From out of several old discussions and the ongoing mapping development of Tamriel, there is now (again) a map with most settlements on Morrowind (updated 2016-07-12 2016-07-23 2016-07-31):
After some discussion, it seems like this is correct. This is the currently existing in-game settlements and the short-term plans for the new ones.
Indoril and Telvanni revamps, which have no concrete plans, are not included. This is pretty much TR as it exists right now.
2016-01-19 04:30
3 years 5 months ago
Many settlements in Telvannis will likely be renamed/relocated when we finally get around to updating those areas.
To a lesser extent, the same goes for Indoril lands too, and I would personally like to see us adopt Swiftoak’s plans for those settlements eventually, with some tweaks:
i. Major Settlement Spaces
Almalexia (I): As the capital city of Morrowind, the Mourning Hold, and the seat of Ayem and House Indoril, it lords over the surrounding landscape and is of great importance. The High Fane of the Mother overlooks a fork in the River Orethan. It is built on stone mesas of varying heights, where on which the various districts of the city are built upon. It is an embodiment of the social hierarchy established in Determined Law, where lower class districts are often built in between or underneath the main districts of the city (which surround the High Fane). Due to the loss of many Indoril after the Armistice, the southern part of the city was left vacant. While the Indoril by law do not ever “cede” territory, a large number of outlanders have established themselves in these abandoned districts, yet another example of how change is beginning to disrupt native hegemony. Outlanders sometimes (wrongfully) refer to the city as “Mournhold”. The scope of the city is not covered by this document.
Roa Dyr (V): Roa Dyr is the Chapel that governs the Thirr River Valley and is the largest of the remaining Towers, its influence having grown with the loss of other holdings west of the Thirr. It is the home of Muther-sil Indoril Draler Ilvi, who has become one of the most powerful of Indoril’s Illuminated Elders.
Yed Neyn (V): Yed Neyn is one of the Chapels that governs a significant portion of the Yad Orethan and is the seat of Indoril Everi Thanoram It is home to the Sacellum of the Wailing Delve, and a secret base for the Adamant Wing, an order of Indoril extremists. It is located just east of Almalexia.
Nadhyam (V): Nadhyam is the holding of Indoril Ienen Salvu, and lies on the northern border of the Yad Orethan. Below the chapel is the Flowering Temple, a shrine dedicated to the First Toilmer.
Dun Senim (V): Dun-Senim lords over the Vale of Mephala, and is the seat of Indoril Ienen Tomaril. It is highly imposing and one of the more fortified chapels in the district. Its’ presence is to establish Indoril control over the valley, as well as the Gardens-in-Denial to the north (Telvannis). It was rebuilt from the previous chapel at Dun Aamul, which was destroyed by cataclysms from the Red Mountain. Due to Tomaril being heirless, the chapel and its’ territory will revert to family bonestocks, though that hasn’t stopped other Indoril from attempting to assert their control over it.
Mol Murya (V): Mol Murya is the chapel of Orethan’s Mouth, and holds dominion over the area surrounding it. It is the largest chapel in Av-Orethan In accordance with Ordained Law, it is also the Court of the Southern Salt Marches. It is the seat of Indoril Meris Denaven, formerly of the Deshaan, who assumed control upon the extinction of a greater branch of the family.
Id Vano: Id Vano is the chapel for the Indoril player. Unlike other houses, it already exists in Indoril codicies, so it is not technically built, but reclaimed by the player. Of course for all practical reasons the player must overcome this formality, as no structure of the sort exists (it was lost in the Sundering). The player will first need to find the site of the long-lost stronghold, before establishing a nominal presence somewhere near Vvardenfell within the Azurian Straits.
Am Mar/Bis Indaryn/Nadhyam/Naan Av/Iv Sathil/Bet Yhdas (VI): Smaller chapels that are usually (not always, but in the case of our game yes) held by Lay Elders. While they are smaller, their physical size/dominion does not necessarily correlate with the power of whoever occupies them.
Othrensis (III): Othrensis is a major town on the main road to Almalexia. It is the largest settlement in the Yad Orethan, and specializes in the production of dyes extricated from the various fields of the Upper Otrethan. Built upon a shallow mesa, it is dedicated to Llothis, and houses the Shrine of the Passing Departed, a site of religious significance.
Lan Murha (III): Lan Murha is another major town on the east road, on the opposite side of the valley. Situated upon the Mouth of the Orethan River, its’ primarily situated as a trade town, and port of entry for ships en-route to the capital. Inside the town also lies the Shrine of the Last Guide, the site where it is speculated Veloth first caught sight of the Eastern Sea.
Umul (III): Umul is a major town in the Vale of Mephala, east of the chapel of Dun Senim. Originally a neutral Velothi eggmining town, its’ remote location has attracted attention from outlander guilds that have been unable to operate under the hegemony of House Indoril. Due to the dangers that plague the valley, as well as the political intrigue regarding control over the area, the town’s location makes it an ideal source of lucrative contracts.
Vhul (III): Vhul is a town in the Thirr River Valley, focused on the collection and production of Velk Nectar. It falls under the jurisdiction of Indoril Draler Ilvi, who collects the nectar as duty from the locals working his fields. It is home of the Sywit Tong, a local guild attempting to monopolize the recent influx of outlander trade in the region.
Sailen (III possibly II): Sailen is a large town in the Sacred Coast that serves as a major hostel and service node for pilgrims travelling to Necrom. Due to this, it is directly under the administration of the Tribunal Temple, which also gives the player quests in the location. It is also home to the Netchimer’s Arboretum, a place of enlightenment for Temple priests, and the Mausoleum of the Return, where bodies are prepared for their final journey to Necrom. Since no boats go to Necrom, Sailen also serves as a key trade node for vessels passing along the Padomaic Ocean. All pilgrims to Necrom must swear an Oath of Passing, and be blessed by the Majordomo of the Gate, before being allowed to visit the holy city.
Mervayan/Dondril/Ildrim/Id Vnas/Neyr Zhel/Seitur/Ohn (IV): Smaller villages that add flavour, usually cloister-towns for fishmongers, toilmer, and the like. Supports local industry. Some have small shrines or temples as places for locals to worship.
Tahvel/Dreynim/Ayam/Iyam/Thalnys/Dhalaan/Felm Ithil/Selyn/Rilsoan/Velonith/Darum/Nithrim (VI): These are the smallest hovels, and are generally considered inconsequential. They are usually farmsteads that dot the Orethan Valley. They illustrate the Velothi in its’ truest form.
Romithren/Sinramen/Llodnal (V): Monasteries of the Sacred Coast. These are remote places of learning and meditation. Their roles are further defined in the context of the Temple questline, and are unimportant for this document.
I believe we decided Dondril would remain the way it is. Fort Ammar should just be Ammar
2015-09-28 20:13
2 years 8 months ago
The map is not for the long-term overhaul of existing developed parts (yet), but for collecting, checking, and coordinating the existing and short-term plans. That’s why it’s in Implementation, not Conceptualisation.
Duly noted on Dondril and Ammar. Dondril was (re)assigned its name here for the record.
2016-01-23 11:05
6 years 6 months ago
Again. I'am not an expert, but maybe thread with long-term planning and map of whole morrowind where can be discussed areas, cities and another thnigs like this not a bad idea
2015-09-28 20:13
2 years 8 months ago
It’s pretty hard to plan long-term if there’s no sound basis to plan from.
This thread is supposed to help provide the basis in map form first (from released content primarily and the short-term plans for new areas), since nobody really has an idea or documentation anymore on what’s already in game. Planning on how to best redo everything we already have can come way later and in another thread.
2015-08-10 20:50
1 month 4 days ago
Finally making good on my promise of getting back to you on Hlaalu and Redoran settlements:
First, I grabbed a map from here:
I think Ud Hleryn, Hlan Oek, Othmura and Saint Seryn (though I sort of go back and forh on that one) should all be Tier III settlements. This largely fits into my general preference for having relatively large populations living on the banks of the Thirr and that Indoril and Hlaalu lands should probably hold most of Morrowind’s population so that the other House territories are freed up for more wilderness.
I’d consider representing Nav Andaram as a Tier V on your map, like the other player strongholds. In reality, it wouild probably grow from possibly as little as a ferry wharf perhaps all the way to a Tier III.
Beyond that, as discussed, Emayn Mar should be Menaan and Oran Plantation should probably be Tier V.
As far as House Redoran is concerned, I think what you have is fine, though I’d consider making Gargen Huul a Tier III. There are probably still some discussions to be had about Redoran settlements and settlement density. You are, however, missing a settlement, probably a Tier IV, whose name I forgot. Though that’s pretty much case in point, as I think that settlement and the road it’s on should be moved/removed, along with Rift Pass, so that we can have a proper stretch of Velothis wilderness.
2016-01-19 19:35
2 months 4 days ago
Is it supposed to be Kragenmoor or Kragenmar or Kragen Mar? I keep seeing different spellings is all.
2015-08-10 20:50
1 month 4 days ago
I honestly don’t know. Arguments for Kragenmoor: it’s more imperialized. Arguments for Kragenmar and Kragen Mar: they’re more Dunmer. I personally think the settlement should have a large Imperial and in general outlander population, which is why I tend to go with Kragenmoor. I think they all sound/look good.
2016-01-19 19:35
2 months 4 days ago
Kragenmoor is what’s used in TESO. But is that an argument against or for…?
2014-01-08 21:55
3 days 18 hours ago
I thought we had decided it was Kragenmar. But since the city is so close to the Shadowgate Pass the more Imperialized Kragenmoor is fine by me.
One more argument for Kragenmoor: it’s spelled that way in the game already.
I really hope we don’t turn this into a prolonged Kragenmar/Kragenmoor/Kragen Mar/Khragen’Muur debate.
2015-09-28 20:13
2 years 8 months ago
Kragen Mar is the name the in-game cells have. IF there was any consensus later on, I’m not aware of it.
2016-01-19 19:35
2 months 4 days ago
Well, we have to have something to argue over since we got the Middle Thirr thing resolved…
I would vote for Kragenmoor, as it’s that way ingame. Maybe keep Kragenmar/Kragen Mar in obscure texts. Kind of how Mournhold is actually Almalexia (or vice versa?)
I unfortunately don’t have much else of value to add to the discussion.
2016-01-19 04:30
3 years 5 months ago
I don’t think we should use Kragenmoor. Dunmer cities should have Dunmer names, no matter how Imperialized they are, I’d say.
2016-03-14 17:47
1 week 5 days ago
Why not all mentioned names? It would make a neat little story about the place, where lots of people over the time spelt the name of it wrong or different, to such an extent, that the people of the town said, call it whatever you like, our’s a city of many names. Of course on the players map, he would see the real, official name, but it would be actually funny (well inside joke), if the player encounters characters or books, who spell it the way some devs of TR prefer it.
2016-01-19 04:30
3 years 5 months ago
All three names can, of course, exist as in-universe alternatives, but there should, ideally, be one name that takes clear precedence over others. Using alternative names frequently would, frankly, look like sloppiness on our part to most players, and could possibly confuse them if they’re told to deliver a letter to Joe Dunmer in Kragen Mar and can only see Kragenmoor on the map.
For what its worth, I kind of prefer Kragen Mar to the others, if only because two-word names look cool to me.
2014-01-08 21:55
3 days 18 hours ago
Kragen Mar is fine by me. Parker's rule of cool is as good a reason as any.
The other names for the city should be used sparingly for the reasons mentioned. It could be funny though. Imperials may even know the city as Kraken's Moor and be puzzled by the fact that there's neither a moor nor krakens anywhere.
2016-05-09 13:13
12 hours 15 sec ago
I prefer Kragen Mar. Kragenmar in a lesser sense.
2016-01-19 19:35
2 months 4 days ago
By that logic shouldn’t it remain as Kragenmoor, though? As that is how it is already presented in vanilla and other parts of TES lore (as far back as Arena, Morrowind-era maps, as well as the newer TESO). Kragenmar/Kragen Mar, while cool, just looks like a mess-up on our part. Same reason I think Dres Tyr should be Tear and Blacklight should remain Blacklight. The other names are TR inventions, not really backed up in the lore at all, and confusing to people who are looking for the mainland lore they are familiar with while playing through the mod.
2016-01-17 13:07
1 year 10 months ago
If we’re going to deviate from the rule of Dunmer names for Dunmer cities then Kragenmoor would probably be the most suitable candidate, but Tear and Blacklight just don’t make sense in their respective contexts; Tear, especially, goes against TR’s general characterisation of the Dres (outside of exclusively referring to the city’s foreign distict). Since the precedent set by MW-era Bethesda was ‘Dunmerize indiscriminately’, we ought to have a good reason for breaking from it.
2015-12-12 23:47
3 years 4 months ago
My two cents is: leave it as Kragenmoor, as that seems to have lore-basis and would reasonably fit people’s expectations. then you can put a “fun fact” in game where people tell you that only the imperials call it that or whatever to have fun with it.
Other cent: I prefer Tear as Tear. Yes, it’s an english word, but it’s short and sweet and frankly we can fudge it to say that’s coincidentally a word in dunmer language if we want.
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2015-09-28 20:13
2 years 8 months ago
That ship pretty much sailed when “Stoneforest” was renamed to “Balmora”.
TR’s name policy is old, and I’m loathe to rock the boat anymore, especially since SHotN follows pretty much the same policy for the nordic cities. Imperialized names on maps (and in Cyrodiil and High Rock), and local names at the native level. Same as with Munich and Cologne IRL.
Also, it’s been Kragen Mar in the CS for half a decade now, I think it should stay that way. Tear/Tyr Dres is another beast, although I somewhat favour Tyr Dres (it was Tear (Dres) in old maps as well, wasn’t it?).
2016-01-23 11:05
6 years 6 months ago
I like dunmer names. Baan Malur, Tyr Dres, Kragen Mar, Balmora – it more atmospheric, like nordic names in SHotN. Original names for native cities is not very good: they from TES Arena and sometimes too generic, like Might and Magic (Winterkill, Nightshadow, etc.)
Native names on different language gives feel of more deep universe .
2015-09-28 20:13
2 years 8 months ago
Okay, all feedback has been incorporated. Aside from minor plantations that I keep stumbling upon in the Orethans, I dub this settlement map complete. Pending renames of the Dreses Tyr and Horak.
Next steps: the Region maps, roads, Chimer strongholds, and Daedric ruins.
2015-08-10 20:50
1 month 4 days ago
I do think that if we make a clear distinction in-game as to who calls the town what, it won’t look like slopiness on our part. Quite the opposite. If, for instance, Imperials/outlanders consistently use ‘Kragenmoor’, I trust players to be smart enough to pick up on the pattern. Similarly, I assume players will be smart enough to realize that ‘Kragen Mar’ isn’t a consistent typo for ‘Kragenmoor’ we keep making because we never bothered to look it up. I doubt a lot of people thought ‘Ald-ruhn’ was the result of Bethesda horrendously and consistently failing to spell ‘Old Run’, which used to be its ‘official’ lore name.
All that ‘Kragenmoor’ appearing as such in-game indicates to me is that Bethesda couldn’t be bothered to think up a Dunmerized name for it for a throwaway bit of dialogue. (I use the term ‘throwaway’ when referring to a lot of obscure Morrowind dialogue lines because they are often very inconsistent and represent differing stages of Morrowind’s design progress). Just as if some random TR Altmer mentions a minor location in Sumerset Isles, I doubt we will put a lot of thought into whether that location should keep its name or not. In fact, as the dialogue mentioning Kragenmoor appeared in Tribunal, and Tribunal in general seems to be a sort of mending-the-gap expansion for fans of Daggerfall, I’m not sure if the team was terribly concerned about remaining consistent with the original game’s conventions.
I’d be perfectly fine with just leaving it as Kragen Mar and optionally have outlanders – or perhaps just the local Nedes – refer to it as Kragenmoor. Really, that depends on how we want to portray the Nede/outlander/Hlaalu dynamic there, I think, and not something we necessarily need to worry about now.
2015-09-28 20:13
2 years 8 months ago
I keep finding locations in the oddest places, so I updated the map with Sunmul and Medyaan, which had no name in the UESP Map.
At least I think that’s what their names are supposed to be. Both are south-east of Baan Malur.