House Redoran

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[This page is undergoing heavy change. The latest and the most up-to-date House Redoran planning doc can be found here: https://docs.google.com/document/d/1Iteu714gu-g-Tjkdh2Myhf4wbYmNK1ulTWgKsAECFgs/edit]

House Redoran is one of the five Dunmer Great Houses of Morrowind. Historically, the house has seen its duty primarily in the protection of Resdayn against its major enemies, particularly the Nords and, prior to the Armistice, the Cyrodiilic empires. Today, that zeal is more directed against Dagoth Ur on Vvardenfell.

House Redoran directly rules over the majority of the Morrowind's northwestern Velothis District, although their rule once extended all they way to Morrowind's southwestern border – only Ald Iuval and Ald Marak remain of those possessions. Their historical capital is Blacklight, but in the past decades with the cursade against Dagoth Ur, the center of politics was moved to Ald Ruhn on Vvardenfell.

Earlier, incomplete conceptions of House Redoran by Tamriel Rebuilt presented them as being weak, unable to defend themselves and ultimately going to lose. The newer concept rejects that, as it is not consistent with how the House is portrayed in the vanilla game.

House Redoran banner.

Themes

A warrior culture driven by creeds and deeds with a high reverence for Vivec.

Redoran structure and culture are based around keeping various warrior groups unified and directed outwards for the security of Morrowind on the whole. The five Marches of House Redoran are vast territories that tend to make the Redoran function more like a coalition than a single monolith (like, say, the Indoril), with internal conflict needing strong leadership to keep from fractioning (like the Telvanni or Dres).

Duty, Gravity and Piety are the three virtues House Redoran espouse, not any of the other more passionate virtues like honor or martial prowess held up by other Tamrielic warrior cultures, because those three virtues help keep the Redoran unified and focused towards the House's purpose. Duty means personal glory can't be put above the good of the house, gravity prevents grudges and rash decisions and piety encourages reconciliation from disputes and remembering duty to the whole of Morrowind.

However, the absence of an external enemy makes duty a nebulous concept, the general apathy of the House leadership towards the situation on the mainland makes treating any topic with suitable gravity difficult and the absence of the Tribunal is something that has chipped away at all Dunmer’s piety. Bolvyn Venim’s move to Vvardenfell to crusade against the Sixth House buttressed this issue somewhat, but only temporarily, and has only served to add to the House’s woes on the mainland in the long term.

Rather than trying to redesign the Redoran as fractious warriors for the sake of drama, the intent is to show why the values the Redoran espouse are so important to them in the first place. Without leaders who they can all agree to follow, those who remain in Redoran land are the minor nobles and war chiefs who rely on martial might, honor, prestige and other such things to maintain influence and, thus, are in direct competition with their own peers. Duty gives way to pursuing vendettas, gravity is lost as every perceived slight is given more weight than its due, and piety is ignored for personal ambition.

Structure and Culture

House Redoran is one of the more proto-typical Great Houses, following the system of patriarchs being represented by a councilor, who in turn elects the House's Archmaster. A unique quirk the Redoran system has is that each council corresponds to a formal geographical territory known as a March, whereas the borders of other house councils can be somewhat hazy between shifting alliances.

There are four such Marches that run along Morrowind's border: The Snows March which runs along the border with Skyrim's Eastmarch, the Ashes March which borders Skyrims Rift, the Stones March which borders Malahk-Bazul (and by extension north-east Cyrodiil) and the Waters March which guarded Shadowgate Pass and the main entrance to Cyrodiil. A fifth march, the Ghosts March, comprises the island of Vvardenfell (on paper the whole island, in truth just the Redoran sphere of influence in the west).

In addition to the five Marches are the Hearthlands, the original core lands of Clan Redoran surrounding their steading of Blacklight. The Hearthlands are governed by the Redoran Council directly and act as a fief of the sitting Archmaster while they are in power.

The Redoran are traditionalists, so there is a strong feudal component to the house, with Clans led by Lords ruling from fortresses and offering protection to Velothi farms and villages. However, the Redoran are not Indoril and Dres, for whom ceremony or clan loyalty eclipses personal ability; charismatic retainers can often go on to form their own warbands and establish new strongholds or win high rank in the House even without lands. The Redoran are still Dunmer, so incautious upstarts can still find themselves cut down by the Morag Tong before they become a threat to those above them. However, these hits have more to do with specific disagreements than a general desire to “punch down” like one sees in houses Hlaalu or Telvanni.

Below the House Lords and Councilors, Redoran society becomes a more eclectic mix. Like the Indoril, there is class divide between the Redoran lords and their vassals, but those below them are not serfs like is the case in Indoril or Dres land. Most are Chap-thil, freemer yeomen who either tend farms or hunting lodges and join warbands when the need arises, or ex-Ashlander Velothi (primarily in settlements around the Grey Meadows) who gravitate more towards trade and artisanal craft.

Unlike the other houses, House Redoran doesn't make use of slaves for agriculture or as house servants, viewing it as a weakness and liability. The Redoran do not shun slavery, however; per dialogue on slavery, there are Nord slaves in northern Morrowind, but there aren't any Nord slaves in vanilla, which would infer they are reserved for the Redorans’ mainland holdings. A similar situation exists for Orc slaves being referenced but not seen. Based on this, I suggest that the Redoran on the mainland use Nord and Orc captives as penal labor or sell them on to the other houses. That penal labor being work the Redoran themselves find dangerous (such as mining deep into the volcanic Velothi Mountains) or degrading (such as cleaning out the sewers of Redoran cities).

The Redoran organize themselves militarily into Hosts and Warbands. A Redoran warband is essentially a squad level organization of anywhere from 10-20 Redoran warriors under a chieftain. During times of war these companies will organize under the Marches and form a Host, assuming a more formal chain of command under the most senior lord. During peacetime they tend to just order themselves based on martial ability and act as mercenaries and adventurer companies.

Redoran culture is informed first and foremost by the harsh conditions of their homelands – mountain valleys, ashy wastelands and rugged highlands make the Redoran concerned with survival first and foremost. Their buildings are shaped after scarabs and striders who weather these conditions, the average Redoran hut being basically a bunker for enduring ash storms.

They are a warrior culture; dueling, training and hunting are their most well known pastimes. But these only scratch the surface of Redoran culture, being armor for a people who are often threatened by outside forces. Underneath the layers of bonemold, Redoran nobles wear silks. Their great halls and manors show a level of decoration that frankly surpasses the other houses and they collect books of poetry honoring warriors, sages and the Tribunes. The Redoran don't brag about what holds value to them, they do not put it on display to be coveted and envied, they keep it hidden beneath the ground where it's safe. Beyond these broad general traits each March has its own cultural quirks that are further informed by the dangers they face.

Waters March

Once encompassing the Othreleth Woods and Coronati Basin, most of the territory and vassals of the Waters March have been stolen by Great House Hlaalu and the March has now been reduced mainly to the twin fortresses of Ald Iuval and Ald Marak.

The Waters was once the largest march, with its rule extending from Shadowgate Pass all the way to the east bank of the Thirr. A vast realm, the Redoran who ruled it were isolated from one another by great distances and, further, kept themselves at arms length from the Velothi they protected. This made the Waters Redoran known for being haughty and aloof, much like the Indoril whom they shared much in common with; indeed, there was great overlap between the two. Indoril priests and advisors were common in the keeps of the Water lords and, in turn, proud warriors from the Kanit and Othreleth were a frequent sight as retainers in the chapels of the Thirr.

However, this position made the Waters March the setting for the worst of the fighting when the Empire invaded Morrowind during the Four Score war. Its great city at Ald Krag was destroyed almost overnight by dragonfire and its string of fortresses along the river were all subject to siege as the Second Empire's Legions surged east. During that long war, not one holding of the Waters was left untouched as the cream of southern Redoran nobility wilted under constant attack. When the war finally ended with a ceasefire, the March was in complete ruins and what Redoran remained were impoverished and able to do little to rebuild their own fortresses, let alone help the Velothi who relied on them.

Into this vacuum came House Hlaalu and their Shinathi allies, buying up land and emptying the slums and mountains to bring laborers to rebuild towns and villages, all the while whispering in the ears of the Redoran vassal lords and promising them rewards, should they declare for House Hlaalu when the time was right. That time came when Tiber Septim invaded Morrowind, and all but the Lords of Ald Iuval and their nearest vassals declared their loyalty to house Hlaalu. The Waters March went from the largest March to the smallest overnight, functionally reduced to a city state.

All through the Third Era, the Waters March has been suffering a slow and ignominious death. The Redoran too proud to declare for House Hlaalu or abandon their fortresses outright tried and failed to maintain Ald Iuval as a functioning city, with Ald Marak’s various stewards not even bothering and choosing to maintain only their core citadel. The March briefly managed to regain some of its lost glory during the Arnesian War when its warriors went to relieve House Dres from Argonian invasion; however, the small size of their force led to only mediocre performance compared to their allies, spoiling the potential political victory. Since the war, the Waters March have suffered a further indignity when the lord of a tower south of Hlerynhul, which enabled Ald Iuval some ability to project force, finally caved to Hlaalu pressure and sold his land, evicting the few Redoran fishers who still lived nearby and forcing them to take refuge in the ruins of Ald Iuval.

The former territory of the Waters March encompassed the Coronati Basin and the Othreleth Woods.  

Questlines

  • Ald Iuval: See claim page
  • Ald Marak: See claim page
  • Ald Horak Compound: No rank requirement, 3-4 quests. Small questline dealing with the Waters March grain shipments back to Blacklight. Since we should have Blacklight by the time we work on Ald Horak, this could make for a nice pan-district mini-questline.

Major Clans

Llethri

The Llethri are the leaders of what remains of the Waters March.

Llendu

To be decided...

Indarys (Redoran Branch)

The Indarys were once one of the great families of the Waters March guarding the central fortress of Ald Lambasi. During House Hlaalu’s infiltration and subversion of the Waters March clan Indarys’s members weren't in universal agreement and when the Armistice was announced and the various Waters nobles declared for House Hlaalu openly, house Indarys were split right down the middle, with a little less than half choosing to stay loyal to House Redoran and fighting with their Hlaalu aligned kin. The Redoran loyalists “won” the fight with the Hlaalu-Redoran leaving for Kragenmoor; however, Ald Lamabsi was rendered useless in the fighting and the Redoran loyalists were completely surrounded in Hlaalu territory. Unwilling to stay in Ald Iuval and endure the same among their peers they took everything of value they could carry and went into exile to Blacklight, where they now remain.

The head of the clan leads the Blacklight Waters Redoran population, his son Banden is “off exploring” at the start of the game but will return when the player moves the council back.

Traitor Clans

Andreth

One of the lesser families of the March, the Andreths were one of the first to covertly flip to the Hlaalu, with their fortress at [unnamed ruin] in ruins from the Four Score War. Afterwards, they built a new steading with Hlaalu funding and builders at modern day Andrethis. They've never really recovered their influence and only control the surroundings of the town.

Sadras

One of the slowest houses to turncoat, the Sadras did so only reluctantly. The Sadras had been the masters of Ald Krag before its destruction and afterwards they scattered across the March, their surviving members and retainers joining the defense of the other scattered fortresses. After the Armistice, the Sadras played a major role in protecting the Velothi from the brigands and monsters who came in the wake of the war’s ending. They tried to ignore Hlaalu offers for as long as they could, but the offer to help rebuild Ald Krag proved too tempting. The Sadras have, however, maintained as good relations as they can with their former House.

Indarys (Hlaalu Branch)

On the other end of the spectrum, the split of the Indarys from House Redoran was possibly the most dramatic among the former Waters clans, with two halves of the clan going in separate directions. The Hlaalu Indarys in fact left Morrowind, taking up with the Sixth Family and going into business in Cyrodiil, before returning to buy out a seat in the Kragenmoor council. Bitterly hated by the Redoran branch of the family and the rest of the Waters Redoran.

Selvilo

The latest to betray the Redoran, lord Selvilo has become something of a personal nemesis to Felmaru Lendu, the acting lord of the Waters. Clan Selvilo were the last Waters Redoran retainers to hold strong outside of the twin fortresses. The tower of [needs a name] sat across the river past Hlerynhul, guarding a small dock that the Redoran could use to bypass Hlaalu tolls for crossing the Kanit river. However the last Selvilo lord, aging and without an heir, sold the tower and its land to Ivul Hleryn and moved into the Hlaalu settlement as an honored guest.

Settlements

  • Ald Iuval: Capital of the dwindling Waters March, once a great city now little more than a small town sitting on the Western Bank of the southern Thirr river on the entrance to Lake Coronati.
  • Ald Marak: The twin fortress of Ald Iuval, situated on the East bank of the southern Thir on the entrance to Lake Coronati.
  • Ald Horak Enclave: Very loosely defined as a holding, the Waters March manages House Redoran's presence in the Dres city of Ald Horak, purchasing grain and then protecting the shipments that go back to the north where food is scarce.
  • Ald Krag (Ruined): Modern-day Kragenmoor sits on top of the ruins of the former Redoran stronghold of Ald Krag, which was bombed out during the Four Score War; the ruins can still be found under the city's foundations.
  • Ald Lambasi (Ruined): Former seat of Clan Indarys, who split apart over support for House Hlaalu.
  • [Unnamed stronghold] (Ruined): New ruin added to Othreleth Woods 03, former home of clan Andreth.

Stones March

Encompassing the Clambering Moors, the southern Velothi foothills, parts of Roth Roryn and, once, the Armun Wastes, the Stones March is the largest of the Redoran marches.

The Redoran of this March are often viewed as like the stones they take their name from: tall, hard and strong. The Stones March is dominated by rugged industry – miners and quarrymen make up most of the population. Their imposing physiques bely a less confrontational character – the Stones Redoran are often seen as somewhat dim and ambitionless, owing to the relative lack of intrigues or struggles for power within their clans. This, however, ignores the fact that the Stones Redoran put great stock in personal loyalty and that unpopular leaders tend not to gain power here in the first place. The Stones Redoran are also the greatest architects and sculptors of the House, with masons and designers from Veranis sought across Redoran territory.

The Marches main role is to be a buffer against the Orcs of Malahk-Bazul, who, despite multiple crusades, the Dunmer have never been able to fully suppress. During the Four Score War, the Stones March became the frontline against Reman’s legions coming north from Shadowgate Pass, with Bodrum and Ald Erfoud seeing frequent attacks, along with Malahk incursions coming at their flank. The Stones March weathered the storm but was ultimately weakened, losing its control of the Armun Wastes to attacks by the Baluath vampires who returned with a vengeance to the depopulated region, and being unable to reclaim the region before the turn of the era House Hlaalu moved to fill in the vacuum.

In the present,  Stones Redoran are fairly stable, with Miner Arobar’s eldest daughter managing the March in her fathers stead. But while they remain loyal, the lords are all keen to get a response to their issues, the Stones March faces many challenges along its extended borders: Continued encroaching by House Hlaalu, dubious moves from the Ashes Redoran and renewed aggression from the Orcs of Malahk-Bazul.

Stones March territory encompasses the Clambering Moors, western Roth Roryn and, formerly, the Armun Wastes regions.

Questlines

The primary conflict in the early questline is the looming threat of the Malahk orcs, with a very current threat of Hlaalu infiltration and subversion.

Veranis

The Veranis questline is centered around protecting isolated settlements from Orcs while also dealing with Hlaalu infiltrators.

  • Steward: ranks 0-3, 6 quests. Offers some general errands around Clambering Moors. Should have one fight against an Orc attacking a farmstead at the end.
  • Arobar’s Daughter: ranks 3-6, 4 quests. The Hlaalu out of Omaynis trying to pressure the lord of Bodrum and an Orc champion challenging the garrison at Malahk Pass are the two biggies.

Bodrum

Given by the town's Lord. 4 quests.

Uman

See claim page

Rhanim

To be decided.

Major Clans

Arobar

The Arobar family are newcomers to the leadership of the March – Miner Arobar brought his family to prominence following early years spent adventuring around the March in Dwarven ruins and lost mines. Upon returning to Veranis, he took control of the March after dueling the previous councilor.

Miner Arobar’s eldest daughter is the current leader on the mainland. More even-tempered than her younger sisters, she has managed to keep her father’s vassals from doing anything rash towards either the Hlaalu or the Malahk Orcs, but is anxious about the growing number of problems. (Married, but her husband is an Armiger who spends his time away from Veranis. Is there a secret lover?

Baani is a loyal and loving family hound of the Arobar family, very popular with their people and soldiers.

Veran

The founders of Veranis, the Veran clan maintain a strong influence on the city and the wider March. There is some friction with the Arobar family owing to Miner's absence, but otherwise the clan is not too dissatisfied with the current state of leadership. They are, however, keen to get some response to the growing Orc threat. They are also eager to have their current heir marry one of Arobar’s younger daughters.

Ramaran

Rulers of Bodrum. Needs extra conceptualization..

Evos

The current Evos heir is serving as Miner’s seneschal, but his/her ambitions are directed towards Cyrodiil, instead of serving the March. Rulers of Rhanim?

Settlements

Veranis

Veranis is the capital of Stones March. Situated in the Clambering Moors, Veranis is first and foremost a fortress town designed to deter and repel the Malahk Orcs. Built into a narrow valley between two sets of hills and guarded by stout walls on either side, any attempts at a frontal assault just funnels attackers onto Redoran spears.

  • Veranis Council: The city steward does business here and is currently trying to manage a lot of different requests for help across the vast March.
  • Veranis Temple: Dedicated to Vivec, has connections to the Monastery of St. Felms over in Roth Roryn.
  • Fighters Guild: Quests should start with mundane pest control and debt collection, with some higher level bounties leading you into Malahk-Bazul.
  • Mages Guild: Investigating Dwemer ruins in the Clambering Moor and Malahk-Bazul, as well as Dreugh activity in the Inner Sea? Mid-to-high level questline.
  • Thieves Guild: Smuggling with a bit of larceny. The Thieves Guild here only has to worry about Redoran guards rather than the Camonna Tong, so this fairly simplistic low-to-mid level questline would have the player delivering contraband to various clients around the Clambering Moors, with one or two burglaries for variety. Answers to Jim Stacy's Ring.
  • Hall of Quarryworkers and Masons: Signature trade of the March, represents the interests of the workers in Bodrum and also the famed architects and sculptors of the Stones.
  • Hall of Miners and Tanners: The region relies on herding and mining for survival, so the Tong is fairly prosperous here.
  • Hall of Butchers: Related to the above, the Butchers Tong handles the food processing aspect of the herding industry, along with also being known to produce warriors of its own (patronage of St. Felms).

Other Settlements

  • Fort Ashmoth: Legion Fort Near Veranis, helps with the defense of Malahk Pass. Good relations with the Redoran of Veranis.
  • Rhanim: Small herding village in the Clambering Moors, currently undergoing tensions along their border with the Ashes March – increased patrols along “unclaimed” land that the herders seasonally graze on.
  • Hainat Gan: Small fishing village along the Clambering Moor coast.
  • Bodrum: A mining town with a large quarry located in Roth Roryn along the Pryai River, Bodrum is under pressure from House Hlaalu who are looking to expand their influence further west.
  • Uman: Small isolated village/outpost in the Velothi Mountains.
  • Ald Erfoud (Ruined): Ald Erfoud was destroyed during the mid-Second Era by the Baluath vampires who massacred the entire population. The ruins of the town can be found underneath the Hlaalu settlement of Arvud in the Armun Wastes.

Malahk-Bazul

The wild valley of Malahk-Bazul is home to the infamous Malahk Orcs. Taller and crueler than their western kindred, the Malahk Orcs are not a unified people by any stretch. Various smaller clans are led by a changing cast of chieftains, depending on the strength of the latest challenger.

The Malahk Orcs are a unique offshoot of the Orsimer. According to their own stories and those of the Chimer, they are descended from the first followers of Trinimac to be transformed into Orcs upon their god’s debasement by Boethia. While others were consumed by grief and remained in the west, the ancestors of the Malahk Orcs were fueled by rage and so they hounded Veloth’s people until they reached the mountains. By trick, they were sent north through a different mountain pass where they became trapped, while the Chimer safely passed through the Shadowgate into Resdayn. While exact details of the story differ between the two people, the core events remain the same. What is irrefutably true is the size and aggression of the Malahk Orcs. While the Orcs of the west are generally viewed as brutish and crude by the ignorant, their many cultural virtues become apparent when one looks below the surface level. When one does this with the Malahk Orcs, one only finds deeper layers to their brutality.

The rugged valley of Malahk-Bazul is, like the rest of the Velothi Mountains, prone to ashfall and minor volcanic activity. The valley itself is also home to a near constant fog, as if it were part of the Ashpits of Malacath itself. Low on vegetation and home to only the hardiest wildlife, the Malahk Orcs by necessity must fight among competing tribes for resources. Malahk society is kept in check by a pecking order of violence and Malacath's own edicts around sworn oath, but this only acts to limit conflict rather than prevent it.

Despite Malahk Orc hostility to outsiders, their settlements are still home to at least a few other goblinken as is common among western Orsimer settlements, but the Orcs’ attitude towards them differs starkly. Goblins and Gremlins are used as slaves or flunkies to be quite literally kicked around by the towering Malahk’s; even the rare Kobold can be found chained as “pets” or guard animals. Towering Ogres can be seen in the largest Malahk settlements – in contrast to the above, “Mauloch’s Little Brothers” are offered the rare respect of going unchallenged by Chiefs and warriors when they make demands of food or shelter, but are rarely invited to stay around due to their own appetites. Rarest though, to the surprise of most outsiders, are the more common Orcs of the west themselves, who find themselves subject to ridicule or outright hostility.

The Dunmer and Chimer before them have periodically penetrated the valley. After the High Velothi collapse, some of the more daring ash tribes moved into the region enough to establish strongholds. Even before that, shrines to Malacath were erected to try and make him placate his people. However, these settlements were never home to large or permanent populations as the Malahk Orcs would inevitably drive them out and seek to attack wider Morrowind. The overwhelming majority of these attacks would come through the pass overlooking the Roryn River, which given the frequency would come to be known only as Malahk Pass. The worst of these attacks historically have come during or just after other invasions, when the Redoran defenders have had to reduce their watch on the valley. E.g., after the Battle of Red Mountain, during the Four Score War (possibly directly encouraged by the Second Empire), after the Kamal Invasion and after the Armistice.

The Empire considers the valley part of Morrowind and the Velothis District. Tiber Septim’s personal enmity to Orckind meant he pushed the responsibility onto the Redoran to “Do with it as they see fit” rather than even just putting its “governance” under the Duke. House Redoran for their part weren't interested in the region but assented to the decree and simply resumed their defense of Malahk Pass. Future Emperors who didn’t share Tiber’s prejudice sent envoys and explorers to see if the region held any secret value (like the famed mines and forges of the Wrothgars), but those few who returned did so disappointed. Malahk-Bazul is not rich in ore or gems; thus, even if the Malahk Orcs shared their cousin’s proclivity towards metalcraft, the examples are few and far between (compared to even the meanest Orc stronghold of the west).

What the Empire and even to a degree the Redoran were ignorant of, however, was that it was not just Goblinken and beasts dwelling in Malahk-Bazul. High in the mountains where no earthen path leads is the lair of the black dragon Ahbiilok. He had some infamy in ages past for raiding west into the Jerral Mountains, but was believed slain by dragon hunters long ago. In truth, the creature merely tired of mortal distractions and chose the isolation of Malahk-Bazul, not caring about its current residents aside from hunting them from time to time.

For unknown reasons, the Dragon has recently changed his mind and has coerced the neighboring Malahk tribe into his service. His new servants have been stirring up the valley – delving into the ruins, raiding other tribes for trinkets, etc. Some among the Malahk Orcs see it as a challenge and wish to hunt the dragon down for good, others see it as a sign from Malacath that they have been idle too long and should once again pour out into the lowlands to enact vengeance on the hated Dunmer. Others, of course, have joined the Dragon’s servants, thinking it will lead to some final reward.

  • The Dragon’s actual motivations should be some manner of experiment or something else incredibly petty for the amount of danger it's causing. Though that also includes looted Dwarven materials and old relics, so it's not “petty” from the PC’s perspective.
  • The Dragon also won’t care about the damage caused. The only way the player can negotiate is to finish what the dragon wants done instead of the disruptive Morcs (this would involve giving up potential rewards), after which the Dragon will unceremoniously sever ties with them. Otherwise, the player will have to fight him. He will yield when close to death, offering some relic from his horde and agreeing to quit his meddling with the Malahk Orcs, which players can accept or decline. (Since the Dragon will still go around hunting Malahk Orcs, players might actually prefer slaying him for reasons other than the obvious fact that killing dragons is cool.)
  • Four major tribes and various other camps are scattered through the valley.
  • The largest Malahk Orc camp has an ambassador from Orsinium trying to get the Malahk Orcs to civilize. Their mockery of the “short one” is making him steadily more bitter and disillusioned.
  • Most Malahk Orcs dislike the Dragon immensely, but have not succeeded in hunting it down.

Ashes March

The Ashes March watches over the Grey Meadows and the Frimvorn Pass that leads into the Rift. The Ashes Redoran are dour even by Redoran standards; the Meadows are home to constant dangers seen and unseen, so those living in the region tend to stick within the bounds of their settlements as much as possible, making them clannish and insular. In addition to natural hazards such as treacherous morasses, poisonous vapors and infectious spores, the mushrooms of the Grey Meadows are also able to puppet infected bodies. These crude undead aren't a terrible threat but they are able to look life-like until up close and catch people by surprise. Besides these, the Grey Meadows attracts bandits, witches, cultists and all other manner of undesirables.

These constant dangers have turned a healthy desire to stay close to safety into a paranoia regarding outsiders. As a March, the Ashes relies heavily on its various communities trading resources with one another to stay alive, but the underlying paranoia and distrust is a constant source of friction between settlements. Meaning that while two villages need each other, they will still constantly have confrontations over identity and over perceived slights, in turn making them insular and prideful to a fault. Regional lords and hetmen feud over the patches of workable land and “matters of honor” at a far higher rate than the other Marches. The upside to this is that the Ashes produce some of the best individual fighters of the House, with warriors from the Ashes being great duelists and scouts.

The absence of lord Ramoran after his departure to Ald’Ruhn has only exacerbated the issue of feuding, without a lord to arbitrate matters in person. If these problems weren't enough, along the coast people have started going missing and experiencing strange dreams about the Red Mountain…

The territory of the Ashes March only encompasses the Grey Meadows and parts of the mountains around Frimvorn pass and Silgrad itself.

Questlines

As outlined, the Ashes March is undergoing a rash of civil disputes. Without Ramoran around to keep them in line, its lords have started going at each other. A consequence of this is that some of the Ashes lords have also started eyeing disputed land on the edges of their territory.

A backdrop to this is that smugglers have brought ash statues across the Inner Sea, further exacerbating tension. (Although the latter is more of a Temple matter than a Redoran one for questline purposes)

Silgrad

ranks 0-3, 6 quests, given by the steward. Has you keeping the nobles in the city from starting to act up like their rural counterparts, and also some general pest control/maintenance:

  • Visiting minor nobles who are grumbling about grievances (lost artifacts, regional Redoran stiffing them on a trade deal or some kinda tax). Solve the issues or, if you can't, duel the noble and get them to back off.
  • The water maintenance system is having troubles; go down and ask the priests what's wrong.
  • Vermin from the Meadow have started pestering traders on the road up to the Snows March. Go and clear an infestation.

Falen Mar

Ranks 4-6, 4 quests. Its lord tries to get the player to help with his power play.

Hassanour

Unranked, 4 quests. Mini-questline, the local hetman is offering bounties on monsters.

Major Clans

Venim

The Venim are a newer Clan, known for producing war leaders and retainers of note within the Ashes March, particularly during border conflicts with the Nords of the Rift. Over the centuries, the Venims have periodically gained the council; however, their current Scion has brought the family into prominence even outside of the March. The Venims hold a large manor in Silgrad.

Bolvyn Venim is a fiery and invective chieftain, sought glory across the Redoran realm, fighting Nord rebels in the Snows March, checking an attempt by House Hlaalu to cross the Pryai and circle Bodrum, and even journeying far to the south to join the warriors of Ald Iuval in an expedition to the lost fortresses of House Redoran deep in the Othreleth Woods. Upon returning to Silgrad, he was already a living legend and only added to this by first taking the seat of Councilor held by a rival clan, only to journey to Blacklight a short while later to challenge the Archmaster himself to single combat in the Great Arena. So well known was he across Redoran territory that his ascension went unchallenged. He did not sit on his laurels either, going on another tour across House territory, before answering the call to defend Red Mountain. Venim quickly secured House Redoran’s traditional holdings on the island and ordered the garrison at Ghostgate bolstered, but was unable to capitalize on the gains afterwards. The Hlaalu grabbed Caldera out from under the Redoran via the Empire and the Sixth House were too entrenched for a direct assault. As such, Venim settled the council into Ald'ruhn, maintaining a siege-like situation.

With Venim and his Household on Vvardenfell, governance of the Clan’s holdings in the Ashes March has fallen to Venim’s cousin [name TBD], who is no less ambitious, but has focused his desire on the March. This upstart resents that Venim opted to give the council position he vacated to the Ramorans.

Ramoran

Clan Ramoran nominally govern the Ashes from their stronghold at Silgrad; however, aside from their aging patriarch Hlaren, the Clan's power is weak, especially since Hlaren has not produced a direct heir. In fact, Hlaren is only a counselor due to his personal alliance with Bolvyn Venim before the latter’s ascension from counselor to Archmaster.

Lord Ramoran is without heir or close relation, so their chosen steward is a trusted Velothi retainer. The retainer is a reliable deputy but their lack of “pedigree” handicaps them among the egotistical and prideful ashlords. Hlaren is currently looking for a skilled retainer to bring some of the weaker nobles to heel.

Samarys

Clan Samarys, rulers of Falenmar, rule the second most important settlement within the March, being the supply port which enables goods to be brought in. They have subsequently started getting more ambitious and are leveraging their strategic position for local power.

The name is taken from a vanilla tomb – there are no vanilla NPCs with this name and one NPC in a TR_mainland holding cell.

Orethi

Rulers of Ildrim, currently feuding with the lords of Falenmar.

The name is from a vanilla Ancestral tomb, one crusader and one commoner in Ald’Ruhn.

Settlements

Silgrad

Capital of the Ashes March, an ancient fortress built to guard against attacks from Skyrim. It was renamed for Sotha Sil who gifted a series of his machines to guard the city.

  • Silgrad Tower: An especially large Kogotel that also functions as the city’s council hall, the spire often is considered synonymous with the city.
  • “Old Grad”: Nord ruins on which Silgrad was built. (Might be near the city rather than under?)
  • Temple: Primarily dedicated to Sotha Sil rather than Vivec in a break from the Redoran norm, and has a large library. Priests are charged with maintaining the purifiers and dams (see below).
  • Air purifiers: A gift from Sotha Sil, being a series of structures erected around the city that keeps spores from entering. The purifiers are starting to fail in the absence of anyone from the Clockwork City who knows how to repair them. A future quest will lead the player to the Clockwork City (using the Tribunal one as placeholder) to either find an expert or retrieve the original schematics.
  • The Levee: Like the purifiers, built under instruction from Sotha Sil. The Redoran had already been building dikes and embankments to protect the city from the flooding endemic to the Meadows, Sotha just upgraded it to be more effective at keeping the city safe.
  • Morag Tong: They are well off due to all the Ashes Redoran infighting.
  • Fighters Guild: Hunting marsh monsters and also well off of all the feuding.
  • Mages Guild: Investigating the spores and sunken ruins.
  • Thieves Guild: See part about feuding – lots of breaking in to steal/plant evidence or get back items lost during duels.
  • Ramoran Manor: Medium sized manor, fairly wealthy.
  • Venim Manor: Large and very rich, lots of trophies.
  • Ashsweeps Hall: the purifiers don’t keep out the rest of the ashfall, making their work still essential to the city.
  • Caravaners and Furnishers Hall: Under the Third Empire, trade with the Rift has proven lucrative making the guild establish a chapter in Silgrad.

Frimvorn Pass Legion Fort

Frimvorn Pass houses a sizable Legion fortress close to Cyrodiil. Wedged between the Rift and the Ashes March, as well as being perilously close to Malahk-Bazul, Frimvorn Pass is one of the few Legion forts in Velothis that is at full complement.

The fort's commandant is leary of getting involved with the inter-Redoran drama of the Ashes below, but is interested in the uptick in banditry and smuggling that is accompanying it. (Bounty questline rather than full Legion questline?)

Falen Mar

The second most important settlement within the March proper, Falen Mar provides the March with its vital connection to the sea, enabling food from the more fertile parts of Morrowind to be brought in by boat. This has allowed the current lord of Falen Mar to become especially problematic, since he’s able to use that power to bully his peers.

Ald Olyra (Ruined)

Built in the Second Era during the height of the Knahaten Flu, Ald Olyra was meant as a refuge for lords of the Ashes who feared the effects of the flu and all the other filth of the Grey Meadows, retreating into the fortress and sealing the doors. Unfortunately, something worse had already found its way inside: Porphyric Hemophilia. By the time the flu had run its course and the rest of the house was recovering, all who remained within Ald Olyra had already succumbed to vampirism, and the fortress developed an evil/haunted reputation. Eventually, a party of Armigers who had been traveling through the March came to the fortress and discovered the truth, slaying many of the vampires and driving the rest into the wilderness. To this day the fortress remains cursed and abandoned.

The stronghold is haunted by ghosts and skeletons. The vampires are no longer around, but ghouls have moved in, providing a nasty surprise for the unwary. The Marsh’s own undead avoid the place but still prowl the edges.

Some treasure within would be of interest to the local vampire clan.

Kushimmu

An Ashlander tribe who wander the Meadows, the Kushimmu are the last full Tribe to remain in the north-west mainland. Their remaining population is old and the Tribe is likely to die out in a generation, based on population decline. The Kushimmu wise woman is the leading expert on the spores and other dangers of the Meadows, if not very academic. The Ashkhan is aging and looking for a strong successor to try keeping the Tribe alive.

Other Settlements

  • Ildrim: Poor herding village. The lord is engaged in feuds with their neighbors.
  • Hulyn: Small outpost town situated on the mountainous border between Ashes March and Snows March, its hetman is mostly just trying to keep the supply lines open, but keeps getting dragged into lowlands disputes.
  • Hassanour: A Velothi village on the border with the Stones March. They are “Velothi’ in the sense of settled Ashlanders, mostly related to the Kushimmu Tribe of the deep marsh, but also descended from other tribes that once wandered the Velothis. Hassanour’s lord lives in Silgrad and is content letting the village hetman run day-to-day matters while he pursues grudges in the city.

Snows March

The Snows is the archetypical March, one of the last Marches to serve its original purpose as a borderlands between Morrowind and its enemies. Governing over a mixed population of Dunmer and Nords along the often hazy northern border with Skyrim, the land was disputed territory with Skyrim until the Armistice officially ruled in House Redoran's favor.

The Redoran here are shaped by their endless watch against incursions from Skyrim and Nordic rebellion within Velothis. The Snows March itself encompasses the Great Valley that lies between the Redoran heartland around Blacklight and the imposing northern tip of the Velothi Mountains. The constant snowfall that lends the March its name mixes intermittently with ashfall brought across from Vvardenfell and the lesser volcanos of Morrowind; travelers in the upper valley need to rapidly adapt to changes in the weather, lest they be caught exposed.

Arable land is virtually non-existent aside from the valley floor right along the river. There, the few productive farms of the region are jealously guarded by the Redoran. Herding and mining are, thus, vital to sustain life in the isolated mountain clansteads and fortresses of the region. Redoran Chap’thil bring herds of Hoom across ridges and valleys, going from grazing spot to grazing spot, and miners dig deep into the mountainside to protect Kwama from the cold.

The personality of those in the March is two-fold. Outwardly, the Snows Redoran are some of the most harsh and uncompromising of their House, known to offer intruders into their lands either bondage or death – think Nord warbands reduced to quivering chained thralls, whose chieftains’ decapitated heads stand on spikes as a warning to others. But inwardly, towards other Dunmer or travelers who act in good faith, the Snows Redoran are quite hospitable, if uncouth – more than one legion patrol has been saved from freezing by sheltering besides a Snows Chap-thil within the still-warm chitin of a Mountain Scarab.

There has been an uneasy peace for most of the Third Era; however, in recent years, reavers from the islands off the coast have begun raiding Redoran holdings and shipping through the Sea of Ghosts, causing friction and agitating the Nordic populace to revolt.

This stress has started causing friction between the Snows lords. Each of them wants to direct a response, but none of them feel inclined to submit to anyone other than Sarethi. To the March’s credit, the tensions haven’t devolved into a mess of feuds like in the Ashes March, but they aren’t helping either.

Snows March territory only encompasses the Great Valley and the adjacent mountains. Most of the “valley” is sheer cliffs, mountains and glaciers, but the area around the great river is home to several small tracts of arable land that are heavily contested.

Questlines

Cormaris

  • Steward: Rank 0-3, 6 quests. Has you going around the various settlements doing odd jobs. Helps the player get a feel for the tension in the region. Should have one hostile run-in with the Nail Knock Reavers and one peaceful interaction with the Nords of Dunkreath.
  • Clan Cormar: 4 quests. Clan Cormar wants to take a more active approach to the Nail Knock Reavers, including dislodging them from Hlomaseth. Also includes some other Nord vs. Redoran stuff.

Ald Umbeil

Given by the Sarethi Seneschal, 4 quests.

Has the player trying some diplomacy between nobles and dungeon delving for relics to act as peace offerings.

Mandul

Given by the Hetman, 4 quests.

Trying to get the town upgraded with better defenses and services. (Might it be available to non-Redoran players?)

Dunkreath

Three quests

Quest for the Redoran steward in Dunkreath trying to keep the town within the Redoran sphere of influence. Questline can only be completed before the councilors begin, after which it insta-fails.

Major Clans

Sarethi

One of the oldest and most venerable Redoran clans, the Sarethis are well known and well liked in their homeland, the current incumbent being somewhat controversial however. Athyn Sarethi is unique among Redoran in that he spent his youth abroad in Rihad while his cousin was groomed for councilship, however those years abroad apparently taught Athyn well and upon his return he brutally crushed his cousin in a duel and secured his own right to rule, a story well told among all the Redoran. While the novelisation takes some creative liberties the events did indeed take place and have served to bolster the family's reputation. That said their absence is possibly the most felt of the councilors, with the threat of the Nail Knock Reavers and possible rebellion from the Vraechi Nords looming large in their minds.

Sarethi’s Seneschal is currently maintaining the family's fortress at Ald Umbiel, with the affairs of the wider March entrusted to the steward of Cormaris.

Cormar

Clan Cormar gives their name to the city of Cormaris, and derives their own from the great river cutting through the valley. Old, as any clan who gives their name to a settlement are, the Cormari have traded leadership of the March back and forth with the Sarethis for centuries. The current generation haven't been in power for three councils, losing out to Athyn’s grandmother in the middle of the era. Currently, they’re the strongest clan still in the March and are mostly loyal to the Sarethis; however, in their absence and with the need for some leadership to head off the Nail Knock Reavers, the current patriarch has started trying to amass more influence for himself, running into conflict with Sarethi’s steward in Ald Umbiel and the lord of Bhantel.

Bhantel Clan

[Needs a new name]

Rulers of the village/fort east of Cormaris.

Gimothran

Clan inhabiting some minor lodges around the south-east near Althandus. They are ancient Dagoth descendants who have secretly begun “Sharmat worship,” which troubles the Temple for potential overlap with the Sixth House crossing over along the coast.

The name is taken from a vanilla tomb with no NPCs in vanilla and one bandit on the mainland.

Settlements

Cormaris

Capital of the Snows March, Cormaris is located in the center of the Great Valley, where the high mountain streams crash down into the rivers which flow out to the sea. Cormaris is heavily fortified to withstand siege and isn’t on a major trade route, making it the poorest of the March capitals after Ald Iuval (which is saying quite a bit).

  • Council Hall
  • Cormar Manor: Large but not huge manor. Lots of war trophies, but not a lot of luxuries.
  • Temple: Overlap with the Armigers. Some low-mid level charity stuff, trying to help those caught out by the local conflicts.
  • Morag Tong: Rumored to be one of the first Morag Tong halls, the Morag Tong of the Snows March has a long history of assassinating Nordic leaders as well as Dunmer ones. (Set of gray writs on Nord thanes and reaver chieftains.)
  • Fighters Guild: Cormaris, being somewhat isolated, is considered a “training hall” where the guild likes to send underperforming fighters to get them whipped into shape. Overseen by a grizzled Colo-nord drillmaster who treats both Redoran and Vraechi Nords with contempt.
  • Mages Guild: Mostly interested in Dwemer ruins, but currently playing host to a group of scholars from the College of Winterhold who are investigating leads on an ancient Nordic library (Ysmir collective).
  • Thieves Guild: Very small chapter operating under Redoran protection.

Mandul

House Redoran’s contribution to “most sacked and rebuilt town in north-east Morrowind,” Mandul is an eclectic mix of Velothi and Redoran buildings, even resembling a Chimeric stronghold in parts. Mandul essentially exists to block Dunkreath’s ability to move inland and connect with the isolated steadings of the eastern Great Valley, as well as to protect Blacklight’s flank. This has made it the target of every single Vraechi revolt or misguided attempt at reconquista from out of Skyrim.

The Third Era has been relatively kind to Mandul, enabling the defenses to be refurbished and bolstered in places and for a small lumber industry to emerge, bringing some prosperity. However, the long peace has also had the consequence of many Redoran youths moving away to seek better opportunities, leaving the new defenses somewhat undermanned.

Mandul is governed by a Hetman who has ambitions of being a real lord.

Bhantel

Replacing the Nord town of Gurstad, which is too far south and between major Redoran settlements to stay a Nord settlement, Bhantel acts as a “normal” fortress of the Snows March, protecting the mountain road between Cormaris and the Hearthlands.

More removed from the Vraechi crisis, its lord has concerns that clan Cormar’s ambitions threaten stability more than they will actually help deal with the issues.

Ald Umbeil

Traditional residence of the Sarethi family, Ald Umbiel is a true Redoran fortress situated on land that until the Armistice was constantly fought over between the Nords and the Dunmer.

It is currently being overseen by the Sarethi’s Hetman [name TBD].

Note: Ald Umbeil is currently earmarked as a location for the players stronghold. However, I think that is a poor decision, first because it is an already existing stronghold per 2920 and also this quote: “Athyn retired to his castle with his friends, Andas's enemies, and his servants he had brought from Hammerfell” from Hope of the Redoran, which suggests that the Sarethis own their own fortress.

The location is also too strategically valuable for the Redoran to leave ruined, even if we were to assume it was destroyed during the Second Era (which, given Ald Erfoud already covers that, it seems redundant).

Althandus

A Redoran-occupied stronghold in the Velothi Mountains. Constructed differently to other Chimer strongholds, it guards a narrow passage through the mountains periodically used by raiders from the Rift.

The stronghold’s “true” purpose is that it still secretly has its propylon and one for the stronghold of [needs name] in northern Malahk-Bazul, making it something of a listening post where the Redoran in Althandus can teleport between the two positions, keeping tabs on Orc activity. However, the scout who normally does this job didn't teleport back when they were supposed to, making their peers worried about their comrades fate.

Buoyant Armiger Fortress

(Needs a proper name and location on the gridmap)

Large canton fortress built on top of the source of the river in the Great Valley. The de-facto headquarters for the order on the mainland, being where they train new recruits, house the library with all their poetry, have a big feast hall, etc.

It is currently undermanned, with the majority of the order on Vvardenfell defending Ghostgate and Molag Mar. A few veterans are still hanging around to train newbies and will send Temple players off to hunt monsters and heretics.

  • Highest ranking Temple member would be the priest overseeing the shrine, but a lower rank (but still senior) Armiger would actually be in charge of the fort/giving out the most difficult quests

Dunmeth Pass Checkpoint

Dunmeth pass has a small Redoran checkpoint (Skeleton Man interview mentions Redoran Chap’thil guarding the area) and also houses a census agent along with a few Legionnaires to guard them.

Starwatch Keep

Located off the coast on the islands off the Velothis coast, Starwatch Keep is an isolated and underfunded posting. Under the purview of the Empire’s North Navy, rather than the East Navy which manages the rest of Morrowind, Starwatch’s patrols have been unable to deal with the Nail Knock Reavers and have been subject to contrary orders coming from their HQ in the west about what to do with them.

This is owing to the machinations of King Thian, who either has a mole at the fort messing up the orders or someone on the Skyrim end messing with the reports that arrive. Either way, Starwatch is left ineffective in dealing with the Reavers. A quest for the Redoran or the Legion would be to investigate the situation and have the Starwatch flotilla put on the right track, putting pressure on the Nail Knocks and lessening their raids.

Uld Vraech/Nail Knock Reavers

Not a single settlement, the Uld Vraech (alternately Uld Vrage, taking its name from the Atmoran High King) is the mostly defunct Nordic “kingdom” east of the Velothi mountains, located entirely within the modern-day Snows March. It comprises the northern reaches of the Great Valley, its coastline and the islands north of it.

When the Armistice declared all lands east of Dunmeth pass to be part of Morrowind, the Empire dissolved the kingdom and reduced the title of the Kings of Dunkreath to a Jarldom. This began a split between the Nords on the mainland and those living on the islands. On the mainland, the Redoran quickly moved stewards and retainers into Vraechi settlements with Legion backing, thus enabling them to keep an eye on any potential rebellion. The islands off the coast, however, were almost completely ignored as its inhabitants were a mix of fishers and petty smugglers. This laxity, however, meant that the lonely islets became a haven where both for discontents from the mainland and reavers from the Sea of Ghosts managed to gather without Redoran scrutiny.

As the Third Era progressed, this mixed rabble eventually came to organize themselves under the name “Nail Knock,” invoking one of the legendary ships of the Atmoran return as a statement of intent. The group were initially viewed merely as lowly reavers not worth worrying over; however, the lack of attention only made the group bolder.

An abortive rebellion by the previous Jarl of Dunkreath was quelled by Bolvyn Venim in the years before the council moved to the mainland, making many of the Nord mainlanders more actively supportive of the Nail Knock cause. Since the council moved, the village of Gramund fully declared for the cause and the inhabitants of Hjolfrstad have allowed Nail Knock raiders to use the Chimer stronghold of Hlomaseth as a base, even if they won't offer overt support. While these are only small victories, the lack of response is causing the specter of full Nordic rebellion to return to the Snows March. And further inflaming these fears are rumors of strangers from the west in Valenhal…

Dunkreath

The Grey Fort is ancient, built by Atmoran colonists during the conquest of Vrage. The settlement has been sacked and rebuilt countless times over the millennia since.

Since coming under official Redoran rule, Dunkreath has become a strange place. It is ruled by a Nord Jarl, but one who has a Redoran “advisor” instead of a court steward. Redcap sharpshooters can be found patrolling the walls “besides” the Jarl’s Housecarls.

The current Jarl of Dunkreath rose to the throne after his father was executed for attempting to organize a rebellion against House Redoran. Raised around Dunmer, but always implicitly threatened by them, the Jarl of Dunkreath is primarily motivated by the desire for personal survival and that of his people. Thus, he is worried about the consequences of what should happen if the Nail Knocks succeed in their agitation. Conversely, should the Nail Knocks seem in a position to win, the Jarl would more than happily join their cause, driving out the Redoran garrison and leading the Vraechi to war for vengeance.

The town’s populace is much like its Jarl: those who live in the town rely on the uneasy peace to do business, whereas those who sympathize with the rebels either keep quiet out of fear or quietly take boats north to join the cause directly.

Dunkreath itself:

  • Great Hall: Home of the Jarl and built with parts of the ship Vrage landed on (not a full ship hall though, the place has been burned down too many times for that).
  • The criminal organization Iron Ring out of Skyrim has a presence in the town and is trying to expand out of it to Blacklight and Cormaris, causing issues for the TG. Overlap with Nail Knock reavers, helping to fence goods taken in their raids.

Valenhal

Located on the Islands off the northern coast, Valenhal is the main base for the Nail Knock Reavers. Initially a small fishing village under a thane beholden to the King in Dunkreath, the town swelled with malcontents from the mainland fleeing to the islands where the Redoran did not keep watch. The Nail Knocks don’t really answer to any one leader; reaver captains hold the most individual power in the group, with the Thane of Valenhal being something of an arbitrator between them. The town is a wild mix of huts, beached longboats and halls, with only the rule of might keeping order between the boisterous Nords.

The Nail Knocks are secretly operating with the backing of Thian of Solitude, who is using them as a vehicle to agitate the Nords of the Vraech into open rebellion, weakening House Redoran and distracting the Empire to prevent them from interfering in his future ambitions in the Sea of Ghosts. His agents in Valenhal are coordinating shipments of weapons and assisting with organization, giving the Nail Knocks an unexpected edge against less-prepared Redoran targets.

Brenhal and Hulgun

Small Nail Knock bases east and west of Valenhal.

Hjolfrstad

Village on road to Dunmeth pass. Ostensibly loyal to the Jarl, they have still allowed the Nail Knocks to occupy a nearby Chimer stronghold from which they can threaten Ald Umbiel and Mandul.

Gramund

A small village that has more or less openly aligned themselves with the Nail Knocks, acting as their access to the mainland. Destroyed during the Redoran questline, future site of the player stronghold.

Eskareth

Vraechi fishing village surrounded by Nail Knock Reavers. Site of a quest to prevent a Nail Knock takeover like what happened in Gramund.

Kolenhal and Holstad

The Vraechi settlements west of Cormaris are hotbeds of rebel sympathy as the Redoran yoke is felt keenest by those who live right next to the border with Skyrim. The inhabitants haven't broken into hostility yet, but the Redoran watchmen in the region are increasingly on edge, leaving the atmosphere tense.

Characters

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  • Bolvyn Venim – Grandmaster. Pulled the entirety of the House onto Vvardenfell into their old stronghold of Ald Ruhn, which has now become the council seat. Both due to wanting to consolidate control over councilors by pulling them out of their traditional power bases to a place under the grandmaster's control, but also due to a true conviction that Dagoth Ur represents the greatest danger to Morrowind.

History

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430 years ago, Redoran defended the border of Resdayn against all human powers, from Skyrim all the way down to Nibenay.  They were the ones meeting Tiber’s forces in border skirmishes and they were the ones prepared to die when the legions of Tamriel finally stopped testing them and they were the ones who breathed a sigh of relief when Armistice was signed (unlike the indoril, who had the least on the line and then threw the biggest self-decapitating shit fit in response).

In the years to follow, they lost the Armun Ashlands and the Othreleth Woods not because they were weak but because contexts changed, and what was once a hostile border became not just trade routes, but a border with their liege-emperor’s home province.

The Hlaalu, who were already predisposed to mercantilism and most ready of all the houses to change in the name of opportunity and willing to court the foreigner for their own benefit, came to become the dominant house across those territories and rapidly expanded outward from Narsis.

Although they lost a lot of land to the Hlaalu early in the Third Era, they have since more or less stabilized their territory (except for some back-and-forth sparring near Bodrum).

The Redoran still are a strong defensive bulwark and border against Skyrim and it’s raiders, but their current main purpose is beating back Dagoth, which is why their borderlands on the Mainland are hurting from lack of attention and raids by Nords and Orcs.

Military

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One of the Redoran's defining characteristics is their martial prowess, given their millennia-long role of patrolling and protecting the western border of Resdayn against Nords, Orcs, Cyrodiils, etc.

Although they are currently on the backfoot in terms of territory, Redoran military strength should not be downplayed – scarcely 30 years ago, the Redoran won the Arnesian War almost single-handedly, with the Hlaalu, Dres, and Indoril having been beaten back by the Argonians and the Legions not being involved.

Settlements

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The proposed in-use propylon network in the Velothis.

Redoran cities – these are always fortress-like, built in strategic and defensible locations.

In Velothis, the Empire should mostly host its legions in these cities, rather than in wilderness forts of their own.

Despite the Redoran's relative affinity for the Legions and their location in the west of the country, their cities are not known for their outlander populations, given the generally harsh conditions and the relative prosperity of more inviting Hlaalu lands to the south. Hence, Blacklight should not have a "foreign quarter" or anything like that. Most traders should be Dunmer, like in Indoril settlements. (The above being said, Blacklight should still be a major port; its "merchant district" just shouldn't extend far beyond the harbor.)

Chimer Strongholds – House Redoran will garrison most, if not all ancient Chimer strongholds in their core territories, as they don't seem the types to let strategic fortresses fall into the hands of bandits and cultists. A particularly important stronghold may resemble a Redoran version of Tel Rivus. The Redoran also have most or all of the Velothis ring propylon indices in their possession and know how to use them.

Other Resources