Ascadia, Land of Pilgrimage is a total region overhaul for the Ascadian Isles. ALoP seeks to breathe new life into the veritable garden of Morrowind, giving the region its own distinct micro-regions, new interiors, grand bridges, reimagined farmlands, easter eggs, treasure hunts and a new Pilgrimage to undertake that brings you across the region.

Micro-Regions:

  • The Pilgrim’s Path: Most pilgrimages of the Seven Graces begin along the Pilgrim’s Path. Starting at a point called “Pilgrim’s Start”. The Pilgrim’s Start is also where one begins and finishes the new Pilgrimage of the Saints. The Pilgrim’s path is a long ‘region’, maintained by the Temple. Lush and filled with sites and roadside shrines, the dangers of the Ascadian Isles can still hassle those on the path, but it is still safer than wandering off into the wilds. Along the path are many places to stop, either for prayer or a detour elsewhere. The Pilgrim’s Path leads all the way upto and just past the fields of Kummu, ending where Hlaalu occupied farmlands begins.
  • The Ascadian Shores: Just south-east, south-west and west of Vivec City. This lushly vegetated area is rich with plant life and but lack any real infrastructure. Offering more of a scenic experience.
  • The Hlaalu Farmlands: The northern farmlands of the Ascadian Isles are mostly maintained by House Hlaalu. Several large plantations serve as the backbone of Ascadia’s food and provide a rich environment, primarily operated by the Dren and Arvel families there are now notable property borders and proud maintenance of the region.
  • Vivec City Outskirts: Just outside the grand city of Vivec, the lightly foliaged outskirts offer a contrast to the metropolis. This area is carefully watched by the ever-vigilant Ordinators, ensuring the safety of pilgrims and travelers. Infrastructure has been improved, with the addition of a chandler who oversees the candles of the region, new bridges and an optional main gate. The area remains a quiet threshold to the foreign quarter.
  • The Communal Farms: Situated north-east of Vivec, the communal farms are small, independent farms tended by local farmers with some support from the Temple and a little from house Hlaalu. The farms have been transformed into a humble, hardworking network of micro-farms. Where the food for the people of Vivec is farmed aswell as where young Silt Striders are now raised.
  • Ald Sotha Mora: Once the birthplace of Sotha Sil, destroyed by Mehrunes Dagon, the region surrounding the ruins of Ald Sotha have been turrned into the eerie woods of Ald Sotha Mora, where the trees and mushrooms grow in abundance. A stark contrast to the more peaceful areas of Ascadia, Ald Sotha Mora holds dark secrets. Under the watchful eyes of the Daedric ruin. This forest becomes a dangerous place at night, filled with dark forces that spill from the Daedric ruin or rise from the ashes unmarked mass-graves that litter the overgrown region. Only the daring and skilled will survive the trials of this ominous region at night.
  • The Suran Canyon: The region surrounding the small river leading into Suran has transformed into a dramatic canyon, where the white cliffs that now border all of Ascadia’s north, taper off into the sloughs and lakes of Ascadia. The tapering cliffs create a new rocky vista from the city of Suran, changing the makeup of its waterways and atmosphere of the land around it. Suran itself remains untouched for the most part, to ensure compatability. However, theback end of the town, near the temple has new rocks lining it’s exterior and there is an optional file for an overhauled bridge from the city that leads into the main Ascadian isles. Despite this, the canyon provides a distinctly new backdrop to this part of the region.
  • The Pelagiad Region: The majority of the area immediately surrounding this Imperial settlement has been left untouched to ensure compatibility with the various mods that overhaul the town. With that said the area not-immediately surrounding it, such as the path and the littoral zones where it meets the lakes of the Ascadian Isles.

Additional Features:

  • New Pilgrimage: To encourage further exploration and in the namesake of the mod, there is a new Pilgrimage for those who enjoy them to undertake. ‘The Pilgrimage of the Saints’. Scattered around the breadth of the Ascadian isles is a shrine to each lesser and greater saint of the Temple. Pilgrims can make prayer to each shrine and receive a token. Within the Isles is a brazier where one may toss the tokens when all are collected to receive a blessing from the saints for honoring them.
  • New Fauna: In addition to the vanilla creatures the Ascadian Isles is also home to several new dangers. the Ascadian Durzog and the Tiger Guar, which are both active predators added to the levelled lists. The Ascadian Durzog is a smaller but nimbler cousin to the Durzog we’re all familiar with. It doesn’t hit as hard or have as much health but is swift, agile and can be found in packs or alone. The Tiger Guar on the other hand is not as common as the Ascadian Durzog and is a predatory cousin to the Guar can be found at all stages of its life within the region.
  • Not quite Fauna but also worth noting is that after nightfall special encounters can be found within the woods of Ald-Sotha Mora. With special Daedra variants and restless revenants that haunt the woods, the region becomes notably more dangerous at night. Even at day the region is more dangerous than the rest of the Ascadian Isles. Travel with caution and bring a scroll of intervention.
  • Lots of other Secrets: Hidden treasures, secrets, scavenger hunts, hidden quests and all manners of adventures await discovery across the entirety of Ascadia. Return stolen armor to a vengeful spirit to receive a reward or delve into the den of a Durzog mother.

World Edits:

Extensive flora, clutter, and detailing to virtually every exterior cell of the Ascadian Isles, minus the main towns and settlements.

Makes landscape edits to the following cells: (1, -9), (2, -8), and (2, -9).

Other Notes:

Confirmed Compatible With:

  • Beautiful Cities of Morrowind
  • Vivec Lighthouse
  • Great Seawall of Vivec
  • Beacons of Mamaea
  • Suran Expansion
  • Galen Quest
  • Vivec Islands
  • Mournhold Canton
  • Seven Graces Shrines

Confirmed Conflicts With:

  • Gates of Ascadia
  • Abdis Pipe Emporium - Note: See Compatibility Version by Lucevar
  • Little Landscapes’s - “path to Balmora” “Path to Pelagiad” & “path to vivec Lighthouse”
  • Minor conflict with AATL’s Static Encounters (carriage stuck in tree)
  • Some enemies may spawn in ‘friendly’ areas with “Friends and Foes”
  • Several minor floaters with ‘Jade Springs’
  • Any other Ascadian Isles region overhaul
  • Arvesa (if loaded after the Arvesa file, otherwise should work fine)