The Elder Scrolls III: Morrowind Game of the Year Edition Searchable Database



250 Results For INFO:NAME 250 Max
"Chronicles of Nchuleft" is very rare. There are probably still copies of the book in the Dwemer ruin of Nchuleft. Otherwise, you could try asking booksellers where one might find a copy.
"Serve your Lord, Dagoth Ur. The Sixth House is risen, and Dagoth is its glory." That's what they say. There've been several attacks recently, and these Sleepers all say the same thing.
%Faction members only, %PCName. Sorry, but those are our rules.
%Faction members only, %PCName. Sorry, but those are our rules.
%Faction members only, %PCName. Sorry, but those are our rules.
%Faction members only, %PCName. Sorry, but those are our rules.
%Faction members only, %PCName. Sorry, but those are our rules.
%Faction members only, %PCName. Sorry, but those are our rules.
%Faction members only, %PCName. Sorry, but those are our rules.
%Faction members only, %PCName. Sorry, but those are our rules.
%Faction members only, %PCName. Sorry, but those are our rules.
%Faction members only, %PCName. Sorry, but those are our rules.
%Name asks that you talk to some other person. %Name does not like you. %Name wants you to know this, and wants you to go away. Understand?
%Name can serve higher ranks only, sera. Sorry, but %Name must follow the rules.
%Name can serve higher ranks only, sera. Sorry, but %Name must follow the rules.
%Name can serve higher ranks only, sera. Sorry, but %Name must follow the rules.
%Name can serve higher ranks only, sera. Sorry, but %Name must follow the rules.
%Name can serve higher ranks only, sera. Sorry, but %Name must follow the rules.
%Name can serve higher ranks only, sera. Sorry, but %Name must follow the rules.
%Name can serve higher ranks only, sera. Sorry, but %Name must follow the rules.
%Name can serve higher ranks only, sera. Sorry, but %Name must follow the rules.
%Name can serve higher ranks only, sera. Sorry, but %Name must follow the rules.
%Name can serve higher ranks only, sera. Sorry, but %Name must follow the rules.
%Name cannot be freed without the key.
%Name cannot serve you if you are not member of the %faction.
%Name cannot serve you if you are not member of the %faction.
%Name cannot serve you if you are not member of the %faction.
%Name cannot serve you if you are not member of the %faction.
%Name cannot serve you if you are not member of the %faction.
%Name cannot serve you if you are not member of the %faction.
%Name cannot serve you if you are not member of the %faction.
%Name cannot serve you if you are not member of the %faction.
%Name cannot serve you if you are not member of the %faction.
%Name cannot serve you if you are not member of the %faction.
%Name does little jobs. Here and there.
%Name does not know this face. What thing do you want from %Name?
%Name does not know this person.
%Name does not want to talk to you. Go away.
%Name does nothing important.
%Name does whatever %PCName says.
%Name follows %PCName. Watch out for the slavehunters.
%name follows the trade of %class.
%Name gave me a copy of "The Pilgrim's Path" and asked me to make the Pilgrimages of the Seven Graces.
%Name has heard nothing of the murder. %Name minds %Name's business.
%Name has heard of this book. You might try looking at the library in the Hall of Justice here in Vivec. It is a well-hidden library and guarded at all times, but you will find a copy there. %Name does not have a copy of this book.
%Name has heard tales of this. Not far from here, but farther than %Name will ever go.
%Name has heard tales of this. Not far from here, but farther than %Name will ever go.
%Name has heard tales of this. Not far from here, but farther than %Name will ever go.
%Name heard she is dead. %Name is very sad for her.
%Name heard she left town. %Name thinks it very strange she would come and go so quickly.
%Name heard that Neloth has Miner Arobar's daughter locked up in Tel Naga.
%Name hears much of you. %Name is loyal to you now, not the Dark Brotherhood. Trust %Name.
%Name hears that Ra'Zhid had Dwemer artifacts. %Name tells you because %Name does not like Ra'Zhid.
%Name hears you. %Name is in the guild.
%name is a %class, and speaks as %rank of the %faction.
%Name is free now. %PCName is a good friend of %Name.
%Name is here now. %Name is safe. Galyn will protect %Name.
%Name is listening.
%Name is safe now. %Name thanks %PCName.
%Name is so very sorry. Please do not punish poor %Name.
%Name knows nothing of this.
%Name knows nothing of this.
%Name knows nothing of this.
%Name knows only rumors. They help slaves escape. They take us back to Elsweyr.
%Name likes Irgola's hunting stories, and when Irgola moved here, he brought us sweetmeats from Elsweyr.
%Name lives here. %Name works here.
%Name owns no copies of Chronicles of Nchuleft. Speak with Jobasha in Vivec. Jobasha has many rare books.
%Name saw such a man near the Arena. %Name does not know where he hides now.
%Name sees no Mathis Dalobar here. %Name saw a great ash storm and hid inside.
%Name thinks %Name saw someone like that over at the Council Club, just across from the Silt Strider.
%Name thinks Dorisa's shop in Balmora is the place to look.
%Name told me that in order to advance further in House Hlaalu, I must build improvements for my stronghold. I should speak with Dondos Driler again at the Hlaalu Council Manor in Balmora.
%Name waits for %PCName.
%Name was running fast as %Name's legs could go, but %Name saw someone near the Rothan Tomb. %Name hopes he made it okay.
%Name welcomes you. How may %Name favor his new friend?
%Name will meet with Eno Hlaalu. But %Name promises nothing.
%Name's ship was attacked. Kill them if you can.
%Name, at your service. I'm in the Guild.
%PCName again. What can I do for you?
%PCName! Please! Ask anything of %Name. %Name is happy to help a friend.
%PCName, you are a %PCRank of the Imperial Legion. Don't you forget it!
%PCName, you have found me. If you wish, you may request to join the Morag Tong.
%PCName. Councilor Sarethi says he supports you for Hortator. I don't understand why. I certainly don't like you. And I'd still rather not talk to you.
%PCName. False Incarnate. Agent of the Emperor. Outlaw. Unbeliever. House Redoran knows how to deal with outlanders like you.
%PCName. I have no further tasks for you. Did you have a question?
%PCName. Nerevarine? Ptui. Lies and superstition. Why do you defy Temple teachings? And, worse yet, now we learn you are an agent of the Emperor, and an outlaw. I warn you. Just because I talk to you, don't think everyone will. Others reach for weapons when they see an outlaw and heretic.
%PCName. Star-blessed hero? Or the Daedra's Pawn? Only one way to find out. If you have the courage.
%PCName. Thank you again for your help. Did you have a question for me?
%PCName. Thank you for your report. I'm very happy you've been cured. Unfortunately, I've had a bit of bad news. I've been recalled to the Imperial City. You'll be promoted to Operative, and will head the Blades here in Vvardenfell until I return. I've only waited here to give you your final orders before I go.
%PCName. You claim to be the Nerevarine. You defy Temple doctrine. The Order of the Watch calls you an agent of the Emperor, and an outlaw. You belong to the Temple, so we owe you courtesy. And a warning. But others may not be so polite, and may choose weapons instead of speech.
%PCName. You look like you have something on your mind.
%PCName? I'm Master Gilvas Barelo, the abbot of Holamayan Monastery. Thank you for helping Mehra Milo. She says you are interested in 'lost prophecies.' I believe we can help you.
%PCRank %PCName, I believe it is your fate to recover the long-lost artifact Skull-Crusher. When you have this legendary weapon in hand, bring it to me so I may bless it.
%PCRank %PCName, I have need of you again. I've been granted a prophecy of the Boots of the Apostle, a legendary treasure of Cyrodiil, relics of Tiber Septim who was also called Talos. "Through the doors of Berandas, within the silent caverns, beneath the wings of twilight, dust sleeps in the shoes that Talos wore." Recover the Boots of the Apostle and bring them to me. A Dunmer savant or Dunmer scout may have clues to the meaning of the prophecy.
%PCRank %PCName, Stendarr has granted me a vision of the artifact Skull-Crusher.
%PCRank %PCName. I don't like this at all. This is completely against procedures. But I don't seem to have much choice. The key is in the Inquisitor's office. But the guards are not going to like it. Not one bit.
%PCRank %PCName. This is against procedures. And you know it. Get out of here. Immediately.
%PCRank %PCName. This is against procedures. And you know it. Go ahead. The key is in the desk. But I have to report this. Immediately.
%PCRank %PCName. With all due respect, you have no authority here. I don't know what you think you're doing, but you won't do it on my watch. If you do not leave immediately, I cannot be responsible for your safety.
%PCRank %PCName. You are not allowed in here. You must leave. Immediately. And without hesitation. If you do not leave immediately, peacefully, we will use force, and I will not be responsible for your safety.
%PCRank %PCName. You know this is against procedures. I can't let you just walk in here. Please. You have to leave.
%PCRank %PCName. You know this is against procedures. I do this under protest. The key is in the desk. I don't know how the others are going to take it. But I don't mind telling you -- I don't like it one bit.
%PCRank, what can be said. We are the few, the proud, the ... under-paid! HarHarHar!
%Rank %PCName, the healer Urjorad is overdue and presumed dead. He went to the Daedric shrine of Ashalmimilkala with a powerful artifact called the Scroll of Fiercely Roasting. Signs say he has come to grief inside Ashalmimilkala. Go find his body, recover the scroll and return it to us. Or, if you would risk your life to complete the quest that took Urjorad's life, use the scroll to slay Carecalmo, the shrine's ancient High Elf priest, and his powerful High Elf bodyguard Meryaran.
%Rank %PCName, the healer Urjorad is overdue and presumed dead. He went to the Daedric shrine of Ashalmimilkala with a powerful artifact called the Scroll of Fiercely Roasting. Signs say he has come to grief inside Ashalmimilkala. Go find his body, recover the scroll and return it to us. Or, if you would risk your life to complete the quest that took Urjorad's life, use the scroll to slay Carecalmo, the shrine's ancient High Elf priest, and his powerful High Elf bodyguard Meryaran.
%Rank %PCName, the healer Urjorad is overdue and presumed dead. He went to the Daedric shrine of Ashalmimilkala with a powerful artifact called the Scroll of Fiercely Roasting. Signs say he has come to grief inside Ashalmimilkala. Go find his body, recover the scroll and return it to us. Or, if you would risk your life to complete the quest that took Urjorad's life, use the scroll to slay Carecalmo, the shrine's ancient High Elf priest, and his powerful High Elf bodyguard Meryaran.
'Almost four centuries after the coming of the Imperial Legions, Morrowind is still occupied by Imperial legions, with a figurehead Imperial King, though the Empire has reserved most functions of the traditional local government to the Ruling Councils of the Five Great Houses.' For a good treatment of Morrowind since it became part of the Empire, look for 'On Morrowind, the Imperial Province', by Erramanwe of Sunhold.
'Dagoth Ur's Plans' summarizes what we know or suspect. You have a copy. It's also available in my library.
'Foyada' means 'fire-river' in the native Ashlander language. The deep, ash-dark ravines which run down from the Red Mountain volcano are called foyada. The lava from Red Mountain is very fluid, and it runs almost like water, and during an eruption, fire-rivers run down the mountain, clearing the ravines of vegetation. Because they have good footing, are clear of brush, and run long distances, the natives use them like roads.
'Foyada' means 'fire-river' in the native Ashlander language. The deep, ash-dark ravines which run down from the Red Mountain volcano are called foyada. The lava from Red Mountain is very fluid, and it runs almost like water, and during an eruption, fire-rivers run down the mountain, clearing the ravines of vegetation. Because they have good footing, are clear of brush, and run long distances, we use them like roads when traveling overland.
'Foyada' means 'fire-river' in the native Ashlander language. The deep, ash-dark ravines which run down from the Red Mountain volcano are called foyada. The lava from Red Mountain is very fluid, and it runs almost like water, and during an eruption, fire-rivers run down the mountain, clearing the ravines of vegetation. Because they have good footing, are clear of brush, and run long distances, we use them like roads when traveling overland.
'Foyada' means 'fire-river' in the native Ashlander language. The deep, ash-dark ravines which run down from the Red Mountain volcano are called foyada. The lava from Red Mountain is very fluid, and it runs almost like water, and during an eruption, fire-rivers run down the mountain, clearing the ravines of vegetation. Because they have good footing, are clear of brush, and run long distances, we use them like roads when traveling overland.
'Hortator' is an ancient term for a war leader and champion chosen by a Great House council. Why do you ask?
'How dry I am... how dry I am... nobody knows... how dry I am....' SHAY! Hi. There. Lesh make a deal. I got... stuff. Lots. Here. See?
'The ancient ancestor worship of the tribes was in time superceded by the monolithic Tribunal Temple theocracy, and the Dunmer grew into a great nation called Resdayn. Resdayn was the last of the provinces to submit to Tiber Septim; alone of all the provinces, it was never successfully invaded, and was peacefully incorporated by treaty into the Empire as the Province of Morrowind.'
'The cursed false gods' must be the Tribunal. They are surely false gods, evil sorcerers and necromancers, and they murdered Nerevar so they might set themselves up as gods. "Binds the broken" must refer to Nerevar's broken promise to the Ashlanders to honor the ways of the Spirits and rights of the Land.
'The Seven Curses' reads as follows: through the doors of the unmourned house where scoffers scoff and schemers scheme from the halls of the oath-breaking house rings seven curses of gods blasphemed
...In hormadors. Big ones. Needed 'em big, for the spiders. What? Spiders? You listening? Spiders. That's what I said. Big ones. So you need a big hortator. Ours was steel, with silver plating. Kier-jo used to polish it. Cute little kitty. Had it since it was a bitty kitty. Gone now, of course. Dropped dead. They get old, and you have to get new ones. Never quite as good as the old ones, of course, but what can you do. Oh! There you are, %PCName! What was your name again? Are you listening to me?
...it's a steel box, of course. You keep things like bittergreen roots in it, keeps 'em fresh, with a little netch blood. Or is that a hormador? Yes. Or spiders. In the box. Spider eggs. Keeps 'em fresh. With netch blood. You wouldn't have any with you, eh? Spider eggs? Nice fresh ones? So, go ahead. Show me the hordador. Hormador? You got it with you? Always happy to get some fresh spider eggs. Or spiders? When I was a MUCH younger, we grew our own spiders...
...so Throknolf the Craven, who is strong and tough, but not the brightest star in the sky, wanders into Shenk's Shovel and drinks enough to choke a guar. Then he tells everyone about the loads of loot stashed in their cave, and how the guards will never find it. And then he stumbles out of Shenk's Shovel and wanders west of town, not paying any attention to me following along behind, and after a while he ducks into this cave. Poor fellow. He will never learn.
2000 drakes was a high price to pay, but at least you have his support.
A "Hortator" is a war-leader chosen when Dunmer great houses must put aside their normal feuds to unite against a common enemy. This has not happened since the Empire invaded our land.
A "statue book"? Well, I don't believe I have anything that might contain the information you need. Perhaps you should check with someone who deals in rare books, like Jobasha in Vivec. He has many of the more hard-to-find volumes.
A bewildering variety of one-hand axe styles are found in Morrowind. The spiked chitin war axe favored by Ashlander and Great House Dunmer is in some ways more like a mace than an axe. The steel war axe is double-bladed; the iron war axe is single-bladed; the glass, ebony, and daedric war axes are single-bladed with balancing spikes.
A bit high? J'zhirr does not understand what you mean. All of our prices are set legally. They are, of course, confidential, and kept in a safe place.
A book called The Pilgrim's Path describes many of the Temple's pilgrimages and their shrines.
A book called The Pilgrim's Path describes many of the Temple's pilgrimages and their shrines.
A book called The Pilgrim's Path describes many of the Temple's pilgrimages and their shrines.
A book called The Pilgrim's Path describes many of the Temple's pilgrimages and their shrines.
A Bosmer named Nedhelas in Caldera says his house is haunted by a ghost. Kaye said ghosts aren't affected by normal weapons, so he gave me 200 gold to buy an enchanted weapon or spell, and for other expenses. I'm to talk to Nedhelas first, and I should report back to Kaye if I rid the haunted house of its ghost.
A Bosmer named Nedhelas in Caldera says his house is haunted by a ghost. You'll need an enchanted weapon or suitable spells, because only spells, enchanted weapons, or refined weapons like silver daggers can harm a ghost. I don't know what you prefer, so take these 200 drakes. Buy something that suits you, and use the rest for expenses. Talk to Nedhelas first, and report back to me if you get rid his haunted house of its ghost.
A Bosmer named Nedhelas in Caldera says his house is haunted by a ghost. You'll need an enchanted weapon or suitable spells, because only spells, enchanted weapons, or refined weapons like silver daggers can harm a ghost. I don't know what you prefer, so take these 200 drakes. Buy something that suits you, and use the rest for expenses. Talk to Nedhelas first, and report back to me if you get rid his haunted house of its ghost.
A bounty? On my head? Preposterous! It must be a case of mistaken identity. I can't imagine why anyone would want to arrest me. I've always been an honest trader.
A bribe? What do you think I am?
A bug. A weed. A piece of dust. Busy, busy, busy.
A bug. A weed. A piece of dust. Busy, busy, busy.
A calcinator is a stove or crucible which reduces metals and substances to ash so their arcane properties can be separated from the dross. They must be made of porcelain or iron device to withstand the high temperatures necessary to reduce certain substances to ash.
A calcinator is a stove or crucible which reduces metals and substances to ash so their arcane properties can be separated from the dross. They must be made of porcelain or iron device to withstand the high temperatures necessary to reduce certain substances to ash.
A calming tea with modest magical properties is brewed from the thick, bitter-tasting root of the trama shrub. The Trama shrub grows in the bitter, ashy soils of the Ashlands, Molag Amur, and Red Mountain.
A calming tea with modest magical properties is brewed from the thick, bitter-tasting root of the trama shrub. The Trama shrub grows in the bitter, ashy soils of the Ashlands, Molag Amur, and Red Mountain.
A caravaner told me he delivered a bunch of pilgrims in robes and a pile of equipment to a drop site east of Lake Nabia, northwest of Mount Kand. There's nothing out there to interest a pilgrim. You want to bet that's a bunch of rogue Telvanni setting up housekeeping?
A caravaner told me he delivered a bunch of pilgrims in robes and a pile of equipment to a drop site east of Lake Nabia, northwest of Mount Kand. There's nothing out there to interest a pilgrim. You want to bet that's a bunch of rogue Telvanni setting up housekeeping?
A Census and Excise agent has been prowling the canton, f'lah. And this agent, whose name is Duvianus Platorius, has been showing an interest in Addhiranirr. So my guess is that while this Census and Excise agent is making his appearance, Addhiranirr will be hiding in the underworks. Swims pretty good for a kitty. Gets her inspiration from the Census and Excise, I reckon. Look for trapdoors down from the canalworks level.
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.
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.
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.
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.
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.
A client of ours wants a Redoran Master Helm, and I see you have one on you. Will you hand this over to the Guild, or get us another one?
A client of ours wants a Redoran Master Helm. Most of the Councilors in House Redoran have one, but they can be hard to find. I know Miner Arobar has one, probably in his bedroom. You'd have to check Arobar Manor here in Ald'ruhn, Under-Skar.
A client of ours wants some dirt on the Arobar family. Apparently Gandosa Arobar has a copy of this book, which has been banned by the Temple. Fetch the book and return it to me. I have to admit I'm a bit curious myself.
A company of players, yes! I would love to be able to form a company to put on my new play. But there are so few in the area that are willing to act, even for a good price. Of course, I need an actor with wit, grace, charm, and a firm...oh, never mind. You wouldn't be a bad choice, muffin, but you seem to have other matters to attend to. If you see someone else who fits the bill, send them to Uncle Crassius!
A conspiracy to kill the emperor? Thank the Divines you found this evidence. Well done, %PCName. And, it's good to hear you brought justice to those who would consider such a course of action.
A creature's agility is its property of coordination and mobility. For example, an agile creature is able to target its blows accurately and effectively.
A creature's agility is its property of coordination and mobility. For example, an agile creature is able to target its blows accurately and effectively.
A creature's agility is its property of coordination and mobility. For example, an agile creature is able to target its blows accurately and effectively.
A creature's agility is its property of coordination and mobility. For example, an agile creature is able to target its blows accurately and effectively.
A creature's agility is its property of coordination and mobility. For example, an agile creature is able to target its blows accurately and effectively.
A creature's agility is its property of coordination and mobility. For example, an agile creature is able to target its blows accurately and effectively.
A creature's agility is its property of coordination and mobility. For example, an agile creature is able to target its blows accurately and effectively.
A creature's endurance is its property of sustained expenditure of physical energy and its resistance to bodily injury. A creature with greater endurance can withstand long periods of physical exertion without suffering from exhaustion, and is less likely to suffer permanent harm or death from disease or physical injuries.
A creature's endurance is its property of sustained expenditure of physical energy and its resistance to bodily injury. A creature with greater endurance can withstand long periods of physical exertion without suffering from exhaustion, and is less likely to suffer permanent harm or death from disease or physical injuries.
A creature's endurance is its property of sustained expenditure of physical energy and its resistance to bodily injury. A creature with greater endurance can withstand long periods of physical exertion without suffering from exhaustion, and is less likely to suffer permanent harm or death from disease or physical injuries.
A creature's endurance is its property of sustained expenditure of physical energy and its resistance to bodily injury. A creature with greater endurance can withstand long periods of physical exertion without suffering from exhaustion, and is less likely to suffer permanent harm or death from disease or physical injuries.
A creature's endurance is its property of sustained expenditure of physical energy and its resistance to bodily injury. A creature with greater endurance can withstand long periods of physical exertion without suffering from exhaustion, and is less likely to suffer permanent harm or death from disease or physical injuries.
A creature's endurance is its property of sustained expenditure of physical energy and its resistance to bodily injury. A creature with greater endurance can withstand long periods of physical exertion without suffering from exhaustion, and is less likely to suffer permanent harm or death from disease or physical injuries.
A creature's endurance is its property of sustained expenditure of physical energy and its resistance to bodily injury. A creature with greater endurance can withstand long periods of physical exertion without suffering from exhaustion, and is less likely to suffer permanent harm or death from disease or physical injuries.
A creature's fatigue is a measure of its capacity for extended physical exertion. The greater a creature's fatigue attribute, the longer it can run, swim, and fight.
A creature's fatigue is a measure of its capacity for extended physical exertion. The greater a creature's fatigue attribute, the longer it can run, swim, and fight.
A creature's fatigue is a measure of its capacity for extended physical exertion. The greater a creature's fatigue attribute, the longer it can run, swim, and fight.
A creature's fatigue is a measure of its capacity for extended physical exertion. The greater a creature's fatigue attribute, the longer it can run, swim, and fight.
A creature's fatigue is a measure of its capacity for extended physical exertion. The greater a creature's fatigue attribute, the longer it can run, swim, and fight.
A creature's fatigue is a measure of its capacity for extended physical exertion. The greater a creature's fatigue attribute, the longer it can run, swim, and fight.
A creature's fatigue is a measure of its capacity for extended physical exertion. The greater a creature's fatigue attribute, the longer it can run, swim, and fight.
A creature's health is a measure of its capacity to withstand physical punishment. A creature with weak health succumbs easily to disease or injury, while a creature with exceptional health can endure and survive deadly diseases and injuries.
A creature's health is a measure of its capacity to withstand physical punishment. A creature with weak health succumbs easily to disease or injury, while a creature with exceptional health can endure and survive deadly diseases and injuries.
A creature's health is a measure of its capacity to withstand physical punishment. A creature with weak health succumbs easily to disease or injury, while a creature with exceptional health can endure and survive deadly diseases and injuries.
A creature's health is a measure of its capacity to withstand physical punishment. A creature with weak health succumbs easily to disease or injury, while a creature with exceptional health can endure and survive deadly diseases and injuries.
A creature's health is a measure of its capacity to withstand physical punishment. A creature with weak health succumbs easily to disease or injury, while a creature with exceptional health can endure and survive deadly diseases and injuries.
A creature's health is a measure of its capacity to withstand physical punishment. A creature with weak health succumbs easily to disease or injury, while a creature with exceptional health can endure and survive deadly diseases and injuries.
A creature's health is a measure of its capacity to withstand physical punishment. A creature with weak health succumbs easily to disease or injury, while a creature with exceptional health can endure and survive deadly diseases and injuries.
A creature's intelligence is its property of reasoning, analysis, and retention of facts and experience. Other than its critical utility in problem-solving, this property is most important for the comprehension and manipulation of the arcane forces associated with magic, and creatures with high intelligence are proven to have greater capacity to cast larger and more powerful spell effects.
A creature's intelligence is its property of reasoning, analysis, and retention of facts and experience. Other than its critical utility in problem-solving, this property is most important for the comprehension and manipulation of the arcane forces associated with magic, and creatures with high intelligence are proven to have greater capacity to cast larger and more powerful spell effects.
A creature's intelligence is its property of reasoning, analysis, and retention of facts and experience. Other than its critical utility in problem-solving, this property is most important for the comprehension and manipulation of the arcane forces associated with magic, and creatures with high intelligence are proven to have greater capacity to cast larger and more powerful spell effects.
A creature's intelligence is its property of reasoning, analysis, and retention of facts and experience. Other than its critical utility in problem-solving, this property is most important for the comprehension and manipulation of the arcane forces associated with magic, and creatures with high intelligence are proven to have greater capacity to cast larger and more powerful spell effects.
A creature's intelligence is its property of reasoning, analysis, and retention of facts and experience. Other than its critical utility in problem-solving, this property is most important for the comprehension and manipulation of the arcane forces associated with magic, and creatures with high intelligence are proven to have greater capacity to cast larger and more powerful spell effects.
A creature's intelligence is its property of reasoning, analysis, and retention of facts and experience. Other than its critical utility in problem-solving, this property is most important for the comprehension and manipulation of the arcane forces associated with magic, and creatures with high intelligence are proven to have greater capacity to cast larger and more powerful spell effects.
A creature's intelligence is its property of reasoning, analysis, and retention of facts and experience. Other than its critical utility in problem-solving, this property is most important for the comprehension and manipulation of the arcane forces associated with magic, and creatures with high intelligence are proven to have greater capacity to cast larger and more powerful spell effects.
A creature's luck is its property of aligning itself with the subtle currents of fate and destiny. This is the most subtle of fundamental attributes, and can only be judged by observation of the favorable and unfavorable outcomes of a creature's actions over a long period of time.
A creature's luck is its property of aligning itself with the subtle currents of fate and destiny. This is the most subtle of fundamental attributes, and can only be judged by observation of the favorable and unfavorable outcomes of a creature's actions over a long period of time.
A creature's luck is its property of aligning itself with the subtle currents of fate and destiny. This is the most subtle of fundamental attributes, and can only be judged by observation of the favorable and unfavorable outcomes of a creature's actions over a long period of time.
A creature's luck is its property of aligning itself with the subtle currents of fate and destiny. This is the most subtle of fundamental attributes, and can only be judged by observation of the favorable and unfavorable outcomes of a creature's actions over a long period of time.
A creature's luck is its property of aligning itself with the subtle currents of fate and destiny. This is the most subtle of fundamental attributes, and can only be judged by observation of the favorable and unfavorable outcomes of a creature's actions over a long period of time.
A creature's luck is its property of aligning itself with the subtle currents of fate and destiny. This is the most subtle of fundamental attributes, and can only be judged by observation of the favorable and unfavorable outcomes of a creature's actions over a long period of time.
A creature's luck is its property of aligning itself with the subtle currents of fate and destiny. This is the most subtle of fundamental attributes, and can only be judged by observation of the favorable and unfavorable outcomes of a creature's actions over a long period of time.
A creature's magicka is a measure of its reserves of supernatural energies. Spellcasting creatures expend supernatural energies from their reservoirs when they create magical effects. This reservoir is replenished by resting and by other arcane methods.
A creature's magicka is a measure of its reserves of supernatural energies. Spellcasting creatures expend supernatural energies from their reservoirs when they create magical effects. This reservoir is replenished by resting and by other arcane methods.
A creature's magicka is a measure of its reserves of supernatural energies. Spellcasting creatures expend supernatural energies from their reservoirs when they create magical effects. This reservoir is replenished by resting and by other arcane methods.
A creature's magicka is a measure of its reserves of supernatural energies. Spellcasting creatures expend supernatural energies from their reservoirs when they create magical effects. This reservoir is replenished by resting and by other arcane methods.
A creature's magicka is a measure of its reserves of supernatural energies. Spellcasting creatures expend supernatural energies from their reservoirs when they create magical effects. This reservoir is replenished by resting and by other arcane methods.
A creature's magicka is a measure of its reserves of supernatural energies. Spellcasting creatures expend supernatural energies from their reservoirs when they create magical effects. This reservoir is replenished by resting and by other arcane methods.
A creature's magicka is a measure of its reserves of supernatural energies. Spellcasting creatures expend supernatural energies from their reservoirs when they create magical effects. This reservoir is replenished by resting and by other arcane methods.
A creature's personality is its property of exciting the emotions of interest, trust, and loyalty in other creatures. For example, a creature with a powerful personality is more able to persuade and influence other creatures through speech, gesture, and demeanor.
A creature's personality is its property of exciting the emotions of interest, trust, and loyalty in other creatures. For example, a creature with a powerful personality is more able to persuade and influence other creatures through speech, gesture, and demeanor.
A creature's personality is its property of exciting the emotions of interest, trust, and loyalty in other creatures. For example, a creature with a powerful personality is more able to persuade and influence other creatures through speech, gesture, and demeanor.
A creature's personality is its property of exciting the emotions of interest, trust, and loyalty in other creatures. For example, a creature with a powerful personality is more able to persuade and influence other creatures through speech, gesture, and demeanor.
A creature's personality is its property of exciting the emotions of interest, trust, and loyalty in other creatures. For example, a creature with a powerful personality is more able to persuade and influence other creatures through speech, gesture, and demeanor.
A creature's personality is its property of exciting the emotions of interest, trust, and loyalty in other creatures. For example, a creature with a powerful personality is more able to persuade and influence other creatures through speech, gesture, and demeanor.
A creature's personality is its property of exciting the emotions of interest, trust, and loyalty in other creatures. For example, a creature with a powerful personality is more able to persuade and influence other creatures through speech, gesture, and demeanor.
A creature's speed is its property of rapid physical articulation and body movements. A speedy creature is able to perform all physical actions, from equipping a weapon to running long distances, in shorter periods of time.
A creature's speed is its property of rapid physical articulation and body movements. A speedy creature is able to perform all physical actions, from equipping a weapon to running long distances, in shorter periods of time.
A creature's speed is its property of rapid physical articulation and body movements. A speedy creature is able to perform all physical actions, from equipping a weapon to running long distances, in shorter periods of time.
A creature's speed is its property of rapid physical articulation and body movements. A speedy creature is able to perform all physical actions, from equipping a weapon to running long distances, in shorter periods of time.
A creature's speed is its property of rapid physical articulation and body movements. A speedy creature is able to perform all physical actions, from equipping a weapon to running long distances, in shorter periods of time.
A creature's speed is its property of rapid physical articulation and body movements. A speedy creature is able to perform all physical actions, from equipping a weapon to running long distances, in shorter periods of time.
A creature's speed is its property of rapid physical articulation and body movements. A speedy creature is able to perform all physical actions, from equipping a weapon to running long distances, in shorter periods of time.
A creature's strength is its property of efficiently lifting, carrying, and manipulating objects. A stronger creature can carry a greater weight of armor and equipment and strike more powerful blows with hands and weapons.
A creature's strength is its property of efficiently lifting, carrying, and manipulating objects. A stronger creature can carry a greater weight of armor and equipment and strike more powerful blows with hands and weapons.
A creature's strength is its property of efficiently lifting, carrying, and manipulating objects. A stronger creature can carry a greater weight of armor and equipment and strike more powerful blows with hands and weapons.
A creature's strength is its property of efficiently lifting, carrying, and manipulating objects. A stronger creature can carry a greater weight of armor and equipment and strike more powerful blows with hands and weapons.
A creature's strength is its property of efficiently lifting, carrying, and manipulating objects. A stronger creature can carry a greater weight of armor and equipment and strike more powerful blows with hands and weapons.
A creature's strength is its property of efficiently lifting, carrying, and manipulating objects. A stronger creature can carry a greater weight of armor and equipment and strike more powerful blows with hands and weapons.
A creature's strength is its property of efficiently lifting, carrying, and manipulating objects. A stronger creature can carry a greater weight of armor and equipment and strike more powerful blows with hands and weapons.
A creature's willpower is its property of maintaining its purpose and identify in the face of hardship and malign natural and supernatural forces. A creature with strong willpower is better able to resist the effects of hostile spells cast upon it.
A creature's willpower is its property of maintaining its purpose and identify in the face of hardship and malign natural and supernatural forces. A creature with strong willpower is better able to resist the effects of hostile spells cast upon it.
A creature's willpower is its property of maintaining its purpose and identify in the face of hardship and malign natural and supernatural forces. A creature with strong willpower is better able to resist the effects of hostile spells cast upon it.
A creature's willpower is its property of maintaining its purpose and identify in the face of hardship and malign natural and supernatural forces. A creature with strong willpower is better able to resist the effects of hostile spells cast upon it.
A creature's willpower is its property of maintaining its purpose and identify in the face of hardship and malign natural and supernatural forces. A creature with strong willpower is better able to resist the effects of hostile spells cast upon it.
A creature's willpower is its property of maintaining its purpose and identify in the face of hardship and malign natural and supernatural forces. A creature with strong willpower is better able to resist the effects of hostile spells cast upon it.
A creature's willpower is its property of maintaining its purpose and identify in the face of hardship and malign natural and supernatural forces. A creature with strong willpower is better able to resist the effects of hostile spells cast upon it.
A cure for vampirism? There are those who say that the cure resides only with our daedra princes. My lord Molag Bal has dealt before with the dark walkers, though they are not of his making. It is possible he holds the secrets to this, but I would not expect him to tell you. Only those who have the disease, and are truly desperate to be rid of it, are of interest to Molag Bal.
A curious question. A gift is a sign of courtesy among strangers, and affection among friends. Among strangers, a thoughtful gift is a sign that you are cautious, and considerate, and aware of the other's wants and needs. Such is particularly useful for traders and travelers. Among friends, it is a private thing, and subtle, with great risks, for the test of the gift is how well it is tailored to the receiver.
A Daedra's heart must be removed during the brief period of its appearance on the mortal plane. The Daedra's heart has modest magical properties, but, since removing the heart is generally fatal to the specimen, the substance is rare and expensive.
A daedra's heart must be removed during the brief period of its appearance on the mortal plane. The daedra's heart has modest magical properties, but, since removing the heart is generally fatal to the specimen, the substance is rare and expensive.
A Daedric ruin sealed by a rockfall. That might well be Anudnabia, a ruin near Sadrith Mora. The lower halls of Anudnubia have been inaccessible since the First Era. And several other Daedric ruins are known to have within their chambers glowing pools of molten stone. Such pools might have fueled the forge of a master weaponmaker and his enchanter.
A dark brotherhood of vampiric mages. I fear, though, that their powerful minds may be tainted by madness. Such is the price for the gift they've been given.
A dark cult is practicing the foulest of arts only a few hours from here in the cavern of Hassour.
A darkness is on the land, and only you can bring the light.
A debt to that wizard? Foolish boy. The number of times I've heard about stupid things Cassius Olcinius has done would turn your head.
A den of Kagouti have been attacking travelers just south of the Ouada Samsi. Find this Kagouti den, kill the pack leader, and report back to me.
A diseased shalk got into an egg mine on the trade route to Ald'ruhn. I need someone to kill the shalk in the Ashimanu Mine.
A distinguished client has placed a contract on the Verethi Gang.
A door on the eastern canalside level leads through a smaller room and into Saryoni's private quarters. But the door is always locked, and the Ordinators control the keys.
A Dunmer savant said an ancient Dunmer stronghold called Berandas lies south of the village of Gnisis in the West Gash region. The savant also guessed that the "wings of twilight" might hint at guardians -- the winged twilights who are Daedric servants of Azura.
A Dunmer savant told me that 'Halls of the Dead' might refer to any Dunmer ancestral tomb. The ancient Dunmer word for ancestral tomb is 'cardruhn'. 'Ruhn' translates as 'home' or 'hearth-hall'. 'Card' means 'undeparted kin-wardens'. Then to find access to Skull-Crusher in its sealed Daedric ruin, I must search for ancestral tombs near the ruin. Perhaps there is an underground passage between a tomb and the sealed Daedric ruin?
A Dunmer savant told me that Nammu, or 'no-name,' is a cavern in the wildlands of Sunna Guradan, somewhat west of the tower of Tel Aruhn. In the cavern is a great high chamber, flooded, with a central spire rising from the water. The water around the bottom of the spire might be the ring of water in darkness from the Oracle's vision.
A Dunmer scout said an ancient Dunmer stronghold called Berandas lies south of the village of Gnisis in the West Gash region. Berandas is also distinctive among Dunmer stronghold, in that extensive caverns lie beneath the centuries-old architectural ruins.
A Dunmer scout told me that Nammu, or 'no-name,' is a cavern in the wildlands of Sunna Guradan, somewhat west of the tower of Tel Aruhn. In the cavern is a great high chamber, flooded, with a central spire rising from the water. The water around the bottom of the spire might be the ring of water in darkness from the Oracle's vision.
A Dunmer scout told me that the sealed Daedric ruin I seek may well be Anudnabia, a ruin near Sadrith Mora. The lower halls of Anudnubia have been inaccessible since the First Era. And several other Daedric ruins are known to have within their chambers glowing pools of molten stone. Such pools might have fueled the forge of a master weaponmaker and his enchanter.
A Dunmer woman, in a skirt and netch leather armor? With a dagger? No. Haven't seen anyone like that.




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