Architecture of The Elder Scrolls

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[edit] Morrowind

There are several different types of original architecture present in the computer game The Elder Scrolls III: Morrowind, for Microsoft Windows and Xbox. These styles can be organized into a number of categories; Western, Redoran, Hlaalu, Telvanni, Dwemer, Velothi, Daedric and Common.

Seyda Neen comprises primarily Western architecture (with a subset of poor-quality shacks).
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Seyda Neen comprises primarily Western architecture (with a subset of poor-quality shacks).

[edit] Western

Western, or Imperial, architecture is found throughout Morrowind as a result of Imperial rule (inspired largely by Roman and British/French cultures) on Vvardenfell. It is marked by thatched roofing and a simple stonework/drywall design. The interiors are primarily simple, akin to idealistic medieval fantasy housing. This style of architecture is found almost exclusively in Imperial Fort towns (with the exception of Seyda Neen and Dagon Fel, which are isolated Imperial trading towns, and few other examples)

Western Settlements

Fort Buckmoth | Caldera | Dagon Fel | Ebonheart | Fort Frostmoth | Fort Moonmoth | Seyda Neen | Wolverine Hall

Ald'ruhn, shown above, is the capital of House Redoran (Skaar, Top Left)
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Ald'ruhn, shown above, is the capital of House Redoran (Skaar, Top Left)

[edit] Redoran

Redoran architecture is found primarily in the Ashlands Region of Western Vvardenfell, and is so named for House Redoran, one of the three main political factions on Vvardenfell. This architecture is made up of buildings that resemble the carapaces of now extinct giant crustaceans; an effective measure against the sandstorms that regularly occur. The majority of the interior of such buildings is actually buried underground, with the shells themselves usually only consisting of the entrance. The most notable example of Redoran-style architecture, which evidently inspired the style, is the Skaar, a gigantic shell of an ancient Emperor Crab, which is the seat of House Redoran, and holds many of the Redoran councilors' manors.

The interiors of Redoran buildings are usually warmly lit and ornate, with the walls and ceilings carved in a myriad of patterns and designs. This is in juxtaposition to the exterior feel of Redoran Towns, which appear neglected and simplistic. This may be largely due to the fact that the outdoors of the Ashlands region are regularly pummelled by ash storms.

Redoran Settlements

Ald'ruhn | Ald Velothi | Gnisis | Maar Gan

Balmora, the Capital of the Great House Hlaalu.
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Balmora, the Capital of the Great House Hlaalu.

[edit] Hlaalu

Found only in the Ascadian Isles and Bitter Coast regions, Hlaalu design is far more conventional than Redoran architecture. Hlaalu towns consist of relatively simple mud/clay buildings (most probably a result of their location on rivers and along the coast) with wooden supporting beams, and can be compared to adobe mud-brick housing of Arabic, North African, or Mexican design. Their interiors are most easily compared to the Western feel (House Hlaalu is, by far, the most pro-Imperial House, though it's debatable whether this has any impact on their architectural style).

Hlaalu Settlements

Ascadian Isles | Balmora | Gnaar Mok | Suran

Ancient Dwemer ruins.
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Ancient Dwemer ruins.

[edit] Dwemer

Found all over Vvardenfell, Dwemer ruins are artifacts of an ancient, relatively technologically-advanced civilization. The architecture style is primarily utilitarian, made up of metallic (perhaps bronze or iron) constructions. The exterior of such ruins consists usually of ruined towers, out-buildings, and, occasionally, large statues, while underground vast complexes can be found where legendary dwemer machinery still runs. These passages are made up of large square rooms made of the same bronze-coloured rusted metallic material. These ancient halls are usually occupied by dwemer animunculi, automated guards powered by what appears to be steam as well as some form of magic. The ruins are typically lit by what appear to be crude electric light bulbs.

Dwemer Ruins

Arkngthand | Nchuleftingth

Sadrith Mora, the Telvanni Capital City
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Sadrith Mora, the Telvanni Capital City

[edit] Telvanni

Telvanni architecture is unique in that it is actually organic in nature. Typically created out of a form of native giant mushroom, Telvanni buildings are grown through the magical manipulation of these growths by House Telvanni Mage-Lords. Telvanni towns are generally communities that have sprung up around the Tower of a Telvanni Wizard, and are composed of smaller examples of the same material. The interiors of such buildings mirror their exterior organic nature, made of an indescribable mushroom/wood material, furnished with common beds, tables, etc.

Telvanni Settlements

Sadrith Mora | Tel Aruhn | Tel Branora | Tel Fyr | Tel Mora | Tel Vos

The city of Vivec, the largest in Vvardenfell, is composed of a number of nearly identical cantons.
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The city of Vivec, the largest in Vvardenfell, is composed of a number of nearly identical cantons.

[edit] Velothi

Velothi architecture is usually proscribed to the Tribunal Temple, the major religion in Morrowind, though the style has historical contexts that extend far into the past. The largest city on Vvardenfell, Vivec (The centre of the Tribunal faith on Vvardenfell, and home of Vivec, one of the three Living Gods of the Tribunal) is designed in this manner, consisting of massive multi-level structures composing the individual cantons, made of some form of clay within which are enclosed entire communities. Other Velothi architecture can be found in the regional Tribunal Temples in all the major towns and Velothi Towers, which are scattered around Vvardenfell, and pre-date the Tribunal. The style is similar to that of Hlaalu towns in its materials, but is far more ornate and aesthetically orientated. In addition to the regions noted below, Velothi architecture can be seen in regional temples and Velothi towers throughout Morrowind's Vvardenfell.

Velothi Settlements

Ghostgate | Molag Mar | Vivec

In this small water-front town, the common architecture makes evident the local poverty.
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In this small water-front town, the common architecture makes evident the local poverty.

[edit] Common

The only type of structures in the Common architecture are simple and basic, composed primarily of wood and straw. The houses are small, floor-less shacks with few furnishings. The only other type of structure seen are wooden docks, as most Common towns are along the water-front.

Common Settlements

Ald Velothi | Gnaar Mok | Hla Oad | Khuul | Seyda Neen

Nordic architecture is only seen on Solstheim
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Nordic architecture is only seen on Solstheim

[edit] Nord

Nord houses are made from wood, and decorated with patterns similar to Viking houses. Insides are made from wooden planks, decorated with animal fur. Some nordic buildings have strange wall carvings. Mostly they resemble Norwegian and Celtic design, but there also appear some Islamic kufic calligraphy.

Nord Settlements

Raven Rock | Skaal Village

[edit] Indoril

House Indoril architecture can be seen in the city of Mournhold, in the Tribunal expansion. It features high walls and doors, and uses expensive stones colored dark pink and green, and have bronze roofs.

Indoril Settlements

Mournhold

[edit] Sixth House

Shrines of the Sixth House cult (the cult of the lost ancient House Dagoth) do not have architecture, per se, given that they are built within ordinary cave systems. However, they do have a particular style of decoration, being adorned with glowing red candles and dark furnishings covered in ornate patterns.

Sixth House cult bases

Ainab | Abinabi | Assemanu | Bensami | Hassour | Ilunibi | Mamaea | Maran-Adon | Missamsi | Piran | Rissun | Salmantu | Sanit | Sennananit | Sharapli | Subdun

[edit] Daedric

Daedra Shrines are constructed for particular Daedra lords, and quests are given inside many of them. This type of structure contains twisted works of carved rock (mostly black with some dark purple), and the interior usually contain one or two levels and occasionally an inner shrine with a statue for the Daedra in question. This style makes use of large, angular geometry, arcane writings, and ovalish, lopsided entrances. These shrines were likely built by the Chimer/Dunmer many centuries before the events of the game.


Daedric shrines

Shrine of Sheogorath | Shrine of Malacath | Shrine of Clavicus Vile | Shrine of Azura | Shrine of Mehrunes Dagon | Shrine of Mephala | Shrine of Molag Bal | Shrine of Boethiah

[edit] Ancient Chimer Stronghold

A large, flat, terraced structure, reminiscent of ancient Central American pyramids like the Pyramid of the Sun in Teotihuacán. These usually have a few inner compounds, those usually being a propylon chamber for teleportation and a main complex with (usually) two levels. These structures sometimes have large underground complexes as well. They can be named both Chimer and Dunmer strongholds, as this historically is the same race.

Chimer Stronghold ruins

Andasreth | Berandas | Falasmaryon | Falensarano | Hlomaren | Indoranyon | Kogoruhn | Marandus | Rotheran | Telasero | Valenvaryon

[edit] References