of this the island was targeted by the Third Empire during their conquest of Hammerfell in the Tiber War. It was their closest foothold to the Cape, described as the waters of the Aldmeri Dominion. The Colovians made their earliest voyages around these waters, and the Iliac Bay, sacking various Nedic settlements. The Cape of the Blue Divide was also the general location of the War of the Blue Divide, occurring in the Imperial Simulacrum between the provinces of Valenwood and the Summerset Isles.

Cape Shira[edit]

Cape Shira is an area comprising the western end of mainland Hammerfell. It has a lush tropical climate, though the northern coast is rocky. Salas En is found here. Yaghoub sailed northwest to round the Cape, becoming the first of the Ra Gada to discover the Iliac Bay.

Cape Shira roughly corresponds to the location of the regions of Abibon-Gora, Kairou, and Pothago in the Iliac Bay.

Carn Prae[edit]

Carn Prae is a location found in northwestern High Rock,[2] presumably around the Glenumbra and Rivenspire regions. It is unknown if it is equated with another location in that area.


Cartmont (or Corten Mont) is a location found in south-central Hammerfell, found in between the city-states of Taneth and Elinhir.

Cascabel Hall[edit]

Cascabel Hall was a castle located near the city of Solitude in Skyrim. It was noted for its impenetrable walls and the vast arbor of golden apples that stretched for many acres near the castle, said to be the finest, most delectable apples in the Empire. Its well was connected to an underground basin rich with vast reserves of water.

At some point between 3E 246 and 3E 427, the Kings of Solitude and Farrun fought a war against one another, and the Count of Cascabel allied himself with Solitude. When the forces of the King of Solitude had left Cascabel Hall, the Bosmer mercenary Menegur was left behind to man the battlements as the rear-guard to protect their retreat. The army had left a wagon behind to supply him with what they assumed would be enough food for months, but the trunks turned out to be filled with inedible netch leather armor from the army's incursion into Morrowind. The enemy army soon surrounded the castle, leaving Menegur to defend it alone and nearly starving after living off of rats, insects, and even moss. He soon went on irregular treks to enemy encampment outside the walls to retrieve apples from the arbor, using the netch armor training he received from his kinswoman Aerin to avoid being killed by the enemy troops.

The King of Solitude eventually returned with his army after months of working out a truce with the King of Farrun, and thanked Menegur for his service. The knights of Farrun, now no longer hostile to Menegur, apologized for their attempts to kill him and admired his skills. The King said Menegur owed thirty-seven Imperial gold to the Count for the crops he'd eaten while they were away, as they'd exceeded his mercenary wages. Menegur responded by saying he'd pay the fee to himself, as after reading through law books he viewed an Elder Council decree made as an attempt to clear up some questions of property rights in Skyrim during Uriel IV's reign, which stated that any man without a liege who occupied a castle for more than three months would be granted the rights and titles of that estate. Menegur proclaimed that by rule of law, he was now the Count of Cascabel.

By 3E 427, Menegur's son still held the title of Count of Cascabel. The castle no longer stood by the Fourth Era, although some of the shipments of netch leather armor survived, having been sent to the nearby Fort Hraggstad after the battle. These armor pieces were looted from the ruins of the fort by the Last Dragonborn circa 4E 201.

Castle Daggerfall[edit]

Castle Daggerfall (also called Daggerfall Castle) is the seat of power for the Kingdom of Daggerfall and is located in the capital city. The castle sits at the city's highest point and overlooks the settlement and the Eltheric Ocean from its unassailable position.

Castle Ebonheart[edit]

Castle Ebonheart (or Ebonheart, after the mainland city of the same name) was the seat of Imperial authority in Vvardenfell. From this city, the Duke of Ebonheart, Vedam Dren, and his Grand Council determined law and policy for the Vvardenfell administrative district. The Imperial Chapels served the Duke, his retainers and the castle's garrisons, and were also an administrative center for Imperial Cult presence.

An Imperial Guard unit protected the Duke, and the Hawkmoth Legion was also garrisoned within the walls of the castle. Much of the business in Vvardenfell, which concerned either the Empire or House Hlaalu, was conducted in Castle Ebonheart, as the Hlaalu Grandmaster was the Duke himself.

Because the East Empire Company was chartered directly by the Emperor, its offices, warehouses and docks were adjacent to the castle, and its security was assured by the Imperial garrisons. The provinces of Skyrim and Black Marsh maintained diplomatic missions in Ebonheart, the latter mainly in concern for its citizens, due to the fact that the Morrowind province was exempt from the abolition of slavery.

Castle Leyawiin[edit]

Castle Leyawiin (also called Leyawiin Castle) is a large Imperial stone castle built on an island in the Lower Niben, straddling the deep channels of the river and guarding the entrance to Topal Bay. It is named for the surrounding walled city of Leyawiin and is considered to be one of the most notable castles in Tamriel.

The castle structure is located within the inner keep on the eastern side of the city and possesses staunch circular towers, a soaring main hall, an enclosed courtyard, side corridors, dungeons, guard barracks, private quarters, and secret passages. The castle also contains poorly organized collections of books and written documents dating back to the early years of the Alessian Empire.}

Castle of the Worm[edit]

The Castle of the Worm was an enormous complex built in Coldharbour. It served as the Order of the Black Worm's stronghold during the time of the Planemeld.

Following the Soulburst caused by Mannimarco in 2E 578, Nirn was cast adrift so that Molag Bal could merge it with his realm of Coldharbour. Although acting as his loyal servant, Mannimarco planned to usurp Bal's place as the God of Schemes and rule over both Nirn and Coldharbour. The Castle of the Worm was built using dark magics and the slave labor of Soul Shriven as a monument to the necromancer's hubris. Although Mannimarco himself continued to rule from the Imperial City, the Castle was used as a prison and cattle pen. Overseen by Worm Cultists, countless mortals were sacrificed to Molag Bal at the Castle, losing their souls to become Soul Shriven. Their corpses were then used as material for the creation of undead servants to guard the fortress. A small Soul Shriven village called the Wretched Squalor sprung up outside the walls of the Castle.

One of the Castle's many prisoners was Chancellor Abnur Tharn of the Elder Council. Despite submitting to Mannimarco following the necromancer's betrayal of Emperor Varen Aquilarios, Tharn was eventually removed from his position of power in the Imperial City and confined to the Castle. He was given meaningless tasks, overseeing minor Worm Cult cells on Tamriel and sorting soul gems, and was kept alive for political reasons only until such time as he could be disposed of. By chance, in 2E 582 following his escape from Coldharbour, Varen Aquilarios came into possession of a magical orb that Tharn used to communicate with a subordinate. Seeing it as a chance to escape, Tharn promised to reveal the location of Sai Sahan if he could be extracted from the Castle. Aquilarios created a portal to Coldharbour for Lyris Titanborn and the Vestige, who were then able to enter the Castle through its cistern with the help of Sir Cadwell. Fighting through the Daedric, mortal and undead guardians, the intruders succeeded in freeing Tharn from captivity and were teleported out by Aquilarios after a brief confrontation with Mannimarco's projection.

After his failure to secure the Amulet of Kings from the Five Companions later that year, Molag Bal learned of Mannimarco's plans to replace him. The King of Worms was pulled into Coldharbour to be tortured for all eternity, and although he later escaped from the Prince's clutches, it can be assumed that the Worm Cult fell out of favor within Coldharbour. The fate of the Castle of the Worm is unknown following the failure of the Planemeld.

Castle Rilis[edit]

Castle Rilis was a ruin built by the Ancients, found on the northern tip of the island of Auridon within the province of the Summerset Isles.

Castle Rilis was one of the oldest Altmer ruins found in the province, named after the royal family of Firsthold, the Rilis clan. The vaults and catacombs underneath Castle Rilis were even older, and contained secrets that were long forgotten. One of these vaults was the Banished Cells, a prison said to contain various Altmer that delved into the forbidden knowledge and dealings of the Daedra.

Castle Volkihar[edit]

Castle Volkihar is an ancient castle perhaps dating back to the Merethic Era or the early First Era. It is located on an isolated island off the Giant's Coast of Haafingar Hold in Skyrim, near the border with High Rock. Long thought lost to the eternal mists of the Sea of Ghosts, the sprawling castle manifesting on the rocky islands north of Icewater Jetty has been seen by fishermen on Skyrim’s northwest coast.

Initially the home of an Aedric cult, the castle has since been occupied by the Volkihar for millennia, hence its current name.

Castle Wayrest[edit]

Castle Wayrest (also called Wayrest Castle or Wayrest Palace) is the seat of power for the Kingdom of Wayrest and is located in the capital city. The castle is arguably the most famous castle in all of Tamriel and is noted for its sweeping spires that provide a grand view of the entire countryside. Its classical stone-keep architecture had set the standard for noble housing for centuries. The castle lies in the eponymous Palace District of Wayrest city, and is found on the north end of Wayrest Boulevard.

Cath Bedraud[edit]

Cath Bedraud is an ancient cemetery, a series of concentric circular bands found in the highlands of Glenumbra, in the province of High Rock. Cath Bedraud is the burial ground for the province's greatest heroes and monarchs, who fought to the death to protect High Rock for millennia. The surface level of the cemetery is reserved for warriors that were deemed heroes, while below the earth are catacombs and ornate mausoleums for the many kings and queens of the past. The center of the cemetery contains the oldest and most prestigious graves. It is heavily advised to avoid Cath Bedraud in the heavy fog, ghostly lights and hollowed moans occur across the area.


Cathnoquey is an archipelago that lies somewhere between Tamriel and Akavir. It was conquered by Uriel Septim V in 3E 276, and was still an inhabited Imperial territory and trade hub circa 3E 331. One of its major exports is wasabi, a substance that has been popular in Skyrim since ancient times.

Cave of Hidden Music[edit]

Cave of Hidden Music (or the Cave of the Hidden Music) is a cavern located in the snow laden woodland of the Solstheim, currently in the province of Morrowind. It is a large cavern located in the Isinfier Plains, where the "rocks hung from the ceiling and grew from the ground itself," and the "Song of the Earth," a faint melody found deep in the cave, in the Chamber of Song. It partially serves as an ancient Nordic barrow, so it is swarmed by the draugr, the undead Nordic warriors of yore.

Ceporah Tower[edit]

The Ceporah Tower is an ancient structure on the Isle of Artaeum, an island originally in the Summerset Archipelago. The Tower serves as the headquarters of the monastic Psijic Order, who call Artaeum home. While parts of the Tower were constructed by the Psijics, its foundations are far older, having an entirely unique architecture, and was built by unknown ancient beings. Directly beneath Ceporah Tower lies the Dreaming Cave, which houses a portal that can be used to travel to any realm of Oblivion; it has been used for this purpose by many, including Sotha Sil—a member of the Dunmer Tribunal—who made a compact with many of the Daedric Princes in the late First Era.

Ceporah Tower is used by the Psijics in many of their rituals, and is known as the location beneath which Vanus Galerion confronted Mannimarco about the latter's increasing fascination with necromancy and soul-trapping. It was this confrontation that led directly to the founding of the Mages Guild.


Cespar (also spelled Caspar) is a large island off the western coast of Hammerfell, south of Herne. Sometime in the mid-Second Era, the former noblewoman, Lady Benwyne Thronebane was exiled to the island of Cespar and lived there since at least 2E 582. When the Painted Eye took over the citadel Borderwatch in southern Cyrodiil, they made a demand to free Lady Thronebane but it was later revealed that all of their demands were a ruse. The island was considered by the Empire to be part of Hammerfell's territory in 2E 864.

Tralan the Two-Blade, a Redguard swordsman who became one of Emperor Titus Mede I's most valued men, hailed from Cespar.


Ceyatatar (meaning "Shadow of the Fatherwoods" in Ayleidoon, originally named Ceya-Tar) is a crumbling Ayleid ruin in the wilderness between the Imperial City and Skingrad. The ruins contain the central dome of a great underground edifice once dedicated to Magnus, where ancient magic still casts a blue shimmer onto the faded white walls and pools of water within. The underground complex extends deep into the Great Forest to the southwest, having been built into the natural caverns below.

The Chain[edit]

The Chain is a group of at least three islands in the Abecean Sea, south of Hegathe in Hammerfell and west of Stros M'Kai, near the Eltheric Ocean. The two smaller islands trail off to the west. The island was considered by the Empire to be Hammerfell's territory in 2E 864, a claim which remained by the late Third Era, as certain maps be considered them part of Hammerfell.

The coral kingdoms of Thras are described as a set of islands southwest of the Chain.


Chaseguard (also called Chasegard) is a town found in southern Hammerfell, on the eastern shores of Hew's Bay between the city-state of Taneth and Rihad.


Cheydinhal is one of the nine major cities in the province of Cyrodiil, situated in the boreal highlands of the Nibenay Basin. Cheydinhal is an idyllic and prosperous Nibenese city that is noted for its heavily Dunmeri inspired culture and architecture, which came in nearly half a century before the Fourth Era. The city is known for its broad, green parkland and neatly trimmed cityscape, all of which surround the graceful willows of the Corbolo River. Cheydinhal is also the home of House Tharn, an ancient Imperial family that has lived in the region since before the Empire's inception.

The Chill[edit]

The Chill is a small glacial island off the coast of Skyrim. It is located north of Winterhold in the ice fields of the Sea of Ghosts. The island is home to an ice cave that serves as Winterhold's jail, where prisoners are often left to die. This island prison is guarded only by Frost Atronachs. The guards in Winterhold will often tell recently captured criminals to "enjoy the Chill".

The island is quite mineral rich, with ore deposits of corundum, gold, iron, and silver all being present. The island and surrounding ice floes are home to wildlife such as horkers, ice wolves, snowy sabre cats, and snow bears.


Chorrol is a Colovian town in northwestern Cyrodiil, between the Great Forest of west Cyrodiil and the Colovian Highlands of the Hammerfell border. It is a boulder-strewn area where large oak canopies shade its streets. Citizens of Chorrol are known as "Chorrolians".

Cipher's Midden[edit]

Cipher's Midden is a mortal settlement located in the center of Apocrypha. It is primarily inhabited by the Ciphers of the Eye, mortals scholars who were brought to Apocrypha by Hermaeus Mora and exist there with his blessing. No cipher has authority over another; the only law in Cipher's Midden is that of Hermaeus Mora, and he takes no interest in mortal dealings. Instead, the ciphers choose to cooperate on custom.

Cliff Keep[edit]

Cliff Keep is a location found in the Sunforge region of north-central Hammerfell, along the Dragontail Mountains and east of Skaven.

Clockwork City[edit]

The Clockwork City, also known as Sotha Sil, is a metaphysical clockwork realm created by Sotha Sil, one of the living gods of Morrowind, to replicate the mythic structures of Nirn in metallic miniature. It supposedly exists "outside space and time", and in the physical world, it is represented in the form of a Clockwork Globe that is no larger than a good-sized netch, and requires an individual to be magically shrunk to enter. Although represented in miniature, the realm is expansive on the inside and encompasses an entire world.


Clohaigh is a cave and a druidic ruin located to the east of Glimmertarn on the island of Galen. It was a sanctuary of great significance to the nature spirit Frii, the Sower, and was established in the early years of the Druids' presence on the island by the last Druid King, Kasorayn himself. According to local lore, Clohaigh was once a sacred site of the druidic circles. However, for reasons unknown, it was eventually abandoned and has remained unoccupied ever since.

Clott River[edit]

The Clott River (or The Clott) is a waterway located east of Cloudrest with two tributaries flowing from the Eton Nir into the northeastern shore of the Summerset Isle, to the waters of the Auridon Strait. One of the tributaries starts in the mountains near to the ruins of the Eldbur Monastery, an abandoned Psijic Order facility, while another next to the King's Haven Pass.

Cloud Ruler Temple[edit]

Cloud Ruler Temple was an ancient stronghold of the Blades located high in the Jerall Mountains near Bruma. It is one of the most dramatic remaining examples of Akaviri architecture.

Built by Reman Cyrodiil's Akaviri Dragonguard at the founding of the Second Empire, it served as their headquarters. Even as they became known as the Blades, the Emperor's agents continued to occupy Cloud Ruler Temple until the end of the Third Era. Legend has it the swords of those slain protecting the Dragonborn were hung within the Great Hall of the temple. The archives of the temple were believed to have been the primary repository of the oldest Blades lore.

Cloud Top[edit]

Cloud Top is a mountain in the Colovian Highlands of Cyrodiil, in the Amber Woodland northwest of Chorrol. The summit can be reached via a mountain path that branches off the Orange Road outside Chorrol's North Gate. Cloud Top is the site of the crumbling remains of an Imperial fortification. These ruins include a section of pillar carved by the Ayleids and infused with significant power.


Cloudrest is one of the eight major cities in the province of the Summerset Isles, situated on the highest slopes of Eton Nir. Cloudrest is colloquially known as the "Aerie of the Altmer", and despite the fact that it is set high on the tallest mountain in the province, the air is heady and invigorating. The people hold the city in high regard and claim the great plains of Summerset for themselves. Cloudrest is the home of the Welkynar Gryphon Knights, the knightly order of gryphon riders that protects the region since the early years of Altmer history on the island. They have chosen Cloudrest because of its high vantage point from the entire island.


Coldharbour is a realm of Oblivion created and ruled over by Molag Bal, the Daedric Prince of Domination. As befits his sphere, Bal's realm is a desolate, apocalyptic image of Nirn, which is achieved by both mocking imitation and outright theft of parts of the mortal realm. It is inhabited by Daedra and the eternally-tormented husks of mortals called Soul Shriven. Mortals who made deals with Molag Bal can also be found living in Coldharbour. The souls of vampires are sent to Coldharbour when they die. Coldharbour has been described as a manifestation of fear and exploitation. Descriptions of the plane vary widely, but all accounts agree that Coldharbour is a dismal, cold, and largely lifeless realm.

College of Winterhold[edit]

The College of Winterhold is a school for magic in the city of Winterhold. Its campus is imposing and fortress-like, arranged around a large central courtyard and, following the Great Collapse, reachable only across a narrow stone bridge. It functions much like the Mages Guild in other parts of Tamriel, but is a resolutely independent establishment separate from the Guild. The College holds documents dating back as far as the late Second Era, though the College itself is even older. It is said to have been founded in the First Era by the legendary mage Shalidor, although it is one of many dubious feats attributed to him. One of the oldest reliable mentions of the College comes from the early Second Era.

The College is a selective institution, which allows entrance only to those students who prove themselves adept at the magical arts. However, once a student earns admittance, they are granted more freedom of experimentation than in the Mages Guild, with even Necromancy regarded as an acceptable arcane practice. The College's main building is the Hall of the Elements, which is used for all kinds of magical practice. It holds the famous Arcanaeum library as well as the Arch-Mage's quarters, while accommodations for students and faculty are provided in separate buildings. Beneath the college campus lies the Midden, a remnant of the college's past where many of its greatest secrets lie. The Eye of Shalidor is the symbol of the institution and is seen on many banners and stone reliefs across campus.

Colored Rooms[edit]

The Colored Rooms are a many-faceted realm of Oblivion, created and ruled over by Meridia, known as the Daedric Prince of Infinite Energies. From what little has been seen of the Colored Rooms, they seem to resemble a cross between a coral reef and a vast field of floating stones, strewn with colorful trails of dust or cloud. The "ground" between the stones looks like luminescent water, but is solid enough to walk on. The skies are described as floating effluvium oceans of crimson. It has been suggested that the "colors" of the realms are a reference to the different schools of magic.

Aurorans and their warhorses are the spawn of Meridia that reside in the Colored Rooms, being made from pure light and have skin tones of virtually any hue. Golden Saints are also purported to reside in the realm. The Colored Rooms have been described by those souls who have been there as "pretty boring" aside from Meridia's lectures (which are described as "pretty boring" as well).


Colovia (also known as the Colovian West, Old Colovia, and the Imperial West) is the western half of the province of Cyrodiil, known for their austere, hard-working, and self-sufficient people, the frontier-men of Colovia. The Imperials of Colovia are strong-headed and hard working, with a rich martial tradition and strong work ethic. Many serve in the Imperial Legion, either as soldiers or commanders, and Colovian Timber is highly prized for both construction and weaponry.

Colovia features rugged hillscapes throughout the Gold Road, dense greenery in and around the Great Forest, and wide swathes of open grasslands throughout the Imperial Reserve, which is famous for its bountiful hunting grounds. Most of the Colovian population live in the major cities, but some, particularly the nobility, tend to live in private estates closer to the Gold Coast, while various farms and roadside inns dot the landscape. Colovia has also been described as a coastal jungle. Though Colovia's borders have shifted throughout the eras, traditionally, it contains four counties and their cities: Anvil, Chorrol, Kvatch, Skingrad, and formerly Sutch.

Colovian Highlands[edit]

The Colovian Highlands are a hilly, forested region on the northwest outskirts of Colovia and the province of Cyrodiil. The region is known for its ancient forest, and prominent wine country, specifically for its famously robust red blends. The Colovian Highlands are a far-off region from the centers of Imperial civilization but some people, such as the well-known Imperial historian Dubicius call the region their home.

Coral Aerie[edit]

Coral Aerie is a small island found off the northern coast of Summerset Isle, in the province of the Summerset Isles. This little islet far off the coast of Summerset sports high cliffs and deep tide pools that serve as popular breeding grounds for numerous species of martime fauna, migratory birds, and large predators, such as gryphons. Partially-submerged ancient Aldmeri ruins of are one of the dominant features of the islet.

Coral Cliffs[edit]

Coral Cliffs is a druidic settlement located off the northern coast of the Amenos, one of the islands of the Systres Archipelago. This rocky cove is inhabited by the members of the Eldertide Circle and is considered to be one of their strongholds. The Druids of the Eldertide resided in a complex of caverns near the shore, in addition to the hovels situated above the ground. It is located near Hadolid molting grounds.

Coral Forest[edit]

The Coral Forest is an iconic landscape on Summerset Isle, located south of Shimmerene. This place consists of a dense collection of petrified coral which creates a strange, labyrinthine landscape of collar pillars along the island's eastern shore, where coral crabs, mud hoppers and reef vipers hatch and thrive. It is commonly known to be a dangerous place for travelers and adventurers.

Circa 2E 582, Tilcalar, the Aldarch of the Monastery of Serene Harmony, secretly became the Earl of Clavicus Vile and one of the three leaders of the Court of Bedlam. He was instructed by Kinlady Avinisse to activate an Abyssal Pearl within the Coral Forest, most likely with intentions of creating an Abyssal Geyser near Shimmerene in order to sink Summerset Isle beneath the sea. His plans were foiled when the Vestige confronted and killed him in the Coral Forest. A Psijic named Valsirenn then magically transported the Abyssal Pearl to Artaeum so that this Sea Sload artifact could be studied further.

Corbolo River[edit]

The Corbolo River is one of the largest tributaries of the Niben River, which it joins at the northeast corner of the Niben Bay. The river extends further north in the wilderness until it reaches a fork that connects to the Reed River, which empties from the Valus Mountains in the northeast and the stream that empties from Lake Poppad in the northwest. The Yellow Road runs over the river via the Crestbridge, right next to the ruined Fort Cedrian. The county seat of Cheydinhal is found on the banks of the Corbolo, and the settlement, Drakelowe overlooks the river valley near the fork. It is next to a large drawbridge that leads deeper into the Nibenay Basin.

Corgrad Wastes[edit]

Corgrad Wastes (originally called Corgrad) is a historical settlement found on the northern coast of Summerset Isle, the largest island in the province of the Summerset Isles. For the longest time, it was a derelict, sunken ruin from the late First Era, a relic of the Thrassian Plague outbreak that devastated much of Tamriel. Since its destruction, the local Altmer avoided the site and it became a safe haven for outcasts of society.

Corkarth Run[edit]

Corkarth Run (also named Rathendis Falls) is a settlement located in a mudflat area of Thornmarsh in southeastern Morrowind, in the jurisdiction of the Great House Dres. It is north of the city of Tear.


Corinthe (alternatively known as Corinth) is one of the eight major cities in the province of Elsweyr, located in the very heart of the province. Back in ancient times, Corinthe was the seat of power for one of sixteen kingdoms that dominated ancient Elsweyr, each of them mastered a specific discipline. The Khajiit of Corinthe were master carpenters and lumberers.

Cormaris View[edit]

Cormaris View (also known as Cormar View) is a settlement found in the Great Valley region northwest Morrowind, near the city-state of Blacklight.


Cragwallow is an old settlement found in the wilds of Eastmarch, in the province of Skyrim. It has existed for many years, it was even the home of the powerful Icehammer Clan before their demise in the late-quarter of the First Era. By the mid-Second Era, it was a mead hall populated by the royal workers of High King Jorunn, who built the roads that ran through the hold's major routes. The nearby caves share the same name with the settlement.


Cropsford is a settlement located along the Yellow Road in the Nibenay Basin of Cyrodiil. The land is in the center of goblin territory, which has historically caused trouble for settlers.


Crowhaven is a fort located along the Gold Coast of Cyrodiil, in County Anvil. During the Second Era, it belonged to the Jarol family and was known as Jarol Estate. It later went on to become the home of the Lord Loviducus, but fell into ruin and became home to a den of feral vampires. It is located near the ancient Ayleid settlement of Garlas Malatar.

Cryngaine Field[edit]

Cryngaine Field (pronounced kree-gain) is a region found in southern High Rock. It is known for its flowering meadowland. It is located near the Fiefdom of Anticlere, but it is specifically found between the Ravennian Forest and the Yeorth Burrowland. It is most well-known for the Battle of Cryngaine Field, the final confrontation in the War of Betony, between the kingdoms of Daggerfall and Sentinel.

Crypt of Hearts[edit]

The Crypt of Hearts is a multi-level mausoleum located in northern Tamriel made up of dank, winding passageways filled with strange creatures. The city of Shornhelm is sometimes referred to as "the Keeper of the Crypt", and both are located in the Rivenspire region in High Rock, specifically in Markwasten Moor. The area that the Crypt of Hearts was built on is also considered part of the Western Reach, and it was known to be infested with creatures native to the region such as floaters.

Crystal Tower[edit]

The Crystal Tower (also called the Crystal-Like-Law or Lawful Crystal) was an ancient, mystical structure located near the northern tip of Summerset Isle, northwest of Cloudrest. It was built by the early Aldmer as a monument to their ancestors, and was considered sacred to the Altmer.

Before the construction of the Arcane University, it was the pinnacle of magical learning in Tamriel. The top of the Crystal Tower was reserved for interring the dead. While describing the tower, Ria Silmane mentioned to the Eternal Champion a claim that the southernmost tips of the Dragon's Teeth Mountains of mainland Tamriel could be seen from the top parapet of the tower. The interior of the tower was white and radiated light. It contained a Great Library and a treasury with many ancient tapestries and other relics, such as Topal the Pilot's old maps. The Crystal Tower was also famed for The Bestiary, a menagerie of many dangerous creatures which were tended by trolls.

The Crystal Tower was one of the mythical Towers that stabilize the Mundus. It was present in all realms of the Aurbis simultaneously, acting as a gateway to all realities. The Tower's Stone was called Transparent Law, which was placed at the Tower's summit on Nirn. It has been theorized that control of the Crystal Tower—through Transparent Law—could grant one omnipresence in the entire Aurbis.


Culotte is an Ayleid ruin located along the banks of the Upper Niben, in the Heartlands of Cyrodiil.

During the Alessian Slave Rebellion, Culotte became home to one of the Ten Ancestors, Ayleid statues originally held in the White-Gold Tower which were dispersed to cities across Cyrodiil for safekeeping. Culotte subsequently fell into ruin after the Ayleids' downfall.

The ruins of the settlement were once known to attract undead of all kinds. Circa 2E 582, the nearby settlement of Cropsford was occasionally threatened by the undead that flocked to Culotte, prompting the townsfolk to periodically clear the ruins. Eventually Culotte was cleared of undead. In 3E 433, the Hero of Kvatch entered the ruins and retrieved the ancient Ayleid statue, causing the dead to rise from their graves and once again plague the ruins. The statue was later sold to Umbacano.


Cybiades is an island off the northern coast of Sentinel, within the Iliac Bay. It has a tropical coastal climate with a vibrant variety of plantlife. The people of Cybiades create an oil condiment from hot peppers.

By the fifth century of the Third Era, the only notable structure on the island was the ruins of Cosh Hall, where armed human squatters had taken up residence. Although otherwise uninhabited, Cybiades was considered a separate political entity until the Warp in the West, when it was most likely subsumed by the massive expansion of the Kingdom of Sentinel.


Cylarne was a ruin in the Shivering Isles at the end of the Third Era, located on the Isle of Flame. It is the oldest known ruin in the Isles, and is rumored to be the original capital of the Shivering Isles. The ruins of Cylarne are home to the Cold Flame of Agnon, which is fed by the altars of Rapture and Despair. The Dark Seducers and Golden Saints constantly fought over controlling the ruin.


Cyrodiil, also known as the Imperial Province, Dragon Empire, Starry Heart of Nirn, and Seat of Sundered Kings, and Cyrod in Ayleidoon, is a province in the south-central region of Tamriel, and the home of a humanoid race known as Imperials. The center of their Empire and seat of governance, Cyrodiil is also known as "the Heartland". The capital of Cyrodiil, and of the whole empire, the Imperial City, is located on City Isle in the center of the province, which bears the location of White-Gold Tower, possibly the most renowned monument of Tamriel. Despite some accounts describing Cyrodiil as a jungle, it primarily has a temperate climate. One scholar of the middle Second Era attributed this discrepancy to errors made during the transcription of historical texts, while another speculated that White-Gold Tower itself adapted the climate to suit the region's inhabitants. Later sources asserted that Emperor Tiber Septim altered Cyrodiil's climate after he united all the provinces under his rule.