White shores, and beyond, a far green country under a swift sunrise
When talking about mods before I've touched on my adoration of those large scale land-maker mods which command a full amateur team's worth of talent in order to craft a new chunk of concentrated content to rival that of Bethesda's own talent. Of course, when I bring it up I mostly do so in order to celebrate promising upcoming Skyrim mods, however there exists a huge amount of projects that are already out there as well as ones not just limited to the worlds of Skyrim. In fact there are already completed new lands mods for Oblivion as well that I want to get around to eventually, however the focus of this blog is on one of the biggest examples of these mods for Morrowind. Yes, 2002's Morrowind is no stranger to the hugely ambitious mod projects that characterise the Bethesda modding community, and I knew that if I was going to be doing a 'complete' Morrowind playthrough then that just meant that I had to touch on some of these mods too. And so I tackled the biggest, most ambitious of them all; Tamriel Rebuilt.
Tamriel Rebuilt is a new lands mod that aims to create various entire provinces from all around Tamriel and bring them into Morrowind complete with unique enemies and dungeons, questlines and sidequests, music and distinct visual flairs no matter where you go. It's a work-in-progress affair built entirely by volunteers who work in their own time, and it's very likely to stay in 'work-in-progress' for the foreseeable future, but even then there's an amazing amount of work that's already been done and shown out there to the public. Right now there are three major branches to this project that are far-along enough to be in the public eye and they are, funnily enough, Tamriel Rebuilt, (which covers the Morrowind Mainland) 'Province Cyrodiil' and 'Skyrim: Home of the Nords'. I've tried all three and have come away so incredibly impressed that I want to talk about each briefly today. Other projects that don't have public builds out yet are 'High Rock 427' presumably dealing with the home of the High elves, 'Project Valenwood' for those Wood Elf fans out there and 'Elsweyr: Project Sugar' which sounds a little racist. (Oh, you just assume that all Khajiit eat moon sugar? They're an entire race of addicts, are they?) However apparently that was the official name of a cancelled sequel to an Elder Scrolls spin-off game. (So it's Bethesda themselves who started the stereotype, I knew it!)
'Skyrim: Home the Nords' takes Bloodmoon's attempt to bring Norse culture to Morrowind and puts it to total shame through it's own efforts. Taking place in the more temperate Eastern climates of Skyrim (For now, this mod is still work in progress) this mod envisions a version of Skyrim from before Bethesda fleshed it out themselves, based on the lore that was around at the release of Morrowind. Does this make for a richer world? No, Skyrim and Nords were very clearly underdeveloped as a people before Skyrim, but it does make for a fascinating look at another direction the series could have taken. Visually the new world is stunning with mountainous pathways, twisting barrows and surly tundra plains aplenty. I'm being serious when I say the team put Solstheim to shame with their landscaping, truly applaud worthy. The cities, on the otherhand, are curiously flat topped with the only exception being the small Reachman camps scattered here and there. I think that may be in keeping with the aesthetic from Arena, (Which I thought existed because of engine and team limitations rather than because of an actual conscious design decision) and is does rob the two featured cities of any even remotely interesting skylines.
Their vision of Skyrim plays a lot more with the Nord's relationship to their 'border buddies' the Redguards and how those tensions could spark into skirmishes. The city of Dragonstar, revived for this mod, is a particular standout to me as it sits split down the middle with a gate that divides the Hammerfell run districts from the Skyrim run ones. The wilderness is full of wild and weird creatures exclusive for Skyrim in keeping with the weirdness of Morrowind's design aesthetic rather than 'TES V: Skyrim's more conventional enemies. Some of the factions are actually joinable and have unfinished but playable questlines and there's an actual arena in the game. Bethesda couldn't even shoot for an arena for the actual Skyrim, so this team even has a one-up on them in that regard. Honestly, Home of the Nords is worth it just for the sightseeing alone, the single Aylied ruin I stumbled across during my own explorations was mind-blowingly cool and uniquely designed, all the Skyrim exclusive items are modelled to a high degree (sometimes with better textures than base Morrowind items) and the new musical tracks provided by Tamriel rebuilt I think fit this environment the best. Strong offering that's an B Grade for what's there so far. (Though of course, bare in mind that all these mods are far from done and you will fall off the edge of the world if you try to walk into Hammerfell. I know. I tried)
My tour of Morrowind took me to some incredible looking places that matched the grandeur of Vivec or the personality of Ald Ruhn. Particular standouts to me was the mountainous city of Akamora and the familiar imperial streets of Old Ebonheart. But there was one city in particular that made my breath catch when I first saw. One that, even now, makes me excited to think back on for it's incredible uniqueness. That city is Necrom. Oh good lord the team did an amazing job with Necrom. Unlike anything else that Morrowind has to offer, Necrom is a city of the dead on the eastern peninsula that wears Morrowind's Egyptian influences proudly. Formed out of monolithic mausoleums that invoke the spirit of ancient Thebes, characterised by towering halls of marble white, populated by the ominous Ordinators-in-mourning with their weeping masks; Nercom is just brilliant. Truly and utterly. The only shame is the lack of quests and fleshed-out characters to populate this city, as such a stunning landscape simply demands that attention. I would adore the chance to write some stories and questlines for this place, it's very existence inspires a thousand voices to sing in my head. (But I've never coded a Morrowind mod before so I'd probably be better off leaving that to the actual coders, eh.) Tamriel Rebuilt has some quests to it, but it's mostly just an mindblowing tour as it stands right now; even then, the quality of what's on display right now easily earns the A grade from me. I can see why other teams were inspired to go off and start their own projects from this, some of the work is just breathtaking.
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