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Area between Wrothgar and Skyrim.

Carlos93
Carlos93
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Hello people.

Today I come to give my opinion about the area between Wrothgar and Skyrim.

ptyt23rgwwr9.png

The area would be an exploration zone with world bosses, caves, renegade settlements, some Norse settlement, orcs and snow elves.

Frozen areas with frozen mountains, mammoths, giants, wildlife.
Orc camps and some Norse fortress.

wvzumcavhod4.png

Let's discuss.
  • tsaescishoeshiner
    tsaescishoeshiner
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    I'm pretty sure that area is the highland of the Wrothgarian Mountains, which I would guess is really steep and isolated.

    It would be pretty small for a zone. It could probably be fleshed out into a zone with an addition like Blackreach, but they've already done that twice.

    I'd rather not see snow elves, or maybe see 1 rare character, or see memory ghosts of them, than a community of living snow elves. They're meant to be gone at this time, with the few exceptions that we see in other games.

    It would be awesome if this zone focused more on highland orcs than nords, mainly because we get so little orcish content in the basegame, and already have 3 full nord zones. Orsinium was a great DLC story and zone, but the basegame DC zones focus on the bretons and redguards.
    PC-NA
    in-game: @tsaescishoeshiner
  • kaushad
    kaushad
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    That's the Western Reach, the Forgotten Vale and maybe the site of Jehanna. I think Nordic settlements would be a waste. We can have Nordic settlements in Skyrim and the Sea of Ghosts.
  • Carlos93
    Carlos93
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    Precisely in the forgotten valley is where the brothers Gelebor and Vyrthur came from in The Elder Scroll V in the fourth era, it would not be unusual to find a community of snow elves isolated in that valley.
  • mekops_ESO
    mekops_ESO
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    Theres stuff there they dont want us to ever ever know about. At least, thats what it feels like anyways. Theres a number of map sections that are completely surrounded with game zones and seem to keep dodging bullets. One can only guess as to why, but my reckoning is that the mystery of this place and what may pertain to dwemer and the snow elves will not be seen again for quite some time.
  • JoeCapricorn
    JoeCapricorn
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    I would love to see micro-zones added to fill out the map when there isn't enough room for large scale zones. In some ways, micro-zones have been done already (Artaeum, Fargrave, Blackreach beneath The Reach).

    Eventually, I'd like to see a road connecting Daggerfall Covenant with the Ebonheart Pact. Another Skyrim chapter would need to happen for this though, a central Skyrim story. It may be a while yet before we see that.

    But currently it is possible to ride entirely on roads from Windhelm to Elden Root. That is 12 zones connected via roads in all (although it seems Murkmire is not connected to Blackwood, unfortunately, though a secret tunnel type pathway would be neat and welcomed)

    I also think they should hire the makers of the better map addon and then they will have more room to create zones that way as well. A Blacklight / Western Morrowind zone would be possible then. I would also like to see Sheogorad become available, maybe even as a unique hybrid dungeon/zone expansion. It's a tiny area, I don't think a Q4 expansion would fit, but if there was a dungeon DLC that had one of the dungeons in the middle of one of those northern islands, a few of the areas could be fleshed out with a few quests added. The quests and location would be a part of Vvardenfell and would be available to any player (since Vvardenfell is now free to all owners of base ESO), but the dungeon itself would be only for those with the DLC.

    I simp for vampire lords and Glemyos Wildhorn
  • James-Wayne
    James-Wayne
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    I think you will find the reason its not filled is probably because the in game location is being used to host other game instances like Maelstrom Arena, Icereach Dungeon, Castle Thorn and other smaller Delves from the zones.

    You can typically see in some older content they do this kind of world building because when your there the map cursor marker moves on the map with you but now days they fix the map marker to the location you entered. You can however use a map coordinators add-on to find out the XY position to calculate where on the world map you are.

    I could be wrong but I haven't come across any location yet that doesn't follow this theory. Everything is usually for a reason :)
    Edited by James-Wayne on June 22, 2022 12:07AM
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  • Vaoh
    Vaoh
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    I don’t want them touching any of those areas until they fix the map.
  • Carlos93
    Carlos93
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    They could make the chapter of the year about Whiterun and an exploration zone instead of what they did in Solitude and the Markarth DLC by creating another city for another DLC in the same year.

    When what they could have done is to make the second DLC of the year on an area that had no city to focus on the map, to make it more immersive.

    The result is that an area as important as Markarth is almost empty with only two caves and two world bosses.
  • TaSheen
    TaSheen
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    I'm sure they have a complete roadmap for the remaining areas. It's not likely they listen to anything from people on the forums.

    They're always hiring; you could apply.
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

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  • Supreme_Atromancer
    Supreme_Atromancer
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    kaushad wrote: »
    That's the Western Reach, the Forgotten Vale and maybe the site of Jehanna. I think Nordic settlements would be a waste. We can have Nordic settlements in Skyrim and the Sea of Ghosts.

    As @kaushad points out, that area has a canon story, history and character already. The Western Reach is well-established in the lore, but as of yet, hasn't been explored in ESO.

    The existence of Jehanna is shown by the existence of the "Jehanna Road", as described in the Emperor's Guide. Currently, a major road that goes to an empty dock that services nothing, makes no sense.

    The region's history is complex, involving First Empire Nordic foundations, Imperial governance, and Direnni rule. It is contiguous with Skyrim's reach and historically part of that territory. It is Breton, politically (the Nords were driven back a long time ago), though lore tells that the Nords still believe that cities like Jehanna belong to them by right. And beyond that, it probably is the perfect location for the the Forgotten Vale.

    All of these elements could tell part of the story of High Rock (much needed because so much of this province was given over to the orcs). We know that there is some conflict between Bretons and Imperials during the events of base-game ESO. We know from lore that the Western Reach was ruled by an Imperial Governor. We know that High King Emeric gave away a third of High Rock to the Orcs, which would utterly isolate what was already a remote part of the Province.

    We know that the Clan Direnni played a major part in the genesis of the Breton race, but there are very few traces in base-game High Rock- the story of the province wont be completed until we get to explore them. We also know that the Western Reach was said to have been occupied by clan Direnni longer than any other region (bar Balfiera), and that they fortified the region against Nordic ambitions. So its probably the *best* part of High Rock for exploring the Direnni and address this hole in ESO's lore, and an absolute crime to write it off.

    We know that Jehanna exists during this period. We know that it exists on the Sea of Ghosts, right on the border of Skyrim, and therefore greatly removed from the pretentious, hoighty-toighty cities on the Iliac Bay. We know that the villagers of Cloud Springs raise sheep somewhere in the colder highlands, but can also speculate about other places from the lore- Raven Springs, Azra's Crossing and the enigmatic Dunlain.

    We know that ZOS doesn't use a set scale- that zones that appear small are rendered live as greatly expanded. High Isle is much smaller on the map than the area available here, yet the playable space is said by the devs themselves to be "comparable to other chapter zones". It could be used for a full chapter, or for a q4 DLC depending on whatever ZOS wanted to do.

    And we know that ZOS recognises that Tamriel itself is finite, and that they've needed to address this problem by reaching for islands proximal to the mainland. And while that's a fine solution, really, people are here for *Tamriel*. Which means that space on the map is at a premium, and discarding it as "just nebulous mountain space" is an alarming waste.

    The Western Reach is an important part of the world, with significant lore, and many interesting stories to tell, be it internecine Breton strife, classic Imperial interference, Nordic First Empire ambitions, ancient Direnni secrets (or persistent Sinderill https://en.uesp.net/wiki/Lore:Sinderill machinations), and lost Reachman glory.

    ZOS said that they want to eventually fill out ALL of Tamriel, and leaving conspicuous blobs where The Western Reach and Jehanna; Corinthe and the Tenmar Highlands; Blacklight and the Velothi Hinterlands should be, and all of which correspond to places with established lore and therefore should be included. The players have noticed. ZOS has noticed that we've noticed. We want *all* Tamriel, as promised!
    Edited by Supreme_Atromancer on June 24, 2022 3:10PM
  • Artim_X
    Artim_X
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    IMO this, the Tenmar forest (Central Elsweyr), and the remainder of Argonia should be turned into an Adventure Zone akin to Craglorn. Adventure for every alliance!

    Say it with me now trials & arenas & world bosses & world events & group delves, oh my!
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
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    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
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    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
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    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
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    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
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    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
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    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
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    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
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    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
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    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
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    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
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    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
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    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • Holycannoli
    Holycannoli
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    I'm pretty sure that area is the highland of the Wrothgarian Mountains, which I would guess is really steep and isolated.

    It would be pretty small for a zone. It could probably be fleshed out into a zone with an addition like Blackreach, but they've already done that twice.

    I'd rather not see snow elves, or maybe see 1 rare character, or see memory ghosts of them, than a community of living snow elves. They're meant to be gone at this time, with the few exceptions that we see in other games.

    It would be awesome if this zone focused more on highland orcs than nords, mainly because we get so little orcish content in the basegame, and already have 3 full nord zones. Orsinium was a great DLC story and zone, but the basegame DC zones focus on the bretons and redguards.

    Could be quite interesting to make such a mountainous zone into a massive mostly underground zone, not quite on a Moria scale but still massive.

    I don't know if it would fit into the lore.
  • EozZoe1989
    EozZoe1989
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    snow elves be amazing and the old races too
  • NotaDaedraWorshipper
    NotaDaedraWorshipper
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    A lot of the "micro areas" aren't that micro if the damn map was accurate to lore.
    [Lie] Of course! I don't even worship Daedra!
  • Vylaera
    Vylaera
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    I think it has to do with the fact that if you lore scale the bjoulsae river, high rock gets shifted back to where it actually belongs on the map, and wrothgar then takes up that area on the map like so
    lore_high_rock_2.jpg
    lore_high_rock.jpg
    lore_high_rock_3.jpg
    Vy • lae • ra | Fan of all things Vampiric | PC NA | Accurate World Map artist | Immaculate Reshade author
  • Supreme_Atromancer
    Supreme_Atromancer
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    I'm pretty sure that area is the highland of the Wrothgarian Mountains, which I would guess is really steep and isolated.

    It would be pretty small for a zone. It could probably be fleshed out into a zone with an addition like Blackreach, but they've already done that twice.

    I'd rather not see snow elves, or maybe see 1 rare character, or see memory ghosts of them, than a community of living snow elves. They're meant to be gone at this time, with the few exceptions that we see in other games.

    It would be awesome if this zone focused more on highland orcs than nords, mainly because we get so little orcish content in the basegame, and already have 3 full nord zones. Orsinium was a great DLC story and zone, but the basegame DC zones focus on the bretons and redguards.

    Could be quite interesting to make such a mountainous zone into a massive mostly underground zone, not quite on a Moria scale but still massive.

    I don't know if it would fit into the lore.

    Yeah, great point. If we ever get to revisit the Orcs in a chapter, I think that underground would be a great opportunity. The idea goes back to their conceptual roots, and if we're running out of space in Tamriel, there's no reason not to go back underground. Cavern systems under the Wrothgarian Mountains that connect to Arkthzand Caverns could be pretty epic, and form part of a larger inter-connected underworld mirroring the explorable world above.
  • Faulgor
    Faulgor
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    People have suggested this area around Jehanna before as a Breton-focused chapter. Alas with High Isle, that ship seems to have sailed (huehue) for the foreseeable future.

    It's a shame, really. As said by others, it's probably the most "Elven" area, culturally, of High Rock. Ancient Aldmeri fortresses on snow-peaked mountains, looking down on secluded valleys where mysteries such as the Falmer have been hidden from the world. All surrounding the Breton city of Jehanna, which in my mind has a very magical and christmas-y feel to it.

    Ah well.
    Alandrol Sul: He's making another Numidium?!?
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  • Supreme_Atromancer
    Supreme_Atromancer
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    Vylaera wrote: »
    I think it has to do with the fact that if you lore scale the bjoulsae river, high rock gets shifted back to where it actually belongs on the map, and wrothgar then takes up that area on the map like so
    lore_high_rock_2.jpg
    lore_high_rock.jpg
    lore_high_rock_3.jpg

    Great work as usual, @Vylaera . The superimpositions are very informative.

    With your solution, ESO's Skyrim has a bight of land that contradicts the Anthology's High Rock bight. The Skyrim bight represents not just map, but playable worldspace in both ESO and TES5.

    I agree very strongly that the map is borked by the exaggerated Bjulsae, and that a closer fit is realised by drawing the two zones closer together, but not to a degree that obliterates an important part of the world, and a part a lot of us still wish to see. This area (along with the Velothi Highlands, etc, as you know really well) is one of the prime examples for the motivation driving the community to push for ZOS' to recognise the need for a better map: "will we get to see places we really want to see, or, as the map suggests, does ZOS not recognise their existence, even though they're written into the game?"

    We've been talking about this stuff for years now. Since 2014. 8 years of posts pleading with ZOS to address, commit or discuss their point of view. I really wish that ZOS would recognise our concerns and actually engage the issue.
    Edited by Supreme_Atromancer on June 25, 2022 3:51PM
  • Nord_Raseri
    Nord_Raseri
    ✭✭✭✭✭
    You already see what's left of the snow elves in western skyrim and markarth.
    Veit ég aðég hékk vindga meiði á nætr allar níu, geiri undaðr og gefinn Oðni, sjálfr sjálfum mér, á þeim meiði er manngi veit hvers hann af rótum rennr.
  • kaushad
    kaushad
    ✭✭✭✭
    Vylaera wrote: »
    I think it has to do with the fact that if you lore scale the bjoulsae river, high rock gets shifted back to where it actually belongs on the map, and wrothgar then takes up that area on the map like so
    lore_high_rock_2.jpg
    lore_high_rock.jpg
    lore_high_rock_3.jpg

    Great work as usual, @Vylaera . The superimpositions are very informative.

    With your solution, ESO's Skyrim has a bight of land that contradicts the Anthology's High Rock bight. The Skyrim bight represents not just map, but playable worldspace in both ESO and TES5.

    I agree very strongly that the map is borked by the exaggerated Bjulsae, and that a closer fit is realised by drawing the two zones closer together, but not to a degree that obliterates an important part of the world, and a part a lot of us still wish to see. This area (along with the Velothi Highlands, etc, as you know really well) is one of the prime examples for the motivation driving the community to push for ZOS' to recognise the need for a better map: "will we get to see places we really want to see, or, as the map suggests, does ZOS not recognise their existence, even though they're written into the game?"

    We've been talking about this stuff for years now. Since 2014. 8 years of posts pleading with ZOS to address, commit or discuss their point of view. I really wish that ZOS would recognise our concerns and actually engage the issue.

    This is the opposite of the northwestern Morrowind. To push Wrothgar and Skyrim together would be to remove a region from the map.
  • ElvenOverlord
    ElvenOverlord
    ✭✭✭✭
    Carlos93 wrote: »
    Precisely in the forgotten valley is where the brothers Gelebor and Vyrthur came from in The Elder Scroll V in the fourth era, it would not be unusual to find a community of snow elves isolated in that valley.

    Yep we all know there was a decent sized snow elf community before Vyrthur turned vamp and went apeshit
    Edited by ElvenOverlord on June 26, 2022 4:26AM
  • Supreme_Atromancer
    Supreme_Atromancer
    ✭✭✭✭✭
    .
    kaushad wrote: »
    Vylaera wrote: »
    I think it has to do with the fact that if you lore scale the bjoulsae river, high rock gets shifted back to where it actually belongs on the map, and wrothgar then takes up that area on the map like so
    lore_high_rock_2.jpg
    lore_high_rock.jpg
    lore_high_rock_3.jpg

    Great work as usual, @Vylaera . The superimpositions are very informative.

    With your solution, ESO's Skyrim has a bight of land that contradicts the Anthology's High Rock bight. The Skyrim bight represents not just map, but playable worldspace in both ESO and TES5.

    I agree very strongly that the map is borked by the exaggerated Bjulsae, and that a closer fit is realised by drawing the two zones closer together, but not to a degree that obliterates an important part of the world, and a part a lot of us still wish to see. This area (along with the Velothi Highlands, etc, as you know really well) is one of the prime examples for the motivation driving the community to push for ZOS' to recognise the need for a better map: "will we get to see places we really want to see, or, as the map suggests, does ZOS not recognise their existence, even though they're written into the game?"

    We've been talking about this stuff for years now. Since 2014. 8 years of posts pleading with ZOS to address, commit or discuss their point of view. I really wish that ZOS would recognise our concerns and actually engage the issue.

    This is the opposite of the northwestern Morrowind. To push Wrothgar and Skyrim together would be to remove a region from the map.

    You're right, in this specific instance. What I meant is that the push for fixing the map is driven by people wanting regions ZOS seem to have completely forgot to be recognised and possible, and that's why I'm very much on board with all the "Fix-The-Map" people, and have been since 2014. I can't really get behind a fix that would obliterate a part of High Rock I've been wanting to see since I started playing Elder Scrolls games in 2012, the reason I jumped into ESO in the first place, and really believed ESO would give me. And why wouldn't I? ZOS said they cared about the lore and that they wanted to do it justice, and I believed them. I still hope its true.

    I don't think the fix shown above needs to do this; if its used as an argument for giving up on legit canon parts of the world, it would be going against the aims of people who are rallying for a better map. But I don't think that's the point, and there really should still be space for Jehanna, and the Western Reach.
    Edited by Supreme_Atromancer on June 26, 2022 3:21PM
  • Shardan4968
    Shardan4968
    ✭✭✭✭✭
    They could make a DLC in Winterhold and do some meaningful lore for the Augur of Dunlain, so they would also use this part of the map and put Dunlain Falls there (the location only present in TES Arena in that general location), which would be perfect for a plot with an interesting lore of this enigmatic character. Though that's just one of the possibilities for this full of potential space.

    That's why I also agree they should fix the map as soon as possible, before they end up squeezing puzzles to fill in the tiny zones like this.
    PC/EU
  • Supreme_Atromancer
    Supreme_Atromancer
    ✭✭✭✭✭
    If the Wrothgar and W. Skyrim maps were arranged such that they match the Anthology map, there is still plenty of room for Jehanna:

    bsua1yu4xq3b.png

    pmyrre81bp4k.png

    Its more accurate to the most widely-accepted canon map (though it doesn't leave any space for a "Western Reach", as such).
  • Vylaera
    Vylaera
    ✭✭✭✭✭
    .
    kaushad wrote: »
    Vylaera wrote: »
    I think it has to do with the fact that if you lore scale the bjoulsae river, high rock gets shifted back to where it actually belongs on the map, and wrothgar then takes up that area on the map like so
    lore_high_rock_2.jpg
    lore_high_rock.jpg
    lore_high_rock_3.jpg

    Great work as usual, @Vylaera . The superimpositions are very informative.

    With your solution, ESO's Skyrim has a bight of land that contradicts the Anthology's High Rock bight. The Skyrim bight represents not just map, but playable worldspace in both ESO and TES5.

    I agree very strongly that the map is borked by the exaggerated Bjulsae, and that a closer fit is realised by drawing the two zones closer together, but not to a degree that obliterates an important part of the world, and a part a lot of us still wish to see. This area (along with the Velothi Highlands, etc, as you know really well) is one of the prime examples for the motivation driving the community to push for ZOS' to recognise the need for a better map: "will we get to see places we really want to see, or, as the map suggests, does ZOS not recognise their existence, even though they're written into the game?"

    We've been talking about this stuff for years now. Since 2014. 8 years of posts pleading with ZOS to address, commit or discuss their point of view. I really wish that ZOS would recognise our concerns and actually engage the issue.

    This is the opposite of the northwestern Morrowind. To push Wrothgar and Skyrim together would be to remove a region from the map.

    You're right, in this specific instance. What I meant is that the push for fixing the map is driven by people wanting regions ZOS seem to have completely forgot to be recognised and possible, and that's why I'm very much on board with all the "Fix-The-Map" people, and have been since 2014. I can't really get behind a fix that would obliterate a part of High Rock I've been wanting to see since I started playing Elder Scrolls games in 2012, the reason I jumped into ESO in the first place, and really believed ESO would give me. And why wouldn't I? ZOS said they cared about the lore and that they wanted to do it justice, and I believed them. I still hope its true.

    I don't think the fix shown above needs to do this; if its used as an argument for giving up on legit canon parts of the world, it would be going against the aims of people who are rallying for a better map. But I don't think that's the point, and there really should still be space for Jehanna, and the Western Reach.

    I kept the ESO scale Bjoulsae and shaved off bits of Wrothgar and squished bangkorai on my map to still keep some room for a Jehanna DLC in the future for this reason. Though realistically the one I made above in this thread is a bit more accurate to what it should actually look like.
    Screenshot_20220626-153221.png
    Vy • lae • ra | Fan of all things Vampiric | PC NA | Accurate World Map artist | Immaculate Reshade author
  • TinyDragon
    TinyDragon
    ✭✭✭
    I'd be very disappointed to see this region ignored, as mentioned above quite a bit, Jehanna belongs there. I'd also be disappointed to see snow elves there- falmer exist in this part of the timeline, and I think it'd be very cliche to have apocket of them survive, when they could instead cover the *actual* Legacy of the Bretons I thought I'd be getting this patch; the history of their enslavement at the hands of the Direnni, and further exploration of them as Manmer. Instead, we got he History of the Wyrd and Druids, but I digress.

    I'd love to see a series of 'microzones' as @JoeCapricorn called them (I think this name suits it just right) released as a cluster. Instead of the year long stories we have, switch it up a little, and release a microzone in each faction.

    You have Jehanna, the space between N. and S. Elsweyr (which we all wanted, and ZoS seemed surprised we cared) and the area along the coast of the Rift which would contain Blacklight. I'm not too fussed how the stories relate, if at all. I think ZoS is correct in staying away from yet another major, world-ending event this year, and I think releasing these three areas could be done with a simpler storyline involving minimal daedra incursions.
  • Treeshka
    Treeshka
    ✭✭✭✭✭
    There are lots of tiny gaps in the map and there will be more with more chapter releases. Maybe these tiny zones will get their content in a different way. Like instead of a year long story they will do some small stories.
  • Vylaera
    Vylaera
    ✭✭✭✭✭
    Vylaera wrote: »
    .
    kaushad wrote: »
    Vylaera wrote: »
    I think it has to do with the fact that if you lore scale the bjoulsae river, high rock gets shifted back to where it actually belongs on the map, and wrothgar then takes up that area on the map like so
    lore_high_rock_2.jpg
    lore_high_rock.jpg
    lore_high_rock_3.jpg

    Great work as usual, @Vylaera . The superimpositions are very informative.

    With your solution, ESO's Skyrim has a bight of land that contradicts the Anthology's High Rock bight. The Skyrim bight represents not just map, but playable worldspace in both ESO and TES5.

    I agree very strongly that the map is borked by the exaggerated Bjulsae, and that a closer fit is realised by drawing the two zones closer together, but not to a degree that obliterates an important part of the world, and a part a lot of us still wish to see. This area (along with the Velothi Highlands, etc, as you know really well) is one of the prime examples for the motivation driving the community to push for ZOS' to recognise the need for a better map: "will we get to see places we really want to see, or, as the map suggests, does ZOS not recognise their existence, even though they're written into the game?"

    We've been talking about this stuff for years now. Since 2014. 8 years of posts pleading with ZOS to address, commit or discuss their point of view. I really wish that ZOS would recognise our concerns and actually engage the issue.

    This is the opposite of the northwestern Morrowind. To push Wrothgar and Skyrim together would be to remove a region from the map.

    You're right, in this specific instance. What I meant is that the push for fixing the map is driven by people wanting regions ZOS seem to have completely forgot to be recognised and possible, and that's why I'm very much on board with all the "Fix-The-Map" people, and have been since 2014. I can't really get behind a fix that would obliterate a part of High Rock I've been wanting to see since I started playing Elder Scrolls games in 2012, the reason I jumped into ESO in the first place, and really believed ESO would give me. And why wouldn't I? ZOS said they cared about the lore and that they wanted to do it justice, and I believed them. I still hope its true.

    I don't think the fix shown above needs to do this; if its used as an argument for giving up on legit canon parts of the world, it would be going against the aims of people who are rallying for a better map. But I don't think that's the point, and there really should still be space for Jehanna, and the Western Reach.

    I kept the ESO scale Bjoulsae and shaved off bits of Wrothgar and squished bangkorai on my map to still keep some room for a Jehanna DLC in the future for this reason. Though realistically the one I made above in this thread is a bit more accurate to what it should actually look like.
    Screenshot_20220626-153221.png

    My last comment did not age well because I decided to totally remake my map from the ground up based totally on lore accurate positions of Anthology now that we have the code and ability to do whatever we want with the map. This sliver of land unfortunately does not exist. There's only a little bit of land open exactly where Jehanna should be, but nothing else.
    ps8b7im8hr7h.png
    I will be leaving it open and trying to cut out as much as I can so that there's still a gap, but it won't be very big.
    Vy • lae • ra | Fan of all things Vampiric | PC NA | Accurate World Map artist | Immaculate Reshade author
  • drsalvation
    drsalvation
    ✭✭✭✭✭
    I'm pretty sure that area is the highland of the Wrothgarian Mountains, which I would guess is really steep and isolated.

    It would be pretty small for a zone. It could probably be fleshed out into a zone with an addition like Blackreach, but they've already done that twice.

    I'd rather not see snow elves, or maybe see 1 rare character, or see memory ghosts of them, than a community of living snow elves. They're meant to be gone at this time, with the few exceptions that we see in other games.

    It would be awesome if this zone focused more on highland orcs than nords, mainly because we get so little orcish content in the basegame, and already have 3 full nord zones. Orsinium was a great DLC story and zone, but the basegame DC zones focus on the bretons and redguards.

    to be fair, high isles zone looks very small in the world map, but the whole place is bigger than it originally looks once you zoom in. The world map in this game isn't necessarily accurate, you can tell from Cyrodiil's dimensions.
  • Supreme_Atromancer
    Supreme_Atromancer
    ✭✭✭✭✭
    Vylaera wrote: »
    Vylaera wrote: »
    .
    kaushad wrote: »
    Vylaera wrote: »
    I think it has to do with the fact that if you lore scale the bjoulsae river, high rock gets shifted back to where it actually belongs on the map, and wrothgar then takes up that area on the map like so
    lore_high_rock_2.jpg
    lore_high_rock.jpg
    lore_high_rock_3.jpg

    Great work as usual, @Vylaera . The superimpositions are very informative.

    With your solution, ESO's Skyrim has a bight of land that contradicts the Anthology's High Rock bight. The Skyrim bight represents not just map, but playable worldspace in both ESO and TES5.

    I agree very strongly that the map is borked by the exaggerated Bjulsae, and that a closer fit is realised by drawing the two zones closer together, but not to a degree that obliterates an important part of the world, and a part a lot of us still wish to see. This area (along with the Velothi Highlands, etc, as you know really well) is one of the prime examples for the motivation driving the community to push for ZOS' to recognise the need for a better map: "will we get to see places we really want to see, or, as the map suggests, does ZOS not recognise their existence, even though they're written into the game?"

    We've been talking about this stuff for years now. Since 2014. 8 years of posts pleading with ZOS to address, commit or discuss their point of view. I really wish that ZOS would recognise our concerns and actually engage the issue.

    This is the opposite of the northwestern Morrowind. To push Wrothgar and Skyrim together would be to remove a region from the map.

    You're right, in this specific instance. What I meant is that the push for fixing the map is driven by people wanting regions ZOS seem to have completely forgot to be recognised and possible, and that's why I'm very much on board with all the "Fix-The-Map" people, and have been since 2014. I can't really get behind a fix that would obliterate a part of High Rock I've been wanting to see since I started playing Elder Scrolls games in 2012, the reason I jumped into ESO in the first place, and really believed ESO would give me. And why wouldn't I? ZOS said they cared about the lore and that they wanted to do it justice, and I believed them. I still hope its true.

    I don't think the fix shown above needs to do this; if its used as an argument for giving up on legit canon parts of the world, it would be going against the aims of people who are rallying for a better map. But I don't think that's the point, and there really should still be space for Jehanna, and the Western Reach.

    I kept the ESO scale Bjoulsae and shaved off bits of Wrothgar and squished bangkorai on my map to still keep some room for a Jehanna DLC in the future for this reason. Though realistically the one I made above in this thread is a bit more accurate to what it should actually look like.
    Screenshot_20220626-153221.png

    My last comment did not age well because I decided to totally remake my map from the ground up based totally on lore accurate positions of Anthology now that we have the code and ability to do whatever we want with the map. This sliver of land unfortunately does not exist. There's only a little bit of land open exactly where Jehanna should be, but nothing else.
    ps8b7im8hr7h.png
    I will be leaving it open and trying to cut out as much as I can so that there's still a gap, but it won't be very big.

    Honestly, even seeing Jehanna alone would be good. I came to the same conclusion myself, with my map above.

    That High Rock bit of land that bights into Skyrim (on the anthology map) is represented as the hill above Castle Thorn- Mor Kazgur- Dragonhome in ESO's map. If you push the two ESO zones together to better reflect the anthology map, this still leaves a space between Mor Kazgur and the eastern slope of Sorrow that could easily fit a city.

    Interestingly, placing the maps like that also suggests a natural pass between Deep Folk Crossing in Skyrim and the Rkindaleft valley in Wrothgar.

    Lorewise, it'd just be nice to have some sort of in-game exploration about how The Western Reach became Eastern Wrothgar, what happened to Imperial Governance, or what happened to the Direnni Strongholds. It seems like a waste of good story-telling opportunity and lore-ignorant not to ever go into that. Its the Year of the Breton and as @TinyDragon points out, its astonishing that the actual Legacy of the Bretons, - by lore, their Nedic and Direnni heritage- actually aren't being touched on at all.

    Edited by Supreme_Atromancer on July 4, 2022 11:15PM
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