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Initially founders of the World of Elder Scrolls hardly reflected on what revolution in the industry will make their child – the third part of an immortal series - The Elder Scrolls III Morrowind. Morrowind is very similar to Total War series here. And, as life shows, the people feeling passion to strategy, frequently also feel passion to RPG. First of all for such people, such as we are, who feel enjoys contacting with other worlds and civilizations we are making this mod.To head one of the Great houses for leading to its prosperity and to reunite dark elves under your power. Become the head of an imperial legion of a province, to put, at last, to the place of freedom-loving elves, or to head corprus hordes of Dagoth Ur and to banish all n'wah from the country. As leader of nords try to finish withering Redoran, or even to revenge dunmers for hundreds years of humiliation, having headed one of clans of Black Marsh.To combine incompatible, to transfer on base of Total War carefully maked world without having lost unique atmosphere which is not similar to something else. To embody dream of many fans of a series about more scales. And enjoy it of course. We plunge into the world of TES. Watch us.

Campaign starts
at 420 year 3 era.

Playable factions.

• The Great House Redoran
• The Great House Hlaalu
• The Great House Telvanni
• The Great House Indoril
• The Great House Dres
• House Dagoth (Sixth house)
• Tribunal Temple
• The Empire
• Ashlanders
• Nords of Skyrim
• Skaal
• Tribes of Black Marsh
Non-playable factions
• Dissident Priests
• Mythic dawn
• Rebels


• Dunmers
• Imperials
• Nords
• Argonians
• Dwemers
• Daedra


• Tribunal Temple
• Impreial cult
• Cult of ancestors
• Cult of Dagoth
• Daedric cults
• Cults of nords


• New ultrapolygonal models with HD textures.
• Hordes of orks, invasions of daedra, revolts of danmers (ashlanders)
• New skeletons and animations (Orks, siltstriders, dwemer centurions, daedra siege machines, etc.)
• New sound
• New environment and architecture.
• Artifact system and new role system.
• Factional systems of ranks and careers.
• System of guilds and knight order
• Strategical scripts that show factions relations

Image RSS Feed Latest Screens
Imperial Cities Imperial Forts (Castles) Skeleton (using models from Call of Warhammer)
Blog RSS Feed Report abuse Latest News: MWTW Beta: Factions

7 comments by MrBasileus on Dec 7th, 2013

So as to give you smth to test we have finally decided to release the mod beta version with pared down campaign map. Campaign will be devoted to the first stage of Vvanderfell colonization and let you to fight in the most populated West part of the island. Game starts in 3E415, you take control of 1 of 4 fraction: Imperial colonists, Great House Hlaalu, Great House Redoran and Ashlanders from Urshilaku tribe. Nord fraction will consist of pirates and raiders, they will terrorize the north coast of West Gash

Everyone has their own goals: Imperials are trying to extend their hegemony without increasing number of troops. In case of huge troubles they could under certain condition receive reinforcements from the continent.

Hlaalu to secure dominance should work harder to develop economy. Using diplomacy and mercs Hlaalu will expand their influence under this region.

Redoran first of all must overcome skaal’s raids and constrain ashlanders from the North, proving that they are still capable of showing their military might. In order to achieve this you will get small group of elite redoran warriors.

Ashlanders are against everyone: northern fur guys, renegade and traitors of the true faith, invaders from the West. Ashlanders exploit everything they can get from this scorched earth: they use guar as mount, able to hide in volcanic wasteland and could use mighty but rare silt striders.

Every fraction can improve their economy and recover lost knowledge by exploring abandoned dwemer and daedric ruins if they are able to banish dwellers. Also ruins can cause lots of troubles: you must keep your eye on them because ruins attract rabble, and they will use ruins as the base for raids and revolts.

In the upcoming dev journals we’ll look closer at other campaign features. Stay tuned!

Post comment Comments  (140 - 150 of 298)
jiggybeenie Dec 9 2012, 5:20am says:

looks quite promising! keep up the good work!

+2 votes     reply to comment
Guest Nov 23 2012, 2:29pm says:

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Gailstorm Nov 14 2012, 7:29pm says:

Any rough estimates on a release date?

+1 vote     reply to comment
MrBasileus Nov 15 2012, 2:10am replied:

As soon as

+1 vote     reply to comment
kibamoon Oct 25 2012, 10:32am says:

For the dwemeri a cool siege 'tower' could be the crashed steam air-ship on Solstheim, just make it so it can't go over the wall or something. Just a random thought I had while looking at this.

+2 votes     reply to comment
TheLastSilmaril Oct 4 2012, 3:32pm says:

Wow these new screens really got my hopes up for this mod! Now we know what you were doing this whole time without an update. Keep up the good work this looks very promising!

+3 votes     reply to comment
Executor-64- Sep 26 2012, 4:10pm says:

great idea :D
here's a better one: rename it to ELDER SCROLLS: TOTAL WAR
you will get more attention from the elder scrolls gamers
(especialy those snot-nosed kids who have plaid skyrim and now think they are elder scrolls veterans :P)

+4 votes     reply to comment
MrBasileus Sep 27 2012, 12:09am replied:

I think TES:TW (great acronym) must include all Tamriel. But our mod about Morrowind.
And I think Skyrim players heard something about Morrowind ingame.

+2 votes     reply to comment
conlk Oct 11 2012, 11:19pm replied:

Wow dude some of the people who first played Skyrim probally were playing pokemon when Morrowind came out and why would they be an idiot to play SKyrim first?

+3 votes     reply to comment
Guest Jan 28 2013, 3:34pm replied:

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