682. Cheydinhal

682 (a). Cheydinhal

The walled city of Cheydinhal in eastern Cyrodiil is one of the few cities left in the province still under the control of the Imperial Legion. The good news is the presence of an Imperial garrison seems to have ensured that the people do not suffer attacks from bandits, goblins, or wayward Banners as other settlements in the area have. The bad news however is that the garrison’s leaders have acted overly oppressive towards the people of the city, even going so far as to try and force all able-bodied residence to draft into their ranks.

682 (d). Cheydinhal

682 (i). Cheydinhal

Unsurprisingly the people have revolted against this tyranny, forming their own militia, and I arrive to find the city is split in two by the river that runs through its heart; with the west side under rebel control, and the east controlled by the Legion. Despite this civil war within their walls, many of its people have chosen not to flee, staying in their homes and putting their faith in the leaders of the revolt. In reality they probably wouldn’t find anywhere safer outside the city’s high walls anyhow. At least the troubles within the walls seem to be keeping the troubles outside, out.

I remember visiting Cheydinhal as I was growing up, the first landmark one would look for on the approach to the city was the top of the spire of the Great Chapel of Arkay. I recall it being a lively, prosperous city; a bustling stop-over for merchants and adventurers upon the blue road to Morrowind. It is also the ancestral home of House Tharn, though despite Meridia suggesting he would return to Cyrodiil after the Planemeld, I don’t expect to find Abnur hiding out in the bosom of his loving family.

682 (e). Cheydinhal

S.K

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