Prophet_of_Malacath wrote: »Murkmire deserves to be on the list!
Orsinium is great - no apocalyptic threats, just local storytelling. However, what I ENVY from Murkmire is how all the tribes were fleshed out & represented.
The Bright-Throats, Dead-Water Tribe, Ghost-People, Black-Tongues, Root-House, Miredancers - half of these have skins you can use; distinctive architecture be it stick houses vs massive stone works; Dead-Water have a unique motif, Ancestral Argonian fits in too for others, and on top of it, EACH has their own sense of cultural identity. Argonians are not uniform, each tribe is it's own thing.
For contrast, in Orsinium we never see Clan Igrun nor Clan Bagrakh (only token representation via a museum relic & Kurog). Clan Tumnosh doesn't even get a map-marker (and Orsinium never gave us structural furnishings, so we can't build with the masonry they produce). Clan Fharun is on fire & dead. Clan Shatul has a handful of survivors, broken fences, it looks sickly.
Only Clan Morkul seems to thrive - they have auction vendors, portside trade, fame for crafting & a questline with a signature craftable set. Meanwhile, everyone in Wrothgar is dressed alike. And for a story about "rebuilding the great city of the Orcs", we never got structural furnishings with which to build our own neighborhoods. There's not even an apartment! Sure, I have Pariah's Pinnacle, but if we had structural furnishings, I'd have turned it into "a part of the city, buried deeper into the mountain" instead of some remote outpost. We can't even BE city Orcs.
Murkmire has a LOT of things I'd love to see for future Orcs - give each group an IDENTITY.
And ironically, despite the gloomy swamp, Murkmire has some horror-elements in the Ayleids and the things they did, the mystery still buried beneath. Just imagine if Orcs had some subterranean horrors to deal with, or some Ayleid/Direnni/Dwemer ruins blocking construction or something. We don't need apocalyptic threats.