1000-drake pledge | Thank you again for recovering our embezzled funds. |
1000-drake pledge | Thank you for recovering our embezzled funds. And here are the 1000 drakes I pledged to support an Imperial cult mission to the Ashlanders. |
1000-drake pledge | If you recover the embezzled funds from the absconded clerk, Mossanon, I'll be happy to redeem my pledge. |
1000-drake pledge | Please accept my apologies. I wish things were otherwise. |
1000-drake pledge | That is a most welcome offer. Our clerk, an Altmer named Mossanon, absconded with 3000 drakes. We have no idea where he went. To avoid scandal, we have not reported the crime to the guards. If you can track this Mossanon down and recover the missing 3000 drakes, I would be more than happy to immediately redeem my 1000-drake pledge to the Imperial cult. |
1000-drake pledge | You are from the Imperial cult, then? I'll be frank with you, but you must keep this in confidence. I cannot redeem my pledge at this time. Our clerk embezzled funds, and to avoid scandal, I am covering losses to the East Empire Company out of my own fortune. |
1000-drake pledge | When I spoke with him some time ago, Canctunian Ponius promised us a donation of 1000 drakes for a mission to the Ashlanders. Canctunian Ponius is an important and prominent member of our community, and his word is widely respected. That is why it is strange that he has not been forthcoming with his pledge. |
11111 test journal | This is a test. This is only a test. |
11111 test journal | You should never see this. |
A1_10_MehraMilo | I found Mehra Milo at the Hall of Wisdom, but she says she cannot talk with me. She must feel she is being watched. She says to meet with me in the back of the library. |
A1_10_MehraMilo | I found Mehra Milo in the back of the library. She says she knows nothing about the Sixth House, but she is willing to answer my questions about the Nerevarine cult. |
A1_10_MehraMilo | Mehra Milo says copies of 'Progress of Truth' can be found in the secret libraries of the Hall of Wisdom, but that they are guarded. She says it will be safer to search booksellers for a copy. She says some booksellers will sell outlawed books. |
A1_10_MehraMilo | Mehra Milo says to tell Caius Cosades that she is worried that she is being watched by Ordinators, and that if something goes wrong, she will leave a message under the agreed code word "amaya". |
A1_10_MehraMilo | Mehra Milo says the Temple persecutes the Nerevarine cult because they claim the Tribunal are false gods. A group called the Dissident priests disputes Temple doctrine on the Nerevarine prophecies. A book "Progress of Truth" describes the beliefs of the Dissident priests. Mehra Milo says I must get a copy of 'Progress of Truth' to give to the Spymaster. |
A1_11_ZainsubaniGift | Boderi Farano, the publican of the Ald Skar Inn, says that Hassour Zainsubani has many books in his room, and perhaps that would be a suitable gift. |
A1_11_ZainsubaniInformant | The Spymaster has sent me to see a fellow named Hassour Zainsubani, an Ashlander who left the Wastes to become a wealthy trader in Ald'ruhn. He gave me 100 gold and told me to find out what Zainsubani likes, and get him a gift. Then I'm to give him the gift, and ask him to tell me about the Ashlanders and the Nerevarine cult. When I have the information, I'm to report back to the Spymaster. |
A1_11_ZainsubaniInformant | Boderi Farano, the publican of the Ald Skar Inn, says that Hassour Zainsubani has many books in his room, and perhaps that would be a suitable gift. |
A1_11_ZainsubaniInformant | Hassour Zainsubani says that among the Ashlanders a thoughtful gift shows respect and knowledge of the one who is to receive the gift. Fortunately... or perhaps by courtesy or design... Hassour Zainsubani has mentioned that he loves poetry. Then a book of poetry would be a perfect gift for him. Perhaps a bookseller, merchant, or pawnshop nearby may have such a thing. |
A1_11_ZainsubaniInformant | As a gift, I gave Hassour Zainsubani a copy of "Ashland Hymns." He seemed surprised and pleased. He thanked me and offered in return to answer my questions about the Ashlanders and the Nerevarine cult. |
A1_11_ZainsubaniInformant | As a gift, I gave Hassour Zainsubani a copy of "Words of the Wind." He seemed surprised and pleased. He thanked me and offered in return to answer my questions about the Ashlanders and the Nerevarine cult. |
A1_11_ZainsubaniInformant | As a gift, I gave Hassour Zainsubani a copy of "The Five Far Stars." He seemed surprised and pleased. He thanked me and offered in return to answer my questions about the Ashlanders and the Nerevarine cult. |
A1_11_ZainsubaniInformant | Hassour Zainsubani said he would take my earnest thought and effort as a token in place of a gift. Because I behaved courteously, he is willing to help me, and tell me what wish to know about the Ashlanders and the Nerevarine cult. |
A1_11_ZainsubaniInformant | Hassour Zainsubani says that he is too old now to travel, but that his son, Hannat Zainsubani, seeks out sources of fine ebony. The son has proposed to chart the rarely visited ancient underground complex at Mamaea, west of Red Mountain, and if I should meet him in my travels, Hassour Zainsubani asks me to tell his son that his father longs for news of his son-and-heir. |
A1_11_ZainsubaniInformant | Hassour Zainsubani gave me some notes where he has written what he thinks I need to know about the Ashlanders and the Nerevarine cult. These notes will satisfy the Spymaster. But Hassour Zainsubani invited me to ask any questions I wish, and perhaps I can learn some other useful information from speaking with him. |
A1_1_FindSpymaster | My orders are to go to the town of Balmora in Vvardenfell District and report to a man named Caius Cosades. To find out where he lives, I should ask in Balmora at the cornerclub called South Wall. When I find Caius Cosades, I must give him a package of documents, and wait for further orders. |
A1_1_FindSpymaster | Elone at Arrille's Tradehouse gave me detailed directions to Balmora. |
A1_1_FindSpymaster | A patron of the South Wall cornerclub called Caius Cosades "an old sugar tooth," and says to ask the owner, Bacola Closcius, about Caius Cosades. |
A1_1_FindSpymaster | Bacola Closcius says Caius Cosades rents a little bed-and-basket up the hill from the South Wall. Go right up the stairs from the front door, then left at the top of the stairs and down to the end of the street. |
A1_1_FindSpymaster | I reported to Caius Cosades, but I haven't given him the package of documents yet. |
A1_1_FindSpymaster | I gave Caius Cosades the package of documents. Caius Cosades says the Emperor wants me inducted into the Blades, the Imperial Intelligence service, with the rank of Novice. Caius Cosades would be my Spymaster, and I would follow his orders. Should I do as the Emperor commands? I'm not sure... I want to think about it. |
A1_1_FindSpymaster | I have given Caius Cosades the package of documents. And, by the Emperor's command, Caius Cosades has inducted me into the Blades, the Imperial Intelligence service, with the rank of Novice. Caius Cosades will be my Spymaster, and I'll follow his orders. |
A1_1_FindSpymaster | Spymaster Caius Cosades gave me 200 gold to spend as I please. And he also told me to establish a cover identity as a freelance adventurer. He suggested I join the Fighters Guild, or Mages Guild, or Imperial cult, advance in the ranks, gain skill and experience, or go out on my own, get freelance work. Then, when I'm ready, I come back to Caius for orders. |
A1_1_FindSpymaster | Spymaster Caius Cosades told me to establish a cover identity as a freelance adventurer. He suggested I might find some work at the Fighters Guild and the Mages Guild. When I'm ready, I'm to come back to him, and he'll have orders for me. |
A1_1_FindSpymaster | Spymaster Caius Cosades suggested I maintain a cover identity as a freelance adventurer, just to avoid drawing unwanted attention. And he says he has orders for me, whenever I'm ready. |
A1_2_AntabolisInformant | Hasphat Antabolis gave me a Dwemer key that may be useful in the Arkngthand ruins. |
A1_2_AntabolisInformant | I gave Caius Cosades the notes from Hasphat Antabolis, and Caius seemed well-enough pleased with them. However, now he has something else for me to do. |
A1_2_AntabolisInformant | Hasphat Antabolis gave me notes on the Sixth House to deliver to Caius Cosades. |
A1_2_AntabolisInformant | I gave Hasphat Antabolis the Dwemer puzzle box, and now he says he'll tell me what I need to know about the Nerevarine secret cult and the Sixth House secret cult. He also said the inscriptions on the box seem to be the directions for setting a Dwemer key to open a specific lock. When I've delivered my report to Caius, he said come back, and maybe he'll have a key I can take back to Arkngthand. |
A1_2_AntabolisInformant | I found the Dwemer puzzle box Hasphat Antabolis told me to find. Now I'll take it to him, and in return, he'll tell me what I need to know about the Nerevarine secret cult and the Sixth House secret cult. |
A1_2_AntabolisInformant | I need to do a favor for Hasphat Antabolis before he'll tell me what I need to know. I'm to go to a Dwemer ruin nearby called Arkngthand. I'm supposed to find a little cube with a circular design and some symbols on one side. He called it a "Dwemer puzzle box'. When I bring the cube back to Antabolis, he'll tell me what I need to know. |
A1_2_AntabolisInformant | The Spymaster has sent me to talk to Hasphat Antabolis at the Balmora Fighters Guild. I'm to ask him what he knows about the Nerevarine secret cult and the Sixth House secret cult, and return to report to the Spymaster. First I'll have to do some favor for Antabolis, then he'll give me the information that the Spymaster wants. |
A1_4_MuzgobInformant | The Spymaster told me to get Sharn gra-Muzgob at the Balmora Mages Guild to tell me about the Nerevarine, and then report back to him. I'll have to do a little "errand" for her first, he says. I'm beginning to see a pattern here. Rather than pay informants with hard cash, Caius Cosades trades favors for information. And as the new recruit in the organization, I provide the favors. Ah, well. A lesson in humility. |
A1_4_MuzgobInformant | Sharn gra-Muzgob will provide the information on the Nerevarine that the Spymaster wants after I've done a little errand for her. She wants me to retrieve the skull of Llevule Andrano from Andrano Ancestral Tomb. She mentioned Dunmer prejudices against necromancy, and warned me not to upset the natives. |
A1_4_MuzgobInformant | Sharn gra-Muzgob says that Andrano Ancestral Tomb is south of Pelagiad, just off the road, just before the fork where the road goes southwest towards Seyda Neen and southeast to Vivec. She gave me an enchanted blade and some scrolls, because she says some spirits are immune to normal weapons. |
A1_4_MuzgobInformant | I delivered the skull Sharn gra-Muzgob asked for, and she's agreed to tell me about the Nerevarine as the Spymaster requested. |
A1_4_MuzgobInformant | Sharn gra-Muzgob told me about the Nerevarine cult, and gave me some notes to give the Spymaster. Now I should return and report, and give him these notes. |
A1_4_MuzgobInformant | The Spymaster seemed happy with the notes I gave him on the Nerevarine from Sharn gra-Muzgob. Caius says he'd like to see me at a higher level of conditioning before he sends me out again. So I should take some time to polish my skills and enhance my cover story with a little freelance adventuring. Then, when I'm ready, I'll return, and Caius will have new orders for me. [When you reach Level 3 or higher, return to Caius for more orders.] |
A1_4_MuzgobInformant | The Spymaster seemed happy with the notes I gave him on the Nerevarine from Sharn gra-Muzgob. He said he'd like some time to think how the information fits in with the Emperor's plans for me. So if I want, I have some time to do a little freelance adventuring. But whenever I'm ready, Caius says he'll have new orders for me. |
A1_4_MuzgobInformant | The Spymaster promoted me to Apprentice Rank in the Blades. He seems pleased with me, because he also gave me a little present. |
A1_6_AddhiranirrInformant | I'm told that Addhiranirr is hiding because a Census and Excise agent is in the area. She's probably down in the underworks. |
A1_6_AddhiranirrInformant | Addhiranirr will be hiding in the underworks while the Census and Excise agent is in the area. |
A1_6_AddhiranirrInformant | Addhiranirr was too concerned about the Census and Excise agent to answer questions for the Spymaster. Maybe I can do something to get rid of him. |
A1_6_AddhiranirrInformant | When I told the Census and Excise agent that Addhiranirr took a gondola to the mainland, he said he was heading back to the mainland anyway, and would look for her there. Maybe Addhiranirr will be grateful that I've gotten rid of him for her. |
A1_6_AddhiranirrInformant | Addhiranirr was pleased that I'd taken care of the Census and Excise agent she'd been worrying about, and now she's ready to answer my questions on the Nerevarine cult and the Sixth House cult. |
A1_6_AddhiranirrInformant | Addhiranirr says that some smugglers are now working for the Sixth House, but Addhiranirr couldn't find out what they are smuggling. Addhiranirr thought it was strange that smugglers who usually brag about their smuggling are suddenly being very quiet about what they smuggle for the Sixth House. I wonder what is being smuggled, and why it is such a big secret. I think this is the sort of thing Caius Cosades is looking for. |
A1_6_AddhiranirrInformant | When I told the Census and Excise agent to look for Addhiranirr in the underworks, he was pleased. He didn't seem in a hurry to do anything, though. I wonder how Addhiranirr will feel about what I've done. |
A1_6_AddhiranirrInformant | Addhiranirr was angry that I'd told the Census and Excise agent where to find her. Now it's going to be very hard to persuade her to answer my questions on the Nerevarine cult and the Sixth House cult. |
A1_6_AddhiranirrInformant | I finally managed to persuade Addhiranirr to answer my questions on the Nerevarine cult and the Sixth House cult. |
A1_7HuleeyaInformant | I found Huleeya, but we can't talk at the Black Shalk Cornerclub because some troublesome fools are bothering him. He says he'll answer my questions if I'll travel together with him to Jobasha's Rare Books. |
A1_7HuleeyaInformant | Racist thugs are bothering Huleeya. He wants to avoid trouble. Perhaps I can persuade them with words or coin to leave Huleeya alone. Otherwise, Huleeya thinks that there must be bloodshed. |
A1_7HuleeyaInformant | I spoke with the troublesome fools bothering Huleeya, and they agreed to leave him alone. |
A1_7HuleeyaInformant | Huleeya will follow me to Jobasha's Rare Books. There he will answer my questions. |
A1_7HuleeyaInformant | Huleeya has followed me to Jobasha's Rare Books. He says he'll answer my questions here where we can talk in peace. |
A1_7HuleeyaInformant | Huleeya hadn't heard of a Sixth House cult, but he knew a lot about the Nerevarine cult. He gave me notes to give to Caius. The main thing I gathered is that the Temple's conflict with the Nerevarine cult is tied up with ancient grievances between the Ashlanders and the Great Houses. |
A1_Dreams | I had a disturbing dream. I can only recall one part. A tall figure with a golden mask led me among the dead as through a wedding celebration. I heard many voices, but no lips moved. I strained to breathe, but my chest didn't move. The tall figure spoke with each figure as he passed among them, laughing and joking, as if they were alive, but they made no reply. I tried to cry out, but without breath, my tongue fluttered in vain. |
A1_Dreams | In my dream, a tall figure with a golden mask greeted me, saying, "There are many rooms in the house of the Master. Be easy, for from the hands of your enemies I have delivered you." It seemed I had died and could see myself laid upon a table lit by candles. But with my own hands I touched the figure, and the figure drew breath, opened eyes, and rose from the table. Then the room was gone, and the world filled with light, and I awoke. |
A1_Dreams | I dreamed that a tall figure with a golden mask spoke to me, but I understood not a word. He smiled, and seemed pleasant, but when he reached to touch me, it terrified me, and I tried to escape, but I couldn't move. I tried to cry out, but I couldn't make a sound. The figure kept smiling and talking, but I felt sure he was trying to cast some sort of spell on me. When I woke, I couldn't recall how the dream ended. |
A1_Dreams | In my dreams, a tall figure in a golden mask spoke to me. "Lord Nerevar Indoril, Hai Resdaynia! Long forgotten, forged anew! Three belied you, three betrayed you! One you betrayed was three times true! Lord Voryn Dagoth, Dagoth Ur, steadfast liegeman, faithful friend, bids you come and climb Red Mountain! Beneath Red Mountain, once again, break your bonds, shed cursed skin, and purge the n'wah from Morrowind!" |
A1_SleeperDreamer02 | Gindrala Hleran says there's a strange man in her house, and he won't leave. She asked me to get him out of there, because he is scaring her. |
A1_SleeperDreamer02 | I told Gindrala Hleran that I had to kill the strange man who had invaded her house. She was grateful, and promised to tell everyone how kind and brave I'd been. |
A1_SleepersAwake | I spoke with one who called himself a "Sleeper." He called me by name, and said, "You cannot deny your Lord, Dagoth Ur. The Sixth House is risen, and Dagoth is its glory." He made no sense at all. I think he must have been mad. |
A1_SleepersAwake | Sixth House cultists attacked me as I slept in my bed. |
A1_SleepersAwake | I told the Spymaster how Sixth House cultists attacked me as I slept in bed. The Spymaster said it may not be safe to sleep in town. Perhaps I should search for a nearby base, and attack them before they attack me. |
A1_SleepersAwake | I was attacked by someone called a "Sleeper," for no apparent reason. |
A1_Sleepers_Alvura | I spoke with Alvura Othrenim who had been driven mad by dreams of Dagoth Ur and the Sixth House. This former 'Sleeper' thanked me, and promised to tell others how I had saved her life. |
A1_Sleepers_Assi | I spoke with Assi Serimilk who had been driven mad by dreams of Dagoth Ur and the Sixth House. This former 'Sleeper' thanked me, and promised to tell others how I had saved her life. |
A1_Sleepers_Daynasa | I spoke with Daynasa Telandas who had been driven mad by dreams of Dagoth Ur and the Sixth House. This former 'Sleeper' thanked me, and promised to tell others how I had saved her life. |
A1_Sleepers_Dralas | I spoke with Dralas Gilu who had been driven mad by dreams of Dagoth Ur and the Sixth House. This former 'Sleeper' thanked me, and promised to tell others how I had saved his life. |
A1_Sleepers_Drarayne | I spoke with Drarayne Girith who had been driven mad by dreams of Dagoth Ur and the Sixth House. This former 'Sleeper' thanked me, and promised to tell others how I had saved her life. |
A1_Sleepers_Dravasa | I spoke with Dravasa Andrethi who had been driven mad by dreams of Dagoth Ur and the Sixth House. This former 'Sleeper' thanked me, and promised to tell others how I had saved his life. |
A1_Sleepers_Endris | I spoke with Endris Dilmyn who had been driven mad by dreams of Dagoth Ur and the Sixth House. This former 'Sleeper' thanked me, and promised to tell others how I had saved his life. |
A1_Sleepers_Eralane | I spoke with Eralane Hledas who had been driven mad by dreams of Dagoth Ur and the Sixth House. This former 'Sleeper' thanked me, and promised to tell others how I had saved her life. |
A1_Sleepers_Llandras | I spoke with Llandras Belaal who had been driven mad by dreams of Dagoth Ur and the Sixth House. This former 'Sleeper' thanked me, and promised to tell others how I had saved his life. |
A1_Sleepers_Neldris | I spoke with Neldris Llervu who had been driven mad by dreams of Dagoth Ur and the Sixth House. This former 'Sleeper' thanked me, and promised to tell others how I had saved his life. |
A1_Sleepers_Nelmil | I spoke with Nelmil Hler who had been driven mad by dreams of Dagoth Ur and the Sixth House. This former 'Sleeper' thanked me, and promised to tell others how I had saved his life. |
A1_Sleepers_Rararyn | I spoke with Rararyn Radarys who had been driven mad by dreams of Dagoth Ur and the Sixth House. This former 'Sleeper' thanked me, and promised to tell others how I had saved his life. |
A1_Sleepers_Relur | I spoke with Relur Faryon who had been driven mad by dreams of Dagoth Ur and the Sixth House. This former 'Sleeper' thanked me, and promised to tell others how I had saved his life. |
A1_Sleepers_Vireveri | I spoke with Vireveri Darethran who had been driven mad by dreams of Dagoth Ur and the Sixth House. This former 'Sleeper' thanked me, and promised to tell others how I had saved her life. |
A1_Sleepers_Vivyne | I spoke with Vivyne Andrano who had been driven mad by dreams of Dagoth Ur and the Sixth House. This former 'Sleeper' thanked me, and promised to tell others how I had saved her life. |
A1_V_VivecInformants | Caius sent me to Vivec with three tasks: speak with Addhiranirr, a Khajiit Thieves Guild operative in St. Olms; speak with Huleeya, an Argonian in the Foreign Quarter, at the Black Shalk Cornerclub; and speak with Mehra Milo, a Temple priestess at the Hall of Wisdom in the Temple Compound. When I have information about the Nerevarine cult and the Sixth House cult from these three, I report back to Caius. Caius gave me instructions in writing. |
A1_V_VivecInformants | The Spymaster took my report, and the notes from Huleeya and the 'Progress of Truth.' He needs time to read and digest my report, but in the meantime, he gave me 200 gold to spend and told me to go out and get some guild or freelance jobs, or get some training. When I'm ready, he says to come back, and he'll have new orders for me. |
A1_V_VivecInformants | The Spymaster promoted me to Journeyman Rank in the Blades. He seems pleased with me, because he also gave me a little present. |
A2_1_Kurapli_Zallay | Kurapli, an Urshilaku trader, says an outcast ashlander named Zallay Subaddamael betrayed Urshilaku hospitality and killed her husband. Kurapli promised that if I can find Zallay Subaddamael, kill him, and bring her the justice of his death, she will give me as reward her husband's enchanted Spirit Spear. |
A2_1_Kurapli_Zallay | Kurapli says the outcast ashlander Zallay Subaddamael may be found in Aharasaplit camp on the island of Sheogorad, the large island north of Vvardenfell. Kurapli says I might find information about Zallay Subaddamael or Aharasaplit camp in the fishing village of Dagon Fel on Sheogorad Island. |
A2_1_Kurapli_Zallay | I have given personal vengeance to the Urshilaku trader Kurapli by killing the murderer of her husband, Airan-Ahhe. As a reward, she gave me her husband's enchanted Spirit spear, and has asked only that I remember her husband's name when using it. |
A2_1_MeetSulMatuul | Caius promoted me to Apprentice rank in the Blades, and gave me the Emperor's secret orders and told me to read them. The Emperor thinks the Nerevarine prophecies are genuine, and that I may be the Nerevarine. I'm being sent to the Urshilaku Camp to speak with the heads of the Nerevarine cult, Sul-Matuul and Nibani Maesa. I'll tell them my story, and tell them to test me against the Nerevarine prophecies, then report back to Caius. |
A2_1_MeetSulMatuul | Nuleno Tedas gave me directions to Urshilaku camp. The camp is due north from Maar Gan, but high ridges lie in the way. Follow Foyada Bani-Dad, a deep ravine just north of Maar Gan, northwest to the sea. A shipwreck at the seamouth of the ravine is a landmark. Swim east around the headland. Pass east through the ruins of Assurnabitashpi Shrine. Urshilaku Camp lies east of the ruins, inland in a low hollow. |
A2_1_MeetSulMatuul | I have slain an Urshilaku Ashlander. This will make my mission to speak with Sul-Matuul and Nibani Maesa more difficult. |
A2_1_MeetSulMatuul | I have slain an Urshilaku Ashlander. This will make my mission to speak with Sul-Matuul and Nibani Maesa more difficult. |
A2_1_MeetSulMatuul | I have been told to go speak with Zabamund, a gulakhan, Sul-Matuul's champion, in his Zabamund's yurt. If Zabamund gives me permission, then I may enter the ashkhan's yurt and speak with Sul-Matuul. |
A2_1_MeetSulMatuul | I have persuaded Zabamund that I must speak to Sul-Matuul. Now I must go to the ashkhan's yurt and tell Sul-Matuul that Zabamund has sent me. |
A2_1_MeetSulMatuul | Sul-Matuul has sent me to the Urshilaku Burial Caverns to fetch Sul-Senipul's Bonebiter Bow. Sul-Senipul was Sul-Matuul's father, and his spirit guards this bonemold long bow deep in the burial caverns. If I return to Sul-Matuul with this bow, he will adopt me into the Urshilaku tribe as a Clanfriend. And then Sul-Matuul will send me to the wise woman, Nibani Maesa, to be tested against the Nerevarine prophecies. |
A2_1_MeetSulMatuul | I must go to Urshilaku Burial Caverns to retrieve Bonebiter, the bonemold long bow of Sul-Matuul's ancestor, Sul-Senipul. Sul-Matuul says that the Urshilaku Burial Caverns lie to the south-southeast of Urshilaku camp, halfway between the camp and the slopes of Red Mountain. He warns me that Ashlander ancestral spirits guard these burial chambers. |
A2_1_MeetSulMatuul | I completed the initiation rite by bringing Sul-Senipul's Bonebiter Bow to Sul-Matuul. He has named me a Clanfriend of the Ashlanders He has also given me permission to go to the wise woman's yurt and speak with Nibani Maesa, who will examine me and test me against the Nerevarine prophecies. |
A2_1_MeetSulMatuul | Nibani Maesa agrees that my aspect -- my birthsign -- and my uncertain parentage fit with the Nerevarine prophecies. But that is not sufficient proof that I am the Nerevarine. |
A2_1_MeetSulMatuul | Nibani Maesa believes that the Nerevarine should bear the mark of the moon-and-star -- the mark of Indoril Nerevar's family standard. |
A2_1_MeetSulMatuul | Nibani Maesa believes there is some connection between the recent attacks by mad cultists called 'sleepers' and the Nerevarine prophecies. |
A2_1_MeetSulMatuul | Nibani Maesa recited the version of the Nerevarine prophecies she knows as 'the Stranger'. |
A2_1_MeetSulMatuul | Nibani Maesa recited a version of the Nerevarine prophecies she calls 'Seven Visions of Seven Trials of the Incarnate'. |
A2_1_MeetSulMatuul | The wise women know that some Nerevarine prophecies have been lost. But the Dissident Priests of the Temple study the Ashlander Nerevarine prophecies, and record them in books. Perhaps the lost prophecies can be found there. Nibani Maesa has asked me to go to the Dissident Priests, get them to show me the books, and to tell her what I find there. This sounds like something to mention to Caius. Maybe he'll know how to contact the Dissident Priests. |
A2_1_MeetSulMatuul | Nibani Maesa says I am not the Nerevarine, but I may become the Nerevarine. It seems she is willing to help me unravel the Nerevarine prophecies and my part in them. She tells me to seek the lost prophecies among the Dissident priests of the Temple. If I bring these lost prophecies to her, she will be my guide. And she gave me copies of the Nerevarine prophecies called 'The Stranger' and 'The Seven Visions'. Now it's time to report back to Caius. |
A2_1_Supplies | Somutis Vunnis gave me a selection of potions. |
A2_1_Supplies2 | Crulius Pontanian gave me a selection of scrolls. |
A2_2_6thHouse | Before I take my next mission, the Spymaster wants me to improve my skills. He suggests I take a few guild jobs, cash in the loot, and upgrade my equipment. He gave me 400 gold to spend. When I think I'm ready, I'll go back to him, and he'll give me my next mission. |
A2_2_6thHouse | The Spymaster suggests I do some more freelance work, and invest all I earn in training and equipment. When I think I'm ready, I'll go back to him, and he'll give me my next mission. |
A2_2_6thHouse | The Spymaster has sent me to find a Sixth House base near Gnaar Mok. There I must kill a Sixth House priest named Dagoth Gares, and bring the Spymaster a full report on the Sixth House base. But first I need to speak to Raesa Pullia, the Champion of Fort Buckmoth. She'll tell me about the patrol that found the base, and how to find it. |
A2_2_6thHouse | The Spymaster says a patrol found a Sixth House base in a cave the locals call Ilunibi. However, the one trooper who escaped to report died of corprus disease. Before he died, the trooper encountered monsters, cultists, and a powerful Sixth House priest called Dagoth Gares. The Spymaster says to go talk to Raesa Pullia, Champion of Fort Buckmoth. She'll give me the details. |
A2_2_6thHouse | I spoke with Raesa Pullia. The trooper who escaped died mad and disfigured with corprus. The cavern with the Sixth House base -- Ilunibi -- is not on the maps. I'll ask in Gnaar Mok about Ilunibi. The patrol fought cultists, disfigured man-beasts, and a half-man creature named Dagoth Gares. Dagoth Gares killed all the patrol, but sent one survivor out with messages about awakened sleepers and Lord Dagoth Ur. |
A2_2_6thHouse | A scout in Gnaar Mok told me about an old sea cave, called Ilunibi Caverns, up on the north end of the Gnaar Mok island, right on the coast. He said there was nothing but rats and slaughterfish, though smugglers and outlaws might use it for a hide-out. |
A2_2_6thHouse | The priest of Ilunibi Shrine tells me that Dagoth Ur bids me come to Red Mountain, where he would grant me counsel and power, if only I would pledge that friendship anew. He says the path to Red Mountain is long, and filled with danger, but there I will find wisdom, a firm friend, and all the power I need to set the world aright. So Dagoth Ur hopes to attract me to his service with promises of friendship and power. |
A2_2_6thHouse | Dagoth Gares says the Sixth House was only sleeping. Now Dagoth Ur and the Sixth House will free Morrowind of foreign rulers and divine pretenders. When the land is swept clean of 'false friends' and 'greedy thieves', the children of Veloth 'will build anew a garden of plenty in this blighted wasteland'. So the Sixth House means to drive out the Empire, overthrow the Temple, and restore the pre-Imperial Dunmer nation of Morrowind. |
A2_2_6thHouse | Dagoth Gares describes the Sleepers and Dreamers as new and weak worshippers. But the Children of His Flesh -- I think he means the corprus beasts -- are 'deep in the heart of his mysteries'. He also says that he and the servants of Ilunibi we are the least of Dagoth Ur's servants, and that servants called 'Ash Poets', 'Ascended Sleepers', and 'Ash Vampires' are more powerful and more blessed by Lord Dagoth. |
A2_2_6thHouse | Dagoth Gares says Lord Dagoth would far rather have me as a friend than as an enemy. But until I submit to Lord Dagoth, Sixth House servants will treat me as an enemy. If I want to be a friend of the Sixth House, first I must go to Lord Dagoth in his citadel on Red Mountain, and make my submission. |
A2_2_6thHouse | Dagoth Gares says Ilunibi shrine is only a small, quiet retreat where Sixth House servants share the sacraments of flesh and blood, and dream the dreams of their Lord. He says other lesser shrines are hidden throughout the land, but the greatest shrines of Sixth House servants lie beneath Red Mountain, in the citadels of our Lord and his close kin. |
A2_2_6thHouse | Dagoth Gares addressed me as if I were Lord Nerevar, giving me Dagoth Ur's words. Dagoth Ur says Nerevar and he were friends and brothers, but that Nerevar struck Dagoth Ur down beneath Red Mountain while Dagoth Ur protected a treasure Nerevar had sworn Dagoth Ur to protect. Yet Dagoth Ur offers to forgive me and raise me high in his service. So Dagoth Ur thinks I'm Lord Nerevar. I wonder about their history together. |
A2_2_6thHouse | I have killed Dagoth Gares, as the Spymaster ordered. But with his dying breath, Dagoth Gares pronounced a curse on me, and now I have the corprus disease. He said I would come to Dagoth Ur ' in his flesh, and of his flesh'. I don't feel any different, but the marks of the disease are plain on my face. I'll have to return and report to the Spymaster on the Sixth House base, and hope he knows of some way to cure this disease. |
A2_3_CorprusCure | I gave Divayth Fyr the Dwemer boots from Yagrum Bagarn, and he gave me the potion. It didn't cure me. But it did remove all apparent signs of the disease. Divayth Fyr said he didn't actually WANT to cure me. He just wanted to remove the harmful features of the disease while preserving its virtues. It worked. And now Divayth Fyr is eager to test the potion on subjects in the Corprusarium. But I must hurry back to report to the Spymaster, and search for the lost prophecies. |
A2_3_CorprusCure | I gave Divayth Fyr the Dwemer boots from Yagrum Bagarn, and he offered to give me the potion, but only if I'd take it right there, before his eyes, so he could closely observe its effects. Those are his conditions. He said to come back when I'm ready to take the potion. |
A2_3_CorprusCure | Yagrum Bagarn gave me the Dwemer boots Divayth Fyr asked for. Now, when I deliver these boots to Divayth Fyr, he will give me the potion that I hope will cure my corprus disease. |
A2_3_CorprusCure | I have killed one of the residents of Tel Fyr. I doubt this will make me popular with the wizard Divayth Fyr. |
A2_3_CorprusCure | I have killed one of the inmates of the Corprusarium. |
A2_3_CorprusCure | I have been warned by Vistha-Kai, Warden of the Corprusarium, not to harm the inmates of the Corprusarium. |
A2_3_CorprusCure | Divayth Fyr has offered to give me a potion that may cure me of corprus disease. It might also kill me, but, as he says, I haven't a better choice. All I have to do is go down into the Corprusarium, find a corprus victim named Yagrum Bagarn, collect a pair of boots from him, then return to Divayth Fyr, and he'll give me the potion. |
A2_3_CorprusCure | Divayth Fyr says that the corprus disease makes you immune to other diseases, and that the Nerevarine prophecies say the Nerevarine will be immune to disease. Can it just be a coincidence? |
A2_3_CorprusCure | I gave Divayth Fyr the Dwemer artifact the Spymaster gave me. It seems to have made a good impression on him. |
A2_3_CorprusCure | I showed Divayth Fyr the Dwemer artifact the Spymaster gave me, but I didn't give it to him. He seemed annoyed with me. |
A2_3_CorprusCure | I showed Divayth Fyr the Dwemer artifact the Spymaster gave me, but I didn't give it to him. |
A2_3_CorprusCure | Caius says Tel Fyr, Divayth Fyr's tower, is southwest of Sadrith Mora, on an island on the southwestern edge of Zafirbel Bay. There's no boat service, so I must water-walk or swim from Sadrith Mora. Use the guild guide at the Mages Guild to reach Sadrith Mora. Then, at Wolverine Hall, Fighters Guild, ask the scout Sondryn Irathi for detailed directions to Tel Fyr. Caius gave me levitation potions, since Telvanni wizards don't use stairs. |
A2_3_CorprusCure | The Spymaster promoted me to Traveler rank, but is very worried about my Corprus disease. My best chance of a cure is Divayth Fyr, an ancient Telvanni wizard who runs a Corprusarium for victims of the disease. With the Dwemer artifact and 1000 gold Caius gave me, I'll go to Tel Fyr and persuade Divayth Fyr to cure my corprus disease. I must hurry back to the Spymaster when I'm cured, because Caius knows how to get the lost prophecies Nibani Maesa asked for. |
A2_3_CorprusKiller | I have killed one of the inmates of the Corprusarium. |
A2_3_CorprusKiller | I have killed one of the residents of Tel Fyr. I doubt this will make me popular with the wizard Divayth Fyr. |
A2_3_CorprusKiller | I have killed one of the inmates of the Corprusarium. Divayth Fyr says he cannot forget what I've done, but he will forgive me. |
A2_3_CorprusSafe | Uupse Fyr said that if I would find a guarskin drum and bring it to her, she could play the drum to calm the corprus victims. She says the victims wander away with the drum sometimes, so I'll have to search for it. |
A2_3_CorprusSafe | I brought Uupse Fyr a guarskin drum so she could play some rhythms to soothe the corprus victims. |
A2_3_Corprus_Vistha | I have been warned by Vistha-Kai, Warden of the Corprusarium, not to harm the inmates of the Corprusarium. |
A2_4_MiloCaiusGone | Caius gave me some gold and a few things that 'might come in handy.' And I can use his house while he's gone. |
A2_4_MiloGone | Gilvas Barelo gave me 'The Lost Prophecy' and 'The Seven Curses'. 'The Lost Prophecy' says the Nerevarine is an outlander. That may surprise the Ashlanders, but it suggest that I might really be the Nerevarine. He also gave me a document based on the Apographa called 'Kagrenac's Tools' which reveals the guilty secret behind the Tribunal's divine powers. I must bring these lost prophecies to Nibani Maesa as soon as I can. |
A2_4_MiloGone | From the Apographa, Gilvas Barelo gave me a document called 'Kagrenac's Tools'. This document describes the terrible secret that the Temple conceals about the true history of the Tribunal and the corrupt nature of their divine powers. To hide this secret, the Temple persecutes the Nerevarine and the Dissident Priests. Barelo says the persecution must stop, and we must unite against the true enemy, Dagoth Ur. |
A2_4_MiloGone | The Heirographa are the collected priestly writings of the Temple. The Apographa are the 'hidden writings' -- secrets known only at the highest levels of priesthood and inquisition. The Dissident priests have gathered much of the Apographa in Holamayan. One of the chief disputes between the Temple and the Dissident priests is that the Temple hides the truth from its followers. |
A2_4_MiloGone | The appearance of the Sixth House is clearly a sign of a coming crisis, according to Gilvas Barelo. In such troubled times, the Dunmer may turn to the ancient pillars of faith, the ancestors and the Daedra, and the prophetic visions granted by Lord Azura. Then they may look to the Nerevarine, Saint Nerevar Reborn, to lead them against the grim armies of Dagoth Ur. |
A2_4_MiloGone | Gilvas Barelo says that faith in the Temple's protective power was strong as long as the Ordinators, Buoyant Armigers, and Tribunal could contain the blight and Dagoth Ur's creatures within the Ghostfence. But now travelers and settlements suffer from blight storms and marauding monsters, and the people fear the Temple is losing its ages-old battle with the Devil Dagoth Ur. |
A2_4_MiloGone | The Temple might not be so intolerant of differences in opinion, Gilvas Barelo says, but the Ordinators under Berel Sala claim that the threat from Red Mountain and Dagoth Ur can only be resisted with a unified, resolute faith. If the Dissident priests could show they can confront Dagoth Ur more effectively than the Ordinators, the Temple and people might support the Dissident priests. |
A2_4_MiloGone | Gilvas Barelo says that Dagoth Ur grows stronger while the Tribunal grows weaker. He sees the return of Saint Nerevar, even if it is only the 'spirit' of Saint Nerevar, as the best hope for salvation from Dagoth Ur's menace. |
A2_4_MiloGone | Here's Gilvas Barelo's short interpretation of 'The Seven Curses'. 'Seven curses come from House Dagoth, or House Dwemer, or both. Fire and ash come from Red Mountain. Flesh is corprus. Ghosts, Seed, and Despair are unclear, but Curse-of-Dreams seems to refer to recent cases of soul sickness and Sleeper attacks in the towns.' |
A2_4_MiloGone | Here's Gilvas Barelo's short interpretation of 'The Lost Prophecy'. 'An outlander -- foreign-born, but welcomed as a guest -- confronts seven curses beneath Red Mountain. His hand, blessed by Azura, uses a cursed blade to bring justice to House Dagoth, or House Dwemer, or both.' Maybe the prophecy was lost because Ashlanders didn't like the idea of an outlander Nerevarine. |
A2_4_MiloGone | Vevrana Aryon, a monk of Holamayan, says I will find Mehra Milo in the monastery here, on this island. A stone pathway north from the docks leads uphill to the entrance to Holamayan, but the portal opens only at dusk and dawn, the magical twilight hours sacred to Azura. I will find Mehra Milo in the library with Master Barelo. Later, Vevrana Aryon can arrange for my return to Vivec whenever I am ready. |
A2_4_MiloGone | I gave Mehra Milo a Divine Intervention scroll. She'll meet me at Holamayan, a Dissident priest monastery, and we'll get the lost prophecies. I'll go to the East Docks in Ebonheart, find Blatta Hateria, tell her that Mehra Milo sent me, and that I want to 'go fishing.' She'll bring me to Holamayan by boat. I must speak to Vevrana Aryon, a monk at the dock at Holamayan, about Holamayan's magically hidden entrance. |
A2_4_MiloGone | Alvela Saram gave me a key to the entrance to the Ministry of Truth. I'll need keys for other doors inside; look for them in desks. She said there's sympathy for the Dissident priests among the Ordinators, but if anyone gets killed getting her out, we'll lose that sympathy. |
A2_4_MiloGone | I found a note addressed to 'Amaya' in Mehra Milo's room. I think it means she's in trouble, probably imprisoned in the Ministry of Truth. I'm to tell the guard at the entrance, Alvela Saram, that I'm looking for Mehra Milo, and she'll let me in. Milo wants me to bring her two Divine Intervention scrolls. For an escape plan? She also left me two Levitation potions. |
A2_4_MiloGone | Caius Cosades was recalled to the Imperial City. He says he believes I am really the Nerevarine. He wants me to find the lost prophecies and deliver them to Nibani Maesa. His parting orders are to go to the Hall of Wisdom and Justice, where Mehra Milo will tell me how to get the lost prophecies. He says she's being watched, and if something has gone wrong, she will leave me a message under the code word 'amaya.' |
A2_4_MiloGone_books | Gilvas Barelo gave me several books about Nerevar. |
A2_4_MiloPrisonSafe | I spoke to the officer in charge in the Ministry of Truth Prison Keep, and I believe he is going to let me proceed without interference. |
A2_4_Milo_hola_go | Blatta Hateria is ready to take me to Holamayan any time I'm ready to travel. And she'll offer that service any time I need it. |
A2_6_Ane_Teria | The ghost of Ane Teria gave me a book and a mace. |
A2_6_Conoon | The ghost of Conoon Chodala gave me an axe and a pair of boots. |
A2_6_Erur-Dan | The ghost of Erur-Dan gave me a spear and cuirass. |
A2_6_Hort-Ledd | The ghost of Hort-Ledd gave me a book and a robe. |
A2_6_Idrenie | The ghost of Idrenie Nerothan gave me a probe and lockpick. |
A2_6_Incarnate | The ghost of Conoon Chodala gave me an axe and a pair of boots. |
A2_6_Incarnate | The ghost of Ane Teria gave me a book and a mace. |
A2_6_Incarnate | The ghost of Idrenie Nerothan gave me a probe and lockpick. |
A2_6_Incarnate | The ghost of Erur-Dan gave me a spear and cuirass. |
A2_6_Incarnate | The ghost of Hort-Ledd gave me a book and a robe. |
A2_6_Incarnate | The ghost of Peakstar gave me a belt and pants. |
A2_6_Incarnate | In times of great danger, the Ashlander tribes unite under a single war leader. If I can prove to the Urshilaku, Ahemmusa, Zainab, and Erabenimsun tribes that I am the Nerevarine, and that the tribes must unite against the threat of the Sixth House, then each ashkhan will declare me 'Nerevarine' and war leader of all tribes. This is how I must pass the Fifth Trial. I must go to all the tribal ashkhans, but my friend Sul-Matuul should be the first and easiest to persuade. |
A2_6_Incarnate | Nibani Maesa reminded me of the Fifth Trial of the Seven Visions: 'A stranger's hand unites the Velothi/Four Tribes call him Nerevarine.' The Four Tribes are the four tribes of Vvardenfell, the Urshilaku, the Ahemmusa, the Zainab, and the Erabenimsun. When I have been named 'Nerevarine' by each of the four Ashlander tribes of Vvardenfell, I will have passed the Fifth Trial, and should return to Nibani Maesa for further guidance. |
A2_6_Incarnate | When a greater enemy threatens, the Great Houses put aside their quarrels and choose a Hortator, a single war leader to lead all the Houses. Only a Great House council can name a Hortator, and all councils must agree. Nibani Maesa says I must go to Redoran Council, Hlaalu Council, and Telvanni Council, prove to each that the threat of Dagoth Ur warrants uniting under a Hortator, and persuade each to name me 'Hortator'. This is how I must pass the Fourth Trial. |
A2_6_Incarnate | Nibani Maesa reminded me of the Fourth Trial of the Seven Visions: 'A stranger's voice unites the Houses./Three Halls call him Hortator.' When I have been named 'Hortator' by each of the three Great Houses of Vvardenfell, I will have passed the Fourth Trial, and should return to Nibani Maesa for further guidance. |
A2_6_Incarnate | Peakstar says I must be chosen as 'Nerevarine' by the Ashlanders and 'Hortator' by the Great Houses. These are titles of war leaders chosen to unite the Dunmer in times of need. I must prove a war leader is needed, and be chosen as that war leader. I must tell how the Tribunal used profane tools of the Dwarves, and betrayed and misled the people. I must tell about the threat of Dagoth Ur and the Sixth House, and how the Tribunal can no longer contain them. |
A2_6_Incarnate | The spirit of Peakstar warned that now that I bear the Moon-and-Star, and will be recognized as the Nerevarine, I must be ready for hatred and fear from the Temple, from Ordinators, and from Tribunal Faithful of the Great Houses. |
A2_6_Incarnate | I saw Azura in the Cavern of the Incarnate. I received the Moon-and-Star, an enchanted ring, and I am the Nerevarine. I have passed the first three trials. Now I must show Moon-and-Star to the ashkhans of the tribes and the councilors of the houses. Each tribe must call me Nerevarine. Each House must call me Hortator. These are the next two trials. Nibani Maesa shall be my guide. I must return to her and seek her counsel. |
A2_6_Incarnate | Nibani Maesa says, if the door is only seen at dawn and dusk, then it may be that the mouth of the cave is hidden or magical, and cannot be seen except when it is 'opened' by the 'key' -- Azura's Star. |
A2_6_Incarnate | Nibani Maesa says that, if the star is the key -- Azura's Star -- then the door may be seen only at dawn and dusk, when Azura's Star is in the sky. Then the star would be the 'key' that opens the door. |
A2_6_Incarnate | Nibani Maesa thinks that 'the star is the key' refers to Azura's Star that appears in the sky only in the magical hour between day and night, at dawn and twilight. |
A2_6_Incarnate | I was asking about the skin of the pearl when I mentioned the Needle, in the Valley of the Wind. The Ashlander said there was whitish rock at the top of the Needle. That might be the 'skin of the pearl' I'm looking for. |
A2_6_Incarnate | An Ashlander says there is a place called 'Airan's Teeth' in the Valley of the Wind. Two rocks spires mark the entrance to the Valley of the Wind, and they bear the name of the seer, Airan, who is blessed by Azura. These might be the 'teeth of the wind'. The Valley of the Wind is a valley on the northeast slopes of Red Mountain. |
A2_6_Incarnate | An Ashlander says the 'eye of the needle' in the riddle may be a tall rock column in the Valley of the Wind. The Valley of the Wind is a valley on the northeast slopes of Red Mountain. The entrance to the valley is marked by Airan's Teeth, two tall rock spires. |
A2_6_Incarnate | I have passed Sul-Matuul's Warrior's Test. Now I must find the Cavern of the Incarnate, a secret place sacred to Azura, and look for the moon and star of the prophecies. To find the Cavern of the Incarnate, I must solve a riddle: the eye of the needle lies in the teeth of the wind -- the mouth of the cave lies in the skin of the pearl -- the dream is the door and the star is the key. Sul-Matuul called this riddle 'Wisdom's Test,' and says take counsel of the wisdom of the tribes to find the way. |
A2_6_Incarnate | Sul-Matuul has given me the following quest. Go to Kogoruhn, the ancient halls of House Dagoth. Get three tokens: 1. corprus weepings from a corprus beast, 2. a cup with the mark of House Dagoth, and 3. the Shadow Shield, which lies on the Tomb of Dagoth Morin, in the lava tunnels deep beneath ruined Kogoruhn. If I bring him these three tokens, he will reveal to me the secret of the Third Trial of the Nerevarine. |
A2_6_Incarnate | Nibani Maesa says she has been chosen as my guide on the path of the Nerevarine. She says I must pass the Seven Trials of the Seven Visions. The first two trials, my particular birth and my cured corprus disease, are already passed. For the third trial, I must go to Sul-Matuul, the guardian of the Nerevarine cult, and he will tell me what to do. When I have fulfilled the third trial, I must return to Nibani Maesa for guidance with further trials. |
A2_6_Incarnate | The moons have come and gone, and it is time to return to Nibani Maesa and hear her judgement. |
A2_6_Incarnate | I told Nibani Maesa of the lost prophecies, and what Gilvas Barelo said about them. She has told me to leave her while she consults the ancestors in her dreams. I'm to come back when the moons have come and gone to hear her judgement. |
A2_6_Peakstar | The ghost of Peakstar gave me a belt and pants. |
Abebaal Egg Mine | First go to Tel Branora. Then head north up the small peninsula. Cross to the next island to the northwest. The mine is on the northern corner of that island. |
Abolitionists | They are... activists. I prefer to make the case against slavery by example. If the Dunmer know me as kind and helpful, perhaps they will come to see all Argonians the same way. |
Abolitionists | These outlanders won't be happy until slavery is outlawed. It's our right to have slaves, by law and custom, and it's none of their damn business. |
Abolitionists | It's the law of Morrowind. Slavery is legal. The Empire doesn't like it, but the Emperor signed the Armistice, and that made it legal for the Dunmer to retain their ancient laws and customs. Now, there's some Abolitionists who say, "To hell with the law... slavery is wrong." I'm not saying I disagree, in theory. But it's the law. |
Abolitionists | I've heard of a secret organization called the Twin Lamps. It helps runaway slaves escape. It's against the law to aid runaway slaves. But I think slavery is wrong, and I can understand why these Abolitionists would be willing to break the law. |
Abolitionists | Aiding an escaping slave is theft, and a crime, since slaves are property in Morrowind. |
Abolitionists | The Twin Lamps is a secret, illegal organization dedicated to the abolition of slavery, and in particular to aiding runaway slaves escape to freedom. |
Abolitionists | Abolitionists are those dedicated to the abolition of slavery in Morrowind. |
about my family | There is no more to say about this matter. |
about my family | A vampire hunter? And not a very good one, apparently. Interesting. Family is an odd thing, is it not? Defined by blood, separated by blood, joined by blood. In the end, it is all just blood. Now, let us put this matter to rest. Find this Kjeld. Kill him. |
about my family | A vampire hunter? And not a very good one, apparently. Interesting. I had thought I would be more interested by this, but it's not the case. Family is an odd thing, is it not? Defined by blood, separated by blood, joined by blood. In the end, it is all just blood. Well, as Kjeld is already dead, there is nothing further to be done regarding this matter. You have access to the clan services, new blood. |
about my family | There is no more you need know about this right now. |
about my family | You are as useless as you are pathetic. Leave my sight. |
about my family | Good. If you bring me back useful information, I will allow you use of the clan services here at Ashmelech...if it suits me to. The last I heard of any of my former family, they occupied the region that is now Sadrith Mora. You may wish to start there. Take this ring; it bears my family crest. Any high elf in the region should recognize it, and may be able to give you information valuable to me. Go. |
about my family | Yes, Fresh Blood, I once had a family. We were high born, even among the Altmer, and I lived with my husband and young son until my Rebirth. My sire killed my former husband, but my son Vilandon was allowed to live. I am curious what became of the boy, although he has likely gone the way of all mortals now. Still, it would be amusing to know his fate. |
absorption spells | Absorption spells transfer fundamental attributes from the victim to the caster. For the duration of the spell, the victim's attributes are drained, while the caster's attributes are increased. At the end of the spell effect, attributes return to normal. The most common of these mysticism spells are: absorb agility, absorb endurance, absorb fatigue, absorb health, absorb intelligence, absorb luck, absorb personality, absorb speed, absorb strength, absorb willpower, and absorb spell points. |
absorption spells | Absorption spells transfer fundamental attributes from the victim to the caster. For the duration of the spell, the victim's attributes are drained, while the caster's attributes are increased. At the end of the spell effect, attributes return to normal. The most common of these mysticism spells are: absorb agility, absorb endurance, absorb fatigue, absorb health, absorb intelligence, absorb luck, absorb personality, absorb speed, absorb strength, absorb willpower, and absorb spell points. |
absorption spells | Absorption spells transfer fundamental attributes from the victim to the caster. For the duration of the spell, the victim's attributes are drained, while the caster's attributes are increased. At the end of the spell effect, attributes return to normal. The most common of these mysticism spells are: absorb agility, absorb endurance, absorb fatigue, absorb health, absorb intelligence, absorb luck, absorb personality, absorb speed, absorb strength, absorb willpower, and absorb spell points. |
absorption spells | Absorption spells transfer fundamental attributes from the victim to the caster. For the duration of the spell, the victim's attributes are drained, while the caster's attributes are increased. At the end of the spell effect, attributes return to normal. The most common of these mysticism spells are: absorb agility, absorb endurance, absorb fatigue, absorb health, absorb intelligence, absorb luck, absorb personality, absorb speed, absorb strength, absorb willpower, and absorb spell points. |
absorption spells | Absorption spells transfer fundamental attributes from the victim to the caster. For the duration of the spell, the victim's attributes are drained, while the caster's attributes are increased. At the end of the spell effect, attributes return to normal. The most common of these mysticism spells are: absorb agility, absorb endurance, absorb fatigue, absorb health, absorb intelligence, absorb luck, absorb personality, absorb speed, absorb strength, absorb willpower, and absorb spell points. |
absorption spells | Absorption spells transfer fundamental attributes from the victim to the caster. For the duration of the spell, the victim's attributes are drained, while the caster's attributes are increased. At the end of the spell effect, attributes return to normal. The most common of these mysticism spells are: absorb agility, absorb endurance, absorb fatigue, absorb health, absorb intelligence, absorb luck, absorb personality, absorb speed, absorb strength, absorb willpower, and absorb spell points. |
absorption spells | Absorption spells transfer fundamental attributes from the victim to the caster. For the duration of the spell, the victim's attributes are drained, while the caster's attributes are increased. At the end of the spell effect, attributes return to normal. The most common of these mysticism spells are: absorb agility, absorb endurance, absorb fatigue, absorb health, absorb intelligence, absorb luck, absorb personality, absorb speed, absorb strength, absorb willpower, and absorb spell points. |
accompany you | Yes. I did accompany you to Ald Daedroth, and I did name you Ahemmusa Nerevarine. Now I shall remain here and await the arrival of the tribe. It will take some time to make preparations, and there is much to be done here. |
accompany you | I have accompanied you to the place made safe for the Ahemmusa. And so, if you wish, I shall name you Nerevarine. |
accompany you | Very well, then. I will wait here for now. |
accompany you | Very well, %PCName. I will accompany you to Ald Daedroth, and we will speak further when we stand before the great statue in the inner shrine. |
accompany you | Are you ready now for me to accompany you to Ald Daedroth? |
accompany you | Very well, then. I will wait here for now. |
accompany you | Very well, %PCName. I will accompany you to Ald Daedroth, and we will speak further when we stand before the great statue. |
accompany you | I am accompanying you to Ald Daedroth, where we will see if you have made it safe for the Ahemmusa. I will accompany you until we stand before the great statue in the inner shrine, where we will speak further. Do you wish me to continue accompanying you? |
accompany you | Very well, then. I will wait here for now. When you are ready, come to me, and I will accompany you to Ald Daedroth to see if it is safe. |
accompany you | Very well, %PCName. Now I will accompany you to the Daedric shrine on Ald Daedroth. And when you have brought me to the old sanctuary beneath the ruins, and I may see the great statue of Sheogorath in the inner shrine, then I will surely know that you have made Ald Daedroth safe for the Ahemmusa, and I will name you Ahemmusa Nerevarine. Go ahead, and we will speak further before the great statue. |
accompany you | Have you made Ald Daedroth a safe place for the Ahemmusa? If I may pass in safety to the old sanctuary and see the great statue in the inner shrine, then the place is safe for my people. If Ald Daedroth is safe, are you ready for me to accompany you there and test with our lives whether it is indeed safe? |
accompany you | When you are sure Ald Daedroth is safe, then you will return here to me. Then I will accompany you, and together we will cross the water to Ald Daedroth. If I may pass in safety to the old sanctuary and see the great statue in the inner shrine, then the place is safe for my people. I have not the arts of war, but I have courage. I wager my life against the safety of my people. But if Ald Daedroth is not safe... if I die on my journey... remember... if I die, you will not be named Ahemmusa Nerevarine. |
accomplishments are few | What are any of my accomplishments in the whole of this world? I have traveled from one end of the land to the other. I have killed creatures that can stop a man's heart with but a look. I have the blood of man and mer uncountable on my hands. I have seen the atrocities of war and the hideous excess of peace. There is nothing left for me in this world. |
acrobatics | The acrobatics discipline is the ability to jump long distances and to avoid damage when falling great distances. |
Addhiranirr | Remember. Don't tell her you talked to me. |
Addhiranirr | Oh. I see. How curious. *Sigh.* Well. I suppose I need to go change my clothes if I'm going down there. But thank you for your time and courtesy. And don't tell her about me. I want it to be a surprise. Good day, and thanks again. |
Addhiranirr | No, I understand. She didn't know I was coming. But it's no problem. I was just heading back to the mainland myself, and maybe I'll run into her there. |
Addhiranirr | I see. Well, perhaps some other good citizen can tell me where to find her. |
Addhiranirr | Sorry to bother you. |
Addhiranirr | What a disappointment. But thank you for your time. I was just heading back to the mainland myself, anyway, and maybe I'll run into her there. |
Addhiranirr | Yes. Her name is Addhiranirr, and she is a Khajiit. Do you know where I can find her? |
Addhiranirr | Yes. Her name is Addhiranirr, and she is a Khajiit. Do you know where I can find her? |
Addhiranirr | Okay. I know Addhiranirr. And if I know Addhiranirr, she'll be staying out of sight as long as the Census and Excise agent is lurking about. Probably down in the underworks. Look for trapdoors down from the canalworks level. |
Addhiranirr | Oh. Addhiranirr. Maybe that name does sound a little familiar. For some reason, I just can't seem to remember. |
Addhiranirr | Addhiranirr? Never heard of her. Nope. Absolutely certain. Never heard the name before. |
Addhiranirr | She's a sneak and a thief. And I don't like her one bit. She's probably hiding from that taxman I've seen around here. |
Addhiranirr | That Khajiit sneak? What do you want with her? Hiding from the Census and Excise agent, I'll bet. |
Addhiranirr | 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. |
Addhiranirr | Addhiranirr is a Khajiit, and a Thieves Guild operative. You'll find her in St. Olms Canton in Vivec. Be careful what you say, and use common sense. People in the cantons are suspicious of outsiders; you may have to win... or purchase... their confidence. |
Addhiranirr | You have come from Caius, so of course he tells you all about Addhiranirr, how she is a friend of Caius, and who does little things for Caius, and who is also a member of the Thieves Guild, not at all important, but very helpful and loyal to fellow guild members. |
Addhiranirr | Yes, yes, as everyone knows, Addhiranirr is a member of the Thieves Guild, not at all important, but very helpful and loyal to fellow guild members. |
Addhiranirr | Addhiranirr is what you see, no one important, just a person who knows little things and does little things. |
Addhiranirr | That sneak? She'll be here in St. Olms somewhere, although if the heat's on, she may not be parading around in public. Ask around. Perhaps someone else has seen her. |
Addhiranirr | That sneak? She'll be here in St. Olms somewhere, but where? I don't know. Try someone else. |
Admire Fail | Honor the ancestors with your heart, not with your tongue. |
Admire Fail | Honor the ancestors with your heart, not with your tongue. |
Admire Fail | Honor the ancestors with your heart, not with your tongue. |
Admire Fail | Honor the ancestors with your heart, not with your tongue. |
Admire Fail | Honor the ancestors with your heart, not with your tongue. |
Admire Fail | Honor the ancestors with your heart, not with your tongue. |
Admire Fail | That does it. |
Admire Fail | What! I thought we were getting close. |
Admire Fail | Your words are hollow. Stop this. |
Admire Fail | I can see where this is going. Perhaps you should leave. |
Admire Fail | I'm not sure I feel the same way. Perhaps another time. |
Admire Fail | I'm sure I've got better things to do. |
Admire Fail | I already have plans. |
Admire Fail | I don't think that's appropriate. |
Admire Fail | I should slap you. |
Admire Fail | I'm not buying that one. |
Admire Fail | I'd prefer not to. |
Admire Fail | I'm busy that day. Sorry. |
Admire Fail | Not with you, no. |
Admire Fail | Keep it up if you really want to make me mad. |
Admire Fail | Not at all. Now what else do you want? |
Admire Fail | Keep it up and see how much I like you. |
Admire Fail | Get lost. Now. |
Admire Fail | You're so nice, %PCName. You must want something. |
Admire Fail | Your tone lacks sincerity. |
Admire Fail | You think you're being clever, %PCName. But I know what you're up to. |
Admire Fail | Stop it. What do you want? |
Admire Fail | Not interested. |
Admire Fail | What are you after, %PCRace? I know you're trying to flatter me. |
Admire Fail | Show respect, %PCRace. Do not flatter me. |
Admire Fail | Talk straight, %PCRace. None of that flattery. |
Admire Fail | Fine sentiments, %PCClass, but I doubt their sincerity. |
Admire Fail | Don't try to butter me up, %PCRace. |
Admire Fail | What pretty words, %PCClass. And how artlessly self-serving. |
Admire Fail | Say straight and sharp, %PCRace. |
Admire Fail | Why would I want to do that? |
Admire Fail | That's crazy. Get lost. |
Admire Fail | How charming. Leave. Now. |
Admire Fail | Stop this. |
Admire Success | You do right to honor the ancestors. |
Admire Success | You do right to honor the ancestors. |
Admire Success | You do right to honor the ancestors. |
Admire Success | You do right to honor the ancestors. |
Admire Success | You do right to honor the ancestors. |
Admire Success | You do right to honor the ancestors. |
Admire Success | I feel the same way. It's been some time now for me. |
Admire Success | Yes, later, I'd love to. |
Admire Success | Your words, they make me feel, well, special. |
Admire Success | No one's told me that in so long. |
Admire Success | That's very sweet, %PCName. Thank you. |
Admire Success | You're not so bad yourself. |
Admire Success | You're too kind, %PCName. |
Admire Success | Goodness, %PCName. What can I say? |
Admire Success | With me? Thanks. |
Admire Success | Thank you, %PCName. Very much. |
Admire Success | Yes, the thought had crossed my mind. |
Admire Success | Really? I was thinking the same thing. |
Admire Success | I hadn't noticed, thanks. |
Admire Success | I shall honor our friendship too. |
Admire Success | Thank you. We are truly friends. |
Admire Success | A rare thing indeed. Thanks. |
Admire Success | You honor me, %PCName. Thank you. |
Admire Success | Yes, it truly is. |
Admire Success | That's nice to hear. |
Admire Success | I know, %PCName. I think so, too. But it's good of you to say so. |
Admire Success | I'll take that as a compliment. |
Admire Success | You noticed? Yes, %PCName, it's true. |
Admire Success | Same to you, thanks. |
Admire Success | That's funny. I hadn't heard that one. |
Admire Success | What you say is true, %PCName. |
Admire Success | I think you mean it. |
Admire Success | I'll take that as a compliment. |
Admire Success | Now that's a better tone. |
Admire Success | Go on. |
Admire Success | Thanks. But I'm still watching you. |
Admire Success | Ok. I'm listening. |
Adraria Vandacia | Adraria committed no crime. There was no reason to kill her. |
Adraria Vandacia | Adraria Vandacia is an Imperial tax agent. I don't know why Lorbumol gro-Aglakh would give you a bounty on her. I can only suggest that you disobey orders and do not kill her. If you decide not to kill her, you will likely get no further orders from Lorbumol. He is cruel, petty, and single-minded. |
Adraria Vandacia | You've been expelled, and I don't have to talk to you about any contracts. |
Adraria Vandacia | Keep following orders and you'll be %PCName the %NextPCRank soon. |
Adraria Vandacia | You killed her already? Good work. These 500 septims are yours. |
Adraria Vandacia | Good work. Here's the 500 septims. I got more orders for you. |
Adraria Vandacia | I have a bounty contract for 500 septims for Adraria Vandacia. She's at one of the Census and Excise buildings in Seyda Neen. There might be some guards around, so watch out. |
Adusamsi | I am so happy you rescued Adusamsi Assurnarairan. I feared that she was dead. |
Adusamsi | I sent Adusamsi Assurnarairan the Oracle to Rotheran because I had a vision that the Ice Blade of the Monarch might be recovered there. She is long overdue, and I fear she may have come to grief. |
Advancement | You are the Grandmaster of House Hlaalu, %PCName. |
Advancement | Once our business is concluded, I will consider naming you the new Grandmaster of House Hlaalu. |
Advancement | I can't advance you if you don't belong to House Hlaalu, can I dear? |
Advancement | You're the new Grandmaster of House Hlaalu, %PCName. You even outrank your Uncle Crassius. How much farther do you want to go? |
Advancement | I can't advance you any more, dumpling. You'll need to see Duke Vedam Dren himself to be a Councilor or even Grandmaster. The Duke is staying in Ebonheart this year. He was the Grandmaster of House Hlaalu, you know, before he inherited his title. |
Advancement | I hate to say it, dumpling, but you've been expelled. You need to make amends with Uncle Crassius. |
Advancement | You'll still have to earn your advancement, dumpling. No, no, no, you can't just wiggle that snug little waist and change my mind this time. |
Advancement | You're an ideal candidate, dumpling, with all the skills we Hlaalu look for... But you just haven't done enough favors for me and the others in House Hlaalu. |
Advancement | No one questions your unshakable dedication to House Hlaalu, dumpling, but you need to work on those skills. |
Advancement | You need to build up your stronghold again, sweetie-pie, or else I can't make you a %NextPCRank. Talk to Dondos Driler again. He'll tell you what you need... what? What did you say? You killed Dondos Driler? Without him, you'll never complete your stronghold, and never advance in House Hlaalu. Poor dear. You'll just have to be content with your current rank... AND my undying love and affection. |
Advancement | You need to build up your stronghold again, sweetie-pie, or else I can't make you a %NextPCRank. Talk to Dondos Driler again. He'll tell you what you need to do. |
Advancement | You've done everything you need to do for the rank of %NextPCRank, dumpling... Except build a stronghold. Go talk with Dondos Driler at the Hlaalu Council Manor in Balmora. He'll tell you what you need... what? What did you say? You killed Dondos Driler? Without him, you'll never complete your stronghold, and never advance in House Hlaalu. Poor dear. You'll just have to be content with your current rank... AND my undying love and affection. |
Advancement | You've done everything you need to do for the rank of %NextPCRank, dumpling... Except build a stronghold. Go talk with Dondos Driler at the Hlaalu Council Manor in Balmora. He'll tell you everything you need to know. |
Advancement | Congratulations, dumpling. You've earned the rank of %NextPCRank. |
Advancement | You don't have the qualifications I'm looking for just yet, %PCName. Maybe when you fill out a bit. |
Advancement | You must join House Hlaalu before you can receive advancement. |
Advancement | You have been expelled. |
Advancement | You are now the Grandmaster of House Hlaalu. |
Advancement | You should speak with Duke Dren in Ebonheart. |
Advancement | You should speak with your sponsor, Crassius Curio. |
Advancement | I cannot advance you further. You must find a sponsor among the Hlaalu Councilors. Since you are a foreigner, you should speak with Crassius Curio. I doubt any of the other Councilors would sponsor you. |
Advancement | Why do you ask for advancement? You have done nothing to earn it. |
Advancement | No one doubts your ability to handle business, but you simply don't have enough experience yet. |
Advancement | You have alot of business experience, but some say that you do not have the skills to use what you know. |
Advancement | Yes, you clearly deserve the rank of %NextPCRank. Congratulations, %PCName. |
Advancement | You are the %PCRank of House Redoran. |
Advancement | You are a Councilman and you are our Hortator. I see no reason not to make you the new %NextPCRank of House Redoran. Congratulations, %NextPCRank %PCName. |
Advancement | You are a %PCRank of House Redoran. I cannot advance you further. If you want to become the %NextPCRank, you must defeat Bolvyn Venim. |
Advancement | You have been expelled from House Redoran. |
Advancement | Unfortunately, you do not meet our requirements and you have not performed enough duties. |
Advancement | You meet our requirements, but you have not yet performed enough duties. |
Advancement | You have an excellent reputation, but you do not meet our requirements. |
Advancement | You have a good stronghold and you have the support of all the Councilors except for Bolvyn Venim. You deserve to be a %NextPCRank of House Redoran. |
Advancement | To become a %NextPCRank, you must earn the support of Garis Llethri and Miner Arobar. You must also improve your Stronghold. |
Advancement | You have won the support of some of the Councilors and you have built a stronghold. You deserve the title of %NextPCRank. |
Advancement | To become a %NextPCRank, you must earn the support of more Councilors. |
Advancement | Congratulations, %PCName, you have earned the rank of %NextPCRank in House Redoran. |
Advancement | You must join House Redoran before you can gain ranks. |
Advancement | You have been expelled. |
Advancement | You should speak with Councilor Athyn Sarethi. I cannot advance you to the rank of %NextPCRank. |
Advancement | If you want to advance in House Redoran, you should pay more attention to your duties and make more use of our trainers. |
Advancement | You have the skills we seek, but you have not performed enough duties yet. |
Advancement | You have a good reputation, but you do not meet our requirements. |
Advancement | Congratulations, %PCName. You have been promoted to %NextPCRank. |
Advancement | You have already risen to the highest rank available to a lay servant of the Imperial cult. |
Advancement | You cannot receive advancement unless you join the Imperial Cult. |
Advancement | You have been expelled from the Imperial cult. I am disappointed, and ashamed for you. |
Advancement | If you want to advance in the service of the Nine, you must dedicate more of your time and resources to serving the cult, and you must strive for personal improvement in your attributes and skills. Only the most distinguished are worthy of advancement to the higher ranks in the Imperial cult. I can tell you more about the Imperial cult ranks and their requirements, if you like. |
Advancement | You have the attributes and skills we expect in our higher ranks, but you have not yet dedicated enough time and service to the Nine to warrant advancement. I can tell you more about the Imperial cult ranks and their requirements, if you like. |
Advancement | You have served the Nine well, but I'm afraid you do not yet measure up to our high standards for personal attributes and skills. I can tell you more about the Imperial cult ranks and their requirements, if you like. |
Advancement | Congratulations, %PCName. You have been promoted to %NextPCRank. |
Advancement | You have already risen to the highest rank available to a lay servant of the Imperial cult. |
Advancement | You cannot receive advancement unless you join the Imperial Cult. |
Advancement | You have been expelled from the Imperial cult. I am disappointed, and ashamed for you. |
Advancement | If you want to advance in the service of the Nine, you must dedicate more of your time and resources to serving the cult, and you must strive for personal improvement in your attributes and skills. Only the most distinguished are worthy of advancement to the higher ranks in the Imperial cult. |
Advancement | You have the attributes and skills we expect in our higher ranks, but you have not yet dedicated enough time and service to the Nine to warrant advancement. I can tell you more about the Imperial cult ranks and their requirements, if you like. |
Advancement | You have served the Nine well, but I'm afraid you do not yet measure up to our high standards for personal attributes and skills. I can tell you more about the Imperial cult ranks and their requirements, if you like. |
Advancement | Congratulations, %PCName. You have been promoted to %NextPCRank. |
Advancement | You have already risen to the highest rank available to a lay servant of the Imperial cult. |
Advancement | You cannot receive advancement unless you join the Imperial Cult. |
Advancement | You have been expelled from the Imperial cult. I am disappointed, and ashamed for you. |
Advancement | If you want to advance in the service of the Nine, you must dedicate more of your time and resources to serving the cult, and you must strive for personal improvement in your attributes and skills. Only the most distinguished are worthy of advancement to the higher ranks in the Imperial cult. |
Advancement | You have the attributes and skills we expect in our higher ranks, but you have not yet dedicated enough time and service to the Nine to warrant advancement. I can tell you more about the Imperial cult ranks and their requirements, if you like. |
Advancement | You have served the Nine well, but I'm afraid you do not yet measure up to our high standards for personal attributes and skills. I can tell you more about the Imperial cult ranks and their requirements, if you like. |
Advancement | Congratulations, %PCName. You have been promoted to %NextPCRank. |
Advancement | You have already risen to the highest rank available to a lay servant of the Imperial cult. |
Advancement | You cannot receive advancement unless you join the Imperial Cult. |
Advancement | You have been expelled from the Imperial cult. I am disappointed, and ashamed for you. |
Advancement | If you want to advance in the service of the Nine, you must dedicate more of your time and resources to serving the cult, and you must strive for personal improvement in your attributes and skills. Only the most distinguished are worthy of advancement to the higher ranks in the Imperial cult. |
Advancement | You have the attributes and skills we expect in our higher ranks, but you have not yet dedicated enough time and service to the Nine to warrant advancement. I can tell you more about the Imperial cult ranks and their requirements, if you like. |
Advancement | You have served the Nine well, but I'm afraid you do not yet measure up to our high standards for personal attributes and skills. I can tell you more about the Imperial cult ranks and their requirements, if you like. |
Advancement | Congratulations, %PCName. You have been promoted to %NextPCRank. |
Advancement | You want to speak with me about advancement? Am I ready for the next rank, %PCRank? |
Advancement | I cannot offer you advancement unless you join the Mages Guild. |
Advancement | You have been expelled and you must make amends. |
Advancement | You have been expelled from the Mages Guild. You should speak with Arch-Mage Trebonius in Vivec and make amends. |
Advancement | Advancement in the Mages Guild does not occur by magic. Pay more attention to your duties and make sure you understand our requirements. |
Advancement | You meet our requirements, %PCName, but you have not yet completed the duties expected of a %NextPCRank. |
Advancement | The Mages Guild appreciates the duties you've done, but you simply do not meet our requirements for %NextPCRank. |
Advancement | Have you come to challenge me for the title of Arch-Mage? |
Advancement | As long as he holds the title, only Arch-Mage Trebonius in Vivec can grant you the title of %NextPCRank. |
Advancement | Congratulations. You are now %PCName the %NextPCRank. |
Advancement | In order to advance to the rank of %NextPCRank, you must have a Wizard's Staff. |
Advancement | Congratulations. You are now %PCName the %NextPCRank. Strive ever forward. |
Advancement | Excellent, %PCName. Now that these formalities are out of the way, I can grant you the rank of %NextPCRank. |
Advancement | You cannot advance until you pay your dues. The Mages Guild Charter only allows us to accept Imperial coin. |
Advancement | In order to advance to %NextPCRank, you must pay your Guild Dues of 200 septims. Will you pay these dues now? |
Advancement | In order to advance to %NextPCRank, you must pay your Guild Dues of 200 septims. |
Advancement | Congratulations. You are now officially %PCName, the %NextPCRank. Study diligently and perform your duties. |
Advancement | Advancement? No way you could do that unless you want to join the Thieves Guild. |
Advancement | You are the %PCRank, %PCName. |
Advancement | If you do all the jobs I have for you, I will grant you the rank of %NextPCRank. |
Advancement | You are also a %PCRank now. For more advancement, speak with Gentleman Jim Stacey in Vivec. |
Advancement | You broke the honor among thieves. Make amends or you will never be %PCNextRank. |
Advancement | Perform more jobs for your brother thieves and practice your skills. |
Advancement | No one questions your skills as a thief, but some question your loyalty. You should do more jobs for your brother thieves. |
Advancement | No one questions your loyalty, but you must practice your skills to become %PCName the %NextPCRank. |
Advancement | Congratulations, %PCName. You are now %PCName the %NextPCRank. |
Advancement | You have advanced as far as you can without challenging me, the Grandmaster. |
Advancement | Only Eno Hlaalu in Vivec can grant you the rank of %NextPCRank. But you are strong. Why not take the rank of Grandmaster for yourself? |
Advancement | First you must join the Morag Tong. |
Advancement | You have soiled the honor of the Morag Tong. Make amends or you will never be %PCNextRank. |
Advancement | Honorably execute writs and practice your skills. You are not ready yet. |
Advancement | Your technique is superb, but some question your depth of devotion. Perform more honorable executions in the name of the Morag Tong. These writs are currently outstanding. |
Advancement | Your honor and devotion to the Morag Tong is unmatched in the guild, but your technique is lacking. Redouble your training and practice your skills to become %PCName the %NextPCRank. |
Advancement | Excellent, %PCName. You are now %PCName the %NextPCRank. |
Advancement | What can I do for you, %PCRank? |
Advancement | Do the duties I give you and you will earn advancement. |
Advancement | Only Tholer Saryoni at the High Fane in Vivec can make you a %NextPCRank of the Temple. |
Advancement | You are not a member. Do you wish to join the Temple? |
Advancement | You have blasphemed against the Temple's doctrines. Make amends or you will never be %PCNextRank. |
Advancement | Perform your duties and practice your skills. You are not ready yet. |
Advancement | Your talents are noteworthy, but some question your depth of devotion. Perform more duties for the Temple and you will soon be rewarded. |
Advancement | Your devotion to the Temple is not in question, but you still require a bit more experience. Redouble your training and practice your skills to become %PCName the %NextPCRank. |
Advancement | The Temple recognizes you, %PCName. You are now %PCName the %NextPCRank. |
Advancement | I can't advance you yet, %PCRace. You interested in joining the Fighters Guild? |
Advancement | You have soiled the honor of the Fighters Guild. Make amends or you will never be %PCNextRank. |
Advancement | You are the Guildmaster. There are none higher in rank than you. |
Advancement | You wish to advance further, %PCRank? There really isn't much farther for you to advance, save for taking my position! We can discuss that later, though. First, I have some orders for you. |
Advancement | I can't advance you anymore, %PCRank. For further advancement, you'll have to talk to Sjoring Hard-Heart himself in Vivec. |
Advancement | Perform your duties and practice your skills. You are not ready yet. |
Advancement | Your talents are noteworthy, but some question your depth of devotion. Perform more duties for the Fighters Guild and you will earn your place. |
Advancement | Your devotion to the Fighters Guild is not in question, but you still require more experience. Redouble your training and practice your skills to become %PCName the %NextPCRank. |
Advancement | The Fighters Guild recognizes you, %PCName. You are now %PCName the %NextPCRank. |
Advancement | You still want advancement? There can only be one Knight of the Imperial Dragon on Vvardenfell. To take my place, you must defeat me in an honorable duel in the Arena. |
Advancement | If you follow all my orders, I will give you the rank you deserve. |
Advancement | You have to sign up before I can give you a rank, %PCRace. You want to join the Imperial Legion? |
Advancement | But you are the Knight of the Imperial Dragon! You don't need advancement. |
Advancement | I cannot give you advancement anymore. Talk to the Knight of the Imperial Dragon, Varus Vatinius, in Ebonheart. |
Advancement | You have to join the Imperial Legion before you can advance, %PCName. |
Advancement | You're a disgrace to the Legions. Get out of my sight, %PCName. |
Advancement | You're in a bit of trouble, %PCName. Report to Darius in Gnisis to make amends or you'll face Imperial justice. |
Advancement | You don't meet the requirements of %NextPCRank. Plus, you haven't followed enough orders yet. |
Advancement | You can fight with the best of them, but you don't seem to understand how to follow orders. |
Advancement | You are a good soldier, %PCName. I am proud to give you the rank of %NextPCRank, and these pauldrons and boots. |
Advancement | You're a good soldier and you follow orders, but there's concern you may not be up to the requirements of %NextPCRank. Work out some more and practice with our trainers. |
Advancement | You are a good soldier, %PCName. I am proud to give you the rank of %NextPCRank, and this helmet and bracers. |
Advancement | You are a good soldier, %PCName. I am proud to give you the rank of %NextPCRank, and this cuirass and greaves. |
Advancement | You are a good soldier, %PCName. I am proud to give you the rank of %NextPCRank, and these pauldrons and boots. |
Advancement | You are a good soldier, %PCName. I am proud to give you the rank of %NextPCRank, and this helm and gauntlets. |
Advancement | You are a good soldier, %PCName. I am proud to give you the rank of %NextPCRank, and this armor. |
Advancement | You are a good soldier, %PCName. I am proud to give you the rank of %NextPCRank, and this shield. |
Advancement | You are a good soldier, %PCName. I am proud to give you the rank of %NextPCRank. |
Advancement | You are the new Archmagister of House Telvanni. |
Advancement | You are now a Magister of House Telvanni. You must defeat Archmagister Gothren. |
Advancement | You have chosen the title Magister, forgoing the chance to advance further in House Telvanni. But... have you changed your mind? |
Advancement | If you wish, I can declare you a Magister in House Telvanni. But you should be aware of what a Magister is and does. |
Advancement | You must perform more chores before I would be willing to consider you for the highest ranks of House Telvanni. |
Advancement | I heard you were expelled. I will take care of this for you. |
Advancement | You have not done enough chores and you do not meet the requirements. |
Advancement | No. You have not done enough chores. |
Advancement | No. You do not meet our requirements. |
Advancement | Yes, you have met all the requirements. You are now %NextPCRank %PCName of House Telvanni. |
Advancement | You are qualified for %NextPCRank, but you must first build a stronghold. |
Advancement | Yes, you are more than qualified for %NextPCRank. |
Advancement | You are the new %PCRank of House Telvanni. |
Advancement | I cannot advance you to %NextPCRank. You must speak with your patron, Master Aryon. |
Advancement | I cannot advance you to %NextPCRank. You must find a patron in House Telvanni. |
Advancement | Do you wish to join House Telvanni? You must do this before you can receive advancement. |
Advancement | Oh, you've been expelled. Let me take care of that for you. |
Advancement | Why? You have done nothing towards %NextPCRank. You have neither the chores nor the requirements. |
Advancement | You have the skills we seek, but you have no done enough chores for House Telvanni. |
Advancement | You've done plenty of chores, but you don't meet our requirements. |
Advancement | Yes, we find you worthy of %NextPCRank. |
Aengoth the Jeweler | Yes? |
Aengoth the Jeweler | You'll find him in Ald'ruhn. Likely at the Rat in the Pot. |
Aengoth the Jeweler | You'll find him in Ald'ruhn. Likely at the Rat in the Pot. |
Aengoth the Jeweler | Look around. |
Aengoth the Jeweler | You'll find him in Ald'ruhn. Likely at the Rat in the Pot. |
Aengoth the Jeweler | He's gone, %PCRank. |
Aengoth the Jeweler | Check on the second floor. That's where I saw him last. |
Aengoth the Jeweler | Now, why would you want to know that? |
Aengoth the Jeweler | Check The Rat in the Pot. That's all I know. |
Aengoth the Jeweler | I have nothing to say about that now. |
affairs of honor | Native Dunmer and Imperials alike recognize a noble's obligation to answer a challenge of honor. A challenge of honor is a public declaration of a scandal against a private party. Only nobles fight duels, and the higher the rank, the stronger the obligation. Law and custom despises dishonorable duelists. If the victim was bullied, intimidated, or goaded by a stronger party with suspect motives, magistrates often convict the stronger party of foul murder. |
affairs of honor | Law and custom despises dishonorable duelists. If the victim was bullied, intimidated, or goaded by a stronger party with suspect motives, magistrates often convict the stronger party of foul murder. |
affairs of honor | Law and custom despises dishonorable duelists. If the victim was bullied, intimidated, or goaded by a stronger party with suspect motives, magistrates often convict the stronger party of foul murder. |
affairs of honor | Law and custom despises dishonorable duelists. If the victim was bullied, intimidated, or goaded by a stronger party with suspect motives, magistrates often convict the stronger party of foul murder. |
affairs of honor | Law and custom despises dishonorable duelists. If the victim was bullied, intimidated, or goaded by a stronger party with suspect motives, magistrates often convict the stronger party of foul murder. |
affairs of honor | Law and custom despises dishonorable duelists. If the victim was bullied, intimidated, or goaded by a stronger party with suspect motives, magistrates often convict the stronger party of foul murder. |
affairs of honor | A challenge of honor is a public declaration of a scandal against a private party. Only nobles fight duels, and the higher the rank, the stronger the obligation. |
affairs of honor | A challenge of honor is a public declaration of a scandal against a private party. Only nobles fight duels, and the higher the rank, the stronger the obligation. |
affairs of honor | A challenge of honor is a public declaration of a scandal against a private party. Only nobles fight duels, and the higher the rank, the stronger the obligation. |
affairs of honor | A challenge of honor is a public declaration of a scandal against a private party. Only nobles fight duels, and the higher the rank, the stronger the obligation. |
affairs of honor | A challenge of honor is a public declaration of a scandal against a private party. Only nobles fight duels, and the higher the rank, the stronger the obligation. |
affairs of honor | Native Dunmer and Imperials alike recognize a noble's obligation to answer a challenge of honor. |
affairs of honor | Native Dunmer and Imperials alike recognize a noble's obligation to answer a challenge of honor. |
affairs of honor | Native Dunmer and Imperials alike recognize a noble's obligation to answer a challenge of honor. |
affairs of honor | Native Dunmer and Imperials alike recognize a noble's obligation to answer a challenge of honor. |
affairs of honor | Native Dunmer and Imperials alike recognize a noble's obligation to answer a challenge of honor. |
agility | 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. |
agility | 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. |
agility | 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. |
agility | 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. |
agility | 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. |
agility | 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. |
agility | 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. |
Agrippina Herrenia | She's a clothier in Vivec. Her shop is in the Canalworks of the Foreign Quarter. Sells a nice selection of fine clothing, some provided by yours truly, and transported with care by Rollie. |
Agrippina Herrenia | You can find Agrippina Herrenia's store here in Vivec. She is located in the Foreign Quarter Canalworks, which can be accessed through the Foreign Quarter Lower Waistworks. Her selection of clothing is excellent. |
Agrippina Herrenia | She's a clothier in the Foreign Quarter; I think her shop is in the Canalworks. Nice merchandise, actually. |
Aharasaplit camp | Aharasaplit camp is an outcast Ashlander camp on a beach on the southwest coast of Sheogorad island. The camp lies southwest of Dagon Fel village -- a variety of paths lead near the site. |
Aharasaplit camp | Aharasaplit camp is an outcast Ashlander camp on a beach on the southwest coast of Sheogorad island. The camp lies southwest of Dagon Fel village -- a variety of paths lead near the site. |
Aharasaplit camp | Aharasaplit camp is an outcast Ashlander camp on a beach on the southwest coast of Sheogorad island. The camp lies southwest of Dagon Fel village -- a variety of paths lead near the site. |
Ahaz | Ahaz is Ulath-Pal's faithful bodyguard. He is not so strong or skilled as Ashu-Ahhe. But wherever you see Ulath-Pal, you will also see Ahaz. If you fight Ulath-Pal, you must also fight Ahaz. |
Ahemmusa | The Ahemmusa of the Grazelands are mild and peace-loving. The wise woman of the Ahemmusa, Sinnammu Mirpal, is also their ashkhan. |
Ahemmusa | The meek Ahemmusa of the Grazelands are weak in arms, and in a terrible way, driven from their best grazing grounds, and beset by monsters in Ahemmusa camp in the distant northeast. The wise woman of the Ahemmusa, Sinnammu Mirpal, is also their ashkhan. If you can help them with strength of arms, they should welcome you with open arms. |
Ahemmusa | The Ahemmusa camp is on the northeast corner of Vvardenfell. Take a ship to Tel Vos and go north up the coast. If you reach the sea, you have gone too far. |
Ahemmusa camp | Ahemmusa camp is on the northeast, the farthest tip of Vvardenfell island, north from Tel Mora, near old Daedric ruins of Ald Daedroth. |
Ahemmusa camp | This is Ahemmusa camp. |
Ahemmusa camp | Here. Let me mark it on your map. From Tel Mora, cross the bay west to the mainland, then follow the coast north as far as you can go. Ahemmusa Camp is on the most northeastern point of Vvardenfell island. You'll need to be able to fly or water-walk, but be a very good swimmer. You can't miss the camp. You'll be looking for eight to ten round shelters called 'yurts.' |
Ahemmusa camp | The Ahemmusa are the Ashlanders of northeast Vvardenfell. Here. Let me mark it on your map. The nearest settlement is Tel Mora. You can get a ship from Sadrith Mora to Tel Mora. In Tel Mora, ask a local for directions. |
Ahemmusa camp | The Ahemmusa are the Ashlanders of northeast Vvardenfell. Here. Let me mark it on your map. The nearest settlement is Tel Mora. You can get a ship from Sadrith Mora to Tel Mora. In Tel Mora, ask a local for directions. |
Ahemmusa camp | The Ahemmusa are the Ashlanders of northeast Vvardenfell. Here. Let me mark it on your map. The nearest settlement is Tel Mora. You can get a ship from Sadrith Mora to Tel Mora. In Tel Mora, ask a local for directions. |
Ahemmusa camp | 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. Here. Let me mark it on your map. |
Ahemmusa camp | 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. |
Ahemmusa camp | 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. |
Ahemmusa camp | Ahemmusa camp is on the northeast, the farthest tip of Vvardenfell island, north from Tel Mora, near old Daedric ruins of Ald Daedroth. |
Ahemmusa camp | Ahemmusa camp is on the northeast, the farthest tip of Vvardenfell island, north from Tel Mora, near old Daedric ruins of Ald Daedroth. |
Ahemmusa Nerevarine | Since you have killed one of the leaders of the Ashlander tribes, there is no possibility that you could be considered the Nerevarine of prophecy. If it had been part of the traditional struggles for tribal leadership, it would not have been dishonorable. But you slew a tribal leader for your own interests, not for the good of the tribe, and the Ashlanders will not accept such a foul murderer as their Nerevarine. |
Ahemmusa Nerevarine | Since you have killed one of the leaders of the Ashlander tribes, there is no possibility that you could be considered the Nerevarine of prophecy. If it had been part of the traditional struggles for tribal leadership, it would not have been dishonorable. But you slew a tribal leader for your own interests, not for the good of the tribe, and the Ashlanders will not accept such a foul murderer as their Nerevarine. |
Ahemmusa Nerevarine | Since you have killed one of the leaders of the Ashlander tribes, there is no possibility that you could be considered the Nerevarine of prophecy. If it had been part of the traditional struggles for tribal leadership, it would not have been dishonorable. But you slew a tribal leader for your own interests, not for the good of the tribe, and the Ashlanders will not accept such a foul murderer as their Nerevarine. |
Ahemmusa Nerevarine | Since you have killed one of the leaders of the Ashlander tribes, there is no possibility that you could be considered the Nerevarine of prophecy. If it had been part of the traditional struggles for tribal leadership, it would not have been dishonorable. But you slew a tribal leader for your own interests, not for the good of the tribe, and the Ashlanders will not accept such a foul murderer as their Nerevarine. |
Ahemmusa Nerevarine | You have been named Nerevarine by the four tribes of Vvardenfell. You have fulfilled that part of the prophecy. Urshilaku, Ahemmusa, Zainab, and Erabenimsun, all have named you Nerevarine. You have fulfilled the Fifth Trial of the Seven Visions. |
Ahemmusa Nerevarine | You have been named Ahemmusa Nerevarine. You have fulfilled one part of that prophecy. But you must be named Nerevarine by all four Ashlander tribes, Urshilaku, Ahemmusa, Zainab, and Erabenimsun, before you have fulfilled the Fifth Trial. |
Ahemmusa Nerevarine | You must go to Ahemmusa camp. I have heard the Ahemmusa are in a pitiful way, and that they do not have an ashkhan. In this case, the wise woman may be acting as the chief of the tribe, and perhaps she can speak for the tribe to name you Ahemmusa Nerevarine. |
Ahnassi | You must be hard of hearing. And soon you'll be hard of breathing. |
Ahnassi | Never heard of her. And none of your business if I did. So blow, like smoke, or I'll spill you like a baby's cup. |
Ahnassi | Certainly I will teach you something, if you wish. It always gives me pleasure to help Ahnassi's little schemes. And Ahnassi's friends are my friends, so you'll get my best rates. |
Ahnassi | So Ahnassi has sent you to me, because she thinks you might be eager to learn some of the things I know. That is so like Ahnassi, thinking of others. And always scheming, always scamming, bless her furry little paws. But, yes, I think I might teach you something, if you wish. It always gives me pleasure to help Ahnassi's little schemes. For a start, maybe you'll find this book interesting. |
aid a poor Argonian | All I wish is to find the people who will help me. |
aid a poor Argonian | Oh, thank you, thank you. You are too kind to Tul. Not like the guards at the Dren Plantation, and cruel, cruel Orvas Dren, the powerful master there. And the evil brothers Ienith, so cruel, so cruel. Thank you for helping deliver me from them. |
aid a poor Argonian | Oh, thank you, thank you. You are too kind to Tul. Not like the guards at the Dren Plantation, and cruel, cruel Orvas Dren, the powerful master there. And the evil brothers Ienith, so cruel, so cruel. Thank you for helping deliver me from them. |
aid a poor Argonian | Oh, thank you, thank you. You are too kind to Tul. Not like the guards at the Dren Plantation, and cruel, cruel Orvas Dren, the powerful master there. And the evil brothers Ienith, so cruel, so cruel. Thank you for helping deliver me from them. |
aid a poor Argonian | Bah...I don't need your help! Leave my sight, fetcher! |
aid a poor Argonian | Oh, kind and great one, recently escaped from the Dren Plantation am I. Very cruel they were to me there. Please, great friend, will you not help me? I have heard there is a place near here that will help those such as me, oh great and kind one. I beg you. |
aid a poor Argonian | Oh, kind and great one, recently escaped from the Dren Plantation am I. Very cruel they were to me there. Please, great friend, will you not help me? I have heard there is a place near here that will help those such as me, oh great and kind one. I beg you. |
aid a poor Argonian | Oh, kind and great one, recently escaped from the Dren Plantation am I. Very cruel they were to me there. Please, great friend, will you not help me? I have heard there is a place near here that will help those such as me, oh great and kind one. I beg you. A kindly Redguard who helps us is what I've heard. |
Airans Teeth | Airan's Teeth are two stone spikes at the mouth of Valley of the Wind. The Valley of the Wind runs south from the sea in the northeast of Vvardenfell, east of Dwemer Bthuand, east of Daedric Zergonipal. We stay away from the valley; the winds howl, and the spirits are always awake. Dareleth Ancestral Tomb is in this valley. It is foolish to disturb the spirits in their resting place. |
Airans Teeth | Airan's Teeth are two stone spikes at the mouth of Valley of the Wind. The Valley of the Wind runs south from the sea in the northeast of Vvardenfell, east of Dwemer Bthuand, east of Daedric Zergonipal. We stay away from the valley; the winds howl, and the spirits are always awake. Dareleth Ancestral Tomb is in this valley. It is foolish to disturb the spirits in their resting place. |
Akatosh | Akatosh is the ultimate God of the Cyrodilic Empire, where he embodies the qualities of endurance, invincibility, and everlasting legitimacy. |
Akatosh | Akatosh is the ultimate God of the Cyrodilic Empire, where he embodies the qualities of endurance, invincibility, and everlasting legitimacy. |
Akatosh | Akatosh is the ultimate God of the Cyrodilic Empire, where he embodies the qualities of endurance, invincibility, and everlasting legitimacy. |
Akatosh | Akatosh is the ultimate God of the Cyrodilic Empire, where he embodies the qualities of endurance, invincibility, and everlasting legitimacy. |
Akatosh | Akatosh is generally considered to be the first of the Gods to form in the Beginning Place; after his establishment, other spirits found the process of being easier and the various pantheons of the world emerged. |
Akatosh | Akatosh is generally considered to be the first of the Gods to form in the Beginning Place; after his establishment, other spirits found the process of being easier and the various pantheons of the world emerged. |
Akatosh | Akatosh is generally considered to be the first of the Gods to form in the Beginning Place; after his establishment, other spirits found the process of being easier and the various pantheons of the world emerged. |
Akatosh | Akatosh is generally considered to be the first of the Gods to form in the Beginning Place; after his establishment, other spirits found the process of being easier and the various pantheons of the world emerged. |
Akatosh | Akatosh, the Dragon God of Time, is the chief deity of the Nine Divines. |
Akatosh | Akatosh, the Dragon God of Time, is the chief deity of the Nine Divines. |
Akatosh | Akatosh, the Dragon God of Time, is the chief deity of the Nine Divines. |
Akatosh | Akatosh, the Dragon God of Time, is the chief deity of the Nine Divines. |
Akatosh | Akatosh, the Dragon God of Time, is the chief deity of the Nine Divines. |
Akatosh | Akatosh, the Dragon God of Time, is the chief deity of the Nine Divines. |
Alarm | Noooo! |
alchemical formulas | I like you, %PCName, but I would never reveal my secrets. |
alchemical formulas | Those are secret. I will not reveal them to you. |
alchemical formulas | You've been expelled from House Hlaalu. You must make amends. |
alchemical formulas | It's too late now. What's done is done. |
alchemical formulas | You have already shown me the formulas. |
alchemical formulas | You were not supposed to kill Aurane Frernis. While it does remove the competition, House Hlaalu will lose honor. This may even provoke the Duke or the Empire. Try and do business as I say, %PCRank. Don't speculate until you can handle yourself. |
alchemical formulas | Yes, excellent. You can keep the formulas. I will make a copy and deliver it to the loyal Hlaalu alchemists in Vivec. |
alchemical formulas | Yes, excellent. You can keep the formulas. I will make a copy and deliver it to the loyal Hlaalu alchemists in Vivec. |
alchemical formulas | Yes, excellent. You can keep the formulas. I will make a copy and deliver it to the loyal Hlaalu alchemists in Vivec. |
alchemical formulas | Well, bring them here. I am losing my patience. |
alchemical formulas | Go back to her shop in Vivec and bring me the formulas. |
alchemical formulas | Do you have the formulas from Aurane Frernis? |
alchemical formulas | Go to Vivec, to the shop of Aurane Frernis. Find some of her notes or formulas and bring them back to me. While you're there, you might want to pay a visit to Edryno Arethi. |
alchemy | The alchemy discipline is the processing and refinement of ingredients and materials through arcane processes to elicit and preserve their subtle, hidden magical effects in alchemical potions. Alchemical potions can provide a broad spectrum of long-lasting magical effects, from healing and curing disease to water-walking, magical shields, and fortification of bodily attributes. |
Ald Daedroth | This site is an ancient shrine to Sheogorath, the Mad Lord. But now it will also be a refuge for the Ahemmusa in times of trouble. |
Ald Daedroth | The Ald Daedroth Daedric site is a shrine to Sheogorath, the Mad Lord. The surface ruins are on an island a great distance north as the racer flies. |
Ald Daedroth | Ald Daedroth is an abandoned Daedric site on an island north along the coast, in the straits between Vvardenfell and Sheogorad island. I say 'abandoned', but I've heard worshippers have rededicated the old temple there. And I also heard the Ordinators were hiring a ship and planning to burn them out. The island is out of sight of the mainland, and not easy to find. |
Ald Daedroth | Ald Daedroth is a very impressive Daedric ruin in the Sheogorad region of northeast Vvardenfell. The site itself is on a small island between Vvardenfell and Sheogorad island to the north. Tel Mora is the closest settlement. From there you'll have to fly or water-walk; Ald Daedroth is long abandoned, and there's no boat service. |
Ald Redaynia | This is Ald Redaynia. |
Ald Redaynia | Ald Redaynia is the site of an ancient ruined wizard's tower on the western tip of a large island west of Sheogorad. |
Ald Redaynia | Ald Redaynia is the site of an ancient ruined wizard's tower on the western tip of a large island west of Sheogorad. |
Ald Redaynia | Ald Redaynia is the site of an ancient ruined wizard's tower on the western tip of a large island west of Sheogorad. |
Ald Redaynia | Ald Redaynia is the site of an ancient ruined wizard's tower on the northern coast of Vvardenfell, on the western tip of a large island west of Sheogorad. |
Ald Sotha | You have been expelled from the Morag Tong. In this dangerous times, I am not sure if you can make amends and regain my trust. |
Ald Sotha | The Dark Brotherhood can no longer hide from us in Ald Sotha. |
Ald Sotha | The Night Mother is already dead? You have done well, %PCName. This ritual dagger has been passed from one Grandmaster to another for years. I believe you are the one who should wield it now and darken its blade with blood. |
Ald Sotha | The Night Mother is no more. You have done well, %PCName. This ritual dagger has been passed from one Grandmaster to another for years. I believe you are the one who should wield it now and darken its blade with blood. |
Ald Sotha | Ald Sotha is northeast of Vivec. Somewhere in Ald Sotha you will find Severa Magia, the Night Mother of the Dark Brotherhood in Vvardenfell. Slay her and return to me. |
Ald Sotha | 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. |
Ald Sotha | 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. |
Ald Sotha | 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. |
Ald Sotha | Though exotic and picturesque, Ald Sotha is a dangerous site, haunted by old magics, dark cultists, and their Daedric summonings, and not recommended for sightseers. |
Ald Sotha | Though exotic and picturesque, Ald Sotha is a dangerous site, haunted by old magics, dark cultists, and their Daedric summonings, and not recommended for sightseers. |
Ald Sotha | Ald Sotha is a large Daedric ruin in the southern Ascadian Isles region, within sight of Vivec City to the east. |
Ald Sotha | Ald Sotha is a large Daedric ruin in the southern Ascadian Isles region, within sight of Vivec City to the east. |
Ald Velothi | Take the Silt Strider to Gnisis and follow the roads north. I will mark Ald Velothi on your map. |
Ald Velothi | It's a long walk. I'd suggest taking the Silt Strider to Gnisis and making the journey from there. Ald Velothi is directly north of Gnisis. |
Ald Velothi | I'm glad to be back. |
Ald Velothi | Please, get me back to the Outpost there. |
Ald Velothi | People seem at ease now that Madura Seran has returned. |
Ald Velothi | It's been quiet. I think everyone is concerned those outcast ashlanders will kidnap more people. Didn't you hear? They took Madura Seran! She was but a simple pilgrim. Someone needs to rescue her. |
Ald Velothi | It's a simple place. Theldyn Virith is the local Redoran sheriff lives at the outpost, and there's a Redoran smith and trader as well, and a small Temple shrine in the outpost basement. |
Ald Velothi | It's directly north of here, along the coast. |
Ald Velothi | Ald Velothi is a tiny fishing village on the northern coast of the West Gash. |
Ald Velothi | Ald Velothi is a tiny fishing village on the northern coast of the West Gash. |
Ald Velothi | Ald Velothi is a tiny fishing village on the northern coast of the West Gash. |
Ald Velothi | Ald Velothi is a tiny fishing village on the northern coast of the West Gash. |
Ald Velothi | Ald Velothi is a tiny fishing village on the northern coast of the West Gash. |
Aldmeri | Elves are conditionally fertile -- that is, they only conceive when population pressure is low -- so expanding populations do not force them to explore or war with neighbors. The arts, literature, sorceries, technology and theology that have flourished within ancient Elven cultures have profoundly shaped the development of the Empire's manish and beast races. |
Aldmeri | Aldmeri -- the Imperial usage is 'Elves' -- are long-lived, culturally conservative humanoids distinct from Tamriel's "manish" races of the north and "beast peoples" races of the southeast. By contrast with the manish tribes, Elven cultures and social institutions are stable and persistent; Elven nations are neither economically expansive nor militarily adventurous. |
Aldmeri | Elves are conditionally fertile -- that is, they only conceive when population pressure is low -- so expanding populations do not force them to explore or war with neighbors. The arts, literature, sorceries, technology and theology that have flourished within ancient Elven cultures have profoundly shaped the development of the Empire's manish and beast races. |
Aldmeri | Aldmeri -- the Imperial usage is 'Elves' -- are long-lived, culturally conservative humanoids distinct from Tamriel's "manish" races of the north and "beast peoples" races of the southeast. By contrast with the manish tribes, Elven cultures and social institutions are stable and persistent; Elven nations are neither economically expansive nor militarily adventurous. |
Aldmeris | Aldmeris is the original Elvish language, still spoken as a first language among isolated Elven communities, and spoken and written by all educated Elves, and the language of the Elven arts. The root '-mer' is analogous with the root '-man' or '-men' in human language; thus, the Elves are mer as Humans are men. |
Aldmeris | Aldmeris is the original Elvish language, still spoken as a first language among isolated Elven communities, and spoken and written by all educated Elves, and the language of the Elven arts. The root '-mer' is analogous with the root '-man' or '-men' in human language; thus, the Elves are mer as Humans are men. |
Aldruhn | Ald'ruhn has two main districts. The Redoran Council and manors under the shell of the Emperor Crab are known as "Ald'ruhn-under-Skar." |
Aldruhn | To reach Ald'ruhn from Balmora on foot, take the road north from Balmora to Caldera. Exit Caldera through the northwest gate. Though Ald'ruhn is nearly due north as the racer flies, the road swings far to the west to avoid the ash wastes, curving around at last to the east, even southeast, before approaching Ald'ruhn. It is a long trip through desolate lands, and easy to get lost if you leave the road. Alternatively, pay for passage on a silt strider. |
Aldruhn | Ald'ruhn is the district seat of House Redoran, and a large settlement. Travel by guild guide is the best method. Head north from Ebonheart by road, take the bridge into Vivec's Hlaalu Compound, pass through Redoran Compound, find the Guild of Mages on the upper level of the Foreign Quarter. Pay a guild guide at the Guild of Mages for transport to Ald'ruhn. |
Aldruhn | Ald'ruhn is the district seat of House Redoran, and a large settlement. Most citizens are Dunmer, most are House Redoran members or followers. The Redoran Council chambers and Redoran manors are up north inside the shell of an ancient extinct giant crab. Most of the cornerclubs, merchants, and guildhalls are on the southwest and central part of town. Ald'ruhn Temple is to the east. Fort Buckmoth, the Legion garrison, is south of town, outside the town wall. |
Aldruhn | Ald'ruhn is the district seat of House Redoran, and a large settlement. The Redoran Council chambers are located inside the shell of an ancient extinct giant crab. Tracks lead north to Maar Gan and Gnisis villages and south to Balmora. |
Aldruhn | Ald'ruhn is the district seat of House Redoran, and a large settlement. The Redoran Council chambers are located inside the shell of an ancient extinct giant crab. Tracks lead north to Maar Gan and Gnisis villages and south to Balmora. |
Aldruhn | Ald'ruhn is the district seat of House Redoran, and a large settlement. The Redoran Council chambers are located inside the shell of an ancient extinct giant crab. Tracks lead north to Maar Gan and Gnisis villages and south to Balmora. |
Aldruhn | Ald'ruhn is the district seat of House Redoran, and a large settlement. The Redoran Council chambers are located inside the shell of an ancient extinct giant crab. Tracks lead north to Maar Gan and Gnisis villages and south to Balmora. |
Aldruhn | Ald'ruhn is the district seat of House Redoran, and a large settlement. The Redoran Council chambers are located inside the shell of an ancient extinct giant crab. Tracks lead north to Maar Gan and Gnisis villages and south to Balmora. |
Aldruhn | Ald'ruhn is the district seat of House Redoran, and a large settlement. The Redoran Council chambers are located inside the shell of an ancient extinct giant crab. Tracks lead north to Maar Gan and Gnisis villages and south to Balmora. |
Alembic | An alembic is glass container in which the arcane properties of natural and supernatural substances are distilled from their raw ingredients. The substances are infused, then heated until vapor is produced. The vapor then condenses in a separate container, precipitating the distilled elements with the desired magical properties. |
Alembic | An alembic is glass container in which the arcane properties of natural and supernatural substances are distilled from their raw ingredients. The substances are infused, then heated until vapor is produced. The vapor then condenses in a separate container, precipitating the distilled elements with the desired magical properties. |
Alfe Fyr | Alfe Fyr is the sharpest of my girls, in wit and tongue. Gets on my nerves, sometimes, but conflict is the spice of life. |
alit | The alit is a tailless two-legged predator common to the grasslands and ash wastes of Vvardenfell. Built like its larger cousin and more dangerous cousin, the kagouti, the alit has a large head and protruding jaw, and when running on its short, stumpy legs, it looks like a big toothy mouth with feet. |
alit | The alit is a tailless two-legged predator common to the grasslands and ash wastes of Vvardenfell. Built like its larger cousin and more dangerous cousin, the kagouti, the alit has a large head and protruding jaw, and when running on its short, stumpy legs, it looks like a big toothy mouth with feet. |
alit hide | The tough hide of the wild alit makes a serviceable multi-purpose leather. Ashlanders hunt the alit and use their tanned hides as trade goods. |
alit hide | The tough hide of the wild alit makes a serviceable multi-purpose leather. Ashlanders hunt the alit and use their tanned hides as trade goods. |
all my fault | I wanted to be a real Sorcerer, not just Huleen's apprentice for the rest of my life. I wanted to prove I could summon a scamp... Then Huleen would have to take me seriously. I'm just glad it's all over now. Thanks for killing the scamp, %PCName. |
all my fault | Please, kill the scamp! I didn't know I couldn't control it! |
allies | You've been expelled, %PCName. You must make amends before I'll discuss Guild matters with you. |
allies | Like I said our allies are the Camonna Tong. If we get rid of the Thieves Guild by killing the Master Thief, they'll be free to help the Fighters Guild here in Vvardenfell survive the hard times ahead. |
allies | I trust you %PCName, so I'll tell you that I've made an alliance with the Camonna Tong. These local boys have the wit and the juice. The Thieves Guild hasn't got a chance, but they're bad for business. It's time for change in Vvardenfell, and you can bring about that change. I'd like you to kill the Thieves Guild bosses. |
Almalexia | Almalexia is Healing Mother, the source of compassion and sympathy, and protector of the poor and weak. |
Almalexia | Almalexia is Healing Mother, the source of compassion and sympathy, and protector of the poor and weak. |
Almalexia | Almalexia is Healing Mother, the source of compassion and sympathy, and protector of the poor and weak. |
Almalexia | Almalexia is Healing Mother, the source of compassion and sympathy, and protector of the poor and weak. |
Almalexia | Almalexia was the virtuous wife of Lord Nerevar, and later the Consort of Lord Vivec. |
Almalexia | Almalexia was the virtuous wife of Lord Nerevar, and later the Consort of Lord Vivec. |
Almalexia | Almalexia was the virtuous wife of Lord Nerevar, and later the Consort of Lord Vivec. |
Almalexia | Almalexia was the virtuous wife of Lord Nerevar, and later the Consort of Lord Vivec. |
Almalexia | Blessed Almalexia the Warden is one of the three Immortals God-Kings of Morrowind, a Pillar of the Tribunal, and the patron of Healers and Teachers. |
Almalexia | Blessed Almalexia the Warden is one of the three Immortals God-Kings of Morrowind, a Pillar of the Tribunal, and the patron of Healers and Teachers. |
Almalexia | Blessed Almalexia the Warden is one of the three Immortals God-Kings of Morrowind, a Pillar of the Tribunal, and the patron of Healers and Teachers. |
Almalexia | Blessed Almalexia the Warden is one of the three Immortals God-Kings of Morrowind, a Pillar of the Tribunal, and the patron of Healers and Teachers. |
almoners | Almoners gather alms from members and friends of the faith. We depend on donations to fund most of our good works. Almoners who are successful at bringing in generous donations may rise in the ranks of Imperial cult service. If you are interested, speak to Iulus Truptor at the Imperial Chapels in Ebonheart. |
alms for the poor | Sorry. I can't help you. |
alms for the poor | Sorry. I can't help you. |
alms for the poor | Sorry. I can't help you. |
alms for the poor | Sorry. I can't help you. |
alms for the poor | Sorry. I can't help you. |
alms for the poor | Sorry. I can't help you. |
alms for the poor | Sorry. I can't help you. |
alms for the poor | Sorry. I can't help you. |
alms for the poor | Sorry. I can't help you. |
alms for the poor | Sorry. I can't help you. |
alms for the poor | Sorry. I can't help you. |
alms for the poor | Sorry. I can't help you. |
alms for the poor | Sorry. I can't help you. |
alms for the poor | Sorry. I can't help you. |
alms for the poor | Sorry. I can't help you. |
alms for the poor | You have my contribution. |
alms for the poor | You're right. We all must do our part. Here. It's not much, but it's all I can spare. |
alms for the poor | It's a worthy cause. Sorry, but this is all I can afford. |
alms for the poor | You have my contribution. |
alms for the poor | You're right. We all must do our part. Here. It's not much, but it's all I can spare. |
alms for the poor | It's a worthy cause. Sorry, but this is all I can afford. |
alms for the poor | You have my contribution. |
alms for the poor | You're right. We all must do our part. Here. It's not much, but it's all I can spare. |
alms for the poor | It's a worthy cause. Sorry, but this is all I can afford. |
alms for the poor | You have my contribution. |
alms for the poor | You're right. We all must do our part. Here. It's not much, but it's all I can spare. |
alms for the poor | It's a worthy cause. Sorry, but this is all I can afford. |
alms for the poor | You have my contribution. |
alms for the poor | You're right. We all must do our part. Here. It's not much, but it's all I can spare. |
alms for the poor | It's a worthy cause. Sorry, but this is all I can afford. |
alms for the poor | You have my contribution. |
alms for the poor | You're right. We all must do our part. Here. It's not much, but it's all I can spare. |
alms for the poor | It's a worthy cause. Sorry, but this is all I can afford. |
alms for the poor | You have my contribution. |
alms for the poor | You're right. We all must do our part. Here. It's not much, but it's all I can spare. |
alms for the poor | It's a worthy cause. Sorry, but this is all I can afford. |
alms for the poor | You have my contribution. |
alms for the poor | You're right. We all must do our part. Here. It's not much, but it's all I can spare. |
alms for the poor | It's a worthy cause. Sorry, but this is all I can afford. |
alms for the poor | You have my contribution. |
alms for the poor | You're right. We all must do our part. Here. It's not much, but it's all I can spare. |
alms for the poor | It's a worthy cause. Sorry, but this is all I can afford. |
alms for the poor | You have my contribution. |
alms for the poor | You're right. We all must do our part. Here. It's not much, but it's all I can spare. |
alms for the poor | It's a worthy cause. Sorry, but this is all I can afford. |
alms for the poor | You have my contribution. |
alms for the poor | You're right. We all must do our part. Here. It's not much, but it's all I can spare. |
alms for the poor | It's a worthy cause. Sorry, but this is all I can afford. |
alms for the poor | You have my contribution. |
alms for the poor | Of course. I'm happy to donate for such a worthy cause. |
alms for the poor | You're right. We all must do our part. Here. It's not much, but it's all I can spare. |
alms for the poor | You have my contribution. |
alms for the poor | Of course. I'm happy to donate for such a worthy cause. |
alms for the poor | You're right. We all must do our part. Here. It's not much, but it's all I can spare. |
alms for the poor | You have my contribution. |
alms for the poor | Of course. I'm happy to donate for such a worthy cause. |
alms for the poor | You're right. We all must do our part. Here. It's not much, but it's all I can spare. |
alms for the poor | You have my contribution. |
alms for the poor | Of course. I'm happy to donate for such a worthy cause. |
alms for the poor | You're right. We all must do our part. Here. It's not much, but it's all I can spare. |
alms for the poor | You have my contribution. |
alms for the poor | Of course. I'm happy to donate for such a worthy cause. |
alms for the poor | You're right. We all must do our part. Here. It's not much, but it's all I can spare. |
alms for the poor | You have my contribution. |
alms for the poor | Of course. I'm happy to donate for such a worthy cause. |
alms for the poor | You're right. We all must do our part. Here. It's not much, but it's all I can spare. |
alms for the poor | I gave at the Temple. |
alms for the poor | I am a runaway slave. I have nothing. I must hide here until a boat comes, and then they will help me return to my country. |
alms for the poor | I must hide here until a boat comes, and then they will help me return to my country. |
alms for the poor | If you will check your records, citizen, you will see that the province of Argonia has already given alms for the poor. |
alms for the poor | The Imperial cult has our respect. We are disappointed that the Imperial cult does not speak out against the inhumane practices of slavery in Morrowind. But perhaps you are right. It is by demonstrating our superior commitment to civilization and humanity that we best disprove the Dunmer's barbaric insistence that we are no more than animals. Please accept this donation to the Imperial cult on behalf of the province of Argonia, with our thanks. |
alms for the poor | The Imperial cult has our respect. We are disappointed that the Imperial cult does not speak out against the inhumane practices of slavery in Morrowind. But we agree with you, that this is not sufficient reason to cause the needy to suffer for want of our province's generosity. Therefore, we ask you to accept this donation as alms for the poor on behalf of the province of Argonia. |
alms for the poor | The Imperial cult has our respect. But we are disappointed that the Imperial cult does not speak out against the inhumane practices of slavery in Morrowind. We take this disappointment into consideration when determining the generosity of our support. I'm afraid we have no donation to offer at this time. |
alms for the poor | Does the Imperial cult intend to insult us thus by using such an unworthy mouthpiece to solicit alms? Leave us. Immediately. |
alms for the poor | I'm sorry, citizen, but you must speak to our leader, the consul, Im-Kilaya. We cannot help you. |
alms for the poor | I believe I already gave you my donation. |
alms for the poor | Of course. As a representative of my province and people, I am proud to give generously to the Imperial cult. And as a member of the cult, and a proud Imperial citizen, I am pleased to match my province's donation with a personal gift of my own. |
alms for the poor | Of course. As a representative of my province and people, I am proud to give generously to the Imperial cult. |
alms for the poor | You have my donation. |
alms for the poor | You are right. It is more than a duty. It is my honor. |
alms for the poor | It's our duty. |
alms for the poor | I gave already. |
alms for the poor | Yes. Right. I guess I can afford to give a little more. |
alms for the poor | Here. Take this. |
alms for the poor | I already gave you what I could. |
alms for the poor | I'll be happy to give alms. Here. Take it all. |
alms for the poor | I'll be happy to give alms. Here. |
alms for the poor | I gave already. |
alms for the poor | You're right. But for luck, it might be me needing the cult's charity. Here, and with a blessing. |
alms for the poor | For the Imperial cult? All right. Here. |
alms for the poor | Surely the Imperial cult can find a more respectable member to solicit alms. |
alms for the poor | Sorry. No. |
alms for the poor | Go away. |
alms for the poor | The Imperial cult asks for donations from members and friends of the faith to support our good works. As a custom, we ask for alms for the poor, because most of the gifts go to feed, cloth, cure, and heal the less fortunate, but in fact the donations go to support various worthy causes and special projects. Collecting alms is just one of the many tasks our more faithful members perform in the service of the Nine. |
alteration | The alteration discipline is the mastery of the spell effects of the College of Alteration. The alteration spells involve manipulation of the physical world and its natural properties. Alteration effects include water breathing and walking, jumping, levitating, opening locks, and shield barriers against physical damage. |
alteration potions | Alteration potions provide beneficial magical effects from the domain of the Arcane College of Alteration. Alteration potions include: burden, feather, and levitate. |
alteration potions | Alteration potions provide beneficial magical effects from the domain of the Arcane College of Alteration. Alteration potions include: burden, feather, and levitate. |
alteration potions | Alteration potions provide beneficial magical effects from the domain of the Arcane College of Alteration. Alteration potions include: burden, feather, and levitate. |
alteration potions | Alteration potions provide beneficial magical effects from the domain of the Arcane College of Alteration. Alteration potions include: burden, feather, and levitate. |
alteration spells | There are many common variants of alteration spells, not to mention the countless custom versions created by ambitious spellcasters. But here is a list of the most basic spells, representing all the fundamental classes of spell effects produced by this college: water breathing, buoyancy, water walking, shield, fire shield, shock shield, frost shield, burden, feather, jump, slowfall, levitate, lock, and open. |
alteration spells | There are many common variants of alteration spells, not to mention the countless custom versions created by ambitious spellcasters. But here is a list of the most basic spells, representing all the fundamental classes of spell effects produced by this college: water breathing, buoyancy, water walking, shield, fire shield, shock shield, frost shield, burden, feather, jump, slowfall, levitate, lock, and open. |
alteration spells | There are many common variants of alteration spells, not to mention the countless custom versions created by ambitious spellcasters. But here is a list of the most basic spells, representing all the fundamental classes of spell effects produced by this college: water breathing, buoyancy, water walking, shield, fire shield, shock shield, frost shield, burden, feather, jump, slowfall, levitate, lock, and open. |
alteration spells | There are many common variants of alteration spells, not to mention the countless custom versions created by ambitious spellcasters. But here is a list of the most basic spells, representing all the fundamental classes of spell effects produced by this college: water breathing, buoyancy, water walking, shield, fire shield, shock shield, frost shield, burden, feather, jump, slowfall, levitate, lock, and open. |
alteration spells | There are many common variants of alteration spells, not to mention the countless custom versions created by ambitious spellcasters. But here is a list of the most basic spells, representing all the fundamental classes of spell effects produced by this college: water breathing, buoyancy, water walking, shield, fire shield, shock shield, frost shield, burden, feather, jump, slowfall, levitate, lock, and open. |
alteration spells | There are many common variants of alteration spells, not to mention the countless custom versions created by ambitious spellcasters. But here is a list of the most basic spells, representing all the fundamental classes of spell effects produced by this college: water breathing, buoyancy, water walking, shield, fire shield, shock shield, frost shield, burden, feather, jump, slowfall, levitate, lock, and open. |
alteration spells | There are many common variants of alteration spells, not to mention the countless custom versions created by ambitious spellcasters. But here is a list of the most basic spells, representing all the fundamental classes of spell effects produced by this college: water breathing, buoyancy, water walking, shield, fire shield, shock shield, frost shield, burden, feather, jump, slowfall, levitate, lock, and open. |
Altmer | There aren't many of us here in Balmora. Just me, Estirdalin, Imare, Nalcarya the Alchemist, Hecerinde, and Culumaire. Why do you ask? |
Altmer | I am one of the few here in Balmora. What can I do for you? |
Altmer | There aren't many of us here in Balmora. Just me, Estirdalin, Imare, Culumaire, Hecerinde, and Tyermaillin. Why do you ask? |
Altmer | There aren't many of us here in Balmora. Just me, Estirdalin, Culumaire, Nalcarya the Alchemist, Hecerinde, and Tyermaillin. Why do you ask? |
Altmer | There aren't many of us here in Balmora. Just me, Culumaire, Imare, Nalcarya the Alchemist, Hecerinde, and Tyermaillin. Why do you ask? |
Altmer | There aren't many of us here in Balmora. Just me, Estirdalin, Imare, Nalcarya the Alchemist, Hecerinde, and Tyermaillin. Why do you ask? |
Altmer | There are but a few of the High Elves in Balmora. Ask around if you need to find one. |
Altmer | The only Altmer here in Balmora are Culumaire at the Lucky Lockup, Estirdalin at the Guild of Mages, Imare at the Hlaalu Council Manor, Nalcarya the Alchemist, and Hecerinde and Tyermaillin who both have residences here. |
Altmer | Altmer are the tall, light-skinned Elves of the West. They were once like us, but they became soft and foolish. They abandoned their ancestors and put their faith in big buildings and sorcery. The greatfathers of our greatfathers were kin of the Altmer, but the Prophet Veloth led us out of the West and brought us here so our rites and customs could remain pure. |
Altmer | We Altmer are proud, wise, and beautiful. The Empire is built on the arts, crafts, and sciences of the High Elves. Our pure blood protects us from disease, and makes us superior spellcrafters. |
Altmer | Altmer are the light-skinned, tall Elven peoples of the Summerset Isles. 'High' is taken to mean variously 'tall,' 'proud,' and 'culturally snobbish.' In the Empire, 'High Elves' is the common usage. They consider themselves the most civilized culture of Tamriel, and, in truth, the common tongue of the Empire, Tamrielic, is based on their speech and writing, and most of the Empire's arts, crafts, and sciences are derived from High Elven traditions. |
Altmer | Altmer -- literally, 'the High, or Cultured People,' or 'High Elves' -- are the light-skinned, tall Elven peoples of the Summerset Isles. 'High' is taken to mean variously 'tall,' 'proud,' and 'culturally snobbish.' In the Empire, 'High Elves' is the common usage. |
Altmer | The Altmer are proud, conceited, and decadent. Their clothes, manners, arts, and crafts are highly refined, but they are godless and spiritually empty. They content themselves with reliving the aged glories of their martial traditions and their mastery of sorcery and enchantment. Their achievements are admirable, but their culture no longer serves any vital purpose. |
Alveleg | No loss. |
Alveleg | He's Thieves Guild, a Wood Elf. The Telvanni prefer to hire Nords and Wood Elves when they can't get natives. I know nothing about him. But this is not a Thieves Guild job, so he has no protection. |
Alynu Aralen | She's not a problem any more. |
Alynu Aralen | She's been expelled from the Fighters Guild. She stole from her Guild Steward. She's stupid, but she can fight. She joined the Thieves Guild when we kicked her out, but she's nobody important. This Caldera Mine trouble is not a Thieves Guild job. |
ampoule pod | The immature state of the fruiting body of the primitive draggle-tail plant of the Bitter Coast is called the ampoule pod. This pod has modest magical properties prized by alchemists. |
ampoule pod | The immature state of the fruiting body of the primitive draggle-tail plant of the Bitter Coast is called the ampoule pod. This pod has modest magical properties prized by alchemists. |
Amulet of Ashamanu | Thank you again. I will use it to cure my people. |
Amulet of Ashamanu | Thank you, child. This amulet will be the salvation of my people. Take this in return. It is a shield of legend among my people, the Shield of the Undaunted. Use it, and you will feel the strength return to weary limbs. Travel well, friend. |
Amulet of Unity | I already gave you the Amulet of Unity. |
Amulet of Unity | I found the Amulet of Unity. It's good thing you gave me those potions or else the guardians would have seen me for sure. I hope the Amulet works as well as they say. |
Amulet of Unity | I'll leave just as soon as I'm ready. |
Amulet of Unity | Good. This should be enough. I'll see you in a few weeks. |
Amulet of Unity | I'll wait. I'm not going to get the Amulet of Unity without them. |
Amulet of Unity | Do you have five Standard Potions of Invisibility? |
Amulet of Unity | The Amulet of Unity was made many years ago, back in the First Era. It's on the mainland and heavily guarded. I don't want to have to fight those guards, so I'll need at least five Standard Potions of Invisibility. I can cast Invisibility of course, but I'll want to save my magicka for other things. |
an errand for you | I've told you what needs to be done. |
an errand for you | You are useless to me. Leave my presence. |
an errand for you | Hmmm...you show some spirit. She will likely kill you. You will find her in a tomb to the west of Maar Gan, I believe the Reloth Tomb. Go now. |
an errand for you | There is a vampire, formerly of this clan living near Maar Gan. Merta was one of my most trusted lieutenants, until she decided to become a rogue and leave this clan. I wish her dead. She takes cattle that should rightfully be property of my clan. And she had the audacity to leave my service. Kill her for me. |
Anarerens Devil Tanto | You've been kicked out of the Guild, %PCName. Better make amends, or no one's going to talk to you. |
Anarerens Devil Tanto | You already gave me the Devil Tanto. |
Anarerens Devil Tanto | Yes, this is just what I wanted. You can keep anything else you found. |
Anarerens Devil Tanto | Well what's keeping you? You're not going to let some apprentice get in the way, are you? |
Anarerens Devil Tanto | Damn. Seems like the Mages Guild always knows when we're planning something. Did you get the Devil Tanto? |
Anarerens Devil Tanto | Good. I guess the Mages Guild didn't know about our plans this time. So did you get the Devil Tanto? |
Anarerens Devil Tanto | Did you run into any trouble? |
Anarerens Devil Tanto | Like I said, my source in the Mages Guild says they'll all be gone for a while. Go in there and take whatever you want, but be sure to bring me Anareren's Devil Tanto. |
Anarerens Devil Tanto | Like I said, my source in the Mages Guild says they'll all be gone for a while. Go in there and take whatever you want, but be sure to bring me Anareren's Devil Tanto. |
ancestor ghost | Ancestor ghosts commonly defend the tombs of clan and kin, but may also be summoned and controlled by sorcerers. Ancestor ghosts are aggressive but not very dangerous -- IF you have an enchanted or silvered weapon, or deadly sorcery. |
ancestor ghost | Ancestor ghosts commonly defend the tombs of clan and kin, but may also be summoned and controlled by sorcerers. Ancestor ghosts are aggressive but not very dangerous -- IF you have an enchanted or silvered weapon, or deadly sorcery. |
ancestors | The Dunmer believe the spirits of the dead live on in our world. They can know and affect the future, and can speak with other spirits, and work great magic, so the Dunmer honor and gift them, and ask them for aid and protection. Strong spirits of heroes and wise women preserve the wisdom and honor of the race. The worst spirits are evil and harmful, called ghosts, and devils, and daemons. The oldest and greatest ancestor spirits are the Daedra. They are powerful, but dangerous, and hard to understand. |
ancestors | The oldest of our ancestor spirits we call the Daedra; though they are powerful and cunning, their hearts and minds have grown distant and strange, and the bad Daedra are dangerous. |
ancestors | The oldest of our ancestor spirits we call the Daedra; though they are powerful and cunning, their hearts and minds have grown distant and strange, and the bad Daedra are dangerous. |
ancestors | The oldest of our ancestor spirits we call the Daedra; though they are powerful and cunning, their hearts and minds have grown distant and strange, and the bad Daedra are dangerous. |
ancestors | The oldest of our ancestor spirits we call the Daedra; though they are powerful and cunning, their hearts and minds have grown distant and strange, and the bad Daedra are dangerous. |
ancestors | Recently dead spirits know us well, and do not quickly forget their living kin; they are weak, but quick to guide and protect us. |
ancestors | Recently dead spirits know us well, and do not quickly forget their living kin; they are weak, but quick to guide and protect us. |
ancestors | Recently dead spirits know us well, and do not quickly forget their living kin; they are weak, but quick to guide and protect us. |
ancestors | Recently dead spirits know us well, and do not quickly forget their living kin; they are weak, but quick to guide and protect us. |
ancestors | The worst of us live long after death, and we beg our kinder ancestors to protect us from the evil ones we call Ghosts, and Devils, and Daemons. |
ancestors | The worst of us live long after death, and we beg our kinder ancestors to protect us from the evil ones we call Ghosts, and Devils, and Daemons. |
ancestors | The worst of us live long after death, and we beg our kinder ancestors to protect us from the evil ones we call Ghosts, and Devils, and Daemons. |
ancestors | The strongest of us live long after death, so that we may guide and protect our children and kinsmen; we speak of such strong spirits as Heroes and Wise Women in our songs, sung so we may not forget their wisdoms and gifts. |
ancestors | The strongest of us live long after death, so that we may guide and protect our children and kinsmen; we speak of such strong spirits as Heroes and Wise Women in our songs, sung so we may not forget their wisdoms and gifts. |
ancestors | The strongest of us live long after death, so that we may guide and protect our children and kinsmen; we speak of such strong spirits as Heroes and Wise Women in our songs, sung so we may not forget their wisdoms and gifts. |
ancestors | The strongest of us live long after death, so that we may guide and protect our children and kinsmen; we speak of such strong spirits as Heroes and Wise Women in our songs, sung so we may not forget their wisdoms and gifts. |
ancestors | The spirits of our dead live on in our world. They can know and affect the future, and can speak with other spirits, and work great magic, so we honor and gift them, and show them love, and ask them to help us. |
ancestors | The spirits of our dead live on in our world. They can know and affect the future, and can speak with other spirits, and work great magic, so we honor and gift them, and show them love, and ask them to help us. |
ancestors | The spirits of our dead live on in our world. They can know and affect the future, and can speak with other spirits, and work great magic, so we honor and gift them, and show them love, and ask them to help us. |
ancestors | The spirits of our dead live on in our world. They can know and affect the future, and can speak with other spirits, and work great magic, so we honor and gift them, and show them love, and ask them to help us. |
ancestral burial tombs | There are a couple of them near this town. There's Ginith to the northwest and Rethandus to the northeast. There may be others, but I don't know where. |
Ancestral Tomb | I only know of one that has been somewhat abandoned in recent years. The Tharys Ancestral Tomb is just northeast of Seyda Neen. There are tombs closer to Vivec, but the Dunmer might take offense at your explorations. |
Ancestral Tomb | The Dunmer bury their dead in such tombs. It is best to avoid offending the Dunmer by entering them. There are rules to govern such things, but I do not fully understand them. |
Andasreth | You have already returned the shields. May Vivec protect you. |
Andasreth | Thank you, %PCName. May it protect you well. |
Andasreth | Well, no matter. Think nothing of it. |
Andasreth | So it is as I feared. At least their families will have their shields. You have done well, %PCName. Perhaps I could offer you a shield of your own as a reward? |
Andasreth | A party of Redoran men-at-arms left for Andasreth and they have not returned. Go to Andasreth and find out what happened to them. If they are dead, as I fear they are, bring their House Redoran shields back to me. I will show you where Andasreth is on your map. |
Andrano Ancestral Tomb | Yes. Andrano Ancestral Tomb. South of Pelagiad. Just off the road. Just before the fork where the road goes southwest towards Seyda Neen and southeast to Vivec. |
Andrano Ancestral Tomb | The tomb is south of Pelagiad, just off the road, just before you reach the fork where the road goes southwest towards Seyda Neen and southeast to Vivec. You may need an enchanted blade. Some spirits are immune to normal weapons. Here. Take this old shortsword. And maybe these old scrolls will come in handy. |
Anes Vendu | We will carry on our work in his honor. |
Anes Vendu | I feared he might be dead. This is terrible news. I should never have let him explore the ruins alone. Did you find the excavation report? |
Anes Vendu | He was taking notes for our next excavation report, and he must have taken it with him when he disappeared. Somehow he must have gotten into the lower levels. Would you try and find him? |
Anes Vendu | Without him around, I fear I will die of boredom. |
Anes Vendu | How horrible! No, please, don't tell me the details. |
Anes Vendu | I've been worried about him. Right before he left for the lower levels he kept saying something about the test of pattern. I hope he's alright. |
animal products | Animal products of commercial value on Vvardenfell include the following: alit hide, crab meat, dreugh wax, guar hide, hound meat, kagouti hide, kwama cuttle, kwama egg, netch leather, racer plumes, rat meat, scales, scrib jelly, scrib jerky, scuttle , shalk resin, and Sload soap. |
animal products | Animal products of commercial value on Vvardenfell include the following: alit hide, crab meat, dreugh wax, guar hide, hound meat, kagouti hide, kwama cuttle, kwama egg, netch leather, racer plumes, rat meat, scales, scrib jelly, scrib jerky, scuttle , shalk resin, and Sload soap. |
annoying fool | He won't be a problem any longer. |
annoying fool | You've done it! I admire your persuasiveness, friend. Thank you for your help. Allow me to give you this as a token of my appreciation. |
annoying fool | You killed him? Well, I suppose that's one way of taking of that problem. But now I'll have the guards around here asking questions, harassing my customers. I don't need that at all. I appreciate you getting rid of him, but there had to be another way. Anyway, take this. And you didn't get it from me. |
annoying fool | Oh, how I detest that ridiculous man. |
annoying fool | You think you can? I would like that. Make him go away, an I will have rewards for you! |
annoying fool | No? Perhaps you have not the skill. I understand. Maybe he will die a horrible death and all will be made right. It is possible, you know. |
annoying fool | Did you not see him as you entered? It is that Marcel Maurard. Outside my shop he stands all day, selling ridiculous wares. Get rid of him I would like to, but the law says he is within his rights. Perhaps you might find a way? |
Antecedents of Dwemer Law | You already brought me a copy of "Antecedents of Dwemer Law." |
Antecedents of Dwemer Law | Good. This is the last of the three books I was looking for. Please accept these trinkets of mine. I no longer have any use for them. |
Antecedents of Dwemer Law | Good. This is one of the three books I was looking for. |
Antecedents of Dwemer Law | No. No tricks, %PCName. You do not have a copy of this book, and we both know it. Go find one before I lose my patience. |
Antecedents of Dwemer Law | If I knew where to find one, I would do it myself. |
Antecedents of Dwemer Law | Have you found a copy of "Antecedents of Dwemer Law?" |
Antecedents of Dwemer Law | This book is the most common of the ones I desire. Many scholars own a copy of this book. You need only find one. |
Antecedents of Dwemer Law | I don't have a copy I can spare. |
Antecedents of Dwemer Law | Here. If there's anything else I can do for you, let me know. |
Antecedents of Dwemer Law | If you change your mind, I will be here. |
Antecedents of Dwemer Law | I have a copy I will sell you for three hundred drakes. Much less than such a book is actually worth. |
Antecedents of Dwemer Law | I have a copy I will sell you for three hundred drakes. Much less than such a book is actually worth... But you don't look like you have 300 drakes to spare. |
Antecedents of Dwemer Law | Jobasha knows this book well. Do you wish to buy? Perhaps Jobasha has a copy... |
Antecedents of Dwemer Law | Ethes Evos was studying that book in the hopes of passing the Imperial Exams and moving to Cyrodiil. Perhaps he could make you a copy. |
Antecedents of Dwemer Law | Perhaps Jobasha in Vivec has a copy. |
Antecedents of Dwemer Law | I know I purchased my own copy from Codus Callonus here in town. I think someone else asked for a copy, some local servant of House Redoran. |
Antecedents of Dwemer Law | Edwinna Elbert in Ald'ruhn is a scholar of the Dwemer. Ask her. |
Anumidium | Alas, you have been expelled from the Legions. Maybe you can join the Imperial Legion again, and maybe not. |
Anumidium | You have returned the plans to the Anumidium and helped save the Empire. |
Anumidium | I am glad you are still loyal. We will need %PCRaces like you for the troubles ahead. In exchange for these plans, I offer you [REWARD]. |
Anumidium | This does not surprise me, %PCName. Even those I thought I could trust are turning against the Empire. |
Anumidium | I see you have a fragment of the plans for the Anumidium. Will you return this to me now and help protect the Empire? |
Anumidium | With a mere copy of the Anumidium, Tiber Septim was able to conquer all of Tamriel. Naturally in these troubling times, the new Emperor wants us to find any information we can on the original Anumidium. I have heard that the plans for the Anumidium rest somewhere in Red Mountain. If you find them, bring them to me. |
any advice | Now that you are Guildmaster, rule the Guild wisely. Use your wisdom, experience, and judgement to the Guild's benefit. Remember those who helped you to attain your rank. If I was even a small part of your success, I feel honored. You will do well. |
any advice | Having been Guildmaster, I have a good feel for which way the wind is blowing. If you receive any orders that seem out of the ordinary to you, let me know. I'm more than willing to help out. |
Apographa | The Heirographa are the collected priestly writings of the Temple. The Apographa are the 'hidden writings' -- secrets known only at the highest levels of priesthood and inquisition. Defying the Temple, we have gathered as much of the Apographa as we can here in Holamayan. One of the chief disputes between the Temple and the Dissident priests is that the Temple hides the truth from its followers. |
Apologies | I suppose there's nothing more to say about this. |
Apologies | I see all is forgiven. He gave you something for me? Excellent. I'm feeling better already. Since you did such a good job, here's an extra 50 gold. |
Apologies | This book is from Tarer? Well, it's about time he learned some humility. I'm touched by the gesture nonetheless. Here's something for that rash of his, and a little something for you. |
Apologies | I don't have anything more to say about that. |
Apologies | Trebonius is dead? Oh...this is rash is going to last a while. |
Apologies | Well, %PCName, I thought you said you were going to help. I won't pay for a favor not done. |
Apologies | Hmmm... well, suit yourself. I'm sure it will go away on its own. |
Apologies | Good. Take this book to him, and tell him I'm truly sorry. You'll find him in the Mage's Guild here in Vivec. He's a rather powerful wizard, as I've learned. |
Apologies | I'm afraid I was rather drunk last night when I ran into Trebonius Artorius, that arrogant fool. It seems that the drink took over my tongue, and I called him a Flat-Head. Now I have a horrid rash. No matter what I do, now matter how many potions I use or spells I cast, it won't go away. I've tried everything! If you give him my most sincere apologies, maybe he'll make it go away. I'd do it myself but I'm feeling a little under the weather. I'll pay you 50 gold for your trouble. |
apology from Gadayn | He wishes to apologize? How very noble. But, at least he sent a gift along, which is certainly appropriate. Well, I'm sure I'll have use for it sometime, although it's probably not even of good quality. |
apology from Gadayn | Yes, I'm sure she'll accept my apologies...and the potion of course. |
apparatus | Making potions requires pieces of specialized alchemical equipment called 'apparatus.' Better quality apparatus are more reliable in their results, and produce a finer product. The four types of apparatus are: mortar and pestle, retort, alembic, and calcinator. Apparatus can be purchased from alchemists. |
apparatus | Making potions requires pieces of specialized alchemical equipment called 'apparatus.' Better quality apparatus are more reliable in their results, and produce a finer product. The four types of apparatus are: mortar and pestle, retort, alembic, and calcinator. Apparatus can be purchased from alchemists. |
appeal to fairness | You may be able to convince the other councilors if you use an appeal to fairness. House Redoran does not approve of all that House Telvanni does, but we are proud of our record of just and fair dealings with the other Great Houses. The other councilors may be easier to persuade if you take this approach. |
appeal to fairness | Yes, I have agreed to help overturn the Mages Guild monopoly. |
appeal to fairness | No, this law is undeniably fair. Your Telvanni lies do not sway me. |
appeal to fairness | In the course of events it is sometimes necessary to put aside the childish notions of allies and enemies and focus instead on a debate in which propositions are considered based only upon their merits. This, indeed, is one of those times, and you have defended your position well, answering all of my concerns. I, therefore, shall support the revocation of the Mages Guild monopoly lest history look upon my actions with a baleful eye and claim that I allowed expediency to overwhelm principle. |
appeal to fairness | While you speak of fairness when it suits you, there are many issues on which the Telvanni support proposals that are unfair either in part or in whole. You must therefore understand that my concerns go far deeper than the unfairness of the law which is clear at first glance upon the surface, but whose reflection cannot be seen from the depths. The basic issue, of course, is one of trust. Yes, trust, the elusive goal towards which all petitioners to a Councilor must strive to attain. |
appeal to fairness | You have shown that you understand us, %PCName, and I will support this resolution. |
appeal to fairness | You appeal to fairness, but it is clear that you do not truly understand House Redoran. If you can convince me of your sincerity, I will consider your proposal. |
appeal to fairness | Your words have convinced me. Though it is rare that I agree with a Telvanni proposal, I will agree to this. |
appeal to fairness | Your words are unconvincing. Yes, you say this law is unfair, but how can I trust a Telvanni? If you show me that you yourself are honorable and fair I will listen to your words again. |
appeal to fairness | Yes, I understand and agree. This law is unfair and must be changed. You have my support. |
appeal to fairness | Excuse my interruption, but from what I've heard, you are no friend of House Redoran. If I do not trust you, I will not listen to your words. |
aquatic potions | Aquatic potions aid the subject in movement and survival in an aquatic environment. Aquatic potions include: water breathing, swift swim, and water walking. |
aquatic potions | Aquatic potions aid the subject in movement and survival in an aquatic environment. Aquatic potions include: water breathing, swift swim, and water walking. |
aquatic potions | Aquatic potions aid the subject in movement and survival in an aquatic environment. Aquatic potions include: water breathing, swift swim, and water walking. |
aquatic potions | Aquatic potions aid the subject in movement and survival in an aquatic environment. Aquatic potions include: water breathing, swift swim, and water walking. |
Arch-Mage | We now both have the title of Arch-Mage. |
Arch-Mage | Meet me in the Arena. |
Arch-Mage | Very well. Meet me in the Arena here in Vivec. We will settle this once and for all. |
Arch-Mage | Then you will always be known as %PCName the %PCRank. |
Arch-Mage | I have seen how you lust after the power and prestige that only I have as the Guildmaster here in Vvardenfell. If you truly think that you can take my place, meet me in the Arena for a duel to the death. |
Archmagister Gothren | Archmagister Gothren never directly refuses requests; he just delays indefinitely, never giving an answer. I don't know of any solution, other than killing Gothren. I'll tell you plainly. I stand to gain if Archmagister Gothren dies. I say this so you won't think I'm trying to trick you. My advice is still good. Gothren won't name you Hortator, but he'll never come out and say so. And in House Telvanni it is customary to settle disputes in this manner. |
Archmagister Gothren | He is the current head of House Telvanni. He has held this position for many years. If you need to speak with him, you may find him in Tel Aruhn. If you have never been there, Tel Aruhn is west of Sadrith Mora. I will mark it on your map. |
Archmagister Gothren | Yes, Archmagister Gothren is my patron. If you have business with him, you may find him in Tel Aruhn. |
Arena | The Arena Compound lies between the Redoran compound on the west and the Telvanni compound on the east. The Arena is the site of public entertainments and combat sports. The comfortable domed Arena has seating for hundreds of spectators; beneath the Arena are dressing and storage rooms for entertainers and training rooms and animal pens for the combat competitors. |
Arethan Mandas | Speak with Llerar Mandas. He is the father of Arethan Mandas. |
Arethan Mandas | My granddaughter is dead, and you are to blame. |
Arethan Mandas | I can't prove anything, but I believe you are responsible for my son's death. I have nothing to say to you. |
Arethan Mandas | Thank you for bringing my son back to his senses. |
Arethan Mandas | Yes, I heard my son had gone mad. I fear his madness was caused when his daughter, Delyna Mandas, was captured. |
Arethan Mandas | I know that my father was mad... but I can't forgive you for killing him. Please leave. |
Arethan Mandas | Thank you for delivering the locket to my father. |
Arethan Mandas | Take the locket to him so that he will know that I am safe. Since our manor was destroyed by Corprus monsters, I do not know where my father is staying. His old friend Athyn Sarethi in Ald'ruhn should know. |
Arethan Mandas | I want you to take my locket to him. Let him know that I am safe. |
Arethan Mandas | I heard my father went mad with grief when I was captured. I did not know how bad things were. I will see him as soon as I can. If we travel together away from here, I will give you a locket to deliver to him. |
Arethan Mandas | Arethan Mandas no longer troubles the travelers to Maar Gan. I will visit him when I can. Perhaps Delyna and some of his friends can keep him from Sheogorath's grasp. |
Arethan Mandas | Arethan Mandas no longer troubles the travelers to Maar Gan. |
Arethan Mandas | From what you say, perhaps Arethan has not totally regained his senses, but his guards have stopped demanding tribute from travelers. I did not believe it could be done. I am proud of you this day, %PCName. |
Arethan Mandas | The Mad Lord is no more. While I would rather not see an old friend die, he was probably beyond the aid of even the best Temple healers. I cannot fault you for not finding a way to cure him. |
Arethan Mandas | I would prefer that Arethan Mandas be cured of his madness, rather than killed. You might want to go to Ebonheart and speak with Llerar Mandas, Arethan's father. |
Arethan Mandas | You can find him in the cavern of Milk. On the Ald'ruhn-Caldera Road, west of Ald'ruhn, two crossroads marked by signposts are very close to one another. To reach Milk, head west from the 'Gnisis' sign on the westmost signpost, and watch right for a north-branching path to Milk. The Mad Lord has a few loyal followers and some outlaws have joined his "estate." They will protect Arethan Mandas with their lives. |
Argonian | Argonians are the savage half-men of the southern marshes. Our peoples used to keep them as slaves, but they are useless. The settled people still keep them as slaves to grub in the soil. They are dirty and wicked, and we should drive them all back into the swamps they came from. |
Argonian | We are the People of the Root, called 'Argonians' by the warmbloods. We go where we will, wet or dry, and the currents of blood magic run swift in our veins. In our native land, we hunt to live, masters of the marshes. Hunted and enslaved by softskinned enemies, we snare and slay them by stealth, spell, and steel. |
Argonian | The Argonians of Black Marsh call themselves the 'People of the Root'. They are equally at home on land or in water, and are magically gifted. Persecuted and enslaved by other races, they are cautious and secretive. Little is known of their homeland or native culture, and their alien physiology and customs are not well understood by scholars. |
Argonian | The Argonians of Black Marsh call themselves the 'People of the Root'. They are equally at home on land or in water, and are magically gifted. Persecuted and enslaved by other races, they are cautious and secretive. Little is known of their homeland or native culture, and their alien physiology and customs are not well understood by scholars. |
Argonian | Argonians are cunning, savage beasts incapable of enlightenment. They are blasphemous travesties of nature, with unspeakable foulness in their private and family urges. When guided by a stern hand, they can be trained as passable servants and slaves. By Imperial law, free Argonians have the rights of citizens, but no law can ever make an Argonian human. |
Argonian Mission | The Argonian Mission is Black Marsh's diplomatic embassy to Vvardenfell District. Leave the Imperial Chapels, pass through the Grand Council Chambers, cross the bridge, then down the stairs. As you face out the gate, the Argonian Mission is to the south, on the southern side of the well. |
Argonian neighbors | Native Dunmer regard Argonians as animals fit for slavery. Dunmer have always enslaved Argonians. The Empire protects Argonian human rights, but does not outlaw slavery in Morrowind. |
Argonian neighbors | Native Dunmer regard Argonians as animals fit for slavery. Dunmer have always enslaved Argonians. The Empire protects Argonian human rights, but does not outlaw slavery in Morrowind. |
Argonian neighbors | Native Dunmer regard Argonians as animals fit for slavery. Dunmer have always enslaved Argonians. The Empire protects Argonian human rights, but does not outlaw slavery in Morrowind. |
Argonians | We are counted among the First Peoples. Our homeland is Argonia, or Black Marsh, in Imperial speech. I am a poor example. My parents were bound in slavery, and I have lived in Morrowind all my life. Like other Argonians who have accepted Imperial ways, I am much like any other Imperial citizen. But to be honest, we have always been a private, even secretive people, and I am not comfortable speaking in this manner. You might do better to look in books, if you are curious. |
Argonians | Argonians are cunning, savage beasts incapable of enlightenment. They are blasphemous travesties of nature, with unspeakable foulness in their private and family urges. They are fit only for service, and only when guided by a stern hand can they avoid abomination. |
Argonians | Argonians are cunning, savage beasts incapable of enlightenment. They are blasphemous travesties of nature, with unspeakable foulness in their private and family urges. They are fit only for service, and only when guided by a stern hand can they avoid abomination. |
Argonians | Argonians are cunning, savage beasts incapable of enlightenment. They are blasphemous travesties of nature, with unspeakable foulness in their private and family urges. They are fit only for service, and only when guided by a stern hand can they avoid abomination. |
Argonians | Argonians are cunning, savage beasts incapable of enlightenment. They are blasphemous travesties of nature, with unspeakable foulness in their private and family urges. They are fit only for service, and only when guided by a stern hand can they avoid abomination. |
Arkay | Arkay, God of the Cycle of Life and Death, is the deity associated with burials and funeral rites, and is responsible for the progression of the seasons. His priests are staunch opponents of necromancy and all forms of the undead. |
Arkay | Arkay, God of the Cycle of Life and Death, is the deity associated with burials and funeral rites, and is responsible for the progression of the seasons. His priests are staunch opponents of necromancy and all forms of the undead. |
Arkay | Arkay, God of the Cycle of Life and Death, is the deity associated with burials and funeral rites, and is responsible for the progression of the seasons. His priests are staunch opponents of necromancy and all forms of the undead. |
Arkay | Arkay, God of the Cycle of Life and Death, is the deity associated with burials and funeral rites, and is responsible for the progression of the seasons. His priests are staunch opponents of necromancy and all forms of the undead. |
Arkay | Arkay, God of the Cycle of Life and Death, is the deity associated with burials and funeral rites, and is responsible for the progression of the seasons. His priests are staunch opponents of necromancy and all forms of the undead. |
Arkay | Arkay, God of the Cycle of Life and Death, is the deity associated with burials and funeral rites, and is responsible for the progression of the seasons. His priests are staunch opponents of necromancy and all forms of the undead. |
Arkngthand | The old Dwemer ruins at Arkngthand are extensive on the surface and underground. Head south out of town past the silt strider port, then cross bridges east over the Odai River. At the signpost, head north towards Caldera. Immediately on the right see a signpost for Molag Mar. Turn right and head uphill on an old road to cross an ancient Dwemer bridge over Foyada Mamaea. The entrance to Arkngthand is on the east side of the foyada, south of the bridge. Turn a crank on a pipe nearby to open the doors. |
armed escort | Thank you for your armed escort. I could not have escaped without your help. |
armed escort | Thank you. I will follow you. Please guide me safely outside. |
armed escort | I will wait for you here. |
armed escort | Shall I wait for you here? |
armed escort | Shall I follow you now to the cavern entrance? |
armor repair | Nothing to it. Just get yourself an armorer's hammer and start banging away. Anyone can do it. Of course, anyone can do it really badly, too. It does help to have a little skill. But if you got plenty of time, and a lot of coin for hammers, you can teach yourself. Actually, unless you're a professional armsman, you probably should pay an armorer to keep your weapons in good repair. |
armor repair | Nothing to it. Just get yourself an armorer's hammer and start banging away. Anyone can do it. Of course, anyone can do it really badly, too. It does help to have a little skill. But if you got plenty of time, and a lot of coin for hammers, you can teach yourself. Actually, unless you're a professional armsman, you probably should pay an armorer to keep your weapons in good repair. |
armor repair | Nothing to it. Just get yourself an armorer's hammer and start banging away. Anyone can do it. Of course, anyone can do it really badly, too. It does help to have a little skill. But if you got plenty of time, and a lot of coin for hammers, you can teach yourself. Actually, unless you're a professional armsman, you probably should pay an armorer to keep your weapons in good repair. |
armor repair | Nothing to it. Just get yourself an armorer's hammer and start banging away. Anyone can do it. Of course, anyone can do it really badly, too. It does help to have a little skill. But if you got plenty of time, and a lot of coin for hammers, you can teach yourself. Actually, unless you're a professional armsman, you probably should pay an armorer to keep your weapons in good repair. |
armor repair | Nothing to it. Just get yourself an armorer's hammer and start banging away. Anyone can do it. Of course, anyone can do it really badly, too. It does help to have a little skill. But if you got plenty of time, and a lot of coin for hammers, you can teach yourself. Actually, unless you're a professional armsman, you probably should pay an armorer to keep your weapons in good repair. |
armor repair | Nothing to it. Just get yourself an armorer's hammer and start banging away. Anyone can do it. Of course, anyone can do it really badly, too. It does help to have a little skill. But if you got plenty of time, and a lot of coin for hammers, you can teach yourself. Actually, unless you're a professional armsman, you probably should pay an armorer to keep your weapons in good repair. |
armor repair debts | If he challenged you to a duel, you should accept to uphold your own honor. Even if it is clear that my brother is the one at fault. |
armor repair debts | Talk to my brother, Giras. Tell him that I said its time he started showing some responsibility. |
armor repair debts | Alright, perhaps I can talk sense into my bother. Just tell him I said that paying the debt would be the honorable thing to do. |
armor repair debts | Well, perhaps you can settle this issue yourself. |
armor repair debts | If Giras owes a debt, why are you asking me about it? |
armor repair debts | I am the Deputy Marshal of the Buoyant Armigers and much too busy to deal with this matter again. Speak with my brother, Tidros Indaram. |
armor repair debts | That's all in the past, %PCName. |
armor repair debts | I admit it, you beat me. I gave you the drakes. Just take them back to Tuveso Beleth. |
armor repair debts | Alright. We fight till one of us says hold! |
armor repair debts | Then get your mom to pay the debt, coward. |
armor repair debts | Alright, if my brother says so, but I still won't pay the debt unless you can prove by combat that I owe it. I challenge you to a duel. Right here, right now. |
armor repair debts | I already told you why. I'm not paying this debt until I'm ready. And not one moment before. |
armor repair debts | Tuveso Beleth gave me damaged goods, that's why this armor needed so much repair. So I'm not paying any debts. |
armor repair debts | You were able to get Giras Indaram to pay his debts where others have failed. |
armor repair debts | You do? Well, I must say I'm very impressed, %PCName. Here, why not take this glass sword I've been working on. |
armor repair debts | Well, I must say I did not truly expect that you could get the debt money. |
armor repair debts | Do you have the debt money from Giras Indaram? |
armor repair debts | Go speak with Giras Indaram at the Buoyant Armiger's stronghold in Molag Mar. He owes me 2000 drakes for repairs to his armor. |
armor repair debts | Giras Indaram is right over there if you want to talk with him. |
armor repair debts | Giras Indaram might pay his debts if one of his brothers, Birer or Tidros, insists on it. |
armor repair debts | All the Indaram brothers are valuable to the Temple for their service, though Giras Indaram sometimes forgets his obligations. His brothers have to remind him. |
armor styles | The heavy armor styles, called 'Legion' or 'knight' style in the West and 'ebony' style in the East, require great strength and endurance. The light armor styles, called 'militia' in the West and 'Ashlander' in the East, favor speed and agility. The medium armor styles, called 'Imperial guard' in the West and 'Great House' in the East, are compromises between the heavy and light styles, balancing protection against mobility. A few less common exotic armor types are also found in Morrowind. |
armor styles | The heavy armor styles, called 'Legion' or 'knight' style in the West and 'ebony' style in the East, require great strength and endurance. The light armor styles, called 'militia' in the West and 'Ashlander' in the East, favor speed and agility. The medium armor styles, called 'Imperial guard' in the West and 'Great House' in the East, are compromises between the heavy and light styles, balancing protection against mobility. A few less common exotic armor types are also found in Morrowind. |
armor styles | The heavy armor styles, called 'Legion' or 'knight' style in the West and 'ebony' style in the East, require great strength and endurance. The light armor styles, called 'militia' in the West and 'Ashlander' in the East, favor speed and agility. The medium armor styles, called 'Imperial guard' in the West and 'Great House' in the East, are compromises between the heavy and light styles, balancing protection against mobility. A few less common exotic armor types are also found in Morrowind. |
armor styles | The heavy armor styles, called 'Legion' or 'knight' style in the West and 'ebony' style in the East, require great strength and endurance. The light armor styles, called 'militia' in the West and 'Ashlander' in the East, favor speed and agility. The medium armor styles, called 'Imperial guard' in the West and 'Great House' in the East, are compromises between the heavy and light styles, balancing protection against mobility. A few less common exotic armor types are also found in Morrowind. |
armor styles | The heavy armor styles, called 'Legion' or 'knight' style in the West and 'ebony' style in the East, require great strength and endurance. The light armor styles, called 'militia' in the West and 'Ashlander' in the East, favor speed and agility. The medium armor styles, called 'Imperial guard' in the West and 'Great House' in the East, are compromises between the heavy and light styles, balancing protection against mobility. A few less common exotic armor types are also found in Morrowind. |
armor styles | The heavy armor styles, called 'Legion' or 'knight' style in the West and 'ebony' style in the East, require great strength and endurance. The light armor styles, called 'militia' in the West and 'Ashlander' in the East, favor speed and agility. The medium armor styles, called 'Imperial guard' in the West and 'Great House' in the East, are compromises between the heavy and light styles, balancing protection against mobility. A few less common exotic armor types are also found in Morrowind. |
armor types | Shields and tower shields are basic armor protection, but limit you to one-handed weapons. For body armor, get a cuirass first for the chest, then greaves for the legs, helm for the head, and boots for the feet. Add left and right pauldrons for upper arms and gauntlets or bracers for lower arms. Balance protection against weight; you can't fight if you're exhausted by the weight of your armor. |
armor types | Shields and tower shields are basic armor protection, but limit you to one-handed weapons. For body armor, get a cuirass first for the chest, then greaves for the legs, helm for the head, and boots for the feet. Add left and right pauldrons for upper arms and gauntlets or bracers for lower arms. Balance protection against weight; you can't fight if you're exhausted by the weight of your armor. |
armor types | Shields and tower shields are basic armor protection, but limit you to one-handed weapons. For body armor, get a cuirass first for the chest, then greaves for the legs, helm for the head, and boots for the feet. Add left and right pauldrons for upper arms and gauntlets or bracers for lower arms. Balance protection against weight; you can't fight if you're exhausted by the weight of your armor. |
armor types | Shields and tower shields are basic armor protection, but limit you to one-handed weapons. For body armor, get a cuirass first for the chest, then greaves for the legs, helm for the head, and boots for the feet. Add left and right pauldrons for upper arms and gauntlets or bracers for lower arms. Balance protection against weight; you can't fight if you're exhausted by the weight of your armor. |
armor types | Shields and tower shields are basic armor protection, but limit you to one-handed weapons. For body armor, get a cuirass first for the chest, then greaves for the legs, helm for the head, and boots for the feet. Add left and right pauldrons for upper arms and gauntlets or bracers for lower arms. Balance protection against weight; you can't fight if you're exhausted by the weight of your armor. |
armor types | Shields and tower shields are basic armor protection, but limit you to one-handed weapons. For body armor, get a cuirass first for the chest, then greaves for the legs, helm for the head, and boots for the feet. Add left and right pauldrons for upper arms and gauntlets or bracers for lower arms. Balance protection against weight; you can't fight if you're exhausted by the weight of your armor. |
armorer | The armorer discipline is the maintenance of weapons and armor at top efficiency. Worn weapons do less damage. Worn armor protects less against attacks. As wear increases, the diminishing effectiveness of weapons and armor is dramatic. |
armorer | The armorer discipline is the maintenance of weapons and armor at top efficiency. Worn weapons do less damage. Worn armor protects less against attacks. As wear increases, the diminishing effectiveness of weapons and armor is dramatic. |
Arobar Manor | It's here in Ald'ruhn, Under-Skar. |
Arobar Manor | You're in Arobar Manor, %PCRace. |
Arobar Manor | You're in Arobar Manor, %PCRace. |
Arobar Manor | You're in Arobar Manor, %PCRace. |
Arobar Manor | You're in Arobar Manor, %PCRace. |
Arobar Manor | You'll find the entrance at the northeast corner. Move along. |
Arobar Manor | You'll find it Under-Skar. That's the giant shell on the north side of town, outlander. |
arrange a meeting | I am here, %PCName. Skink and I have much to learn from each other. |
arrange a meeting | As I promised, I am here, %PCName. I did not promise any reward, but Skink asked me to give this to you. |
arrange a meeting | The spirit of Kanit Ashurnisammis is resting. I have more duties here to prevent Kanit's spirit from returning. Speak once more with Wise Woman Sinnammu Mirpal. Tell her that Kanit Ashurnisammis is at rest. Perhaps then she will allow me to meet Skink-in-Tree's-Shade. |
arrange a meeting | Send the spirit of Kanit Ashurnisammis to its final rest, and then we can talk of meetings. |
arrange a meeting | Yes, I will speak with Skink-in-Tree's-Shade. But you must help me also. Sinnammu sent me here as a punishment. She asked me to calm an angry ancestor, but my charms will not calm him, and I am not strong enough fight it. Find the spirit of Kanit Ashurnisammis and send it to its final rest. |
arrange a meeting | No, I have sent my apprentice. That is all I will do for your Argonian. |
arrange a meeting | I will send my apprentice, Minabibi, to speak with this Argonian. |
arrange a meeting | I know you speak the truth, %PCName. I do not need such as her for an apprentice. I will send her to talk with this Argonian. |
arrange a meeting | So be it. I will send my apprentice to talk with this Skink, but I do so for the honor of the Ahemmusa. She will soon see the error of the foreigners' ways and return to us. She will make a fine Wise Woman when my duties are done. |
arrange a meeting | I know the spirit of Kanit Ashurnisammis is at rest. Before I send my apprentice to this Skink, I will ask a question. Did you pacify the spirit, or did Minabibi pacify the spirit? |
arrange a meeting | I will not meet with this Argonian. I might send my apprentice, Minabibi, for it is time she saw how you foreigners live and left her childish notions behind her. She is in the Favel Tomb. |
arrange a meeting | Will this Argonian make the Telvanni deal with us fairly? Will this Argonian make the Empire give us better prices so that we can feed our people? Will this Argonian give us a place on the Council? Will this Argonian kill the blighted creatures and the outlaws that plague out village? Then we have no time for this Argonian. |
arrange a meeting | Speak with Ashkhan Kaushad. I will meet with this Argonian only if the Ashkhan speaks it. |
arrange a meeting | I am too busy to meet this Argonian. |
arrange a meeting | I am too busy to meet with animals. |
arrange a meeting | The Urshilaku will never meet with an Argonian Sorcerer. You may be Nerevarine, but your judgement is clouded by your Outlander past, or you would not ask such questions. |
arrange a meeting | The Urshilaku will never meet with an Argonian Sorcerer. |
arrange a meeting | I have not yet had word from Arch-Mage Trebonius in Vivec. Until then, I must consider you expelled. |
arrange a meeting | You were still expelled from the Mages Guild last I heard. Be patient. The Guild does not move quickly here in Vvardenfell. |
arrange a meeting | I cannot discuss these matters with you. You have been expelled. |
arrange a meeting | Yes, Minabibi will stay here with me for a time. |
arrange a meeting | Ah, thank you %PCName. Minabibi has already answered many of my questions. |
arrange a meeting | Speak with the Wise Women of the Ashlander tribes. From what I've heard, I doubt the Erabenimsun or the Urshilaku would agree. The Zainab might agree, but I would speak with the Ahemmusa first. |
Arvama Rathri | I don't talk about my customers, but for you I'll make an exception. Don't get involved with her. Don't even talk to her. Just leave and don't look back. |
Arvama Rathri | I didn't see a thing. What my customers do is there own business. |
Arvama Rathri | I can't believe you just killed her like that. That took guts - or maybe just stupidity. |
Arvama Rathri | I can't believe you just killed her like that. Murderous dog. |
Arvama Rathri | I don't talk about my customers. |
Arvama Rathri | She's right over there. |
Arvama Rathri | She's right over there. |
Arvama Rathri | You looking for me? What for? Got a death wish? |
Arvama Rathri | I'd stay away from her, outlander. She's not one to trifle with. |
Arvel family | The Arvels have lived here for years. Despite their Hlaalu connections, they are decent and generous. |
Arvel family | Well, there are two Arvel families. The head of the family, Rovone Arvel lives in Arvel Manor in the Ascadian Isles. Another branch of the family lives in Ald Velothi. |
Arvel Manor | Arvel Manor is just north of the Foreign Quarter, above Dren Plantation, at Arvel Plantation. There's no direct road, so I just swim the lakes. By the way, the Arvels are slave-holders. Remember: slavery is legal here. I don't know how you feel. I don't like it, but as a member of the Imperial cult, I feel honor-bound to respect the law. |
Ascadian Isles | It's a land of lakes, farms, and plantations. Lately they've started a few netch ranches. You'll find plenty of marshmerrow, corkbulb, and comberry bush there. Saltrice, too. You can also find ash yam, black anther, gold kanet, green lichen, heather. stoneflower, and willow flower. |
Ascadian Isles | The Ascadian Isles is the green garden of Vvardenfell, a land of lakes and rivers, little farms and grand plantations. It's the lowland area just north of the city of Vivec. To the west lies Pelagiad and Balmora, to the north the ashlands of Bal Ur, and to the east the stinking smokes and lava pools of Molag Amur. |
Ascadian Isles | The Ascadian Isles is the lush, green, well-watered lowlands in the south 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. |
Ascadian Isles | The Ascadian Isles is the lush, green, well-watered lowlands in the south 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. |
Ascadian Isles | The climate of the Ascadian Isles is temperate and comfortable, with moderate rainfall. |
Ascadian Isles | The climate of the Ascadian Isles is temperate and comfortable, with moderate rainfall. |
Ascadian Isles | 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. |
Ascadian Isles | 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. |
Ascadian Isles | The Ascadian Isles includes Pelagiad, Suran, Vivec City, and Ald Sotha along with the inland lakes and waterways of the Ascadian Isles proper. |
Ascadian Isles | The Ascadian Isles includes Pelagiad, Suran, Vivec City, and Ald Sotha along with the inland lakes and waterways of the Ascadian Isles proper. |
Ascadian Isles | The Ascadian Isles is the lush, green, well-watered lowlands in the south where most of Vvardenfell's agriculture is found. |
Ascadian Isles | The Ascadian Isles is the lush, green, well-watered lowlands in the south where most of Vvardenfell's agriculture is found. |
ascended sleeper | The ascended sleepers are distorted, half-human, half-beast creatures transformed by a mysterious force into powerful magical beings. Ascended sleepers are highly intelligent, aggressive, and dangerous. Ascended sleepers are associated in some way with the Devil Dagoth Ur. |
ascended sleeper | The ascended sleepers are distorted, half-human, half-beast creatures transformed by a mysterious force into powerful magical beings. Ascended sleepers are highly intelligent, aggressive, and dangerous. Ascended sleepers are associated in some way with the Devil Dagoth Ur. |
ash ghoul | I have not yet had word from Arch-Mage Trebonius in Vivec. Until then, I must consider you expelled. |
ash ghoul | You were still expelled from the Mages Guild last I heard. Be patient. The Guild does not move quickly here in Vvardenfell. |
ash ghoul | I cannot discuss these matters with you. You have been expelled. |
ash ghoul | Yes, this will do nicely. I hope it wasn't too difficult. |
ash ghoul | No, you cannot fool me. You are not carrying any suitable soul gems. |
ash ghoul | I hope you didn't use the scrolls and gems I gave you. I do not have any more. |
ash ghoul | Yes, thank you for bringing me the soul of an ash ghoul, %PCRank. |
ash ghoul | Well, have you found one? |
ash ghoul | The soul of any ash ghoul should be suitable. I believe the nearest ash ghoul is in Yakin. Scrolls are more reliable than spells, so take these scrolls, and these two soul gems. |
ash ghoul | The ash ghoul is a distorted, half-human, half-beast creature transformed by a mysterious force into a powerful magical being. Ash ghouls are highly intelligent, aggressive, and dangerous. Ash ghouls are associated in some way with the Devil Dagoth Ur. |
ash ghoul | The ash ghoul is a distorted, half-human, half-beast creature transformed by a mysterious force into a powerful magical being. Ash ghouls are highly intelligent, aggressive, and dangerous. Ash ghouls are associated in some way with the Devil Dagoth Ur. |
ash salts | Ash salts are hard grey crystals formed from the ash deposited by ash storms in the ash wastes and lava fields. Ash salts are most often collected from the remains of creatures like the ash slave, the ash ghoul, and ash zombie. |
ash salts | Ash salts are hard grey crystals formed from the ash deposited by ash storms in the ash wastes and lava fields. Ash salts are most often collected from the remains of creatures like the ash slave, the ash ghoul, and ash zombie. |
ash slave | The ash slave is a humanoid creature transformed by a mysterious force into a deranged beast. These creatures are aggressive and dangerous. Ash slaves are associated in some way with the Devil Dagoth Ur. |
ash slave | The ash slave is a humanoid creature transformed by a mysterious force into a deranged beast. These creatures are aggressive and dangerous. Ash slaves are associated in some way with the Devil Dagoth Ur. |
ash statue | What? No. Where did you...? Damn! |
ash statue | You weren't supposed to see 'em, %PCRace. I can't let you out of here if you've seen 'em. |
ash statue | You found ash statues on board the ship, dumping? I knew Velfred was a smuggler, but I had no idea he was involved in... darker things. A word of advice, my sweet, avoid these ash statues. They can be dangerous and are of little value. |
ash statue | You found ash statues on board the ship, dumping? I knew Velfred was a smuggler, but I had no idea he was involved in... darker things. A word of advice, my sweet, avoid these ash statues. They can be dangerous and are of little value. |
ash statue | You can tell Mistress Morvayn that I will destroy the ash statue. Perhaps the strange creatures that plague Morvayn Manor will leave now that the statue is gone. |
ash statue | I do not understand why you would not want this statue destroyed. Are you sure that you are not under the corrupting influence of the ash statue? |
ash statue | This ash statue was found in Morvyan Manor? Give it to me, then, and I will destroy it. |
ash statue | Did Mistress Morvayn ask you to bring me another ash statue? I believe I can remove the corrupting magic from these statues. Bring the statue to me, and I will do what I can. |
ash statue | Hanarai Assutlanipal is no longer a threat to Ald'ruhn. |
ash statue | By killing Hanarai Assutlanipal, the source of these ash statues in Ald'ruhn has been shut down. I admire your achievement, but we must remain vigilant against anyone else who comes to Ald'ruhn with ash statues. |
ash statue | Go to Hanarai Assutlanipal's house here in Ald'ruhn. Use the potions I gave you if you need them. |
ash statue | You found a note on Galtis Guvron's body when you asked about the ash statues? Let me see... Perhaps this "Hanarai" is Hanarai Assutlanipal. She claims to be an outcast ashlander. Her house is the first one on the right down the stairs from the Temple. She may be as unwilling to talk as Galtis. Take these potions in case you need them. |
ash statue | Galtis Guvron gave Varvur the ash statue? And Galtis is dead? Did you find anything on his body? A clue to where the statues are coming from? |
ash statue | Galtis Guvron gave Varvur the ash statue? Go talk to Galtis Guvron at the Rat in the Pot and ask him about the ash statue. |
ash statue | I'm believe these statues have some kind of corrupting influence. If you could find out how Varvur Sarethi got the ash statue, I would be grateful. |
ash statue | You have the statue? Give it to me and I will see if I can clear Varvur's name for the murder of Bralen Carvaren. |
ash statue | Bring me the statue. Then I may be able to clear Varvur's name for the murder of Bralen Carvaren. |
ash statue | The statues are troubling, but surely not the concern of an outlander. |
ash statue | I'm glad it's all over. |
ash statue | I couldn't remember before, but now I know where I got the statue. I got it from Galtis Guvron at The Rat in the Pot. |
ash statue | I couldn't remember before, but now I know where I got the statue. I got it from Galtis Guvron at The Rat in the Pot. |
ash statue | I was having bad dreams even before Bralen Carvaren died... It seems like they started when I got that ash statue. Maybe if you take the statue away, the dreams will stop. Maybe I should talk to one of the priests at the Temple. |
ash statue | I am glad my son is feeling better. |
ash statue | Have you spoken to Lloros Sarano about the ash statue? |
ash statue | This ash statue troubles me. I would have you speak with someone at the Temple about this statue. Perhaps Lloros Sarano would know more of it. |
ash statue | The ash statues are a sign of the Sixth House. But they are not the main front. Destroy Dagoth Ur. Do not get sidetracked by smaller plots. |
ash statue | These ash statues trouble me, but they are not your concern. |
ash statue | You know how people have started going crazy in the streets, attacking people for no reason? I've heard they've been finding these statues nearby and in their houses. |
ash statue | That's a peculiar thing. Never seen anything like it. Let me ask around and see if anyone has seen anything like that before. |
ash statue | How could you... No, nevermind. I'll just have to take care of this right now. |
ash statue | How could you... No, nevermind. I'll just have to take care of this right now. |
ash statue | How could you... No, nevermind. I'll just have to take care of this right now. |
ash statue | I don't know what you're talking about. I don't know anything about any statues. |
ash storm | The storm took my pack guar and all my trade goods... But at least I'm still alive, thank the Tribunal. |
ash storm | I was too far from town when the storm hit. I took shelter in here until the storm passed, but then I couldn't get out because the door was stuck. I've been in here for days. The sooner we travel together back to Maar Gan, the sooner I can get back into business. |
ash storm | %Name was running fast as %Name's legs could go, but %Name saw someone near the Rothan Tomb. %Name hopes he made it okay. |
ash storm | It was a bad one. I'm glad I wasn't caught in it. |
ash storm | The ash storm caught alot of people by surprise. When a storm hits like that, you take shelter in whatever's nearby. |
ash storm | Just before the storm hit, I saw someone leading some pack guar up to the Rothan Tomb. I hope they made it okay. |
ash storm | Maar Gan got the worst of it. |
ash vampire | Ash vampires are immortal magical beings of vast powers. Close kin and loyal lieutenants of the Devil Dagoth Ur, they partake of his supernatural vitality. |
ash vampire | Ash vampires are immortal magical beings of vast powers. Close kin and loyal lieutenants of the Devil Dagoth Ur, they partake of his supernatural vitality. |
Ash woe | Ash-woe is an acute blight disease affecting a victim's will and thought processes. It may be contracted from corprus beasts or other blighted creatures. |
Ash woe | Ash-woe is an acute blight disease affecting a victim's will and thought processes. It may be contracted from corprus beasts or other blighted creatures. |
Ash woe | Ash-woe is an acute blight disease affecting a victim's will and thought processes. It may be contracted from corprus beasts or other blighted creatures. |
Ash woe | Ash-woe is an acute blight disease affecting a victim's will and thought processes. It may be contracted from corprus beasts or other blighted creatures. |
ash yam | Ash yam is a tough tuberous root vegetable with modest magical properties. It grows commonly in the Ascadians Isles region. |
ash yam | Ash yam is a tough tuberous root vegetable with modest magical properties. It grows commonly in the Ascadians Isles region. |
Ash Yams | No thank you. I already have some. |
Ash Yams | Here, take these old things and leave me alone. |
Ash Yams | Let's pretend I paid you to go away. Here, take this sack of drakes and take that horrible stench with you. |
Ash Yams | Oh, dear. This bow smells like ash yams. This isn't any good to me at all. I hate ash yams. If I gave you a little present would you go away and promise never to bring me any ash yams ever again? |
Ash Yams | Then I will have to clear out that horrible ash yam smell myself. |
Ash Yams | I *smell* ash yams but I don't *see* ash yams. Are you lying to me?! I don't like people who lie to me... But if you give me the bow, I might let you go. |
Ash Yams | Ash yams have the strongest smell in Ghostgate near Ralyn Othravel. |
Ash Zombie | The ash zombie is a humanoid creature transformed by a mysterious force into a deranged beast. Though their skulls are apparently empty, these creatures are nonetheless intelligent, aggressive, and dangerous. Ash zombies are associated in some way with the Devil Dagoth Ur. |
Ash Zombie | The ash zombie is a humanoid creature transformed by a mysterious force into a deranged beast. Though their skulls are apparently empty, these creatures are nonetheless intelligent, aggressive, and dangerous. Ash zombies are associated in some way with the Devil Dagoth Ur. |
Ash-chancre | Ash-chancre is an acute blight disease affecting a victim's behavior. It may be contracted from corprus beasts or other blight monsters. |
Ash-chancre | Ash-chancre is an acute blight disease affecting a victim's behavior. It may be contracted from corprus beasts or other blight monsters. |
Ash-chancre | Ash-chancre is an acute blight disease affecting a victim's behavior. It may be contracted from corprus beasts or other blight monsters. |
Ash-chancre | Ash-chancre is an acute blight disease affecting a victim's behavior. It may be contracted from corprus beasts or other blight monsters. |
Ash-chancre | Ash-chancre is an acute blight disease affecting a victim's behavior. It may be contracted from corprus beasts or other blight monsters. |
Ash-chancre | Mock my suffering again and you shall pay! |
Ash-chancre | Alright ... do as you will. |
Ash-chancre | Fool! I am an Orc. Magic has little effect on me. Sheogorath has seen to my torment. But if you must try, go ahead. I permit it. |
Ash-chancre | How do I know this is not a poison? Death would be a release... And if I am slain, my spirit will rend your soul after my brethren cut out your heart drinks |
Ash-chancre | Liar! You mock me with false hope! Leave me before I split you open. |
Ash-chancre | Thank you for curing me. Why have you returned? |
Ash-chancre | Yes, I feel better already. You better leave before my... friends see that you're here. |
Ash-chancre | They say it is my disease that angers me. Fools! Are you here to mock me as well? |
Asha-Ahhe Egg Mine | I SAID there was something down there, didn't I? Well, I'm glad you skinned that witch good. I'll sure feel a lot safer in here, thanks to you. |
Asha-Ahhe Egg Mine | I SAID there was something down there, didn't I? Well, I'm glad you skinned that witch good. I'll sure feel a lot safer in here, thanks to you. And here. Take these kwama eggs. They're fresh. And good for you, too. |
Asha-Ahhe Egg Mine | There's something down there. Something evil. You hear voices, and there's nobody there. There are things moving in the dark, but when you shine the light, there's nothing there. I won't go down by the lake any more. There's something down there, and I want no part of it. |
Asha-Ahhe Egg Mine | So. There really was a witch down there. So the rumors were true. And you killed her? Good riddance. And good for you. |
Asha-Ahhe Egg Mine | So. There really was a witch down there. So the rumors were true. And you killed her? Good riddance. And good for you. |
Asha-Ahhe Egg Mine | You hear rumors. Miners saying the mine is cursed. Mysterious voices. Ghosts. Maybe it's true. Maybe not. The mine entrance is south of Khuul, near an outcast Ashlander yurt. Be careful. Outcast outlanders are savage raiders and outlaws, and likely to attack travelers. |
Asha-Ahhe Egg Mine | The mine is east of the ruins of Ashalmawia, and just south of the village of Khuul. |
Ashalmawia | I heard you were expelled, %PCName. |
Ashalmawia | The cultists in Assannidatinti are no more. |
Ashalmawia | Gordol is dead and the Fourth Corner shall no longer plague the citizens of Ald Velothi. Please take this spear as a reward from me, and from St. Veloth, the patron of our village. |
Ashalmawia | Go to Ashalmawia, just east of Ald Velothi. Find the foul Daedra worshipper Gordol, kill him, and report your victory to me. |
Ashalmimilkala | It is a Daedric ruin on an island on the west coast of Vvardenfell. Go to Hla Oad and head on the road north until you reach the Stronghold of Hlormaren. When you do, head west to the coast and then south until you see bridges leading to an island. Ashalmimilkala is on that island. |
Ashalmimilkala | Ashalmimilkala is a large Daedric ruin on a large off-shore island south of Gnaar Mok, west of the Dunmer stronghold called Hlormaren in the Bitter Coast region. A thin strand of land connects the southern part of the island with the mainland on the coast southwest of the stronghold. |
Ashimanu Mine | I hope the mine gets back up and running soon. There's few enough egg mines as it is. |
Ashimanu Mine | Oh, you killed the shalk already? Good work, %PCName. |
Ashimanu Mine | I heard you killed the shalk. Good work, %PCName. |
Ashimanu Mine | The diseased shalk has been infecting Kwama and miners, so the mine's been abandonded. Kill the shalk and report back to me. I just heard some reports of Kagouti attacking traders along that route as well, so be careful. If you see any Kagouti near there, kill them too. It's best to start in Gnisis and cross the river south of the silt strider. When you reach a rough trail, follow it east and south. When the trail branches south and east, take the east fork. |
Ashkhan Kaushad | He is a clever ashkhan and a very great man. He is not a modest man. He is very proud, and conscious of his rights and honors. It is fortunate for our tribe that he heeds the counsels of his modest and loyal wise woman. |
Ashkhan Kaushad | He is the mightiest champion and greatest ashkhan of all the Ashlander tribes. A very great man. You should talk to him. He is a very curious man, always speaking with traders and travelers about the news of the world. Go ahead. Our great chief does not stand on ceremony. You may enter his yurt, if you are clean and courteous. |
Ashlander challenges | When challenged for sport, it is acceptable to decline. When challenged for honor, it is shameful to decline. Honor challenges come from offense given in speech or action, or may represent customary formal challenges of status or ritual. |
Ashlander challenges | When challenged for sport, it is acceptable to decline. When challenged for honor, it is shameful to decline. Honor challenges come from offense given in speech or action, or may represent customary formal challenges of status or ritual. |
Ashlander challenges | Honor challenges come from offense given in speech or action, or may represent customary formal challenges of status or ritual. |
Ashlander challenges | When challenged for sport, it is acceptable to decline. When challenged for honor, it is shameful to decline. |
Ashlander courtesy | Ashlanders may challenge a stranger who enters a yurt without invitation. Customs differ with different tribes, but leave when requested, and you may be forgiven. Be particularly careful about ashkhans -- tribal chiefs -- and wise women -- tribal seers and counselors. Some are welcoming, some are hostile. Be courteous, and leave if requested. If offended, they may attack. |
Ashlander courtesy | Ashlanders may challenge a stranger who enters a yurt without invitation. Customs differ with different tribes, but leave when requested, and you may be forgiven. Be particularly careful about ashkhans -- tribal chiefs -- and wise women -- tribal seers and counselors. Some are welcoming, some are hostile. Be courteous, and leave if requested. If offended, they may attack. |
Ashlander courtesy | Be particularly careful when entering the yurts of ashkhans -- tribal chiefs -- and wise women -- tribal seers and counselors. Some are welcoming, some are hostile. Be courteous, and leave if requested. If offended, they may attack. |
Ashlander courtesy | Ashlanders may challenge a stranger who enters a yurt without invitation. Customs differ with different tribes, but leave when requested, and you may be forgiven. |
Ashlander culture | The Velothi are people of Ashlander stock who have abandoned nomadic life and settled among the native Dunmer; the Velothi are despised by their Ashlander cousins as weak and soft, while the Dunmer look down upon the Velothi as an insignificant underclass. |
Ashlander culture | The Ashlander culture is an anachronistic survival of the ancestor-worshipping tribal culture that evolved into the theocratic Great House culture of the native Dunmer. The Ashlanders perversely prefer the impoverished physical culture and subsistence economy of the Ashland nomadic herder-hunter, and their ancestor worship is shamanistic and primitive by Dunmer and Imperial standards. |
Ashlander culture | The Velothi are people of Ashlander stock who have abandoned nomadic life and settled among the native Dunmer; the Velothi are despised by their Ashlander cousins as weak and soft, while the Dunmer look down upon the Velothi as an insignificant underclass. |
Ashlander culture | The Ashlander culture is an anachronistic survival of the ancestor-worshipping tribal culture that evolved into the theocratic Great House culture of the native Dunmer. The Ashlanders perversely prefer the impoverished physical culture and subsistence economy of the Ashland nomadic herder-hunter, and their ancestor worship is shamanistic and primitive by Dunmer and Imperial standards. |
Ashlander customs | Take care when visiting an Ashlander camp. Among clan and kin, Ashlander courtesy is very proper and polite, but you are a stranger, so remember that Ashlanders hate foreigners. Ashlander challenges are very solemn and serious things; do not make a challenge lightly. And know the customs of Ashlander gifts; they are not offended by gifts of money, and take them as tokens of deference and respect. And among outcast Ashlanders, beware the mabrigash, renegade witch-warrior women who practice dark magics. |
Ashlander customs | Take care when visiting an Ashlander camp. Among clan and kin, Ashlander courtesy is very proper and polite, but you are a stranger, so remember that Ashlanders hate foreigners. Ashlander challenges are very solemn and serious things; do not make a challenge lightly. And know the customs of Ashlander gifts; they are not offended by gifts of money, and take them as tokens of deference and respect. And among outcast Ashlanders, beware the mabrigash, renegade witch-warrior women who practice dark magics. |
Ashlander customs | Among outcast Ashlanders, beware the mabrigash, renegade witch-warrior women who practice dark magics. |
Ashlander customs | Know the customs of Ashlander gifts; they are not offended by gifts of money, and take them as tokens of deference and respect. |
Ashlander customs | Ashlander challenges are very solemn and serious things; do not make a challenge lightly. |
Ashlander customs | Take care when visiting an Ashlander camp. Among clan and kin, Ashlander courtesy is very proper and polite, but you are a stranger, so remember that Ashlanders hate foreigners. |
Ashlander gifts | Among Ashlanders, a gift is a token of courtesy among strangers, and affection among friends. When coming first 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. |
Ashlander gifts | Among Ashlanders, a gift is a token of courtesy among strangers, and affection among friends. When coming first 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. |
Ashlander gifts | Thoughtful gifts are often exchanged between Ashlanders 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. |
Ashlander gifts | When coming first among strangers, a thoughtful gift is a sign to Ashlanders that you are cautious, and considerate, and aware of the other's wants and needs. |
Ashlander gifts | Among Ashlanders, a gift is a token of courtesy among strangers, and affection among friends. |
Ashlander nomadic camp style | Ashlander nomadic camps have portable huts of hides stretched on chitin frames. These huts can be quickly dismantled and packed atop a guar when moving to new grazing and hunting grounds. The khan's hut is simply a larger, more elaborate version of a family hut. |
Ashlander nomadic camp style | Ashlander nomadic camps have portable huts of hides stretched on chitin frames. These huts can be quickly dismantled and packed atop a guar when moving to new grazing and hunting grounds. The khan's hut is simply a larger, more elaborate version of a family hut. |
Ashlander worship | All Ashlanders in a tribe, young and small, are born into the Ancestor cult of their clan. The Nerevarine cult is different, though; it is a very small cult, with only a few wise women with the gift of prophecy, and a few holy warrior-heroes who guard and protect the seers. Sul-Matuul, Ashkhan of the Urshilaku, is the Warrior-Protector of the cult, and Nibani Maesa, also of the Urshilaku, is the Oracle-Seer of the cult. |
Ashlanders | Now that you have found us a safe place, the Ahemmusa may once again grow strong. Thank you, Nerevarine. |
Ashlanders | I don't know much about the Ashlanders. Most people say they are murderous savages. But most people are idiots. I know they hate their settled Dunmer cousins almost as much as they hate Westerners. They must be tough to live in the Ashlands. I don't think outlanders can become members of the tribes. I don't know why anyone would want to. |
Ashlanders | We are the Ahemmusa. And we will be the last of the Ahemmusa, if we do not find a safe place. The blight kills our game, our herds, our hunters and herders. We cannot protect ourselves from the blight-sick animals or blight monsters. If you can help us, please speak to our wise woman, Sinnammu Mirpal. |
Ashlanders | We are the Ahemmusa tribe. Ahemmusa camp was the last safe place of the Ahemmusa, but it is safe no longer. The blight has taken our lands, our herds, our game, our people. The red clouds spoil our herds and kill the game. The blight-sickness kills our herds and cripples our people. These are the last days of the Ahemmusa. |
Ashlanders | We are the Ahemmusa tribe of the Vvardenfell Ashlanders. This is Ahemmusa camp, the last place of the Ahemmusa. All the other places are gone. The Urshilaku have the good lands to the west. The Zainab have the good lands to the south. And the blight has taken our lands, has driven us to this last camp. And even here we have no safety, for the red taint takes our herds and kills the game. The blight-sick animals and blight monsters kill our people. Soon we will all die, and the Ahemmusa be forgotten. |
Ashlanders | We are the People of the Wastes. We hunt and herd guar. We live the Law and honor the Ancestors. No houses. Just yurts. I was a herder, but now I want to become rich, like a great trader. I will live in a town, fight, find treasure, get rich, learn to trade. The soul sickness and blight storms are very bad now in the Ashlands, so I came to Pelagiad. Now I live in a big house and work for men who pay gold. |
Ashlanders | You have my notes. |
Ashlanders | There is too much to tell. Here. Take these notes. I've written here what you should know about the Ashlanders and the Nerevarine cult. But most of all, if you are visiting a camp, there are things you should know about courtesy and challenges among the Ashlanders. And, since you ask about the Nerevarine cult, perhaps you'll be interested in my views on the Ashlanders and foreigners, because a guiding passion of the Nerevarine cult is their hatred of foreigners. |
Ashlanders | I hope you won't think me rude, but I rather not spend my leisure time lecturing strangers. |
Ashlanders | The Ashlanders hate the House Dunmer, who have become soft, and who have abandoned traditional ancestor worship for the gods of the Tribunal. And the Ashlanders hate outlanders, who invaded and stole their land, and forced them to live as a subject people. A reborn Nerevar who could drive out the outlander invaders, destroy the false worship of the Tribunal, and restore the pure traditional life and faith of the nomads would be a very popular hero to the Ashlanders. |
Ashlanders | We are the Ahemmusa Ashlanders. We are people of peace, gentle people. We herd our guar and trouble no one. But things are very bad for us now. Very bad. Soul sickness, blight storms, blight-sick animals, blight monsters, come down from Red Mountain, kill our men, eat our herds, bring disease and famine. We have no ashkhan, and our gulakhans are feeble warriors. Things are very bad for us. |
Ashlanders | Ashlanders are the nomadic Dunmer barbarians of the Morrowind wastelands. They live in camps of small, mobile huts, herding guar and hunting wildlife for meat and hides. By tradition, the Ashlanders claim the right to raid settlements and other tribes for booty and slaves. The Ashlanders worship their ancestors, and are led by their ashkhan war chiefs, counseled by the arcane wisdom and prophecies of their wise women. If you plan to visit them, you should know something of Ashlander customs. |
Ashlanders | The Ashlanders worship their ancestors. Ashlander tribes are led by their ashkhan war chiefs, and guided by the wisdom and prophecies of their wise women. |
Ashlanders | By tradition, Ashlanders claim the right to raid other Ashlander tribes -- and non-Ashlander settlements -- for booty and slaves. |
Ashlanders | Ashlanders are the nomadic Dunmer barbarians of the Morrowind wastelands. They live in camps of small, mobile huts, herding guar and hunting wildlife for meat and hides. |
Ashlanders | Ashlanders are the nomadic Dunmer barbarians of the Morrowind wastelands. They live in camps of small, mobile huts, herding guar and hunting wildlife for meat and hides. By tradition, the Ashlanders claim the right to raid settlements and other tribes for booty and slaves. The Ashlanders worship their ancestors, and are led by their ashkhan war chiefs, counseled by the arcane wisdom and prophecies of their wise women. If you plan to visit them, you should know something of Ashlander customs. |
Ashlanders and foreigners | Most Ashlanders wish all foreigners and their false gods could be driven from Morrowind. At very least, Ashlanders wish the foreign devils would leave them in peace. Ashlanders think it shameful to attack unarmed persons, but they will kill without hesitation an armed person who offends them or their clan laws. No Ashlander is fool enough to make war against the Empire. However, if such a war might be won, many Ashlanders might cheerfully give their lives to win such a war. |
Ashlanders hate foreigners | Most Ashlanders wish all foreigners and their false gods could be driven from Morrowind. At very least, Ashlanders wish the foreign devils would leave them in peace. Ashlanders think it shameful to attack unarmed persons, but they will kill without hesitation an armed person who offends them or their clan laws. No Ashlander is fool enough to make war against the Empire. However, if such a war might be won, many Ashlanders might cheerfully give their lives to win such a war. |
Ashlanders hate foreigners | Most Ashlanders wish all foreigners and their false gods could be driven from Morrowind. At very least, Ashlanders wish the foreign devils would leave them in peace. Ashlanders think it shameful to attack unarmed persons, but they will kill without hesitation an armed person who offends them or their clan laws. No Ashlander is fool enough to make war against the Empire. However, if such a war might be won, many Ashlanders might cheerfully give their lives to win such a war. |
Ashlanders hate foreigners | Most Ashlanders wish all foreigners and their false gods could be driven from Morrowind. At very least, Ashlanders wish the foreign devils would leave them in peace. Ashlanders think it shameful to attack unarmed persons, but they will kill without hesitation an armed person who offends them or their clan laws. No Ashlander is fool enough to make war against the Empire. However, if such a war might be won, many Ashlanders might cheerfully give their lives to win such a war. |
Ashlanders hate foreigners | Most Ashlanders wish all foreigners and their false gods could be driven from Morrowind. At very least, Ashlanders wish the foreign devils would leave them in peace. Ashlanders think it shameful to attack unarmed persons, but they will kill without hesitation an armed person who offends them or their clan laws. No Ashlander is fool enough to make war against the Empire. However, if such a war might be won, many Ashlanders might cheerfully give their lives to win such a war. |
Ashlanders hate foreigners | No Ashlander is fool enough to make war against the Empire. However, if such a war might be won, many Ashlanders might cheerfully give their lives to win such a war. |
Ashlanders hate foreigners | Ashlanders think it shameful to attack unarmed persons, but they will kill without hesitation an armed person who offends them or their clan laws. |
Ashlanders hate foreigners | Most Ashlanders wish all foreigners and their false gods could be driven from Morrowind. At very least, Ashlanders wish the foreign devils would leave them in peace. |
Ashlanders in war | Ashlanders seldom make war like the city people do. We raid other tribes, to prove we are strong, and to make us rich and respected. Our champions challenge one another for duels of sport and honor; it is fitting that warriors should decide these things, not hunters or herders. But when we make war as a tribe, hunters and herders fight beside champions and ashkhans with spear and bow. Such wars are cruel, for we are few, and the lives of our people are too dear to waste. |
Ashlands | The Ashlands are the dry, inhospitable wastelands surrounding the lower slopes of Red Mountain. The Ashlands extend to the Sea of Ghosts to the north, and elsewhere form a wide margin between the blighted Red Mountain region and other geographic regions. The town of Ald'ruhn and the village of Maar Gan are the only sizable permanent Ashlands settlements. Ashlanders hunt for game here, and their herds find sparse grazing. It rains rarely, and suffers frequent ash storms. |
Ashlands | The Ashlands are the dry, inhospitable wastelands surrounding the lower slopes of Red Mountain. The Ashlands extend to the Sea of Ghosts to the north, and elsewhere form a wide margin between the blighted Red Mountain region and other geographic regions. The town of Ald'ruhn and the village of Maar Gan are the only sizable permanent Ashlands settlements. Ashlanders hunt for game here, and their herds find sparse grazing. It rains rarely, and suffers frequent ash storms. |
Ashlands | Ashlanders hunt for game in the Ashlands, and their herds find sparse grazing. It rains rarely, and suffers frequent ash storms. |
Ashlands | Ashlanders hunt for game in the Ashlands, and their herds find sparse grazing. It rains rarely, and suffers frequent ash storms. |
Ashlands | Ashlanders hunt for game in the Ashlands, and their herds find sparse grazing. It rains rarely, and suffers frequent ash storms. |
Ashlands | Ashlanders hunt for game in the Ashlands, and their herds find sparse grazing. It rains rarely, and suffers frequent ash storms. |
Ashlands | The village of Maar Gan is the only sizable permanent Ashlands settlement; Ald'ruhn and Fort Buckmoth are on the margin of the region. |
Ashlands | The village of Maar Gan is the only sizable permanent Ashlands settlement; Ald'ruhn and Fort Buckmoth are on the margin of the region. |
Ashlands | The village of Maar Gan is the only sizable permanent Ashlands settlement; Ald'ruhn and Fort Buckmoth are on the margin of the region. |
Ashlands | The village of Maar Gan is the only sizable permanent Ashlands settlement; Ald'ruhn and Fort Buckmoth are on the margin of the region. |
Ashlands | The Ashlands extend to the Sea of Ghosts to the north, and everywhere else they make a wide strip between the blighted Red Mountain region and other geographic regions. |
Ashlands | The Ashlands extend to the Sea of Ghosts to the north, and everywhere else they make a wide strip between the blighted Red Mountain region and other geographic regions. |
Ashlands | The Ashlands extend to the Sea of Ghosts to the north, and everywhere else they make a wide strip between the blighted Red Mountain region and other geographic regions. |
Ashlands | The Ashlands extend to the Sea of Ghosts to the north, and everywhere else they make a wide strip between the blighted Red Mountain region and other geographic regions. |
Ashlands | The Ashlands are the dry wastelands on the lower slopes of Red Mountain. |
Ashlands | The Ashlands are the dry wastelands on the lower slopes of Red Mountain. |
Ashlands | The Ashlands are the dry wastelands on the lower slopes of Red Mountain. |
Ashlands | The Ashlands are the dry wastelands on the lower slopes of Red Mountain. |
Ashu-Ahhe | Ashu-Ahhe is a great fighter -- the most strong and experienced of the Erabenimsun. He wears enchanted armor, and boasts that none of the Erabenimsun can defeat him -- not even Ulath-Pal. |
aspect and uncertain parents | If what you say is true, you are indeed born on a certain day of uncertain parents. This is part of the prophecy. But many have the same birthday, and many are not sure of their parents. It is interesting. But it does not make you the Nerevarine. |
Assaba-Bentus | Assaba-Bentus is indeed a better man. Thank you for bringing him here. |
Assaba-Bentus | So he is on his way? And I have only your word on this? Go wait outside until he arrives. Then we can talk. |
Assaba-Bentus | Unless he is out hunting, he is in the Erabenimsun camp. |
Assantus Hansar | Are you the one who claims to be the Nerevarine? You should speak with Archcanon Saryoni. Before these rumors are put to rest, I cannot give you duties. |
Assantus Hansar | You have been expelled from the Temple. |
Assantus Hansar | Assantus Hansar is dead. I wish the Temple had a chance to convert him. |
Assantus Hansar | You already cured Assantus Hansar. |
Assantus Hansar | Assantus Hansar is dead? How unfortunate. Perhaps you can find someone else to cure in the Temple's name. |
Assantus Hansar | So Assantus Hansar has been cured? Good work, %PCName. Take these potions in case you were infected as well. |
Assantus Hansar | The Temple does not proselytize, but we do good works. Assantus Hansar is an ill Ashlander in the outcast Ashlander camp of Ahinanapal which is just south of Ghostgate. Find and cure him. You may need a way to calm him, for outcast Ashlanders are often aggressive towards strangers. |
Assemanu | To get to Assemanu, take the southern road towards Seyda Neen. After you cross the bridge, you will see swamplands to the south. Go across the swamps and look for an island to the south. Assemanu is on that island. |
Assernerairan | Durus Marius is dead. There is no more to discuss. |
Assernerairan | So you have already honorably executed Durus Marius. I am pleased that you brought our justice to him as soon as you found him. |
Assernerairan | So Durus Marius is dead and the cult in Assernerairan has been crushed. Please take these 2000 drakes as if this were a Writ of Execution. |
Assernerairan | Assernerairan is in the Underworks of the St. Olms Canton here in Vivec City. Find this foul place and honorably execute Durus Marius, the leader of these Mehrunes Dagon cultists. |
Ataxia | Ataxia is a mild common disease affecting the victim's strength and dexterity. Symptoms include generalized pain and muscle stiffness. It may be contracted from slaughterfish. |
Ataxia | Ataxia is a mild common disease affecting the victim's strength and dexterity. Symptoms include generalized pain and muscle stiffness. It may be contracted from slaughterfish. |
Ataxia | Ataxia is a mild common disease affecting the victim's strength and dexterity. Symptoms include generalized pain and muscle stiffness. It may be contracted from slaughterfish. |
Ataxia | Ataxia is a mild common disease affecting the victim's strength and dexterity. Symptoms include generalized pain and muscle stiffness. It may be contracted from slaughterfish. |
athletics | The athletics discipline is training and conditioning for running and swimming, moving short and long distances over land with speed and efficiency, and conserving breath while swimming swiftly underwater. |
Athyn Sarethi | You have been expelled from House Redoran. Make amends and perhaps we can speak again. |
Athyn Sarethi | He is a good man and was a close friend of my father. You will find no better sponsor in all of House Redoran. |
Athyn Sarethi | I hope Athyn is okay. He and my father were close friends, and the Sarethi family has had enough trouble recently. Guard duties pays in drakes, %PCName. It's not much, but perhaps you can put it to good use. |
Athyn Sarethi | Quickly. Go to Sarethi Manor. From here it is the second door to your right after you get back to Skar. Stay there until Athyn Sarethi gives you other orders or until more guards arrive. |
atrocities of war | I have seen the wholesale slaughter of men, women, entire races of people. Villages have burned before my eyes--my hand has held the torch, and my hand has thrown water on the flames. I have been ankle deep in blood, swinging Umbra in a wide arc, all for the glory of the battle, and here I still stand. |
atronachs | Atronachs encountered here are of three elemental domains: flame atronachs, or fire daedra; frost atronachs, or frost daedra; and storm atronachs, also called storm daedra. |
atronachs | Atronachs encountered here are of three elemental domains: flame atronachs, or fire daedra; frost atronachs, or frost daedra; and storm atronachs, also called storm daedra. |
Attack | Arrgh! |
Attack | Rarrh! |
Attack | Hugggnh! |
Attack | HA! |
Attack | Die! |
Attack | Rarrh! |
Attack | Rarrrh! |
Attack | Hugggh! |
Attack | HA! |
Attack | Die! |
Attack | Arragh! |
Attack | Rarrrgh! |
Attack | Hurraggh! |
Attack | HA! |
Attack | Die! |
Attack | Rrrr! |
Attack | RARRRAR! |
Attack | Grrrrrr! |
Attack | Hmm! |
Attack | Fssst! |
Attack | Rarrrh! |
Attack | Rarrrh! |
Attack | Hurrragh! |
Attack | HA! |
Attack | Die! |
Attack | Rarrh! |
Attack | Rarrh! |
Attack | Hurragh! |
Attack | Ha! |
Attack | Die! |
Attack | Arrgh! |
Attack | Growl! |
Attack | Arrgh! |
Attack | Harragh! |
Attack | Die! |
Attack | Haarrgh! |
Attack | Arrgh! |
Attack | Hurrrgh! |
Attack | HA! |
Attack | Die! |
Attack | Arrgh! |
Attack | Rarrgh! |
Attack | Harrgh! |
Attack | HA! |
Attack | Die! |
Attack | Harrgh! |
Attack | Rargh! |
Attack | Rargh! |
Attack | HA! |
Attack | Die! |
Attack | Harrgh! |
Attack | Rarrgh! |
Attack | Hurggah! |
Attack | HA! |
Attack | Die! |
Attack | Harrgh! |
Attack | Rarrgh! |
Attack | Rarrgh! |
Attack | Rargh! |
Attack | Hiss! |
Attack | Arrgh! |
Attack | Rarrgh! |
Attack | Hughn! |
Attack | Harrgh! |
Attack | Die! |
Attack | Arrgh! |
Attack | Rarrgh! |
Attack | Hurghrr! |
Attack | Hargh! |
Attack | Die! |
Attack | Arrgh! |
Attack | Arrgh! |
Attack | Harrgha! |
Attack | Hargh! |
Attack | Die! |
Attack | Arrgh! |
Attack | Hurragh! |
Attack | Ungh! |
Attack | Ha! |
Attack | Die! |
Attack | Rarrgh! |
Attack | Hurrragh! |
Attack | Hurragh! |
Attack | Ha! |
Attack | Hurragh! |
Attack | Hurragh! |
Attack | Hurrgh! |
Attack | Ha! |
Attack | Die! |
Attack | Hurrgah! |
Attack | Hurrgah! |
Attack | Hurragh! |
Attack | Ha! |
Attack | Die! |
Attack | Die! |
Attack | Die! |
Attack | Die! |
Attack | Die! |
Attack | Die! |
Attack | Die! |
Attack | Arrgh! |
Attack | Die! |
Attack | Die! |
Attack | Die! |
Attack | Die! |
Attack | Die! |
Attack | Die! |
Attack | Arrgh! |
Attack | Die! |
Attack | Die! |
Attack | Arrgh! |
Attack | Arrgh! |
Attack | Arrgh! |
Attack | Die! |
Attack | Die! |
Attack | Die! |
Attack | Die! |
Attack | Die! |
Attack | Die! |
Attack | Die! |
Attack | Die! |
Attack | Die! |
Attack | Die! |
Attack | Hurrgh! |
Attack | Hurrargh! |
Attack | Urrragh! |
Attack | Ha! |
Attack | Die! |
Attack | Arrgh! |
Attack | Hrarh! |
Attack | Hungh! |
Attack | Ha! |
Attack | Die! |
Attack | Arrrgh! |
Attack | Hurrrhhh! |
Attack | Hurrragh! |
Attack | Hah! |
Attack | Die! |
Attack | Die! |
Attack | Ha! |
Attack | This is the end of you, s'wit. |
Attack | Your life's end is approaching. |
Attack | Surrender your life to me and I will end your pain! |
Attack | Your pain is nearing an end. |
Attack | Now you die. |
Attack | Die! |
Attack | Suffer! |
Attack | Kill! |
Attack | It will die! |
Attack | Bash! |
Attack | A small trophy for my young! |
Attack | Your heart is mine, Breton! |
Attack | You're finished, Dunmer! |
Attack | Death welcomes you, Altmer! |
Attack | You are weak, Cyrodil! |
Attack | Bleed, Khajiit! |
Attack | You're finished, snowman! |
Attack | [Hisss!] Your life ends here, Orc! |
Attack | Suffer, Redguard! |
Attack | To the gods with you! |
Attack | Arrgh! |
Attack | Rarrh! |
Attack | Huhh! |
Attack | Ha! |
Attack | Die! |
Attack | Hold still! |
Attack | You'll be dead soon. |
Attack | Here it comes! |
Attack | You're beaten! |
Attack | Run or die! |
Attack | Huh! |
Attack | I have the upper hand! |
Attack | I'll make this quick. |
Attack | Errgh! |
Attack | Am I good or what? |
Attack | Run while you can. |
Attack | I'm not giving up that easily. |
Attack | Stupid fetcher! |
Attack | This one is no more! |
Attack | Growl! |
Attack | Growl! |
Attack | So small and tasty. I will enjoy eating you. |
Attack | I will feast well on you, Argonian. |
Attack | Enslaver! Die! |
Attack | Growl! |
Attack | Growl! |
Attack | Growl! |
Attack | You are clumsy, snowman. |
Attack | We are too quick for you, brute. |
Attack | You will die like a rat, Redguard. |
Attack | Growl! |
Attack | This one is no more! |
Attack | Growl! |
Attack | Growl! |
Attack | Growl! |
Attack | So small and tasty. I will enjoy eating you. |
Attack | I will feast well on you, Argonian. |
Attack | Enslaver! Die! |
Attack | Growl! |
Attack | Growl! |
Attack | Growl! |
Attack | You are clumsy, snowman. |
Attack | We are too quick for you, brute. |
Attack | You will die like a rat, Redguard. |
Attack | Growl! |
Attack | No one can match me! |
Attack | This is pointless, give in! |
Attack | You're not even trying! |
Attack | You've lost this round! |
Attack | I have you! |
Attack | Die, scoundrel! |
Attack | Take that! |
Attack | I've trifled with you long enough. |
Attack | You won't escape me that easily! |
Attack | Rarrgh! |
Attack | Ha! |
Attack | Haha! |
Attack | Die! |
Attack | No mercy! |
Attack | I'm going to enjoy this! |
Attack | Here it comes! |
Attack | Today will be your last! |
Attack | I have the upper hand! |
Attack | I'll make this quick. |
Attack | I'm not giving up that easily. |
Attack | Run while you can. |
Attack | Am I good or what? |
Attack | You're beaten! |
Attack | Hold still! |
Attack | You're starting to fail. |
Attack | You'll be dead soon. |
Attack | It's about time I had some fun! |
Attack | Your bones will be my dinner. |
Attack | You will bring me great honor. |
Attack | You are a fool to fight me! |
Attack | Escape while you can. |
Attack | I will kill you quickly. |
Attack | You fight like a child! |
Attack | Coward! |
Attack | Weakling! |
Attack | You grow weak. |
Attack | Now you die. |
Attack | Give up. |
Attack | Grunt. |
Attack | Arrrgh. |
Attack | You will die here. |
Attack | Our blood is made for fighting! |
Attack | You are a fool to fight me. |
Attack | You will bring me great honor. |
Attack | I will kill you quickly. |
Attack | Escape while you can. |
Attack | You fight like a child! |
Attack | Coward! |
Attack | Weakling! |
Attack | You grow weak. |
Attack | Now you die. |
Attack | Give up. |
Attack | No surrender! No mercy! |
Attack | Die with honor, coward! |
Attack | You will die here. |
Attack | Face death! |
Attack | Come on, fight! |
Attack | Ungh! You call this fighting? |
Attack | This is too easy! |
Attack | How does it feel to know death is near? |
Attack | Now this is fighting! |
Attack | I will bathe in your blood. |
Attack | You should've picked an easier opponent! |
Attack | Give in! You're dead already! |
Attack | Fool! |
Attack | HAAAA! |
Attack | ARRRR! |
Attack | You will die where you stand! |
Attack | It will be your blood here, not mine! |
Attack | This is too easy! |
Attack | Run while you still can, child! |
Attack | You're growing weak! |
Attack | How does it feel to know death is near? |
Attack | You're bested! |
Attack | Now this is fighting! |
Attack | I will bathe in your blood. |
Attack | You should've picked an easier opponent! |
Attack | Give in! You're dead already! |
Attack | Fool! |
Attack | HAAAA! |
Attack | ARRRR! |
Attack | You will die where you stand! |
Attack | Die, scoundrel! |
Attack | Come on! Fight! |
Attack | Take that! |
Attack | Ha-Ha! |
Attack | I've triffled with you long enough. |
Attack | I have you! |
Attack | You won't escape me that easily! |
Attack | You're mine! |
Attack | You make this too easy! |
Attack | You're hardly a match for me! |
Attack | I will enjoy this! |
Attack | Surrender now and I might let you live! |
Attack | Let's see what you're made of! |
Attack | This is pointless, give in! |
Attack | I shall enjoy watching you take your last breath. |
Attack | You'll soon be nothing more than a bad memory! |
Attack | Embrace your demise! |
Attack | It's over for you! |
Attack | AAAAAAYYYY. |
Attack | HUHHH. |
Attack | You're defeated, give up. |
Attack | You will die in disgrace. |
Attack | Your suffering will be great! |
Attack | You haven't a chance against me! |
Attack | Beg for mercy, snowman! |
Attack | Prepare to die! |
Attack | Your moment is at an end! |
Attack | This will be the end of you! |
Attack | Your end is here! |
Attack | I shall enjoy watching you take your last breath. |
Attack | You'll soon be nothing more than a bad memory! |
Attack | Embrace your demise! |
Attack | It's over for you! |
Attack | Filthy Bosmer! AAAAAAYYYY. |
Attack | I'll take your tail as my prize! |
Attack | You're defeated, give up, Dunmer. |
Attack | You will die in disgrace. |
Attack | Your suffering will be great, Imperial! |
Attack | You haven't a chance against me, creature! |
Attack | Beg for mercy, Nord! |
Attack | Prepare to die, beast! |
Attack | Your moment is at an end, Redguard! |
Attack | This will be the end of you, Breton! |
Attack | Your end is here! |
Attack | Arrgh! |
Attack | Rarrgh! |
Attack | Hurrrgh! |
Attack | Ha! |
Attack | Die! |
Attack | Your pain is nearing an end! |
Attack | Your life's end is approaching. |
Attack | Now you die. |
Attack | You will die! |
Attack | I have you! |
Attack | There is no escape! |
Attack | This is the end of you, s'wit. |
Attack | You will suffer greatly! |
Attack | Die, fetcher. |
Attack | You n'wah! |
Attack | Surrender your life to me and I will end your pain! |
Attack | May our Lords be merciful! |
Attack | Fool! |
Attack | You have sealed your fate! |
Attack | You cannot escape the righteous! |
Attack | You will pay with your blood! |
Attack | Your wounds are great! |
Attack | You're beaten. |
Attack | You will die. |
Attack | I have you. |
Attack | There is no escape. |
Attack | You will suffer greatly. |
Attack | ARRRR! |
Attack | You n'wah! |
Attack | Die, fetcher. |
Attack | Run while you can! |
Attack | To the death! |
Attack | I should have killed you sooner! |
Attack | My victory is at hand! |
Attack | Come on, fight! |
Attack | Soon you'll be reduced to dust! |
Attack | You should have run while you had a chance! |
Attack | Not long now! |
Attack | Death awaits you! |
Attack | Your skills fail you! |
Attack | You'll be dead soon! |
Attack | I have you! |
Attack | Ha! |
Attack | Ha-ha! |
Attack | Run while you can! |
Attack | To the death! |
Attack | I should have killed you sooner! |
Attack | My victory is at hand! |
Attack | Come on, fight! |
Attack | Soon you'll be reduced to dust! |
Attack | You should have run while you had a chance! |
Attack | Not long now! |
Attack | Death awaits you! |
Attack | Your skills fail you! |
Attack | You'll be dead soon! |
Attack | I have you! |
Attack | Ha! |
Attack | Ha-ha! |
Attack | No one can challenge me! |
Attack | I'll see you dead. |
Attack | You should run now. |
Attack | Fight coward! |
Attack | This is too easy. |
Attack | One of us will die here and it won't be me. |
Attack | Run while you can. |
Attack | You can't escape me. |
Attack | You chose the wrong Bosmer to mess with. |
Attack | ARRRRGH. |
Attack | This is going to be fun. |
Attack | You don't deserve to live. |
Attack | Fetcher! |
Attack | Now you're going to get it. |
Attack | You're growing weaker! |
Attack | I'll see you dead. |
Attack | You should run now. |
Attack | Fight, coward! |
Attack | This is too easy. |
Attack | One of us will die here and it won't be me. |
Attack | Run while you can. |
Attack | You can't escape me. |
Attack | You chose the wrong Bosmer to mess with. |
Attack | This is going to be fun. |
Attack | You don't deserve to live. |
Attack | Fetcher! |
Attack | Now you're going to get it. |
Attack | Your life is mine! |
Attack | Kill it! |
Attack | Rip it apart! |
Attack | Bleed! |
Attack | Hahahaha. |
Attack | Die, Bosmer! |
Attack | Die, Breton! |
Attack | Suffer, Dunmer! |
Attack | Suffer, Altmer! |
Attack | Die, Imperial! |
Attack | Bleed, foul cat! |
Attack | Die quickly, Nord! |
Attack | Death, beast! |
Attack | Bleed, Redguard! |
attack on a guar hide trader | That's what happened all right. Fetchers, all of them. |
attack on a guar hide trader | You are suggesting we have done this thing? That is fine, %PCRace, for it is true. Kashtes and I have taken the hides, and in our possession they will remain. Prepare to meet your gods, for no one may take what is now ours. |
attack on a guar hide trader | We have the hides, %PCRace, and we shall keep them. You have made a mistake coming here, for we cannot allow you to leave. Offer what prayers you may, for your time is over. |
attack on a guar hide trader | No. We have not done this thing. The ones you are looking for are Emul-Ran and Kashtes Ilabael. They are outcasts, belonging to none of our tribes. You should be able to find them south of here, along the water's edge. May you bring them swift justice. |
attack on a guar hide trader | None of our tribe would do this thing, unless we had been wronged by this trader. Perhaps you should check with one of the other tribes. Good luck to you. |
Attack on guar hide trader | You are suggesting we have done this thing? That is fine, %PCRace, for it is true. Kashtes and I have taken the hides, and in our possession they will remain. Prepare to meet your gods, for no one may take what is now ours. |
Attack on guar hide trader | We have the hides, %PCRace, and we shall keep them. You have made a mistake coming here, for we cannot allow you to leave. Offer what prayers you may, for your time is over. |
Attack on guar hide trader | No. We have not done this thing. The ones you are looking for are Emul-Ran and Kashtes Ilabael. They are outcasts, belonging to none of our tribes. You should be able to find them south of here, along the water's edge. May you bring them swift justice. |
Attack on guar hide trader | None of our tribe would do this thing, unless we had been wronged by this trader. Perhaps you should check with one of the other tribes. Good luck to you. |
attacked while sleeping | That's worrying. The Sixth House does exist. And, for some reason, they want you dead. Perhaps it is not safe to sleep in town. Makes it too easy for them to find you. Word of new outlanders gets around fast here. Maybe camping out in the backcountry is safer. Or maybe you should take the fight to them. They might have a base nearby. |
attract more settlers | Indarys Manor will have more settlers soon enough. |
attract more settlers | So, Hetman Guls is satisfied. I will give the orders to begin the last stage of your stronghold. |
attract more settlers | So, Hetman Guls believes there should be more women there. I am inclined to agree with him. A stronghold cannot grow and prosper with so few women there. I am spoken for, of course, but if the men at Indarys Manor need wives, there are a few here in town. |
attract more settlers | Yes, speak with Hetman Guls at your stronghold of Indarys Manor. He can tell you of anything troubling your settlers. |
attract more settlers | Yes, you have found wives for us. Now the settlement around Indarys Manor will grow and prosper. |
attract more settlers | We are happy here, but the town would prosper if there were more women. Most men here are single and need wives. |
attractive skirt | Well. They stripped me. And made me wear it. And it's drafty in here. It's quite well-made, really, and probably worth a lot. And on you, it might not look quite so silly. |
attractive skirt | Well. They stripped me. And made me wear it. And it's drafty in here. It's quite well-made, really, and probably worth a lot. |
attribute-damaging | Attribute-damaging spells actually destroy the eleven fundamental attributes of natural and supernatural beings: agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower, magica. The victim's attributes are reduced permanently. The most common of these destruction spells are: curse agility, curse endurance, curse fatigue, curse health, curse intelligence, curse luck, curse personality, curse speed, curse strength, curse willpower, and curse spell points. |
attribute-damaging | Attribute-damaging spells actually destroy the eleven fundamental attributes of natural and supernatural beings: agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower, magica. The victim's attributes are reduced permanently. The most common of these destruction spells are: curse agility, curse endurance, curse fatigue, curse health, curse intelligence, curse luck, curse personality, curse speed, curse strength, curse willpower, and curse spell points. |
attribute-damaging | Attribute-damaging spells actually destroy the eleven fundamental attributes of natural and supernatural beings: agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower, magica. The victim's attributes are reduced permanently. The most common of these destruction spells are: curse agility, curse endurance, curse fatigue, curse health, curse intelligence, curse luck, curse personality, curse speed, curse strength, curse willpower, and curse spell points. |
attribute-damaging | Attribute-damaging spells actually destroy the eleven fundamental attributes of natural and supernatural beings: agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower, magica. The victim's attributes are reduced permanently. The most common of these destruction spells are: curse agility, curse endurance, curse fatigue, curse health, curse intelligence, curse luck, curse personality, curse speed, curse strength, curse willpower, and curse spell points. |
attribute-damaging | Attribute-damaging spells actually destroy the eleven fundamental attributes of natural and supernatural beings: agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower, magica. The victim's attributes are reduced permanently. The most common of these destruction spells are: curse agility, curse endurance, curse fatigue, curse health, curse intelligence, curse luck, curse personality, curse speed, curse strength, curse willpower, and curse spell points. |
attribute-damaging | Attribute-damaging spells actually destroy the eleven fundamental attributes of natural and supernatural beings: agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower, magica. The victim's attributes are reduced permanently. The most common of these destruction spells are: curse agility, curse endurance, curse fatigue, curse health, curse intelligence, curse luck, curse personality, curse speed, curse strength, curse willpower, and curse spell points. |
attribute-damaging | Attribute-damaging spells actually destroy the eleven fundamental attributes of natural and supernatural beings: agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower, magica. The victim's attributes are reduced permanently. The most common of these destruction spells are: curse agility, curse endurance, curse fatigue, curse health, curse intelligence, curse luck, curse personality, curse speed, curse strength, curse willpower, and curse spell points. |
attribute-draining | Attribute-draining spells reduce the eleven fundamental attributes of natural and supernatural beings: agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower, magica. The reduction is only temporary, and the attribute returns to normal after the duration of the magical effect elapses. The most common of these destruction spells are: clumsiness, distraction, exhaustion, gash spirit , misfortune, spite, strain, temptation, torpor, weakness, and wound. |
attribute-draining | Attribute-draining spells reduce the eleven fundamental attributes of natural and supernatural beings: agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower, magica. The reduction is only temporary, and the attribute returns to normal after the duration of the magical effect elapses. The most common of these destruction spells are: clumsiness, distraction, exhaustion, gash spirit , misfortune, spite, strain, temptation, torpor, weakness, and wound. |
attribute-draining | Attribute-draining spells reduce the eleven fundamental attributes of natural and supernatural beings: agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower, magica. The reduction is only temporary, and the attribute returns to normal after the duration of the magical effect elapses. The most common of these destruction spells are: clumsiness, distraction, exhaustion, gash spirit , misfortune, spite, strain, temptation, torpor, weakness, and wound. |
attribute-draining | Attribute-draining spells reduce the eleven fundamental attributes of natural and supernatural beings: agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower, magica. The reduction is only temporary, and the attribute returns to normal after the duration of the magical effect elapses. The most common of these destruction spells are: clumsiness, distraction, exhaustion, gash spirit , misfortune, spite, strain, temptation, torpor, weakness, and wound. |
attribute-draining | Attribute-draining spells reduce the eleven fundamental attributes of natural and supernatural beings: agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower, magica. The reduction is only temporary, and the attribute returns to normal after the duration of the magical effect elapses. The most common of these destruction spells are: clumsiness, distraction, exhaustion, gash spirit , misfortune, spite, strain, temptation, torpor, weakness, and wound. |
attribute-draining | Attribute-draining spells reduce the eleven fundamental attributes of natural and supernatural beings: agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower, magica. The reduction is only temporary, and the attribute returns to normal after the duration of the magical effect elapses. The most common of these destruction spells are: clumsiness, distraction, exhaustion, gash spirit , misfortune, spite, strain, temptation, torpor, weakness, and wound. |
attribute-draining | Attribute-draining spells reduce the eleven fundamental attributes of natural and supernatural beings: agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower, magica. The reduction is only temporary, and the attribute returns to normal after the duration of the magical effect elapses. The most common of these destruction spells are: clumsiness, distraction, exhaustion, gash spirit , misfortune, spite, strain, temptation, torpor, weakness, and wound. |
Audenian Valius | You will find him in the Telvanni section of Vivec. I'm not that familiar with the city myself; perhaps someone there can give you a more precise location. He is powerful, and his store will likely be guarded. |
Aundae | We are the most blessed of all of the cursed. In addition to the powers all vampires possess, our dark powers are of the mind, where other, weaker clans are gifted more physically. Our path through the darkness relies on magic, and at this, we are truly gifted. |
Aundae | Weak, pathetic creatures. They use their powerful magic as a crutch, never experiencing the joy the dark gift brings--the sheer physical power we are given. |
Aundae | 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. |
Aurane Frernis | You've been expelled from House Hlaalu. You must make amends. |
Aurane Frernis | I did not expect you to kill her. I will have to be more careful when discussing business with you. |
Aurane Frernis | You have stolen some of her formulas. This will help our side. |
Aurane Frernis | Her shop is in the Foreign Quarter of Vivec. You can take the silt strider there or have the Mages Guild teleport you. Help us by stealing some of her alchemical formulas. |
Aurane Frernis | Her shop is in the Foreign Quarter. |
Aurane Frernis | Her shop is on the west side, by Jobasha's Rare Books and Andilu Drothan's shop. |
Aurane Frernis | Her shop is in the west side of the Lower Waistworks here in the Foreign Quarter. |
Aurane Frernis | Her shop is in the Foreign Quarter. |
Auriels Bow | No, not right now, thank you. |
Auriels Bow | Yes, I can definitely smell the ash yams that bow was baked in. |
Auriels Bow | No, no, no. I knew you wouldn't understand. I want a bow that smells faintly of ash yams. |
Auriels Bow | Who told you that? No, nevermind. I don't care. You don't know what I went through to get this bow. I'm not giving it up. Not for you. I have better things to do, %PCRace. Goodbye. |
avoid confrontations | There is a private back entrance to Saryoni's private quarters. Perhaps you might also sneak past the Ordinators by stealth or magic. |
Avon Oran | He's a good leader. Most leaders take their positions for granted and neglect the duties they have to the people. Serjo Avon Oran is a better man than that. He takes his duties to the town of Suran very seriously. Look for him there and speak to him about the bandits in Suran. |
Avon Oran | He's the governor of Suran. Keeps business working by staying out of it. If you want to see him, he lives in the large manor west of the Temple. |
axe | The axe weapon discipline is the study and mastery of the war axe and battleaxe weapon styles. To use any style of weapon effectively, the user must be trained, conditioned, and skilled in its use. |
axes | Only two types of axe are common here -- the one-handed war axe and the two-handed battle axe. Use the war axe with a shield or use the two-handed battle axe for maximum effect. |
axes | Only two types of axe are common here -- the one-handed war axe and the two-handed battle axe. Use the war axe with a shield or use the two-handed battle axe for maximum effect. |
axes | Only two types of axe are common here -- the one-handed war axe and the two-handed battle axe. Use the war axe with a shield or use the two-handed battle axe for maximum effect. |
axes | Only two types of axe are common here -- the one-handed war axe and the two-handed battle axe. Use the war axe with a shield or use the two-handed battle axe for maximum effect. |
axes | Only two types of axe are common here -- the one-handed war axe and the two-handed battle axe. Use the war axe with a shield or use the two-handed battle axe for maximum effect. |
axes | Only two types of axe are common here -- the one-handed war axe and the two-handed battle axe. Use the war axe with a shield or use the two-handed battle axe for maximum effect. |
Azuras 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. |
Azuras 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. |
Azuras Coast | Despite the rocky terrain, a variety of plants thrive on the regular rainfall of Azura's Coast. |
Azuras Coast | Despite the rocky terrain, a variety of plants thrive on the regular rainfall of Azura's Coast. |
Azuras Coast | Despite the rocky terrain, a variety of plants thrive on the regular rainfall of Azura's Coast. |
Azuras Coast | There are no roads through Azura's Coast. Most travel is by boat or on foot. |
Azuras Coast | There are no roads through Azura's Coast. Most travel is by boat or on foot. |
Azuras Coast | There are no roads through Azura's Coast. Most travel is by boat or on foot. |
Azuras Coast | Azura's Coast settlements include Molag Mar, Sadrith Mora, Tel Aruhn, Tel Mora, Tel Fyr, Tel Branora, Ahemmusa camp, Ald Redaynia, Dagon Fel. |
Azuras Coast | Azura's Coast settlements include Molag Mar, Sadrith Mora, Tel Aruhn, Tel Mora, Tel Fyr, Tel Branora, Ahemmusa camp, Ald Redaynia, Dagon Fel. |
Azuras Coast | Azura's Coast settlements include Molag Mar, Sadrith Mora, Tel Aruhn, Tel Mora, Tel Fyr, Tel Branora, Ahemmusa camp, Ald Redaynia, Dagon Fel. |
Azuras Coast | Azura's Coast is rocky, infertile, and mostly uninhabited. |
Azuras Coast | Azura's Coast is rocky, infertile, and mostly uninhabited. |
Azuras Coast | Azura's Coast is rocky, infertile, and mostly uninhabited. |
Azuras Coast | The rocky coast and islands of northern and eastern Vvardenfell are called Azura's Coast. |
Azuras Coast | The rocky coast and islands of northern and eastern Vvardenfell are called Azura's Coast. |
Azuras Coast | The rocky coast and islands of northern and eastern Vvardenfell are called Azura's Coast. |
Azuras Fool | Ah, she's sucked you in with her pretty prophecies. Promised you power, did she? Promised you justice, did she? And when did a Daedra Lord ever fulfill a promise? Such a faulty memory you have. |
B1_UnifyUrshilaku | Sul-Matuul has named me Nerevarine, War Leader of the Urshilaku, and Protector of the People. He has given me the Teeth, an enchanted heirloom of the tribe, which shall be a sign to all Dunmer that the Urshilaku have named me Nerevarine. |
B1_UnifyUrshilaku | These are the duties of the Nerevarine, as described to me by Sul-Matuul. I shall be Nerevarine of all the tribes, and Hortator of all the Great Houses. I shall eat the sin of the unmourned house, and free the false gods. I must defeat the Sixth House, and Dagoth Ur -- that is clear enough. I must free the Tribunal from their curse... I think that means free them from their use of Kagrenac's profane tools. |
B1_UnifyUrshilaku | The third proof of the need for the Nerevarine is Azura's sign: I bear the Moon-and-Star of Nerevar. The legend of Moon-and-Star is known to all loremasters. No man but Nerevar may wear that ring and live. |
B1_UnifyUrshilaku | The lies of the Tribunal and the false hope they offer of protection from Dagoth Ur are the second proof of the need for the Nerevarine. The False Gods have broken their promises, and have taken up the tools used by the enemies Kagrenac and Dagoth Ur. Since the Tribunal can no longer protect Morrowind from Dagoth Ur, the Nerevarine must shoulder that burden. |
B1_UnifyUrshilaku | The first need and proof of the Nerevarine is the curse of Dagoth Ur and the Sixth House. Because I have fought the Sixth House, because I have suffered corprus, because I have harrowed Kogoruhn, I can tell others, and my story shall serve as proof of the need for the Nerevarine. |
B1_UnifyUrshilaku | Before Sul-Matuul will name me 'Nerevarine,' he first wishes to recite the needs and duties of the Nerevarine, so I may tell others. Sul-Matuul recites the need for the Nerevarine in three parts as follows. First, the curse of Dagoth Ur and the Sixth House threatens our land. Second, the False Gods lie, and offer false hope of protection. Third, I bear the Moon-and-Star of Nerevar. |
B1_UnifyUrshilaku | Sul-Matuul has warned me that people of the Great Houses and the Temple may be hostile when I am known as the Nerevarine. He also suggests that I take counsel with Nibani Maesa about the ways of the Ashlander tribes and their ashkhans, for I am an outsider, and unfamiliar with Ashlander ways. |
B1_UrshilakuKill | I have slain an Urshilaku Ashlander. Now it will be impossible to have friendly dealings with them or their leaders. |
B2a_Kausi | The gulakhan Kausi of the Ahemmusa admitted that they are a poor, sad tribe, without an ashkhan, and led by a wise woman. He asked me to talk to the wise woman, Sinnammu Mirpal, and do the deeds of a hero, and save the Ahemmusa. |
B2b_Dutadalk | The gulakhan Dutadalk of the Ahemmusa told me to speak to the wise woman, Sinnammu Mirpal, and to tell her I will find a safe place for the Ahemmusa. |
B2c_Yenammu | The gulakhan Yenammu of the Ahemmusa told me to speak to the wise woman, Sinnammu Mirpal. She is the Ahemmusa leader. |
B2_AhemmusaKill | I have slain an Ahemmusa Ashlander. Now it will be impossible to have friendly dealings with them or their leaders. |
B2_AhemmusaSafe | Sinnammu Mirpal agrees that I have fulfilled my part of the bargain. Ald Daedroth is safe enough to be a refuge for the Ahemmusa. Therefore she has named me Ahemmusa Nerevarine, War Leader of the Ahemmusa, and Protector of the People. She has also given me the Madstone of the Ahemmusa, an enchanted heirloom of the tribe, which shall be a sign to all Dunmer that the Ahemmusa have named me Nerevarine. |
B2_AhemmusaSafe | I have done as wise woman Sinnammu Mirpal has asked. I have brought her to the great statue beneath the ruins, and this is the test she has set to determine whether Ald Daedroth is safe for the Ahemmusa. Now I must speak to her and get her to name me Ahemmusa Nerevarine as she has promised. |
B2_AhemmusaSafe | I spoke with an Ordinator at Ald Daedroth. The Ordinators are only worried about the Daedra worshippers here, and they say that if I leave them alone, they'll leave me alone. |
B2_AhemmusaSafe | I threatened to kill Hlireni Indavel if she would not give the Ahemmusa shelter on Ald Daedroth. I wasn't sure she would listen to reason, but apparently she was so impressed by my reputation that she decided to yield. She promised on the Mad God that I could bring the Ahemmusa to Ald Daedroth, and that neither she nor her followers would harm them while they were here. |
B2_AhemmusaSafe | I threatened to kill Hlireni Indavel if she would not give the Ahemmusa shelter on Ald Daedroth. I wasn't sure she would listen to reason, but apparently she was so impressed by the level of my skills that she decided to yield. She promised on the Mad God that I could bring the Ahemmusa to Ald Daedroth, and that neither she nor her followers would harm them while they were here. |
B2_AhemmusaSafe | I told Hlireni Indavel the sad plight of the Ahemmusa Ashlanders, and how they would die if they didn't have a safe refuge from the blight. It is a sad tale, but without my gift for words, I doubt it would have moved her. Fortunately, she was so moved she invited me to bring the Ahemmusa to Ald Daedroth, and promised that neither she nor her followers would harm them while they were here. |
B2_AhemmusaSafe | Sinnammu Mirpal assures me that she can water-walk. Otherwise, it would be hard for her to accompany me to Ald Daedroth. But I will have to careful to protect her from sea creatures while we journey over water. |
B2_AhemmusaSafe | Sinnammu Mirpal says that when I am sure that Ald Daedroth is safe, I must return to her. Then she will accompany me to Ald Daedroth. If she can pass safely into the old sanctuary and see the great statue there, she will agree that I have made Ald Daedroth safe, and then she will name me Ahemmusa Nerevarine. |
B2_AhemmusaSafe | Sinnammu Mirpal has told me that first I must go to Ald Daedroth and make it safe. She will not tell me exactly what she means by 'safe.' She is not a warrior or ashkhan, and she leaves this judgement to me. Perhaps there are many ways to make Ald Daedroth safe. But first I must go there and see for myself what must be done. Sinnammu Mirpal is an old woman, weak and vulnerable. If she must accompany me there, it must be very safe, or she'll be killed. |
B2_AhemmusaSafe | The wise woman of the Ahemmusa Ashlanders, Sinnammu Mirpal, has said that she will name me Ahemmusa Nerevarine, but first I must go to the Daedric shrine at Ald Daedroth and make it safe for the Ahemmusa. When I have made Ald Daedroth safe, I must then return to Sinnammu Mirpal, and then she will accompany me to Ald Daedroth. Then, when she has seen whether Ald Daedroth is safe or not, she will name me Ahemmusa Nerevarine. |
B2_AhemmusaSafe | The wise woman of the Ahemmusa Ashlanders, Sinnammu Mirpal, has said that she will name me Ahemmusa Nerevarine, but first I must go to the Daedric shrine at Ald Daedroth and make it safe for the Ahemmusa. When I have made Ald Daedroth safe, I must then return to Sinnammu Mirpal, and then she will accompany me to Ald Daedroth. Then, when she has seen whether Ald Daedroth is safe or not, she will name me Ahemmusa Nerevarine. |
B2_AhemmusaWalk | Sinnammu Mirpal accompanies me to Ald Daedroth. If she can pass safely into the old sanctuary and see the great statue there, she will name me Ahemmusa Nerevarine. |
B3_ZainabBride | Ashkhan Kaushad told me secretly that he is not such a fool, that he realizes I have tricked him, but he thinks me very clever for having hoodwinked him, and he is much happier than he would be if he had truly been given a stuck-up Telvanni lady. |
B3_ZainabBride | Falura Llervu says she is very pleased with Ashkhan Kaushad. He is good-looking, clever, and rich, although a bit full of himself, like all men. She thanks me for having been her matchmaker and benefactor, and hopes I will return to visit when she has brought many fine sons and daughters to Ashkhan Kaushad. |
B3_ZainabBride | Ashkhan Kaushad says he is very pleased with Falura Llervu, though she is not so generous in the hips as he would like. He promises to make her a happy bride, and to do her honor as a high-born Telvanni lady. And he has named me Zainab Nerevarine, War Leader of the Zainab, and Protector of the People. He has also given me the Zainab Thong, an enchanted heirloom of the tribe, which shall be a sign to all Dunmer that the Zainab have named me Nerevarine. |
B3_ZainabBride | Falura Llervu and I have arrived in Ashkhan Kaushad's yurt. First I must speak once more to Falura Llervu, then I must present her to Ashkhan Kaushad as his new high-born Telvanni bride. |
B3_ZainabBride | I spoke to Falura Llervu and gave her the perfume and exquisite clothes. She says she is very pleased with her clothes and her perfume, and is happy to escape slavery. She says she is a little anxious about marrying an Ashlander, even an Ashlander chief, but anything is better than being a slave, and she is tough, clever woman determined to make the best of her situation. |
B3_ZainabBride | I have brought the Telvanni Bug Musk perfume to Savile Imayn, and I have purchased Falura Llervu. Savile Imayn gave me the key to Falura Llervu's cage. When I'm ready, I should speak to Falura Llervu, give her the exquisite shirt, exquisite skirt, exquisite shoes, and Telvanni Bug Musk, and tell her to follow me to Zainab camp to meet her future husband, Ashkhan Kaushad. |
B3_ZainabBride | I have obtained an exquisite shirt, an exquisite skirt, and exquisite shoes to dress the slave Falura Llervu in. Savile Imayn needs time to coach Falura Llervu to play her part, and in the meantime she told me to go get some Telvanni Bug Musk perfume to make Falura Llervu completely irresistible. |
B3_ZainabBride | I have told Savile Imayn, slavemistress of the Festival Slave Market, of my plan to pose a slave as a high-born Telvanni bride to marry the Zainab Ashkhan. She says she has a perfect slave for the part, named Falura Llervu, but first Savile Imayn wants me to bring her an exquisite shirt, an exquisite skirt, and exquisite shoes to dress the slave in. I can see this is going to be very expensive. |
B3_ZainabBride | Sonummu Zabamat says no high-born Telvanni would consider wedding an Ashlander. But she has a cunning plan. I must go to Savile Imayn, slavemistress of the Festival Slave Market in Tel Aruhn, and tell her I need a pretty Dunmer slave. Savile Imayn will tell me how to dress the slave like a high-born Telvanni lady. Then I must escort the pretty slave to Zainab camp and present her to Ashkhan Kaushad as a high-born Telvanni bride. |
B3_ZainabBride | I asked Ashkhan Kaushad where I might find him a high-born Telvanni bride. He said I should visit high-born Telvanni lords and inform each that Ashkhan Kaushad of the Lordly Zainab will do them the honor of making one of their daughters his bride. He trusts me to choose the finest among those offered. The Ashkhan told me to take counsel with his wise woman, Sonummu Zabamat, who knows his mind well in such matters. |
B3_ZainabBride | Since Calvario is dead, Ashkhan Kaushad says he will call me Nerevarine, but not until all the traditional rites and customs have been observed. It is customary to offer the Ashkhan a generous gift as a mark of respect. Ashkhan Kaushad has done me the great favor of naming the gift he wishes to receive -- a high-born Telvanni bride -- 'a pretty one, plump, with big hips to bring me many sons.' |
B3_ZainabBride | I asked Kaushad, Ashkhan of the Zainab, to set me a task to prove that I am worthy to be named Nerevarine of the Zainab. A vampire named Calvario has taken refuge in nearby Nerano Ancestral Tomb. If I can kill this vampire, then I will be judged worthy to be named Nerevarine of the Zainab. |
B3_ZainabBride | I gave Ashkhan Kaushad the gift of a pair of exquisite shoes. He seemed pleased. |
B3_ZainabBride | The Zainab wise woman, Sonummu Zabamat, says that Ashkhan secretly admires expensive outlander clothing. She says that if I bring him a pair of exquisite shoes, he might be better disposed towards me. |
B3_ZainabBride | Ashkhan Kaushad scoffed when I asked him to name me Zainab Nerevarine. He seemed to doubt that an outlander could ever become the Nerevarine. Maybe if I could improve his disposition towards me, he might take me more seriously. |
B3_ZainabKill | I have slain a Zainab Ashlander. Now it will be impossible to have friendly dealings with them or their leaders. |
B4_ErabenimsunKill | I have slain a peace-loving Erabenimsun Ashlander. Now it will be impossible to have friendly dealings with the peace-loving Erabenimsun or their leaders. |
B4_HeartFire | I gave Han-Ammu the Sanit-Kil's Heart of Fire and made a little speech about courage and symbols and responsibility. I believe he has taken the lesson to heart, and will consider accepting his responsibilities as ashkhan, and consider naming me Nerevarine. But he said he didn't need the amulet, and he let me keep it. |
B4_HeartFire | I have given Han-Ammu the Sanit-Kil's Heart of Fire and made a little speech about courage and symbols and responsibility. I believe he has taken the lesson to heart, and will consider accepting his responsibilities as ashkhan, and consider naming me Nerevarine. |
B4_KillWarLovers | Wise Woman Manirai has given me the Seizing of the Erabenimsun, an enchanted token that identifies me as Nerevarine and Champion of the Erabenimsun. |
B4_KillWarLovers | Han-Ammu, now Ashkhan of the Erabenimsun, has named me Erabenimsun Nerevarine, Champion of the Erabenimsun, and Protector of the People. I must also go to wise woman Manirai and get from her the Seizing of the Erabenimsun, an enchanted heirloom of the tribe, which shall be a sign to all Dunmer that the Erabenimsun have named me Nerevarine. |
B4_KillWarLovers | I have given Han-Ammu Sanit-Kil's Heart of Fire and the Robe of Erur-Dan the Wise, but he asked me to keep the War Axe of Airan-Ammu for myself. And by these tokens, I have persuaded him to accept his responsibilities as ashkhan of the Erabenimsun. He has also agreed to name me Nerevarine of the Erabenimsun. I must ask him to do this immediately. |
B4_KillWarLovers | I have given Han-Ammu the War Axe of Airan-Ammu and the Robe of Erur-Dan the Wise, but he asked me to keep Sanit-Kil's Heart of Fire for myself. And by these tokens, I have persuaded him to accept his responsibilities as ashkhan of the Erabenimsun. He has also agreed to name me Nerevarine of the Erabenimsun. I must ask him to do this immediately. |
B4_KillWarLovers | I have given Han-Ammu the War Axe of Airan-Ammu and Sanit-Kil's Heart of Fire, but he asked me to keep the Robe of Erur-Dan the Wise for myself. And by these tokens, I have persuaded him to accept his responsibilities as ashkhan of the Erabenimsun. He has also agreed to name me Nerevarine of the Erabenimsun. I must ask him to do this immediately. |
B4_KillWarLovers | I have given Han-Ammu the War Axe of Airan-Ammu, Sanit-Kil's Heart of Fire, and the Robe of Erur-Dan the Wise, and I have persuaded him to accept his responsibilities as ashkhan of the Erabenimsun. He has also agreed to name me Nerevarine of the Erabenimsun. I must ask him to do this immediately. |
B4_KillWarLovers | I spoke to Han-Ammu and made a little speech about having the courage to accept responsibilities of ashkhan, because the fate of the tribe is in his hands. He has taken the lesson to heart, and has accepted his responsibilities as ashkhan. He also said that he will name me Nerevarine of the Erabenimsun. I must ask him to do this immediately. |
B4_KillWarLovers | Manirai says that now, with Ulath-Pal and his supporters out of the way, it is a simple matter to be named Nerevarine of the Erabenimsun. All I need to do is persuade Gulakhan Han-Ammu to become the ashkhan of the Erabenimsun. I'll find him in his gulakyurt. She warned me, however, that he may be difficult to persuade. |
B4_KillWarLovers | I told the Erabenimsun wise woman Manirai that I wish to be named Nerevarine by her tribe. She said this will never happen, not while Ashkhan Ulath-Pal and his supporters live. She says that if I want to be Nerevarine of the Erabenimsun, I must kill Ulath-Pal and his supporters, the gulakhans Ahaz, Ranabi, and Ashu-Ahhe. Then I must raise Gulakhan Han-Ammu to Ashkhan. Ashkhan Han-Ammu would then name me Nerevarine Erabenimsun. |
B4_KillWarLovers | I asked Ashkhan Ulath-Pal of the Erabenimsun to name me Nerevarine. He mocked me as a hound and a foreign fool, and he said he would kill me with his own hand if I ever troubled him again. |
B4_Robe | I gave Han-Ammu the Robe of Erur-Dan the Wise and made a little speech about wisdom and symbols and responsibility. I believe he has taken the lesson to heart, and will consider accepting his responsibilities as ashkhan, and consider naming me Nerevarine. But he said he does not need the robe, and he asked me to keep it. |
B4_Robe | I have given Han-Ammu the Robe of Erur-Dan the Wise and made a little speech about wisdom and symbols and responsibility. I believe he has taken the lesson to heart, and will consider accepting his responsibilities as ashkhan, and consider naming me Nerevarine. |
B4_WarAxe | I gave Han-Ammu the War Axe of Airan-Ammu and made a little speech about strength and symbols and responsibility. I believe he has taken the lesson to heart, and will consider accepting his responsibilities as ashkhan, and consider naming me Nerevarine. But he says he doesn't need the axe, and that I should keep it for myself. |
B4_WarAxe | I have given Han-Ammu the War Axe of Airan-Ammu and made a little speech about strength and symbols and responsibility. I believe he has taken the lesson to heart, and will consider accepting his responsibilities as ashkhan, and consider naming me Nerevarine. |
B4_WarLoverKill | I have slain one of the war-loving Erabenimsun Ashlanders. But perhaps it would have been impossible to have friendly dealings with them or their leaders, anyway. |
B5_ArobarHort | Since I have killed a Redoran councilor, Arobar says the other councilors will never consent to making me Hortator. |
B5_ArobarHort | Since I have murdered a Redoran councilor, Arobar says the other councilors will never consent to making me Hortator. |
B5_ArobarHort | I asked Miner Arobar to name me Hortator. My story interested him, but he was concerned about rumors he heard about me from the Temple. He has agreed to consider the matter further, and to consult with his other colleagues on the council. |
B5_ArobarHort | Sarethi's influence has persuaded Miner Arobar. He has agreed to confirm me as Hortator of House Redoran. |
B5_ArobarHort | I asked Miner Arobar to name me Hortator. My story, my proofs, and the Moon-and-Star ring impressed him. He was concerned about granting such a title and authority to an outlander. But since I am a member of House Redoran, he agreed to confirm me as Hortator of House Redoran. |
B5_LlethriHort | Since I have killed a Redoran counselor, Llethri says the other councilors will never consent to making me Hortator. |
B5_LlethriHort | Since I have murdered a Redoran counselor, Llethri says the other councilors will never consent to making me Hortator. |
B5_LlethriHort | Garisa Llethri doesn't believe my story and doesn't know much about me. He's going to talk with the other councilors before he makes his decision. |
B5_LlethriHort | Garisa Llethri is making me his choice for Hortator of House Redoran. He was persuaded by Athyn Sarethi's testimony |
B5_LlethriHort | I asked Garisa Llethri to name me Hortator. He was skeptical when he heard my story, and though he thinks that prophecies and reborn heroes are just superstitious nonsense, he approves of my skills and accomplishments. Since I am a member of House Redoran, he decided to confirm me as the Redoran Hortator. |
B5_MorvaynHort | Since I have killed a Redoran counselor, Morvayn says the other councilors will never consent to making me Hortator. |
B5_MorvaynHort | Since I have murdered a Redoran counselor, Morvayn says the other councilors will never consent to making me Hortator. |
B5_MorvaynHort | Morvayn was troubled by my story, but seemed to believe it. But she doesn't know me or trust me. She said she would consider my request and share her concerns with the other councilors. |
B5_MorvaynHort | After speaking with Athyn Sarethi, Councilor Morvayn has agreed to name me Hortator of House Redoran. |
B5_MorvaynHort | I asked Brara Morvayn to name me Hortator. She found my story troubling, but she accepted the Moon-and-Star ring as proof I was indeed the Nerevarine, and, since I am a member of House Redoran, she quickly agreed to confirm me as Hortator of House Redoran. |
B5_RamoranHort | Since I have killed a Redoran counselor, Ramoran says the other councilors will never consent to making me Hortator. |
B5_RamoranHort | Since I have murdered a Redoran counselor, Ramoran says the other councilors will never consent to making me Hortator. |
B5_RamoranHort | Ramoran was impressed by my story and my ring. But I'm an outsider, and he doesn't trust me. He said he'd think about my request and talk to the other counselors. |
B5_RamoranHort | Thanks to Sarethi's influence, Hlaren Ramoran has agreed to name me Hortator. |
B5_RamoranHort | I asked Hlaren Ramoran to name me Hortator. He accepted my story and my proofs, and, since I am a member of House Redoran, he agreed to confirm me as Hortator of House Redoran. |
B5_RedoranBook | I have been given a recent edition of the Red Book of Great House Redoran which lists the names and residences of the current Redoran councilors. |
B5_RedoranHort | I have been named Hortator of House Redoran by Redoran's councilors. When I have been declared Hortator of all three Houses, Redoran, Hlaalu, and Telvanni, I will have fulfilled the Fourth Trial of the Seven Visions of Seven Trials of the Incarnate. |
B5_RedoranHort | When Athyn Sarethi named me Redoran Hortator, he gave me an enchanted ring, a token of my office called the "Ring of the Hortator." By this ring others shall know me as House Redoran's chosen champion. |
B5_RedoranHort | Athyn Sarethi showed me a public notice revealing that I am an Imperial agent. He did not ask for an explanation. He said he was satisfied that I was sincere. But he said others might not be so understanding. |
B5_SarethiHort | Since I have killed a Redoran counselor, Sarethi says the other councilors will never consent to making me Hortator. |
B5_SarethiHort | Since I have murdered a Redoran counselor, Sarethi says the other councilors will never consent to making me Hortator. |
B5_SarethiHort | Athyn Sarethi has agreed to name me Hortator of House Redoran. He says he will use his influence to persuade the other councilors to support me, but that Bolvyn Venim will never support an outlander as Hortator of House Redoran. If I have the support of the rest of the Redoran Council, perhaps Venim will agree to an honorable duel. |
B5_VenimHort | I have murdered Bolvyn Venim. The murder of a Redoran councilor is a serious crime and offense to honor. Now I can expect little cooperation or sympathy from House Redoran. |
B5_VenimHort | I asked Bolvyn Venim to name me Hortator. He was indignant, and refused to hear my story or consider my proof. He was quite clear... he will never consent to my being chosen as Hortator of House Redoran. |
B5_VenimHort | Bolvyn Venim has challenged me to a duel at the Arena in Vivec. |
B5_VenimHort | I killed Bolvyn Venim in a duel. It is unfortunate, but there was no alternative. I should speak with Athyn Sarethi again to be named Hortator. |
B6_BeroHort | When I asked if he would support my selection as Hortator for House Hlaalu, Dram Bero mentioned that he'd heard that I'd been involved in the death of a Hlaalu councilor. He said that would make it impossible for him to support me as Hlaalu Hortator. |
B6_BeroHort | Dram Bero was impressed that I had found his home. He agreed to name me Hortator, and gave me some advice. Yngling Half-Troll can be bribed or killed, and Crassius Curio might be manipulated. But Velanda Omani and Nevena Ules will not support me as Hortator without Orvas Dren's approval. |
B6_CurioHort | Crassius Curio said that there were some hard feelings in House Hlaalu about the circumstances surrounding the death of a Hlaalu councilor. He expressed deep sorrow that he could not support me for Hortator without jeopardizing his own standing in House Hlaalu. |
B6_CurioHort | After I gave him a present of 500 gold, Crassius Curio gave me his vote for Hortator of House Hlaalu. |
B6_CurioHort | After I gave him a kiss, Crassius Curio gave me his vote for Hortator of House Hlaalu. |
B6_CurioHort | Upon receiving 1000 gold to cover expenses, Curio gave me his vote for Hortator of House Hlaalu. |
B6_DrenHortator | Orvas Dren agreed to use his influence with Nevena Ules and Velanda Omani to have me named Hlaalu Hortator. |
B6_HlaaluBook | I have been given a recent edition of the Yellow Book of Great House Hlaalu. It lists the current Hlaalu councilors and their residences. |
B6_HlaaluBook | Nileno Dorvayn told me that I should speak with Crassius Curio at his manor in Vivec City. He is the most likely to consider my requests, whatever they may be. |
B6_HlaaluHort | Crassius Curio gave me the Belt of the Hortator, a token that shows I have been named Hortator of House Hlaalu by Hlaalu's councilors. When I have been declared Hortator of all three Houses, Redoran, Hlaalu, and Telvanni, I will have fulfilled the Fourth Trial of the Seven Visions of Seven Trials of the Incarnate. |
B6_OmaniHort | Velanda Omani expressed great concern that she heard that I'd been involved in the death of a Hlaalu councilor. Under the circumstances, she could see no chance of my being confirmed as Hortator. |
B6_OmaniHort | Velanda Omani told me she would not name me Hortator without the approval of Orvas Dren. |
B6_OmaniHort | When I asked that Velanda Omani name me Hortator of House Hlaalu, she agreed immediately. She seemed very anxious to please me. Now I have her vote for Hlaalu Hortator. |
B6_UlesHort | Nevena Ules mentioned the unfortunate coincidence of my request to be named Hortator of House Hlaalu and my implication in the untimely death of a Hlaalu councilor. Her opinion was that consideration of my request would be postponed indefinitely. |
B6_UlesHort | Nevena Ules did not seem to understand what I was asking. She told me I should meet with one of her advisors, Orvas Dren. |
B6_UlesHort | Nevena Ules seemed very nervous when I asked her to confirm me as Hortator of House Hlaalu. She agreed immediately, and seemed very anxious to please me. Now I have her vote for Hlaalu Hortator. |
B6_YnglingHort | Yngling Half-Troll laughed when I asked him if he would support me for Hortator of House Redoran. He seemed to feel that killing a Hlaalu councilor ruined my chances. |
B6_YnglingHort | Yngling Half-Troll told me that he wouldn't name me Hortator without a bribe of 1000 gold. |
B6_YnglingHort | Yngling Half-Troll told me that he wouldn't name me Hortator without a bribe of 2000 gold. |
B6_YnglingHort | After a hefty bribe, Yngling Half-Troll gave me his vote for Hortator of House Hlaalu. |
B6_YnglingHort | I have killed the Hlaalu councilor Yngling Half-Troll. |
B7_AryonHort | I asked Galos Mathendis if Master Aryon would vote for me as Hortator of House Telvanni. Mathendis said I would have to speak directly to Aryon on a matter of such importance. |
B7_AryonHort | Master Aryon told me that Archmagister Gothren never directly refuses requests, but delays indefinitely, never giving an answer. Master Aryon advised killing Gothren, which is how political disputes are resolved in House Telvanni. |
B7_AryonHort | After hearing my story, Master Aryon agreed to make me the Telvanni Hortator. He said the other councilors might need some persuading. Master Neloth is ill-tempered, and Mistress Therana is losing her mind. Dratha will like me since I'm female. Master Aryon told me that Archmagister Gothren would delay my request indefinitely. He advised me to kill Archmagister Gothren. |
B7_AryonHort | After hearing my story, Master Aryon agreed to make me the Telvanni Hortator. He said the other councilors might need some persuading. Master Neloth is ill-tempered, Mistress Therana is losing her mind, and Mistress Dratha has a problem with men. Master Aryon told me that Archmagister Gothren would delay my request indefinitely. He advised me to kill Archmagister Gothren. |
B7_BaladasHort | I asked Mouth Edras if Master Baladas would vote for me as Hortator of House Telvanni. Edras said I would have to speak directly to Baladas on a matter of such importance. |
B7_BaladasHort | I asked Master Baladas if he would vote for me as Hortator of House Telvanni. He declined, saying he felt I had treated him disrespectfully. |
B7_BaladasHort | I asked Master Baladas if he would vote for me as Hortator of House Telvanni. He said he had found me, on the whole, an agreeable colleague, and thought I was a suitable candidate for Hortator. |
B7_DrathaHort | I asked Mouth Raven Omayn if Mistress Dratha would vote for me as Hortator of House Telvanni. Omayn said I would have to speak directly to Dratha on a matter of such importance. |
B7_DrathaHort | I asked Mouth Raven Omayn if Mistress Dratha would vote for me as Hortator of House Telvanni. Omayn said that might be a problem, since Dratha hates men. Omayn suggested I do everything possible to improve her disposition before I asked her. |
B7_DrathaHort | I asked Mistress Dratha if she would vote for me as Hortator of House Telvanni. She wouldn't even listen to my story. I hope I can find some way to improve her disposition before I try again. |
B7_DrathaHort | I asked Mistress Dratha if she would vote for me as Hortator of House Telvanni. After hearing my story, she agreed without hesitation to give me her vote. |
B7_DrathaHort | Once I got Mistress Dratha to listen to my story, she was more than willing to name me Hortator of House Telvanni. |
B7_GothrenHort | I asked Mouth Mallam Ryon if Archmagister Gothren would vote for me as Hortator of House Telvanni. Ryon said I would have to speak directly to Gothren on a matter of such importance. |
B7_GothrenHort | I asked Archmagister Gothren if he would vote for me as Hortator of House Telvanni. He listened to my story carefully, and said he found my proofs persuasive. He said, however, that it was a very grave responsibility to make such a decision, and that he would need some time to reflect and consider, and to confer with other councilors. |
B7_GothrenHort | It was very difficult, but I managed to get Archmagister to admit that he had no intention of naming me Hortator of House Telvanni. He said it was not in Telvanni interests to name an unknown and unreliable outlander and outsider to such an important position. |
B7_GothrenHort | It was very difficult, but I managed to get Archmagister to admit that he had no intention of naming me Hortator of House Telvanni. He said I clearly was attempting to use the office of Hortator as a means of advancing my own interests. He refuses to discuss the subject further, and threatened to kill me if I continued to annoy him. |
B7_NelothHort | I asked Mouth Arara Uvulas if Master Neloth would vote for me as Hortator of House Telvanni. Uvulas said I would have to speak directly to Neloth on a matter of such importance. |
B7_NelothHort | I asked Master Neloth if he would vote for me as Hortator of House Telvanni. Neloth is a cranky, ill-tempered old wizard, impatient and quick to anger. He shouted at me for interrupting him with such nonsense. Perhaps I can find some way to improve his disposition before I try again. |
B7_NelothHort | When I finally got Master Neloth to listen to me, he casually gave his vote for me as Hortator. It was clear that he didn't care one way or the other. |
B7_TelvanniBook | I have been given a recent edition of the Brown Book of Great House Telvanni. It lists the current Telvanni councilors and their residences. |
B7_TelvanniHort | I have been named Hortator of House Telvanni by the surviving councilors of that house. When I have been declared Hortator of all three Houses, Redoran, Hlaalu, and Telvanni, I will have fulfilled the Fourth Trial of the Seven Visions of Seven Trials of the Incarnate. |
B7_TelvanniHort | As the sole surviving councilor of House Telvanni, I have declared myself Hortator of House Telvanni. When I have been declared Hortator of all three Houses, Redoran, Hlaalu, and Telvanni, I will have fulfilled the Fourth Trial of the Seven Visions of Seven Trials of the Incarnate. |
B7_TelvanniHort | Master Aryon gave me the Robe of the Hortator, an heirloom token of my status as Telvanni Hortator. |
B7_TheranaHort | I asked Mouth Felisa Ulessen if Mistress Therana would vote for me as Hortator of House Telvanni. Ulessen said I would have to speak directly to Therana on a matter of such importance. Ulessen warned me that Therana was very eccentric, and it may be hard to get and keep her attention long enough to ask the question. She also suggested I rely on keeping her happy rather than annoy her with details and arguments. |
B7_TheranaHort | I tried to ask Mistress Therana if she would vote for me as Hortator of House Telvanni, but it was impossible to get her attention. She's easily distracted. Maybe if I concentrate on being charming and entertaining, I'll be able to focus her attention on me. |
B7_TheranaHort | When I managed to catch Mistress Therana's attention, it was easy to get her to agree to vote for me. I'm not sure she knew what she was voting for, or why. But when I asked, "Will you vote for me as Hortator," she said, quite clearly, "You want to be a Hortator? Certainly. Go right ahead." |
B8_All_Hortator | I have been named Hortator of all three Great Houses, Redoran, Hlaalu, and Telvanni. Of the Seven Visions of Seven Trials of the Incarnate, I have now fulfilled the Fourth Trial. |
B8_All_Nerevarine | I have been named Nerevarine by all four tribes of the Vvardenfell Ashlanders -- Urshilaku, Ahemmusa, Zainab, and Erabenimsun. Of the Seven Visions of Seven Trials of the Incarnate, I have now fulfilled the Fifth Trial. |
B8_BackDoor1 | Athyn Sarethi was concerned that I had not fulfilled the Nerevarine prophecies. He says that Archcanon Saryoni hopes I will come speak with him at the High Fane in Vivec City. |
B8_BackDoor2 | Crassius Curio seemed concerned that I had not fulfilled the Nerevarine prophecies. He says that Archcanon Saryoni hopes I will come speak with him at the High Fane in Vivec City. |
B8_BackDoor3 | Divayth Fyr was surprised and disappointed that I had not fulfilled the Nerevarine prophecies. He says he has heard rumors that Archcanon Saryoni hopes I will come speak with him at the High Fane in Vivec City. |
B8_BackDoor4 | Mehra Milo was concerned that I had not fulfilled the Nerevarine prophecies. She says that Archcanon Tholer Saryoni, the high priest of the Temple, is desperate, and that he asks that I come speak with him at the High Fane in Vivec City. She begged me to go to Saryoni. |
B8_BackDoor5 | Gilvas Barelo was concerned that I had not fulfilled the Nerevarine prophecies. He says that Archcanon Tholer Saryoni, the high priest of the Temple, is desperate. Barelo asked me to go speak with Saryoni at the High Fane in Vivec City. |
B8_BackDoor6 | Nibani Maesa was concerned that I had not fulfilled the Nerevarine prophecies. She says she hears that a man named Tholer Saryoni, the leader of the Temple, is desperate. Nibani Maesa asked me to go speak with Saryoni at the High Fane in Vivec City. |
B8_Failed_Nerevarine | I have killed one of the leaders of the Ashlander tribes. Now there is no possibility that I could be accepted by the Ashlander tribes as the Nerevarine of prophecy. |
B8_MeetVivec | To defeat Dagoth Ur, Vivec says I must go to Red Mountain to recover the artifact hammer Sunder from Gate Citadel Vemynal, then the artifact blade Keening from Gate Citadel Odrosal. Then, with these artifacts and Wraithguard, if I destroy the enchantments on the Heart of Lorkhan in Dagoth Ur's citadel, Dagoth Ur will be destroyed, and the Blight ended. Vivec gave me 'The Plan to Defeat Dagoth Ur' to explain the details. |
B8_MeetVivec | I accepted Wraithguard from Lord Vivec, and I swore my oath, before all gods and men, before all spirits visible and invisible, before my honor and Vivec's honor, to dedicate myself and Wraithguard to the defeat and destruction of Dagoth Ur, and the preservation of Morrowind and its people. Vivec somehow taught me how to use Wraithguard. He then offered to give some explanations, or to let me go immediately, as I wished. |
B8_MeetVivec | Lord Vivec wouldn't accept a 'maybe' in answer to his demand that I swear an oath to dedicate myself and Wraithguard to the defeat and destruction of Dagoth Ur, and the preservation of Morrowind and its people. He said I would not find Wraithguard useful, because without my oath, he wouldn't teach me its use. He dismissed me, but told me to come back if I changed my mind. |
B8_MeetVivec | I refused to swear my oath, before all gods and men, before all spirits visible and invisible, before my honor and Vivec's honor, to dedicate myself and Wraithguard to the defeat and destruction of Dagoth Ur, and the preservation of Morrowind and its people. Vivec said I would not find Wraithguard useful, because without my oath, he wouldn't teach me its use. He dismissed me, but told me to come back if I changed my mind. |
B8_MeetVivec | Lord Vivec asked me if I would accept Wraithguard, and he would not accept my answer of 'maybe.' He dismissed me, but told me to come back if I changed my mind. |
B8_MeetVivec | I refused to accept Wraithguard from Lord Vivec. He dismissed me, but told me to come back if I changed my mind. |
B8_MeetVivec | Archcanon Saryoni has suggested that the Temple's policy concerning the Nerevarine might change, and has arranged a private meeting with Lord Vivec. He gave me two keys: one to the private back entrance to his quarters, the other to a locked entrance to Lord Vivec's palace. He says the Ordinators are not under his control, and asks that I avoid them. Lord Vivec is expecting me, and perhaps I shouldn't keep him waiting. |
B8_MeetVivec | Archcanon Saryoni accepted my apology for killing the Ordinator guard at the High Fane. He said it was time to risk trusting one another. |
B8_MeetVivec | The Ordinators guarding the High Fane know that I have come to meet with Saryoni. They warned me not to break the law, or they will take swift action. |
B8_MeetVivec | The archcanon is in his private quarters, and he wants to speak with me, but I must avoid confrontations with the Ordinators at all costs, because spilling the blood of faithful servants of the Temple will make a reconciliation more difficult. The archcanon has spoken with the High Fane Ordinators, but if I am a wanted criminal, they may try to arrest me. |
B8_MeetVivec | Athyn Sarethi gave me a sealed package containing a message sent on behalf of Archcanon Saryoni, High Archcanon of Vivec. In the event that I become both Hortator of the three Great Houses and Nerevarine of the four Ashlander tribes, Saryoni invites me to a private meeting to consider my claims. Once I am Hortator and Nerevarine, I should speak with the healer of the High Fane of Vivec, Danso Indules, to arrange the meeting. |
B8_Nibani_2_Vivec | Nibani Maesa says I must go to Vivec's high priest, Saryoni, and demand to speak with the false god Vivec. She says Kagrenac's tools are the keys to the riddle of the Sixth and Seventh Trials, and that I must get them from Vivec. |
Background | I'm the building foreman for Indarys Manor. |
Background | My husband was a Councilor of House Redoran. He died defending our manor from blighted monsters. I now hold his seat on the Council. |
Background | I was a noble of House Redoran. Now I am noble to rocks and caves. |
Background | I was a slave, but I have escaped. I am hiding here. Please don't tell. |
Background | I was a slave, but I have escaped. I am hiding here. Please don't tell. |
Background | I am Falura Llervu, bride of the Ashkhan Kaushad of the Zainab Ashlanders. |
Background | I am %name. I was called to the prophecies, but I was not the one. |
Background | I am %name. I was called to the prophecies, but I was not the one. |
Background | I am %name. I was called to the prophecies, but I was not the one. |
Background | I am %name. I was called to the prophecies, but I was not the one. |
Background | I am %name. I was called to the prophecies, but I was not the one. |
Background | I am %name. I was called to the prophecies, but I was not the one. |
Background | I am %name, %class and a member of the Mages Guild. |
Background | I am %name, a %class in the Imperial Legion. |
Background | I am an Ordinator. |
Background | I am a Redoran guard. |
Background | I am an Imperial guard. |
Background | I am a Hlaalu guard. |
Background | I am a Telvanni guard. |
Background | I am an Ordinator. |
Background | I am a Redoran guard. |
Background | I am a High Fane Guard. |
Background | I am a Telvanni sharpshooter. |
Background | I am a Redoran sharpshooter. |
Background | I am an Imperial guard captain. |
Background | I am a Hlaalu sharpshooter. |
Background | I am your Mouth now, %PCRank. |
Background | I was the rising star of House Telvanni until the barely-living Dratha and Gothren put a stop to my career. |
Background | I am a noble of House Hlaalu and have no business to discuss with you. |
Background | I dream dreams, soul of the Sixth House, flesh of Lord Dagoth. |
Background | I'm %Name, the diamond miner. |
Background | I'm %Name, the glass miner. |
Background | I'm %Name, the glass miner. |
Background | I'm %Name, the glass miner. |
Background | I'm %Name, the glass miner. |
Background | I'm %Name, and I take the black ebony from deep in the earth. |
Background | I'm %Name, the ebony miner. |
Background | I'm %Name, the ebony miner. |
Background | I'm %Name, the ebony miner. |
Background | I'm just an egg miner. |
Background | Whaddaya think? Sheesh. I'm a mudcarb... crab. Shure. A mudcrab. Thas me. Pretty sure. I LOOK like a mudcrab, right? Mush be. Thish IS me talking, right? So? I mush be...a talking mudcrab. And I sells stuff, right? So? I mush be a talking mudcrab merchant. Stands to reason, don't it? |
Background | I'm Ra'Gruzgob, the Khajiit. |
Background | I am %name, a %class. What's it to you? |
Background | I am %name, a %class. What's it to you? |
Background | I am %name, a %class. What's it to you? |
Background | I am %name, a %class. What's it to you? |
Background | I am %name, a %class. What's it to you? |
Background | I am %name, and %rank of the %faction. |
Background | My parents told me not to lick the Hist tree until my Naming Day, so I did. My parents caught me and a boy from my nest in a soft-leaf patch right before the naming ceremony. I feared I'd get more of a licking from my parents than I gave the tree... So I ran as fast as I could through the swamp and into the rest of the kids waiting for their naming ceremony. Everyone had a good laugh and the name stuck. |
Background | My father was a Legionnaire stationed in Ebonheart. When my mother died, I was sent to live with my Uncle, but we didn't get along. I made my way here, and lived with my father for three years until he was killed by the Telvanni. He and Athyn Sarethi were friends, so I was adopted in a sense. I don't miss Hammerfell. I'm working for a just cause. I serve with some of the best warriors in Tamriel. And the Ashlands can have a peculiar beauty... |
Background | %Name hears you. %Name is in the guild. |
Background | %Name, at your service. I'm in the Guild. |
Background | %Name does nothing important. |
Background | I'm %Name. I do a little of this, a little of that. |
Background | %Name does little jobs. Here and there. |
Background | I'm %Name. I do a little of this, a little of that. |
Background | You may call me %Name. What I do is my own affair. |
Background | You may call me %Name. What I do is my own affair. |
Background | I am %Name, the %Rank of the %Faction. |
Background | %name is a %class, and speaks as %rank of the %faction. |
Background | I am Lord Vedam Dren, Duke of Ebonheart and Vvardenfell. |
Background | I am %name, %class and %rank of the %faction. |
Background | %name follows the trade of %class. |
Background | I am %name, %class. |
backup plan | Well, there's a reason it's a backup plan, you know. |
backup plan | Her cousin, you say? Well, I suppose this was a pretty ridiculous scam. And...if her cousin has half of Eraldil's beauty, she'd still be twice as beautiful as any other woman I've met. Perhaps I'll look her up some time, friend. Thank you for your help. |
backup plan | I appreciate the help, friend. Just tell her it's an apology from Gadayn. She should accept it then. Then, once she drinks it, she'll fall into my arms in no time! |
backup plan | Well, I figured there was the slight chance she wouldn't be interested in me right away, so I had an alchemist mix up a special potion for me. For anyone else, it will seem a normal health potion, but if Eraldil drinks it, she'll find herself incredibly attracted to me. Perhaps you'll deliver it to her for me? |
Bacola Closcius | Speaking. I'm the owner and proprietor of the South Wall. |
Bacola Closcius | Bacola Closcius? He's the owner. He must be around here somewhere. |
Bacola Closcius | Bacola Closcius is the owner and proprietor of South Wall, a working-class Balmora cornerclub east of the Odai River. |
Bad Daedra | The Temple teaches that the Three Good Daedra -- the Anticipations, Boethiah, Azura, and Mephala -- recognized the Divinity of the Tribunal and made homage to them. But the Rebel Daedra -- the Dark Daedra, Molag Bal, Malacath, Sheogorath, and Mehrunes Dagon -- in their arrogance and pride, refused to keep faith with the Tribunal. These Rebel Daedra thus became the Four Corners of the House of Troubles, and they continue to tempt the unwary into heresy and dark worship. |
Bad Daedra | The Rebel Daedra -- the Dark Daedra -- Molag Bal, Malacath, Sheogorath, Mehrunes Dagon -- in their arrogance and pride, refused to keep faith with the Tribunal. We call these Bad Daedra 'the Four Corners of the House of Troubles', and they continue to tempt the unwary into heresy and dark worship. |
Bad Daedra | The Rebel Daedra -- the Dark Daedra -- Molag Bal, Malacath, Sheogorath, Mehrunes Dagon -- in their arrogance and pride, refused to keep faith with the Tribunal. We call these Bad Daedra 'the Four Corners of the House of Troubles', and they continue to tempt the unwary into heresy and dark worship. |
Bad Daedra | The Rebel Daedra -- the Dark Daedra -- Molag Bal, Malacath, Sheogorath, Mehrunes Dagon -- in their arrogance and pride, refused to keep faith with the Tribunal. We call these Bad Daedra 'the Four Corners of the House of Troubles', and they continue to tempt the unwary into heresy and dark worship. |
Bad Daedra | The Rebel Daedra -- the Dark Daedra -- Molag Bal, Malacath, Sheogorath, Mehrunes Dagon -- in their arrogance and pride, refused to keep faith with the Tribunal. We call these Bad Daedra 'the Four Corners of the House of Troubles', and they continue to tempt the unwary into heresy and dark worship. |
Bad Daedra | The four Bad Daedra, according to the Temple, are Molag Bal, Malacath, Mehrunes Dagon, and Sheogorath. Bad Daedra include Molag Bal's servant, the daedroth; Malacath's servant, the ogrim; Mehrunes Dagon's servant, the scamp, the dremora, and the clannfear; and Sheogorath's servant, the golden saint. |
Bad Daedra | The four Bad Daedra, according to the Temple, are Molag Bal, Malacath, Mehrunes Dagon, and Sheogorath. Bad Daedra include Molag Bal's servant, the daedroth; Malacath's servant, the ogrim; Mehrunes Dagon's servant, the scamp, the dremora, and the clannfear; and Sheogorath's servant, the golden saint. |
Bad Daedra | The four Bad Daedra, according to the Temple, are Molag Bal, Malacath, Mehrunes Dagon, and Sheogorath. Bad Daedra include Molag Bal's servant, the daedroth; Malacath's servant, the ogrim; Mehrunes Dagon's servant, the scamp, the dremora, and the clannfear; and Sheogorath's servant, the golden saint. |
Bad Daedra | The four Bad Daedra, according to the Temple, are Molag Bal, Malacath, Mehrunes Dagon, and Sheogorath. Bad Daedra include Molag Bal's servant, the daedroth; Malacath's servant, the ogrim; Mehrunes Dagon's servant, the scamp, the dremora, and the clannfear; and Sheogorath's servant, the golden saint. |
bad dreams | I haven't had any bad dreams since I spoke with Lloros Sarano. |
bad dreams | Sometimes I kill Bralen Carvaren in my dreams. It's... horrible. But that doesn't mean I killed him, does it? I was having bad dreams before Bralen Carvaren died. About the time I got that ash statue. It's right over there. Maybe if you take it away the bad dreams will stop. |
bad dreams | Sometimes I kill Bralen Carvaren in my dreams. It's... horrible. But that doesn't mean I killed him, does it? I was having bad dreams before Bralen Carvaren died. About the time I got that ash statue. Look for it in my room in the Guard Quarters here. Maybe if you take it away, the bad dreams will stop. |
bad people | If the bad people you are looking for are Camonna Tong, and they're in Balmora, you'll find them at the Council Club cornerclub. That's the local Camonna Tong hangout. The Scout would be Vadusa Sathryon. Marasa Aren would be the Pawnbroker. The Thief would be Madrale Thirith. Sovor Trandrel is the Savant. Thanelen Velas would be the Smith. |
bad people | If the bad people you are looking for are Camonna Tong, and they're in Balmora, you'll find them at the Council Club cornerclub. That's the local Camonna Tong hangout. The Scout would be Vadusa Sathryon. Marasa Aren would be the Pawnbroker. The Thief would be Madrale Thirith. Sovor Trandrel is the Savant. Thanelen Velas would be the Smith. |
bad people | I don't know who you're talking about. |
bad people | Bad people? If you're looking for specific names from the Camonna Tong, you should go talk to the Thieves Guild. I can't afford to get involved. But the Thieves Guild has an interest, and maybe they'll be willing to stick their necks out. You might find someone who'll talk to you over at the South Wall Cornerclub. |
bad people | Bad people? What do you mean? The Camonna Tong? I don't know about that. Understand? I don't want to know about that. None of my business. I stay out of the Council Club. |
bad people | The bad people I was talking about? They're all good people now. I think you may have had something to do with that. Possibly. |
bad people | Oh. The bad people are the Camonna Tong. I thought everybody knew that. They are a criminal organization. Unfortunately, I don't know who the Camonna Tong are. No one will tell me, because I am an officer. And it is against the Code to tell officers things. But people in the Thieves Guild hate the Camonna Tong. I bet if YOU asked the Thieves Guild, they would cheerfully tell you who the bad people are and where to find them. But I warn you. These bad people are very tough. Tougher than you, I'm afraid. |
bad people | Oh. The bad people are the Camonna Tong. I thought everybody knew that. They are a criminal organization. Unfortunately, I don't know who the Camonna Tong are. No one will tell me, because I am an officer. And it is against the Code to tell officers things. But people in the Thieves Guild hate the Camonna Tong. I bet if YOU asked the Thieves Guild, they would cheerfully tell you who the bad people are and where to find them. |
Bal Fell | 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. |
Bal Fell | 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. |
Bal Fell | Legend says that Bal Fell was built on the site of an ancient Daedric worship center. |
Bal Fell | Legend says that Bal Fell was built on the site of an ancient Daedric worship center. |
Bal Fell | The site of Bal Fell has a nasty reputation, and several Telvanni wizards currently have competing camps of hirelings and adventurers exploring and looting there. |
Bal Fell | The site of Bal Fell has a nasty reputation, and several Telvanni wizards currently have competing camps of hirelings and adventurers exploring and looting there. |
Bal Fell | Bal Fell is the "City of Stone," an ancient First Era ruin in the southeastern islands and promontories of the Ascadian Isles. |
Bal Fell | Bal Fell is the "City of Stone," an ancient First Era ruin in the southeastern islands and promontories of the Ascadian Isles. |
Bal Molagmer | I wish you could have carried out the work of the Bal Molagmer, but you've been expelled. If you make amends, perhaps you can do the work of the Bal Molagmer again. |
Bal Molagmer | Don't you have your gloves, %PCName? It's important you have them. |
Bal Molagmer | Don't you have your gloves, %PCName? It's important you have them. |
Bal Molagmer | If you don't wear the gloves of the Bal Molagmer, how can you show these Dunmer that thieves are not wholly evil? |
Bal Molagmer | The Bal Molagmer once carried burning stones from Red Mountain throughout Morrowind, lighting hearth fires and spreading the light of justice. |
Bal Molagmer | I don't know what else the Bal Molagmer should do. |
Bal Molagmer | Now you know as well as I do what the Bal Molagmer should do. I will trust your judgement. |
Bal Molagmer | Now you know as well as I do what the Bal Molagmer should do. I will trust your judgement. |
Bal Molagmer | The Ordinators have been harassing Danso Indules, an honest but poor priest. I want you to steal a Dwemer goblet and donate it to her cause. |
Bal Molagmer | There is a rumor that you murdered Vala Catraso. I do not know if it is true, but I cannot let you pretend to be a Bal Molagmer with these rumors. |
Bal Molagmer | Everyone in Caldera is corrupt. Rather than act directly, I want you to steal Odral Helvi's history books. |
Bal Molagmer | Everyone in Caldera is corrupt. Rather than act directly, I want you to steal Odral Helvi's history books. |
Bal Molagmer | Unlike most Dunmer, the Bal Molagmer opposed slavery. I want you to steal Brallion's ring. |
Bal Molagmer | Unfortunately, you are known to have killed Salyn Sarethi. No Dunmer would follow one such as you. I will have to find someone else to carry on the work of the Bal Molagmer. |
Bal Molagmer | One of our brothers stole from the wrong man. I need someone to return the blade Enamor. |
Bal Molagmer | One of our brothers stole from the wrong man. I need someone to return the blade Enamor. |
Bal Molagmer | A poor widow needs our help. A Hlaalu Councilor is trying to steal her land with a forged land deed. |
Bal Molagmer | You did well with the Hlervu Locket. For the next appearance of the Bal Molagmer, I want proof of Yngling Half-Troll's corruption. |
Bal Molagmer | Find proof of Yngling Half-Troll's corruption. |
Bal Molagmer | I've chosen something simple for the first mission of the reformed Bal Molagmer. I need you to return the Hlervu Locket. |
Bal Molagmer | There is a legend about "Stone Fire Men" who brought the light of justice to the land. Though the Bal Molagmer were thieves, they stole only from the unjust and gave to those in need. They vanished early in the Third Era, and have not been seen since. I believe it is time for the Bal Molagmer to return. Here--these gloves were used by the Bal Molagmer to carry their burning stones from the Red Mountain. When you are ready to rekindle the fires of the Bal Molagmer, wear the gloves and speak with me again. |
Bal Molagmer | The Bal Molagmer, or "Stone Fire Men," once carried their burning stones from Red Mountain over all of Morrowind, lighting hearth fires and lanterns. Are those Bal Molagmer gloves? Those are priceless historical treasures. |
Bal Molagmer | The Bal Molagmer, or "Stone Fire Men," once carried their burning stones from Red Mountain over all of Morrowind, lighting hearth fires and lanterns. It is said that their fires brought the light of justice. They vanished many years ago. |
Bal Ur region | The region is named after the ancient Bal Ur Daedric ruins, a local landmark and pilgrimage site. It's an uninhabitable ash waste, rugged highlands broken by lava fields and ash pits. There's no grazing for the Ashlander herds, but they hunt there. It's also a convenient refuge for outlaws and Ashlander outcasts. |
Baladas | Speaking. Hurry up. |
Baladas | His support on the Council will be useful to us. |
Baladas | Have you convinced Baladas to join the Council? |
Baladas | Baladas Demnevanni lives in Arvs Drelen just northwest of Gnisis. Speak with him and convince him to join the Council. |
Baladas | Baladas Demnevanni in a reclusive member of House Telvanni. He lives in Arvs Drelen just northwest of Gnisis. |
Baladas | Baladas Demnevanni is my patron. I speak for him on the Telvanni Council. If you have business with him, you should visit Arvs Drelen in Gnisis. |
Baladas | Thank you for rescuing me from him. |
Baladas | Yes, I just came to collect taxes as I was told, and he lock me up in this room! Can you get me out? |
Baladas | You have been expelled. |
Baladas | Baladas Demnevanni has been executed by your hand, %PCRank. |
Baladas | Baladas Demnevanni is dead? You must have heard about this Writ already. Communications have been poor due to the recent troubles. |
Baladas | You have honorably executed Baladas Demnevanni. Your work will become Morag Tong legend. |
Baladas | I have given this Writ to you already, %PCName. |
Baladas | I have given this Writ to you already, %PCName. As you know, Writs are issued only once. Your official paperwork will exonerate you from your deeds when you are confronted by the authorities - so guard it well. If you have lost it, you will have to suffer punishment for your crimes. This can be costly... very costly. But members of the %Faction must have immaculate reputations. |
Baladas | I have a Writ for Baladas Demnevanni. He may be found in his tower, Arvs Drelen, near Gnisis. I have heard that he is quite formidable, %PCRank, but surely not a match for your skills. |
Baladas | He keeps to himself, has his food and supplies delivered to the door. He's been a good neighbor, quiet, no trouble. |
Baladas | He's a rogue Telvanni Wizard. Came here over twenty years ago and set himself up in Arvs Drelen, the abandoned Velothi tower on the northwest edge of town. |
Balen Andrano | That's me. What do you need? |
Balen Andrano | Balen? He's another trader, but he's in the Redoran section of town. Apparently isn't doing so well, either. |
Balen Andrano | He's a trader in the Redoran District of the city. |
Balmora | Balmora is north of Seyda Neen. The road passes Pelagiad village and Fort Pelagiad, crosses a deep ravine, passes Fort Moonmoth, then turns west across the Odai River and into Balmora. The South Wall cornerclub is in southeast Balmora, on the east side of the river. For more detailed directions, talk to Elone the Scout at Arrille's Tradehouse here in Seyda Neen. But take my advice. You're new here. Take the silt strider to Balmora. Fast, cheap, safe. Cross the bridge and head east. Can't miss it. |
Balmora | All right. I'll repeat what I said. But pay attention. Balmora is the district seat of House Hlaalu, and the largest settlement on Vvardenfell after Vivec City. Good roads lead north from here to Balmora, passing Fort Pelagiad and Pelagiad village. From Balmora, roads lead north to Ald'ruhn through the town of Caldera. |
Balmora | Balmora is the district seat of House Hlaalu, and the largest settlement on Vvardenfell after Vivec City. Good roads lead north from here to Balmora, passing through Fort Pelagiad and Pelagiad village. From Balmora, roads lead north to Ald'ruhn through the town of Caldera. Maybe I'd better write down the directions to Balmora for you. It's a long walk, and a little confusing. |
Balmora | Balmora is the district seat of House Hlaalu, and the largest settlement on Vvardenfell after Vivec City. Travel by guild guide is the best method. Head north from Ebonheart by road, take the bridge into Vivec's Hlaalu Compound, pass through Redoran Compound, find the Guild of Mages on the upper level of the Foreign Quarter. Pay a guild guide at the Guild of Mages for transport to Balmora. |
Balmora | My family is quite important here in Balmora, now if you'll excuse me... |
Balmora | I'm just waiting here in Balmora until things cool off a bit in House Telvanni. |
Balmora | Balmora is the Council Seat of Great House Hlaalu, and the largest town on Vvardenfell except for Vivec City. Located on the Odai River, and sitting astride the Ald'ruhn-Vivec road, Balmora is an important mercantile trade and travel center. High Town is the administrative center, with the Temple and manor houses. The shops, guilds, and tradehouses of the Commercial District are north of the river; Labor Town's modest cornerclubs and homes are south of the river. |
Balmora | Balmora is the district seat of House Hlaalu, and the largest settlement on Vvardenfell after Vivec City. Travel by guild guide is the best method. Head north from Ebonheart by road, take the bridge into Vivec's Hlaalu Compound, pass through Redoran Compound, find the Guild of Mages on the upper level of the Foreign Quarter. Pay a guild guide at the Guild of Mages for transport to Balmora. |
Balmora | 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. |
Balmora | The Imperial Legion garrison of Fort Moonmoth lies south of Balmora. |
Balmora | The Imperial Legion garrison of Fort Moonmoth lies south of Balmora. |
Balmora | The Imperial Legion garrison of Fort Moonmoth lies south of Balmora. |
Balmora | Good roads lead north to Ald'ruhn and south to Caldera, Seyda Neen, and Vivec City. |
Balmora | Good roads lead north to Ald'ruhn and south to Caldera, Seyda Neen, and Vivec City. |
Balmora | Good roads lead north to Ald'ruhn and south to Caldera, Seyda Neen, and Vivec City. |
Balmora | Balmora is the district seat of House Hlaalu, and the largest settlement on Vvardenfell after Vivec City. |
Balmora | Balmora is the district seat of House Hlaalu, and the largest settlement on Vvardenfell after Vivec City. |
Balmora | Balmora is the district seat of House Hlaalu, and the largest settlement on Vvardenfell after Vivec City. |
Balmora | Balmora is a large town in the south of the West Gash region, bordering on the Bitter Coast region to the west, the Ashlands region to the north, and the Ascadian Isles to region to the south. |
Balmora | Balmora is a large town in the south of the West Gash region, bordering on the Bitter Coast region to the west, the Ashlands region to the north, and the Ascadian Isles to region to the south. |
Balmora | Balmora is a large town in the south of the West Gash region, bordering on the Bitter Coast region to the west, the Ashlands region to the north, and the Ascadian Isles to region to the south. |
Balmora Fighters Guild | West of the Odai River, looking up towards the Temple, the Fighters Guild is halfway up on your right. They're always looking for people. If you're thinking of joining up, ask for Eydis Fire-Eye, the local Guild Steward. |
Balmora Fighters Guild | You are in the Balmora Guild of Fighters now. I am the Guild Steward. |
Balmora Fighters Guild | Show some respect! You are in the most stalwart guild of warriors this side of death. Eydis Fire-Eye is Guild Steward here. Seek her out if you think you have the right stuff. |
Balmora Fighters Guild | %PCRank, what can be said. We are the few, the proud, the ... under-paid! HarHarHar! |
Balmora Mages Guild | The Mages Guild is west of the river, one street up from the waterside, by the open plaza just north of the silt strider port. If you were planning to join the Mages Guild, you want to talk to Ranis Athrys, the Guild Steward. |
Balmora Temple | The Balmora Temple stands on Rich Hill in the northwest part of town. The shrine there cures diseases and poison, and they offer various other services as well. |
Balur Salvu | Balur Salvu's farm is on the road just south of Pelagiad. The farmhouse is north of the road, south of the southwestern end of Lake Hairan. Just head north from Ebonheart. Don't take the bridge west towards Seyda Neen. When you hit the east-west road between Pelagiad and Vivec, turn right, east, towards Vivec, and Balur's farm is not far. If you reach a bridge, you've gone too far. Balur's a shrewd fellow. Ask nicely, and he might share his knowledge. |
Banden Indarys | You've broken the rules of House Hlaalu, sweetie. It brings tears to my eyes when I think about your disloyalty. Maybe you can make amends and make everything better. |
Banden Indarys | You never disappoint me, pudding pie. |
Banden Indarys | Oh? Banden Indarys is already dead? Well, then, please accept these 1000 drakes from House Hlaalu. |
Banden Indarys | So Indarys Manor is no more? Good work, %PCName. Please take these 1000 drakes from House Hlaalu. |
Banden Indarys | House Redoran also has an unchartered stronghold. The Redoran Stronghold of Indarys Manor is on the east side of the road from Ald'ruhn to Maar Gan in a place called the Bal Isra. Go there and kill the master of the stronghold, Banden Indarys. I know you will not disapoint me, pudding. |
Banden Indarys | Indarys Manor has no leader. The Redorans have been defeated. |
Banden Indarys | Banden Indarys is already dead? The Redorans will not be so hasty to expand their territory now. You have done well, %PCName. |
Banden Indarys | So Banden Indarys is dead. The Redorans will not be so hasty to expand their territory now. You have done well, %PCName. |
Banden Indarys | Indarys Manor is built in the Bal Isra, named after the rows of stones there. You can find it on the road from Ald'ruhn to Maar Gan. Go there and slay the Redoran Banden Indarys. |
bandit nearby | Yes, I was just walking along here, minding my own business. Suddenly, a bandit jumped at me from behind. He was a dark elf--a strong, dashing dark elf. He didn't harm me in any way, although he did take my jewels. He was quite gentle, and he talked to me for what seemed like forever. |
bandits | An adventurer can make a living preying on bandits; the adventurer has right of salvage on weapons, armor, and goods recovered from dead outlaws. |
bandits | Bandits typically operate from secret hideouts in the backcountry, and the Legions don't have troops or time to comb the wilderness for them. |
bandits | The Empire has brought prosperity to Morrowind, and with prosperity comes bandits. |
bandits in Suran | You brought the bandits to justice, and for that I am grateful. |
bandits in Suran | You have brought justice to Daldur Sarys and his bandits. House Hlaalu thanks you, %PCName. Here is the bounty money we agreed on. |
bandits in Suran | The bandits have been attacking from Saturan which is northeast of here, just over the mountains. Kill Daldur Sarys and the raids will end. When you have killed him, report directly to me, and I will give you 1,000 gold in bounty. |
bandits in Suran | Regretably, you broke the rules of the Fighters Guild and you have been expelled. First make amends, and then I can speak with you about this again. |
bandits in Suran | Avon Oran is dead? That's terrible. Well, there's no contract to be had, then. I have other orders for you when you're ready. |
bandits in Suran | Serjo Avon Oran spoke highly of your work. Every contract like this helps keep the old reputation of the Fighters Guild. |
bandits in Suran | Go to Suran and talk with Serjo Avon Oran. He can tell you more about what is going on. |
Barracks | The Barracks is an ancient Velothi building adapted for use as a barracks by the local Deathshead Legion garrison. |
bastard Ashlanders | I'd know them anywhere. They looked kind of like normal dark elves, but wild. They wore animal skins and had tattoos. And they had odd hair. They should be easy to spot, friend. It's no surprise they robbed me. |
Bastards | The priests! No, not these guards. They're just doing their jobs. No, it's the damn priests I want my hands on. |
battle axe | The term 'battle axe' includes all very heavy axes used two-handed. Most battle axes are double-bladed, but the Nordic battle axe has a single blade. The great mass and efficiency of the battle axe enables a strong warrior to penetrate heavy armor, but the battle axe is also a powerful shock weapon against massed, lightly armored opponents. |
be of some use | I've got to get my shipment to Vivec. |
be of some use | There's a good fellow! See, Rollie, I told you there are still some good folks in these lands! Rollie's become such a pessimist in his old age, but I told him we'd find someone to help! When we get there, I'll reward you. I think 100 septims seems fair. How about the three of us get going? |
be of some use | No? I'm sorry to hear that. Well, Rollie, it looks like we're on our own. Maybe we'll find someone else to help us. |
be of some use | You see, Rollie and I are heading to Vivec to deliver this shipment of clothing to Agrippina Herrenia the clothier. Truly, it's some of the finest clothing you'll ever see...perhaps I could interest you in some? Well, regardless, I've heard rumor that the road to Vivec has become rather dangerous of late. Perhaps you'd be willing to escort the two of us? Rollie and I would be most appreciative, and would be willing to offer some compensation. |
because of my son | I will not have my son becoming one of your kind. |
because of my son | No? I should have expected as much. Leave here, vampire. Leave my family alone. |
because of my son | You will? Interesting. I wish you luck in your attempt, dark one. Maybe your words can succeed where mine could not. You will find my son here in the house, just a few rooms away from here. Unless you show him that vampires are not as strong as he believes them to be, I fear for his life. Find a way to show him this, vampire. |
because of my son | I assumed you had heard the talk about town. Well, there's no harm in telling you now. He wishes to join you in your undead existence. He thinks this will give him the power and respect accorded him. Foolish boy. Maybe you can work with me, vampire. Show my son that your kind is not all-powerful. Convince him you have weaknesses. I have treasures even one of your kind must covet. |
becoming a lich | You wish to become a lich? It's very easy, my friend. Simply find the heart of a lich, combine it with the tongue of a dragon, and cook it with the flesh of a well-ridden horse. This combination is certain to make you undead. |
Beden Giladren | Thank you, %PCName. This pilgrimage has taught me a lesson in humility. I will ponder this lesson for awhile and then continue the pilgrimage. |
Beden Giladren | I thought the Ashlanders would kill me so I told them that I was a famous noble. I knew it was wrong, but what else could I do? |
Beden Giladren | Yes, I'm Beden Giladren. These ashlanders have me trapped here. Can you get me out? |
Beden Giladren | The famous noble is no longer enjoying our hospitality. |
Beden Giladren | He is free to go. |
Beden Giladren | Very well. Beden Giladren is free to leave and we can trade with you outlanders for food this winter. |
Beden Giladren | Come back when you are ready to pay the ransom. |
Beden Giladren | What do you mean? You have not heard of the famous Redoran noble Beden Giladren? |
Beden Giladren | He told me that he was a famous noble of House Redoran. Perhaps you should speak with him. |
Beden Giladren | Good. He is free to leave. |
Beden Giladren | So this "famous noble" is a liar and a coward. Very well, you can have him for five drakes. |
Beden Giladren | So this "famous noble" is a liar and a coward. Very well, you can have him for five drakes. |
Beden Giladren | Yes, you heard right. I have the famous noble Beden Giladren. I demand five thousand drakes in ransom. Will you pay? |
Beden Giladren | Yes, you heard right. I have the famous noble Beden Giladren. I demand five thousand drakes in ransom. |
Beden Giladren | I heard you rescued the pilgrim. I guess the Ashlander that came here demanding ransom for a famous noble was confused. |
Beden Giladren | Well, maybe. An Ashlander came here the other day demanding tribute for the esteemed noble "Bindin Gildaran" or somesuch. I didn't know of any Redoran noble by that name, so I just passed the report on. The Ashlander said to go west out of Maar Gan along the road towards the mountains and then head south along the mountains to get to his camp. |
Beden Giladren | Beden Giladren is dead. You have failed House Redoran. |
Beden Giladren | I wonder if Beden Giladren has finished the pilgrimages. |
Beden Giladren | Yes, I heard that you rescued Beden Giladren from the Ashlander camp. I will make sure House Redoran hears of your deeds. |
Beden Giladren | Beden Giladren was on his way from Ald'ruhn to Maar Gan. I do not know what happened to him. Go to Maar Gan and see if you can find him. |
Beden Giladren | A missing pilgrim? Tralas Rendas at the shrine might know something about it. |
Beds | Very well. Go down the stairs, and use the first room on your right. It's yours for the next day. |
Beds | It's all yours for the day. Down the stairs to the right. |
Beds | It's all yours. Up the stairs to the left. Enjoy your stay. |
Beds | I hope everything is adequate. |
Beds | Very good. Go down the stairs. The room on the right is yours. I'd avoid the left room, the man there wishes to be undisturbed.. |
Beds | Very well, the bed is yours for the day. You'll find the door over there unlocked. I trust Balmora will treat you well.. |
Beds | Great. The bed is yours. At the end of the hall upstairs, you'll find it unlocked. Enjoy your stay in Pelagiad. |
Beds | Good. You can use the second floor loft. |
Beds | Great. The bed is yours. Enjoy your stay. |
Beds | Sorry. Doesn't look like you can afford it. Maybe another time. |
Beds | Ok. Just ask again if you change your mind. |
Beds | Yes, we have one available. It's 10 gold for the rest of the day. Do you want it? |
Beds | I don't like you staying here. Get lost. |
Belan makes the leaflets | Right. Galuro Belan. She's an apothecary over in the Telvanni section. I don't think her business is doing to well right now. |
Belan makes the leaflets | Galuro Belan? That fetcher! I can't believe she'd do this to me! I'm reporting this to the magistrate! This is ridiculous. Thank you for your help. Here's your payment, as promised. |
Beluelles silver bowl | Is this about my missing silver bowl? |
Beluelles silver bowl | I hear you returned the bowl that was stolen from Piernette and Armond Beluelle. That was very good of you. |
Beluelles silver bowl | I hear you returned the bowl that was stolen from Piernette and Armond Beluelle. That was very good of you. |
Beluelles silver bowl | I heard how you treated my friend Piernette Beluelle. It's disgraceful. You should give her that bowl. |
Beluelles silver bowl | I heard how you treated my friend Piernette Beluelle. It's disgraceful. You should give her that bowl. |
Beluelles silver bowl | My friend, Piernette Beluelle, had a silver bowl stolen. This must be the same one. You must go speak with Piernette. Best if you start from a familiar landmark -- the north entrance to the Foreign Quarter of Vivec. Due north from the bridge to the Foreign Quarter of Vivec is an east-west rope bridge across a lagoon. Cross the bridge east, then follow the path as it heads north. You'll pass Nilera's farmhouse on the left, and the next house north will be Piernette's farmhouse. |
Beluelles silver bowl | I hear you returned the bowl that was stolen from Piernette and Armond Beluelle. That was very good of you. |
Beluelles silver bowl | I hear you returned the bowl that was stolen from Piernette and Armond Beluelle. That was very good of you. |
Beluelles silver bowl | We heard how you treated Piernette Beluelle. It's disgraceful. You should give her that bowl. |
Beluelles silver bowl | We heard how you treated Piernette Beluelle. It's disgraceful. You should give her that bowl. |
Beluelles silver bowl | Really? A Breton woman, Piernette Beluelle, lives on a farm to the east of Pelagiad, east of Dren Plantation and across Lake Hairan. Perhaps you should speak with her. Piernette Beluelle is a friend of Ygfa, the healer at Fort Pelagiad. Perhaps Ygfa can give you better directions to Piernette's farm. |
Berne | This clan above all disappears into the night. Not blessed with the magical powers we are given, they rely on stealth to claim their victims. |
Berne | They are not unlike us in many ways. But, though gifted physically, they prefer the shadows, stalking their prey from the darkness. It is cowardly and weak, and they are not to be trusted. |
Berne | We are the true masters of the night. Only we use our dark powers as they were intended. Sliding through the night, invisible in the shadows, we hunt our prey in secrecy and silence. |
bet with Galbedir | Ajira hears you are expelled. Ajira was told to say you should make amends with the Arch-Mage, but Ajira tells you that the wizards here have many things to do and many things on their minds. Soon Ranis Athrys will forget you are expelled and Ajira can speak with you again. |
bet with Galbedir | Ajira won the bet. Ajira does not forget your help. |
bet with Galbedir | Now Ajira will win the bet with Galbedir. |
bet with Galbedir | Ajira made a bet with Galbedir that Ajira would be a Journeyman before Galbedir. Now Ajira must study these mushrooms and write a report. Ajira wants you to give Galbedir a fake soul gem. |
bet with Galbedir | Yes, I have won the bet. I know where Ajira's stolen reports are. This should prove once and for all that the Bosmer are better thieves than the Khajiit. |
bet with Galbedir | Have you been helping Ajira with the bet? Go ahead. I have many tricks of my own. Even you and Ajira together can't stop me from winning. |
bet with Galbedir | Yes, I know all about their bet. I did the same things when I was an apprentice. You might as well do what Ajira asks. |
bet with Galbedir | They've been at each other's throats since they got here over which one is a better mage and whether Khajiit are better thieves than Bosmer. |
bet with Galbedir | It doesn't surprise me. |
Bethamez | Are you still a member of the guild? Once Trebonius gives the authorization, we can discuss guild matters again. |
Bethamez | Were you expelled? Or did you clear that up already? You ought to make amends with Guildmaster Trebonius just to be sure. |
Bethamez | You have been expelled, %PCName. If you want to make amends, you should speak with Guildmaster Trebonius. |
Bethamez | Someday your work in Dwemer archeology may surpass even myself or Hasphat Antabolis. |
Bethamez | This is truly remarkable, %PCName. These plans are very similar. Perhaps with both of them in my possession, I can discover their secrets. It's a shame Arch-Mage Trebonius doesn't share your dedication to scholarship. |
Bethamez | Well, where are they? Didn't you bring the plans with you? |
Bethamez | I understand the temptations of scholarship, but this is not the time to joke around. |
Bethamez | Have you found any more Dwemer plans or blueprints? |
Bethamez | Officially, the Gnisis eggmine was closed because of blight, but I heard that miners broke into the lost Dwemer ruin of Bethamez. I have also heard that they found Dwemer plans similar to the blueprints you brought me before. Go to the Gnisis eggmine and bring back any plans or blueprints you find. |
Betmeri | The peaceful Khajiit and Argonian races are the most numerous and culturally advanced of the Beast races; the war-loving Orc tribes are relatively few in number and widely scattered, but notable as superior warriors and weapon crafters. Other smaller Beast races, like Goblins, Apemen, and Giants, are limited to mountainous areas in the west and north of Tamriel, and seldom encountered in the East. |
Betmeri | Betmeri, or 'Beastmen,' were the aboriginal inhabitants of Tamriel. Each Beast race has its own distinctive accounts of the mythic era before the coming of Elves and Men; each Beast race is as culturally and physically distinct from one another as it is from Elven and Manish races. |
Betmeri | The peaceful Khajiit and Argonian races are the most numerous and culturally advanced of the Beast races; the war-loving Orc tribes are relatively few in number and widely scattered, but notable as superior warriors and weapon crafters. Other smaller Beast races, like Goblins, Apemen, and Giants, are limited to mountainous areas in the west and north of Tamriel, and seldom encountered in the East. |
Betmeri | Betmeri, or 'Beastmen,' were the aboriginal inhabitants of Tamriel. Each Beast race has its own distinctive accounts of the mythic era before the coming of Elves and Men; each Beast race is as culturally and physically distinct from one another as it is from Elven and Manish races. |
betty netch | The betty netch is the tough one. It's the bull netch that's poisonous, but the betty netch is twice as tough and twice as mean. |
betty netch | The betty netch is the tough one. It's the bull netch that's poisonous, but the betty netch is twice as tough and twice as mean. |
betty netch | The betty netch is the tough one. It's the bull netch that's poisonous, but the betty netch is twice as tough and twice as mean. |
betty netch | The betty netch is a large hovering beast, supported by internal sacks of magical vapors. The betty netch, the female of the species, is smaller than the male bull netch, but fiercely territorial. Cured netch skin, durable, flexible, and variously colored, is used throughout the Empire in garments, armor, weapons, household goods, and furnishings. |
betty netch | The betty netch is a large hovering beast, supported by internal sacks of magical vapors. The betty netch, the female of the species, is smaller than the male bull netch, but fiercely territorial. Cured netch skin, durable, flexible, and variously colored, is used throughout the Empire in garments, armor, weapons, household goods, and furnishings. |
Beyte Fyr | Beyte Fyr is the sweet one. Eager to please, and be pleased. An excellent cook, and a lovely singing voice. |
Big Helende | She's gone, %PCRank. |
Big Helende | That's me. |
Big Helende | Go to Sadrith Mora. You'll find Big Helende at Dirty Muriel's Cornerclub. It's quite a place. |
Big Helende | Go to Sadrith Mora. You'll find Big Helende at Dirty Muriel's Cornerclub. It's quite a place. |
Big Helende | Go to Sadrith Mora. You'll find Big Helende at Dirty Muriel's Cornerclub. It's quite a place. |
Big Helende | She's here. Upstairs. |
Big Helende | Who wants to know? |
Big Helende | Check over at Dirty Muriel's. Might be there. |
Big Helende | I don't have to tell you anything. |
big orders | Well, just recently, I heard that he got an order for twenty different swords and at least eight full suits of armor. I don't sell that in a month! I'd really like to get that contract for myself. |
birthsign | In Tamriel, persons born under certain constellations are said to be 'fortunate in their aspects'. Such persons are often blessed -- or cursed -- with remarkable abilities or weaknesses as a result of the magical conjunctions of celestial influences. |
birthsign | In Tamriel, persons born under certain constellations are said to be 'fortunate in their aspects'. Such persons are often blessed -- or cursed -- with remarkable abilities or weaknesses as a result of the magical conjunctions of celestial influences. |
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. |
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. |
Bitter Coast | The Bitter Coast is also called 'the Smuggler's Coast'. Hidden coves and islands are handy for smugglers, and the frequent rain and fog hides small boats from Excise cutters. |
Bitter Coast | The Bitter Coast is also called 'the Smuggler's Coast'. Hidden coves and islands are handy for smugglers, and the frequent rain and fog hides small boats from Excise cutters. |
Bitter Coast | The salt marshes and hot swamps of Bitter Coast are uninhabited, with the only settlements found at the good harbors of Gnaar Mok, Hla Oad, and Seyda Neen. |
Bitter Coast | The salt marshes and hot swamps of Bitter Coast are uninhabited, with the only settlements found at the good harbors of Gnaar Mok, Hla Oad, and Seyda Neen. |
Bitter Coast | The western coast of Vvardenfell from Seyda Neen north to Gnaar Mok is called the Bitter Coast. |
Bitter Coast | The western coast of Vvardenfell from Seyda Neen north to Gnaar Mok is called the Bitter Coast. |
Bitter Coast region | The Bitter Coast is named for the salt marshes along the coast northwest of town. From here to the Odai River, it's rugged coastal hills, then it's roadless, uninhabited swamp all the way north to the West Gash and the Sea of Ghosts. Hla Oad is a fishing settlement north of the Odai, and the fishing village of Gnaar Mok is even farther, and both places are small, isolated, and poor. Hunting is fair, and some folks gather mushrooms, pods, and flowers for alchemists. |
Bitter Coast region | The Bitter Coast is named for the salt marshes and swamps along the southwest coast. The water is bitter, and so is life, generally. It's mostly uninhabited wilderness from Seyda Neen in the south all the way north to the West Gash and the Sea of Ghosts. Hla Oad is a fishing settlement on the mainland near the mouth of the Odai River; there's a fair track along the river inland to Balmora. Gnaar Mok is a fishing village on an island farther north, but both places are small, isolated, and poor. |
Bitter Cup | You've been expelled, %PCName. Make amends and speak with me again. |
Bitter Cup | There's nothing more we can do about this. |
Bitter Cup | Let's not bring that one up again. |
Bitter Cup | Eydis Fire-Eye has the Bitter Cup now. |
Bitter Cup | Eydis Fire-Eye is dead? That is a problem. Well, she can't hurt us now, but neither can she help us. We'll have to move on to other jobs. |
Bitter Cup | So Eydis took the Bitter Cup. Good. She's likely to betray us, too, but only if she thinks we think she won't. Anyway, I found some good lockpicks the other day and thought you might could find a use for them. |
Bitter Cup | You have the Bitter Cup. You need to take it to Eydis Fire-Eye. She's in the Fighters Guild in Balmora. |
Bitter Cup | Good. Now please go get it. Time is of the essence. |
Bitter Cup | Fool! You used it?! Well, I can't say as I blame you. Scratch one bribery attempt, though. But things might still work to our advantage. |
Bitter Cup | Fool! You used it?! Well, I can't say as I blame you. Scratch one bribery attempt, though. But things might still work to our advantage. |
Bitter Cup | Where's the Bitter Cup? You didn't succumb to its power, did you? |
Bitter Cup | Percius Mercius told us that Eydis Fire-Eye worships Clavicus Vile. Perhaps she would betray Sjoring Hard-Heart for the Bitter Cup, an artifact sacred to Clavicus Vile. The Bitter Cup was lost in the ruins of Ald Redaynia, which is on an island north of the Urshilaku Camp. |
Bitter Cup | Yes, you gave me the Bitter Cup. I have not forgotten. |
Bitter Cup | So be it. I take this Bitter Cup and pledge to support you against Sjoring Hard-Heart. I never liked the way the Camonna Tong was using an Imperial Guild to destroy another Imperial Guild. Tell the Master Thief to contact me when he's ready. |
Bitter Cup | I know that some gifts of Clavicus Vile can be hard to part with. If you change your mind, you know where to find me. |
Bitter Cup | So you think you can bribe me to betray Sjoring Hard-Heart? Well, you might be right. If you give me the Bitter Cup, I'll pledge my support to the Thieves Guild. |
bitter recriminations | You want to chide me... why did I murder Nerevar? why did I break my oath to Azura not to use Kagrenac's tools? why did I cause others to suffer? |
bittergreen petals | Bittergreen is a red flowering plant with modest magical properties. It grows in the Red Mountain region. |
bittergreen petals | Bittergreen is a red flowering plant with modest magical properties. It grows in the Red Mountain region. |
Bivale Teneran | You've been expelled from House Hlaalu. You must make amends. |
Bivale Teneran | Bivale Teneran is dead. |
Bivale Teneran | You told me you already delivered the orders. |
Bivale Teneran | Bivale Teneran is dead? That is unfortunate news. She was our only contact in Ald'ruhn. |
Bivale Teneran | You killed Bivale Teneran? That is intolerable. I will not discuss business with you any more. |
Bivale Teneran | Good work, %PCName. Take these 500 drakes with my gratitude. |
Bivale Teneran | Like I said, take the scroll I gave you to Bivale Teneran in Ald'ruhn. Her shop in under the crabshell. |
Bivale Teneran | Bivale Teneran is a wealthy clothing merchant in Ald'ruhn. She keeps an eye out for us in Ald'ruhn. Her shop is under Skar, the crabshell in Ald'ruhn. Take this scroll to her. |
Bivale Teneran | I am Bivale Teneran. How may I help you? |
Bivale Teneran | Bivale Teneran is the fine clothier here in Ald'ruhn. Her shop is in the Manor District, which can be found in the north part of town, under-Skar. |
Bivale Teneran | Yes, to Teneran my fine shirts must go. She is in Ald'ruhn, under the big shell. |
black anther | Black anther is a flowering plant that grows along Azura's Coast. |
black anther | Black anther is a flowering plant that grows along Azura's Coast. |
Black Jinx | I no longer have the Black Jinx. |
Black Jinx | It's yours, %PCRank. |
Black Jinx | Yes, I have the ring, but we in the Morag Tong have a special interest in the ring as well. Would you steal from us, brother %PCName? |
Black Jinx | Yes, I have the ring, but we in the Morag Tong have a special interest in the ring as well. Would you steal from us, sister %PCName? |
Black Jinx | So you do have some courage. We shall settle this now. To the death! |
Black Jinx | So you are just another Telvanni coward. Go back to your servants, %PCRace. If you have any. |
Black Jinx | If Dratha needs the ring so badly, I do not understand why she does not seek after it herself. Hiding behind mere servants like you is a sign of cowardice. Yes, I admit it. I have the ring. If you want it, you can fight me for it. |
Black Jinx | Suppose I did have this ring, this "Black Jinx?" Would you take what is not rightfully yours? |
Black Jinx | Yes, this is it. Mistress Dratha will appreciate this. The ring can instill fear in others. I know a spell or two that are not as powerful as this ring, but I will teach them to you if you wish to learn. |
Black Jinx | Why should I believe you if you won't show me the ring? Bring the ring to me or stop wasting my time. |
Black Jinx | Then keep trying. Surely someone here in Sadrith Mora has heard of it. |
Black Jinx | Very well. [Raven teaches you how to demoralize your opponents.] If you want more chores, speak with the other Mouths. |
Black Jinx | If you want more chores, speak with the others Mouths. |
Black Jinx | You have already given me the Black Jinx. |
Black Jinx | Have you found the Ring of the Black Jinx? |
Black Jinx | Mistress Dratha has always had an interest in this ring. She believes that the ring is now here in Sadrith Mora. Acquire this ring and deliver it to me. |
Black Jinx | Yes, I am looking for it. Have you found it? You should learn to go through the proper channels. Take the ring to my Mouth, Raven Omayn in Sadrith Mora. |
Black Jinx | That is none of your concern, %PCName. |
Black Jinx | I heard that Mistress Dratha was looking for this ring, but I do not know where you might find one. |
Black Jinx | I have heard of it. I believe the ring belongs to the Morag Tong. If you are brave, perhaps you could ask them. They have a guildhall on the northeast side of town. |
black lichen | Black lichen is a hardy primitive plant that grows in the harsh conditions of the Ashlands, Red Mountain, Molag Amur, and Azura's Coast. |
black lichen | Black lichen is a hardy primitive plant that grows in the harsh conditions of the Ashlands, Red Mountain, Molag Amur, and Azura's Coast. |
Black Marsh | Most of the native Argonian population of Black Marsh is confined to the great inland waterways and impenetrable swamps of the southern interior. There are few roads here, and most travel is by boat. The coasts and the northwestern upland forests are largely uninhabited. For ages the Dunmer have raided Black Marsh for slaves; though the Empire has made this illegal, the practice persists, and Dunmer and Argonians have a long-standing and bitter hatred for one another. |
Black Marsh | Most of the native Argonian population of Black Marsh is confined to the great inland waterways and impenetrable swamps of the southern interior. There are few roads here, and most travel is by boat. The coasts and the northwestern upland forests are largely uninhabited. For ages the Dunmer have raided Black Marsh for slaves; though the Empire has made this illegal, the practice persists, and Dunmer and Argonians have a long-standing and bitter hatred for one another. |
Black Marsh | Most of the native Argonian population of Black Marsh is confined to the great inland waterways and impenetrable swamps of the southern interior. There are few roads here, and most travel is by boat. The coasts and the northwestern upland forests are largely uninhabited. For ages the Dunmer have raided Black Marsh for slaves; though the Empire has made this illegal, the practice persists, and Dunmer and Argonians have a long-standing and bitter hatred for one another. |
Black Marsh | Most of the native Argonian population of Black Marsh is confined to the great inland waterways and impenetrable swamps of the southern interior. There are few roads here, and most travel is by boat. The coasts and the northwestern upland forests are largely uninhabited. For ages the Dunmer have raided Black Marsh for slaves; though the Empire has made this illegal, the practice persists, and Dunmer and Argonians have a long-standing and bitter hatred for one another. |
Black Marsh | Most of the native Argonian population of Black Marsh is confined to the great inland waterways and impenetrable swamps of the southern interior. There are few roads here, and most travel is by boat. The coasts and the northwestern upland forests are largely uninhabited. For ages the Dunmer have raided Black Marsh for slaves; though the Empire has made this illegal, the practice persists, and Dunmer and Argonians have a long-standing and bitter hatred for one another. |
Black-heart | Black-heart is an acute blight disease affecting a victim's strength and endurance. It may be contracted from corprus beasts or other blight monsters. |
Black-heart | Black-heart is an acute blight disease affecting a victim's strength and endurance. It may be contracted from corprus beasts or other blight monsters. |
Black-heart | Black-heart is an acute blight disease affecting a victim's strength and endurance. It may be contracted from corprus beasts or other blight monsters. |
Black-heart | Black-heart is an acute blight disease affecting a victim's strength and endurance. It may be contracted from corprus beasts or other blight monsters. |
Blades | Yes, we heard Caius had been recalled. He said we'd still be forwarding our reports to him. I think he thought what you're doing is important -- whatever it is -- he didn't tell us -- and we weren't supposed to bother you. |
Blades | I'm a Blade, too, and I report to Caius, like you. |
Blades | Yes, we heard Caius had been recalled. He said we'd still be forwarding our reports to him. I think he thought what you're doing is important -- whatever it is -- he didn't tell us -- and we weren't supposed to bother you. |
Blades | I'm a Blade, too, and I report to Caius, like you. You're welcome to use my bed to rest, but leave my other stuff alone, please. |
Blades | Yes, we heard Caius had been recalled. He said we'd still be forwarding our reports to him. I think he thought what you're doing is important -- whatever it is -- he didn't tell us -- and we weren't supposed to bother you. |
Blades | I'm a Blade, too, and I report to Caius, like you. You're welcome to use my bed to rest, but leave my other stuff alone, please. |
Blades | Yes, we heard Caius had been recalled. He said we'd still be forwarding our reports to him. I think he thought what you're doing is important -- whatever it is -- he didn't tell us -- and we weren't supposed to bother you. |
Blades | I'm a Blade, too, and I report to Caius, like you. You're welcome to use my bed to rest, but leave my other stuff alone, please. |
Blades | Yes, we heard Caius had been recalled. He said we'd still be forwarding our reports to him. I think he thought what you're doing is important -- whatever it is -- he didn't tell us -- and we weren't supposed to bother you. |
Blades | I'm a Blade, too, and I report to Caius, like you. You're welcome to use my bed to rest, but leave my other stuff alone, please. |
Blades | Yes, we heard Caius had been recalled. He said we'd still be forwarding our reports to him. I think he thought what you're doing is important -- whatever it is -- he didn't tell us -- and we weren't supposed to bother you. |
Blades | I'm a Blade, too, and I report to Caius, like you. You're welcome to use my bed to rest, but leave my other stuff alone, please. |
Blades | Yes, we heard Caius had been recalled. He said we'd still be forwarding our reports to him. I think he thought what you're doing is important -- whatever it is -- he didn't tell us -- and we weren't supposed to bother you. |
Blades | I'm a Blade, too, and I report to Caius, like you. You're welcome to use my bed to rest, but leave my other stuff alone, please. |
Blades | We're spies. We're the Emperor's hidden eyes and ears in the provinces. We watch the Emperor's enemies. We look for opportunities. We make reports. And, when the Emperor commands, we obey. But we're only one of many guilds and factions in Morrowind. You should know a little about Morrowind politics before you get involved with any of these other groups. |
Blades | The Blades are the Emperor's spies. They're everywhere, but no one knows who they are. |
Blades | The Blades are the Emperor's spies. They're everywhere, but no one knows who they are. |
Blades | The Blades is an prestigious service order for citizens demonstrating the greatest loyalty to the Emperor. To be named to the Blades by the Emperor is a great honor, and publicly acknowledged members serve openly in noble courts and diplomatic posts. Privately, many Blades members act as the Empire's intelligence agency. Such agents conceal themselves with secret identities, operating in disguise as couriers, observers, and spies throughout the Empire. |
Blades | The Blades is an prestigious service order for citizens demonstrating the greatest loyalty to the Emperor. To be named to the Blades by the Emperor is a great honor, and publicly acknowledged members serve openly in noble courts and diplomatic posts. Privately, many Blades members act as the Empire's intelligence agency. Such agents conceal themselves with secret identities, operating in disguise as couriers, observers, and spies throughout the Empire. |
Blades | The Blades is an prestigious service order for citizens demonstrating the greatest loyalty to the Emperor. To be named to the Blades by the Emperor is a great honor, and publicly acknowledged members serve openly in noble courts and diplomatic posts. Privately, many Blades members act as the Empire's intelligence agency. Such agents conceal themselves with secret identities, operating in disguise as couriers, observers, and spies throughout the Empire. |
Blades Apprentice | Those were the good old days, eh? Believe it or not, I was an Apprentice once, too. But that was a LOONG time ago. |
Blades Apprentice | Yes. Congratulations. Just get on with it. |
Blades Apprentice | I'm promoting you to Apprentice Rank, effective immediately. And here's a little present -- two spell scrolls. The Divine Intervention will recall you to the nearest Imperial shrine, and the Almsivi Intervention will recall you the nearest Temple. They come in handy for a quick getaway. No, no, %PCName. No thanks needed. You're doing great work. Now, get out of here and let me read. |
Blades Trainers | These Blades agents offer training... not free, of course, but cheap for a fellow agent. Look for Rithleen, Tyermaillin, and Nine-Toes here in Balmora. In Caldera, see Surane Leoriane. In Ald'ruhn, see Gildan. Sjorvar Horse-Mouth lives in a hut west of Ald'ruhn. And Elone the Scout can be found at Arrille's Tradehouse in Seyda Neen. |
Blades Trainers | Yes, I offer training, but only to Blades. |
Blades Trainers | Yes. We aren't trying to make a profit off our fellow Blades, and as you rise in rank, your discount increases. Still, we have to live, and training isn't cheap. Well... basic skill training -- if you don't know very much -- can be pretty cheap. But advanced skill training -- for example, in your major specialties, that can get expensive. Here. I don't use this cuirass and helm any more. Maybe you can get a few drakes for it, and put them in your personal training fund. |
Blades Trainers | Yes, I offer training, but only to Blades. |
Blades Trainers | Basic skill training is cheap. We give you discounts for higher rank in the Blades, and we keep our prices low. But advanced training is never cheap, even from us. Look. To get you started, here's my old alembic. Maybe you can get a few gold for it, or use it yourself. |
Blades Trainers | Yes, I offer training, but only to Blades. |
Blades Trainers | The basics we can teach you, won't cost much. Advanced training, though... that's expensive. If you're already skilled, you're much harder to teach. Maybe I can help you out. Here's a little moon sugar, on the house. You do know that trade in moon sugar and skooma is against the law, and most alchemists and apothecaries won't buy it. But Khajiit generally will. Try Ajira at the Balmora Mages Guild, or Ra'Virr, the trader in Balmora. Sell the sugar, and start saving for training. |
Blades Trainers | Yes, I offer training, but only to Blades. |
Blades Trainers | Of course we can train you. You pay, of course, but much less than you would outside the Blades. And may I suggest you find someone to teach you the Detect Enchantment spell? Whenever you're exploring, it's good to know where enchanted items are. Sometimes that's where dangerous enemies are... HOLDING the enchanted items. And sometimes that shows items hidden from view in deep pools or on high ledges. See Llaros Uvayn the Nightblade at the Caldera Governor's Hall. |
Blades Trainers | Yes, I offer training, but only to Blades. |
Blades Trainers | Certainly I offer basic training at low prices to colleagues. But even at my low prices, advanced training isn't cheap. Sorry, but that's the way it is. Look. Can I make a suggestion? Go see Wayn at the Balmora Guild of Fighters. Know what a jink blade is? It has a Paralyze enchantment. And a spider blade has a Poison enchantment. They're not considered honorable weapons, and most smiths don't sell them. But they sure come in handy. |
Blades Trainers | Yes, I offer training, but only to Blades. |
Blades Trainers | Yes, I can train you. And maybe offer a suggestion. If you're going exploring, get yourself an enchanted weapon, or some scrolls, or both. Can't harm a ghost without an enchanted weapon or magic. Galbedir at the Balmora Mages Guild usually has a selection, and can also enchant items for you -- IF you can afford the charged soul gems she sells, and IF you can afford her enchanting service. |
Blades Trainers | Yes, I offer training, but only to Blades. |
Blades Trainers | Normally I don't offer training, but since you're one of us, I'll just charge you for my time and effort. But the best way to learn is to teach yourself. Why don't I give you my old copy of 'Guide to Vvardenfell'. If you're going to work with us here, you'd best know something about the land and the people. |
Blades Trainers | Yes, I offer training, but only to Blades. |
blades_Elone | Elone gave me a copy of 'Guide to Vvardenfell' so I can learn something about Vvardenfell's land and people. |
blades_elone2 | Caius says one of the Blades under his command, Elone the Scout, can usually be found at Arrille's Tradehouse in Seyda Neen, the sea port where I arrived by boat. |
blades_Gildan | Gildan recommended I see Wayn at the Balmora Guild of Fighters. He sells jink blades which Paralyze and spider blades which poison. He says they aren't honorable weapons, and most smiths don't sell them. |
blades_gildan2 | Caius says one of the Blades under his command, Nightblade Gildan, lives in Ald'ruhn, the Redoran district seat north of Balmora, beyond Caldera. Gildan lives in the southeast corner of town, in a house to the right of the steps up to the temple. |
blades_Nine_Toes | Nine-Toes gave me some moon sugar. He says most alchemists and apothecaries won't buy it, but Khajiit generally will. He suggested Ajira at the Balmora Mages Guild and Ra'Virr, a trader in Balmora. |
blades_nine_toes2 | Caius says that to reach Hunter Nine-Toes, one of the Blades under Caius' command, leave Caius' door facing south. Go right, down the steps, then turn left and head south, looking for Nine-Toes' door on the left. |
blades_rithleen | Rithleen gave me a cuirass and helm to sell to get a few drakes for my personal training fund. |
blades_rithleen2 | Caius says one of the Blades under his command, Warrior Rithleen, lives two houses south of Caius' house, upstairs. |
blades_Sjorvar | Sjorvar Horse-Mouth suggested I get an enchanted weapon or scrolls for exploring. Ghosts can't be harmed except by an enchanted weapon or magic. Galbedir at the Balmora Mages Guild usually has a selection. She can also enchant items, but apparently it isn't cheap. |
blades_sjorvar2 | Caius says one of the Blades under his command, Master-at-Arms Sjorvar Horse-Mouth, lives in a guar herder's hut in the middle of nowhere west of Caldera. Caius couldn't give me good directions. |
blades_Surane | Surane Leoriane suggested I see Llaros Uvayn at the Caldera Governor's Hall and learn the Detect Enchantment spell. It shows where enchanted items are, both in enemies, and in hidden locations. |
blades_surane2 | Caius says one of the Blades under his command, Mage Surane Leoriane, is in Caldera, the next town north. Her half-timber-and-stone house north sits between the twin towers of the North Gate and the Governor's Hall. |
blades_tyermaillin | Tyermaillin gave me his old alembic to use or sell. |
blades_tyermaillin2 | Caius says one of the Blades under his command, Healer Tyermaillin, lives two houses south from Caius' house, downstairs. |
blasphemy | It was nothing, really. Just regular barracks talk. But there was a lady present, and this Redoran lord got up on his hind legs and was gonna slit me like a sturgeon. Better this way. Damn sight better. |
bleak existence | Since the disappearance of the Dwarves, I have been alone in this world, trapped in this grim prison. I can scarcely move. And my fellow inmates are scarcely good company. The risk of corprus disease deters most visitors. But if you meet with cultivated minds undaunted by the terrors of the Corprusarium, you might mention your recent interview with the Last Living Dwarf. |
blessings | Very well. Stand still. |
blessings | If you need assistance, speak with me. |
blessings | Do you want the blessings of the Tribunal? |
blessings | Imperial cult members, or reverent, respectful guests, may make offerings at shrines and receive in return a blessing. Common blessings are healing, cure common or blight disease, resistance to common or blight disease, cure poison, and other health benefits. More extraordinary blessings are reserved for the advanced ranks of the faithful. No offering need be made by these pious souls; benefits may include long-term fortification of attributes and abilities. |
blessings | Most shrines provide common blessings like healing, cure common or cure blight disease, and cure poison. |
blessings | Most shrines provide common blessings like healing, cure common or cure blight disease, and cure poison. |
blessings | Most shrines provide common blessings like healing, cure common or cure blight disease, and cure poison. |
blessings | Most shrines provide common blessings like healing, cure common or cure blight disease, and cure poison. |
blessings | Imperial cult members and reverent guests may make offerings at altars and receive in return a blessing. |
blessings | Imperial cult members and reverent guests may make offerings at altars and receive in return a blessing. |
blessings | Imperial cult members and reverent guests may make offerings at altars and receive in return a blessing. |
blessings | Imperial cult members and reverent guests may make offerings at altars and receive in return a blessing. |
blessings | In addition to common blessings, most shrines provide special blessings of the saints that fortify attributes and abilities for long durations. |
blessings | In addition to common blessings, most shrines provide special blessings of the saints that fortify attributes and abilities for long durations. |
blessings | In addition to common blessings, most shrines provide special blessings of the saints that fortify attributes and abilities for long durations. |
blessings | In addition to common blessings, most shrines provide special blessings of the saints that fortify attributes and abilities for long durations. |
blessings | Most shrines provide common blessings like healing, cure common or cure blight disease, and cure poison. |
blessings | Most shrines provide common blessings like healing, cure common or cure blight disease, and cure poison. |
blessings | Most shrines provide common blessings like healing, cure common or cure blight disease, and cure poison. |
blessings | Most shrines provide common blessings like healing, cure common or cure blight disease, and cure poison. |
blessings | Temple faithful and reverent guests may make offerings at shrines and receive in return a blessing. |
blessings | Temple faithful and reverent guests may make offerings at shrines and receive in return a blessing. |
blessings | Temple faithful and reverent guests may make offerings at shrines and receive in return a blessing. |
blessings | Temple faithful and reverent guests may make offerings at shrines and receive in return a blessing. |
blight disease | Lord Dagoth has sent the blight to destroy the foreigners, and to chasten those Dunmer who bend to foreign will. Those who oppose Lord Dagoth shall wither and die, while those who join Lord Dagoth shall be healed and strengthened, filled with the power and glory of Red Mountain, and inspired by the dreams of Dagoth Ur. |
blight disease | Ridding a colony of blight is expensive and dangerous, because of the fierce attacks of sick kwama foragers and warriors, and the risk of spreading disease. |
blight disease | An diseased kwama mine is a great hardship for the whole mining community. Blighted eggs are inedible, and miners catch blight diseases. |
blight disease | Only egg miners worry about that sort of stuff. Not us. Rock doesn't get blighted. |
blight disease | Only egg miners worry about that sort of stuff. Not us. Rock doesn't get blighted. |
blight disease | Only egg miners worry about that sort of stuff. Not us. Rock doesn't get blighted. |
blight disease | Only egg miners worry about that sort of stuff. Not us. Rock doesn't get blighted. |
blight disease | Only egg miners worry about that sort of stuff. Not us. Rock doesn't get blighted. |
blight disease | Kwama foragers range far from their homes, deep into the ashlands as far as the Ghostfence. Foragers caught in blight storms become infected, and return and infect their queen and the whole colony. |
blight disease | Kwama foragers range far from their home colonies, deep into the ashlands as far as the Ghostfence. Foragers exposed to blight storms may become infected, and may return and infect their queen and the whole colony. An infested kwama mine is a great hardship for the mining community; blighted eggs are inedible, and miners catch blight diseases. Ridding a colony of blight is expensive and dangerous, because of the aggressive behavior of sick kwama foragers and warriors, and the risk of spreading disease. |
blight disease | The four blight diseases are ash-chancre, chanthrax, black-heart, ash woe. They come from touching blighted creatures or from going about in blight storms. Unless you walk upon Red Mountain, you need not fear the blight storms. You need magical resistance to blight disease if you go there. |
blight disease | The four blight diseases I've seen here on Vvardenfell are ash-chancre, chanthrax, black-heart, ash woe. They are all contracted from blighted creatures or from exposure to blight storms. You don't have to worry about blights storms unless you're entering the Red Mountain region. You need resistance to blight disease protections to go there. |
blight disease | The four blight diseases I've seen here on Vvardenfell are ash-chancre, chanthrax, black-heart, ash woe. They are all contracted from blighted creatures or from exposure to blight storms. You don't have to worry about blights storms unless you're entering the Red Mountain region. You need resistance to blight disease protections to go there. |
blight disease | The four blight diseases I've seen here on Vvardenfell are ash-chancre, chanthrax, black-heart, ash woe. They are all contracted from blighted creatures or from exposure to blight storms. You don't have to worry about blights storms unless you're entering the Red Mountain region. You need resistance to blight disease protections to go there. |
blight disease | The four blight diseases I've seen here on Vvardenfell are ash-chancre, chanthrax, black-heart, ash woe. They are all contracted from blighted creatures or from exposure to blight storms. You don't have to worry about blights storms unless you're entering the Red Mountain region. You need resistance to blight disease protections to go there. |
blight diseases | Blight diseases resist common herbal and magical treatments, and are of two kinds: wasting diseases which attack one or more of an organism's systems, and abnormal growth diseases, which distort the organism's functions and structures. Natives avoid exposure to the Blight, and wear special protective garments when traveling in Blight-prone regions. |
blight diseases | You get blight diseases by fighting with diseased creatures. Normal creatures that get caught in blight storms can turn into ugly monsters. |
blight diseases | Blight diseases can't be cured by cure common disease spells or potions. You need special cure blight disease potions or spells. |
blight monsters | The 'corprus men,' they crawl from under the mountain. They prey in the night like demons. They follow the blight storms, walk in the storms, bring death, disease. Hunters won't hunt, herders won't herd. Scared to go out on the land. Ahemmusa are people of peace, not of war. We fight, we die; we don't fight, we die. We must have help, or there will be nothing left. |
blight storms | There is bad magic in the dust from Red Mountain. The grass dies, the kwama and guar go mad, bite and fight. These are very hard times for the tribes, so the tribes go raiding. Here there is not blight, and I live in big house and get rich and soft like a fat trader. |
blight storms | Red dust from Red Mountain. Grass dies, kwama and guar go mad, bite and fight. Hunters cannot find food. Herders get sick, watch the herds die. Lands to the west belong to Urshilaku. Lands to the south belong to Zainab. And to the north? Water and monsters. No safe haven for the Ahemmusa. |
blight-sick animals | Our herds are sick. And the game animals -- kagouti, alit -- they grow sick, too. When blight storms come, animals walk in the storms. They get sick, get the red taint. Then they go crazy, bite and fight, go mad, kill everything. Without the herds, without the game, we must starve. |
blighted creatures | The following creatures are susceptible to blight diseases: kwama queen, kwama forager, kwama warrior, kwama worker, scrib, cliff racer, alit, shalk, kagouti, nix hound, and rat. Since blight disease is contracted by contact, after an encounter with these creatures, make sure you haven't gotten a blight disease. |
blighted creatures | The following creatures are susceptible to blight diseases: kwama queen, kwama forager, kwama warrior, kwama worker, scrib, cliff racer, alit, shalk, kagouti, nix hound, and rat. Since blight disease is contracted by contact, after an encounter with these creatures, make sure you haven't gotten a blight disease. |
bloat | Bloat is the thick, pulpy-white tuber of the bloatspore plant. It grows in dark, damp locations. |
bloat | Bloat is the thick, pulpy-white tuber of the bloatspore plant. It grows in dark, damp locations. |
block | The block discipline is the skill of parrying melee attacks with shields. A successful block reduces damage. |
bloodbath | Here is what I'm thinking. I love the law. I love the Empire. I love the people I try very hard to keep safe. But sometimes, no matter how hard we try to keep the peace, sometimes there is going to be blood. I think you know what I'm talking about. That's why I asked for you to do this bit of work. If you're willing. |
bloodbath | The bad people in my story are five members of the Camonna Tong. I know they are a scout, a pawnbroker, a savant, a thief, and a smith, and that they are in Balmora. Unfortunately, I don't know their names. But maybe you can find their names. And where to find them. And then maybe my story could have a happy ending. With a little bloodbath, instead of a little prayer. |
bloody lies | Then let's show this witch the way to her grave together! |
bloody lies | Then you will die alongside her! |
bloody lies | That's right, they're all damn lies! Is that a doubting look I see in your eye, friend? Whose side are you on here? |
blueprints | Are you still a member of the guild? Once Trebonius gives the authorization, we can discuss guild matters again. |
blueprints | Were you expelled? Or did you clear that up already? You ought to make amends with Guildmaster Trebonius just to be sure. |
blueprints | You have been expelled, %PCName. If you want to make amends, you should speak with Guildmaster Trebonius. |
blueprints | Both of these plans seem to be for some kind of metal insect. I do not know what to make of them yet. I will keep you fully informed of any discoveries, %PCRank. |
blueprints | I believe there are more blueprints in Bethamez. |
blueprints | They seem to be the plans for some kind of large metal insect. I will have to study them further. |
blueprints | Yes, this is exactly what I was looking for. Excellent work, %PCRank. |
blueprints | Did you drop them on the way back? Where are they? |
blueprints | If you refuse to hand the blueprints over, I will have no choice but to report this to the rest of the Mages Guild and the Imperial Authorities. |
blueprints | Well, have you found any Dwemer plans yet? |
blueprints | Senilias already sent the blueprints he found in Nchuleftingth to the Emperor... But the excavation report mentioned Mzuleft, which is southwest of Dagon Fel. You will need to swim or fly across parts of the Sea of Ghosts. Bring back any plans or blueprints you find. |
blunt weapon | The blunt weapon discipline is the study and mastery of the club, staff, mace, and warhammer weapons styles. To use any style of weapon effectively, the user must be trained, conditioned, and skilled in its use. |
blunt weapons | Clubs and staves are cheap, easy-to-master, all-purpose weapons for travelers and militias. The mace and morningstar are one-handed, the warhammer is two-handed, slow, and heavy; all three are proper weapons for professional warriors. Rank them by effectiveness as club, staff, mace, morningstar, and warhammer, with club least effective. |
blunt weapons | Clubs and staves are cheap, easy-to-master, all-purpose weapons for travelers and militias. The mace and morningstar are one-handed, the warhammer is two-handed, slow, and heavy; all three are proper weapons for professional warriors. Rank them by effectiveness as club, staff, mace, morningstar, and warhammer, with club least effective. |
blunt weapons | Clubs and staves are cheap, easy-to-master, all-purpose weapons for travelers and militias. The mace and morningstar are one-handed, the warhammer is two-handed, slow, and heavy; all three are proper weapons for professional warriors. Rank them by effectiveness as club, staff, mace, morningstar, and warhammer, with club least effective. |
blunt weapons | Clubs and staves are cheap, easy-to-master, all-purpose weapons for travelers and militias. The mace and morningstar are one-handed, the warhammer is two-handed, slow, and heavy; all three are proper weapons for professional warriors. Rank them by effectiveness as club, staff, mace, morningstar, and warhammer, with club least effective. |
blunt weapons | Clubs and staves are cheap, easy-to-master, all-purpose weapons for travelers and militias. The mace and morningstar are one-handed, the warhammer is two-handed, slow, and heavy; all three are proper weapons for professional warriors. Rank them by effectiveness as club, staff, mace, morningstar, and warhammer, with club least effective. |
blunt weapons | Clubs and staves are cheap, easy-to-master, all-purpose weapons for travelers and militias. The mace and morningstar are one-handed, the warhammer is two-handed, slow, and heavy; all three are proper weapons for professional warriors. Rank them by effectiveness as club, staff, mace, morningstar, and warhammer, with club least effective. |
boast | Don't bother. You're not scaring anyone, you know. Just makes you look nervous. Come on. I'm waiting for you to make the first move. You're the challenger. |
body armor | First, wear as much armor as you can carry and still fight without passing out. Second, use armor that matches the style you are skilled in -- light, medium, or heavy armored style. Third, keep your armor in good shape. Worn armor is less effective; badly-worn armor is just as heavy as new armor, but provides almost no protection. Fourth, buy the best quality armor you can afford. Fifth, if you're trained in unarmored style, you may be better protected without armor than with armor. |
body armor | First, wear as much armor as you can carry and still fight without passing out. Second, use armor that matches the style you are skilled in -- light, medium, or heavy armored style. Third, keep your armor in good shape. Worn armor is less effective; badly-worn armor is just as heavy as new armor, but provides almost no protection. Fourth, buy the best quality armor you can afford. Fifth, if you're trained in unarmored style, you may be better protected without armor than with armor. |
body armor | First, wear as much armor as you can carry and still fight without passing out. Second, use armor that matches the style you are skilled in -- light, medium, or heavy armored style. Third, keep your armor in good shape. Worn armor is less effective; badly-worn armor is just as heavy as new armor, but provides almost no protection. Fourth, buy the best quality armor you can afford. Fifth, if you're trained in unarmored style, you may be better protected without armor than with armor. |
body armor | First, wear as much armor as you can carry and still fight without passing out. Second, use armor that matches the style you are skilled in -- light, medium, or heavy armored style. Third, keep your armor in good shape. Worn armor is less effective; badly-worn armor is just as heavy as new armor, but provides almost no protection. Fourth, buy the best quality armor you can afford. Fifth, if you're trained in unarmored style, you may be better protected without armor than with armor. |
body armor | First, wear as much armor as you can carry and still fight without passing out. Second, use armor that matches the style you are skilled in -- light, medium, or heavy armored style. Third, keep your armor in good shape. Worn armor is less effective; badly-worn armor is just as heavy as new armor, but provides almost no protection. Fourth, buy the best quality armor you can afford. Fifth, if you're trained in unarmored style, you may be better protected without armor than with armor. |
body armor | First, wear as much armor as you can carry and still fight without passing out. Second, use armor that matches the style you are skilled in -- light, medium, or heavy armored style. Third, keep your armor in good shape. Worn armor is less effective; badly-worn armor is just as heavy as new armor, but provides almost no protection. Fourth, buy the best quality armor you can afford. Fifth, if you're trained in unarmored style, you may be better protected without armor than with armor. |
Boethiahs Pillow Book | You've been kicked out of the Guild, %PCName. Better make amends, or no one's going to talk to you. |
Boethiahs Pillow Book | You already gave me that book. |
Boethiahs Pillow Book | Hm. Interesting books these Dunmer have. We're getting paid well for this job. I looked over the emergency supplies here and found a ring and amulet you might like. Just don't tell anyone I gave them to you, eh? |
Boethiahs Pillow Book | I need that book. I can't keep my client waiting forever. I might have to hire someone else to get that book, if you know what I mean. |
Boethiahs Pillow Book | I need that book. I can't keep my client waiting forever. I might have to hire someone else to get that book, if you know what I mean. |
Boethiahs Pillow Book | Well, I have a client that wanted some dirt on the Arobar family. Would you be willing to part with that book? |
Boethiahs Pillow Book | Oh. Well, a client of ours wants some dirt on Gandosa Arobar. If you find her copy of Boethiah's Pillow Book, give it to me and I'll give you a little something for your trouble. |
Boethiahs Pillow Book | Is that Boethiah's Pillow Book? You didn't happen to find that in Arobar Manor, did you? |
Boethiahs Pillow Book | Did you get the book? |
Boethiahs Pillow Book | 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. |
Bologra | Optio Bologra is the Camp Prefect of the Deathshead Legion Garrison at Gnisis. He's a tough and violent orc, not clever or polished, but nonetheless an effective and respected officer. |
Bolvyn Venim | You have won the duel against Bolvyn Venim. You are now the %PCRank of House Redoran. May Vivec guide you to glory. |
Bolvyn Venim | You have won the duel against Bolvyn Venim. You are now Hortator of House Redoran. |
Bolvyn Venim | You have slain Bolvyn Venim, the rightful head of House Redoran. How can the people trust you now? |
Bolvyn Venim | If any other counselor were killed or murdered, the other counselors would refuse to name you Hortator. But Venim is tyrannical and unjust, and if he were to die in a duel or a fair fight, no councilor could find dishonor in it. I guarantee it. In fact, if Venim dies an honorable death, I promise I will continue to plead your case with the other councilors. |
Bolvyn Venim | You must be careful not to harm Bolvyn Venim in any way. If you were to kill Bolvyn Venim now, the other councilors would turn against you. Once you have rescued my son, I will tell you a way that we might deal with Bolvyn Venim, but for now, just rescue my son, Varvur Sarethi. |
Bolvyn Venim | While we often disagree on the Council, he is the best general House Redoran has known for many generations. Bolvyn Venim brought House Redoran back from the brink of defeat... Alas, no man is perfect. He kidnapped my son. He is harsh on his servants. There are other crimes I am honor-bound to keep secret. I believe you would make a better Archmaster. You temper your strength with mercy. |
Bolvyn Venim | He is a strong leader, and has done great things for House Redoran. How can I explain the hold he has over the hearts of the Redoran people? He brought us back from certain defeat. He moved the council here to Vvardenfell and took our share of the frontier lands. He is a natural leader, born to rule. One only wishes he was just and fair as well as strong. |
Bolvyn Venim | He is the one who had me secretly arrested. I think he was going to use me against my father. I'd stay away from him if I were you. |
Bolvyn Venim | Go through the door opposite the entrance, then up the stairs and to the left. |
Bolvyn Venim | Go under the stairs and up the ramp to the second level. Head southeast and go through the door. |
Bolvyn Venim | You're in the wrong place if you want to see him. Get out of here before I get suspicious. |
Bolvyn Venim | He is right over there. |
bonelord | The Bonelord is a revenant that protects the tombs of clan and kin. Bonemeal, the finely ground powder made from the bones of the skeleton minions, has modest magical properties. |
bonelord | The Bonelord is a revenant that protects the tombs of clan and kin. Bonemeal, the finely ground powder made from the bones of the skeleton minions, has modest magical properties. |
Bonemeal | Bonemeal is a fine-ground powder from the bones of man-like races. Alchemists have identified its magical properties, and use it in various preparations. |
Bonemeal | Bonemeal is a finely ground powder with modest magical properties made from the bones of the bonewalker, an undead creature often found guarding ancestral tombs. |
Bonemeal | Bonemeal is a finely ground powder with modest magical properties made from the bones of the bonewalker, an undead creature often found guarding ancestral tombs. |
Bonewalker | Bonewalkers are among the distinctive ancestral revenants that guard Dunmer burial sites, and which may be summoned as spirit guardians. Among the undead, they are less worrisome than their more powerful manifestation, the Greater Bonewalker. |
Bonewalker | Bonewalkers defend the tombs of clan and kin. Bonewalkers are aggressive but not very dangerous. Bonemeal is a finely ground powder with modest magical properties made from the bones of the bonewalker. |
Bonewalker | Bonewalkers defend the tombs of clan and kin. Bonewalkers are aggressive but not very dangerous. Bonemeal is a finely ground powder with modest magical properties made from the bones of the bonewalker. |
book_history | When I asked about Morrowind history, Caius Cosades gave me a copy of 'A Short History of Morrowind', and suggested I look for a copy of 'On Morrowind, the Imperial Province', by Erramanwe of Sunhold. |
book_OnMorrowind | When I asked Hasphat Antabolis about Morrowind history, he gave me a copy of 'On Morrowind, the Imperial Province', by Erramanwe of Sunhold. |
Boots of Blinding Speed | Wondrous boots indeed. Never seen a pair like them. |
Boots of Blinding Speed | A wondrous pair of boots indeed. The name says it all! I would hate to ever part with them. |
Boots of the Apostle | No. I haven't seen any boots anywhere. But... I do believe I saw the remains of some poor wretch down on the floor of the cavern where the winged twilights stand watch. I wonder... perhaps he was wearing the boots you seek. |
Boots of the Apostle | You found the boots? You must tell me all about it.... |
Boots of the Apostle | The place-name reference in the Oracle's prophecy is obvious. An ancient Dunmer stronghold called Berandas lies south of the village of Gnisis in the West Gash region. I would also not be surprised to find that the reference to "wings of twilight" designates the guardians of the treasure you seek. Winged twilights are Daedric servants of the Daedra Lord Azura, one of the Anticipations worshiped in the Tribunal Temple. |
Boots of the Apostle | You found the boots? You must tell me all about it.... |
Boots of the Apostle | The place-name reference in the Oracle's prophecy is obvious. An ancient Dunmer stronghold called Berandas lies south of the village of Gnisis in the West Gash region. I would also not be surprised to find that the reference to "wings of twilight" designates the guardians of the treasure you seek. Winged twilights are Daedric servants of the Daedra Lord Azura, one of the Anticipations worshiped in the Tribunal Temple. |
Boots of the Apostle | So you found the legendary boots. Congratulations. I don't know much about them, but I'm sure you should be very proud. |
Boots of the Apostle | I think I can help you with the Oracle's prophecy. An ancient Dunmer stronghold called Berandas lies south of the village of Gnisis in the West Gash region. Note also the reference to 'silent caverns'. Berandas is distinctive among Dunmer stronghold, in that extensive caverns lie beneath the centuries-old architectural ruins. I feel sure Berandas is the site you seek. |
Boots of the Apostle | The boots you recovered were once worn by Tiber Septim himself. Wear them with pride. |
Boots of the Apostle | When Talos Stormcrown was a young man in Skyrim, he went into the mountains to learn the secrets of the Greybeards. He learned the secrets of the high peak winds -- the roar of the winter blast, and the warm silk of the summer updrafts. When he descended from the mountains, he came riding the clouds, striding through the air in great boots he claimed were gifts of the Greybeards for his cunning craft and riddling. After Septim yielded his crown, the boots disappeared, and have been lost for many years. |
Bosmer | The Bosmer are foreigners, outlanders. They live in trees and eat nothing but meat. We have no forests here. Why don't they go back where they came from? |
Bosmer | We're small, sharp, and smart. We love wild creatures, wild beauty, and wild life, unlike our dull cousins. We are not very polite, but don't have to be, since we shoot straight and run like the wind. |
Bosmer | The Bosmer are the clanfolk of the Western Valenwood forests. In the Empire, they are called "Wood Elves," but they call themselves the Bosmer, or the 'Tree-Sap' people. They scorn pretense and formality, preferring a romantic, simple existence in harmony with the wild beauty of nature. They are nimble and quick in body and wit, and there are no finer archers in all of Tamriel. |
Bosmer | The Bosmer are the clanfolk of the Western Valenwood forests. In the Empire, they are called "Wood Elves," but they call themselves the Bosmer, or the 'Tree-Sap' people. They scorn pretense and formality, preferring a romantic, simple existence in harmony with the wild beauty of nature. They are nimble and quick in body and wit, and there are no finer archers in all of Tamriel. |
Bosmer | The Bosmer are a light, careless, insubstantial people. They are barely civilized barbarians, living in unheated communal huts in the middle of empty forest wastelands. They are marvelous archers and cunning hunters, but they are worthless as hirelings, having no concept of contract, obligation, or loyalty. They are passionate and spiritually alive, but befuddled by primitive superstitions and shamanistic spirit worship. |
bound armor spells | Bound armor spells summon lesser daedra constrained within the form of magical armor for the duration of the magical effect. The armor pieces are impossibly light, superbly formed, and supernaturally durable. The most common spells of this variety are: bound cuirass, bound helm, bound boots, bound shield, and bound gauntlets. |
bound armor spells | Bound armor spells summon lesser daedra constrained within the form of magical armor for the duration of the magical effect. The armor pieces are impossibly light, superbly formed, and supernaturally durable. The most common spells of this variety are: bound cuirass, bound helm, bound boots, bound shield, and bound gauntlets. |
bound armor spells | Bound armor spells summon lesser daedra constrained within the form of magical armor for the duration of the magical effect. The armor pieces are impossibly light, superbly formed, and supernaturally durable. The most common spells of this variety are: bound cuirass, bound helm, bound boots, bound shield, and bound gauntlets. |
bound armor spells | Bound armor spells summon lesser daedra constrained within the form of magical armor for the duration of the magical effect. The armor pieces are impossibly light, superbly formed, and supernaturally durable. The most common spells of this variety are: bound cuirass, bound helm, bound boots, bound shield, and bound gauntlets. |
bound armor spells | Bound armor spells summon lesser daedra constrained within the form of magical armor for the duration of the magical effect. The armor pieces are impossibly light, superbly formed, and supernaturally durable. The most common spells of this variety are: bound cuirass, bound helm, bound boots, bound shield, and bound gauntlets. |
bound armor spells | Bound armor spells summon lesser daedra constrained within the form of magical armor for the duration of the magical effect. The armor pieces are impossibly light, superbly formed, and supernaturally durable. The most common spells of this variety are: bound cuirass, bound helm, bound boots, bound shield, and bound gauntlets. |
bound armor spells | Bound armor spells summon lesser daedra constrained within the form of magical armor for the duration of the magical effect. The armor pieces are impossibly light, superbly formed, and supernaturally durable. The most common spells of this variety are: bound cuirass, bound helm, bound boots, bound shield, and bound gauntlets. |
bound weapons spells | Bound weapon spells summon lesser daedra constrained within the form of magical weapons for the duration of the magical effect. The weapons are impossibly light, superbly formed, and profoundly bloodthirsty. The most common spells of this variety are: bound dagger, bound longsword, bound mace, bound battle-axe, bound spear, and bound longbow. |
bound weapons spells | Bound weapon spells summon lesser daedra constrained within the form of magical weapons for the duration of the magical effect. The weapons are impossibly light, superbly formed, and profoundly bloodthirsty. The most common spells of this variety are: bound dagger, bound longsword, bound mace, bound battle-axe, bound spear, and bound longbow. |
bound weapons spells | Bound weapon spells summon lesser daedra constrained within the form of magical weapons for the duration of the magical effect. The weapons are impossibly light, superbly formed, and profoundly bloodthirsty. The most common spells of this variety are: bound dagger, bound longsword, bound mace, bound battle-axe, bound spear, and bound longbow. |
bound weapons spells | Bound weapon spells summon lesser daedra constrained within the form of magical weapons for the duration of the magical effect. The weapons are impossibly light, superbly formed, and profoundly bloodthirsty. The most common spells of this variety are: bound dagger, bound longsword, bound mace, bound battle-axe, bound spear, and bound longbow. |
bound weapons spells | Bound weapon spells summon lesser daedra constrained within the form of magical weapons for the duration of the magical effect. The weapons are impossibly light, superbly formed, and profoundly bloodthirsty. The most common spells of this variety are: bound dagger, bound longsword, bound mace, bound battle-axe, bound spear, and bound longbow. |
bound weapons spells | Bound weapon spells summon lesser daedra constrained within the form of magical weapons for the duration of the magical effect. The weapons are impossibly light, superbly formed, and profoundly bloodthirsty. The most common spells of this variety are: bound dagger, bound longsword, bound mace, bound battle-axe, bound spear, and bound longbow. |
bound weapons spells | Bound weapon spells summon lesser daedra constrained within the form of magical weapons for the duration of the magical effect. The weapons are impossibly light, superbly formed, and profoundly bloodthirsty. The most common spells of this variety are: bound dagger, bound longsword, bound mace, bound battle-axe, bound spear, and bound longbow. |
bounty | You've offended me for the last time. |
bounty | That's quite enough from you, %PCRace, I'll take my leave of you now. |
bounty | As I've told you, it must have been someone else they were thinking of. This conversation is quickly becoming tiresome. |
bounty | 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. |
bounty | There's a price on her head, though I don't know how much. People don't take kindly to being sold shoddy goods. |
bounty | There's a price on her head, though I don't know how much. People don't take kindly to being sold shoddy goods. |
Bralen Carvaren | I feel as if this was all my fault, but at least the ash statue is gone. I know I won't do anything like that again. Oh, I think I remember where I got that ash statue... |
Bralen Carvaren | I didn't kill him. He was my closest friend. The guards found me near his body, but I don't remember anything that happened that night. Sometimes, though, sometimes I have... bad dreams. |
Bralen Carvaren | Yes, Varvur Sarethi has been cleared of the murder of Bralen Carvaren. |
Bralen Carvaren | Varvur Sarethi spoke with me. I have cleared him of the statue's influence and cleared his name for the murder of Bralen Carvaren. |
Bralen Carvaren | Have Varvur Sarethi speak with me soon. If this statue was responsible for his behavior, I will clear him of Bralen Carvaren's murder. |
Bralen Carvaren | Thank you, %PCName. Yes, I can see there is some kind of conjuration enchantment on this statue. I believe this statue influenced Varvur Sarethi in some manner, causing him to kill his friend Bralen Carvaren. He may still be under the influence of this statue. Tell Varvur to come and speak with me. When I am sure that he is no longer influenced by the statue, I will have him cleared of Bralen Carvaren's murder. |
Bralen Carvaren | If you will not give me the statue, I cannot help you. |
Bralen Carvaren | You found an ash statue in Varvur Sarethi's room? Give me the ash statue so that I may examine it more carefully. |
Bralen Carvaren | Yes, Varvur has been charged with the murder. There is a great deal of evidence. If you must investigate this, start by speaking with Varvur Sarethi. |
Bralen Carvaren | You have cleared my son's name, and that is all that matters. |
Bralen Carvaren | I understand that Varvur Sarethi's name will be cleared soon. You have my gratitude and you need not trouble yourself over this matter any longer. |
Bralen Carvaren | Thank you, %PCName. I understand that my son's name will be cleared when he has been purged of the ash statue's influence. I knew my son would never murder his friend, but I understand this statue influenced him in some way. |
Bralen Carvaren | This ash statue troubles me. I would have you speak with someone at the Temple about this statue. Perhaps Lloros Sarano would know more of it. |
Bralen Carvaren | This ash statue troubles me. I would have you speak with someone at the Temple about this statue. Perhaps Lloros Sarano would know more of it. |
Bralen Carvaren | Bralen Carvaren was one of Varvur Sarethi's friends. I cannot believe that my son would do such a thing, but the evidence is... persuasive. I would start by speaking with my son about Bralen Carvaren. He is in his room in the guard quarters. |
Brallion | I have heard of his death. |
Brallion | You'll find him in Sadrith Mora, in the Great Market. |
Brallion | Oh, Brallion went into Fara's for a drink. You should be able to find him in there. |
Brallion | Oh, Brallion went into Fara's for a drink. You should be able to find him in there. |
Brallion | Oh, Brallion went into Fara's for a drink. You should be able to find him in there. |
Brallions Ring | I'm very disappointed in you, %PCName. You broke our rules, and I can't have one of your reputation in the Bal Molagmer. Make amends, and perhaps we can speak again. |
Brallions Ring | I'm disappointed in you, %PCName. You've been caught too many times. Tone down your act, pay off yours debts, then come see me again. |
Brallions Ring | Let us speak of this no more. |
Brallions Ring | You already delivered the ring. |
Brallions Ring | So you delivered the ring. Good. I hope Ilmeni Dren puts it to good use. |
Brallions Ring | I wanted you to deliver a slaver's ring to Ilmeni Dren, but you tell me she's dead. I don't like the sound of that, %PCName. Lets forget about this completely. |
Brallions Ring | Braillon is dead? I don't like the sound of this, %PCName. It wouldn't be good for us to be associated with this in any way. Let's forget about this completely. |
Brallions Ring | I see you have Brallion's Ring. Take it to Ilmeni Dren in the St. Delyn Canton here in Vivec. |
Brallions Ring | Brallion has the ring, naturally. He's a slave trader in Sadrith Mora's Great Market. Steal the ring and then deliver it to Ilmeni Dren, a secret abolitionist and the daughter of Duke Vedam Dren. |
Brallions Ring | I sold the ring. Soon more slaves will be on their way back to Black Marsh or Elsweyr. |
Brallions Ring | Thank you, %PCName. |
Brallions Ring | How could I wear a ring like that when there is so much suffering in Tamriel? If you want my appreciation, there are better ways to earn it than fancy gifts. |
Brallions Ring | The Bal Molagmer? I remember tales of them told to me when I was a child, and I have heard whisperings recently that they were returning. I accept this ring as a symbol of good faith. |
Brallions Ring | The Bal Molagmer? What do you know of this, thief? I have heard of these noble bandits, but you show no sign of being one. Still, anything taken from a slaver is a good thing. |
Brallions Ring | This is for me? What are you suggesting? |
Brallions Ring | Keep it. I wouldn't wear that gaudy thing anyway. |
Brallions Ring | What do I want with a slaver's ring? |
Brallions Ring | I don't have that ring anymore. |
Brallions Ring | Five hundred you say? Well, you are a shrewd one at that. Sold! |
Brallions Ring | You have not the coin, braggart. |
Brallions Ring | Five hundred you say? Ha! 800 is my standing price. Take it or leave it. |
Brallions Ring | Suit yourself. |
Brallions Ring | All right, then. It's yours. Pleasure doing business. |
Brallions Ring | Don't waste my time, braggart. |
Brallions Ring | Eh? You like it? One of my slaves tried to buy his freedom with it. Imagine! A slave with a jewel like this? He obviously stole it, so I relieved him of its burden. If it has caught your fancy, I could part with it for, say, 1000 coin? |
Brara Morvayn | I'm sure Mistress Morvayn is grateful. Perhaps someday soon she will be able to move back to Morvayn Manor. |
Brara Morvayn | You have earned the support of Mistress Morvayn. You must also speak with Hlaren Ramoran, and you must build a stronghold. When you have, speak with me again for more duties. |
Brara Morvayn | Brara Morvayn has given you her support for the title of Redoran Hortator. |
Brara Morvayn | Since the Morvayn Manor has been overrun, Mistress Morvayn stays in the Redoran Council Hall. Speak with her there and get her support. |
Brara Morvayn | Her quarters can be found on the lower level northwest of the entrance. |
Brara Morvayn | Her quarters can be found on the lower level northwest of the entrance. |
Brara Morvayn | She moved into temporary quarters in the Redoran Council Hall after blighted creatures attacked her manor and killed her husband. |
Braynas Hlervu | That's me. What do you want? |
Braynas Hlervu | He used to be a farmer many years ago. Now all he grows is older. His small house is at the western edge of town. |
break my oath | Along with Lord Nerevar, and at his insistence, Almalexia, Sotha Sil, and I swore before our god of oaths at the time, the Daedra Lord Azura, never to employ the tools of Kagrenac for any purpose. We broke our oaths. We turned our backs on the old gods. I still see no compelling reason to worship any of the Aedra or Daedra. But, for the respect I held for Nerevar, and the respect I held for myself, I should never have betrayed my oath. Of all my life's actions, I most regret that failure. |
breeding netch | You've been expelled, but maybe you can join the Imperial Legion again. |
breeding netch | You already killed the Netch, %PCName. |
breeding netch | So the Netch are dead? Good work, %PCName. |
breeding netch | Like I said, there's a pair of breeding netch north of Gnaar Mok. Kill them before they wander back into town again and report back to me. |
breeding netch | The netch just north of here are dead? Good. You saved %Name lots of trouble. |
breeding netch | The netch just north of here are dead? Good. You saved %Name lots of trouble. |
breeding netch | %Name's ship was attacked. Kill them if you can. |
breeding netch | I'm so glad you killed them. |
breeding netch | You're the one who killed them? Netch are valuable, but they're too dangerous to let them roam free. Thank you. |
breeding netch | That's right. There's a pair of them that wander about north of here. They've come near the town a few times. We drove them off, but I'm sure they'll be back unless someone does something. |
Breton | Bretons are outlanders, foreigners, Westerners. They don't belong here. They should go back where they came from. |
Breton | Bretons are arrogant, undisciplined, subject to wild swings of emotion. They make strong but unreliable wizards and mercenaries. They are occasionally independent and creative thinkers, but are faithless and unreliable servants and hirelings. |
Breton | We Bretons are natural magicians, and born with a high resistance to destructive and dominating spells. Many great sorcerers have come from our home province of High Rock. |
Breton | Passionate and eccentric, poetic and flamboyant, intelligent and willful, Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come from their home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies. |
Breton | Passionate and eccentric, poetic and flamboyant, intelligent and willful, Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come from their home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies. |
Bribe Fail | What use does a spirit have for gold? |
Bribe Fail | What use does a spirit have for gold? |
Bribe Fail | What use does a spirit have for gold? |
Bribe Fail | What use does a spirit have for gold? |
Bribe Fail | What use does a spirit have for gold? |
Bribe Fail | What use does a spirit have for gold? |
Bribe Fail | You'll regret trying to bribe me. |
Bribe Fail | You insult me, %PCName. |
Bribe Fail | It is not what you offer, %PCName, but how you offer. |
Bribe Fail | Perhaps you think I come cheap, %PCRace. |
Bribe Fail | I didn't think you were that kind of person. |
Bribe Fail | I'm afraid what you ask is impossible. |
Bribe Fail | You cannot purchase honor with gold, %PCClass. |
Bribe Fail | I don't think so. That's not going to do it. |
Bribe Fail | Is that all you think I'm worth? |
Bribe Fail | Your manner is offensive, %PCRace. I must object. |
Bribe Fail | Is this supposed to be a gift? If so, it does not please me. |
Bribe Fail | A bribe? What do you think I am? |
Bribe Fail | You do not understand these things. |
Bribe Fail | I'm not taking your money. Get lost. |
Bribe Success | Yes, money. Exactly what I wanted. How did you know? |
Bribe Success | Your offering does you honor. |
Bribe Success | Your offering does you honor. |
Bribe Success | Your offering does you honor. |
Bribe Success | Your offering does you honor. |
Bribe Success | Your offering does you honor. |
Bribe Success | Your offering does you honor. |
Bribe Success | Alright, you want the key? Just don't tell Ondres Nerano I did this, not that he doesn't deserve it with what he pays me. |
Bribe Success | Sharing is good, %PCName. I like sharing. |
Bribe Success | Yes, %PCName, that may be some help. |
Bribe Success | You are generous, %PCName. And your judgment is good. |
Bribe Success | This is suitable, %PCName. |
Bribe Success | Everyone can always use some extra coin. What do you need? |
Bribe Success | Well, %PCName, if you insist, I must not refuse. |
Bribe Success | Very well, %PCName. I'll see what can be done. |
Bribe Success | You're too kind, %PCName. I can't refuse such a friendly gesture. |
Bribe Success | Well, that's thoughtful, %PCName. I'll take it into consideration. |
Bribe Success | I hear you, %PCName. |
Bribe Success | I suppose we can talk more. |
Bribe Success | It's a start. What else you got? |
Brilnosu Llarys | You have been expelled. |
Brilnosu Llarys | The Writ for Brilnosu Llarys has already been executed. |
Brilnosu Llarys | That is an interesting story, %PCName, but the fact remains that Brilnosu Llarys is already dead and the credit for this Writ must go to you. |
Brilnosu Llarys | I heard that you executed Brilnosu Llarys. The honor and payment are yours. |
Brilnosu Llarys | I heard that you executed Brilnosu Llarys. The honor and payment are yours. |
Brilnosu Llarys | I have given this Writ to you already, %PCName. |
Brilnosu Llarys | I have given this Writ to you already, %PCName. As you know, Writs are issued only once. Your official paperwork will exonerate you from your deeds when you are confronted by the authorities - so guard it well. If you have lost it, you will have to suffer punishment for your crimes. This can be costly... very costly. But members of the %Faction must have immaculate reputations. |
Brilnosu Llarys | This Writ is for Brilnosu Llarys who consorts with Daedra and outlaws. She is hiding at the Dunmer stronghold of Hlormaren which is on the coast west of Balmora, north of Hla Oad. I will mark this on your map. Go now, %PCRank. |
broadsword | Long popular in the West, the mass-produced, one-handed, double-edged heavy broadsword commonly used by the Legions is descended from the original elaborate, decorated Breton broadsword designs. The Nordic broadsword developed independently, and is a more plain, practical weapon. All broadswords are commonly used with sword-and-shield techniques, the Bretons favoring the heavy tower shield, while the legions prefer a smaller standard-sized shield. |
broken axe | Show the axe to Darius. |
broken axe | Take the axe from the water behind me as proof of Lugrub's crimes. |
Brood of Lord Irarak | Yes, I am the Dark Lord Irarak, and these are my minions. They serve me as their Dark Master. Perhaps one day I will bestow upon them the gift of Life Eternal, but until then, they will be content to serve me obediently. They provide comfort for me, while I provide them with my presence. |
Brood of Lord Irarak | You let the "Lord" live? You are no longer welcome here, foul creature. Leave, or you will die where you stand. |
Brood of Lord Irarak | Lord Irarak? Hah! Well, you have done well in destroying that fool. As I promised, you will be allowed access to the services here in Druscashti. Do not overstay your welcome. |
brother in need | Thanks for delivering my shipment for me. I won't forget it. |
brother in need | I heard you killed my contact. I can't allow that to happen. |
brother in need | I've got to get my shipment delivered soon. |
brother in need | Great. I won't forget this, my brother. Make sure they get there, though. It would be bad news for the both of us if they didn't. Know what I mean? Just tell him you have Lucan's shipment. |
brother in need | No? Don't care much about the oath you've sworn, eh "brother"? I won't forget this. No, I certainly won't. |
brother in need | Look, I've got a bunch of weapons I need to get to Yak gro-Skandar in Ald'ruhn. He's usually drinking himself under one of the tables at the Rat in the Pot. It'd be a big help to me if you could deliver them to him. Plus, I'd throw some coin your way...say, 100 septims? |
Brown Rot | Brown rot is a mild common disease affecting the victim's strength and behavior. Symptoms include necrosis and sleeplessness. It may be contracted from the bonewalker, skeleton, greater bonewalker, or bonelord. |
Brown Rot | Brown rot is a mild common disease affecting the victim's strength and behavior. Symptoms include necrosis and sleeplessness. It may be contracted from the bonewalker, skeleton, greater bonewalker, or bonelord. |
Brown Rot | Brown rot is a mild common disease affecting the victim's strength and behavior. Symptoms include necrosis and sleeplessness. It may be contracted from the bonewalker, skeleton, greater bonewalker, or bonelord. |
Brown Rot | Brown rot is a mild common disease affecting the victim's strength and behavior. Symptoms include necrosis and sleeplessness. It may be contracted from the bonewalker, skeleton, greater bonewalker, or bonelord. |
Bthuand | It is an ancient Dwemer ruin to the north of here. Leave this place and travel to the north. Find the ruins, and return Spell Breaker to me. |
bull netch | Normally a single betty netch will have a harem of five or six bull netch, but we keep the bull-betty ration closer to one-to-one for faster breeding. Tends to make our betty netch a little more aggressive than they are in the wild. |
bull netch | Normally a single betty netch will have a harem of five or six bull netch, but we keep the bull-betty ration closer to one-to-one for faster breeding. Tends to make our betty netch a little more aggressive than they are in the wild. |
bull netch | Normally a single betty netch will have a harem of five or six bull netch, but we keep the bull-betty ration closer to one-to-one for faster breeding. Tends to make our betty netch a little more aggressive than they are in the wild. |
bull netch | The bull netch is a huge beast that hovers in the air, supported by internal sacks of magical vapors. Cured netch skin, durable, flexible, and variously colored, is used throughout the Empire in garments, armor, weapons, household goods, and furnishings. |
bull netch | The bull netch is a huge beast that hovers in the air, supported by internal sacks of magical vapors. Cured netch skin, durable, flexible, and variously colored, is used throughout the Empire in garments, armor, weapons, household goods, and furnishings. |
bunglers bane | Bungler's Bane grows on trees and sometimes other things. It looks like the tree has brown shelves. Ajira warns you not to eat Bungler's Bane. |
bunglers bane | Bungler's Bane is a mottled brown-and-orange shelf fungus collected from the trunks of trees in the Bitter Coast region. |
bunglers bane | Bungler's Bane is a mottled brown-and-orange shelf fungus collected from the trunks of trees in the Bitter Coast region. |
Buoyant Armigers | The light-hearted Buoyant Armigers are rivals of the more solemn Ordinators in service to the Temple. |
Buoyant Armigers | The light-hearted Buoyant Armigers are rivals of the more solemn Ordinators in service to the Temple. |
Buoyant Armigers | The light-hearted Buoyant Armigers are rivals of the more solemn Ordinators in service to the Temple. |
Buoyant Armigers | The light-hearted Buoyant Armigers are rivals of the more solemn Ordinators in service to the Temple. |
Buoyant Armigers | The Buoyant Armigers serve the Temple as champions and knights-errant. |
Buoyant Armigers | The Buoyant Armigers serve the Temple as champions and knights-errant. |
Buoyant Armigers | The Buoyant Armigers serve the Temple as champions and knights-errant. |
Buoyant Armigers | The Buoyant Armigers serve the Temple as champions and knights-errant. |
Buoyant Armigers | The Buoyant Armigers pattern themselves on Lord Vivec's heroic spirit of exploration and adventure, and they emulate his mastery of the varied arts of personal combat, chivalric courtesy, and subtle verse. |
Buoyant Armigers | The Buoyant Armigers pattern themselves on Lord Vivec's heroic spirit of exploration and adventure, and they emulate his mastery of the varied arts of personal combat, chivalric courtesy, and subtle verse. |
Buoyant Armigers | The Buoyant Armigers pattern themselves on Lord Vivec's heroic spirit of exploration and adventure, and they emulate his mastery of the varied arts of personal combat, chivalric courtesy, and subtle verse. |
Buoyant Armigers | The Buoyant Armigers pattern themselves on Lord Vivec's heroic spirit of exploration and adventure, and they emulate his mastery of the varied arts of personal combat, chivalric courtesy, and subtle verse. |
Buoyant Armigers | The Buoyant Armigers is an small military order of the Temple, exclusively dedicated to and answering to Lord Vivec. |
Buoyant Armigers | The Buoyant Armigers is an small military order of the Temple, exclusively dedicated to and answering to Lord Vivec. |
Buoyant Armigers | The Buoyant Armigers is an small military order of the Temple, exclusively dedicated to and answering to Lord Vivec. |
Buoyant Armigers | The Buoyant Armigers is an small military order of the Temple, exclusively dedicated to and answering to Lord Vivec. |
Buoyant Armigers | The light-hearted Buoyant Armigers are rivals of the more solemn Ordinators in service to the Temple. |
Buoyant Armigers | The Buoyant Armigers serve the Temple as champions and knights-errant. |
Buoyant Armigers | The Buoyant Armigers pattern themselves on Lord Vivec's heroic spirit of exploration and adventure, and they emulate his mastery of the varied arts of personal combat, chivalric courtesy, and subtle verse. |
Buoyant Armigers | The Buoyant Armigers is an small military order of the Temple, exclusively dedicated to and answering to Lord Vivec. |
bureaucracy | I really want to learn more about how they're setting the prices. |
bureaucracy | I can't say I blame you. There's something strange going on there, and it might not be wise to get mixed up in it. |
bureaucracy | Well, there is something you might be able to provide for me. I'd like to know who is setting the prices for the Company. I know much of the pricing goes through J'Zhirr in Ebonheart. If you can find some information on this for me, I'd greatly appreciate it. |
bureaucracy | It's ridiculous. Their ships are searched by the Duke's men, and are often held in customs for weeks at a time. Of course, the Company's boats aren't subject to the same scrutiny. I don't know what part the Duke is playing in this, but I'd certainly like to find out. |
business | Actually, I believe we've finished our business. I will notify the Temple that you are our champion. There shall be no more persecution of the Dissident Priests, and I hope both sides shall swiftly be reconciled. Now you are my guest, I am your host, and we have time for explanations. Or counsel. Or questions. Or bitter recriminations, if you like. Or you may leave, if you wish. As you wish. But I think before you leave you should hear how to defeat Dagoth Ur, and how you must use the artifact Wraithguard. |
business | [There is a brief sensation of motion in total darkness, floating, but without a sense of weight or direction.] ...you know it. Now. I will notify the Temple that you are our champion. There shall be no more persecution of the Dissident Priests, and I hope both sides shall swiftly be reconciled. We have time for questions, if you like. Or you may leave, as you wish. But I think there are at least two things you ought to know before you leave: how to use Wraithguard, and how to defeat Dagoth Ur. |
business | [There is a brief sensation of motion in total darkness, floating, but without a sense of weight or direction.] ...you know it. Now. I will notify the Temple that you are our champion. There shall be no more persecution of the Dissident Priests, and I hope both sides shall swiftly be reconciled. We have time for questions, if you like. Or you may leave, as you wish. But I think there are at least two things you ought to know before you leave: how to use Wraithguard, and how to defeat Dagoth Ur. |
business | [There is a brief sensation of motion in total darkness, floating, but without a sense of weight or direction.] ...you know it. Now. I will notify the Temple that you are our champion. There shall be no more persecution of the Dissident Priests, and I hope both sides shall swiftly be reconciled. We have time for questions, if you like. Or you may leave, as you wish. But I think there are at least two things you ought to know before you leave: how to use Wraithguard, and how to defeat Dagoth Ur. |
business | [There is a brief sensation of motion in total darkness, floating, but without a sense of weight or direction.] ...you know it. Now. I will notify the Temple that you are our champion. There shall be no more persecution of the Dissident Priests, and I hope both sides shall swiftly be reconciled. We have time for questions, if you like. Or you may leave, as you wish. But I think there are at least two things you ought to know before you leave: how to use Wraithguard, and how to defeat Dagoth Ur. |
business | [There is a brief sensation of motion in total darkness, floating, but without a sense of weight or direction.] ...you know it. Now. I will notify the Temple that you are our champion. There shall be no more persecution of the Dissident Priests, and I hope both sides shall swiftly be reconciled. We have time for questions, if you like. Or you may leave, as you wish. But I think there are at least two things you ought to know before you leave: how to use Wraithguard, and how to defeat Dagoth Ur. |
business | A sensible response. Alas, I am not looking for someone sensible. I'm sorry. I'm afraid that you will not find Wraithguard of much use to you, for without your oath, I shall not teach you how to use it. So that concludes our interview. I hope it has not been an inconvenience. And if you change your mind, come back. |
business | A sensible response. Alas, I am not looking for someone sensible. I'm sorry. I'm afraid that you will not find Wraithguard of much use to you, for without your oath, I shall not teach you how to use it. So that concludes our interview. I hope it has not been an inconvenience. And if you change your mind, come back. |
business | I'm sorry. I'm afraid, then, that you will not find Wraithguard of much use to you, for without your oath, I shall not teach you how to use it. So that concludes our interview. I hope it has not been an inconvenience. And if you change your mind, come back. |
business | I'm sorry. I'm afraid, then, that you will not find Wraithguard of much use to you, for without your oath, I shall not teach you how to use it. So that concludes our interview. I hope it has not been an inconvenience. And if you change your mind, come back. |
business | Not very sensible. But very good. I was hoping for someone who would have no hesitations about making such an oath. You will now have a brief, momentary sensation of time passing. Don't be alarmed. You are being taken out of time in order to avoid the unpleasant experience of learning how to use Wraithguard. It will be over before... |
business | I'll take your 'maybe' as a 'no.' Then that concludes our interview. I hope it has not been an inconvenience. And if you change your mind, come back. |
business | Then that concludes our interview. I hope it has not been an inconvenience. And if you change your mind, come back. |
business | Good. Sensible of you. And now, will you give your oath, before all gods and men, before all spirits visible and invisible, before my honor and your honor, to dedicate yourself and Wraithguard to the defeat and destruction of Dagoth Ur, and the preservation of Morrowind and its people? |
business | Next, I propose to surrender to you the power and responsibility of defeating Dagoth Ur. You may choose to refuse; I will not compel you. You will receive the power as a gift, in the form of an artifact called 'Wraithguard." You may accept the gift, then do with it as you will. You will receive the responsibility as an oath. You may give your oath, then keep it or break it as you like. First, will you accept Wraithguard as a gift? |
business | Let's see. You accepted an artifact called Wraithguard. Then I proposed that you accept the responsibility of defeating Dagoth Ur, and swearing an oath to that effect. You may give your oath, then keep it or break it as you like. So. Will you give your oath, before all gods and men, before all spirits visible and invisible, before my honor and your honor, to dedicate yourself and Wraithguard to the defeat and destruction of Dagoth Ur, and the preservation of Morrowind and its people? |
business | Let's see. You accepted an artifact called Wraithguard. Then I proposed that you accept the responsibility of defeating Dagoth Ur, and swearing an oath to that effect. You may give your oath, then keep it or break it as you like. So. Will you give your oath, before all gods and men, before all spirits visible and invisible, before my honor and your honor, to dedicate yourself and Wraithguard to the defeat and destruction of Dagoth Ur, and the preservation of Morrowind and its people? |
business | Let's try again, shall we? I propose to give you an artifact called 'Wraithguard." You may accept the gift, then do with it as you will. I propose that you accept the responsibility of defeating Dagoth Ur, and swearing an oath to that effect. You may give your oath, then keep it or break it as you like. First, will you accept Wraithguard as a gift? |
business | Let's try again, shall we? I propose to give you an artifact called 'Wraithguard." You may accept the gift, then do with it as you will. I propose that you accept the responsibility of defeating Dagoth Ur, and swearing an oath to that effect. You may give your oath, then keep it or break it as you like. First, will you accept Wraithguard as a gift? |
business | When I was young like you, I was very impatient. So I will keep our business short. Then, later, there may be time for other things. First, I propose to remove my curse upon the Nerevarine, end the persecution of the Dissident Priests, and proclaim to all Morrowind that %PCName is the Incarnate and Nerevarine, the prophesied savior of Morrowind, and the last hope to withstand the menace of Dagoth Ur and the Sixth House. These things I will do, whether you wish or not. |
business | Yes, my friend %PCName. You say you want to ask me some questions. What would you wish to know about the Ashlanders and the Nerevarine cult? Or perhaps you wish to know more about my life as a trader? |
business | I believe I have answered your questions about choosing a thoughtful gift. That was your business with me, was it not? |
business | Everything? I am not so wise as to know everything about the Ashlanders, and I have no wish to spend long hours with a stranger attempting such a task. If you will excuse me.... |
business | I'm sorry, but your request is not a proper one, and I will not discuss this with strangers. If you will excuse me.... |
business | 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. |
business | I see. You wish to learn of Ashlanders from me. And what is it that you wish to learn? |
business | Surely you do not expect me to discuss business with you when you have broken the rules. You must make amends, %PCName. |
business | House Hlaalu's business is in your hands now, %PCName. |
business | To be %NextPCRank in anything other than name, you must win control of the Camonna Tong from my brother, Orvas Dren. |
business | In order for House Hlaalu and the most virtuous aspects of the Empire to survive, we must find a way to control the Ordinators. |
business | Perhaps I will discuss business with you when you have earned a higher rank in House Hlaalu. |
business | How can I trust you if you cannot stick to the simple rules of House Hlaalu? |
business | You have done all that I would ask. Speak with Crassius Curio or my father, Duke Dren. |
business | The real business of Vvardenfell is slavery. |
business | Business? How can you talk about business when people cannot read? |
business | What business? Prove yourself in House Hlaalu and then perhaps we can discuss business. |
business | You've broken the rules of House Hlaalu, sweetie. It brings tears to my eyes when I think about your disloyalty. Maybe you can make amends and make everything better. |
business | I can't talk about business to anyone who doesn't belong to House Hlaalu, sweetie. |
business | I have no more business for you, pudding. Maybe it's time you were introduced to Duke Vedam Dren in Ebonheart. |
business | The naughty Telvanni also built a stronghold without a charter. Before the Duke grants this stronghold legitimacy, I want you to deal with the Telvanni sorcerer Reynel Uvirith. |
business | You know how I feel about you, but I just can't discuss business with anyone under the rank of %NextPCRank. You'll also need to build a big stronghold. |
business | It would be a good idea to win the support of another Councilman, my sweet. Of all the Councilmen, I believe only Dram Bero has the courage to support an outlander. |
business | House Redoran built a stronghold without a charter from the Duke. You're the perfect %PCRace to teach Redoran Lord Banden Indarys a lesson. |
business | You know how I feel about you, but I just can't discuss business with you right now. Have you checked your advancement in House Hlaalu, dumpling? |
business | You know how I feel about you, but I just can't discuss business with you right now. Have you checked your advancement in House Hlaalu, dumpling? You also need to build yourself a stronghold. |
business | You know how I feel about you, but I just don't have any business to discuss with any %PCRank. Maybe Edryno Arethi here in Vivec or Nileno Dorvayn in Balmora can help you out. |
business | Now that you've had some experience in ebony smuggling, pudding pie, I want you to look for Velfred the Outlaw. |
business | Make sure Odral Helvi gets arrested for the shipment of ebony he wants my little sweetheart to deliver. |
business | You're doing well, dumpling. Just speak with Odral Helvi again and keep me informed. |
business | Speak with Odral Helvi in Caldera. Turn your charms on him, sweetie, and talk about business. If you feel his request is questionable, speak with me for further directions. Keep Uncle Crassius well informed, and I'll reward you. |
business | I do not have any business for you right now, %PCName. |
business | I don't think so. You've been expelled. |
business | There is no business that must be done here in Caldera. |
business | I need you deliver a shipment of ebony to a friend of mine. |
business | I am responsible for land in the Ascadian Isles and at this time of year, I need to collect the rent and taxes from the farmers. |
business | There is an error in some of the documents in the Hall of Records. I need someone to replace these erroneous documents. |
business | Important documents are missing from the offices here in Caldera. I need someone to catch whoever stole the Caldera mining contracts. |
business | I need a courier to deliver a package of sealed orders. |
business | You've been expelled. Go up to the Plaza and talk with Crassius Curio to make amends. |
business | It's business as usual in Vivec. Speak with Crassius Curio at his manor here in the Hlaalu Compound or speak with Nileno Dorvayn in Balmora. |
business | Thieves have broken into a shop here in Vivec three nights in a row. I need someone to defend Ralen Tilvur's shop. |
business | A ship wrecked off Azura's coast over a year ago. I need someone to find the wreckage of the Prelude. |
business | The business of Vvardenfell is the ebony trade. |
business | Today's business involves Yngling Half-Troll's prized game rats. |
business | Not business today, but duty. House Hlaalu sent a team to an illegal Telvanni base, but they have not returned from Odirniran. |
business | Bandits are always bad for business. Because of bandits on the road to Pelagiad, the Hlaalu trader Tarvyn Faren needs an escort. |
business | I need someone to collect a debt from Murudius Flaeus. |
business | Yes, of course, I need a courier to deliver this sealed report. |
business | You've been expelled. I can't give you duties, but perhaps I can help you make amends. |
business | What can I do for you, %PCRank? |
business | I have no more business for you. Why not speak with Crassius Curio or Edryno Arethi? They both live in the Hlaalu Canton in Vivec. Curio Manor is in the Plaza, and Edryno lives in the Waistworks. |
business | Business as usual, except for the ebony trade. |
business | Ralen Hlaalu was murdered recently. I would ask for you to retaliate against this crime, but perhaps you've found Ralen Hlaalo's murderer already... |
business | A Hlaalu noble was recently murdered. I need someone to find out who killed Ralen Hlaalo. |
business | No. I heard you killed Bivale Teneran. I will not discuss business with you any more. |
business | I need someone to deliver new orders to Bivale Teneran. |
business | House Redoran sells more guar hides than House Hlaalu. Someone needs to convince the alchemists in Vivec to buy only imported House Hlaalu guar hides. |
business | A rival of House Hlaalu gets his wealth from an egg mine. I need someone to destroy this rival's wealth by killing the queen in the Inanius egg mine. |
business | I need someone to visit an apothecary in Vivec and... acquire certain alchemical formulas. |
business | I need someone to visit an apothecary in Vivec and... acquire certain alchemical formulas. |
business | I need someone to visit an apothecary in Vivec and... acquire certain alchemical formulas. |
business | Like I said, wear Felsen Sethandus' helm and use the phrase "orphan of Arnesia" with Neminda in Ald'ruhn. |
business | Like I said, wear Relmerea Saram's helm and use the phrase "orphan of Arnesia" with Neminda in Ald'ruhn. |
business | Just a minute, %PCName. Say that again. |
business | If you want to talk business, you've come to the right place. Do you want to join House Hlaalu? |
business | If you want to talk business, speak with Nileno Dorvayn. |
business | If you want to talk business, speak with Crassius Curio or Edryno Arethi. |
business partner | Yes, Vanjirra. She's always been a good partner. |
business partner | Yes, Vanjirra. She's in Molag Mar waiting for me. |
business partner | Yes, my partner Vanjirra and I were going to do some business in Molag Mar. I was detained, though, and it seems she's gone ahead without me. I'm a bit surprised, because it's a fairly dangerous trip. |
business partner | Yes, I have a business partner named Paur Maston. He was supposed to meet me a while back and travel here with me, but I suppose he was detained. |
business partner | What's that? Oh, no! I can't believe he's gone! It is good of you to come all this way to tell me of his passing, though. |
business partner | Yes, I'll miss him terribly. He was a good partner and a good friend. |
business partner | Paur Maston and I are business partners and have been for years. |
C0_Act_C | In Citadel Vemynal I discovered an enchanted hammer called Sunder. It appears to be one of the enchanted tools created by the Dwemer Craftlord Kagrenac. But I can handle it without injury when I don't have Wraithguard equipped, and that seems very wrong. |
C0_Act_C | In Citadel Vemynal I discovered the artifact hammer Sunder, one of the enchanted tools created by the Dwemer Craftlord Kagrenac. |
C0_Act_C | In Citadel Odrosal I discovered the artifact blade Keening, one of the enchanted tools created by the Dwemer Craftlord Kagrenac. |
C0_Act_C | In Citadel Dagoth, I have slain Dagoth Araynys the Ash Vampire, chief lieutenant of the Sixth House and kin to Dagoth Ur. |
C0_Act_C | In Citadel Dagoth, I have slain Dagoth Gilvoth the Ash Vampire, chief lieutenant of the Sixth House and kin to Dagoth Ur. |
C0_Act_C | In Citadel Tureynulal, I have slain Dagoth Tureynul the Ash Vampire, chief lieutenant of the Sixth House and kin to Dagoth Ur. |
C0_Act_C | In Citadel Odrosal, I have slain Dagoth Odros the Ash Vampire, chief lieutenant of the Sixth House and kin to Dagoth Ur. |
C0_Act_C | In Citadel Endusal, I have slain Dagoth Endus the Ash Vampire, chief lieutenant of the Sixth House and kin to Dagoth Ur. |
C0_Act_C | In Citadel Vemynal, I have slain Dagoth Vemyn the Ash Vampire, chief lieutenant of the Sixth House and kin to Dagoth Ur. |
C0_Act_C | In the ruins of Kogoruhn, I have slain Dagoth Uthol the Ash Vampire, chief lieutenant of the Sixth House and kin to Dagoth Ur. |
C0_Act_C_Expo | Buoyant Armigers at Ghostgate told me that all their intelligence is old. No one has ventured far inside the fence for years. They gave me a map showing the locations of the citadels of the various ash vampires. Sixth House creatures have become more numerous and powerful, and the most powerful can conjure powerful daedra. There are no safe refuges or services inside the fence; I must return to Ghostgate to rest and heal. |
C2_Sunder | Dagoth Endus gave me a bottle of ancient Dagoth brandy. |
C3_DestroyDagoth | As I fled from the destruction of the Chamber of Akulakhan, I encountered the presence of the Daedra Lord Azura. She told me I had achieved my destiny and was free. The prophecies are fulfilled, and the Blight gone. But now I am Hortator and Nerevarine, Protector of Morrowind, and must defend the people from monsters and villains. She gave me a ring as a token of thanks and blessing. |
C3_DestroyDagoth | I found the Heart of Lorkhan within the giant artifact Akulakhan. I struck the Heart with Sunder, then struck it again and again with Keening until the enchantment was destroyed. Severed from the sustaining power of the Heart, Dagoth Ur was destroyed. But the disturbance triggered an earthquake, and I had to flee for my life. |
C3_DestroyDagoth | I found Dagoth Ur, and fought with him, and defeated him, but I did not destroy him. He seems to have escaped in a spirit form, perhaps to return and restore from the Heart's power. I must pursue him, and find and destroy the enchantments on the Heart of Lorkhan. |
C3_DestroyDagoth | I found Dagoth Ur, and spoke with him. He asked me questions, and let me answer questions in return. And when all the questions had been asked and answered, there was nothing left to say. The time for words is past. Now only deeds can resolve this matter between Dagoth Ur and I. |
Caius Cosades | Report to Caius Cosades in Balmora. I can't tell you where to find him, but you are to go to the South Wall Cornerclub and ask for him. Someone there can direct you to him. |
Caius Cosades | Caius has gone back to the Imperial City? He says he's been recalled? I wonder. I never know what he's thinking. I think he's involved in something secret, something dangerous. I was hoping he might help us. Now he's gone. I don't know what to think. |
Caius Cosades | I'm the Imperial Spymaster for Morrowind. And, since I'm the ranking Blades agent in Morrowind, you report to me. You follow orders, and we'll get along fine. |
Caius Cosades | I'm just an old man with a skooma problem. |
Caius Cosades | Interesting old fellow. Been in Balmora a long time, since before the District reorganization. Been in some trouble, but he apparently knows some people. Goes off for a while, then comes back. He's a veteran, I think -- has friends over at Fort Moonmoth. Don't know where he gets his money, but I wouldn't be surprised if it wasn't legal. |
Caius Cosades | The old greyhair gobbles sugar like scuttle. Chirranirr is surprised he still walks. But it doesn't affect him. That is the mark of a long-time user. |
Caius Cosades | I don't know what your business with him is, but be careful. Caius Cosades may appear to be a pathetic old man, but don't judge by appearances. Some people made that mistake a while ago, and now they're not with us anymore. |
Caius Cosades | Old Caius rents a little bed-and-basket just up the hill on the north edge of town. Go out the front door -- NOT the upper door to the terrace -- then right up the stairs, then left at the top of the stairs and down to the end of the street. |
Caius Cosades | What? Do I look like his mother? That I should know where he is? I might know, yes. I might tell my pals, yes. But you are not my pal. |
Caius Cosades | Caius is a dear friend. Like me, he admires the best traditions of the Temple, charity for the poor, education for the ignorant, protection for the weak. He is a Westerner, but he has come to love our land and our people. But like me, he distrusts the arbitrary power of the Ordinators, and like the Dissident priests, he suspects the Temple is hiding something. He serves the Emperor, but he also loves Morrowind, and he sees the failing virtues of the Temple as a threat to Morrowind's political stability. |
Caius Cosades | We hear he's gone back to the City. But he'll be back. Our reports still go through the courier as usual. |
Caius Cosades | He's okay. Sour. A worrier. But he knows his job, and leaves us alone to do ours. |
Caius Cosades | That old sugar tooth? I'm not sure where he's living now. But ask Bacola Closcius, the owner... he'll know. |
Caius Cosades | I'm happy to tell my friends about Caius Cosades. But you're not my friend. |
Caius Cosades | The old fellow in trouble again, eh? He has a number of bad habits -- like forgetting to pay the Man in a timely manner. I don't know where he is. But he hangs out at the South Wall Cornerclub. Ask for him there. |
Caius Cosades | No idea where he is. In trouble. Or in the skooma, most likely. |
Calcinator | 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. |
Calcinator | 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. |
Caldera | Caldera is a recently chartered Imperial town and mining corporation north of Balmora on the road to Ald'ruhn. The Caldera Mining Company has been granted an Imperial monopoly to remove raw ebony from the rich deposits here. Caldera is a new town, recently built in the Western Imperial style, and most of the citizens are outlanders and new colonists. |
Caldera | Caldera is a town, and a mine. Slaves work in the mine. We know nothing about the town. |
Caldera | Caldera is an Imperial charter town, part of the Caldera Mining Company charter, which grants the company rights to mine ebony from the right deposits here. The Caldera ebony mines themselves lie to the southwest. The town has a real Western flavor -- makes outlanders feel right at home. Caldera is rich, and bound to get richer, since the profits from the ebony exports continue to grow as the mine operations grow. |
Caldera | Caldera is a recently chartered Imperial town and mining corporation. Pay a guild guide at the Guild of Mages in the Foreign Quarter of Vivec for transport to Balmora. Then walk by road north from Balmora to Caldera. The Governor's Hall is a large building in the northeast corner of Caldera. |
Caldera | Caldera is a recently chartered Imperial town and mining corporation. Pay a guild guide at the Guild of Mages in the Foreign Quarter of Vivec for transport to Balmora. Then walk by road north from Balmora to Caldera. The Governor's Hall is a large building in the northeast corner of Caldera. |
Caldera | Caldera is a mining town north of Balmora. Travel by guild guide is the best method. Head north from Ebonheart by road, take the bridge into Vivec's Hlaalu Compound, pass through Redoran Compound, find the Guild of Mages on the upper level of the Foreign Quarter. Pay a guild guide at the Guild of Mages for transport to Balmora. Then take the road north from Balmora to Caldera. |
Caldera | Caldera is a mining town north of Balmora. Travel by guild guide is the best method. Head north from Ebonheart by road, take the bridge into Vivec's Hlaalu Compound, pass through Redoran Compound, find the Guild of Mages on the upper level of the Foreign Quarter. Pay a guild guide at the Guild of Mages for transport to Balmora. Then take the road north from Balmora to Caldera. |
Caldera | 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. |
Caldera | 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. |
Caldera | 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. |
Caldera | 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. |
Caldera | 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. |
Caldera ebony mines | You have my support, %PCName. |
Caldera ebony mines | Killing Odral Helvi and Stlennius Vibato will certainly shut down the ebony mines, but I wish you had chosen a more subtle route. There are political problems with... Well, with issues I am sure you do not need a lecture on. I will support you as a Councilman of House Redoran. |
Caldera ebony mines | Yes, killing the head slave Dahleena will make the Hlaalu's mining more difficult. Good slaves are so hard to find these days... I expect the Hlaalu will not resume mining for at least a month. You have earned my support on the Council, and I want you to have these fine boots made from the blood of Red Mountain. |
Caldera ebony mines | You have freed the head slave Dahleena? Interesting choice. Good slaves are so hard to find these days... I expect the Hlaalu will not resume mining for at least a month. You have earned my support on the Council, and I want you to keep these fine boots made from the blood of Red Mountain. |
Caldera ebony mines | As I said, find a way to halt the mining. The Empire has taken enough of Red Mountain's blood. The ebony belongs to the Dunmer. |
Caldera ebony mines | Good, yes, very good. This book shows that the Hlaalu are taking more ebony than they report to the Empire. Now that I have this evidence, I want the Caldera mines shut down. Return there and find a way to halt the mining. If the Hlaalu complain to the Duke or the Empire, we can show them these books to justify our actions. |
Caldera ebony mines | What use is it to you? If you're thinking of bringing it to a guard, they'd probably put you in jail rather than go against the Empire and House Hlaalu. |
Caldera ebony mines | Ah, I see you found the evidence I was looking for. |
Caldera ebony mines | First I want you to find evidence that there is corruption at the mines. Since the mines are run by the dishonorable House Hlaalu and the Empire, I am sure there is corruption. Do not take any other actions until you have delivered the evidence of corruption to me. |
Caldera ebony mines | %Name lives here. %Name works here. |
Caldera ebony mines | Welcome to the famous ebony mines of Caldera. What are you in for? |
Caldera ebony mines | The Caldera ebony mines are southwest of the village of Caldera. There's an office, a bunkhouse, and guard tower over near the mine entrance. They work the mines by slave labor. That would never be allowed back West, but here, in Morrowind, slavery is still legal. I think it is a disgrace. But who cares what I think? Head west from town, then swing around again south into the bowl of the mine through a gap in the ridge. Or head straight southwest over the ridge -- but it is too steep a climb for most. |
Caldera ebony mines | The Caldera ebony mines are southwest of the village of Caldera. Did you know slaves work the mines here? No, perhaps not. Nothing to see here in town. Nothing to offend the eye. What is not seen, does not offend, yes? But perhaps %Name should not speak about this in public. And who would listen, anyway? What is done matters, not what is said. |
Caldera ebony mines | The Caldera ebony mines are southwest of the village of Caldera. There's an office, a bunkhouse, and guard tower over near the mine entrance. They work the mines by slave labor. That would never be allowed back West, but here, in Morrowind, slavery is still legal. I think it is a disgrace. But who cares what I think? |
Caldera ebony mines | The Caldera ebony mines are southwest of the village of Caldera. There's an office, a bunkhouse, and guard tower over near the mine entrance. If you're thinking of taking a look while you're here, head straight west from town, then swing around south into the bowl of the mine through a gap in the mountains. Otherwise, you can try climbing straight over the ridge -- but it is too steep a climb for most. |
Caldera ebony mines | They're southwest of the town of Caldera, I believe. Check around when you're in Caldera. They'll give you better directions. |
Caldera Mining Company | The Caldera Mining Company owns the mine. |
Caldera Mining Company | The Caldera Mine Company is chartered by the Emperor to extract ebony ore from rich underground deposits here. |
Caldera mining contracts | You've broken the rules of House Hlaalu, sweetie. It brings tears to my eyes when I think about your disloyalty. Maybe you can make amends and make everything better. |
Caldera mining contracts | I wish you had spared Elmussa's life. No need to be jealous, sweetie, but I wish I knew more thieves. |
Caldera mining contracts | It sounds like you already took care of everything, my sweet. |
Caldera mining contracts | Just report back to Odral, dumpling, but don't tell him who the spy is. |
Caldera mining contracts | Hm. I will try and get in touch with her. Oh, no, dumpling! No need to be jealous! Just don't tell Odral who the thief really is. Tell him you found the documents in a crate or something. Please take this little gift of 500 drakes for keeping me informed. |
Caldera mining contracts | I hoped you'd be more loyal. After all we've been through together... |
Caldera mining contracts | Will you tell me who the thief is? |
Caldera mining contracts | This does not sound suspicious. If you can, sweetie pie, keep the identity of the thief secret from Odral, but tell me who it is. |
Caldera mining contracts | Well, I'm glad that's settled. |
Caldera mining contracts | I did not steal the mining contracts. Look around if you want, but don't take anything. |
Caldera mining contracts | Thanks, %PCName. |
Caldera mining contracts | I've given you the key. Take the documents back to Odral, but don't tell him that it was me, all right? Just make up some story. |
Caldera mining contracts | Yes, I stole them, %PCRank. Guild business. If you turn me in, you'll lose standing with the Guild. The documents are in that chest on my windowsill. Here is the key. Tell Odral that you just found the documents lying around. That fool will believe anything if you flatter him enough. |
Caldera mining contracts | I see you've found them. Very, well, I admit it. I stole them under contract with the Thieves Guild. Odral Helvi has abused his power and made many enemies. Flatter him a bit, make up some story about where you found the contracts, and I'll put in a good word for you with my Guild and with House Hlaalu. |
Caldera mining contracts | Okay, I confess. I stole them under contract with the Thieves Guild. They are in the chest on my windowsill. Here is the key. Odral Helvi has abused his power and made many enemies. Flatter him a bit, make up some story about where you found the contracts, and I'll put in a good word for you with my Guild and with House Hlaalu. |
Caldera mining contracts | Why are you asking me? You have no proof. |
Caldera mining contracts | I don't think so. You've been expelled. Until you make amends, I don't have to discuss business with you. |
Caldera mining contracts | You already returned the missing contracts. |
Caldera mining contracts | Even if you found and killed the thief, you still have to bring me the Caldera mining contracts. |
Caldera mining contracts | Yes, these are the contracts. It seems Elmussa Damori was the thief, and you have dealt with her already. Good work, %PCName. Take these 1000 drakes and these scrolls with my gratitude. |
Caldera mining contracts | Good work. I will have her arrested if she has not already fled. Take these 1000 drakes with my gratitude. |
Caldera mining contracts | That is very disappointing. I suppose the thief must be outside Caldera, then. Well, take these 500 drakes for your efforts. |
Caldera mining contracts | That does not convince me. Tell me where you really found the Caldera mining contracts or we have nothing to discuss. |
Caldera mining contracts | I see you found the missing contracts. Where did you find them? |
Caldera mining contracts | Someone stole some of our mining contracts, which were written on a scroll. There have been too many thefts recently for it to be an outsider. I believe someone in town is the thief. Find the thief and return the mining contracts to me. |
Caldera mining contracts | The thefts began not to long ago. Talk to Irgola and Elmussa Damori. They both moved here recently. |
Caldera mining contracts | I would start by interrogating our most recent residents, Elmussa Damori and Irgola the Pawnbroker. |
Caldera mining contracts | I just work here. |
Caldera mining contracts | %Name knows nothing of this. |
Caldera mining contracts | I don't know. Where did you last see them? |
Calvario | Yes. Dead. You told me. My hearing is quite good. And my memory. |
Calvario | Dead. Well, then. Perhaps I was mistaken. Perhaps you should be the Nerevarine. |
Calvario | He's a vampire. A young one, but quite dangerous, of course. As I'm sure an adventurer of your wide experience would know. Probably driven out of his lair by older, more powerful vampires. I would never offer advice to someone of your reputation. But perhaps a visit to the potionmakers and enchanters of Tel Vos and Tel Mora might be in order. I don't use them myself, but they say potions and scrolls can be quite handy in a tight spot. |
Camonna Tong | We have a deal, friend. |
Camonna Tong | We have already come to an agreement... Or have you forgotten how I agreed to support you for Hortator? |
Camonna Tong | I have heard of you, of course. I believe we could work together. Yes, the more I consider the possibilities, the more I believe we would make excellent partners. |
Camonna Tong | You make a good argument, but the truth is that I don't like you or trust you. How could I know that you would understand how our business operates? Or that you would work towards a Morrowind free of Imperial rule? |
Camonna Tong | Come back when you're ready to make an offer. |
Camonna Tong | Yes, I see what you mean. I respect your methods, %PCRace. Until I learn something equally interesting about you, I would be willing to work together. |
Camonna Tong | If you have nothing, you are nothing. Get out of my sight, n'wah. |
Camonna Tong | So you've come to bargain, have you? What have you got? |
Camonna Tong | So you've come to bargain, have you? What have you got? |
Camonna Tong | Alas, you seem to have been expelled from House Hlaalu. When you make amends, speak with me again. |
Camonna Tong | Use your rank and influence to help the people of Vvardenfell. |
Camonna Tong | I was going to ask you to speak with my brother, Orvas Dren, but now you bring me news of his death. If he is truly dead, there is nothing to stop me from naming you the next Grandmaster of House Hlaalu. |
Camonna Tong | Yes, I heard that you were the Hortator of House Hlaalu. You could not hold that rank if Orvas Dren did not wish it. Since you already have some agreement with Orvas Dren, I will name you the new Grandmaster of House Hlaalu. |
Camonna Tong | You have won my brother's support. I do not wish to know how you have done this. I only hope you will use House Hlaalu and your new connections in the Camonna Tong with wisdom and a touch of compassion. I will name you the new Grandmaster of House Hlaalu. |
Camonna Tong | As I said, if you want to be Grandmaster of House Hlaalu in anything but name, you must reach an accommodation with my brother, Orvas Dren. |
Camonna Tong | The Camonna Tong is the traditional Thieves Guild of Morrowind. It predates the Empire's Thieves Guild, but it is more brutal and takes every chance to interfere with the Empire. If you are to be the Grandmaster of House Hlaalu in anything but name, you must reach an accommodation with my brother, Orvas Dren, who leads the Camonna Tong. Spare his life if you can. |
Camonna Tong | The Camonna Tong is Morrowind's native criminal syndicate. They're tough and ruthless, and have connections in the higher ranks of House Hlaalu. The Camonna Tong compete directly with the Thieves Guild for control of illegal trade, and Camonna Tong will not tolerate competition. Compared with the Camonna Tong, the Thieves Guild is relatively decent and honorable -- certainly less brutal. They don't accept outlanders as members. Forget about it. |
Camonna Tong | They say someone hit the Camonna Tong at the Council Club. Hard. Nobody seems to know what happened. Probably the Thieves Guild. |
Camonna Tong | The Camonna Tong is the old criminal syndicate here in Morrowind. And, as everyone around here knows, there's a gang war between the Thieves Guild and the Camonna Tong. In Balmora, the Camonna Tong hangs out over at the cornerclub called the Council Club. Watch yourself if you go in there. They're not very nice people. |
Camonna Tong | They say someone hit the Camonna Tong at the Council Club. Hard. And the guards SAY they're very concerned, and they're following all leads... But somehow they don't seem very sincere. And Larrius Varro? Legion Champion at Fort Moonmoth? He's been quoted as saying, 'I swore an oath to stop corruption, but it seems the gods have seen fit to fulfill my oath for me.' And you know what's funny? Someone said they saw YOU talking to General Varro several times recently. A coincidence? I don't think so. |
Camonna Tong | They say someone hit the Camonna Tong at the Council Club. Hard. And the guards SAY they're very concerned, and they're following all leads... But somehow they don't seem very sincere. And Larrius Varro? Legion Champion at Fort Moonmoth? He's been quoted as saying, 'I swore an oath to stop corruption, but it seems the gods have seen fit to fulfill my oath for me.' And you know what's funny? Someone said they saw YOU talking to General Varro several times recently. A coincidence? I don't think so. |
Camonna Tong | As you probably know, the Camonna Tong is the old criminal syndicate here in Morrowind. And, as EVERYONE around here knows, the Thieves Guild is at war with the Camonna Tong. We're the new gang in town, and the Camonna Tong want us to be the dead-and-gone gang. If you are looking for the Camonna Tong, their Balmora hangout is the cornerclub called the Council Club. |
Camonna Tong | The Camonna Tong is the old criminal syndicate here in Morrowind. And, as everyone around here knows, the Thieves Guild is at war with the Camonna Tong. We're the new gang in town, and the Camonna Tong want us to be the dead-and-gone gang. If you are looking for the Camonna Tong, their Balmora hangout is the cornerclub called the Council Club. |
Camonna Tong | The Camonna Tong is the old criminal syndicate here in Morrowind. They're not very nice people. |
Camonna Tong | We're just a society of businessmen. We're Dunmer, and we're proud. We're tired of seeing Morrowind run by outsiders who understand nothing about Morrowind. And we're tired of trying to explain this, over and over again, to ignorant outlanders. |
Camonna Tong | We're just a society of businessmen. We're Dunmer, and we're proud. We're tired of seeing Morrowind run by outsiders who understand nothing about Morrowind. And we're tired of trying to explain this, over and over again, to ignorant outlanders. |
Camonna Tong | We're just natives, trying to get along. It isn't easy, with all the ignorant foreigners sticking their noses where they don't belong. Can I make it any clearer, outlander? |
Camonna Tong | We're Dunmer, and we're proud. We're tired of seeing Morrowind run by outsiders who understand nothing about Morrowind. |
Camonna Tong | We're just a society of businessmen. Not that it's any of your business, outlander. |
Camonna Tong | We're just a society of businessmen. We're Dunmer, and we're proud. We're tired of seeing Morrowind run by outsiders who understand nothing about Morrowind. And we're tired of trying to explain this, over and over again, to ignorant outlanders. |
Camonna Tong | The Camonna Tong are known for their brutal disregard for human life. |
Camonna Tong | The Camonna Tong are known for their brutal disregard for human life. |
Camonna Tong | The Camonna Tong are known for their brutal disregard for human life. |
Camonna Tong | The Camonna Tong are in direct competition with the Thieves Guild for control of illegal trade, and they have sworn to exterminate the upstart outlander newcomers. |
Camonna Tong | The Camonna Tong are in direct competition with the Thieves Guild for control of illegal trade, and they have sworn to exterminate the upstart outlander newcomers. |
Camonna Tong | The Camonna Tong are in direct competition with the Thieves Guild for control of illegal trade, and they have sworn to exterminate the upstart outlander newcomers. |
Camonna Tong | The Camonna Tong has grown powerful and ruthless since the Imperial occupation, and have great influence in the higher ranks of House Hlaalu. |
Camonna Tong | The Camonna Tong has grown powerful and ruthless since the Imperial occupation, and have great influence in the higher ranks of House Hlaalu. |
Camonna Tong | The Camonna Tong has grown powerful and ruthless since the Imperial occupation, and have great influence in the higher ranks of House Hlaalu. |
Camonna Tong | The Camonna Tong is Morrowind's native criminal syndicate. |
Camonna Tong | The Camonna Tong is Morrowind's native criminal syndicate. |
Camonna Tong | The Camonna Tong is Morrowind's native criminal syndicate. |
Camonna Tong | The Camonna Tong is Morrowind's native criminal syndicate. They're grown powerful and ruthless since the Imperial occupation, and have great influence in the higher ranks of House Hlaalu. The Camonna Tong are in direct competition with the Thieves Guild for control of illegal trade, and they have sworn to exterminate the upstart outlander newcomers. The Camonna Tong are known for their brutal disregard for human life. |
Camonna Tong | The Camonna Tong is Morrowind's native criminal syndicate. They're grown powerful and ruthless since the Imperial occupation, and have great influence in the higher ranks of House Hlaalu. The Camonna Tong are in direct competition with the Thieves Guild for control of illegal trade, and they have sworn to exterminate the upstart outlander newcomers. The Camonna Tong are known for their brutal disregard for human life. |
can be reached | I understand. You, too, are a nomad of sorts. Then I shall send word to this friend of yours, Caius Cosades. I know the South Wall club and its proprietor, Bacola Closcius, and I will send word through him to your friend Caius about the current location of the Urshilaku camp. |
Canctunian Ponius | He is the local Factor of the East Empire Company. He's usually in Ebonheart. |
Canctunian Ponius | He's in the East Empire Company Offices. The large building down by the docks. |
cantons | Vivec's cantons are buildings with many levels. The upperworks are the rooftops with shops and rich folks' manors. The waistworks are the next tier down, usually shops and guilds, with some apartments. Canalside is the lowest level, where poor folks live. The underworks are sewers below canalside; only grubbers and cleaners go down there. The corridors are like mazes, so watch how you go. The Temple built all the cantons, and leases them to shops, guilds, and residents. |
cantons | Vivec's cantons are buildings with many levels. The upperworks are the rooftops with shops and rich folks' manors. The waistworks are the next tier down, usually shops and guilds, with some apartments. Canalside is the lowest level, where poor folks live. The underworks are sewers below canalside; only grubbers and cleaners go down there. The corridors are like mazes, so watch how you go. The Temple built all the cantons, and leases them to shops, guilds, and residents. |
Carecalmo | You have rid the world of a great evil. |
Carecalmo | Carecalmo is a very old High Elf wizard. As a young mage he served Uriel V, though he did not follow him to Akavir. He was accounted among the wise and powerful until he was implicated in Jagar Tharn's plot to place an impostor on the Imperial throne. Since then he and his bodyguard, a masterful knight named Meryaran, have been fugitives. Carecalmo is a servant of Mehrunes Dagon, a grim agent of death and destruction, and the Imperial cult has long sought to destroy him. |
careless travelers | Ah, I see you ran into that rogue Fjol. Shame you weren't able to bring him back here alive...but not much of one. You have my thanks, and this reward. |
careless travelers | Have you encountered that Nord yet? Do take care if you do. |
careless travelers | A number of careless travelers have been attacked recently. Seems there's a Nord near Hla Oad who's been robbing the unwary. If you happen upon him, take care. And, of course, I'd be grateful if you took care of that problem for me. |
careless travelers | So, I see you've located that rogue Fjol. Somewhat of a shame he's still out there, but knowing his location is a help. My thanks. |
Caryarel | So. You want to pretend you know nothing about it. That's okay. None of my business. But I don't have to pretend I don't know what happened to him. Or how. |
Caryarel | The High Elf? He lives in a shack over by the docks. |
Caryarel | Gnaar Mok. He lives in Gnaar Mok, a village on the Bitter Coast. You can take passage to Gnaar Mok by way of Hla Oad from the Ebonheart docks. Speak to Nevosi Hlan, shipmaster. His boat is the 'Chun-Ook'. |
Caryarel | So. Someone is looking for Caryarel again. Why am I not surprised. Caryarel lives in Gnaar Mok, a village on the Bitter Coast. Speak to Nevosi Hlan, the shipmaster of the 'Chun-Ook' here at Ebonheart docks. He can take you to Hla Oad, where you can get a boat to Gnaar Mok. |
Caryarel | I know who you're talking about. I'd look for him in Gnaar Mok, a fishing village on the west coast of Vvardenfell. |
Caryarel | Is he in trouble again? He never seems to learn. He lives in Gnaar Mok. A fishing village on the west coast of Vvardenfell. |
Caryarel | So. Caryarel is with us no more. I appreciate your telling me. But let me just say this, %PCName. You were there, and I wasn't. So it's your call, and I'll back you up. But if you can handle these shrine sergeant tasks with a minimum of killing... I think that's more in the spirit of the teaching of the Nine. If you're attacked first, then of course you're in the right. But even a bad life should never be cheap. End of sermon. |
Caryarel | Well. I'm glad you were able to get the bowl without... well... excessive force. I appreciate a sense of restraint and judgement. Don't see it that often in Morrowind. I think you and I will get along just fine. |
Caryarel | Well. I'm glad you were able to get the bowl without... well... excessive force. I appreciate a sense of restraint and judgement. Don't see it that often in Morrowind. I think you and I will get along just fine. |
Caryarel | He was a tall, dark-haired fellow with sharp features -- but that description would fit a lot of High Elves. We were treating him for swamp fever, so perhaps he lives along the coasts, when mud crabs sometimes carry disease. As I said, try asking around among High Elves. I believe there are several serving in the Hawkmoth Legion Garrison here in Ebonheart. |
Cassius Olcinius | That's me. |
Cassius Olcinius | You've paid the wizard my son's debt? I thank you. This should cover the money he owed, and a little something for you as well. Your efforts are appreciated. |
Cassius Olcinius | I see that you paid the debt my son owed. I thank you for your help. Here is a reward for all your efforts. |
Cassius Olcinius | My son is what??? That explains why I haven't seen him for days. He's a good boy, just a bit out of touch with things. I really appreciate you helping him out here. I'd do it myself, but I really can't take the time to leave the store. Here, take this to help you along. |
Cassius Olcinius | That little twit! Of course I made him invisible. Did he tell you why? He asked me to! Came in muttering something about just wanting everyone to leave him alone, and promised to pay me 400 septims to make him invisible to everyone. Did I get my money, though? No! He still has a debt to pay. So, when he came in a few weeks later begging me to remove it, I laughed in his face...or where I assumed it was. |
cast that spell | I'm waiting! Bring it on! |
cast that spell | Okay, then. Better to keep my eye on you anyway. Sneaky damn slaughterfish. |
cast that spell | Go ahead! Do your worst! I am a god!!! |
catch some slaughterfish | Yes, slaughterfish! You're not one, are you? Are you? No, I guess you're not. I'm sorry...my mind has been a little muddled since I got bitten. Those fish pack quite a punch. Punch? Yes, please! |
cause others to suffer | Why did I cause others to suffer? I respect that question, and you for it. The most I can say is: I did the best I could, as I saw things. Can you, mortal, presume to judge the actions and motives of a god? But, because I need you, and you need me, I will make an accounting for my sins, to you. But not now. Destroy Dagoth Ur, and then we will discuss my sins. Then, perhaps, you will have earned the right to judge me. |
cave rat | The rats haven't been back yet, %PCName. |
cave rat | There's nothing more to say about that. |
cave rat | Well, the first job is a bust, %PCName. I've learned something unfortunate happened to Drarayne Thelas. Are you ready for more orders? |
cave rat | I'll take your word that the cave rats are dead. Here, take these 100 septims. It's what I agreed to pay the Fighters Guild. |
cave rat | You killed the cave rats? Well why didn't you say so? Here's 100 septims, which I what I said I'd pay the Fighters Guild. |
cave rat | Are you going to kill those cave rats for me? |
cave rat | These rats are such a nuisance! I'm worried they'll eat all of my pillows. You like pillows, don't you, %PCName? Anyway, I've got one trapped in my bedroom here, and the other two are in my storage area upstairs. Rats, that is...not pillows. Here's the key for that door. There are at least three of these beasts. I hope they haven't gotten into my good pillows.... |
cave rat | I've got a cave rat infestation, and the Fighters Guild swore they were going to take care of it. By the time they get here, I'm worried that all of my pillows will be destroyed! |
cave rat | You've been expelled from the Fighters Guild. Until you make amends, I cannot discuss contracts with you. |
cave rat | So you killed the rats, %PCName? Not bad...for you. You ready for more orders? |
cave rat | Go to Drarayne Thelas' house. It's here in Balmora, along the river on the east side. Ask her where the rats are coming from. Kill the rats and get your payment from Drarayne Thelas. Report back to me once you've taken care of this. |
cave rat | The cave rat is a subterranean variety of the hardy, abundant hunter-scavenger. Rat meat is tough and greasy, with an unpleasant odor and taste. Nonetheless, it is cheap, abundant, and nutritious, and palatable when cooked in a stew and masked by strong, strong spices. |
cave rat | The cave rat is a subterranean variety of the hardy, abundant hunter-scavenger. Rat meat is tough and greasy, with an unpleasant odor and taste. Nonetheless, it is cheap, abundant, and nutritious, and palatable when cooked in a stew and masked by strong, strong spices. |
Census and Excise agent | Forget about that. Ask your questions about the Nerevarine cult and the Sixth House cult. |
Census and Excise agent | Addhiranirr still thinks you are a fool for selling her out to a Census and Excise agent, but you are a friend of Caius, so Addhiranirr will tell you about the Nerevarine cult and the Sixth House cult. |
Census and Excise agent | You have some nerve, and also some great stupidity, to think you can do Addhiranirr the favor of selling her out to a Census and Excise agent, and then think Addhiranirr will tell you about the Nerevarine cult, or the Sixth House cult, or anything else. |
Census and Excise agent | Really? You have made the agent go away? This is a good trick. And Addhiranirr does not ask you how you do this trick, because Addhiranirr does not want to know. But now Addhiranirr is feeling quite good, and happy to talk to you about the Nerevarine cult or the Sixth House cult. Go ahead. Ask your questions. |
Census and Excise agent | Perhaps your ears are clogged? I said, if you want Addhiranirr to help you, go get rid of this agent who is bothering me. |
Census and Excise agent | You do not know this? They are the collectors of the Emperor's taxes and tariffs. And the Emperor has outlawed trade in many things, like Dwemer artifacts and ebony, and a Census and Excise agent will enjoy being a pest about such things. For several reasons, a Census and Excise agent is not Addhiranirr's favorite person. If you want Addhiranirr to help you, make the bad agent go away. Then she will tell you things. |
Census and Excise agent | They're the Imperial tax collectors. They hunt smugglers and tax dodgers. |
Census and Excise agent | Census and Excise is the Imperial agency that collects taxes and tariffs. You know... the taxman. Their agents also investigate smugglers and other tax cheats. |
centurion sphere | The centurion sphere is an enchanted animated artifact of Dwemer creation. These aggressive and dangerous devices compress into a ball when inactive, and transform into a mobile warrior when aroused. Scrap metal collected from Dwemer artifacts is rare and precious, and prized both by collectors of antiquities and students of metals and enchantments. |
centurion sphere | The centurion sphere is an enchanted animated artifact of Dwemer creation. These aggressive and dangerous devices compress into a ball when inactive, and transform into a mobile warrior when aroused. Scrap metal collected from Dwemer artifacts is rare and precious, and prized both by collectors of antiquities and students of metals and enchantments. |
centurion spider | The centurion spider is an enchanted animated artifact of Dwemer creation. Constructed in the form of large metal spiders, they are aggressive and dangerous. Scrap metal collected from Dwemer artifacts is rare and precious, and prized both by collectors of antiquities and students of metals and enchantments. |
centurion spider | The centurion spider is an enchanted animated artifact of Dwemer creation. Constructed in the form of large metal spiders, they are aggressive and dangerous. Scrap metal collected from Dwemer artifacts is rare and precious, and prized both by collectors of antiquities and students of metals and enchantments. |
ceramic bowl | Ajira has enough mixing bowls now. |
ceramic bowl | Yes, good. This is an very good bowl. Ajira thanks you. |
ceramic bowl | Yes, good. This is an very good bowl. But now Ajira must find her stolen reports! |
ceramic bowl | Nevermind then. Ajira must find her stolen reports! |
ceramic bowl | Yes, Ajira needs a ceramic bowl. Did you find one for Ajira? |
ceramic bowl | Yes, Ajira needs a ceramic bowl. |
ceramic bowl | Yes, take these 10 drakes and go find Ajira a ceramic bowl. Ajira thinks Ra'Virr the trader here in Balmora has some. |
ceramic bowl | Yes, Ra'Virr should have a ceramic bowl. What will you barter for it? |
Chair of Dwemer Studies | Currently, the Chair is empty and the Great Houses can't agree on a replacement. I believe Hasphat Antabolis was nominated... I'd try to get the position myself, but I fear all the meetings and bookkeeping would take time away from my research. |
challenge my station | You think to climb higher in Brother Dagoth's eyes by defeating me? Well, then, you might rise at that. None of us Heartwights can die. The power of the Heart will bring us all back in time. But, yes, you might win Lord Dagoth's favor by defeating his lieutenants. No hard feelings, %PCName. I lose, I lose my rank. You lose, you lose all. You're playing for high stakes, %PCName. Are you sure you want to play? Surely, there is no dishonor for a mortal to serve a god? |
challenges | When challenged for sport, it is acceptable to decline. When challenged for honor, it is shameful to decline. Honor challenges come from offense given in speech or action, or may represent customary formal challenges of status or ritual. |
challenges | Even the Legions, however, cannot extend their protection into the sparsely inhabited wastelands of Vvardenfell, where bandits, necromancers, witches, fiends, and monsters find refuge, emerging to threaten the lives of explorers, colonists, and traders. The greatest, and most obscure, threat is the Blight, a mysterious weather-like phenomenon emanating from the crater of Dagoth Ur, warping and poisoning creatures in its path, and creating diseased horrors that attack travelers and outlying settlements. |
challenges | Vvardenfell's greatest challenges are its mutually hostile cultures, its cruel and untamed wildernesses, and the troubling phenomenon of the Blight. The Temple and traditional Dunmer cultures are in direct opposition to the values of the Imperial conqueror's colonists, and the interests of each Great House conflict with the interests of the other Great Houses. Only the Imperial Legions and the Duke's shrewd policies prevent political disputes from expanding into civil unrest or warfare. |
challenges | Even the Legions, however, cannot extend their protection into the sparsely inhabited wastelands of Vvardenfell, where bandits, necromancers, witches, fiends, and monsters find refuge, emerging to threaten the lives of explorers, colonists, and traders. The greatest, and most obscure, threat is the Blight, a mysterious weather-like phenomenon emanating from the crater of Dagoth Ur, warping and poisoning creatures in its path, and creating diseased horrors that attack travelers and outlying settlements. |
challenges | Vvardenfell's greatest challenges are its mutually hostile cultures, its cruel and untamed wildernesses, and the troubling phenomenon of the Blight. The Temple and traditional Dunmer cultures are in direct opposition to the values of the Imperial conqueror's colonists, and the interests of each Great House conflict with the interests of the other Great Houses. Only the Imperial Legions and the Duke's shrewd policies prevent political disputes from expanding into civil unrest or warfare. |
change her luck | They caught you? This is terrible! Well, at least they don't know I was involved. |
change her luck | You've done it? Excellent! I'm sure to get more business now. Thank you, friend. Here's your payment, as promised. It will allow others to sleep soundly, when it suits you. |
change her luck | I've got to do something. Her success is killing my business. |
change her luck | Well, if it weren't for my bad luck, I wouldn't have any luck at all. Perhaps someone else will take up this task for me. |
change her luck | I appreciate your help. The bone must be placed in a chest near where she sleeps. Then, while she rests, the bone should work its magic and bring her some trouble. Maybe then I'll start getting some business. |
change her luck | Well, I think I may have a way, if you're interested in helping. I recently came across an object; some say it has some magical properties. It's a bone from some long-dead dwarf. If you can place it in a certain place in Jeanne's shop, it should bring her nothing but misery. |
Chanthrax | Chanthrax is an acute blight disease affecting a victim's dexterity and mobility. It may be contracted from corprus beasts or other blight monsters. |
Chanthrax | Chanthrax is an acute blight disease affecting a victim's dexterity and mobility. It may be contracted from corprus beasts or other blight monsters. |
Chanthrax | Chanthrax is an acute blight disease affecting a victim's dexterity and mobility. It may be contracted from corprus beasts or other blight monsters. |
Chanthrax | Chanthrax is an acute blight disease affecting a victim's dexterity and mobility. It may be contracted from corprus beasts or other blight monsters. |
Chapel Limeware Bowl | So? You SAY you found a bowl. What does that prove? Nothing. |
Chapel Limeware Bowl | So? You have a bowl. What does that prove? Nothing. |
Chapel Limeware Bowl | I have no idea what you're talking about. |
Chapel Limeware Bowl | We're very glad to have it back. Now we have it in a safe place. |
Chapel Limeware Bowl | The bowl was a gift from a benefactor. It's a unique item, quite valuable, and it would be embarrassing if our benefactor were to visit and find it missing. |
childish notions | Minabibi does not respect our ways. She is like a sister to every foreigner who visits our camp. I fear she will not make a good wise woman. |
Chills | Chills is an extremely dangerous common disease affecting the victim's mind and coordination. Symptoms include clumsiness and mental confusion. It may be contracted from the bonewalker, skeleton, greater bonewalker, or bonelord. |
Chills | Chills is an extremely dangerous common disease affecting the victim's mind and coordination. Symptoms include clumsiness and mental confusion. It may be contracted from the bonewalker, skeleton, greater bonewalker, or bonelord. |
Chills | Chills is an extremely dangerous common disease affecting the victim's mind and coordination. Symptoms include clumsiness and mental confusion. It may be contracted from the bonewalker, skeleton, greater bonewalker, or bonelord. |
Chills | Chills is an extremely dangerous common disease affecting the victim's mind and coordination. Symptoms include clumsiness and mental confusion. It may be contracted from the bonewalker, skeleton, greater bonewalker, or bonelord. |
Chimarvamidium | Are you still a member of the guild? Once Trebonius gives the authorization, we can discuss guild matters again. |
Chimarvamidium | Were you expelled? Or did you clear that up already? You ought to make amends with Guildmaster Trebonius just to be sure. |
Chimarvamidium | You have been expelled, %PCName. If you want to make amends, you should speak with Guildmaster Trebonius. |
Chimarvamidium | While Chimarvamidium was not as useful as I'd hoped, I do appreciate your efforts. |
Chimarvamidium | The book has been returned? Good work, %PCRank. Once I know the locations of some Dwemer ruins, I will be asking you to travel to some dangerous places. These amulets will help you return to safety. |
Chimarvamidium | The book has been returned? Good work, %PCRank. Once I know the locations of some Dwemer ruins, I will be asking you to travel to some dangerous places. These amulets will help you return to safety. |
Chimarvamidium | Like I said, take Chimarvamidium back to the Mages Guild in Vivec. Make sure you put it back exactly where you found it. |
Chimarvamidium | Can you believe this isn't about a Dwemer construct at all? This book was completely useless. In any case, I need you to return the book before Sirilonwe suspects anything. Return the book to wherever you found it. |
Chimarvamidium | I have not had a chance to study the book. Have patience, %PCRank. |
Chimarvamidium | Thank you, %PCName. I will return the book to you soon, but in the meantime, I have more duties for you. |
Chimarvamidium | That is very disappointing, %PCName. |
Chimarvamidium | You have a copy of Chimarvamidium? Will you let me borrow the book? |
Chimarvamidium | Just go to the Mages Guild in Vivec, find the book Chimarvamidium, and return it to me. I'm certain that Sirilonwe has a copy, though she may claim otherwise. |
Chimarvamidium | Thank you, %PCName. Sirilonwe probably keeps the book near her in the Mages Guild in Vivec. Do whatever it takes to get the book and then return it to me. If you're caught stealing, of course, it is a crime against the guild, so be careful. And take these scrolls just in case. |
Chimarvamidium | Don't think of it as breaking your oath to the Guild, %PCName. It is just a small favor. For the advancement of the art and science of magic. If you're caught, of course, you will have to accept the consequences. |
Chimarvamidium | It is the sixth volume of Marobar Sul's "Ancient Tales of the Dwemer." Most of the "Ancient Tales" are not truly Dwemer in origin, but this one may be an exception. It deals with some sort of golem or centurion. Would you be willing to "borrow" this book for me? |
Chimarvamidium | Thank you. I won't forget this. Just a suggestion... Keep quiet about this book, %PCName. Some members of the Mages Guild can be very jealous. |
Chimarvamidium | Thank you. I won't forget this. Just a suggestion... Keep quiet about this book, %PCName. Some members of the Mages Guild can be very jealous. |
Chimarvamidium | That is most unfortunate, %PCRank. I thought you would be willing to assist a fellow Guild member. |
Chimarvamidium | How did you... I mean where did you get a copy of Chimarvamidium? I've been looking for this book. Perhaps you'd be willing to part with it? |
Chimarvamidium | Why, I've never heard of such a book... |
Chimer | Chimer -- literally "the People of the North," an archaic and poetic usage -- were the Elven tribes who followed the prophet Veloth out of the southwest of Tamriel to settle in the lands now known as Morrowind. Dunmer fable says that before their skin turned dark with the Curse, the Dark Elves were known as the Chimer. |
Chimer | Chimer -- literally "the People of the North," an archaic and poetic usage -- were the Elven tribes who followed the prophet Veloth out of the southwest of Tamriel to settle in the lands now known as Morrowind. Dunmer fable says that before their skin turned dark with the Curse, the Dark Elves were known as the Chimer. |
chitin | Chitin weapons of native Dunmer manufacture are created from the sturdy but light exoskeletons of local creatures. Layers of chitin are typically laminated using vegetable, shalk, and bug resin glues to form strong but flexible weapons. The serrated edges of the original materials are exploited to create especially wicked daggers and slashing weapons. |
chokeweed | Chokeweed is a tough shrub growing in the rocky highlands of the West Gash. |
chokeweed | Chokeweed is a tough shrub growing in the rocky highlands of the West Gash. |
choose a Hortator | A Hortator is chosen by consensus. Everyone has to agree. A single 'no' is a veto. First a Great House has to choose a Hortator. Then that Hortator has to go persuade the other Great Houses to agree to name him Hortator of their houses, too. |
choose a Hortator | There is no need to name a Hortator, and if there were such a need, I would not shame House Redoran by naming an outlander our Hortator. |
choose a Hortator | A Hortator is chosen by consensus. Everyone has to agree. A single 'no' is a veto. First a Great House has to choose a Hortator. Then that Hortator has to go persuade the other Great Houses to agree to name him Hortator of their houses, too. |
choose a Hortator | A Hortator is chosen by consensus. Everyone has to agree. A single 'no' is a veto. First a Great House has to choose a Hortator. Then that Hortator has to go persuade the other Great Houses to agree to name him Hortator of their houses, too. |
choose a Hortator | A Hortator is chosen by consensus. Everyone has to agree. A single 'no' is a veto. First a Great House has to choose a Hortator. Then that Hortator has to go persuade the other Great Houses to agree to name him Hortator of their houses, too. A very difficult system. No Great House wants to give the honor to a member of another Great House. But luckily, it's mostly honorary, and doesn't cost a House anything. So it might not be that bad, after all. |
choosing a Great House | If you are thinking of joining a Great House, study all three Great Houses, and think carefully before you join, because once you've joined one house, no other house will ever consider you for membership. Loyalty is very important in the Great Houses. When you join, you become family, and, by Dunmer standards, it's a matter of blood and kin, and irreversible. Even if you get kicked out of one house, no other house will have you. |
choosing a Great House | If you are thinking of joining a Great House, study all three Great Houses, and think carefully before you join, because once you've joined one house, no other house will ever consider you for membership. Loyalty is very important in the Great Houses. When you join, you become family, and, by Dunmer standards, it's a matter of blood and kin, and irreversible. Even if you get kicked out of one house, no other house will have you. |
choosing a Great House | Loyalty is very important in the Great Houses. When you join, you become family, and, by Dunmer standards, it's a matter of blood and kin, and irreversible. Even if you get kicked out of one house, no other house will have you. |
choosing a Great House | If you are thinking of joining a Great House, study all three Great Houses, and think carefully before you join, because once you've joined one house, no other house will ever consider you for membership. |
chores | I cannot describe the chores you would do for us unless you join House Telvanni. |
chores | What do you ask of me, %PCRank? |
chores | To become Archmagister you must win the support of all the active Telvanni Councilors. When you have their support, I can call a vote to see if you will win or if Gothren shall remain Archmagister. If you cannot get their votes, there is another way... |
chores | I am prepared to declare you a Magister of House Telvanni. |
chores | Only one thing remains and prevents you from declaring yourself %NextPCRank. You must see Llunela Hleran once more and find out what must be done to defend your stronghold and discourage Redoran or Hlaalu retaliation. |
chores | The Redoran Stronghold of Indarys Manor also deserves a visit from House Telvanni. Retire the young Redoran noble Banden Indarys. |
chores | The other Great Houses have also built strongholds without the Duke's charter. While we Telvanni can defend our holdings, the other Houses cannot. I want you to visit the Hlaalu Stronghold of Rethan Manor and retire the Hlaalu noble Raynasa Rethan. |
chores | I do not have any chores for you at this time. You have done all that I would expect of a %PCRank. Find out what you need for advancement and speak with me again. If you need chores, speak with the other Councilors or their Mouths. |
chores | If you wish to become a %NextPCRank in House Telvanni, you must have someone to represent you in the Telvanni Council Hall. Find a promising Telvanni to be your Mouth. |
chores | I do not have any chores for you at this time. You have done all that I would expect of a %PCRank. Find out what you need for advancement and speak with me again. |
chores | There is another Telvanni in trouble. I do not normally interfere with these matters, but I have taken an interest in this one. I need someone to stop the Redoran attack on Faves Andes in Shishi. |
chores | Thanks to recent agreements with House Hlaalu, we have a chance of passing a resolution which would overturn the Mages Guild monopoly. |
chores | One of our fellow Telvanni, Milyn Faram, is being assaulted by members of House Hlaalu at Odirniran. |
chores | I admire what you have accomplished in House Telvanni, but any student of mine must learn the rudimentary wizard spells. |
chores | I have heard that the Blight has infested the Mudan-Mul Egg Mine. |
chores | I believe we can arrange a situation to our mutual benefit. I will become your patron and ally in House Telvanni if you convince another potential ally, Baladas Demnevanni, to abandon his reclusive ways and join the Council. |
chores | You're the outlander that has caused so much trouble. No, don't get me wrong. I am pleased at what you have already accomplished. I may have a few things for you to do later, but for now speak with Galos Mathendis, my Mouth in Sadrith Mora. |
chores | I do not have any more chores for you. Check with the other Mouths and with my patron, Master Aryon. |
chores | I do not have any chores for one of your rank. Check with the other Mouths. |
chores | Master Aryon wants me to bring him a Daedra skin. |
chores | The Telvanni Apothecary in Tel Vos is running out of Cure Blight potions. Since my patron, Master Aryon, is responsible for Tel Vos in a sense, he has asked me to find someone to deliver a Cure Blight potion. |
chores | Master Aryon wants a message delivered to Divayth Fyr. Would you carry this coded message? |
chores | I know of no other chores Archmagister Gothren needs done. You may speak with him directly or speak with one of the other Mouths. |
chores | Archmagister Gothren has learned the location of the Dwemer ruin of Nchuleft. |
chores | Archmagister Gothren has some questions for Baladas Demnevanni. Will you speak with Baladas and ask him three questions? |
chores | I do not have any chores for you. Speak with the other Mouths if you need chores. Or you could speak with Mistress Therana again, though I would not recommend it. |
chores | Mistress Therana is concerned about a slave rebellion in one of her holdings. |
chores | Mistress Therana has requested that someone deliver her new clothes to her. I will pay 1000 drakes to anyone willing to deliver her new clothes. |
chores | I do not have any chores for you. Check with my patron, Master Neloth, or with the other Mouths. |
chores | Master Neloth asked me to acquire a Staff of the Silver Dawn and deliver it to him. |
chores | Master Neloth needs five portions of Sload Soap. |
chores | I have no other chores for you. Check with the other Mouths. You may also speak with my patron, Mistress Dratha, but be warned that she does not like men. |
chores | I have no other chores for you. Check with my patron, Mistress Dratha, or with the other Mouths. |
chores | Mistress Dratha wants a ring known as the Black Jinx. |
chores | Daynali Dren, Mistress Dratha's Alchemist, needs five portions of muck. |
chores | I have no more chores for you, %PCName. |
chores | I am interested in the Ring of Dahrk Mezalf. |
chores | I may have need of you later, but for now you should study and practice so that you may advance further in House Telvanni. |
chores | Yes, you have brought me all three books. I am not without... consideration for these favors. Perhaps you could use some of my old trinkets. Here. Take these. Speak with me again when you have proven yourself in House Telvanni. |
chores | Only one more simple chore remains. You have brought me "Nchunak's Fire and Faith" and "Antecedents of Dwemer Law." I am still interested in a copy of the rare Dwemer book "Chronicles of Nchuleft." |
chores | I still have two simple chores for you. You have brought me "Nchunak's Fire and Faith." I also want the Dwemer books "Antecedents of Dwemer Law" and "Chronicles of Nchuleft." |
chores | I have three simple chores for you. Bring me copies of the Dwemer books "Nchunak's Fire and Faith," "Antecedents of Dwemer Law," and "Chronicles of Nchuleft." |
chores | Do you have any chores for me? I don't know of anything I could bring you. |
chores | Sure. I know where the Amulet of Unity is. |
chores | Of course I'll do a chore for my patron. Tell you what, I know where Master Neloth keeps a hidden Ring of Equity. |
chores | I have no more chores for you. Just get out of here, would you? Just leave. |
chores | I have a certain interest in a robe which is in the possession of one entirely unworthy. This robe is known as the Robe of Drake's Pride. |
chores | I have no chores for you. Ask someone else. |
chores | To complete one of my collections I need the Amulet of Flesh Made Whole. |
chores | Chores? Do I look like a servant? I don't have to take orders from you! Did you hear what I said?! Yes, that's better. I remember when I was a little girl, and I had to do chores. "Stir this netch blood, Therana." "Grind these diamonds, Therana." "Nice girls don't keep spiders as pets, Therana." |
chores | Have you ever heard of Auriel's Bow? I've heard it's made of ebony and smells of boiled ash yams. |
Chronicles of Nchuleft | Yes, I might have one I could sell you. I have been trying to make copies of this rare book. If I don't have one at the moment, try Jobasha's Rare Books in Vivec. |
Chronicles of Nchuleft | You already brought me a copy of Chronicles of Nchuleft. |
Chronicles of Nchuleft | Good. I will not forget this, %PCName. As you have brought me all three books. Please accept these trinkets of mine. I no longer have any use for them. |
Chronicles of Nchuleft | Good. I will not forget this, %PCName. |
Chronicles of Nchuleft | I do not want to play games with you, %PCName. Bring me a copy of Chronicles of Nchuleft. Do not try to trick me. |
Chronicles of Nchuleft | I know it may be difficult to find this book. You could try the Dwemer ruin of Nchuleft itself, which is supposed to be somewhere between Vos and the Ghostfence. |
Chronicles of Nchuleft | Have you found a copy of Chronicles of Nchuleft? |
Chronicles of Nchuleft | "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. |
Chronicles of Nchuleft | Are you still a member of the guild? Once Trebonius gives the authorization, we can discuss guild matters again. |
Chronicles of Nchuleft | Were you expelled? Or did you clear that up already? You ought to make amends with Guildmaster Trebonius just to be sure. |
Chronicles of Nchuleft | You have been expelled, %PCName. If you want to make amends, you should speak with Guildmaster Trebonius. |
Chronicles of Nchuleft | Chronicles of Nchuleft has been invaluable in my research. |
Chronicles of Nchuleft | I'm impressed, %PCRank. I hope you are always this efficient. |
Chronicles of Nchuleft | I thought we had an agreement, %PCName. Apparently your word cannot be trusted. |
Chronicles of Nchuleft | What? You already have a copy of Chronicles of Nchuleft? I am impressed with your scholarship, %PCName. Are you willing to part with the book? |
Chronicles of Nchuleft | You actually found a copy? Excellent, now give the book to me. |
Chronicles of Nchuleft | I simply *must* have this book for my research. Use the gold I gave you to find a copy. Maybe one of the booksellers has one. |
Chronicles of Nchuleft | Excellent. Here's 250 septims to cover your expenses. Time is of the essence. |
Chronicles of Nchuleft | I guess I'll have to get Bribanne Erien to do it. |
Chronicles of Nchuleft | It is a rare Dwarven tome. None of the Mages Guild branches have a copy, and it is simply *essential* to my research. Would you be willing to find a copy for me? |
Chronicles of Nchuleft | Yes, Jobasha knows the Chronicles of Nchuleft. Perhaps Jobasha has a copy... |
Chronicles of Nchuleft | %Name owns no copies of Chronicles of Nchuleft. Speak with Jobasha in Vivec. Jobasha has many rare books. |
Chronicles of Nchuleft | Try Jobasha's Rare Books in the Market Canton. |
Chronicles of Nchuleft | Try Jobasha's Rare Books in the Market Canton. |
Chronicles of Nchuleft | Chronicles of Nchuleft? It is a very rare book, but you might find a copy in Vivec. |
Chrysamere | You've been expelled. Join the Imperial Legion again. Then you can return Chrysamere with honor. |
Chrysamere | Thank you for returning it. |
Chrysamere | Well done, %PCName. I applaud you. For what you have accomplished, I will make you a %NextPCRank. |
Chrysamere | It is my duty to return Chrysamere to the Legions! |
Chrysamere | I will ask one more time: Give me Chrysamere, or be guilty of treason and die by my hand. |
Chrysamere | So you have found Chrysamere, and a fine blade it is! Return it to me and I will make you a %NextPCRank. |
Chrysamere | Have you not found it yet? It must be returned! |
Chrysamere | Chrysamere, sometimes called the Paladin's Blade, is a sword of legend. It was in the possession of the Legion for many years, but was stolen by a treacherous Knight. Our spies have heard rumors that it is now in the possession of Draramu Hloran, a powerful sorceress near Sadrith Mora, and no friend of the Legion. Kill her and return Chrysamere to me. |
Chrysamere | It is a powerful weapon, %PCRace. Designed, they say, to kill spellcasters. Now go from here. |
Chrysamere | You seek the Sword of the Paladins? And what makes you think you deserve it? Because you wear the Imperial crest? Bah! Take it from me then, if you dare. |
Ciralinde | Ciralinde is yours. I hope everything works out. Altmer are unaccustomed to slavery. |
Ciralinde | Unfortunately, I have just been informed that we've lost Ciralinde recently. |
Ciralinde | Well, well. Ciralinde is now yours. She will be carefully removed from the slavepit and should be waiting for you just inside. I hope you enjoy your purchase. |
Ciralinde | I'm sorry but you don't have enough gold to afford my fine slaves. |
Ciralinde | Surely you would not turn down such an offer? I acquired her legally. She was a wanted criminal. |
Ciralinde | Interested in something more refined? Ciralinde is the same price as the others. 1000 gold. And well worth it for such a rarity! An Altmer slave! |
citizens of the Empire | Sure. We're citizens. We don't have much choice, do we? |
citizens of the Empire | The Dunmer of House Hlaalu are generally proud to be citizens of the Empire. Oh, we complain about the taxes and bureaucrats and greedy merchants like everyone else, but being part of the Empire means free trade and prosperity, and we like that. Other Dunmer -- Houses Redoran and Telvanni, devout Temple-goers, Ashlanders -- are less enthusiastic about the Empire and Imperial control of Morrowind. |
citizens of the Empire | We've had peace and prosperity in Morrowind under the Empire for centuries. It's a government by law, and the Legions enforce that law. The Empire has free trade and free religion, so we're rich in pockets and in spirit. Yes, there is corruption. Yes, there are crimes and criminals. Yes, the rich get richer, and the poor poorer. But overall, things are pretty good. |
clanfriend | As a clanfriend of the Urshilaku, you may rest in any Urshilaku bed. But you may not harm another Urshilaku, and must not take their things. Do not offend against these rules of hospitality, or you will no longer be our friend. |
clannfear | The clannfear is a fierce, green, lizardlike bipedal Daedric summoning. Daedra hearts have modest magical properties, and are prized by alchemists. |
clannfear | The clannfear is a fierce, green, lizardlike bipedal Daedric summoning. Daedra hearts have modest magical properties, and are prized by alchemists. |
claymore | Highland Bretons were the first to use the very heavy two-handed sword called the claymore, but powerful Redguards were quick to adopt these massive shock weapons to their heroic melee styles. Not suitable for use by close order troops, the claymore is favored by the solitary hero-adventurer, particularly against great beasts and otherworldly creatures. |
clear your name | The %Faction works within the system - not beyond it. We are not above the law. If you have unresolved legal issues, you should seek an officer and turn yourself in. Ultimately, the penalties will be less severe. Your Writs will absolve you of any wrongdoing if you present them to the authorities. |
clear your name | The %Faction works within the system - not beyond it. We are not above the law. If you have unresolved legal issues, you should seek an officer and turn yourself in. Ultimately, the penalties will be less severe. The %Faction cannot afford anything but the most honorable of reputations. |
Cleaver of St. Felms | Are you the one who claims to be the Nerevarine? You should speak with Archcanon Saryoni. Before these rumors are put to rest, I cannot give you duties. |
Cleaver of St. Felms | You have been expelled from the Temple. |
Cleaver of St. Felms | I have entrusted the Cleaver of St. Felms into your care. |
Cleaver of St. Felms | As the %PCRank, you have the right to take the Cleaver of St. Felms as long as you treat it with the proper care and respect. |
Cleaver of St. Felms | You have already returned the Cleaver of St. Felms. |
Cleaver of St. Felms | Good. I assure you I will be most careful with it. |
Cleaver of St. Felms | I am disappointed by your loyalty. And by your lack of faith. |
Cleaver of St. Felms | Is that truly the Cleaver of St. Felms the Bold? Will you return it to the care of the Temple? |
Cleaver of St. Felms | Mendel Eves carried the Cleaver of St. Felms the Bold. He was a brave and honorable Buoyant Armiger, but he fell fighting on the northeast slopes of Red Mountain in an Ash Vampire lair known as Tureynulal. Recover the Cleaver from the hands of our enemies and return it to the Temple. |
Cleaver of St. Felms | Mendel Eves carried the Cleaver of St. Felms the Bold. He was a brave and honorable Buoyant Armiger, but he fell fighting on the northeast slopes of Red Mountain in an Ash Vampire lair known as Tureynulal. I need someone to recover the Cleaver of St. Felms... But perhaps you are not yet ready for this task. Train your body and your mind, %PCName. When you feel you are ready, go to Tureynulal. |
cliff racer | The long-tailed cliff racer is an aggressive, dangerous flying creature with a large vertical sail along its spine. Racer plumes from the native bird-like cliff racer are used locally and throughout the Empire as decorations for garments and household goods. |
cliff racer | The long-tailed cliff racer is an aggressive, dangerous flying creature with a large vertical sail along its spine. Racer plumes from the native bird-like cliff racer are used locally and throughout the Empire as decorations for garments and household goods. |
clothes | In Morrowind we speak of four different levels of clothing quality: common, expensive, extravagant, and exquisite. Common clothes are cheap and serviceable. Merchants and lesser nobility wear expensive clothes. Extravagant clothes are worn by wealthy merchants and nobles of upper rank. Only the most wealthy can afford exquisite clothes. Persons of exalted rank may not even speak to you if you are unsuitably dressed, so if you plan to deal with the upper classes, make sure you are well-dressed. |
clothes | In Morrowind we speak of four different levels of clothing quality: common, expensive, extravagant, and exquisite. Common clothes are cheap and serviceable. Merchants and lesser nobility wear expensive clothes. Extravagant clothes are worn by wealthy merchants and nobles of upper rank. Only the most wealthy can afford exquisite clothes. Persons of exalted rank may not even speak to you if you are unsuitably dressed, so if you plan to deal with the upper classes, make sure you are well-dressed. |
Cloudcleaver | I will have my axe, cur! |
Cloudcleaver | I'm not sure how you got your hands on it again, but I'll have that axe back now! |
Cloudcleaver | It is good to have my axe in my hands again! |
Cloudcleaver | That is a poor, poor decision on your part, friend. |
Cloudcleaver | Ah, thank you friend. I noticed you admiring the way I fought that old witch, even without the aid of a sharp blade. I don't have any money or treasure to thank you for your help with, but I can give you a few pointers that will help you be stronger in a fight. |
Cloudcleaver | Yes, let me hold her in my hands. Ah, my pretty, I've missed you so.... |
Cloudcleaver | Yes, let me hold her in my hands. Ah, my pretty, I've missed you so.... |
Cloudcleaver | Ah, me axe Cloudcleaver. A fine blade she is, though now I fear what that witch's touch will do to it. Me own father Balmir used it himself to slay the Terror of Wrothgar's Quagmire, he did. Now granted the Terror turned out to be a new born nix-hound eating the neighbor's marshmerrow, but me father found him and slew him nevertheless in as grand a fashion as I have ever borne witness to. I cannot wait to have the blade in my hands again, then I'll use it to take that witch's head clean off, I will. |
Cloudcleaver | A fine axe it is. Perhaps the best ever crafted. |
Cloudcleaver | Hlormar's obsession with that axe led to his death. I'll leave it with someone who can use it well. I thank you for your help stranger. I think that hothead would've killed me had you not intervened. Here, take these potions as my gift to you, and seek me out if you ever require my services in the future. |
Cloudcleaver | Oh, I don't think he's ready to get it back quite yet. I can still see the rage burning in those tiny Nord eyes of his. However, if he meets me in three days at the Mage's Guild Hall in Caldera I will return everything I have of his, but not a minute sooner. Tell him that is Sosia's offer. |
club | The club is usually a crude, improvised one-handed blunt weapon common among less technologically sophisticated cultures like the Argonians, but it also a cheap and effective militia weapon used with a light shield in Cyrodiil and the Western provinces. |
coda flower | The coda flower is the fruiting body collected from the primitive draggle-tail plant of the Bitter Coast. |
coda flower | The coda flower is the fruiting body collected from the primitive draggle-tail plant of the Bitter Coast. |
code book | You didn't have to kill Sottilde. |
code book | I'm glad you didn't resort to violence. |
code book | These orders you've been given seem okay with me. Just try not to kill Sottilde to get that book. I've heard she's a pushover. I'm sure you can convince her to hand it over. |
code book | Look, you've got the book. Just leave me alone. It won't do you any good, anyway. |
code book | Look, you've got the book. Just leave me alone. It won't do you any good, anyway. |
code book | Thanks, %PCName. |
code book | What use is it to you? |
code book | Look, %PCRank, I'll tell you what's going on. This code book has dirt on the Camonna Tong and the skooma trade. As soon as we get it figured out, we take it to the authorities and take over the trade ourselves. The Fighters Guild works for the Camonna Tong since Sjoring Hard-Heart took over. You have to decide where your loyalties lie, %PCRank. |
code book | That code book belongs to the Thieves Guild now, %PCName. Put it down, walk away, and I'll forget about this. |
code book | What, *that* book? I just found it in the street. It's gibberish. Since it can't possibly be of any value to you, why not let me keep it? |
code book | Okay, friend. You know about the code book. I don't want any trouble with you, so just take it. Just don't tell anyone I gave it to you. |
code book | What code book? I wouldn't talk to you about that sort of thing. |
code book | You've been expelled from the Fighters Guild. Until you make amends, I cannot discuss contracts with you. |
code book | Since you brought me the Bitter Cup, I'm not working against the Thieves Guild anymore. You have my word. |
code book | Don't go mentioning code books, %PCName. It's unhealthy. |
code book | Here's your 50 Septims, %PCName. The guild needs more like you -- obedient and efficient. If you want more orders, just ask. |
code book | I'm not paying any more than 50 septims. Don't make this difficult, %PCName. |
code book | You already have the code book? You have good instincts. Well, just hand it over and these 50 septims are yours. |
code book | I'm glad to see that code book, %PCName. Hand it over and I'll get your payment. |
code book | The code book our client wants is in the hands of Sottilde at the South Wall in Balmora. Find that code book and bring it back to me. |
coded message | I gave you the response to Master Aryon's request. I will not change my answer. |
coded message | Here. Take this back to Mouth Galos Mathendis. Tell him that I must reject his master's thoughtful proposal. |
coded message | Please wait here while I read this. In just a minute I will write a reply. |
coded message | You came here to tell me that you had a message from Master Aryon, but you will not give it to me? House Telvanni tolerates madness among some of the more... advanced members, but not among those as young as you. |
coded message | A message from Master Aryon? Yes, I will accept this message. |
coded message | You already delivered the message, though the response was somewhat disappointing. I do not have any more messages for you to deliver. |
coded message | I heard you overpowered Divayth Fyr. While I am impressed with this accomplishment, I do not believe Master Aryon will instruct me to give you any more duties. |
coded message | Thank you, %PCName. I will deliver this message to my patron, Master Aryon. Please take this courier fee of 500 drakes. |
coded message | You have a response? Bring it to me. This is a matter of utmost urgency. |
coded message | Then deliver the message to Divayth Fyr and await an answer. |
coded message | Has Divayth Fyr given you a response to my patron's message? |
coded message | My patron, Master Aryon, wants this coded message delivered to Divayth Fyr. He lives in Tel Fyr. You might need some help getting there. Why not take these potions of water walking? And these potions of healing. And perhaps a few potions of swift swim as well. If Divayth Fyr responds to this message, please deliver his response back to me. |
Collywobbles | Collywobbles is a serious common disease affecting a victim's strength, endurance, and mobility. Symptoms include uncontrollable shaking and chronic weariness. It may be contracted from the fiery shalk. |
Collywobbles | Collywobbles is a serious common disease affecting a victim's strength, endurance, and mobility. Symptoms include uncontrollable shaking and chronic weariness. It may be contracted from the fiery shalk. |
Collywobbles | Collywobbles is a serious common disease affecting a victim's strength, endurance, and mobility. Symptoms include uncontrollable shaking and chronic weariness. It may be contracted from the fiery shalk. |
Collywobbles | Collywobbles is a serious common disease affecting a victim's strength, endurance, and mobility. Symptoms include uncontrollable shaking and chronic weariness. It may be contracted from the fiery shalk. |
comberry | The comberry is a bush that produces a bitter berry, best known as the basis of the native comberry brandy, a rough but potent alcoholic beverage of Morrowind. Comberry is grown in the Ascadian Isles. |
comberry | The comberry is a bush that produces a bitter berry, best known as the basis of the native comberry brandy, a rough but potent alcoholic beverage of Morrowind. Comberry is grown in the Ascadian Isles. |
come to die | He said you might come to fight. It doesn't matter to me, one way or the other. |
come to submit | Keep going. These passages lead under the Ghostfence and into the crater of Red Mountain. Then enter the Mount of Dagoth Ur, and find Lord Dagoth. Make your submission, and perhaps you may join us. Ha. If you survive such a journey, we'd be glad to have you join us. |
come unprepared | I am glad that this time you did not come unprepared. |
come unprepared | I am glad that this time you did not come unprepared. |
come unprepared | This is the place of destiny. And destiny may only be shaped by the holder of Kagrenac's Tools. I do not know what you think to accomplish. But raise your hand against me, and I shall destroy you. |
commercial potions | Commercial potions are guaranteed effective. Most come in five commercial grades -- bargain, cheap, standard, quality, and exclusive -- increasing in effectiveness and duration according to quality and expense. Some potions come in only one grade; they produce a single effect, and are guaranteed effective. Adventurers lacking magic skills must rely on potions, scrolls, or enchantments when they require the benefits of magic effects. |
commercial potions | Commercial potions are guaranteed effective. Most come in five commercial grades -- bargain, cheap, standard, quality, and exclusive -- increasing in effectiveness and duration according to quality and expense. Some potions come in only one grade; they produce a single effect, and are guaranteed effective. Adventurers lacking magic skills must rely on potions, scrolls, or enchantments when they require the benefits of magic effects. |
commercial potions | Commercial potions are guaranteed effective. Most come in five commercial grades -- bargain, cheap, standard, quality, and exclusive -- increasing in effectiveness and duration according to quality and expense. Some potions come in only one grade; they produce a single effect, and are guaranteed effective. Adventurers lacking magic skills must rely on potions, scrolls, or enchantments when they require the benefits of magic effects. |
commercial potions | Commercial potions are guaranteed effective. Most come in five commercial grades -- bargain, cheap, standard, quality, and exclusive -- increasing in effectiveness and duration according to quality and expense. Some potions come in only one grade; they produce a single effect, and are guaranteed effective. Adventurers lacking magic skills must rely on potions, scrolls, or enchantments when they require the benefits of magic effects. |
common disease | There are sixteen common diseases, outlander: rockjoint, helljoint, witbane, chills, serpiginous dementia, greenspore, dampworm, rust chancre, droops, ataxia, wither, swamp fever, collywobbles, brown rot, yellow tick, rattles. The healers of the settled peoples divide them into three kinds: mild, serious, and acute. Serious and acute are more dangerous, of course, but none of them are fatal. But you must get them cured, or they weaken you, and people won't want to talk to you. |
common disease | There are sixteen common diseases, outlander: rockjoint, helljoint, witbane, chills, serpiginous dementia, greenspore, dampworm, rust chancre, droops, ataxia, wither, swamp fever, collywobbles, brown rot, yellow tick, rattles. The healers of the settled peoples divide them into three kinds: mild, serious, and acute. Serious and acute are more dangerous, of course, but none of them are fatal. But you must get them cured, or they weaken you, and people won't want to talk to you. |
common disease | There are sixteen common diseases I've encountered on Vvardenfell: rockjoint, helljoint, witbane, chills, serpiginous dementia, greenspore, dampworm, rust chancre, droops, ataxia, wither, swamp fever, collywobbles, brown rot, yellow tick, rattles. We group their effects in three levels: mild, serious, and acute. Serious and acute are more dangerous, of course, but none of them are fatal. But you must get them cured, or they weaken you, and people won't want to talk to you. |
common disease | There are sixteen common diseases I've encountered on Vvardenfell: rockjoint, helljoint, witbane, chills, serpiginous dementia, greenspore, dampworm, rust chancre, droops, ataxia, wither, swamp fever, collywobbles, brown rot, yellow tick, rattles. We group their effects in three levels: mild, serious, and acute. Serious and acute are more dangerous, of course, but none of them are fatal. But you must get them cured, or they weaken you, and people won't want to talk to you. |
common disease | There are sixteen common diseases I've encountered on Vvardenfell: rockjoint, helljoint, witbane, chills, serpiginous dementia, greenspore, dampworm, rust chancre, droops, ataxia, wither, swamp fever, collywobbles, brown rot, yellow tick, rattles. We group their effects in three levels: mild, serious, and acute. Serious and acute are more dangerous, of course, but none of them are fatal. But you must get them cured, or they weaken you, and people won't want to talk to you. |
common disease | There are sixteen common diseases I've encountered on Vvardenfell: rockjoint, helljoint, witbane, chills, serpiginous dementia, greenspore, dampworm, rust chancre, droops, ataxia, wither, swamp fever, collywobbles, brown rot, yellow tick, rattles. We group their effects in three levels: mild, serious, and acute. Serious and acute are more dangerous, of course, but none of them are fatal. But you must get them cured, or they weaken you, and people won't want to talk to you. |
compassion | I have heard that you are a False Incarnate. I am not yet convinced, but I no longer trust you. |
compassion | You have been expelled from the Temple. |
compassion | Bulfim gra-Shugharz is dead. |
compassion | You have already proven your compassion. |
compassion | You have slain Bulfim gra-Shugharz?! You were to cure her -- not kill her! Perhaps you are not suited for the Temple. |
compassion | Bulfim gra-Shugharz is dead? That is a shame. Perhaps you can prove your compassion some other way. |
compassion | You have performed beyond my expectations, %PCName. You are indeed resourceful as well as compassionate. Are you ready for further duties? |
compassion | Where is it? Oh, I see. You are joking. |
compassion | Unfortunate. But its use promoted a virtuous act. Well done, %PCName. Are you ready for further duties? |
compassion | You cured Bulfim gra-Shugharz and have proven your compassion. You might be interested in this book, which has an important lesson on the rewards of compassion. Were you able to preserve the potion? |
compassion | Seek the Orc called Bulfim gra-Shugarz at the Maelkashishi Shrine. Cure her and learn the meaning of compassion. And if at all possible, return the potion which I have entrusted to your care. |
compassion | Vivec often showed compassion to his enemies. You must show compassion by curing Bulfim gra-Shugarz, a Sheogorath worshipper in Maelkashishi. Take this potion of cure blight. You can cure Bulfim by giving her the potion... But it is expensive. I would prefer you learned a spell such as "Rilm's Gift" and returned the potion to me. |
compensation | Certainly! The two of us are more than glad to give you your fee. We'd like to thank you again for your companionship. It gets a bit lonely on the road, and sometimes Rollie gets awfully quiet on long trips. (He's getting a little moody in his old age.) Take care, stranger! |
compensation | Well, I'm afraid I can't pay you all of what I promised, with the loss of my beloved Rollie. Here, take this. I'll use the rest to have a proper burial for my one true friend, perhaps build him a memorial. At least most of the goods got here, though. He would have wanted it that way. Farewell. |
compensation | Well, I figure that 200 septims would be fair. Sounds about right, doesn't it? Yes, that's a fair arrangement. Again, thank you for your trouble. You'll be paid when we arrive at the store. |
competition | Oh, there's plenty of these days in Vivec. I mean, Ralen Tilvur is my nearest competitor, and he's just a block away. And, oh, the business he does. I'm certain he's doing something shady, but I don't know what it is yet. He just gets all of the big orders. |
conjuration | The conjuration discipline is the mastery of the spell effects of the College of Conjuration. The conjuration spells summon magical items and beings from the outer realms to serve the caster. Conjuring effects include the mental domination of mundane and magical creatures, summoning of otherworldly weapons and armor, and summoning of Daedric servants and powers to serve and protect the caster. |
Conjuration expert | Conjuration expert? OF COURSE I'm an expert, idiot. I'm a mage-lord. But you think I'm sending ghosts to haunt the Gateway Inn? Get OUT of here, you fool! |
Conjuration expert | A mage skilled at Conjuration is adept at summoning otherworldly creatures, including ghosts. |
Conjuration expert | Hmm. Conjuration expert? Here? In Sadrith Mora? Well, my first thought would be Master Neloth, the mage-lord of Tel Naga. He's a mickle wizard. But Conjuration is not his specialty. In fact, I don't know anyone in Sadrith Mora who TEACHES Conjuration. No. Wait. Uleni Heleran at the Mages Guild at Wolverine Hall teaches Conjuration. I'm sure of it. |
Conjuration expert | Hmm. Conjuration expert? Here? In Sadrith Mora? Well, my first thought would be Master Neloth, the mage-lord of Tel Naga. He's a mickle wizard. But Conjuration is not his specialty. In fact, I don't know anyone in Sadrith Mora who TEACHES Conjuration. No. Wait. Uleni Heleran at the Mages Guild at Wolverine Hall teaches Conjuration. I'm sure of it. |
Conjuration expert | Hmm. Conjuration expert? Here? In Sadrith Mora? Well, my first thought would be Master Neloth, the mage-lord of Tel Naga. He's a mickle wizard. But Conjuration is not his specialty. In fact, I don't know anyone in Sadrith Mora who TEACHES Conjuration. No. Wait. Uleni Heleran at the Mages Guild at Wolverine Hall teaches Conjuration. I'm sure of it. |
Conjuration expert | Hmm. Conjuration expert? Here? In Sadrith Mora? Well, my first thought would be Master Neloth, the mage-lord of Tel Naga. He's a mickle wizard. But Conjuration is not his specialty. In fact, I don't know anyone in Sadrith Mora who TEACHES Conjuration. No. Wait. Uleni Heleran at the Mages Guild at Wolverine Hall teaches Conjuration. I'm sure of it. |
Conjuration expert | Hmm. Conjuration expert? Here? In Sadrith Mora? Well, my first thought would be Master Neloth, the mage-lord of Tel Naga. He's a mickle wizard. But Conjuration is not his specialty. In fact, I don't know anyone in Sadrith Mora who TEACHES Conjuration. No. Wait. Uleni Heleran at the Mages Guild at Wolverine Hall teaches Conjuration. I'm sure of it. |
Conjuration expert | Hmm. Conjuration expert? Here? In Sadrith Mora? Well, my first thought would be Master Neloth, the mage-lord of Tel Naga. He's a mickle wizard. But Conjuration is not his specialty. In fact, I don't know anyone in Sadrith Mora who TEACHES Conjuration. No. Wait. Uleni Heleran at the Mages Guild at Wolverine Hall teaches Conjuration. I'm sure of it. |
Conjuration expert | Hmm. Conjuration expert? Here? In Sadrith Mora? Well, my first thought would be Master Neloth, the mage-lord of Tel Naga. He's a mickle wizard. But Conjuration is not his specialty. In fact, I don't know anyone in Sadrith Mora who TEACHES Conjuration. No. Wait. Uleni Heleran at the Mages Guild at Wolverine Hall teaches Conjuration. I'm sure of it. |
Conjuration expert | Hmm. Conjuration expert? Here? In Sadrith Mora? Well, my first thought would be Master Neloth, the mage-lord of Tel Naga. He's a mickle wizard. But Conjuration is not his specialty. In fact, I don't know anyone in Sadrith Mora who TEACHES Conjuration. No. Wait. Uleni Heleran at the Mages Guild at Wolverine Hall teaches Conjuration. I'm sure of it. |
Conjuration expert | Hmm. Conjuration expert? Here? In Sadrith Mora? Well, my first thought would be Master Neloth, the mage-lord of Tel Naga. He's a mickle wizard. But Conjuration is not his specialty. In fact, I don't know anyone in Sadrith Mora who TEACHES Conjuration. No. Wait. Uleni Heleran at the Mages Guild at Wolverine Hall teaches Conjuration. I'm sure of it. |
Conjuration expert | Hmm. Conjuration expert? Here? In Sadrith Mora? Well, my first thought would be Master Neloth, the mage-lord of Tel Naga. He's a mickle wizard. But Conjuration is not his specialty. In fact, I don't know anyone in Sadrith Mora who TEACHES Conjuration. No. Wait. Uleni Heleran at the Mages Guild at Wolverine Hall teaches Conjuration. I'm sure of it. |
Conjuration expert | Hmm. Conjuration expert? Here? In Sadrith Mora? Well, my first thought would be Master Neloth, the mage-lord of Tel Naga. He's a mickle wizard. But Conjuration is not his specialty. In fact, I don't know anyone in Sadrith Mora who TEACHES Conjuration. No. Wait. Uleni Heleran at the Mages Guild at Wolverine Hall teaches Conjuration. I'm sure of it. |
Conjuration expert | Hmm. Conjuration expert? Here? In Sadrith Mora? Well, my first thought would be Master Neloth, the mage-lord of Tel Naga. He's a mickle wizard. But Conjuration is not his specialty. In fact, I don't know anyone in Sadrith Mora who TEACHES Conjuration. No. Wait. Uleni Heleran at the Mages Guild at Wolverine Hall teaches Conjuration. I'm sure of it. |
Conjuration expert | Hmm. Conjuration expert? Here? In Sadrith Mora? Well, my first thought would be Master Neloth, the mage-lord of Tel Naga. He's a mickle wizard. But Conjuration is not his specialty. In fact, I don't know anyone in Sadrith Mora who TEACHES Conjuration. No. Wait. Uleni Heleran at the Mages Guild at Wolverine Hall teaches Conjuration. I'm sure of it. |
Conjuration expert | Hmm. Conjuration expert? Well, Uleni Heleran of the Mages Guild here at Wolverine Hall teaches Conjuration. Is that what you're looking for? Training? |
conjuration spells | Unlike spells of the other colleges, there are few variants and versions of the conjuration spells, other than according to effect duration. There are four different classes of restoration spells: domination spells, summoning spells, bound weapons spells, and bound armor spells. |
conjuration spells | Unlike spells of the other colleges, there are few variants and versions of the conjuration spells, other than according to effect duration. There are four different classes of restoration spells: domination spells, summoning spells, bound weapons spells, and bound armor spells. |
conjuration spells | Unlike spells of the other colleges, there are few variants and versions of the conjuration spells, other than according to effect duration. There are four different classes of restoration spells: domination spells, summoning spells, bound weapons spells, and bound armor spells. |
conjuration spells | Unlike spells of the other colleges, there are few variants and versions of the conjuration spells, other than according to effect duration. There are four different classes of restoration spells: domination spells, summoning spells, bound weapons spells, and bound armor spells. |
conjuration spells | Unlike spells of the other colleges, there are few variants and versions of the conjuration spells, other than according to effect duration. There are four different classes of restoration spells: domination spells, summoning spells, bound weapons spells, and bound armor spells. |
conjuration spells | Unlike spells of the other colleges, there are few variants and versions of the conjuration spells, other than according to effect duration. There are four different classes of restoration spells: domination spells, summoning spells, bound weapons spells, and bound armor spells. |
conjuration spells | Unlike spells of the other colleges, there are few variants and versions of the conjuration spells, other than according to effect duration. There are four different classes of restoration spells: domination spells, summoning spells, bound weapons spells, and bound armor spells. |
conspiracy against the Emperor | I thank you and the Emperor himself may personally thank you when he hears of this. You have done a great service to the Empire. Long live Uriel Septim! |
conspiracy against the Emperor | Now the traitors are dead. It saddens me that this could happen to men under my command. We all swore to serve the Emperor, no matter what happens. You've earned my gratitude, %PCName. Long live Uriel Septim! |
conspiracy against the Emperor | 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. |
conspiracy against the Emperor | This is a most troubling letter. Thank the Divines you found this evidence. Now you must execute Aurius Rulician and Oritius Maro for their crimes. |
conspiracy against the Emperor | I know something is going on. You must find out what. I worry our time is short. |
construction contract | There is no need for you to get another construction contract. |
construction contract | Only the Duke can issue construction contracts. All three Great Houses have been ignoring this rule recently, but I have been ordered to insist that all new stronghold have the proper papers. |
construction contract | You only need one construction contract, %PCName. |
construction contract | Here on Vvardenfell, the Duke must issue a construction contract before we lay the first founding stones for any building. This rule is often overlooked by the Hlaalu and Telvanni, but House Redoran is honorable, and I will not break these rules. |
construction contract | Yes, you have given me the construction contract. I trust it was not too difficult. |
construction contract | House Telvanni has expanded too quickly. We have allowed our young and ambitious to build unauthorized bases all across Vvardenfell. To avoid trouble with the Grand Council, you should make your stronghold official. Only Duke Vedam Dren in Ebonheart can issue construction contracts. |
construction contract | I have issued you a construction contract. I am not going to issue you another. |
construction contract | Yes, I know of your deeds, Nerevarine. I will grant you a construction contract. Here, take it as a token of my gratitude for all you have done for my people. |
construction contract | That is good enough for me. Take this contract. Use your stronghold for the defense of my people, and as an aid in your fight against our enemies. |
construction contract | Then I will not grant you a contract. |
construction contract | I am not sure if I should issue you a contract. Vvardenfell faces many threats today. I will grant you a contract if you vow to do what you can for my people. |
control the Ordinators | I have heard the Duke's concerns. Rest assured that from now on, there will be limits to the Ordinator's influence. |
control the Ordinators | You have brought me the Robe of St Roris. For this I will speak with Berel Sala, and I will not let him influence Temple policy as much as in the past. |
control the Ordinators | Good. Yes, I will place this robe somewhere safe. I will speak with Berel Sala and see to it that the Ordinators take their orders from the Temple. |
control the Ordinators | If you want my aid, you must give me the robe. |
control the Ordinators | You have the Robe of St. Roris the martyr. It is the robe he wore when he was slain and was thus blessed with his blood. Will you hand over the robe now? |
control the Ordinators | I understand your concerns, but the Ordinators are a necessity. Especially in these troubling times. |
control the Ordinators | Alas, you seem to have been expelled from House Hlaalu. When you make amends, speak with me again. |
control the Ordinators | The Ordinators seem to be under control now. |
control the Ordinators | You bring me news that Berel Sala is dead. Perhaps this will help us control the ordinators, but perhaps it will not. Only time will tell. |
control the Ordinators | Berel Sala has been murdered. There are rumors in town that you were responsible. If you are so careless, I do not believe you should be the Grandmaster of House Hlaalu. |
control the Ordinators | I have heard that the Archcanon will speak with Berel Sala and the Ordinators. Perhaps he can convince them to leave House Hlaalu's business alone. Please accept my gratitude. |
control the Ordinators | Go speak with Archcanon Tholer Saryoni in Vivec. Get him to put a stop to the worst of Berel Sala's excesses. |
control the Ordinators | Berel Sala, the leader of the Ordinators, is a fanatic. The Archcanon Tholer Saryoni, on the other hand, seems to be a decent and reasonable man. I need you to convince Archcanon Saryoni to put a stop to the worst of the Ordinator's zeal. Saryoni may be found at the High Fane in Vivec. Here is a key to his quarters. |
control the Ordinators | Perhaps. Perhaps I would listen to you if I had any respect for you. Saryoni was a far greater man, and he would never place these impossible restrictions on us. Leave me. |
control the Ordinators | I see that you still have some reason about you. Leave me now, as I am quite busy. |
control the Ordinators | What do you want us to do, %PCName? Shall we lie down like dogs in the street and let the heretics and Dagoth Ur's creatures trample over us? |
convinced my son | Excellent! It sounded like there was a fight going on in there, and from the looks of you, it seems you got the worst of it. No matter. I thank you for your efforts. Here, take this. I think it will help even your kind. |
corkbulb | Corkbulb is a huge bulbous root that protrudes from the ground, with green foliage about man-high. It grows wild, but is easier to find in cultivated patches near the farmhouses of the Ascadian Isles. I think there's a big patch of it just north of Dren Plantation; that's on many maps. And remember: we have an agreement with the plantation owners that lets us collect the corkbulb, so don't be shy. |
corkbulb root | Corkbulb trees are grown for their tough, fibrous roots which have modest magical properties. On Vvardenfell corkbulb root is used in place of wood, since trees won't grow in this harsh environment. Corkbulb grows best in the Ascadian Isles. |
corkbulb root | Corkbulb trees are grown for their tough, fibrous roots which have modest magical properties. On Vvardenfell corkbulb root is used in place of wood, since trees won't grow in this harsh environment. Corkbulb grows best in the Ascadian Isles. |
Corky | I can't forgive someone who can just kill a guar like that. |
Corky | I call him that 'cause he likes to eat corkbulb. |
Corky | He's doing fine, %PCName. |
Corky | All right. Here's your money. Come here, Corky! |
Corky | Well, if you change your mind, you know where to find me. |
Corky | Corky, huh? He's too old to butcher, but he looks like he was a fine guar in his youth. I might could use him as a stud. Would you take 200 drakes for him? |
Corprus | Corprus is a deadly disease that attacks a victim's mind and body. Victims grow mad and violent, and their bodies sprout wild, revolting growths. This disease comes from contact with corprus beasts or other blight monsters |
Corprus | Corprus is a deadly disease profoundly affecting a victim's mind and body. Symptoms include dementia, violent behavior, and distorted, disfiguring skin growths. It may be contracted from corprus beasts or other blight monsters |
Corprus | Corprus is a deadly disease profoundly affecting a victim's mind and body. Symptoms include dementia, violent behavior, and distorted, disfiguring skin growths. It may be contracted from corprus beasts or other blight monsters |
Corprus | Corprus is a deadly disease profoundly affecting a victim's mind and body. Symptoms include dementia, violent behavior, and distorted, disfiguring skin growths. It may be contracted from corprus beasts or other blight monsters |
corprus disease | See? No more symptoms. Amazing. A bit surprised, myself. |
corprus disease | Yes, yes. I know. You've got corprus disease. But did you get the boots I sent you to get? Because I'm not giving you any potion until you've given me the boots. |
corprus disease | That's a fascinating story you tell. So. You might be the Nerevarine. Means nothing, of course. Corprus victims have all sorts of delusions. But... let me think... |
corprus disease | I've got a potion. In theory, it should cure corprus. Doesn't work, though. Probably kill you. Killed all my test subjects. But you've got nothing to lose. Before I give it to you, I want you to look around below in the Corprusarium. Know what's in store if you don't take the potion. And while you're there, I want you to pick up a pair of boots from a victim, calls himself Yagrum Bagarn. My oldest patient. Handy fellow, fixes things for me. Bring the boots back, and then you can have the potion. |
corprus disease | Nerevarine prophecies. Just Ashlander superstitions. Or maybe not. Never can tell where prophecy and Azura are concerned. Hmm. Let me think... |
corprus disease | I've got a potion. In theory, it should cure corprus. Doesn't work, though. Probably kill you. Killed all my test subjects. But you've got nothing to lose. Before I give it to you, I want you to look around below in the Corprusarium. Know what's in store if you don't take the potion. And while you're there, I want you to pick up a pair of boots from a victim, calls himself Yagrum Bagarn. My oldest patient. Handy fellow, fixes things for me. Bring the boots back, and then you can have the potion. |
corprus disease | How interesting. Did you know that corprus makes you immune to disease? Have you ever heard of the prophecies of the Nerevarine? Ashlanders say the Nerevarine will be immune to disease. I've always thought, "Maybe I have the Nerevarine down in my Corprusarium, and I don't even know it." Hah. Hah. The Nerevarine is a fat, disgusting corprus monster, and mad as a marsh rat. Wouldn't that be funny? |
corprus disease | I'm sorry. The divine disease can't be cured. And the Temple will demand that you be imprisoned here in my Corprusarium, to protect the health of others. A pity. You had better put your affairs in order. The course of the disease varies. Sometimes it's rapid, sometimes very slow. I would hurry, if I were you. Now, excuse me. |
corprus disease | The disease takes many forms. For some, the progress is rapid and terrible. For others, the effects on the mind and body are very slow. It's a remarkable affliction, in that once having contracted Corprus, one is completely unaffected by any other diseases. We've always hoped that our research would permit us to isolate the beneficial aspects of corprus, but, alas, we've not been successful. |
corprus disease | Those with corprus disease go to the Corprusarium. To get there, just keep heading down. |
corprus disease | Everyone who gets corprus disease comes to our Corprusarium. It's not very pleasant, but at least they're all fed and cared for. |
corprus disease | If you've got the disease, go down to the dungeon with all the other monsters. |
corprus disease | I've heard of corprus disease before, but never seen it. The trooper's flesh was swollen and covered with growths. His bones twisted and lost their shape. He spoke to himself, as if in a dream. We didn't recognize him at first, except for his clothing and armor. The fort chaplain tried spells and potions, but couldn't cure the disease. He died soon after he reached the fort. Didn't realize how fast corprus kills. It sure wasn't pretty. The troops seem shaken. I'm a little worried myself, to tell the truth. |
corprus disease | You have corprus disease. It's a rare disease that usually drives victims mad, and causes terrible, deformed growths on the body. I don't know much about it. I'll check my informants, and see how to cure it. In the meantime, we can discuss your orders. |
corprus disease | I don't know much about it. I've never seen a case myself. You can get it from contact with the Red Mountain monsters they call 'corprus beasts'. I think it's like a blight disease, only worse. It usually drives victims mad, and causes terrible, deformed growths on the body. I'll check my informants, and find out how to cure it. In the meantime, just follow your orders. I don't know what else to do. |
corprus disease | I'm sorry. But we can't help you. We can't cure corprus. Victims must go to the Corprusarium beneath Tel Fyr, the tower of the Telvanni wizard Divayth Fyr. You will go mad, and your body becomes fat and distorted with unnatural growths. It is always fatal. Sometimes it progresses slowly, sometimes in a matter of days. There is no hope. Go to the Corprusarium, or you may give the disease to others. |
corprus disease | I'm sorry. But we can't help you. We can't cure corprus. Victims must go to the Corprusarium beneath Tel Fyr, the tower of the Telvanni wizard Divayth Fyr. You will go mad, and your body becomes fat and distorted with unnatural growths. It is always fatal. Sometimes it progresses slowly, sometimes in a matter of days. There is no hope. Go to the Corprusarium, or you may give the disease to others. |
corprus disease | I'm sorry. But we can't help you. We can't cure corprus. Victims must go to the Corprusarium beneath Tel Fyr, the tower of the Telvanni wizard Divayth Fyr. You will go mad, and your body becomes fat and distorted with unnatural growths. It is always fatal. Sometimes it progresses slowly, sometimes in a matter of days. There is no hope. Go to the Corprusarium, or you may give the disease to others. |
corprus disease | Corprus is a rare form of blight disease. Sometimes crusaders get it from fighting corprus monsters inside the Ghostfence. We can't cure it. Victims are sent to the Corprusarium beneath Tel Fyr, the tower of the Telvanni wizard Divayth Fyr. Victims go mad, and the body becomes fat and distorted with unnatural growths. It is always fatal. Sometimes it progresses slowly, sometimes in a matter of days. |
corprus disease | Corprus is a rare form of blight disease. Sometimes crusaders get it from fighting corprus monsters inside the Ghostfence. We can't cure it. Victims are sent to the Corprusarium beneath Tel Fyr, the tower of the Telvanni wizard Divayth Fyr. Victims go mad, and the body becomes fat and distorted with unnatural growths. It is always fatal. Sometimes it progresses slowly, sometimes in a matter of days. |
corprus disease | Corprus is a rare form of blight disease. Sometimes crusaders get it from fighting corprus monsters inside the Ghostfence. We can't cure it. Victims are sent to the Corprusarium beneath Tel Fyr, the tower of the Telvanni wizard Divayth Fyr. Victims go mad, and the body becomes fat and distorted with unnatural growths. It is always fatal. Sometimes it progresses slowly, sometimes in a matter of days. |
corprus disease | Corprus is a rare form of blight disease. Sometimes crusaders get it from fighting corprus monsters inside the Ghostfence. We can't cure it. Victims are sent to the Corprusarium beneath Tel Fyr, the tower of the Telvanni wizard Divayth Fyr. Victims go mad, and the body becomes fat and distorted with unnatural growths. It is always fatal. Sometimes it progresses slowly, sometimes in a matter of days. |
corprus disease | Corprus is a rare form of blight disease. Sometimes crusaders get it from fighting corprus monsters inside the Ghostfence. We can't cure it. Victims are sent to the Corprusarium beneath Tel Fyr, the tower of the Telvanni wizard Divayth Fyr. Victims go mad, and the body becomes fat and distorted with unnatural growths. It is always fatal. Sometimes it progresses slowly, sometimes in a matter of days. |
corprus in Aldruhn | There's blight plague in Fort Buckmoth! Trooper went mad, turned into a fat, beast with sores and flabby chunks of flesh hanging off. Then he dropped dead, just like that. You can't make me go anywhere near that fort. |
corprus in Aldruhn | Did you hear? They've got corprus in Fort Buckmoth! A trooper got corprus and died. Went mad. Turned into a monster. Whole fort's in an uproar. |
Corprus Stalker | Thank you for getting rid of it. |
Corprus Stalker | Yes. Thank you very much. |
Corprus Stalker | Yes. Thank you very much. |
Corprus Stalker | Aren't you finished yet? Didn't you say you'd kill it for me? |
Corprus Stalker | Excellent! Have at it! But be careful! |
Corprus Stalker | Then leave now. It's not safe here with that thing on the loose! |
Corprus Stalker | Thanks for dispatching that Corprus Stalker, %PCName. You obviously have great skill. |
Corprus Stalker | Thanks for dispatching that Corprus Stalker, %PCName. You obviously have great skill. |
Corprus Stalker | We were able to trap it upstairs, but no one wants to risk disease by getting close to it. Normally Master Aryon would take care of it, but he's been so busy recently. Please hurry. It's wrecking my shop! |
Corprus Stalker | We were able to trap it upstairs, but no one wants to risk disease by getting close to it. Normally Master Aryon would take care of it, but he's been so busy recently. Are you saying that you're up to the challenge? |
Corprus Stalker | You've been expelled from the Fighters Guild. Until you make amends, I can't talk to you about this contract. |
Corprus Stalker | I'll make sure to pass any other jobs like that your way. |
Corprus Stalker | You already killed that Corprus Stalker? Good work, %PCRank. Here's your 500 septims. |
Corprus Stalker | I heard you killed the Corprus Stalker in Tel Mora. Good work, %PCRank. Here's your 500 septims. |
Corprus Stalker | Go to Tel Mora. The Corprus Stalker was trapped in Berwen the Trader's shop last I heard. |
Corprus Stalker | Corprus stalkers are the deformed, deranged victims of corprus disease. Aggressive and dangerous, they also carry corprus disease, a deadly disease profoundly affecting a victim's mind and body. |
Corprus Stalker | Corprus stalkers are the deformed, deranged victims of corprus disease. Aggressive and dangerous, they also carry corprus disease, a deadly disease profoundly affecting a victim's mind and body. |
corprus victims | I can calm the corprus victims with soothing drum rhythms if you'll bring me their guarskin drum. It must be somewhere here in the Corprusarium. |
corprus victims | Be careful if you're going to prowl around down here. We will be VERY angry if you hurt any of our patients. And our patients can be quite a handful, I'll tell you. Strong as ogrim and twice as mean. But they seem to like it when I play the drum. Quiets them down. There's a drum around here someplace. They wander off with it sometimes. But find that drum and bring it to me, and I think I can calm them down for a while. |
corprus victims | Be careful if you're going to prowl around down here. We will be VERY angry if you hurt any of our patients. And our patients can be quite a handful, I'll tell you. Strong as ogrim and twice as mean. |
corprus weepings | Corprus weepings are hardened secretions that fall from the fleshy sores of corprus victims. |
corprus weepings | Corprus weepings are hardened secretions that fall from the fleshy sores of corprus victims. |
Corprusarium | I collect victims of the divine disease in my Corprusarium in the caverns beneath my tower. Poor devils. Wretched existence. Constant pain. Ferocious appetites and passions. No reason at all. Mad as marsh rats. But marvelous, too, in their way. Completely immune to disease. Live forever, barring accidents. Ancient wizards need projects to keep them occupied, and the Corprusarium is mine. |
Corprusarium | Lord Fyr shelters and maintains the victims of corprus disease here in the Corprusarium. He does them a great service, because no other could or would help them. He also does the world a great service by keeping them here where they can do no harm to others. The inmates are sad, distorted monsters, angry and cruel, and their sufferings are great, but they still live and feel, and I honor Lord Fyr's care and compassion for them. |
Corprusarium | The Corprusarium is just one of Divayth Fyr's many projects. Our mission here is partly humanitarian, partly research. He has been searching for a cure to corprus disease for a long time. A very long time. But in the meantime, we care for the corprus victims as best we can. The world outside is very cruel to corprus sufferers. They are much better off here with us. |
Corprusarium | The Temple sends victims of corprus disease to the Corprusarium. The Corprusarium is beneath Tel Fyr, the tower of the Telvanni wizard Divayth Fyr. I asked Fast Eddie what it was like. 'It's a swell place. Full of doomed crazy people with bloated bodies. You'll love it.' |
Corprusarium | This is not the Corprusarium. The Corprusarium is in the caverns down below the tower. Just keep going down. You'll want to speak with Uupse Fyr or Vistha-Kai. They attend to the needs of the Corprusarium inmates -- victims of the corprus disease. If you go down there, be careful. Many corprus victims are completely mad. And quite violent. |
corruption | I'm very disappointed in you, %PCName. You broke our rules, and I can't have one of your reputation in the Bal Molagmer. Make amends, and perhaps we can speak again. |
corruption | I'm disappointed in you, %PCName. You've been caught too many times. Tone down your act, pay off yours debts, then come see me again. |
corruption | We'll never be able to prove his corruption with that ledger destroyed. |
corruption | You brought me proof of Yngling Half-Troll's corruption. |
corruption | I knew he was misusing some of the money, but it looks like he took almost all of it. Why, Yngling Half-Troll was a bigger thief than any of us! |
corruption | I knew he was misusing some of the money, but it looks like he took almost all of it. Why, Yngling Half-Troll is a bigger thief than any of us! |
corruption | If you don't give me that ledger, I can't show everyone the truth about Yngling Half-Troll. |
corruption | You say he has already destroyed the ledger? How very odd. He must have suspected we were onto him. No matter. I have other jobs for you. |
corruption | I still need the ledger if we are to prove his corruption. |
corruption | Yes, this is the ledger I was looking for. Give it to me now so that I can publish the truth about Yngling Half-Troll. |
corruption | You killed Yngling Half-Troll. No need to deny it; I have my sources. You and I know how corrupt he was, but the common people have heard the murderer was a member of the Guild. We need to clear our reputation by showing proof of Yngling's corruption. Go to Yngling Manor in Vivec and bring back Yngling's ledger which has proof of his corruption. |
corruption | You killed Yngling Half-Troll. No need to deny it; I have my sources. You and I know how corrupt he was, but the common people have heard the murderer was a member of the Guild. We need to clear our reputation by showing proof of Yngling's corruption. Go to Yngling Manor in Vivec and bring back Yngling's ledger which has proof of his corruption. |
corruption | Yngling Half-Troll is corrupt. Many know this, but no one dares act. The Bal Molagmer bring justice to those who think themselves above justice. Go to Yngling Manor in Vivec. There you will find a ledger with proof of his corruption. Bring that ledger to me. |
corruption | Yngling Half-Troll is corrupt. Many know this, but no one dares act. The Bal Molagmer bring justice to those who think themselves above justice. Go to Yngling Manor in Vivec. There you will find a ledger with proof of his corruption. Bring that ledger to me. |
corruption | I think I told you that our conversation about this was over. You try my patience. |
corruption | I think I told you that our conversation about this was over. You try my patience. |
corruption | You'll pay for that, thief! |
corruption | Good. I'll just tear this ledger up. We are done speaking. Leave before I really get angry. |
corruption | Give me my ledger, thief, or you'll regret it. |
corruption | You? Accuse me of corruption? Just who do you think you are? |
corruption | You? Accuse me of corruption? Just who do you think you are? |
Council Club | The Balmora Council Club is across from the Silt Strider. |
Counsel | You need to know... where is Dagoth Ur? what are Dagoth Ur's plans? who are Dagoth Ur's servants? who is Dagoth Ur? what are Dagoth Ur's powers? what is known about Dagoth Ur's defenses? how can I prepare for battle against Dagoth Ur? who can help? |
Counsel | I have no counsel, Nerevarine. We are both traveling in the dark. |
Counsel | If you hope to persuade Han-Ammu to become ashkhan, you must find some way to give him strength, willpower, and intelligence. Han-Ammu is unpopular with the tribe, and he knows it. But if he bore tokens recognized by all the tribe as conferring strength, willpower, and intelligence, it would give him the confidence to accept the responsibilities of tribe leadership. |
Counsel | Now, with Ashkhan Ulath-Pal and his supporters dead, we may consider the Nerevarine prophecies and how you might be named Erabenimsun Nerevarine. |
Counsel | If you would fight Ashkhan Ulath-Pal and his supporters, know your enemy, and come prepared. His supporters are the gulakhans Ahaz, Ranabi, and Ashu-Ahhe. They are the strongest of the fighting Erabenimsun. I think you will defeat Ranabi and Ashu-Ahhe in single combat. But if you stand alone against Ulath-Pal and his bodyguard, Ahaz, you may not prevail. If you have hidden skills and resources, or you are a mighty sorcerer or enchanter, perhaps you may defeat them. |
Counsel | If you would fight Ashkhan Ulath-Pal and his supporters, know your enemy, and come prepared. His supporters are the gulakhans Ahaz, Ranabi, and Ashu-Ahhe. They are the strongest of the fighting Erabenimsun. Perhaps you could defeat Ranabi and Ashu-Ahhe in single combat. But, unless you have hidden skills and resources, or you are a mighty sorcerer or enchanter, I don't know how you could defeat Ulath-Pal and his bodyguard, Ahaz. |
Counsel | If you would fight Ashkhan Ulath-Pal and his supporters, know your enemy, and come prepared. His supporters are the gulakhans Ahaz, Ranabi, and Ashu-Ahhe. They are the strongest of the fighting Erabenimsun, and much stronger than you. Unless you have hidden skills and resources, or you are a mighty sorcerer or enchanter, I don't know how you could defeat them. |
Counsel | If you would fight Ashkhan Ulath-Pal and his supporters, know your enemy, and come prepared. His supporters are the gulakhans Ahaz, Ranabi, and Ashu-Ahhe. They are the strongest of the fighting Erabenimsun, and more experienced than you. Unless you have hidden skills and resources, or you are a mighty sorcerer or enchanter, I don't know how you could defeat them. |
Counsel | I warn you. Be wary of Ashkhan Ulath-Pal and his supporters. They all hate Outlanders, and love nothing more than to kill them and loot them. They do not respect custom or hospitality, and they think nothing of killing unarmed men, women, or children. They are bad men, and bad leaders, and you should fear them. |
Counsel | Hah. You do not need my counsel, Nerevarine. But I will give you the words of my dream. 'When the Nerevarine goes to Red Mountain to face Dagoth Ur, he carries the hearts of his kin with him.' Whose hearts? Whose kin? Who knows? Who knows who speaks in my dreams? |
Counsel | Kaushad wants a Telvanni bride, eh? No high-born Telvanni would wed an Ashlander. But I have a plan. Go to my friend, Savile Imayn, slavemistress of the Festival Slave Market in Tel Aruhn, and tell her you need a pretty Dunmer slave to pose as a Telvanni lady. Then Savile Imayn will tell you what clothes to buy, and will dress her like a high-born Telvanni. Then escort the pretty slave to Zainab camp and present her to Ashkhan Kaushad as a high-born Telvanni bride. He won't know the difference. |
Counsel | Hmm. I see. Ashkhan Kaushad will not take seriously your request to be named as Zainab Nerevarine. Let me tell you a little secret about our chief. Kaushad would not have it be known, but he has a weakness for expensive outlander clothing. If you bring him a pair of exquisite shoes, he might be better disposed towards you. |
Counsel | So you are the outlander who claims to fulfill the Nerevarine prophecies. Then my counsel is simple, and free. Speak to Ashkahn Kaushad, for he has a great curiosity about you. |
Counsel | For you, outlander, my counsel is free, because it is worthless to you. But someday, perhaps, you will have a problem you can't solve. Then perhaps you'll bring it to me, and perhaps I will help you... for a price. |
counsel of Sul-Matuul | Second, I tell you, seek the counsel of Wise Woman Nibani Maesa, for you are an Outlander, and ignorant of the ways of our people. Nibani Maesa can tell you of the other tribes, of their ways, and of their ashkhans. If you do not know these things, you will make many mistakes, and waste precious time. That is my counsel. Now, if you wish to be named Urshilaku Nerevarine, we may speak of these things. |
counsel of Sul-Matuul | Good. First, I would give you warning. When you are called 'Nerevarine,' the word must spread, and many must hear. Your enemies will hear, and come seeking your blood. And such friends as you may have among the Great Houses, those who heed the words of the Temple, they may forget their love for you. If you have business with the People of the Houses and Temple, you may wish to conduct that business first, before you are named 'Nerevarine.' |
courtesy | Ashlanders may challenge a stranger who enters a yurt without invitation. Customs differ with different tribes, but leave when requested, and you may be forgiven. Be particularly careful about ashkhans -- tribal chiefs -- and wise women -- tribal seers and counselors. Some are welcoming, some are hostile. Be courteous, and leave if requested. If offended, they may attack. |
courtesy | You've been expelled, but maybe you can join the Imperial Legion again. |
courtesy | You lost the challenge, but at least you had the courage to try. |
courtesy | You won the duel of courtesy. Perhaps the Armigers won't be so quick to judge us from now on. |
courtesy | You murdered Salyn Sarethi. Now the Armigers will never accept us as equals. I can't expel you over this, but I can still give you orders: Leave Ebonheart now and do not return. |
courtesy | Yes, I heard. You lost the contest with Salyn Sarethi. But do not be ashamed. You accepted the challenge and matched wits with the best of the Buoyant Armigers. |
courtesy | Yes, I heard. You won a poetry riddle contest against Salyn Sarethi, the best of the Buoyant Armigers. What I wouldn't give to be at the Tower of Dusk right now... Ah, but since you are not just a simple warrior, perhaps you would appreciate this book. |
courtesy | Salyn Sarethi, a Buoyant Armiger at the Tower of Dusk in Ghostgate claims we have no courtesy. Go best him in a duel of wit and poetry. You might want to find the Red Book of Riddles first. |
courtesy | Salyn Sarethi, a Buoyant Armiger at the Tower of Dusk in Ghostgate claims we have no courtesy. Go best him in a duel of wit and poetry. |
courtesy | The contest is over. And I still say the Legion has no courtesy. |
courtesy | The contest is over. I admit that I was wrong. |
courtesy | Just as I expected, you have proven that the Legion has no courtesy. |
courtesy | Yes, I admit I was wrong. You have proven to me that the Legion has courtesy. |
courtesy | Yes, I said that the Legion has no courtesy, wit, poetry, or honor. I will concede that you have wit and poetry if you can win a contest of riddles. |
crab meat | The mudcrab native to Vvardenfell is prized for its sweet crab meat. The flesh of the mudcrab is both tasty and possessed of modest magical properties. |
crab meat | The mudcrab native to Vvardenfell is prized for its sweet crab meat. The flesh of the mudcrab is both tasty and possessed of modest magical properties. |
Crassius Curio | Ah, yes. That is my name. But it sounds like music when you say it. |
Crassius Curio | He can be very eccentric at times. But his... weaknesses allow him to be manipulated. He lives in the Hlaalu Plaza in Vivec. |
Crassius Curio | Councilor Crassius Curio has a splendid mansion in the plaza atop the Hlaalu Canton here in Vivec. |
crater citadels | The only approach to the crater citadels is up Foyada Esannudan from Fort Moonmoth, through the Ghostfence at the fortress of Ghostgate, and down into the crater. |
crater citadels | The ancient Dwemer citadels on Red Mountain are no longer known by their Dwemer names, but now take the names of their Dagoth Lords: Endusal, Odrosal, Vemynal, Tureynulal, and Dagoth Ur. |
crater citadels | Five ancient Dwemer citadels in the crater of Red Mountain are occupied by Dagoth Ur and his ash vampire kin. |
crater citadels | The only approach to the crater citadels is up Foyada Esannudan from Fort Moonmoth, through the Ghostfence at the fortress of Ghostgate, and down into the crater. |
crater citadels | The only approach to the crater citadels is up Foyada Esannudan from Fort Moonmoth, through the Ghostfence at the fortress of Ghostgate, and down into the crater. |
crater citadels | The only approach to the crater citadels is up Foyada Esannudan from Fort Moonmoth, through the Ghostfence at the fortress of Ghostgate, and down into the crater. |
crater citadels | The ancient Dwemer citadels on Red Mountain are no longer known by their Dwemer names, but now take the names of their Dagoth Lords: Endusal, Odrosal, Vemynal, Tureynulal, and Dagoth Ur. |
crater citadels | The ancient Dwemer citadels on Red Mountain are no longer known by their Dwemer names, but now take the names of their Dagoth Lords: Endusal, Odrosal, Vemynal, Tureynulal, and Dagoth Ur. |
crater citadels | The ancient Dwemer citadels on Red Mountain are no longer known by their Dwemer names, but now take the names of their Dagoth Lords: Endusal, Odrosal, Vemynal, Tureynulal, and Dagoth Ur. |
crater citadels | Five ancient Dwemer citadels in the crater of Red Mountain are occupied by Dagoth Ur and his ash vampire kin. |
crater citadels | Five ancient Dwemer citadels in the crater of Red Mountain are occupied by Dagoth Ur and his ash vampire kin. |
crater citadels | Five ancient Dwemer citadels in the crater of Red Mountain are occupied by Dagoth Ur and his ash vampire kin. |
credentials | I have already given you Tiram Gadar's credentials. They should assure you that he is a Dunmer of the highest character. |
credentials | I'm sure I have them somewhere around here. Ah, yes, here you go, %PCName. A letter from Ocato himself. |
credentials | If you don't stop making baseless accusations, I will be forced to make a complaint to Trebonius. |
credentials | Well, I hope you're satisfied. |
credentials | Yes, those are my credentials. What about them? |
credentials | Yes, speak with Trebonius. He will clear me of any suspicion. |
Crosier of St. Llothis | Are you the one who claims to be the Nerevarine? You should speak with Archcanon Saryoni. Before these rumors are put to rest, I cannot give you duties. |
Crosier of St. Llothis | You have been expelled from the Temple. |
Crosier of St. Llothis | I have entrusted the Crosier of St. Llothis into your care, %PCRank. |
Crosier of St. Llothis | As %PCRank, you may examine any of the sacred relics. |
Crosier of St. Llothis | You have miraculously returned the Crosier of St. Llothis. |
Crosier of St. Llothis | Yes, this is the Crosier of St. Llothis. I can feel his undefeated spirit within. You have brought great honor to the Temple, %PCName. |
Crosier of St. Llothis | I am sorry, but I do not believe you. Bring me the Crosier. |
Crosier of St. Llothis | I am disappointed, but if you do not believe that you can retrieve it, I will not force you to try. |
Crosier of St. Llothis | Have you retrieved the Crosier of St. Llothis? |
Crosier of St. Llothis | The former captain of the Buoyant Armigers, Voruse Bethrimo, fought against the terrible creatures of Dagoth Ur, but was slain while protecting those under his command as they retreated. He carried the Crosier of St. Llothis, a holy artifact which is now in the hands of our enemies. You may wait until you are stronger to take this last quest, but I ask you to go to the depths of Red Mountain and retrieve the sacred Crosier of St. Llothis. |
cross the water | You know that I can walk on water. You have seen for yourself. |
cross the water | I have not the arts of war, but I am a wise woman, and not without power. I can walk upon the water... perhaps not so fast as a great witch-warrior, but fast enough. And while we are on our water journey, if you are hero, you will protect me from slaughterfish and other creatures. And if you are not, I shall perish, and you shall not be named Nerevarine. |
crossbow | The Dwemer crossbow is an ingenious device that permits someone with only modest training and skill to fire a missile bolt massive enough to penetrate heavy armor. The Imperial Legion's mass-produced version is somewhat less effective, and most Imperial missile troops and hunters use the more popular short and long bows. |
Cunius Pelelius | He's dead? How unfortunate... I mean... how sad for his family and friends. But it would also be unfortunate if we were to lose his donation.... |
Cunius Pelelius | Cunius Pelelius owns part of the Caldera Mine. He's a man of wealth and influence. You'll find him in Caldera at the Governor's Hall. |
Cunius Pelelius | Yes. I am Cunius Pelelius. |
Cunius Pelelius | He's dead? Why tell me? |
Cunius Pelelius | I'll tell you why Cunius Pelelius is slow to redeem his pledged donation. Because he's gotten in a bit of money trouble. And he's solving the problem by skimming from the mine and smuggling raw ebony. That's what people say in private, anyway. It would be hard to get proof. The slaves in the Caldera ebony mines would know. But they would be hard to persuade to talk. They're afraid, and who can blame them? |
Cunius Pelelius | Why should I tell you anything? |
Cunius Pelelius | Dead? We did not know. We know nothing. |
Cunius Pelelius | I am afraid. If I speak about Cunius Pelelius and his smuggling raw ebony, then someone might hear. |
Cunius Pelelius | I am afraid. I cannot speak about this... rumor. |
Cunius Pelelius | His death is a matter between you and the law. I didn't see anything. And wouldn't say so if I did. |
Cunius Pelelius | It would not be wise for me to comment on Cunius Pelelius' money problems. But... perhaps you should speak with Olumba gro-Boglar. He is not afraid to speak his mind. You should find him here in the Governor's Hall. |
Cunius Pelelius | I'm afraid I can't comment on Cunius Pelelius' money problems. |
Cunius Pelelius | Yes. I heard about his death. Unfortunate. |
Cunius Pelelius | I don't know anything about it. Other folk can say all they want, but it's more than my life's worth to pass rumors about a rich man like Cunius Pelelius. |
Cunius Pelelius | He's dead, you say? Sorry to hear it. |
Cunius Pelelius | Cunius Pelelius runs the Caldera Mine. He's a rich man, and powerful. |
Cunius Pelelius | Cunius Pelelius owns part of the Caldera Mine. He's a man of wealth and influence. |
Cure Blight | Yes, I think I have a few potions of Cure Blight for sale... |
Cure Blight | I like you, %PCName. I will let you have these potions for the good of House Telvanni. But just this once. You won't get any more free potions from me. |
Cure Blight | Yes, I usually have potions of Cure Blight in stock... |
Cure Blight | Now that the kwama queen has been cured, I hope there will be less need for my potions. |
Cure Blight | You already delivered more Cure Blight potions to me. |
Cure Blight | Good. Thank you. This will help. I can spare a few other potions. Why not take these? |
Cure Blight | The people of Tel Vos are depending on you. It's not like Master Aryon to be so inefficient. |
Cure Blight | Did Master Aryon send you with more potions of cure blight? |
Cure Blight | We had problems with blight here in Tel Vos, and I am nearly out of cure blight potions. |
Cure Blight | You already delivered some potions of Cure Blight to Andil. |
Cure Blight | Andil notified me that he was satisfied with the potions you brought him. Please take these 500 drakes with thanks from my patron, Master Aryon. |
Cure Blight | Andil in Tel Vos is the apothecary you should speak with. Get three potions of cure blight and deliver them to Andil. You'll have to buy them from one of the vendors. Andil does not accept homemade potions. |
Cure Blight | I'm not a wizard. I don't know where you could learn the spell of cure blight. But I have gotten scrolls of cure blight from Hetman Abelmawia before. Perhaps he has some or knows where you can get some. Scrolls are more reliable anyway. |
Cure Blight | I have scrolls of blight curing if you'd like to barter. |
Cure Blight | Hm. I believe Pierlette Rostorard carries potions of cure blight. |
Cure Disease potion | You have been expelled from House Redoran. Make amends and perhaps we can speak again. |
Cure Disease potion | I heard that you murdered Theldyn Virith. House Redoran does not tolerate murderers. |
Cure Disease potion | You already delivered the Cure Disease potion. |
Cure Disease potion | Good work, %PCName. I heard you delivered the potion. Just tell me when you're ready for more duties. |
Cure Disease potion | I've already given you the potion. Just deliver it to Theldyn Virith in Ald Velothi. |
Cure Disease potion | Here. Take this Cure Disease Potion to Theldyn Virith in Ald Velothi. While you're there, ask if there's anything he needs done. |
Cure Disease potion | I heard you'd been expelled, %PCName. |
Cure Disease potion | Thank you again for delivering the potion. One of the Arvel family was ill. |
Cure Disease potion | Good. The Arvel family will be grateful. Anything I can do for you? I might have some duties for you later. |
Cure Disease potion | You are? You're here to deliver the potion? Well, where is it? |
Cure Disease potion | Oh, I'm sorry. I was expecting a potion from Ald'ruhn, so I assumed... |
Cure Disease potion | Are you here to deliver the potion? |
cure potions | Cure potions remove diseases and harmful conditions. Cure potions include: cure poison, cure common disease, cure paralyzation, and cure blight disease. |
cure potions | Cure potions remove diseases and harmful conditions. Cure potions include: cure poison, cure common disease, cure paralyzation, and cure blight disease. |
cure potions | Cure potions remove diseases and harmful conditions. Cure potions include: cure poison, cure common disease, cure paralyzation, and cure blight disease. |
cure potions | Cure potions remove diseases and harmful conditions. Cure potions include: cure poison, cure common disease, cure paralyzation, and cure blight disease. |
cure skooma addict | J'Dhannar will read this book you gave him. Thank you again. And thank Ahnassi, and tell her... goodbye. |
cure skooma addict | J'Dhannar does not understand. What good is a book? I do not want this book. But... J'Dhannar can see you have a good heart. J'Dhannar is sorry for what he says. J'Dhannar will take this book, and will read it. And you... return to Ahnassi and tell her, J'Dhannar is sorry, and J'Dhannar forgives her, and J'Dhannar will always have Ahnassi in his heart, but our bond is broken now, for better or worse, and we must each find our own way from this cold time and hard place. |
cure skooma addict | Why do you want to give me this book? What good is a book? Why do you not listen? Why should I trust you? |
cure skooma addict | Hah! You call yourself a friend of Ahnassi? Then J'Dhannar curses you, and J'Dhannar curses this faithless mate. Ahnassi calls ME a coward and a fool, the one who is her husband, and whom she must respect? And she leaves me to beg and starve? SHE is the fool, and you are a fool, too. There IS no cure for the skooma addict! All the world knows this! No one knows J'Dhannar's shame better than J'Dhannar! But J'Dhannar is helpless. What can J'Dhannar do? Nothing. But beg and starve and cry and die.... |
cure skooma addict | The Khajiit know there is no cure for a Khajiit who has bred skooma in his blood. This one has heard of a book where a Dunmer claims to have been cured of skooma addiction. I have not seen such a book. And how could a Dunmer know more than a Khajiit where skooma and Khajiit are concerned? |
cure skooma addict | The Khajiit know there is no cure for a Khajiit who has bred skooma in his blood. This one has heard of a book where a Dunmer claims to have been cured of skooma addiction. I have not seen such a book. And how could a Dunmer know more than a Khajiit where skooma and Khajiit are concerned? |
cure skooma addict | I have not heard that there is a cure for skooma addiction. The Khajiit themselves say there is no cure, and they should know. But there is a book I have heard of, 'Confessions of a Dunmer Skooma-Eater,' which claims to be a memoir of a Dunmer woman who overcame her addiction to skooma. This book praises skooma, and says that skooma addicts are not necessarily foolish or evil. Dunmer won't carry such a book. Try Vivec, Jobasha's Rare Books, in the Foreign Quarter. |
cure skooma addict | I have not heard that there is a cure for skooma addiction. The Khajiit themselves say there is no cure, and they should know. But there is a book I have heard of, 'Confessions of a Dunmer Skooma-Eater,' which claims to be a memoir of a Dunmer woman who overcame her addiction to skooma. This book praises skooma, and says that skooma addicts are not necessarily foolish or evil. Dunmer won't carry such a book. Try Vivec, Jobasha's Rare Books, in the Foreign Quarter. |
cure skooma addict | The Khajiit know there is no cure for a Khajiit who has bred skooma in his blood. This one has heard of a book where a Dunmer claims to have been cured of skooma addiction. I have not seen such a book. And how could a Dunmer know more than a Khajiit where skooma and Khajiit are concerned? |
cure skooma addict | The Khajiit know there is no cure for a Khajiit who has bred skooma in his blood. This one has heard of a book where a Dunmer claims to have been cured of skooma addiction. I have not seen such a book. And how could a Dunmer know more than a Khajiit where skooma and Khajiit are concerned? |
cure skooma addict | I have not heard that there is a cure for skooma addiction. The Khajiit themselves say there is no cure, and they should know. But there is a book I have heard of, 'Confessions of a Dunmer Skooma-Eater,' which claims to be a memoir of a Dunmer woman who overcame her addiction to skooma. This book praises skooma, and says that skooma addicts are not necessarily foolish or evil. Dunmer won't carry such a book. Try Vivec, Jobasha's Rare Books, in the Foreign Quarter. |
cure skooma addict | I have not heard that there is a cure for skooma addiction. The Khajiit themselves say there is no cure, and they should know. But there is a book I have heard of, 'Confessions of a Dunmer Skooma-Eater,' which claims to be a memoir of a Dunmer woman who overcame her addiction to skooma. This book praises skooma, and says that skooma addicts are not necessarily foolish or evil. Dunmer won't carry such a book. Try Vivec, Jobasha's Rare Books, in the Foreign Quarter. |
cure skooma addict | Khajiit know there is no cure for the skooma addict. And maybe Khajiit know things that are not true. You should read 'Confessions of a Dunmer Skooma-Eater.' Jobasha should have a copy for sale. In good condition, very reasonable. |
cure skooma addict | There is no cure for the skooma addict. All Khajiit know this. But things we all know are true -- sometimes they are not true after all. |
cure spells | Cure spells remove diseases, poisons, and incapacitation spell effects from the victim. The most common restoration spells of this kind are: cure common disease, cure blight disease, cure poison, and cure paralysis. |
cure spells | Cure spells remove diseases, poisons, and incapacitation spell effects from the victim. The most common restoration spells of this kind are: cure common disease, cure blight disease, cure poison, and cure paralysis. |
cure spells | Cure spells remove diseases, poisons, and incapacitation spell effects from the victim. The most common restoration spells of this kind are: cure common disease, cure blight disease, cure poison, and cure paralysis. |
cure spells | Cure spells remove diseases, poisons, and incapacitation spell effects from the victim. The most common restoration spells of this kind are: cure common disease, cure blight disease, cure poison, and cure paralysis. |
cure spells | Cure spells remove diseases, poisons, and incapacitation spell effects from the victim. The most common restoration spells of this kind are: cure common disease, cure blight disease, cure poison, and cure paralysis. |
cure spells | Cure spells remove diseases, poisons, and incapacitation spell effects from the victim. The most common restoration spells of this kind are: cure common disease, cure blight disease, cure poison, and cure paralysis. |
cure spells | Cure spells remove diseases, poisons, and incapacitation spell effects from the victim. The most common restoration spells of this kind are: cure common disease, cure blight disease, cure poison, and cure paralysis. |
current events | The Great Houses hate each other -- theft, murder, assassination, secret raids, standard stuff. The Temple is trying to kill off a rebellious faction called the Dissident priests. Ashlander nomads raid each other, attack traders and pilgrims. A secret cult is killing off Imperial citizens. All bad enough. The real problem, though, is the Blight. Monsters and diseases. The natives say it comes from Red Mountain. It's been a local problem for years, but lately it's gotten badly out of control. |
current events | Let me tell you about current events. The Great Houses are always fighting each other in the Great House Wars. There's always trouble between outlanders -- non-Dunmer Imperial colonists -- and the Dunmer natives. The Temple is at war with a rebellious faction called the Dissident Priests. A secret cult called the Sixth House is killing Imperial citizens. Misshapen monsters and diseases called 'blight disease' are spreading from Red Mountain, a volcano where the Devil Dagoth Ur and his ash vampires live. |
current events | Let me tell you about current events. The Great Houses are always fighting each other in the Great House Wars. There's always trouble between outlanders -- non-Dunmer Imperial colonists -- and the Dunmer natives. The Temple is at war with a rebellious faction called the Dissident Priests. A secret cult called the Sixth House is killing Imperial citizens. Misshapen monsters and diseases called 'blight disease' are spreading from Red Mountain, a volcano where the Devil Dagoth Ur and his ash vampires live. |
current events | Misshapen monsters and diseases called 'blight disease' are spreading from Red Mountain, a volcano where the Devil Dagoth Ur and his ash vampires live. The settled regions are safe enough, but outside the towns and villages travel is becoming dangerous. |
current events | A secret cult called the Sixth House is killing outlanders. No one knows anything about the cult, but outlanders keep dying under suspicious circumstances. |
current events | The Temple is at war with a rebellious faction called the Dissident Priests. Ordinators persecute and imprison the Dissident priests, which has driven them underground. |
current events | There's always trouble between outlanders -- non-Dunmer Imperial colonists -- and the Dunmer natives. Often it just appears to be common theft and crime, but racial and cultural hatreds often lie behind the violence. |
current events | The Great Houses are always fighting each other in the Great House Wars. Rarely do the conflicts break out into open war. Instead the battles go on quietly, behind the scenes. |
curse of Dagoth Ur | From the unmourned house have come forth the seven curses. The Sixth House is a great evil, and a great danger to all people. This is the need. You have seen this need. You have fought the Sixth House. You have known the curse of corprus. You have harrowed Kogoruhn, and seen the darkness that lies within. When you tell your story, others may be shown the proofs. |
CX_BackPath | Yagrum Bagarn says he has harmonized Wraithguard with my personal magicka signature. Now, the first time I equip Wraithguard, I will experience a terrible shock. Even if I am in perfect health, and I have fortified my health as much as possible, there is a good chance I will die. If I survived, Wraithguard would work as designed. If I eat right, exercise, and improve my health, when I am MUCH healthier, then I MIGHT risk equipping Wraithguard. |
CX_BackPath | Yagrum Bagarn says he has harmonized Wraithguard with my personal magicka signature. Now, the first time I equip Wraithguard, I will experience a terrible shock. If I am in perfect health, and I have fortified my health as much as possible, there is a good chance I will survive. But I MUST fortify my health as much as possible beforehand. Afterwards, Wraithguard should be working as designed, and everything will be fine. |
CX_BackPath | Yagrum Bagarn says he has harmonized Wraithguard with my personal magicka signature. Now, the first time I equip Wraithguard, I will experience a terrible shock. If I am in perfect health, and I have fortified my health as much as possible, he believes I will survive. But I MUST fortify my health as much as possible beforehand. Afterwards, Wraithguard should be working as designed, and everything will be fine. |
CX_BackPath | Yagrum Bagarn says he has harmonized Wraithguard with my personal magicka signature. Now, the first time I equip Wraithguard, I will experience a terrible shock. If I am in perfect health, he is confident I will survive. But I may want to fortify my health as much as possible beforehand, just in case. Afterwards, Wraithguard should be working as designed, and everything will be fine. |
CX_BackPath | Yagrum Bagarn took Kagrenac's Planbook and Kagrenac's Journals to study them. He said to come back in a day, and he thinks he will be able to restore Wraithguard's mythopoeic enchantments. |
CX_BackPath | Yagrum Bagarn says he doesn't know where Kagrenac's Journals might be. He thinks they remain to be discovered in some Dwemer ruin here on Vvardenfell. |
CX_BackPath | Yagrum Bagarn says he doesn't know where Kagrenac's Planbook might be. He thinks it remains to be discovered in some Dwemer ruin here on Vvardenfell. |
CX_BackPath | Yagrum Bagarn has told me that if I can find Kagrenac's Planbook and Kagrenac's Journals and bring them to him, he will do his best to restore Wraithguard to its proper functions. |
Cyrodiil | Cyrodiil is the cradle of Human Imperial high culture on Tamriel. It is the largest region of the continent, and most is endless jungle. The Imperial City is in the heartland, the fertile Nibenay Valley. The densely populated central valley is surrounded by wild rain forests drained by great rivers into the swamps of Argonia and Topal Bay. The land rises gradually to the west and sharply to the north. Between its western coast and its central valley are deciduous forests and mangrove swamps. |
Cyrodiil | Cyrodiil is the cradle of Human Imperial high culture on Tamriel. It is the largest region of the continent, and most is endless jungle. The Imperial City is in the heartland, the fertile Nibenay Valley. The densely populated central valley is surrounded by wild rain forests drained by great rivers into the swamps of Argonia and Topal Bay. The land rises gradually to the west and sharply to the north. Between its western coast and its central valley are deciduous forests and mangrove swamps. |
Cyrodiil | Cyrodiil is the cradle of Human Imperial high culture on Tamriel. It is the largest region of the continent, and most is endless jungle. The Imperial City is in the heartland, the fertile Nibenay Valley. The densely populated central valley is surrounded by wild rain forests drained by great rivers into the swamps of Argonia and Topal Bay. The land rises gradually to the west and sharply to the north. Between its western coast and its central valley are deciduous forests and mangrove swamps. |
Cyrodiil | Cyrodiil is the cradle of Human Imperial high culture on Tamriel. It is the largest region of the continent, and most is endless jungle. The Imperial City is in the heartland, the fertile Nibenay Valley. The densely populated central valley is surrounded by wild rain forests drained by great rivers into the swamps of Argonia and Topal Bay. The land rises gradually to the west and sharply to the north. Between its western coast and its central valley are deciduous forests and mangrove swamps. |
Cyrodiil | Cyrodiil is the cradle of Human Imperial high culture on Tamriel. It is the largest region of the continent, and most is endless jungle. The Imperial City is in the heartland, the fertile Nibenay Valley. The densely populated central valley is surrounded by wild rain forests drained by great rivers into the swamps of Argonia and Topal Bay. The land rises gradually to the west and sharply to the north. Between its western coast and its central valley are deciduous forests and mangrove swamps. |
Cyrodiilic brandy | Cyrodiilic brandy, an invigorating and stimulating alcoholic beverage, is imported and expensive in Morrowind, but it is claimed to have none of the unpleasant side effects of other intoxicants. I hear it fortifies Willpower and Endurance. I don't know, myself... I save this for paying customers. |
Cyrodiilic brandy | Cyrodiilic brandy, an invigorating and stimulating alcoholic beverage, is imported and expensive in Morrowind, but it is claimed to have none of the unpleasant side effects of other intoxicants. I hear it fortifies Willpower and Endurance. I don't know, myself... I save this for paying customers. |
Cyrodiilic brandy | Cyrodiilic brandy, an invigorating and stimulating alcoholic beverage, is imported and expensive in Morrowind, but it is claimed to have none of the unpleasant side effects of other intoxicants. I hear it fortifies Willpower and Endurance. I don't know, myself... I save this for paying customers. |
Daedra | The Temple regards the Daedra as powerful ancestor spirits, similar to the Tribunal, but weaker and more capricious. Before the Tribunal, the Daedra were worshipped as gods by the Dunmer, but were undeserving of this veneration, since they harmed their followers as often as they helped them. When they became gods, the Tribunal became the Protectors and High Ancestor Spirits of the Dunmer. The good Daedra became loyal friends of the Tribunal, but the bad Daedra remained foul and treacherous. |
Daedra | The Daedra are our ancestors. Before the Tribunal, we worshipped the Daedra as gods, but they didn't deserve it, since they harmed us as often as they helped us. When they became gods, the Tribunal became our Protectors and High Ancestor Spirits. The good Daedra became loyal friends of the Tribunal, but the bad Daedra remained foul and treacherous. |
Daedra | The Daedra are our ancestors. Before the Tribunal, we worshipped the Daedra as gods, but they didn't deserve it, since they harmed us as often as they helped us. When they became gods, the Tribunal became our Protectors and High Ancestor Spirits. The good Daedra became loyal friends of the Tribunal, but the bad Daedra remained foul and treacherous. |
Daedra | The Daedra are our ancestors. Before the Tribunal, we worshipped the Daedra as gods, but they didn't deserve it, since they harmed us as often as they helped us. When they became gods, the Tribunal became our Protectors and High Ancestor Spirits. The good Daedra became loyal friends of the Tribunal, but the bad Daedra remained foul and treacherous. |
Daedra | The Daedra are our ancestors. Before the Tribunal, we worshipped the Daedra as gods, but they didn't deserve it, since they harmed us as often as they helped us. When they became gods, the Tribunal became our Protectors and High Ancestor Spirits. The good Daedra became loyal friends of the Tribunal, but the bad Daedra remained foul and treacherous. |
Daedra cults | The Temple forbids the worship of the four bad Daedra -- Mehrunes Dagon, Malacath, Molag Bal, and Sheogorath. But it's a big island, and there's a lot of wilderness, with lots of old Daedric ruins just waiting for a new group of worshippers. The Ordinators have their hands full with heretics and dissidents at home. They can't go out chasing Daedra lovers. |
Daedra Lords | Mortals are but simple sport to the Daedra Lords. They pull the strings, and you poor fools leap and dance. Why do you serve them? Why do you fall for their honeyed lies? For ages you've yielded to their temptations, their false promises. How soon you forget their treachery, their deceits. |
Daedra Skin | Excellent. Yes, this Daedra Skin will serve my purpose. Take these 300 drakes. You know, Daedra skins if not properly prepared can causes paralysis, a useful effect in some circumstances. Perhaps you would like to paralyze your enemies... |
Daedra Skin | I would not pay more than 300 drakes. For that price, I could go to an alchemist. |
Daedra Skin | It is rather simple, actually. [Aryon teaches you the spell Paralyze.] This is a simple version of the spell. It is far more useful if you can cast it at a distance. |
Daedra Skin | Well, your choice, %PCName. |
Daedra Skin | I do not need any more Daedra skins at the moment. |
Daedra Skin | Have you brought me a Daedra skin? I will pay you 300 drakes for it. |
Daedra Skin | Yes, I am looking for a Daedra skin. If you find one, please bring it to me. I will pay well for its delivery. |
Daedra Skin | Master Aryon was pleased with the Daedra skin you brought him. |
Daedra Skin | I see you have a Daedra skin. Please take it to Master Aryon in Tel Vos. |
Daedra Skin | The skins of many kinds of Daedra can be recovered from Daedra who have recently been returned to Oblivion, but whose bodies remain here for a time. Alchemists will often sell Daedra skin as well. When you get the Daedra skin, please deliver it to Master Aryon in Tel Vos directly. |
Daedra Skin | Anis Seloth the alchemist probably has some. Her shop is on the north side of town, next to Fara's Hole in the Wall. |
Daedra Skin | Daedra skin must be removed from the specimen while it remains on the mortal plane. Daedra skin has modest magical properties, but collecting it from the daedra is hard work and dangerous. |
Daedra Skin | Daedra skin must be removed from the specimen while it remains on the mortal plane. Daedra skin has modest magical properties, but collecting it from the daedra is hard work and dangerous. |
Daedra worship | The Mages Guild is permitted to invoke and summon Daedra by Imperial license. This is a source of friction between the Guild and local authorities, and the Guild insists that mages take care to avoid public controversy when using summoning magic. |
Daedra worship | Despite the Empire's public policy of religious toleration, Imperial authority permits the Ordinators a free hand in persecution and extermination of Rebel Daedra cults. |
Daedra worship | Cult worship of Molag Bal, Malacath, Sheogorath, and Mehrunes Dagon persists in remote regions despite the efforts of the Ordinators, and is particularly strong among Dunmer dedicated to expulsion of the Empire and restoration of an independent Dunmer nation. |
Daedra worship | Council and Temple law forbids the worship of the Rebel Daedra Molag Bal, Malacath, Sheogorath, and Mehrunes Dagon in Morrowind. |
Daedras heart | 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. |
Daedras heart | 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. |
Daedras Pawn | Have you asked yourself WHY you are doing Azura's bidding? Are you in the habit of trusting Daedra Lords? Have you forgotten what scheming, treacherous fiends the Daedra are? Come on, hero. Why are you still talking? Are you afraid? |
Daedric | What? You say these are not Daedric weapons? No, you are right, but Ra'Virr is no liar. When you wish it, Ra'Virr's Fiend, Demon, and Devil weapons will be as sharp as fine Daedric and as light as a netch air sac. The magic lasts a short time, but long enough to punch through the toughest armor. Ra'Virr buys them direct from the Telvanni. You'll not find any cheaper in all Balmora. |
Daedric | Daedric weapons are made from raw ebony which has been refined using the craft and magical substances of the lesser minions of Oblivion. The process is not a pleasant one for the Daedra involved, and the weapons retain echoes of preternaturally prolonged suffering endured during manufacture. Daedric weapons are the most rare and expensive weapons known in Tamriel. |
Daedric sites | For thousands of years, the Temple kept these ancient shrines closed, but in recent years, as Dagoth Ur grew stronger and the Temple weaker, there were fewer and fewer priest-soldiers, and they were all sent to Ghostgate. Now the Temple can't keep the witches and warlocks of the Daedra cults from bringing the old shrines back to life. |
Daedric sites | When the Velothi first came to Morrowind, they worshipped our most terrible ancestors, the Daedra Lords. Legends say the Daedra Lords themselves built these great shrines, because mortals could not build anything grand enough to suit them. When the Tribunal claimed to have tamed the Daedra Lords, they forbid the worship of the Bad Daedra, Malacath, Mehrunes Dagon, Molag Bal, and Sheogorath. |
Daedric summonings | Certain Daedric summonings are more often encountered on Vvardenfell. Good Daedra are the Daedra associated with Boethiah, Azura, and Mephala -- the winged twilight and the hunger. Bad Daedra are associated with Mehrunes Dagon, Malacath, Sheogorath, and Molag Bal. Atronachs are unaligned Daedra of the elemental planes. But don't judge a summoning by its patron. The summoner commands a summoning, and, good or bad, nice or nasty, they must do the summoner's bidding. |
Daedric summonings | Certain Daedric summonings are more often encountered on Vvardenfell. Good Daedra are the Daedra associated with Boethiah, Azura, and Mephala -- the winged twilight and the hunger. Bad Daedra are associated with Mehrunes Dagon, Malacath, Sheogorath, and Molag Bal. Atronachs are unaligned Daedra of the elemental planes. But don't judge a summoning by its patron. The summoner commands a summoning, and, good or bad, nice or nasty, they must do the summoner's bidding. |
Daedric summonings | Certain Daedric summonings are more often encountered on Vvardenfell. Good Daedra are the Daedra associated with Boethiah, Azura, and Mephala -- the winged twilight and the hunger. Bad Daedra are associated with Mehrunes Dagon, Malacath, Sheogorath, and Molag Bal. Atronachs are unaligned Daedra of the elemental planes. But don't judge a summoning by its patron. The summoner commands a summoning, and, good or bad, nice or nasty, they must do the summoner's bidding. |
Daedric summonings | Certain Daedric summonings are more often encountered on Vvardenfell. Good Daedra are the Daedra associated with Boethiah, Azura, and Mephala -- the winged twilight and the hunger. Bad Daedra are associated with Mehrunes Dagon, Malacath, Sheogorath, and Molag Bal. Atronachs are unaligned Daedra of the elemental planes. But don't judge a summoning by its patron. The summoner commands a summoning, and, good or bad, nice or nasty, they must do the summoner's bidding. |
daedroth | The daedroth are the crocodile-headed Daedric minions of the Daedra Lord Molag Bal. Daedra hearts have modest magical properties, and are also available at reasonable prices and with considerably less excitement from alchemists. |
daedroth | The daedroth are the crocodile-headed Daedric minions of the Daedra Lord Molag Bal. Daedra hearts have modest magical properties, and are also available at reasonable prices and with considerably less excitement from alchemists. |
dagger | Every culture produces some variant on the short multi-purpose weapon called the dagger. Dagger weapons differ dramatically in quality and effectiveness; they are further differentiated by a wide variety of enchantments commonly placed on these easily concealed weapons. Daedric and glass daggers are shockingly efficient weapons, despite their small size and low mass. |
Dagon Fel | The locals haven't shown an appreciation of my unique talents. |
Dagon Fel | People seem at ease now that Sorkvild the Raven has been done away with. |
Dagon Fel | All Dagon Fel wants to be is a simple fishing village. But recent activities of Sorkvild the Raven are a cause for concern. |
Dagon Fel | This was a Nord settlement thousands of years ago, until the Dunmer drove the Nords from Morrowind. Then the Dwemer built a city here; the village built on the ruins of the Dwemer city. Since Morrowind became an Imperial province, Nord fishermen have returned here. Imperial scholars and adventurers also come here to explore the various Dwemer and Daedric ruins of Sheogorad. |
Dagon Fel | It's a village in the Azura's Coast region. Here, I'll mark it on your map. |
Dagon Fel | Dagon Fel is a tiny fishing village on the northern coast of Vvardenfell on the large island called Sheogorad in the Azura's Coast region. |
Dagon Fel | Dagon Fel is a tiny fishing village on the northern coast of Vvardenfell on the large island called Sheogorad in the Azura's Coast region. |
Dagon Fel | This is Dagon Fel. It's just a tiny fishing village here on the northern coast of Vvardenfell. We're on the large island called Sheogorad in the Azura's Coast region. |
Dagon Fel | Dagon Fel is a tiny fishing village on the northern coast of Vvardenfell on the large island called Sheogorad in the Azura's Coast region. |
Dagon Fel | Dagon Fel is a tiny fishing village on the northern coast of Vvardenfell on the large island called Sheogorad in the Azura's Coast region. |
Dagoth brandy | Whenever you're ready, then? You're the challenger, and I am your host. So honor demands that you deliver the first blow. |
Dagoth brandy | No? Pity. But then, a pity to waste it on a coward like you. I'm done talking. I await you first blow, challenger. |
Dagoth brandy | Then I drink to your health. Bottoms up.... |
Dagoth brandy | It is a rare nectar beyond compare, distilled ages before your ancestor's ancestors. And a fitting toast to our challenge. Would you like to sample it? |
Dagoth Tanis | I heard you were expelled, %PCName. You need to make amends. |
Dagoth Tanis | Dagoth Tanis is dead. |
Dagoth Tanis | Good. It is a shame that Irer Nervion died, but Dagoth Tanis is dead, and you have returned his ancestor ring. Do you have an ancestor ring of your own? Although you are an outlander, I will give you one of my own family's ancestor rings. May Almalexia show you and your ancestors mercy. |
Dagoth Tanis | I do not see his ancestor's ring. Are you sure you did not misplace it? |
Dagoth Tanis | That is a shame. I suppose we will never know what happened to him. Still, Dagoth Tanis is dead, and that is a cause for celebration. |
Dagoth Tanis | You have slain Dagoth Tanis? Did you find Irer Nervion? Or do you have his ancestor ring? |
Dagoth Tanis | The stronghold of Falasmaryon is just northeast of Maar Gan, across the Foyada Bani-Dad. You can get into the Foyada east of Maar Gan. Go there and slay Dagoth Tanis. We sent the Buoyant Armiger, Irer Nervion, to Falasmaryon, but he has not returned. If he is dead, bring back his ancestor ring, so that I can return it to his family. |
Dagoth Ur | The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain. |
Dagoth Ur | The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain. |
Dagoth Ur | It is the Hour of Wakening. He comes forth in his glory, and his people shall rejoice, and his enemies shall scatter like dust. |
Dagoth Ur | He is the Lord, and Father of the Mountain. He sleeps, but when he wakes, we shall rise from our dreams, shall sweep our land clean of the n'wah. Why have you denied him? As Lord Dagoth has said. 'All shall greet him as flesh, or as dust.' |
Dagoth Ur | The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain. |
Dagoth Ur | It is the Hour of Wakening. He comes forth in his glory, and his people shall rejoice, and his enemies shall scatter like dust. |
Dagoth Ur | He is the Lord, and Father of the Mountain. He sleeps, but when he wakes, we shall rise from our dreams, shall sweep our land clean of the n'wah. Why have you denied him? As Lord Dagoth has said. 'All shall greet him as flesh, or as dust.' |
Dagoth Ur | The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain. |
Dagoth Ur | It is the Hour of Wakening. He comes forth in his glory, and his people shall rejoice, and his enemies shall scatter like dust. |
Dagoth Ur | He is the Lord, and Father of the Mountain. He sleeps, but when he wakes, we shall rise from our dreams, shall sweep our land clean of the n'wah. Why have you denied him? As Lord Dagoth has said. 'All shall greet him as flesh, or as dust.' |
Dagoth Ur | The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain. |
Dagoth Ur | It is the Hour of Wakening. He comes forth in his glory, and his people shall rejoice, and his enemies shall scatter like dust. |
Dagoth Ur | He is the Lord, and Father of the Mountain. He sleeps, but when he wakes, we shall rise from our dreams, shall sweep our land clean of the n'wah. Why have you denied him? As Lord Dagoth has said. 'All shall greet him as flesh, or as dust.' |
Dagoth Ur | The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain. |
Dagoth Ur | It is the Hour of Wakening. He comes forth in his glory, and his people shall rejoice, and his enemies shall scatter like dust. |
Dagoth Ur | He is the Lord, and Father of the Mountain. He sleeps, but when he wakes, we shall rise from our dreams, shall sweep our land clean of the n'wah. Why have you denied him? As Lord Dagoth has said. 'All shall greet him as flesh, or as dust.' |
Dagoth Ur | The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain. |
Dagoth Ur | It is the Hour of Wakening. He comes forth in his glory, and his people shall rejoice, and his enemies shall scatter like dust. |
Dagoth Ur | He is the Lord, and Father of the Mountain. He sleeps, but when he wakes, we shall rise from our dreams, shall sweep our land clean of the n'wah. Why have you denied him? As Lord Dagoth has said. 'All shall greet him as flesh, or as dust.' |
Dagoth Ur | The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain. |
Dagoth Ur | It is the Hour of Wakening. He comes forth in his glory, and his people shall rejoice, and his enemies shall scatter like dust. |
Dagoth Ur | He is the Lord, and Father of the Mountain. He sleeps, but when he wakes, we shall rise from our dreams, shall sweep our land clean of the n'wah. Why have you denied him? As Lord Dagoth has said. 'All shall greet him as flesh, or as dust.' |
Dagoth Ur | The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain. |
Dagoth Ur | It is the Hour of Wakening. He comes forth in his glory, and his people shall rejoice, and his enemies shall scatter like dust. |
Dagoth Ur | He is the Lord, and Father of the Mountain. He sleeps, but when he wakes, we shall rise from our dreams, shall sweep our land clean of the n'wah. Why have you denied him? As Lord Dagoth has said. 'All shall greet him as flesh, or as dust.' |
Dagoth Ur | The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain. |
Dagoth Ur | It is the Hour of Wakening. He comes forth in his glory, and his people shall rejoice, and his enemies shall scatter like dust. |
Dagoth Ur | He is the Lord, and Father of the Mountain. He sleeps, but when he wakes, we shall rise from our dreams, shall sweep our land clean of the n'wah. Why have you denied him? As Lord Dagoth has said. 'All shall greet him as flesh, or as dust.' |
Dagoth Ur | The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain. |
Dagoth Ur | It is the Hour of Wakening. He comes forth in his glory, and his people shall rejoice, and his enemies shall scatter like dust. |
Dagoth Ur | He is the Lord, and Father of the Mountain. He sleeps, but when he wakes, we shall rise from our dreams, shall sweep our land clean of the n'wah. Why have you denied him? As Lord Dagoth has said. 'All shall greet him as flesh, or as dust.' |
Dagoth Ur | The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain. |
Dagoth Ur | It is the Hour of Wakening. He comes forth in his glory, and his people shall rejoice, and his enemies shall scatter like dust. |
Dagoth Ur | He is the Lord, and Father of the Mountain. He sleeps, but when he wakes, we shall rise from our dreams, shall sweep our land clean of the n'wah. Why have you denied him? As Lord Dagoth has said. 'All shall greet him as flesh, or as dust.' |
Dagoth Ur | The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain. |
Dagoth Ur | It is the Hour of Wakening. He comes forth in his glory, and his people shall rejoice, and his enemies shall scatter like dust. |
Dagoth Ur | He is the Lord, and Father of the Mountain. He sleeps, but when he wakes, we shall rise from our dreams, shall sweep our land clean of the n'wah. Why have you denied him? As Lord Dagoth has said. 'All shall greet him as flesh, or as dust.' |
Dagoth Ur | The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain. |
Dagoth Ur | It is the Hour of Wakening. He comes forth in his glory, and his people shall rejoice, and his enemies shall scatter like dust. |
Dagoth Ur | He is the Lord, and Father of the Mountain. He sleeps, but when he wakes, we shall rise from our dreams, shall sweep our land clean of the n'wah. Why have you denied him? As Lord Dagoth has said. 'All shall greet him as flesh, or as dust.' |
Dagoth Ur | The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain. |
Dagoth Ur | It is the Hour of Wakening. He comes forth in his glory, and his people shall rejoice, and his enemies shall scatter like dust. |
Dagoth Ur | He is the Lord, and Father of the Mountain. He sleeps, but when he wakes, we shall rise from our dreams, shall sweep our land clean of the n'wah. Why have you denied him? As Lord Dagoth has said. 'All shall greet him as flesh, or as dust.' |
Dagoth Ur | The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain. |
Dagoth Ur | It is the Hour of Wakening. He comes forth in his glory, and his people shall rejoice, and his enemies shall scatter like dust. |
Dagoth Ur | He is the Lord, and Father of the Mountain. He sleeps, but when he wakes, we shall rise from our dreams, shall sweep our land clean of the n'wah. Why have you denied him? As Lord Dagoth has said. 'All shall greet him as flesh, or as dust.' |
Dagoth Ur | He will not come to you, Lord Nerevar. It is you who must beg forgiveness. Go to him, beneath Red Mountain, kneel before him, and he will show you mercy. |
Dagoth Ur | He was a god, and now he is dead. IF one can truly kill a god. |
Dagoth Ur | Dagoth Ur is the former Lord High Councilor of House Dagoth. He was of Lord Nerevar's generation, older than we, and a mighty sorcerer and enchanted in life. In his sustained shadow immortality, he appears to be a highly intelligent, severely deluded immortal monster with unparalleled supernatural abilities. He appears, by turns, lucid and deranged, compassionate and bestial, profoundly wise and profoundly disordered. In short, he is a mad god. |
Dagoth Ur | He will not come to you, Lord Nerevar. It is you who must beg forgiveness. Go to him, beneath Red Mountain, kneel before him, and he will show you mercy. |
Dagoth Ur | He will not come to you, Lord Nerevar. It is you who must beg forgiveness. Go to him, beneath Red Mountain, kneel before him, and he will show you mercy. |
Dagoth Ur | He will not come to you, Lord Nerevar. It is you who must beg forgiveness. Go to him, beneath Red Mountain, kneel before him, and he will show you mercy. |
Dagoth Ur | He will not come to you, Lord Nerevar. It is you who must beg forgiveness. Go to him, beneath Red Mountain, kneel before him, and he will show you mercy. |
Dagoth Ur | He will not come to you, Lord Nerevar. It is you who must beg forgiveness. Go to him, beneath Red Mountain, kneel before him, and he will show you mercy. |
Dagoth Ur | So long as the Ordinators, Buoyant Armigers, and Tribunal could contain the blight and Dagoth Ur's creatures within the Ghostfence, faith in the Temple's protective power was strong. But now travelers and settlements suffer from blight storms and marauding monsters, and the people fear the Temple is losing its ages-old battle with the Devil Dagoth Ur. |
Dagoth Ur | Dagoth Ur is the Awakened Lord of the Sixth House, come to cast down false gods, drive foreigners from the land, and restore the ancient glory of Morrowind. He bids you come to Red Mountain. For the friendship and honor that once you shared, he would grant you counsel and power, if only you would pledge that friendship anew. The path to Red Mountain is long, and filled with danger, but if you are worthy, you will find there wisdom, a firm friend, and all the power you need to set the world aright. |
Dagoth Ur | He is the Lord, and Father of the Mountain. He wakes, and the land wakes with him. All the land, and all of its people, shall rise from sleep, and sweep the land clean of the n'wah. Why have you denied him? As Lord Dagoth has said. "All shall greet him as flesh, or as dust." |
Dagoth Ur | He is the Lord, and Father of the Mountain. He wakes, and the land wakes with him. All the land, and all of its people, shall rise from sleep, and sweep the land clean of the n'wah. Why have you denied him? As Lord Dagoth has said. "All shall greet him as flesh, or as dust." |
Dagoth Ur | He is the Lord, and Father of the Mountain. He wakes, and the land wakes with him. All the land, and all of its people, shall rise from sleep, and sweep the land clean of the n'wah. Why have you denied him? As Lord Dagoth has said. "All shall greet him as flesh, or as dust." |
Dagoth Ur | It is the Hour of Wakening. He comes forth in his glory, and his people shall rejoice, and his enemies shall scatter like dust. |
Dagoth Ur | So, %PCName. Dagoth Ur and all his kin are dead. You know. You slew them with your own hand, and the Blight is gone from Morrowind. And it would be very nice if they were to stay dead, forever, this time around. But I am a historian, and so I am a pessimist. I hope we will not grow too complacent. |
Dagoth Ur | Dagoth Ur was the leader of the extinct Sixth House, House Dagoth, the traitor house destroyed in the War of the First Council. Dagoth Ur is the evil immortal enemy of the Tribunal Temple cult. The Temple blames Dagoth Ur and his hosts for all the evils that beset the Dunmer and Morrowind. Dagoth Ur dwells in fiery caverns beneath Red Mountain, served by his kin and legions of monsters. |
Dagoth Ur | The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain. |
Dagoth Ur | Dagoth Ur is the evil immortal enemy of the Tribunal Temple cult. The Temple blames Dagoth Ur and his hosts for all the evils that beset the Dunmer and Morrowind. Dagoth Ur dwells in fiery caverns beneath Red Mountain, served by his kin and legions of monsters. |
Dagoth Ur | You have slain Dagoth Ur and all his kin. But remember, %PCName. Once before, Lord Nerevar thought Dagoth Ur and all his kin were dead. |
Dagoth Ur | Dagoth Ur is the Devil and the Enemy. Dagoth Ur and his beasts and servants are the source of many evils that beset the Dunmer and Morrowind. Dagoth Ur dwells in fiery caverns beneath Red Mountain, served by his kin, called ash vampires, and by legions of deformed monsters. |
Dagoth Ur | The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain. |
Dagoth Ur | Dagoth Ur is the evil immortal enemy of the Tribunal Temple cult. The Temple holds Dagoth Ur and his hosts accountable for all the evils that beset the Dunmer and Morrowind. Dagoth Ur dwells in fiery caverns beneath Red Mountain, served by his kin, called ash vampires, and by legions of deformed monsters. |
Dagoth Ur | The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain. |
Dagoth Ur | Dagoth Ur is the evil immortal enemy of the Tribunal Temple cult. The Temple holds Dagoth Ur and his hosts accountable for all the evils that beset the Dunmer and Morrowind. Dagoth Ur dwells in fiery caverns beneath Red Mountain, served by his kin, called ash vampires, and by legions of deformed monsters. |
Dagoth Ur | The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain. |
Dagoth Ur | Dagoth Ur is the evil immortal enemy of the Tribunal Temple cult. The Temple holds Dagoth Ur and his hosts accountable for all the evils that beset the Dunmer and Morrowind. Dagoth Ur dwells in fiery caverns beneath Red Mountain, served by his kin, called ash vampires, and by legions of deformed monsters. |
Dagoth Ur | The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain. |
Dagoth Ur | Dagoth Ur is the evil immortal enemy of the Tribunal Temple cult. The Temple holds Dagoth Ur and his hosts accountable for all the evils that beset the Dunmer and Morrowind. Dagoth Ur dwells in fiery caverns beneath Red Mountain, served by his kin, called ash vampires, and by legions of deformed monsters. |
Dagoth Ur winning | Dagoth Ur is winning because he is close to the source of power, Lorkhan's Heart. And because he retains the passion of madness, while we have settled into the lonely and unrewarding posture of dogged dutifulness and perseverance. And, finally, perhaps because he is stronger and smarter than we are, and his followers are more fervent and fanatical. I believe we were careless and complacent, and out-witted. And, in the matter of denying the Nerevarine, we were foolish. |
Dagoth Urs defenses | Confer with the Ordinators and Buoyant Armigers garrisoning Ghostgate for the latest information about the defenses of the citadels of Dagoth Ur and his heartwight kin. |
Dagoth Urs plans | Dagoth Ur's Plans' summarizes what we know or suspect. You have a copy. It's also available in my library. |
Dagoth Urs plans | We know nothing for sure, but we have learned much from interrogating Sixth House cultists and victims of dream compulsions, and from our study of Dagoth Ur's actions. The Temple scholars and Inquisitors have prepared a document, 'Dagoth Ur's Plans,' that summarizes what we know or suspect. Take this copy. It's also available in my library. |
Dagoth Urs powers | He is able to send his mind into the dreams of susceptible victims across vast distances. The victims are either swayed by his compulsions or driven mad. He also seems nearly invulnerable to physical and magical harm. His flesh, and the flesh of his followers, evolves towards a mutable, magical form. Dagoth Ur and the highest ranks can control the distorted manifestations of their flesh; lower ranks lose control of their bodies, and become mindless corprus monsters. |
Dagoth Urs servants | Chief among his servants are his seven brothers, the ash vampires, powerful heartwights and cunning sorcerers of old. These creatures appear to die, but always are revived at the Heart. Somehow Dagoth Ur has conferred some portion of his immortality upon them. Or perhaps they sustain themselves through more conventional sorcery. |
Dagoth Urs servants | These are the monstrous servants of Dagoth Ur known by name to natives of Vvardenfell. Corprus beasts include the corprus stalker and the lame corprus. Lesser Dagoth followers include the ash slave and ash zombie. The greatest, most feared of Dagoth Ur's servants are the ash ghoul, the ascended sleeper, and the ash vampire. |
Dagoth Urs servants | These are the monstrous servants of Dagoth Ur known by name to natives of Vvardenfell. Corprus beasts include the corprus stalker and the lame corprus. Lesser Dagoth followers include the ash slave and ash zombie. The greatest, most feared of Dagoth Ur's servants are the ash ghoul, the ascended sleeper, and the ash vampire. |
Dahrk Mezalf | You have already brought me Dahrk Mezalf's ring. |
Dahrk Mezalf | Yes, this is the ring I was looking for. Since you have brought me the books and this ring, please take this storm ring with my gratitude. |
Dahrk Mezalf | Yes, this is the ring I was looking for. As a reward, I will order my centurion to assist you. You will find it waiting outside. I have made some improvements to this one. You may also find this storm ring to be of some minor use. |
Dahrk Mezalf | No, you do not have the ring. You will find the ring. You will give it to me. |
Dahrk Mezalf | If you bring me the ring, I will reward you. Until you have it, do not remind me of your laziness. |
Dahrk Mezalf | Did you find the Ring of Dahrk Mezalf? |
Dahrk Mezalf | Mezalf is sometimes referred to as "Mezalf Bthungthumz." Perhaps he was from the Dwemer village of Bthungthumz. Go to Maar Gan. Head east past the silt strider, then go north towards the Foyada. Follow the Foyada Bani-Dad to the northwest until you see what remains of Bthungthumz on the right. If you find the ring, bring it to me. |
dai-katana | These exotic two-handed, single-edged long blades of Akaviri design are neither common nor popular for military or private use. They are superb examples of weaponcraft, but expensive and subtle in technique. |
Dampworm | Dampworm is a serious common disease affecting a victim's mobility. Symptoms include uncontrollable muscle spasms and twitching. It may be contracted from the nix-hound. |
Dampworm | Dampworm is a serious common disease affecting a victim's mobility. Symptoms include uncontrollable muscle spasms and twitching. It may be contracted from the nix-hound. |
Dampworm | Dampworm is a serious common disease affecting a victim's mobility. Symptoms include uncontrollable muscle spasms and twitching. It may be contracted from the nix-hound. |
Dampworm | Dampworm is a serious common disease affecting a victim's mobility. Symptoms include uncontrollable muscle spasms and twitching. It may be contracted from the nix-hound. |
Danar Uvelas | Yes, that's my husband. I only wish I knew what had become of him. |
Danar Uvelas | A skooma-addict, that one. His wife works all the time in the Hall, and he takes the money and spends it all on the skooma. He and his friends spend all their time down in the Underworks using the stuff. That poor woman. |
dance | All right. You don't want to dance. Afraid of getting hurt? |
dance | No, no. Hlireni Indavel says you and the savages don't want to dance. And we're just guests, so we do what the hostess says. But if you change your mind, and want to take a shot at me, go ahead. Just remember -- what goes for you, goes for the Ashlanders, too, bucko. |
dance | No, no. Hlireni Indavel says you and the savages don't want to dance. And we're just guests, so we do what the hostess says. But if you change your mind, and want to take a shot at me, go ahead. Just remember -- what goes for you, goes for the Ashlanders, too, bucko. |
dance | Dance with your partner. Swing the axe and mace. Rough and tumble, the spice of life and death. Don't you understand? Do you want to die like a farmer? |
dance | Don't you know what's going on? Go down and talk to Hlireni Indavel in the Antechamber -- back behind the big room with the Sheogorath statue. There're free drinks, too. And watch out for the gold-hats. They play rough. |
dance | Don't you know what's going on? Go down and talk to Hlireni Indavel in the big room with the statue. There's free drinks, too. And watch out for the gold-hats. They play rough. |
Dandsa | You've been expelled, but maybe you can join the Imperial Legion again. |
Dandsa | Dandsa is dead? No, I don't want to hear your excuses. Just get out of my sight. |
Dandsa | You said you rescued her already... |
Dandsa | You rescued Dandsa? I'm glad to hear it, %PCName. |
Dandsa | She is being held captive in Abernanit, a cave on an island southeast of Gnaar Mok. Find her and get her out alive. |
dangerous trip | Thank you for helping me reach Molag Mar. |
dangerous trip | Well, hopefully, I'll be able to make it there in one piece. |
dangerous trip | Excellent! Let's be on our way, then. |
dangerous trip | No? Well, maybe I'll be able to make it on my own. Good luck to you, then. |
dangerous trip | I've heard the road there is populated by dangerous creatures, and I fear I can't make it alone. Perhaps you'd be willing to escort me? I have little to compensate you for your trouble, but once we meet up with Vanjirra, she should be able to reward you well. |
Daric Bielle | The bounty hunter? Too much in the bottle, I think. Good pay, though. An honest man in his own way. |
Daric Bielle | The bounty hunter? I've heard of him. I've also heard he's been wandering around the woods looking for the same slave for the past few months. Pathetic. |
Daric Bielle | What a sot. Seemed like a decent enough sort when he came to town, but I think his spirit is just broken. |
Darius | He plays his role in town, and best keep his hands out of my business. |
Darius | Darius is the Commandant of the Deathshead Legion Garrison here. It's no picnic keeping the peace between the human and orc troopers, but it's a tribute to his reputation and leadership that he keeps the garrison morale up and the unit up to strength. |
Darius | Darius is one who wants my husband's land. |
Darius | You're speaking to me. What do you want to know? |
Darius | He's here, check his office on the lower level. |
Darius | Darius is our Imperial Legion Commander here in the Deathshead Legion Garrison. You can find him downstairs at the Madach Tradehouse. |
Darius | Darius is the Commandant of the Deathshead Legion Garrison here. It can't be easy keeping the peace between his human and orc troopers, but his men all speak well of him. |
Dark Brotherhood | We are still at war with the Dark Brotherhood. Do not forget that. |
Dark Brotherhood | So Tsrazami was an agent of the Dark Brotherhood. Alas, she left Vvardenfell or is dead. Perhaps we can find another contact. |
Dark Brotherhood | So Tsrazami is an agent of the Dark Brotherhood. And you have already questioned her yourself. I will certainly be interested in meeting her. At a place and time of my own choosing, of course. Please take these scrolls. I have found them useful at times. |
Dark Brotherhood | So Tsrazami is an agent of the Dark Brotherhood. You have done well. I will send agents to question Tsrazami. |
Dark Brotherhood | That is an interesting note you have there. I believe I know this Tsrazami. I will have agents sent to find her if she still lives. |
Dark Brotherhood | Is Miun-Gei dead? Hm. Try searching his shop. Perhaps you can find some clues there about who his contact was. |
Dark Brotherhood | The Dark Brotherhood rebelled against the Morag Tong many years ago. Since then they have been our enemy. I want you to speak with Miun-Gei, a Mehrunes Dagon cultist who has an Enchantment shop in the Lower Waistworks of the Foreign Quarter. I believe he knows of a contact in the Dark Brotherhood. When you have taken a name from him, bring that name to me. |
Dark Brotherhood | %Name hears much of you. %Name is loyal to you now, not the Dark Brotherhood. Trust %Name. |
Dark Brotherhood | That is between %Name and the Grandmaster. |
Dark Brotherhood | %Name will meet with Eno Hlaalu. But %Name promises nothing. |
Dark Brotherhood | Do you? You think you just talk with the first Khajiit you see? If you do not know how to hire the Dark Brotherhood, you do not deserve their services. |
Dark Brotherhood | Tell your Grandmaster that %Name will speak with him. |
Dark Brotherhood | No more games, %PCName. You are Morag Tong. %Name knows of you. %Name will not betray the Dark Brotherhood for empty threats or a little gold. |
Dark Brotherhood | What makes you think %Name would do this? |
Dark Brotherhood | Fine with %Name. |
Dark Brotherhood | What does the %PCRace want with the Dark Brotherhood? |
Dark Brotherhood | Look, I only had one contact in the Brotherhood, a Khajiit named Tsrazami. But she's dead, and I'm not a member myself. |
Dark Brotherhood | You don't act like a guard, so I'll tell you. My contact in the Brotherhood is Tsrazami, a Khajiit. She's in the Plaza here in the Foreign Quarter. Tell her I sent you. |
Dark Brotherhood | You want to hire the Dark Brotherhood? How do I know I can trust you? |
Dark Brotherhood | I don't know anything. I swear. |
Dark Brotherhood | The Dark Brotherhood is a depraved perversion of the ancient law-abiding order of the Morag Tong. They do not advertise their services or their creed, but they are an outlawed secret society of assassins with an evil reputation, and are often associated with Daedra worship. The Morag Tong is the sworn enemy of the Dark Brotherhood. |
Dark Brotherhood | The Dark Brotherhood is an ancient secret association of assassins. They do not advertise their services or their creed, but they are an outlawed secret society with an evil reputation, and are often associated with Daedra worship. The Morag Tong claims the Dark Brotherhood is a depraved perversion of their ancient law-abiding order of assassins, and the Morag Tong is the sworn enemy of the Dark Brotherhood. |
Dark Brotherhood | The Morag Tong claims the Dark Brotherhood is a depraved perversion of their ancient law-abiding order of assassins, and the Morag Tong is the sworn enemy of the Dark Brotherhood. |
Dark Brotherhood | The Morag Tong claims the Dark Brotherhood is a depraved perversion of their ancient law-abiding order of assassins, and the Morag Tong is the sworn enemy of the Dark Brotherhood. |
Dark Brotherhood | The Dark Brotherhood do not advertise their services or their creed, but they are an outlawed secret society with an evil reputation, and are often associated with Daedra worship. |
Dark Brotherhood | The Dark Brotherhood do not advertise their services or their creed, but they are an outlawed secret society with an evil reputation, and are often associated with Daedra worship. |
Dark Brotherhood | The Dark Brotherhood is an ancient secret association of assassins. |
Dark Brotherhood | The Dark Brotherhood is an ancient secret association of assassins. |
Darl Elf savant | The only Dark Elf savant that comes to mind is Llaalam Dredil. Fortunately, he's close by, in the Ebonheart Grand Council Chambers. |
dart | Darts are light, easy-to-use missile weapons. Skirmishers throw several darts to weaken and disorder the opponent before advancing into close combat. Darts are also handy for lightly armed, modestly trained, club-and-shield militia troops. |
Darts of Judgement | You've been kicked out of the Guild, %PCName. Better make amends, or no one's going to talk to you. |
Darts of Judgement | You've already reported back to me about the Darts of Judgement. |
Darts of Judgement | Here's 2000 septims for the Darts. You've done pretty good work for me, %PCRank. If you've got a price on your head, I'll see if I can't take care of it. |
Darts of Judgement | Here's 1500 septims for the Darts. You've done pretty good work for me, %PCRank. If you've got a price on your head, I'll see if I can't take care of it. |
Darts of Judgement | Here's 1000 septims for the Darts. You've done pretty good work for me, %PCRank. If you've got a price on your head, I'll see if I can't take care of it. |
Darts of Judgement | Here's 500 septims for the Dart. You've done pretty good work for me, %PCRank. If you've got a price on your head, I'll see if I can't take care of it. |
Darts of Judgement | You put them to good use, then. You've done pretty good work for me, %PCRank. If you've got a price on your head, I'll see if I can't take care of it. |
Darts of Judgement | So you found the Darts of Judgement. Do you want to keep them or sell them to the Guild? |
Darts of Judgement | Eindel has four Darts of Judgement. They're very rare arrows made in my home province of Valenwood. Eindel is a guard at Llethri Manor in Ald'ruhn. If you find the Darts there, feel free to use them, but the Guild will pay good money if you don't want them. |
Darts of Judgement | That's none of your business. |
daughters | Not bad for something born in a jar, eh? Charming and talented. Not daughters, really. A little project, a side benefit of my researches into corprus disease. Made them myself, from my own flesh. Nice, aren't they? Alfe Fyr, Beyte Fyr, Delte Fyr, and Uupse Fyr. Quite a comfort to me in my old age. Hah hah. |
Davina | You already purchased Davina. I hope you are satisfied with her work. |
Davina | I just heard that Davina met with a small accident while waiting for sale. I'm afraid she is no longer available. |
Davina | Davina is now yours. I will have her brought forth from the slavepit. She should be waiting just inside. |
Davina | I'm sorry but you don't have enough gold to afford my fine slaves. |
Davina | Come back when you change your mind. |
Davina | Redguards make fine servants. Especially Redguard women. They are just as hardy as the men, but less rebellious. She is 1000 drakes just like the others. |
DA_Azura | I have spoken with Azura, Queen of the Night Sky, at her shrine. She has tasked me to travel to an island near Dagon Fel and rid the island of the daedra Sheogorath has sent. I am also to bring back proof that Sheogorath is the one who sent the daedra. I may not disturb Rayna Drolan, the woman living there. If I can do this for Azura, she will reward me well. |
DA_Azura | I've killed the Golden Saint Staada, the most powerful of the daedra I found on the island. |
DA_Azura | I've disturbed Rayna Drolan. Azura will not be pleased. |
DA_Azura | I returned to the Shrine of Azura to let it be known I have cleared the island of the daedra there and returned with proof that Sheogorath was behind the problems. Azura was grateful, and rewarded me with her Star, a magical soul gem of immense power. |
DA_Azura | I returned to the Shrine of Azura. She was not pleased that I had disturbed the solace of Rayna Drolan, for she now must forfeit the wager. |
DA_Boethiah | I spoke to the khajiit M'aiq, and he gave me information on a sunken shrine to Boethiah off the coast near Hla Oad. It's difficult to know whether or not this is true. This khajiit seems to have a lot of ridiculous information. |
DA_Boethiah | I have found the sunken shrine to Boethiah and spoken to the Daedra. He is understandably upset that his shrine has been allowed to remain in ruins, and wishes for a new one to be erected. If I can get the shrine rebuilt, he will reward me with the Goldbrand, a legendary sword. My first step should be to find a sculptor. |
DA_Boethiah | Boethiah spoke in a riddle to me, to help me find the one who can recreate the shrine: Rough hands to smooth stone; Carving rock instead of bone; In Caldera an artist waits; His masterpiece to create |
DA_Boethiah | I have found a sculptor in Caldera. He is an orc named Duma gro-Lag. |
DA_Boethiah | I don't think this could be the sculptor I seek. |
DA_Boethiah | I have asked Duma gro-Lag about rebuilding the shrine to Boethiah. He has agreed that it would be a wonderful project to be a part of, but he will need 2000 septims for materials, and will need some idea of how the shrine should look. Duma suggests I seek out a book that describes the shrine as it once was. In the meantime, he will search the area for an appropriate place to build the shrine. |
DA_Boethiah | I have returned to Duma gro-Lag with the items he required to recreate the Shrine to Boethiah. He seemed excited to begin, but warned me it would take some weeks to complete. |
DA_Boethiah | Duma gro-Lag tells me his work is complete, and that the shrine is rebuilt. |
DA_Boethiah | I have returned to the completed Shrine to Boethiah. The Daedra seemed pleased with the work that has been done, and has rewarded me with Goldbrand, a truly spectacular weapon. |
DA_Malacath | I entered the shrine of Malacath and summoned the Daedra. He spoke to me of a helm of great power, once belonging to the elven hero Oreyn Bearclaw. In reality, he was no hero, though. The deeds attributed to him were actually performed by an orc, Kharag gro-Khar. If I can find the last of the Oreyn family bloodline, and kill him, I will be rewarded with the helm. |
DA_Malacath | The Oreyn name is widely known. It seems the only surviving member of the clan is Farvyn Oreyn, who takes his residence in Vivec |
DA_Malacath | The people of Vivec have told me that Farvyn Oreyn is a powerful battlemage, and is often surrounded by his entourage of servants. He is, however, not in town. He has been carrying on the traditions of the Oreyn family, and it is rumored he was heading toward Gnaar Mok. |
DA_Malacath | The people of Gnaar Mok have said that Farvyn Oreyn is in the area. He and his servants were heading out to an island to kill some of the netch that had been plaguing the area. |
DA_Malacath | I have spoken with Farvyn Oreyn. He denied nothing about the false tales of heroism told about his ancestor. Looking at him, he seems unimpressive. His "servants," on the other hand, are far from it. |
DA_Malacath | I have killed Farvyn Oreyn. He was, as I suspected, remarkably weak for one of such a "distinguished" bloodline. His guards were, however, as strong as they looked. |
DA_Malacath | I've returned to the shrine of Malacath, who already knew of my success in killing Farvyn Oreyn. Malacath was as good as his word, and I now have the Helm of Oreyn Bearclaw in my possession. It is a fantastic helm, misnamed though it may be. |
DA_Mehrunes | At a Shrine to Mehrunes Dagon, I received a vision from the Daedra Prince himself. He has told me I appear unworthy of his favor, but will allow me a chance to prove myself, if I feel up to the task. |
DA_Mehrunes | I have agreed to accept Mehrunes Dagon's challenge, though it could mean my death. It seems that the fabled dagger, Mehrunes' Razor, has fallen into the hands of an unworthy bearer. The former owner is now dead, and the Razor lies, hidden and unused in the Alas tomb near Molag Mar. He has tasked me to find the Razor and return it to him. If I can do this, I will have proven myself worthy enough to wield the weapon myself. |
DA_Mehrunes | I have returned to the Shrine of Mehrunes Dagon with what I believe was once Mehrunes' Razor. It does not seem to be the weapon of legend anymore. It is rusted and dull, and unfit for use. |
DA_Mehrunes | Mehrunes Dagon was pleased that I was able to recover the once-great artifact from its resting place. He has taken the dagger and infused it once again with his power. As I have proven myself a worthy bearer of the weapon, Mehrunes Dagon has given me the restored Razor. |
DA_Mephala | While in a Morag Tong Shrine to Mephala, I spoke to a priest of the Daedra. Taros Dral told me he had been given an important task by Mephala, and wanted to know if I wished to help. |
DA_Mephala | Apparently, one of the Morag Tong's assassins has been taking jobs outside of the order, and the Daedra demands vengeance. If I can find this rogue assassin, Balyn Omavel, and kill him, Mephala will reward me. Of course, Mephala wishes this to be done in silence, away from nosy town guards, so I am to poison him. He lives in Balmora. |
DA_Mephala | I have decided to stay out of this Morag Tong business. It is a dangerous group to get involved with, and I want no part of it. |
DA_Mephala | I have agreed to work with this Morag Tong assassin and poison Balyn Omavel. |
DA_Mephala | I have succeeded in putting the poison in Balyn Omavel's cooking pot. Hopefully, he'll be using it soon. |
DA_Mephala | While trying to get into Balyn Omavel's house, he spotted me. The Morag Tong will not be pleased. |
DA_Mephala | Taros Dral was not pleased that I had killed Balyn Omavel in a way other than the one he described. |
DA_Mephala | I've returned to the Mephala Shrine. Upon arriving, the Daedra spoke to me, and was pleased with what I had done. As a reward, I was given the Ring of Khajiit. It seems a powerful artifact, and well suited for the Morag Tong. |
DA_MolagBal | While in a Shrine to Molag Bal, the Daedric Prince spoke to me at the altar. He was angered, and I was afraid. His anger, however, was not directed at me, but rather toward one of his minions. Menta Na, a Daedroth Monarch, has grown lazy, and no longer does Molag Bal's bidding. If I kill Menta Na in his dungeon Kora-Dur, returning his soul to the Outer Realms where Molag Bal can punish him, then Molag Bal will reward me well. |
DA_MolagBal | I've killed the Daedroth Menta Na. |
DA_MolagBal | I've returned to the Shrine of Molag Bal, having killed the Daedroth Monarch. Molag Bal was true to his word, and has rewarded me with his mace, the Mace of Molag Bal. |
DA_Sheogorath | I have entered the Shrine of Sheogorath and spoken with the Daedra Prince of Madness. He has offered me the opportunity to perform a service for him. First, I am to recover a powerful artifact, the Fork of Horripilation, from a mad hermit who lives on an island off the northernmost points of Tamriel. Then, I must slay a giant bull netch that has taken residence near this island. If I can do this, Sheogorath promises I will be rewarded well. |
DA_Sheogorath | While in Dagon Fel, I asked about the madman about whom Sheogorath spoke. They tell me there is an Argonian named Big Head who lives on an island north of Ald Redaynia. |
DA_Sheogorath | I have found Big Head, and he is without a doubt a madman. I only hope he can lead me to the Fork of Horripilation. |
DA_Sheogorath | I've asked the madman about the bull netch, and I believe he knows of it. It is hard to tell what he knows and what he simply imagines. I should be able to find it on an island east of here. |
DA_Sheogorath | The madman Big Head has the Fork of Horripilation in his possession, and he has told me I can have it if I wish. |
DA_Sheogorath | The giant bull netch is dead, as Sheogorath asked. However, I was not wielding the Fork of Horripilation when the netch met its end. My quest for the Prince of Madness is a failure. |
DA_Sheogorath | I've used the Fork of Horripilation to kill the giant bull netch. Sheogorath is testing me, clearly. I have no doubt he is enjoying this greatly. I must now return to Sheogorath with the Fork. |
DA_Sheogorath | I've returned to the Shrine of Sheogorath, and the Daedra Prince spoke with me again. He seemed pleased that I had completed my quest...not because he wanted the bull netch dead, but he enjoyed seeing me struggle to do it. He has rewarded me well, though, and given me the Spear of Bitter Mercy. |
debt money | I thought that was all settled. What are you talking to me for? |
debt money | I gave you the key to the chest. It's under Fadila's house here in Hla Oad. |
debt money | Alright, you don't have to say it again. Look, here's a key. There's a chest under Fadila's house, near the docks. Just leave me in peace. |
debt money | Look around, %PCRace. Do you see 800 drakes anywhere? |
debt money | I said I didn't have it. and I'm not giving you anything. |
debt money | I'm glad it's settled. |
debt money | My brother Ruran Stoine is dead. The Camonna Tong said he owed them money, which I don't dispute. But now they say that I owe my brother's debts, and I just don't have the money. I can't pay what I don't have, can I? |
debt money | Elethus Tobor owed money to the Camonna Tong for gambling debts. He's very poor and probably can't pay the money. If you want to complete this contract, you'll have to either kill him or pay the debt yourself. |
debt money | It was not Lirielle Stoine who owed the money, but her brother Ranus Stoine. Ranus was murdered, and I don't think Lirielle has 2000 septims. You'll have to either find the gold Ranus Stoine had or pay the 2000 septims yourself. |
debt money | You didn't have to kill her, %PCName. |
debt money | If you have questions about any other orders you get, just ask. |
debt money | You can get the debt money from her, or you can pay it yourself. Manos Othreleth works for Orvas Dren, so I suspect this may not be a legitimate Fighters Guild contract. |
debt money | You've been expelled, and I don't have to talk to you. |
debt money | I don't have any more debtor contracts. |
debt money | It looks like it's all here. Good work, %PCName. Here, you keep half of it. |
debt money | Then go get it, %PCRank or you'll never make it to %NextPCRank. |
debt money | You got the debt money from Lirielle Stoine? |
debt money | I told you to go get me that 2,000 septims from Lirielle Stoine. Now go get it, %PCRank! |
debt money | Lirielle Stoine can be found at The Rat in the Pot in Ald'ruhn. Go there and get the 2000 septims she owes us and report back to me. |
debt money | I heard you killed Desele for the debt money she owed money. You don't understand business, %PCName. If you kill them, they can't keep giving you money. |
debt money | You're the one I got to thank for doing that? I couldn't get anywhere with Desele. You got a real way with people, %PCName. |
debt money | I gave the Fighters Guild orders to get that money, and they better get if for me or the House of Earthly Delights is going out of business. |
debt money | I already gave you the debt money. |
debt money | All right, you've convinced me. Here's the 200 gold. Take it and tell those thugs to leave me alone. |
debt money | I try and run a respectable business and the Camonna Tong keeps asking for this money "for my safety." What is it really for? To keep me safe from Orvas Dren's thugs, that's what it's for, and I'm not paying it. |
debt money | I don't see why it's any business of yours. I don't like speaking of these things with my friends, much less someone I hardly know. |
debt money | You've been expelled from the Fighters Guild. Until you make amends, I cannot discuss contracts with you. |
debt money | I'll pass any debt collection contracts your way. |
debt money | You killed Helviane Desele? Well, that's the way it is sometimes. Some people won't pay their debts. |
debt money | Good work, %PCName. Here's your share. |
debt money | Go get it then. |
debt money | Do you have the 200 septims Desele owes our client? |
debt money | Helviane Desele runs a cornerclub in Suran. She owes Manos Othreleth, one of our clients, 200 septims. Bring this money to me and I'll let you keep half of it. |
debt to pay | I don't want to see that little brat again. |
debt to pay | I heard his father gave you the money to pay his debt. Return when you actually have it. |
debt to pay | It's good that his father is paying off the debt. Makes sense, I suppose. Well, I'll remove the spell. From all I've heard, his father is an honest man, and I've no problem with him. |
debt to pay | Yes, he should. He's an idiot. A harmless idiot, but an idiot nonetheless. |
debt to pay | You want to pay the debt? Fine with me. I'll remove the spell. But I don't want to see the little fool back here again any time soon. |
debt to pay | He still owes me 400 septims. I haven't even charged interest on the debt, because I don't believe the little fool would understand what it meant. You can pay the debt yourself, if you wish. |
debt to pay | He still owes me 400 septims. I haven't even charged interest on the debt, because I don't believe the little fool would understand what it meant. |
debt to pay | 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. |
debt to pay | Cassius did what??? What??? Oh, that foolish boy. Still, he's mine, and I do love him. Here, take this money and repay his debt for me. It amazes me what young people will do sometimes. |
defeat Dagoth Ur | I have given you a copy of my proposed plan. Read it, study it, commit it to memory. |
defeat Dagoth Ur | To destroy Dagoth Ur, you must sever his connection with the Heart of Lorkhan. To do this, strike the Heart with the artifact hammer Sunder once, then strike the Heart more than once with the artifact blade Keening. You must wear Wraithguard, because you cannot handle either Sunder or Keening unless you are wearing Wraithguard. That is the short, simple explanation. Here is the long, detailed explanation, written down for your convenience. Read it, study it, commit it to memory. |
defeat Dagoth Ur | To defeat Dagoth Ur, go to Red Mountain to recover the artifact hammer Sunder from Gate Citadel Vemynal, then recover the artifact blade Keening from Gate Citadel Odrosal. Then proceed with Wraithguard, Sunder, and Keening to the citadel of Dagoth Ur. Within the citadel, find the Heart of Lorkhan. Use the three artifacts to sever Dagoth Ur's connection to the Heart, and he will be destroyed, and the Blight ended on Morrowind. |
deliver the payment | No, no. Rabinna is only part of the payment. Rabinna was made to swallow many bags of wrapped moonsugar. That is the true payment. There is no hope of escape. |
deliver the potion | Wonderful! I'm sure this will work. Thank you for your help, my very good friend. I'll make sure to name our first child after you. How does %PCName Andarys sound? Oh, and take this as a token of our friendship. Soon she'll be mine! |
deliver the potion | Not yet? Well, let me know when you do! |
deliver this slave | Vorar is dead, huh? Well, not my problem, really. Just means my debt is forgiven. |
deliver this slave | You killed my slave! I needed her for business! |
deliver this slave | I heard that the old kitten was dead. I sure hope you took care of things with Vorar Helas. He knows you're responsible. |
deliver this slave | I heard you brought that slave to some abolitionists. That cost me a lot of money, fool. I can't let that go too easily. |
deliver this slave | Heard you took care of that for me. Thanks. |
deliver this slave | Yeah, got to get that Khajiit to Balmora, one way or another. |
deliver this slave | Excellent. You'll find Helas in Balmora, in the east side of town. Just tell him Relam Arinith sent you. Take care with this slave, friend. She's worth more than you can imagine. Rabinna here might not look like much, but it's what's on the inside that counts. Know what I mean? |
deliver this slave | No? Too bad. Just means I'll have to get her there myself. Your loss, friend. |
deliver this slave | Yeah, just a little unfinished business between Vorar Helas and me. I owe him big for a deal we made a while ago. Rabinna here ought to pay for my side of the bargain, and more. There's a lot of money in some of these slaves. You interested in the work? |
delivery for Llaalam Dredil | Ah, he sent you with his delivery, did he? It is good you have brought it to J'Zhirr. Here, take this back to him. He will be expecting it. |
Delte Fyr | Delte Fyr is the efficient one. Organized and orderly. She acts as our steward, manages accounts, maintains supplies, keeps the tower and Corprusarium running. |
Delvam Andarys | I have heard that you claim to be the Incarnate. I do not know the truth of the matter, but for now I will not give you duties. |
Delvam Andarys | You have been expelled from the Temple. |
Delvam Andarys | You brought the Temple's justice to Delvam Andarys. |
Delvam Andarys | You already brought justice to Delvam Andarys? You have done the Temple a great service. I have more urgent duties for you. |
Delvam Andarys | Delvam Andarys is dead. You have done the Temple a great service. When you are ready, I have more urgent duties for you. |
Delvam Andarys | Delvam Andarys is in Mawia, which is southeast of Molag Mar. From here, follow the river to the east as it heads south. It is not far before it opens into a lake. Turn east again and look for an island just south of the coast. Go there, find Delvam Andarys, and make certain that he does not escape the justice of the Temple. |
Delyna Mandas | Yes, my daughter is safe. She's safe. I can think in better categories now. My guards will trouble you no more. Nor the travelers. I await a visitor. My daughter, Delyna, or my old friend, Athyn. I feel I will feel better soon. |
Delyna Mandas | She's... safe. Safe. So safe. I must be there for her. I must. Thank you, %PCName. I will stop now. The attacks on the road. I knew it was wrong. But what could I do? My guards are loyal. Always looking out for me. Tell Athyn to visit. |
Delyna Mandas | No, no, no. Not the pickles. Death's sickles. Tickles. Get out of my head, father. |
Delyna Mandas | My daughter. Where is she? Her locket... is it? Is she? No! Must know! Can't bear to know! |
Delyna Mandas | It is a shame that you had to kill Arethan Mandas, but at least Delyna is now safe. |
Delyna Mandas | It was very kind of you to help Arethan Mandas by rescuing his daughter. Make sure you tell Llerar Mandas that his granddaughter is safe. |
Delyna Mandas | You rescued Delyna Mandas? Good. I hope this will help cure Arethan Mandas of his madness. Make sure you tell Llerar Mandas that his granddaughter is safe. |
Delyna Mandas | Go speak with Llerar Mandas in the Grand Council Chambers in Ebonheart.. He can tell you more. |
Delyna Mandas | I heard that Delyna was dead. I don't know if you did it or if that bastard in Tel Fyr did it. Either way, you'll get no help from me. |
Delyna Mandas | My granddaughter is safe for now, but I fear she will be in trouble again. |
Delyna Mandas | You have rescued my granddaughter, and I am grateful. Please take this helm from all the Mandas family. Know that you have earned an ally in House Redoran. |
Delyna Mandas | She is being held captive in Tel Fyr. I do not want to lose another grandchild to the Telvanni. Please bring her back to me. |
Delyna Mandas | So you managed to set her free? Why tell me about it? |
Delyna Mandas | So you found her? I will not interfere with your escape, but if she returns to my tower, I will not be held responsible. |
Delyna Mandas | Delyna Mandas? I do not recall her name. Many people try to steal from my tower or spy on me or enter the Corprusarium. I cannot be expected to keep track of them all. If you want to look for her, go right ahead. |
Delyna Mandas | You will need to speak with Divayth Fyr about her. |
Delyna Mandas | You will need to speak with Divayth Fyr about her. |
destination | My ship, the 'Frost-Ghost,' can carry you from Vivec to Ebonheart, Hla Oad, Molag Mar, and Tel Branora. |
destination | My ship, 'Spring,' can carry you from Tel Branora to Vivec, Ebonheart, Molag Mar, and Sadrith Mora. |
destination | My ship, the 'Omenwedur,' can carry you from Khuul to Gnaar Mok and Dagon Fel. |
destination | My ship, the 'Wild Rover,' can carry you from Dagon Fel to Sadrith Mora, Tel Mora, and Khuul. |
destination | My ship, 'Chun-Ook,' can carry you from the docks here in Ebonheart to Hla Oad, Sadrith Mora, Tel Branora, and the Foreign Quarter of Vivec. |
destination | My ship 'Priggage ' can take you from Gnaar Mok to Hla Oad, and Khuul. |
destination | From Hla Oad I can take you to Ebonheart, Gnaar Mok, or the Foreign Quarter of Vivec on my ship 'Harpy.' |
destination | My ship, the 'Whistler,' can carry you from Molag Mar to Ebonheart, Hla Oad, the Foreign Quarter of Vivec, or Tel Branora. |
destination | My ship 'Elf-Skerring' can carry you from Sadrith Mora to Ebonheart, Tel Branora, Tel Mora, or Dagon Fel. |
destination | My ship, 'Pole Star ,' can take you from the docks here at Tel Mora to the docks at Sadrith Mora, Dagon Fel, Tel Aruhn, and Tel Vos. |
destination | My ship, 'Saucy,' can take you from the docks here at Tel Aruhn to the docks at Dagon Fel, Vos, and Tel Mora. |
destination | My ship, 'Falvilo's Endeavor,' can take you from the docks here at Vos to the docks at Sadrith Mora, Tel Aruhn, and Tel Mora. |
destination | I can teleport you instantly from our Mages Guild here in Ald'ruhn to the Vivec Mages Guild, or the Balmora Mages Guild, or the Caldera Mages Guild, or the Sadrith Mora Mages Guild. |
destination | I can teleport you instantly from our Mages Guild here in Balmora to the Vivec Mages Guild, or the Ald'ruhn Mages Guild, or the Caldera Mages Guild, or the Sadrith Mora Mages Guild. |
destination | I can teleport you instantly from our Mages Guild here in Caldera to the Vivec Mages Guild, or the Ald'ruhn Mages Guild, or the Balmora Mages Guild, or the Sadrith Mora Mages Guild. |
destination | I can transport you instantaneously to the Mages Guild at Vivec, Caldera, Ald'ruhn, or Balmora. |
destination | I can teleport you from the Vivec Mages Guild to the Ald'ruhn Mages Guild, the Balmora Mages Guild, the Caldera Mages Guild, or the Sadrith Mora Mages Guild. |
destination | I can carry you by silt strider from Suran to Vivec, Molag Mar, Balmora, and Seyda Neen. |
destination | I can take you by silt strider from Seyda Neen to Balmora, Vivec, Gnisis, and Suran. |
destination | I can take you by silt strider from Molag Mar to Vivec and to the village of Suran in the Ascadian Isles. |
destination | This silt strider can carry you from Maar Gan to Ald'ruhn, Gnisis, and Khuul. |
destination | From here in Gnisis you can travel by silt strider to Ald'ruhn, Maar Gan, and Khuul. |
destination | I can get you from Balmora to Ald'ruhn, Suran, Vivec, or Seyda Neen by silt strider. |
destination | My silt strider can carry you from Ald'ruhn to Balmora, Gnisis, Khuul, or Maar Gan. |
destination | This silt strider can carry you from Khuul to Ald'ruhn, Maar Gan, and Gnisis. |
destination | This silt strider can carry you from Vivec to Suran, Seyda Neen, Balmora, and Molag Mar. |
destination | I can carry you by gondola to the Foreign Quarter in the north, to the Temple district to the south, to Hlaalu Compound to the west, or to Telvanni Compound to the east. |
destination | I can carry you by gondola to the Arena in the center of Vivec, or to Hlaalu Compound to the west, or to Telvanni Compound to the east. |
destination | I can carry you by gondola to the Arena in the center of Vivec, or to the Foreign Quarter in the north, or to the Temple district to the south. |
destination | I can carry you by gondola to the Arena in the center of Vivec, or to the Foreign Quarter in the north, or to the Temple district to the south. |
destination | I can carry you by gondola to the Arena in the center of Vivec, or to Hlaalu Compound to the west, or to Telvanni Compound to the east. |
destruction | The destruction discipline is the mastery of the spell effects of the College of Destruction. The destruction spells harm living and undead creatures, and mages specializing in destruction are usually war wizards. |
destruction spells | There are many common variants of destruction spells, not to mention the countless custom versions created by ambitious spellcasters. There are so many different destruction spells that it helps to divide them into five different classes of effects: elemental damage, attribute-draining, attribute-damaging, vulnerability, and disintegration. |
destruction spells | There are many common variants of destruction spells, not to mention the countless custom versions created by ambitious spellcasters. There are so many different destruction spells that it helps to divide them into five different classes of effects: elemental damage, attribute-draining, attribute-damaging, vulnerability, and disintegration. |
destruction spells | There are many common variants of destruction spells, not to mention the countless custom versions created by ambitious spellcasters. There are so many different destruction spells that it helps to divide them into five different classes of effects: elemental damage, attribute-draining, attribute-damaging, vulnerability, and disintegration. |
destruction spells | There are many common variants of destruction spells, not to mention the countless custom versions created by ambitious spellcasters. There are so many different destruction spells that it helps to divide them into five different classes of effects: elemental damage, attribute-draining, attribute-damaging, vulnerability, and disintegration. |
destruction spells | There are many common variants of destruction spells, not to mention the countless custom versions created by ambitious spellcasters. There are so many different destruction spells that it helps to divide them into five different classes of effects: elemental damage, attribute-draining, attribute-damaging, vulnerability, and disintegration. |
destruction spells | There are many common variants of destruction spells, not to mention the countless custom versions created by ambitious spellcasters. There are so many different destruction spells that it helps to divide them into five different classes of effects: elemental damage, attribute-draining, attribute-damaging, vulnerability, and disintegration. |
destruction spells | There are many common variants of destruction spells, not to mention the countless custom versions created by ambitious spellcasters. There are so many different destruction spells that it helps to divide them into five different classes of effects: elemental damage, attribute-draining, attribute-damaging, vulnerability, and disintegration. |
Detect Creatures Potion | Are you still a member of the guild? Once Trebonius gives the authorization, we can discuss guild matters again. |
Detect Creatures Potion | Were you expelled? Or did you clear that up already? You ought to make amends with Guildmaster Trebonius just to be sure. |
Detect Creatures Potion | You have been expelled, %PCName. If you want to make amends, you should speak with Guildmaster Trebonius. |
Detect Creatures Potion | I appreciated the potion, %PCName. It will prove very useful. |
Detect Creatures Potion | What's that? Skink-in-Tree's-Shade is dead? This is just terrible news. I don't think I'll have any more duties for you if Skink is dead. |
Detect Creatures Potion | Excellent. Why don't I give you a potion more useful to a %PCRank in the field? |
Detect Creatures Potion | Oh? Where is the potion? Do you have it with you? |
Detect Creatures Potion | Unlike a proper %PCRank, you do not keep your word. I certainly am not going to give you any more duties until you deliver a Detect Creatures potion to me. |
Detect Creatures Potion | Unlike a proper %PCRank, you do not keep your word. I certainly am not going to give you any more duties until you deliver a Detect Creatures potion to me. |
Detect Creatures Potion | Ah, at last, you've brought me a Detect Creatures potion. Will you give the potion to me now? |
Detect Creatures Potion | Just go talk to Skink-in-Tree's-Shade in Sadrith Mora and bring back the Detect Creatures potion. |
Detect Creatures Potion | It's simply taking Skink-in-Tree's-Shade forever to finish it. Go to Wolverine Hall in Sadrith Mora and bring the potion back to me as soon as Skink is finished. |
Detect Creatures Potion | I heard Edwinna finally got her potion. |
Detect Creatures Potion | I have given you the potion, %PCName. Return it to Edwinna in Ald'ruhn. |
Detect Creatures Potion | Yes, of course, friend. Take this potion back to Edwinna, along with my apologies. Speak with me again next time you are here. I may have some duties for you, %PCRank. |
Detect Creatures Potion | Yes, of course, soft-skin. Take this potion back to Edwinna, along with my apologies. Speak with me again next time you are here. I may have some duties for you, %PCRank. |
detect potions | Detect potions provide magical means of perceiving certain classes of things in space. Detect potions include: detect key, detect creatures, and detect enchantment. |
detect potions | Detect potions provide magical means of perceiving certain classes of things in space. Detect potions include: detect key, detect creatures, and detect enchantment. |
detect potions | Detect potions provide magical means of perceiving certain classes of things in space. Detect potions include: detect key, detect creatures, and detect enchantment. |
detect potions | Detect potions provide magical means of perceiving certain classes of things in space. Detect potions include: detect key, detect creatures, and detect enchantment. |
diamond | Habasi hears you broke our agreement. Habasi does not want to speak with you now. |
diamond | Habasi has a diamond. Habasi's friend has a diamond. |
diamond | Yes, a diamond. Habasi will take care of everything. Habasi cannot pay you until Habasi's friend pays Habasi... But Habasi has this potion to give you. |
diamond | Habasi is concerned. What if Habasi's friend is restless? Then what happens to Habasi? |
diamond | You have a diamond for Habasi? |
diamond | A friend wants a diamond from Habasi. Nalcarya of White Haven had diamonds last time Habasi sniffed out her store. Bring Habasi a diamond. |
diamond | The diamond is a rare, transparent, extremely hard gemstone of great value. |
diamond | The diamond is a rare, transparent, extremely hard gemstone of great value. |
Dibella | Dibella, the Goddess of Beauty, is the most popular god of the Nine Divines. In Cyrodiil, she has nearly a dozen different cults, some devoted to women, some to artists and aesthetics, and others to erotic instruction. |
Dibella | Dibella, the Goddess of Beauty, is the most popular god of the Nine Divines. In Cyrodiil, she has nearly a dozen different cults, some devoted to women, some to artists and aesthetics, and others to erotic instruction. |
Dibella | Dibella, the Goddess of Beauty, is the most popular god of the Nine Divines. In Cyrodiil, she has nearly a dozen different cults, some devoted to women, some to artists and aesthetics, and others to erotic instruction. |
Dibella | Dibella, the Goddess of Beauty, is the most popular god of the Nine Divines. In Cyrodiil, she has nearly a dozen different cults, some devoted to women, some to artists and aesthetics, and others to erotic instruction. |
Dibella | Dibella, the Goddess of Beauty, is the most popular god of the Nine Divines. In Cyrodiil, she has nearly a dozen different cults, some devoted to women, some to artists and aesthetics, and others to erotic instruction. |
Dibella | Dibella, the Goddess of Beauty, is the most popular god of the Nine Divines. In Cyrodiil, she has nearly a dozen different cults, some devoted to women, some to artists and aesthetics, and others to erotic instruction. |
die like a warrior | Excellent! Perhaps now I will be granted a warrior's death. And if I am not, know that you will be. |
die like a warrior | You disappoint me. Perhaps one day you will come relieve me of my burden. Until then, I will search for the one who will. |
die like a warrior | I don't believe it is too much to ask to die as a warrior should -- in battle. It is my curse, though, that I have found no one that can best me in combat. Are you the one that can? Can you come and lift me from these shackles of life? Come then, be the new wielder of Umbra! |
Disappearance of the Dwarves | As the Dwemer left no corpses or traces of conflict behind, I believe that generations of ritualistic 'anti-creations' resulted in their immediate, but foreseen removal from the Mundus. They retreated behind math, behind color, behind the active principle itself. That the Dwemer vanished during a conflict with Nerevar and the Tribunal is merely coincidence. |
Disappearance of the Dwarves | As the Dwemer left no corpses or traces of conflict behind, I believe that generations of ritualistic 'anti-creations' resulted in their immediate, but foreseen removal from the Mundus. They retreated behind math, behind color, behind the active principle itself. That the Dwemer vanished during a conflict with Nerevar and the Tribunal is merely coincidence. |
Disappearance of the Dwarves | It was unfashionable among the Dwemer to view their spirits as synthetic constructs three, four, or forty creational gradients below the divine. During the Dawn Era they researched the death of the Earth Bones, what we call now the laws of nature, dissecting the process of the sacred willing itself into the profane. I believe their mechanists and tonal architects discovered systematic regression techniques to perform the reverse -- that is, to create the sacred from the deaths of the profane. |
Disappearance of the Dwarves | It is said that the Dwemer refused to discuss research with those who demonstrated neither interest nor competence in the subject. |
Disappearance of the Dwarves | Yes, this is one of the three questions I want you to ask Baladas Demnevanni. |
Disappearance of the Dwarves | Hmm.... I cannot say what happened. I was not there to observe. I was in an Outer Realm at the time, and when I came back, my people were gone. I left Red Mountain, wandering Tamriel for years, searching our deserted colonies, looking for a survivor or an explanation. Then, a long, long time ago, I returned to Red Mountain, still looking for answers. Instead, I found corprus disease, and I have been here ever since. I have theories, if you are interested. |
Disappearance of the Dwarves | The disappearance of the Dwarves predates Imperial written records; Dunmer oral accounts record that the Dwemer were utterly destroyed by the gods for profane practices and impiety. Dwarven ruins are scattered across Tamriel, and weapons, armor, housewares, coins, and other items of Dwemer design are often found, but the circumstances surrounding the disappearance of the Dwarves remains one of Tamriel's greatest mysteries. |
Disappearance of the Dwarves | Why, no, %PCRank. You've been expelled, and I really can't trust your scholarship right now. |
Disappearance of the Dwarves | Well, I'm glad that the mystery is solved at last. Next time the Arch-Mage of Almalexia visits, I'll really have something to brag about. |
Disappearance of the Dwarves | Oh? Let me see these books, %PCRank. Oh, yes, of course. This "Egg of Time" is quite obvious... in its... um... descriptions... of the things... that happened. Yes, of course. It is all quite clear to me. I would prefer that you wrote a report that... um... simplified your findings, but I trust that you have indeed solved the mystery. |
Disappearance of the Dwarves | It's a simple task, surely. Just go to some ruins and... erm... and find out what happened to them. Maybe some people here in the Mages Guild can give you some clues. |
discerning eye | My starkest madness seeming is divinest sense. Come! Grasp the chain, and prove you're sane! |
discuss | Now that you are a Clanfriend, can I beg you to assist me with a matter of personal vengeance? |
discuss | I congratulate you on gaining Zabamund's help. Now, was there something you wanted to buy? |
discuss | So. You want to speak with Sul-Matuul and Nibani Maesa. I doubt that is possible. You are an outlander, and have no permission to speak with them. You cannot risk offending them. I suggest you speak with the gulakhan Zabamund. His yurt is just across from mine. With a recommendation from a sub-chief like Zabamund, Sul-Matuul might be more willing to speak with you. |
discuss | I am amazed. What an interesting story. Thank you for sharing it. Now, then.... Did you want to buy anything? |
disease | I have Droops. I can barely move and I have no strength. |
disease | Yes. I have Ash-Chancre. Look at my face! My hands! That is why the others stay away from me. You'd better stay away, too, if you know what's good for you. |
disease | In Morrowind you worry about three kinds of disease -- common disease, blight disease, and corprus disease. Common disease isn't so bad. You can get cured at shrines or temples easily -- but you need to get cured, or people don't want to talk with you. Blight disease is more serious, and potions and cures are harder come by. Corprus disease can't be cured. And some say vampirism is a disease. But the only cure for a vampire is destroying it. Policy on vampires is 'kill on sight.' Or 'run on sight.' |
disease | In Morrowind you worry about three kinds of disease -- common disease, blight disease, and corprus disease. Common disease isn't so bad. You can get cured at shrines or temples easily -- but you need to get cured, or people don't want to talk with you. Blight disease is more serious, and potions and cures are harder come by. Corprus disease can't be cured. And some say vampirism is a disease. But the only cure for a vampire is destroying it. Policy on vampires is 'kill on sight.' Or 'run on sight.' |
disease | In Morrowind you worry about three kinds of disease -- common disease, blight disease, and corprus disease. Common disease isn't so bad. You can get cured at shrines or temples easily -- but you need to get cured, or people don't want to talk with you. Blight disease is more serious, and potions and cures are harder come by. Corprus disease can't be cured. And some say vampirism is a disease. But the only cure for a vampire is destroying it. Policy on vampires is 'kill on sight.' Or 'run on sight.' |
disease | In Morrowind you worry about three kinds of disease -- common disease, blight disease, and corprus disease. Common disease isn't so bad. You can get cured at shrines or temples easily -- but you need to get cured, or people don't want to talk with you. Blight disease is more serious, and potions and cures are harder come by. Corprus disease can't be cured. And some say vampirism is a disease. But the only cure for a vampire is destroying it. Policy on vampires is 'kill on sight.' Or 'run on sight.' |
disease | In Morrowind you worry about three kinds of disease -- common disease, blight disease, and corprus disease. Common disease isn't so bad. You can get cured at shrines or temples easily -- but you need to get cured, or people don't want to talk with you. Blight disease is more serious, and potions and cures are harder come by. Corprus disease can't be cured. And some say vampirism is a disease. But the only cure for a vampire is destroying it. Policy on vampires is 'kill on sight.' Or 'run on sight.' |
diseased creatures | The following creatures are susceptible to common diseases: scrib; kwama worker, cliff racer, alit, shalk, kagouti, and rat. Since disease is contracted by contact, after an encounter with these creatures, make sure you haven't gotten a disease. |
diseased creatures | The following creatures are susceptible to common diseases: scrib; kwama worker, cliff racer, alit, shalk, kagouti, and rat. Since disease is contracted by contact, after an encounter with these creatures, make sure you haven't gotten a disease. |
disintegration | There are only two common disintegration spells: weapon eater and armor eater. Each causes the affected item to become worn and less effective. Neither can actually cause an item to cease to exist, but each can reduce its target's effectiveness so much that it becomes completely useless until repaired. |
disintegration | There are only two common disintegration spells: weapon eater and armor eater. Each causes the affected item to become worn and less effective. Neither can actually cause an item to cease to exist, but each can reduce its target's effectiveness so much that it becomes completely useless until repaired. |
disintegration | There are only two common disintegration spells: weapon eater and armor eater. Each causes the affected item to become worn and less effective. Neither can actually cause an item to cease to exist, but each can reduce its target's effectiveness so much that it becomes completely useless until repaired. |
disintegration | There are only two common disintegration spells: weapon eater and armor eater. Each causes the affected item to become worn and less effective. Neither can actually cause an item to cease to exist, but each can reduce its target's effectiveness so much that it becomes completely useless until repaired. |
disintegration | There are only two common disintegration spells: weapon eater and armor eater. Each causes the affected item to become worn and less effective. Neither can actually cause an item to cease to exist, but each can reduce its target's effectiveness so much that it becomes completely useless until repaired. |
disintegration | There are only two common disintegration spells: weapon eater and armor eater. Each causes the affected item to become worn and less effective. Neither can actually cause an item to cease to exist, but each can reduce its target's effectiveness so much that it becomes completely useless until repaired. |
disintegration | There are only two common disintegration spells: weapon eater and armor eater. Each causes the affected item to become worn and less effective. Neither can actually cause an item to cease to exist, but each can reduce its target's effectiveness so much that it becomes completely useless until repaired. |
Dissapla Mine | Teres is dead?! Double damn.... Leave me. Now. |
Dissapla Mine | Now that I'm safe, Novor Drethan can take care of any other Nix Hounds. |
Dissapla Mine | You're still here? |
Dissapla Mine | These Nix Hounds think the mine is theirs. Let's travel together back to Novor Drethan so he knows I'm safe. |
Dissapla Mine | Thanks for finding Teres Arothan. You are quite the hero. |
Dissapla Mine | Thank you for rescuing Teres Arothan. I don't have anything to offer you except this raw glass, of course. |
Dissapla Mine | I am not impressed by your selfish attitude. I had enough of that with the Telvanni. |
Dissapla Mine | I hope Teres Arothan is safe. If you find him, bring him back here. Once everyone is accounted for, I have a few spells that should dispense with the rest of the nix hounds quickly and safely. |
Dissapla Mine | A pack of nix hounds was attacking my miners. We thought one of the miners was lost at first, but she turned up safe. Our healer, Teres Arothan went down to look for her and hasn't come back. Would you go down into the mines and bring back Teres Arothan if he still lives? I would go myself, but I should stay here to protect the miners if the nix hounds come back this way. |
Dissapla Mine | A pack of nix-hounds was attacking my miners. We thought one of the miners was lost at first, but she turned up safe. Our healer, Teres Arothan went down to look for her and hasn't come back. Would you go down into the mines and bring back Teres Arothan if he still lives? |
Dissapla Mine | You've been expelled from the Fighters Guild. Until you make amends, I can't talk to you about this contract. |
Dissapla Mine | I'll let you know if I hear of any more problems from the mines. |
Dissapla Mine | I understand that Novor Drethan has been killed. Damn! You need to be more careful in your work. You're becoming quite a disappointment. |
Dissapla Mine | Novor Drethan tells me you allowed his healer to get killed, %PCRank. Damn! You need to be more careful in your work. |
Dissapla Mine | I was going to have you speak to Novor Drethan, but I know now that he's dead. Damn! I worry about your future, %PCRank. |
Dissapla Mine | I was going to have you speak to Novor Drethan, but he tells me you were around when his healer got killed. Damn! You need to be more careful in your work. |
Dissapla Mine | Sounds like everything went well, %PCName. Here's your share of the contract. |
Dissapla Mine | Our client is Novor Drethan, the owner of the mine. Meet him inside the Dissapla Mine, northeast of the Dunmer stronghold Falensarano, which is on the mainland west of Tel Aruhn. Do whatever Novor says needs doing. He said something about Nix Hounds getting loose and attacking the miners. |
Dissident Priests | I believe our differences with most of the Temple's hierarchy can be resolved, now that the persecution of Dissident priests is ended. Certainly the most difficult conflict -- the denial of the Nerevarine prophecies -- is no longer an issue, now that you have been accepted as Hortator and Nerevarine. |
Dissident Priests | A significant part of the Temple hierarchy might be more inclined to accept and tolerate differences of opinion in dogma. But other parts of the Temple, in particular, the Ordinators under Berel Sala, claim that the threat from Red Mountain and Dagoth Ur can only be resisted with a unified, resolute faith. The people are afraid, so they support the hard line. But if we can show ourselves able to confront Dagoth Ur more effectively than the Ordinators, the Temple and the people will support us. |
Dissident Priests | Now that Lord Vivec has proclaimed an end to the persecution of the Dissident priests, perhaps we can hope for reconciliation with the Temple. |
Dissident Priests | We are fiercely loyal to the Temple's ancient traditions. But we are troubled that the ultimate source of the Tribunal's divinity might be the same as the source of Dagoth Ur's evil power. Dagoth Ur's power seems to wax as the Tribunal's power wanes. Read 'The Progress of Truth' and other documents of the Apographa in our library, and you'll see why we are uneasy. |
Dissident Priests | Thanks to you, Vivec has proclaimed an end to the persecution of the Dissident priests. Now we must be patient. It will take time to resolve our conflicts with the Temple hierarchy. Change can only come with mutual trust, and with a renewal of our common purpose. |
Dissident Priests | The Dissident priests dispute Temple doctrine, and are outlawed and persecuted by the Temple. Ordinators arrest and imprison heretics, and the Empire cannot interfere. 'Progress of Truth' lists their beliefs. In brief, they challenge the purity and divinity of the Tribunal, suggesting their powers are sorcerous, not divine, and perhaps akin to the powers of Dagoth Ur. They also condemn the arbitrary power of the Ordinators, and accuse the Temple hierarchy of self-interest and corruption. |
Dissident Priests | Did you hear they stuck that Dissident Priests guy Malur Omayn in the Ministry of Truth? I guess the Temple Priests and Ordinators figure they can straighten him out in there. I'll bet they can. |
Dissident Priests | I know there's been a lot of talk about it for a long time, but now the Temple Priests and Ordinators are really going after heretics, especially Dissident Priests. |
disturbing dreams | The Devil's evil dreams are gone, %PCName. Dagoth Ur is dead. I would like to rejoice. But I feel uneasy. I cannot forget that Lord Nerevar once thought Dagoth Ur dead, long, long ago. He was mistaken. |
disturbing dreams | This is a strange dream, indeed. The Sharmat Dagoth Ur speaks to you, in the voice of prophecy. He curses the three betrayers, the three false gods, Vivec, Almalexia, Sotha Sil. He calls you to drive the outlanders from Morrowind. This is a very strong dream, very cunning, a dream to stir hearts. This is a very good lie. He called you Nerevar. And the dream of the Nerevarine is very strong, and very dangerous, for you, and for all my people. |
disturbing dreams | These dreams are the tricks of Dagoth Ur. He speaks to you, but you must resist. He bends his power to compel you, but you must resist. You are in danger, but your heart is wise. Heed your heart. Do not hear the voice of the Sharmat, for it will drive you mad. |
disturbing dreams | These dreams are evil sendings from the Sharmat Dagoth Ur. He promises you shall live forever, that you shall gain the power of life and death. But he is the Father of Lies, and thinks to trick you with his gifts. Do not listen. Do not go to him. |
disturbing dreams | These dreams are the black lies of the Sharmat Dagoth Ur. Dagoth Ur himself is mad. He is dead, but he dreams he lives. He hears laughter and love, but he makes monsters and ghouls. He woos as a lover, but he reeks with fear and disgust. Do not listen. Do not go to him. |
disturbing dreams | The Devil's evil dreams are gone, %PCName. Dagoth Ur is dead. Now my people can dream in peace. |
disturbing dreams | The Devil's evil dreams are gone, %PCName. Dagoth Ur is dead. Now my people can dream in peace. |
disturbing dreams | These dreams are the sendings of the Sharmat Dagoth Ur. They are evil sendings, black lies. Do not listen to these dreams, or they will drive you mad. |
disturbing dreams | These dreams are the sendings of the Sharmat Dagoth Ur. They are evil sendings, black lies. Do not listen to these dreams, or they will drive you mad. |
disturbing dreams | Am I an old woman, that you should tell me these things? No. Speak to a wise woman. |
disturbing dreams | Speak to a wise woman. They know the lore of dreams. |
disturbing dreams | The gods and spirits speak to us in dreams. That is what my people believe. And when a mad god speaks, we must expect to hear madness. Dagoth Ur is dead. I hope we will no longer be troubled by his dreams. But I wonder, too, what the ghost of a god would be. And can a dead god dream? |
disturbing dreams | That is most peculiar. Perhaps you know that Ashlanders believe that prophecies may sometimes come in the form of verses or songs -- or perhaps that only such prophecies linger in the mind and spirit where they may be retrieved and examined. But this dream of verse... it is most disturbing. |
disturbing dreams | Perhaps it means nothing. It is peculiar, the tall figure in the golden mask. It puts me in mind of the golden helm of the Ordinator, but that does not seem to fit the... spirit of the dream. My people take careful account of dreams, but only a wise woman can tease from them their meanings. |
disturbing dreams | The mad dreams of Dagoth Ur are gone, now that you have killed him. But the secrets of prophecies appear to be raveled up in dreams. Perhaps at Holamayan we should record and study dreams. We have so much to learn. |
disturbing dreams | That means nothing to me. Perhaps you wouldn't know, but the Temple regards disturbing dreams as a sign of soul sickness -- a sign that the mind is deranged by impure impulses and dangerous feelings. The Ashlanders have many superstitions about dreams, but they have superstitions about everything. |
disturbing dreams | Now that Dagoth Ur is gone, there must be an end to his dark dream sendings. |
disturbing dreams | I'm sorry. I don't know why you'd tell me this. In the old country, they set great store by dreams and omens. But I am an educated creature. Dreams mean nothing. They are just... fancies. Imagination. |
disturbing dreams | You're worrying me, %PCName. You're not going loopy on me, are you? A word of advice. In Morrowind, if you have disturbing dreams, the Temple says you are crazy. And they want to lock you up. And if you have disturbing dreams, and think they MEAN something, then the Temple thinks you're a prophet or witch. And they want to lock you up. So take my advice, and keep a lid on it. |
Divayth Fyr | As you know, he's probably the oldest and most powerful wizard alive. Not counting liches, or divine sorcerers like Vivec, of course. And there may be some older in the West, on Summerset Isles, perhaps. And I don't think there's a kinder, more generous wizard alive. Not that there's much competition in the kind-and-generous-wizard department, I'll grant you. |
Divayth Fyr | Lord Fyr is in his study. I'm sure he won't mind being disturbed. We get few visitors here. You CAN levitate, can't you? The study is on an upper level, accessible only by the central flywell. I'm afraid we aren't set up to accommodate barbarians or peasants. Understand? Go up the ramps to the Hall of Fyr, then walk around, looking up, until you see a shaft above you. Then levitate. Up the shaft. Then look for Lord Fyr in his study. |
Divayth Fyr | He's up above in his study. I hope you can fly. You can't get up there unless you can fly. Or have potions. Sorry. |
Divayth Fyr | He's in his study. He's busy. He's always busy. |
Divayth Fyr | Divayth Fyr is one of the oldest mortals on Tamriel. He could be the Telvanni Archmagister, but he doesn't care about that stuff. He just wants to collect Dwemer artifacts and Daedric artifacts and corprus victims. He welcomes thieves and adventurers, says they can have anything they can get away with. He must have a right rich booty in there, considering the ones that go in and don't come out. |
Divayth Fyr | He lives in Tel Fyr. He is one of the oldest and most respected wizards in House Telvanni, though he shows an unfortunate lack of interest in politics. To get to Tel Fyr, you'll have to swim or fly southwest from Sadrith Mora. It's a long trip. Perhaps I should mark Tel Fyr on your map. |
Divine Intervention | Woe is me. I prayed for aid, and received a cruel rebuff. It is enough to make one wonder about the gods. Perhaps they are evil and cruel, or careless and indifferent to the fate of poor mortals. Go, then. Leave me to suffer -- no doubt, as the gods intend. |
Divine Intervention | Bless you, and all your endeavors. Farewell, and good fortune. But before I go, please -- let me at least give you a gift. All I have is this lucky change of clothes I've carried with me on my travels. I never wear them -- I just keep them as a good luck charm. Perhaps you can wear them in remembrance of me, and in token of your generosity to a stranger. |
Divine Intervention | At last! You have found a Divine Intervention scroll? Give me that scroll, and I'm free. |
Divine Intervention | You haven't GOT a Divine Intervention scroll? But... I thought you were a servant of the Imperial cult? Surely the prudent and pious champion of the faith will carry Divine Interventions scrolls, both for personal use and for the aid of the less fortunate. Alas. I think you should go get a Divine Interventions scroll and bring it back to me so I can be rescued. |
Divine Intervention | Woe is me. I prayed for aid, and received a cruel rebuff. It is enough to make one wonder about the gods. Perhaps they are evil and cruel, or careless and indifferent to the fate of poor mortals. Go, then. Leave me to suffer -- no doubt, as the gods intend. |
Divine Intervention | Bless you, and all your endeavors. Farewell, and good fortune. But before I go, please -- let me at least give you a gift. All I have is this lucky change of clothes I've carried with me on my travels. I never wear them -- I just keep them as a good luck charm. Perhaps you can wear them in remembrance of me, and in token of your generosity to a stranger. |
Divine Intervention | Mara be praised! And you, too, for your forethought and compassion. Since you came prepared -- not just for yourself, but for other poor victims -- a scroll of Divine Intervention can carry me from this terrible captivity to the safety of an Imperial cult shrine. Please, give me that scroll. I don't want to be here a moment longer. |
Divine Intervention | Just my luck. In answer to my prayers, the Nine send me a tight-wad hero. The gods have a funny sense of humor. |
Divine Intervention | Thank you, friend. And goodbye. But before I go, let me give you a gift. They took everything, but I managed to keep these gloves hidden. I've always been fond of them, and their maker. Wear them in good health, and in remembrance of me. |
Divine Intervention | So. You found a Divine Intervention scroll? Give me that scroll, and I'm free. |
Divine Intervention | You haven't GOT a Divine Intervention scroll? My bad luck, to ALMOST be rescued. I had some Divine Interventions scrolls when I was captured, but they took all my possessions. Maybe you can find a Divine Intervention scroll around here somewhere. |
Divine Intervention | Just my luck. In answer to my prayers, the Nine send me a tight-wad hero. The gods have a funny sense of humor. |
Divine Intervention | Thank you, friend. And goodbye. But before I go, let me give you a gift. They took everything, but I managed to keep these gloves hidden. I've always been fond of them, and their maker. Wear them in good health, and in remembrance of me. |
Divine Intervention | Lucky for me you came prepared -- not just for yourself, but for others. Don't worry about my stuff -- it wasn't worth anything. I just want out of here. Give me that scroll, and I'm free. |
Divine Intervention scrolls | Of course, normally I only use Almsivi Intervention scrolls. But for my escape from the Ministry of Truth, a Divine Intervention scroll was just what I needed. |
Divine Intervention scrolls | I have the scroll. I'll meet you at Holamayan. Goodbye, and good luck. |
Divine Intervention scrolls | When you get out of here, look for a woman named Blatta Hateria on the East Docks of Ebonheart. Tell her I sent you, and that you want to 'go fishing.' She'll bring you to Holamayan by boat. I'll meet you there, and we'll get the lost prophecies from Gilvas Barelo, the leader of the Dissident priests. And magic conceals the Holamayan entrance -- speak to Vevrana Aryon, a monk at the dock at Holamayan, about the hidden entrance. |
Divine Intervention scrolls | I'll need one Divine Intervention scroll myself for my escape plan. Getting out will be a lot faster and safer for you if you have one, but if you haven't got one for yourself, maybe you can find some other way out. Now, listen. Here's my plan. Give me a Divine Intervention scroll. I'll meet you at the secret Dissident priests monastery at Holamayan. For safety, we'll travel separately.... |
Divine Intervention scrolls | I left a note for you that told you I needed Divine Intervention scrolls. I need at least one for my escape plan. If you haven't got one, you'll have to go get me one. |
Divine Metaphysics | You have this book translated? What does it say? What? I'm not sure I quite understand... something about making a new god? No, this is useless to my research. Now if I had the plans for how to make a steam centurion, that would be of much more practical use. |
Divine Metaphysics | I cannot make sense of this. Even when I try using this "Hanging Gardens" you've found as a translation key, the words simply do not make any sense. I am certain the author did not know any magic himself. Yes, these are probably just the ramblings of some Dwarven lunatic. |
Divine Metaphysics | Hm. I do not know what to tell you about that book. I can make sense of Dwemer plans, but I cannot read their language. You might want to ask Hasphat Antabolis in Balmora. |
Divine Metaphysics | That is very interesting. I am glad you found a way to translate this book, but what does it mean? Someday you should take these books to Cyrodiil and speak with the scholars there. |
Divine Metaphysics | With the "Hanging Gardens" book as a key, I can make out some of what "Divine Metaphysics" is saying. It seems to suggest that new gods may be created through some kind of sorcery. I do not know much of magic. Perhaps you should speak with someone who is both a wizard and a scholar. |
Divine Metaphysics | I cannot read the Dwemer language, nor do I know anyone alive who can. Dwemer scholars have long been looking for a translation key. It is said that some of the oldest Telvanni have somehow learned the Dwemer language, but these may only be rumors. |
Divine Metaphysics | This is an explanation of how the Dwemer tried to make a new god, Anumidium, using Kagrenac's tools and the sacred tones on Lorkhan's Heart. It has several interesting theories about how to bend the Ehlnofey or "Earth Bones," but I am not entirely sure I understand it myself. Perhaps after another century of study I could have a better answer for you. |
Divine Metaphysics | Yes, I can now translate these books. This first one is Bthuand Mzahnch's refutation of a popular theory from Nerevar's time. A few tones of Dwemer believed that using the power Lorkhan's Heart was an unjustifiable risk. "The Egg of Time" contains Bthuand's arguments against this idea, many of which are quite compelling. The next book, "Divine Metaphysics," is an explanation of how the Dwemer tried to make a new god, Anumidium, using Kagrenac's tools and the sacred tones on Lorkhan's heart. |
Divine Metaphysics | Yes, with the help of "Hanging Gardens" I can read some of this book. It is the essence of Kagrenac's theories on how one might create a new god through the "obedience" of the Ehlnofey and using the sacred tones on the Heart of Lorkhan. Whatever its value to scholars, his theories did not appear to work quite as he intended. |
Divine Metaphysics | Unfortunately, I cannot read the Dwemer language without some kind of translation key. |
Divine Metaphysics | This book is just an explanation of some of Kagrenac's theories. I could spend hours explaining them to you, but Kagrenac is dead, and I believe his theories must die with him. |
do me a favor | Thanks for delivering that shipment, friend. I won't forget your help. |
do me a favor | I heard you killed my contact. I can't allow that to happen. |
do me a favor | As I've told you I need to get that stuff to Yak gro-Skandar in Ald-ruhn. |
do me a favor | You will? Excellent. And may, uh, Zenithar's divine provincial light shine on all of your...um...merchantly activities. Good luck! Just tell gro-Skandar that you have Lucan's shipment. He'll know what to do. |
do me a favor | No? Damn. I really could have used the help. |
do me a favor | Here's the deal: I've got to get these weapons to Yak gro-Skandar in Ald'ruhn as quickly as possible. He was supposed to meet me here, but hasn't shown up yet. I suppose I must have missed him. If you're willing to deliver these to him at the Rat in the Pot, I'd be grateful, and I figure I could throw 100 septims your way. Of course, I'd ask you to swear an oath to Zenithar...may He grace us with lots of loot, that you'd deliver my goods, or, um, face his heavenly wrath. |
do you for | Hope you find the book useful. I did. |
do you for | Well, now. With this fine Strength potion you brung me, won't take no time at all to grub out those roots for the new marshmerrow plot. Thank you kindly. Why don't you take this book? I know it by heart already. Experience and practice is the real stuff, but there's nothing wrong with a little book learning. Well, then. Reckon I better get back to work. Good day. And my regards to Sera Synnolian. |
do you for | I'm more than a little busy today. Besides, doubt there's much I could teach such a clever fellow as yourself. Good day. |
do you for | You're welcome. And good day. |
do you for | Sera Synnolian needs marshmerrow, eh? Not a problem. There's a little field of marshmerrow growing right here next to my house. Help yourself. And my regards to Sera Synnolian. And that's all you need? |
doing some business | Tell you what...I've got to deliver this slave to a Vorar Helas in Balmora as part of a payment. It shouldn't be a tough job for you. |
domination spells | Domination spells permit the caster to bend the will of creatures and humanoids to the caster's service. Affected creatures and humanoids will not, alas, listen to or follow orders, but they will feel a compulsion to aid and protect the caster. Most otherworldly creatures are unaffected, though the undead can be compelled to avoid the caster. The most common domination spells are: turn undead, command creatures, and command humanoids. |
domination spells | Domination spells permit the caster to bend the will of creatures and humanoids to the caster's service. Affected creatures and humanoids will not, alas, listen to or follow orders, but they will feel a compulsion to aid and protect the caster. Most otherworldly creatures are unaffected, though the undead can be compelled to avoid the caster. The most common domination spells are: turn undead, command creatures, and command humanoids. |
domination spells | Domination spells permit the caster to bend the will of creatures and humanoids to the caster's service. Affected creatures and humanoids will not, alas, listen to or follow orders, but they will feel a compulsion to aid and protect the caster. Most otherworldly creatures are unaffected, though the undead can be compelled to avoid the caster. The most common domination spells are: turn undead, command creatures, and command humanoids. |
domination spells | Domination spells permit the caster to bend the will of creatures and humanoids to the caster's service. Affected creatures and humanoids will not, alas, listen to or follow orders, but they will feel a compulsion to aid and protect the caster. Most otherworldly creatures are unaffected, though the undead can be compelled to avoid the caster. The most common domination spells are: turn undead, command creatures, and command humanoids. |
domination spells | Domination spells permit the caster to bend the will of creatures and humanoids to the caster's service. Affected creatures and humanoids will not, alas, listen to or follow orders, but they will feel a compulsion to aid and protect the caster. Most otherworldly creatures are unaffected, though the undead can be compelled to avoid the caster. The most common domination spells are: turn undead, command creatures, and command humanoids. |
domination spells | Domination spells permit the caster to bend the will of creatures and humanoids to the caster's service. Affected creatures and humanoids will not, alas, listen to or follow orders, but they will feel a compulsion to aid and protect the caster. Most otherworldly creatures are unaffected, though the undead can be compelled to avoid the caster. The most common domination spells are: turn undead, command creatures, and command humanoids. |
domination spells | Domination spells permit the caster to bend the will of creatures and humanoids to the caster's service. Affected creatures and humanoids will not, alas, listen to or follow orders, but they will feel a compulsion to aid and protect the caster. Most otherworldly creatures are unaffected, though the undead can be compelled to avoid the caster. The most common domination spells are: turn undead, command creatures, and command humanoids. |
donate 500 drakes | I don't know what you're talking about. I have reliable information indicating that you are no longer involved in this matter in any official capacity. Leave me immediately. Or I shall be forced to conclude that your intentions are criminal. |
donate 500 drakes | Our business is concluded. You will leave me in peace. |
donate 500 drakes | This is most awkward. Since you confront me with this, I presume you intend blackmail? If you hope for cash, I must disappoint you -- I have no ready cash at present. You must content yourself with these pieces of raw ebony. I'm sure you can get your 500 drakes for them... and more. Now, leave me. |
donate 500 drakes | This is most awkward. Since you confront me with this, I presume you intend blackmail? If you hope for cash, I must disappoint you -- I have no ready cash at present. You must content yourself with these pieces of raw ebony. I'm sure you can get your 500 drakes for them... and more. Now, leave me. |
donate 500 drakes | You are a fool to listen to idle rumor, and a greater fool to confront me with it. Leave me, ser. |
donate 500 drakes | I said... I am busy. Excuse me. |
donate 500 drakes | I am busy. Excuse me. |
donate 500 drakes | I am busy. Excuse me. |
donate 500 drakes | I am busy. Excuse me. |
donate 500 drakes | I am busy. Excuse me. |
donate 500 drakes | This is most awkward. Since you confront me with this, I presume you intend blackmail? If you hope for cash, I must disappoint you -- I have no ready cash at present. You must content yourself with these pieces of raw ebony. I'm sure you can get your 500 drakes for them... and more. Now, leave me. |
donate 500 drakes | This is most awkward. Since you confront me with this, I presume you intend blackmail? If you hope for cash, I must disappoint you -- I have no ready cash at present. You must content yourself with these pieces of raw ebony. I'm sure you can get your 500 drakes for them... and more. Now, leave me. |
donate 500 drakes | You are a fool to listen to idle rumor, and a greater fool to confront me with it. Leave me, ser. |
donate 500 drakes | Thank me? What for? Are you still here? |
donate 500 drakes | Your views are unwelcome, ser. I have said I will be happy to discuss this matter at a later date. We will not discuss this further. |
donate 500 drakes | You impertinent hound! Do you doubt my honor? Defend yourself, knave! |
donate 500 drakes | Yes. I recall speaking with someone about a donation to the Widows and Orphans Fund. I am very busy at the moment, but I would be happy to discuss this matter at a later date. Now, if you'll excuse me? |
donate 500 drakes | Yes. I recall speaking with someone about a donation to the Widows and Orphans Fund. I am very busy at the moment, but I would be happy to discuss this matter at a later date. Now, if you'll excuse me? |
donate 500 drakes | Yes. I recall speaking with someone about a donation to the Widows and Orphans Fund. I am very busy at the moment, but I would be happy to discuss this matter at a later date. Now, if you'll excuse me? |
donate 500 drakes | Yes. I recall speaking with someone about a donation to the Widows and Orphans Fund. I am very busy at the moment, but I would be happy to discuss this matter at a later date. Now, if you'll excuse me? |
donate 500 drakes | If this is about a donation from Cunius Pelelius, you'd best talk directly to him. |
donate 500 drakes | Unfortunately, every time we ask Cunius Pelelius for the donation, he says he is very busy at the moment, but he will be happy to discuss the donation at a later date. I suppose he plans to keep deferring the obligation indefinitely until we abandon hope. We must have that money for the Widows and Orphans Fund. You'll just have to find some way to impress upon him the urgency of our cause. We have the greatest faith in you. We know you'll succeed. |
donate 500 drakes | That is a large sum, but the Widows and Orphans Fund needs it badly. And Cunius Pelelius is a part of the trust who received the exclusive Imperial charter to exploit the rich ebony deposits of Caldera Mine, so he must be a very wealthy man, and more than able to spare 500 drakes for such a worthy cause. |
donate Cyrodilic brandy | Health to you and your cult. |
donate Cyrodilic brandy | Yes. I see. Perhaps you are right. There's no cheaper way to gather goodwill than to buy a little of it. And the goodwill of the Imperial cult may be worth something in this town, as you say. Very well. Here's a bottle of Cyrodilic brandy for your cult's fund-raising dinner, with my compliments and best wishes. |
donate Cyrodilic brandy | In case you hadn't noticed, I'm a Dunmer. I am a Temple member. I've nothing in particular against the Imperial cult. But I've no particular feelings of generosity towards them, either. |
donate Cyrodilic brandy | You're being tiresome. Go away. |
donate Cyrodilic brandy | Against my will, I'm impressed by your lack of courtesy and good sense. Here. This is a bottle of Cyrodilic brandy. A small price to be rid of you. Now, go away. And stay away. |
donate Cyrodilic brandy | You seem a decent sort. If stupid. Let me make myself clear. No brandy for the Imperial cult, imported or otherwise. Do you understand me? |
donate Cyrodilic brandy | Five bottles of Cyrodilic brandy? For the Imperial cult? Do I look like an Imperial stooge to you? Get out of here. |
donate Cyrodilic brandy | For the Nine's sake, leave me alone. |
donate Cyrodilic brandy | Saints and Spirits! Give it a rest! All right. All right. Here. Rob me of my profits and comforts. Take this Cyrodilic brandy for the fund-raising dinner and leave me in peace. |
donate Cyrodilic brandy | I gave you greef, and that's all you're getting. |
donate Cyrodilic brandy | FIVE bottles of Cyrodilic brandy? For a fund-raising dinner? Do you know what you're asking? That stuff is imported, and very dear indeed. No, I'll give you a bottle of the local greef, which is good enough, and all I'll give you. |
donate Cyrodilic brandy | FIVE bottles of Cyrodilic brandy? Do you know what that stuff costs? And I don't mind saying, I don't like your manner, either. |
donate Cyrodilic brandy | I gave you a bottle. And an idea where to get the others. |
donate Cyrodilic brandy | Sorry. I've only two bottles, and you're welcome to one of them for the cult. But I happen to know that Banor Seran just took delivery of some Cyrodilic brandy. He's probably got it stored in the closet in the hall just right of the bar. Now of course it would be WRONG to steal that brandy. Even though EVERYONE knows the Council Club is just a front for those Camonna Tong gangsters. But for such a good cause.... |
donate Cyrodilic brandy | No, I won't donate. Cyrodiilic brandy is expensive. And I don't like you. |
donate Cyrodilic brandy | Donation for the Imperial cult? Have you been eating magic mushrooms, pal? Don't talk to me Talk to Banor Seran. He runs the Council Club. And I'm sure he'll find your request amusing. |
donate Cyrodilic brandy | Talk to Dulnea Ralaal. She's the proprietor. |
donate Cyrodilic brandy | Talk to Benunius Agrudilius. He owns the Lucky Lockup. |
donate Cyrodilic brandy | Talk to Bacola Closius. He owns the South Wall. |
donate Cyrodilic brandy | I'm afraid only Cyrodilic brandy will do for the Fort Moonmoth fund-raising dinner. The sort of person who has money to give to charity turns the nose up at the local comberry brandy they call greef. |
dragons | Dragons? Oh, they're everywhere! You must fly very high to see most of them, though. The ones nearer the ground are very hard to see, being invisible. |
Drakes Pride | Yes, this is the Drake's Pride that I wear. It is not for sale. |
Drakes Pride | Yes, it is a fine and marvelous robe when worn by the rare wizard who is worthy of it. |
Drakes Pride | Were you expelled for getting me the robe? How unfortunate. I will take care of this for you. It's the least I can do. And take these ten drakes for your trouble. |
Drakes Pride | Yes, now the robe is in the proper hands. Here, take these ten drakes for your trouble. |
Drakes Pride | It looks very similar. Are you certain? Do not lie to me, %PCName. |
Drakes Pride | Oh, is that the Robe of Drake's Pride? |
Drakes Pride | At the present time, Senise Thindo wears the Robe of Drake's Pride. She is a servant of Master Gothren in Tel Aruhn and a mere child of two hundred years. She does not deserve the robe. Correct this injustice and bring the robe to me, as clearly I deserve the robe far more than she does. |
Drakes Pride | Speak with Senise Thindo about that. |
Drakes Pride | Yes, that is one of Senise Thindo's robes. She is in the tower's living quarters. |
Dram Bero | You've broken the rules of House Hlaalu, sweetie. It brings tears to my eyes when I think about your disloyalty. Maybe you can make amends and make everything better. |
Dram Bero | It's unfortunate that you weren't able to win his support, pudding. I was so certain he'd fall for you the way I did. Well, nevermind. There is always other business. |
Dram Bero | Dram Bero will support you on the Council, but he doesn't care about you like I do. |
Dram Bero | I heard that Dram Bero has pledged to support you. This will help your advancement to Councilman, dumpling. |
Dram Bero | If you've already gotten his support for Hlaalu Hortator, it shouldn't be too hard to get his support on the council. Just turn your charms on him once more, pudding. He'll yield. |
Dram Bero | I am sure he will support you if you can find him and state your case. Alas, Dram Bero is very secretive and no one seems to know where he lives. Ask around Vivec, dumpling, perhaps someone can tell you. |
Dram Bero | So you found Dram Bero? And he gave you his support? Good. Find out who else you need to be the Hlaalu Hortator. |
Dram Bero | Dram Bero is very secretive. He lives somewhere here in Vivec. |
Dram Bero | I think he lives somewhere in Vivec. |
Dram Bero | Dram is my boss. You want to talk business, talk to him. |
Dram Bero | You have been expelled. |
Dram Bero | The Writ on Dram Bero has been executed. |
Dram Bero | You have already found Dram Bero? And he died by your own hand? Perhaps word of his death has not yet spread to our Telvanni client... But the Writ has been executed, so you must take the payment, %PCRank. |
Dram Bero | You found and honorably executed Dram Bero, %PCRank. Your work is excellent as always. |
Dram Bero | I have given this Writ to you already, %PCName. |
Dram Bero | I have given this Writ to you already, %PCName. As you know, Writs are issued only once. Your official paperwork will exonerate you from your deeds when you are confronted by the authorities - so guard it well. If you have lost it, you will have to suffer punishment for your crimes. This can be costly... very costly. But members of the %Faction must have immaculate reputations. |
Dram Bero | Dram Bero is a very secretive man who lives somewhere in Vivec City. Take this Writ and show him that he cannot hide from the Morag Tong. |
Dram Bero | I don't know where he lives, but I've seen him on the top of St. Olms before. |
Dram Bero | I've seen him in the St. Olms Canton. |
Dranas Sarathram | The slave trader. Bad man. Hunts my people down. Deserves to be dead, that one does. |
Dranas Sarathram | He's the slave trader in town. |
Draramu Hloran | Our spies say she is near Sadrith Mora. |
Draramu Hloran | The sorceress? We don't even like to speak her name aloud. She lives in the Abanabi caves not far to the southwest of town. Take care if you hope to speak with her, though. There are tales told of fearsome creatures guarding her lair, and she has powerful friends. |
Draramu Hloran | I won't speak of her. Not out loud. |
Draramu Hloran | Yes, I know her, though that is no business of yours. You should leave here, stranger. You are not welcome. |
Dratha | Yes, I am Mistress Dratha. |
Dratha | MISTRESS Dratha to you. |
Dratha | She's right here. |
Dratha | She's in her chamber. |
Dratha | Mistress Dratha? Just keep going up and up to the top. |
Dratha | Fastest way to get to Mistress Dratha is to fly to the upper terrace. The south-facing entrance to the Upper Tower leads you straight into Dratha's chambers. Or, if you like to climb stairs and ramps, enter through the west-facing lower entrance to the Upper Tower, and keep walking up and up, around and around. |
dream of verse | Even I can reason this for you. The Sharmat Dagoth Ur invites you to visit him at Red Mountain. He offers to change you, to give you power, and enlist you in driving the n'wah from Morrowind. "N'wah" means "foreigner" or "slave." I think this is a harmful vision often given to Ashlanders who are tested in the highlands beneath Red Mountain. But you are called, by name, Lord Nerevar. If you know of the Nerevarine cult, then surely you can understand the significance. |
dreams and visions | My visions have left me, %PCName. I dream now only of the time when my tribe will be healthy. |
dreams and visions | The white guar must be found. |
dreams and visions | I knew you were the one. Go now. I am certain this animal will appear for you. In my vision, I saw it where the path was forked, where the rocks grow from the earth like fingers on a hand. |
dreams and visions | No? Never fight against fate, child. But, we each must choose our own path. |
dreams and visions | The past seven nights, I have had dreams of a White Guar. I know this to be an animal sent by the gods to help my tribe. We have been suffering greatly from disease, and none of my magic will cure the ailment. Find this White Guar for us, stranger. Let it lead you to a new hope for my people. |
dremora | The Dremora are a class of intelligent, powerful war spirits in the service of the Daedra Lord Mehrunes Dagon. Daedra hearts have modest magical properties. |
dremora | The Dremora are a class of intelligent, powerful war spirits in the service of the Daedra Lord Mehrunes Dagon. Daedra hearts have modest magical properties. |
Dren Plantation | I'm very disappointed in you, %PCName. You broke our rules, and I can't have one of your reputation in the Bal Molagmer. Clear your name, and perhaps we can speak again. |
Dren Plantation | I'm disappointed in you, %PCName. You've been caught too many times. Tone down your act, pay off yours debts, then come see me again. |
Dren Plantation | It's not hard to find, but it doesn't have to be. It's very well guarded, and they don't take kindly to trespassers. I'll mark the location on your map. |
Drerel was killed | Drerel...dead? No! This cannot be happening. It can't be true. Please...leave me. |
dreugh | Dreugh are ancient sea monsters, half-human, half-octopus in appearance. Dreugh are hunted for their hides, which are used for making armor, and dreugh wax, a tough, waxy substance with modest magical properties, scraped from dreugh shells. |
dreugh | Dreugh are ancient sea monsters, half-human, half-octopus in appearance. Dreugh are hunted for their hides, which are used for making armor, and dreugh wax, a tough, waxy substance with modest magical properties, scraped from dreugh shells. |
dreugh wax | Dreugh wax is a tough, waxy substance with modest magical properties, scraped from dreugh shells. Dreugh are powerful aquatic creatures, and hunting them for their hides and wax is a dangerous occupation. |
dreugh wax | Dreugh wax is a tough, waxy substance with modest magical properties, scraped from dreugh shells. Dreugh are powerful aquatic creatures, and hunting them for their hides and wax is a dangerous occupation. |
Drinar Varyon | The one and only. |
Drinar Varyon | You've been expelled, but maybe you can join the Imperial Legion again. |
Drinar Varyon | I haven't heard any more yet, %PCName. Give it time. |
Drinar Varyon | Drinar is dead and there is nothing more to say. |
Drinar Varyon | Drinar Varyon is dead? I did not wish him dead. I was hoping we could use him to find out who was behind the whole operation. But I thank you for your honesty. |
Drinar Varyon | This along with the word of a member of the Legions should be enough to convict him. I will let you know when we catch him. |
Drinar Varyon | Go to his home in Ald'ruhn and bring me any Dwemer artifacts you find. |
Drinar Varyon | You seem amused... Do you already have proof that Drinar Varyon is a smuggler? |
Drinar Varyon | Have you found any evidence in Drinar Varyon's home? |
Drinar Varyon | I believe Drinar Varyon is a smuggler. I hate to ask you to break the law, but we need evidence to convict him. Go to his place in Ald'Ruhn and bring me any Dwemer artifacts you find inside. |
Drinar Varyon | Have you heard? Drinar Varyon was found dead in his hut! |
Drinar Varyon | Drinar Varyon was arrested for smuggling. He's on his way to a jail on the mainland. |
Drinar Varyon | Keep it quiet, but he's a smuggler. Works with his sister, Dovrosi Varyon on the coast. |
Drinar Varyon | Yes, I am aware of him. Wealthy family. Or so he claims. His place is on the west side, across from the Ald Skar Inn. |
Drinar Varyon | He likes his pots. That's all I can say. His place is on the west side of town, across from the Ald Skar Inn. The one with the cart out front. |
Drinar Varyon | He likes his pots. That's all I can say. |
Drinar Varyon | He's new in town. Claims to be studying native pottery. |
Droops | You have cured me, %PCName. |
Droops | Then go away. |
Droops | Have you a potion or will you cure me with a spell? |
Droops | Go ahead. |
Droops | Thanks. Drinks |
Droops | What potion? You are mocking me. |
Droops | Yes, but I am outcast. The Wise Women will not cure me. |
Droops | Droops is a serious common disease that affects a victim's strength. Symptoms include weak and flaccid muscle tissues. It may be contracted from all forms and stages of kwama. |
Droops | Droops is a serious common disease that affects a victim's strength. Symptoms include weak and flaccid muscle tissues. It may be contracted from all forms and stages of kwama. |
Droops | Droops is a serious common disease that affects a victim's strength. Symptoms include weak and flaccid muscle tissues. It may be contracted from all forms and stages of kwama. |
Droops | Droops is a serious common disease that affects a victim's strength. Symptoms include weak and flaccid muscle tissues. It may be contracted from all forms and stages of kwama. |
DroSakhar | Yes? What is it? |
DroSakhar | I have heard of this Khajiit, and he is a known outlaw. I believe that this bounty is a legitimate one, %PCRank. |
DroSakhar | You've been expelled, and I don't have to talk to you about any contracts. |
DroSakhar | You sure got that Khajiit, %PCRank. |
DroSakhar | So Dro'Sakhar is already dead. You get his bounty then. Here's the 500 septims. |
DroSakhar | I heard you got that Khajiit. Here's the 500 septim bounty. |
DroSakhar | I got a bounty on this Khajiit outlaw Dro'Sakhar. He's hiding here in Vivec. In St. Olms, I think. |
DroSakhar | %Name knows nothing of this. |
DroSakhar | Look around. I think he's been here recently. |
DroSakhar | %Name knows nothing of this. |
DroSakhar | There's a Khajiit in one of the homes off the south-side canal. He looked suspicious. |
DroSakhar | %Name does not know this person. |
DroSakhar | Don't know that one. Check over in St. Olms. Lots of shady characters in that part of Vivec. |
DroZhirr | I've heard of him. Rumor has it he's holed up somewhere around town with his band of thugs. They say he's in some caves to the east of town, on the other side of the hills. I'd just as soon avoid him, myself. |
DroZhirr | Yes, that scoundrel. He's got my family heirlooms, and I want them back. |
Drulene Falen | To get to Drulene's herd, leave west out of Ald'ruhn and take the road towards Gnisis. When you go into the hills, take the left fork to the southwest. Take the right path at the next fork and you should see her guar straight ahead. |
Drulene Falen | Me? I'm just a guar herder. |
duel | The duel is an honorable tradition dating back at least to the founding of Resdayn. Each party to the duel makes an agreement as to the compensation that will be given to the winner. The loser is legally bound to this agreement. Most duels are fought until one party admits defeat or falls in battle. The duel to the death is less common and only ends when one party is dead. The winner of a duel may take what he wants of the loser's possessions, but some consider this dishonorable. |
duel | I'm waiting, %PCName. Let's end this. |
duel | I'll be there. Will you? |
duel | I'd rather die than lose my position as a Knight of the Imperial Dragon. Meet me in the Arena in Vivec for a duel to the death. |
duel | I heard you were expelled, %PCName. You must make amends. |
duel | Well, if Rothis Nethan is already dead, the duel cannot take place. |
duel | Well, if Brethas Deras is already dead, the duel cannot take place. |
duel | I hope you will never shame House Redoran by failing to appear for a duel. |
duel | The duel is over and House Redoran's honor is saved. |
duel | So you were able to convince Rothis Nethan at last. I hope he will appear for the duel this time. Meet him in the arena and watch the outcome of this duel. |
duel | I believe Rothis Nethan is hiding out at the Flowers of Gold Cornerclub in the Redoran Waistworks here in Vivec. Go talk to him, and make him realize how this has cost the honor of House Redoran. |
duel | I won. But at least Rothis Nethan showed up and proved he had some courage. |
duel | You can tell Rothis Nethan that I'll be there. He just better show up this time. |
duel | Redorans sure talk a lot about honor, but when it comes time to test it, they fail. |
duel | I won the duel! I still can't believe it. Perhaps the Tribunal favored me. |
duel | I'll be at the Arena to fight Brethas Deras. Just meet me there. I'll show up this time. Trust me. |
duel | Okay. Meet me in the Arena. I'll be there this time. |
duel | I'm not fighting any duels without some way of evening the odds. |
duel | Okay, I'll meet Breras Deras in the Arena... But you'll have to help me out. Bring me 10 standard potions of healing. That should give me a fair chance against Brethas Deras. Do you have the potions? |
duel | Okay, I'll meet Breras Deras in the Arena... But you'll have to help me out. Bring me 10 standard potions of healing. That should give me a fair chance against Brethas Deras. I think Relms Gilvilo has these potions over at the Redoran Canton Temple. |
duel | I'm a scholar, not a warrior. Why should I risk my life in this silly duel? |
duel | You won, %PCName. |
duel | Very well. Meet me in the Arena here in Vivec. |
Dumac | Dumac was a king among the Dwemer and a friend of the hero Nerevar before the war began. He served with Nerevar on the First Council and died with Nerevar at Red Mountain. |
Dunirai Caverns | You've been expelled from the Fighters Guild. Until you clear your name, I can't talk to you about this contract. |
Dunirai Caverns | There's nothing more to say about this. |
Dunirai Caverns | I hope the miners are happy. |
Dunirai Caverns | Good work, %PCName. Here's 500 septims to cover your trouble. It's the best I can do for this type of contract. |
Dunirai Caverns | I already gave you the sujamma. Just get it to the Dunirai Caverns. |
Dunirai Caverns | Workers in the Adas Mine have been complaining that they're out of sujamma, and the Fighters Guild is responsible for supplying the Imperial mines in Vvardenfell. Unfortunately, I've recently learned that my contact there, Nelacar, is dead. We'll have to wait until we get a new contact. There are other orders for you, though. |
Dunirai Caverns | Workers in the Adas Mine have been complaining that they're out of sujamma, and the Fighters Guild is responsible for supplying the Imperial mines in Vvardenfell. Take this load of sujamma to Nelacar in the Dunirai Caverns southeast of Ghostgate between the Foyada Esannudan and the Foyada Ashur-Dan. |
Dunmer | It will be difficult to overcome the Dunmer's lingering resentment of Imperial occupation. Ironically, it is now, in the face of the menace of Dagoth Ur and Red Mountain, that we have a great opportunity to unite natives and colonists against a common threat. When the Dunmer fight side by side with outlanders like you against the hosts of Dagoth Ur, our common peril and purpose must unite us. |
Dunmer | The Buckmoth fund, based in Fort Buckmoth, serves the citizens of nearby Ald'ruhn. But most Ald'ruhn residents are Dunmer belonging to House Redoran, and therefore members of the Tribunal Temple, so it may be hard to collect alms for the poor in Ald'ruhn on behalf of the Imperial cult. |
Dunmer | We are the Dunmer. Once this was the Dunmer's land, and it will be once again. |
Dunmer | We are the Dunmer, the dark-skinned, red-eyed Elven people who followed the Prophet Veloth out of the southwest generation upon generation ago, settling here in Morrowind. We are the true Dunmer. We have remained true to the sacred rites and customs of our forefathers. The House People, also called the Settled People, called 'Dark Elves' by the outlanders, are also of the ancient lineage of the Prophet Veloth. |
Dunmer | Dark Elves are the dark-skinned, red-eyed Elven peoples of Morrowind. The 'dark' part may come from their dark grey skin, but it also fits their gloomy dispositions. Folks call them 'Dark Elf' in the West, but they call themselves the 'Dunmer.' They have no sense of humor, and always take themselves very seriously. They look down their noses at all the other races -- particularly the Khajiit and Argonians, which they treat like animals. |
Dunmer | We Dunmer prize the virtues of duty, gravity, and piety. Duty is to one's own honor, and to one's family and clan. Gravity is the essential seriousness of life. Life is hard, and events must be judged, endured, and reflected upon with due care and earnestness. Piety is respect for the gods, and the virtues they represent. A light, careless life is not worth living. We are proud of being dark-skinned and dark-humored. Our race produces great warriors and wizards in equal proportion. |
Dunmer | The dark-skinned, red-eyed Dunmer combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, we are noted for our skilled and balanced integration of swordsmen, marksmen, and war wizards. In character, we are grim, aloof, and reserved. We wisely distrust and disdain the lesser achievements of the inferior races. |
Dunmer | We Dunmer are the dark-skinned Elven peoples of the Eastern Empire. Dunmer means "dark elf." "Dark" in this sense is variously understood to mean "dark-skinned," "gloomy," and "ill-favored by fate." The Dunmer and our national character embrace these various connotations with enthusiasm. In the Empire, "Dark Elves" is the common usage, but in our Morrowind homeland, and among their Aldmeri brethren, we call ourselves the "Dunmer". |
Dunmer | We Dunmer prize the virtues of duty, gravity, and piety. Duty is to one's own honor, and to one's family and clan. Gravity is the essential seriousness of life. Life is hard, and events must be judged, endured, and reflected upon with due care and earnestness. Piety is respect for the gods, and the virtues they represent. A light, careless life is not worth living. We are proud of being dark-skinned and dark-humored. Our race produces great warriors and wizards in equal proportion. |
Dunmer | The dark-skinned, red-eyed Dunmer combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, we are noted for our skilled and balanced integration of swordsmen, marksmen, and war wizards. In character, we are grim, aloof, and reserved. We wisely distrust and disdain the lesser achievements of the inferior races. |
Dunmer | We Dunmer are the dark-skinned Elven peoples of the Eastern Empire. Dunmer means "dark elf." "Dark" in this sense is variously understood to mean "dark-skinned," "gloomy," and "ill-favored by fate." The Dunmer and our national character embrace these various connotations with enthusiasm. In the Empire, "Dark Elves" is the common usage, but in our Morrowind homeland, and among their Aldmeri brethren, we call ourselves the "Dunmer". |
Dunmer | You are the Prophesied One. You must save the Dunmer people. |
Dunmer | We are the dark-skinned, red-eyed Elven people of Morrowind. The Westerners call us 'Dark Elves' but we prefer to call ourselves 'Dunmer'. |
Dunmer | Dunmer -- literally 'the Dark, or Cursed People,' or 'Dark Elves' -- are the dark-skinned Elven peoples of the East. 'Dark' is variously understood to mean 'dark-skinned,' 'gloomy,' and 'ill-favored by fate.' The Dunmer and their national character embrace these various connotations enthusiastically. In the Empire, 'Dark Elves' is the common usage. |
Dunmer metropolitan style | Vivec City presents a unique panorama of high Dunmer architectural style. Grand multi-tiered blocks are arranged along canals. High bridges lead across the canals to block-top plazas and markets, while below gondoliers guide flat-bottomed skiffs along the canals. The whole city is overshadowed by the grand monumental architectures of Vivec's Palace and the Archcanon's High Fane. |
Dunmer metropolitan style | Vivec City presents a unique panorama of high Dunmer architectural style. Grand multi-tiered blocks are arranged along canals. High bridges lead across the canals to block-top plazas and markets, while below gondoliers guide flat-bottomed skiffs along the canals. The whole city is overshadowed by the grand monumental architectures of Vivec's Palace and the Archcanon's High Fane. |
Dunmer savant | Llaalam Dredil in the Grand Council Chambers here in Ebonheart is a Dunmer savant. |
Dunmer scout | Nalasa Sarothren at the Elven Nations Cornerclub in Vivec is a Dunmer scout. |
Dunmer urban style | Urban Temple compounds feature high-walled outer courtyards, with smaller shelters and halls clustered around the Temple Shrine itself. Aristocratic residences of the Great Houses are similar to Temple compounds with walled outer courts and outbuildings for craftsmen and servants, dominated by a grand manor residence in place of the Temple Shrine. |
Dunmer urban style | Dunmer towns are typically organized around a dominant central feature, either the Temple or the grand manor residences of the Great House nobles. Simple multi-storied public and commercial buildings -- tradehouses, craftguilds, and such -- are usually rectangular in floor plan, built from local materials, featuring organic curves with decorated exteriors. More modest one-story private dwellings follow the same plan, except with less decoration. |
Dunmer urban style | Urban Temple compounds feature high-walled outer courtyards, with smaller shelters and halls clustered around the Temple Shrine itself. Aristocratic residences of the Great Houses are similar to Temple compounds with walled outer courts and outbuildings for craftsmen and servants, dominated by a grand manor residence in place of the Temple Shrine. |
Dunmer urban style | Dunmer towns are typically organized around a dominant central feature, either the Temple or the grand manor residences of the Great House nobles. Simple multi-storied public and commercial buildings -- tradehouses, craftguilds, and such -- are usually rectangular in floor plan, built from local materials, featuring organic curves with decorated exteriors. More modest one-story private dwellings follow the same plan, except with less decoration. |
Dunmer village style | The Dunmer village style is the most familiar style in all districts. Huts are built of local materials, with organic curves and undecorated exteriors inspired by the landscape and the shells of giant native insects. Villages are dominated by Temple compounds and courtyards in traditional villages, but in newer plantations, the manor houses are the central features. |
Dunmer village style | The Dunmer village style is the most familiar style in all districts. Huts are built of local materials, with organic curves and undecorated exteriors inspired by the landscape and the shells of giant native insects. Villages are dominated by Temple compounds and courtyards in traditional villages, but in newer plantations, the manor houses are the central features. |
Dura gra-Bol | Yeah, what? You're wasting my time. |
Dura gra-Bol | You've already killed Dura gra-Bol. If you have questions about any other contract, ask them. |
Dura gra-Bol | It seems straightforward to me. Dura gra-Bol really is wanted for murder. |
Dura gra-Bol | You've been expelled from the Fighters Guild. Until you make amends, I cannot discuss contracts with you. |
Dura gra-Bol | I don't have any more bounty contracts right now. |
Dura gra-Bol | You already killed Dura gra-Bol? Well, then, these 250 septims are yours. |
Dura gra-Bol | I heard that Dura gra-Bol is dead. Here's your 250 septims. |
Dura gra-Bol | This Orc is an outlaw, living openly in a house here in Balmora. I have a contract here that says 250 septims are yours if you bring her to justice. |
Dura gra-Bol | I think he lives by the river, on the east side of town. |
Dura gra-Bol | He lives in town somewhere. Look around, you lazy fetcher. |
duties | You know your duties. Take that package to Caius Cosades in Balmora. |
duties | This package came with the news of your arrival. You are to take it to Caius Cosades, in the town of Balmora. Go to the South Wall Cornerclub, and ask for Caius Cosades -- they'll know where to find him. Serve him as you would serve the Emperor himself. I also have a letter for you, and a disbursal to your name. |
duties | You have broken the noble's code and have been expelled. Until you make amends, I cannot discuss duties with you. |
duties | I cannot give you duties unless you join House Redoran. |
duties | I don't have any more duties for you. If you want to advance in House Redoran, you will need one of the Councilors to sponsor you. Talk to each of them, and see if any are willing to sponsor an outlander. You might also want to speak with Faral Retheran in Vivec. She may have more duties for you as well. |
duties | Serjo Athyn Sarethi, a councilor of House Redoran, believes his life is in danger. He is in Sarethi Manor under Skar. I need someone to guard Athyn Sarethi. |
duties | I don't have duties for anyone under the rank of Lawman. You should pay more attention to your advancement in House Redoran. If you need more duties, try asking Tuveso Beleth here in the council hall or Faral Retheran in Vivec. Theldyn Virith in Ald Velothi might have something else for you to do. |
duties | Drulene Falen needs help with her guar herds again. Sounds like trouble with bandits. |
duties | Like I said, go talk to Alvis Teri at the Eight Plates in Balmora. Get the Founder's Helm back from him, but do not murder him. |
duties | A Hlaalu guard stole a Founder's Helm from one of our tombs. Would you be willing to recover this Founder's Helm from the godless Hlaalu? |
duties | A Redoran trader has gone missing. I need someone to help find Mathis Dalobar. |
duties | I need someone to deliver a Cure Disease potion. |
duties | Drulene Falen has asked for our help. She says her guar herds have been having trouble with hostile mudcrabs. |
duties | You have broken our rules and betrayed our trust. Until you make amends, I cannot discuss duties with you. |
duties | I cannot give duties to anyone who has not joined House Redoran. Speak with Neminda if you wish to join. |
duties | You are now %PCRank of House Redoran. May the Tribunal guide you to use your position wisely. |
duties | You defeated Bolvyn Venim in an honorable duel. You have proven yourself worthy of the title of %NextPCRank. Congratulations, %PCName, %NextPCRank of House Redoran. |
duties | You have won the support of all the Councilors save one, Archmaster Bolvyn Venim. He will never allow an outlander to become Archmaster of House Redoran. The only way to win the leadership of House Redoran for yourself is to challenge Bolvyn Venim to a duel. |
duties | I will have more duties for you when you are a Councilor of House Redoran. Have you checked what you need for advancement? Perhaps you should speak with Faral Retheran in Vivec. I heard that he was looking for someone to do a few tasks for him. |
duties | To become a Councilor yourself, you must win the support of the remaining Councilors: Miner Arobar and Garisa Llethri. You must also hire a garrison for your stronghold. |
duties | I will have more duties for you when you are a House Father. You should check what you need for advancement. Have you spoken with Tuveso Beleth? She is a smith in the Redoran Council Hall. I think she may have some duties for you. |
duties | In order to advance further in House Redoran, you must earn the support of at least two of the Councilmen. I would start by speaking with Mistress Brara Morvayn and Hlaren Ramoran. You must also build a stronghold. |
duties | Unfortunately, I have no duties for one of your rank. You may be ready for advancement. If you need more duties, speak with Faral Retheran in Vivec or Theldyn Virith in Ald Velothi. |
duties | Arethan Mandas, once a great noble of House Redoran, now claims to be the Lord of West Gash and is demanding tribute from travelers on the road to Maar Gan. I need someone to stop the Mad Lord Arethan Mandas. |
duties | I believe there are smugglers operating near the coast in the cave of Shurinbaal. |
duties | Ondres Nerano, a Hlaalu Noble, claims that Archmagister Bolvyn Venim is guilty of certain indiscretions with the wife of another councilor. While I do not approve of all the Archmaster does, as a Councilman of House Redoran I cannot let this accusation stand. I want you to stop Ondres Nerano's slanders. |
duties | You have rescued my son, and I am grateful, but there is another favor I would ask of you. Varvur Sarethi has been accused of the foul murder of Bralen Carvaren. |
duties | You have rescued my son, and I am grateful, but I need some time to consider what to do next. Leave me for a day or two and I will give you more duties. |
duties | I would consider sponsoring an outlander. I have done so before, when the circumstances warranted it. Archmaster Bolvyn Venim holds my son hostage for a crime I know he did not commit. If you want me as your sponsor, you must rescue my son, Varvur Sarethi, and return him to me. |
duties | Report back to Neminda. Perhaps when things have calmed down I will have some duties for you. |
duties | I have no duties for one of your rank. Speak with me again when you have proven yourself in House Redoran. |
duties | I heard you were expelled for breaking our rules. I cannot speak to you about this until you make amends. |
duties | Yes, %PCRank? |
duties | You have done everything I would ask and more. |
duties | You have done everything I would ask. |
duties | Giras Indaram owes me for several repairs to his armor. I have asked him to pay the debt, but he refuses. I cannot seek redress from a Councilman, since Giras' brothers are among the most respected Buoyant Armigers. I need someone to make Giras Indaram pay his armor repair debts. |
duties | My son, Deval Beleth, wants to make the Ruddy Man Pilgrimage. I want to let him go, but he is young and needs someone to escort him to the Koal Cave. |
duties | I don't have any work for an outlander. |
duties | I have no time for those who have betrayed House Redoran. |
duties | You broke our rules and have been expelled. You must make amends before I can give you duties. |
duties | You are the %PCRank now, and I should not be giving you duties. |
duties | You have performed all the duties I have, %PCRank. |
duties | The Hlaalu have also been expanding, and at a more alarming rate. Go to Rethan Manor and kill the new Hlaalu Lord Raynasa Rethan. |
duties | The Telvanni have begun expanding all over Vvardenfell. This must be stopped. Go to the new Telvanni stronghold of Tel Uvirith and kill the Telvanni Sorcerer Reynel Uvirith. |
duties | Before I give you more duties, you must build a stronghold and expand your stronghold. |
duties | The abandoned stronghold of Falasmaryon in Maar Gan has been taken over by a creature known as Dagoth Tanis. |
duties | I do not have any duties for you, %PCRank. Speak with me again when you are a Brother in House Redoran. |
duties | Rothis Nethan failed to appear for a duel of honor with Brethas Deras, a Hlaalu noble. This has shamed House Redoran. Track down the craven Rothis Nethan here in the Redoran Canton and persuade him to attend the duel. |
duties | The last of the Redas family line has bequeathed the family's belongings to House Redoran. I need someone to recover the family treasures from the Redas Tomb. |
duties | The son of a Hlaalu noble has slandered House Redoran. Find Meril Hlaano in Balmora and demand that he withdraw the slander. |
duties | You broke the rules and have been expelled from House Redoran. Make amends, %PCName. |
duties | What can I do for you, %PCRank? |
duties | I have no more duties for you. Speak with Councilman Athyn Sarethi or the House Redoran Steward, Faral Retheran in Vivec. |
duties | Several Redoran soldiers were sent to the derelict stronghold of Andasreth. They have not returned. I need someone to find out what happened in Andasreth. |
duties | Another pilgrim has gone missing. I want you to find out what happened to Beden Giladren. |
duties | One of our Pilgrims left here some weeks ago on the Ruddy Man Pilgrimage. I have not heard from him. Find out what happened to the Pilgrim Fedris Tharen. |
duties | I am concerned about the ash statue you showed me. Varvur Sarethi must have acquired it from somewhere in town. I want you to find out where Varvur Sarethi got the ash statue. |
duties | You must join House Redoran before I can give you duties. If you want Temple duties, speak with the Temple Steward, Tuls Valen. |
duties | House Redoran gave you two chances and you failed us. I have no duties for such as you. |
duties | You've broken our rules and have been expelled from House Redoran. I can't give you duties unless you make amends. |
duties | I can't give you duties unless you join House Redoran. I suggest talking to Neminda in Ald'ruhn. She's the one who usually signs up new Hirelings. |
duties | I can't give duties to you, %PCRank. |
duties | I have no more duties for you. Speak with Faral Retheran in the Redoran Treasury in Vivec or with Athyn Sarethi. |
duties | I have some duties for you, but this is a tough one. We need someone to slay the cultists in Ashalmawia. |
duties | I don't have any more duties for you. Like I said, it's quiet here in Ald Velothi. Check with Neminda in Ald'ruhn or Faral Retheran in Vivec. |
duties | House Redoran sent a party to destroy the Telvanni base Shishi. They were supposed to report back to me, but they have not done so. I need someone to find out what's going and bring me the Shishi report. |
duties | I heard there's been another problem along the Gnisis-Ald'ruhn caravan track. Kagouti have been attacking travelers between Ald'ruhn and Gnisis. I need someone to find this kagouti den. |
duties | 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. |
duties | I don't have any more duties right now. Things are usually quiet here in Ald Velothi. Something might turn up. Why not do a few more duties for Neminda and check back with me? |
duties | Thank you for asking, %PCName. Normally things are pretty quiet in Ald Velothi, but Old Blue Fin is back and up to his old tricks. It's time someone got rid of Old Blue Fin for good. |
duties | Not right now, %PCName. Maybe in a few days. Make sure you tell Neminda that you delivered the potion. |
duties | Yes, of course. You've been expelled. These things take time. I believe that eventually everyone will forget about how you broke our rules. |
duties | Are you still a member of the guild? Once Trebonius gives the authorization, we can discuss guild matters again. |
duties | Were you expelled? Or did you clear that up already? You ought to make amends with Guildmaster Trebonius just to be sure. |
duties | You have been expelled, %PCName. If you want to make amends, you should speak with Guildmaster Trebonius. |
duties | Would you like to join the Mages Guild? |
duties | More duties for you? Hm... Let me think about it. |
duties | Yes, since you found out about the Dwarves, perhaps you could help with our other little problem: House Telvanni. |
duties | Yes, you solved our little Dwarven mystery quite easily, I'm sure. Once these recent troubles have passed, I may have more duties for you. |
duties | What was it I asked you to do? Oh, yes, find out about the disappearance of the Dwarves. Why not talk to Edwinna in our Ald'ruhn branch? The two of you should get along famously. |
duties | Hmm... Duties, you say? Yes, there are several things the Mages Guild needs done. Let's see. Hmm... Find out about the disappearance of the Dwarves. Yes, that's an excellent task for you, %PCRank. |
duties | Why, it would be inappropriate for me to give you orders, %PCRank. |
duties | It's a shame the Mages Guild isn't led by someone with your devotion to Scholarship. Perhaps if you speak with Trebonius, you can make him listen to reason. |
duties | I do not have any more duties for you. Perhaps you should speak with the guild stewards in Balmora or Sadrith Mora. |
duties | I have heard that the miners in the Gnisis Eggmine broke into the ruins of Bethamez. |
duties | I want you to find some Dwemer plans or blueprints. |
duties | Yes, I was wondering if you might check up on one of my colleagues in the Dwemer ruin of Nchuleftingth. The last excavation report is long overdue... |
duties | I'm so glad you asked, %PCRank. At this delicate phase of my research, I need to study a Dwemer Tube. |
duties | I have no duties for you now, but speak with me again when you have earned the rank of Conjurer. |
duties | Yes, %PCName, I have finished my study of Chimarvamidium. |
duties | I have been distracted from my studies by several reports from Maar Gan. Apparently there is some sort of disturbance at Huleen's hut. |
duties | Sirilonwe in the Mages Guild in Vivec has somehow acquired a copy of Chimarvamidium. |
duties | I have been waiting for *ages* to get a Detect Creatures potion from Skink-in-Tree's-Shade in Sadrith Mora. |
duties | Yes, %PCRank, there is something you could do for me. I am looking for a copy of the rare Dwarven book Chronicles of Nchuleft. |
duties | What do you wish of me, %PCRank? |
duties | Take the letter to Trebonius in Vivec. |
duties | I am honored to have worked with you, %PCName, and I have one more task. Take this letter to Arch-Mage Trebonius in Vivec. |
duties | Find out what you need for advancement and speak with me again. |
duties | I have another task for you, %PCRank, but it is a difficult one. I believe there is another book on Vampires, Galur Rithari's papers. |
duties | I am concerned about the continuing problems with these strange Ash creatures. Perhaps if I had a soul of one of these creatures to study... Would you bring me the soul of an Ash Ghoul? |
duties | I do not have duties for you now. Speak with me again when you have the rank of Wizard. |
duties | When any mage turns to Necromancy, it casts a pale shadow over the whole guild. |
duties | You may be able to assist me, %PCName. I would like to speak with one of the Wise Women of the Ashlanders. Perhaps you could arrange a meeting. |
duties | I am looking for a rare book, Vampires of Vvardenfell. |
duties | I need someone to escort the scholar Tenyeminwe. |
duties | For now, just deliver the potion back to Edwinna in Ald'ruhn. |
duties | I may have duties for you later, %PCName. Right now I am busy making a Detect Creatures potion for Edwinna in Ald'ruhn. |
duties | Of course, %PCRank, whatever you say. |
duties | You have completed all the duties I have. Have you spoken with Edwinna in Ald'ruhn or Skink in Sadrith Mora? |
duties | I believe the Mages Guild has been infiltrated by a Telvanni spy. |
duties | I believe Tashpi Ashibael in Maar Gan has been practicing Necromancy. |
duties | The scholar Itermerel needs an escort to Pelagiad... But I want Itermerel's notes. |
duties | An Argonian at the South Wall Cornerclub is offering training in Restoration without the sanction of the Guild. I want someone to stop his unsanctioned training. |
duties | I need someone to convince an ex-Telvanni to join us. While you're there, you can collect Manwe's guild dues. |
duties | I don't have any duties for a %PCRank... But you may be ready for advancement. |
duties | I don't have any duties for a %PCRank. Speak with me again when you have proven yourself. In the meantime, speak with Ajira. I believe she may have some small tasks for you. |
duties | Ajira has duties for you, yes, but first you must speak with Ranis Athrys and join the Mages Guild. |
duties | Ajira hears broke the rules and were expelled. Ajira cannot talk to you of duties. |
duties | Ajira has told you her secrets. What can Ajira do for friend %PCName? |
duties | Ajira will tell friend %PCName another secret. Ajira also knows about the Warlock's Ring. |
duties | Ajira has no duties for friend %PCName, but she is ready to tell you a secret. Ajira knows all about the Staff of Magnus. |
duties | Ajira knows many secrets, but they are not yet for friend %PCName. Speak with Ajira again when you are a Warlock. Ranis Athrys here may have duties for you, but Ajira does not like Ranis much. Maybe you should speak with Ajira's good friend Edwinna Elbert at the Guild of Mages in Ald'ruhn? |
duties | Ajira must find her stolen reports! |
duties | Ajira is very sorry. Ajira has much work to do on these reports so Ajira can win her bet with Galbedir. Maybe you could fetch a new ceramic bowl for Ajira? |
duties | Ajira must now study local flowers. |
duties | Has %PCName done what Ajira asks with the fake soul gem? |
duties | Yes, Ajira has more duties for %PCName. Ajira made a bet with Galbedir... |
duties | Yes, Ajira has duties for you. Before Ajira can be a Journeyman in the Mages Guild, Ajira must study local mushrooms. |
duties | You could speak with Arch-Mage Trebonius, but between you and me, you might want to ask the guild stewards in Ald'ruhn, Balmora, and Sadrith Mora instead. |
duties | Speak with Ajira or Ranis Athrys. They can give you duties. |
duties | Speak with Ajira. |
duties | Talk to Skink-in-Tree's-Shade |
duties | Speak with Edwinna. She's the guild steward here. |
duties | You have failed the Temple. I have nothing to say to you. |
duties | You have broken our rules and have been expelled. If you make amends, I can speak with you about your duties. |
duties | What can I do for you, %PCRank? |
duties | I have heard that you claim to be the Nerevarine. I am not sure what to think about this, but I do not trust you, and I will not give you any duties. |
duties | I cannot give you duties if you do not join the Temple. |
duties | Before I give you any other duties, you should prove your faith by making the Pilgrimages of the Seven Graces. |
duties | You are the Archcanon now, %PCName. I will retire from the politics of the Temple and devote the rest of my life to writing. |
duties | You have completed the Pilgrimages of the Four Corners. Now you should know the enemies of the Temple. I ask only one more thing. You must recover the Ebony Mail. |
duties | First you must advance to the rank of %NextPCRank. |
duties | I am old and will soon retire. You are one of the most promising %PCRanks. If you want to replace me as Archcanon of the Temple, you must complete the Pilgrimages of the Four Corners. |
duties | I do not have any duties for you at this time, %PCRank. Speak with me again when you have earned the rank of Diviner. |
duties | I have no more duties for you. Speak with Uvoo Llaren in Ghostgate or Endryn Llethan in Vivec. Thank you for all you have done. |
duties | A dark cult is practicing the foulest of arts only a few hours from here in the cavern of Hassour. |
duties | Speak with me again when you have proven yourself in the Temple. I have one more thing to ask of you, but you are not ready. Until then, speak with Uvoo Llaren in Ghostgate or Endryn Llethan in Vivec. |
duties | To demonstrate your faith, you must make the Pilgrimage to Maar Gan. |
duties | A man in Suran named Elvil Vidron is a False Incarnate. |
duties | To belong to the Temple is to practice compassion. |
duties | Speak with Archcanon Tholer Saryoni. |
duties | Yes, %PCRank. I believe Archcanon Saryoni wishes to speak with you. Here is the key to his rooms, behind the locked door here. |
duties | I have no more duties for you. Thank you for all you have done, %PCRank %PCName. Speak with Tuls Valen in Ald'ruhn or Tharer Rotheloth in Molag Mar if you seek more duties. |
duties | There is a foul cult operating under the St. Delyn Canton here in Vivec. Their meeting place is known as Ihinipalit. |
duties | A precious relic of the Temple, the Shoes of St. Rilms, has been lost. |
duties | Speak with me again when you are a Curate in the Temple. Until then, you may ask Tharer Rotheloth in Molag Mar or Tuls Valen at the Ald'ruhn Temple. |
duties | To prove that you have patience and wisdom you must make the Pilgrimage to the Sanctus Shrine. |
duties | A holy woman here in Vivec is spreading the Divine Disease to others. Someone must convince Tanusea Veloth to leave Vivec City. |
duties | I have no more duties for you. Try speaking with Tuls Valen in Ald'ruhn or Uvoo Llaren in Ghostgate. |
duties | Another duty of the Temple is to cleanse Vvardenfell of vampires. We have heard of a vampire lair known as Galom Daeus. |
duties | Speak with me again when you have gained the rank of Curate. I will have more duties for you then. Until then, you could ask Tuls Valen at the Ald'ruhn Temple, or Endryn Llethan at the High Fane in Vivec. |
duties | One duty of the Temple is to bring justice to Necromancers wherever we may find them. We have heard of a Necromancer known as Delvam Andarys. |
duties | To prove that you are wise and brave, you must make the Pilgrimage to Mount Kand. |
duties | A villager in Tel Mora has fallen ill, but there is no Temple in Tel Mora where she can go for healing. Go to Tel Mora and cure Lette. |
duties | I have no more duties for you. Speak with Endryn Llethan in Vivec or Tharer Rotheloth in Molag Mar. |
duties | You have found all the Temple relics I know of save one: Bring me the Crosier of St. Llothis. |
duties | Another sacred relic which has been lost to the Temple is the Cleaver of St. Felms. |
duties | Many sacred relics of the Temple have been lost to the Sixth House. I want you to recover a relic that I believe is in Lost Kogoruhn. |
duties | I need someone to bring the hermit Sendas Sathis food and drink. |
duties | The outcast Ashlander Assantus Hansar has fallen ill. |
duties | I have no duties for anyone under the rank of Curate. Speak with Tharer Rotheloth in Molag Mar, Tuls Valen at the Ald'ruhn Temple, or Endryn Llethan at the High Fane in Vivec. |
duties | I do not have any duties for you. Perhaps you could speak with Endryn Llethan in Ald'ruhn or Tharer Rotheloth in Molag Mar. |
duty | You shall be Nerevarine of all the tribes, and Hortator of all the Great Houses. You shall eat the sin of the unmourned house, and free the false gods. You must defeat the Sixth House, and Dagoth Ur. You must free the Tribunal from their curse. This is the burden of prophecy. This shall be your duty as Urshilaku Nerevarine. |
Duvianus Platorius | I'm just a friend of Addhiranirr. |
Duvianus Platorius | Duvianus Platorius is a Census and Excise agent, and a slick one. I've seen him around here before. |
Dwarven | These refined and elegant weapons resist corrosion and retain their edge in spite of hard use, and are notable among the distinctive relics of the extinct Dwemer race. Enterprising adventurers risk life and limb to recover these ornate, heavy weapons from the Dwarven ruins scattered throughout Tamriel. |
dwarven ghost | Dwarven ghosts are encountered in the ancient abandoned Dwemer ruins. They are aggressive and dangerous, but ectoplasm, a filmy residue that remains after the revenant spirit of a Dwemer has been banished from the mortal plane, is a rare, valuable substance with modest magical properties. Normal weapons do not harm them; only enchanted or silver weapons or deadly spells affect them. |
dwarven ghost | Dwarven ghosts are encountered in the ancient abandoned Dwemer ruins. They are aggressive and dangerous, but ectoplasm, a filmy residue that remains after the revenant spirit of a Dwemer has been banished from the mortal plane, is a rare, valuable substance with modest magical properties. Normal weapons do not harm them; only enchanted or silver weapons or deadly spells affect them. |
dwarven limeware | It's good to finally get my hands on some good merchandise. |
dwarven limeware | You've gotten it! Well done, %PCName. I was beginning to think we'd never see this kind of merchandise again. As promised, here is your reward. I hope it wasn't too much trouble for you. |
dwarven limeware | Hmmm...I'm sure you were. Perhaps you'd better leave right now. |
dwarven limeware | You were able to take this from one of our ships? I'll have the guards' heads for this! It's good you are an honest person, %PCName, and it is good that I know about the holes in my security at the docks. Here, take this as a reward. I would suggest you stay off my ships in the future. |
dwarven limeware | I would be good to get my hands on that shipment. Let me know when you get the pieces. |
dwarven limeware | You got the bowls, but where are the cups? Come back when you have it all. |
dwarven limeware | You got the cups, but where are the bowls? Come back when you have everything. |
dwarven limeware | Well, I suppose I shouldn't have expected your help. |
dwarven limeware | Excellent. You can find the limeware aboard the Chun-Ook, docked in Ebonheart. It is likely to be very well guarded, so take care. There should be at least ten pieces of it...bowls and cups, I believe. Anything else you find -- flasks, plates, or platters -- is probably fake, so leave it behind. |
dwarven limeware | It didn't used to be as much of a problem, but Bolryn at the East Empire Company has been manipulating the prices; I'm sure of it. And he won't give most of us a license to sell the stuff. Actually, I know for a fact that there's a shipment of limeware being held up on a ship in Ebonheart. If you'd be willing to...recover it for me...I would be willing to reward you very generously. Perhaps 1,500 drakes? |
dwarven limeware | A shipment of limeware? I know nothing about it. There are strict regulations on that kind of material entering Vvardenfell. You'd have to show me some proof for me to believe that. |
dwarven limeware | A shipment of limeware? I know nothing about it. There are strict regulations on that kind of material entering Vvardenfell. You'd have to show me some proof for me to believe that. |
dwarven limeware | You say that the limeware you have was on one of my ships? And you managed to get on board to steal it? What are we to do about this? |
DwarvenMystery | MAYBE put topics about this here... ASK if journal entries are a good idea for this sort of thing... |
Dwemer | The Dwemer are the fabled lost Dwarven race whose ruins and splendid artifacts are scattered across Tamriel. Elves use the term "Dwemer," connoting variously "deep-delving," "profound," and "close-counseled"; Imperial usage is "Dwarven," derived in fable from the affectionate regard of the Giant races for their "little" Dwemer friends. There are several Dwemer sites on Vvardenfell, and many have found Dwemer artifacts. |
Dwemer | Indeed, without false modesty, I can say I'm an expert on the Dwemer. But I'm not generous with my knowledge, and I won't share what I know until we are better acquainted, and closer associates. |
Dwemer | Dwemer -- literally, 'the Deep, or Deep-Counseled or Secretive People' -- are the fabled lost Dwarven race whose ruins and splendid artifacts are scattered across Tamriel. Elves use the term 'Dwemer,' connoting variously 'deep-delving,' 'profound,' and 'close-counseled'; Imperial usage is 'Dwarven,' derived in fable from the affectionate regard of the Giant races for their 'little' Dwemer friends. |
Dwemer | Dwemer -- literally, 'the Deep, or Deep-Counseled or Secretive People' -- are the fabled lost Dwarven race whose ruins and splendid artifacts are scattered across Tamriel. Elves use the term 'Dwemer,' connoting variously 'deep-delving,' 'profound,' and 'close-counseled'; Imperial usage is 'Dwarven,' derived in fable from the affectionate regard of the Giant races for their 'little' Dwemer friends. |
Dwemer | The Dwemer were ancient enemies of the Dunmer, but they are long dead, destroyed in a holy war by Saint Nerevar and the Tribunal. |
Dwemer | The Dwemer were ancient enemies of the Dunmer, but they are long dead, destroyed in a holy war by Saint Nerevar and the Tribunal. |
Dwemer | The Dwemer were ancient enemies of the Dunmer, but they are long dead, destroyed in a holy war by Saint Nerevar and the Tribunal. |
Dwemer | The Dwemer were ancient enemies of the Dunmer, but they are long dead, destroyed in a holy war by Saint Nerevar and the Tribunal. |
Dwemer | Saint Nerevar and the Tribunal defeated the Dwemer in holy war, and banished them from the face of the world for their blasphemies. |
Dwemer | Saint Nerevar and the Tribunal defeated the Dwemer in holy war, and banished them from the face of the world for their blasphemies. |
Dwemer | Saint Nerevar and the Tribunal defeated the Dwemer in holy war, and banished them from the face of the world for their blasphemies. |
Dwemer | Saint Nerevar and the Tribunal defeated the Dwemer in holy war, and banished them from the face of the world for their blasphemies. |
Dwemer | They call them 'Dwarves' in the West. In their folly and pride, the Dwemer conspired to create a god to serve them and to destroy the Dunmer. But now they are no more. |
Dwemer | They call them 'Dwarves' in the West. In their folly and pride, the Dwemer conspired to create a god to serve them and to destroy the Dunmer. But now they are no more. |
Dwemer | They call them 'Dwarves' in the West. In their folly and pride, the Dwemer conspired to create a god to serve them and to destroy the Dunmer. But now they are no more. |
Dwemer | They call them 'Dwarves' in the West. In their folly and pride, the Dwemer conspired to create a god to serve them and to destroy the Dunmer. But now they are no more. |
Dwemer Animunculi | You have brought me the book, %PCName. I hope your stronghold is satisfactory. |
Dwemer Animunculi | Yes, this is exactly what I need. This, along with the schematics you brought me should be enough to unravel the secrets of Dwemer Centurions. I will give the orders to begin the last phase of your stronghold. It should go quickly... but it should take at least five days. |
Dwemer Animunculi | Then return to Galom Daeus and continue your search. |
Dwemer Animunculi | Have you found this book, %PCName? |
Dwemer Animunculi | There is a book, "Secrets of Dwemer Animunculi," which has been lost for many years. I know that this books lies in the Vampire-infested ruins of Galom Daeus. When I have this book in my possession, your stronghold will be the first in ages to be guarded by Dwemer Centurions. |
Dwemer Animunculi | Yes, you've shown me the book already. It was a quite a find. I'm sure I'll have a working centurion any day now. |
Dwemer Animunculi | Yes! This is what I've been looking for. I suppose you wouldn't be willing to part with it... Let me just make a few notes, then... There. I now have most of what I need to make my own centurions. You've made me... that is, us, famous. Wait until I tell Ocato. |
Dwemer Animunculi | How can you do this to me?! I've spent my whole life looking for this!! |
Dwemer Animunculi | Let me see it at once! |
Dwemer artifact | Fast Eddie says Divayth Fyr collects Dwemer artifacts. Yes, I know it's treason to trade in Dwemer artifacts, but don't worry about it. I'm a big-shot Imperial Spymaster, remember? And, yes, it's worth a fortune. But you're worth it. The cash is for expenses, and just in case. Good luck. |
Dwemer artifacts | Weapons, armor, housewares, coins, and other items of Dwemer design are often found in Dwemer ruins. They are prized by historians and antiquarians, and very valuable. The Emperor, however, has declared all newly discovered Dwemer artifacts to be possessions of the Crown, and forbids their trade or sale. Now smuggling Dwemer artifacts is treason, but smugglers will still risk execution for such a profitable crime. |
Dwemer artifacts | In their denial of both phenomena and noumena, the Dwemer found comfort in the creation of Animunculi, which in their operation, combined two incompatible principles, thus denying both. In the first Dwemer ruin I studied, quite by chance in my wandering youth, someone had activated the Animunculi guardians and I was unable to make a proper study of them. Since then, I have, on occasion, found ruins, especially here in Vvardenfell, where the Animunculi are still active. |
Dwemer artifacts | If you seek the artifacts of the Dwemer, visit one of the Dwemer ruins. |
Dwemer artifacts | Yes, this is one of the three questions I want you to ask Baladas Demnevanni. |
Dwemer artifacts | Habasi hears you broke our agreement. Habasi does not want to speak with you now. |
Dwemer artifacts | You brought the artifacts to your good friend Habasi. |
Dwemer artifacts | Habasi looks. Yes, a Dwemer tube, a Dwemer bowl, a Dwemer goblet. All here. You have done Habasi a favor and Habasi does you a favor. Habasi gives you some tools. |
Dwemer artifacts | Get them from Ra'Zhid before Ra'Zhid sells them. |
Dwemer artifacts | You have Ra'Zhid's Dwemer artifacts? |
Dwemer artifacts | No, Ra'Zhid is a liar. Ra'Zhid has the Dwemer artifacts. Habasi knows this. If you kill Ra'Zhid, Habasi thinks less of you, but that is all. If you steal from Ra'Zhid, Habasi thinks you are clever. Go back to Hla Oad, find the Dwemer goblet, bowl, and tube, and bring them all to Habasi. |
Dwemer artifacts | No, Ra'Zhid is a liar, like all Khajiti men. Ra'Zhid has the Dwemer artifacts. Habasi knows this. If you kill Ra'Zhid, Habasi thinks less of you, but that is all. If you steal from Ra'Zhid, Habasi thinks you are clever. Go back to Hla Oad, find the Dwemer goblet, bowl, and tube, and bring them all to Habasi. |
Dwemer artifacts | Go to Fatleg's Drop Off in Hla Oad. If Ra'Zhid won't give you the Dwemer artifacts, find them, and return them to Habasi. You must bring Habasi a Dwarven goblet, a Dwarven bowl, and a Dwemer tube. |
Dwemer artifacts | So you know who's who around here. Ra'Zhid does not have the Dwemer artifacts. Understand? Run along, kitten. |
Dwemer artifacts | Ra'Zhid teaches you a lesson. |
Dwemer artifacts | Ra'Zhid sees that you've been sniffing around. Will you give those artifacts back to Ra'Zhid, or will Ra'Zhid kill you? |
Dwemer artifacts | What Dwemer artifacts? |
Dwemer artifacts | Where did you get that?! It's illegal to have Dwemer artifacts. Get out of here before I summon the authorities. |
Dwemer artifacts | I resent your implications. I am an honest merchant. |
Dwemer artifacts | %Name hears that Ra'Zhid had Dwemer artifacts. %Name tells you because %Name does not like Ra'Zhid. |
Dwemer artifacts | I don't know anything about that. |
Dwemer artifacts | I heard Ra'Zhid over at FatLeg's Drop Off was looking for a buyer. |
Dwemer artifacts | Artifacts salvaged from Dwemer ruins are valuable, but protected under Imperial law, and trade in such artifacts is illegal. Most valuable are Dwarven weapons and armor, both for their superb craftsmanship, and for their value to collectors and scholars. |
Dwemer artifacts | Artifacts salvaged from Dwemer ruins are valuable, but protected under Imperial law, and trade in such artifacts is illegal. Most valuable are Dwarven weapons and armor, both for their superb craftsmanship, and for their value to collectors and scholars. |
Dwemer boots | I gave you the boots. Didn't I? |
Dwemer boots | Lord Fyr obtained these enchanted Dwemer boots from an unfortunate thief. And, given the quality of their craftsmanship, little wonder the fellow came a bad end. But I can do nothing for them. The fundamental enchantment is flawed. Might as well start over again... if such a pair of boots could still be fashioned in these benighted latter days. But I have done my best. Take them to Lord Fyr, with my sincere apologies. |
Dwemer centurions | Dwemer centurions are enchanted war devices in the form of animated metal creatures. There are three classes of Dwemer centurions: the centurion spider, the centurion sphere, and the steam centurion. These devices are rarely encountered outside of ancient Dwemer ruins. |
Dwemer centurions | Dwemer centurions are enchanted war devices in the form of animated metal creatures. There are three classes of Dwemer centurions: the centurion spider, the centurion sphere, and the steam centurion. These devices are rarely encountered outside of ancient Dwemer ruins. |
Dwemer goblet | I'm very disappointed in you, %PCName. You broke our rules, and I can't have one of your reputation in the Bal Molagmer. Make amends, and perhaps we can speak again. |
Dwemer goblet | I'm disappointed in you, %PCName. You've been caught too many times. Tone down your act, pay off yours debts, then come see me again. |
Dwemer goblet | You already gave the goblet to Danso Indules. |
Dwemer goblet | You shouldn't have told her where you stole it from, but it can't be helped now. |
Dwemer goblet | Good. Danso Indules can sell that goblet and do more good than Berel Sala and the Ordinators ever will. |
Dwemer goblet | That's the right goblet. Take it to Danso Indules outside the High Fane south of here. |
Dwemer goblet | There is a Dwemer goblet in Berel Sala's office in the Hall of Justice. Steal this goblet and donate it to Danso Indules, who is usually outside near the High Fane. |
Dwemer goblet | I really can't accept another donation. I appreciate the offer, but I don't need any more trouble with the Ordinators. |
Dwemer goblet | No, if that belongs to Berel Sala, I will not accept it. |
Dwemer goblet | Yes, thank you. |
Dwemer goblet | I cannot accept it, then. Though I need the money, I do not need any trouble with the Ordinators. |
Dwemer goblet | Indeed. I did not realize.... Yes, I see your gloves. I will accept this gift. Thank you. |
Dwemer goblet | Oh, really? There are many stories of their recent return, but I see nothing about you that indicates your involvement. |
Dwemer goblet | Why are you giving this to me? I know I could use the money, but... |
Dwemer goblet | Well, if it's none of my business... |
Dwemer goblet | That goblet looks familiar, what about it? |
Dwemer language | The Dwemer language is unknown, perhaps unknowable. Some Dwemer books, especially records dating from after the founding of Resdayn, were written in Aldmeris, making them accessible to modern scholars. However, even in Aldmeris, many Dwemer terms remain uncertain. As the books and other artifacts in Dwemer ruins rarely show signs of wear or age, I believe that the Dwemer knew of a preservative effect, perhaps a device still active which denies or controls the Earth Bones governing time and decay. |
Dwemer language | I do not know the Dwemer language. |
Dwemer language | Yes, this is one of the three questions I want you to ask Baladas Demnevanni. |
Dwemer language | The Dwemer language is largely untranslatable, though the alphabet is known, and short inscriptions can be deciphered, usually from context clues. Fortunately, many Dwemer documents were written in Aldmeris, which is very close to modern Elven languages. |
Dwemer language | [If he were better disposed toward you, he would have more to say on this topic.] |
Dwemer piece | Thank you for your gift. |
Dwemer piece | A gift? For me? How thoughtful. And shrewd. I suppose you know I am a collector. And that such a gift is bound to please me. I congratulate you on your diplomatic skills. So, why have you tried to butter me up? Come to consult the great Divayth Fyr? You have the divine disease? Want to plunder the dungeon? Or leer at my daughters? |
Dwemer piece | Are you trying to provoke me? Surely you know I prize and collect such things. It is rude to stimulate my appetites by displaying such things. And I don't have to be polite to rude people. |
Dwemer piece | Oh, yes. I know. You have an interesting Dwemer piece. So what? |
Dwemer puzzle box | I gave you the Dwemer key, didn't I? The one i made from the instructions I found on the puzzle box you brought me? |
Dwemer puzzle box | What? Oh. Yes, I'd forgotten. Here's a Dwemer key, made according to the instructions I found on the puzzle box you brought me. I've no idea what it's good for. But if you take it back to Arkngthand, maybe you'll find the lock it opens. |
Dwemer puzzle box | Yes. The inscriptions on the box seem to be the directions for setting a Dwemer key to open a specific lock. If you're interested, after you've delivered your report to Caius, come back, and maybe I'll have a key you can take back to Arkngthand. |
Dwemer puzzle box | The little cube I'm looking for is about the size of a fist, maybe a little bigger. It will be made of a coppery metal, with a circular design and symbols on one side and some lined marks on the other sides. That's all I want, that little cube. |
Dwemer ruins | You seem to truly have an interest in the Dwarves, so I will tell you this. Sneak into the Gnisis Eggmine. I heard they made a most unusual discovery recently. |
Dwemer ruins | There are many scattered across Vvardenfell. There is one on the coast northwest of here. |
Dwemer ruins | Dwemer ruins all over the place up here on the island. Folks come hunting Dwemer artifacts, never mind the Emperor's laws. None of my business. |
Dwemer ruins | Dwemer artifacts taken from Dwemer ruins are very valuable, particularly Dwemer weapons, armor, and other enchanted devices, but they are protected as property of the Emperor by Imperial decree, and trade in such artifacts is illegal. |
Dwemer ruins | The ruins of the lost Dwemer race are found everywhere in Tamriel, but are most common in Morrowind, once the native land of the Dwemer. |
Dwemer sites | There are many Dwemer sites on Vvardenfell, but the two largest are Mzuleft and Nchuleftingth. Mzuleft is in the Sheogorad region, is cursed and dangerous, and access is forbidden. Nchuleftingth is occupied by an expedition of the Imperial Archaeological Commission, and is not open to visitors. |
Dwemer Tube | Are you still a member of the guild? Once Trebonius gives the authorization, we can discuss guild matters again. |
Dwemer Tube | Were you expelled? Or did you clear that up already? You ought to make amends with Guildmaster Trebonius just to be sure. |
Dwemer Tube | You have been expelled, %PCName. If you want to make amends, you should speak with Guildmaster Trebonius. |
Dwemer Tube | Your delivery of the Dwemer Tube was commendable, %PCName. |
Dwemer Tube | Yes, this is what I wanted. Now I can finally study these "bthurkz" the Dwarves wrote about. I am impressed by your dedication to scholarship. Good work, %PCName. |
Dwemer Tube | It is not a toy, %PCName. It is a valuable Dwemer artifact that is simply essential to my research. |
Dwemer Tube | Have you found a Dwemer Tube? |
Dwemer Tube | Dwemer Tubes shouldn't be too hard to find. Go to Ald Velothi and travel along the coast to the west. You'll cross a bridge and you'll see Arkngthunch-Sturdumz ahead of you. You can't miss it. |
Dwemer Tube | I appreciate your dedication, %PCName. Arkngthunch-Sturdumz is northwest of Gnisis, but there's an easier way to get there. Go to Ald Velothi and follow the coast to the west. |
Dwemer Tube | I'm disappointed, %PCName. You are obviously not truly dedicated to research. If you're concerned about Imperial Law, there's no need to worry. I will, of course, turn the device over to the Chair of Dwemer Studies... just as soon as I've finished my research. |
Dwemer Tube | They're easy enough to find. I believe I saw some in Arkngthunch-Sturdumz when I was last there. Would you be willing to travel there and bring back the Dwemer Tube? |
Dwemers sin | The sin of the Dwemer was the creation of a new god from the substance of a dead god, Lorkhan. That is also the sin for which we would destroy Dagoth Ur. I hesitate to call it 'sin'. More properly, call it 'destructive evil'. The sin of the Tribunal, however, is in the breaking of an oath to Azura to forebear from tapping the Heart with Kagrenac's tools, and in the folly of seeking to become gods. Breaking the oath was evil. Becoming gods was folly. If we sinned, we have paid the price. |
East Empire Company | The East Empire Company Hall is just northwest of Ebonheart's dragon statue. You must have seen the dragon statue. It's in the plaza all the way to the east, just before you step down to the docks. |
East Empire Company | Because of its wealth and the favor of the Emperor, the East Empire company wields considerable influence in the Duke's administration. |
East Empire Company | The East Empire Company is a monopolistic mercantile enterprise chartered by the Emperor and managed by a board of directors appointed by the Emperor. The Company has sole authority to trade in certain goods, like flin, raw ebony, raw glass, and Dwemer artifacts, and it also enjoys favorable tariffs and regulations for import and export of other common and exotic goods, like kwama eggs, marshmerrow pulp, saltrice, and Telvanni bug musk. |
Ebonheart | Ebonheart is south of Pelagiad, between Vivec and Seyda Neen. Take the road south to Pelagiad, then continue the road towards Vivec. Keep an eye on the signposts, and you shouldn't have any trouble reaching Ebonheart. |
Ebonheart | Ebonheart is south on the road from Pelagiad, built on the western shore of the water-founded city of Vivec. 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 East Empire Company has its headquarters in Ebonheart. |
Ebonheart | Because the East Empire Company is chartered directly by the Emperor, its offices, warehouses, and docks are adjacent to the castle, and its security is assured by the Imperial garrisons. The provinces of Skyrim and Black Marsh maintain diplomatic missions within the walls of Castle Ebonheart to insure that their political interests are respected by the laws and policies of the Duke and Grand Council. |
Ebonheart | Castle Ebonheart is the seat of Imperial authority on Vvardenfell. Here Duke Vedam Dren, Duke of Ebonheart, and the Vvardenfell Grand Council determine law and policy for the Vvardenfell administrative district. The Imperial cult shrine here serves the Duke, his retainers, and the castle's garrisons, and is also an administrative center for the Imperial cult presence on Vvardenfell. A unit of the Imperial Guard protects the Duke, and the Hawkmoth Legion is also garrisoned within the walls of the castle. |
Ebonheart | Because the East Empire Company is chartered directly by the Emperor, its offices, warehouses, and docks are adjacent to the castle, and its security is assured by the Imperial garrisons. The provinces of Skyrim and Black Marsh maintain diplomatic missions within the walls of Castle Ebonheart to insure that their political interests are respected by the laws and policies of the Duke and Grand Council. |
Ebonheart | Castle Ebonheart is the seat of Imperial authority on Vvardenfell. Here Duke Vedam Dren, Duke of Ebonheart, and the Vvardenfell Grand Council determine law and policy for the Vvardenfell administrative district. The Imperial cult shrine here serves the Duke, his retainers, and the castle's garrisons, and is also an administrative center for the Imperial cult presence on Vvardenfell. A unit of the Imperial Guard protects the Duke, and the Hawkmoth Legion is also garrisoned within the walls of the castle. |
Ebonheart | Because the East Empire Company is chartered directly by the Emperor, its offices, warehouses, and docks are adjacent to the castle, and its security is assured by the Imperial garrisons. The provinces of Skyrim and Black Marsh maintain diplomatic missions within the walls of Castle Ebonheart to insure that their political interests are respected by the laws and policies of the Duke and Grand Council. |
Ebonheart | Castle Ebonheart is the seat of Imperial authority on Vvardenfell. Here Duke Vedam Dren, Duke of Ebonheart, and the Vvardenfell Grand Council determine law and policy for the Vvardenfell administrative district. The Imperial cult shrine here serves the Duke, his retainers, and the castle's garrisons, and is also an administrative center for the Imperial cult presence on Vvardenfell. A unit of the Imperial Guard protects the Duke, and the Hawkmoth Legion is also garrisoned within the walls of the castle. |
Ebonheart | Ebonheart is the Imperial headquarters for Vvardenfell district, and a busy seaport. Duke Vedam Dren is the district's ruler and Emperor's representative. The Duke lives in Castle Ebonheart. The District Council chambers and the Hawk Moth Legion garrison are also at Castle Ebonheart. The East Empire Company buildings and docks are outside the castle, facing Vivec to the east. |
Ebonheart | 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. |
Ebonheart | 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. |
Ebonheart | The officers, docks, and warehouses of the East Empire Company are found in Ebonheart. |
Ebonheart | The officers, docks, and warehouses of the East Empire Company are found in Ebonheart. |
Ebonheart | The Vvardenfell District Council chambers and the Hawk Moth Legion garrison are located at Castle Ebonheart. |
Ebonheart | The Vvardenfell District Council chambers and the Hawk Moth Legion garrison are located at Castle Ebonheart. |
Ebonheart | Castle Ebonheart is the home of Duke Vedam Dren, the district's ruler and Emperor's representative. |
Ebonheart | Castle Ebonheart is the home of Duke Vedam Dren, the district's ruler and Emperor's representative. |
Ebonheart | Ebonheart is the seat of the Imperial government for Vvardenfell district, and a busy center of maritime trade. |
Ebonheart | Ebonheart is the seat of the Imperial government for Vvardenfell district, and a busy center of maritime trade. |
Ebonheart | Ebonheart is a walled Imperial town in the southern part of the Ascadian Isles region, west of the city of Vivec. |
Ebonheart | Ebonheart is a walled Imperial town in the southern part of the Ascadian Isles region, west of the city of Vivec. |
ebony | Are you here to deliver the shipment of ebony? |
ebony | I don't know what you think you know or who you've been talking to, but you better not ask about that again if you know what's good for you. |
ebony | Ebony weapons are made from a rare form of volcanic glass found almost exclusively in the buried deposits and surface lava flows of Vvardenfell's Red Mountain. 'Ebony' refers to the lustrous, black, glassy surface of ebony weapons. |
Ebony Mail | You have killed one of the Ashlander tribal leaders. You are not the type of person we want in the Temple. |
Ebony Mail | It is unfortunate, but you have been expelled from the Temple. Make amends, if you can, and I will speak to you of this. |
Ebony Mail | I have heard that you claim to be the Incarnate. This is a serious matter. Before we discuss the Ebony Mail, let me pray and meditate on the validity of these rumors. |
Ebony Mail | The Ebony Mail is yours. You are the new %NextPCRank of the Temple. |
Ebony Mail | Ah, keep the Ebony Mail, %PCName. Treat it well and do good deeds when you wear it. You are the new %NextPCRank. I have long wanted to retire from the politics of the Temple and write another book of sermons. |
Ebony Mail | So you found it? Where is it? I don't see it... |
Ebony Mail | Perhaps you are not devoted enough to be the %NextPCRank of the Temple. |
Ebony Mail | Have you found the Ebony Mail, %PCName? |
Ebony Mail | The Ebony Mail may be found on Mount Assarnibibi, which is north of Molag Mar. Mount Assarnibibi is where Molag Bal oversaw the 99 lovers of Boethiah that gave birth to Almalexia. Go there and pray before the shrine. If you are worthy, you will receive the Ebony Mail. Return it to me and I will make you %NextPCRank of the Temple. |
ebony trade | No, you have convinced me. We will trade ebony only with our partner, House Hlaalu. We will stand side by side like two strong warriors and the Empire will trade the way we tell them. |
ebony trade | Yes, I hear the truth of your words. When two strong warriors stand side by side, no one dares challenge them. I will trade ebony with House Hlaalu. |
ebony trade | We Zainab have ebony and are strong. You do not have ebony of your own, and you are too weak to speak with me. |
ebony trade | Yes, that is true. The Zainab are very strong and we have ebony to sell. Why do you want our ebony when you have ebony of your own? |
ebony trade | Why does House Hlaalu want our ebony? House Hlaalu already has ebony. |
ebony trade | Then I will tell you to leave here. |
ebony trade | Why are you speaking to me about ebony? |
ebony trade | You've been expelled. I cannot discuss business with you unless you make amends. |
ebony trade | The ebony trade is going well thanks to you, %PCName. |
ebony trade | You've killed some of the Zainab? Hm. I don't think they will deal with you now. We'll need to send someone else to trade with them. |
ebony trade | Thanks to you, the Empire must still buy all its ebony from House Hlaalu. Take these 1000 drakes as a share of House Hlaalu's future profits. |
ebony trade | The Zainab have been trying to sell ebony. Go speak with the Zainab camp and make sure they only sell ebony through us. |
ebony trade | Ebony? You must speak with gulakhan Ashibaal. |
ebony trade | You already convinced me, you don't need to ask me again. |
ebony trade | Okay, you convinced me. Go back and tell House Hlaalu that I will sign a contract for another year. |
ebony trade | Well, if you think you can make me a better offer... |
ebony trade | Unless House Hlaalu lowers prices, my hands are tied. |
ebony trade | You've been expelled from House Hlaalu. You must make amends. |
ebony trade | You helped protect House Hlaalu's ebony trade, %PCRank. |
ebony trade | I heard that you shut down the Sudanit mine and had a few words with Canctunian Ponius. Excellent work, %PCName. Take these 1000 drakes as a gift from House Hlaalu. And why not take this glass armor as a special bonus? |
ebony trade | Yes, I heard you convinced Canctunian Ponius. Good work, %PCName. Please take these 1000 drakes as a gift from House Hlaalu. |
ebony trade | I heard that you shut down the Sudanit mine. Good work, %PCName. Take these 1000 drakes as a gift from House Hlaalu. |
ebony trade | If Canctunian Ponius is dead, you'll have to kill Darns Tedalen in the Sudanit mine. |
ebony trade | The East Empire Company threatened to buy ebony from House Redoran unless we lowered prices. Either convince Canctunian Ponius in Ebonheart to buy ebony from us, or kill Darns Tedalen, the head of mining operations in the Sudanit Mine. If you do both, there might be a bonus in it for you. |
ebony trade | We had a good deal going with Caldera, but then House Redoran opened their traditional mines for trade with the Empire. Even the Ashlanders have been sneaking across the ghost fence to a mine there and trying to sell ebony. |
EB_Actor | There is a rumor in Vivec that Miun-Gei, a merchant in the Vivec Foreign Quarter, has been having problems with an annoying street vendor selling things outside his shop. |
EB_Actor | I've spoken to Miun-Gei about the person outside his shop disrupting business. He claims the man is hawking ridiculous items, and generally annoying his customers. Since he technically isn't doing anything illegal, there is no way to get rid of him, but Miun-Gei would like him gone. |
EB_Actor | I've agreed to help Miun-Gei get rid of the annoying vendor, whose name is Marcel Maurard. |
EB_Actor | I've decided not to deal with the actor bothering Miun-Gei. |
EB_Actor | After speaking to Marcel Maurard, I've found that he is an aspiring actor, who is trying to make money to fund his craft. He refuses to leave, since it is the only way he has found to make any cash, at least until he can find a part in a play. |
EB_Actor | After asking around a bit in Vivec, I've learned that there is almost no actual theatre here in the city. In fact, the only one who is interested at all is Crassius Curio, a nobleman in town. |
EB_Actor | Crassius Curio is putting on a new play called "The Lusty Argonian Maid," and gave me a bit of the work to sample. |
EB_Actor | I have spoken to Crassius Curio, and it seems he is very interested in the arts, especially the theatre. He would like to stage a production of his latest play, but hasn't been able to find enough actors willing to take part. |
EB_Actor | Marcel Maurard was overjoyed to hear about Curio's play. He promised he would visit him as soon as possible and join with the acting troupe. |
EB_Actor | Miun-Gei was happy to hear that Marcel Maurard will no longer be selling his wares in front of his shop, and rewarded me with an iron shardskewer. |
EB_Actor | I've killed Marcel Maurard, and Miun-Gei is glad he's gone. He's not happy that the guards will be around asking questions, though. He rewarded me with 250 gold. |
EB_Bone | I have heard rumor that Balen Andrano is having a rough time with his business. |
EB_Bone | Balen Andrano has asked me to do a job for him. He would like me to place the bone of a dead Dwemer in the shop of one of his rivals, the Redguard trader Jeanne. He claims that it will be a bad luck totem for the more prosperous merchant. |
EB_Bone | I have agreed to place the Dwemer bone in Jeanne's shop. Andrano tells me I must place the bone in a chest near the merchant's bed, so while she sleeps, the bone will work its evil magic. If I am spotted doing this, though, the magic will not work. |
EB_Bone | I have decided not to help Balen Andrano. |
EB_Bone | I have successfully placed the Dwemer bone in Jeanne's chest. |
EB_Bone | While trying to sneak the Dwemer bone into the chest near Jeanne's bed, I was spotted. |
EB_Bone | Jeanne admonished me for attempting to enter her private quarters, and threatened to call the guard if I did not stay away. |
EB_Bone | I have returned to Balen Andrano and collected my reward, a sleep amulet. |
EB_Bone | I have returned to Balen Andrano, who was very disappointed in my failure. |
EB_Bone | After returning to Jeanne's store, the shopkeeper tells me that she has been haunted by a dwarven ghost, and her business is suffering. She would like me to rid her of this evil spirit. |
EB_Bone | I have killed the dwarven spirit haunting Jeanne's store. |
EB_Bone | I have removed the bone from the chest in Jeanne's bedroom, and the dwarven spirit has disappeared. |
EB_Bone | Jeanne thanked me for my help, and rewarded me well for my efforts. |
EB_Clients | I've spoken with Bolrin, one of the managers at the East Empire Company. He has offered a job to me, although he says that it may be dangerous. |
EB_Clients | Bolrin would like me to enter the quarters of Aundenian Valius, a Telvanni Enchanter in Vivec. Valius sells to an exclusive clientele, and Bolrin would like to know who that clientele is. He says he will reward me if I can return to him with a list of Valius' customers and the items that they have ordered. |
EB_Clients | I have agreed to act as a spy for the East Empire Company. Bolrin tells me that the list is likely locked in Valius' private quarters, and that it may be well guarded. |
EB_Clients | I have decided not to act as a spy for the East Empire Company. |
EB_Clients | I have been able to retrieve the customer list for Bolrin and return it to him. In return, he has given me 700 drakes. |
EB_DeadMen | While in the St. Olms area of Vivec, I heard rumors about a woman whose husband has been missing for days. The woman's name is Moroni Uvelas. |
EB_DeadMen | I have spoken to Moroni Uvelas about her missing husband. It seems the man was somewhat of a skooma addict, and the woman believes that in one of his skooma-induced wanderings, he may have contracted corprus. |
EB_DeadMen | I have agreed to try and find her husband Danar, and cure him if I can. He was last seen heading into the underworks near St. Olms. |
EB_DeadMen | I have decided not to become involved in this incident. The fate of a diseased skooma addict is not my concern. |
EB_DeadMen | I've killed a corprus stalker in the Underworks of Vivec. I fear this is what Danar Uvelas has become. |
EB_DeadMen | I returned to Moroni Uvelas with her husband's ring. She was saddened by the news of her husband's fate, but did not seem surprised. She was grateful that he was finally put to rest, and rewarded me with some potions of that will cure disease. |
EB_Deed | I've heard rumors that Alusaron, a smith in the Foreign Quarter of Vivec, has been losing a lot of business, and his nearest competitor recently got a big contract. |
EB_Deed | Alusaron has been having some problems of late with his shop. He has been losing a good deal of business to Ralen Tilvur, a competing smith in the Foreign Quarter of Vivec. |
EB_Deed | Alusaron has heard that Tilvur has recently received a contract for a large weapons shipment. He would like me to steal this contract, with the hopes that Tilvur will be unable to fulfill his order. In the meantime, Alusaron will be prepared to fulfill the order on time. |
EB_Deed | I've agreed to steal the contract from Tilvur's shop. Alusaron figures he has it locked away in his private quarters, but does not believe it will be well guarded. |
EB_Deed | I have told Alusaron I will not steal the contract from Ralen Tilvur. |
EB_Deed | I returned to Alusaron's shop with the contract he asked me to steal for him. He was happy with my performance, and has rewarded me with an axe he has crafted. |
EB_Express | While in Ebonheart, I spoke with Llaalam Dredil, an advisor to Duke Dren. He has asked me to deliver a letter for him to J'Zhirr at the East Empire Company here in Ebonheart. |
EB_Express | I have agreed to deliver the letter for Llaalam Dredil. |
EB_Express | I have decided not to deliver the letter for Llaalam Dredil. |
EB_Express | J'Zhirr has received my letter from Llaalam Dredil, and has given me note to bring back to Dredil. |
EB_Express | I have delivered the note to Dredil, and he has given me 75 gold as payment. |
EB_False | While in Vivec, a man approached me and handed me a leaflet. He told me it contained important information about a local merchant. |
EB_False | I have spoken to Aurane Frernis, the apothecary mentioned in the leaflet I was given. She was furious about the slanderous comments it contained, and offered me a reward if I could find out who was behind the misinformation. |
EB_False | I spoke to Domalen, the Redguard man who was handing out the leaflets. He told me that he was hired by Galuro Belan, another apothecary in Vivec, to distribute the materials. |
EB_False | Domalen is dead. Although he told me the source of the leaflets, his crime was no less. |
EB_False | Domalen is dead. Frernis will not have to worry about him handing out more leaflets. |
EB_False | Galuro Belan was ashamed when I approached her with the information that she was spreading lies about Aurane Frernis. She has offered me 100 drakes to keep my mouth shut about this. |
EB_False | I have agreed to keep Belan's secret. For a modest fee. |
EB_False | I've told Belan I will have no part in her lies. |
EB_False | Aurane Frernis was glad to know who was responsible for the false claims that were being made about her. She rewarded me with 100 drakes. |
EB_Invisible | A man approached me outside a trader's in Vivec. The odd thing is, I couldn't see him. |
EB_Invisible | This man, Cassius Olcinius, says he has been cursed with permanent invisibility. The wizard who cursed him, Fevyn Ralen, is a Telvanni living here in Vivec. He has been afraid to visit the wizard for fear of further retribution, and he has been afraid to tell his father of the problem due to embarrassment. |
EB_Invisible | I have agreed to help Cassius find a cure for the wizard's curse. |
EB_Invisible | I have decided not to help Cassius remove the wizard's curse. |
EB_Invisible | I have spoken to Lucretinaus Olcinius, a trader and the father of the invisible Cassius. He was appreciative to hear information about his son's whereabouts, and gave me 75 drakes in order to help me find a cure. |
EB_Invisible | I talked to Fevyn Ralen about Cassius' curse. He tells me that it is not a curse at all, but that Cassius had commissioned a spell to make him permanently invisible. The young man soon realized this was not a pleasant lifestyle and begged the wizard to remove the spell. However, as Cassius still owed the wizard 400 drakes for the original spell, he refused. |
EB_Invisible | I have paid the debt that Cassius owed to Fevyn Ralen, and he tells me he has removed the spell. |
EB_Invisible | I've chosen not to pay Cassius' debt to the wizard. |
EB_Invisible | I spoke to Lucretinaus about his son's debt to the wizard Ralen. The trader did not seem surprised at his son's folly, and gave me the money to pay the debt owed. |
EB_Invisible | I returned to Fevyn Ralen and paid him the debt owed by Cassius. Fevyn promised to remove the spell. |
EB_Invisible | I've spoken to Lucretinaus Olcinius about his son's cure. He was grateful for all my help, and he gave me 100 septims as a reward for my efforts. |
EB_Invisible | Upon returning to the area around the trader's shop, I was greeted by the now-visible Cassius Olcinius. He was very grateful for my help, but he had nothing to offer me in return for my help. |
EB_Invisible | I told Cassius Olcinius that Fevyn Ralen is dead. He'll never be visible again. |
EB_Pest | I have heard rumors in Vivec of a merchant with a rat infestation problem. Apparently, Audenian Valius, a Telvanni enchanter, has been overrun by rats in recent weeks. |
EB_Pest | I have spoken to Audenian Valius about his rat infestation problem. He'd like me to clean out the rats that have been infesting his store. |
EB_Pest | I've agreed to help get rid of the rats that are bothering Audenian Valius. |
EB_Pest | I've decided not to bother with Audenian Velius' rat problem. |
EB_Pest | It appears now that Audenian Valius didn't just want me to kill the rats in his store, but also the nest of them that have been coming up from the Underworks. |
EB_Pest | I believe I have killed all of the rats plaguing Audenian Valius. |
EB_Pest | I have killed the nest of rats in the Underworks, and returned to Audenian Valius. He was grateful for my help, and rewarded me with a valuable soul gem. |
EB_Shipment | Alarvyne Indalas, a trader in the St. Delyn Glassworks, would like me to steal a shipment of limeware from a ship in Ebonheart. She claims that Bolryn at the East Empire Company has been manipulating the costs, and charging huge mark-ups for all the merchandise. If I steal the limeware, she promises to reward me very well. |
EB_Shipment | I have agreed to steal the limeware for Alarvyne Indalas. It is supposed to be held up in customs aboard the Chun-Ook, which is docked in Ebonheart. I should expect it to be well guarded, though. |
EB_Shipment | I have decided not to steal the limeware for Alarvyne Indalas. |
EB_Shipment | I spoke to Bolrin about the limeware, but did not give it to him. |
EB_Shipment | I have recovered the limeware and returned it to Alarvyne Indalas, who rewarded me well for my efforts. |
EB_Shipment | I have taken the limeware and returned it to Bolryn at the East Empire Company. He was not happy to hear I was able to breach the security on the ship, but rewarded me for the information, and for the return of the limeware. |
EB_TradeSpy | Mevure Hlen is a Clothier in the St. Olms section of Vivec. She is apparently unhappy with the high prices of importing materials for her shop. Because of it, she is forced to sell her goods at higher prices than normal. |
EB_TradeSpy | Mevure Hlen suspects that she is being gouged by the East Empire Company, and that they may be artificially inflating prices. She would like me to try and steal a price list from the offices of the East Empire Company in Ebonheart. |
EB_TradeSpy | I have agreed to try and get a price list from the East Empire Company. |
EB_TradeSpy | I have agreed to try and get a price list from the East Empire Company. I believe that the package I delivered to J'Zhirr may be exactly what Mevure Hlen is looking for. |
EB_TradeSpy | I have decided not to help Mevure Hlen. |
EB_TradeSpy | I have retrieved the price list from J'Zhirr at the East Empire Company and returned it to Mevure Hlen. She was visibly upset by the contents, and vowed to find another supplier for her inventory and immediately lower her prices. Mevure Hlen was right about one thing: I have learned a few things about business, and will be more successful in my business dealings henceforth. |
EB_Unrequited | I've spoken to Gadayn Andarys about the note of his I found on the ground. He tells me that he has been in love with Eraldil for many months, but has not had the courage to tell her. He would like me to speak to her and tell her of his love. |
EB_Unrequited | I have agreed to speak with Eraldil about Gadayn. He suggested I might find her in the Hlaalu Waistworks. |
EB_Unrequited | I've decided not to get involved with Gadayn and his love for Eraldil. |
EB_Unrequited | I've talked to Eraldil about Gadayn Andarys and his love for her, and the response was not positive. She detests the poor trader, and wants nothing to do with him. She sees him as much too common for herself, and more fitting for someone like her lowly cousin, Glathel. |
EB_Unrequited | Gadayn Andarys was heartbroken by the news that Eraldil wanted no part in his affections, but has been ready for this eventuality. |
EB_Unrequited | Gadayn has had a potion crafted that will cause the wood elf to fall madly in love with him. He would like me to deliver it to him. |
EB_Unrequited | I have agreed to deliver the love potion to Eraldil. |
EB_Unrequited | I decided not to deliver the potion to Eraldil, but instead suggested to Gadayn that he might consider turning his attentions to Glathel. Gadayn seems open to the idea. |
EB_Unrequited | Eraldil has accepted the potion from Gadayn, thinking it is his way of apologizing for his behavior. |
EB_Unrequited | I have told Gadayn about delivering the potion, and he was overjoyed. He gave me a light ring as a token of his thanks. |
EB_Unrequited | I have returned to Gadayn's shop, and it seems the love potion has not worked out as planned. Eraldil has fallen in love with him, but he is unhappier than he could have imagined. He finds the wood elf annoying, clinging, and vapid. A shame for the trader, but he got what he wished for. |
EB_Unrequited | Upon returning to Gadayn's shop, it appears he took my advice and courted the homely Glathel. The trader seems truly happy with the woman, and expressed his deepest gratitude. He also rewarded me with a Flamemirror Robe. |
echo of souls | Thou wilt come to me there, my love, our senses tingling, through the inky ocean delight, our voices mingling. |
ectoplasm | Ectoplasm is a filmy residue with modest magical properties that remains after a revenant spirit has been banished from the mortal plane. |
ectoplasm | Ectoplasm is a filmy residue with modest magical properties that remains after a revenant spirit has been banished from the mortal plane. |
Edryno Arethi | She's a loyal member of House Hlaalu who lives in Vivec. She may have some business opportunities for you. |
Edryno Arethi | She lives near here to the south on the upper level. |
Edryno Arethi | Her home is in the Hlaalu Canton Waistworks. |
egg mining | Egg mining may not be glamorous, but it's a good, steady business. You may come to appreciate it in time. |
egg mining | If the kwama queen at Shurdan-Raplay is dead, that is the end of your ambitions. A stronghold that cannot support itself -- and its House -- is no stronghold at all. So there will be no stronghold for you, and no more advancement. |
egg mining | Ilasour Tansumiran and Llaals Ores seem to be the only unemployed miners who could have helped you. And now, If Ilasour Tansumiran and Llaals Ores are dead, that is the end of your ambitions. A stronghold that cannot support itself -- and its House -- is no stronghold at all. So there will be no stronghold for you, and no more advancement. |
egg mining | I believe there are several egg mines near your stronghold, %PCName. Unfortunately, the only one that is on the land you purchased is the Shurdan-Raplay Egg Mine, which is blighted. If you cure the kwama queen in the Shurdan-Raplay mine and recruit some miners, you will have a profitable business for your stronghold. |
Egg of Time | So you translated this book and it says the Dwarves were destroyed by Lorkhan's heart? That's a very interesting theory, but I don't believe it. In any case, it is not going to help me in my own research. |
Egg of Time | This book is puzzling to me. You might want to ask Hasphat Antabolis in Balmora. |
Egg of Time | This is certainly an interesting book. I know many things about the Dwemer ruins here in Vvardenfell, but I'm afraid I can't confirm what this book says. Perhaps this is what destroyed the Dwarves, and perhaps not. The author certainly didn't seem to think so. |
Egg of Time | This "Egg of Time" is certainly very suggestive. I fear I am not quite able to piece together what is going on. You might want to take these books to another Dwemer scholar, perhaps one of the older Telvanni. |
Egg of Time | I cannot read and write Dwemer myself, but this is a truly interesting find. |
Egg of Time | This is Bthuand Mzahnch's refutation of a popular theory from Nerevar's time. A few tones of Dwemer believed that using the power Lorkhan's Heart involved unjustifiable risks. "The Egg of Time" summarized many of Bthuand's arguments against this idea, many of which are quite compelling. |
Egg of Time | Yes, I can now translate these books. This first one is Bthuand Mzahnch's refutation of a popular theory from Nerevar's time. A few tones of Dwemer believed that using the power Lorkhan's Heart was an unjustifiable risk. "The Egg of Time" contains Bthuand's arguments against this idea, many of which are quite compelling. The next book, "Divine Metaphysics," is an explanation of how the Dwemer tried to make a new god, Anumidium, using Kagrenac's tools and the sacred tones on Lorkhan's heart. |
Egg of Time | Yes, with the help of "Hanging Gardens," I can translate some of this. This is Bthuand Mzahnch's refutation of a popular theory from Nerevar's time. A few tones of Dwemer believed that using the power Lorkhan's Heart involved unjustifiable risks. "The Egg of Time" summarized many of Bthuand's arguments against this idea, many of which are quite compelling. |
Egg of Time | I cannot read and write the Dwemer language. |
Egg of Time | By refreshing my memory with "Divine Metaphysics," I believe I can explain. The Dwemer were not unified in their thinking. Kagrenac and his tonal architects, among them Bthuand Mzahnch, believed they could improve the Dwemer race. Others argued that the attempt would be too great a risk. The war with Nerevar and the Dunmer may have led Kagrenac to carry out his experiments prematurely. Although this book argues that nothing disastrous could result, the disappearance of my race argues otherwise. |
Egg of Time | I had not seen this book before, but it reinforces some my own theories. If you were to find more books like this, bring them to me and perhaps I could tell you more. |
Egg of Time | This is an interesting work. Yagrum Bagarn might be able to tell you more. |
egg poachers | You handled the Fighters Guild contract on that? Thank you. I should have handled it myself. But there's so much to do. |
egg poachers | You handled the Fighters Guild contract on that? Thank you. I should have handled it myself. But there's so much to do. |
egg poachers | We've had no problems with missing eggs since you took care of the poachers. |
egg poachers | Sevilo Othan and Daynila Valas used to work here. Not good people. Could be hiding anywhere in the mine. |
egg poachers | We don't know anything about that. We're just doing our jobs. |
egg poachers | We've had no problems with missing eggs since you took care of the poachers. |
egg poachers | Sevilo Othan and Daynila Valas used to work here. Not good people. Could be hiding anywhere in the mine. |
egg poachers | We've had no problems with missing eggs since you took care of the poachers. |
egg poachers | We haven't seen Sevilo Othan or Daynila Valas. But eggs keep disappearing. And they know the place. Easy for them to get in and out, stay out of sight. |
egg poachers | You've been expelled, %PCName. You'll have to make amends. |
egg poachers | You taught those poachers a lesson, %PCRank. |
egg poachers | You got both of them? Good. Here's your payment. 100 septims. And we've got some extra potions from a recent raid. Take these. They'll come in handy. Just tell me when you're ready for more orders. |
egg poachers | Have you taken care of those egg poachers yet? |
egg poachers | Yes. Egg poachers. May sound silly, but those kwama eggs are among the few things worth exporting from this nasty little province. Dram Bero, the owner of Shulk Egg Mine, wants to make an example of these thieves to keep other miners from getting funny ideas. The egg poachers, Sevilo Othan and Daynila Valas, are former egg miners, and long-time local troublemakers. You can handle that, can't you? Report back when the poachers are dead. |
Eggmine | You've been expelled, but maybe you can join the Imperial Legion again. |
Eggmine | The kwama queen is dead, and there's nothing you can do about it now. Sometimes a kwama colony can recover from losing its queen, and sometimes not. We'll have to wait and see. |
Eggmine | The kwama queen has been cured. Now some of the miners can return to work. |
Eggmine | The kwama queen is dead? Usually they don't die from the Blight so quickly. What will the town do now? |
Eggmine | You killed the kwama queen? Why did you do that? This is an egg-mining town. It was the only industry here. What a typical Gnisis mess this is. |
Eggmine | Good. Now the miners can go back to work. We'll still have to put guards in the lower parts of the eggmine, but at least the villagers can get their eggs. Take these 100 drakes as a reward. |
Eggmine | I'm not sure I believe you. You better go back down in the mines and make sure. |
Eggmine | Well, what are you waiting for? You have your orders. |
Eggmine | So has the kwama queen been cured? |
Eggmine | The eggmine was closed recently because of the risk of spreading the blight, but the miners here need the eggmine to support their families. Find the blighted kwama queen and cure her. Either cast a cure blight spell on her, or speak with Hetman Abelmawia who has scrolls of cure blight. |
Eggmine | I already gave you the key, now get lost before they see us talking. |
Eggmine | Ah, you have a miner's pick. I'll let you in so you can work. They're still working on the north side I think. Anyway, here's the key. |
Eggmine | Since you're in the Legion, here's the key. Be careful. |
Eggmine | I'm not supposed to let anyone in. But, you're not so bad. Here, take the key, but don't tell Darius I gave it to you. |
Eggmine | It's locked and yes, I have the key. If I liked you more, maybe I'd let you in. |
Eggmine | It's locked. Yes, I have the key. No you can't have it. I don't care who you are. Darius says no one goes in but the workers. |
Eggmine | Hey, you're the one who cured the Queen, right? The entire town is thankful. |
Eggmine | Hey, you're the one who cured the Queen, right? The entire town is thankful. |
Eggmine | It's above this cavern. |
Eggmine | Yes, you're in the lower part of it. |
Eggmine | That's where you are. |
Eggmine | It's up on the hill, on the east side of town. Careful in there, the kwama queen has been blighted. They're only letting miners in. |
eggmines | Kwama eggs are a principal agricultural commodity of Vvardenfell District. Kwama live and breed in large communal subterranean colonies. Miners protect kwama eggs from poachers, predators, and raiding kwama foragers from other colonies, and harvest judiciously, preserving sufficient eggs to sustain colony growth. Consumed locally or exported by ship to the rest of the Empire, kwama eggs are eaten boiled, roasted, or raw, and remain fresh for weeks. |
eggmines | Kwama eggs are a principal agricultural commodity of Vvardenfell District. Kwama live and breed in large communal subterranean colonies. Miners protect kwama eggs from poachers, predators, and raiding kwama foragers from other colonies, and harvest judiciously, preserving sufficient eggs to sustain colony growth. Consumed locally or exported by ship to the rest of the Empire, kwama eggs are eaten boiled, roasted, or raw, and remain fresh for weeks. |
elemental damage | Elemental damage spells injure natural and supernatural creatures with magics based on the elemental forces of fire, frost, shock, and poison. Here is a list of the most basic destruction spells, representing all the fundamental classes of elemental damage effects: flame, flamebolt, spark, sparkbolt, shard, shardbolt, poison, and poisonbolt. In general, these effects cause damage on touch or at range, and the '-bolt' version is the ranged variant of the spell. |
elemental damage | Elemental damage spells injure natural and supernatural creatures with magics based on the elemental forces of fire, frost, shock, and poison. Here is a list of the most basic destruction spells, representing all the fundamental classes of elemental damage effects: flame, flamebolt, spark, sparkbolt, shard, shardbolt, poison, and poisonbolt. In general, these effects cause damage on touch or at range, and the '-bolt' version is the ranged variant of the spell. |
elemental damage | Elemental damage spells injure natural and supernatural creatures with magics based on the elemental forces of fire, frost, shock, and poison. Here is a list of the most basic destruction spells, representing all the fundamental classes of elemental damage effects: flame, flamebolt, spark, sparkbolt, shard, shardbolt, poison, and poisonbolt. In general, these effects cause damage on touch or at range, and the '-bolt' version is the ranged variant of the spell. |
elemental damage | Elemental damage spells injure natural and supernatural creatures with magics based on the elemental forces of fire, frost, shock, and poison. Here is a list of the most basic destruction spells, representing all the fundamental classes of elemental damage effects: flame, flamebolt, spark, sparkbolt, shard, shardbolt, poison, and poisonbolt. In general, these effects cause damage on touch or at range, and the '-bolt' version is the ranged variant of the spell. |
elemental damage | Elemental damage spells injure natural and supernatural creatures with magics based on the elemental forces of fire, frost, shock, and poison. Here is a list of the most basic destruction spells, representing all the fundamental classes of elemental damage effects: flame, flamebolt, spark, sparkbolt, shard, shardbolt, poison, and poisonbolt. In general, these effects cause damage on touch or at range, and the '-bolt' version is the ranged variant of the spell. |
elemental damage | Elemental damage spells injure natural and supernatural creatures with magics based on the elemental forces of fire, frost, shock, and poison. Here is a list of the most basic destruction spells, representing all the fundamental classes of elemental damage effects: flame, flamebolt, spark, sparkbolt, shard, shardbolt, poison, and poisonbolt. In general, these effects cause damage on touch or at range, and the '-bolt' version is the ranged variant of the spell. |
elemental damage | Elemental damage spells injure natural and supernatural creatures with magics based on the elemental forces of fire, frost, shock, and poison. Here is a list of the most basic destruction spells, representing all the fundamental classes of elemental damage effects: flame, flamebolt, spark, sparkbolt, shard, shardbolt, poison, and poisonbolt. In general, these effects cause damage on touch or at range, and the '-bolt' version is the ranged variant of the spell. |
Elf-Skerring | Thanks for getting me here, %PCName. The Elf-Skerring will take me far, far away from here. |
Elf-Skerring | It's Gals Arethi's ship. It's the one furthest to the west. |
Elith-Pal Mine | You've been expelled from the Fighters Guild, %PCName. |
Elith-Pal Mine | I heard you killed Dangor. Get out of here before I lose my temper. |
Elith-Pal Mine | I heard you killed Dangor. Get out of here before I lose my temper. |
Elith-Pal Mine | No point in delivering any supplies if Dangor is dead. |
Elith-Pal Mine | Dangor is dead? Are you sure? That's sad news indeed. Seems like the Empire's under attack wherever you go. |
Elith-Pal Mine | Thanks for delivering the flin, %PCName. |
Elith-Pal Mine | Here you go, %PCName. And here's the 500 septims I owe you for the contract. Check with me again if you need more orders. |
Elith-Pal Mine | Well, any time, %PCName. Here's 500 septims for the delivery. |
Elith-Pal Mine | Good work, %PCName. A load of flin can get heavy after a few steps. I prefer brandy myself. Could I offer you some? Something to wet your throat after the load trip? |
Elith-Pal Mine | Just deliver the flin to Dangor at the Elith-Pal Mine. |
Elith-Pal Mine | Here's the flin. Deliver it to Dangor. He's a Bosmer who works at the Elith-Pal Mine which is on the base of Red Mountain just west of the Zainab camp. |
Elmussa Damori | That's me. What do you want? |
Elmussa Damori | %Name heard she is dead. %Name is very sad for her. |
Elmussa Damori | I heard she was a thief and Odral hired someone to kill her. In any case, she is dead now. |
Elmussa Damori | %Name heard she left town. %Name thinks it very strange she would come and go so quickly. |
Elmussa Damori | She left town and left all her stuff in her house. No one knows where she went. Rather suspicious if you ask me. |
Elmussa Damori | She moved here the same time I did. Keeps to herself mostly. |
Elmussa Damori | I can't say I know her well. She is not very sociable. |
Elmussa Damori | She moved here not too long ago. I don't know anything else about her. |
Elmussa Damori | She keeps to her house during the day, but %Name knows she goes on walks at night. %Name sees her many times. |
Elmussa Damori | She lives in the last house on the right if you're coming in from the southern gate. |
Elone | Elone the Scout can usually be found at Arrille's Tradehouse in Seyda Neen. You know where that is. You arrived in Seyda Neen by boat. |
Elsweyr | The Khajiit of the southern Elsweyr jungles and river basins are settled city dwellers with ancient mercantile traditions and a stable agrarian aristocracy based on sugarcane and saltrice plantations. The nomadic tribal Khajiit of the dry northern wastes and grasslands are, by contrast, aggressive and territorial tribal raiders periodically united under tribal warlords. While the settled south has been quick to adopt Imperial ways, the northern nomadic tribes cling to their warlike barbarian traditions. |
Elsweyr | It is the home of the Khajiit. Perhaps %Name will return someday. |
Elsweyr | The Khajiit of the southern Elsweyr jungles and river basins are settled city dwellers with ancient mercantile traditions and a stable agrarian aristocracy based on sugarcane and saltrice plantations. The nomadic tribal Khajiit of the dry northern wastes and grasslands are, by contrast, aggressive and territorial tribal raiders periodically united under tribal warlords. While the settled south has been quick to adopt Imperial ways, the northern nomadic tribes cling to their warlike barbarian traditions. |
Elsweyr | The Khajiit of the southern Elsweyr jungles and river basins are settled city dwellers with ancient mercantile traditions and a stable agrarian aristocracy based on sugarcane and saltrice plantations. The nomadic tribal Khajiit of the dry northern wastes and grasslands are, by contrast, aggressive and territorial tribal raiders periodically united under tribal warlords. While the settled south has been quick to adopt Imperial ways, the northern nomadic tribes cling to their warlike barbarian traditions. |
Elsweyr | The Khajiit of the southern Elsweyr jungles and river basins are settled city dwellers with ancient mercantile traditions and a stable agrarian aristocracy based on sugarcane and saltrice plantations. The nomadic tribal Khajiit of the dry northern wastes and grasslands are, by contrast, aggressive and territorial tribal raiders periodically united under tribal warlords. While the settled south has been quick to adopt Imperial ways, the northern nomadic tribes cling to their warlike barbarian traditions. |
Elsweyr | The Khajiit of the southern Elsweyr jungles and river basins are settled city dwellers with ancient mercantile traditions and a stable agrarian aristocracy based on sugarcane and saltrice plantations. The nomadic tribal Khajiit of the dry northern wastes and grasslands are, by contrast, aggressive and territorial tribal raiders periodically united under tribal warlords. While the settled south has been quick to adopt Imperial ways, the northern nomadic tribes cling to their warlike barbarian traditions. |
embezzled funds | No one has come looking for us, so I suppose you have kept your promise. Thank you. |
embezzled funds | No one has come looking for us, so I suppose you have kept your promise. Thank you. |
embezzled funds | I have given you the gold, and I am at your mercy. I beg you to keep my secret, but you have the power, and you may do as you wish. |
embezzled funds | I have given you the gold, and I am at your mercy. I beg you to keep my secret, but you have the power, and you may do as you wish. |
embezzled funds | I think I am a good judge of character. I believe one earns one's character by effort. And I can sense that you have taken the care to build a personality that inspires trust. I will honor your promise. Take the gold. And Volmyni and I thank you for keeping our secret. |
embezzled funds | I have heard of you, and your adventures. Your reputation speaks well for you. I will trust your promise. Take the gold. And Volmyni and I thank you for keeping our secret. |
embezzled funds | You have an honest face, and I hear honor in your voice. I will trust your promise. Take the gold. And Volmyni and I thank you for keeping our secret. |
embezzled funds | I don't know. You are too quick to promise, and your careless manner gives me no confidence you will keep your promise. I just don't know what to do. |
embezzled funds | I suppose I have no choice but to await your decision. |
embezzled funds | You are very persuasive. Perhaps you are just clever, and well-spoken -- but what you say is true. I am in no position to make demands. Very well. Take the gold. I must throw myself upon your mercy. |
embezzled funds | As you say, I suppose I am in no position to make demands. Very well. Take the gold. I must throw myself upon your mercy. |
embezzled funds | As you say, I suppose I am in no position to make demands. Very well. Take the gold. I must throw myself upon your mercy. |
embezzled funds | If you will make no promise, then I'll not give you the gold. |
embezzled funds | I have confessed. Now what do you propose to do? |
embezzled funds | I have confessed. Now what do you propose to do? |
embezzled funds | I have confessed. Now what do you propose to do? |
embezzled funds | Yes. I took the 3000 gold. It was foolish. And wrong. But I was in love, and thought that Volmyni could only love a rich man. I was wrong. And foolish. Now I know she loves me -- not my gold. Now I only have 2500 gold left. I spent the rest. I'll give you the 2500 gold, and promise to pay back the rest as soon as I can, if you will promise to keep my whereabouts secret from Canctunian Ponius. If arrested, I'll be sent back to Cyrodiil for trial, and be separated from my precious Volmyni. |
embezzled funds | Please. I beg you. Do not reveal our hiding place. He has done wrong, but he is good-hearted, and I love him. |
embezzled funds | Please. I beg you. Do not reveal our hiding place. He has done wrong, but he is good-hearted, and I love him. |
embezzled funds | Yes. I'm afraid there's no point in denying it. He was foolish. I've tried to persuade him to return the gold, but he is afraid he'll be sent away from me to rot in a prison in a distant land. |
embezzled funds | I don't know what you're talking about. |
embezzled funds | Thank you for your help. |
embezzled funds | Very well. Carry on. And good luck. |
embezzled funds | That's unfortunate. Then I'm sorry, but I cannot redeem my generous pledge to the Imperial cult. |
embezzled funds | A pity. But something is better than nothing. And what you have recovered will at least permit me to redeem my generous pledge to the Imperial cult. |
embezzled funds | A pity. But something is better than nothing. And what you have recovered will at least permit me to redeem my generous pledge to the Imperial cult. |
embezzled funds | A pity. But something is better than nothing. And what you have recovered will at least permit me to redeem my generous pledge to the Imperial cult. |
embezzled funds | Did you recover our missing 3000 drakes from Mossanon? Or have you come to report your failure? |
embezzled funds | Did you recover our missing 3000 drakes from Mossanon? Or have you come to report your failure? |
embezzled funds | Did you recover our missing 3000 drakes from Mossanon? Or have you come to report your failure? |
embezzled funds | Did you recover our missing 3000 drakes from Mossanon? Or have you come to report your failure? |
embezzled funds | Our clerk Mossanon took 3000 drakes in gold from our treasury. Since he kept all accountings, we didn't even suspect the gold was missing until he disappeared. |
emerald | The emerald is a transparent green gem with modest magical properties. |
emerald | The emerald is a transparent green gem with modest magical properties. |
Emperor Crab | This whole area was carved out of the shell of an Emperor Crab. They've all been dead since long before you and I were born. |
Emperor Crab | M'Aiq sees lots of them in the ocean. M'Aiq knows you'll see one too if you swim far enough. |
Empire | The Empire is the greatest achievement of Tamrielic civilization. This melting pot of contrasting cultures is held together by a strong hereditary emperor and bureaucracy, by the rule of law, by a powerful professional army, and by religious tolerance. Education and wealth is broadly distributed through all social classes where Imperial culture has flourished; many citizens are literate and protected under Imperial law. |
Empire | The Empire is the greatest achievement of Tamrielic civilization. This melting pot of contrasting cultures is held together by a strong hereditary emperor and bureaucracy, by the rule of law, by a powerful professional army, and by religious tolerance. Education and wealth is broadly distributed through all social classes where Imperial culture has flourished; many citizens are literate and protected under Imperial law. |
Empire | The Empire is the greatest achievement of Tamrielic civilization. This melting pot of contrasting cultures is held together by a strong hereditary emperor and bureaucracy, by the rule of law, by a powerful professional army, and by religious tolerance. Education and wealth is broadly distributed through all social classes where Imperial culture has flourished; many citizens are literate and protected under Imperial law. |
Empire | The Empire is the greatest achievement of Tamrielic civilization. This melting pot of contrasting cultures is held together by a strong hereditary emperor and bureaucracy, by the rule of law, by a powerful professional army, and by religious tolerance. Education and wealth is broadly distributed through all social classes where Imperial culture has flourished; many citizens are literate and protected under Imperial law. |
Empire | The Empire is the greatest achievement of Tamrielic civilization. This melting pot of contrasting cultures is held together by a strong hereditary emperor and bureaucracy, by the rule of law, by a powerful professional army, and by religious tolerance. Education and wealth is broadly distributed through all social classes where Imperial culture has flourished; many citizens are literate and protected under Imperial law. |
Empire | The Empire is the greatest achievement in history. Thanks to the Emperor, the legions, and the rule of law, we've had peace and prosperity for centuries. |
Empire | Heed the Emperor's law and might, but dedicate your body and soul to the sacred soil of Morrowind, and to the Temple which schools, nourishes, and protects its people. |
Empire | Heed the Emperor's law and might, but dedicate your body and soul to the sacred soil of Morrowind, and to the Temple which schools, nourishes, and protects its people. |
Empire | Give to the Emperor only your coin, and honor only the law which is just. |
Empire | Give to the Emperor only your coin, and honor only the law which is just. |
Empire | Give to the Emperor only your coin, and honor only the law which is just. |
Empire | Give to the Emperor only your coin, and honor only the law which is just. |
Empire | Who can oppose the law and taxes of the Emperor? His hand lies heavy on our ancient land. |
Empire | Who can oppose the law and taxes of the Emperor? His hand lies heavy on our ancient land. |
Empire | Who can oppose the law and taxes of the Emperor? His hand lies heavy on our ancient land. |
Empire | Who can oppose the law and taxes of the Emperor? His hand lies heavy on our ancient land. |
Empire | Their armies are great, and so is their lust for fortune. |
Empire | Their armies are great, and so is their lust for fortune. |
Empire | Their armies are great, and so is their lust for fortune. |
Empire | Their armies are great, and so is their lust for fortune. |
Enamor | I'm very disappointed in you, %PCName. You broke our rules, and I can't have one of your reputation in the Bal Molagmer. Make amends, and perhaps we can speak again. |
Enamor | I'm disappointed in you, %PCName. You've been caught too many times. Tone down your act, pay off yours debts, then come see me again. |
Enamor | Saryn Sarethi's blade has been returned to him. |
Enamor | So, the blade and note are in Salyn's chest? Good work. I hope you didn't have too much trouble. |
Enamor | Just take the blade Enamor and the note I gave you. Put both of them in Salyn Sarethi's chest in the Tower of Dusk at Ghostgate. |
Enamor | This is Enamor. A Guild member stole it from Salyn Sarethi, a noble and generous Buoyant Armiger. The blade was a gift from Vivec himself. We do not want the Thieves Guild to be blamed for this kind of theft. Take this blade and this note. Put them in Salyn Sarethi's chest in the Tower of Dusk in Ghostgate. |
Enamor | This is Enamor. A Guild member stole it from Salyn Sarethi, a noble and generous Buoyant Armiger. The blade was a gift from Vivec himself. We do not want the Thieves Guild to be blamed for this kind of theft. Take this blade and this note. Put them in Salyn Sarethi's chest in the Tower of Dusk in Ghostgate. |
Enamor | I found the blade with a note from the Bal Molagmer which said the sword was stolen by mistake. I have no love for thieves, but perhaps these new Bal Molagmer are like the Bal Molagmer of the old poems. Honorable thieves, worthy of respect. Only time will tell. |
Enamor | Yes, it was stolen. I did not know anyone else knew. It was a priceless blade, a gift from Vivec himself. I was ashamed to report it. |
Enamor | Yeah, that was me. I didn't know Gentleman Jim was such a big fan of Dunmer poetry. He chewed me out for an hour and even recited some of Salyn Sarethi's poems. I won't make THAT mistake again. |
enchant | The enchant discipline concerns imbuing physical items with magical properties called enchantments. The simplest enchantment are magical scrolls with a single enchantment that are destroyed with one use. The most complex enchantments are enchanted artifacts, objects with one or more magical effects powered by built-in soul gems. Skilled enchanters also use enchanted items more efficiently, with less waste of the magicka trapped in the soul gems. |
enchanted weapons | Since you're going to Caldera, look in on the trader Verick Gemain. He might have the kind of enchanted weapons you're looking for -- at a reasonable price. |
enchanters | A soul gem's power limits the number of an item's uses, but the gems renew their expended power over time. |
enchanters | A soul gem's power limits the number of an item's uses, but the gems renew their expended power over time. |
enchanters | Enchanters place permanent enchantments on weapons, armor, clothing, and ornaments. These items cast spells reliably, powered by built-in soul gems. |
enchanters | Enchanters place permanent enchantments on weapons, armor, clothing, and ornaments. These items cast spells reliably, powered by built-in soul gems. |
enchanters | A magic scroll is the simplest enchanted item; anyone can use it to cast a single spell with 100% reliability, but the scroll is destroyed in the process. |
enchanters | A magic scroll is the simplest enchanted item; anyone can use it to cast a single spell with 100% reliability, but the scroll is destroyed in the process. |
enchanters | Enchanters create enchanted items for themselves and for unskilled spellcasters. |
enchanters | Enchanters create enchanted items for themselves and for unskilled spellcasters. |
enchanters | Enchanters create enchanted items for themselves and for unskilled spellcasters. A magic scroll is the simplest enchanted item; anyone can use it to cast a single spell with 100% reliability, but the scroll is destroyed in the process. Enchanters also place permanent enchantments on weapons, armor, clothing, and ornaments. These items cast spells reliably, powered by built-in soul gems. A soul gem's power limits the number of an item's uses, but the gems renew their expended power over time. |
enchanters | Enchanters create enchanted items for themselves and for unskilled spellcasters. A magic scroll is the simplest enchanted item; anyone can use it to cast a single spell with 100% reliability, but the scroll is destroyed in the process. Enchanters also place permanent enchantments on weapons, armor, clothing, and ornaments. These items cast spells reliably, powered by built-in soul gems. A soul gem's power limits the number of an item's uses, but the gems renew their expended power over time. |
enchanting items | The more effects you want, and the more powerful the effects, the more powerful the soul gem you will need to make the enchantment. |
enchanting items | The more effects you want, and the more powerful the effects, the more powerful the soul gem you will need to make the enchantment. |
enchanting items | A soul gem must contain a soul, or it is useless for enchanting. |
enchanting items | A soul gem must contain a soul, or it is useless for enchanting. |
enchanting items | Enchanting items is expensive, and failure destroys the item, so enchanting items is most profitable for skilled enchanters. |
enchanting items | Enchanting items is expensive, and failure destroys the item, so enchanting items is most profitable for skilled enchanters. |
enchanting items | Different items have different capacities for enchantments, and various soul gems are more or less powerful. |
enchanting items | Different items have different capacities for enchantments, and various soul gems are more or less powerful. |
enchanting items | When enchanting an item yourself, you can only enchant items with spell effects you know, and success or failure in enchanting an item depends on your enchanting skill. |
enchanting items | When enchanting an item yourself, you can only enchant items with spell effects you know, and success or failure in enchanting an item depends on your enchanting skill. |
enchanting items | To enchant an item yourself, use a soul gem with sufficient power to support the enchantments you want to add. And have some skill in enchanting, or you will just fail and waste your soul gem. |
enchanting items | To enchant an item yourself, use a soul gem with sufficient power to support the enchantments you want to add. And have some skill in enchanting, or you will just fail and waste your soul gem. |
enchanting items | To have an enchanter enchant an item for you, bring it to the enchanter, along with a soul gem to power the item. |
enchanting items | To have an enchanter enchant an item for you, bring it to the enchanter, along with a soul gem to power the item. |
enchanting items | To enchant an item, you must have the item to be enchanted and a soul gem containing a soul. |
enchanting items | To enchant an item, you must have the item to be enchanted and a soul gem containing a soul. |
enchanting items | You can enchant items yourself, using your own skill, or go to an enchanter, who uses his skill to make the item -- and charges handsomely for the service. |
enchanting items | You can enchant items yourself, using your own skill, or go to an enchanter, who uses his skill to make the item -- and charges handsomely for the service. |
enchanting items | To have an enchanter enchant an item for you, bring it to the enchanter, along with a soul gem to power the item. To enchant an item yourself, you'll need a soul gem with sufficient power to support the enchantments you want to add. And have some skill in enchanting, or you will just fail and waste your soul gem. When enchanting an item yourself, you can only enchant items with spell effects you know, and success or failure in enchanting an item depends on your enchanting skill. |
enchanting items | To have an enchanter enchant an item for you, bring it to the enchanter, along with a soul gem to power the item. To enchant an item yourself, you'll need a soul gem with sufficient power to support the enchantments you want to add. And have some skill in enchanting, or you will just fail and waste your soul gem. When enchanting an item yourself, you can only enchant items with spell effects you know, and success or failure in enchanting an item depends on your enchanting skill. |
enchanting items | The more effects you want, and the more powerful the effects, the more powerful the soul gem you will need to make the enchantment. Enchanting items is expensive, and failure destroys the item, so enchanting items is most profitable for skilled enchanters. |
enchanting items | The more effects you want, and the more powerful the effects, the more powerful the soul gem you will need to make the enchantment. Enchanting items is expensive, and failure destroys the item, so enchanting items is most profitable for skilled enchanters. |
enchanting items | You can enchant items yourself, using your own skill, or go to an enchanter, who uses his skill to make the item -- and charges handsomely for the service. To enchant an item, you must have the item to be enchanted and a soul gem containing a soul. A soul gem must contain a soul, or it is useless for enchanting. Different items have different capacities for enchantments, and various soul gems are more or less powerful. |
enchanting items | You can enchant items yourself, using your own skill, or go to an enchanter, who uses his skill to make the item -- and charges handsomely for the service. To enchant an item, you must have the item to be enchanted and a soul gem containing a soul. A soul gem must contain a soul, or it is useless for enchanting. Different items have different capacities for enchantments, and various soul gems are more or less powerful. |
enchantment | I can't wait to wrap my hands around the neck of that witch!!! |
enchantment | Ahhh! Filthy witch! I'll wear her bones in my beard! I'll bathe in her tears! |
enchantment | You have honor, %PCName. I am a man of standing among my people. My father and my father's father, and his father before him, have had songs sung of their deeds, and I shall be no different. I distrust potions in general, but bring me one from a reputable alchemist, release me from this bondage, and I will reward you. Then I shall cleave that whore in twain! |
enchantment | You've a spell to cure this malady? If this is a trick, stranger, yours will be the second neck I snap. Never mind. Go ahead with your spell...I couldn't be worse off than I am now. Treat me fairly, %PCName, and I will reward you. Hisin Deep-Raed shall have his revenge! |
enchantment | Bah! I'll rid myself of this disease through sheer force of will! You'd best be going stranger, for when I break free, I'll want to test the blade of my axe, and your neck will work just fine. |
enchantment | Aye. A foul witch has given me some enchanted disease, leaving me rooted to this spot. She called it Witchwither. Foul temptress! I had been her escort; she was a big woman, friendly...you know. Then the damned witch ensorcelled me, leaving me at this spot, nearly naked, to display my shame to the world! Hisin Deep-Raed is not accustomed to being mocked, stranger! I shall paint the ground with her entrails! |
enchantments | Temple enchanters favor healing and protection spells. Redoran enchanters favor wounding missile loads and shield spells. Hlaalu like weapon enchantments and various spell rings. Imperials use a wide array of weapon and ring damage enchantments. But the masters of enchantment are the Telvanni. They use all effects, often several combined on one item, but they especially like items that summon creatures or magical weapons and armor. |
enchantments | Temple enchanters favor healing and protection spells. Redoran enchanters favor wounding missile loads and shield spells. Hlaalu like weapon enchantments and various spell rings. Imperials use a wide array of weapon and ring damage enchantments. But the masters of enchantment are the Telvanni. They use all effects, often several combined on one item, but they especially like items that summon creatures or magical weapons and armor. |
enchantments | Temple enchanters favor healing and protection spells. Redoran enchanters favor wounding missile loads and shield spells. Hlaalu like weapon enchantments and various spell rings. Imperials use a wide array of weapon and ring damage enchantments. But the masters of enchantment are the Telvanni. They use all effects, often several combined on one item, but they especially like items that summon creatures or magical weapons and armor. |
enchantments | Temple enchanters favor healing and protection spells. Redoran enchanters favor wounding missile loads and shield spells. Hlaalu like weapon enchantments and various spell rings. Imperials use a wide array of weapon and ring damage enchantments. But the masters of enchantment are the Telvanni. They use all effects, often several combined on one item, but they especially like items that summon creatures or magical weapons and armor. |
enchantments | Temple enchanters favor healing and protection spells. Redoran enchanters favor wounding missile loads and shield spells. Hlaalu like weapon enchantments and various spell rings. Imperials use a wide array of weapon and ring damage enchantments. But the masters of enchantment are the Telvanni. They use all effects, often several combined on one item, but they especially like items that summon creatures or magical weapons and armor. |
endurance | 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. |
endurance | 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. |
endurance | 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. |
endurance | 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. |
endurance | 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. |
endurance | 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. |
endurance | 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. |
endure their attacks | Do not harm the inmates. I will not tolerate you adding to their suffering. Indeed, they are brutal and ferocious, and they will kill you if they can. But you are their guests, and you may not harm them, or you will answer to me. |
Engaer | You've been expelled from the Fighters Guild. Until you make amends, I can't talk to you about this contract. |
Engaer | I don't have any more bounty contracts right now, %PCName. |
Engaer | You already killed Engaer? I'm impressed, %PCName. Here's the 1000 septims for the bounty. |
Engaer | Good work, %PCName. Here's the 1000 septims for this bounty. |
Engaer | Like I said, go to the tower here in Sadrith Mora and kill Engaer. There's 1000 septims in it when you come back. |
Engaer | Engaer is a Bosmer mercenary for Master Neloth. One of our clients wants him dead. Engaer is in Tel Naga, the tower here in Sadrith Mora. Try to avoid the other guards, and just kill Engaer. We don't need more trouble with House Telvanni. I'll give you half the bounty if you take care of this. |
equipment chest | You'll find basic supplies: arrows, bolts, healing potions. If you need more healing than that, head to the temple. We're able to resupply the chest once in a while, but don't count on it. |
Erabenimsun | The war-loving Erabenimsun of Molag Mar are bad people, badly led. The Ashlanders of Erabenimsun camp are greedy and cruel, and have no respect for Ashlander custom. Ashkhan Ulath-Pal is ruthless and arrogant, and he surrounds himself with gulakhans like himself. Blood will be spilled; let it not be yours. There is one gulakhan of their tribe, Han-Ammu, who might be shaped as a new ashkhan. He is a weak reed, but his Wise Woman, Manirai, is strong and resourceful. Seek her counsel. |
Erabenimsun | The Erabenimsun of Molag Mar love themselves and their weapons above all else. Their Ashkhan Ulath-Pal is cruel and ambitious, and his gulakhans are just like him. Their Wise Woman, Manirai, is cautious and reasonable. Seek her counsel. Don't waste your speech on the war khans. |
Erabenimsun camp | This is Erabenimsun camp. |
Erabenimsun camp | Erabenimsun camp is in the wastelands of Molag Amur, the land of fire and smokes in southeastern Vvardenfell. Here. Let me mark it on your map. |
Erabenimsun camp | Erabenimsun camp is in the wastelands of Molag Amur, the land of fire and smokes in southeastern Vvardenfell. Here. Let me mark it on your map. |
Erabenimsun camp | Find Tel Fyr, the tower of Divayth Fyr, on the southern coast of Zafirbel Bay. Tel Fyr is due south from Tel Aruhn, across the bay. Then follow the mainland coastline south until you pass a one-yurt outcast camp. Look southwest for a valley heading west, inland. Follow the valley west, turning south with it, until you see the camp in a small hollow surrounded by hills. |
Erabenimsun camp | Find Tel Fyr, the tower of Divayth Fyr, on the southern coast of Zafirbel Bay. Tel Fyr is due south from Tel Aruhn, across the bay. Then follow the mainland coastline south until you pass a one-yurt outcast camp. Look southwest for a valley heading west, inland. Follow the valley west, turning south with it, until you see the camp in a small hollow surrounded by hills. |
Erabenimsun camp | The camp itself lies north-northwest of Mt. Assarnibibi in the wastelands of Molag Amur. There are no tracks, few landmarks, and the going is difficult. Even we Ashlanders get lost in Molag Amur. You can't go straight; lava lakes, ridges, and ravines block all routes. An outlander like you? Walk north like a pilgrim from Molag Mar, find the shrine at Mount Assarnibibi, then from there search north for the camp. |
Erabenimsun camp | The camp itself lies north-northwest of Mt. Assarnibibi in the wastelands of Molag Amur. There are no tracks, few landmarks, and the going is difficult. Even we Ashlanders get lost in Molag Amur. You can't go straight; lava lakes, ridges, and ravines block all routes. An outlander like you? Walk north like a pilgrim from Molag Mar, find the shrine at Mount Assarnibibi, then from there search north for the camp. |
Erabenimsun camp | Erabenimsun camp lies north as the racer flies, between Mt. Kand and Mt. Assarnibibi and beyond. The camp itself lies north-northwest of Mt. Assarnibibi. There is no track, and the going is difficult. You'll need to turn and backtrack to avoid obstacles like lava lakes. The camp itself is a group of five or six yurts. |
Erabenimsun camp | The Erabenimsun are the Ashlanders of Molag Amur, a barren wasteland of rock, lava, and smoke southeast of Red Mountain. Erabenimsun camp is inland, halfway between the coast and Red Mountain. Here. Let me mark it on your map. The nearest settlement is the stronghold oasis of Molag Maar, on the southeast coast of Vvardenfell. You can get a ship from Vivec to Molag Maar, or silt strider from Suran to Molag Maar. From Molag Maar, head north cross-country -- very nasty country -- to Erabenimsun camp. |
Erabenimsun camp | The Erabenimsun are the Ashlanders of Molag Amur, a barren wasteland of rock, lava, and smoke southeast of Red Mountain. Erabenimsun camp is inland, halfway between the coast and Red Mountain. Here. Let me mark it on your map. The nearest settlement is the stronghold oasis of Molag Maar, on the southeast coast of Vvardenfell. You can get a ship from Vivec to Molag Maar, or silt strider from Suran to Molag Maar. From Molag Maar, head north cross-country -- very nasty country -- to Erabenimsun camp. |
Erabenimsun camp | The Erabenimsun are the Ashlanders of Molag Amur, a barren wasteland of rock, lava, and smoke southeast of Red Mountain. Erabenimsun camp is inland, halfway between the coast and Red Mountain. Here. Let me mark it on your map. The nearest settlement is the stronghold oasis of Molag Maar, on the southeast coast of Vvardenfell. You can get a ship from Vivec to Molag Maar, or silt strider from Suran to Molag Maar. From Molag Maar, head north cross-country -- very nasty country -- to Erabenimsun camp. |
Erabenimsun camp | The Erabenimsun are the Ashlanders of Molag Amur, a barren wasteland of rock, lava, and smoke southeast of Red Mountain. Erabenimsun camp is inland, halfway between the coast and Red Mountain. Here. Let me mark it on your map. The nearest settlement is the stronghold oasis of Molag Maar, on the southeast coast of Vvardenfell. You can get a ship from Vivec to Molag Maar, or silt strider from Suran to Molag Maar. From Molag Maar, head north cross-country -- very nasty country -- to Erabenimsun camp. |
Erabenimsun camp | The Ashlander Erabenimsun tribe has a permanent settlement at Erabenimsun camp, an isolated hut settlement in the middle of the desolate Molag Amur region. |
Erabenimsun Nerevarine | Since you have killed one of the leaders of the Ashlander tribes, there is no possibility that you could be considered the Nerevarine of prophecy. If it had been part of the traditional struggles for tribal leadership, it would not have been dishonorable. But you slew a tribal leader for your own interests, not for the good of the tribe, and the Ashlanders will not accept such a foul murderer as their Nerevarine. |
Erabenimsun Nerevarine | You have been named Nerevarine by the four tribes of Vvardenfell. You have fulfilled that part of the prophecy. Urshilaku, Ahemmusa, Zainab, and Erabenimsun, all have named you Nerevarine. You have fulfilled the Fifth Trial of the Seven Visions. |
Erabenimsun Nerevarine | You have been named Erabenimsun Nerevarine. You have fulfilled one part of that prophecy. But you must be named Nerevarine by all four Ashlander tribes, Urshilaku, Ahemmusa, Zainab, and Erabenimsun, before you have fulfilled the Fifth Trial. |
Erabenimsun Nerevarine | You must go to Erabenimsun camp. The ashkhan of the Erabenimsun, Ulath-Pal, is a strong chief, but violent and cruel. He and his gulakhans are known as killers, and attack unarmed victims and betray the rules of hospitality. It is a difficult problem. Only the ashkhan can name you Nerevarine. But this ashkhan may not be willing, and even if he were, he is a bad chief, dishonorable, and not to be trusted. I do not know what you should do. Speak to the tribe's wise woman. Perhaps she will give you counsel. |
Errand | Yes, yes. You've completed the errand, and I'm quite satisfied. |
Errand | Very good. I'll just take that skull from you. Perfect for what I have in mind. Thank you. Now. As I promised. I'll answer your questions on the Nerevarine cult. Go ahead. |
Errand | When you've completed the errand, then we can discuss the information Caius wants. |
Errand | The errand, then, is very simple. I need the skull of Llevule Andrano. You'll find it in Andrano Ancestral Tomb. But take care not to upset the natives. The Dunmer have some peculiar primitive prejudices against necromancy, and take grave objection to unauthorized tomb visits. |
erroneous documents | I don't think so. You've been expelled. Until you make amends, I don't have to discuss business with you. |
erroneous documents | You have done as I asked and corrected the errors in the land deed. |
erroneous documents | I will take your word that you put the deed in the right place. This is the erroneous deed, which I will dispose of personally. Take these scrolls for your troubles. |
erroneous documents | I will take your word that you put the deed in the right place. This is the erroneous deed, which I will dispose of personally. Take these scrolls for your troubles. |
erroneous documents | I will take your word that you put the deed I gave you in the right place, but I need to have the old deed as well. Bring that to me. |
erroneous documents | I will take your word that you put the deed I gave you in the right place, but I need to have the old land deed as well. Bring that to me. |
erroneous documents | You have not done what I asked! Go to the Hlaalu Records in Vivec. Find a chest of land deeds. Put the scroll I gave you in that chest. Bring me the scroll you find in that chest. |
erroneous documents | Do I have to find someone more reliable to do my petty deliveries? Go replace this forg... that is, erroneous deed in the chest at the Hlaalu Treasury in Vivec. Make sure you bring me the original. |
erroneous documents | Have you done as I asked? Do you have the old land deed? And is the new one in its place? |
erroneous documents | I have discovered a serious error in some of the land deeds for the Ascadian Isles. I want you to take this land deed to the Hlaalu Records in Vivec. Look for a chest of land deeds for the Ascadian Isles. Put this scroll in the chest and bring me the old land deed. |
erroneous documents | I am grateful for the role you played in Odral's arrest. |
erroneous documents | You have already given me the forged land deed. I will make sure the Ordinators investigate this matter. |
erroneous documents | Good. I will bring this matter to the Ordinators. It is time they had reason to investigate Odral and his Caldera operations. Perhaps this will be enough to make them act. I am a bit short on drakes today, but I believe you will find this ring is a just compensation. |
erroneous documents | I might give you a small consideration for bringing this to my attention, but I will not submit to blackmail. Do what Odral asks if you think it is in your best interests. But I will remember what you did when the Ordinators investigate this. |
erroneous documents | I cannot believe that Odral still interferes with my affairs. Will you give me the forged land deed you hold so that I may use it as proof against him? |
erroneous documents | You've broken the rules of House Hlaalu, sweetie. It brings tears to my eyes when I think about your disloyalty. Maybe you can make amends and make everything better. |
erroneous documents | Don't worry your pretty little head about it. I'll take care of everything. |
erroneous documents | Don't trouble your sweet little head over this anymore. If you don't have the original land deed, you'll still need to fetch that for Odral. When you speak with him again, turn your irresistible charms on him some more. Don't let him suspect a thing. And take this little present from me. Wouldn't want anything to happen to you. |
erroneous documents | I just love it when you tease me, dumpling. |
erroneous documents | Give me the old land deed, pudding, and Uncle Crassius will take care of everything. |
erroneous documents | You'll do what he says, %PCName, if you know what's good for you. |
erroneous documents | I made a copy of the land deed for you. You should take it back to Odral in Caldera before he gets suspicious. |
erroneous documents | Here you go. I doubt Odral can tell the difference. If he asks you to do anything else odd here in the Hlaalu Treasury or Hlaalu Vaults, be sure to keep me informed. |
erroneous documents | I hope you're not planning on stealing the documents. That would be a serious crime. |
erroneous documents | Crassius Curio has told me enough of what Odral is planning. Since Odral will not be satisfied unless he has the original land deed, perhaps you'd like me to make you a copy... for a token fee of 10 gold, of course. |
erroneous documents | A land deed from Odral? He does not have the authority to issue land deeds or make corrections. Stay out of the Hlaalu Records and let me take care of this. |
erroneous documents | I don't care what Odral told you. Our records are accurate, our integrity is unquestionable, and I resent your implications. I suggest you leave before I call the guards. |
erroneous documents | I don't care what Odral told you. Our records are accurate, our integrity is unquestionable, and I resent your implications. I suggest you leave before I call the guards. |
escape | You gave me the key already. I can get out on my own. |
escape | Thanks for getting me out, %PCName. Tell Percius I'm free. |
escape | We're on our way out. Let's hurry, %PCName. |
escape | All right. I'll follow you. Once I'm out of the prison, I can make my own way from there. |
escape | I can't get out. You'll have to unlock the door. |
escape | Yes, this is it. I'll bide my time until the guards aren't watching. Then I'll make my escape. Tell Percius to expect me in a few days. |
escape | You don't have the key yet. Go find the key and hand it to me between these bars. |
escape | These ordinators are tough. If you open the door, we can make a run for it. Or, if you find the key to these cells, I'll bide my time and sneak out when the Ordinators aren't watching. All the guards use the same key for all the cells. I'm sure there's one somewhere nearby. |
escape from cultists | You're here to help me escape? Thank you! I'll follow you out of here. |
escort | Yes, I need to get to Ghostgate Shrine. |
escort | Good. Let's go. And be quick about it. |
escort | Hmmmph. I should have expected as much from the likes of you. |
escort | I need an escort to Ghostgate Shrine, and I need to be there in two days' time. I'll give you a tip when you get me there safely. I haven't got all day. Shall we go? |
essential supplies | I gave you the scrolls. But, as I said, you might also want to browse my selection for scrolls to suit your own personal style. |
essential supplies | You're %PCName? Caius said you'd come by. I've chosen from my best scroll stocks. I don't know your preferences or situation, but Blessings and Barriers always come in handy. Purity of Body sets you up amazingly in a fight. And, of course, Divine Intervention gets you safe to an Imperial cult shrine when all else fails. Here. They're paid for. Now, I don't know your budget, but you might also want to browse my selection for scrolls to suit your own personal style. |
essential supplies | I gave you the potions. But I have many other potions for sale, and all the proceeds go to support the good works of the Imperial cult. |
essential supplies | Yes. Caius said a friend was heading into the backcountry, and would need some potions. I've given you cures and fortifies. There's no charge. But, if you'll take my advice, and you can afford it, stock up on the cures. There's are no Imperial cult cure altars north of Ald'ruhn; the one at Gnisis is far to the west. And we've heard many recent reports of diseased creatures and blighted creatures in the northern wilds. |
essential supplies | Before you go to Urshilaku camp, see Somutis Vunnis and Crulius Pontanian at Fort Moonmoth. I've asked them to put aside some potions and scrolls for you. Courtesy of the Emperor. In particular, you'll want the cure potions; I hear the blight is very bad up north. And use the Divine Intervention scroll if you find you're over your head. It will get you safe to an Imperial cult shrine, where you can heal, refit, and try again. |
Ethal Seloth | You have been expelled. |
Ethal Seloth | The Morag Tong executes justice on murderers when the law cannot or will not. |
Ethal Seloth | So Ethal Seloth and Idroso Vendu are already dead? And you think you are better than those two murderers? By law and tradition I must give you credit for this Writ, but I am not required to give you the payment. |
Ethal Seloth | I heard how to brought justice to Ethal Seloth and Idroso Vendu. You deserve the payment and honor of this Writ. |
Ethal Seloth | Both targets are not dead, %PCName. You have not finished the Writ. |
Ethal Seloth | I heard how to brought justice to Ethal Seloth and Idroso Vendu. You deserve the payment and honor of this Writ. |
Ethal Seloth | Both targets are not dead, %PCName. You have not finished the Writ. |
Ethal Seloth | I have given this Writ to you already, %PCName. |
Ethal Seloth | I have given this Writ to you already, %PCName. As you know, Writs are issued only once. Your official paperwork will exonerate you from your deeds when you are confronted by the authorities - so guard it well. If you have lost it, you will have to suffer punishment for your crimes. This can be costly... very costly. But members of the %Faction must have immaculate reputations. |
Ethal Seloth | You must execute not one, but two: Ethal Seloth and Idroso Vendu. They are murderers, but they are also Telvanni. The Duke will do nothing. The Morag Tong is being paid well by their victim's families to execute justice. Look for them in the temporary housing of the Telvanni Plaza here in Vivec. Swiftness and accuracy to you. |
Ethes Evos | He's one of my best customers and a good friend. He's the seneschal of Arobar Manor. |
evidence of corruption | If you want a fight, go talk to Cunius. He's a pushover. You won't get anywhere trying to bribe me or threaten me. |
evidence of corruption | Take your accusations elsewhere. |
evidence of corruption | I gave you the key. I'm risking my job here, if not my life. What more do you want? |
evidence of corruption | All right, all right. I'll tell you this because I trust you. Take this key. There's a record book in Odral's Helvi chest on the second floor. Stendar have mercy on me if anyone finds out about this. |
evidence of corruption | What are you suggesting? |
evidence of corruption | What more evidence do you need? |
evidence of corruption | You want evidence? Dahleena tells you where to get it. Odral Helvi has a chest on the second floor of the Governor's Hall. Unlock the chest and you will find a book. A record book. Bring this book back to your friend and watch his eyes when he smiles. |
evidence of corruption | Yes, you found the evidence I was looking for. |
evidence of corruption | Look for journals or record books. Interrogate the miners. I am sure there is corruption there, and I have faith that you will find it. |
evidence of corruption | I respect you, %PCName, but I won't sit here and listen to your accusations. |
evidence of corruption | Take your accusations elsewhere. I have no time for this. Good day to you, %PCRace. |
evidence of corruption | Cunius Pelelius and Odral Helvi run the show here. I wouldn't mess with them if I were you. |
evidence of corruption | Tell it to the boss. |
evidence of corruption | Tell it to the boss. |
evidence of corruption | I get my drakes every week and keep my eyes shut. You want to see what's going on? Go bother those guys at the Governor's Hall. |
evidence of corruption | Are you accusing me of something? |
evidence of corruption | I don't know what you're talking about. |
evidence of corruption | Yeah. |
excavation report | I won't be late with the next excavation report. |
excavation report | You found the report? Deliver it to Edwinna Elbert in Ald'ruhn. I will continue my work here. Now that the lower levels are open, perhaps we can make more discoveries here. In honor of our deceased colleague, Anes Vendu. |
excavation report | Anes Vendu took the excavation report with him, and I can't figure out how to get to the lower levels. |
excavation report | I don't exactly have an excavation report for her. Tell Edwinna everything is fine. We've just had a few... setbacks. Our native guide, Anes Vendu, is missing. |
excavation report | The excavation report is overdue. We've had a few... setbacks. Our native guide, Anes Vendu, is missing. |
excavation report | If you must talk about this boring excavation business, you should talk to my father Senilias. |
excavation report | Are you still a member of the guild? Once Trebonius gives the authorization, we can discuss guild matters again. |
excavation report | Were you expelled? Or did you clear that up already? You ought to make amends with Guildmaster Trebonius just to be sure. |
excavation report | You have been expelled, %PCName. If you want to make amends, you should speak with Guildmaster Trebonius. |
excavation report | Senilias is dead? I am sorry to hear that, %PCName. I will have to change my entire plan of research. |
excavation report | The latest excavation report was right on schedule. |
excavation report | This is interesting... The excavation report mentions another Dwemer ruin, Mzuleft. Would you go there and look for some blueprints? |
excavation report | If you have such a keen interest in scholarship, perhaps you'd like to join the Mages Guild. |
excavation report | I have the excavation report already, %PCName. |
excavation report | Thank you, %PCName. This report will be helpful, I'm sure. |
excavation report | Well, where is it? I don't see any excavation report. |
excavation report | I need that report, %PCName. I cannot work with all these meaningless delays. |
excavation report | Did you get the excavation report? Do you have it with you? |
excavation report | He doesn't have a report for me? Why not? What kind of setbacks? This sounds suspicious, %PCName. I absolutely must have that excavation report. Go back to Nchuleftingth and find out what is really going on. |
excavation report | Go to Nchuleftingth and talk with Senilias Cadiusus. Find out why he hasn't delivered his excavation report. |
excavation report | One of my colleagues, Senilias Cadiusus, is engaged in official Imperial research in Nchuleftingth. He was supposed to give me an excavation report every month, but has not sent one this month. Go to Nchuleftingth and find out what is going on. |
exotic armor types | Fur armor is a light armor style popular among Nord barbarians. Dreugh is a remarkably strong Dunmer medium armor, made from Dreugh hide. But the most famous exotic armor is Dwemer, or Dwarvish armor, a highly ornate heavy armor valued as much for its rarity and antique craftsmanship as for its distinctive impact-absorbing qualities in combat. |
exotic armor types | Fur armor is a light armor style popular among Nord barbarians. Dreugh is a remarkably strong Dunmer medium armor, made from Dreugh hide. But the most famous exotic armor is Dwemer, or Dwarvish armor, a highly ornate heavy armor valued as much for its rarity and antique craftsmanship as for its distinctive impact-absorbing qualities in combat. |
exotic armor types | Fur armor is a light armor style popular among Nord barbarians. Dreugh is a remarkably strong Dunmer medium armor, made from Dreugh hide. But the most famous exotic armor is Dwemer, or Dwarvish armor, a highly ornate heavy armor valued as much for its rarity and antique craftsmanship as for its distinctive impact-absorbing qualities in combat. |
exotic armor types | Fur armor is a light armor style popular among Nord barbarians. Dreugh is a remarkably strong Dunmer medium armor, made from Dreugh hide. But the most famous exotic armor is Dwemer, or Dwarvish armor, a highly ornate heavy armor valued as much for its rarity and antique craftsmanship as for its distinctive impact-absorbing qualities in combat. |
exotic armor types | Fur armor is a light armor style popular among Nord barbarians. Dreugh is a remarkably strong Dunmer medium armor, made from Dreugh hide. But the most famous exotic armor is Dwemer, or Dwarvish armor, a highly ornate heavy armor valued as much for its rarity and antique craftsmanship as for its distinctive impact-absorbing qualities in combat. |
exotic armor types | Fur armor is a light armor style popular among Nord barbarians. Dreugh is a remarkably strong Dunmer medium armor, made from Dreugh hide. But the most famous exotic armor is Dwemer, or Dwarvish armor, a highly ornate heavy armor valued as much for its rarity and antique craftsmanship as for its distinctive impact-absorbing qualities in combat. |
exotic items | Well, some of the finer materials are hard to come by these days. While it would be nice to have such items as dwarven limeware, it has become too difficult to obtain it. |
exotic products | Exotic products of commercial value on Vvardenfell include the following: bonemeal, corprus weepings, Daedra skin, Daedra's heart, ectoplasm, fire salts, frost salts, Ghoul heart, gravedust, raw ebony, raw glass, Scamp skin, Vampire dust, and void salts. |
exotic products | Exotic products of commercial value on Vvardenfell include the following: bonemeal, corprus weepings, Daedra skin, Daedra's heart, ectoplasm, fire salts, frost salts, Ghoul heart, gravedust, raw ebony, raw glass, Scamp skin, Vampire dust, and void salts. |
explanations | You want to know... why did I wage war on the Nerevarine? why did I try to suppress the Apographa? why did I persecute the Dissident Priests? why is Dagoth Ur winning the war? how does the Tribunal fight Dagoth Ur? what are Wraithguard's powers? |
explore together | All right then. Let's go. Remember, let me know if you require aid -- you watch my back and I'll watch yours. Take point and root out the threats. The treasure is yours -- and Hrelvesuu is mine. |
explore together | Fine. When you work up the gumption, lemme know. Otherwise, I'm sure someone else will come along and share the riches with me soon. |
explore together | Ah -- I knew you would return. The call of battle is strong, is it not? |
explore together | I have scoured the world over hunting a specific Daedroth with whom I have had issues in the past. When last we battled, I struck her a blow so grievous that she fled via spell to her dark sanctuary. This is that place. The beast's name is Hrelvesuu. She is weak, and likely recuperating from the damage I caused her. This place is well defended and I need someone to watch my back. You can have whatever "treasure" you can find in there. I seek only vengeance. What say you? |
exquisite clothes | Where can you get exquisite clothes? Tel Mora, Elegnan the Clothier -- she has some VERY nice things. See these clothes I'm wearing? Exquisite shirt? Exquisite skirt? Exquisite shoes? I bought them at her shop. Maybe you should try her. When you have the exquisite clothes, we can talk about the 'something special' you are looking for. |
exquisite shoes | Yes. They are quite splendid aren't they. Of course... they were a gift. I wear them out of courtesy, %PCName. Not out of vanity. I am not a vain man. |
exquisite shoes | Thank you. These remarkable shoes are... very fancy. Too fancy for a simple Ashlander like myself, But I thank you very much for the gift. It was very thoughtful. |
Eydis Fire-Eye | Regretably, you broke the rules of the Fighters Guild and you have been expelled. First make amends, and then I can speak with you about this again. |
Eydis Fire-Eye | Eydis Fire-Eye used to be one of Sjoring Hard-Heart's supporters, but something changed her mind. We don't have to worry about her anymore, just kill Lorbumol gro-Aglakh. |
Eydis Fire-Eye | Don't let your conscience trouble you, %PCName. You did the right thing. |
Eydis Fire-Eye | Now that Eydis Fire-Eye and Lorbumol gro-Aglakh are dead, you must take the battle to Sjoring Hard-Heart. |
Eydis Fire-Eye | Good work, %PCName. You must also kill Lorbumol gro-Aglakh before the Fighters Guild can free itself from corruption. |
Eydis Fire-Eye | You can find her at the Guild of Fighters in Balmora. Kill her and report back to me. |
eye of the needle | This token of our tribe, Malipu-Ataman's Belt, is proof of Sul-Matuul's blessing. Let me think.... Perhaps you mean the Needle? It is a tall rock column in the Valley of the Wind. I have slept beneath it once or twice. The Valley of the Wind is a valley on the northeast slopes of Red Mountain. The entrance to the valley is marked by Airan's Teeth, two tall rock spires. |
eye of the needle | This token of our tribe, Malipu-Ataman's Belt, is proof of Sul-Matuul's blessing. Let me think.... Perhaps you mean the Needle? It is a tall rock column in the Valley of the Wind. I have slept beneath it once or twice. The Valley of the Wind is a valley on the northeast slopes of Red Mountain. The entrance to the valley is marked by Airan's Teeth, two tall rock spires. |
eye of the needle | This token of our tribe, Malipu-Ataman's Belt, is proof of Sul-Matuul's blessing. Let me think.... Perhaps you mean the Needle? It is a tall rock column in the Valley of the Wind. I have slept beneath it once or twice. The Valley of the Wind is a valley on the northeast slopes of Red Mountain. The entrance to the valley is marked by Airan's Teeth, two tall rock spires. |
eye of the needle | This token of our tribe, Malipu-Ataman's Belt, is proof of Sul-Matuul's blessing. Let me think.... Perhaps you mean the Needle? It is a tall rock column in the Valley of the Wind. I have slept beneath it once or twice. The Valley of the Wind is a valley on the northeast slopes of Red Mountain. The entrance to the valley is marked by Airan's Teeth, two tall rock spires. |
eye of the needle | Perhaps you mean the Needle? It is a tall rock column in the Valley of the Wind. I have slept beneath it once or twice. The Valley of the Wind is a valley on the northeast slopes of Red Mountain. The entrance to the valley is marked by Airan's Teeth, two tall rock spires. |
eye of the needle | Perhaps you mean the Needle? It is a tall rock column in the Valley of the Wind. I have slept beneath it once or twice. The Valley of the Wind is a valley on the northeast slopes of Red Mountain. The entrance to the valley is marked by Airan's Teeth, two tall rock spires. |
eye of the needle | Perhaps you mean the Needle? It is a tall rock column in the Valley of the Wind. I have slept beneath it once or twice. The Valley of the Wind is a valley on the northeast slopes of Red Mountain. The entrance to the valley is marked by Airan's Teeth, two tall rock spires. |
eye of the needle | Perhaps you mean the Needle? It is a tall rock column in the Valley of the Wind. I have slept beneath it once or twice. The Valley of the Wind is a valley on the northeast slopes of Red Mountain. The entrance to the valley is marked by Airan's Teeth, two tall rock spires. |
factions | Observers of Vvardenfell's politics have identified eleven main factions, some aligned with Imperial interests, some aligned with native Dunmer interests. The primary Imperial factions are the Imperial cult, the Imperial legions, and the Fighters, Mages, and Thieves Guilds. The primary native Dunmer factions are the three Great Houses, Redoran, Hlaalu, and Telvanni, the Temple, and the Morag Tong. The Ashlander barbarians are native Dunmer, but are opposed to both the Empire and the settled Dunmer. |
factions | Observers of Vvardenfell's politics have identified eleven main factions, some aligned with Imperial interests, some aligned with native Dunmer interests. The primary Imperial factions are the Imperial cult, the Imperial legions, and the Fighters, Mages, and Thieves Guilds. The primary native Dunmer factions are the three Great Houses, Redoran, Hlaalu, and Telvanni, the Temple, and the Morag Tong. The Ashlander barbarians are native Dunmer, but are opposed to both the Empire and the settled Dunmer. |
factions | The Ashlander barbarians are native Dunmer, but are opposed to both the Empire and the settled Dunmer. |
factions | The primary native Dunmer factions are the three Great Houses, Redoran, Hlaalu, and Telvanni, the Temple, and the Morag Tong. |
factions | The primary Imperial factions are the Imperial cult, the Imperial legions, and the Fighters, Mages, and Thieves Guilds. |
factions | Observers of Vvardenfell's politics recognize eleven main factions, some aligned with Imperial interests, some aligned with native Dunmer interests. |
faith | Faith conquers all. Have faith in the law. |
fake soul gem | Yes, Ajira thanks you again. |
fake soul gem | You have put the gem in the desk as Ajira asked? Ajira thanks you. |
fake soul gem | Take the fake soul gem Ajira gave you and put it in Galbedir's desk upstairs. Hurry before Galbedir returns. |
fake soul gem | Ajira has made a fake soul gem. Take it and put it in Galbedir's desk upstairs. Galbedir should be coming downstairs to talk with Marayn Dren, so no one will see you do this thing. |
Falensarano | You will find it west of here. I will mark it on your map. |
fallen brother | The soul of Dagoth Gares is among us. You have broken his body, but his spirit is with us in our waking dreams. |
fallen brother | The soul of Dagoth Gares is among us. You have broken his body, but his spirit is with us in our waking dreams. |
fallen brother | The soul of Dagoth Gares is among us. You have broken his body, but his spirit is with us in our waking dreams. |
fallen brother | The soul of Dagoth Gares is among us. You have broken his body, but his spirit is with us in our waking dreams. |
fallen brother | The soul of Dagoth Gares is among us. You have broken his body, but his spirit is with us in our waking dreams. |
fallen brother | The soul of Dagoth Gares is among us. You have broken his body, but his spirit is with us in our waking dreams. |
False Gods | You have learned the lies of the Tribunal and the false hope they offer of protection from Dagoth Ur. We have heard the priest's own words of the Apographa, and we know them to be true. We have heard the words of the Dissident Priests, and we know them to be true. The False Gods have broken their promises, and have taken up the tools of the Enemy. This is a great evil, and a great danger. |
False Gods | The Tribunal and Dagoth Ur have the unnatural abilities and lifespans of gods. But they gained these things by actions that mock the gods and misuse divine power. They were ambitious and unwise, and the consequences of these ungodly acts threaten all that lives in Morrowind. |
False Incarnate | I have heard that YOU are a False Incarnate. I am not yet convinced, but I no longer trust you. Like Elvil Vidron, if your claim is true, you must prove it to Archcanon Saryoni in Vivec. |
False Incarnate | You have been expelled from the Temple. |
False Incarnate | You put an end to the heresies of the False Incarnate. |
False Incarnate | Elvil Vidron is already dead? That is unfortunate. I wish we could have saved him. |
False Incarnate | I am sorry that you had to kill Elvil Vidron. Perhaps this will discourage others from making heretical claims. |
False Incarnate | Elvil Vidron will do penance for his errors, but I am glad you did not kill him. Please accept these potions of healing in reward for your wisdom in this matter. Are you ready for additional duties? |
False Incarnate | Elvil Vidron in Suran claims to be the Nerevarine and makes prophecies of doom. Clearly he is a heretic. Convince him that he is mistaken or, if all else fails, prove it by killing him. If he is the true Nerevarine, he is protected by prophesy and cannot die. |
False Incarnate | Elvil Vidron in Suran claims to be the Nerevarine and makes prophecies of doom. We cannot have two Nerevarines. Go to him and prove to him that you are the true Incarnate. |
False Incarnate | The Temple refers to any demented impostor who claims to be the Nerevarine as "the False Incarnate". The Temple treats such persons as insane, and Ordinators pursue and imprison them "for their own protection." The Temple has reported that the most recent False Incarnate, a girl child named Peakstar, has died, but they've produced no body, and skeptics are suspicious of Temple claims. |
False Incarnate | Yes, Nerevar. I see clearly now. I shall repent at the Temple and preach in your name. |
False Incarnate | I have seen the error of my ways, %PCName. Your wisdom has guided me through this most disturbing time. |
False Incarnate | I pity you, unbeliever. You will be swept away like ash before the storm. |
False Incarnate | You cannot harm me, pawn of the Temple! Leave before I prove the truth of my prophecies on your flesh! |
False Incarnate | Who then, if not myself? There must be a meaning to these dreams. Perhaps you are right... Your words have guided me. I will seek penance for my sins. Forgive me and thank you. |
False Incarnate | Who then, if not myself? The dreams are unyielding! Every day, every night! I must be the one.... I must... No, your words are not convincing enough. |
False Incarnate | Who then, if not myself? You?! Before you make such claims, you must find a way to convince me. |
False Incarnate | You... The vision... The Moon-and-Star! It was you, not I. Forgive me, Nerevar, forgive! I meant only to prepare the way. |
False Incarnate | You disbelieve? I know my destiny. And you will have a hard time proving otherwise. I have seen the message in the dream. Have you not also experienced the waking dream? |
False Incarnate | You disbelieve? I know my destiny. And you will have a hard time proving otherwise. I have seen the message in the dream. Have you not also experienced the waking dream? |
False Incarnate | In the past, some have claimed to be the reincarnated Nerevar. The most recent is known as Peakstar, a figure of legend among the Wastes tribes for the last 30 years. The Temple says these false Incarnates disprove the prophecies, since the false Incarnates fail and come to nothing, but the mystical Nerevarine cult glorifies rather than shrinks from contradictions, citing the appearance of "failed Incarnates" as certain proof of Nerevar's coming rebirth. |
Falura Llervu | I admit, I am a little anxious about marrying an Ashlander, even an Ashlander chief, but anything is better than being a slave, and I am very tough and smart, and determined to make the best of my chances. But Savile Imayn said you wanted to give me something. Some presents.... |
Falura Llervu | Yes, sera. Falura Llervu of Velothis Haven, daughter of Andrano Llervu, lord of Tel Llervu, pleased to make your acquaintance. See? Savile Imayn has taught me well. I shall BE a high-born Telvanni lady, and no one will know the difference. Just like a lady. |
family crest | Yes, that ring bears the seal of my great family. Where did you get it? Never mind. I'm sure it was taken off one of my ancestors killed by your kind. |
family crest | Any Altmer who has met one of my kin should recognize the seal on that ring. |
family crest | Hmmm...yes. I believe I've seen it before, or at least one similar. I think it was when I was in the Gateway Inn last week, talking to another Altmer. Hard to be certain, though. It was a long night of drinking. I'm sure you would understand. |
family crest | Suit yourself. |
family crest | Here you go. Don't know where you'd find him, though. He wandered in here last week and said he'd be back soon. Who knows, though? Could be months before he returns. Better you find him yourself. |
family crest | Sure you don't want that potion? |
family crest | Yes, I've seen a ring like that before. Sinyaramen wears it. Don't expect that he'll speak with you, though. He has little use for your kind. Although...he ordered a potion from me last week. If you deliver it to him for me, he might be willing to talk to you. |
family heirlooms | Dro'zhirr thinks you owe him some money, friend. You'd better get that to me soon. Dro'zhirr knows those jewels were worth at least 150 septims. Now, go get my money! |
family heirlooms | Ahhh...she made good on her promise then! Nice dealing with you, %PCName. Perhaps we can do business again sometime. |
family heirlooms | I thought you were going to return those things to the Nord woman? You'd better get going, or Dro'zhirr will have to take the jewels back from you. |
family heirlooms | Heirlooms? Hah! Dro'zhirr has found plenty of heirlooms. They just seem to fall into his pockets! In fact, Dro'zhirr just found a few new pieces earlier today. Took them from some Nord woman. Cried like a baby, she did. "Oh, my precious jewelry!" |
family heirlooms | You've found them! I'm so relieved. Here, please take this gold as payment. I was able to keep it hidden when the outlaws robbed me, and I'd be glad for you to have it. Thank you again! |
family heirlooms | You've found them! I'm so relieved. Here, please take this gold as payment. I was able to keep it hidden when the outlaws robbed me, and I'd be glad for you to have it. Thank you again! |
family heirlooms | You've found them! I'm so relieved. Here, please take this gold as payment. I was able to keep it hidden when the outlaws robbed me, and I'd be glad for you to have it. Thank you again! |
family heirlooms | If you can retrieve them for me, I'd be eternally grateful. |
family heirlooms | Yes, it was a ring and an amulet. They're both inscribed, so it shouldn't be tough to tell which ones are mine. |
family heirlooms | It's good to have my jewelry back. |
Fargoths hiding place | You killed the little runt? I don't know what you were thinking. He was a source of good income for me. If anyone asks, I don't know you. |
Fargoths hiding place | Good that you found that for me, friend. I'll make that little fetcher pay for lying to me. Although, I've got to be honest, it is kind of fun messing with the little guy. I like to take something from his place and stick it in that old barrel in the Census and Excise courtyard. Hehe...gives the new arrivals something to look forward to. |
Fargoths hiding place | You've found his hiding place? That's great, but where's the gold??? You trying to hold out on me, %PCRace? |
Fargoths hiding place | You've found his hiding place? That's great. Tell you what...I'll give you 100 gold, and you can keep anything else that you found in there. Thanks for your help. |
Fargoths hiding place | I've just got to find where he's hiding his loot. |
Fargoths hiding place | No? Well, I'll find someone else to do it, then. |
Fargoths hiding place | Excellent. Here's what I want you to do. I'm not sure where he goes, but I know he wanders around town at night. Watch his movements. The best vantage point is on top of the lighthouse south of town. That will give you a nice view of all of Seyda Neen. If you keep an eye on where he goes, I'm sure you'll be able to figure out where he's hiding that gold. |
Fargoths hiding place | I know the little fetcher's got one somewhere in town. Just not sure where yet. I've already gone through his whole house, so I know he's not hiding it there. I'd like you find out where he's stashing his gold. If you can, I'll give you a share of the wealth. Are you up for it? |
Fargoths hiding place | I don't have a hiding place. At least not anymore.... |
Fargoths hiding place | Hiding place? I don't know what you're talking about! Leave me alone. |
Farvyn Oreyn | Oh, wondrous is Farvyn Oreyen, the powerful battlemage! He single-handedly slew a Daedroth Lord who wished to enslave us all. Even now, he has traveled with his servants to Gnaar Mok, to rid that poor town of some evil presence. |
Farvyn Oreyn | Thank the gods for Farvyn Oreyn. Long will we tell of his heroic conquests. He arrived here only a day ago with his servants to help rid of us some marauding netches. Even now, he has gone to the south of town, making the area safe once again for our fishermen. |
Fast Eddie | Edd Theman, also 'Fast Eddie', also 'Eddie the Rat', is a rare commodity, a former Telvanni wizard who has gone Imperial and joined the Mages Guild. A colorful but unreliable character, but he is an invaluable source of inside information on Great House Telvanni. He has a small house here in Balmora. |
fast_eddie | Caius says Edd Theman, also 'Fast Eddie', also 'Eddie the Rat', is a former Telvanni wizard who has gone Imperial and joined the Mages Guild. Caius says Fast Eddie is colorful but unreliable, but he is a source of inside information on Great House Telvanni. Fast Eddie has a small house in Balmora. |
fathers amulet | Yes, you've given me the amulet. I am grateful to you. Feel free to explore the tomb. |
fathers amulet | This is where my father was buried. I hope the amulet is still here... |
fathers amulet | You've found the key. Now let's make our way around to my father's tomb. |
fathers amulet | Yes, I think we're near the key... Once we have the key, we can find my father's amulet. |
fathers amulet | Yes, it's around here somewhere. |
fathers amulet | Yes, %PCName? |
fathers amulet | Good. I'm glad you decided to help. You'll need a key to get into my father's tomb. I can't open the door myself. I think my father had a friend buried in here. Maybe his body has a key. I'll stick nearby and help out when I can. |
fathers amulet | I'm sorry, but I can't let anyone stand in my way. |
fathers amulet | Yes, my father, Augustus Arenim. He was buried here many years ago, when I was but a child. There are only a few of my family left. I thought I'd try and recover a part of my inheritance. I'd only just arrived when I heard someone. Are you willing to help me out? |
fatigue | 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. |
fatigue | 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. |
fatigue | 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. |
fatigue | 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. |
fatigue | 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. |
fatigue | 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. |
fatigue | 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. |
Favel Tomb | It is west of our camp. Go west along the coast, past the ruins. If you reach the Ashlands, turn back. Outcasts from our tribe live nearby. They are dangerous. Avoid them if you can. |
Favor | Yes. The box was just what I was looking for. |
Favor | Perfect. Just what I was looking for. Just let me take this Dwemer puzzle box, and then I'll tell you what Caius will want to know about the Sixth House. And about the Nerevarine. By the way, the inscriptions on the box seem to be the directions for setting a Dwemer key to open a specific lock. If you're interested, after you've delivered your report to Caius, come back, and maybe I'll have a key you can take back to Arkngthand. |
Favor | Right. As I said, get me the Dwemer puzzle box from Arkngthand, and I'll tell you what you want to know. |
Favor | There are Dwemer ruins nearby called Arkngthand. I need you to run over there and find me a little cube with a circular design and some symbols on one side. It's called 'a Dwemer puzzle box'. Bring me back the Dwemer puzzle box, and I'll tell you what you want to know. |
Fedris Tharen | I heard that Fedris Tharen is dead. You have failed me, %PCName. |
Fedris Tharen | I hope he is well. |
Fedris Tharen | Thank you for healing Fedris Tharen. To make up for your sacrifice, why not take these cure disease potions? I have more than I need at the moment. |
Fedris Tharen | I heard you found Fedris Tharen. I will send a healer to him at once. While I'm thinking about it, why not take this cure disease potion? |
Fedris Tharen | Fedris Tharen left Gnisis several days ago. He was supposed to head to the Koal Cave, just south of Gnisis, but he never arrived. Go to Gnisis and ask around and find out what happened to him. |
Fedris Tharen | Yes, I am Fedris Tharen. |
Fedris Tharen | Fedris Tharen the Pilgrim? I saw him leave Gnisis a few days ago. I haven't seen him since. He left south to the Koal Cave. |
Fedris Tharen | He may have gotten lost. I'd head south towards the Koal Cave and keep an eye out for him. |
feel ill | I feel much better, thank you. |
feel ill | Yes, thank you. Yes, I think I feel better already. |
feel ill | Go get help, please. I don't know how long I can hold on. |
feel ill | Do you have something that could help me? |
feel ill | Go get help, please. I don't know how long I can hold on. |
Felen Maryons staff | Don't worry about the staff. |
Felen Maryons staff | Good that you were able to get your hands on that staff. |
Felen Maryons staff | I should be able to get a good price for it. Here, take this as your cut of the profits. You've done good work here, %PCRank. This ring might help you out a bit, too. Helps snatch things from a distance. You've done some good work for me, %PCName. If you there's any money on your head, I'll have someone take care of it. Good work. |
Felen Maryons staff | That's fair. It's a good staff, after all. Good work getting it, %PCRank. As a reward for the work you've done for me, take this ring. It can be a big help grabbing things when you don't want to be seen. You've done some good work for me, %PCName. If you there's any money on your head, I'll have someone take care of it. Good work. |
Felen Maryons staff | Can't say I blame you. Someone else will be able to take care of that eventually. |
Felen Maryons staff | Fine with me, %PCRank. Let me know when you've got it. |
Felen Maryons staff | Can't say I blame you. Someone else will be able to take care of that eventually. |
Felen Maryons staff | It's your skin. Felen Maryon is in Tel Branora. He's one of Mistress Therana's personal retainers. You'll likely find him in one of the Telvanni towers there. Here, take these. It's tough getting around inside those things. Good luck, %PCRank. |
Felen Maryons staff | You've got the staff. Excellent. Tell you what -- I'll give you a choice. I really didn't expect you to be able to get that thing. I didn't expect anyone would be able to, honestly. It's yours if you want it, but I can also sell it and give you a cut of the profits. What do you say? |
Felen Maryons staff | Haven't you got that staff yet? I know it's difficult, so if you want to give it up, let me know. |
Felen Maryons staff | Felen Maryon has an ebony staff that I'd like to get into our possession. He's a powerful wizard, though, so getting hold of it won't be easy. He's likely to kill you. This is the only job I've got left for you, so if you don't want it, you'll have to go elsewhere for your jobs. I wouldn't even offer it, but it's all I've got. It's up to you. |
Felsen Sethandus | You've been expelled from House Hlaalu. You must make amends. |
Felsen Sethandus | Felsen Sethandus was disfigured in battle and known for always wearing his helm in public. That's the only reason I'd ask you to try and fool Neminda. When you talk with her, make sure you wear the helm I gave you. |
Fen Madach | Fenas Madach is a local-born Breton and the owner and proprietor of the Madach Tradehouse in Gnisis. |
Feruren Oran | Yes, you have slain Feruren Oran. You belong to the Morag Tong. |
Feruren Oran | Are you here to report your success? If so, perhaps you can join the Morag Tong. |
Feruren Oran | He may be found at the Elven Nations Cornerclub in the Hlaalu Plaza here in Vivec. Slay him honorably and you may join the Morag Tong. |
festering witch | It is good she is dead. |
festering witch | I've no more to say to you, coward. Get out of my sight. |
festering witch | That she is. She must pay for what she's done to me! |
festering witch | Onward friend, we must find this witch before she moves again. I can feel Cloudcleaver calling out to me to rescue it from the clutches of evil. |
festering witch | Bah, I took you for a coward the moment I saw you! Stand aside then and make way for any real warriors who be walking this path. |
festering witch | I knew you had the bloodlust in you, stranger! I believe she is still camped where I left her up to the northwest, though I could be wrong as the spell disoriented me a bit, it did. You know this area better than me -- lead the way! This witch shall rue the day she met Hlormar Wine-Sot! |
festering witch | A witch she had to be. I was on my way to Caldera when I met her. She was a stranger here like myself, and our conversations lightened the burden of travel. She was quite friendly and, well, y'know, we set up camp together. But that night she revealed the witch inside. Cast a spell on me. I couldn't so much as blink! Stole everything, even my worn out clothes, but most importantly, she took my prized axe Cloudcleaver. Join with me, stranger! And let's find her and extract her entrails together! |
Fevyn Ralen | He's a mage in the Telvanni section of Vivec. I don't know why he'd do this to me. It's just terrible. |
Fevyn Ralen | He's a mage in the Telvanni section of Vivec. I don't know why he'd do this to me. It's just terrible. |
Fevyn Ralen | Fevyn isn't a bad sort, for one of those wizards. From what I hear, he does an excellent job, but his prices can be rather steep. |
Fevyn Ralen | That is I. What do you need? |
FG_AlofsFarm | Eydis Fire-Eye told me to talk to Alof the Easterner at his farm northeast of Pelagiad and just north of the Arvel Plantation. Alof saw some Orcs at a Daedric ruin nearby. |
FG_AlofsFarm | Eydis Fire-Eye told me to get rid of some orcs near Alof's Farm, northeast of Pelagiad. Alof was our source of information on this, and he's dead. I'm to search nearby until I find the right orcs. They may be hiding in some ruins. |
FG_AlofsFarm | Alof the Easterner said the Orcs come from Ashunartes which is northeast of here and just west of an old Dunmer stronghold. Alof thinks the rest of the Orcs will leave if I kill their leader, a Barbarian by the name of Burub gra-Bamog. |
FG_AlofsFarm | Alof thanked me for getting rid of the Orcs at Ashunartes. I should report back to Eydis Fire-Eye. |
FG_AlofsFarm | Eydis Fire-Eye gave me 500 gold for the Duke's contract. |
FG_BeneranBounty | Percius Mercius told me there is a bounty for the outlaw Nerer Beneran. He is hiding in the cavern of Sargon. |
FG_BeneranBounty | I have been told that Sargon is located far north of Maar Gan and southwest of Vas, and that the trek there is a very long one. |
FG_BeneranBounty | Percius Mercius thanked me for bringing Nerer Beneran's crimes to an end. |
FG_BigBosses | Sjoring Hard-Heart asked me to kill the Master Thief, Gentleman Jim Stacey. He can be found in Simine Fralinie's bookstore in Vivec. |
FG_BigBosses | I told Sjoring Hard-Heart about killing the Master Thief. When he got the news, he attacked me, saying I was a threat to his position. |
FG_BigBosses | I told Sjoring the truth: That I am the new Master Thief of Vvardenfell. Upon hearing the news, he attacked me. |
FG_CorprusStalker | Berwen has a corprus stalker in her store, and she would like me to get rid of it. |
FG_CorprusStalker | Hrundi asked me to get rid of a Corprus Stalker loose in Berwen the Trader's shop in Tel Mora. |
FG_CorprusStalker | Berwen said that the beast was blockaded upstairs. Just one? This should be a cakewalk. |
FG_CorprusStalker | Berwen was very impressed with my fighting prowess when I dispatched her Corprus Stalker. |
FG_CorprusStalker | Berwen was very impressed with my fighting prowess when I dispatched her Corprus Stalker. Hrundi will be pleased as well. |
FG_CorprusStalker | Hrundi thanked me for getting rid of the Corprus Stalker at Berwen's Shop. |
FG_DebtOrc | Lorbumol gro-Aglakh asked me to collect a Juicedaw Feather Ring from Nar gro-Shagramph in Vivec. |
FG_DebtOrc | Nar gro-Shagramph gave me a Juicedaw Feather Ring. |
FG_DebtOrc | I delivered the Juicedaw Feather Ring to Lorbumol gro-Aglakh. |
FG_DebtOrc | I told Lorbumol that Nar gro-Shagramph was dead. |
FG_DebtStoine | Lorbumol gro-Aglakh has a job for me involving debt money that is owed. |
FG_DebtStoine | Lorbumol gro-Aglakh told me that Lirielle Stoine at The Rat in the Pot in Ald'ruhn owes our client 2000 gold. |
FG_DebtStoine | Percius Mercius told me that Lirielle Stoine probably doesn't have 2000 gold, and that it was her brother, Ruran Stoine, who owed the money. Percius suggested that I pay the 2000 gold myself. |
FG_DebtStoine | Lirielle Stoine told me that her brother Ruran Stoine owed the money and that she doesn't have 2000 gold. She told me her brother died seeking his fortune in Mallapi, which is northeast of Gnaar Mok. |
FG_DebtStoine | Lorbumol gro-Aglakh thanked me for bringing him the 2000 gold Lirielle Stoine owed our client. He actually let me keep half of the money owed. |
FG_DeseleDebt | Eydis Fire-Eye told me that Helviane Desele in Suran owes Manos Othreleth 200 gold. I must get this debt money from Desele and return it to Eydis Fire-Eye. |
FG_DeseleDebt | Percius Mercius suggested that I pay the debt money myself. |
FG_DeseleDebt | Desele agreed to pay the debt. |
FG_DeseleDebt | Eydis Fire-Eye gave me my share of the debt money. |
FG_DissaplaMine | Hrundi told me to go to the Dissapla Mine and do what Novor Drethan says. The Dissapla Mine is northeast of the Dunmer stronghold Falensarano, which is on the mainland west of Tel Aruhn. |
FG_DissaplaMine | Novor Drethan told me that the mine has been having problems with a pack of Nix Hounds and that one of the miners, Teres Arothan, is missing. I must find Teres Arothan or his corpse and return to Novor Drethan. |
FG_DissaplaMine | I agreed to try and find Teres Arothan in the Dissapla Mine. |
FG_DissaplaMine | Teres Arothan asked me to help guide him back to the entrance of the mine. |
FG_DissaplaMine | I failed to rescue Teres Arothan from the Dissapla Mines. |
FG_DissaplaMine | I guided Teres Arothan back to the mine entrance. |
FG_DissaplaMine | Novor Drethan thanked me for rescuing Teres Arothan. |
FG_DissaplaMine | Hrundi thanked me for finishing the contract and gave me my pay. |
FG_DissaplaMine | Hrundi was displeased that I was unable to complete my mission in the Dissapla Mines. |
FG_DuniraiSupply | Hrundi asked me to deliver a load of sujamma to Nelacar in the Dunirai Caverns which is southeast of Ghostgate between the Foyada Esannudan and the Foyada Ashur-Dan. |
FG_DuniraiSupply | Nelacar thanked me for delivering the sujamma. |
FG_DuniraiSupply | Hrundi paid me 500 gold for delivering sujamma to the Dunirai Caverns. |
FG_DuniraiSupply | Hrundi wanted to have a load of sujamma delivered to the Dunirai Mine, but his contact there, Nelacar, is dead. |
FG_Egg_Poachers | Sevilo Othan and Daynila Valas, former egg miners and local troublemakers, are poaching eggs from Shulk Egg Mine. Report back to Eydis when they're dead. |
FG_Egg_Poachers | Eydis Fire-Eye tells me that the eggmine is located a short distance southwest of Balmora, in the bluffs west of the Odai River. The old suspension bridge across the Odai is just southeast of the mine entrance. I'm to follow the river south of Balmora until I see the bridge overhead. |
FG_Egg_Poachers | I reported taking care of the egg poachers at Shulk Egg mine, and Eydis Fire-Eye paid me 100 gold, and gave me some extra potions. |
FG_ElithPalSupply | Percius Mercius asked me to deliver a load of flin to Dangor in the Elith-Pal Mine which is on the base of Red Mountain just west of the Zainab camp. |
FG_ElithPalSupply | I delivered the load of flin to the Elith-Pal Mine. Now I need to report back to Percius Mercius in Ald'ruhn. |
FG_ElithPalSupply | Percius Mercius thanked me for delivering the flin. |
FG_ElithPalSupply | I told Percius Mercius that Dangor was dead. |
FG_EngaerBounty | Hrundi told me he has a bounty contract on Engaer, a mercenary for Master Neloth at Tel Naga, the tower in Sadrith Mora. |
FG_EngaerBounty | Hrundi paid me the bounty on Engaer. |
FG_FindPudai | Hrundi asked me to find the Pudai Egg Mine somewhere on or near the island of Sheogorad to the north. Once I find Pudai, I should bring Hrundi the Seven Eggs of Gold rumored to be there. |
FG_FindPudai | Hrundi thanked me for bringing him the Seven Eggs of Gold. |
FG_HungerLoose | Eydis Fire-Eye told me a Hunger is loose in the Sarano Tomb which is over the hills southeast of the Fort Moonmoth between the Ashlands and Lake Amaya. I am ordered to travel to the tomb and kill the Hunger. |
FG_HungerLoose | Eydis Fire-Eye thanked me for slaying the Hunger and paid me 1000 gold. |
FG_KhajiitBounty | Lorbumol gro-Aglakh said he has a bounty for a Khajiit outlaw named Dro'Sakhar who's hiding somewhere in Vivec. |
FG_KhajiitBounty | I was told that Dro'Sakhar lives in St. Olms Canal South-Two, the middle door on the south side of the St. Olms Canton. |
FG_KhajiitBounty | Percius Mercius believes that the bounty on Dro'Sakhar is a valid one, as the Khajiit is a known outlaw. |
FG_KhajiitBounty | Lorbumol gro-Aglakh gave me the bounty on Dro'Sakhar. |
FG_KillBosses | Sjoring Hard-Heart told me to kill the Thieves Guild bosses. I must kill Habasi at the South Wall in Balmora, Aengoth at the Rat in the Pot n Ald'ruhn, and Helende at Dirty Muriel's in Sadrith Mora. |
FG_KillBosses | I killed the three local Thieves Guild bosses. |
FG_KillCronies | Percius Mercius asked me to kill one of Sjoring Hard-Heart's supporters, Eydis Fire-Eye, the guild steward in Balmora. |
FG_KillCronies | Percius Mercius asked me to kill Sjoring Hard-Heart's main supporter, Lorbumol gro-Aglakh. He's at the Guild of Fighters in Vivec. |
FG_KillCronies | Percius thanked me for killing Sjoring Hard-Heart's supporters. |
FG_KillHardHeart | Percius Mercius said that in order to free the Fighters Guild from corruption, I must kill the guildmaster, Sjoring Hard-Heart. |
FG_KillHardHeart | Percius Mercius thanked me for killing Sjoring Hard-Heart. He promoted me to Master of the Fighters Guild. |
FG_Nchurdamz | Hrundi asked me to meet a Larienna Macrina at the ruins of Nchurdamz, a Dwemer ruin far south of Sadrith Mora. |
FG_Nchurdamz | I declined to help Larienna on her crusade. Perhaps I'll reconsider. |
FG_Nchurdamz | I agreed to help Larienna explore the ruins of Nchurdamz. She seeks a "great beast" deep within the ruins. |
FG_Nchurdamz | I fought by Larienna Macrina's side. It was a mighty battle. |
FG_Nchurdamz | The great Larienna met her demise by my own hand. Hrundi need only know she fell in battle. |
FG_Nchurdamz | Larienna fought boldly, but alas, she fell in battle. I should inform Hrundi. |
FG_Nchurdamz | The Daedroth Hrelvesuu is slain. I should report back to Hrundi. |
FG_Nchurdamz | Hrundi rewarded me for assisting Larienna Macrina explore the ruins of Nchurdamz. |
FG_Nchurdamz | Hrundi was furious that Larienna was dead. I will have to be more careful to earn his trust. |
FG_OrcBounty | Eydis Fire-Eye told me she has a 250 gold bounty on the Orc Dura gra-Bol who lives in Balmora. |
FG_OrcBounty | Eydis Fire-Eye paid me 250 gold for the contract on Dura gra-Bol. |
FG_RatHunt | Eydis Fire-Eye told me to talk to Drarayne Thelas about some rats that have infested her house. Her house is here in Balmora, on the east side of town, near the river. |
FG_RatHunt | Drarayne Thelas told me that she has one rat trapped in her bedroom and there are others in her storage area upstairs. She has given me the key to get in. I should find and kill all of the rats and return to her when I'm done. |
FG_RatHunt | Drarayne Thelas thanked me for getting rid of the rats and paid me 100 gold. |
FG_RatHunt | I reported to Eydis Fire-Eye that I had killed the rats plaguing Drarayne Thelas. |
FG_RatHunt | Eydis Fire-Eye realized that Drarayne Thelas was dead, and her rat problem was no longer an issue. |
FG_Sanit | Hrundi asked me to slay the Ash Ghoul Dagoth Velos in Sanit, which is northwest of Tel Vos, just before the Ashlands begin. |
FG_Sanit | Hrundi thanked me for slaying Dagoth Velos. |
FG_SilenceMagistrate | Lorbumol gro-Aglakh said he had a 1000 gold bounty on Rufinus Alleius at the Grand Council in Ebonheart. |
FG_SilenceMagistrate | Lorbumol gro-Aglakh paid me the bounty on Rufinus Alleius. |
FG_SilenceTaxgirl | Lorbumol gro-Aglakh said he had a bounty contract for Adraria Vandacia in Seyda Neen. |
FG_SilenceTaxgirl | Percius Mercius doesn't believe there is a reason to kill Adraria Vandacia. If I decide not to, though, I should expect no further orders from Lorbumol. |
FG_SilenceTaxgirl | Lorbumol gro-Aglakh paid me the bounty for Adraria Vandacia. |
FG_Sottilde | Eydis Fire-Eye asked me to get a code book from Sottilde at the South Wall in Balmora. |
FG_Sottilde | Percius Mercius suggested that I try and get the code book secretly. Otherwise I would have to kill Sottilde for the book. |
FG_Sottilde | Sottilde agreed to give me the code book. |
FG_Sottilde | Eydis Fire-Eye thanked me for returning the code book and paid me 50 gold. |
FG_SuranBandits | Percius Mercius asked me to speak with Serjo Avon Oran in the town of Suran. The town has been raided by bandits. |
FG_SuranBandits | Serjo Avon Oran told me that the bandits in Saturan, northeast of Suran, just over the mountains. I must kill the leader of the bandits, Daldur Sarys. When this is done, I should return to Oran to report on my success. |
FG_SuranBandits | Serjo Avon Oran thanked me for bringing the bandits to justice and he gave me the 1,000 gold he was offering for a bounty. |
FG_SuranBandits | I reported to Percius Mercius that Avon Oran was dead. Therefore, there is no contract to be had. |
FG_Telasero | Hrundi asked me to escort another scholar, Sondaale of Shimmerene, through the stronghold of Telasero. She will meet me there. Telasero is between Suran and the Silt Strider port near Molag Mar. |
FG_Telasero | I found Sondaale of Shimmerene in Telasero. She asked me to guide her back to the entrance. |
FG_Telasero | I agree to guide Sondaale of Shimmerene back to the entrance of Telasero. |
FG_Telasero | Sondaale of Shimmerene has made it safely to the entrance of Telasero. |
FG_Telasero | Sondaale has thanked me for escorting her out of the dungeon. She'll likely be more careful in the future. |
FG_Telasero | Hrundi thanked me for helping Sondaale of Shimmerene. |
FG_Telasero | Hrundi was furious that Sondaale of Shimmerene died while in my care. He says he has no more orders to give me. |
FG_Telvanni_agents | I'm to find and kill four Telvanni agents responsible for thefts and disappearances at the Caldera Mine. Their names are Alynu Aralen, Sathasa Nerothren, Fothyna Herothran, and Alveleg. They're hiding in a cave in the hills north of Caldera Mine, and they probably have a lookout posted outside the mine. When the four agents are dead, report back to Eydis Fire-Eye. |
FG_Telvanni_agents | I reported killing the Telvanni agents, and Eydis Fire-Eye paid me 400 gold. |
FG_TenimBounty | Hrundi mentioned that he had a contract for the outlaw Rels Tenim. If I find Rels Tenim who was last seen in Vos, and bring him to justice, there is a reward of 200 gold. |
FG_TenimBounty | I was told that Rels Tenim left for an outlaw hideout to the north. I was told that the Ahemmusa might know where he is hiding. |
FG_TenimBounty | I was told that Rels Tenim is in the outlaw hideout Shallit which is on a small island southwest of Ald Daedroth. To get there, I should travel northwest from the Ahemmusa Camp. If I come to an old Dwemer ruin, I have traveled too far. |
FG_TenimBounty | Hrundi thanked me for bringing Rels Tenim to justice and gave me 200 gold. |
FG_TongueToad | Lorbumol gro-Aglakh told me to silence Tongue-Toad at the Rat in the Pot in Ald'ruhn. |
FG_TongueToad | Percius Mercius suggested that I convince Tongue-Toad to leave town. |
FG_TongueToad | I convinced Tongue-Toad to leave town. |
FG_TongueToad | I told Lorbumol gro-Aglakh that Tongue-Toad won't be causing our client any more trouble. |
FG_Vas | Percius Mercius asked me to aid the Buoyant Armiger Ulyne Henim in her expedition to Vas which is on a remote island west of Dagon Fel. |
FG_Vas | I agreed to fight with Ulyne. We must find and kill the Necromancer Daris Adram. |
FG_Vas | Daris Adram is dead. |
FG_Vas | Ulyne Henim thanked me for helping her kill this Necromancer. |
FG_Vas | Ulyne Henim was very grateful for my assistance in dealing with Daris Adram the Necromancer. |
FG_Vas | Percius Mercius thanked me for helping Ulyne Henim rid Vas of the Necromancers. |
FG_Vas | Percius Mercius was not happy to hear of Ulyne Henim's death. I fear he thinks less of me now. |
FG_VerethiGang | Eydis Fire-Eye asked me to kill the smuggler Dovres Verethi, the head of the Verethi Gang. They are based in Mannammu just southeast of Pelagiad. |
FG_VerethiGang | Eydis Fire-Eye paid me 1,000 gold for putting the Verethi Gang out of business. |
Fields of Kummu | It was there that Lord Vivec met a poor farmer whose only guar had died. This farmer could not harvest his muckspunge without his guar, and could not provide muck for himself or his village. So, the Lord Vivec removed his fine clothes, laid them aside, and toiled in the farmer's fields, acting as a beast of burden until the entire crop was harvested. It is at the Fields of Kummu we go to pray for the same humility Lord Vivec showed on that day. I'll mark it on your map. |
Fifth trial | Thus are joined the four tribes of the Ashlanders under one leader, %PCName, the Nerevarine. Ahemmusa, Zainab, Erabenimsun, and Urshilaku, together, will hunt the creatures of Dagoth Ur. |
Fifth trial | The Fifth Trial is to join the four tribes of the Ashlanders under the Nerevarine. They must put aside pride and tribal squabbles and together face the blighted hosts of Dagoth Ur. The Urshilaku shall name you Nerevarine, but you must concern yourself with the other tribes: the meek Ahemmusa, the wily Zainab, and the war-loving Erabenimsun. They may not be so quick in naming the Nerevarine as the Urshilaku. |
Fifth trial | You have been named Nerevarine by the four tribes of Vvardenfell. You have fulfilled that part of the prophecy. Urshilaku, Ahemmusa, Zainab, and Erabenimsun, all have named you Nerevarine. You have fulfilled the Fifth Trial of the Seven Visions. |
Fifth trial | The Fifth Trial is: 'A stranger's hand unites the Velothi/Four Tribes call him Nerevarine.' The Four Tribes are the four tribes of Vvardenfell, the Urshilaku, the Ahemmusa, the Zainab, and the Erabenimsun. When you have been named 'Nerevarine' by each of the four Ashlander tribes of Vvardenfell, come to me for further guidance, for you will have passed the Fifth Trial. |
Fifth trial | The Ashlanders are sometimes called the Velothi, for the prophet Veloth who guided us to this land many, many centuries ago. And the Four Tribes are the four tribes of Vvardenfell, the Urshilaku, the Ahemmusa, the Zainab, and the Erabenimsun. It would truly be a miracle to unite these four tribes who have so long raided and warred with one another. But the Nerevarine must be one who performs miracles. |
fight together | Daris Adram has met our justice. There is no need to fight together any more. |
fight together | I will fight by your side. |
fight together | I will wait here for you. |
fight together | Shall I wait here for you? |
fight together | Shall we bring justice to the foul Necromancer Daris Adram? |
fight together | Just lead the way, %PCName. |
fight together | So, I'm to guard right here, eh? You can count on me. |
fight together | Aye. I'll fight by your side until your gold runs dry. |
fighter disciplines | The nine disciplines traditionally associated with the Fighters Guild are: block, armorer, medium armor, heavy armor, blunt weapon, long blade, axe, spear, and athletics. |
Fighters Guild | You've been expelled, %PCName. You must clear your name before I'll discuss Guild matters with you. |
Fighters Guild | Services are cheap, and get cheaper as you advance in rank. But since Sjoring Hard-Heart, the new Guildmaster, deposed my old friend, Percius Mercius, things have gone a bit sour. My advice is to watch yourself with Hard-Heart and his cronies. They got more ambition than sense. Go see Percius Mercius in Ald'ruhn. And listen to what he tells you. |
Fighters Guild | The Fighters Guild is a professional organization chartered by the Emperor to regulate the hiring and training of mercenaries. Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work. You'll have to start your service with Eydis Fire-Eye, the Balmora Guild Steward. She's new, and I don't know her well. Percius Mercius, the Ald'ruhn Guild Steward, I know and trust, but he only handles higher-ranking assignments. |
Fighters Guild | With our new allies, the Fighters Guild has a bright future. You can share that future with me, %PCName. |
Fighters Guild | As a member of the Fighters Guild, you'll be around when things start getting dirty here in Vvardenfell. Stick with us, %PCRank. We're going places. |
Fighters Guild | I'm the head of the Fighters Guild here in Vvardenfell. What do you want? |
Fighters Guild | The Fighters Guild is chartered by the Empire. Citizens can hire us to take care of pests and handle the tasks the Legion doesn't want to dirty its hands with. |
Fighters Guild | You looking to join the Fighters Guild? I handle recruitment for the Guild here in Sadrith Mora. |
Fighters Guild | It's simple, %PCName. The citizens give us duties and gold, and I pass some of them on to you. When you're ready for advancement, just come ask me and I'll tell you if you're ready or not. |
Fighters Guild | You want to join the Fighters Guild? I'm the steward here in Balmora. |
Fighters Guild | I guess we need every %PCRank we got. |
Fighters Guild | You want to join the Fighters Guild? Maybe I got time for you and maybe I don't. |
Fighters Guild | You're in charge of the Fighters Guild now, %PCName. Will you be a good %PCRank? Time will tell. |
Fighters Guild | Sjoring Hard-Heart is trying to make deals with the Camonna Tong. He thinks he's using them, but I think its the other way around. These Camonna Tong bosses have been working here in Morrowind since before the Empire came. I don't think we can fool them. When I was the Master of the Fighters Guild here, I stayed out of local politics. |
Fighters Guild | Things have really gone bad since I was the Master of the Fighters Guild. Sure, Sjoring Hard-Heart's a good fighter, no one disputes that. But I've heard he's been making deals with the wrong crowd. But I've said too much already. Maybe when you've proven yourself we can talk again. |
Fighters Guild | I used to be the Master of the Fighters Guild, but took the opportunity to retire here in Ald'ruhn. Do you want to join the Fighters Guild? We're always looking for recruits. |
Fighters Guild | Yes. This is the Fighters Guild. Eydis Fire-Eye is the steward. Talk to her if you're thinking of joining the Fighters Guild. |
Fighters Guild | The Fighters Guild in Balmora is on Trade Street, west of the river, on the right as you head north of the plaza near the south gate and the silt strider port. Eydis Fire-Eye is the steward. Look for her if you're thinking of joining the Fighters Guild. |
Fighters Guild | The Fighters Guild is a professional organization chartered by the Emperor to regulate the hiring and training of mercenaries. Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work. Look for chapters in Balmora, Ald'ruhn, Wolverine Hall in Sadrith Mora, and the Foreign Quarter in Vivec. |
Fighters Guild | The Fighters Guild is a professional organization chartered by the Emperor to regulate the hiring and training of mercenaries. Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work. Look for chapters in Balmora, Ald'ruhn, Wolverine Hall in Sadrith Mora, and the Foreign Quarter in Vivec. |
Fighters Guild | The Fighters Guild is a professional organization chartered by the Emperor to regulate the hiring and training of mercenaries. Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work. Look for chapters in Balmora, Ald'ruhn, Wolverine Hall in Sadrith Mora, and the Foreign Quarter in Vivec. |
Fighters Guild | You'll find Fighters Guild chapters in Balmora, Ald'ruhn, Wolverine Hall in Sadrith Mora, and the Foreign Quarter in Vivec. |
Fighters Guild | You'll find Fighters Guild chapters in Balmora, Ald'ruhn, Wolverine Hall in Sadrith Mora, and the Foreign Quarter in Vivec. |
Fighters Guild | You'll find Fighters Guild chapters in Balmora, Ald'ruhn, Wolverine Hall in Sadrith Mora, and the Foreign Quarter in Vivec. |
Fighters Guild | Training, goods, and services are cheaper for Fighters Guild members, and the Guild Stewards know where to find work. |
Fighters Guild | Training, goods, and services are cheaper for Fighters Guild members, and the Guild Stewards know where to find work. |
Fighters Guild | Training, goods, and services are cheaper for Fighters Guild members, and the Guild Stewards know where to find work. |
Fighters Guild | The Fighters Guild is a professional organization chartered by the Emperor to regulate the hiring and training of mercenaries. |
Fighters Guild | The Fighters Guild is a professional organization chartered by the Emperor to regulate the hiring and training of mercenaries. |
Fighters Guild | The Fighters Guild is a professional organization chartered by the Emperor to regulate the hiring and training of mercenaries. |
filthy lizard | They're stupid, they stink, whattya expect? Nobody likes 'em. But there're not worth worrying about. |
filthy lizard | Blah, blah, blah. He can stay here forever, for all I care. Not my problem. |
filthy lizard | What, are you some kind of filthy lizard lover? You wanta give your little friend a big kiss? |
filthy lizard | Look. Just keep them lizards away from me, and everything'll be just fine. |
filthy lizard | It's an Argonian, and I don't like it. But I can leave it alone. |
filthy lizard | This rotting piece of trash oughta be chained up somewhere, not running around loose. |
filthy lizard | I don't care. They leave me alone, I leave them alone. |
filthy lizard | Okay, okay. He's just a filthy lizard. He can't help it. I'll leave him alone. |
filthy lizard | His kind aren't welcome here. He belongs in the swamp with the rest of them. |
final questions | I believe we've said all there is to be said. Now only deeds can resolve this matter. |
final questions | Very well. If you are impatient to begin. Go ahead. You are the challenger. To you goes the first blow. |
final questions | Akulakhan will serve three purposes. First, it will be the champion of my armies, liberating first Vvardenfell, then Morrowind, and then, perhaps the rest of Tamriel. Second, it will serve as a sower and cultivator of the divine substance derived from the Heart. Three, it will serve as the prominent banner and symbol of our cause -- to defy the Empire, to liberate mortals from ancient superstitions, and to glorify our crusade against the gods. |
final questions | I have no idea what happened to the Dwemer. I have been denied the opportunity to study Wraithguard, and I am not sure how much of Kagrenac's lore was invested in his tools, and how much in his own sorcery and mastery. I have long studied Kagrenac, and have come to admire his wisdom and craft. Someday, after the campaigns of the Sixth House are secure, I hope to have time to dedicate to this mystery. |
final questions | If, by my crimes, you mean the inevitable suffering and destruction caused by war, then I accept the burden of leadership. The Sixth House cannot be restored without war. Enlightenment cannot grow without the risk of upsetting the tradition-bound and complacent herd. And the mongrel armies of the Empire cannot be expelled from Morrowind without bloodshed. As I have charity and compassion, I grieve. But our mission is just and noble. |
final questions | I will free the Dunmer from the Imperial yoke, and cast down the false gods of the Temple. I will lead them out of their ancient superstitions, and gift them with intimate knowledge of the divine. Then, perhaps, when Morrowind is once again restored to its ancient glories, it will be time to consider whether the Dunmer should cultivate ambitions of empire. |
final questions | The Sixth House will serve as the elite cadre of our movement. As cultists evolve through various stages of enlightenment, they will become, as suits their abilities, either holy warriors or priests. Their duty is to prepare themselves for service; their joy and liberation is to enter ever-more-deeply into the profound enlightenment of the divine dreamworld. |
final questions | I will continue to draw divine power from the Heart and distribute it to my kin and followers. I will continue to broadcast divine power upon the blight winds, so that it will touch each soul on Vvardenfell, and then more broadly, across the waters to the rest of Morrowind and Tamriel. In time, every mortal in Tamriel shall feel the liberating contact with the divine. |
final questions | What are your questions? |
final questions | Yes, of course. I doubt that any cunning plan would have been of much use once I had the tools in hand. But now we'll never know. Pity. But now, if you have any questions, ask them. Otherwise, you are the challenger. I await your first blow. |
final questions | Since it hardly matters, let me assure you... there are no guarantees that would help you once I had my hands on those tools. Pity I didn't try to bargain with you. It might have made things so much easier. But now, if you have any questions, ask them. Otherwise, you are the challenger. I await your first blow. |
final questions | An interesting response. You might have been willing to join me, but never to surrender the tools. Very interesting. I'm glad I didn't try to bargain with you. And now, if you have any questions, ask them. Otherwise, you are the challenger. I await your first blow. |
final questions | Thank you for your forthright response. And now, if you have any questions, ask them. Otherwise, you are the challenger. I await your first blow. |
final questions | My final question is: if I had offered to let you join me, would you have surrendered Wraithguard, Sunder, and Keening to me to seal your oath? |
final questions | Well. Perhaps there may be surprises in store for me yet. Or perhaps you obscure your plans on principle. Or perhaps you are an instinctive bluffer. No matter. |
final questions | You have a noble spirit. I share the power I have from the Heart to help free mortals from their ancient fears of the gods. Who knows what we may be capable of once we not longer fear death? Your goal is worthy, and I honor you for it. |
final questions | A noble ambition. And anyone who would make war upon the Septims should be my friend. A pity we cannot trust one another as allies. |
final questions | You will follow the model of the Tribunal? That is a dull and unenterprising ambition. See what the Tribunal have done. They've sacrificed the honor and dignity of the Dunmer race, and handed over our ancient land to the mongrel dogs of the Empire. You may mean well, but you lack vision. You are not worthy of the Heart. |
final questions | My second question is: if you win, what do you plan to do with the power from the Heart? Will you make yourself a god, and establish a thearchy? Or will you complete Akulakhan, and dispute control of Tamriel with the Septims? Or will you share the Heart with your followers, as I have, and breed a new race of divine immortals? |
final questions | What a world.... Perhaps we shall never know. But as I have sympathy for you, and the melancholy fate of all mortals, I shall weep for your death. |
final questions | You are bold. I honor your independence. You are one to teach the gods their limits. I hope the bards will praise the glory of your death in song. |
final questions | Then I salute you for your faithful service to your lord. And I curse you and your Emperors as my enemies, for your stealing and spoiling Morrowind and degrading the Dunmer race. Your death and humiliation will give me special pleasure. |
final questions | That is bitter. The gods and fates are cruel. I served you faithfully once, Lord Nerevar, and you repaid me with death. I hope this time it will be you who pays for your faithlessness. |
final questions | My first question is: Are you really Nerevar reborn? |
fines | Fines may sound like a sweet deal -- kill an enemy, then pay the fine -- but folks who have enough money to pay such fines are almost always House lords, and House Wars customs means the Great House of the victim usually buys a writ with the Morag Tong to assassinate the murderer. So murderers pay, and THEN they get killed, too. |
fines | The punishment for criminals in Morrowind is typically fines. Fines are collected by the state, and compensation is paid to the injured party or his kin. |
fines and compensation | That's how we punish crimes in Morrowind. We collect fines, and compensation is paid to the injured party or his kin. Don't pay the fine? Then do hard labor. |
fines and compensation | The punishment for criminals in Morrowind is typically fines and compensation. The fines are collected by the state; the compensation goes to the injured party or his kin. That may sound like a sweet deal -- kill an enemy, then pay the fine -- but folks who have enough money to pay such fines are almost always House lords, and House Wars customs means the Great House of the victim usually buys a writ with the Morag Tong to assassinate the murderer. So murderers pay, and THEN they get killed, too. |
Fire and Faith | You already brought me a copy of "Nchunak's Fire and Faith." |
Fire and Faith | Yes, this is the last of the three books I was looking for. I know I had another copy of "Fire and Faith" once... Ah, well. Please accept these trinkets. I no longer have any use for them. |
Fire and Faith | This is one of the three books I was looking for. Speak with me again when you have delivered all three. |
Fire and Faith | Oh? And where is it? Have you brought me an invisible book? Bring me the book, %PCName, and no trickery. |
Fire and Faith | Find the book, %PCName. |
Fire and Faith | Have you found a copy of "Nchunak's Fire and Faith?" |
Fire and Faith | I know the Hall of Wisdom in Vivec has a copy of this book, but their library is well guarded. Rare booksellers may have a copy. There are certainly a few copies in the hand of private collectors such as myself. |
Fire and Faith | I may have a copy of "Nchunak's Fire and Faith." Let me check... |
Fire and Faith | %Name thinks Dorisa's shop in Balmora is the place to look. |
Fire and Faith | I think Dorisa Darvel in Balmora has a copy of this book. |
Fire and Faith | The Hall of Wisdom here in Vivec holds many rare books such as this. |
fire petals | Fire petals have modest magical properties, and are collected from the fire fern plant that grows on Red Mountain, in Molag Mar, and on Azura's Coast. |
fire petals | Fire petals have modest magical properties, and are collected from the fire fern plant that grows on Red Mountain, in Molag Mar, and on Azura's Coast. |
fire salts | Fire salts are the crystalline compound that precipitates from elemental fire in solution. Such residues may be collected from the remains of fire atronachs that have been banished from the mortal plane. |
fire salts | Fire salts are the crystalline compound that precipitates from elemental fire in solution. Such residues may be collected from the remains of fire atronachs that have been banished from the mortal plane. |
First trial | This refers to your birthsign -- to your birth on a certain day to uncertain parents, just like in the Stranger prophecy. |
flame atronach | The flame atronach is a powerful Daedric summoning associated with elemental fire. Crystalline elemental fire compounds called fire salts may be salvaged from the remains of banished fire atronachs. |
flame atronach | The flame atronach is a powerful Daedric summoning associated with elemental fire. Crystalline elemental fire compounds called fire salts may be salvaged from the remains of banished fire atronachs. |
Flee | No! |
Flee | No more! |
Flee | Go away! |
Flee | Help us! |
Flee | Stop! Help! |
Flee | Not today! |
Flee | I'll be back, and you'll be dead! |
Flee | We're done here! |
Flee | Not this time. |
Flee | Get away from me! |
Flee | You had your chance! |
Flee | I give up! Let me live! |
Flee | Over here! I'm under attack! |
Flee | Help! Someone! |
Flee | Don't kill me! |
Flee | You had your chance! |
Flee | I give up! Let me live! |
Flee | Over here! I'm under attack! |
Flee | Help! Someone! |
Flee | Don't kill me! |
Flee | Someone! Please! |
Flee | No! |
Flee | I'm getting out of here! |
Flee | Run away! |
Flee | Help! |
Flee | Not today! |
Flee | I'll be back, and you'll be dead! |
Flee | We're done here! |
Flee | Not this time. |
Flee | Get away from me! |
Flee | I have no more quarrel with you. |
Flee | This fight is over! |
Flee | Help! |
Flee | This one is too strong for me! |
Flee | I have no more quarrel with you. |
Flee | I have no more quarrel with you. |
Flee | This fight is over. |
Flee | Help. |
Flee | This one is too strong for me. |
Flee | I have no more quarrel with you. |
Flee | End your fight, I'm leaving. |
Flee | You fight unfair, this bout is over. |
Flee | You've won this round. |
Flee | Not today. |
Flee | End your fight, I'm leaving. |
Flee | End your fight, I'm leaving. |
Flee | You fight unfair, this bout is over. |
Flee | You've won this round. |
Flee | Not today. |
Flee | End your fight, I'm leaving. |
Flee | Help, guards! |
Flee | Run away! |
Flee | I'm getting out of here! |
Flee | No! |
Flee | You had your chance! |
Flee | I give up! Let me live! |
Flee | Over here! I'm under attack! |
Flee | Help! Someone! |
Flee | Don't kill me! |
Flee | You had your chance! |
Flee | I give up! |
Flee | Over here! Help! |
Flee | Someone! Help! |
Flee | No! |
Flee | Let me live! |
Flee | I can't take anymore! |
Flee | I'm being attacked. Help! |
Flee | This will not go unnoticed, you will be disgraced for this. |
Flee | This fight is over! |
Flee | Let me live! |
Flee | I cannot take anymore! |
Flee | I'm being attacked. Help! |
Flee | This will not go unnoticed! |
Flee | You will be disgraced for this! |
Flee | I've had enough of this! I hope you get eaten by a kagouti! |
Flee | Hey, leave me alone! I give up! |
Flee | Help! |
Flee | You'll get yours! |
Flee | Go away! |
Flee | Not today. |
Flee | Leave me alone! |
Flee | Help! |
Flee | You've won this time, but you'll get yours! |
Flee | I have no more quarrel with you. Go away! |
Flee | I will deny you your victory and the spoils! |
Flee | Get away! I do not wish to fight! |
Flee | When we meet again, you will die! |
Flee | There will be vengeance! This is not the last of this! |
Flee | Aaaagh! |
Flee | I will deny you your victory and the spoils! |
Flee | Get away I do not wish to fight! |
Flee | When we meet again, you will die! |
Flee | There will be vengeance! This is not the last of this! |
Flee | Aaaagh! |
Flee | No more! |
Flee | Go away! |
Flee | Stop! |
Flee | [frightened yelp] |
Flee | Make it stop! |
Flesh Made Whole | Are you still here? You have my permission to leave. |
Flesh Made Whole | I have not yet discovered all the amulet's properties, but I believe it has enchantments that are unique. |
Flesh Made Whole | Good. In exchange I will give you a spare amulet of my own. Here. Take it. You are dismissed. |
Flesh Made Whole | Yes, this is right amulet. You've done well, %PCName. Why not take this amulet of mine? And some scrolls as well. |
Flesh Made Whole | So you found the amulet, but you want to keep it to yourself? You are walking a fine line, %PCName. |
Flesh Made Whole | Do not let me think you are unable to finish this task for me. I despise incompetence. Of course, I expected nothing less from a man. |
Flesh Made Whole | Do not let me think you are unable to finish this task for me. I despise incompetence. |
Flesh Made Whole | Oh? Have you found the amulet? |
Flesh Made Whole | Ones of the guards in Tel Naga, Master Neloth's tower in Sadrith Mora, has kept this amulet away from me for the last fifty years or so, the selfish little Bosmer. Deliver this amulet to me and I will reward you. |
Flesh Made Whole | What about it? |
Flesh Made Whole | Hm. I believe Berengeval said something about that once. Perhaps you should ask him. |
Flesh Made Whole | Berengeval has a strange amulet. He's a guard in the general quarters. |
Flesh Made Whole | Berengeval has a strange amulet. He's a guard in the general quarters. |
flin | Thanks for the flin, %PCName. |
flin | Thanks, %PCName. I've been looking forward to this shipment. |
flin | Then why did you come all this way with all that flin? Are you feeling okay? |
flin | Are you here to deliver the flin? |
flin | You have some flin? Where? |
flin | You've got a shipment for us? You'll want to talk to Dangor. |
flin | Imported Cyrodiilic whiskey is called flin. This stimulating beverage is imported and expensive, but has none of the unpleasant side effects of other intoxicating beverages. A sharp boost in strength and willpower is what most people experience. |
flin | Imported Cyrodiilic whiskey is called flin. This stimulating beverage is imported and expensive, but has none of the unpleasant side effects of other intoxicating beverages. A sharp boost in strength and willpower is what most people experience. |
flin | Imported Cyrodiilic whiskey is called flin. This stimulating beverage is imported and expensive, but has none of the unpleasant side effects of other intoxicating beverages. A sharp boost in strength and willpower is what most people experience. |
flowers | Ajira hears you are expelled. Ajira was told to say you should make amends with the Arch-Mage, but Ajira tells you that the wizards here have many things to do and many things on their minds. Soon Ranis Athrys will forget you are expelled and then Ajira can speak with you again. |
flowers | You already brought them to Ajira. |
flowers | Yes, these are the flowers that Ajira needs. Ajira has made more potions for you. Ajira hopes that you will use them well. |
flowers | Do not lie to Ajira. Ajira needs Gold Kanet, Stoneflower Petals, Willow Anther, and Heather. You do not have all that Ajira needs. |
flowers | Ajira must make Journeyman before Galbedir. Ajira must have those flowers very soon or Ajira might forget that good things you've done and ask Ajira's good friend Bribanne Erien to bring her the flowers. |
flowers | Do you have the flowers that Ajira wants? |
flowers | Yes, Ajira must study flowers now. Ajira needs samples of Gold Kanet, Stoneflower Petals, Willow Anther, and Heather. These can all be found on the shores of Lake Amaya. |
flying creatures | Two kinds of flying creatures are common on Vvardenfell: netch and cliff racers. Bull netch are giant, peaceful floating creatures with long tentacles that dangle to the ground. Betty netch are smaller than the bull netch, but more aggressive and dangerous. Cliff racers are winged, leathery flying creatures larger than a man, with long wicked beaks and flailing tails. They're a serious threat, especially in packs. |
flying creatures | Two kinds of flying creatures are common on Vvardenfell: netch and cliff racers. Bull netch are giant, peaceful floating creatures with long tentacles that dangle to the ground. Betty netch are smaller than the bull netch, but more aggressive and dangerous. Cliff racers are winged, leathery flying creatures larger than a man, with long wicked beaks and flailing tails. They're a serious threat, especially in packs. |
Food | We've got local fare. It's filling, and priced to move. We've got the local brews, greef, shein, mazte and sujamma. They're cheap, and full of kick. I've got the good stuff, too, behind the counter -- Cyrodiilic brandy and flin -- but it ain't cheap. |
Food | We've got local fare. It's filling, and priced to move. We've got the local brews, greef, shein, mazte and sujamma. They're cheap, and full of kick. I've got the good stuff, too, behind the counter -- Cyrodiilic brandy and flin -- but it ain't cheap. We don't carry skooma, and we don't like it used here. And we don't like Telvanni bug musk, either -- it clouds the mind and makes fools more foolish. |
food and drink | I have what I need, thank you. |
food and drink | Kwama eggs again? Well, I should be thankful the Temple supports an old hermit like me. |
food and drink | Ah, well someone will be here soon. |
food and drink | You're here to deliver my food and drink? |
food and drink | Food and drink? Do you have it with you? |
food and drink | Are you the one who claims to be the Nerevarine? You should speak with Archcanon Saryoni. Before these rumors are put to rest, I cannot give you duties. |
food and drink | You have been expelled from the Temple. |
food and drink | Sendas Sathis should have enough supplies at the moment. |
food and drink | Sendas Sathis is dead? This is terrible news. Perhaps you can find some other duties. |
food and drink | You delivered the food and drink? Good. |
food and drink | I gave you the food and drink you need. Four kwama eggs and four bottles of Mazte. Take them to Sendas Sathis. |
food and drink | Take this food and drink to Sendas Sathis. He's a hermit who lives on Shuran Island between Sheogorad and Vvardenfell. Take a boat to Dagon Fel and then go towards Rotheran. Shuran Island is just west of Rotheran. I will mark this stronghold on your map. |
food in Morrowind | The most popular beverages are mazte (a local beer brewed from fermented saltrice) and sujamma (a potent, bitter liquor). |
food in Morrowind | The most popular sources of protein are kwama eggs and the meat of the domesticated guar. |
food in Morrowind | Bittergreen (a fast-growing slime triggered by rain) is safe and nourishing when boiled, though highly toxic if eaten raw. |
food in Morrowind | Hackle-lo (a hardy succulent edible leafy green) is a reliable year-round vegetable, eaten cooked or raw. |
food in Morrowind | The staple is the saltrice grain, usually eaten as a cooked porridge mixed with scuttle (a cheese-like food from giant domesticated beetles). |
food in Morrowind | The most popular sources of protein are kwama eggs and the meat of the domesticated guar. The most popular beverages are mazte (a local beer brewed from fermented saltrice) and sujamma (a potent, bitter liquor). |
food in Morrowind | The staple is the saltrice grain, usually eaten as a cooked porridge mixed with scuttle (a cheese-like food from giant domesticated beetles). Hackle-lo (a hardy succulent edible leafy green) is a reliable year-round vegetable, eaten cooked or raw, and bittergreen (a fast-growing slime triggered by rain) is safe and nourishing when boiled, though highly toxic if eaten raw. |
food in Morrowind | The most popular sources of protein are kwama eggs and the meat of the domesticated guar. The most popular beverages are mazte (a local beer brewed from fermented saltrice) and sujamma (a potent, bitter liquor). |
food in Morrowind | The staple is the saltrice grain, usually eaten as a cooked porridge mixed with scuttle (a cheese-like food from giant domesticated beetles). Hackle-lo (a hardy succulent edible leafy green) is a reliable year-round vegetable, eaten cooked or raw, and bittergreen (a fast-growing slime triggered by rain) is safe and nourishing when boiled, though highly toxic if eaten raw. |
Foreign Quarter | The Foreign Quarter is the large three-tiered canton to the north. Originally, foreigners were not allowed to enter Vivec any further than the Foreign Quarter, but now outlanders can travel throughout Vivec at will. The Imperial Guilds each have guildhalls and complete services here, and an Imperial cult shrine serves the spiritual needs of the Imperial faithful. Various independent tradesmen, craftsmen, and trainers also rent space here. The Black Shalk Cornerclub rents beds to non-guild visitors. |
foreigners | We don't like foreigners much in Morrowind. This is our country, and we don't like foreigners who come in and steal our land and our treasures and tell us what to do and how to live. |
foreigners | We don't like foreigners much in Morrowind. We Dunmer are a proud people, and we have good reasons to dislike other races. And, for that matter, we don't much like outland Dunmer -- Dark Elves born and raised to Imperial ways, who don't know what it is to be a Dunmer born-and-bred. Some of us get used to foreigners. We even like some, and adopt some into our Great Houses. But it isn't easy. It takes time and effort to win a native's trust. |
foreigners | We don't like foreigners much in Morrowind. This is our country, and we don't like foreigners who come in and steal our land and our treasures and tell us what to do and how to live. |
foreigners | Most native Dunmer don't like foreigners. The Dunmer are a proud people, and they look down on other races and cultures. They particularly dislike outland Dunmer -- Dark Elves born and raised to Imperial ways, who don't know what it is to be a Dunmer born-and-bred. Foreigners can be accepted in Morrowind, even adopted into the Great Houses. There's even a Nord on the House Hlaalu Council. But it isn't easy. It takes time and effort to win a native's trust. |
forged land deed | I'm very disappointed in you, %PCName. You broke our rules, and I can't have one of your reputation in the Bal Molagmer. Make amends, and perhaps we can speak again. |
forged land deed | I'm disappointed in you, %PCName. You've been caught too many times. Tone down your act, pay off yours debts, then come see me again. |
forged land deed | Indrele Rathryon has the deed now, and the Temple courts have been stalled. |
forged land deed | I heard you gave the land deed to Indrele Rathryon. Maybe Velanda Omani will leave her alone now. |
forged land deed | You have the land deed? Take it to Indrele Rathryon in Seyda Neen. |
forged land deed | The Hlaalu Councilor Velanda Omani wants Indrele Rathryon's land. Velanda Omani forged a land deed and placed it in the Library of Vivec. Without our help, Velanda Omani's bribes will prevent justice, and allow the forged deed to stand. Go to the Library of Vivec, find the deed, and deliver it to Indrele Rathryon in the name of the Bal Molagmer. |
forged land deed | I burned that land deed. If Velanda Omani wants my land she'll have to forge another one. I don't know if she'd do that or not, but for now, my land is safe. |
forged land deed | You gave me the land deed, and I am grateful. |
forged land deed | Well, I won't argue with you, but I still don't understand why you did this. |
forged land deed | Thank you very much. I can't tell you what this means. And...your gloves...they seem somehow familiar...stories I heard as a child. Anyway, I thank you. |
forged land deed | I thank you. I have my land deed, and Velanda Omani doesn't. |
forged land deed | What? This looks like the land deed... Why are you giving me this? |
forged land deed | And my answer will be the same next time. |
forged land deed | Just leave me alone. I already told you. I never signed any land deed. I'm not selling my land, and I'm not moving back to Cyrodiil. |
forged land deed | Oh, that? I had nothing to do with that, believe me! That was one of my retainers. When I found out what he planned, I sent him back to the mainland. |
forged land deed | You ruined my plans, %PCName. |
forged land deed | Good. Now leave and I'll forget about this. |
forged land deed | So be it. Leave before I lose my temper. |
forged land deed | So be it. Leave before I lose my temper. |
forged land deed | I don't know how you got that back, but you won't get away with this. |
forged land deed | I don't know how you got that back, but you won't get away with this. |
forged land deed | I believe you have something that belongs to me. If you give it back to me and leave quietly, I will forget this ever happened. |
Fork of Horripilation | You have the Fork. The Fork is yours! The master loves his forks. Forks for all of us. |
Fork of Horripilation | The Fork of Horripilation? It sings to me, oh yes. Sings like the rocks sing. Songs of weeping. Songs of leaping. Do you weep, stranger? You've come to take it. Will it take you? Then will you weep? Weep like the rocks? It is here! Take it. Take it if you will. Take it if you won't. Singing! Ringing! |
Fort Buckmoth | Fort Buckmoth is the Imperial Legion's garrison for Redoran District. The fort lies south of Ald'ruhn, a short walk from Ald'ruhn's south gate. |
Fort Darius | This is Fort Darius. |
Fort Darius | The Empire built a fort near Gnisis village with the help of House Redoran. They named this fort after the garrison's commandant, General Darius. |
Fort Moonmoth | Moonmoth Fort is the Imperial Legion garrison southeast of Balmora, just outside of town. Radd Hard-Heart is the Knight in charge. Between the Imperial Legions and Imperial cult staff, they have about a dozen service providers out there. |
Fort Moonmoth | Fort Moonmoth is the Imperial Legions garrison southeast of Balmora, just outside of town. General Larrius Varro is the commandant, and Radd Hard-Heart is the Chapter Steward. The Chapter Steward is the fellow to talk to if you were thinking of enlisting. Crulius Pontanian, an enchanter, is the Imperial agent. Between the Imperial Legions and Imperial cult staff, they have about a dozen service providers out there. |
fortify potions | Fortify potions temporarily increase attributes and abilities. Fortify potions include: fortify strength, fortify intelligence, fortify willpower, fortify agility, fortify speed, fortify personality, fortify luck, fortify health, fortify spell points, fortify fatigue, and fortify endurance. |
fortify potions | Fortify potions temporarily increase attributes and abilities. Fortify potions include: fortify strength, fortify intelligence, fortify willpower, fortify agility, fortify speed, fortify personality, fortify luck, fortify health, fortify spell points, fortify fatigue, and fortify endurance. |
fortify potions | Fortify potions temporarily increase attributes and abilities. Fortify potions include: fortify strength, fortify intelligence, fortify willpower, fortify agility, fortify speed, fortify personality, fortify luck, fortify health, fortify spell points, fortify fatigue, and fortify endurance. |
fortify potions | Fortify potions temporarily increase attributes and abilities. Fortify potions include: fortify strength, fortify intelligence, fortify willpower, fortify agility, fortify speed, fortify personality, fortify luck, fortify health, fortify spell points, fortify fatigue, and fortify endurance. |
fortify potions | Fortify potions temporarily increase attributes and abilities. Fortify potions include: fortify strength, fortify intelligence, fortify willpower, fortify agility, fortify speed, fortify personality, fortify luck, fortify health, fortify spell points, fortify fatigue, and fortify endurance. |
fortify potions | Fortify potions temporarily increase attributes and abilities. Fortify potions include: fortify strength, fortify intelligence, fortify willpower, fortify agility, fortify speed, fortify personality, fortify luck, fortify health, fortify spell points, fortify fatigue, and fortify endurance. |
fortify spells | Fortify spells temporarily increase fundamental attributes for the duration of the spell effects. The most common restoration spells of this kind are: nimbleness, fortitude, vigor, vitality, wisdom, jack of trades, charisma, feet of notorgo, powerwell, orc strength, and iron will. |
fortify spells | Fortify spells temporarily increase fundamental attributes for the duration of the spell effects. The most common restoration spells of this kind are: nimbleness, fortitude, vigor, vitality, wisdom, jack of trades, charisma, feet of notorgo, powerwell, orc strength, and iron will. |
fortify spells | Fortify spells temporarily increase fundamental attributes for the duration of the spell effects. The most common restoration spells of this kind are: nimbleness, fortitude, vigor, vitality, wisdom, jack of trades, charisma, feet of notorgo, powerwell, orc strength, and iron will. |
fortify spells | Fortify spells temporarily increase fundamental attributes for the duration of the spell effects. The most common restoration spells of this kind are: nimbleness, fortitude, vigor, vitality, wisdom, jack of trades, charisma, feet of notorgo, powerwell, orc strength, and iron will. |
fortify spells | Fortify spells temporarily increase fundamental attributes for the duration of the spell effects. The most common restoration spells of this kind are: nimbleness, fortitude, vigor, vitality, wisdom, jack of trades, charisma, feet of notorgo, powerwell, orc strength, and iron will. |
fortify spells | Fortify spells temporarily increase fundamental attributes for the duration of the spell effects. The most common restoration spells of this kind are: nimbleness, fortitude, vigor, vitality, wisdom, jack of trades, charisma, feet of notorgo, powerwell, orc strength, and iron will. |
fortify spells | Fortify spells temporarily increase fundamental attributes for the duration of the spell effects. The most common restoration spells of this kind are: nimbleness, fortitude, vigor, vitality, wisdom, jack of trades, charisma, feet of notorgo, powerwell, orc strength, and iron will. |
Forts | We have garrisons at Fort Pelagiad in Pelagiad, Fort Hawkmoth in Ebonheart, Fort Moonmoth outside Balmora, Fort Buckmoth outside Ald'ruhn, and Fort Darius in Gnisis. |
fortune | Extracting profit from trade and interest steals wealth from the deserving and puts it in the hands of thieves and extortionists. |
fortune | Extracting profit from trade and interest steals wealth from the deserving and puts it in the hands of thieves and extortionists. |
fortune | Extracting profit from trade and interest steals wealth from the deserving and puts it in the hands of thieves and extortionists. |
fortune | Extracting profit from trade and interest steals wealth from the deserving and puts it in the hands of thieves and extortionists. |
fortune | Worshippers of Fortune scorn the Temple Law of Fair Price and Fair Labor, and assert that Might makes Right in measuring price and labor. |
fortune | Worshippers of Fortune scorn the Temple Law of Fair Price and Fair Labor, and assert that Might makes Right in measuring price and labor. |
fortune | Worshippers of Fortune scorn the Temple Law of Fair Price and Fair Labor, and assert that Might makes Right in measuring price and labor. |
fortune | Worshippers of Fortune scorn the Temple Law of Fair Price and Fair Labor, and assert that Might makes Right in measuring price and labor. |
fortune | In many lands the spirit of Fortune is worshipped under no name at all, save in its mortal incarnation, the Almighty Coin. |
fortune | In many lands the spirit of Fortune is worshipped under no name at all, save in its mortal incarnation, the Almighty Coin. |
fortune | In many lands the spirit of Fortune is worshipped under no name at all, save in its mortal incarnation, the Almighty Coin. |
fortune | In many lands the spirit of Fortune is worshipped under no name at all, save in its mortal incarnation, the Almighty Coin. |
fortune | Fortune is the corrupt spirit of commerce, profit, and usury. It is worshipped under the name of Zenithar in the Empire. |
fortune | Fortune is the corrupt spirit of commerce, profit, and usury. It is worshipped under the name of Zenithar in the Empire. |
fortune | Fortune is the corrupt spirit of commerce, profit, and usury. It is worshipped under the name of Zenithar in the Empire. |
fortune | Fortune is the corrupt spirit of commerce, profit, and usury. It is worshipped under the name of Zenithar in the Empire. |
Fothyna Herothran | Not very tough, as it turned out. Eh? |
Fothyna Herothran | She's Thieves Guild, a local Dark Elf. She's known on Azura's Coast. She could be trouble. But like I told you: this Caldera Mine trouble is not a Thieves Guild job. |
Founders Helm | You have been expelled from House Redoran. Make amends and perhaps we can speak again. |
Founders Helm | By murdering Alvis Teri you have shamed House Redoran. You will be expelled for this, and I will not give you any more duties. |
Founders Helm | You have recovered the Founder's Helm. |
Founders Helm | Thank you, %PCName. You handled Alvis Teri well and did not shame House Redoran. |
Founders Helm | I had higher expectations of you, %PCName. The Founder's Helm does not belong to you. |
Founders Helm | Good work, %PCName. You have recovered the Founder's Helm and have not brought shame upon House Redoran. Will you give me the Helm now? |
Founders Helm | Like I said, get the Founder's Helm from Alvis Teri. Do whatever you must to get the helm back, but do not murder Alvis Teri, for that would shame House Redoran. |
Founders Helm | Alvis Teri stole a Founder's Helm from the Uveran Ancestral Tomb. He boasts of this feat at the Eight Plates Inn in Balmora and wears the Helm openly. Confront him and demand the Helm. Slay him if necessary, but do not shame House Redoran by murdering him. |
Founders Helm | I gave you the helm so just shut up about it. Go away. |
Founders Helm | Fine. Take the stupid helm. But you're a momma's boy and so is your stupid Founder. |
Founders Helm | Fine. Take the stupid helm. Just like the Redorans to send a girl to do a man's job. |
Founders Helm | I stole it fair and square. |
Founders Helm | I don't think so. I like the way it fits. |
Four Corners | You have killed one of the Ashlander tribal leaders. You are not the type of person we want in the Temple. |
Four Corners | You are no longer a member of the Temple. I have nothing more to say to you. |
Four Corners | You have been expelled from the Temple. If you cannot obey our simple rules, you will never advance far in the Temple. |
Four Corners | I have heard that you claim to be the Incarnate. This is a serious matter. Before we discuss this, let me pray and meditate on the validity of these rumors. |
Four Corners | You already made these pilgrimages, %PCRank. |
Four Corners | You have finished the Pilgrimages of the Four Corners of the House of Troubles. I may have more duties for you. |
Four Corners | The Fourth Corner of the House of Troubles is Sheogorath, the Mad Star, who threatens the Dunmer with madness. It is time to renew a pact Vivec made with Sheogorath long ago. To do so, you must find the Gambolpuddy. |
Four Corners | The Third Corner of the House of Troubles is Molag Bal, who tries to destroy the Dunmer by corrupting our bloodlines. Bal Ur is known as the Birthplace of Molag Bal where the Doom Drum tricked Molag Bal into becoming mortal. Vivec defeated Molag Bal here and sent him back into Oblivion. Bal Ur is just north of Suran, but to get there easily, you will need a way to levitate over the mountains. |
Four Corners | The Second Corner of the House of Troubles is Mehrunes Dagon, the Daedra of Destruction who represents the trials the Dunmer face in the lands of Morrowind. At Ald Sotha, the daedric ruins northeast of Vivec City, Vivec rescued Sotha Sil, the only survivor of the minor House Sotha, from the armies of Mehrunes Dagon. Fight your way to the statue of Mehrunes Dagon and recite Vivec's "Four Corners of the House of Troubles." |
Four Corners | The First Corner of the House of Troubles is Malacath, the Daedric patron of the Orcs who tests the Dunmer for weakness. There is a shrine to Malacath on Sheogorad, southwest of Dagon Fel. Head south past the Dwemer ruins and take the second road to the west. Look for the shrine to the north. Take four Daedra hearts to the shrine. When you donate the hearts at the shrine, recite Vivec's "Four Corners of the House of Troubles." |
four smugglers | They got what they deserved. I have no sympathy for them. |
four smugglers | The four murderers' names are Dudley, Larisus Dergius, Ralos Othrenim, and Thervam Drelas. I have the sense that they are strong and well-armed. Julielle's spirit says that their smugglers cave is called 'Yasamsi', and it lies south along the road from town, before the bridge across the Odai River. |
Fourth trial | You have fulfilled the Fourth Trial of the prophecy of the Seven Visions. You are Hortator of all three Great Houses, Redoran, Hlaalu, and Telvanni. So I greet you, %PCName, Hortator and Nerevarine. |
Fourth trial | The Fourth Trial is to join the three Great Houses of Vvardenfell under one Hortator. You must be named Hortator in turn by House Redoran, House Hlaalu, and House Telvanni. I know little of the ways of the Great Houses. But first I would try the Redoran, for they are warriors, hard-willed, but straightforward. Then I'd try the Hlaalu, for though they are weak and spoiled, they are cunning and crafty. Save the Telvanni for last. Anyone who is not afraid of a 2000-year-old wizard is a fool. |
Fourth trial | You are Hortator of all three Great Houses, Redoran, Hlaalu, and Telvanni. You have fulfilled that part of the prophecy. You have fulfilled the Fourth Trial of the Seven Visions. |
Fourth trial | The Fourth Trial is: 'A stranger's voice unites the Houses./Three Halls call him Hortator.' When you have been named 'Hortator' by each of the three Great Houses of Vvardenfell, come to me for further guidance, for you will have passed the Fourth Trial. |
Fourth trial | 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. |
foyada | 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 | 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 | 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 | 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 Mamaea | Foyadas are valleys made by lava from Red Mountain. Foyada Mamamea is very old, very easily recognized. An old Dwemer bridge crosses the foyada near Fort Moonmoth. |
Foyada Mamaea | Foyada Mamaea is a volcanic ravine that runs from the top of Red Mountain southwest to its end just below Balmora. An old Dwemer bridge crosses the foyada near Fort Moonmoth. The best route to Ghostgate is to follow Foyada Mamaea up from where the Pelagiad-Balmora road crosses the foyada southeast of Fort Moonmoth. |
Foyada Mamaea | Foyada Mamaea is a volcanic ravine that runs from the top of Red Mountain southwest to its end just below Balmora. An old Dwemer bridge crosses the foyada near Fort Moonmoth. The best route to Ghostgate is to follow Foyada Mamaea up from where the Pelagiad-Balmora road crosses the foyada southeast of Fort Moonmoth. |
Frald the White | That's me. Any more stupid questions? |
Frald the White | He's in charge of the garrison here in Ebonheart. You can find him in the Hawkmoth Legion Garrison. |
freelance work | You can always just wander around and ask for work. Hunt monsters and sell their hides. Collect ingredients for alchemists. Prey on bandits and smugglers. Search ruins for loot. All you need are better skills and conditioning, and knowledge of Morrowind. And spend what you earn on equipment and training. Then come back a little less wet-behind-the-ears, and I won't have to worry so much about you when I send you out on a mission. |
friends bookstore | My friend, Jobasha the Khajiit, has a bookstore, Jobasha's Rare Books. He has a remarkable selection of books -- the best on Vvardenfell, I'm sure -- and he is well-educated and well-spoken, knowledgeable in local affairs. |
friends bookstore | My friend, Jobasha the Khajiit, has a bookstore, Jobasha's Rare Books. If you will agree to travel together with me there, I will answer your questions. But before we go, I beg you to try to persuade these troublesome fools to leave us alone. Otherwise, I fear they will attack us the moment we go to leave. |
frost atronach | The frost atronach is a powerful Daedric summoning associated with elemental frost. Crystalline elemental frost compounds called frost salts may be salvaged from the remains of banished frost atronachs. |
frost atronach | The frost atronach is a powerful Daedric summoning associated with elemental frost. Crystalline elemental frost compounds called frost salts may be salvaged from the remains of banished frost atronachs. |
frost centurion | The frost centurion is an enchanted animated artifact of Dwemer creation. Constructed in the form of an armored warrior, they are aggressive and dangerous. Scrap metal collected from Dwemer artifacts is rare and precious, and prized both by collectors of antiquities and students of metals and enchantments. |
frost centurion | The frost centurion is an enchanted animated artifact of Dwemer creation. Constructed in the form of an armored warrior, they are aggressive and dangerous. Scrap metal collected from Dwemer artifacts is rare and precious, and prized both by collectors of antiquities and students of metals and enchantments. |
frost salts | Frost salts are the crystalline compound that precipitates from elemental frost in solution. Such residues may be collected from the remains of frost atronachs that have been banished from the mortal plane. |
frost salts | Frost salts are the crystalline compound that precipitates from elemental frost in solution. Such residues may be collected from the remains of frost atronachs that have been banished from the mortal plane. |
fund for the widow | It's the least they can do after Lugrub killed my husband. |
fund for the widow | You already made your contribution. |
fund for the widow | Thank you, %PCName. I hope we can get everyone to contribute. |
fund for the widow | I understand. It's not easy on a legionnaire's pay. |
fund for the widow | Would you like to contribute 50 septims to the fund? |
fundamental attributes | The eleven fundamental attributes of natural and supernatural beings are agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower, magicka. Scholars and sages of the six magic colleges are familiar with these fundamental attributes from the works of the earliest Aldmeri philosophers, and the concepts have been adopted by all the other scholarly disciplines of Imperial culture. |
fundamental attributes | The eleven fundamental attributes of natural and supernatural beings are agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower, magicka. Scholars and sages of the six magic colleges are familiar with these fundamental attributes from the works of the earliest Aldmeri philosophers, and the concepts have been adopted by all the other scholarly disciplines of Imperial culture. |
fundamental attributes | The eleven fundamental attributes of natural and supernatural beings are agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower, magicka. Scholars and sages of the six magic colleges are familiar with these fundamental attributes from the works of the earliest Aldmeri philosophers, and the concepts have been adopted by all the other scholarly disciplines of Imperial culture. |
fundamental attributes | The eleven fundamental attributes of natural and supernatural beings are agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower, magicka. Scholars and sages of the six magic colleges are familiar with these fundamental attributes from the works of the earliest Aldmeri philosophers, and the concepts have been adopted by all the other scholarly disciplines of Imperial culture. |
fundamental attributes | The eleven fundamental attributes of natural and supernatural beings are agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower, magicka. Scholars and sages of the six magic colleges are familiar with these fundamental attributes from the works of the earliest Aldmeri philosophers, and the concepts have been adopted by all the other scholarly disciplines of Imperial culture. |
fundamental attributes | The eleven fundamental attributes of natural and supernatural beings are agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower, magicka. Scholars and sages of the six magic colleges are familiar with these fundamental attributes from the works of the earliest Aldmeri philosophers, and the concepts have been adopted by all the other scholarly disciplines of Imperial culture. |
fundamental attributes | The eleven fundamental attributes of natural and supernatural beings are agility, endurance, fatigue, health, intelligence, luck, personality, speed, strength, willpower, magicka. Scholars and sages of the six magic colleges are familiar with these fundamental attributes from the works of the earliest Aldmeri philosophers, and the concepts have been adopted by all the other scholarly disciplines of Imperial culture. |
Furius Acilius | As I said, ask at the Imperial Guard Garrison. |
Furius Acilius | Always had a chip on his shoulder. No one's seen or heard of him since he was banished. He had used the southwest room here. |
Furius Acilius | Hmmm. Try the Imperial Guard Garrison in the Castle. They may know something. |
further assistance | Yes. I have some work that would be suited to someone not officially linked to the Company, although it may be dangerous. Perhaps you'd be interested in a bit of information gathering? |
future rewards | There is nothing further you may do for me. |
future rewards | I have no rewards for you yet, yearling. |
future rewards | You have done well in ridding the world of many of our opposing clans. As a final gift to you, I will allow you the use of the cattle here in Ashmelech to feed. Feed, but do not kill them. This would displease me greatly. |
future rewards | I will have no more to do with you. Leave my presence while you still please me. |
future rewards | Kill more of the Aundae and Quarra, and perhaps I will have something more to give to you. |
future rewards | You have killed many of the opposing clans' vampires. This is good. As a gift to you, I will allow you use of the cattle we keep here at Galom Daeus. Do not feed too much, though. If one dies by your hand, you will no longer be welcome here. |
future rewards | Our business is complete. There are no other ways for you to help me, New Blood. |
future rewards | Not enough are dead yet, fool! Kill more, and perhaps I will reward you. |
future rewards | Many of the Berne and Aundae are dead by your hand. This is a good thing. I will allow you to feed here in Druscashti. Do not kill the cattle, though, or you will no longer be welcome. |
Gadayn Andarys | That husband of mine? He's cheap, pathetic, stupid, lazy, messy, uncaring, clinging, and rather smelly. But I love him! |
Gadayn Andarys | That lowly Hlaalu trader? He's ridiculous. |
Gadayn Andarys | I couldn't be happier with him. Thank you so much for your help. |
Gadayn Andarys | The Hlaalu trader? He always seemed like a nice man. I'm amazed he hasn't found himself a wonderful woman to spend his life with. |
Gadayn Andarys | That's me! |
Galasa Uvayn | You have been expelled. |
Galasa Uvayn | The Writ on Galasa Uvayn has been executed. |
Galasa Uvayn | Galasa Uvayn is already dead? How did she die? I see... I must give you credit for this Writ, but you deserve neither the honor nor the payment. |
Galasa Uvayn | You have honorably slain Galasa Uvayn. You well deserve this payment and the honor of the kill. |
Galasa Uvayn | You have honorably slain Galasa Uvayn. You well deserve this payment and the honor of the kill. |
Galasa Uvayn | I have given this Writ to you already, %PCName. |
Galasa Uvayn | I have given this Writ to you already, %PCName. As you know, Writs are issued only once. Your official paperwork will exonerate you from your deeds when you are confronted by the authorities - so guard it well. If you have lost it, you will have to suffer punishment for your crimes. This can be costly... very costly. But members of the %Faction must have immaculate reputations. |
Galasa Uvayn | This Writ is for Galasa Uvayn who offended a Redoran Lord. She may be found at the Hlaalu Treasury in the Waistworks of the Hlaalu Canton. Go. |
Galmis Dren | I warn you. He is a skilled battlemage, well-armed, well-armored, and dark in the Craft. Take care with him. |
Galom Daeus | I have heard that you claim to be the Incarnate. I do not know the truth of the matter, but for now I will not give you duties. |
Galom Daeus | You have been expelled from the Temple. |
Galom Daeus | You have slain Raxle Berne. Galom Daeus is no longer a plague waiting to strike out upon the land. |
Galom Daeus | Raxle Berne is dead. He shall no longer plague the lands of Vvardenfell. You have earned great honor with the Temple. |
Galom Daeus | Raxle Berne is already dead? By your own hands? Then you deserve the traditional garb of the Temple's vampire hunters. I salute you, %PCRank %PCName. |
Galom Daeus | I have given you the garb of one of the Temple's vampire hunters. When you are ready, slay Raxle Berne in the Dunmer stronghold of Galom Daeus. |
Galom Daeus | Please take the holy implements of the Temple's greatest vampire hunters. When you are ready, the elder vampire Raxle Berne hides from the light in the Dwemer ruin of Galom Daeus. I will mark Uvirith's Grave on your map. From there go south until you reach a river of lava. Follow that river to the west until it ends. Galom Daeus lies ahead of you across another pool of lava. |
Galom Daeus | Please take the holy implements of the Temple's greatest vampire hunters. You might want to fight against some of Vvardenfell's lesser evils before you take on this challenge, but you have done well in the Temple so far. When you feel you are ready, the elder vampire Raxle Berne hides from the light in the Dwemer ruin of Galom Daeus. I will mark Uvirith's Grave on your map. From there go south until you reach a river of lava. Follow that river to the west until it ends. Galom Daeus lies ahead of you. |
Galom Daeus | To get to Galom Daeus, go south from your stronghold until you reach a river of lava. Follow that river to the west until it ends. You will see another pool of lava ahead of you. Galom Daeus lies beyond that pool. |
Galur Ritharis papers | Thank you for bringing me Galur Rithari's papers, %PCName. |
Galur Ritharis papers | Yes, this is excellent, %PCName. A most interesting account. Please take this amulet with my gratitude. Perhaps you should travel to the Shrine of Bal Ur yourself. |
Galur Ritharis papers | Yes, this is excellent, %PCName. A most interesting account. Please take this amulet with my gratitude. |
Galur Ritharis papers | I am impressed, %PCName. But did you not bring the papers with you? |
Galur Ritharis papers | Please keep looking, %PCName. |
Galur Ritharis papers | Have you found Galur Rithari's papers? |
Galur Ritharis papers | Yes, these papers allegedly describe how an Ordinator from Bal Ur became a vampire and was cured. I would be most interested in a copy of this book. Ask booksellers and scholars. Someone surely knows where a copy is. |
Galur Ritharis papers | %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. |
Galur Ritharis papers | If you're not afraid of some risk, you might find a copy at the library in the Hall of Justice. It may take some searching to find it, but there's bound to be a copy there. |
Galur Ritharis papers | I have heard of it, but do not know where to find a copy. Try looking in Vivec. |
Gambolpuddy | Yes, you found it and returned it to Sheogorath. The pact has been renewed. |
Gambolpuddy | Yes, I know it is a strange name, but all Sheogorath's creations have the touch of madness. Find the Gambolpuddy in Ald Daedroth and donate it to Sheogorath's statue there while reciting Vivec's "Four Corners." This will renew the pact and prevent Sheogorath from tormenting us with madness. Ald Daedroth is on one of the islands between Sheogorad and Azura's Coast. I will mark this place on your map. |
Game Pieces | You're not a Player? Just here to be a Game Piece? Then step right in, pick a partner, and start swinging. I'm sure you'll find someone to accommodate you. |
game rats | I'm glad you spared my game rats. Go talk to Edryno Arethi. I told her to give you a bonus if you did your job well. |
game rats | You killed my game rats, %PCName. How can I beat Dram Bero in the Arena if I don't have any game rats? |
game rats | Yes, I raise game rats for the Arena. I train them myself. The rat breeding pen is in my basement. Edryno should have given you a key. Be careful with my rats, %PCName. |
game rats | Yes, I raise game rats for the Arena. I train them myself. Leave my rats alone, %PCName. |
game rats | You've been expelled. I cannot discuss business with you unless you make amends. |
game rats | Yngling is dead? That is news to me. When did it happen? Well, I suppose he had a lot of enemies. I'm sure no one cares about his game rats anymore, and if he's dead, I won't get paid for this. Forget I asked, %PCName. Now I might have other business to discuss... |
game rats | I wonder if Yngling's rats will win this week in the Arena? |
game rats | Ynging just told me you cured the blighted rats. Since you also spared the game rats, Yngling told me to pay you 1000 drakes. |
game rats | Ynging just told me you killed the blighted rats. Since it looks like you spared most of the game rats, Yngling told me to pay you 1000 drakes. |
game rats | You killed the blighted rats, but you also killed some of the game rats. Yngling told me to only pay you a token fee of one drake. |
game rats | I just gave you a key. Go to Yngling Half_Troll's basement and kill the blighted rats. Try and leave the healthy rats alone. |
game rats | Yngling Half-Troll raises game rats in Yngling Manor here in Vivec. One of his rivals snuck three blighted rats into his breeding pen. Go to Yngling Manor and kill the blighted rats, but spare his prized game rats. The game rats are used to being handled and should ignore you. The blighted rats are wild and should attack you. Here's a key to Yngling's basement. |
Gang War | It was inevitable. The local criminal organization, the Camonna Tong, wasn't going to stand by and let the Thieves Guild set up shop in their territory. It'll be bloody. And the Thieves Guild doesn't stand a chance. |
Garisa Llethri | House Redoran has won much honor by shutting down House Hlaalu's ebony mines in Caldera. |
Garisa Llethri | You have won the support of Garisa Llethri. You have also won honor for House Redoran in shutting down the ebony mines in Caldera. You must also win the support of Miner Arobar and garrison your stronghold. |
Garisa Llethri | You have earned Garis Llethri's support as Hortator of House Redoran. |
Garisa Llethri | Garisa Llethri will be in Llethri Manor, the last manor on your left as you enter Skar, between the Redoran Council Hall and my own home. It may be difficult to win his support, but you will have to speak with him and find out what he asks in return. |
Garisa Llethri | Garisa Llethri is in his private quarters. Take the door across from the entrance, then turn right and take the first door you see. |
Garisa Llethri | Take the first door just down the steps. |
Gateway | The Gateway is the official Telvanni hostel for outsiders visiting Sadrith Mora. Unless you are a Telvanni retainer or kin, you may not sleep anywhere else in Sadrith Mora. Unless you are a Telvanni retainer or kin, no one is permitted to walk abroad in Sadrith Mora without Hospitality papers from the Prefect of Hospitality, Angaredhel the Dunmer, at the Gateway. |
Gateway | Unless you are a Telvanni retainer or kin, you're not supposed to sleep anywhere in Sadrith Mora except the Gateway, the official Telvanni hostel for outsider visitors. In theory, you're not supposed to walk around in Sadrith Mora unless you are Telvanni retainer or kin, unless you have the necessary Hospitality papers from the Prefect of Hospitality, Angaredhel the Dunmer, at the Gateway. In practice, stay out of trouble, and you can go where you want and do what you want. |
Gateway haunting | No, no, no. It wouldn't be as funny as the first time. Unless there was some clever variation. And... If I could stick someone ELSE with the responsibility for it.... Let me think about it. |
Gateway haunting | So. You suspect me of being behind the Gateway haunting? Hah-hah-hah! That squeeze-butt Angaredhel is taking it pretty hard, eh? That clown had me brought up before the magistrate when I first came here for not having my Hospitality Papers. But I suppose you're right. The joke is losing its freshness. And I don't want to get anyone hurt. Go tell Angaredhel that the Gateway haunting will end. But do me a favor, will you? Give him these 'Ghost-Free Papers' from me? |
Gateway haunting | So. You suspect me of being behind the Gateway haunting? Hah-hah-hah! That squeeze-butt Angaredhel is taking it pretty hard, eh? That clown had me brought up before the magistrate when I first came here for not having my Hospitality Papers. But I suppose you're right. The joke is losing its freshness. And I don't want to get anyone hurt. Go tell Angaredhel that the Gateway haunting will end. But do me a favor, will you? Give him these 'Ghost-Free Papers' from me? |
Gateway haunting | So. You suspect me of being behind the Gateway haunting? Hah-hah-hah! Angaredhel is taking it pretty hard, eh? He brought me before the magistrate when I first came here for not having my Hospitality Papers. And this is my revenge. But since you are a member of the Fighters Guild, at your request, I will put an end to the Gateway haunting. Go tell Angaredhel. And would you please give him these 'Ghost-Free Papers' as a token of my... 'affection' for him? |
Gateway haunting | So. You suspect me of being behind the Gateway haunting? Hah-hah-hah! Angaredhel is taking it pretty hard, eh? He brought me before the magistrate when I first came here for not having my Hospitality Papers. And this is my revenge. But since you are a member of the Fighters Guild, at your request, I will put an end to the Gateway haunting. Go tell Angaredhel. And would you please give him these 'Ghost-Free Papers' as a token of my... 'affection' for him? |
Gateway haunting | So. You suspect me of being behind the Gateway haunting? Hah-hah-hah! Angaredhel is taking it pretty hard, eh? He brought me before the magistrate when I first came here for not having my Hospitality Papers. And this is my revenge. But since you are a member of the Imperial legion, at your request, I will put an end to the Gateway haunting. Go tell Angaredhel. And would you please give him these 'Ghost-Free Papers' as a token of my... 'affection' for him? |
Gateway haunting | So. You suspect me of being behind the Gateway haunting? Hah-hah-hah! Angaredhel is taking it pretty hard, eh? He brought me before the magistrate when I first came here for not having my Hospitality Papers. And this is my revenge. But since you are a member of the Imperial legion, at your request, I will put an end to the Gateway haunting. Go tell Angaredhel. And would you please give him these 'Ghost-Free Papers' as a token of my... 'affection' for him? |
Gateway haunting | So. You suspect me of being behind the Gateway haunting? Hah-hah-hah! Angaredhel is taking it pretty hard, eh? He brought me before the magistrate when I first came here for not having my Hospitality Papers. And this is my revenge. But since you are a member of the Imperial cult, at your request, I will put an end to the Gateway haunting. Go tell Angaredhel. And would you please give him these 'Ghost-Free Papers' as a token of my... 'affection' for him? |
Gateway haunting | So. You suspect me of being behind the Gateway haunting? Hah-hah-hah! Angaredhel is taking it pretty hard, eh? He brought me before the magistrate when I first came here for not having my Hospitality Papers. And this is my revenge. But since you are a member of the Imperial cult, at your request, I will put an end to the Gateway haunting. Go tell Angaredhel. And would you please give him these 'Ghost-Free Papers' as a token of my... 'affection' for him? |
Gateway haunting | So, %PCRank %PCName. You suspect me of being behind the Gateway haunting? Hah-hah-hah! Angaredhel is taking it pretty hard, eh? He brought me before the magistrate when I first came here for not having my Hospitality Papers. And this is my revenge. But since you are a fellow member of the Guild, at your request, I will put an end to the Gateway haunting. Go tell Angaredhel. And would you please give him these 'Ghost-Free Papers' as a token of my... 'affection' for him? |
Gateway haunting | So, %PCRank %PCName. You suspect me of being behind the Gateway haunting? Hah-hah-hah! Angaredhel is taking it pretty hard, eh? He brought me before the magistrate when I first came here for not having my Hospitality Papers. And this is my revenge. But since you are a fellow member of the Guild, at your request, I will put an end to the Gateway haunting. Go tell Angaredhel. And would you please give him these 'Ghost-Free Papers' as a token of my... 'affection' for him? |
Gateway haunting | So. Arara Uvulas thinks a Conjuration expert is behind the Gateway haunting, and someone told you that I'm a Conjuration expert. Well, who cares what Arara Uvulas thinks. And maybe I AM a Conjuration expert, but what does that prove? Nothing. |
Gateway haunting | Oh. That. Just ghosts. I suppose. No. I don't know anything about it. Nothing at all. |
Gateway haunting | I inspected the manifestations in the South Turret bed chamber of the Gateway Inn. I examined the site thoroughly, but I found no evidence of a restless spirit or ancestral influences. The ghost itself is trivial, and easily banished, but I don't know why it reappears, or how to stop the reappearances. I can't be sure, but my experience and intuition tells me that a Conjuration expert is involved. By that, I mean a mage skilled at summoning ghosts. That's all I can tell you. |
Gateway haunting | The ghost is in the South Turret bed chamber if you want look for yourself. Head upstairs, then keep heading south and up stairs to the room. It isn't hard to drive it away, but it always comes back. Mage-Mistress Arara Uvulas, Master Neloth's Mouth, inspected the room, but couldn't say why it reappears or how to stop it. Go talk to her if you like; she's always at the Telvanni Council House. She thinks it may be some mischievous sorcerer. If that's true, find out who is responsible, and make it stop! |
Gateway haunting | Angaredhel mentioned your handling of the Gateway haunting affair. It was quite an embarrassment for our house, and we are grateful. |
Gateway haunting | Angaredhel mentioned your handling of the Gateway haunting affair. It was quite an embarrassment for our house, and we are grateful. |
Gateway haunting | By the way, we heard how you handled that business with Uleni Heleran and the Gateway haunting. We all like Uleni very much, and we're glad you kept her name out if it when you spoke with Angaredhel. |
Gateway haunting | By the way, we heard how you handled that business with Uleni Heleran and the Gateway haunting. We all like Uleni very much, and we're glad you kept her name out if it when you spoke with Angaredhel. |