Progress Report

Progress Report by Region

As of February 2025

Tamriel Rebuilt develops its content as a series of expansions that add new pieces of the Morrowind mainland to the game world. These expansions will typically center around one or two regions – areas with distinct asset design and usage – although often the expansions will also contain parts of several other regions. Maps of our planned regions as well as present and planned expansions are shown below:

 

Map of planned regions (left) and release areas (right).

On this page, we walk through Morrowind’s mainland region-by-region, according to their state of completion. Completed regions are included in our released mod; regions that are still being developed can be previewed in our in-progress section files.


Telvannis District

The Telvannis District encompasses the dangerous and isolationist northeastern part of Morrowind, home to the ruthless Telvanni wizard lords. This was among the first parts of TR to be developed, released as the Telvannis and Antediluvian Secrets expansions in 2006 and 2008, respectively. In 2022, the western seaboard of the Telvanni peninsula was also the first of our old, released areas to be overhauled in the Embers of Empire expansion. In the distant future, we plan to fully overhaul the entire peninsula with unique assets to make it truly fitting as the realm of the mad wizards.

Sea of Ghosts

The island of Althoa in the Sea of Ghosts.

Stage: Partially released in Embers of Empire (2022) and Firemoth Reclaimed (2024).
Description: The frigid Sea of Ghosts to the north of Morrowind, known for its dangerous storms and pirate covens, is nevertheless an active shipping lane plied by Nord merchants. Its isolated crags and islands most resemble Sheogorath in look (with a more purplish cast) but the weather is much harsher with occasional blizzards. Among the few isles north of Morrowind, the most prominent is Althoa, home to the run-down Imperial Navy outpost of Nivalis, a Telvanni tower, and a Velothi village.

More islands in the Sea of Ghosts region will be released later, such as the semi-mythical Vounoura, the small Leviathan Isles near Althoa, several Reaver isles to the north of the Velothis district, and possible isles to the north of Vahn. More updates to the seafloor, such as those shipped in 2024's Firemoth Rekindled, may still be added.

Dagon Urul

Mount Sarrunabi overlooking the city of Firewatch and the Dagon Urul coast. Vvardenfell in the background.

Stage: Released in Embers of Empire (2022), pending overhaul.
Description: Dagon Urul is a dangerous and barren wasteland on the western coast of the Telvanni peninsula, dotted by Daedric and Dwemer ruins and crumbling tombs. Largely neglected by the Telvanni, this is where the Empire built its district capital of Firewatch and the trade town of Helnim. Outside of the city walls, inhabitants include only an occasional Imperial mine, the poorest of Velothi ranchers, and the most isolationist of Telvanni wizards.

Feivelyn’s concepts for a final Dagon Urul.

The Dagon Urul region was built in 2021-2022 as a medium-term replacement for a very old landscape of Molaghread and Boethiath’s Spine, first released in 2006’s Telvannis and 2008’s Antediluvian Secrets. Largely mirroring Azura’s Coast on Vvardenfell, the current look of the Dagon Urul wilderness will eventually give way to a haunted ashland, come the full Telvannis redo.

Sunad Mora

Marshmerrows growing along the banks of a shallow creek.

Stage: Released in Telvannis (2006), pending overhaul.
Description: Sunad Mora is a series of fertile plains on the northeastern tip of the Telvanni peninsula, separated from Dagon Urul by the jagged ranges of Boethiah’s Spine. Outside of the many ranges that cross-cut it, the region is generally flat with sparse but consistent tree cover. This region contains the prominent Telvanni towers of Tel Ouada and Llothanis.

Feivelyn’s concepts for a new Sunad Mora.

Currently a mix of Grazelands and West Gash assets, we intend to eventually replace this area with hostile, sulphurous ashlands towards the center of the peninsula and a cursed mushroom forest towards the west.

Boethiah’s Spine

A rocky valley in Boethiah’s Spine, looking towards southern lands.

Stage: Released in Telvannis (2006) and Antediluvian Secrets (2008), pending overhaul.
Description: The treacherous ridges and deep valleys of Boethiah’s Spine stretch north-to-south through the heart of the Mainland’s eastern peninsula. The southern portion of this region is dominated by the deep Lake Boethiah, whose surrounding towns and settlements include the towers of Tel Mothrivra and Alt Bosara. In the north, the Spine separates into several ridges which gouge their way through the otherwise flat plains of Sunad Mora. This region is largely rocky and barren, but its steep cliffs conceal several lushly forested valleys.

Feivelyn’s concepts for an overhauled Boethiah’s Spine.

Post-overhaul, Boethiath’s Spine will be raised significantly to turn it into a true mountain range and will be remade ashy and volcanic. Home to the ash-mad Dust Adepts, this will become one of the most dangerous regions in Morrowind.

Scath Anud

Feivelyn’s concepts for an overhauled Scath Anud.

Stage: Conceptualization.
Description: Room will be made primarily in the southeastern part of the current region of Boethiah's Spine to accommodate the Scath Anud, a new rocky and forested region on the Padomaic shore, known for its picturesque waterfalls and rivers. It borders the Indoril to the South and the more dangerous Telvanni areas to the North.

Telvanni Isles

The north shore of Vahn, looking towards western lands.

Stage: Released in Telvannis (2006), pending overhaul.
Description: The scattered islands of this archipelago, with their uninviting terrain of barren hills and damp fungal groves, seem inhospitable at first glance. Yet, the Isles serve as the isolated heartland of the reclusive Great House Telvanni. The twisted sprawl of Port Telvannis serves as the House’s capital, and several other towns and plantations populate the surrounding islands.

Feivelyn’s concepts for overhauled Telvanni Isles.

The post-overhaul vision for the Telvanni Isles will iterate on the current look of the region, adding Sadrith mushrooms galore, plenty of sea life and coral, and magical dangers throughout the wilderness, as well as innumerable inhabited and abandoned Telvanni towers sprinkled all around. The region will also be expanded with the addition of many islands, the earliest of which to be released will likely be Olanar.

Molag Ruhn

Looking west across the fields of Molag Ruhn.

Stage: Released in Antediluvian Secrets (2008), pending overhaul.
Description: Notable for its guar herds and the Dwemer ruins of Kemel-Ze, Molag Ruhn is the southernmost of House Telvanni’s holdings. The region features the Telvanni towers of Tel Muthada, Marog, and Tel Gilan, the last of which has strong trading ties to the Imperials in Helnim.

Feivelyn’s concepts for an overhauled Molag Ruhn.

Post-overhaul, Molag Ruhn will be expanded to form the bug-herding heartland of the Telvanni. It will consist of grasslands and rocky hills dotted with Parasols, Corkbulb, and Hackle-Lo trees – a region inspired by the Pocket Guide to the Empire, 1st edition.


Mournhold District

The Mournhold District stretching from Telvannis to the Deshaan plains, and from the Thirr river to the Padomaic ocean, forms Morrowind’s heartland and is the citadel of House Indoril. Much of the region was released in the 2012 expansion Sacred East, and all that part is in line for a major overhaul, the first part of which (Poison Song expansion) is already ongoing. Later areas released post-2018 are already up to nearly modern standards.

Aanthirin

A view down a tributary of the Thirr River.

Stage: Released in Old Ebonheart (2018) and Aanthirin (2019), minor overhauls in Dominions of Dust (2022) and Andaram (2023).
Description: Crossed by Veloth, who tamed its tumbling river, and rift by the creation of the Inner Sea, which shattered its mountains and linked the river to the Sea of Ghosts, Aanthirin has always had a central role in Morrowind’s history. So too now that its status as Morrowind’s crossroad has made it the focus of a bitter trade and territorial dispute between the dominant House Indoril and ascendant House Hlaalu. Divided between those houses, linked by Imperial trade interests and Temple authority, one thing is clear: although its river now flows gently and farms are abundant, Aanthirin itself has yet to be tamed. A Temple stronghold, Almas Thirr, sits in the middle of the region and regulates much of the province’s trade.

The TR team is quite happy with the current look of Aanthirin, especially following a round of terrain edits and the replacement of many vanilla assets by unique, region-specific ones in Dominions of Dust (2022) and Andaram (2023). Only minor additions (e.g., the eastern bank of Lake Andaram) and overhauls (mountain range east of Old Ebonheart) remain to be done, slated for the first part of our Indoril rework, Poison Song. A rework of some of its older interior locations may also be in order, too, but later down the line.

Sundered Scar

Swampy lowlands on the southern coast of the Inner Sea.

Stage: Released in Sacred East (2012), exterior and interior overhaul ongoing.
Description: When the Tribunal came to power, the Indoril set out to transform Morrowind. Their reach extended to the far corners of the nation, and by and large they succeeded. The Indoril seat associated with House Mora, however, remained empty by tradition, filled in name by Indoril Nerevar, whose spirit could not rule it. So the region it commanded was left neglected where its neighbours flourished, an unacknowledged scar in the heart of Morrowind. What remained of the region eventually turned into a dangerous bog where packs of dangerous beasts prey on lost travelers.

Sulphurous vapors belch from the ground in the revamped Sundered Scar.

Created largely as filler land in the earliest days of TR, the current Sundered Scar can be uncharitably described as a Bitter Coast clone, except flatter and with worse performance. A full overhaul of the region is currently ongoing, with exteriors and interiors more than half done, to be released in the first part of our Indoril overhaul, Poison Song. The region is being reimagined as a place where the Indoril terraforming failed; an ashy wasteland pocked by volcanoes and filled with sulphuric pools, geysers and various odd fungi and flora acclimatized to the harsh environment. Some Velothi settlements nevertheless eke out a living here, although largely neglected by its erstwhile Indoril masters, leaving the villagers to rely only on the kindness of the Temple.

Orethan Heartlands

(currently Alt Orethan and Lan Orethan)

Trees overhanging a lush riverbank in Alt Orethan.

Stage: Partially released in Sacred East (2012-2013), exterior and interior overhaul ongoing.
Description: The Orethan is currently two regions: Alt Orethan and Lan Orethan. Alt Orethan is an Indoril-controlled region directly surrounding Almalexia. It is green, full of life, and relatively safe, being patrolled by Ordinators and full of significant places for pilgrims to visit.

Trees in Lan Orethan can cluster so densely that they block out the sun.

Lan Orethan contains flourishing woods at the heart of Indoril lands; a vast garden cultivated by the Indoril, to provide the Dunmer with a glimpse of utopia to follow. This forested region straddles the lower Orethan river and contains the Indoril villages of Bosmora and Dreynim Spa, as well as manors of many important Indoril families.

The Orethan is a lush and well-cultivated land sprinkled with a little color.

Lan Orethan and a small portion of the Alt Orethan were released in 2012 and 2013. The rest of Alt Orethan, including the city of Almalexia, was well into development up to 2013, but was never released owing to major conceptual issues. As Alt Orethan was little more than an Ascadian Isles clone, a complete rebuild of the regions and the city of Almalexia is now in progress. The old forests of Lan Orethan, although certainly among some of old TR’s lovliest regions, suffer not only from major performance issues, but also stand exactly where the Indoril's major agricultural region should be – hence, it will also be transfored into an enlarged Orethan Heartlands (the Indoril forest regions will instead be the Mephalan Vales and the Amber Forest; see below).

The new Orethan Heartlands is the quintessential Garden of the Indoril, one of the most densely populated and heavily cultivated, yet cared-for regions in Morrowind. The region will be heavily based on reworked versions of flora present in TES III: Tribunal, with some additions for accent like the pink gorapple tree and other fruit trees. Aside from the city of Almalexia itself, the largest settlement in the region will be Othrenis, a Velothi town and Tribunal Temple center on Veloth’s path. The western half of the revamped region is slated to be released together with Poison Song, with the eastern half following later in the second part of the Indoril revamp.

Mephalan Vales

The Vales are perennially foggy.

Stage: Released in Sacred East (2012), soon to be overhauled.
Description: The Mephalan Vales are a complex maze of canyons often wreathed with fog, which even the high ideals of the Tribunal have failed to fully penetrate. The local Indoril rulers lack a unified vision and feud with each other, while ancient forces continue to spin their plots unseen. This treacherous terrain of the Vales forms a natural northern border to the territories of House Indoril. Winding paths connect the fortresses of Ammar and Akamora, while ghosts, outlaws and worse dwell in hidden valleys and in the ruins of Dun Akafell.

Mephalan Vales concepts by be-a-stranger and athcliath97.

Our plans for a re-imagining of the region will largely build on the current vision: maze-like cliffs hiding foggy, enchanted forests strewn with spider webs, but with a purple hue and better asset use leveraging purpose-built environmental models. Shivatheo has already created a partial asset palette for the region; once the heightmap and a test exterior is ready, work on overhauling the region can proceed, planned to be released as the second part of our Indoril overhaul.

A test cell of Mephalan Vales assets made by shivatheo and Chef.

Sacred Lands

All roads lead to Necrom.

Stage: Released in Sacred East (2012), pending overhaul.
Description: The Sacred Lands is a rugged coast where rocky ridges surround the sparsely vegetated land that hosts the Dunmer holy city of Necrom. The hallowed and haunted lands around the City of the Dead appear dour and cold, but are alive with the whispers of Dunmer dead carried by the wind, and with the spirits themselves. This is not a place for outlanders, whom the ancestors despise. Necrom’s white architecture contrasts starkly to the browns and greens of the surrounding area. The region also contains the Indoril town of Sailen and the tiny hamlet of Evos, and adventurous travelers may find the occasional tomb, ruin and Daedric shrine to explore.

Sacred Lands concepts by be-a-stranger.

Instead of West Gash version 3.0, the post-overhaul Sacred Lands will become the northern part of the great eastern Morrowind mudflats (as intended by Bethesda in their late-1990s Morrowind concept map), wreathed in fog and covered in golden grass and ghastly mushrooms. Necrom, too, will get a much-improved architectural set and a new city plan, although it will largely retain its current, iconic look. This work is planned to be released with the third part of our Indoril overhaul.

Nedothril

Netch roam this coastal region.

Stage: Released in Sacred East (2012), pending overhaul.
Description: The forests that once spanned the Nedothril Coast have long been cleared to make way for Indoril industry. Various fields and towns dot the region, and ships travelling the Padomaic Ocean sail along its shores. The populace is industrious but inwardly focused, and though their goods are transported far and wide, outside influences have had little impact on them. The hamlet called Seitur and the small port of Enamor Dayn are located along the coast and the latter offers a ferry service to the island and town of Gorne.

Nedothril concepts by be-a-stranger.

Post-redo Nedothril will receive a full aesthetic overhaul, becoming part of the large eastern Morrowind mudflats, its signature being porous rock formations jutting out of the coastal muds. Nedothril will also include the second-largest Indoril-controlled city, Mervayan, on the mouth of the Orethan river. Built in the Velothi style, this will be a point of departure for Indoril export goods and one of the major trade ports on Morrowind’s east coast. The region is planned to be released alongside the revamped Necrom in the third part of our Indoril overhaul.

Amber Forest

 

Amber Forest concepts by be-a-stranger.

Stage: Conceptualization.
Description: An orange-leafed forest of trees that leak sap all year round, leading to amber-like formations on cliff sides. Borders Almalexia to the north and the fertile Deshaan plains to the south. This forest will be populated mostly by small, unaligned Velothi villages, with the Indoril keeping their influence subtle in order to not upset the prickly Dres clansteads just to the south.

This region is to be added in the last stage of our Indoril release arc, possibly together with or shortly after the city of Almalexia is released.


Velothis District

Bordering Indoril lands to the southeast, Hlaalu lands to the south, and Cyrodiil/Skyrim to the west, the mountainous Velothis District forms the northwestern arm of Morrowind, controlled by House Redoran. There have been two historical attempts to build out the Velothis District – a very early and substandard 2000's attempt and another one that started from 2009 and concluded by 2014, almost finishing the exteriors (and many of the interiors) of the district. The results of the latter attempt were largely aesthetically pleasing, and the southern part of the district (Armun Ashlands and Roth Roryn) were released after some touch-ups as Dominions of Dust in 2022. However, the lands of the north-central Velothis used mainly vanilla assets and relied on dated level design practices. Hence, these lands are currently being remade from scratch once agian, using a wholly new asset palette.

Armun Ashlands

The Velothi peaks rising above the Armun Ashlands.

Stage: Released in Dominions of Dust (2022), pending fixes and palette switch.
Description: The Armun Ashlands, is a great lowland dustbowl encircled by various mountain chains. Together with the post-overhaul Sundered Scar and, eventually, the northern-central Telvannis, it is one of the major regions on the mainland of Morrowind to sport ash, owing to active volcanic activity. An extremely dangerous region, it is home to the Ishanuran ashlanders, although the Hlaalu have been expanding their economic activity.

Armun Wastes concept by be-a-stranger.

Parts of this region are among the nicest-looking that TR has released, but we do wish to add more unique assets to make it further distinct from the Vvardenfell ashlands. In addition, there remain stylistic issues with some of the exterior and many of the interior locations present in the area, many of which date to the 00’s, that will eventually need to addressed. A revamp to use a new and unique asset palette is expected, though not too soon.

Roth Roryn

The town of Menaan nestled in a Roth Roryn valley.

Stage: Released in Dominions of Dust (2022), exterior and interior fixes ongoing.
Description: Roth Roryn is a rocky, canyon region with plenty of hills that serves as the border between Redoran and Hlaalu lands. Largely beset by bandits, there are a few scattered settlements and farms, especially in the relatively lush nortern area where it touches the Inner Sea. The centerpiece of the region is Andothren, the largest Dunmer trade port on the Inner Sea and one of the major cities of the Hlaalu.

Although this area was quite recently released and sports a fully custom asset palette, there remain some issues with the region. Namely, the exteriors suffer from a 2010-ish proclivity to rely too heavily on rock meshes, rendering the region annoying to traverse and unpleasing to modern sensibilities. An exterior overhaul was initiated in 2021 to make better use of terrain and to give the player room to breathe; however, it was forced to pause prematurely in order to give our quest developers a stable base to work off of, and only restarted after Dominions was released. Like in Armun Ashlands, many of the interiors, too, suffer from late-00’s stylistic issues and require overhaul. This overhaul was started in 2023 and is ongoing, though at a very slow rate given the low priority. It is expected to be releaesed together with Wealth Beyond Measure, the final of our Hlaalu-focused expansions.

Kartur Dale

Early work on Kartur Dale level design.

Stage: Exterior and interior development ongoing.
Description: A lightly wooded moor in the southern Velothis district where the grassy hills of the Clambering Moor in the north meet the woodlands of Othreleth in the south. The Pryai river flows from the Velothi Mountains into Roth Roryn in the north. A volcanic ridge separates the region from the Armun Ashlands in the east.

The region is inspired by a quote from the vanilla book series 2920, The Last Year of the First Era, that describes idyllic, lightly wooded bluffs and flowery meadows around the meandering Pryai river, where Cyrodiilic and Morrowind flora meets. Given that none of the surroundings of the Pryai river released in Dominions of Dust remotely met this description, and since that whole area was undwergoing a revamp anyhow, we decided to invent the Kartur Dale region. In actuality, the region is an extension of a unique subregion that had already been developed for the surroundings of Kragenmoor to the south. As such, the region is slated to be released with the Wealth Beyond Measure expansion.

Velothi Mountains

Looking north along the Velothi Mountains and across the famous Dwemer ruin of Hendor-Stardumz.

Stage: Partially released in Dominions of Dust (2022), exterior and interior development ongoing.
Description: The towering Velothi Mountains form the border between Morrowind and Skyrim and are riddled with dangerous passes, only a few of which actually serve as passage between the two provinces. The lower valleys are secluded and forested, home to a few hardscrabble hamlets and egg mines, while the bleak and snowy upper passes are the purview of smugglers and worse.

A modern rendition of the lower Velothi Mountains valleys using our new asset palette.

A substantial portion of the southern half of the Velothi Mountains was released in 2022 and the results looked great. However, the region still relied on vanilla assets, which we had for a long while intended to replace with a fully custom asset palette. This palette – new rocks, ground textures and flora – now exists and has been put to great use in the southern tip of the Velothi Mountains against Kragenmoor, coming with the Wealth Beyond Measure expansion. Likewise, much of the northern part of the Velothi Mountains is in works, including Malahk-Bazul, a high valley on the intersection of three provinces home to a particularly aggressive subset of orcs – coming with the first in our series of House Redoran-themed releases. Finally, the already-released Velothi Mountains region requires an uplift to use the new asset palette, make the area more navigable, and fix some of its older interiors.

Clambering Moor

Clambering Moor at night.

Stage: Exterior and interior development ongoing.
Description: A deep-red mountain grassland, accented by ivory mushrooms, rolling down from the Velothi peaks to the Inner Sea coast. Once host to a multitude of Dwemer freeholds, the Clambering Moor is now mostly settled by scattered Redoran hoom and beetle ranchers, often suffering orc or goblin raids.The largest settlement of the region is Veranis on the Roryn river, the capital of the Redoran Stones March that also includes much of the Roth Roryn.

This region already existed in the early 2010s inception of Velothis, but only as a retroactive designation given to a hodgepodge of exterior claims with few uniting characteristics. Development began properly in 2023 and is already quite far along. The entirety of the region will be featured in our first Redoran-focused expansion, coming right after we finish the Narsis District.

Grey Meadows

Mushrooms covered in ash dot the area.

Stage: Exterior development ongoing.
Description: The Grey Meadows is a region of poisonous ash mires confined between ridges flowing down from the Velothi Mountains. Ghostly mushrooms covered with webs dominate the eerily quiet mires while golden firs sit atop the ridges. Settlement only really exists on the margins of the region, except for the occasional ashlander camp. The largest site here is Silgrad, the capital of the Redoran Ashes March, protected from the poisonous vapors of the region by Sotha Sil's machinery.

Development of the region began anew in 2025, while the region is modeled quite faithfully after the early 2010s rendition. It will likely be released alongside the Clambering Moor.

Julan-Shar

Concept by Feivelyn.

Stage: Conceptualization.
Description: Julan-Shar is a woodland region where Jagged rocks mix with coniferous trees, lava-feeding fungi and traventine terraces. Rock formations build up to form the distinctive crated in which the historical house capital Blacklight is situatied. This relatively frigid area is marginal land in terms of agriculture, but the Redoran are well-adjusted to just such conditions and have made it their heartland.

Although a 2011-2013 implementation was worked on, it relied almost entirely on Bloodmoon assets. The remade Julan-Shar will be made unique and also much extended in size. Coming along with Blacklight, it will likely be released in our second and last Redoran-focused expansion.

Great Valley

Great Valley concept by be-a-stranger.

Stage: Conceptualization.
Description: Previously known as Uld Vraech, the region consists of a broad mountain valley bordered by snowy peaks, with the Brygg river running down the middle. Copious geysers and heated streams fill the valley, making the area improbably hospitable, considering its climate. House Redoran rules over both hardscrabble Dunmer settlements and ancient hamlets of the unruly Uld Vraech nords. Situated on the river is Cormaris, the capital of the Redoran Snows March.

The Uld Vraech region was the only one in northwestern Morrowind not to have been fully finalized in the early 2010s and even those areas finished were not really distinct from the Velothi Mountains region. The new idea from the region draws from the 1996 Morrowind concept map, where a major river is shown coursing north parallel to the Velothi Mountains. The area will likey be released together with Julan-Shar.


Narsis District

The southwestern quadrant of Morrowind’s mainland has a distinctive yellow-to-red hue. Once known as the Redoran Waters March with the Hlaalu confined to the cities of Narsis and Kragenmoor, the entire Narsis District is now the stronghold of House Hlaalu, who has heavily cultivated its lands. Aside from a long-discarded early-2000s iteration using vanilla assets, these landscapes are among the newest ones being developed for TR, relying entirely on custom assets and adhering to our most recent standards.

Coronati Basin

The Thirr River slowly meanders its way north.

Stage: Partially released in Andaram (2023); exteriors and interiors complete, quest development ongoing.
Description: The Coronati Basin surrounds its namesake lake and the upper-to-middle reaches of the great Thirr river. It forms a large valley surrounded by the high Deshaan plains to the east, the Shipal-Shin badlands to the south and the Kanit river valley to the west. Mushroom mangroves dominate the river banks and the landscape gradually shifts from the Aanthirin’s orange-green to Shipal-Shin’s red. Caught in politics and business, Hlaalu villages dot the landscape, and House Redoran has its furthest outposts here, keeping a wary eye on boat travel.

Level design on the Coronati Basin is completed and all NPCs added. The region is now deep into the questing stage, with much of that work already completed, too. It is to be released in the upcoming Grasping Fortune expansion.

Shipal-Shin

Deep canyons run between the mesas of Shipal-Shin.

Stage: Exterior, interior, and quest development ongoing.
Description: The red canyons of Shipal-Shin rise up far to the south adjoining the Velothi Mountains, lowering their heights and forming a natural border both with Cyrodiil and Black Marsh. Aside from nomadic Shinathi clans, isolated Hlaalu settlements can be found in the canyons, with inhabitants tilling the red soil and tending the sparse foliage. The most prominent city of Shipal-Shin is Narsis, the capital of House Hlaalu, grown grand and decadent from the wealth gained by supplying the Empire’s failing Black Marsh settlements. Nearly all supplies destined for Stormhold pass through Narsis first and the Hlaalu are sure to take their pound of meat.

In active development since 2020, the areas to be released in both the Grasping Fortune and Wealth Beyond Measure expansions are now nearly exterior-complete. Interiors for Grasping Fortune are nearly done except for a couple stragglers (mainly Skyrender hives); those for Wealth Beyond Measure are busily being worked on. NPCs and generic dialogue for Grasping Fortune are practically finished and questing is in full swing. The first NPC and general dialogue claims are being worked on for Wealth Beyond Measure, too.

At a later date, we would like to introduce some more greenery spilling into the Shipal-Shin canyons from across the border to Black Marsh, but that is pending some Black Marsh flora assets that we don't have yet.

Othreleth Woods

The Othreleth Woods is one of the most colorful of Morrowind’s regions.

Stage: Partially released in Andaram (2023), exterior, interior, and quest development ongoing.
Description: The Othreleth Woods are the quintessential mushroom forest that inspired Morrowind’s depiction in the Pocket Guide to the Empire, 1st edition. These are also the true breadbasket of House Hlaalu. If the Aanthirin is spring and the Coronati Basin is summer, the Othreleth Woods are autumn. The sun seems to eternally set over great mushroom forests and the downpour of the Kanit River. Although dotted with Hlaalu farms and towns, built over the ruins of Redoran clansteads, deeper areas of the forest still remain dangerous locations.

Othreleth Woods exteriors entered full-scale production in 2022 and the exterior worldspace is very close to completion, whereas interiors are getting close, too, even in the large settlements of Kragenmoor and Andrethis. The first NPC and generic dialogue claims are getting worked on. Although the margins of the region feature in earlier expansions, the bulk will come with Wealth Beyond Measure, our last Hlaalu-focused expansion.


Deshaan District

The Holy Grail of TR, the southeastern Deshaan District is host to the only Great House that saw no depiction at all in vanilla TES: III. Following the scrapping of early 2000s work, Tamriel Rebuilt spent much of the mid-2010s up to now coming up with unique designs for this region. New proposals based on a reset of planning, hewing closer to the vanilla game and the few canon sources on the Dres are currently being polished and evaluted. Asset work, much less level design, must largely wait until we have settled on a solid plan for the region.

Dejasyte

Concept art of Dejasyte by 10Kaziem.

Stage: Conceptualization.
Description: The Dejasyte is a salty and hostile badlands on the border between the Narsis and Deshaan districts, the still-ruined reminder of the enviornmental catastrophe that the Cantemiric Velothi brought upon themselves by cutting down the northern reaches of Argonia's jungles. The plains are riddled with crevasses and sinkoles and home to vicious skyrenders. Only traders and the occasional mining town eke out a living there.

Deshaan Plains

Concept art of Deshaan Plains by athcliath97.

Stage: Conceptualization.
Description: The great fertile Deshaan Plains are a gently sloping wet grassland home to vast saltrice plantations of House Dres, tended by hordes of downtrodden slaves. This area produces most of Morrowind's saltrice, destined for markets throughout Morrowind and the Empire at large.

Mudflats

Concept art of the Mudflats by athcliath97.

Stage: Conceptualization.
Description: The Mudflats region, in reality the southern terminus of the great eastern mudflats of Morrowind, are where the Deshaan Plains crumble into the sea. The local plants and animals are well-adapted to tidal changes in the landscape and the shifting mud and sandbars.

Shalimar Highlands

Concept art of Shalimar Highlands by athcliath97.

Stage: Conceptualization.
Description: The Shalimar Highlands is a small volcanic region north of Tear. Highly fertile volcanic soil and warm climate make vegetation thrive, but not the cultivable variety. Prickly, prehestoric-look flora fills the valleys between the volcanic peaks. Large swaths of land are covered in mosses of various colours.

Arnesian Jungle

Concept art of Arnesia by Feivelyn.

Stage: Conceptualization.
Description: The Arnesian Jungle is the shifting, deceptive northern reaches of Black Marsh. Thirty years ago, the Arnesian War resulted in the addition of this territory to the lands of House Dres. Hazardous mushroom swamps cover the innumerable shifting islands of the region, a landscape only the Argonians could feel at home in.