be-a-strangers Concepts

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Concepts I draw. It's gonna be mostly telvanni and indoril land stuff probably

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Necrom/Sacred Land Concepts

At the core there's the fane standing on an ancient canton. My reasoning behind the canton looking kinda dres-y is that dres architecture is supposed to be an ancient style and Necrom is an ancient city. Inside the canton there are th catacombes consisting of crematories(8 chimneys for them), burial chambers and ceremonial chambers. There are passageways accessible from the bottom leading through the canton so people don't have to walk around it to get from one side to the other, but it's best to not leave the main pathways since it's easy to get lost.

A great bridge leads from the mainland to the peninsula straight to the high fane. This is where the great bonewalker parades are held. Inside the city below the bridge is where the bonewalker forges are. Outside of the city in the middle of the mudflats there is a small canton-like structure serving as the silt strider port. Souvenire peddlers have put up shops there, selling various trinkets to arriving and leaving people. Some might sell appropriat stuff like pilgrimage pins, local pottery, some a bit weirder things like ceramic shards with common dunmer names on them(something to remember uncle bort by), some sell outright dubious things like fingerbones of saints (yes St.Llothis had more than 10 fingers, and NO these are NOT fish bones)

The temples administrational buildings as well as more crematories are arranged around the ancient canton in triangular courts, forming a star shape. At the centre of the court there's always a big mausoleum for an important figure of Velothi history. It is tradition to make a pilgrimage around the canton, making a stop at all 5 mausoleums upon visiting the city of the dead.

Outside of the central star the city is as much a city for the living as any other, just with a tad more memorials and shrines. Since the wind blows the smoke of the crematories north, the wealthy built their mansions in the south while the commoners live in the northern side of the walled city. This is also where the sweepers tong has their HQ as nowhere else in Morrowind their work is valued as much as here.

The poor live in a shanty town north of the city walls, nestled under a bridge leading to the new canton. Ages ago the walkways now crowded with paupers were the pathways leading to the docks.

When the city was too fed up with renovating the festering wood of the old docks, they decided to built a new canton out in the ocean that was to serve as the new city harbor. After the armistice, more and more foreigners moved into the canton, until the dock canton became known as the foreign quarter.

While the times of the cities exponential growth lie in the ancient past befor the tribunal, the population is far from stagnating. At the eastern gate, a new district starts to take shape.

 

The region around the city consists of mudflats around the shores and tender, muddy hills covered in golden-orange grass inland. Ancestral tombs, daedric ruins and ancient indoril strongholds dot the landscape.At the beaches, shreals come to rest their flippers, while the hills are haunted by the immensly loud calls of the mourning cicadas. Oftentimes travelers mistake their eerie husks for ghosts staring at them

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My take on Almalexia

Mournhold: Temple, Ordinator HQ and Indoril High Hall

Kingsreach: Royal Palace/gardens and mansions of nobles loyal to the king, Symmachus Plaza with statue of him

Symmachus Gate: Outskirts of city growing together with velothi town VI

Ayems Present: Mothers Garden Park with stairs leading up to Mournhold, Theater, Museum, Arena + gladiator schools, brothels, restaurants etc

Godsreach: Indoril Noble Mansions and Plaza Brindisi Drorom and Godess Gate Gardens, official indoril bussines stuff

St Llothis: Quarter for lower Indoril Nobles and rich commoners with indoril allegiance

St.Nerevar: First Velothi town that has been swallowed by the city ages ago. Velothi buildings have been destroied by Mehrunes Dagon and it has bee rebuilt in Mournhold style. Commoners, Merchants and Pilgrims Quarter, Velothi Tongs

Trade District: Original Harborside of the City, great bazaar was built and merchants set up new markets outside the walls. The gate became a market hall, too and thus was not torn down with the walls.

St.Rilms Wall: Poor people not able to buy houses built into and onto the wall until a whole new district was born. Wall couldn't properly be removed because of all the paupers living inside. The wall is however slowly crumbling. A small mountain creek creates a pond at the wall, where the only old mournhold buildings on the surface remain, sinking into the mud. Native Crime Tongs call this shack town their home. Through the buildings in the pond old mournhold can be accessed.

Scholars Quarter: Shad Astula Academy with campus, external faculty buildings and dormitories for students and teachers.

St.Veloth: Old Pilgrim Hostels that grew into a district of Velothi settlers, Velothi Tongs

St.Meris: Velothi Farmers from the fields south and Dockworkers

Servants Quarters: Servants working in godsreach

Great Harbor: Main Harbor for dunmer

Slave Quarter: Home for Slaves working at the docks/ fields or homes around the city. Small tribunal temple trying to convert slaves.Big shack-temple were all the slaves worship their different gods. A garden surrounding it. Tired slaves tend to it after they get back from work

Blackgate/Aristice Avenue: Beautiful Avenue built by the imperials as a sing of "good will" afte the war, mansions of rich foreigners, mages guild hq, fighters guild, other important imperial institutions

Foreign Quarter: Formerly a indoril aligned district that has been abandoned by them after the imperials moved in around the armistice gate. Middle Class foreigners bought the district up.

Foreigner Slums: Poor Foreigners, Thieves Guild, Twin Lamp

Foreign Docks: Foreigners can dock, EEC, SBC and other foreing trade companies

Town I: Prosperous pilgirm rest

 Town II: Ancient Caretakers of Shad Astula, slowly integrating into St.Veloth, think they deserve to be part of scholars district

Town III: Pilgrim Rest, not too happy about having to deal with foolish escaped slaves(wrong direction my boy), dirty water and waste from the city

Town IV: Prospering trade town, conflict with farmers about town expansion

Town V: Staunch Indoril refusing to give up their land to the rich foreigners trying to build mansions

Town VI: Quiet farming village, happy to have the benefits of the city without the downsides

Great aqueduct drains water from an underground lake within the mountain->holy site

 

 

 

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Really love all of this - great job. The only thing I disagree with is including the ESO shad astula stuff.

I've tried to apply your map to the gridmap -- let me know if there's anything you would change. The only major differences are (I think) Black Gate and my attempt to integrate Yed Neyn as the thing on top of your mountain in the northeast.

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You did a great job applying it to the grid map. Only thing I would possibly add is more channels south of the lake. My idea was that the players can see south of the lake what the channels north of it were originally made for, so a few more would be nice i think. But I didn't draw that far so of course you didn't include them. And I'm happy if the structures on the mountain could be Yed Neyn. My only idea for them was that one of them leads to the underwater lake that feeds the aqueduct.

I'm not much of an ESO fan myself (only played it a few hours) but I think it's nice to have consitency where it's possible.If there is an academy in Almalexia (would be weird if it didn't have one), it might as well be roughly where Shad Astula is. Since I don't know much about naming conventions in TR, and for the sake of bringing the possibility up, I just named it Shad Astula. Personally I don't care about what the academy is called.

 

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Some spiders for Mephalan Vales

 

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sorry but no. TR SHOULD not acknowledge ESO at all. I am dead serious, nothing at all!!!

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Mephalan Vale Indoril Guards and Mad Cane Mushroom.

I think the mushroom would be a versatile addition to Morrowind. It could be used in many different ways in quests and LD.

In the Indoril Lands the guards take care of these mushrooms, but for a few years now, there has been a surge in infected creatures. The indoril send the PC to investigate and they find out the Telvanni Master in the Vale uses the mushroom and infected creatures as defensive measure(One of the retainers makes medicine so the Velothi at the tower don't just die)PC has to find out wether this was an disregaded consequence or an intentional manipulation and find a solution for the conflict.

The Temple could send the PC to cure an infected villager that is hard to reach since he sits on the highest roof in the village/ran up a mountain and refuses to take their medicine.

In the Telvanni Lands the velothi are often left to their own devices in getting rid of the mushrooms so it's more common to find large quantities of them there. They create so called "white glades", small clearings in the mushroom forests completely coverd in the white fuzz. PC can be sent to destroy them for the Velothi.

A temple to sheogorath high up in the mephalan Mountains could be cool. Interior is littered with dead creatures/people overgrown with white fuzz. Infront of the Sheo statue there's a giant pile of mushroom.

The disease could lower the intelligence and personallity stats of the player. Because someone who has problems concetrating probably can't cast spells as good as befor. And less empathy makes you kind of a dick and not a good barterer.

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St.Rilms Wall:

One of the few places where old mournhold did not crumble into the ground. When the new city was built, poor people moved into the ruins standing there. Eventually this turned into a whole district of the lower class hoping to be saved by almas mercy. They built their houses onto the great aqueduct and the city wall. When the decision was made to tear down the city walls, this one was spared, as it was impossible to remove the paupers from the labyrinthian dwellings they carved into it. There are legends about St.Rilms herself forbidding the destruction of the wall, and so it was named after her.

The district is filthy and ridden with crime as it is home to many local and regional crime syndicates. But it is still not the worst place to live in Almalexia

 

The slave quarter:

The immense amounts of clay in the ground made this part of the orethan bed tediouse to cultivate. Instead a clay mine worked by slaves was built. As the agriculture around the city grew, many farmers did not have enough space on their property to house the great numberes of slaves they employed. And so the city of almalexia allowed slaves to built themselves homes around the small slave village of the clay mine.

The slaves have to build their steadings in their freetime and the only ressources they have is the abundant clay and waste from the farms. That's why the huts are shadows of the ancestral building techniques the slaves try to emulate. The quarter is restricted by the orethan in the south and a wall separating it from the rest of the city in the east and north. Guards and slavehunters patrol the streets and seek out slaves that don't show up to the morning headcount at their workplace.  Stil there are some that gained a from of freedom by staging their death and disappearing in the chaos that is the slavequarter. Some claim these individuals form gangs following different goals, some more selfserving, others of an altruistic cause. These people appearently came together to create a secret bazaar in the quarter, where the slaves deal with goods they normally would not be able to come into possesion.

There is also the temple of beasts: A collective garden/temple where the slaves try to keep their religiouse practices alive.While this is certainly an example of religiouse peacful coexistence, the tensions between the religions are not completly forgotten.

 

 

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The shreal/nix-seal/whatever is a crustacean living in the padomaic ocean and can be spottet all along the eastern coasts of Morrowind. These curiouse creatures feed on variouse sea plants as well as mushrooms. They are hunted for their meat and carpace. They make a sound that's mix of a seal bark and a cicada chirping

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The mephalan vales are misty woodlands, covered in spiderwebs and nestled between spiky purple mountains that might as well be found in a plane of Oblivon. Mountainpaths wind along steep cliffs, connecting velothi towns built right into the mountainwalls.

Up in the north Tel Tarulin has been grown over an ancient indoril ruin in a provoking act of expansonism by Mistress Navari. Her tower spews great amounts of mad cane spores, infecting the cattle of surrounding indoril settlements as well as their inhabitants, making them dependant on the telvanni alchemists supplying them with a cure in exchange for a regular tribute.

Getting close without a facemask protecting the airways is not possible without risking severe mad cane infection or even death

 

 

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Silkfunnelers are little spiders native to the vales. They live in symbiosis with the funnelers friend mushroom. It's shape is perfect for them to build their funnel shaped nets and in exchange their children spread the spores of the mushroom when they leave their home
Their strings can be spun into a silky yarn, perfect for creating luxurious silk
In the wild their nets are full of spores that muddle the pristine white and leave a mushroomy smell you can't get rid off. That's why they are kept in wooden frames for silk production
How these frames are to be constructed and who is allowed to own them is a highly regulated matter. To wear or even produce clothing made of Funnelsilk is a right to be earned. Still some peasants collect strings in the wild and make inferior, weird smelling silk out of it

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Dust Master Leven wearing a Dust Master Helmet- Open and Closed version

The Dustmaster helmet has a plug at the back to compresses the volcanic fumes and lead them directly into the nostrils of the wearer. The closed version lets the fumes circulate before expelling them through the exhausts, leading to an even stronger effect.


Dust Novice Armor:

Worn by the lowest of the dust mages. Shabby and barley enough to protect you from the harsh environment of the northern telvanni peninsula

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Umul is a prosperous trade town at the northern fringes of the indoril lands. Any inland trade between indoril and telvanni has to pass through this settlement, wether be it on land or by river. The harsh wilderness created a strong sense of solidarity in the people of Umul. They are famed for their hospitality and welcome almost any visitor with open arms. But those that stay longer than a few days will soon realize that most is not as it seems in this town.

The town is considered mephalas holy city by many and legends claim that many institutions connected to the daedra were founded here. The weavers tong has a strong prensence to this day. Some say the origins of the morag tong lie in the forests surrounding the town.

And then there is the network of the secret arts. Also said to be founded in the town, it once again has a tight grip over it. Almost all important figures of town are part of the secret society, or follow the orders of someone who is. While the indoril were too caught up fighting among themselves, Umul became playground for the networks illegal activities. Cultists, priests, politicians and criminals working hand in hand to sell mad cane and skooma, harbor daedric prilgrims on their way to the various shrines nearby, and conspire with telvanni agents. With the great temple of mephala in close proximity to the town, it becomes the epicentre of network activity once a year around their high festival.

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Erethan was the northernmost settlement under indoril controll. Nestled in a small basin between the mephalan vales and boethias spine the velothi mostly sustained themselves with wickweath farming.

But then Mistress Navari moved into the abandoned chapel south of the village. There she grew Tel Tarulin and let it overgrow with mad cane. The spores infected any indoril official trying to reach the village. They are still sent there since the law demands it, but most just find a way around whatever their business in Erethan would be.

Mistress Navari asked the villagers to tend to her bug herds in exchange for money when she first moved in. The villagers happily accepted, not nowing that Navaris bugs also carried spores with them. Soon all cattle the villagers had was sick and people were not spared either. When they complained to the Telvanni, she proposed a new deal: Her retainers would supply the village with a remedy in exchange for a tribute. Naturally this tribute was a lot more than Navari payed the villagers to tend to her herds. Then the velothi were essentially subjects of Navari, paying her regularly so they could tend to her herds and not die of mad cane poisoning

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The grand channel of Almalexia as it passes through the mothers garden park and opens up to the mourning moat. The eye shaped gutters around spew relatively clean water, as it is mostly waters used for watering the parks plants.

In the distance mounrhold can be seen with it's two entrance stairs that lead from the park into the forbidden city. To enter it, one has to pass through the mouth of one of the Almalexia heads, or take the channel entrance that leads into the island mournhold is built upon

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The big statue infront of the royal palace depicts Symmachus in imperial armor with a makeshift spear made from a stick and his dagger as well as a shield bearing his family crest. The statue was built shortly after he was appointed king of morrowind and did not perfectly resemble him even back then. His features were mixed with those of tiber septim, to drive home the point of symmachus being his stand-in. It stands as a symbol of the imperialisation of dunmer and a reminder that a foreign born dunmer defeated the natives. To the indoril it is an eyesore that made them abandone the districts now known as foreign quarter and kingsreach.

The plalace is built on one a mountain created during the battle between almalexia and mehrunes dagon and features many terraced gardens. The main gate is also the garrison for the royal guard and the imperial legion. In the courtyard there are two chappels, on for the  imperial cult and one for the tribunal. The palace houses high ranking guests of helseth, servants and other members of the court. Around the palace, many other supporters of the king have their manors built as well as other important figures of the empire and those that provide services to them.

Right across the bridge of the palace there is the market district. The main promenade leads from the striderport straight through whole district to the three market halls of the great bazaar: the wall of commerce, the wall of business and the grand pavilion. But the streets all around the promenade are seamed with merchants selling their wares in the cloth-covered alleys of the district

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The chapel of Draloris sits on a steep mountain rising from a lake. Young indoril nobles come here to undergo a pilgrimage that starts at the centre tower of the chapels proper, leads them down the mountain from shrine to shrine until it ends at a small inland that can be reached by gondola.

The chapel is home to the lord of the mephalan vales, responsible for keeping the secrets of house indoril safe in a hidden library within the mountain.

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Amazing

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Water is what shapes the Nedotrhil coast. Its white rock forms pillars, caves and fjords wherever they meet the ocean. Despite the lack of agriculturaly usable land, the region is still quiet prosperous and keeps itself alife by fishing and trade.

Yellow slime molds cover the rocky cliffs and feed off the waste the nesting cliffracers litter all over the place. Inland there are big Rhubarbs seaming the rocky meadows.

The biggest settlement of the region is Mervayn: An important port town at the mouth of the orethan. Trading ships come here to load off their wares, so they can be put on smaller ships that travel up the Orethan or the ohter way around. It is also a good place to restock if you are heading to Temaris if you are coming from the south.

There is only one chapel in the region: Nan Iban. It is sitting on the mountaintop of an island just off the coast. Nicknamed chapel of the rising sun, many young indoril lords start their journey to enlightenment there. The rising sun represents both the future and tradition, as it starts a new day but rises just as it did yesterday. A good representation of what a young indoril noble aspires to be.

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Feathered cliffracer variant. I intended it to be native to Nedothril, but some people said it would be more fitting in southern regions bordering blackmarsh

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Yeah there should just be THE cliff racer in Morrowind. Black Marsh is pretty much an open canvas even with everything that is written about it so has more freedom to add creatures that might take away from the Morrowind province

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Variouse creatures stalk the soul cairn. While the keepers, constructs tasked by the ideal masters to keep order in the soul cairn, are already a danger not to be trifled, there are still worse opponents to encounter in the cairn. Getting killed by a reapers scyte erases your souls very existence and feeds it's essence to the ideal masters.

But even the lost souls wandering around are a threat. They are but husks of what they once were, driven only by emotions they feel facing their involuntary final destination:Wrath, Desperation and finally indifference. Especially dangerouse are the fence remnants:Clusters of souls bound together by their shared agony of betrayal by the very gods they pledged their lifes to. Serving at the ghost fence only to find themselves in a place like this turned them into raging monsters

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The Ja-Natta Syndicates kingpin is hiding in a palace in the arid shipal-shin region. A place where his kin can hardly reach him and also a place where few would suspect a sload to be.

Being a sload the kingpin does not care much about extravagancy, but as the people they deal with do, the sload has furnished themselves a fancy throne room to receive auditions. Pools of warm water fill the room with steam and keep the sload moist and the exotic plants watered. Expensive carpets and furniture make sure the visitiors are comfortable

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in the depths of Lake Andaram, hidden away in the chasms of the lake bed there lies the vile spire of Parudma's Maw, a desperate attempt to reignite the glory of an ancient lost world. Home to the dreugh queen Parduma

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When the nordic armies fled westwards, the tribunal and its velothi warriors pursuit them to the coast of velothis. When the nords prepared to make their final stand, their king stepped forward to face the three gods. His voice, powerful and savage, swallowed the sky and the sea. But in their wisdom, the tribunal threw a boulder, black as the night and the size of a moon at the dragon of the north. As his greedy voice swallowed the world around him, the boulder became denser and faster as it approached him. When it hit him it was like a lighning strike, pulverising the nord chieftain into a storm of snow and ash that swept west over the Velothi Mountains,blowing away any of the remaining nords

What remained was the boulder in the middle of the crater. The armies of the velothi called it blacklight and turned it into the fortress to forever protect the western flank of morrowind.

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The amber forest is what remains of a much bigger forest that encompassed much of what is now both the orethan heartlands and the deshaan plains. To the north the indoril cut down most of it to create their beautiful gardens and vast fields, but also to get enough wood to construct their great city of almalexia. To the south the saltflats naturally push back the forest. The salty earth slowly kills the try, turning their leafs orange year round and making them spill sap that slowly dries because of the arid air of the plains. This creates petrified trees where the plains meet the forest

When the indoril realized that the saltplains would eventually destroy the forest and spread up to their beautiful gardens, they started to replant parts of it, fostering the trees both physically and magically. The rootnetwork of the forest allows the trees down south to get enough water from the trees in the indoril terretories. Salt also gets moved through the roots up north, where it gets watered down and washed away by the two greates rivers of Morrowind: the Thir and the Orethan. This still causes stress to the trees in the indoril terretories, turning their leafs orange and making them spill sap(though not as much as in the dres terretories.

The chapel responsible for taking care of the forest is Nanaav, sitting on a mountain overlooking the forest and lake andaram. While it holds governance over Aimrah, it is not much involved in the upkeep of the forest. Othrensis and Ralthel however support their lord with his task. Othrensis supplies important fertilitzers. Ralthel is a village of woodcutters, chopping down dead trees to make way for new ones.

 

On the dres side there are Lhendal and Alavelis. Lhendal lies at the very border of the forest and does not care too much about taking care of it. Around the clanstead there are mostly petrified trees the dres gladly chop down to create jewelry. Alavelis is in a more fertile part of the forest, where it meets the great mudflats,and thus is known for their woodcraftsmenship, but it does partake in the sap trade, too.

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On a mountain northwest of Almalexia, there is the chapel of Yed Neyn. Meeting point of a secretive sect of orthotox Indoril nobles and a piligrimage destination to young indoril nobles on their journey to enlightenment.

While many commoners will talk about the grace of Yed Neyn, as it watches over the city of Almalexia; they will probably never see the full extent of the chapels beauty. The main tower of the citadel reaches deep down into the mountain and rests on an island in the underground lake that sources the grand aqueduct of almalexia. To search the depths of their souls, indoril nobles come here and meditate in the dim light of the willow shrooms and firefly netches

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The orethan heartland is the agricultural and cultural centre of morrowind. While it is dominated by the cosmopolitan almalexia, its reaches are far and there are many calm rural areas far from the city. Great fields and beautiful gardens seam the banks of the Orethan river and its tributaries. In no other region are that many indoril chapel

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Sunad Mora is a dense mushroom forest, home to many strange creatures like the trunkstrider(or some better name). They live close to the water and search the bottom of shallow ponds for food with their trunks. Despite being herbivores, they can be very dangerouse as they are very terretorial

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When wandering the velothi mountains, it is not uncommon to hear droning sounds echoing through the valleys. The origin of these sounds are redoran outposts communicating with each other. The soldiers use massive horns made from Hoom pipes and wood to encode messages in humming melodies reminiscent of the buzz of insect wings. Hearing these melodies strikes fear into the hearts of many nord raiding parties as they often mean that they have been spotted and soon their location would be overrun by fierce redoran warriors

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