Dialogue starting with the letter L:
latest rumors
- "Have you noticed, for all its proclamations about protecting the rights of property and preserving law and order, the Imperial legion does little enough to capture and prosecute abolitionists? That's a bit hypocritical, don't you think?"
- "At first, it seemed the fuss about the Nerevarine prophecy was just silly superstition. Then I learned that the Dunmer have been waiting for Lord Nerevar to come back for centuries. The 'Incarnate', they call it. Every few years an Ashlander appears, and the tribes call him the Incarnate. Then the Temple goes out, hunts him down, and reveals him as a fake. Why does the Temple worry so much about it?"
- "I must tell you, all this self-righteous Western clamor against slavery is really tiresome. Our right to own slaves is protected by law -- IMPERIAL law. People who free slaves are breaking the law. It's as simple as that."
- "These Imperial tax collectors have really started to get on everyone's nerves. Haven't seen the local one in a while, though...not that anyone is complaining."
- "I've heard that the local tax collector, Processus Vitellius, is missing. No surprise, really. He wasn't well liked around here."
- "Have you seen Ienas Sarandas lately? What a remarkably good-looking young man he is. And so tastefully dressed. I thought I heard something about him having a little money trouble, but you'd never think it to look at him. And I hear he has become a prisoner of strong drink. That would never have happened while his devout, Temple-fearing parents were alive."
- "I heard how you handled that affair with Ienas Sarandas. And a very pretty thing you did. The town's merchant's think the world of you. The word is all over town. Have you heard he has given his house to the Temple and is studying to be a priest at the Ald'ruhn Temple?"
- "I heard how you handled that affair with Ienas Sarandas. And a very pretty thing you did. The word is all over town. Have you heard he has given his house to the Temple and is studying to be a priest at the Ald'ruhn Temple?"
- "I heard how you handled that affair with Ienas Sarandas. I hear Ienas Sarandas was found dead in his home. I don't suppose YOU had anything to do with that? Of course, there were no witnesses. But everyone knows you killed that poor fool. Don't think anyone here will forgive you for that."
- "Redoran is not going to stand by and watch Telvanni setting up those bases without a charter. Ever since we let the Telvanni get away with Tel Vos, they've been sending out wizards and mercenaries to stake their claims on promising sites. And if we don't do something about it, those damn necromancers will end up on our doorsteps."
- "Athyn Sarethi may be the 'Hope of the Redoran,' but someone wants him dead. He's fended off three Morag Tong attacks already."
- "Morvayn Manor was overrun by corprus monsters. I thought they couldn't get out of the Ghostfence."
- "House Redoran isn't going to let those Hlaalu take Caldera and the ebony mines without a fight. Caldera is traditionally House Redoran territory, so we are the ones who should have the charter. As soon as we have proof that the Hlaalu are cheating the Empire, we'll take Caldera back by force."
- "There's a ban on new Great House settlements without Duke Dren's approval, but rogue Telvanni are developing sites in defiance of the Duke's orders. I hear these rogue Telvanni are just ambitious hedgewizards -- not full-blown Telvanni mage-lords -- so they might be easy pickings."
- "Everyone says Varvur Sarethi murdered Bralen Carvaren, but I don't believe it. They were the best of friends."
- "These outlanders won't be happy until slavery is outlawed. Personally, I don't want slaves. No one I know has any. But it's our right to have slaves, by law and custom, and it's none of their damn business."
- "The other day a Redoran in Vivec refused a duel. With cowards even in House Redoran, who will protect us next time the Nords invade?"
- "Did you hear Bolvyn Venim killed another outlander in a duel. The man was an officer in the House Guard, but Bolvyn Venim insulted his ancestors at a meal, so of course the officer had to demand satisfaction. And of course he had no chance against Venim. So it was murder, really. You're an outlander, yes? Then take warning. Be very careful in your dealings with Venim. Or, better yet, stay away from him."
- "Some Ashlanders near Maar Gan have been bragging about how they captured a famous noble. I wonder who it is."
- "The guar herders west of Ald'ruhn were having trouble with bandits."
- "You won't believe what old Avus said yesterday. 'I could live in a nutshell and be consumed with infinite space were it not that I have bad dreams.' What the hell is he talking about?"
- "A guard found Naryn walking around in his nightshirt near the fort. He said he didn't remember how he got there. Sounds to me like he's getting old before his time."
- "It's not bad enough with the blight storms this year, but the Ashlanders are also going crazy, jumping caravans and pilgrims, raiding villages, scrapping with the Legions. They ought to send the Legions out and teach them a lesson."
- "Why is everybody so grouchy and tired lately? You don't suppose folks are all having bad dreams all at once? I'm not saying I'm having bad dreams. No, sera, not at all. I'm fine. But you do hear folks talking among themselves sometimes. About having bad dreams and not being able to sleep nights."
- "Yeah. Right. The Temple SAYS this Peakstar heretic is dead. But did they produce a body? I don't see no body."
- "Everyone knows who really runs House Hlaalu. It's not the councilors. No one sits on that council unless it suits Orvas Dren."
- "Well, the Temple has always said that madness is a soul sickness, and a sign of sin. But in the Empire, they say it's just another kind of disease."
- "Look. It's not just the crops and herds. The blight storms are making everyone sick. It's not an easy cure, even for a Temple, and all they've got in the backcountry is the odd healer and pilgrim shrine."
- "I heard Bolvyn Venim was having an affair with the wife of one of the other Councilors."
- "House Hlaalu would much rather have the Caldera charter, thank you very much, and run those ebony mines ourselves. But it hasn't worked out so badly. The Imperial Caldera Mining Company is laying out the cash and doing the work, and we're talking the cream off the top in graft and bribes. No wonder Redoran is angry. And when they're angry, they're dangerous."
- "These outlanders won't be happy until slavery is outlawed. Our plantations depend on slaves, mostly down south in Dres District, but here in the Ascadian Isles, too. It's our right to have slaves, by law and custom, and it's none of their damn business."
- "Uriel Septim is sick, and wizards say his heir, Geldall Septim, and the younger Septims, Enman and Ebel, are just doppelgangers placed in the household during Jagar Tharn's tenure as Imperial Battlemage. They say the Guard charged a mob demanding destruction of the false heirs -- lots of folks were killed."
- "House Redoran is really steamed up about the Caldera land grab. They say that Caldera is in their territory, and that they should have gotten the charter. Worse yet, they say that Hlaalu is skimming the top off the Imperial fatcat company that got the charter. Since it's an Imperial company, Redoran can't even get a House War contract on it. It'll come to violence, you mark my words."
- "Odral Helvi was arrested on charges of smuggling. It seems someone he hired for a delivery of smuggled ebony turned him over to the authorities. Now Helvi's cooling his heels in some lockup on the mainland, awaiting trial."
- "I heard a shipmaster on the Tel Mora-Dagon Fel run dropped a group of wizards and mercenaries off on a little island somewhere. Think that was a bunch of rogue Telvanni planning to set up a base?"
- "Kirginia is back in Dagon Fel. And when you see Kirginia, you know there's smuggling going on."
- "With all the unrest in Cyrodiil City, a trooper told me they might have to recall the Legions to protect the Emperor."
- "The smugglers working out of Shurinbaal lost their contact in Balmora. I hear they're working now with someone in Ald'ruhn."
- "Yes, I've heard what Bilsa Andaram has been saying. Of course they're smugglers on the West Gash coast. When was that ever news?"
- "Some strange men came through here not long ago. Stopped by Thongar's Tradehouse. Tight-lipped, suspicious bunch."
- "It was inevitable. The local criminal organization, the Camonna Tong, wasn't going to stand by and let the Thieves Guild set up shop in their territory. It'll be bloody. And the Thieves Guild doesn't stand a chance."
- "Some Ashlanders nearby have been bragging about how they captured a famous noble. I wonder who it is."
- "Tilena Thalor will never stop smuggling. It's all she knows. And if you see her here in Maar Gan, she's got something going on. But where?"
- "Did you hear about the pilgrims headed east of Lake Nabia, northwest of Mount Kand. That's no place for a party of pilgrims."
- "It's the law of Morrowind. Slavery is legal. The Empire doesn't like it, but the Emperor signed the Armistice, and that made it legal for the Dunmer to retain their ancient laws and customs. Now, there's some Abolitionists who say, 'To hell with the law... slavery is wrong.' I'm not saying I disagree, in theory. But it's the law."
- "A rumor says the Emperor has repealed the War Tax. We've heard nothing official here, but it's about damn time. We haven't had a war in ten years."
- "And how do you think it was that bloated Imperial plutocrats got the charter to exploit the Caldera ebony deposits, and not a native Great House or local colonist? Big fat bribes, I tell you. And friends in high places."
- "We've been fortunate. We tested the resolve of the Duke and the other Houses when we grabbed Tel Vos. And we found out they weren't going to fight to protect the settlement charters, we sent out our deviants and malcontents to stake new claims. Some will survive, some won't. Hlaalu and Redoran have to respond. But in the end, the ones that survive will extend our power and influence here on Vvardenfell."
- "These outlanders won't be happy until slavery is outlawed. I don't know what I'd do without slaves. Hire some shiftless, untrustworthy, evil-smelling pauper? It's our right to have slaves, by law and custom, and it's none of their damn business."
- "Of course, most Mages Guild wizards are pathetic clowns. But I must admit, that lizard that goes by the barbarous title of 'Skink-in-Tree's-Shade' is a very astute practitioner, almost as sage and learned as Telvanni aspirants five times his age. But I have heard he carries his anti-slavery politics a little too far, and much farther than Imperial law allows."
- "The Temple forbids the worship of the four bad Daedra -- Mehrunes Dagon, Malacath, Molag Bal, and Sheogorath. But it's a big island, and there's a lot of wilderness, with lots of old Daedric ruins just waiting for a new group of worshippers. The Ordinators have their hands full with heretics and dissidents at home. They can't go out chasing Daedra lovers."
- "This caravaner friend of mine says that with so many more blight storms around Red Mountain this year than last year, he's thinking about getting out of the business."
- "Narese Athrys found a rogue Telvanni base out in the middle of the ashlands, but she used Almsivi Intervention to escape, and now she doesn't know exactly where the base was."
- "Wonder where those young Telvanni were headed with all that gear? Shipmaster said they had quite a load."
- "You know, I just heard someone say they'd heard about smugglers on the coast around here. Sorry. I don't remember the details."
- "Did you hear they stuck that Dissident Priests guy Malur Omayn in the Ministry of Truth? I guess the Temple Priests and Ordinators figure they can straighten him out in there. I'll bet they can."
- "Have you heard? Seven victims? Here in Vivec? All with their throats slit? When it was just a few outlanders killed, the Ordinators weren't making much fuss. But now that they've had two of their own people with slit throats, they seem very concerned at the Hall of Justice. I've heard that the Office of the Watch is quietly looking around for some special help. Anything that can kill TWO Ordinators before they can draw their weapons sounds like it will NEED special help."
- "What could kill two Ordinators before they can draw their weapons? Slit their throats? Happened right here in Vivec. Got to be a sorcerer or vampire. The Office of the Watch in the Hall of Justice is worried about sending their own Ordinators out after this killer. The rumor is that the Office of the Watch is looking for outside help. You're an outlander. Did you know five other outlanders were killed just the same way?"
- "You've got to hand it to the little daemon-charmers. They surprised us. The Telvanni got these little groups squatting down all over the island, and we've done little to stop them. They're going to be tough to root out. It's going to cost money and lives. But we better make the investment now, before it's too late."
- "The guys who are making the REAL money are the tax agents and bureaucrats. They take their percentages off the top."
- "I hear there's a secret organization called the Twin Lamps. It helps runaway slaves escape. It's against the law to aid runaway slaves. But I think slavery is wrong, and I can understand why these Abolitionists would be willing to break the law."
- "House Redoran has been sending groups of mercenaries against the rogue Telvanni bases cropping up out in Molag Amur and the Ashlands. They don't seem to be having much luck, even though these rogue Telvanni are small fry compared to the mage-lords of the Telvanni towers. Maybe the hard-headed Redorans are sticking too closely to the armored-knight charge-and-bash drill. Maybe someone with a little subtlety might do better."
- "I heard someone kidnapped Miner Arobar's daughter."
- "House Redoran has been sending groups of mercenaries against the rogue Telvanni bases cropping up out in Molag Amur and the Ashlands. They don't seem to be having much luck, even though these rogue Telvanni are small fry compared to the mage-lords of the Telvanni towers. Maybe the hard-headed Redorans are sticking too closely to the armored-knight charge-and-bash drill. Maybe someone with a little subtlety might do better."
- "Now that they found Lesley's little hole over by Ebonheart, where do you suppose she's moved her operation? It's got to be close by, with the volume of stuff she's smuggling."
- "So Herd the Bandit has become Herd the Pirate? I guess he's decided to try his luck with sea-going banditry. How do you like the idea of Herd and his mob in a boat? I hope they've invested in water-breathing potions."
- "The Office of the Watch says they got the one who killed the two Ordinators. They didn't say how. But I heard it was an outlander that tracked the killer down. And I also heard the outlander was a [PC Race] that looked a lot like you. What a remarkable coincidence."
- "I've been hearing of a lot of people with bad dreams, seeing bad omens, stuff like that. Haven't you?"
- "You'd think she'd be more discreet, seeing as how the Duke's her father. But Ilmene Dren is a strong-willed young woman, and she hates slavery with a passion. Her family's wealth and influence means nothing to her. She's proud of living in a St. Delyn slum. And she doesn't mind being seen with known abolitionists like that bookseller, Jobasha."
- "Have you noticed? People staying up until all hours of the night? Walking the streets? Tradesmen open all the time? Strange. Like they can't get to sleep or something. Or don't want to go to sleep. Maybe something in their sleep is bothering them. If you follow my meaning."
- "I'm telling you, it's making me worried. My neighbor was outside in the middle of the night last night, running around, talking nonsense, and in the morning, he doesn't remember a thing about it. Those scholars talk stuff about delusion diseases and such. What the hell does that mean? And why can't the priests cure it?"
- "The blight storms have been really bad this year. My friend who makes the Maar Gan pilgrimage every year got caught in a real doozy. He was in a pretty bad way until they got him back to a Temple."
- "It's not just the blight storms that're bad this year. They got all sorts of blighted beasts coming down from the mountain. It's pretty bad on the trails and in the outback villages."
- "It's strange, isn't it? Lots of people I know are having bad dreams. Seeing strange visions. Acting funny. The Tribunal Temple just goes on and on about sin and wickedness, but they're just religious fanatics. It is odd. Wonder if it has anything to do with all the blight storms this year?"
- "I know they announced it a while ago, but now the Temple Priests and Ordinators are really going after heretics, especially Dissident Priests."
- "People seem tired lately. Everybody is talking about it, giving all sorts of excuses -- the weather, noise, over-work, worries. But you also hear some people talking quietly about having bad dreams. You know the Temple doesn't want to hear that stuff, and folks keep it to themselves. But it would explain a lot."
- "Madness is a sickness in the soul. It comes from a lack of faith, and a love of sin. All this talk of bad dreams and bad omens, superstition... it's just a sign that people have abandoned the Temple and fallen into greed and wickedness."
- "Someone's been selling strange red statues in Ald'ruhn."
- "It feels like everyone's working too hard, trying to live the Good Life. Seems like everyone I talk to is always tired. Just not getting enough sleep."
- "Everybody's complaining about not getting enough sleep. Maybe it's the weather."
- "I tell you. This Peakstar? The Temple says she's dead. So how could she be the Nerevarine if she's dead?"
- "The blight storms have been so bad around Red Mountain this year that the crops and herds of the outlying villages are really suffering. The price of everything is got to go up."
- "I hear the same thing from everybody. Everybody's feeling tired. Wonder if something is going around."
- "Tanusea Veloth has the Divine Disease, but she refuses to leave the city."
- "A sailor from Soulrest says he heard the Expeditionary Force has put down the tribal uprisings in Black Marsh. He says local traders expect exports of gold and timber to resume after the plantations and mines are rebuilt."
- "You know what I heard about Baram? The other day he woke up in the Temple, but couldn't remember how he got there or why he went there. He made a big joke of it, saying he must have tied one on last night, and forgot all about it."
- "Our new mage-lord, Master Aryon, has done a lot for Tel Vos, and most of us are very happy with him. But he is still having trouble with the nearby Zainab Ashlander tribe. Part of the problem is that we settled villagers and the Ashlander nomads don't really understand each other very well. Aryon's captain, Turedus Talanian, is looking for someone who can help forge a bond with the Zainab. If you know anything about Ashlanders, you might be able to help them out."
- "The Legion Champion, Larrius Varro, over at Moonmoth Legion Fort, has sworn an oath to stop corruption. He hasn't had much luck going through official channels. The syndicates have got their people covered coming and going. He'll never get anywhere working through the system. He's going to have to find someone who can get him around the system. Or through the system. Like straight and HARD through the system."
- "People don't realize how deeply the Dark Elves resent the Occupation. The real powers behind the Hlaalu council, Orvas Dren and his Camonna Tong syndicate, nurse those ancient resentments. They haven't a chance of challenging Imperial authority now, but if the stability of the Empire were threatened -- for example, if the legions were recalled because of some problem with the Septim succession -- Dren and the Tong might move openly to drive the Imperials out of Morrowind."
- "Everyone knows the Balmora magistrate, Nolus Atrius, is on the take. Thieves, thugs, and murderers are getting ridiculous sentences, or paying a drake and walking free. But they'll never get Atrius. He's got fatcats and family back in the City to cover him. The Legion Champion, Larrius Varro, over at Moonmoth Legion Fort, he has sworn an oath to stop corruption. But I don't see what he can do."
- "They say someone hit the Camonna Tong at the Council Club. Hard. And the guards SAY they're very concerned, and they're following all leads... But somehow they don't seem very sincere. And Larrius Varro? Champion at Fort Moonmoth? He's been quoted as saying, 'I swore an oath to stop corruption, but it seems the gods have seen fit to fulfill my oath for me.' And you know what's funny? Someone said they saw YOU talking to Larrius Varro several times recently. A coincidence? I don't think so."
- "That bigmouth Varro over at Moonmoth Legion Fort says he's going to stop corruption. He doesn't know what he's talking about. What he calls corruption is just the routine greasing of the wheels of commerce. These outlanders come in here and think they know how things should work. They don't understand anything about the way things work in Morrowind."
- "Heard about the Gateway haunting? A ghost is haunting the South Turret bed chamber. Somebody drives it out? And it comes right back. The Gateway is too new to have its own haunts. Some sorcerer up to mischief is my guess. But it's ruining business at the Gateway, and Angaredhel the Prefect is NOT happy. Be good if somebody would take care of it before someone gets hurt."
- "I hear you're in a little trouble with the law. Why don't you pay the magistrate? You know you owe it. Why don't you pay it?"
- "Everyone's saying you've got a price on your head. Some people are going to start looking at your skin like it might be a handy way to pay off a few debts."
- "It is not a rumor. It is the truth. Lord Dagoth, Dagoth Ur, Lord of the Sixth House, and Savior of the Dunmer people, has awakened. And with him shall all sleepers awaken, and Morrowind shall be cleansed of the stain of false gods and foreign rule."
- I've heard there are a number of young locals who follow a vampire named Lord Irarak. They hide themselves in one of the ancestral burial tombs nearby and do whatever it is they do. Idiots, if you ask me."
- "I've heard that the youngest Llethri runt has decided he wants to become one of your kind. Maybe you can help with that. Of course, his mother is against it, and she's got a lot of money."
- "I've heard rumors of a vampire hunter in the city recently, dark one. You should take care."
- "I've heard that there's a powerful vampire in the Drethan tomb near Ald Daedroth. She's slaughtered any mortals that have gone in the place. From what I've heard, she's killed a number of your kind as well."
- "I've heard that Miun-Gei in the Foreign Quarter is getting really fed up with some obnoxious Breton selling wares outside his shop. Ridiculous what some people will do to earn a drake."
- "I've heard that Miun-Gei the enchanter is getting really fed up with some obnoxious Breton selling wares outside his shop. Ridiculous what some people will do to earn a drake."
- "Crassius Curio is quite a patron of the arts. He commissioned some artists to do a mural for him, and I heard that he has written a new play, and would like to have it performed."
- "I've heard that Balen Andrano over in the Redoran section has had a real tough time lately. He's losing a lot of business."
- "Did you hear about poor Jeanne? No one will go into her store anymore. People say it's haunted."
- "Poor Moroni Uvelas. Her husband hasn't been home in days, and she's worried about him. No telling what that no-good man is doing."
- "There's been a pretty bad rat problem in the Telvanni section of Vivec. Audenian Valius the enchanter has gotten the worst of it, apparently."
- "I have heard that you have taken personal vengeance for the murder of Airan-Ahhe, dead husband of our trader, Kurapli. This is well done, Clanfriend. I have also heard that she gave you Spirit Spear. May it find a home in the hearts of your foes."
- "Are you [PC Name]? I heard the strangest thing. Someone said they heard you spoke with Tiber Septim at Ghostgate. The Emperor. The one who built the Empire, and died centuries ago, and became a god. They say the Emperor gave you a lucky coin, and blessed you with good fortune. That's just a story, isn't it? It couldn't be true, could it?"
- "You were visited by Tiber Septim! We heard this -- we were told that the Oracle of the Imperial Cult in the Imperial Chapels of Ebonheart says you saw Tiber Septim. Did you see him in the flesh? Did you see his ghost? Did he come and speak to you? Is that true? Wonders never cease."
- "It may come as a surprise to you, but some of us don't like outlanders. And don't want to talk to them."
- "They call them 'corprus beasts.' They come from Red Mountain. Once they were men. Then blight storms come. They walk in the storms. They get sick, grow fat and stupid. Now they wander like mad beasts, killing and eating. Very bad, very bad."
- "We know of the Nerevarine prophecies. We have also heard that an outlander comes to fulfill these prophecies. Perhaps you are that outlander. Perhaps not."
- "Everyone is very curious about this outlander who claims to be the Nerevarine."
- "We are living in strange times, outlander. The voices that speak in dreams say the Sleeper awakes. Dagoth Ur stirs beneath Red Mountain, and all his hosts shall spill forth and spoil the land."
- "Ghosts and Ancestors! We have heard how you went to Kogoruhn, and what you found there. It is terrible. And we have heard of Azura's cave, and the great ring. Will you show this ring to me? Please? Truly. It is a marvel."
- "So. You are Nerevarine. When will you go to Red Mountain to face the Devil Dagoth Ur?"
- "The ways of the world are mysterious. How strange. The Nerevarine, an outlander."
- "You are the prophesied one? Strange times. When will you go to Red Mountain to face the Devil Dagoth Ur? When you go, you go with our blessing."
- "The skies are clear all over Morrowind? Even on Red Mountain? I cannot believe it."
- "The Blight is gone. Completely. Blue skies over Red Mountain. We all owe you a debt of gratitude."
law in Morrowind
- "Morrowind is governed under Imperial Law, and under the law and customs of the Dunmer Great Houses. Conflicts of Imperial and Great House Law are governed under the Treaty of the Armistice, which reserves most local government functions to the Dunmer Great House councils. Local Magistrates judge cases and determine sentences; local guards execute the judgements of the Magistrates and enforce the laws."
- Continue "Theft, Trespass, Assault, Foul Murder, and Contempt are serious crimes; criminals must pay fines or serve sentences of hard labor. Treason is a most serious crime, punished by death. Noble House Dunmer have right of appeal to the House Councils; Imperial citizens have right of appeal to the King of Morrowind and his Dukes. By ancient House custom, offended House nobles appealing to House councils may refuse to accept compensation and may demand death for many crimes."
- "Morrowind is governed under Imperial Law, and under the law and customs of the Dunmer Great Houses."
- "Conflicts of Imperial and Great House Law are governed under the Treaty of the Armistice, which reserves most local government functions to the Dunmer Great House councils."
- "Local Magistrates judge cases and determine sentences; local guards execute the judgements of the Magistrates and enforce the laws."
- "Noble House Dunmer have right of appeal to the House Councils; Imperial citizens have right of appeal to the King of Morrowind and his Dukes."
- "Theft, Trespass, Assault, Foul Murder, and Contempt are serious crimes; criminals must pay fines or serve sentences of hard labor."
- "Treason is a most serious crime, punished by death."
- "By ancient House custom, offended House nobles appealing to House councils may refuse to accept compensation and may demand death for many crimes."
lay healers
- "Lay healers gather ingredients for health and healing potions, and minister to the sick and hurt in poor and isolated communities. It is difficult and sometimes dangerous work, but the spiritual rewards are great. If you are interested, speak to Synnolian Tunifus at the Imperial Chapels in Ebonheart."
lay member
- "We accept all citizens of good character and earnest faith. We ask only a one-time pledge of 50 drakes to aid us in our good works. Thereafter, the only cost of membership comes when you use a healing altar -- modest and nominal fees which help us in our mission to bring the words and blessings of the Nine to those less fortunate than ourselves. Do you wish to join the Imperial Cult?"
- "We accept all citizens of good character and earnest faith. We ask only a one-time pledge of 50 drakes to aid us in our good works. To become a lay member of the Imperial cult, speak with Ygfa at Fort Pelagiad, Syloria Siruliulus at Fort Buckmoth, Somutis Vunnis at Fort Moonmoth, Ruccia Conician in the Grand Council Chambers in Ebonheart, or Lalatia Varian in the Imperial Chapels at Ebonheart."
lay servant
- "Lay servants serve the Imperial cult by doing various tasks. Not a lot of excitement, but safe, honorable, and rewarding. First you have to join the Imperial cult, then go to the Imperial Chapels in Ebonheart to get work. See Synnolian Tunifus to become a lay healer. See Iulus Truptor to become an almoner -- a fund raiser. See Kaye to become a shrine sergeant -- they do the more dangerous jobs."
lesser saints
- "The lesser saints of the Temple are: Saint Felms the Bold -- Butchers, Fishmongers, Saint Llothis the Pious -- Tailors, Dyers, Saint Meris the Peacemaker -- Farmers, Laborers, Saint Roris the Martyr -- Furnishers and Caravaners, Saint Aralor the Penitent -- Tanners and Miners, Saint Delyn the Wise -- Potters, Glassmakers, Saint Olms the Just -- Sailors, Chandlers, Clerks, Saint Rilms the Barefooted -- Pilgrims, Beggars, and Saint Seryn the Merciful -- Brewers, Bakers, Distillers."
light armor
- "The light armor discipline is the study and mastery of leather, boiled leather, chitin, and glass armor styles. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use."
limitations to our power
- "We are shunned by almost all who live in the sunlight. While some mages will tolerate us, all others consider us abominations. And the sunlight...do not walk in the sunlight. It will be your death."
little advice
- "If you're heading into the backcountry, always carry a couple of Restore Health, Restore Fatigue, Cure Disease, and Cure Blight potions with you."
- "If you find yourself stumbling into trouble when you're tired, stop being so reckless. Keep an eye out. If you're entering unfamiliar territory, and you think it might be hostile, slow down to a walk, look around, catch your breath, and be ready for trouble."
- "When you take a job, you have to have the good sense to hold off until you're stronger if it seems too hard for you."
- "Don't fight when you're tired. Don't try to cast spells when you're tired. You'll fail much more often when you're tired. That's why veterans always carry a couple of Restore Fatigue potions for an emergency."
- "If you kill yourself trying to complete a job that's too difficult for you, it's nobody's fault but your own."
- "If you want to improve a skill you're terrible at, it's worth paying for a little training, just to get you started. Sure, you can teach yourself, but it can be slow and frustrating."
- "If you take a job that's too hard for you, don't kill yourself. Wait until you're bigger and stronger, then try again."
- "If you do the crime, pay the fine, don't do the time. You might think a little hard labor isn't a bad price to pay, but while you're breaking rocks for the Empire, you lose the edge in your useful skills, and it takes a long time to get back to where you were before."
- "I've never seen a successful adventurer who didn't carry a couple of Divine (or Almsivi) Intervention scrolls with him on long expeditions. Two reasons. Emergency exit. And it lets you move a LOT more loot than you can carry on foot. And faster goes without saying."
- "Best bargain for a risk-taker is a jug of sujamma. Makes you strong as an ogrim -- not for long, but long enough."
- "If all it takes is a little persuasion, a flask of Telvanni bug musk is what you need. Makes even an Orc charming."
- "Yes, buying and selling Dwarven artifacts without an Imperial charter is illegal. But I've never heard of anyone pinched for it."
- "There's an enchanted transportation system in the old Dunmer strongholds. Created ages ago, but still works. You need a thing called an 'index' to use the system. Not many of them around. Collectors will pay a pretty drake for them."
- "If you want to know the sorcerer's tricks and trade, talk to Smokey Morth at Varo's Tradehouse in Vos. It's a long trek, but few sorcerers are as friendly and down-to-earth as Smokey."
- "If you want to know everything there is to know about being a mage, let me suggest Estirdalin at the Balmora Mages Guild. You want to talk to an expert in the trade, patient, and well-spoken -- someone who likes to talk about the subjects. You don't want a trainer -- not unless you expect to pay for the information. And you don't want someone too busy or important to talk to you. Try Estirdalin. He's smart, friendly, and ready to talk."
- "Are you interested in the healer's trade in Morrowind? Maybe you should talk with Ygfa at Fort Pelagiad in Pelagiad village. She's very nice, experienced, and very patient with questions."
- "Artisa Arelas is a well-traveled and knowledgeable pilgrim. She works over in the Canon Offices at the Temple. If you're polite and respectful, she'll answer any questions you have."
- "Eraamion at the Caldera Guild of Mages is a useful resource if you have questions about the nightblade's trade as it is practiced in Morrowind."
- "If you're looking for someone to talk to about the witchhunter's trade in Morrowind, you should talk to Melvure Rindu at the Hall of Justice in Vivec."
- "If you want to talk with a spellsword with extensive experience in Morrowind, talk to Strillian Macro at the barracks in Gnisis. He's served with several garrisons on Vvardenfell, knows the island and its people, and doesn't mind taking time out to talk with anyone who shares his interest in his profession."
- "Anarenen at the Ald'ruhn Guild of Mages is happy to talk your ear off about alchemy. He's been on Vvardenfell a while, and knows everything there is to know about practicing the profession here."
- "If you want to talk to an enchanter about enchanting, try Galar Rothan at the Telvanni Council House. He's not a stiff shirt like a lot of the Telvanni wizards, and he knows his stuff."
- "Tendris Vedran is the person I'd talk to if I wanted to know about the apothecary's trade in Morrowind. I've spoken with him on several occasions, and he's smart, well-spoken, and well-informed."
- "You want to know about traders and how they work in Morrowind, talk to Nalion at the Gateway Inn in Sadrith Mora. He knows what he's talking about."
- "Briring is a barbarian at the Skyrim Mission in Ebonheart. He's remarkably educated and well-spoken for a barbarian, but he knows the things a barbarian should know."
- "Have you met Gudling the Rascal in your travels? Lately he's taken up residence at St. Veloth's Hostel in Molag Mar. If you're interested in the hunter's craft, he's worth talking to."
- "Vala Catraso at the Ald'ruhn Guild of Mages runs a little class for new arrivals in Vvardenfell. And, by the way, she is also happy to talk about her vocation as priest."
- "It's hard to find a wise woman who'll talk about her trade. If you're interested, you might try Maela Kaushad in Vos. She married a villager, left the tribes, and settled down in town."
- "If you want to talk to a smith about his trade, talk to Garothmuk gro-Muzgub. He is not a master smith, but he's well-spoken, friendly, and knows a lot about smithing in Morrowind."
- "If you were to ask me for the model of a warrior, I'd have to say Miles Gloriosus. He's at the Andus Tradehouse in Maar Gan right now, on a crusade to kill off all the monsters sneaking through the Ghostfence, but he always has time to talk with an admirer."
- "There's a crusader in residence at Desele's House of Earthly Delights in Suran. His name is Snorri. Talk to him if you want a good, long lecture on a crusader's experiences on Vvardenfell."
- "The master-at-arms at Fort Pelagiad, Angoril, is a good source if you are curious about the master-at-arms's trade in Morrowind. He's a little long-winded, but he knows his stuff, and he's always willing."
- "Flaenia Amiulusus is a drillmaster at the Balmora Fighters Guild. If you want to talk to someone about the drillmaster's trade, she's the one I'd pick."
- "Mervs Uvayn has been an agent for House Hlaalu for quite a while. You'll find him at the Hlaalu Council Manor in Balmora. Talk to him if you want to know about the agent's trade."
- "Albecius Colollius is a veteran battlemage. He hangs out at Arrille's Tradehouse in Seyda Neen. Talk to him if you want to know about battlemages and how they work here in Morrowind."
- "My notion of the ideal knight is an Orc named Dumbuk gro-Bolak. He serves with the Legion under General Darius up in Gnisis. You'll usually find him in the barracks. Look him up. He knows his trade, and Vvardenfell."
- "Llevana Salaren at the Temple in Molag Mar is the most knowledgeable acrobat I know. I didn't say BEST acrobat. There's others who can leap higher and jump farther, but she can TALK acrobat talk better than any other acrobat I've ever met."
- "You should speak with the monk An-Deesei at the Argonian Mission. If the monk's life interests you, that is."
- "Athal Nerano is the proverbial 'silver-tongued rogue'. He knows the rogue's trade, and loves to talk about it. He lists his residence as Madach's Tradehouse in Gnisis."
- "If you want to talk to an archer about archery, talk to Ian in Ebonheart. You can usually find him wandering around on the plaza near the docks, where the dragon statue is."
- "Most assassins don't like to talk about their trade. Take the Morag Tong, for instance. Tight-lipped about everything. But Ingokning, the assassin at the Skyrim Mission in Ebonheart? He doesn't mind talking. In fact, he'll bend your ear if you aren't careful."
- "Fenas Madach is the thief's thief. Retired, of course. Or so he says. He has a business up in Gnisis, Madach's Tradehouse. You want to talk shop with a thief, go talk to Fenas Madach."
- "If you want to know about a place on Vvardenfell, talk to a scout. And the scout I'd talk to is Elone. You can find her at Arrille's Tradehouse in Seyda Neen. She's traveled all over the island."
- "If you need to know about clothes, and you want to talk to a clothier, talk to Milie Hastien in Balmora."
- "If you need to know something about the merchant's trade, talk to Bolrin in Ebonheart at the East Empire Company Hall. He's been a merchant with the East Empire Company here for years, and he knows his stuff."
- "Outlanders new in Vvardenfell do best in Balmora. House Hlaalu is Imperial through and through, and you get a good mix of native and Imperial people and services. Not as friendly to outlanders up north in House Redoran country, or down in big Vivec City, and DEFINITELY not friendly out east with the Telvanni wizards. Shop the outfitters, then check out the guilds for work. If you want to be adopted by a Great House, you'll need a patron, and that's easier when you've got a reputation."
- "The easy way to get started is to join a Guild. Do their jobs, earn your way up the ranks, get the discounts, training, and other services. Gets you out and around in Vvardenfell, a little at a time, get to know the country and the people. The Guild takes an interest in you, doesn't send you in over your head. The Fighters Guild and the Legion, anyway. The Mages Guild is another story. Some old chair-polisher, doesn't have a clue what he's sending you into, doesn't much care."
- "If you want to make your mark as a mage, you haven't got much choice. It's the Mages Guild or nothing. Oh, you can pick up experience and education from the Temple or the Imperial cult, but here in the settled West, the Mages Guild has all the best people, best libraries and facilities, best work opportunities. Of course, all the REAL wizards are Telvanni Dunmer, out on the east coast. But they are all either cranky or crazy or just plain mean. You got to be tough just to TALK with those wizard-lords."
- "One little word. 'Ingredients.' Pointy hats and bottlepackers all need their ingredients. Go out, pop a skeleton apart, get the bonemeal, make a quick drake. Now, you have to be careful, because the locals don't like you out digging up their aunties. So get a book, read up, know the kinds of rocks and herbs you're looking for, and off you go. Start small. Leave the big Daedra and scary stuff alone, right?"
- "Well, if you're considering a mercenary career, the Fighters Guild isn't too choosy. No, don't take offense. I just mean they're relaxed, easy going, give along, get along. Legion is a lot tougher outfit, and fussy about ends and means, if you follow me. And those House Redoran people -- well, they are tough and sharp, but a bit tiresome in the duty-and-honor line."
- "You look like you might not faint wearing heavy armor. You might check out the Legion garrison at Fort Moonmoth. They like 'em big over there, and maybe they're looking for recruits. Good benefits, chance for advancement, get a piece of land at retirement, maybe even end up a knight."
- "Be smart. Join the Guild. Honor among thieves, right? You're new here, don't know your way around, get in a little trouble -- a lot of trouble, more likely. Oh, you'll learn, fast enough, I guess. But get gold on your head, and things get tougher. The Guild will steer you straight, towards the sweet and away from the sour. And they're a regular guild -- discounts on your training and services and everything. Do yourself a favor. Start easy, with friends. Then later, you want to freelance, fine."
- "If you need to meet a guy, you want to look in at the South Wall, cornerclub, south of the river. Talk around; if they like your looks, they'll open up. But be careful. The Council Club, also on the south side, is Camonna Tong territory, the local mob. They don't like outlanders, except under building foundations."
- "We don't like outlanders. We don't like them in our Council Club. We don't like trouble. We do like a little peace and quiet. If you don't mind."
- "Strangers get lost up here. Be careful. My advice is keep an eye to the coast, then pick a landmark, then keep them both is sight as you explore. The Daedric ruins to the east, for example, are visible for a long distance."
- "While you're here, you have to take a look at the Daedric ruins. Ashalmawia. Very old. Remarkable. Safe to go up there, in the daytime at least. I wouldn't go inside, though. Place is cursed."
- "If you want weapons or arms in Ald'ruhn, or need weapons and armor repaired, look for Dandera Selaro the Smith in Ald'ruhn-under-Skar. Dandera Selaro serves all comers, and has a quality selection. The other three smiths in Ald'ruhn have faction associations. Ergnir the Nord is the Fighters Guild smith, and Tuveso Beleth is the House Redoran smith at Redoran Council Hall. Yambagorn gro-Shulor is the Legion's smith at Fort Buckmoth. And Daynes Redothril the pawnbroker may also be worth a look."
- "You look like you're looking for something. It might be you'll find it at the Rat in the Pot. A fellow named Aengoth the Jeweler. He's good at looking for things. And finding them. And a warning. Stay clear of the Camonna Tong. They don't like outlanders, and what they don't like, they kill."
- "Do yourself a favor, mate. Hook up with the Guild. Now, maybe I got you wrong, don't take offense. But I'm watching you, and you look and move like someone in the Trade. The Guild can help you. And frankly, the Guild could use your help. Maybe you know, maybe you don't.... The Guild and the Camonna Tong are in a Guild War for control of Vvardenfell. The Camonna Tong are the ancient Dunmer syndicate. They hate outlanders, and always will. If they win, there'll be no place for you here, outlander."
- "Ald'ruhn is fortunate in having two enchanters and two alchemists. Even though Cienne Sintieve and Llether Vari are up in the more expensive Manor District, I think you'll find the selection and service with Tanar Llervi and Anarenen at the Mages Guild every bit as good. Of course, if you're affiliated with the Mages Guild, you'll want to try Tanar Llervi and Anarenen first."
- "If you are looking for work, and have skill and experience in the arcane arts, you can't do better than the Ald'ruhn Mages Guild. Edwinna Elbert, the guild steward, is in her own world, like most mages, but she's good-hearted and sensible, if you can get her attention. And you can't advance very far in other factions around here unless you have good fighter's skills. Except, the Temple, if that's to your taste. People with arcane skills can rise pretty fast in their ranks."
- "Ald'ruhn is a good place for experienced fighters and mercenaries. Both the Fighters Guild and the Imperial Legion are looking for recruits, and they offer rapid advancement if you do well with the tasks the guild steward or the chapter steward assigns you. And if you're planning to make a career here in Ald'ruhn, you might consider House Redoran. It's hard for outlanders to rise above a certain rank, but if you show promise, and get a sponsor, you can go all the way to the top... in theory, anyway."
- "Caldera is a quiet, law-abiding town. Not much call for adventurers or mercenaries here. A good place to shop for equipment and look for a trainer, though."
- "Lots of ruins here on Sheogorad. If you're an adventurer looking for loot, or trouble, it might be worthwhile exploring the island. Mzuleft is the big Dwemer ruin everyone knows about. But there are other places on the island, less famous, less often visited, that might be more interesting. And safer."
- "We get pilgrims here from time to time, since we're the closest port to a pair of sites, the Malacath shrine and the Sanctus Shrine. If you were thinking of visiting the sites, let me warn you. I heard that a group of orcs are camped out over at the site of the Malacath shrine."
- "The Imperial Legion may be recruiting. I hear the units are at full strength in the town forts, but there might be openings on the frontier, up at Fort Darius. Speak to Frald the White, Knight Bachelor and Chapter Steward of the Hawkmoth Legion."
- "You look like someone who is thinking about going into Red Mountain. We will not stop you. But we warn you: without protection from blight diseases, you won't get far. And even with protection, and plenty of blight cures when protection fails, you must plan on short forays inside and quick returns for heals and cures. And the creatures inside are terrible and numerous. And the ruins and citadels are worse."
- "A fellow looking for trouble might take a peek around in the old Daedric ruins on an island to the south. Probably safer than stirring up trouble in town, anyway."
- "I bet you couldn't throw a stone around here without hitting a smuggler. 'Smuggler's Coast' is what they call this stretch of coast from Seyda Neen north to West Gash. Now, no one HERE would think of trying to cheat the Emperor of his taxes. No. We're loyal citizens."
- "Since you're here, you should take a look at the Mask of Vivec. Ask Mehra Drora at the Temple to tell you the story behind the Mask of Vivec."
- "If you're looking for work, you might consider the Deathshead Legion. This is not a very popular posting, and there might be openings. Check with General Darius."
- "It's pretty quiet right around Gnisis, especially for a questing hero like yourself. But out to the east are a bunch of bandit caves. Might be some loot and bandits there that'd be easy pickings for someone like you."
- "Don't go poking around in the Old Velothi tower. The renegade Telvanni wizard Baladas Demnevanni lives there, and he doesn't welcome visitors."
- "They've sealed off the eggmine. Only letting miners in. But there is a secret entrance from the river bed."
- "Mind your own business is my advice to visitors. Don't get nosy, or some people may take strong objection. If you think you're hot stuff, and you want to throw your weight around, go ahead. But I warned you."
- "Here's a notion. Steal from thieves. Perfectly legal. Outlaws got no rights, and they'll none of them be missed. You're a big hero if you bag a few thieves. And you end up with their stuff. Slick, eh? Of course, it's dangerous. But you can't get ahead without taking some risks."
- "You may have heard people refer to the Bitter Coast as the Smuggler's Coast. There's a reason for that. A lot of islands and coastline, with plenty of caves and hidey-holes, and few people around. Perfect for men with boats who want to keep their business private."
- "There are nests of dreugh somewhere along the Bitter Coast. They're not to be trifled with. I don't think the value of the hide is worth the trouble. But it's the challenge and danger itself that attracts some people. More power to them."
- "There's a lot of wildlife in the Bitter Coast swamps. There's a market for alit and kagouti hide, and some folks swear rat meat is the sweetest meat in Morrowind."
- "If you're looking for trouble, and not particularly superstitious, there are a number of ancient abandoned tombs in these parts."
- "People around here are suspicious of strangers asking a lot of questions. Maybe something they're doing isn't exactly legal. They don't want anyone poking around. You understand?"
- "Not much up here to keep a questing hero like yourself busy, I'm afraid. It's pretty quiet, and that's the way we like it. You might take a look at the Daedric ruins to the southwest, though. Don't know anything about them, myself. No business fooling with that stuff. But they say a lot of those old sites have hidden treasures."
- "Visit the Tower shrine, and ask the priests there about it. Quite a story. 'To you, Lord Dagon, I bite my thumb.' Hah hah hah. Quite a trick. Maybe, if you're a questing hero, you'd like to match your wits against a Daedra?"
- "We've had a lot of trouble with blight monsters escaping through the Ghostfence and attacking the village and outlying settlements. The Temple and House Redoran has called for volunteers to come help protect Maar Gan from monster attacks. Talk to the priests at the shrine if you might be willing to help. And talk to the volunteers who are lodging at the Andus Tradehouse."
- "Most pilgrims will need guards and guides to reach the pilgrim sites, but someone like you should have no trouble on your own. Follow Foyada Ilibaal northwest to Mount Kand, then Mount Assarnibibi is northeast of Mount Kand, across Foyada Zabirbael. Just take your time, keep landmarks in sight, and be ready to hoof it back to the stronghold if you get in trouble."
- "Watch out for small camps of outcast Ashlanders. They prey on careless pilgrims. There's a large Ashlander camp beyond Mount Kand and Mount Assarnibibi to the north -- Erabenimsun camp. The Erabenimsun tribe is not very hospitable, but we're more or less at peace with them at present, so don't rile them."
- "Sadrith Mora is the only place to shop for goods and services in the Telvanni District. All the other Telvanni settlements are small, with very few services and very poor selections."
- "According to the Collective Articles of the Council of the Great House Telvanni, out-house and outlander guests in Sadrith Mora may not travel in town or speak to or conduct business with citizens, tradesmen, or publicans unless they have Hospitality Papers. Hospitality Papers may be obtained from the Prefect of Hospitality, Angaredhel, at the Gateway Inn for 25 gold."
- "Looking for work in Sadrith Mora? Start with the Fighters Guild and the Mages Guild at Wolverine Hall. If you're thinking of trying to serve House Telvanni, go talk to the Telvanni Mouths over at the Council Hall."
- "The best way to travel in Sadrith Mora is by the guild guide teleports at the Mages Guild in Wolverine Hall. It gets you past the foolishness at the Gateway, and most of the services you need are right in Wolverine Hall."
- "Go to the Prefect of Hospitality, Angaredhel the Altmer, at the Gateway, and purchase the necessary Hospitality papers. It's not that expensive, and you don't want any trouble with the guards."
- "You wouldn't think so, but there are number of old abandoned tombs in the area. I thought this area had never been settled, but apparently, long before the Empire opened Vvardenfell up for settlement, someone has put a lot of ancestors to rest here. Most of us can't get past a superstitious distaste for rooting around in ancestral tombs. But you're an outlander. It shouldn't bother you, should it?"
- "We see a lot of new faces like yours here in Seyda Neen. If you're hoping to stand out from the crowd, you need to practice a lot to improve your skills. And if you want to increase your general level of competence, focus on your major skills -- the ones most important to your trade. That way you'll advance more quickly. And another little tip newcomers forget. Always carry a little food so you can freshen up when fatigue gets you down. Eat a little, and you can feel your energy coming back."
- "Your first visit to Morrowind, outlander? Then learn the law and local customs. Get a copy of Law and Custom in Morrowind. Slavery is legal here. Foul murder is illegal, but if he strikes the first blow, you're in the clear. A verbal attack is illegal, just like an unprovoked physical attack. Folks are touchy about personal honor. Watch your tongue, or you'll get called out to a duel."
- "Phew. You're bittergreen green, outlander. Might as well wear a sign, "New in Town." Word of advice. Buy a little good will. Lose a few drakes, gain a friend. Folks will loosen up if your spread a little of the Emperor's gold around."
- "Where to start. Probably in Balmora. That's the House Hlaalu district seat. They've got a Fighters Guild and Mages Guild there, and a legion fort -- though I don't know if they're recruiting. They have all the services you need -- trainers, smiths, outfitters -- and if you join a guild and work your way up, the discounts and perks are worthwhile."
- "Don't know anything about adventuring? Here's the basics. Travel light, run like a kagouti. Don't go poking in holes unless you know what you're doing. Common sense."
- "You can read, can't you? Well, read some books. That's what they write 'em for. Got all the damn advice anyone could want in 'em. Buy 'em, read 'em, sell 'em back. Most folks don't mind if you take a peek at what books they got. Proud of being book-learned. Of course, if the f'lah is SELLING books, he wants you to buy 'em, THEN read 'em. It stands to reason."
- "Me, I can afford it, so I buy my bed and board here. But there's no harm in sleeping rough, and eating what you can find. Anywhere outside of town you can just lay down and take your rest -- provided there ain't no thieves or kagouti around. But the guards don't like you sleeping in the streets. It annoys the gentry."
- "Hmm. You'll be looking for better armor. And a decent weapon. Let me make a suggestion. A lot of people out there are wearing very nice armor and carrying very nice weapons. You don't want to go taking those things from honest citizens, because you'll end up doing hard labor. But if you happen to find some outlaws wearing nice armor and carrying nice weapons, well, the bailiffs don't mind at all if you knock them over the head and take their stuff."
- "DON'T head for the back country until you're ready. I did, and they took my stuff, and I count myself lucky. There's plenty of work, good opportunities near the towns down here in the southwest. But Red Mountain? No way. Out east with the Telvanni? Not yet. Up north in Sheogorad? Just toss your stuff in the water and slit your throat -- it'll be much faster, and less painful."
- "Well, most outlanders stick close to the Imperial Guilds and the legions. But you might consider service in one of the Dunmer Great Houses. They aren't real fond of outlanders. And you have to look around hard for a patron -- someone who'll speak for you, help you advance to the higher ranks. But the Great Houses are where the real opportunities are. House Hlaalu and House Redoran are pretty reasonable. House Telvanni -- the wizard house -- they're another story."
- "Don't expect the natives to take to you right away. Colonists like us -- outlanders, settlers from the other provinces -- will be more open and friendly at the start. Then, maybe when you do a few things, get your name around, gain a reputation, then the locals will open up a little. Stick to your own kind to start, and it will go a little easier."
- "You look like a f'lah who knows his way around, eh? Looking for what others are looking for. Well, they don't have an Imperial charter, but there's honor among thieves, if you know what I mean. Look in the tradehouses and cornerclubs, talk around. If you look likely, and talk likely, they'll give you the word."
- "Best bet if you're new here is to hook up with one of the Imperial Guilds -- Fighters Guild or Mages Guild. It's not what you know, it's who you know. You'll get discounts on training and services, and if you need work, they know where to find it."
- "It pays to take it slow when you first come to Morrowind. When you talk to folks, keep an eye on their dispositions. They let you know if you don't like them, and it's smart to get on a f'lah's good side before you ask for a favor."
- "New in Morrowind, eh? Well, the natives are not very friendly. They still resent the Empire, and they look down on the other races. They don't like outlander Dunmer very much either. If you aren't Dunmer and native-born, you're an outlander, just like the rest of us."
- "Some rough customers come into town now and then for supplies. I think they might be smugglers and bandits holed up locally. Be doing a public service to clean them up, and might find yourself some nice loot in the bargain."
- "Some neglected ancestral tombs around here. Locals don't like it, but you can find some nice bits. Ghosts and ancestral spirit guardians are dangerous."
- "Stay away from the mudcrabs. Swamp Fever. Or join the Tribunal Temple. Initiates get free Cure Disease at the shrines."
- "If you do the crime, pay the fine. You KNOW you owe it. So why don't you just PAY the fine? You wonder why people look at you with a lousy disposition? Because there's gold on your head, and maybe someone in Black Marsh doesn't know it, but he's the only one."
- "The Fields of Kummu is an easy, safe walk southeast from town. Visit the shrine, and earn the blessing of Vivec."
- "Don't bother looking for a convenient system of bridges or ferries across the lakes and rivers. There aren't any. If you're traveling in the Ascadian Isles, be prepared to get wet, or to use magic to fly or walk across the waterways."
- "The Shrine of Molag Bal is not a pilgrimage for the casual traveler. The interior is cursed and dangerous, and the Temple has not been successful in keeping it clean of Daedra-worshipping witches and warlocks. Go view the ruins from the outside, but don't go inside unless you are strong and well-prepared."
- "Trerayna Dalen has challenged Mistress Therana for Tel Branora. Dalen and her mercenaries have been camped out here for months, but they haven't got much to show for it. I think she may have run out of steam. Or maybe the mercenaries are getting restless. Might be Therana's captain, Mollimo, would welcome some help."
- "Security is pretty tight at the tower, what with Trerayna Dalen's siege and all. Better not ruffle any feathers if you have any business in the tower. If Mollimo thinks you've got something cooked up with Dalen, he might kill you first and let the old necromancer ask questions later. Heh-heh."
- "I bet old Mollimo and his hirelings could make short work of Trerayna Dalen. But they way I hear it, Mistress Therana has got Mollimo on a short leash. Won't let him out of the tower, wants to keep him and the guard real close so everything safe. Granted, it's probably the safest, and most economical tactic, but it's dull and tiresome, and I think it's getting on Mollimo's nerves."
- "Nobody is going to coddle you in the Fighters Guild. In the Imperial cult, they give you stuff that old ladies could do in their sleep. But here, you get in line for work, and if something comes to you that is out of your depth, you're supposed to be smart enough to back off and come at it again later when you have the equipment and chops."
- "How do you judge a job, decide if it's too tough for you? Good question. Me, I check three things: location, opposition, and payoff. First, if it's a long walk, I worry. If it's a Daedric ruin, or a Dunmer stronghold, or a Telvanni tower, I worry. If it's way up north, or near Red Mountain, I worry. Second, if the opposition is tough, I worry. Daedra worry me. Vampires worry me. Telvanni wizards worry me. Third, if the reward is fat, I worry. Nobody pays you a crate of gold for a walk in the park."
- "Buy paralyze as soon as you can. Keeps the creatures off you and allows you to cast those more elaborate spells."
- "Buy a spell of every type that you can find. This will give you the best options later when you're creating your own custom spells."
- "Use the spellmaker. It's cheap, and a custom-designed spell tailored to your skills, magicka reservoirs, and spellcasting style will always outperform the standard spells you buy from service casters."
- "Don't be afraid to invest in armor. Even if you carefully avoid close combat like a smart spellcaster, things go wrong, and armor can save your skin when the unexpected happens."
- "When you think you are just about to encounter some heavy opposition, get those shield-style spells up. The life they save may be your own."
- "Invest in potions to restore your magicka. In hostile territory, these potions can save you a lot of downtime. Even supposing you can find some safe place to get some rest and regain your magicka, who needs the aggravation?"
- "Learn the Mark, Recall, Levitation, and Open spells. Mark and Recall are essential for any long-distance travel. There are plenty of places you can't get to without Levitation. And treasure does you no good if it's behind a locked door or in a locked chest."
- "A good strategy is to paralyze your opponent, cast some kind of touch spell that does damage for awhile, like poison, then retreat to a farther range to cast your targeted, long range spells. Recast paralyze if the creature isn't dead by the time they reach you again."
- "Join the Mages Guild. Rise ranks to get good rates for services. And stay in their good graces by minding their rules and performing the required duties."
- "Use illusion spells like invisibility to scout an area before you go on the offensive. Often a cunning spellcaster can simply avoid opponents and obstacles, move right to the objective, and leave without taking a scratch."
- "The farther from civilization you go, the worse the dangers. But there're exceptions to that rule. Ald Sotha is a short walk from Vivec. But only a five-year veteran with full kit ought to be peeking into that hole. And I hear there's a couple of spots in Vivec's sewers where you wouldn't send a team of Ordinators. But it's your call. You see something you don't like, back out, and find something else to do while you train and build up your kit."
- "How do you know when you've got a quest too tough for you? If it sounds too tough for you, it probably is. You must use your own judgement. Guild stewards don't really get to know your abilities. All they know is that a guy never comes back. They don't know if he got lost interest, or got eaten."
- "Practice stealing and pickpocketing by taking cheap things from small merchants. Don't go after the big stuff until you're experienced."
- "Always study your target, and take a good inventory of what he has before attempting to steal anything. If he has his eye on that shiny silver claymore, he won't notice you pocketing a few tarnished throwing stars."
- "If possible, always take a single item at a time. It increases the risk, but it's excellent practice."
- "Keep a good sense of your surroundings, no matter how good you are sneaking, you're always better off if no one is around."
- "You will get slaughtered if you start acting like a warrior. Always sneak up to your target and take advantage of your stealth. Even a dagger is effective if used in the right way at the right time."
- "You can't be a successful thief if you always steal from the same merchant, or even stay in the same town. After you've picked them clean, explore somewhere else to give them a chance to restock."
- "The elite of Morrowind may not have all the armor and equipment you need as an adventurer. But don't overlook precious stones or fine jewelry and clothing; to the right merchant those items can be worth more and be more easy to carry than some heavy iron armor."
- "Noble families often aren't around to watch their manors so they lock everything up. This makes them a wonderful opportunity to practice your skill at picking locks in the privacy of someone else's house. And of course, don't neglect to check the contents of that chest after you pick it."
- "Merchants know their own inventories far better than you do. Never attempt to trick them into buying something you stole from them."
- "Alchemists are easy targets for inexperienced thieves. They have far too many ingredients for them to keep an eye on all of them all of the time."
- "Don't risk a frontal confrontation with anything. When in doubt, sneak."
- "If you have the patience, sneak around everywhere you go. It will take longer, and may arouse suspicion, but it's excellent practice."
- "Higher quality picks and probes are definitely worth their higher price. But keep cheaper ones around as well for the easier locks and traps. Also be sure to find a good source for buying these instruments."
- "Look. If you're the bloody-minded type, tries to complete every task a boss gives you, you're in for a world of hurt. Happens all the time. You breeze through a couple of jobs, then you hit one you can't budge. I can't tell you what to do, but me, I go find something else to do for a while. Sure, nobody likes to admit you can't do a job. You brood over it, lie awake nights figuring how your gonna crack that nut. But patience and good sense is as important as blood and courage in this business."
- "The services required at lower ranks in the Imperial cult are not very difficult or dangerous. But any task you do for the Oracle, Lalatia Varian, will be very difficult, very dangerous, and suited only for experienced, powerful, well-equipped adventurers."
- "Nobody is going to hold your hand in the Legion. In the Imperial cult, they just test your faith and your shoe leather. But here, your superior gives you orders, and you find you're out of your depth, you're supposed to be smart enough to be patient, get some training, experience, and new equipment, and try it again later when you're better prepared."
- "Just because your superior gives you a task, don't assume you should be able to do it. Your superior doesn't really know what you can or can't handle. And some superiors don't care."
- "If you accept a task from a superior, you are honor-bound to complete it. But unless there is a deadline, or an issue of honor, you are NOT supposed to die trying. Use common sense. If you find you are not yet ready to face a challenge, be patient, train, outfit yourself, and revisit the task at a later date."
- "Just because your lord gives you a task, don't assume you should be able to do it. Your lord doesn't really know what you can or can't handle. And most Telvanni lords don't care."
- "Let me warn you. The quests for the Temple at lower ranks are not too difficult. But suddenly after you reach Curate rank, the quests get very, very difficult. Don't be surprised if you have to do a lot of skill-building outside the Temple before you can handle the higher rank quests. These tasks are tests of faith, yes, but they are also tests of good judgement and common sense."
- "In principle, a member is not be given tasks that exceed the member's rank or abilities. In practice, sometimes mistakes are made. You are not expected to fail and die for those mistakes. Use judgement. Be patient. Take the initiative. Train yourself. Equip yourself. Study your target and situation more carefully. Then return to your task when you are ready, and succeed."
- "Go on inside if you like. Look around. But don't mess with anything. And if you're going to talk to anyone, talk real nice. Stay out of the dungeon, that's where all the corprus victims are. It's not pretty. And they aren't mean, really. Just crazy mad and hungry."
- "Mistress Dratha doesn't like men. She won't roast you or anything. But if you want something from her, like a favor, or a job, be very proper and polite. Don't try to be funny. She does hire men for various tasks. But I always wondered if she saves the nasty work for males."
- "Mistress Dratha prefers female mercenaries and adventurers. Go see her. She may have some work for you."
- "If you need to earn some money to support yourself while you're in Vivec, try the Imperial Guilds in the Foreign Quarter. They often have odd jobs for willing adventurers. And ask tradesmen and craftsmen you meet. They often have simple errands that need doing. The pay is small, but the goodwill gained by serving local people and the experience traveling around the city may be worth more than the gold you earn."
- "Vivec is huge. It is easy to get lost. But if you observe the law, you can't get into much trouble. My advice is wander freely. Learn your way around. See what the craftsmen and traders have to sell. See the sights the pilgrims come to see -- the Ministry of Truth, the High Fane, the Palace of Vivec. And while you're here, go take a tour of Ebonheart, the Imperial town across the lagoon to the west. A lot to see and do over there, too."
- "If you're a mercenary, or a questing hero, you must go visit Master Aryon. He always has lots of very ambitious projects going on. And you MUST see his tower. It's really something."
- "This is still very wild country out here in the Grazelands. Master Aryon is trying to get along with the Ashlanders, but there are still plenty of outcasts and renegade Ashlanders who attack outsiders on sight. The big Zainab Ashlander camp is off to the southwest. Don't start trouble with them. They are very sneaky, and their warriors are great fighters, but we're more-or-less at peace with them right now."
- "You're a freelance adventurer, yes? There're many tombs, ruins, and lairs in the Grazelands to the south and west. Just keep your eyes open. They're often marked by a clump of rocks or trees at the entrance."
- "You're a freelance adventurer, yes? If you're looking for challenge, try Esutanamus, a Daedric shrine on an offshore island to the southeast, or Nchuleft, a Dwemer ruin to the southeast where the plains and the slopes of Red Mountain meet. They're large ruins -- easy to find."
- "Thinking of setting yourself up as a mercenary or questing hero? Not much call for that around here. Rats and the occasional bandit are our only problems."
- "Looking for work? Not much around here. Better head to one of the towns to the north -- Balmora and Ald'ruhn -- and try the Fighters Guild and the Mages Guild. Or head for the big city -- Vivec -- to the east."
- "Things are pretty tame hereabouts. But get off the roads and head northwest into the Bitter Coast, or northeast into the Ashlanders, and things get a lot more interesting in a hurry."
- "You want my advice, outlander? Stay clear of the Cammona Tong. We don't like outlanders."
- "Carry good nourishing food. When you stumble wearily into trouble, eat and refresh yourself, so you will fight well."
- "Go around trouble. Leave it behind you. Then return, later, when you can give trouble a big surprise."
- "No one will ever grow rich hunting. But it is a pure pleasure for itself. Take your time. Sneak up on your prey. Surprise it with a swift, silent arrow. There is no greater pleasure than to drop a cliff racer with a single arrow."
little secret
- "Talk to everyone. Talk is cheap. Ask questions. You don't ask, you never learn."
- "If someone attacks you first, you have the right to defend yourself. If someone DOESN'T attack you first, you're going to break the law if you attack him."
- "Buy from merchants and traders who like you. You get better prices. Members of your own factions usually like you best."
- "If you're thinking of traveling up country, near Sheogorad, or out Molag Amur way, or inside the Ghostfence, you need to know about corprus. It's a disease that turns normal creatures into beasts. Turns men into twisted, mad lumps of flesh, superhumanly strong, and full of hatred. You get corprus from fighting with diseased creatures. It's hard to get corprus, but harder to get rid of it. In fact, I hear there is no cure."
- "Have you heard of this new secret cult, the Sixth House? They say they sit around in caves, cutting off pieces of their own flesh and eating it. It's that corprus disease -- makes the flesh grow wild and crazy. Cut a piece off, and another piece grows back, bigger and better. Guards say, 'We're looking into it.' Right. That makes me feel better."
- "Did you hear about the fellow they found in the canal? Flesh was swollen and covered with growths. His arms and legs were all twisted and out of shape. And the face? It was a face, you could tell from the eyes and the holes for nose and mouth. But it wasn't a face you'd ever want to see again. The priest said it looked like corprus. Corprus? Here in Vivec? That's a worry."
- "That bookseller in the Foreign Quarter, Jobasha, is an avowed abolitionist, but so far he has managed to avoid being caught. There's an Ordinator in there all the time, keeping an eye on his activities, so he must be very discreet."
- "That bookseller, Jobasha, in Jobasha's Rare Books, talks like an abolitionist, but no one's ever pinned anything on him. The Ordinators have a guard in there keeping an eye on him, but somehow he stays out of trouble. Maybe he has friends in high places...."
- "Falasmaryon, the old Dunmer stronghold, up near Ald Velothi? You know the place I'm talking about? I heard Mangolodh, the Legion scout, stuck his head in there, just looking around, saw a corprus monster, and teleported right out. He reported to the Legion, but I don't know what they're going to do about it. Pass it on to the Temple, that's my guess."
- "Do you know where Telasero is? The old Dunmer stronghold between Suran and Molag Mar? The Temple just sent three Ordinators from the Order of War up there. Some trader reported seeing corprus monsters there."
- "I heard the Ordinators burned out a camp of Nerevarine cult worshippers out by the Ghostfence, in Foyada Ashur-Dan. The Temple seems to be going to a lot of trouble to exterminate a bunch of simple Ashlanders. They can't help being ignorant. They're just primitive savages. And nobody takes that 'return of Lord Nerevar' stuff seriously. Crazy rag-robed prophets. Not much threat there."
- "Somebody said Larrius Varro over at Fort Moonmoth is looking for you. Said he wanted to talk to you. Don't know what about."
- "Why is the Temple so upset about this Nerevarine prophecy? Crazy old gentlemen, wandering around the ashlands and staring at the sun, talking to themselves. Big deal. 'Lord Nerevar is coming back to save Morrowind.' About time, I say. Where was he when the Empire walked in here and took over?"
- "Vampires are not as much of a problem here as back in the West. Here, the Dark Elves burned them out centuries ago, and the Temple makes sure they don't come back."
- "They say they don't have much of a problem here with vampires. From my experience, that's the truth in the settled parts of Vvardenfell. But in the backcountry, you hear rumors. Out near Dagon Fel, Maar Gan, Molag Mar, you hear people talk of running into vampires in Dwemer ruins, and in ancestral tombs. Best to be careful. You don't want to run into those babies. And if you do, you want a nice, crisp copy of Divine Intervention so you can get safe, fast, all in one piece."
- "They say a vampire can hide among us? Nonsense. One look at the face, and you know a vampire. You can't disguise that. You can wear a helmet. But here in Morrowind, we don't trust anyone who won't take off a helmet in public. In Morrowind, someone like that is looking to spend some time in a big, hot fire."
- "In Morrowind, we don't like to hear about vampires. We know that, back West, the Mages Guild helps them hide. The Mages Guild is full of necromancers, and we don't like that one bit. If we see a vampire here in Morrowind, we put him on a stake and roast him. Well, truth be, we tell the Ordinators, let them take care of it. Private citizens have no business fighting vampires. They're too dangerous."
- "They say a vampire can hide among us? Nonsense. One look at the face, and you know a vampire. You can't disguise that. You can wear a helmet. But here in Morrowind, we don't trust anyone who won't take off a helmet in public. In Morrowind, someone like that is looking to spend some time in a big, hot fire. What? Well... now that you mention it, I don't think I've ever seen a Telvanni guard with his helmet off. Hmm...."
- "If you help someone, they'll remember. If you're loyal to others, they'll be loyal to you. Do the right thing. You know the right thing. Do the right thing, so you'll never regret what you've done."
- "If you're having trouble persuading someone, offer a bribe. Don't be so stuffy. Bribes are the lubricant of honest commerce."
- "Sadrith Mora is the best town to shop for spells."
- "Never take a life carelessly. It cheapens you, and diminishes you. Take life seriously, if taking life is your profession."
- "Everybody can learn a few spells. You don't need to be a wizard to cast spells. It makes life easier. And when you learn a spell, practice. It's the only way to learn, and it helps to pass the time."
- "Don't be in such a hurry when you're traveling. Take your time. Keep your eyes open. Learn from your experiences. You're on the road to learn about yourself and the world around you."
- "Keep your weapons sharp, your armor in good shape. If you can't afford to have others do it, learn to do it yourself. Get the best quality you can afford. You can be no better than the quality of your tools."
- "Remember: there's always a welcome for you in the Imperial cult. If you're having a hard time here in Morrowind, outlander, come home to the Imperial cult shrine. We'll find a use for you, and help you feel good while doing good."
- "Always carry a jug of sujamma with you. That burst of strength, and the ability to penetrate armor and deal serious damage, will give you the one-time punch to face an opponent you normally can't handle."
- "Don't carry those cheap armorer's hammers around with you. Hammers are dead weight. Buy them, and use them on the spot. If you're a shortblade specialist, and you like to travel light, it's often cheaper to own and carry backup weapons."
- "Have you heard about poor Ienas Sarandas? He lost his patrimony betting on the guar. Sold every piece of the family silverware to pay his debts. A pity. I think it's driven him a bit mad. Wears clothes fit for a lord, and hasn't got a drake for a meal."
- "You know, people say the Zainab -- and Ashlanders in general -- are lying and untrustworthy. But I think it is partly a problem of pride. If the truth will shame them, they don't want to say it. Among the Ashlanders, no one would be rude enough to force an Ashlander to admit something shameful. But we civilized people, in may ways we are less careful of another's feelings than the Ashlander savages. In particular, the men are very proud. I don't know about the women. We rarely see them here."
- "How do you recognize a Daedric shrine? Well, they've got long, funny names, like Ashurnibibi or Zaintiraris. Some are well-known sites, like Ald Sotha and Bal Fell. And stone and architecture is unmistakable. Big, dark, grey-green stone ruins, funny angles, funny markings and patterns on the stone. Weird oval crooked doors. And inside, all funny angles."
- "Daedra? You know what they are, right? Well, Daedric shrines are where Daedra cults worship Daedra. Bad people who summon bad Daedra. Stay away from them. Why? Because Daedra are nasty. And the folks that worship them are even nastier."
- "What are the most dangerous places in Morrowind? Well, probably the ash vampire citadels inside the Ghost Fence, on Red Mountain. But outside the Ghostfence? I guess the Daedric ruins would be the worst. They're all over the place, and full of bad Daedra, and the crazy folks who summon them. I hear vampires are pretty bad, too, but I've never seen any, personally. And the Dwemer sites are pretty bad, too."
- "You're an outlander, maybe you don't know about the kinds of Daedric ruins we have here in Morrowind. Daedra cults worship the Bad Daedra. You can learn more about that at the Temple. Anyway, long ago, before the Temple put a stop to it, people used to worship bad Daedra -- Molag Bal, Malacath, Sheogorath, and Mehrunes Dagon -- at Daedra shrines. But lately, since the Empire came in, some people have taken up worshipping the bad Daedra at these old sites. And I warn you. These are dangerous places."
- "You like to poke your nose into doors out in the backcountry? A little suggestion. The places that look like they're made of a golden metal? With spires and towers? Those are Dwarven ruins. They're kinda dangerous -- partly because of the old Dwarven machines in them, and partly because of the kind of things that like to hide out in such old ruins. All the old ruins inside the Ghostfence, for example, are ancient Dwarven ruins. And I hear that vampires like them, too."
- "There's a lot of money to be made looting the Dwarven ruins. Against the law, yes, but where's there's a profit to be made, folks turn a blind eye. One problem -- the artifacts are often made of metal, and heavy as hell. Unless you're a big brute, it's tough to carry away all the loot. Me, I carry a Divine Intervention or an Almsivi intervention scroll. Load up, read the scroll, and I'm back in town with a load of goods."
- "Interested in Dwarven artifacts? Fine. Dwarven ruins are fascinating. And there's good loot. Just one suggestion: you find yourself over your head, back out, and go back to running errands and hunting rats for a while. Seriously. Those centurions -- spider centurions, sphere centurions, steam centurions -- they are far too dangerous for most adventurers."
- "I'm [Rank] rank in [Faction], and I'd think twice about going down in a Daedric ruin without a crateful of potions and scrolls."
- "You want my advice, rookie? I've been around. I've risen to [Rank] rank in this outfit by being smart and careful. And if I were you, I'd stay away from Daedric ruins until you have a little more experience, and a heftier kit bag."
- "You want my advice, rookie? I've been around. I've risen to [Rank] rank in the Guild (or cult or Legion) by being smart and careful. And if I were you, I'd stay away from Daedric ruins until you have a little more experience, and a heftier kit bag."
- "So, you think House Hlaalu is just an Imperial puppet? Shows what you know. Who really runs House Hlaalu? Not the house council. Those posers do what Orvas Dren tells them. Orvas Dren is the Camonna Tong kingpin. And one day, when the time is right, Orvas Dren, the Camonna Tong, and all right-thinking Dunmer will rise up, murder you outlanders in your beds, and restore Morrowind to its ancient glory."
- "Want to cure a blighted queen, but don't have the cure blight spell? Then you need to buy some Scroll of Daerir's Blessing scrolls. NOT Daerir's Miracle -- they cure YOU. Daerir's Blessing scrolls cure the target. Try Crulius Pontanian at Fort Moonmoth, or Miraso Seran at Telvanni Council Hall, or Ureso Drath at the Ald'ruhn Temple."
- "When the blight gets a mine, you have to kill or cure them. It doesn't pay to cure the foragers, workers, or warriors -- a healthy queen can produce them fast enough. But you HAVE to cure the queen, or the mine is doomed. To cure the queen, you need to cast a cure blight spell or have scroll of Daerir's Blessing."
- "Kwama foragers and warriors won't attack us, since they're used to our smell. But they attack intruders. And you smell like an intruder. But don't worry. The queen squirts out foragers and warriors like seeds. If the foragers and warriors bother you, kill them, or run past, whichever is easier. But do us a favor, and don't kill the workers. They won't bother you, and we need them to keep the queen laying and the eggs ripening."
- "We miners don't grow the eggs. We just harvest them. The queen lays the eggs, the workers plant them, tend them, and nourish them, and we harvest them. Doesn't hurt the colony. They grow far more than they need."
- "Kushtashpi, that is the name of old Daedric stones west of Ahemmusa camp. No one goes there. It is a deep and dark place."
- "The ancient Dunmer stronghold at Valenvaryon... we have seen orcs there. Orcs worship Malacath. It is a bad place."
- "At the ruins of Assurnabitashpi, they have an old shrine to Mehrunes Dagon. Stay far from that place -- it is cursed."
- "Vampires have returned to Vvardenfell. In the ruins of the Deep Elves at Druscashti. They are foul, and must be destroyed... but these are difficult times, and who can risk his life or his tribe by drawing the attention of such creatures?"
- "The old stones at Zergonipal... beneath those stones are dark chambers and a great statue. None of our people have been there in many years."
- "Are you interested in seeing the old places of the Daedra worshippers? Look upon Esutanamus. It sits upon an island east of the mainland beaches, southeast of the Telvanni town of Tel Mora. Sometimes a champion will enter there in search of ancient weapons and treasures."
- "South and west of Kushtashpi, the old Daedric place west of Ahemmusa camp, is the entrance to an old cavern called Sanit. That is where they found two hunter dead, their flesh white and bloated by the corprus. That is not a place where a wise man would go."
- "Everyone knows the people who worship Mehrunes Dagon have returned to Indoranyon. It is none of our business, and they are very unpleasant if disturbed. They stay in the dark, and do not bother us or our herds."
- "Do the old places of the Deep Elves interest you? then you must look upon Nchuleft. That place is very old, and you can still go down inside. The walls still glow with strange lights, and terrible things walk and squeal in the passages."
- "Southeast of Zainab camp is an old cave they call Pulk. Everyone says there are bandits hiding there. But I do not know if it is true. I have not seen for myself."
- "Southeast of Erabenimsun camp is an old stone place called Tusenend. That is where we send outlanders when we are tired of listening to them."
- "All outlanders are looking for the old Deep Elf places. Have you heard of Nchardumz? Maybe not. Maybe you will be surprised when you see it."
- "Do the old places of the Deep Elves interest you? Then you should go see Nchuleftingth. The walls still glow with strange lights, and terrible things walk and squeal in the passages. it is a bad place, and very dangerous, but it is filled with wonders."
- "This is a dangerous place, so none of the House people will come here. So we have kept the secret of the ebony all to ourselves. Now you know our secret. you are brave to come so far, outlander, so we will let you live, but do not touch the ebony."
- "There must be more diamond deposits on Vvardenfell. This kind of rock is common here. But even though people have been here for thousands of years, the island has never been fully explored."
- "Smuggling ebony is a crime. All ebony belongs to the Emperor, so it's the crime of treason, and punished by death. But... there's so much money to be made selling black market ebony that it's a rare merchant who'll refuse to buy a piece from you. Of course, if the mine guards catch you stealing ebony, they just kill you. Which is why we don't steal ebony."
- "Smuggling raw glass is a crime. All raw glass belongs to the Emperor, so it's the crime of treason, and punished by death. But... there's so much money to be made selling black market raw glass that it's a rare merchant who'll refuse to buy a piece from you. Of course, if the mine guards catch you stealing raw glass, they just kill you. Which is why we don't steal raw glass."
Llethri Manor
- "You'll find it Under-Skar. That's the giant shell on the north side of town, outlander."
- "You'll find the entrance at the northwest corner. Move along."
- "You are in Llethri Manor."
Llovyn Andus
- "Go around Fort Pelagiad due east towards the Dren Plantation. Turn south at the first road."
- "His farm is down the road to the southwest, past the Dren Plantation."
- "His farm is just down the road west of here."
Llunela Hleran
- "She is in the Hermitage at the Telvanni Council House."
long blade
- "The long blade weapon discipline is the study and mastery of the broadsword, saber, longsword, claymore, katana, and dai-katana weapon styles. To use any style of weapon effectively, the user must be trained, conditioned, and skilled in its use."
Lord Irarak
- "Lord...ha! He's just a vampire, and not even a particularly menacing one at that. His real name is Gulmon Droth. I don't know where he got all this "Lord Irarak" stuff from. What an idiot."
- "What a moron. I've heard he's got himself holed up in the Ginith Ancestral Tomb. Has all of his little followers waiting on him hand and foot. Pathetic, that's what it is."
- "We serve Irarak. He is our master, and one day he will bestow upon us his Dark Gift."
Lord's Mail
- "Yes, the Lord's Mail. Quite a wondrous piece of armor. It's a tragedy it was taken."
- "Taken from the Imperial Commission here, right? You're a friend, so if I were you, I'd talk to Rufinus there. He keeps his ears open."
- "Yes, I heard it was found."
- "I'm glad you returned the Lord's Mail, [PC Rank]."
- "It's good to see the Lord's Mail in good hands again."
Lost Kogoruhn
- "Kogoruhn? It used to be west of here. No one's been there in years."
- "Lost Kogoruhn was somewhere north of the northern boundary of the Ghostfence. It was closer to Maar Gan than Ghostgate."
- "Kogoruhn used to be somewhere northeast of here."
- "Kogoruhn used to lie north of the northern boundary of the Ghostfence. It was northeast of Maar Gan and west of the present-day Vos. It was near the stronghold of Falasmaryon, which I can mark on your map."
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