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rot
Lead Developer
21 Oct 2012



(Info up to date as of 03 Apr 14)



Map borders indicative, not accurate. What's in this section and where to find it:




M3 #2 - Needs city planning. Dondril quests are reviewed
Almas Thirr - Temple City/Fortress
Roa Dyr - Indoril Town
Dondril - Indoril Shack village


M3 #3 - NPCing by Tondollari. Needs road exterior work & WG->AI switch.
Wilderness & farms.


M3 #4 - West - needs new dungeons reviewed & merged
Seyda Vano - Indoril Player stronghold

M3 #4 - East - Finished, *already included in Mainland*
Wilderness.



M3 #6 - Exterior work required - ?, then to be split
Othrensis - Indoril Town









TODO




- NPCing/City design: Almas Thirr
- NPCing: finalise M3#2 (Yeti)
-> finalise misc quest designs for Almas Thirr / Roa Dyr / wilderness and open quest claims.
-> merge Dondril misc quests: 1, 2

- planning for Othrensis (AO region)

- Finishing large scale exterior work on M3A6-Othrensis (river? detailing? switch to AI?)
-> Splitting Othrensis off M3#6
-> Exteriors: finish road between east of A3 and A6west, linking Roa Dyr and Othrensis

- Exteriors: M3#3 mountain pass from Roa Dyr to the Othrensis side of a6. Border matching and search&replace of WG to AI
-> (in progress) NPCing for M3A3


Last edited by rot on Mon May 26, 2014 5:16 pm; edited 11 times in total
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rot
Lead Developer
21 Oct 2012



Dungeons & locations

Indoril-Thirr North (Formerly M3A2)

...todo

Indoril-Thirr South (formerly M3A3)

- Thirr River Valley (12, -24)
TR_i3-520-Ind : ancestral tomb

- Thirr River Valley (12, -25)
TR_i3-729-Ind : extensive, depleted Adamantium mine (5 cells - Access Tunnels, Cave, Entrance, Flooded Tunnels, Main Shaft)

- Thirr River Valley (13, -26)
TR_i3-521-Ind : Indoril manor near farm
Thirr River Valley (12, -26)
TR_i3-522-Ind : shack
TR_i3-523-Ind : shack

- Thirr River Valley (11, -28)
TR_i3-727-Ind : roadside velothi home, "Home of a Dunmer who hunts velk and sells the nectar sacs to passing caravans on their way to Roa Dyr."

- Thirr River Valley (12, -29)
TR_i3-519-Ind : bandit cave

- Thirr River Valley (12, -30)
TR_i3-728-Ind : river cave

- Thirr River Valley (10, -30)
TR_i3-731-Ind : small home with cave
TR_i3-516-Ind : shack next to it. Near small cultivated patch and eggmine
TR_i3-524-Ind : eggmine
TR_i3-732-Ind : velothi home, small farm patches
TR_i3-733-Ind : velothi home
TR_i3-517-Ind : shack
TR_i3-518-Ind : shack
Thirr River Valley (9, -30)
TR_i3-382-Ind : fisherman shack near

- Thirr River Valley (8, -29)
TR_i3-170-Ind : shack, small-medium farm
TR_i3-735-Ind : shack
TR_i3-377-Ind : shack
TR_i3-172-Ind : velothi home, to some sort of mage?

- Thirr River Valley (8, -31)
TR_i3-580-Ind : bloatcave, " Smuggler's Hideout in the remains of a geothermic power plant" (ties to dwemer ruin, though no dwemer ruin in ext)

- Thirr River Valley (7, -30)
TR_i3-576-Ind : fisherman shack
TR_i3-577-Ind : shipmaster's shack
TR_i3-578-Ind : fisherman shack
TR_i3-579-Ind : fisherman shack

- Thirr River Valley (6, -29)
TR_i3-730-Ind : underwater mudcave grotto, hidden ebony ore

- (11,-29) new Ancestral tomb claim

- (12,-31) new Ancestral tomb claim

M3A4 Stuff: No longer relevant to this section, keeping for future reference.

M3#4: East, already released
(extend this review to the whole Inlet Bog sometime) (UESP links are mostly to empty pages, maybe try and complete them)

Inlet Bog region, medium-high level (few durzogs, frost atronach).
Northern part has very large exterior Daedric ruins and no NPCs of note except Lagat gra-Lumbak, some sort of Imperial Legion ?spy keeping watch near the ruins? who won't talk to you.
Southern part is completely dominated by Ruinous Keep with nothing around it.

- Asohaldan Grotto - very low level (1+) mudcave.
Rats, lumishrooms, obligatory waterfall.
Basically no loot: troll locked chest, + 50g in a rather hidden underwater chest requiring telekinesis.
Such a lowlevel cave seems out of place in the region, but the hidden chest could contain something better to make up for it.

- Maesabun, Obalus Burial / Elu Burrial / Hollow Burial / Sunken Burial - medium level (?) very extensive, interconnected ashlander burial moldcaves.
Very few enemies (ghost, skeleton, rats). Little medium loot - two basic enchanted spears, devil longbow, couple bonemold armour pieces on a drowned corpse.

- Teknilashashulpi - high level (~20) Daedric shrine to Azura.
3 Winged Twilights, 4 hostile cultists.
Very well hidden daedric dagger requiring levitation. Otherwise ~2500gold of loot, but most gems are cursed (grand total of **8** cursed gems and chest?!?). Standard alchemy, books, soulgems.

- Ruinous Keep - high level (30) necromancer & lich lair, very high-profile (hard to miss a fort in the middle of a lake)
A quest to rescue an imprisoned ordinator and kill the lich starts there. Ties-in to the Tribunal Temple and/or House Indoril (sent to the Almalexia Ordinators captain when completing the quest)


M3#4: West, in review

Last western bit of Inlet bog with Seyda Vano, the Indoril player stronghold (currently not NPCed for non-Indoril players) and two random shack dwellers. Large bit of rocky ashland (? _rm, _ma) cuts through it, mostly empty.

- St. Seryn Infirmary - Temple Velothi tower.
Alchemy services and spells. Couple of quest hooks for the Tribunal Temple or House Indoril.

- Bthung - Dwemer ruin, two levels.
Upper one is lowish level (1-5) : spiders guarding a couple of dwemer weapons and ~2000gold's worth of jewels.
Lower is mediumish level (5-10), behind lv50 locks, with Centurion Spheres guarding little of interest.

- Ilvi Mine - glass mine, workers and Indoril Guards watching the nodes.
Underwater passage leads to a troll area with empty glass and iron; a secret levitation passage behind the obligatory waterfall leads to an unguarded area with ~15 raw glass.

- (11,-19) new Ancestral tomb claim

- (10,-18) new cave claim

- (11,-22) new Ancestral tomb claim

- (11,-21) new cave claim



Othrensis list: No longer relevant to this section. Keeping this for future refrence.

M3#6 Othrensis

(17, -24) Sunaris : small bandit moldcave

(15, -24) Nemil Theris' Shack : "Home to a trader/transporter type person "

(15, -25) Kanari Pool : small mudcave pools

(14, -25) TR_m3_i3-551-Ind_1 (_2, _3) : large 3cells "beast cave, home to a well-hidden trainer of the stealth skill"

(14, -28) Othrensis Grotto : underwater grotto in the river

(18, -28) Fort Lutemoth : small fort west of Almalexia

(18, -31) Kanurbashi : small bandit mudcave



Last edited by rot on Wed Mar 19, 2014 12:01 am; edited 6 times in total
Post Sun Jan 26, 2014 10:57 pm Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

Thanks for setting this thread up, rot. I've been busy lately on non-TR matters. I hope to finally iron out the problems with Almas Thirr over the course of February.

I seem to recall someone saying that some additional exterior work needs to be done between Almalexia and Othrensis before we can split the smaller city off for work.

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Post Mon Jan 27, 2014 1:04 am Send private message             Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

Actually, I think you mean the area between Othrensis and Roa Dyr. That place needs a road and some changing of textures (WG rock-> AI rock)
Post Mon Jan 27, 2014 2:09 pm Send private message       Send e-mail       Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

No, I distinctly remember someone saying that some landscaping work also should be done between Othrensis and Almalexia before the two areas are split.
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arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

I certainly did say that, but don't ask me what precisely. I only suggested some detailing (there is some barren grassland and, unlike Nemon, I don't think everyone will be using MGE XE grass), but then Swiftoak brought up the point that the whole place looks too much like Ascadia and maybe one should try doing something about that; I don't know how much has been said since then.
Post Mon Jan 27, 2014 6:34 pm Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

Just so you know, rot, I'll have Dondril tidied up and ready for quest implementation by tomorrow.
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Post Tue Jan 28, 2014 6:09 pm Send private message             Reply with quote                   up  
Mwgek
Developer
11 Apr 2008



Is Dondril going to keep that wooden fence as it is now or do we want something new for that.
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Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

If we could have a general palisade wall mesh or set of meshes, that would be appreciated and useful in Uld Vraech areas as well as Dondril, as right now we are just using a single pole mesh over and over and over again, I believe. A custom mesh would cut down greatly on face count.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Post Tue Jan 28, 2014 9:27 pm Send private message             Reply with quote                   up  
Melchior Dahrk
Developer
28 Nov 2008

Location: Outer Realms

So is that confirmation that the Dunmer palisade wall tileset we discussed in the "Models needed for Morrowind" thread is indeed being requested? If so, I'm your guy. I can throw something together. Might even go above the call of duty with it if I get engrossed in the task. Very Happy

If you make a claim for it, could you include the pictures of Dondril just so I can see the types of curves I may want to emulate to make it better suited as a replacement?
Post Tue Jan 28, 2014 10:02 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

Just to toss in my two cents, I don't see any reason for Dondril to have a palisade and think it looks as good and memorable without it, which is saying something considering Dondril is a shack village. It's an interesting concept, but I'm not sure if the middle of the Thirr River Valley is the best spot for it.
Post Tue Jan 28, 2014 11:21 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

I think a wooden palisade would be way more useful for map 5 or 6.
Post Wed Jan 29, 2014 1:15 am Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

For now, Melchior, could you just create a new thread for them in Models & Textures?
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Post Wed Jan 29, 2014 3:11 am Send private message             Reply with quote                   up  
Melchior Dahrk
Developer
28 Nov 2008

Location: Outer Realms

Haplo wrote:
For now, Melchior, could you just create a new thread for them in Models & Textures?

Sure thing. I'll make a post once I get started.
Post Wed Jan 29, 2014 3:55 am Send private message             Reply with quote                   up  
rot
Lead Developer
21 Oct 2012



Btw I added a summary of M3#4 in this post. More (much) later if no one gets to it but feel free to.

To demonstrate why I think this should systematically be done, here's the sort of observation that you can get from it: Asohaldan Grotto is some sort of anomaly in the region (not to say it can't stay a troll cave, but it's at least available for something more if needed). These should also list quest hooks, special NPCs that need to be used for something, etc.
edit: should also mention how safe the exterior is, accessibility of dungeons from roads (how likely it is for one to find them / get to them), which I didn't do
Post Fri Jan 31, 2014 8:22 am Send private message             Reply with quote                   up  
gro-Dhal
Lead Developer
05 Nov 2006

Location: A charter'd street

St Seryn's Infirmary doesn't make a lot of sense to me as is. A hospital in the middle of nowhere?

It would make more sense if it was a monastery that incidentally provided healing services to travellers A slight shift in emphasis, with maybe a few fewer hospital beds and a few more monks.

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Post Sat Feb 01, 2014 6:03 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

gro-Dhal wrote:
St Seryn's Infirmary doesn't make a lot of sense to me as is. A hospital in the middle of nowhere?

It would make more sense if it was a monastery that incidentally provided healing services to travellers A slight shift in emphasis, with maybe a few fewer hospital beds and a few more monks.


The logic that got this int repurposed as an infirmary was that we had too many monasteries already. (It would probably have been better had you voiced your concerns before IP has NPCed the place...) If it is a monastery, what should it be producing/studying/teaching?
Post Sat Feb 01, 2014 7:15 pm Send private message             Reply with quote                   up  
gro-Dhal
Lead Developer
05 Nov 2006

Location: A charter'd street

arvisrend wrote:
gro-Dhal wrote:
St Seryn's Infirmary doesn't make a lot of sense to me as is. A hospital in the middle of nowhere?

It would make more sense if it was a monastery that incidentally provided healing services to travellers A slight shift in emphasis, with maybe a few fewer hospital beds and a few more monks.


The logic that got this int repurposed as an infirmary was that we had too many monasteries already. (It would probably have been better had you voiced your concerns before IP has NPCed the place...) If it is a monastery, what should it be producing/studying/teaching?


Yeah sorry i've only just seen the place. I guess it can stay as it is, i'm not that bothered

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rot
Lead Developer
21 Oct 2012



After looking at regions more closely it becomes apparent there's very little of the Inlet Bog region in here. There's a lot of it in the already-released m3#4East, but only tiny bits in #4west and #6.

Which is not to say that 'reviewing' it fully shouldn't be done - just not in this section
Post Mon Feb 03, 2014 1:54 am Send private message             Reply with quote                   up  
rot
Lead Developer
21 Oct 2012



current m3a3:

edit- snip, see second post.
old map



Simple comparison to the claim browser map lets you see how completely wrong it is.

also inb4 shack village names: don't you dare start any of that shit here! make your own threads


Last edited by rot on Mon Mar 17, 2014 1:00 am; edited 1 time in total
Post Wed Feb 05, 2014 8:07 pm Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

Thanks a ton for putting this together, rot. From what I can tell, it looks like adding the road between Roa Dyr and Othrensis will be easy enough.
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Post Wed Feb 05, 2014 8:42 pm Send private message             Reply with quote                   up  
rot
Lead Developer
21 Oct 2012



After looking at neighbouring areas, I think there should be at least 1-2 more ancestral tombs in this section. One south of the a3-a6 'border', say m3a3 (11,-31) ? Perhaps i4-227 if it still hasn't been relocated anywhere else.


The flashmap was accurate for this part. Still,

current m3a6, othrensis side:

edit- snip, see second post.
old map.


Last edited by rot on Mon Mar 17, 2014 1:00 am; edited 1 time in total
Post Sat Feb 08, 2014 1:19 am Send private message             Reply with quote                   up  
Hells
Developer
14 Jun 2007

Location: Poznan

I know it's more of an easter egg, by why would the Empire need a fort in that area? Especially this close to Alma and OE, in a relatively safe area...
Post Sat Feb 08, 2014 10:44 am Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

A leftover from the early occupation of Morrowind when the Imperials needed to keep a closer eye on the capital?
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Post Sat Feb 08, 2014 8:14 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

As far as the name is concerned, it's not as though we have a surplus of brilliant Imperial Fort names, so I'm sure the name can be used elsewhere. The exterior itself looks rather easy to relocate, for that matter, if it is deemed worth keeping.

I personally think the Imperials already have enough presence in the area (I believe they will have some presence in Almalexia, at least going by current plans), and that Old Ebonheart being handed over to the Imperials probably already caused enough offense to Indoril without a legion fort so close to the capital of Morrowind.

I also have no idea what strategic purpose the fort would serve. The region is safe, while Almalexia is far too large to be threatened by such a small garrison.
Post Sun Feb 09, 2014 5:20 am Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

As always, you make good points Gnomey.
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rot
Lead Developer
21 Oct 2012



current state,
- M3A4west : idle. No major exterior work, unless someone feels inspired to do something creative where the waterfalls are (otherwise can just be removed) Needs more dungeons, see below. Note that south of m4east accentuates the emptiness. Could easily have 1-2 ancestral tombs
- M3A6 : Nemon ? still needs splitting. What's happening with this?
- M3A3 : idle. Only major exterior work needed is the road, which probably needs M3A6 to be split first. Otherwise needs NPCing
- M3A2 : Yeti



m3a4west:
edit- snip, see second post.
old map.


Last edited by rot on Mon Mar 17, 2014 1:01 am; edited 1 time in total
Post Sat Feb 15, 2014 9:55 pm Send private message             Reply with quote                   up  
rot
Lead Developer
21 Oct 2012



Updated first post with combined map.

So adding tombs. (for comparison, Andothren-Thirr now has 7, for a roughly equivalent area, to the current 3 here) Should be overall better maintained (= just guarded by undead) than on the hlaalu side.
Let's say 1-2 south of A3, one somewhere around the ex-waterfall in A4west ashlands strip. I'll do it sometime if no one gets to it first

Any ideas for other dungeons to add to A4west, the most empty area? A possible substitute could be exterior "events" (ie misc quests)
Post Wed Feb 19, 2014 8:19 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Some deerstands for guarding the Inlet Bog (and providing additional security to the Ilvi Mine) could make sense on that hill ridge.
Post Thu Feb 20, 2014 2:34 pm Send private message             Reply with quote                   up  
rot
Lead Developer
21 Oct 2012



Update, added a whooping *TWO* dungeons claims to m3a4w. Waterfalls replaced by an ancestral tomb to the best of my ability.

arvisrend wrote:
Some deerstands for guarding the Inlet Bog (and providing additional security to the Ilvi Mine) could make sense on that hill ridge.


That sounds cool, though no idea how to go about that. If an exteriory person feels like ~... and also perhaps de-suckifying (&/or bridging?) said ancestral tomb entrance in m3a4west (11,-19), that could be swell.
Post Wed Feb 26, 2014 3:32 am Send private message             Reply with quote                   up  
rot
Lead Developer
21 Oct 2012



Updated OP map now with M3A2 dungeons (didn't make a list of them), + the 2 new claims (cave&tomb) added to m3a4w.

(still think arvis' deerstands idea would be really good here, still don't know how they'd be done)
Post Mon Mar 03, 2014 7:33 pm Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

I personally don't see the appeal. We have enough friendly npc locations in the wilderness here already.

Thanks for continuing to be helpful with these maps, rot.

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Post Mon Mar 03, 2014 8:45 pm Send private message             Reply with quote                   up  
rot
Lead Developer
21 Oct 2012



Yeti wrote:
We have enough friendly npc locations in the wilderness here already


Indoril lands should precisely be less like wildernes, and discrete locations for friendly NPCs in no way achieves that. The OTH region (m3a4w to a lesser extent but still) is the best place to break the mold of exteriors being completely passive aside from hostile elements.

(plus, anything that makes landscape feel distinct from similar Vvardenfel landscape is good)
Post Mon Mar 03, 2014 9:40 pm Send private message             Reply with quote                   up  
rot
Lead Developer
21 Oct 2012



Updated, added 2 tombs south of M3A3.

Outstanding TODOs :
- populating m3a3 - edit:Tondollari
- exterior work on m3a3: converting WG to AI, making the road and matching with m3a6 if it's possible without merging - edit:after NPCing
- city planning for m3a2 (Almas Thirr, Othrensis)
- review&approval for the last 6 ints:
http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=320642
http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=320644
http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=24439
http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=24438
http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=24463
http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=24464
Post Mon Mar 17, 2014 12:58 am Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

In trying to write up a proposal for Indoril-Thirr Roads, I realized how empty this section is. Look at this map:



At the moment, with neither Dondril, Roa Dyr nor Old Ebonheart having siltstrider ports, (and I wouldn't suggest giving them any, either), the only logical siltstrider route in that whole map would be Almas Thirr - Othrensis - Almalexia; in other words a straight line.
There is no silstrider destination to the north, and the only candidates for destinations to the south -- at least going by current plans -- would be Nav Andaram, the Hlaalu player stronghold, which is not built at the start of the game and which the Indoril don't overly appreciate when it is built; and Aldmar, a Dres location.
In other words, the eastern bank of the Thirr River is currently almost literally flyover country; players using the travel network would just skip over it.

A further implication is that players walking along mainroads won't ever see any settlements, aside from Dondril, Roa Dyr (which is not strictly speaking along a road, and is not strictly speaking a settlement) and the odd shack. And that the player would not be able to find any services without going to the edges of the region, with the two above exceptions, which offer very limited services.

There are no fields either, which at least would indicate human settlement, nor are there any surface dungeons which, while they aren't as vital for the TRV, at least provide the player with something to do or look at. (There is one Daedric ruin, but it would not be anywhere near a mainroad).

To compare, in the Master Plan, Attachment B is a rough map of settlement density. It shows a variegated map in which the population density is highest around the Thirr River Region and lowest around -- for instance -- Telvannis. It is obviously a rough map we do not need to follow, but I think TR's extreme of having -- on average -- the same population density from Telvannis to Roth Roryn is not a better alternative.

Adding any of the above would require work and time, naturally. (Mainly in NPC work, and maybe interior work, though the latter depends on several factors). And I'm not actually suggesting we do any of it now.
What I am suggesting is that we continue as planned, probably make one or two releases, and then at a later date -- perhaps if we ever get a lot of enthusiastic NPCers/questers, perhaps when we tackle Inlet Bog -- we populate this section. I'm mainly writing this now to point out that there is a problem, and give people plenty of time to mull over how we should go about solving it.
Post Thu Aug 21, 2014 6:47 am Send private message             Reply with quote                   up  
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