Clambering Moor

Clambering Moor 09

Mostly mountains and peaks, and ridges. 2 Roryn River sources start at opposite ends of the claim. The Dwemer ruin Nchelam-Shek is on a northern peak. The west side of the claim begins to slope down towards the Malahk-Bazul valley. A large Nord barrow complex should be made somewhere on the mountain, perhaps some smaller Dwemer outposts as well. Farms and generic dungeons like tombs, caves, and nord barrows should be placed where appropriate. The north has border hills blocking the Grey Meadows with a small river cutting throgh them.

Clambering Moor 08

Mostly wilderness, with the Sero Ancestral Tomb in the moors. The foothills should increase in height towards the Velothi Mountains to the west. Place a Dwemer and/or Daedric ruin up the mountains. Farms and generic dungeons like tombs, caves, and nord barrows should be placed where appropriate. The north has border hills blocking the Grey Meadows with a small river cutting throgh them.

Clambering Moor 07

A large wilderness claim with the main road to Silgrad and Blacklight. A Malahk Orc camp neighbours the Orothi Clanstead in the west. To the south is a Hostile Malahk Orc camp and the Daedric ruin Ald Khos. The foothills should increase in height towards the Velothi Mountains to the west. A Dwemer ruin should be placed somewhere, and perhaps a 2nd smaller Daedric ruin. Farms and generic dungeons like tombs, caves, and nord barrows should be placed where appropriate. The north has border hills blocking the Grey Meadows, as well as the main passage way through them.

Clambering Moor 06 - Rhanim

The village of Rhanim should be quite small, with little in the way of services. The claim will have border hills to Grey Meadows in the north, and close to the coast is the Dwemer ruin Gunal. Farms and generic dungeons like tombs, caves, and nord barrows should be placed where appropriate.

Region guide: https://wiki.project-tamriel.com/wiki/Clambering_Moor

DELETE FROM exteriorCells WHERE
(gridX <-16 OR gridX >-10 OR gridY >-1 OR gridY <-3) OR
(gridX =-10 AND gridY =-1);

Clambering Moor 04 - Hainat Gan

A simple wilderness coastal claim. Place a Dreugh citadel in the Inner Sea. A Daedric ruin should be somewhere inland. Farms and generic dungeons like tombs, caves, and nord barrows should be placed where appropriate. There will be a small shack town with 2 Redoran huts and a guard tower trading post in the bay on the coast.

Region guide: https://wiki.project-tamriel.com/wiki/Clambering_Moor

Clambering Moor 03

A Coastal region transition claim between Clambering Moor and Roth Roryn. The Roryn river reaches Roth Roryn in the south, and the exterior design should be co-ordinated with the RR_01 claimant. An unnamed Redoran occupied Chimer stronghold sits on the coast in the region transition. Also on the coast is the Daedric ruin Zaelbalmiran. Farms and generic dungeons like tombs, caves, and nord barrows should be placed where appropriate.

Clambering Moor 01 - Veranis

Veranis is the largest town of the region, but must be similar in size to Ald Ruhn (27 buildings, plus under-skar.) The town must have a Mages and Fighter's guild, a Morag Tong hall, a Tribunal Temple and a Redoran council house. Northwest of the town is the Ashmoth Legion fort. A portion of the Roryn river flows past these places. The foothills should increase in height towards the Velothi Mountains to the west. Farms and generic dungeons like tombs, caves, and nord barrows should be placed where appropriate.

pending discussion: TG?

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