Dialogue starting with the letter M:
Maar Gan
- "Maar Gan is a small isolated village in a remote region north of Ald'ruhn. Maar Gan's shrine is an important Temple pilgrimage site."
- "Maar Gan is a Redoran eggmining village in the northern Ashlands, north of Ald'ruhn, close to Foyada Bani-Dad, the Ghostfence, on the plains beneath Red Mountain. Monsters have been breaking through the Ghostfence here and attacking the villagers. Fortunately, monster fighters have answered the call for volunteers to come help protect Maar Gan. Pilgrims of the Tribunal Temple come to visit the Maar Gan Tower shrine where Lord Vivec outwitted the Bad Daedra Lord Mehrunes Dagon."
- "The road leads north from the west gate of Ald'ruhn. Turn northeast -- right -- when the road forks, and head towards the village of Maar Gan. The track runs under the highland skirts of Red Mountain on the east. Maar Gan is the only settlement along the road."
mabrigash
- "A mabrigash is an Ashlander witch-warrior, a renegade wise woman who has forsaken the established rules of behavior for an Ashlander woman to become a master of dark magic and the weapons of war."
- "By secret rituals the mabrigash steals a man's vital essence and makes herself a powerful sorcerer and warrior."
- "The manifestation of the mabrigash's dark power is called a 'ghost snake' that paralyzes and drains a victim's vitality."
- "A mabrigash is an Ashlander witch-warrior, a renegade wise woman who has forsaken the established rules of behavior for an Ashlander woman to become a master of dark magic and the weapons of war. By secret rituals the mabrigash steals a man's vital essence and makes herself a powerful sorcerer and warrior. The manifestation of her dark power is called a 'ghost snake' that paralyzes and drains a victim's vitality."
- "The wise-woman who left us, and our rules. She steals a man's vital essence to make herself a powerful sorcerer. Her camp is to the west, along the lava. She has others with her and I would stay away. It'll be hard to find the camp in this landscape anyway."
mad hermit
- "Old Big Head? He lives on an island a ways north of Ald Redaynia, if he's even still alive. Stay clear of that one, though. I think he's dangerous."
Madura Seran
- "Some rogue Ashlanders have a small camp just south of the village. They took her there. Look for the camp past the lighted tree, up on the hill. Watch yourself."
- "You're the one who rescued her right? It's nice to see someone of courage."
- "You did a brave thing rescuing her from those ashlanders."
- "Someone has killed her. It's a shame."
mage disciplines
- "The nine disciplines traditionally associated with the Mages Guild are: enchant, destruction, alteration, illusion, conjuration, mysticism, restoration, alchemy, and unarmored."
Mages Guild
- "The Mages Guild is a professional organization chartered by the Emperor to promote study of the arcane arts."
- "Training, goods, and services are cheaper for Mages Guild members, and the Guild Stewards know where to find work."
- "Look for Mages Guild halls in Balmora, Ald'ruhn, Caldera, Wolverine Hall in Sadrith Mora, and the Foreign Quarter in Vivec."
- "You'll find Mages Guild halls in Balmora, Ald'ruhn, Caldera, Wolverine Hall in Sadrith Mora, and the Foreign Quarter in Vivec."
- "The Mages Guild is a professional organization chartered by the Emperor to promote study of the arcane arts. And it's where you go to find wizards for hire. Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work. If you're thinking of making wizardry your profession, you should join and work your way up the ranks. Look for guild halls in Balmora, Ald'ruhn, Wolverine Hall in Sadrith Mora, and the Foreign Quarter in Vivec."
- "The Mages Guild is dedicated to the preservation and distribution of magical knowledge."
- "The Mages Guild is dedicated to the preservation and distribution of magical knowledge. Pursue your studies diligently, [PC Name], and the benefits of belonging to the Mages Guild will become clear to you."
Mara
- "Mara, Goddess of Love, is the Mother-Goddess, patron of the bountiful earth, and source of mortal compassion and understanding. She is associated with Nir of the 'Anuad', the female principle of the cosmos that gave birth to creation."
marksman
- "The marksman weapon discipline is the study and mastery of the short bow, long bow, crossbow, throwing stars, and throwing knives weapon styles. To use any style of weapon effectively, the user must be trained, conditioned, and skilled in its use."
martial arts
- "The unarmed, unarmored martial arts traditions of the Marshmerrow, Salt Rice, and Golden Reed societies of the Dissident Priest, patterned on the 'Rain-of-Sand' fighting styles of Elsweyr, are slow to be adopted in the Empire, associated as they are with the ascetic renunciation of worldly wealth and material goods, and the rigid disciplines and mystical philosophies so alien to the Imperial West."
Mask of Vivec
- "Vivec's Ash Mask is a holy relic displayed within the shrine of the Gnisis Temple. Pilgrims travel from all over Morrowind to view this sacred artifact."
Master Aryon
- "If you want to speak with him, you must levitate up to the top of the tower and look for a door facing south."
Master Barelo
- "Master Gilvas Barelo is the abbot of our monastery, and the head of our secret order."
Mathis Dalobar
- "He should be here any day now. If you want to find him, you might meet him on the road to Maar Gan or Ald'ruhn."
- "I bet Mathis Dalobar was just delayed a bit by the ash storm."
- "Mathis Dalobar? The trader? He should have been here ages ago. Maybe he got caught in the ash storm."
- "Maybe he got stuck in the ash storm."
- "[Name] sees no Mathis Dalobar here. [Name] saw a great ash storm and hid inside."
- "I have not seen Mathis Dalobar. Perhaps he is no longer in business."
- "He hasn't been here recently. He'll turn up though. Always does. And he'll make up some excuse or other and charge higher prices than last year, too."
Maurrie and Nelos
- "Oh...I've heard the bards singing of the love of these two. No one has seen either of them in a long time. It's said they ran off together to live away from prying eyes."
- "I've heard the bards singing of how the rogue stole the lady's heart. Amazing stuff, but I don't believe a word of it."
- "Yes, the lady and the rogue. I've heard their love grows every day. The bards sing songs about it."
mazte
- "Mazte is a local beer brewed from fermented saltrice. Cheap, plentiful, and invigorating, this beverage is very popular, despite its dulling effect of wit and judgement. For the price, folks are willing to feel dumb and weak-willed, so long as they feel really strong."
medium armor
- "The medium armor discipline is the study and mastery of chain, scale, bonemold, and Orcish armor styles. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use."
Mehra Drora
- "Mehra Drora is our local priestess over at the Gnisis Temple. She heals and trains the Temple faithful... for a fee. She's Indoril -- a Great House traditionally linked to the New Temple cult -- but not a snob or prig, like most Indorils."
Mehra Milo
- "Mehra Milo? Isn't she the librarian at the Library of Vivec? That's here in the Vivec Temple canton, in the Hall of Wisdom section. That's the lower levels on the eastern side of the canton. It's a bit of a maze in there -- just keep looking."
- "Mehra Milo has run terrible risks remaining at the Hall of Wisdom and Truth, and we are grateful that you have rescued her from the Ministry of Truth."
mercantile
- "The mercantile discipline is the art of buying low and selling high. This skill is useful in dealing with merchants, both for purchasing goods, equipment, and services at the lowest rates, and for getting the best prices for the treasures collected during adventuring."
mercantile skills
- "Mercantile skills are the skills of evaluation and negotiation -- the estimation of worth, and the resolution of conflicts over worth. The immediate goal is profit, of course, but more important is the long-term relationship, the client's loyalty and confidence. Money makes the world go 'round, true, but more important is the sense of getting value for your money."
mercenaries
- "Mercenaries of all kinds find easy employment in Morrowind."
- "Mercenary work is always available through the Fighters and Mages guilds."
- "The Dunmer Great Houses also hire mercenaries, and though they are more particular about whom they hire, the rewards are considerable, both in coin and in access to training and other services."
- "Great Houses require loyalty from their mercenaries; they seldom hire those who serve other houses, and only for small, unimportant tasks."
Miner Arobar
- "I've heard a rumor that Nartise Arobar is being held hostage by one of the Telvanni."
- "The politics of House Redoran are not my concern."
- "I heard that Master Neloth has some influence over Miner Arobar."
- "[Name] heard that Neloth has Miner Arobar's daughter locked up in Tel Naga."
- "That's none of your business."
- "Go down the hall and through the door. Miner's rooms are on the left."
- "Go through the door to the dining area. Then take a right and go through the door. Miner's rooms are on the left."
- "Miner Arobar is currently in his rooms. Go through the door to the guard quarters, then through the next door and turn right. Miner's rooms are on the left."
Ministry of Truth
- "The Ministry of Truth is a celestial body suspended by Vivec's mighty power over the Great Temple of the High Fane in Vivec City."
- "The Ministry of Truth was hollowed out to provide a prison and re-education center operated by the Temple Ordinators for the correction of heretics."
Molag Amur
- "The Molag Amur region lies inland in the southeast of Vvardenfell."
- "Molag Amur is an empty wasteland of rocky hills, steep ravines, lava pools, and barren ash pavements.."
- "Pathfinding and travel is extremely difficult in this trackless wilderness, and is complicated by frequent ash storms."
- "The Ashlanders of Erabenimsun camp hunt game here, but few others venture into this region."
- "The worst part of Molag Amur is considered impassible even by the Ashlanders."
- "Located inland in the southeast of Vvardenfell, Molag Amur is an uninhabited wasteland of rocky hills, steep-sided ravines, lava pools, and barren ash pavements. Pathfinding and travel is extremely difficult in this trackless wilderness, and is complicated by frequent ash storms. The Ashlanders of Erabenimsun camp hunt game here, but few others venture into this region. The worst part of Molag Amur is considered impassible even by the Ashlanders."
- "Molag Amur is the rocky, uninhabited wilderness interior of southeastern Vvardenfell. Molag Mar is the only settlement, and it's more a fortress than a village. Pilgrims come here to visit Mount Kand and Mount Assarnibibi, but they can't travel without well-equipped, heavily armed escorts. There are no paths, and ravines, ridges, and lava pools make it impossible to travel straight over land. And if you get in trouble, you're on your own."
Molag Mar
- "The outpost at Molag Mar is a fortified stronghold on the southeastern edge of the desolate Molag Amur region."
- "Pilgrims bound for the nearby pilgrimage sites at Mount Assarnibibi and Mount Kand take refuge at Molag Mar's hostels, comforted by the garrison of Redoran and Buoyant Armiger crusaders stationed at the stronghold."
- "The outpost at Molag Mar is a fortified stronghold on the southeastern edge of the desolate Molag Amur region. Pilgrims bound for the nearby pilgrimage sites at Mount Assarnibibi and Mount Kand take refuge at the outpost's hostels, comforted by the garrison of Redoran and Buoyant Armiger crusaders stationed at the stronghold."
- "Molag Mar Stronghold is a combination frontier garrison and pilgrimage hostel jointly staffed and maintained by the Tribunal Temple and House Redoran. Both the Temple and House Redoran have garrisons of elite volunteers here to defend the stronghold. Pilgrims use the stronghold as a base from which they can attempt the difficult and dangerous pilgrimages to the Mount Kand and Mount Assarnibibi sites to the north in the Molag Amur wastelands."
Moon-and-Star
- "The enchanted ring called Moon-and-Star -- or One-Clan-Under-Moon-and-Star, as the Ashlanders call it -- was forged for the hero Nerevar by one of the Dwemer Sorcerer-Priest Kagrenac's smiths, and blessed by the Daedra Lord Azura. The ring gave Nerevar supernatural powers of persuasion and indisputable proof of identity, since any other who tried to wear the ring would be killed instantly."
Morag Tong
- "The Morag Tong is an assassins guild sanctioned by the Empire to provide three varieties of execution: public executions, private executions, and House Wars executions. Constrained by ancient traditions and rigid codes of conduct, the Morag Tong only recruits candidates of proven skill and honor. Morag Tong only accepts legally approved contracts called 'writs,' but rumor hints at the execution of secret extralegal 'grey writs.' The Morag Tong is the sworn enemy of the Dark Brotherhood."
- "The Morag Tong is an assassins guild sanctioned by the Empire to provide three varieties of execution: public executions, private executions, and House Wars executions."
- "Guided by ancient traditions and rigid codes of conduct, the Morag Tong only recruits candidates of proven skill and honor."
- "The Morag Tong only accepts legally approved contracts called 'writs.' Some Assassins are not quite so noble."
- "The Morag Tong only accepts legally approved contracts called 'writs,' but rumor hints at the execution of secret extralegal 'grey writs.'"
- "The uninformed associate the Morag Tong with the Dark Brotherhood, a Western assassins guild. But the Morag Tong is the sworn enemy of the Dark Brotherhood, and they couldn't be more different in practice or principle."
- "The Morag Tong is the ancient traditional assassins guild of the Dunmer. We provide three varieties of execution: public, private, and House War. We only recruit candidates of proven skill and honor, and only Grandmaster Eno Hlaalu in Vivec can authorize new members to join the Morag Tong."
- "What can I do for you, brother (or sister)?"
More Ashlander raids
- "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."
More Blight Storms
- "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."
- "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."
- "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."
- "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."
Moroni Uvelas
- "I've heard of her. She works in the St. Olms Brewers and Fishmongers Hall. Nice woman. Shame about her no-account husband, Danar Uvelas, though."
Morrowind
- "A darkness is on the land, and only you can bring the light."
- "Morrowind is a peculiar mixture of Dunmer tradition and Imperial modernism. The council system of government works well, and the Temple provides shelter, education, and health for all. At the same time, the Legions and magistrates guarantee rule of law and justice, and free trade has made everybody in Vvardenfell prosperous. But there's still a lot of race hatred, and slavery ought to be outlawed, regardless of 'sacred Dunmer customs.' And the proud Dunmer will always be bitter about the Occupation."
- "Morrowind, homeland of the Dunmer peoples, is the northeastmost province of the Tamrielic Empire. Most of the population is gathered in the high uplands and fertile river valleys of central Morrowind, especially around the Inland Sea. The island Vvardenfel is encircled by the Inner Sea, and is dominated by the titanic volcano Red Mountain and its associated ash wastelands; most of the island's population is confined to the relatively hospitable west and southwest coast."
- "Morrowind is the northeastmost province of the Tamrielic Empire, bounded on the north and east by the ocean, on the west by Skyrim, on the southwest by Cyrodiil, also known as the Imperial Province, and on the south by Black Marsh, also known as Argonia. Vvardenfell District consists of the island of Vvardenfell, surrounded by the Inland Sea, and dominated by the titanic volcano Red Mountain and its associated ash wastelands."
- Continue "Only recently open to settlement and trade, most of the island's population is confined to the relatively hospitable west and southwest coast, centered around the ancient city of Vivec and the old Great House district centers at Balmora, Ald'ruhn, and Sadrith Mora. The rest of the island is covered by hostile desert wastes, arid grasslands, and volcanic badlands, and thinly populated by the nomadic Ashlander tribes."
- "Morrowind is the northeastmost province of the Tamrielic Empire, bounded on the north and east by the ocean, on the west by Skyrim, on the southwest by Cyrodiil, also known as the Imperial Province, and on the south by Black Marsh, also known as Argonia."
Morrowind cultures
- "Morrowind has three main cultures: the native Dunmer culture -- also sometimes known as the House Dunmer culture or the Dark Elf culture, the Ashlander culture, and the Imperial culture."
Morrowind history
- "Here's a copy of a short work by Jeanette Sitte distributed by the Imperial cult. For a good treatment of Morrowind since it became part of the Empire, look for 'On Morrowind, the Imperial Province', by Erramanwe of Sunhold. Both are by Imperial scholars, but balanced and fair."
- "I hope you found 'Short History of Morrowind' useful."
Morrowind lore
- "Worn-out weapons and armor work poorly. Repair them yourself, if you have some skill, or take them to a smith for repair."
- "We are nomads, living in camps of small portable huts. We travel from place to place, build our camps, then move on to find new grass for our herds and new ranges for hunting."
- "In case you didn't know, weapons and armor are less effective when they get worn out. Repair them yourself, if you have the skill, or take them to a smith for repair."
- "The Imperial legions are mighty warriors. No one can defeat them when they march in rows in open fields. But here, in our ashlands and wild places, they are no match for us."
- "About 50% of Vvardenfell's inhabitants are Dunmer. The other half are Redguard, Breton, Nord, Altmer, Dunmer, Bosmer, Imperial, Khajiit, Argonian, and Orc in roughly equal proportion."
- "Slavery is protected by law in Morrowind. Slavery is illegal throughout the rest of the Empire. But some Dunmer still defend their 'ancient right' to own slaves. In Morrowind slaves are bound by enchanted slaver bracers. The bracers drain the magicka from the slaves so they can't use magic to escape. Unless you have a key, you can't get the slave bracers off. The Emperor should put a stop to slavery, but the Dunmer claim the right to own slaves is guaranteed by the Armistice."
- "Light armor is weak but less tiring, good for running. Heavy armor is strong but slow and tiring. Medium armor is in-between. Unarmored style -- evading attacks instead of using armor -- least tiring of all."
- "We don't like outlanders. Morrowind belongs to the Dunmer. We only want to be left alone to live as our forefathers lived."
- "Ashlanders live with their herds in camps in the wilderness. They are primitive people, but proud, and I fear they can never become civilized."
- "The two criminal guilds here are the Camonna Tong, the native criminal syndicate, and the Thieves Guild, the Imperial newcomers. The Thieves Guild is fighting for its life against the ruthless and well-established Camonna Tong."
- "The two criminal guilds here are the Camonna Tong, the native criminal syndicate, and the Thieves Guild, the Imperial upstarts. The Camonna Tong accepts only native Dunmer. The Camonna Tong has sworn to exterminate the outlander-dominated Thieves Guild."
- "Imperials worship powerful spirits -- but are they the RIGHT spirits? They are powerful, but are they GOOD? We used to worship the Daedra, but now we worship the true gods, the Tribunal, and the Daedra serve the true gods in fear and humility."
- "The Imperial cult worships the Nine Divines, Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, and Julianos, and Tiber Septim, founder and patron of the Empire. Imperials are more tolerant than Dunmer when it comes to religion."
- "The Dunmer don't like outlanders. After four centuries, they still aren't really part of the Empire. I understand their loyalty to religion and culture, but at heart, I think they just hate other races."
- "Three Dunmer Great Houses dominate Vvardenfell politics. The Hlaalu are loyal friends of the Empire, and love trade and wealth. The Redoran honor the traditions of the noble warrior houses. The Telvanni are ruled by thousand-year-old sorcerers who care for nothing but magic and power."
- "The Imperial legions are mighty warriors. No one can defeat them when they march in rows in open fields. But here, in our ashlands and wild places, they are no match for us."
- "The Imperial legions are the greatest fighting force Tamriel has ever known. In Morrowind they serve as guards, but the garrisons are insurance that the Dunmer will never rise in rebellion against the Empire."
- "Most Dunmer worship the Tribunal, three mortals who became gods in the distant past before Tiber Septim. The Temple takes care of the poor, provides health and education, and teaches family duty."
- "The Dunmer are a serious people, and very serious about their gods and the Temple."
- "Dunmer say they hate necromancers, vampires, and all undead. But they guard their tombs with the ghosts and animated spirits of their ancestors. What's the difference?"
- "The Morag Tong are honorable, law-abiding executioners and assassins. They hate the Dark Brotherhood, the outlaw Western assassins guild."
- "Three cultures live on Vvardenfel: the nomadic Ashlanders: the settled House Dunmer, and the Western Imperial colonists of all races."
- "Ashlanders are primitive native nomads living in the wilderness. There aren't many of them."
- "House Dunmer are the common Dark Elves of Morrowind. They live everywhere on Vvardenfell, in towns, villages, manors, and farms."
- "Western Imperial colonists of various races live mostly in the towns and villages of southwest Vvardenfell."
- "The Blight is a sickness you get from being outside during ash storms. The sickness comes from Red Mountain; it makes normal creatures into terrible monsters."
- "Morrowind was a great nation before the Western men were even civilized. Sometimes it makes us impatient to hear the Imperials preach to us of civilization."
- "Red Mountain is a terrible place. Dagoth Ur, the ash vampires and his foul host live there. Only the Ghostfence keeps Dagoth Ur from sweeping across Morrowind and killing everyone."
- "When you've joined one Great House, you can never join any other Great House. They won't trust you. So when you join a Great House, make sure its the one you want forever."
- "In the First Age, the prophet Veloth led the ancestors of our people from Summerset Isles to Vvardenfell."
- "In the First Age, the prophet Veloth led the ancestors of the Dunmer from Summerset Isles to the region of Morrowind."
- "A few of the Dunmer tribes that settled Morrowind became the Great House clans. Our Ashlander tribes also descend from these early Dunmer tribes."
- "The First Age Dunmer tribes that settled Morrowind became the modern Great House clans. Ashlanders also descend from these early Dunmer tribes."
- "The first Dunmer nation, Resdayn, was ruled by the First Council and the Tribunal Temple. The name changed to Morrowind when it became an Imperial province."
- "Morrowind is an Imperial province, though the Treaty of the Armistice lets the Dunmer Great House councils control most local government functions."
- "The Imperial cult brings Imperial religion to the Empire's remote provinces. Imperial cult priests provide worship and services for the Nine Divines at Imperial shrines throughout Vvardenfell."
- "We are nomads, living in camps of small portable huts. We travel from place to place, build our camps, then move on to find new grass for our herds and new ranges for hunting."
- "Ashlanders are nomadic barbarians, living in camps of small portable huts."
- "Recent Imperial colonies like Pelagiad look like the same homes and castles you see in Daggerfall or any other Western province."
- "The native Dunmer cultures are the civilized Great House societies of House Redoran, House Hlaalu, and House Telvanni, each with their own architectures, customs, and traditions."
- "Our camps are groups of small portable huts we call 'yurts'."
- "Ashlander nomadic camps are groups of small portable huts."
- "Rural Dunmer live in villages, groups of small huts centered around Temple compounds."
- "Town and city Dunmer live either in the metropolitan style of Vivec City, the urban style of towns like Ald'ruhn, or the Imperial style of recent settlements like Caldera."
- "In Telvanni District, the few Telvanni tower towns are just big villages with wizard towers."
- "you know why we don't like outlanders? We are a proud people, and we don't like being reminded that we were conquered by foreigners."
- "We don't like foreigners or outlanders much in Morrowind. We are a proud people, and we don't like being a conquered nation."
- "Many Dunmer in Morrowind don't like outlander Dunmer. Dark Elves born and raised to Imperial ways can't understand what it is to be a Dunmer born-and-bred."
- "Some Ashlanders get used to outlanders. We even like some outlanders, and now and then we may adopt them into our tribes. But it takes time and effort to win our trust."
- "Some Dunmer get used to outlanders. We even like some outlanders, and adopt them into our Great Houses. But it isn't easy. It takes time and effort to win our trust."
- "By Redoran customs, killing is justified in war, self-defense, defense of property, affairs of honor, and House Wars affairs. Other killings are foul murder, and must be punished."
- "Foul murder is punished by compensation, hard labor, or sometimes by writ of assassination."
- "We are the nomadic Dunmer barbarians of the Morrowind wastelands. We live in our yurts, gather in camps, herd guar and hunt wild beasts for meat and hides."
- "Ashlanders are the nomadic Dunmer barbarians of the Morrowind wastelands. They live in camps of small, mobile huts, herding guar and hunting wildlife for meat and hides."
- "We claim the right to raid other Ashlander tribes -- and non-Ashlander settlements -- for booty and slaves. It is our way."
- "By tradition, Ashlanders claim the right to raid other Ashlander tribes -- and non-Ashlander settlements -- for booty and slaves."
- "We worship our ancestors. Our tribes are led by our war chiefs, the ashkhans and gulakhans. Our chiefs are guided by the wisdom and prophecies of our wise women. And our hunters and herders guard the treasures of the land that nourish us and make us strong."
- "The Ashlanders worship their ancestors. Ashlander tribes are led by their ashkhan war chiefs, and guided by the wisdom and prophecies of their wise women."
- "Of Morrowind's five Great Houses, three are represented on Vvardenfell. House Redoran, House Hlaalu, and House Telvanni."
- "House Indoril and House Dres are the two of Morrowind's Great Houses that have no holdings on Vvardenfell."
- "House Redoran is a house of warriors. There are good ones and bad ones. Some have honor and speak truth. Others speak with their weapons, and steal our lands and treasures."
- "House Redoran is an aristocratic house of noble warriors. They are strong supporters of the Tribunal Temple."
- "House Hlaalu is a pack of lying thieves. They send their traders to try to trick us out of our treasure. And if they cannot trick us, they send soldiers to drive us away from our lands. They want to steal our land and put houses and towns there."
- "House Hlaalu is an ambitious house of traders and merchant princes. They are strong supporters of the Empire."
- "House Telvanni is ruled by old, evil wizards -- Daedra worshippers and necromancers. They used to leave us alone, but now they sneak into our lands and try to steal them."
- "House Telvanni is an independent association of wizard-lords, equally hostile to the Empire, the Temple, and Morrowind's other Great Houses."
- "We hear the Temple is at war with itself. These Dissident priests rebelled against Temple rulers, so the Temple outlawed the Dissident priests, and imprison and torment them."
- "A group called the Dissident priests rebelled against Temple authority. The Temple outlawed the Dissident priests, and persecutes them."
- "Ordinators arrest and imprison Dissident priests and other heretics. By the terms of the Armistice, the Empire cannot interfere."
- "The Dissident priests challenge certain traditional doctrines of the Temple. They also criticize abuses of power by the Ordinators, and accuse the Temple leaders of greed and corruption."
- "Morrowind used to be free hunters and herders -- the proud tribes of the Dunmer. But since the outlanders rule our land, the Dunmer live in the cities and grow soft and mild like herd beasts."
- "Morrowind used to be free farmers and herders and fishermen ruled by great houses and their noble councils. But since the Imperial occupation, the Dunmer are more dependent on trade and industry."
- "The Blight is weather caused by the big volcano, Red Mountain."
- "Within the Ghostfence, on Red Mountain's slopes, and in its crater, the weather is always blighted and gloomy."
- "Let me tell you a little about the Blight. The Blight is a weather phenomenon associated with Vvardenfell's colossal volcano, Red Mountain. Persistent within the Ghostfence -- that is, within the crater and on the volcano's slopes -- and intermittent near the volcano, the Blight is a health-threatening, ash-heavy volcanic cloud. Plants and creatures exposed to the Blight may contract a variety of blight diseases. So stay away from Red Mountain and the Blight, unless you're some mighty hero or wizard."
- "The Blight is a health-threatening volcanic cloud full of ash. Plants and creatures in the Blight get blight diseases."
- "The Great Houses are always fighting each other in the Great House Wars."
- "There's always trouble in Morrowind between outlanders -- non-Dunmer Imperial colonists -- and the Dunmer natives."
- "The Tribunal Temple is at war with a rebellious faction called the Dissident Priests."
- "A secret cult called the Sixth House is killing Imperial citizens."
- "Misshapen monsters and diseases called 'blight disease' are spreading from Red Mountain, a volcano where the Devil Dagoth Ur and his ash vampires live."
- "Verbal assault, pickpocketing, and trespassing are minor crimes, punished by fines or hard labor."
- "Theft and foul murder are serious crimes. Theft is punished by fines related to the value of the stolen goods, or by hard labor. Foul murder is punished by fines of at least 1000 drakes, or by hard labor."
- "By Imperial law and custom, killing is fair in war, self-defense, defense of property, affairs of honor, and sanctioned affairs of state. Other killings are murder, and punishable by death, fines, or hard labor."
- "Outlaws have no rights, and may be killed without scandal or sanction. Guards may use deadly force in the line of duty."
- "Want to join a Great House? Study all three Great Houses, and think carefully before you join, because once you've joined one house, no other house will ever consider you for membership."
- "Loyalty is very important in the Great Houses. When you join, you become family, and, by Dunmer standards, it's a matter of blood and kin, and irreversible. Even if you get kicked out of one house, no other house will have you."
- "Verbal assault, pickpocketing, and trespassing are minor crimes, punished by fines or labor. Theft and foul murder are felonies. Theft is punishable by fines and compensation proportional to the value of the property stolen, or by punitive labor. Foul murder is punishable by fines and compensation of at least 1000 drakes, or by punitive labor."
- "Theft and foul murder are serious crimes. Theft is punishable by fines according to the value of the property stolen, or by hard labor. Foul murder is punished by fines of at least 1000 drakes, or by hard labor."
- "No Great House may build new settlements on Vvardenfell without Duke Dren's approval. But 'rogue' Telvanni occupied many sites on Vvardenfell, defying the Duke's authority."
- "Rogue Telvanni occupy many sites on Vvardenfell in defiance of the Duke's authority. House Telvanni denies supporting the rogue settlements, but no one believes that."
- "Volunteer expeditions and mercenary raids against rogue Telvanni settlements are silently endorsed by the Duke, but they haven't done much good."
- "Smuggling is the most profitable criminal enterprise here. They smuggle skooma, moon sugar, ebony, Dwemer artifacts, exotic Dunmer weapons and armor, slaves, alcoholic beverages."
- "Though some Dunmer are Imperial cult initiates, most of them are also members of the Tribunal Temple. Religious passions like the Tribunal Temple are the exception in the Empire. Dark Elves who join the Imperial cult are usually more moderate and tolerant."
- "According to the Unwritten Code of the Thieves Guild, killing is always bad policy. Respecting life is good for business, and the Thieves Guild is very sensitive to public opinion."
- "The Thieves Guild is like any trade guild, really. In the Empire, the Thieves Guild is old and powerful, but here in Morrowind, the Thieves Guild is young and weak. The old and powerful criminal guild of Morrowind is the Camonna Tong. The Camonna Tong doesn't like the newcomers, and threatens to destroy the Thieves Guild."
- "By Telvanni custom, killing is okay -- IF you can get away with it, and IF it serves your purposes. Killing is neither sinful nor dishonorable."
- "The Mages Guild is a guild for students of the arcane arts. Go there to find wizards for hire, or training, goods, and services. Guild Stewards know where to find work."
- "Native Dunmer and Imperials alike know a noble has to answer a challenge of honor. Only nobles fight duels, and the higher the rank, the stronger the obligation."
- "By House Hlaalu custom, killing is fair in war, self-defense, defense of property, affairs of honor, and House Wars affairs. Other killings are foul murder and punishable by fines or hard labor, or by writ of assassination."
- "You should know how the Camonna Tong feels about killing. According to the criminal customs of the Camonna Tong, killing is justifiable on any practical grounds -- in particular, justifiable if you can get away with it, and it serves your purposes. Killing is useful to educate and intimidate others, especially when brutal, cruel, and arbitrary. Killing is neither sinful nor dishonorable, but may be imprudent or wasteful."
- "The Camonna Tong is Morrowind's local crime gang. They're powerful and ruthless, and have great influence in the higher ranks of House Hlaalu."
- "The Camonna Tong are in direct competition with the Thieves Guild for control of illegal trade in Morrowind, and they have sworn to exterminate the upstart outlander newcomers. The Camonna Tong are known for their brutal disregard for human life."
- "As it wears out, armor becomes less effective. Broken armor is useless until you repair it, but worn armor stops only part of the damage that good armor does. Learn armor repair, and fix your armor, piece by piece, before every big battle. Or pay a smith to fix your armor."
- "Weapons are less effective as they wear out. Eventually they break, and are useless until you repair them. A worn weapon does only part of the damage it should do. Learn to repair your weapons, or pay a smith to do it."
- "Short blades include the dagger, tanto, shortsword, and wakizashi."
- "Long blades include the broadsword, saber, longsword, katana, claymore, and dai-katana."
- "Blunt weapons include the club, staff, mace, morningstar, and warhammer."
- "Axes include the war axe and battle axe."
- "Spears include spears and halberds."
- "Marksman weapons include short bow, long bow, crossbow, throwing star, and throwing knife. Bows shoot arrows; crossbows shoot bolts."
- "The heavy armor styles, called 'Legion' or 'knight' style in the West and 'ebony' style in the East, require great strength and endurance."
- "The light armor styles, called 'militia' in the West and 'Ashlander' in the East, favors speed and agility."
- "The medium armor styles, called 'Imperial guard' in the West and 'Great House' in the East, are compromises between the heavy and light styles, balancing protection against mobility."
- "The Fighters Guild controls hiring and training of mercenaries. Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work."
- "According to the Temple, killing is fair in war, self-defense, defense of property, affairs of honor, Great House affairs under the sanction of the state, and affairs of heresy. Other killings are foul murder, and punishable by fines or hard labor."
- "In the Temple, the justice of killing heretics is a subject of bitter controversy. Killing heretics is against Imperial law, but the Temple doesn't feel it is dishonorable or evil to kill heretics."
- "In Morrowind we believe the Daedra are powerful ancestor spirits, similar to gods, but weaker and more untrustworthy."
- "In the olden times, the Daedra were worshipped as gods by the Dunmer, but they didn't deserve this worship, since they harmed followers as often as they helped them."
- "When they became gods, the Tribunal became High Ancestor Spirits of the Dunmer. Good Daedra became loyal friends of the Tribunal, but Bad Daedra remained foul and treacherous."
- "Red Mountain is the great volcano in the center of Vvardenfell island. The crater of Red Mountain is called the Dagoth Ur region, where Dagoth Ur and his evil servants dwell."
- "The Tribunal built the Ghostfence around Red Mountain to imprison Dagoth Ur and his servants, and to protect Morrowind from the blight storms that boil out of Dagoth Ur's crater."
- "Dagoth Ur is the evil immortal enemy of the Tribunal Temple cult. Dagoth Ur and his hosts are responsible for all the evils that trouble the Dunmer and Morrowind."
- "Dagoth Ur dwells in fiery caverns beneath Red Mountain, served by his kin, called ash vampires, and by legions of deformed monsters."
- "The Imperial legions have garrisons in the major settlements, but they mostly serve as guards to keep the peace."
- "The legions hire qualified recruits of proven skill and character, and provide training, goods, and services at discounts. The lower ranks are common troopers and officers, but the upper ranks include the orders of the Imperial knights."
- "Most Dunmer worship the Tribunal, three mortals who became gods in the distant past before Tiber Septim."
- "The Dunmer are a serious people, and very serious about their gods and the Temple. You won't find beggars in Morrowind; the Temple takes care of the poor. The Temple provides health and education for worshippers, and stresses family duty."
- "The Tribunal are named Almalexia, Sotha Sil, and Vivec. When you refer to all three of the Tribunals at once, you call them 'Almsivi'."
- "Shields and tower shields give good protection, but you can only use one-handed weapons with them."
- "When choosing body armor, get a cuirass first for the chest, then greaves for the legs, helm for the head, and boots for the feet. Add left and right pauldrons for upper arms and gauntlets or bracers for lower arms."
- "When choosing body armor, balance protection against weight. You can't fight if you're exhausted by the weight of your armor."
- "Ancestor worship is the religion of the Ashlanders. The Tribunal Temple still practices ancestor worship, but only as a minor part of their faith."
- "The Daedra and the Saints are worshipped as ancestors by the Temple, and each family maintains a shrine dedicated to the remains and spirits of the clan's dead."
- "The Morag Tong is an assassins guild sanctioned by the Empire to provide three varieties of execution: public executions, private executions, and House Wars executions."
- "Constrained by ancient traditions and rigid codes of conduct, the Morag Tong only recruits candidates of proven skill and honor."
- "Morag Tong will only accept legally approved contracts called 'writs.' There's no truth to rumors of secret extralegal 'grey writs.'"
- "According to the Morag Tong, killing civilians is wrong, and grounds for expulsion. Killing anyone but a victim marked by writ is dishonorable and incompetent. Killing a victim marked by a writ is sacred and honorable."
- "Three Dunmer Great Houses dominate Vvardenfell politics. Only House Redoran honors the ancient noble traditions and faith of our ancestors. House Hlaalu is infected with the greed of the West. They fawn over their Imperial masters. The Telvanni are, as always, heartless, predatory, and unpredictable."
- "Let me tell you the basics about armor wear. As it wears out, armor becomes less effective. Broken armor is completely useless until you repair it, but worn armor stops only a fraction of the damage that new or well-maintained armor does. Learn the basics of armor repair, and go over your armor, piece by piece, before every big battle. Or visit a smith regularly to keep your armor in good shape."
- "Let me tell you the basics of Imperial law concerning life and property. Verbal assault and pickpocketing are malfeasances, punishable by fines and compensation of less than 100 drakes, or by punitive labor. Theft and foul murder are felonies. Theft is punishable by fines and compensation proportional to the value of the property stolen, or by punitive labor. Foul murder is punishable by fines and compensation of at least 1000 drakes, or by punitive labor."
- "Verbal assault and pickpocketing are minor crimes, punishable by fines or hard labor. Theft and foul murder are serious crimes. Theft is punishable by fines or hard labor. Foul murder is punishable by fines of at least 1000 drakes, or by hard labor."
- "In Morrowind, whether you're a professional mercenary, or a pilgrim or traveler, you'll want some armor. Shields and tower shields are basic armor protection, but limit you to one-handed weapons. For body armor, get a cuirass first for the chest, then greaves for the legs, helm for the head, and boots for the feet. Add left and right pauldrons for upper arms and gauntlets or bracers for lower arms. Balance protection against weight; you can't fight if you're exhausted by the weight of your armor."
- "Let me tell you about the ten races most commonly encountered in Morrowind: Redguard, Breton, Nord, Altmer, Dunmer, Bosmer, Imperial, Khajiit, Argonian, and Orc. Dunmer are the native majority, but on Vvardenfell, heavily colonized by Imperial outlanders, only one in two individuals are Dunmer. The other nine races are about equally distributed. As mercenaries, House Hlaalu prefers Imperials and Redguards, Redoran prefers Nords and Altmer, and Telvanni prefer Bosmer and Bretons."
- "The three armor styles common here are light, medium, and heavy. Light armor is weak but less tiring to wear, and is better for fast running. Heavy armor is strong but slow and tiring. Medium armor is a compromise between light and heavy. The fourth style is unarmored, evading attacks rather than absorbing them with armor."
- "There are three cultures on Vvardenfel: the nomadic Ashlanders: the settled House Dunmer, and the Western Imperial colonists of all races. Ashlanders are few in number, and confined to wilderness regions. House Dunmer live everywhere, in towns, villages, manors, and farms. The Western Imperial colonists live mostly in the towns and villages of the southwest."
- "Let me tell you about the three major cultural groups of Morrowind. Ashlanders are nomadic barbarians, living in camps of small portable huts. Recent Imperial colonies like Pelagiad look like the same sturdy half-timbered homes and stone castles you might see in Daggerfall or any other Western province. The native Dunmer cultures are the civilized Great House societies of House Redoran, House Hlaalu, and House Telvanni, each with their own architectures, customs, and traditions."
- "Let me tell you about settlements in Morrowind. Ashlander nomadic camps are groups of small portable huts. Rural Dunmer live in villages, groups of small huts centered around Temple compounds. Town and city folk live either in the metropolitan style of Vivec City, the urban style of towns like Ald'ruhn, or the Imperial style of recent settlements like Caldera. In sparsely populated Telvanni District, the few Telvanni tower towns are essentially large villages dominated by wizard towers."
- "Let me tell you how House Redoran feels about killing. According to House Redoran custom, killing is justifiable in war, self-defense, defense of property, affairs of honor, and House Wars affairs. Other killings are foul murder, and punishable by compensation, punitive labor, or, in sanctioned House Wars affairs, by writ of assassination. Justifiable but unnecessary or cruel killing is scandalous, and grounds for sanction or expulsion. An opponent who yields may not be slain honorably."
- "Let me tell you about the Ashlanders. Ashlanders are the nomadic Dunmer barbarians of the Morrowind wastelands. They live in camps of small, mobile huts, herding guar and hunting wildlife for meat and hides. By tradition, the Ashlanders claim the right to raid other Ashlander tribes -- and non-Ashlander settlement -- for booty and slaves. The Ashlanders worship their ancestors, and are led by their ashkhan war chiefs, counseled by the arcane wisdom and prophecies of their wise women."
- "Let me tell you a little about the Blight. The Blight is a weather phenomenon associated with Vvardenfell's colossal volcano, Red Mountain. Persistent within the Ghostfence -- that is, within the crater and on the volcano's slopes -- and intermittent near the volcano, the Blight is a health-threatening, ash-heavy volcanic cloud. Plants and creatures exposed to the Blight may contract a variety of blight diseases. So stay away from Red Mountain and the Blight, unless you're some mighty hero or wizard."
- "If you are thinking of joining a Great House, let me give you some advice. Study all three Great Houses, and think carefully before you join, because once you've joined one house, no other house will ever consider you for membership. Loyalty is very important in the Great Houses. When you join, you become family, and, by Dunmer standards, it's a matter of blood and kin, and irreversible. Even if you get kicked out of one house, no other house will have you."
- "Want to join a Great House? Study all three Great Houses, and think carefully before you join, because once you've joined one house, no other house will ever consider you for membership. Loyalty is very important in the Great Houses. When you join, you become family, and, by Dunmer standards, it's a matter of blood and kin, and irreversible. Even if you get kicked out of one house, no other house will have you."
- "Let me tell you the basics of Imperial law concerning life and property. Verbal assault and pickpocketing, are malfeasances, punishable by fines and compensation of less than 100 drakes, or by punitive labor. Theft and foul murder are felonies. Theft is punishable by fines and compensation proportional to the value of the property stolen, or by punitive labor. Foul murder is punishable by fines and compensation of at least 1000 drakes, or by punitive labor."
- "Let me tell you about smuggling here. Smuggling is the most profitable and dangerous of criminal enterprises in Vvardenfell. Most high-price smuggling concerns skooma, moon sugar, ebony, Dwemer artifacts, exotic Dunmer weapons and armor, and slaves. Local low-level smuggling involves the local alcoholic beverages; the Empire has a low tax on flin and a high tax on local alcohol, and many merchants and private citizens try to evade these tariffs."
- "Let me tell you how the Thieves Guild feels about killing. According to the Unwritten Code of the Thieves Guild, killing is always inefficient, inelegant, and counter-productive. A reputation for respecting life is good for business, and the Thieves Guild is very sensitive to public opinion. Unnecessary killing may be grounds for expulsion from the Guild."
- "Let me tell you about the Thieves Guild in Morrowind. The Thieves Guild is like any trade guild, an organization of professionals, except the professionals are thieves and robbers and pickpockets and smugglers and other criminals. In the Empire, the Thieves Guild is old and powerful, but here in Morrowind, the Thieves Guild is young and weak. The old and powerful criminal guild of Morrowind is the Camonna Tong. The Camonna Tong doesn't like the newcomers, and threatens to destroy the Thieves Guild."
- "You should know how the Telvanni feel about killing. According to Telvanni custom, killing is justifiable on any practical grounds -- in particular, justifiable if you can get away with it, and it serves your purposes. Killing is neither sinful nor dishonorable. Telvanni abide by Imperial law only so far as it is enforced. No Imperial guards or Legion garrisons are found in most Telvanni settlements."
- "Let me tell you about affairs of honor. Native Dunmer and Imperials alike recognize a noble's obligation to answer a challenge of honor. A challenge of honor is a public declaration of a scandal against a private party. Only nobles fight duels, and the higher the rank, the stronger the obligation. Law and custom despises dishonorable duelists. If the victim was bullied, intimidated, or goaded by a stronger party with suspect motives, magistrates often convict the stronger party of foul murder."
- "Let me tell you how House Hlaalu feels about killing. By House Hlaalu custom, killing is justifiable in war, self-defense, defense of property, affairs of honor, and House Wars affairs. Other killings are foul murder and punishable by compensation, punitive labor, or, in sanctioned House Wars affairs, by writ of assassination. Justifiable but unnecessary or cruel killing is scandalous but legal. A cynical acceptable of abuse of power by the rich and powerful is a feature of Hlaalu philosophy."
- "Let me tell you about the weapon types most common in Morrowind. Short blades include the dagger, tanto, shortsword, and wakizashi. Long blades include the broadsword, saber, longsword, katana, claymore, and dai-katana. Blunt weapons include the club, staff, mace, morningstar, and warhammer. Axes include the war axe and battle axe. Spears include spears and halberds. Marksman weapons include short bow, long bow, crossbow, throwing star, and throwing knife. Bows shoot arrows; crossbows shoot bolts."
- "Let me tell you about the armor styles most common in Morrowind. The heavy armor styles, called 'Legion' or 'knight' style in the West and 'ebony' style in the East, require great strength and endurance. The light armor styles, called 'militia' in the West and 'Ashlander' in the East, favors speed and agility. The medium armor styles, called 'Imperial guard' in the West and 'Great House' in the East, are compromises between the heavy and light styles, balancing protection against mobility."
- "Let me tell you about the Fighters Guild in Morrowind. The Fighters Guild is a professional organization chartered by the Emperor to regulate the hiring and training of mercenaries. Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work. Consider joining and working your way up the ranks. It's a smart move for the ambitious sell-sword."
- "Let me tell you how the Morag Tong feels about killing. According to the codes and customs of the Morag Tong, killing civilians is scandalous, and grounds for expulsion. Killing anyone but a victim marked by writ is dishonorable, a sign of incompetence and disrespect for the Tong, and grounds for sanction or expulsion. Killing a victim marked by a writ is sacred and honorable."
- "Let me tell you about the Imperial Legions in Morrowind. The legions have garrisons in the major settlements, but they mostly serve as guards to keep the peace. The legions hire qualified recruits of proven skill and character, and provide training, goods, and services at discounts. The lower ranks are common troopers and officers, but the upper ranks include the orders of the Imperial knights."
- "An adventurer should know the basics of Imperial law concerning life and property. Verbal assault, pickpocketing, and trespassing are malfeasances, punishable by fines and compensation of less than 100 drakes, or by punitive labor. Theft and foul murder are felonies. Theft is punishable by fines and compensation proportional to the value of the property stolen, or by punitive labor. Foul murder is punishable by fines and compensation of at least 1000 drakes, or by punitive labor."
- "You should know the Empire's attitudes about killing. According to Imperial law and custom, killing is justifiable in war, self-defense, defense of property, affairs of honor, and sanctioned affairs of state. Other killings are murder, and punishable by death or imprisonment. Outlaws have no rights, and may be killed without scandal or sanction. Guards may use deadly force in the line of duty."
- "Let me tell you about the Morag Tong in Morrowind. The Morag Tong is an assassins guild sanctioned by the Empire to provide three varieties of execution: public executions, private executions, and House Wars executions. Constrained by ancient traditions and rigid codes of conduct, the Morag Tong only recruits candidates of proven skill and honor. Morag Tong will only accept legally approved contracts called 'writs.' There's no truth to rumors of secret extralegal 'grey writs.'"
- "Let me tell you about ancestor worship in Morrowind. Ancestor worship is the dominant form of worship among the Ashlanders, a personal and pervasive feature of their everyday life. The Tribunal Temple retains veneration of ancestors as a minor aspect of worship, greatly overshadowed by the awe-inspiring power and benevolence of the Tribunes. The Daedra and the Saints are worshipped as ancestors, and each Temple family maintains a shrine dedicated to the remains and spirits of the clan's dead."
- "Let me tell you about the Tribunal Temple. Most Dunmer worship the Tribunal, three mortals who became gods in the distant past before Tiber Septim. The Dunmer are a serious people, and very serious about their gods and the Temple. You won't find beggars in Morrowind; the Temple takes care of the poor. The Temple provides health and education for worshippers, and stresses family duty. The Tribunal are named Almalexia, Sotha Sil, and Vivec, collectively called Almsivi. See a Temple priest to learn more."
- "Let me tell you about Dagoth Ur. Dagoth Ur is the evil immortal enemy of the Tribunal Temple cult. The Temple blames Dagoth Ur and his hosts for all the evils that beset the Dunmer and Morrowind. Dagoth Ur dwells in fiery caverns beneath Red Mountain, served by his kin, called ash vampires, and by legions of deformed monsters."
- "Let me tell you about Red Mountain. Red Mountain is the great volcano in the center of Vvardenfell island. The crater of Red Mountain is called the Dagoth Ur region, where Dagoth Ur and his evil servants dwell. The Tribunal built the Ghostfence around Red Mountain to imprison Dagoth Ur and his servants, and to protect Morrowind from the blight storms that issue from Dagoth Ur's crater."
- "Let me say a little about Daedra here in Morrowind. Here we believe the Daedra are powerful ancestor spirits, similar to gods, but weaker and more capricious. In the olden times, the Daedra were worshipped as gods by the Dunmer, but were undeserving of this veneration, since they harmed followers as often as they helped them. With their Apotheosis, the Tribunal became High Ancestor Spirits of the Dunmer. Good Daedra became loyal friends of the Tribunal, but Bad Daedra remained foul and treacherous."
- "You should know how the Temple feels about killing. Killing is justifiable in war, self-defense, defense of property, affairs of honor, Great House affairs under the sanction of the state, and affairs of heresy. Other killings are foul murder, and punishable by compensation, punitive labor, or, in sanctioned House Wars affairs, by writ of assassination. The justice of killing heretics is a source of bitter controversy. Killing heretics is against Imperial law, but not dishonorable or scandalous."
- "Let me tell you about the Camonna Tong. The Camonna Tong is Morrowind's native criminal syndicate. They're grown powerful and ruthless since the Imperial occupation, and have great influence in the higher ranks of House Hlaalu. The Camonna Tong are in direct competition with the Thieves Guild for control of illegal trade, and they have sworn to exterminate the upstart outlander newcomers. The Camonna Tong are known for their brutal disregard for human life."
- "We don't like foreigners or outlanders much in Morrowind. We Dunmer are a proud people, and we have good reasons to dislike other outlander races. And, for that matter, we don't much like outlander Dunmer -- Dark Elves born and raised to Imperial ways, who don't know what it is to be a Dunmer born-and-bred. Some of us get used to outlanders. We even like some, and adopt some into our Great Houses. But it isn't easy. It takes time and effort to win a native's trust."
- "Let me tell you about rogue Telvanni. No house may build new settlements on Vvardenfell with Duke Dren's approval. However, the Duke has little power to enforce restrictions, and 'rogue' Telvanni have occupied many sites on Vvardenfell, defying the Duke's authority. House Telvanni publicly denies supporting the rogue settlements. Volunteer expeditions and mercenary raids on these outlawed settlements are silently endorsed by the Duke, but have been largely ineffective."
- "The Morag Tong are executioners and assassins who operate within the law and under a strict code of behavior. They have nothing to do with the Dark Brotherhood; the Morag Tong and the Dark Brotherhood are bitter enemies."
- "Let me tell you a little about Morrowind history. The prophet Veloth led the ancestors of the Dunmer from Summerset Isles to the region of Morrowind. Various Dunmer tribes became the modern Great House clans; Ashlanders descend from other Dunmer tribes. The first Dunmer nation was called Resdayn and ruled by the First Council and the Tribunal Temple. Now Morrowind is an Imperial province, though the Treaty of the Armistice reserves most local government functions to the Dunmer Great House councils."
- "Let me tell you about the Imperial cult. The Imperial cult brings divine inspiration and consolation to the Empire's remote provinces. The cult combines the worship of the Nine Divines -- the Aedra Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, and Julianos -- and the Talos cult, dedicated to the divine god-hero Tiber Septim, founder and patron of the Empire. Imperial cult priests provide worship and services for all these gods at Imperial shrines in settlements throughout Vvardenfell."
- "Of Morrowind's five Great Houses, three are represented on Vvardenfell. House Redoran is an aristocratic house of noble warriors, strong supporters of the Temple. House Hlaalu is an enterprising house of traders and merchant princes, strong supporters of the Empire. House Telvanni is an independent association of wizard-lords, equally hostile to the Empire, the Temple, and the other houses. House Indoril and House Dres are the two Great Houses not represented on Vvardenfell."
- "Let me tell you the basics about weapon wear. Weapons become less effective with wear. Eventually they break, and are useless until you repair them, but a worn weapon does only a fraction of the damage it should do. You'll hack and stab and slash away, and suddenly realize you're doing almost nothing to your enemy. So learn the basics of weapon repair, and touch up your weapons before every big fight, or pay a smith to keep your weapons in top shape."
- "Let me tell you about the Dissident priests. A group called the Dissident priests has rebelled against Temple authority, and are outlawed and persecuted by the Temple. Ordinators arrest and imprison these heretics, and according to the terms of the Armistice, the Empire cannot interfere. The Dissident priests challenge certain traditional doctrines of the Temple. They also condemn the arbitrary power of the Ordinators, and accuse the Temple hierarchy of self-interest and corruption."
- "Let me tell you about Morrowind's economy. Morrowind used to be an agrarian aristocracy, mostly free farmers and herders and fishermen ruled by great houses and their noble councils. But since the Imperial occupation, and especially here on Vvardenfell, the Dunmer are developing a mercantile economy on the model of the Empire, ruled by the Emperor, law, and legions, but driven by trade in crafts and goods."
- "Three Great Houses dominate Vvardenfell's politics. Aristocratic, warlike House Redoran champions ancient Dunmer honor and morality, and strongly supports the Temple. Great House Hlaalu is an aggressive mercantile culture, influenced by Imperial values of progress, tolerant polytheism, and free enterprise. The sorcerer-lords of Great House Telvanni dedicate themselves to ruthless competition among themselves for arcane mastery, and competition with other Great Houses for Vvardenfell's resources."
- "Let me tell you about current events. The Great Houses are always fighting each other in the Great House Wars. There's always trouble between outlanders -- non-Dunmer Imperial colonists -- and the Dunmer natives. The Temple is at war with a rebellious faction called the Dissident Priests. A secret cult called the Sixth House is killing Imperial citizens. Misshapen monsters and diseases called 'blight disease' are spreading from Red Mountain, a volcano where the Devil Dagoth Ur and his ash vampires live."
- "Let me tell you about rogue Telvanni. No Great House may build new settlements on Vvardenfell without Duke Dren's approval. However, the Duke has little power to enforce restrictions, and 'rogue' Telvanni have occupied many sites on Vvardenfell, defying the Duke's authority. House Telvanni publicly denies supporting the rogue settlements. Volunteer expeditions and mercenary raids on these outlawed settlements are silently endorsed by the Duke, but have been largely ineffective."
- "Let me tell you about Dunmer who join the Imperial cult. Though some Dunmer are Imperial cult initiates, most of these are also nominal members of the Tribunal Temple. Religious fervor is exceptional in the Empire, compared with Morrowind's more passionate Temple worshippers, and Dunmer who adopt the Imperial cult often share the moderation and religious tolerance of Imperial culture."
- "Though some Dunmer are Imperial cult initiates, most of them are also members of the Tribunal Temple. Religious fervor is exceptional in the Empire, compared with Morrowind's more passionate Temple worshippers, and Dunmer who adopt the Imperial cult often share the moderation and religious tolerance of Imperial culture."
- "Let me tell you about the Mages Guild in Morrowind. The Mages Guild is a professional organization chartered by the Emperor to promote study of the arcane arts. And it's where you go to find wizards for hire. Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work. If you're thinking of making wizardry your profession, you should join and work your way up the ranks."
- "Read a book or something. You can read, can't you?"
- "The raw ebony deposits here on Vvardenfell are the richest in the world. And the deposit in Caldera is the biggest on Vvardenfell. There's a fortune in ebony here. It all used to belong to the Temple, but now it belongs to the Emperor -- or anyone of his cronies he gives a mine charter."
- "The raw ebony deposits here are the richest in the world. And they are ours. Do not touch the ebony, outlander."
- "The raw glass deposits here on Vvardenfell are the richest in the world. There's a fortune in raw glass here. It all used to belong to the Temple, but now it belongs to the Emperor -- or anyone of his cronies he gives a mine charter."
- "There are not many diamond mines here on Vvardenfell. I don't know of any others."
Morrowind's economy
- "Morrowind used to be an agrarian aristocracy, mostly free farmers and herders and fishermen ruled by great houses and their noble councils. But since the Imperial occupation, and especially here on Vvardenfell, the Dunmer are developing a mercantile economy on the model of the Empire, ruled by the Emperor, law, and legions, but driven by trade in crafts and goods."
Morrowind's neighbors
- "The Dunmer of Morrowind dislike and disrespect all foreigners, who they regard as racially and culturally inferior. They thoroughly dislike their Imperial neighbors to the southwest, who conquered and occupied their land. They passionately hate and despise their Argonian neighbors to the south, thinking them savage animals fit only for slavery."
- Continue "Dunmer casually dislike their Nord neighbors to the west; in the past, Nords raided and made war against Morrowind, and today the Nords still have territorial ambitions for the coast and highlands of Morrowind's northwest borders."
Mossanon
- "A High Elf named Mossanon? I don't know anyone by that name. But there aren't many High Elves in Sadrith Mora. Why don't you ask Sinyaramen over at the Gateway Inn? He's a High Elf, and a trader. He might know."
- "A High Elf named Mossanon? I don't know anyone by that name. But there aren't many High Elves in Sadrith Mora. Why don't you ask Sinyaramen? He's a High Elf here in the Gateway, and a trader. He might know."
- "A High Elf named Mossanon with a Dark Elven woman? I don't know anyone by that name. But I have seen a High Elf in the company of a local woman, Volmyni Dral. She has a pod over near Wolverine Hall."
- "A High Elf named Mossanon? Traveling with an 'attractive' Telvanni woman? I don't know anyone by that name. But I have seen a High Elf in the company of a local woman, Volmyni Dral. She has a pod over near Wolverine Hall. She's young. But not all that attractive."
- "You're looking for a High Elf and Volmyni Dral? Go talk to her. She has a pod over near Wolverine Hall."
- "He doesn't work here anymore, and I don't think the Company wants us to discuss him with outsiders."
- "Well... I'm not sure the Company would appreciate my talking about this. But you seem a decent sort. Mossanon was always a good clerk, and a pleasant fellow. Then, recently, he seemed to have something else on his mind. He was acting strangely. He was absent a lot, often without letting anyone know. I didn't know him well. Perhaps you should talk to Okan-Shei, or Shazgob gra-Luzgan -- they worked together."
- "Mossanon? A High Elf? He was in and out here not long ago -- but not recently. Was asking for the guild guide, Flacassia Fauseius."
mother's heart
- "I'm sure she loves you. And she'll miss you when you're gone."
- "Oh? What? No, no.... Nothing. Just talking to myself...."
Mouth
- "Isn't Fast Eddie near that rank?"
- "Mouth? What about your mouth?"
- "The Telvanni Mouths are in the main Council House."
- "I am a Mouth in House Telvanni. I speak the words of my patron here in the Telvanni Council"
- "I am not a Mouth for anyone. I oversee the construction of strongholds and bases for House Telvanni. If you have business with House Telvanni, speak with one of the Mouths in the Telvanni Council House."
mouth of the cave
- "But what cave? There are many caves."
- "I'm sorry. I know the Needle, and yes, I see that the whitish rock atop the spire might remind someone of pearl. But I don't know of any cave or mouth of a cave in that valley."
- "Malipu-Ataman's Belt... I know this token, and I wish to help you. But I'm sorry. I know the Needle, and yes, I see that the whitish rock atop the spire might remind someone of pearl. But I don't know of any cave or mouth of a cave in that valley."
muck
- "You can find muck just about anywhere there are muckspunge pools. Muckspunge is kinda brown and grows taller and fatter than me. Believe me, you can't miss it."
- "You're looking for muck? Ask Anis Seloth here in town. Her shop is on the north side of town, next to Fara's Hole in the Wall."
Mudan-Mul Egg Mine
- "It's northwest of here. Due west of Tel Vos."
- "It's due west of here."
murder of Processus Vitellius
- "Found his body, huh? Well, it's up to you what to do with that information. I suppose that Socucius Ergalla in the Census and Excise Office would be the one to tell, if that's your inclination."
- "Someone finally got him, huh? Well, it's no surprise, I suppose. No one likes a tax collector, especially one who flaunts his wealth while taking our hard-earned cash. Only one who could stomach him at all was Thavere over in the lighthouse. The two of them spent some time together. Shame, really. She seemed like a nice woman."
- "We heard. He was a good man, and his murder should be avenged."
murderer's description
- "I don't know anyone like that."
- "[Name] thinks [Name] saw someone like that over at the Council Club, just across from the Silt Strider."
- "Hmm... I believe Thanelen Velas over at the Council Club might fit that description."
- "That could be Thanelen Velas at the Council Club over by the Silt Strider."
- "Why, no. I don't know anyone like that. Everyone here at the Council Club thinks that Nine-Toes murdered Ralen Hlaalo."
Murudius Flaeus
- "He often goes swimming near Fadila's house. I wonder what he's doing out there?"
- "He looks like he doesn't have any money, but he sure does spend it."
my trade
- "I am a merchant. I look for goods that are well-made, that people want to buy, that I can buy and sell at a profit. There are many different kinds of materials I can buy and sell -- animal products, vegetable products, mineral products, even exotic products. Crafts and manufactured goods I deal in include weapons, armor, clothing, books, potions, enchanted items, and various housewares. I travel, talk with people I meet, buy what I like, and sell what people like."
- "I'm a warrior by trade. I know how to fight, when necessary, but I much rather look so tough that critters give up or run away when they see me. Personally, I favor long blades of all kinds -- they use long blades of many different styles and craftsmanships here in Morrowind -- and I wear medium armor, for a decent balance of protection and mobility. But I train with various weapon types and armor types. And like any good warrior, I'm my own armorer -- don't want to fight with worn weapons in worn armor."
- "I'm a barbarian, and proud of it. I like the wilderness, and know how to live comfortably off the land. I know the various creatures of the wild, how to hunt them, what bits are good to eat, and what bits the city-folk will pay for. I know weapons and armor, and how to stay healthy, so I can play soldier for pay. But I hate taking orders, so I rather live by hunting."
- "I'm what they call a crusader. Crusaders used to be warriors in service to a cult, but now any heavily armored warrior with a good cause calls himself a crusader. My good cause is hunting down necromancers and witches and bandits and other malefactors. And I do well by doing good -- salvage on arms, armor, and goods taken from malefactors earns me a good living. I'm tough and strong, so I wear heavy armor and use blunt weapons. And I won't fight with worn weapons or worn armor, so I'm my own armorer."
- "I'm a knight. In the West, you need a horse and land to be a knight, but here, we have no horses, and all you need is good armor, good weapons, and the skill to use them. I prefer to fight with axes and shields. Since I live by my weapons, I have to pay careful attention to local feelings about killing and murder -- what's right and what's wrong."
- "I'm a scout. I know places, people, plants, paths, wind, and weather. I serve as guide for travelers and traders, or work as advance guard and pathfinder for expeditions. I know the geography of Vvardenfell, and the various geographic regions. My best defense is stealth, sneaking past trouble, but I can fight bow or blade, in various armor styles, when the job requires it."
- "I'm an archer. I'm the kind of fighter who hates getting hurt, so I ambush with my marksman weapons from a distance, then run like crazy when I can, and fight with long blades or spears when I must. I prefer spears because they're longer, and I keep farther from things trying to hurt me. If that sounds cowardly to you, you better stick with tin suits and fat axes."
- "I'm a lovable rogue, a silver-tongued devil with a taste for the better things in life. But lovable as I am, some people get upset with me, and so I must fight -- purely in self-defense, you understand. I like light armor and short blades for self defense; heavy armor and heavy weapons just tire you out. But I train with various different weapon types and armor types, so I can improvise when the situation demands it."
- "I'm a thief. I was born to be a thief. I love to sneak around in rich people's houses, and liberate their possessions. I enjoy puzzling out the security provisions on doors and chests, thrilling to the challenge and suspense of picking locks and disarming traps. And I've always had an interest in Imperial law -- property rights, criminal justice, bribes and graft. Me and the guards, we're old friends. And punitive labor isn't all that bad -- free food and board, fresh air, and good fellowship."
- "I'm a thief. I was born to be a thief. I love to sneak around in rich people's houses, and liberate their possessions. I enjoy puzzling out the security provisions on doors and chests, thrilling to the challenge and suspense of picking locks and disarming traps. I can sell you the tools of the trade -- the lockpick and probe. I can train you to be a better thief yourself, but you must make a generous contribution to my retirement fund."
- "I'm an agent. I work for a House, or a company, or the state, and I do things that need doing. All sorts of things. Mostly I handle matters in the business or diplomatic line, things that require mercantile skills, or the arts of speechcraft. I trade in knowledge -- hard facts and rumors. 'Knowledge is power,' as they say. And sometimes I do other sorts of things. Things I can't talk about."
- "I'm an agent. I work for a House, or a company, or the state, and I do things that need doing. Mostly I handle matters in the business or diplomatic line, things that require mercantile skills, or the arts of speechcraft. I trade in knowledge -- hard facts and rumors. 'Knowledge is power,' as they say. And sometimes I do other sorts of things. Things I can't talk about."
- "I'm an assassin. Killing is my profession. I am discrete, efficient, and reliable. In Morrowind, the assassin's trade is an ancient and honorable profession, restricted by a rigid code of conduct, and operating strictly within the law. Because I am discreet, I prefer short blades for swift, close-and personal work, while the marksman weapons like throwing stars and throwing knives are more suitable for stealth and surprise."
- "I'm an assassin. Killing is my profession. I am discrete, efficient, and reliable. In Morrowind, the assassin's trade is an ancient and honorable profession, restricted by a rigid code of conduct, and operating strictly within the law. Because I am discreet, I prefer short blades for swift, close-and personal work, while the marksman weapons like throwing stars and throwing knives are more suitable for stealth and surprise. I charge fair prices to train apprentices in the assassin's skills."
- "I'm an acrobat. As an entertainer, my job is to amaze and amuse my patrons. But in my more discrete vocation as a second-story man and connoisseur of treasures and secrets, my job is to come and go without attracting notice, and to effectively discourage pursuit when I am noticed. Running, swimming, or leaping, my art is to leave my less-agile, less-swift pursuit behind."
- "I am a monk. In mind and spirit, I am a student of the hidden mysteries, of the unseen world that lies behind the objects and ideas of everyday life. In body, I am a student of the ancient martial arts, patterned on the 'Rain-of-Sand' fighting styles of Elsweyr. I pursue hand-to-hand and unarmored self-defense, because what you don't have, you cannot lose. I also train with the blunt weapons called staffs, because even the poorest peasant can own a staff."
- "I am a monk. In mind and spirit, I am a student of the hidden mysteries, of the unseen world that lies behind the objects and ideas of everyday life. In body, I am a student of the ancient martial arts, patterned on the 'Rain-of-Sand' fighting styles of Elsweyr. I pursue hand-to-hand and unarmored self-defense, because what you don't have, you cannot lose. I also train with the blunt weapons called staves, because even the poorest peasant can own a staff. To earn my keep, I train others in my skills."
- "I am a pilgrim. I search for enlightenment, and hope to purify my soul through facing and overcoming the challenges of pilgrimages that reenact the tests and trials of gods, saints, and heroes. I visit the shrines and make devotions everywhere I travel -- in village Temple shrines, and the High Fane of Vivec, or at the remote shrines scattered all over Vvardenfell."
- "I am a bard. As an entertainer, I share songs and stories with patrons and peasants. As a scholar, I travel the world, speaking with people, and learning the lessons of history and human nature. And because a good bard must experience adventure at first hand in order to present its drama effectively, I have learned to defend myself with the noble tools of medium armor and long blade, and have mastered minor mysteries of alchemy, enchantment, and illusion."
- "I am a mage. My study is the destruction and alteration of the visible and invisible world. I study magic for its pure intellectual challenge and rewards, but I am paid in gold for the practical applications of my knowledge. Further, when undertaking expeditions in search of knowledge, I defend myself with spells of the College of Destruction, and leap, swim, and levitate with the spells of the College of Alteration."
- "I am a mage. My study is the destruction and alteration of the visible and invisible world. I study magic for its pure intellectual challenge and rewards, but I am paid in gold for the practical applications of my knowledge. I defend myself with spells of the College of Destruction, and leap, swim, and levitate with the spells of the College of Alteration. I sell spells, and I am a spellmaker who creates spells to your specifications. I can also teach you in my skills, for a fee."
- "I am a sorcerer. Through my mastery of special disciplines of the College of Conjuration, and my private studies of the Outer Realms and their Powers and Principalities, I have learned to summon and command their denizens to do my bidding. I do these things for coin, or to suit my own interests. I also am an enchanter, enchanting items for my own use and for the use of others. My skill with enchantments also makes me more efficient in using enchanted items that I collect on my research expeditions."
- "I am a sorcerer. I am a master of the College of Conjuration, and I have learned to summon and command the denizens of the Outer Realms to do my bidding. I also am an enchanter, enchanting items for my own use and for the use of others. My skill with enchantments also makes me more efficient in using enchanted items that I collect on my research expeditions. I sell spells, and I am a spellmaker who creates spells to your specifications. I can also teach you in my skills, for a fee."
- "I am a healer. I have sworn solemn oaths in the College of Restoration to heal the afflicted and cure the diseased. But I have also learned that preventing harm to others often requires a more active opposition to monsters and malefactors, so I have studied both the unarmed, unarmored martial arts of the Khajiit and the light armored and blunt weapon styles of the Imperial West, both for self-defense, and for disabling or killing dangerous opponents."
- "I am a healer. I have sworn solemn oaths in the College of Restoration to heal the afflicted and cure the diseased. But I have also studied both the unarmed, unarmored martial arts of the Khajiit and the light armored and blunt weapon styles of the Imperial West, both for self-defense, and for disabling or killing dangerous opponents. I sell spells, and I am a spellmaker who creates spells to your specifications. I can also teach you in my skills, for a fee."
- "I am a Battlemage. Though arrayed as a Western knight with heavy armor, axes and long blades, my primary training is in the College of Alteration, the College of Destruction, and the College of Conjuration. To round out my education, I have mastered enchantments and alchemy. Potions made through alchemy, or purchased from alchemists, grant me the magics of the Restoration, Mysticism, and Illusion Colleges. And can there be any more terrible master of the science of war than a battlemage? I think not."
- "I am a Battlemage. Though arrayed as a Western knight with heavy armor, axes and long blades, my primary training is in the College of Alteration, the College of Destruction, and the College of Conjuration. To round out my education, I have mastered enchantments and alchemy. I sell spells, and I am a spellmaker who creates spells to your specifications. I can also teach you in my skills, for a fee."
- "I am a witchhunter. I dedicate body and soul to the destruction of profane magics. Most foul are necromancers, who defile the bodies and spirits of the sacred dead. Equally abominable are the evil Daedra worshippers. The Daedra Lords delight in the torment and corruption of mortals, and they reward followers with terrible powers always used for evil purposes. In employing the tools of the Enemy -- the spells of the College of Conjuration -- I risk contamination, but fire must be fought with fire."
- "I am a spellsword. I make war with spell and sword, combining the arts of the College of Restoration, the College of Alteration, and the College of Destruction with training in medium armor style, in block defense, and in the offensive disciplines of axes, blunt weapons, and long blades. I rely on enchanted weapons and enchanted armors to further augment my offensive and defensive abilities. This balance of steel and spell, offense and defense, mobility and protection is the signature of the Spellsword."
- "I am a nightblade. Blending the disciplines of the stealthy agent and subtle wizard, I move unseen and undetected, foil locks and traps, and teleport to safety when threatened, or strike like a viper from ambush. The College of Illusion hides me and fuddles or pacifies my opponents. The College of Mysticism detects my object, reflects and dispels enemy spells, and makes good my escape. The key to a nightblade's success is avoidance, by spell or by stealth; with these skills, all things are possible."
- "I am a nightblade. Blending the disciplines of the agent and wizard, I move unseen and undetected, foil locks and traps, and teleport to safety when threatened, or strike like a viper from ambush. The College of Illusion hides me and fuddles or pacifies my opponents. The College of Mysticism detects my object, reflects and dispels enemy spells, and makes good my escape. I sell spells, and I am a spellmaker who creates spells to your specifications. I can also teach you in my skills, for a fee."
- "I'm an alchemist. Alchemy is the process of refining and preserving the magical properties hidden in natural and supernatural ingredients. I sell potions. I also sell the various kinds of apparatus alchemists need to make potions, and buy and sell ingredients."
- "I'm an apothecary. I brew and sell potions to heal wounds, restore bodily and mental attributes, and cure diseases. I also buy and sell ingredients."
- "I'm a bookseller. I buy and sell books. I also read books, and know the sorts of things you read in books. I don't mind sharing what I know about Morrowind lore, and am happy to share a little advice, if you're interested. I can also suggest who to talk to if you want to know more about a subject."
- "I'm a gondolier. I can ferry you by gondola to various nearby destinations for a modest fee."
- "I'm a shipmaster. I can transport you by ship to various destinations for a modest fee."
- "I'm a caravaner. I can transport you by silt strider to various destinations for a modest fee."
- "I'm a guild guide. I can teleport you to various destinations for a modest fee."
- "I do not like to boast, but my people call me a champion, a noble warrior of the Ashlanders. I have the duty of protecting the honor of the tribe in peace and war. I give counsel to the ashkhan in tribal affairs, and represent the tribe to guests and intruders. There are things you should know about courtesy and challenges among the Ashlanders if you wish not to give offense."
- "I am a clothier. I make clothes and sell them. I also buy clothes in good condition; with a little work I can make them good as new and resell them. Mostly I make and sell Dunmer clothing, but some people also want Imperial clothes and Ashlander clothes."
- "I am a commoner. I do whatever needs doing -- cooking, cleaning, building, baking, making, breaking. And, by your accent, I can tell YOU are an outlander. Since you're new to these parts, perhaps you'd like me to share a little local lore."
- "I am a drillmaster. I train and condition the local militia. I teach the citizens the basics of block, spear, and long blade, but mostly I concentrate on athletics and acrobatics, because conditioning is the biggest weakness of the citizen-soldier. No point teaching them to fight if they pass out after a short jog in full kit."
- "I am an enchanter. I enchant things, and sell them. I have scrolls, which are cheap, but only work once, and enchanted items, which work over and over again, but which are NOT cheap. I also make my enchanter's lab available to those who want to enchant items, but who can't afford the expense of building and maintaining a lab. I charge for the service, of course, but you must provide the items, soul gems, and magic effects. I also buy and sell enchanted weapons, enchanted armor, and enchanted clothing."
- "I am an enforcer. There are rules. The boss makes the rules. I enforce them. You break the rules, and you don't get to live a long productive life. So don't break the rules."
- "I am a farmer. I grow crops, and raise animals for food, and gather animal products and vegetable products from the land for my own use or for sale at the markets."
- "I am a herder. I watch over the tribe's herds of guar and shalk. I butcher the guar and shalk and preserve their meats to feed the tribe. I tan the guar hides, render the shalk resins, and season the shalk shells. Then the tribe's craftsmen take these things and make the things we need for ourselves, and the things we sell to traders and other tribes."
- "I am a hunter. I range across the ashlands and wastes, hunting for meat and hides. I know the native creatures of Vvardenfell, and know to avoid the diseased creatures, and the blighted creatures, for they are foul and worthless, and deadly to the careless hunter. I know the Ashlands and the Grazelands, Azura's Coast and Molag Amur, and can tell you of these places."
- "I am a master-at-arms. I am a master of all the basic hand weapon types: long blades, short blades, axes, blunt weapons, and spears. I am willing to train with weapons, for a fee."
- "I am a miner. Usually here on Vvardenfell, being a miner means you're an eggminer. Scrib jerky and scrib jelly, kwama eggs and kwama cuttle are the basis of our Vvardenfell economy. Yes, there are more valuable resources we take from mines -- raw ebony, raw glass, dreugh wax, daedra skin, daedra heart, diamond, ash salts, and so forth -- and that's good work, too. But it's the eggminers that feed Morrowind, and bring cash from all over the Empire."
- "I'm an ebony miner. The raw ebony deposits here on Vvardenfell are the richest in the world. The matrix is a very hard stone, and separating ebony from the matrix is hard work. Hard, honest work that pays well."
- "I'm an ebony miner. This is dangerous work. And we are dangerous miners. Do not touch our ebony."
- "I'm an raw glass miner. The raw glass deposits here on Vvardenfell are the richest in the world. The matrix is a very hard stone, and separating raw glass from the matrix is hard work. Hard, honest work that pays well."
- "I'm a diamond miner. It's hard work. The rock is hard, and the hours long. But it pays well."
- "I am a noble, elevated by birth and distinction to the highest ranks of Imperial society. I do not have a trade, as such, though I may dabble in various affairs, collecting rare treasures of beauty and refinement. And if such things are valuable, there's no harm in it. My lofty station is not without responsibilities, of course. I must serve at the command of the Emperor and the Councils, giving counsel and support, and, when duty calls, taking spell and sword to protect the smallfolk of the Empire."
- "I am a noble of Great House Telvanni. I rule my lands and kinsmen by superior right of wit, will, wealth, and wisdom. In the ancient arcane traditions of House Telvanni, I am a wizard, skilled in all the crafts of war and rulership. By my own craft and dominion, I bring prosperity and power to my tower, honor to my house, and security to my kinsmen and retainers. So long as none dare challenge my sorcerous mastery, I thereby insure the health, wealth, and security of my house and its people."
- "I am a noble of Great House Hlaalu. It is my privilege and pleasure to serve my house and clan as a leader and protector of its ancient prerogatives. In the grand mercantile traditions of House Hlaalu, I am a merchant prince. I concern myself with the wealth and influence of our house, and strive to bring profit and wealth to myself, my retainers, and my humble clients and kinsmen. I serve at the pleasure of the Clan and Council, providing such public works and services as befits my station."
- "I am a noble of Great House Redoran. It is my grave duty and honor to serve my house and clan as a leader and protector of its ancient rights. In the ancient martial traditions of House Redoran, I am a knight and champion of the clan. I concern myself with the welfare and influence of our house, and strive to bring honor and glory to myself, my retainers, and my humble kinsmen. I serve at the pleasure of the Clan and Temple, providing such public works and services as befits my station."
- "I am a pauper, one of the humble smallfolk. I make my way in the world as best I can, laboring in the fields, kitchens, and factories of lords and merchants. When times are good, I live well enough by my own work. When times are hard, I must hope for the charity of the nobles and wealthy merchants."
- "I am a pauper, one of the humble smallfolk. I make my way in the world as best I can, laboring in the fields, kitchens, and factories of the Great House lords. When times are good, I live well enough by my own work. When times are hard, I live by the grace and generosity of the clan, and by the charity and good works of the Temple. I am no rude beggar; we are all educated in the Temple, free of charge, and it may be I can teach you something of Morrowind lore."
- "I am a pawnbroker. I buy your goods, giving you cash on the counter, and if, at a later date, you wish to recover your goods, you need only pay me what they are worth -- with a small profit, of course, for my time and trouble. I also sell things, sometimes used and worn, sometimes almost new, and all for a fraction of what they'd cost if purchased elsewhere."
- "I am a priest of the Imperial cult. My role is advocate to the gods on behalf of our cult members. The Imperial cult provides certain benefits for its members at our shrines."
- "I am a priest of the Tribunal Temple, an intercessor between Almsivi and their worshippers. caretaker of the temple and shrines, and councilor and educator for the faithful and laymen. I can tell you about the Temple, the Daedra, the saints, and the ancestors. I can explain about pilgrimages, and why we hate necromancy. I can also tell you something about other cults."
- "I am a publican. I have food to buy, and beds for lodgers. I also know the neighborhood, and can share the local lore, or, if you prefer, I can give you a little Morrowind lore. I also am likely to have heard the latest rumors, and am happy to share them with you in the spirit of fellowship."
- "I am a savant. I am a man (or "woman") of wide learning and cosmopolitan tastes, a well-traveled man (or "woman"), educated, refined in manner, able to converse on various topics with authority, and a man (or "woman") ever ready to defend his (or "her") honor, and the honor of my companions. In short, you see before you a gentleman (or "gentlewoman"). I can discourse upon history, speechcraft, language, and customs. And, for a fee, I offer training that will permit you to share a few of my many virtues."
- "I am a sharpshooter. I make my living as a mercenary, working on short contracts as a caravan guard or expedition escort, or for long term contracts to nobles or merchants. I have mastered the various marksman weapons, and can train you in their use, for a modest fee."
- "I am a slave, sera. I serve my owner and master as commanded. I clean, prepare food, fetch and carry, do the shopping and marketing, and do other tasks too tiresome or menial for my master."
- "I am a smith. I make, sell, and repair weapons and armor. I can tell you about the basic armor styles and weapon types. I can also tell you how to take care of worn weapons and worn armor, and sell you the armorer tools you need. I also repair weapons and armor, for a fee."
- "I am a trader, a general merchant. I travel, look for opportunities to make a profit. I'm not making any trades at present."
- "I am a trader, a general merchant. I buy and sell a little of everything -- weapons ,armor, clothes, books, miscellaneous items of all kinds. Take a look around; let me know what you want. Or if you have things you'd like to sell, let me take a look at them, and I'll give you a price."
- "I'm a warlock. I have bound myself by oath and deed to the service of a Daedra lord, and in return have received gifts of knowledge and power. The Temple calls my patrons the bad Daedra, and perhaps they aren't very nice... but I guess I'm not very nice, either. If you are curious, and not afraid, I can tell you a little about the bad Daedra and Daedric summonings."
- "I am a wise woman. I am councilor to my Ashlander tribe, guardian of secret knowledge, spirit guide and seer into the world unseen. I can tell you about the ancestors, and about Ashlander customs."
- "I'm a witch. I have bound myself by oath and deed to the service of a Daedra lord, and in return have received gifts of knowledge and power. The Temple calls my patrons the bad Daedra, and perhaps they aren't very nice... but I guess I'm not very nice, either. If you are curious, and not afraid, I can tell you a little about the bad Daedra and Daedric summonings."
- "I am a Buoyant Armiger, a member of a small military order of the Tribunal Temple, exclusively dedicated to and answering to Lord Vivec. We pattern ourselves on Lord Vivec's heroic spirit of exploration and adventure, and emulate his mastery of the varied arts of personal combat, chivalric courtesy, and subtle verse. We serve the Temple as champions and knights-errant, and are friendly rivals of the more solemn Ordinators in our dedicated service to Lord Vivec and the Temple."
- "We are the Ashlander witch-warriors, women who defy the man's rules of behavior for women, mastering the man's weapons of war and the sorcerer's powerful magics. Craven men whine that we steal their vital essences to feed our dark purposes. But men are fools and cowards. Only women can understand the secrets of the ghost snake and its hidden mysteries that make men tremble like maidens."
mysticism
- "The mysticism discipline is the mastery of the spell effects of the College of Mysticism. The mysticism spells involve the manipulation of magical forces and boundaries to bypass the structures and limitations of the physical world. These spells bind souls in gems, or teleport the caster's body, or manipulate the world with telekinesis, or absorb or reflect magical energies, or sense unseen objects at a distance."
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