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
-----------------------------------------------------------------------------
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
-----------------------------------------------------------------------------
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
-----------------------------------------------------------------------------
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
-----------------------------------------------------------------------------
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.
| « Previous Page | Next Page » |



