

Start as a lowly Sleeper and rise through the ranks to become Dagoth Ur's dark priest, general of the Sixth House army, and even a Dagoth! Join the malevolent Sixth House and serve your Lord Dagoth Ur

The Tribe Unmourned dialogueğleshes out and fixes the Sixth House with dialogue, voices and new items. "Ascended Sleeper", "Ash Ghoul") are unaffected. Only the named "Dagoths" have been changed, generic Sixth House creatures (i.e. This makes them a lot more challenging, but hopefully also more satisfying. My aim was to make every Dagoth creature feel like a boss fight, each requiring different tactics and preparation. These "properties" can come in the form of new abilities, spells, or both. I highly recommend it.Deadly Dagoths This mod gives every one of Dagoth Ur's kin one or more special properties, based on the properties of the randomly-found unique monsters in Diablo II. All those statics are actually activators that appear once you've completed certain reoccupation quests, so no sense of realism is lost.Īnd yes-I'd second the general opinion that Juniper's Twin Lamps mod is the better of the two-Navena's is a little too naive in its treatment of the matter of slavery, whereas Bro Juniper handles the whole issue with just the right amount of nuance, subtlety, and delicacy. Those screens are of the newly-occupied FIremoth. Political intrigue is thick and moral decisions are not necessarily cut-and-dried-just as we like it in TES III. Quests are coming along fairly slowly, though I'm keeping them as high-quality and lore-friendly as possible. They're the few, the proud, and the persuasive. (essentially stall any anti-Imperial civil unrest) among the MW populace through their own grand words and deeds, the Knights are throwing their lot in the mix.

To try and inspire a last-ditch love for the Emperor, the Empire, etc. During the tumultuous times of the MW main quest, we know that the Imperial Legion is failing HARD with their strategy of direct occupation of Morrowind province. They're the Emperor's elite showmen, if you will-they like being flashy and visible, but they usually have the skill to back up all their pomp. I'm putting my own spin on the previously vaguely-described faction: The Knights are less like knights in shining armor and more like PR men. Then, as a burgeoning member of the Knights, the player works to advance their agenda in the Morrowind area. All I can say here is wait for my Imperial Knights mod! Here are some The mod's going to focus on taking an alternative route to help the Knights reoccupy Fort Firemoth after overthrowing the Lich Grurn.
