

“I've done a bit of West Gash landscaping, creating the initial river design through the canyons, worked on spells such as Silence and Icarian Flight, and helped jumpstart the music and SFX departments which had slowed down about a year ago,” Iredale says. Jordan is both a writer and one of the team leads in the voice acting department alongside Taerkalith, aka Benjamin Iredale, who has been working on Skywind for almost as long, hopping from job to job. The best mods tended to leave the setting be and instead tinker with the clunky RPG mechanics it was filtered through, changing the way leveling works and the rate skills improve and so on. Morrowind was also the first Elder Scrolls game to come with a Creation Kit, a gift from Bethesda that gave players the opportunity to alter that world and make it their own. Vvardenfell is a memorable place, more outlandish than anything seen in the Elder Scrolls games that preceded or followed it. There's a prison inside a moon floating over a city built on a lake, a transport network of giant fleas controlled by riders who directly manipulate their steeds' nervous systems, and a settlement where most of the buildings are the hollowed-out shells of gigantic dead creatures. Morrowind's island setting of Vvardenfell offsets a few standard fantasy clichés-a villain who lairs in a wasteland of volcanic ash and dwarven ruins full of monsters-but also more visionary ideas. Those fans have spent the past years painstakingly updating Morrowind, brick by brick, texture by texture, into Bethesda’s more modern engines.Įven returning to Morrowind 14 years later, it’s easy to see why.

For some of those players, Morrowind made such an impression that they never wanted to leave at all.

For millions of players, Morrowind was their introduction to the world of The Elder Scrolls, but even Elder Scrolls veterans who cut their teeth on Arena and Daggerfall left Morrowind with an impression that lasted.
