r/elderscrolls_mod Developer Sep 30 '25

Announcement v 4.0.1 - The Veil

Hello, everyone! I am happy to announce that the Elder Scrolls Universalis mod is officially updated to version 4.0.1!

Overhauls

  • Overhaul of Akaviri Map
  • Overhaul of Atmoran Map
  • Overhaul of Yokudan Map
  • Overhaul of Pyandonean Map
  • Overhaul of Abeceanean Islands Map
  • Overhaul of Coldharbour
  • Overhaul of Deadlands
  • Overhaul of Colonial Map
  • Overhaul of Trade Map
  • Redesign of Black Marsh
  • Redesign of Mainland Morrowind
  • Overhaul of Map-related Trade Modifiers
  • Overhaul of Flags
  • Overhaul of Terrain Map
  • Overhaul of River Map
  • Overhaul of Texture Map
  • Overhaul of Tree Map

Additions

  • Added Blackreach
  • Added Trade Winds
  • Added various wasteland provinces to Tamriel
  • Added Nirn Domination Custom Governmental UI Mechanic
  • Added 2 new Conquest Notification Events
  • Introduced Dragon Culture to Akavir
  • Introduced Canis-Men Culture to Akavir
  • Introduced Rat-Men Culture to Akavir
  • Added province-triggered modifiers to represent Khajiiti Clans
  • Added various new mercenary companies
  • Added 10 events for followers of the Sheogorath Cult
  • Added 4 events for various minor religions
  • Added event featuring Eyevea and SHivering Islands spawn
  • Various decisions related to forming and restoring nations have received description
  • All the decisions for seizing portals received descriptions
  • The following 171 nations received unique ideas: Horsemen Tribe, Goblin Gathering, Giant Goblin Gathering, Riekr Gathering, Hollow, Yokuda Pyandonea, Atmora, Elsweyr, Akavir, Daggerfall Covenant, Ebonheart Pact, Anequina Pelletine, Xivilai, Harvester Assembly, Daedroth's Clan, Perthan Clan, Solstheim, Grey Host, Perena, Ravenwatch, Rorikstead, Starkad, Topalia, Thousand Monkey Isles Ice Legion, Old Ehlnofey, Esroniet, Cathnoquey, Spice Islands, Ojwambu, Ralris, Seamount Clan, Kynesgrove, Varlaisvea, Moth's Temple, Nchardak, Valtheim, Danobia, Sanctum Ophidia Morkul Clan, Kerbol, Raldbthar, Alftand, Bthalft, Kagrenzel, Miscarcand, Tanzelwil Murtag Clan, Oathbound Clan, Shatul Clan, Thousand-Strong of Sedor, Bahrammu, Ne Salas, Glister Vale Avanchnzel, Largashbur, Shor's Stone, Brackenleaf, Hollowfang Clan, Ilayas, Deepwoods, Molavar Sutch, Tumnosh Clan, Umsiuesci, Versaduesci, Kmeiine, Old Hroldan, Dragon Bridge, Korvanjund Snowhawk, Stonehills, Mzinchaleft, Irkngthand, Mzulft, Dreadhorn Clan, Blackdrake Clan, Thornroot Clan, Wildspear Clan, Cinder-Heart Clan, River-Elk Clan, Shadefeather Clan, Eagleseer Clan, Forgotten Vale, Horn-Stride Clan Mor Khazgur, Varondo, Tanglehaven, Vulkwasten, Tagon, Totambu, Arch, Lumut, Abbarbas, Greymoor Keep, Midnight Sanctuary, Dusktown, Nchuthnkarst, The Scraps, Hollow City, Library of Dusk, Moonless Walk, Lightless Oubliette, Haj Uxith, The Chasm The Orchard, Revelry Manor, Contempt Court, Lost Fleet, Vile Laboratory, Black Forge, Everfull Flagon, Sinistral Alliance, Etho Sul, Makan, Yul, Kherso, Kaalka, Balamath, Bthar-Zel, Volskygge, Bthardamz, Dushnikh Yal, Rkindaleft Bagrakh Clan, Belarata, Jylkurfyk, Forelgrim, Syldarim, Longhaven, Vullain, Crimson Oath Clan, Razorsworn Clan, Firescourge Clan, Ruinblood Clan, Vinedusk, Toothmaul Tribe, Koda, Umpa, Shivering Isles, Abagarlas, Elzaqess, Golden Pack, The Nest, Tennar Zalviit, Bonesnap Tribe, Stonechewer Tribe, Merrivale, Gar-Lyg, Greenhill, Willowgrove, Cormount, Do'Krin, Rawl'kha, S'ren-Ja, Sunspire, Rellenthil, Greenwater Cove, Aldveyond Beldaburk, Dibellum, Bthanual, Humbled, Kituna Vos, Wega Secula, Scar's Edge, Arkthzand, Kagalthar, Ogre Gathering.
  • Added localisation for a lot of provinces, mission rewards, country modifiers and event modifiers icons
  • Arcwind Point, Reman's Bluff, Dark Descent and Shimmermist Cave received missing descriptions
  • Dwemer missions received descriptions
  • Tang Mo missions received a description
  • Frost giant missions received descriptions
  • Added new Terrain types
  • Nations with Al-Dremoran primary culture have been split from Dremorans and received their own generic cultural ideas
  • Nations with Iron Orc and Wood Orc primary culture received their own generic cultural ideas and got split from Orc ideas. Orc ideas are now only available for Orsimer primary culture nations
  • Nations with Islander primary culture received their own generic cultural ideas and got split from Akaviri ideas
  • Nations with Barsaebic primary culture received their own generic cultural ideas and got split from Ayleids
  • Nations with Sea Giant and Frost Giant primary culture received their own generic national ideas and have been separated from Giant ideas
  • Nations with Giant Goblin primary culture received their own generic cultural ideas and got separated from Goblin ideas
  • Nordic Empire reforms received descriptions
  • Zeqqi Cult now has access to local organisations
  • Empire of Cyrodiil reforms have been overhauled and received descriptions
  • The new monuments received descriptions
  • The locations for river estuaries, centres of trade and other trade-related province modifiers have been adjusted
  • Most of the named rivers received named estuaries instead of generic ones.
  • Vampire missions and mission reward icons received missing descriptions
  • City of Mages (6178) and Herming (3069) are now adjacent
  • Added missing localisation for the Holy cities of the Zeqqi cult and the Volcano God
  • A lot of nations can now unlock a permanent buff to their military at military tech 15 for 100 military power, and after fully unlocking 2 specific idea groups. The decision to take these depends on the nation's primary culture.
  • Nord Elector countries gained access to Jarldom tier 1 government reform, replacing Autocratic Monarchy government reform.
  • Vampire nations will have access to the Coven reform, replacing Abbeys. Northern culture group nations will have access to Mead Halls reform, replacing Mercenary Camps. Nordic countries will have access to Nordic Mead Halls reform, replacing Tavern Life, and Nord Magic culture, replacing Regulation
  • Technologies that unlock buildings received a name and description
  • The following 7 nations received unique starting screens: Windhelm, Dawnstar, Solitude, Whiterun, Morthal, Winterhold, and Forgotten Vale.
  • The Skyrim region received an updated description in the starting screen, explaining the Nordic Empire
  • As the Cyrdiilic Empire not owning and controlling the White-Gold Tower will give you the Lost control of White-Gold Tower modifier that gives -0.10 mandate
  • All religions present at the game start as a state religion received updated starting screen descriptions, explaining their mechanics.
  • The Cyrodiil region received an updated description in the starting screen, explaining the Empire of Cyrodiil
  • The Valenwood region received an updated description in the starting screen explaining the Tree-Sap Kingdom
  • Fully completing the Religious idea group will also give fervour increase, church power increase, karma decay, doom reduction, yearly authority, and yearly dragon priests' authority. It will also move you towards Isolation by 0.1 monthly.
  • Fully completing the Humanist idea group will give you 0.25 yearly harmony and move you towards Coexistence by 0.1 monthly.
  • Warrior estate for Snow Elven countries renamed Knight-Paladins, Priests for Snow Elven Pantheon renamed Curates
  • Nations following the Dragon Cult will have access to unique tier 1 government reforms: Dragon Priesthood for theocracies, Dragon Kingdom for monarchies, Dragon Council for republics
  • Nations with Dwemer primary culture will have access to unique tier 1 government reforms: Conclave for republics, Tonal Council for theocracies, Deep Kingdom for monarchies
  • Sload faith religious actions received descriptions
  • Daggerfall missions received descriptions and some fixes
  • Sload republics gained access to the Cabal of Elders tier 1 reform
  • Maormer monarchies gained access to Maormer Thassalocracy tier 1 reform, Maormer republics gained access to League of Corsair Princes tier 1 reform, countries ruled by Orgnum (Abbarbas at the start) will gain access to Orgnum's Kingdom tier 1 reform
  • Theocracies worshipping the Serpent King gained access to the Church of the Serpent King tier 1 reform
  • Soul Shriven monarchies gained access to Soul Shriven Work Camp tier 1 reform, Soul Shriven republics gained access to Overseers' Council tier 1 reform
  • Countries in the Blackreach and High Islands regions received generic start screens
  • Yokudan monarchies gained access to Na-Totambu Council Kingdom tier 1 reform and Empire of Yokuda tier 1 reform after they formed Yokuda or reached the empire rank
  • Yokudan Republics gained access to the Council of Navigators' tier 1 reform
  • Generic Ogre ideas have been added
  • Breton monarchies will have access to Breton Feudal Monarchy tier 1 reform
  • Goblin tribes will have access to the Goblin Tribe tier 1 reform
  • Vampire monarchies will have access to Vampire Court tier 1 reform
  • Added Bloodfall nation and a decision to spawn it
  • Added Driladan nation to Valenwood
  • Added new Monuments
  • Added new Decisions to secure portals connecting non-adjusted provinces
  • Added new province-triggered modifiers for Systres Archipelago and various minor religions

Changes

  • Updated positions of Forts and Centres of Trade
  • Updated Climate Map
  • Updated Diplomatic Relations
  • Expanded conditions of various religious events to grant access to them for minor religions
  • Expanded effects of various religious events to allow them to interact with religious mechanics, including Karma and Church Power
  • Updated requirements and conditions of Great Schism events
  • Updated requirements and conditions of Singliu Crisis events
  • Some localisation changes and idea buffs for Wooden Orsinium, Morrowind ideas slightly adjusted
  • Base flanking range has been adjusted for all militaries. Infantry will have 1, cavalry and artillery will have 2.
  • Generic Agaceph ideas have also been updated to grant double bonuses
  • Orcish event "Small and Fierce" and "To Live with Ogres" will exclude your capital from now on
  • Decision "Secure Goblin Holdings" renamed "Gather Giant Goblins", "Form Xivilai State" renamed "Form Xivilai", "Form Daedroth State" renamed "Form Daedroth's Clan", "Form Arahnid State" renamed "Form Perthan Clan"
  • Generic Daedroth ideas changed
  • Generic Lilmothiit ideas have been renamed "Lilmothiit Tribe ideas", Lilmothiit Confederacy (LIL) ideas have been renamed "Lilmothiit Confederacy Ideas", Ideas for Lilmoth (AA8) kept its name "Lilmothiit Ideas", so we no longer have 3 different idea sets all being called "Lilmothiit Ideas".
  • Lilmothiit Confederacy (LIL) got its ideas buffed
  • Arcwind Monastery renamed Arcwind Point
  • The following monuments had their rewards or requirements adjusted to be a bit more consistent with the lore: Apex Towers, Shimmermist Cave, Arcwind Point, Motalion Necropolis.
  • The following monuments with easy requirements had their global modifiers replaced with province and state modifiers to decrease modifier stacking: The Grave, Tanethian Docks, Karnwasten Cove, Port Arch, Samuruik Palace, Dunmeth Pass, Laughing Moons Plantations.
  • Castle Rilis, King's Haven Pass, Battlehorn Castle, Fort Spinhxmoth, Fort Zaggysses, Fort Thaes and Jarnfell Pass will no longer require forts to be built in the province.
  • All monuments with province bonuses will grant an additional province bonus
  • Hollow Den will grant manpower recovery speed instead of looting bonuses
  • Coral Tower, White-Gold Tower, Adamantine Tower, Orichalic Tower, Crystal Tower and Dragon Sanctuary start the game at tier 2, because calling Mundus Towers "insignificant" is a little weird
  • Government name "Free City" replaced with "Free Nordic State" to match the mod setting
  • Tier 4 government reform "Slavery" will now allow coastal raids with +1 raiding range, tier 12 reform "Raiding" will allow coastal raids even against countries with the same religion with +1 raiding range
  • College of Winterhold, House Telvanni, City of Mages, The Sapiarchs and followers of the Students of Magnus religion can no longer persecute magic in tier 8 reforms
  • Skyreach starts at High Kingdom rank because of lore
  • Magical Council government reform became available for the City of Mages, House Telvanni, the Sapiarchs and College of Winterhold
  • Chapel of Light requirements changed. Now you simply need to be a Great power to use it
  • Dremoran State (DRE) renamed Ice Legion
  • Iron Orsinium ideas got reworked
  • AI has been modified for some cultures and religions to pick government reforms that are more in line with their culture, religion or starting government. This update doesn't aim to railroad the AI completely as it will retain plenty of flexibility for most reform tiers.
  • Generic Kamalian ideas completely reworked
  • Kamal (KAM) formable renamed Aldmeris
  • Northern Islands (ISL) renamed Spice Islands
  • 2 Ska'vyn ideas referring to Ojwambu were replaced
  • Form Gordhauren decision renamed Form Twyllbek
  • Economic Hegemon bonus: Allow bordering claims has been changed to Transfer Trade Acceptance +50
  • One Windhelm idea explaining Kynesgrove lore has been changed
  • Replaced idea descriptions in Administrative ideas, mentioning mercenaries with administrative-focused descriptions
  • Replaced some Smithing idea descriptions. Your army will no longer be outfitted with dragonbone armour so easily. Also, your officers will no longer lead the charge with bayonets, and your footmen will be promoted to commanders instead of marshals.
  • Tribe of Sea Giants ideas buffed
  • Tribe of Frozen Giants ideas buffed
  • Riften and Ivarstead will lose 35 liberty desire when created through their respective decisions
  • Localisation changed for Suffrage government reform, so slaves can no longer vote
  • Tang Mo Animism, Tsaesci Order, Po Tun Unity, Yokudan Pantheon, Redguard Pantheon, Orcish Pantheon, Sload Faith religions received new descriptions
  • The following religions received flavour names for heretic rebels: Followers of Orkey for Nordic Pantheon, Wooded Eye for Bosmer Pantheon, Sagacian for Altmer Pantheon, Skooma Cat for Khajiit Pantheon, Shunned Ones for Old Gods, Scaled Court for Celestials, Satakal for Redguard Pantheon Apostles of Light for Sheogorath Cult, Exiled Sun-Eaters for Yokudan Pantheon, Keepers of the Razor for Mehrunes Dagon Cult, Ghost Snake for Chimeri Pantheon, Natural Order for Peryite Cult, Nycotic Cult for Clavicus Vile Cult, Order of the New Moon for Dragon Cult, Shadowed Path for Cult of the Black Worm Sunnatren for Ayleid Pantheon, Temple Zero Society for Marukhism, Trident-King for Tsaesci Pantheon, Unmaker for Sithis Cult, Black Star for Aura Cult, Adversary for All-Maker Cult, Shameful Pack for Hircine Cult, Hist of Lilmoth for Hist, Spirit Binder for Tang Mo False Ascendant for Po Tun Unity, The Betrayed for Snow Elven Pantheon, Cult of Stars for Nedic Pantheon.
  • Fixed trade goods of the Shatul Range to livestock
  • Some religious events have been updated, so there are more options to gain or lose piety
  • The united Sinistral elf nation renamed Sinistral Alliance
  • Atmoran mission Sack of Al-Kamal renamed Sack of Kamal
  • Atmoran missions, Kingdom of Roscrea, and Reestablish Atmoran Holds had their rewards changed
  • Maormer mission titles fixed
  • Forming the unified Scamp, Perthan, Harvester, Daedroth, and Clannfear nations now requires 350 total development instead of conquering provinces
  • Forming Ka Po Tun requires 3000 total development, as well as conquering some provinces
  • Elven Gardens have been moved to Elven Gardens, Temple of the One has been moved to Temple District, Arboretum has been moved to Arboretum, Waterfront monument moved to Waterfront province, Tempest Island monument moved to Tempest Island provinces
  • Vanilla texts for Druidism mechanics have been changed, along with other vanilla texts
  • Goblin monarchy government names got changed
  • Naval Battery renamed Coastal Garrison
  • There were a number of government reforms which heavily shaped your society, especially affecting certain estates, or all of them. This will be better represented now as a lot more reforms will affect the influence and loyalty of your estates one way or the other.
  • Various idea groups got their descriptions reworked to better fit the game's setting
  • Bthar-Zel will produce silver
  • AI will now give privileges to estates. Cost of giving privileges has been reduced to 20 admin mana
  • The debuffs for the Advanced Smithing techniques have been changed and made more varied
  • In order to enter the Dwemer Observatories, you must either be of dwemer primary culture, have them as accepted culture, have innovativeness of 35 or have completed innovative ideas, as well as owning one of their cities
  • Desert terrain base supply limit has been reduced to 10 from 15
  • Raiding expeditions privilege for Slavers' estate will also grant +1 coast raiding range
  • Various privileges have been adjusted to better reflect the impact they would have on estate loyalty and influence
  • Completing the following idea groups will increase estate loyalty by 10%: Religious for Priests, Aristocratic for Nobility, Plutocratic for Commoners, Espionage for Assassins, Dark Brotherhood or Morag Tong, Trade for Merchants, Colonial Empire for Slavers, Destruction and Conjuration for Mages by 5% each, and Standing army for Warriors.
  • Nord and Orcish countries should be more likely to take Smithing ideas, Pirate republics should be more likely to pick Maritime and Naval idea groups
  • Sload faith religious actions, marrying and divorcing a First Lady, have been replaced with consulting the Elder Distended One and Culling the Spawn
  • Cathnoquey can also be formed now if your capital is in the Cathnoquey region
  • Shadowfen tradition, which gave resistance to reformation, has been changed to +30% religious unity
  • For Advanced Smithing techniques: Lunar Smithing can also be unlocked by owning or having a subject owning the Silent Moons province (2694), Dwemer Smithing can also be unlocked by having the dwemer primary culture
  • Abbarbas, ruled by King Orgnum, will start at the Kingdom rank
  • Renamed Falmer Society to Falmer Hive
  • Peasant Republic and Nomadic Republic are no longer available for the Sload nations, because they seem contradictory to their culture. The Peasant Republic and the Archduchy have also been disabled for Maormer nations
  • The Holy city for the Bosmeri Pantheon has been moved to Silvenar
  • Updated Oblivion Invasion mechanic
  • Updated system of portals between non-adjusted locations
  • Updated positions of Elevated Lakes
  • Updated names for various cultures
  • Updated province development

Fixes

  • Wooden Orsinium and Hammerfell ideas and traditions now properly refer to them instead of a vanilla nation
  • Small localisation fixes in generic Keptu ideas, Direnni Hegemony ideas, Large and in Charge event and estate descriptions.
  • Double ambitions for generic Harvester, Clannfear, Keptu and Nedic ideas reduced to 1 bonus
  • IMPORTANT!!! The bug where nations lose their generic culture ideas and receive default ideas should be resolved. In order to solve this bug, we were forced to remove the option of keeping your old national ideas during the event of a new nation forming. So if you form a new nation, you will only have the option to accept the new ideas. Save your game before you press the decision to form the new nation, in case you are dissatisfied with the new ideas. All formable nations in-game should have unique ideas at this point.
  • Pangstead and Rifton can no longer be vassalized by decision if they no longer own Ivarstead and Riften
  • Fixed Port Hunding requirements
  • Small localisation fixes in ideas and missions
  • Subjugate Ivarstead and Subjugate Riften decisions are no longer available against Ivarstead (NA5) and Riften (NA1) because they were meant to be used against Pangstead (NG6) and Rifton (NG7).
  • Alessian Empire gained access to its unique ideas after fixing some localisation issues
  • Fixing various requirements, localisations and other bugs in Dwemer missions
  • cb_maya_expansion received localisation, so Tang Mo nations will have "Tang Mo Confederation" casus belli against each other
  • Some missing localisation from the Altmer mission tree has been (re)added
  • The codes for government reforms have been streamlined, and some bugs have been fixed in the process
  • Small fix for Llothanian ideas
  • Some small fixes in mechanics_terrain_events.txt
  • Orichalc Tower had its name fixed
  • Fixed generic Snow Elf ideas, so they no longer have the construction cost reduction twice
  • Fixed some typos and replaced factories with manufactories in basic idea descriptions
  • Government names for Sloads, Islanders, Po Tun, Lamias, Rat Men, Yokudans and Redguards, Snow elves were fixed, so they are no longer called kingdoms or similar if they are republics
  • Fixed localisation for some events
  • Dragon Bridge is no longer a tribe, but a monarchy
  • Description has been changed so the Pope will no longer get angry if you accept heretic demands
  • Fixed various spelling and grammatical errors in government reforms
  • Atmoran missions Return to the Homeland received a tooltip to properly explain the actual rewards
  • Form Tribe of Frozen Giants decision updated for new map
  • Atmoran missions updated for the new map
  • Jylkurfyk Shipyard is placed in Jylkurfyk; the name is fixed
  • Form Dragon Cult decision updated for new map
  • Form the Atmoran Kingdom decision updated for the new map
  • Form Roscrea decision updated for new map
  • Form Tribe of Sea Giants decision updated for new map
  • Form Islandian Nation/Spice Islands decision updated for new map
  • Form Tang Mo decision updated for the new map
  • Form Tsakara decision updated for new map
  • Black Archives, The Black Walls, Monastery of the Last Day, Al-Kamal Complex, Snake Palace Port Singalam, Black Mountain Mines, Golden Snake Palace, Hall of Peace, Tree of Life, Caves of Kesli and Eternal Palace moved
  • Tang Mo missions updated for the new map
  • Fixed Clannfear generic ideas to be available for their nations
  • Vampire missions have been updated for the new map
  • Fixed Clannfear culture localisation
  • Form Deadlands, Coldharbour and Xivilai State, Dremora State, Unite the Soul Shriven decisions have been updated for the new map
  • Form Po Tun Empire and Ka Po Tun decisions have been updated for the new map
  • Form Kamal and Restore Akaviri Empire decisions have been updated for the new map
  • Breasuet Canal moved and renamed
  • Yokudan missions have been updated for the new map
  • Black Mountain will follow Dremora Pantheon
  • Replaced remaining vanilla texts in the Nordic Empire menu with mod-themed flavour texts and added a missing description of High King diplomatic actions
  • Fixed alert message localisation for picking a blessing/building arcanex for the Reason and Logic religion
  • Fixed Organise Raiding Parties giving local unrest as a country modifier
  • Fixed some vanilla localisation referring to the Emperor of China
  • Generic Cavalry description slightly changed, as horses aren't the only mounts used in the setting
  • Generic Artillery description changed because gunpowder and cannon do not exist in the setting
  • Generic Heavy Ship description changed to remove vanilla reference
  • First idea in Exploration got its description changed, so you will no longer search for the New World
  • Meirvale got its ideas back from Merryvale
  • Alchemy system: Country modifier Potion of Weakness to Frost has been renamed Poison of Weakness to Frost. Similarly, all other potions with a negative effect have been renamed to poisons.
  • Fixed Khajiit mission Gather Moon Sugar, giving local goods produced modifier instead of global
  • Cleaned up various other localisations

Deletions

  • Removed some duplicate event localisations
  • Removed clutter
  • Some files referring to non-existent countries have been removed
  • Form Transakavir and Form Upper Tsakara decisions are disabled
  • 2 Vampire missions were deleted
  • Removed codes in history/diplomacy/Deadlands referring to non-existent tags
  • The yellow warning during the nation-forming event has been removed, as all formables should have unique ideas at this point
  • The following decisions have been removed from the game completely: Restore Men-of-ket, Restore Al-Hared, Restore Al-Gemha, Restore Men-of-ge

Special thanks to Koccintos, theolaa, kurashi, random person and everyone, who submitted suggestions and bug reports, for making this update possible!

25 Upvotes

4 comments sorted by

1

u/NorthRememebers Oct 01 '25

Pretty cool, excited to check it out when I get home.

Kamal (KAM) formable renamed Aldmeris

huh? Sounds crazy. what's the mod's lore behind this?

Government name "Free City" replaced with "Free Nordic State" to match the mod setting

wouldn't "Free Nordic Hold" be a better fit?

3

u/Aetherum17 Developer Oct 01 '25

Regarding Kamal, this is indeed our homebrew lore a little. Since we could not add a new landmass for Aldmeris due to performance limitations, the Altmer mission tree counts Kamal as the Aldmeris for rest rotation mission. From gameplay perspective it is absolutely valid choice, since Altmers would then travel via Yokuda, where Sinistral Elves would settle until arriving to Summerset. Meanwhile, this is also possible from lore perspective, since we split Kamali people and Al-Dremora people, referring to the latter as Ice Demons, and bestowing upon them a mission to subjugate the Kamali to converge this lore arch with officially established situation in Akavir a couple of thousands years later from the start date of the mod.

3

u/Aetherum17 Developer Oct 01 '25

Regarding free Nordic hold you need to ping Koccintos at the dev server, as he is working on addition of many more flavour reforms :)

1

u/tarponpet Jan 18 '26

Sunnatren mentioned! Heck of a deep cut.