OW 01
Kragenmoor, with Veloth’s Path passing through it. A delegation of the Red Hook goblin tribe is camping out in the sewers beneath the city and does business with the city’s underworld. River Kanit flows around the city, from its source in the mountains in VM_01.
Should have many surrounding farms and some signs of the Dwarves of Kragen and House Redoran having been there before, including a new small Dwemer ruin in the southwest corner of the claim on the Othreleth Woods region transition. Make sure the ruins keep within a cell border!
This claim is on the Velothi Mountains/Othreleth Woods regional transition, and includes a WG/AI palette swap to OW. There shouldn’t be too many actual woods here, as the landscape is supposed to be more of a highland moor using OW assets.
The claim should have a few ancestral tombs (likely both Hlaalu and Redoran) along Veloth’s Path as well as small shrines.
OW 02
Might contain the overgrown Redoran ruin of Ald Lambasi and Hlaalu village of Ferventhil.
Possible location of the settlements as per prior discussion.
Should have an overgrown Reman fort on the Kanit tributary, occupied by oathbound, though if Ald Lambasi ends up too close the ruin should be moved to OW 06 instead. Make sure the ruins keep within cell borders!
Could have an active kwama mine near Ferventhil or, if Ferventhil is put elsewhere, a small wild Kwama mine. Otherwise a lot of deep, dangerous woodland, including a base of the Red Hook Tribe.
OW 03
Contains Andrethis, which is where goods are transferred between the carriages and wagons that travel through Shadowgate Pass and flat-bottomed riverboats that carry goods to Seryn. Veloth’s Path (T_De_SetInd_TxCobbleStone_01) also passes through it. Has a Mages Guild and Fighters Guild.
It should be noted that Veloth's true path went through Armun, however you should design the road in the same way as implemented from Hlan Oek to Almas Thirr, with shrines and ancestral tombs along it.
Otherwise should have plantations and farms along the river as well as grottos, where the forest trees are largely cleared. Towards the northeast of the map, along a minor tributary, the woods can get a bit denser and more dangerous, with space for bandits, dangerous creatures and hidden loot. There should be a Daedric ruin in the northeast of the claim. Make sure to keep it within a cell!
Could have some signs of past Redoran presence (probably no interiors).
OW 04
Contains a stretch of Veloth’s Path (T_De_SetInd_TxCobbleStone_01) going through deeper forests and perhaps hills, rising up to the north or the Armun Ashlands, with a small Dwemer ruin on the region border, perhaps by a hotspring.
The road itself shouldn’t be too dangerous, as it would see a lot of traffic, both of pilgrims and trade, and would be well patrolled. The deeper woods to their side can be more dangerous, with hidden loot and the like. In the south of the claim, in the very deep woods, there should be an overgrown Chimer stronghold with a propylon.
It should be noted that Veloth's true path went through Armun, however you should design the road in the same way as implemented from Hlan Oek to Almas Thirr, with shrines and ancestral tombs along it.
Make sure to keep the Dwemer and Chimer ruins within a cell!
OW 05
Contains Narusa Winery, a very large comberry plantation which produces shein and greef, controlled by one of House Hlaalu’s councillors. Also contains stretches of Veloth’s Path (T_De_SetInd_TxCobbleStone_01) in the south. Most of the claim area should be cleared of trees with farms and plantations, and should be quite safe. There should be a Velothi tower (non-hostile) on an elevated ridge in the southwest of the claim, where the Veloth’s Path makes a sharp U to the claim below.
It should be noted that Veloth's true path went through Armun, however you should design the road in the same way as implemented from Hlan Oek to Almas Thirr, with shrines and ancestral tombs along it.
OW 06
Contains the Hlaalu village of Ilaanam as well as plantations and farms along the Kanit river.
Should have a Daedric ruin on the tributary surrounded by woods, as well as one or two riverside grottos. Make sure it’s kept within a cell’s borders.
OW 07
Contains the industrial town of Saint Seryn, where goods are transferred between flat-bottom riverboats and deeper-hulled vessels that travel down to the Thirr. Should contain a riverside grotto or two and some small Hlaalu plantations and farms.
OW 08
This claim includes Narun, a Hlaalu village which has a Mages Guild research outpost that gathers and studies the many alchemical ingredients of Othreleth Woods. The immediate surroundings of Narun are thickly wooded, but most of the claim along the many roads and the Kanit River should be open with a lot of plantations and farms.
There could be some small bits of former Redoran presence, like broken walls along the roads, as well as an overgrown ancestral tomb. Could include a riverside grotto or two.
OW 09
Should contain a Velothi tower overlooking the river on an isolated hill and a riverside grotto or two, as well as a Daedric ruin near the TV 07 border. Should have a lot of riverside settlements, especially plantations and farms. Make sure the Daedric ruin is kept within a cell’s borders!
OW 10
This claim is pretty much entirely deep, dense Othreleth mushroom forest. Should contain a Velothi tower and a large Daedric ruin (make sure to center it on a cell), and in general a lot of dangerous areas, with bandits, dangerous creatures, fugitives, etc. In the northern end of the claim there should be an Amethyst mine with a road connecting to Narun. This would also include the cave entrance of the Blind Stalker Goblin tribe, but as they keep to the deeper caverns there probably shouldn’t be much surface signs of them.
SH 11
due to being right on the border, this should probably only be opened up when the heightmap is available. Has some Blind Stalker Tribe goblin caves.
SH 12
Othreleth Woods/Shipal-shin transition. The Othreleth Woods side would be dense forest. The claim should include a Daedric ruin.
SH 13
Hla Rud, has a nearby mineral mine (sapphire or amethyst?); due to being right on the border, this should probably only be opened up when the heightmap is available.
SH 14
Nothing was discussed for this claim.
SH 15
due to being right on the border, this should probably only be opened up when the heightmap is available. Should have a small Daedric ruin which is home to the Liver Eater goblin tribe.
SH 16
due to being right on the border, this should probably only be opened up when the heightmap is available. Should have a small Dwemer ruin.
SH 17
due to being right on the border, this should probably only be opened up when the heightmap is available. Should contain a Dwemer ruin.
VM 1
This claim contains the source of the Kanit River and a stretch of Veloth’s Path (T_De_SetInd_TxCobbleStone_01), with a few ancestral tombs. Shadowgate Pass should be replaced by a small Hlaalu town with some alpine fishing and egg mining. As a lot of travellers would pass through the town, between Shadowgate Pass and Kragenmoor, it would also be geared a lot towards them, with a lot of services.
This claim should also include a Reman ruin overlooking the pass from the Four Score War, as well as some scattered signs of the Dwarves of Kragen. The Red Hook goblin tribe, which is relatively urbane and willing to do business with those not hostile to them, could have some presence in this claim.
VM 2
Shadowgate Pass should be recreated here. It is where Cyrodiil’s Blue Road (made as an Imperial highway, similar to the one going to Narsis) turns into Veloth’s Path (T_De_SetInd_TxCobbleStone_01), and should have room for a Nine Divine shrine, a Tribunal shrine and a jail with divine, almsivi and prison markers, along with stables and other amenities of a fortified pass.