Cell: -8,-19 A somewhat small daedric shrine to Molag Bal that holds a secluded group of cultists. Well worn and crumbling in some places. Layout should be at least loosely similar to the ruins from vanilla MW.
Cell: -4,-19 An Indoril tomb that’s been inhabited by hostile conjurers for some time. Try to make the tomb more eerie and dark than what’s typical. No shrine activator.
Cell: -9,-21 A large Indoril tomb that’s begun to collapse in some places, forcing the player to find alternative routes to all the rooms. Overall rather ornate and neat in the places that haven’t succumbed to the rocks. Can have a shrine activator out of reach of the player (without telekenisis, a potion or something could be lying around in the interior though not too close by), or an inactive one.
A medium-sized Indoril ancestral tomb that’s been overrun by bandits. The majority of offerings should be stashed by the outlaws in some small room or corner.
The player will counter a mage-looking imperial named Vontus. He wears a colovian fur hat and a robe.
Greeting:
Hello, stranger! I've got a proposition for you.
proposition:
More of a bet, actually. See, I recently invented a new enchantment I want to try out. All you need to do is give me twenty five gold as part of the bet, catch me and you earn fifty back, simple as that.
Gnomey says: “ NCModels: Some flora and landscape textures for the aborted Nedothril Coast region. These will almost certainly be used elsewhere, though perhaps with some palette changes or something. Tell me if anything is missing; I might have overlooked it. “