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About this mod

Adds 6 explorable mini-tombs to western Cyrodiil

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Welcome to the fifteenth installment of my Oblivion Immersion Series.  I am not an anthropologist, but I am pretty sure that practices concerning death and the dead are integral to society and culture.  The lack of this in Cyrodiil really sticks out.  In Cyrodiil, each city has its own cemetery and such, but how did the Imperials inter their dead in the days of yore?  In Morrowind and Skyrim, you couldn't walk five minutes without running into a tomb or barrow of some sort.  In the lore, the Colovians have a lot in common culturally with the Nords, so it makes sense that their burial practices would be similar.  Of course, rather than just copy Skyrim, directly, I tried to add some different elements and give it a slightly more Roman flavor.  Of course, my limited research into Roman burial practices and limited resources mean that this won't emulate Roman practices very well, but what can you do?

A total of six, fully explorable mini-tombs have been added across Colovia.  Bear in mind that these tumuli are small, as I lack the time or desire to construct long, sprawling dungeons by hand.  Beware of the undead inhabitants, but treasure awaits for anyone unscrupulous enough to rob graves for a living (which is 80% of what being the Hero of a TES game is all about).

As requested, here are the general locations of the six tombs:

- Gold Coast: east of Ft. Sutch
- Great Forest: northeast of Odiil Farm, southeast of Clavicus Vile's shrine
- West Weald: west of Ft. Blackboot
- Colovian Highlands: northwest of Ft. Dirich, south of Trumbe

As of v1.1, the urns and sarcophagi are now lootable, but for the sake of balance, the wealth added is minimal.  Expect a lot of bones and bone-meal in addition to a few extra coin.

A patched version of the V1.1 plugin has been released for use alongside Knights of the Nine or Roads of Cyrodiil.

French translation here:



Oblivion Version 1.2.0416

Installation Instructions

Copy contents into your Oblivion data folder

Uninstallation Instructions

Delete the added contents

Optional Files

A patch plugin, based on v1.1, is available to correct for overlap problems with KotN and Arthmoor's Roads of Cyrodiil, which moves the offending tombs to other close-by but non-problem locations.  The patch is a plugin only, so be sure to overwrite the original esp with the patch version and retain the BSA.


Incompatible with any mod that make changes to the sites where the tombs have been added.  Should be compatible with any Sutch mods.  Should be compatible with most, if not all village mods, as the tombs are added in remote places where no villages, to my knowledge, have been added.    Will be incompatible with any mods that replace rock textures, so be sure to install any rock texture replacers after this mod.  Should be compatible with Unique Landscapes mod Great Forest: Lush Woodlands. Versions 1.0 and 1.1 have some overlap issues with Knights of the Nine and Roads of Cyrodiil, which are remedied in the optional patch.  If any incompatibilities are discovered, please let me know.

Change Log


- Increased the size many of the sarcophagi
- All urns and sarcophagi are now able to be looted


- Initial release

Known Issues

None at the moment.  If you wish to report a bug, give me details.  If it is inside a particular tomb, tell me which one, tell me what the error is, and if possible do provide pictures. 


Feel free to come to me with questions or issues and I will help as best as I can.  That said, please bear in mind that I am a novice modder and may not be able to offer much in the way of assistance.

Thanks to:

Bethesda Softworks
The makers of these wonderful resources
TES Nexus
LHammonds - Readme Generator
The Imperial Library
Project Tamriel

Meshes and textures provided from:

Barabus and razorwing - Barabus Crypt Set for Oblivion v1.0
stroti - Strotis New Dungeon Meshes Playable Tomb v1.0
Alasdair - Nordic Tomb Tileset
Se7enraven - Se7enravenDomeHutsV2
mjy - Egypt's Alexandria
chigga - Thermae Bath Mod
Lougian - Various Resources

I am making this mod open to revision by the public.  If you have any ideas of how to expand or improve upon this mod, then go ahead.  No permission needed.  All I ask is that you give credit to me and to the creators of these resources.  This mod and its content may not be distributed commercially.