The most disciplined and effective military force in history, the Imperial Legions preserve the peace and rule of law in the Empire. At need, the legion garrisons can be swiftly mobilized to protect against invasions or internal disorders. In Telvannis District of Morrowind, the colony garrisons protect the settlements of Firewatch and Helnim from hostile environs and outside agitators.
A unique spell for the Daedric Septis book (become a giant dremora fire damage + poison both on touch and on self), with a script attached to the book which teaches that spell if the player has enough intelligence.
These poorly understood fae lurk in the depths of the Abecean Sea and the Blue Divide. Celunds glide very slowly when dormant, but when startled they unfurl their limbs and become hostile.
Request for an addition to the in_v_s Velothi tile set. A piece equivalent to the In_Hlaalu_Room_Door3 piece, with columns on 3 out of 4 corners, would be nice to have. You can make a piece like this already by combining "in_velothismall_column_02" with any "in_v_s" tile with 2 columns, but having a dedicated piece would save a few references per cell.
I've included an image and example esp to show what the tile should look like.
A very high and isolated area, this claim should be low on generic dungeons to emphasize the importance of the Dark Tooth, the peak home to Morrowind's friendly neighbourhood dragon. Besides this the claim also has border mountains which should be hard to pass without levitation.
The largest of the Malahk-Bazul exterior claims, this one has both provincial border mountains with Cyrodiil, and regional ones with Clambering Moor. This is the heart of the Malahk-Bazul valley, with a major Malahk Orc outpost just south of an old ruined Redoran stronghold. To the east of the Orc camp is a Chimer stronghold, and to the south the Ayleid ruin of Cael. Many hostile Orc camps are in this claim, as well as some river sources draining towards the Grey Meadows in the north. Generic dungeons like tombs, caves, and nord barrows should be placed where appropriate.
Mostly border mountains, which should be difficult to get past without levitation. A Malahk Orc outpost built into a dwemer ruin called Akgun is on a dirt road in the valley in the northern cells. On one of the mountains is an ancient Reman ruin called Scutum. Generic dungeons like tombs, caves, and nord barrows should be placed where appropriate.
Mountains sloping down towards the valley, with the main road from Malahk Pass. There is a small river source draining to the south. There are a few Malahk orc camps here as well as an outpost. A yet unnamed Chimer stronghold is in the mountains to the south. Generic dungeons like tombs, caves, and nord barrows should be placed where appropriate.
Edit Nemon: Daedric ruin added in -20, -15, small road added to ruin in CM02.