Progress Report

Progress Report by Region

As of 18.09 Release
 

Tamriel Rebuilt develops its new content by region. The current region map is shown below. The regions are listed below based on what stage of pipeline they are in, and are marked as currently included in TR_Mainland or in TR_Preview, and also if they are in active development. Completed regions are included in TR_Mainland, and regions that are still in progress are in TR_Preview.


Telvannis District

Northeastern Regions

 

Molagreahd


Marshmerrows growing along the the banks of a shallow creek

Stage 7: Released - Included in TR_Mainland.
Description: Molagreahd is a series of fertile plains divided by the jagged ranges of Boethiah's Spine. Generally flat with sparse but consistent tree cover. This region contains the prominent Telvanni towers of Tel Ouada and Llothanis, as well as a major Imperial fortress at Firewatch and numerous smaller settlements and plantations in between.

Boethiah's Spine


A rocky valley of Boethiah's Spine, looking southern lands

Stage 7: Released - Included in TR_Mainland.
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 deep Lake Boethiah, whose surrounding towns and settlements include the towers of Tel Mothrivra and Alt Bosara. In the north, the Spine seperates into several ridges with gouge their way through the otherwise flat plains of Molaghread. This region is largely rocky and barren, but its steep cliffs conceal several lushly forested valleys.

Telvanni Isles


The north shore of Vahn, looking western lands

Stage 7: Released - Included in TR_Mainland.
Character: The scattered islands of this archipelago, with their uninviting terrain of barren hills and damp fungal groves, seem inhospitible 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.


Mournhold District

Eastern Regions

 

Helnim Fields


Looking west across the fields

Stage 7: Released - Included in TR_Mainland.
Description: Traditionally notable only for its guar herds and the Dwemer ruins of Kemel-Ze, House Telvanni took a renewed interest in the region after the Empire established a foothold in the fields of Helnim. Now, tensions run high as ambitious wizards seek to establish their dominance over the Imperial intruders and each other. The region features the Telvanni towers of Tel Muthada and Marog, and an uncomfortable standoff between local and foreign powers in the mixed town of Helnim.

Mephalan Vales


The Vales are perennially foggy

Stage 7: Released - Included in TR_Mainland.
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 fued 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.

Sacred Lands


All roads lead to Necrom

Stage 7: Released - Included in TR_Mainland.
Description:  Sacred East is a rugged coast and 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. These are xenophobic like their descendants, but less willing to suffer an outsider's presence. 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.

Nedothril


Netch roam this coastal region

Stage 7: Released - Included in TR_Mainland.
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 town of island and town of Gorne.

Lan Orethan


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

Stage 7: Released - Included in TR_Mainland.
Description: While to the east and west the Indoril cut down forests to provide space for Morrowind's economy to grow, in Lan Orethan the ash-ravaged woods were not only kept, but revived and flourished with more life than before; a vast garden for the Dunmer, to provide them with a glimpse of utopia to follow. The Indoril there were themselves enraptured by their creation, but surrounded by their success, are thought by many to have lost sight of the wellbeing of Morrowind as a whole, focused only on tending to their immediate surroundings. 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.

Alt Orethan


Trees overhanging in a lush riverbank in Alt Orethan

Stage 1: Brainstorming - Included in TR_Preview.
Description: This region directly surrounding Almalexia is green and full of life. It is a relatively safe region patrolled by Ordinators and full of significant places for pilgrims to visit. Owned by House Indoril. This region is likely to undergo major changes in the future to accomodate the city of Almalexia/Mournhold.

Sundered Scar


Durzog prowl these swamps

Stage 7: Released - Included in TR_Mainland.
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.

Aanthirin


A view from the top of one of the many hills overlooking the Thirr River

Stage 6C: Quests - Included in TR_Preview.
In Active Development

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: though 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 most of the province's trade.


Velothis District

Western Regions

 

Armun Ashlands


A road leading west through the ashlands

Stage 6B: Interiors - Included in TR_Preview.
In Active Development

Description: The Armun Ashlands are the only region on the mainland of Morrowind to sport ash, and its inhabitants each have a different story as to why it alone has the ash to rival Vvardenfell’s. This region’s exterior is mosty finished. Future work will focus on adding interiors, NPCs, quests, and creatures.

Roth-Roryn


A natural arch formed above the river

Stage 6B: Interiors - Included in TR_Preview.
In Active Development

Description: A rocky, canyon region with plenty of hills, as well as a few scattered settlements and farms; this region’s exterior is mostly finished. We are currently working on adding interiors, with NPCs, quests, and creatures to come later.

Ascadian Bluffs


Pleasant greenery

Stage 6B: Interiors - Included in TR_Preview
In Active Development

Description: The Ascadian Bluffs are a narrow coastal region that boasts only one town. It is a largely friendly region and serves as a gateway to the less hospitable regions to the south. This region’s exterior and interior is mostly finished. Future work will focus on adding the remaining interiors, more NPCs, quests, and more creatures.

Clambering Moor


A mixture of plants

Stage 6B: Interiors - Included in TR_Preview.
Description: A hilly region, the Clambering Moor is a unique mixture of the strange and familiar, both to Dunmer and Outlander eyes. Plants sprouts in patches in between the rocky hills. This region's exterior will receive a major overhaul but the interiors have been mostly completed. Future work will focus on adding the remaining interiors, NPCs, quests, and creatures.

Grey Meadows


Mushrooms covered in ash dot the area

Stage 6B: Interiors - Included in TR_Preview.
Description: An ash swamp, filled with mushrooms found nowhere else in Morrowind. Some waters run pure, others are fouled by ash, and everywhere there is quiet. This region’s exterior and interior is mostly finished. Future work will focus on adding the remaining interiors, NPCs, quests, and creatures.

Julan-Shar


A logged area

Stage 6B: Interiors - Included in TR_Preview.
Description: Redoran cities dot the heavily forested landscape of Julan-Shar, where jagged rocks mix with coniferous trees to form a unique combination. This region’s exterior and interior is mostly finished. Future work will focus on remaning interiors, new assets, NPCs, quests, and creatures, as well as some optimization to handle framerate issues.

Uld Vraech


A freezing wind blows constantly in this icy region

Stage 6A: Implementation - Included in TR_Preview.
Description: Uld Vraech is the snowiest part of Morrowind and is not recommended for the faint of heart. Snow blows constantly, and dangerous creatures prowl the icy fields. This region's exterior is partially unfinished, but half of it is interior complete. Future work will focus on adding the remaining interiors, NPCs, quests, and creatures, as well as optimization to handle framerate issues.

Velothi Mountains


The edge of Morrowind

Stage 6A: Implementation - Included in TR_Preview.
Description: The 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. This region’s exterior and interior is mostly finished. Future work will focus on adding NPCs, quests, and creatures.


Deshaan District

Southeastern Regions

 

Deshaan Plains


Concept art of Deshaan Plains by Kaziem

Stage 5A: Asset Creation - Heightmap included in TR_Preview.
Description: The Deshaan Plains are flat, salty, and hostile. House Dres claims this territory as their homeland, from which they extend their influence east and north. The plains are riddled with crevasses and sinkoles and home to vicious skyrenders and xenophobic Dres. This region produces the majority of the saltrice consumed in Morrowind. The initial heightmap is complete and implemented. Planning continues on the forums, and assets are being accumulated in preparation for the eventual opening of exterior claims.

Salt Marshes


Concept art of Salt Marshes by Kaziem

Stage 1: Brainstorming - Heightmap included in TR_Preview.
Description: The southern edge of the Deshaan Plains descends into the Arnesian Jungle. The treacherous border between the two is known as the Salt Marshes, which is home to the salt-animals of the Deshaan as well as the jungle creatures of the Black Marsh. This borderland is as dangerous as the regions on either side. The initial heightmap is complete and implemented.

Mudflats


Concept art of Mudflats by Kaziem

Stage 1: Brainstorming - Heightmap included in TR_Preview.
Description: The mudflats are where the salty 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. The initial heightmap is complete and implemented.

Arnesian Jungle


Concept art of southern Deshaan Plains overlooking the Arnesian Jungle by Kaziem

Stage 1: Brainstorming - Heightmap included in TR_Preview.
Description: The Arnesian Jungle is the shifting, deceptive northern reaches of the Black Marsh. Thirty years ago, the Arnesian War resulted in the addition of this territory to the lands of House Dres. The initial heightmap is complete, but the visuals of the region are still in the early brainstorming stage. This region is slated to be conceptualized more thoroughly after the Salt Marsh and Mudflats are closer to stage 6.


Narsis District

Southern Regions

 

Thirr Valley


Concept art of Thirr Valley, featuring Mangroove Trees by Kaziem

Stage 6A: Exteriors - Heightmap included in TR_Preview.
In Active Development

Description: The Thirr Valley is situated in a great canyon surrounding the Thirr River as it makes its way north. Mushroom mangroves dominate the river banks and the landscape slowly 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 the boat travel. As the asset creation is completed, exterior work on the region has begun.

Othreleth Woods


Concept art of Othreleth Woods by Myzel

Stage 1: Brainstorming - Heightmap included in TR_Preview.
Description: The western highlands are the heartlands of House Hlaalu. If the Aanthirin is spring and the Thirr Valley is summer, the Othreleth Woods are autumn. The sun seems to eternally set over great mushroom forests and the downpour of the Kanith River. The initial heightmap is complete and implemented. 

Shipal-Shin


Concept art of Shipal-Shin canyons by Kaziem

Stage 1: Brainstorming - Heightmap included in TR_Preview.
Description: The red canyons of Shipal-Shin rise up far to the south and join the Valus Mountains, lowering their heights and forming a natural border both with Cyrodiil and Black Marsh. Isolated Hlaalu settlements can be found in the mountains, 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 decadant from the wealth gained by supplying the Empire’s failing Black Marsh settlements. Nearly all supplies that pass on through Stormhold pass through Narsis first and the Hlaalu are sure to take their pound of meat. The initial heightmap is complete and implemented, with Narsis having an implementation that has not yet been changed to fit the new heightmap.