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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter E » Elder Scrolls, The: Morrowind - Strategy Guide (Page 03)

Elder Scrolls, The: Morrowind - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for Elder Scrolls, The: Morrowind - Strategy Guide (Page 03).



    Return to Fire-Eye and speak about the code book, give her the code book
    and you will recieve 50 gold. Ask abou tadvancement to be proclaimed 
    Fighters Guild Swordsman. Get your next orders.


4.5 Debt Money
-----------------------------------------------------------------------------

    Your next mission is to get 200 gold in debt money from Helviane Descle 
    in Suran. Once you bring back the money, Fire-Eye will split the money 
    with you.

    Take the Silt Strider to Suran. Go to Desele's House of Earthly Delights
    (It is the building with the red porch light). Desele is behind the bar,
    speak with her, and if you have a high enough rep with her she will give
    you the money, you may have to persuade her.

    Once you have the money return to the Fighters Guild and speak with 
    Fire-Eye about it. Fire-Eye will give you 100 gold as your cut. Get your 
    next orders.


4.6 Orc Bounty
-----------------------------------------------------------------------------

    Fire-Eye tells you of a 250 gold bounty to kill an orc named 
    Dura gra-Bol. Dura gra-Bol lives on the east side of the river in 
    Balmora, on the southern end. Enter the hous and go upstairs to find 
    Dura. Speak with him and taunt him untill he attacks you, then kill him. 

    Return to Fire-Eye and tell her that you have killed Dura to recieve your
    250 gold bounty.

    When you try to get some more orders, Fire-Eye will tell you that she 
    has no  more for anyone under the level of Fighters Guild Protector. 
    She tells you to check with the Guild chapters in Ald-Ruhn, Sadrith Mora,
    or Vivec.


4.7 Ald-Ruhn Fighters Guild
-----------------------------------------------------------------------------

    The Fighters Guild is southeast of the Silt Strider. Enter the guild and
    speak with Percius Mercius down the left stairwell.


4.8 Neromancers 
-----------------------------------------------------------------------------

    Percius wants you to help Ulune Henim kill some necromancers in Vas. If
    you ask about Vas, percius will mark it on your map. Leave the guild and
    go to Khuul, then go to the docks and take a boat to Dagon Fel. Exit 
    Dagon Fel to the west, go south when the path splits. At the next split
    go west (If you pass an orc named Bulak gra-Murug you are heading in the
    right direction). Contunue west past a few forks in the road, you will 
    pass Pudai Egg Mine on your right, keep going west untill you get to the
    next fork (where the south path leads to the water). Go north, then 
    follow the path west at the next fork. Waterwalk or swim west to Vas 
    (use your world map to help guide you).
 
    When you get there Ulyne Henim will be waiting  in front of the 
    enterance. Speak with her about fighting together, and enter the cave. 
    (There are ancestrial ghosts in here, to kill them you need to use magic,
    a magic weapon, or a silver weapon). Walk forward, and turn down the 
    hallway on your left, then down the hall on your right, continue down to
    the lower level. Enter the door o your right into the Vas,Tower (there 
    is a Dremora in here, so be carefull). Turn to the right and follow the 
    walkway leading up, go up the stairs and around the back of the room, 
    and up the stairs again. Daris Alram (the necromancer that must be 
    killed) is in this room. Get him to attack you, then kill him. Once he 
    is dead Ulyne will thank you, now you must return to Ald-Ruhn and speak
    with Percius about the necromancers. Once you do you will be given 500 
    gold. Ask about advancement to be named Fighters Guild Protector. Ask 
    for your next orders.


4.9 Nerer Beneran The Outlaw
-----------------------------------------------------------------------------

    Percius wants you to kill Nerer Beneran, an outlaw hiding in Sargon, 
    north of Maar Gan. Leave the guild and travel to Khuul via Silt Strider,
    then to Dagon Fel via boat ride. Follow the same path to the coast as 
    you did in the last mission, and swim to Vas again. Swim southwest to 
    the island with the Onnissiralis Shrine on it, then swim south to the 
    large island, the Assurdirapal Shrine is on this island. Walk to the 
    path and follow the path west (it will change direction, but will 
    generally go west) and eventually Sargon will be on your right. Enter 
    the cavern and follow the cave untill you come to Milynea Andrethi, go 
    through the door behind and to the left of her, go around the room to 
    get to the top of the platform, then walk across the wodden walkway into
    the next room. Walk up the ladder behind Varon Sadralo, turn right and 
    cross the bridge. THe next room you come to will have Nerer Beneran in 
    it, get him to attack you, then kill him (If you loot his body you will 
    find an ebony cuirass). Return to the guild and speak with Percius about 
    Nerer to recieve your 500 gold reward. Ask about your next orders.


4.10 Suran Bandits
-----------------------------------------------------------------------------

    Avon Oran is having problems with bandits in Suran, ask about the 
    "bandits". Leave the guild and travel to Balmora, then go to Suran via 
    the Sit Strider. Avon Oran's Manor is in the south of town, next to the 
    temple. When you enter the courtyard, turn right and go up the stairs 
    and enter the manor. Speak with Avon about the bandits. He wants you to 
    kill Daldur Sarys in Saturan to end the raids, then report back to him 
    to collect a 1000 gold bounty. 

    Leave the Manor courtyard from the southern exit, followung the river. 
    When you get to the driftwood on the ground turn and go to the northeast.
    There will be two paths branching off to the north, the first goes to 
    the Inanius Egg Mines, we want to walk north along the second path. Walk
    north and the path will bend around a grove of dead trees and steam pits,
    and then come to a fork splitting north and west. Saturan is west. 

    Enter the cavern and follow the cave untill you reach the wooden walkway,
    go down the stairs, turn left and walk to the end of the walkway, Daldur
    Sarys is upstairs to the left. Get him to attack you, then kill him. 
    Return to Avon Oran in Suran to claim your bounty, then return to 
    Percius in Ald-Ruhn and speak with him about the bandits and advancement
    to be proclaimed Fighters Guild Defender. Get your next orders.


4.11 Delivering Flin
-----------------------------------------------------------------------------

    Percius wants you to deliver 20 bottles of Flin to Dangor in the 
    Elith-Pal Mine, near the Zainab camp. Leave the guild and take the Silt
    Strider to Khuul, then take a boat to Dagon Fel, and another boat to 
    Tel Mora, and one more boat to Vos. Leave the docks using the path that
    goes west, when the path splits go southwest, continue southwest past 
    the first signpost and you will come to another fork, go south, past 
    the Yakaridan camp. When the path splits go west untill the path splits
    again, this time go south. At the next fork, the south path will go to 
    the Zainab Camp and the west path will lead to the Red Mountains, go 
    toward the mountains. When the mountain path splits go south, and the 
    Elith-Pal Mine will be on your right. 

    Enter the mine and follow the path straight untill you come to the first
    chamber. Climb the stairs, there is a small stone walkway that leads to 
    the upper level, climb that and continue straight (the stone path is 
    hard to see, a torch or light spell might help). Dangor is in the very 
    back of the mine, speak with him about the Flin, and he will take it.

    Return to Percius in Ald-Ruhn and speak with him about the mine. Percius
    will then offer you some brandy, accecpt it and you will recieve some 
    brandy and 500 gold. When you ask for your next orders Percius will 
    tell you that he has no orders for anyone under Guardian and to check 
    in Sadrith Mora.


4.12 Sadrith Mora Fighters Guild
-----------------------------------------------------------------------------

    Take the Silt Strider to Khuul, then a boat to Dagon Fel, then another 
    boat to Sadrith Mora. The Fighters Guild is in Wolverine Hall, just 
    south of Sadrith mora. Enter Wolverine Hall through the Imperial Shrine,
    walk forward a few steps and go through the door on your left. Go down 
    the stairs one level and the Fighters Guild is on your left. Speak with
    Hrundi the guild steward.


4.13 Dwemer Ruins Of Nchurdamz
-----------------------------------------------------------------------------

    Hrundi wants you to help Larienna Macrina clear out the Nehurdamz ruins 
    of necromancers, he will mark the ruins on your map.

    Leave the guild and take a boat to Molag Mar. Leave Molag Mar swimming 
    northeast, cross the strip of land to the east, when you get to the next
    body of water swim along the coast, keeping the land to your left. After
    a few twists and turns and a long swim you will eventually come to 
    Nehurdamz (Use your world map to help guide you, as my directions are 
    lacking). Note: There is another ruin nearby named Nehardumz, make sure
    you go to the right ruin.

    Once at the ruin, speak with Larienna Macrina about exploring together 
    and she will tell you tht she wants your help to kill Hrelvesu, tell her
    you are ready and enter the ruin. Walk straight downstairs, then up the
    next flight of stairs, turn right and continue up the stairs. Go down 
    the hall and through the door on your left. Go down the stairs and kill 
    the Steam Centurion, untrap and open the ornate Dwemer chest in the room
    with the lava and take the key inside. (There is also a magic spear 
    named Iiikurok in this room). Leave this room and go down the hall to 
    the left. Unlock the door using the key and enter, Hrelvesu is inside.
    Kill him and Larienna will thank you and leave. Exit the ruin and return
    to Hrundi in the Fighters Guild, speak with him to get your 500 gold. 
    Get your next orders.


4.14 Dissapla Mine
-----------------------------------------------------------------------------

    Hrundi wants you to help Novor Drethan clear the Dissapla Mines, ask 
    about the mines to find out that the mines are northeast of Falensarano,
    ask about Falensarano to have him mark it on your map.

    Leave the guild and head to the docks, take a boat to Tel Mora, then a 
    boat to Tel Aruhn. Jump off the docks and swim west, you will come to an 
    island with a Daedric Ruin named Yansirramus on it, keep going west 
    untill you get to the mainland and a cavern called Nammu. Go north a 
    little ways untill you are back on land, turn west and walk untill you
    come to a path in fron to Falensarano. Follow the path north, when the
    path splits go north to the mine.

    Enter the mine and walk into the first room and speak with Novor about
    the mine. Novor wants you to rescue Teres Arothan and kill all the Nix
    Hounds. Follow the cave untill you come to a room with a ladder going 
    up and a hall to your right. Go right and follow the cave, killing all 
    the nix hounds that you come across. You will come to another ladder, 
    Teres Arothan is above, talk with her and have her follow you back to
    Novor. Speak with Novor about the mines and he will give you four Raw 
    Glass. Return to the Sadrith Mora Fighters Guild and speak with Hruidi
    about the mine and he will give you 250 gold. Ask about advancement to
    be named Fighters Guild Warder. Get your next orders.


4.15 Corprus Stalker And Rels Tenim
-----------------------------------------------------------------------------

    Hrundi says he will pay you 200 gold to kill a corprus stalker in the 
    Berwen Trader Shop of Tel Mora, and 200 gold to kill Rels Tenim near 
    Tel Vos.

    Leave the guild and take a boat to Tel Mora. The enterence to the trader
    shop is just east of the enterence to the Lower Tower. Enter the shop 
    and speak with Berwen about the Corprus Stalker, go upstairs and kill 
    the monster, then return to Berwen and talk about the Stalker again. 
    Leave the shop and take a boat to Vos.

    Leave Vos to the north and go to the coast past the Ahemmusa Camp, cross
    the water to the first island, from there travel northwest two more 
    islands. On the second island go th the north side, there you will find
    the enterance to Shallit at the waters edge in a small cove. Enter the 
    cavern and walk forward untill you come to a room with large rocks 
    hanging from the celing (remember this room as you will need to come 
    back to it). Note that there is a high ledge on the south wall, we need 
    to get up there so we have to find a potion. Follow the cave around, 
    past the barrel with the note and sword, and go up the flight of stairs.
    There is a bed roll and some boxes on the ground, mixed around the boxes
    are two potions of rising force, grab them and return to the large room 
    with the ledge. Use on of the potions to fly up the south wall onto the 
    ledge, then follow the cave. Rels Tenim is a few rooms back, get him to 
    attack you, then kill him. Return to Hrundi in the Fighters Guild, speak
    with him about the Corprus Stalker and Rels Tenim to get your rewards.
    Get your Next orders.


4.16 Sujamma Courier
-----------------------------------------------------------------------------

    Hrundi wants you to deliver 20 bottles of Sujamma to Nelacar in the 
    Dunirai Caverns, southeast of Ghostgte, between the Foyada Esannudan and
    Foyda Ashur-Dan.

    Leave the guild and take a boat to Ebonheart, then leave the town and 
    walk to Seyda Neen. Take the Silt Strider to Balmora.Leave Balmora south,
    and take the road going east. When you come to the signpost take the 
    road toward Caldera for a few feet then turn east and go uphill. Cross 
    the Old Dwemer Bridge, then turn around and go down into the ravine. 
    Follow the Ravine north past the Deadric Shrine. On your right, before
    Ghostgate there will be a path flanked by two large spires, turn east 
    and when you get to the next two spires head east and continue past the
    first northern path. Talke the next path north, and look for a path on 
    your left that leads to the Denirar Caverns.

    Enter the caverns and follow the cavern back and speak with Nelacar 
    about the sujamma, give him the bottles. Return to Hrundi in the 
    Fighters Guild and speak with him about the cavern to get your 500 gold.
    Get your next orders.


4.17 Escort Sondaale of Shimmerene
-----------------------------------------------------------------------------

    Hrundi wants you to help Sondaale of Shimmerene through the Temple of 
    Telascro. 

    To get there, take a boat to Tel Bramora, then a boat to Molag Mar. 
    Leave Molag Mar to the west and follow the path untill you come to 
    Telascro.

    When you get there, Sondaale is nowhere to be seen, but if you look on 
    the smaller enterance door, you will see a note stating that she went 
    in ahead of you and to meet her inside. Enter the door with the note 
    and folow the halls untill you get to the lower level. Go through the 
    hall to the south, continue straight and enter the door to the lower 
    level. Enter the first door on your left to find Sondale. Speak with her
    and she will ask you to escort her out of the temple. Have her follow 
    you, and leave the temple.

    Return to the Fighters Guild and speak with Hrundi about Sondaale to get
    your 500 gold. Ask for your next orders.


4.18 Engaer
-----------------------------------------------------------------------------

    Hrundi wants you to kill Engaer, a Bosmer mercenary. Engaer is in the 
    Tel Naga Tower in Sadrith Mora. Leave the guild and enter the Great Hall
    of the Tel Naga Tower at the center of town. Go down the stairs and 
    steal a couple of Rising Force Potions on one of the desks in this room. 
    Use one of the potions to levitate to the door to the Upper Tower on the
    east wall. Levitate up the shaft to the top level, then go down the west
    hallway. There are three doors here, two locked and trapped goldern doors
    and a door to Sadrith Mora. Engaer is behind the north door, so untrap 
    and unlock it, go inside, close the door and get Engaer to attack you 
    then kill him. (Loot his body to find a complete set of bonemould armor 
    and a ring enchanted with the third barier spell).

    Return to the Fighters Guild and speak with Hrundi to recieve your 
    1000 gold bounty. Ask about your next orders.


4.19 Pudai Egg Mine And The Golden Eggs
-----------------------------------------------------------------------------

    Hrundi wants you to retrieve seven golden eggs from the Pudai Egg Mine.

    Leave the guild and take a boat to Dagon Fel. Exit Dagon Fel to the west,
    go south when the path splits. At the next split go west (If you pass an
    orc named Bulak gra-Murug you are heading in the right direction). 
    Contunue west past a few forks in the road, the Pudai Egg Mine will be 
    on your right.

    Enter the mine and follow the cave untill you get to the main room, take
    the south branch and enter the Queens Lair. Go left and follow the cave 
    untill you reach the Queen but don't kill her. The golden eggs are 
    behind the Queen, grab them all (they weigh 30 pounds each) and return 
    to Hrundi in the Fighters Guild.

    Give Hrundi the eggs and he will pay you a whopping 10,000 gold. Ask 
    about advancement to be named Fighters Guild Guardian. When you try to 
    get your next orders he will tell you that he doesn't have any for you, 
    and that you should check in Ald-Ruhn, but since we know Fire-Eye in 
    Balmora has more orders for us, we will return to the Balmora Fighters 
    Guild.


4.20 Orcs At A Daedric Ruin
-----------------------------------------------------------------------------

    Speak with Fire-Eye about orders and she will tell you to visit Alof in
    his farm northwest of Pelagiad and just north of the Arvel Plantation to
    get more info about your mission. Leave the guild and take a Silt Strider
    to Seyda Neen, then walk to Pelagiad. Walk east past the Fort untill you
    get to the Dren Plantation. Go north untill you get to the Arvel 
    Plantation, then swim across the lake to Alofs farm. Enter and talk to 
    Alof about the Orcs. He will tell you that you have to kill the orc 
    leader Burub gra-Bamog.

    Leave the farm and go north along the path untill you come to the 
    crossroad, then go west. When you get to a clearing near the mountains 
    with a signpost take the norhteast path toward Molag Mar. The path will
    curve around quite a bit and you will pass a clearing in the mountains 
    with a dead log on the ground, keep ging north. At the next signpost go
    east, then southeast at the next crossroad and follow that path past a 
    steam pit of two. At the next intersection go south, then west, pass the
    ruin and continue down the path (Yes i said pass the ruin). At the end 
    of this path is  asecond enterance to the ruin, and Burub gra-Bamog is 
    inside. Enter and get Burub to attack you, then kill him. Return to 
    Fire-eye and talk about the orcs to recieve 500 gold. Get your next 
    orders.


4.21 Verethi Gang
-----------------------------------------------------------------------------

    Fire-Eye wants you to kill Dovres Verethi, the head of the Verethi Gang.
    He is located in Mannammu, southeast of Pelagiad.

    Leave the guild and take the Silt Strider to Seyda Neen, then walk to 
    Pelagiad.Leave Pelagiad and walk south, you will find Mannammu near the
    pond across a mud walkway. Enter the cave. Follow the cave all the way 
    to the back. You will come to a room with a raised platform surrounded 
    by water, Dovres is on the platform. Get him to attack you, then kill 
    him. Return to Fire-Eye and speak about the gang to get a 1000 gold 
    reward. Get your next orders.


4.22 Sarano Tomb
-----------------------------------------------------------------------------

    Fire-Eye tells you of a dangerous creture, a hunger, that has made a 
    home in the Sarano Tomb. She wants you to go and kill the beast and 
    return.

    Leave Balmora south and follow the path as it goes east across the 
    bridges, untill you come to some signposts. Go southeast toward Pelagiad.
    You will walk down into the Foyda you will come to another signpost, 
    go soutwest, then southeast at the next signpost. When you get back to 
    the lush area and the next signpost keep going southeast toward Suran. 
    Shortly after you pass the Fields of Kummu Shrine, you will come to 
    another crossroad, the tomb is north.

    Enter the tomb and go through the first door on your right, it is locked
    with a low level lock. Yo down stairs and kill the hunger (Loot the body
    to find the Sarano Ebony Helm, a Drough shield is also in this room). 
    Return to Fire-Eye and talk about the tomb to collect your 1000 gold. 
    Fire-Eye has no more quests for you.

4.23 Decision
-----------------------------------------------------------------------------

    Here is where you have a decision to make about the future of the 
    Fighters Guild. As it turns out the Fighters Guild is devided and has 
    two groups trying to take control. The Camanna Tong is influincing one 
    side, and the old Fighters Guild is the other. So you have two ways of 
    going. Option 1 is to help Percius end the Camonna Tong influence of the
    Fighters Guild, and option 2 is to ally with the Camonna Tong against 
    the Thieves Guild. At the end of both paths lies your spot as the Head
    of the Fighters Guild.


4.24 Option 1 Save the Fighters Guild
-----------------------------------------------------------------------------

    Go to Ald-Ruhn and speak with Percius about orders. He will tell you 
    that the Fighters Guild is being influenced by the Camonna Tong, and 
    the only way to save it is to kill Sjoring Hard Heart the Guildmaster 
    and his supporters Fire-Eye and Lorbumol gro-Aglakh. If you do so, 
    Percius will name you the Fighters Guild Guildmaster.

    Go to the Balmora Fighters Guild and get Fire-Eye to attack you, then 
    kill her (loot her body for a Dwarven Mace).

    Next go the Vivec Fighters Guild by taking the Silt Strider to Vivec. 
    Walk to the Vivec Foreign Quarter Canton, then go to the top of the 
    canton and enter the Foreign Quarter Plaza. The Guild of Fighters is 
    in the Northeast corner of the plaze. Enter the guild and go through the
    doorway on the left, go down the stairs, turn to the right and follow 
    the hall. In this room is Lorbumol gro-Aglakh, and behind the door at 
    the other end of the room is Sjoring Hard Heart. Get them to attack you
    then kill them both (If you loot Hard Hearts body, you will find a magic
    hammer).

    Return to Percius in Ald-Ruhn and talk to him about each of the people 
    you just killed, and he will name you the Fighters Guild Guildmaster.


4.25 Option 2 Vivec Fighters Guild
-----------------------------------------------------------------------------

    Leave Balmora by taking the Silt Strider to Vivec. Walk to the Vivec 
    Foreign Quarter Canton, then go to the top of the canton and enter the 
    Foreign Quarter Plaza. The Guild of Fighters is in the Northeast corner 
    of the plaze. Enter the guild and go through the doorway on the left, go 
    down the stairs, turn to the right and follow the hall. Sjoring Hard 
    Heart is behind the door at the other end of this room. Speak with Hard
    Heart about orders.

4.26 Option 2 The Thieves Guild Bosses
-----------------------------------------------------------------------------

    Hard Heart tells you that he has allied the Fighters Guild with the 
    Camonna Tong, and that he wants you to kill the Thieves Guild bosses.
    Helende in the Dirty Mureils Cornerclub at Sadrith Mora ..... Dead
    Habasi in the Southwall Cornerclub at Balmora ...... Dead
    Aengoth in The Rat In THe Pot at Ald-Ruhn...... Dead
    Heard Heart gives you 5000 gold to pay off guards as needed.

    Take the Silt Strider to Balmora, go down the stairs and turn right, 
    cross the bridge, then go down the ally to the left of Dura gra-Bols
    House. The Southwall Cornerclub is to the right of the stairs. Enter the
    club and Sugar Lips Habasi is around the corner. Get him to attack you,
    then kill him (loot his body for a bunch of picks and probes, and a 
    glass dagger).

    Take the Silt Strider to Ald-Ruhn. The Rat in the Pot is one door east 
    of the Fighters Guild, enter the guild and go upstairs to the bar. Near 
    the wall across the bar is a stairway down, go down and Aengoth the 
    Jewler is down here, get him to attack you, then kill him.

    Take the Silt Strider to Khuul, then take a boat to Dagon Fel, then a 
    boat to Sadrith Mora. Dirty Mureils Cornerclub is across from the bridge
    leading to the Wolverine Hall. Enter the club and go upstairs and find
    Big Helende, get her to attack you, then kill her (you can loot her body
    for more picks and probes).

    Return to Sjoring Hard Heart in Vivec and talk to him about the bosses
    and he will make you his second in command Fighters Guild Champion.

    Note: Once you are Champion, Lorbumol gro-Aglakh will attack you when
    you try to speak with him.


4.27 Option 2 The Theives Guild Master
-----------------------------------------------------------------------------

    Now Hard Heart wants you to kill Gentelman Jim the Thieves Guild Master
    and his flunky Crazy Legs. Ask about this and he will tell you that they
    can be found in Fralinie's Bookstore.

    Leave the guild and the Foreign Quarter Plaza and head down to the 
    Foreign Quarter Lower Waistworks, then use the eastern enterance to the
    Foreign Quarter Canalworks. go to the Simine Fralinie Bookseller shop on
    the south end. Enter the shop and go the back and pick the 65 level lock
    on the door. In this room is Gentelman Jim and Crazy Legs. Get them to 
    attack you, then kill them both (loot Jim's body for a Daedric 
    shortsword, a skeleton key, and a set of exquisite clothes).

    Return to Hard Heart to tell him of your achievements, he will be happy,
    but will then doublecross you and attack you. Kill him to become the 
    Fighters Guild Guildmaster.


=============================================================================
Section 5: Guide To Vvardenfell
=============================================================================

    Morrowind is the northeastmost province of the Tamrielic Empire, bounded
    on the north and east by the Sea of Ghosts, 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 
    encompasses Vvardefell Island, a great land mass dominated by the giant 
    volcano Red Mountain and cut off from mainland Morrowind by the 
    surrounding Inner Sea.

    Only recently open to settlement and trade, most of the island's 
    population is confined to the relatively hospitable west and southwest 
    coast, centered on 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.

    Vvardenfell has nine basic geographic regions, each with their own 
    distinctive plants and terrain features. Scholars have based their 
    classifications on the different types of land described by the native 
    Ashlanders, so the designations are recognized by most local traders, 
    travelers, and adventurers. These geographic regions are called: the 
    Ascadian Isles, the Ashlands, Azura's Coast, the Bitter Coast, the 
    Grazelands, Molag Amur, Red Mountain, the West Gash, and Sheogorad.


5.1 Ascadian Isles
-----------------------------------------------------------------------------

    The Ascadian Isles is a region of lush, green, well-watered southern 
    lowlands where most of Vvardenfell's agriculture is found. The area 
    includes Pelagiad, Suran, Vivec City, and Ald Sotha along with the inland
    lakes and waterways of the Ascadian Isles proper. The urban areas of 
    Vivec and Ebonheart of the southern coast are densely populated; the 
    inland Ascadian Isles are dotted with small farms and large plantations.
    The climate is temperate and comfortable, with moderate rainfall.

Ebonheart is the seat of the Imperial government for Vvardenfell district, 
    and a busy center of maritime trade. Castle Ebonheart is the home of Duke
    Vedam Dren, the district's ruler and Emperor's representative. Also 
    located at Castle Ebonheart are the Vvardenfell District Council chambers
    and the Hawk Moth Legion garrison. The officers, docks, and warehouses 
    of the East Empire Company are also found in Ebonheart.

Vivec City is the largest settlement on Vvardenfell, and one of the largest 
    cities in the East. Each of the great cantons is the size of a complete 
    town. The High Fane and the palace of Vivec are visited by hundreds of 
    tourists and pilgrims daily. Citizens flock to the Arena for 
    entertainments and war games. Outlanders mostly confine themselves to the
    Foreign Canton, while natives live, work, and shop in the Great House 
    compounds and residential cantons.

Ald Sotha is a splendid Daedric ruin within sight of Vivec City. Though 
    exotic and picturesque, it is a dangerous site, haunted by old magics, 
    dark cultists, and their Daedric summonings, and not recommended for 
    sightseers.

Suran is an agricultural village in the northeastern corner of the fertile 
    Ascadian Isles region. Two popular pilgrimage sites are nearby -- the 
    Fields of Kummu and the Shrine of Molag Bal.

Pelagiad is a newly chartered Imperial village between Balmora and Vivec 
    City on the western edge of the Ascadian Isles region. The village is 
    right outside the Imperial Legion garrison at Fort Pelagiad. The houses
    and shops are built in the Western Imperial style, and Pelagiad looks 
    more like a village in the western Empire than a Morrowind settlement.


5.2 The Ashlands
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    The Ashlands are the dry, inhospitable wastelands surrounding the lower 
    slopes of Red Mountain. The Ashlands extend to the Sea of Ghosts in the 
    north, and elsewhere form a wide margin between the blighted Red Mountain
    region and other geographic regions. The village of Maar Gan is the only 
    sizable permanent Ashlands settlement; Ald'ruhn, the district seat of 
    House Redoran, is on the margin of the region. Ashlanders hunt for game 
    here, and their herds find sparse grazing. It rains rarely, and suffers 
    frequent ash storms.

Maar Gan is a small isolated village in a remote region north of Ald'ruhn. 
    The Maar Gan shrine is an important Temple pilgrimage site.

The Ashlander Urshilaku tribe has a permanent settlement at Urshilaku camp 
    in the Ashlands region north of Maar Gan village.


5.3 Azura's Coast
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    The rugged coast and islands of northern and eastern Vvardenfell are 
    called Azura's Coast. The region is rocky, infertile, and largely 
    uninhabited, except for the outpost at Molag Mar, the Telvanni 
    settlements at Sadrith Mora, the wizard towers at Tel Aruhn, Tel Mora, 
    and Tel Branora, and Ahemmusa camp and the remote fishing villages of 
    Ald Redaynia and Dagon Fel on the north coast. There are no roads; most
    travel is by boat. Despite the rocky terrain, a variety of plants thrive
    on the regular rainfall.

Sadrith Mora is the district seat of House Telvanni, and home of the 
    Telvanni Council, though only one Telvanni councilor actually lives in 
    Sadrith Mora. Sadrith Mora is an island settlement, and accessible only 
    by sea and teleportation. The town is large, with many services, but it 
    is open only to Telvanni retainers; outsiders must confine themselves to
    the Gateway Inn.

Tel Branora is the tower and seat of the eccentric Telvanni wizard named 
    Mistress Therana. The tower and its tiny village are located on a rocky 
    promontory at the southeasternmost tip of Azura's Coast.

Tel Fyr is the Telvanni tower of Sorcerer-Lord Divayth Fyr. Beneath the tower
    is the Corprusarium, a refuge-prison where the deranged, distorted 
    victims of the deadly corprus disease are housed and tended.

Tel Aruhn is the Telvanni tower of Archmagister Gothren, Telvanni 
    Sorcerer-Lord and head of the Telvanni Council. The associated settlement
    is a sizable village, and the site of the Festival Slave Market, the 
    largest slave market on Vvardenfell.

Tel Mora is the Telvanni tower of Mistress Dratha, an ancient wizard of the 
    Telvanni Council. The small settlement includes a few craftsfolk and a 
    tradehouse.

Tel Vos is the tower of Telvanni wizard and council member Master Aryon. 
    Tel Vos is a peculiar blend of Telvanni and Western architectural styles,
    and is close to Vos village.

Bal Fell is the "City of Stone," an ancient First Era ruin in the 
    southeastern islands and promontories of Azura's Coast. The site has a 
    nasty reputation, and several Telvanni wizards currently have competing
    camps of hirelings and adventurers exploring and looting there. Legend 
    says that Bal Fell was built on the site of an ancient Daedric worship 
    center.

The Ashlander Ahemmusa tribe has a permanent settlement at Ahemmusa camp on 
    a rocky promontory at the northeastern tip of the Vvardenfell mainland in
    the Azura's Coast region.


5.4 The Bitter Coast
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    The western coast of Vvardenfell from Seyda Neen north to Gnaar Mok is 
    called the Bitter Coast. The salt marshes and humid swamps of this region
    are uninhabited, with the only settlements found at the good harbors of 
    Gnaar Mok, Hla Oad, and Seyda Neen. Also called the Smuggler's Coast, the
    region's secluded coves and islands provide refuge for criminal trade, 
    and the frequent rain and fog hides small boats from Excise cutters.

Seyda Neen. The piercing light of the Grand Pharos at the mouth of the harbor
    of the port village of Seyda Neen is a beacon to mariners throughout the
    Inner Sea. Most visitors from the Empire make landfall at the port of 
    Seyda Neen, where they are processed by the Imperial Census and Excise 
    Commission agents of the Coastguard station. The Coastguard cutters 
    docked here control smuggling and piracy on the Inner Sea.

Hla Oad is a tiny isolated fishing village on western Vvardenfell in the 
    Bitter Coast region. A rough track along the River Odai connects Hla Oad 
    with the town of Balmora.

Gnaar Mok is a tiny island fishing village in the Bitter Coast region of 
    western Vvardenfell.


5.5 The Grazelands
-----------------------------------------------------------------------------

    The regular rain and dark soils of the Grazelands produce the rich 
    grazing for Ashlander herds that give the region its name. The region 
    lies in the northeast of Vvardenfell, sandwiched between the Ashlands and
    Azura's Coast. Permanent settlements include Vos village and the towers 
    of Tel Vos and Tel Fyr. The Ashlanders of Zainab camp move their herds 
    across the plains in search of fresh grazing. There are no roads or 
    tracks, but travel is easy across the open plains.

The Ashlander Zainab tribe has a permanent settlement at Zainab camp, near 
    the village of Vos in the Grazelands region.


5.6 Molag Amur
-----------------------------------------------------------------------------

    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, called the Great Scathes,
    is considered impassible even by the Ashlanders.

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.

The Ashlander Erabenimsun tribe has a permanent settlement at Erabenimsun 
    camp, an isolated hut settlement in the middle of the desolate Molag Amur
    region.


5.7 Red Mountain
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    The dominant feature of Vvardenfell, Red Mountain, is a vast volcano in 
    the center of Vvardenfell. The outer slopes are steep and rugged, and the
    crater is deep and dotted with surface lava. The Ghostfence, a magical
    barrier which blocks travel as well as seals in the harmful, 
    disease-laden weather called 'blight,' rings the volcano's outer slopes,
    and is broken only at Ghostgate. Within the Ghostfence, rain never falls
    and the sun never shines; the only weather is the red and deadly 
    ash-blight.

Ghostgate is the gate citadel of the Ghostfence Ordinator and Buoyant 
    Armiger garrisons. Ghostgate sits astride the only gap through which the 
    monstrous hosts of Dagoth Ur might emerge from Red Mountain to threaten 
    the rest of Morrowind. The Ghostfence itself is a colossal magical 
    artifact that completely encircles Red Mountain and prevents the Blight 
    from spilling its corruption across the rest of Vvardenfell.


5.8 West Gash
-----------------------------------------------------------------------------

    The western highlands of Vvardefell are called the West Gash. The region 
    extends from the Sea of Ghosts on the northwest coast to the inland town
    of Balmora, where the region is sandwiched between the Bitter Coast and 
    the Ashlands. The trading village of Gnisis is north of Ald'ruhn, and the
    fishing villages of Ald Veloth and Khuul lie on the north coast. The town
    of Caldera lies near Balmora. The herds of the Ashlanders of Urshilaku 
    camp graze on the sparse but hardy highland vegetation.

Balmora is the district seat of House Hlaalu, and the largest settlement on 
    Vvardenfell after Vivec City. Good roads lead north to Ald'ruhn and south
    to Caldera, Seyda Neen, and Vivec City. The Imperial Legion garrison of 
    Fort Moonmoth lies south of Balmora.

Caldera is a recently chartered Imperial town and mining corporation. The 
    Caldera Mining Company has been granted an Imperial monopoly to remove 
    raw ebony from the rich deposits here. Caldera has the appearance and 
    flavor of a Western Imperial town.

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