the Underking, he absorbs its power, passes into eternal rest, and creates a large "magicka free" area around himself. If Gortworg is victorious, he uses the Numidium to destroy the Imperial forces and the "Bay Kings", the rulers of the several provinces of the Iliac Bay. The Underking arrives shortly thereafter to destroy the first Numidium once and for all, losing his own life in the process. Gortworg then succeeds in creating Orsinium, a kingdom of Orcs. If the Blades are victorious, they succeed in recreating the first Numidium and use it to defeat the Bay Kings and the Orcs as well as unite all the provinces of Tamriel under the empire once again. If any of the Bay Kings win, that king will use the first Numidium to defeat all the other kings just before the Underking destroys him and itself. If Mannimarco receives the Mantella, he uses it to make himself a god. One more ending, as described in the strategy guide The Daggerfall Chronicles and elsewhere, was planned by Bethesda, but is not achievable in-game: if the player activates the Mantella while in possession of the totem (the controlling device of the Numidium), the Numidium will slay the player, go out of control, and be destroyed by Imperial forces. Development Work on The Elder Scrolls II: Daggerfall began immediately after Arenas release in March 1994. The project saw Ted Peterson assigned the role of lead game designer. Originally titled Mournhold and set in Morrowind, the game was eventually relocated to the provinces of High Rock and Hammerfell, in Tamriel's northwest. By mid-1994 Daggerfall was the new name. Developers at first planned to connect it with Arena and one or two more games as done with Might and Magic: World of Xeen, but Arenas experience-point based system was replaced with one that rewards the player for actually role-playing their character. Daggerfall features an improved character generation engine, one that includes not only Arenas basic class choices, but also a GURPS-influenced class creation system, offering players the chance to create their own classes and assign their own skills. Daggerfall was initially developed with an updated 2.5D raycast engine, like the Doom engine, but it was eventually dropped in favor of XnGine, one of the first truly 3D engines. Daggerfall realized a gameworld "the size of Great Britain," or approximately 209,331 square kilometers filled with 15,000 towns and a population