

Nords, one of the playable races, own the island of Solstheim, having so far resisted colonization by the Dunmer (Dark Elves) that populate Vvardenfell. The foliage is completely new, a collage of green and snow-covered pines, rock formations, half frozen rivers, and ice-covered lakes. Weird boar-riding goblin mobs patrol the wilderness, growling ice wolves roam in packs between the trees and ice flows, and enormous shambling bears prowl on four legs. Stepping onto Solstheim is like getting lost in a Scandinavian dream. That island is called Solstheim, and after the expansion is installed, sits just northwest of the main island Vvardenfell at roughly one-fifth its size (there’s a fold-out color map of the island in the box). Bloodmoon arrives with the same enhancements intact, but instead of limiting you to Tribunal’s indoor creature gauntlets, it digs out an entirely fresh and semi-arctic island to explore. Tribunal added even more to the bulging buffet, cleaning up the interface with an improved quest log and the ability to add notes to the map. Morrowind was huge, an experience not unlike trying to drink the ocean with a teaspoon.
