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TES3 Morrowind Guide

- 1.0 - INTRODUCTION

1.1 Game Introduction

1.2 About The Author

- 2.0 - GAME BASICS

2.1 The Morrowind Premise

2.2 Controls

2.3 Creating a Character

2.4 My Characters

2.5 Skills and Levelling Up

2.6 Combat and Training

2.7 Laws and Punishments

2.8 Factions and Side Quests

- 3.0 - HINTS AND TIPS

- 4.0 - BLADES QUEST (MAIN WALKTHROUGH)

4.1 Seyda Neen - Sellus Gravius

4.2 Balmora - Caius Cosades

4.3 Urshilaku Camp - Nibani Maesa

4.4 Final Preparations - Red Mountain

- 5.0 - * TRIBUNAL WALKTHROUGH

5.1 Mournhold - Initial Quests

5.2 * Mournhold - Tienius Delitian

5.3 * Mournhold - Fedris Hler

- 6.0 - * BLOODMOON WALKTHROUGH

- 7.0 - FIGHTERS GUILD

7.1 Balmora - Eydis Fire-Eye

7.2 Ald'ruhn - Percius Mercius

7.3 Balmora - Eydis Fire-Eye

7.4 Sadrith Mora - Hrundi

7.5 Vivec - Lorbumol gro-Aglakh

7.6 Ald'ruhn - Percius Mercius (or)

7.7 Vivec - Sjoring Hard-Heart

- 8.0 - MAGES GUILD

8.1 Balmora - Ajira

8.2 Balmora - Ranis Athrys

8.3 Ald'ruhn - Edwinna Elbert

8.4 Balmora - Ajira

8.5 Wolverine Hall - Skink-In-Tree's-Shade

8.6 Miscellaneous

- 9.0 - THIEVES GUILD

9.1 Balmora - Sugar-Lips Habasi

9.2 Ald'ruhn - Aengoth the Jeweler

9.3 Sadrith Mora - Big Helende

9.4 Vivec - Gentleman Jim Stacey

9.5 Bal Molagmer Quests

- 10.0 - * MORAG TONG

10.1 Joining the Morag Tong

10.2 * Morag Tong Writs

10.3 * Morag Tong Special Duties

- 11.0 - GREAT HOUSE HLAALU

11.1 Balmora - Nileno Dorvayn

11.2 Vivec - Crassius Curio

11.3 Caldera - Odral Helvi

11.4 Stronghold - Rethan Manor

11.5 Vivec - Crassius Curio

11.6 Vivec - Ilmeni Dren

11.7 Vivec - Edryno Arethi

11.8 Ebonheart - Duke Vedam Dren

- 12.0 - GREAT HOUSE REDORAN

12.1 Ald'ruhn - Neminda

12.2 Vivec - Faral Retheran

12.3 Ald'ruhn - Athyn Sarethi

12.4 Stronghold - Indarys Manor

12.5 Vivec - Faral Retheran

12.6 Ald'ruhn - Lloros Sarano

12.7 Ald Velothi - Theldyn Virith

12.8 Ald'ruhn - Brara Morvayn

12.9 Ald'ruhn - Hlaren Ramoran

12.10 Ald'ruhn - Garisa Llethri

12.11 Ald'ruhn - Miner Arobar

12.12 Ald'ruhn - Bolvyn Venim

- 13.0 - GREAT HOUSE TELVANNI

13.1 Sadrith Mora - Felisa Ulessen

13.2 Sadrith Mora - Raven Omayn

13.3 Sadrith Mora - Mallam Ryon

13.4 Sadrith Mora - Arara Uvulas

13.5 Sadrith Mora - Galos Mathendis

13.6 Tel Vos - Master Aryon

13.7 Arvs-Drelen - Baladas Demnevanni

13.8 Tel Vos - Master Aryon

13.9 Stronghold - Tel Uvirith

13.10 Sadrith Mora - Fast Eddie

13.11 Miscellaneous

- 14.0 - IMPERIAL CULT

14.1 Ebonheart - Iulus Truptor

14.2 Ebonheart - Synnolian Tunifus

14.3 Ebonheart - Kaye

14.4 Ebonheart - Lalatia Varian

- 15.0 - * IMPERIAL LEGION

15.1 Gnisis - General Darius

15.2 Moonmoth Legion Fort - Radd Hard-Heart

15.3 * Buckmoth Legion Fort - Imsin the Dreamer

15.4 * Hawkmoth Legion Fort - ?

- 16.0 - * TRIBUNAL TEMPLE

16.1 Pilgrimage of the Seven Graces

16.2 Vivec - Endryn Llethan

16.3 Molag Mar - Tharer Rotheloth

16.4 Ald'ruhn - Tuls Valen

16.5 Vivec - Endryn Llethan

16.6 Molag Mar - Tharer Rotheloth

16.7 * Ghostgate - Uvoo Llaren

- 17.0 - * VAMPIRE CLANS

- 18.0 - MISCELLANEOUS QUESTS (Under Construction)

18.1 Ascadian Isles

18.2 West Gash

18.3 Bitter Coast

18.4 The Ashlands

18.5 Sheogorad

18.6 Grazelands

18.7 Azura's Coast

18.8 Molag Amur

18.9 Red Mountain

18.10 Mournhold

18.11 Solstheim

- 19.0 - CLOSING

19.1 Revision History

19.2 Credits and Shameless Plugs

* - incomplete

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[1.0] INTRODUCTION

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Welcome one, welcome all, to my entire life's work. The (hopefully) ultimate

Morrowind guide. This section just serves as a bit of light-heartedness before

plowing through everything there is to know about this massively involving and

awesome game. Plus you get to know a bit about me! :-D

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[1.1] Game Introduction

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Morrowind. The name speaks for itself, really. I had never heard of this game

until I browsed a few random message boards at GameFAQs.com (ANZ, I'm looking

at you) and I heard about it. Ever interested in RPGs, I enquired about it and

was told that if I bought it, it would be the best $70 I ever spent. So I did.

And it was.

Morrowind is the third numbered game in the Elder Scrolls series, a series

known for being the most massive and open-ended RPGs available to date. Arena

was the first, released in 1994. Arena was heralded as one of the greatest

RPGs of all time, despite being buggy as hell, frustrating and non-intuitive

for the most part.

Daggerfall was released in 1997, to much acclaim. It far overshadowed its

predecessor, and also won a RPG of the Year title. Some people say it is

better than Morrowind, though I have not confirmed this for myself, and

personally, highly doubt that it's true anyways. However, it still had a lot

of bugs, with multitudes of ways to 'break' the main quest and be able to

achieve no ending whatsoever.

Morrowind was released in 2002. It won 2003 RPG of the Year, and quite

plainly, its not hard to see why. It set new records in terms of

open-endedness - over 500 quests to play and complete, multitudes of different

ways and paths to take, limitless character development. This guide is my

attempt to give such an amazing game, a complete and unabridged walkthrough in

my own personal style. If all goes well, the next game I write for in the

series will be Arena. My goal is to write comprehensive guides for all three.

But we'll see how this one goes first, hmmm?

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[1.2] About the Author

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Well now, what is there to say about someone like me. My name is Rebecca

Skinner, so yes before the e-mails start saying 'r u really a gurl', I am a

girl. (A female that loves video games? Wtf?) At this current time, 2004, I'm

19 years old, though who knows how old I'll be when this gets done. It's a big

project. A daunting project.

I live in Melbourne, Australia, and when I'm not addicted to playing video

games, I'm either at university studying computer science, or at my local

tenpin bowling alley. (Duh. I'm a nerd.) I love playing RPGs, games I can lay

thousands of hours into and never get bored. Though once in a while I am fond

of sports games such as the latest AFL or cricket versions, or the odd car

racing game. (Need for Speed Underground is the current addiction outside

Morrowind.)

If you want to know more about me, or have anything at all to say about my

guide, feel free to drop me an e-mail.

----------------------------- [email protected] -----------------------------

I check it fairly often, but my inbox does tend to fill up with crap all the

time. A good way to get me to read your e-mail:

1) Make it in readable English. I hate 1337 or AIM speak.

2) Please don't ask me how to do something I've already documented. I don't

mind if you ask for clarification on points, or ask me to explain further,

but the fiftieth e-mail asking me where to get the Wraith of Sul-Senipul

is ANNOYING.

3) Include "Morrowind" or "Elder Scrolls" in the topic title. These get

forwarded to a folder that I check more often than my inbox.

4) I don't accept questions about mods. This is a walkthrough written for

plain vanilla Morrowind quests. I do use over 100 mods in my own game, but

none that will affect the walkthrough.

5) Offer cash donations. Just joking. Or am I? *X-Files theme*

Boring copyright info now. This FAQ is copyright Rebecca Skinner AKA Karpah,

2004-2005. You can read it, download it, print it off, e-mail it around

unaltered, whatever, I don't mind. But you wanna post it on your own site? Or

copy and paste it, pass it off as your own work? That's a definite NO-NO,

sorry.

This guide can ONLY be found on the following sites:

----- http://www.gamefaqs.com (and affiliates) -----

----- http://www.neoseeker.com -----

----- http://www.ign.com -----

----- http://www.honestgamers.com -----

Any other sites you find it on, lemme know so I can send some nasty e-mails to

webhosts. I like doing that.

---------- Go download The Only, by Static-X, as you read this. --------------

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[2.0] GAME BASICS

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This section contains a lot of the bread-and-butter technical stuff that

you'll need to be familiar with, to get the most out of Morrowind. It involves

everything from creating a decent character, going through all races, classes,

and birthsigns, to the levelling-up system and game progression itself.

This can all be fairly heavy-going for a new person to the game, so I'm going

to try to cast myself back to when I was new at it :) Not too long ago,

really... anyways, on with the info!

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[2.1] The Morrowind Premise

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I thought I'd include this section just to have a general overview of

Morrowind the game, and talk about how different it is from other games. Me, I

picked up this game and was straight away lost, as soon as it gave me free

will (which was a touch too soon, IMO).

Basically, Morrowind gives you the epitome of free will. If you're used to RPG

games like Final Fantasy (as I was before hearing about Morrowind), you're in

for quite a culture shock. In this game, you actually have to do some

independant thinking *gasp* and not just walk mindlessly from place to place,

knowing that some story scene will soon take over. FF games are nearly

entirely plot driven; they have no sense of openness whatsoever except for a

designated period of time allotted to perform 'side quests'.

To put it bluntly, Morrowind is a great big long side quest.

As soon as you are set free in Seyda Neen, you can do whatever it is you like.

If you completed the first part of the game properly, you'll have a package in

your inventory, and directions to Balmora to find a man named Caius Cosades.

It is your choice how you get there, or even if you go there at all. You can

walk/run there, though that will take a darn long time. You can travel by silt

strider, quick but costing you a little money. You can travel via any other

city on the map. And once you get there, nothing is making you actually visit

Caius and deliver the package. You can do what you want, when you want it.

It's a little scary at first, and very much overwhelming, trust me. But once

you get used to the idea that you really are in control, it opens up a whole

world of possibilities. And I'm here to guide you through every one of them :)

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[2.2] Controls

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The controls of Morrowind can be slightly confusing at first. You can edit

them in the Options menu of your game, but after a while of using them, you'll

actually realise that they make a lot of sense. So stick with them, and you'll

be okay, ya ;)

-------------- Movement ------------------------------------------------------

W/S - moves character forwards/backwards

A/D - strafes character left/right

E - jump

left Ctrl - sneak

left Shift - run

Caps Lock - toggle run on/off

-------------- Combat --------------------------------------------------------

F - ready weapon for combat

R - ready magic for combat

Left Mouse - use (equipped weapon/magic)

-/= - searches through spell list backwards/forwards

[/] - searches through weapon list backwards/forwards

0 - readies hand-to-hand combat

-------------- Other ---------------------------------------------------------

T - rest

J - read journal

Tab - toggle first/third person view. Hold and use mouse to view your

character from the front.

F5 - quick save

F9 - quick load

F1 - Quick Keys menu

1-9 - Quick Keys (set keys using F1)

Space - interact with object (NPC, container, etc.)

Right Mouse - menu

And, thanks to several people, I now have a complete list of Xbox controls for

Morrowind, to help make the guide multi-platform. If the lists are wrong,

don't flame me, I've never even held an Xbox controller :P

-------------- Movement ------------------------------------------------------

left analog/D-pad up/down - moves character forwards/backwards

left analog/D-pad left/right - strafes character left/right

L - jump

left analog (click and hold) - sneak

left analog (double click) - toggle sneak on/off

right analog up/down - look up/down

right analog left/right - look left/right

Toggling between running and walking in done using pressure on the left

analog stick. Move it a little forward to walk. Move it all the way

forward to run.

-------------- Combat --------------------------------------------------------

X - ready weapon for combat

Y - ready magic for combat

R - use (equipped weapon/magic)

X + R/L - searches through spell list backwards/forwards

Y + R/L - searches through weapon list backwards/forwards

There is no button to toggle hand-to-hand combat.

-------------- Other ---------------------------------------------------------

black button - rest

white button - read journal

right analog (click) - toggle first/third person view

Start - access main menu

A - interact with object (NPC, container, etc.)

B - menu

Many thanks to the five people that e-mailed me with controls, I was able to

get a comprehensive list from them. A big thank you to Chris Bryant for laying

it out in easy-to-read format for a dumbo like me ;)

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[2.3] Creating a Character

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Creating your character is the first task you will have to do in Morrowind.

It's an important decision, and will ultimately affect how you play the game.

Do you want to be a mage, a fighter, a thief? Here is where you will decide

that. You can make a character skilled in one field, or a well-rounded

character, average in all fields.

Your character selection here will affect your starting statistics for the

game, the special power/s that you start off with as a race bonus, and also

the rate of growth for each of the different stats. More on that in the class

section.

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[2.3.1] Race Selection

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Upon leaving the Prison Ship, the guard will ask you to select a race for your

character, as well as their gender and their appearance. Each race is tailored

towards certain job classes, by the method of stat bonuses. For example,

Redguards and Nords make excellent warriors, because they receive a lot of

bonuses on combat skills, while Khajiit make damn good thieves/stealth

characters. Each race also has their own inherent powers. These range from

Adrenaline Rush, which fortifies (increases the maximum of) some stats for a

period of time, to Resist Frost (nullifies all frost elemental damage).

Choose your race wisely. Here are the 10 different races available for

selection, with details on each.

Key: STR - Strength. Affects your starting health, how much you can

carry, your maximum fatigue, and how much damage you do in

melee.

INT - Intelligence. Determines your maximum amount of magicka.

WIL - Willpower. Affects your ability to resist magic, and your

maximum fatigue.

AGI - Agility. Affects your ability to dodge and hit target in

melee

as well as your maximum fatigue.

SPD - Speed. Determines how fast you can move.

END - Endurance. Affects your starting health, your health gain per

level, and your maximum fatigue.

PER - Personality. Affects your ability to deal with other

characters and how much they like you.

LUC - Luck. Affects every action you do in a small way.

-------------- Argonian ------------------------------------------------------

Bonuses: Alchemy +5 Athletics +15 Illusion +5

Medium Armour +5 Mysticism +5 Spear +5

Unarmoured +5

Specials: Resist Disease (Resist Common Disease, 75%)

Immune to Poison (Resist Poison, 100%)

Water Breathing (Water Breathing, 120 seconds on self)

Stats: STR INT WIL AGI SPD END PER LUC

Male 40 40 30 50 50 30 30 40

Female 40 50 40 40 40 30 30 40

"At home in water and on land, the Argonians of Black Marsh are well

suited to the treacherous swamps of their homeland, with natural

immunities protecting them from disease and poison. The female life

phase is highly intelligent, and gifted in the magical arts. The more

aggressive male phase has the traits of the hunter - stealth, speed,

and agility. Argonians are reserved with strangers, yet fiercely loyal

to those they accept as friends."

The Argonians are a reptilian race, fast moving and agile. Females are tended

towards magic (high intelligence and willpower) but are decent in all fields.

Of note is the fact that Argonians can not wear shoes or headgear, so armour

selection is limited.

-------------- Breton --------------------------------------------------------

Bonuses: Alchemy +5 Alteration +5 Conjuration +10

Illusion +5 Mysticism +10 Restoration +10

Specials: Magicka Bonus (Fortify Maximum Magicka 0.5x INT)

Resist Magicka (Resist Magicka, 50%)

Dragon Skin (Shield, 50 pts, 60 seconds on self)

Stats: STR INT WIL AGI SPD END PER LUC

Male 40 50 50 30 30 30 40 40

Female 30 50 50 30 40 30 40 40

"Passionate and eccentric, poetic and flamboyant, intelligent and

willful, the Bretons feel an inborn, instinctive bond with the

mercurial forces of magic and the supernatural. Many great sorcerers

have come out of 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."

The Bretons are a humanoid race, built for magic use. All five schools of

magicka get stat bonuses, as well as Alchemy (always useful). The Magicka

Bonus is always handy, as magicka is always low for a low-levelled mage.

Teamed with several particular birthsigns, the Breton is the most powerful

mage available to you.

-------------- Dark Elf (Dunmer) ---------------------------------------------

Bonuses: Athletics +5 Destruction +10 Light Armour +5

Long Blade +5 Marksman +5 Mysticism +5

Short Blade +10

Specials: Ancestor Guardian (Sanctuary, 50 pts, 60 seconds on self)

Resist Fire (Resist Fire, 75%)

Stats: STR INT WIL AGI SPD END PER LUC

Male 40 50 50 30 30 30 40 40

Female 30 50 50 30 40 30 40 40

"In the Empire, "Dark Elves" is the common usage, but in their

Morrowind homeland, they call themselves the "Dunmer". The dark-

skinned, red-eyed Dark Elves combine powerful intellect with strong

and agile physiques, producing super warrors and sorcerers. On the

battlefield, Dark Elves are noted for their skilled and balanced

integration of swordsmen, marksmen, and war wizards. In character,

they are grim, distrusting, and disdainful of other races."

The Dunmer are the native people of Morrowind, but even if you choose this

race, you'll be labelled an outlander anyways. The specials are nothing

special, and while the stats indicate the Dunmer would make a good mage, the

bonuses to combat skills mean the Dunmer is versatile.

-------------- High Elf (Altmer) ---------------------------------------------

Bonuses: Alchemy +10 Alteration +5 Conjuration +5

Destruction +10 Enchant +10 Illusion +5

Specials: Magicka Bonus (Fortify Maximum Magicka 1.5x INT)

Weakness to Magicka (Weakness to Magicka, 50%)

Weakness to Fire (Weakness to Fire, 50%)

Weakness to Frost (Weakness to Frost, 25%)

Weakness to Shock (Weakness to Shock, 25%)

Resist Disease (Resist Common Disease, 75%)

Stats: STR INT WIL AGI SPD END PER LUC

Male 30 50 40 40 30 40 40 40

Female 30 50 40 40 40 30 40 40

"The High Elves consider themselves the most civilized culture of

Tamriel; the common tongue of the Empire, Tamrielic, is based on

Altmer speech and writing, and most of the Empire's arts, crafts

and sciences derive from High Elven traditions. Deft, intelligent,

and strong-willed, High Elves are often gifted in the arcane arts,

and High Elves boast that their sublime physical natures make them

far more resistant to disease than "lesser races"."

The Altmer could be thought of as the white mages of Morrowind, even though no

such thing exists. High Intelligence and a lot of magicka makes for powerful

magic, plus hefty bonuses to most of the skills of magicka, and Alchemy and

Enchant. Most Enchanters and spellmakers you find in Morrowind are Altmer.

-------------- Imperial ------------------------------------------------------

Bonuses: Blunt Weapon +5 Hand-to-Hand +5 Light Armour +5

Long Blade +10 Mercantile +10 Speechcraft +10

Specials: Star of the West (Absorb Fatigue, 200 pts on target)

Voice of the Emperor (Charm, 25-50 pts, 15 seconds on target)

Stats: STR INT WIL AGI SPD END PER LUC

Male 40 40 30 30 40 40 50 40

Female 40 40 40 30 30 40 50 40

"The well-educated and well-spoken native of Cyrodiil are known for

the discipline and training of their citizen armies. Though physically

less imposing then the other races, Imperials are shrewd diplomats

and traders, and these traits, along with their remarkable skill and

training as light infantry, have enabled them to subdue all the other

nations and races, and to have erected the monument to peace and

prosperity that comprises the Glorious Empire."

The Imperials are the ruling race of Morrowind, humanoids especially skilled

in dealing with people (high Mercantile, Speechcraft, and Personality). A

decent class for an all-rounded character, with no emphasis in any of the

three major arts.

-------------- Khajiit -------------------------------------------------------

Bonuses: Acrobatics +15 Athletics +5 Hand-to-Hand +5

Light Armour +5 Security +5 Short Blade +5

Sneak +5

Specials: Eye of Night (Night Eye, 50 pts, 30 seconds on self)

Eye of Fear (Demoralize Humanoid, 100 pts, 30 seconds on target)

Stats: STR INT WIL AGI SPD END PER LUC

Male 40 40 30 50 40 30 40 40

Female 30 40 30 50 40 40 40 40

"The Khajiit of Elsweyr can vary in appearance from nearly Elven to the

cathay-raht "jaguar men" to the great Senche-Tiger. The most common

breed found in Morrowind, the suthay-raht, is intelligent, quick, and

agile. Khajiit of all breeds have a weakness for sweets, especially

the drug known as skooma. Many Khajiit disdain weapons in favour of

their natural claws. They make excellent thieves due to their natural

agility and unmatched acrobatics ability."

The feline Khajiit race almost match the Argonians in terms of speed and

agility, especially considering their hefty Acrobatics bonus, making them well

suited for steath. Ideally, they make very good thieves. Unfortunately, they

also share the trait of not being able to wear boots or headwear.

-------------- Nord ----------------------------------------------------------

Bonuses: Axe +10 Blunt Weapon +10 Heavy Armour +5

Long Blade +5 Medium Armour +10 Spear +5

Specials: Immune to Frost (Resist Frost, 100%)

Resist Shock (Resist Shock, 50%)

Woad (Shield, 30 pts, 60 seconds on self)

Thunder Fist (Frost Damage, 25 pts on touch)

Stats: STR INT WIL AGI SPD END PER LUC

Male 50 30 40 30 40 50 30 40

Female 50 30 50 30 40 40 30 40

"The citizens of Skyrim are fearless and aggressive in war, industrious

and enterprising in trade and exploration. Strong, stubborn and hardy,

Nords are famous for their resistance to cold, even magical frost.

Violence is an accepted and comfortable aspect of Nord culture; Nords

of all classes are skilled with a variety of weapon and armour styles,

and they cheerfully face battle with an ecstatic ferocity that shocks

and appalls their enemies."

Don't let the fairness of the humanoid Nord fool you, these guys are built for

fighting. With the maximum strength available at the beginning, and big

bonuses for heavy weapons and armour, they're pretty much the ultimate

warrior. Teamed with natural immunities to frost and shock, they make for the

best combat class.

-------------- Orc -----------------------------------------------------------

Bonuses: Armorer +10 Axe +5 Block +10

Heavy Armour +10 Medium Armour +10

Specials: Resist Magicka (Resist Magicka, 25%)

Berserk (Fortify Health, 20 pts, 60 seconds on self

Fortify Fatigue, 200 pts, 60 seconds on self

Fortify Attack, 100 pts, 60 seconds on self

Drain Agility, 100 pts, 60 seconds on self)

Stats: STR INT WIL AGI SPD END PER LUC

Male 45 30 50 35 30 50 30 40

Female 45 40 45 35 30 50 25 40

"These sophisticated barbarian beast peoples of the Wrothgarian and

Dragontail Mountains are noted for their unshakeable courage in war

and their unflinching endurance of hardships. Orc warriors in heavy

armour are among the finest front-line troops in the Empire. Most

Imperial citizens regard Orc society as rough and cruel, but there is

much to admire in their fierce tribal loyalties and generous equality

of rank and respect among the sexes."

The Orcs are another direct combat-related class. High strength and high

endurance makes for a good warrior, albeit one that doesn't move too fast and

isn't really friendly. The combat stat bonuses are nice, but the Nord

outclasses the Orc in just about every way. Plus the Nord is prettier.

-------------- Redguard ------------------------------------------------------

Bonuses: Athletics +5 Axe +5 Blunt Weapon +5

Heavy Armour +5 Long Blade +15 Medium Armour +5

Short Blade +5

Specials: Resist Disease (Resist Common Disease, 75%)

Resist Poison (Resist Poison, 75%)

Adrenaline Rush (Fortify Agility, 50 pts, 60 seconds on self

Fortify Strength, 50 pts, 60 seconds on self

Fortify Speed, 50 pts, 60 seconds on self

Fortify Endurance, 50 pts, 60 seconds on self

Fortify Health, 25 pts, 60 seconds on self)

Stats: STR INT WIL AGI SPD END PER LUC

Male 50 30 30 40 40 50 30 40

Female 40 30 30 40 40 50 40 40

"The most naturally talented warriors in Tamriel, the dark-skinned,

wiry-haired Redguards of Hammerfell seem born to battle, though

their pride and fierce independence of spirit makes them more suitable

as scouts or skirmishers, or as free-ranging heroes and adventurers,

than as rank-and-file soldiers. In addition to their cultural affinity

for many weapon and armour styles, Redguards are also physically

blessed with hardy constitutions and quickness of foot."

The Redguard is another humanoid combat-oriented class, with a twist -

Adrenaline Rush. Man, I wish that was a spell you could cast. Even without it,

they make fine warriors... in fact, they make fine just about anything. Very

balanced character, no matter what your job class.

-------------- Wood Elf (Bosmer) ---------------------------------------------

Bonuses: Acrobatics +5 Alchemy +5 Light Armour +10

Marksman +15 Sneak +10

Specials: Resist Disease (Resist Common Disease, 75%)

Beast Tongue (Command Creature, 5 levels, 600 seconds on target)

Stats: STR INT WIL AGI SPD END PER LUC

Male 30 40 30 50 50 40 30 40

Female 30 40 30 50 50 40 30 40

"The Wood Elves are the various barbarian Elven clanfolk of the

Western Valenwood forests. These country cousins of the High Elves and

the Dark Elves are nimble and quick in body and wit, and because of

their curious natures and natural agility, Wood Elves are especially

suitable as scouts, agents, and thieves. But most of all, the Wood

Elves are known for their skills with bows; there are no finer archers

in all of Tamriel."

The Wood Elves, or Bosmer as everyone refers to them, are an exceptionally

good stealth based class. Travelling light, with light armour, and ranged

weapons, they are perfect thieves, though they can be suited to warriors as

well, given the right class.

------------------------------------------------------------------------------

[2.3.2] Class Selection

------------------------------------------------------------------------------

This is perhaps the most important choice you will make, in creating your

character. Choosing a class involves taking the complete set of 27 skills

(Alchemy, Marksman, etc.) and dividing them into categories - five to be used

as major skills, five as minor, and the rest as miscellaneous. This section

ties in closely with section 2.3, Skills and Levelling Up, as to create a

decent character with a good class, you'll need to know what skills you're

most likely to use most.

To create a good class, the skills you use most should go in the major

category. For example, a decent mage should place many if not all of the

schools of magicka in his major skills, as he will be relying on them during

battle. Warriors should choose at least one weapon and one armour skill. Major

skills level up the fastest, so should be chosen wisely.

Secondary skills, ones you will also use but not as often, should go in the

minor skill category. These will level up more slowly with use, but still

faster than a miscellanous skill. Here is where careful planning of your

character will come in to play.

All other skills are placed in the miscellaneous category. You can still use

them, level them up, and become proficient in them, but the process will take

a lot longer.

Other factors come into class selection as well. Each class names a

centralized art (stealth, combat, or magic) to specialize in. Depending on

which you choose, each skill in the class will gain +5 in stats and be easier

to level up. You can also name two favorite attributes, and each skill under

each of the attributes will recieve a +10 bonus.

For a full listing of skills, their details, and their governing attributes,

see section 2.3. Skills and Levelling Up.

For convenience, and to provide lots of good examples of class specialization,

the game provides a number of classes to choose from. When you meet up with

Socucius Ergalla, he will give you three method of determining your class.

One, you can answer a bunch of non-sensical questions that will supposedly

determine your correct class. (Don't choose this one.) Two, you can choose

your own from the list provided. Or three, you can specify your own

major/minor skills, specialization and favourite attributes. Depending on your

knowledge of the game, I would choose one of the last two options.

And I'll run through all of the example classes for you, to give you an idea

for them and what they're good for.

-------------- Acrobat -------------------------------------------------------

Special: Stealth

Attributes: Agility, Endurance

Major Skills: Acrobatics, Athletics, Marksman, Sneak, Unarmoured

Minor Skills: Speechcraft, Alteration, Spear, Hand-to-Hand, Light Armour

"'Acrobat' is a polite euphemism for agile burglars and second-story

men. These thieves avoid detection by stealth, and rely on mobility

and cunning to avoid capture."

-------------- Agent ---------------------------------------------------------

Special: Stealth

Attributes: Personality, Agility

Major Skills: Speechcraft, Sneak, Acrobatics, Light Armour, Short Blade

Minor Skills: Mercantile, Conjuration, Block, Unarmoured, Illusion

"Agents are operatives skilled in deception and avoidance, but trained

in self-defense and the use of deadly force. Self-reliant and

independent, agents devote themselves to personal goals, or to various

patrons or causes."

-------------- Archer --------------------------------------------------------

Special: Combat

Attributes: Agility, Strength

Major Skills: Marksman, Long Blade, Block, Athletics, Light Armour

Minor Skills: Unarmoured, Spear, Restoration, Sneak, Medium Armour

"Archers are fighters specializing in long-range combat and rapid

movement. Opponents are kept at distance by ranged weapons and swift

maneuver, and engaged in melee with sword and shield after the enemy

is wounded and weary."

-------------- Assassin ------------------------------------------------------

Special: Stealth

Attributes: Speed, Intelligence

Major Skills: Sneak, Marksman, Light Armour, Short Blade, Acrobatics

Minor Skills: Security, Long Blade, Alchemy, Block, Athletics

"Assassins are killers who rely on stealth and mobility to approach

victims undetected. Execution is with ranged weapons or with short

blades for close work. Assassins include ruthless murderers and

principled agents of noble causes."

-------------- Barbarian -----------------------------------------------------

Special: Combat

Attributes: Strength, Speed

Major Skills: Axe, Medium Armour, Blunt Weapon, Athletics, Block

Minor Skills: Acrobatics, Light Armour, Armorer, Marksman, Unarmoured

"Barbarians are the proud, savage warrior elite of the plains nomads,

mountain tribes, and sea reavers. They tend to be brutal and direct,

lacking civilized graces, but they glory in heroic feats, and excel

in fierce, frenzied single combat."

-------------- Bard ----------------------------------------------------------

Special: Stealth

Attributes: Personality, Intelligence

Major Skills: Speechcraft, Alchemy, Acrobatics, Long Blade, Block

Minor Skills: Mercantile, Illusion, Medium Armour, Enchant, Security

"Bards are loremasters and storytellers. They crave adventure for the

wisdom and insight to be gained, and must depend on sword, shield,

spell and enchantment to preserve them from the perils of their

educational experiences."

-------------- Battlemage ----------------------------------------------------

Special: Magic

Attributes: Intelligence, Strength

Major Skills: Alteration, Destruction, Conjuration, Axe, Heavy Armour

Minor Skills: Mysticism, Long Blade, Marksman, Enchant, Alchemy

Spells: Shield (Shield, 5 pts, 30 seconds on self)

Water Walking (Water Walking, 60 seconds on self)

Bound Dagger (Bound Dagger, 60 seconds on self)

Summon Ancestral Ghost (Summon Ancestral Ghost, 60 sec on self)

Fire Bite (Fire Damage, 15-30 pts on touch)

"Battlemages are wizard-warriors, trained in both lethal spellcasting

and heavily armored combat. They sacrifice mobility and versatility

for the ability to supplement melee and ranged attacks with elemental

damage and summoned creatures."

-------------- Crusader ------------------------------------------------------

Special: Combat

Attributes: Agility, Strength

Major Skills: Blunt Weapon, Long Blade, Destruction, Heavy Armour, Block

Minor Skills: Restoration, Armorer, Hand-to-Hand, Medium Armour, Alchemy

Spells: Fire Bite (Fire Damage, 15-30 pts on touch)

"Any heavily armoured warrior with spellcasting powers and a good cause

may call himself a Crusader. Crusaders do well by doing good. They

hunt monsters and villains, making themselves rich by plunder as they

rid the world of evil."

-------------- Healer --------------------------------------------------------

Special: Magic

Attributes: Willpower, Personality

Major Skills: Restoration, Mysticism, Alteration, Hand-to-Hand, Speechcraft

Minor Skills: Illusion, Alchemy, Unarmoured, Light Armour, Blunt Weapon

Spells: Hearth Heal (Restore Health, 20-80 pts on self)

Shield (Shield, 5 pts, 30 seconds on self)

Water Walking (Water Walking, 60 seconds on self)

Detect Creature (Detect Animal, 50-150 ft, 5 seconds on self)

"Healers are spellcasters who swear solemn oaths to heal the afflicted

and cure the diseased. When threatened, they defend themselves with

reason and disabling attacks and magic, relying on deadly force only

in extremity."

-------------- Knight --------------------------------------------------------

Special: Combat

Attributes: Strength, Personality

Major Skills: Long Blade, Axe, Speechcraft, Heavy Armour, Block

Minor Skills: Restoration, Mercantile, Medium Armour, Enchant, Armorer

"Of noble birth, or distinguished in battle or tourney, knights are

civilized warriors, schooled in letters and courtesy, governed by the

codes of chivalry. In addition to the arts of war, knights study the

lore of healing and enchantment."

-------------- Mage ----------------------------------------------------------

Special: Magic

Attributes: Intelligence, Willpower

Major Skills: Mysticism, Destruction, Alteration, Illusion, Restoration

Minor Skills: Enchant, Alchemy, Unarmoured, Short Blade, Conjuration

Spells: Hearth Heal (Restore Health, 20-80 pts on self)

Shield (Shield, 5 pts, 30 seconds on self)

Water Walking (Water Walking, 60 seconds on self)

Fire Bite (Fire Damage, 15-30 pts on touch)

Chameleon (Chameleon, 10%, 30 seconds on self)

Sanctuary (Sanctuary, 10 pts, 30 seconds on self)

Detect Creature (Detect Animal, 50-150 ft, 5 seconds on self)

"Most mages claim to study magic for its intellectual rewards, but

they also often profit from its practical applications. Varying widely

in temperament and motivation, mages share but one thing in common -

an avid love of spellcasting."

-------------- Monk ----------------------------------------------------------

Special: Stealth

Attributes: Agility, Willpower

Major Skills: Hand-to-Hand, Unarmoured, Athletics, Acrobatics, Sneak

Minor Skills: Block, Marksman, Light Armour, Restoration, Blunt Weapon

"Monks are students of the ancient martial arts of hand-to-hand combat

and unarmoured self defense. Monks avoid detection by stealth,

mobility, and agility, and are skilled with a variety of ranged and

close-combat weapons."

-------------- Nightblade ----------------------------------------------------

Special: Magic

Attributes: Willpower, Speed

Major Skills: Mysticism, Illusion, Alteration, Sneak, Short Blade

Minor Skills: Light Armour, Unarmoured, Destruction, Marksman, Security

Spells: Shield (Shield, 5 pts, 30 seconds on self)

Water Walking (Water Walking, 60 seconds on self)

Fire Bite (Fire Damage, 15-30 pts on touch)

Chameleon (Chameleon, 10%, 30 seconds on self)

Sanctuary (Sanctuary, 10 pts, 30 seconds on self)

Detect Creature (Detect Animal, 50-150 ft, 5 seconds on self)

"Nightblades are spellcasters who use their magics to enhance mobility,

concealment, and stealthy close combat. They have a sinister

reputation, since many nightblades are thieves, enforcers, assassins,

or covert agents."

-------------- Pilgrim -------------------------------------------------------

Special: Stealth

Attributes: Personality, Endurance

Major Skills: Speechcraft, Mercantile, Marksman, Restoration, Medium Armour

Minor Skills: Illusion, Hand-to-Hand, Short Blade, Block, Alchemy

Spells: Hearth Heal (Restore Health, 20-80 pts on self)

"Pilgrims are travellers, seekers of truth and enlightenment. They

fortify themselves for road and wilderness with arms, armour, and

magic, and through wide experience of the world, they become shrewd

in commerce and persuasion."

-------------- Rogue ---------------------------------------------------------

Special: Combat

Attributes: Speed, Personality

Major Skills: Short Blade, Mercantile, Axe, Light Armour, Hand-to-Hand

Minor Skills: Block, Medium Armour, Speechcraft, Athletics, Long Blade

"Rogues are adventurers and opportunists with a gift for getting in

and out of trouble. Relying variously on charm and dash, blades and

business sense, they thrive on conflict and misfortune, trusting to

their luck and cunning to survive."

-------------- Scout ---------------------------------------------------------

Special: Combat

Attributes: Speed, Endurance

Major Skills: Sneak, Long Blade, Medium Armour, Athletics, Block

Minor Skills: Marksman, Alchemy, Alteration, Light Armour, Unarmoured

"Scouts rely on stealth to survey routs and opponents, using ranged

weapons and skirmish tactics when forced to fight. By contrast with

barbarians, in combat scouts tend to be cautious and methodical,

rather than impulsive."

-------------- Sorcerer ------------------------------------------------------

Special: Magic

Attributes: Intelligence, Endurance

Major Skills: Enchant, Conjuration, Mysticism, Destruction, Alteration

Minor Skills: Illusion, Medium Armour, Heavy Armour, Marksman, Short Blade

Spells: Shield (Shield, 5 pts, 60 seconds on self)

Water Walking (Water Walking, 60 seconds on self)

Bound Dagger (Bound Dagger, 60 seconds on self)

Summon Ancestral Ghost (Summon Ancestral Ghost, 60 sec on self)

Fire Bite (Fire Damage, 15-30 pts on touch)

Detect Creature (Detect Animal, 50-150 ft, 5 seconds on self)

"Though spellcasters by vocation, sorcerers rely most on summonings

and enchantments. They are greedy for magic scrolls, rings, armour

and weapons, and commanding undead and Daedric servants gratifies

their egos."

-------------- Spellsword ----------------------------------------------------

Special: Magic

Attributes: Willpower, Endurance

Major Skills: Block, Restoration, Long Blade, Destruction, Alteration

Minor Skills: Blunt Weapon, Enchant, Alchemy, Medium Armour, Axe

Spells: Hearth Heal (Restore Health, 20-80 pts on self)

Shield (Shield, 5 pts, 30 seconds on self)

Water Walking (Water Walking, 60 seconds on self)

Fire Bite (Fire Damage, 15-30 pts on touch)

"Spellswords are spellcasting specialists trained to support Imperial

troops in skirmish and in battle. Veteran spellswords are prized as

mercenaries, and well-suited for careers as adventurers and

soldiers-of-fortune."

-------------- Thief ---------------------------------------------------------

Special: Stealth

Attributes: Speed, Agility

Major Skills: Security, Sneak, Acrobatics, Light Armour, Short Blade

Minor Skills: Marksman, Speechcraft, Hand-to-Hand, Mercantile, Athletics

"Thieves are pickpockets and pilferers. Unlike robbers, who kill and

loot, thieves typically choose stealth and subterfuge over violence,

and often entertain romantic notions of their charm and cleverness

in their acquisitive activities."

-------------- Warrior -------------------------------------------------------

Special: Combat

Attributes: Strength, Endurance

Major Skills: Long Blade, Medium Armour, Heavy Armour, Athletics, Block

Minor Skills: Armorer, Spear, Marksman, Axe, Blunt Weapon

"Warriors are the professional men-at-arms, soldiers, mercenaries, and

adventurers of the Empire, trained with various weapons and armour

styles, conditioned by long marches, and hardened by ambush, skirmish,

and battle."

-------------- Witchhunter ---------------------------------------------------

Special: Magic

Attributes: Intelligence, Agility

Major Skills: Conjuration, Enchant, Alchemy, Light Armour, Marksman

Minor Skills: Unarmoured, Block, Blunt Weapon, Sneak, Mysticism

Spells: Bound Dagger (Bound Dagger, 60 seconds on self)

Summon Ancestral Ghost (Summon Ancestral Ghost, 60 sec on self)

"Witchhunters are dedicated to rooting out and destroying the

perverted practices of dark cults and profane sorcery. They train

for martial, magical, and stealthy war against vampires, witches,

warlocks, and necromancers."

Those are the game-generated classes for your character to have. However, I

would like to suggest several of my own, that I feel are fairly balanced.

These you can find below, in section 2.3.4 My Characters.

------------------------------------------------------------------------------

[2.3.3] Birthsign Selection

------------------------------------------------------------------------------

Birthsign is the final choice you have to make in deciding on a character.

Each birthsign comes with its own special powers, skills, or abilities. Some

provide fortifying abilities, such as bonuses to strength or agility, powerful

for a beginner or well-suited for any character, while others give a character

powers tailored towards a certain job.

There are thirteen different signs to choose from, and these are summarized

below.

-------------- The Apprentice ------------------------------------------------

Abilities: Elfborn (Fortify Maximum Magicka, 1.5x INT

Weakness to Magicka, 50%)

"Constellation of the Apprentice with a Prime Aspect of Masser."

The Apprentice is tailored towards novice magic users, with its magicka bonus.

However, the weakness to magicka makes you vulnerable to mage opponents.

-------------- The Atronach --------------------------------------------------

Abilities: Wombburn (Spell Absorption, 50 pts

Fortify Maximum Magicka, 2.0x INT

Stunted Magicka)

"Constellation of the Atronach with a Prime Aspect of Masser."

The ONLY starsign for a real mage. Tailored towards experts who understand

that their hefty magicka will not be regenerated by resting (the stunted

magicka). Teamed with the Breton race, and a magic-oriented class, you will

have a very powerful character, perhaps the best in the entire game.

-------------- The Lady ------------------------------------------------------

Abilities: Lady's Favour (Fortify Personality, 25 pts)

Lady's Grace (Fortify Endurance, 25 pts)

"Constellation of the Lady with a Prime Aspect of Masser."

A simple star sign with some good bonuses for the beginner player who isn't

sure what else to pick. Personality will make you everyone's best friend, and

the endurance is great for upping both fatigue and encumbrance.

-------------- The Lord ------------------------------------------------------

Abilities: Trollkin (Weakness to Fire, 100%)

Spells: Blood of the North (Restore Health, 2 pts, 30 seconds on self)

"Constellation of the Lord with a Prime Aspect of Masser."

Blood of the North isn't a great spell, you can easily purchase a replacement

for minimal gold, and weakness to fire is a major drag. Avoid this one.

-------------- The Lover -----------------------------------------------------

Abilities: Mooncalf (Fortify Agility, 25 pts)

Powers: Lover's Kiss (Paralyze, 60 seconds on target

Damage Fatigue, 200 pts on self)

"Constellation of the Lover with a Prime Aspect of Secunda."

Double edged sword, this one. Mooncalf is great for anyone specializing in

stealth, but Lover's Kiss can be a little iffy. Paralyze an opponent, while

depleting your own fatigue? No fatigue means no fight. Pick this one if the

agility bonus appeals to you.

-------------- The Mage ------------------------------------------------------

Abilities: Fay (Fortify Maximum Magicka, 0.5x INT)

"Constellation of the Mage with a Prime Aspect of Masser."

A straight-forward magicka bonus. Not as strong as the Apprentice, but without

the magicka weakness. Perhaps a smart selection for a spellsword or

nightblade, something that uses magic but does not rely on it.

-------------- The Ritual ----------------------------------------------------

Spells: Blessed Word (Turn Undead, 100 pts, 30 seconds on target)

Blessed Touch (Turn Undead, 100 pts, 30 seconds on touch)

Powers: Mara's Gift (Restore Health, 100 pts on self)

"Constellation of the Ritual with a Prime Aspect of Masser."

Mara's Gift is a great restorative spell, but the sign doesn't have much else

going for it. There are much better choices available.

-------------- The Serpent ---------------------------------------------------

Spells: Star-Curse (Poison, 3 pts, 30 seconds on touch

Damage Health, 1 pt, 30 seconds on self)

"Constellation of the Serpent."

Utterly useless. Basically, you sacrifice 30 points of health to deal 90

points of poison damage. I suppose there might be some use if you have a LOT

of health to spare, but why waste a choice like this on such a power?

-------------- The Shadow ----------------------------------------------------

Powers: Moonshadow (Invisibility, 60 seconds on self)

"Constellation of the Shadow with a Prime Aspect of Secunda."

Invisibility is not all it's cracked up to be, especially when you can only

use it once a day. If you're into stealth and exhausted all your other

choices, it might do, I guess.

-------------- The Steed -----------------------------------------------------

Abilities: Charioteer (Fortify Speed, 25 pts)

"Constellation of the Steed with a Prime Aspect of Masser."

A simple speed bonus. Combined with the Argonian or Khajiit races, adds some

serious speed, but speed isn't exactly the most important attribute out there.

-------------- The Thief -----------------------------------------------------

Abilities: Akaviri Danger-Sense (Sanctuary, 10 pts)

"Constellation of the Thief with a Prime Aspect of Secunda."

I can think of much better signs for a thief than the actual Thief. Namely,

all of them. Agility and speed are would be much more useful, so go with

those.

-------------- The Tower -----------------------------------------------------

Spells: Beggar's Nose (Detect Animal, 200 ft, 60 seconds on self

Detect Enchantment, 200 ft, 60 seconds on self

Detect Key, 200 ft, 60 seconds on self)

Powers: Tower Key (Open, 50 pts on touch)

"Constellation of the Tower with a Prime Aspect of Secunda."

This would be a zillion times more powerful if the power was a spell. Open is

good for anyone who can't be bothered using their Security skill to pick

locks, but once a day just isn't good enough. I can't find any use for

Beggar's Nose. But that's just me.

-------------- The Warrior ---------------------------------------------------

Abilities: Warwyrd (Fortify Attack, 10 pts)

"Constellation of the Warrior with a Prime Aspect of Masser."

A simple increase to your attack stat, meaning you connect with hits more

often. Nothing special. Nothing extraordinary. If you level any weapon skill

past it's starting point, you'll basically nullify this one straight out.

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[2.4] My Characters

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

For the record, I have created a number of characters for the express purpose

of writing this guide. Some have lasted, others have not. Below is a complete

list of the ones that were actually worthy of playing - maybe you'll find one

or two you like! All have custom classes, created by my own hand (with the

exception of Schapelle's Serpentine class), and while none are perfect, they

may just suit you ;)

-------------- Isabella ------------------------------------------------------

Race: Nord

Class: Battlescout

Special: Stealth

Attributes: Strength, Agility

Major Skills: Short Blade, Long Blade, Light Armour, Speechcraft, Alchemy

Minor Skills: Security, Armorer, Enchant, Mysticism, Alteration.

Sign: The Lady

"The Battlescout tries to achieve the perfect blend of stealth, combat

and magic. Suited for just about any race of character, it combines

with many of the fortifying birthsigns to make for a powerful

character in any field."

Well, I am only an amateur after all, but I think it's a pretty good

combination to have the best of everything. Feel free to try it, or not ;)

-------------- Spri'te -------------------------------------------------------

Race: Breton

Class: Spellblade

Special: Magic

Attributes: Intelligence, Luck

Major Skills: Unarmoured, Alchemy, Conjuration, Mysticism, Speechcraft

Minor Skills: Alteration, Restoration, Destruction, Illusion, Short Blade

Sign: The Atronach

"The Spellblade makes a wonderful mage, with minor weapon skills for

limited melee combat. Perfectly suited for House Telvanni, or life

as an alchemist, a spellblade makes friends and kicks ass at the same

time."

This was a character I created expressly for this walkthrough, that I simply

fell in love with. Conjuration of daedra and bound armour, with mystical

spells like Mark, Recall, and Absorb Health, makes for a powerful character

that really is fun to play. Enjoy!

-------------- Sara ----------------------------------------------------------

Race: Galith (source: http://www.kwshipman.com/kw_galith.html)

Class: Illusionist

Special: Stealth

Attributes: Agility, Luck

Major Skills: Illusion, Security, Marksman, Light Armour, Speechcraft

Minor Skills: Alchemy, Hand to Hand, Unarmoured, Mysticism, Sneak

Sign: The Lady

-------------- Emylene -------------------------------------------------------

Race: Nord

Class: Tankette

Special: Combat

Attributes: Endurance, Luck

Major Skills: Heavy Armour, Axe, Long Blade, Speechcraft, Block

Minor Skills: Medium Armour, Blunt Weapon, Spear, Alteration, Restoration

Sign: The Lady

-------------- Schapelle -----------------------------------------------------

Race: Breton (yes, for a warrior)

Class: Serpentine

Special: Magic

Attributes: Strength, Endurance

Major Skills: Long Blade, Destruction, Mysticism, Restoration, Security

Minor Skills: Spear, Light Armour, Athletics, Heavy Armour, Speechcraft

"Not much is known about the female Serpentine tribe from Phantom Isle,

other than their feared combat abilities..."

I have never been one to play as a warrior, but I got into a rather

interesting discussion with a fellow player about mages vs. warriors. He told

me that this was his ideal set-up, using a lot of magicka schools and the

Breton race to ensure that the few magic skills he needed in the game would

never 'fizzle', even without training. While the skills he used most, the

combat skills, started off low and would level to match the magic skills

quickly. It seems to make good sense. For a twist, swap Heavy Armour for

Unarmoured - Unarmoured levels nicely if you're not wearing a full set of

armour (ie. take off one pauldron and it will still level), and leaves Heavy

Armour open for training (and a subsequent Endurance boost on level up). I

added in my own class name and description - sorry if they suck, Jerry!

-------------- Leisja --------------------------------------------------------

Race: Dark Elf

Class: Battlemage (yes, I know the game has a Battlemage class, but I

like mine better)

Special: Magic

Attributes: Endurance, Luck

Major Skills:

Minor Skills:

This list of characters always gets added to from time to time, so check back

here for my latest characters. Some are made purely for walkthrough (such as

Emylene, to churn through House Redoran at a brisk pace), others were made for

fun and pleasure (such as Leisja, my latest project). Enjoy!

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[2.5] Skills and Levelling Up

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As you may have seen in the Creating a Character section, there are

twenty-seven skills available to your character in Morrowind, governing their

every action, from running to jumping to picking locks to using blades.

Each skill falls under the heading of one of the main eight attributes: ie,

Strength, Intelligence, Willpower, Agility, Speed, Endurance, Personality, and

Luck. Some of these are common sense - weapon skills come under Strength,

magic skills come under Intelligence and Willpower. Others might not be so

logical. The full list of the twenty-seven skills, and their descriptions, are

listed below.

-------------- Acrobatics ----------------------------------------------------

Governing Attribute: Strength

"Acrobatics skill enables one to jump long distances and to avoid

damage when falling from a great height. Nimble acrobats can reach

areas others cannot get to and can direct their paths while falling."

To level up acrobatics, simply jump, wherever you go. As you walk along paths,

press E repeatedly to make little jumps as you walk. Your Acrobatics skill

will level up fast, and if you have it as an important skill, you too will

level up fast. I don't tend to put skills like this one as important, because

you'll level up faster than you want to.

-------------- Alchemy -------------------------------------------------------

Governing Attribute: Intelligence

"Alchemy identifies magical properties in mundane substances.

Substances are consumed directly, or prepared as potions to provide

long-lasting benefits like healing and curing disease, water-walking,

magical shielding, and fortifying bodily attributes."

Alchemy is increased by either eating ingredients (slow but effective), or by

using alchemy equipment to make your own potions. Making potions increases it

faster, but the success rate is based on your current alchemy skill. Alchemy

is a great skill to include as major or minor, because any potions you create

are much more effective than ones you can buy, plus you make them for little

to nothing as ingredients are scattered everywhere. A vital skill.

-------------- Alteration ----------------------------------------------------

Governing Attribute: Willpower

"Students of the College of Alteration manipulate the physical world

and its natural properties. Alteration effects include water breathing

and walking, jumping, levitating, burdening, opening and locking,

and creating shield barriers against physical damage."

Alteration is raised by casting spells from the School of Alteration. These

include all the effects listed above ;) Water walking and opening are the

main two skills IMO, and open spells are MUCH more effective than carrying

around lockpicks. A decent school of magic for a mage, but there are better.

-------------- Armorer -------------------------------------------------------

Governing Attribute: Strength

"Armorer skill is used to maintain weapons and armour at top

effectiveness. Worn weapons do less damage. Worn armour provides less

protection against attacks. As wear increases, the diminishing effects

of weapons and armour is dramatic."

To increase Armorer, keep your weapons and armor in tip-top condition by using

Repair Prongs and Armorer's Hammers to repair them. At low levels, this skill

is slow to level because you will often fail when you attempt to repair. Worth

listing as an important skill? Up to the individual player.

-------------- Athletics -----------------------------------------------------

Governing Attribute: Speed

"Athletics skill trains and conditions one for running and swimming.

Skilled athletes move short and long distances over land with speed

and efficiency, and they also swim swiftly underwater."

Athletics levels by running. Simple. Run everywhere you go, and this too will

level fast. This and Acrobatics are basically the lazy people's skills,

because you'll level up very quickly with these in your major skills. Again,

not good to include because you'll level up too fast.

-------------- Axe -----------------------------------------------------------

Governing Attribute: Strength

"Axe skill helps a user wield heavy chopping weapons like war axes

and battleaxes more effectively."

Axe increases by, you guessed it, using axes as weapons. Weapon skills are

limited to levelling during combat, while most others can be used effectively

outside battle. Axe is one of the weaker weapon classes - strong weapons, but

slow and heavy. But if you selected a race with an Axe bonus, you may as well

make the most of it.

-------------- Block ---------------------------------------------------------

Governing Attribute: Agility

"Block skill allows one to use shields to block any melee attack. A

successful block removes all damage from the attack."

Block relates to the equipping of shields. Shields block blows in melee

combat, therefore Block allows you to defend yourself in battle more easily by

getting better use out of your equipped shield. An important skill for all

melee fighter characters, right alongside weapon and armour skills.

-------------- Blunt Weapon --------------------------------------------------

Governing Attribute: Strength

"Blunt Weapon skill makes you more effective when using heavy bashing

weapons like maces, hammers, clubs and staves."

Blunt Weapon, like all weapon skills, levels as you use your weapons in

combat. It's a typical mage skill, as staves come under the category of Blunt

Weapon, so most roleplaying mages will choose Blunt Weapon as their main

weapon skill.

-------------- Conjuration ---------------------------------------------------

Governing Attribute: Intelligence

"The spell effects of the College of Conjuration include the mental

domination of mundane and magical creatures, summonation of other

worldly weapons and armour, and summonation of Daedric or undead

servants and powers to serve and protect the caster."

My personal favorite magicka school. If your character is not good in melee

combat, you can summon daedra that are, to help you. Level up Conjuration by

practicing spells from the school. whatever they maybe. Summoning bound armour

and weapons is also an influential factor in deciding where to put the

Conjuration skill - all of my characters now carry it as a major or minor

skill.

-------------- Destruction ---------------------------------------------------

Governing Attribute: Willpower

"The destruction skill is the mastery of the spell effects of the

College of Destruction. Their spells harm living and unliving things,

and include elemental damage, draining, damaging, vulnerability, and

disintegration magical effects."

The School of Destruction holds all your typical black mage spells, to

reference other RPGs. Direct elemental damage, the draining of your opponents

skills, or breaking of their equipment to leave them vulnerable. If playing a

skilled mage, I would include it as a minor skill, otherwise I simply wouldn't

bother.

-------------- Enchant -------------------------------------------------------

Governing Attribute: Intelligence

"This skill governs the creating, use, and recharging of enchanted

items. Skilled enchanters are more successful at creating new items.

Enchanted items burn less power, and are recharged more efficiently

from soul gems, for a trained user."

At first, Enchant doesn't seem like a great skill. But when you start to

realize the importance of enchanted items in the game, it suddenly becomes a

whole lot better. Enchant levels by using enchanted items, and recharging them

using filled soul gems. The higher the Enchant skill, the more uses you get

out of an enchanted item before the charge is spent, and the more effectively

you can recharge them. It takes a while to take off, but when it does... wow.

-------------- Hand-to-Hand --------------------------------------------------

Governing Attribute: Speed

"Hand-to-Hand skill is the martial art of unarmed combat. Hand-to-hand

attacks damage only the fatigue of a standing opponent, but hand-to-

hand attacks damage health when a target has been knocked unconscious

by fatigue loss."

Good old fist-fighting. Only problem is, it's very hard to use. Hand-to-hand

fighting only drains fatigue when your opponent is on their feet, meaning that

to kill someone with it, you need to drain their fatigue to knock them down,

then beat the crap out of them before they get back up. Not worth including as

a skill, because weapons are so much more effective.

-------------- Heavy Armour --------------------------------------------------

"Heavy Armour skill is used to move and defend while wearing massive

and rigid armours like iron, steel, silver, Dwemer, ebony, and

Daedric armour. To use and style of armour effectively, the wearer

must be trained, conditioned, and skilled in its use."

Every warrior must make a choice when it comes to armour class. Heavy Armour,

like all armour, levels with use - when you take hits in battle, every type of

armour you have equipped will rise in skill. Very strong characters will use

Heavy Armour, as it offers the most protection, but as a trade-off will place

the most weight on your character. The best heavy armour is rare, and only

comes at higher levels though.

-------------- Illusion ------------------------------------------------------

Governing Attribute: Personality

"Spell effects of the College of Illusion alter the perceptions and

thoughts of living subjects. Illusion effects blind, illuminate,

paralyze and silence, calm or enrage, charm, distract and camouflage,

and render invisible."

The school of Illusion is the only one that has never really appealed to me.

It's the status magic of the Morrowind world - paralyzation, invisibility,

frenzy, and like all magic schools, it levels when you use magic of its type.

Maybe I never liked it because I never understood a lot of the effects such as

Light, Sound, and Earwig. Possibly. But this one, I wouldn't bother with at

all.

-------------- Light Armour --------------------------------------------------

Governing Attribute: Agility

"Light armour skill lets one move and defend while wearing light

weight, flexible armours like leather, boiled leather, fur, chitin,

and glass armour. To use any style of armour effectively, the wearer

must be trained, conditioned and skilled in its use."

Every warrior must make a choice when it comes to armour class. Light Armour,

like all armour, levels with use - when you take hits in battle, every type of

armour you have equipped will rise in skill. Thieves and other mobile

characters will most likely opt for light armour, as the best kinds offers

very good protection for very little weight. Light Armour is, IMO, the best

armour skill in the game as you can get one of the best sets within five

minutes of starting the game (if playing GOTY).

-------------- Long Blade ----------------------------------------------------

Governing Attribute: Strength

"Long Blade skill lets one use broadswords, sabers, longswords,

claymores, katanas, and dai-katanas effectively."

Long Blades are, IMO, the most common and effective type of weapon in

Morrowind. Like all weapon skills, they level with use in battle, meaning it's

hard to uber-train them without getting very dirty. Long Blades are plentiful,

and one of the best in the game is available a few quests into the main quest

of the game. Not as fast as Short Blades, but generally dealing more damage.

Definitely a major skill.

-------------- Marksman ------------------------------------------------------

Governing Attribute: Agility

"With the marksman skill, one is more effective with ranged weapons

like the short bow, long bow, crossbow, throwing star, and throwing

knife."

Marksman is the realm of archers and, to an extent, ninjas. Any weapons that

are aimed and thrown come under this category, and there are quite a few. Like

all weapon skills, they level with use. But unlike all weapon skills, these

are the only ranged weapons that you don't have to be within striking distance

to use, giving an advantage to weaker characters who can't handle melee

combat. Personally, I wouldn't pick it, but a lot of people like the idea of

picking off opponents at no danger to themselves.

-------------- Medium Armour -------------------------------------------------

Governing Attribute: Endurance

"Medium Armour skill lets one move and defend while wearing durable

but flexible armours like chain, scale, bonemold, and Orcish armour.

To use any style of armour effectively, the wearer must be trained,

conditioned, and skilled in its use."

Medium Armour is the final, and least effective, weapon skill. It would be

higher on the list if the best pieces of medium armour weren't scripted to

have Ordinators attack you on sight if you ever wore them, but that's the

price you pay. It levels when you wear medium armour in battle - the more you

wear, the faster it levels. But characters are better off sticking to either

Light or Heavy Armour, as it's more effective.

-------------- Mercantile ----------------------------------------------------

Governing Attribute: Personality

"Mercantile skill is the art of buying low and selling high. This skill

guarantees lower initial prices for goods, equipment, and services,

and improves chances of getting better deals by bargaining."

Mercantile is, quite simply, the art of haggling with merchants. Sell items

for more than you're offered, and buy for less. It levels up the more you use

it - do a lot of bartering, and it will level up fast. An effective skill for

stingy people, but it's simply not necessary to do well in the game, you get

enough money.

-------------- Mysticism -----------------------------------------------------

Governing Attribute: Willpower

"The spells of the College of Mysticism shape and focus otherworldly

forces to bind souls in gems, or teleport the caster's body, or

manipulate the world with telekinesis, or absorb or reflect magical

energies, or sense unseen objects at a distance."

Mysticism is the second best magicka school, IMO, for one reason only - absorb

spells. While useful spells like soultrapping, detection, mark and recall come

under the category of Mysticism, it is very VERY cool to be able to walk into

a fight with an Ordinator at level 3, and simply suck the life out of them to

keep yourself healthy. (Not recommended, but I have done it.) Any mage

character should have Mysticism as a major skill. Note that it also levels up

with use, so using Mark and Recall often will keep it levelling nicely.

-------------- Restoration ---------------------------------------------------

Governing Attribute: Willpower

"Adepts of the College of Restoration heal, restore, and fortify the

body's attributes and abilities, cure disease, and protect it from

other malign influences. Restoration spells can also augment or absorb

strength, endurance, intelligence, agility, and other bodily

attributes."

Healers are skilled in Restoration. Like the name and the description

suggests, Restoration is about keeping yourself healthy in between fights,

restoring your health and magicka, curing your diseases. One of the less

interesting but still useful schools of magicka. You can rely on potions to

serve the same purpose, however.

-------------- Security ------------------------------------------------------

Governing Attribute: Intelligence

"Security skill lets one open locked doors and containers with lock

picks or disarm traps with probes. This skill is essential for thieves

and agents alike."

Security is all about stealing. Breaking into houses and containers are second

nature for Security specialists, and is in fact what's required to level the

skill up. Disarming traps also works the same, but has less of an effect

because there is no increasing difficulty in traps. The Alteration school of

magicka can replace the lockpicking, and the Mysticism skill of Telekinesis

can replace the disarming, but what good thief relies on magic? Bah!

-------------- Short Blade ---------------------------------------------------

Governing Attribute: Speed

"Characters with great short blade skill are more effective with short,

quick, thrusting weapons like daggers, tantos, short swords, and

wakizashis."

Short Blades are the second most common weapon found around Morrowind. Like

all weapons, they level with use, but Short Blades level faster simply because

you can use them faster, ie. they have a high Speed rating. Great for all

characters, I usually include this as my secondary weapon skill.

-------------- Sneak ---------------------------------------------------------

Governing Attribute: Agility

"The Sneak discipline is the art of moving unseen and unheard. Skilled

sneaks are also adept pickpockets."

Sneaking is another essential one for thieves. You level Sneak up by sneaking

around out of sight (sneak by pressing Ctrl), and the higher it is, the easier

time you will have stealing things. Have you ever noticed that you can be

standing behind someone in a room, and even though they're not looking at you,

you still can't steal? Low Sneak skill. I've heard that with a maxed-out Sneak

skill, you can pickpocket people without them even noticing. Awesome skill for

sneaky characters.

-------------- Spear ---------------------------------------------------------

Governing Attribute: Endurance

"Spear skill permits effective use of long-hafted thrusting weapons

like spears and halberds."

Spear is the last weapon skill in the alphabet soup. Spears have the longest

range of any melee weapon, but they are slow to use. Plus, they are not all

that common and you don't find many kick-ass enchanted ones lying around,

unlike other weapon types. If you're interested in levelling up Endurance, use

these for a while and watch the results. But otherwise, give them a miss.

-------------- Speechcraft ---------------------------------------------------

Governing Attribute: Personality

"Those skilled in speechcraft influence others by admiring,

intimidating, and taunting them. Listeners are willing to divulge

information or to entrust important tasks to the skilled speaker."

One of THE most important skills. Period. Speechcraft is heavily used in

persuading people, getting their disposition up, and this is in fact how it's

levelled (successful persuasions). Very often, you'll find that you need to

make people like you before they'll confide information in you, and a good

Speechcraft skill is essential in doing this. I would definitely include this

as a major skill, all the time.

-------------- Unarmoured ----------------------------------------------------

Governing Attribute: Speed

"Unarmoured skill lets one avoid or reduce injury during combat while

not wearing any armour by evading, deflecting, or absorbing blows.

Those versed in this skill are better defended wearing no armour at

all than they are when wearing armour."

Lucky last. Unarmoured is the armour skill of wearing no armour, so to speak,

which makes it the fourth armour skill that everyone forgets about. Unless you

wear a full set of armour at all times during combat, you'll find that

Unarmoured seems to level by itself because of the small uncovered part of

your body. It's not really a viable option as a main armour skill, except for

a pure mage, simply because it offers you zero protection from attacks, but

levels nicely on its own as a secondary skill.

------------------------------------------------------------------------------

That's the nitty-gritty on all 27 skills, my take on them, and how they

each level up. Now's where the fun part starts - deciding which you will

use most. Each class has ten skills featured, five as the ones you will use

most (major skills), five as secondary but still often-used (minor), and

the rest as miscellaneous. The ten skills listed as major and minor skills, in

your particular class, are the most important, as these are what counts to

levelling up. Every time you level one of them up, gaining a skill increase by

using it often, you gain one point towards levelling up. After you gain ten

points, you will be prompted to rest and meditate on what you've learned, so

you can level up.

It makes no difference as to which combination of skills you level up. You can

level up one of the ten skills ten times, or you can level them each up once.

You can customize your character how you like.

When you level up, the interesting stuff, and the major customization, starts.

Each level up you get, you will be given three points to allocate to the eight

major attributes, Strength, Intelligence, Willpower, Agility, Speed,

Endurance, Personality, and Luck. You can allocate one point to whichever

three you like, but not more than one; and each of the nominated skills will

rise by one point. This is how you increase your overall stats, and how you

raise things like health, magicka, and fatigue.

But levelling up would be pretty boring if your stats could only raise three

points, each level. And so Morrowind introduces multipliers, to reward you for

using skills with the same governing attribute. For each major/minor skill you

level up once, per attribute, you'll gain a 0.5 stat multiplier. Level the

same major/minor skill up twice, and the stat multiplier increases to 1,

Meaning, when you allocate one of your three points to that attribute at

level up time, you will gain two stat points instead of one.

You're confused, I know. Don't worry, I was for a long time as well. So I'll

run through an example. Say you have Short Blade as a major skill, coming

under Agility, and you gain five skill increases before you level up. This

will increase the Agility multiplier to three (5 x 0.5, rounded up). So, if at

level up time, you give one of your three points to Agility - the Agility

multipler raises from x1 to x3, and you will get three Agility points instead

of one.

There are, of course, limitations to this.

- The highest multiplier you can have is 5, therefore you could theoretically

gain 15 stat points per level up, just by using your three points.

- Luck will never gain a multiplier, because no skills rely on luck.

You could, theoretically, maximise your multipliers every time you level up by

concentrating on miscellaneous skills, which count towards multipliers but

don't count towards you levelling up. Or you could be like me and not bother,

but know the information for reference. Basically, the more you train skills

under one attribute, the faster the attribute increases. Enjoy!

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[2.6] Combat and Training

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

-------------- Fight, Fight, Fight! ------------------------------------------

Morrowind could technically be defined as an action RPG, because there are no

set battles of any sort. You can wander into battles, out of battles, and

start them with anyone you like. You can sneak up behind someone and stab them

in the back, or be running along in the countryside when a cliff racer decides

to divebomb you and start a fight.

The combat system in Morrowind is very simplistic, and frankly leaves a lot to

be desired. You have your equipped armour, weapon, and magic spell, all is

done using the menu. Click and drag a piece of armour or weapon onto your

miniature character, or click a spell in the spell menu. You can only use one

of the weapon/spell duo at any time in battle - F readies your weapon, and R

readies your magic.

Once you've got the right offense out, it's basically point and click. If

you're within striking distance of the person you want to stab with your

shortsword, left click to take a swing. If it's magic you're using, and you're

within touching distance of your opponent using a touch spell, left click to

cast it on them. If you just want to hack someone to bits, hammer the left

mouse button with your weapon drawn, making sure to stay within striking

distance.

If you want to switch between weapons and magic, F and R is the way to do it.

If you want to switch weapons or switch spells, simply enter the menu (halts

the battle momentarily) and manually equip a new spell/weapon (which you can't

do if you're in the process of using your current one, so you must wait until

the animation is complete.) Using items like potions is done similarly, simply

open up the menu, pick up the potion and drop it on your character. The effect

will take place when you exit the menu.

There's not a lot of strategy required, but thankfully battles do rely on your

in-game skills somewhat. Your attacks will not connect with your opponent all

the time, meaning you'll be taking fresh-air swings with your weapons

sometimes. The hit ratio (connecting hits to missing ones) depend on your

skill with the weapon you're trying to use. If you have a Long Blade skill of

50, you'll connect a hell of a lot more often than you would if you had a

skill of only 20. Make sense?

The same applies to magic, except it's not a case of not connecting. Any cast

spell has a 100% chance of hitting its target - the problem is casting the

actual spell. Similarly to weapons, you have a cast ratio - the number of

successful spell castings to failed ones - and it depends on your skill in the

relevant school of magicka. If I had a Conjuration skill of 65, my Conjuration

spells would work more often than if my skill was only 15. The bad thing with

magicka is, it still costs you the magicka points even if the spell fails. A

Summon Ancestor Ghost spell costs you 32 magicka per attempt, whether it

succeeds or not. Tough, but them's the breaks.

-------------- Training Various Skills Outside Combat ------------------------

So, outside combat, is there any way to train combat skills (or any other

skills, for that matter) up? There sure is. Various characters around the

world act as trainers, they'll train you up one point in certain skills - for

a price. The lower your skill is, the cheaper it is to train up. You'll find

trainers all over the world that will train you in all 27 skills, you just

have to know where to find them.

Of course, there are catches. Don't you just hate those?

- Each trainer can only train you in three skills, and these skills are

decided by their own class. Yes, NPCs have classes too. They will usually

train you in the three skills that they themselves are most competent at.

- Trainers can only train you up to the level that they have of the skill. If

a particular trainer has a Short Blade skill of 65, he can't train you past

65 in Short Blade.

- You can only train each skill up to its governing attribute, to limit the

over-use of training. If your Strength is 34, you can't train any

strength-based skills past 34 using a trainer.

-------------- Master Trainers? ----------------------------------------------

Rumour has it, that there is a so-called 'master' trainer for each skill, that

can train you all the way up to 100 in the skill. Well, I'm here to blow that

rumour out of the water. It's not rumour, it's FACT. There are

high-levelled people all over Morrowind, that each have a skill level of

100 in different skills. And some of them are willing to train you to

that same level. Master trainers exist, a different one for each skill, all

over Vvardenfell. And I'll even give you their names and locations... aren't I

nice?

Acrobatics Name: Senyndie (female Redguard monk)

Location: Vivec, Arena Waistworks, Fighter's Quarters

Alchemy Name: Abelle Chriditte (female Breton alchemist)

Location: Valenvaryon, Propylon Chamber

Alteration Name: Seryne Relas (female Dark Elf mage)

Location: Tel Branora, Seryne Relas's House

Armorer Name: Sirollus Saccus (male Imperial smith)

Location: Ebonheart, Hawkmoth Legion Garrison

Note: A bug in Morrowind - Sirollus will not actually

offer you training, developer forgot to check the

Training box? To fix in the Construction Set, open

the Morrowind.esm file up, find Sirollus Saccus on

the NPC list, edit him, unblock him, save. Edit

again, click AI, then Services, then Training, then

OK, then Block, then Save. Save as a new mod file

and load into your game to get the Armorer Master

Trainer.

Athletics Name: Adibael Hainnabibi (male Dark Elf scout)

Location: Kaushtababi Camp, Adibael's Yurt (south of Molag

Mar)

Axe Name: Alfhedil Elf-Hewer (male Nord barbarian)

Location: Falensarano, Upper Level

Block Name: Shardie (female Redguard crusader)

Location: Buckmoth Legion Fort

Blunt Weapon Name: Ernse Llervu (female Dark Elf monk)

Location: Vivec, The Abbey of St. Delyn the Wise

Conjuration Name: Methal Seran (male Dark Elf priest)

Location: Ald'ruhn, Temple

Destruction Name: Leles Birian (female Breton mage)

Location: Ascadian Isles Region (directly west from Suran

across Lake Masabi; in the middle of a stretch of

road near Piernette's Farmhouse)

Enchant Name: Qorwynn (male High Elf sorcerer)

Location: Indoranyon (near entrance)

Note: Fight rating of 90, will most likely attack on sight

Hand-to-Hand Name: Taren Omothan (male Dark Elf monk)

Location: Holamayan Monastery

Heavy Armour Name: Seanwen (male Dark Elf master-at-arms)

Location: Vivec, Arena Fighters Training

Illusion Name: Erer Darothil (male Dark Elf mage)

Location: Sadrith Mora, Dirty Muriel's Cornerclub

Light Armour Name: Aerin (female Wood Elf thief)

Location: Maar Gan, Andus Tradehouse

Long Blade Name: Ulms Drathen (male Dark Elf crusader)

Location: Molag Mar, Armigers Stronghold

Marksman Name: Missun Akin (male Dark Elf archer)

Location: Falasmaryon, Missun Akin's Hut

Medium Armour There was no Medium Armour Master Trainer placed in the game.

There is a Medium Armour Master Trainer, but he was not placed

in the game. His name is Cinia Urtius, and if you'd like to

place him to use him, you'll need to open the Construction Set,

open the Morrowind.esm file up, select the Cell and location

you would like to place him, in the Cell View window, then drag

his name from the NPC window into the render window. This will

drop a copy of him in the world, where currently there is none.

Save as your own mod file, and load up when you load the game,

and you will have a Medium Armour Master Trainer.

Mercantile Name: Ababael Timsar-Dadisun (male Dark Elf trader)

Location: Zainab Camp, Ababael Timsar-Dadisun's Yurt

Mysticism Name: Ardarume (female High Elf mage)

Location: Sadrith Mora, Gateway Inn: West Wing

Restoration Name: Yakin Bael (male Dark Elf healer)

Location: Vos, Vos Chapel

Security Name: Hecerinde (male High Elf agent)

Location: Balmora, Hecerinde's House

Short Blade Name: Todwendy (female Redguard agent)

Location: Balmora, Lucky Lockup

Sneak Name: Wadarkhu (male Khajiit smuggler)

Location: Gnaar Mok, Dreugh-Jigger's Rest

Spear Name: Mertis Falandas (male Dark Elf crusader)

Location: Ghostgate, Tower of Dusk Lower Level

Speechcraft Name: Skink-In-Tree's-Shade (male Argonian sorcerer)

Location: Sadrith Mora, Wolverine Hall: Mage's Guild

Unarmoured Name: Khargol gro-Boguk (male Orc barbarian)

Location: Dagon Fel, Vacant Tower

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[2.7] Laws and Punishments

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Like any real place, Morrowind has its own legal system laws and methods of

enforcing these laws. But, like the real world, laws are made to be broken,

and they often are (especially by you). If you're caught committing a crime, a

monetary bounty will go on your head. If your crime is bad enough, any NPCs

and guards in the immediate area will attack you on sight.

Crimes in Morrowind include, but are not limited to:

- Stealing. Yes, you can pick up any item you see, but chances are, someone

owns it. If anyone sees you taking an already-owned item, they'll report

your crime. Of course, you can still steal items, as long as no-one sees

you. Enter sneak mode, by pressing Ctrl. If the small hand icon appears next

to your active spell, it is safe to steal, and you will not get caught.

- Sleeping in someone else's bed. If you enter a house, and the occupant sees

you trying to sleep in their bed, it's an offence. If you really want to use

their beds anyways, you can just kill the occupant of the house. As long as

no-one sees you, this is not a crime, and once they are dead you can

therefore use their bed (plus steal their belongings).

- Breaking into anything. This includes chests, locked doors, and private

residences. Locks are designed to keep pesky outlanders like you out, so

breaking them is an offence... only if someone is there to see you do it, of

course.

- Attacking people for no reason. Let's face it, in the real world this is

assault and is a no-go. If you go further, it's cold-blooded murder. But,

like real life, we can attack in self-defence. If you really must kill

someone, you can provoke them into attacking you first, then kill them. Of

course, if the only person in the room is your intended victim, killing them

is perfectly okay because there is no-one left alive to report the crime.

All of these acts will cause a price to go on your head - and should you meet

any sort of Guard, be it Imperial, Ordinator, or Hlaalu, that price will have

to be paid. Guards are the law enforcement of Vvardenfell, and patrol

everywhere. When you meet one, you will either have to pay the active bounty

on your head, go to jail, resist arrest, or present your writs (if

applicable).

- Note: If you pay any bounty on your head, the guards will also confiscate

any stolen items in your inventory. Bad. Bad.

The simple idea is - don't get caught for your crimes. Stay bounty-free by

committing your crimes (if you commit any) in secret. If you must kill

someone, make it self-defense. If you must steal something, make sure there's

no-one around to see you. Common sense, really. Clever system that's simple to

thwart.

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[2.8] Factions and Side Quests

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A lot of the quests in Morrowind are for the various factions. Many

miscellaneous quests can be done for random NPCs you meet that ask for

favours, but most you will solicit from guild stewards yourself.

What are factions? Just big organizations that have bases all over Morrowind,

such as the Fighters Guild or the Thieves Guild. There are a lot of joinable

factions in the game, and each will give you quests and tasks to do to rise

through the ranks. Complete quests to gain reputation points and kick-ass

rewards as well.

-------------- Ranking Details -----------------------------------------------

This is the basics of faction info. Each faction has numerous ranks you can

rise through, from the beginning when you join, to the very top of the guild.

To raise ranks, you need to meet several requirements:

- The faction's two attribute requirements for the next rank. Each faction has

two favoured attributes, these will be specified on the menu when you hover

over the faction's name. Each rank has a particular attribute requirement.

- The faction's two skill requirements for the next rank. Each faction has its

own group of favoured skills, usually five or six. To raise rank, you will

need to have any one of the skills at a certain level (say, 50) and another

lesser-used skill (or two) at a lower level. For example, the requirement

might be 'one skill at 50 and two skills at 20'.

- A certain faction reputation. Each quest you do will give you a certain

number of faction reputation points. There is a requirement for faction

reputation for advancement; if you're ever told that you haven't performed

enough duties for advancement, then your faction reputation is too low.

The specific ranking details for each faction are listed under their headings.

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

[3.0] HINTS AND TIPS

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

Just some miscellanous hints, tips, and ideas to help you enjoy your Morrowind

experience. Random thoughts, in other words.

- If you're a pack rat like I am, the first thing you'll need to is obtain

your own residence to store all your quest spoils and miscellaneous objects

in. There are a number of methods you have of doing this:

- Wait until you advance far enough in one of the three Houses to get

your own stronghold. Not recommended.

- Download any one of the house mods available on the internet (if

playing the PC version), or make your own in the Construction Set.

Recommended.

- Store all your stuff on Caius Cosades' floor, once you get to his

house, or any other random place. Works for a while.

- Kill the sole occupant of any house, and adopt their house. Some quests

will require that you kill people, so you can simply take their

properties. Other houses, like Hlaalo Manor in Balmora, come

with dead occupants.

- Make some cheap spells and cheap enchantments to make your life easy. Some

worth noting are:

- HETT's Restore spell (Restore all attributes, 5 points on self), which

can be made in Balmora Temple by purchasing any Restore Attribute

spell, then visiting a spellmaker. This one I find very useful.

- An Open enchantment, on a piece of jewelry or something similar

(Open 50-100 pts on touch).

- A one-point constant effect Levitate piece of clothing, therefore hills

are no longer an obstacle.

As you play, you'll discover the nifty stuff to create.

- The art of dungeon crawling - if you're looking for new weapons, some good

fighting, and a lot of levelling, dungeon crawling is the way to go.

There's also a strategy to looting them - often a cave will have more good

stuff than you can carry. So take as much as you can to one place on the

ground, dump it. Bring all the stuff you want to take out, in stages, to

the same pile. Then, when you've got it all, pick it all up (going WAY over

your encumbrance limit) and Recall out. You do have a Mark set in your

humble abode, don't you? Then deal with it all, at the one time.

- A lot of quests require that you kill people. But murder is illegal right?

Well, yeah, it is. Murder in self defense is not. If you use the Persuasion

skill of Taunt, you can taunt people into attacking you first. Keep taunting

until the red Goodbye appears, and then the fight will start. Important -

make sure they actually hit you first, then attack and kill. This is not a

crime, and it helps a lot :)

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

[4.0] BLADES QUEST

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The Blades Quest is the main quest of the game, therefore this could kinda be

called the main walkthrough. It'll take you from the very beginning of the

game, from before you get set out into Seyda Neen on your own, to the very end

of the game.

-------------- Ranking Details -----------------------------------------------

While ranking details are given for the Blades, they're kind of a farce

because promotion is automatic in the Blades, upon the completion of

particular quests. No skill requirements are necessary, nor attribute

requirements. You complete a quest, you get promoted. Simple. You also can't

move past the rank of Operative, for reasons that will become clear when you

get there.

Favoured Skills (S1/S2): Speechcraft, Marksman, Light Armour, Sneak,

Restoration, Long Blade.

Rank INT PER S1 S2 Rep

---------------------------------------------

Novice 30 30 0 0 0

Apprentice 40 30 30 20 5

Journeyman 45 35 40 20 10

Finder 50 40 50 25 20

Traveller 55 45 60 25 30

Operative 60 50 70 30 45

Agent 65 55 80 30 60

Spy 70 60 90 35 80

Spymaster 75 65 100 35 100

Grand Spymaster 80 70 110 35 125

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

[4.1] Seyda Neen - Sellus Gravius

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

This man is the start of the main quest of the game, whether you know it or

not ;)

-------------- Report to Caius Cosades ---------------------------------------

Faction Reputation Gain: (what faction? :P None of course)

Upon finishing your character creation, you'll be prompted to visit Sellus

Gravius on your way out. Do so, and he'll take your identification. Ask him

about Morrowind (click the blue link in the dialog box), and he'll give you a

brief spiel, so ask him about your duties.

You have instructions from the Emperor of Morrowind himself, and here they

are. A package has arrived, and you are to deliver it to Caius Cosades, in the

town of Balmora. In Balmora, if you go to the South Wall Cornerclub, they'll

be able to tell you how to find Caius, so serve him with the package. And you

recieve directions to Caius, the package, and 87 gold.

Outside, this is where the free will takes over. Press J to select your

journal and review the entry in case you're not entirely sure what to do. You

can either walk to get to Balmora, in which case you should take the road

north out of town, then head east towards Pelagiad. If you keep following the

road, eventually you'll hit Balmora, but it's a damn long walk. Or you can

just take the silt strider, which you'll pass on your way out of town towards

Pelagiad anyways.

Pay Darvame the 14 gold to take the silt strider to Balmora. Balmora is the

second largest city in Morrowind, the local seat of Hlaalu council, and a

place you'll be spending a lot of time in. Home to the vast majority of

guilds, including Fighters, Mages, and Thieves. But first, for the quest we

were given.

To locate the South Wall Cornerclub, to get directions to Caius' house, cross

the Odai River to the east. In the second column of buildings east of the

river, you'll spot a flag hanging outside one at the south end - this is the

cornerclub. Inside, the first person you meet will be Sottilde, so ask her

about Caius. She doesn't know, but she directs you to ask Bacola Closcius, the

owner of the club, because he'll know. Bacola is upstairs, so meet him and ask

him. He'll tell you, Caius lives in a bed-and-basket up the hill on the north

edge of town. Outside, we should take the stairs up, turn left at the top,

then proceed to the end of the street. Fair enough.

Find Caius' house, wedged in next to a boulder and a tree stump. Concede the

name of the mission, Report to Caius Cosades, and let him look at the package.

The Emperor has asked him to make you a Novice in the Blades, which means

you'll be following his orders. Agree to do it, and presto, you're a member of

the Blades. The Blades are the Empire's eyes and ears in the provinces. You

can ask him about Blades trainers, or you can ask him about orders straight

away. When you do, he will give you 200 septims, and tell you to get some

training. Join a guild, and devise a cover as a 'freelance adventurer'. Add

the 200 to your growing amount from Seyda Neen. Quest complete.

You are now a member of the Blades, and you start at the rank of Novice. The

Blades' favorite skills are Speechcraft, Marksman, Light Armour, Sneak,

Restoration, and Long Blade, so it might be worth your while to train these

up.

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

[4.2] Balmora - Caius Cosades

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

The main man of the Blades, Spymaster Caius himself!

-------------- Antabolis Informant -------------------------------------------

Faction Reputation Gain: none

Your first task is to talk to Hasphat Antabolis, in the Balmora Fighter's

Guild, and ask him what he knows about the Nerevarine secret cult and the

Sixth House secret cult. He'll ask you to do a favour, so you'll have to do it

before you get the notes.

- Side note: If playing Game Of The Year edition, or you have Tribunal

installed, try to get some Brotherhood armour ASAP. Rest until you get

ambushed by an assassin, then take him out and rob him blind. If not, invest

in some of the best armour you can find, in your chosen skill (light,

medium, or heavy armour.)

The Fighter's Guild is on the west side of the river. If you cross closest to

Caius' house, it's the first building on the left, in the second row of

buildings (check your map, it will soon appear when you pass it). You can join

the Fighter's Guild while you're there, if you haven't already, just talk to

Eydis Fire-Eye.

Hasphat is located on the bottom level of the Guild. Talk to him, to see about

the favour he wants. There are a set of Dwemer ruins nearby, named Arkngthand,

and there's a little cube with a circular design and some symbols on it,

inside. If we bring back the box, he'll tell us what we need to know. Sounds

fair.

Stock up on weapons, armour, etc. before you leave Balmora. To get from

Balmora to Arkngthand, you'll need to take the south road out of Balmora, past

the silt strider, and follow the path across the bridges. At the signposts,

head north, then turn right towards Molag Mar. Uphill on the right, you'll see

an old road curving up the hill, so follow it up and across the bridge.

On the bridge, you'll have to fight Snowy Granius, who summons a skeleton to

help him. Now now, this could be a tad tricky. If you're down at level 1, this

battle will probably do you in, which is why Caius tells you to go do other

stuff first, see ;)

After defeating Snowy Granius (kill Snowy and the skeleton will disappear),

cross the bridge and follow the path towards the Dwemer ruins on your right.

There's a crank on the left side of the path, turn it to open the revolving

door. Enter Arkngthand, Hall of Centrifuge.

Inside, it's a very simple and direct path to get the puzzle box. The ruins

are huge and sprawling, but we barely need to explore them at all. Inside,

follow the path around the circular archway to get to the bottom. At the

bottom you'll find two opponents in your way - Frink Ruuz, and Surus Velvus.

Kill them both, and loot their bodies.

You'll see a two-floored structure opposite the path you came down on. On the

left is a rock path, leading up to the second floor. Go up, empty the rusted

Dwemer cabinet for the coin and cog, then enter the door on the left, to the

Cells of Hollow Hand.

Inside is Boss Crito, who will attack when he sees you. Kill him too. On the

left hand side of the room, the puzzle box sits on the small set of shelves.

Pick it up, and your journal will automatically update. Take the puzzle box

back to Hasphat.

Click the 'favor' link, and he'll take the puzzle box. But you were here to

get notes, right. So make sure to click both the Sixth House link, to get the

notes. Take the notes to Caius Cosades. He'll look them over later, but for

now, he has some more orders for you.

-------------- Gra-Muzgob Informant ------------------------------------------

Faction Reputation Gain: none

Caius reports that Hasphat's notes covered Sixth House admirably, but sucked

at reporting about the Nerevarine cult. Similarly to before, we've gotta go

through someone else to get the information required. You're to report to

Sharn gra-Muzgob, in the Balmora Mages Guild, to get some notes about the

Nerevarine. She'll also ask you to run a silly errand. Bah.

Sharn is in the basement of the Mages Guild, just south of the Fighters Guild

on your map. She's the orc in the left hand corner, inspecting a bookcase.

Speak to her, and she'll ask you to run an errand for her. She's looking for

the skull of Llevule Andrano, which can be found in the Andrano Ancestral

Tomb.

Ancestral Tombs are littered literally all over Vvardenfell, and its

surrounding islands. This is just one, on the outskirts of Pelagiad. Ask her

about the tomb, and she'll give you directions to it. You may need an

enchanted blade, as the spirits inside are immune to normal weapons. Spirits?

Well, we are visiting a tomb, after all...

Time to go to Pelagiad. If you've haven't been there before, take the silt

strider to Seyda Neen and walk north-east out of town to get there, following

the path. From Pelagiad, or on the way there if walking from Seyda Neen, walk

south on the main path. Just north of the turn-off to Vivec, you'll find the

tomb on the west side of the road (right coming from Pelagiad, left from Seyda

Neen.) Equip your enchanted Fireblade Sharn gave you, save, and enter.

Inside, the first thing you see will be a dead body. See, the person didn't

have an enchanted blade, which is why they died. Baha. Kill the spirit nearby,

then head in, following the path on the left.

There is only one main path to follow, through the tomb. Other paths will lead

you to dead ends, with hostile inhabitants but possibly rewards such as

weapons to find. Eventually, you'll come to a small doorway off a downhill

path, open it to find the skull of Llevule Andrano, and a nice weapon for you.

Grab them both, then hike back to Balmora.

Talk to Sharn about the errand, and she'll take the skull. Ask her about the

Nerevarine cult, and she'll give you the notes to take to Caius. So take them

there. Upon giving him the notes, Caius will promote you to Blades apprentice.

Ask him about Blades Apprentice, and he'll give you the rewards for it - a

scroll of Divine Intervention, and a scroll of Almsivi Intervention. Ask for

promotion, and you'll get it.

-------------- Vivec Informants ----------------------------------------------

Faction Reputation Gain: none

Now Caius would like you to interview three informants in Vivec about the

Nerevarine and the Sixth House cult. He's written the details about the

mission, which is good because you'll need 'em, Vivec is confusing as all

hell.

You are to speak with Addhiranirr, a Thieves Guild operative; Huleeya, an

Argonian in the Morag Tong; and Mehra Milo, a Temple priestess. He'll even

give you 200 gold for the mission. Sweet.

To get to Vivec, take the silt strider. This'll dump you outside Vivec, the

huge sprawling canton city to your left. Most cantons have four levels - the

Plaza, the Waistworks, the Canalworks, and the Underworks. Foreign Quarter,

closest to you, is an exception in having five - Upper and Lower Waistworks.

The damn city is so big that there are actually gondoliers to transport you

around the outside of the cantons. It's amazingly huge.

Cantons are laid out as follows: 1

2 3 4 5

6 7

8

9

1 = Foreign Quarter 2 = Hlaalu 3 = Redoran 4 = Arena

5 = Telvanni 6 = St Delyn 7 = St Olms 8 = Temple

9 = Palace

Anyways, first stop is Addhiranirr, in St Olms canton. In the Waistworks

(you'll need to go up a level) you'll spot a man named Duvianus Platorius,

looking for his good friend Addhiranirr. Funny bout that. Do you know where

she is? No. Hmm.

She's actually down in the Canalworks, so make your way down there (staying

inside, take the east exit down, then turn left.) There's a trapdoor leading

down to the Underworks, and there you will find little Addhiranirr. She won't

talk though, because she's being distracted by a taxman. Ah, the man upstairs

looking for her! If we distract him, send him away, she'll talk to us. Sweet.

Head back up to find him. Lie to him, to get him away from Addhiranirr. Now

return to her, and she'll talk to you :) She's glad to see you, because you

helped her get rid of the Excise agent. She knows about Sixth House, and

she'll tell you about it. She doesn't know about Nerevarine, but she'll

happily tell you that too, to keep Caius happy. Ask her about Sixth House, and

she'll tell you some stuff, updating your journal. One down. Two to go.

Next, we'll look for Huleeya. She's in the Black Shalk Cornerclub, in the

Foreign Quarter Lower Waistworks. Long walk, that one. The Black Shalk is on

the south side, and Huleeya is the only Argonian in the room.

She wants to visit Jobasha's bookstore, but these people here are in her way

and won't let her pass. Talk to the man standing beside her, and persuade him

to let the 'filthy lizard' pass. Now talk to Huleeya, and she will ask for you

to take her to Jobasha's Rare Books, and she'll talk to you there.

Jobasha's is on the north side of the lower waistworks. Walk there slowly,

making sure Huleeya is still behind you. Ask her about Nerevarine, and she'll

give you some notes about them for Caius. Two down.

Lastly, Mehra Milo, in the Temple, the southern canton. Enter the Hall of

Justice, on the lower level of the canton. This is a confusing place, but the

doorway to the Hall of Wisdom, where Mehra Milo can be found, is in the

north-east corner. Once there, head through any of the doorways into the

Library of Vivec, and you'll spot red-headed Mehra.

Speak to her, and she'll know who sent you, wanting you to follow her into the

back of the library, so walk with her, then speak with her again when she

stops. She can tell you about the Nerevarine, so click the link. She'll tell

you to find a copy of Progress of Truth to take to Caius... it may be hard to

find, because the Temple has banned it, but some local booksellers may defy

the laws. They have it there, but she is being watched by Ordinators and can't

give it to you.

Booksellers, like, say, Jobasha? Jobasha should owe you a favour, thanks to

you delivering Huleeya safely. So visit him. Aha, he has a copy of Progress of

Truth! Buy it from him, then return to Caius.

He'll take all the information from you, and promote you to Journeyman. Lol,

he gives you 200 drakes and tells you to buy yourself a pair of shoes.

-------------- Zainsubani Informant ------------------------------------------

Faction Reputation Gain: none

After all these informants, Caius still isn't satisfied. Now he wants an

Ashlander informant. There's a guy in Ald'ruhn named Hassour Zainsubani, a

wealthy Ashlander trader. Apparently, Ashlanders like giving and receiving

gifts, so Caius gives us 100 drakes to buy him a present.

In Ald'ruhn, head to the Ald Skar Inn, as Caius suggested. There, you'll find

Hassour in the small room below the bar. Ask him about gift-giving customs,

and he'll tell you that a thoughtful gift is the best type, doesn't have to be

expensive, but well thought out. Oh? For example, he would very much like a

book of poetry, which would be a thoughtful gift because one would have to

know he likes poetry. Bingo.

Downstairs in the main section of the inn, start checking out the small rooms

for rent. In one, you'll find a red book named the Five Far Stars, of poetry

writted by Ashlanders. Hmmm... take it to Hassour and again ask him about a

thoughtful gift. Ah, you have shown much courtesy, Ashlander, so now he will

show courtesy by answering your questions.

Ask him about the Ashlanders, and there will be too much to tell, but he'll

give you some notes about them. Brilliant. Take the notes to Caius.

Caius thanks you for your report, but tells you to keep it. He's going to

promote you, and tell you whats going on. (ABOUT BLOODY TIME!) You're going to

be sent to the Urshilaku camp that Hassour mentioned.... and get promoted,

too.

-------------- Meet Sul-Matuul -----------------------------------------------

Faction Reputation Gain: none

You were pulled out of prison and sent to see Caius, right? Because the

Emperor thought that you had the appearance of meeting the conditions of the

Nerevarine prophecies. (So all the mumbo-jumbo people have been talking about

a mythical Nerevarine... have all been true...) He gives you a decoded copy of

the package you were originally sent to deliver to him, to read in your own

time.

You had the 'appearance' of fulfilling the prophecy, but no-one actually said

you WERE the Nerevarine. Caius originally thought he was just creating a

persuasive impostor, but now he's not so sure... So he's sending you to the

heads of the Nerevarine cult, at Urshilaku, by the names of Sul-Matuul and

Nibani Maesa. They'll put you to the test, and judge whether you fit the

prophecies.

And he'll give you the decoded package, plus 200 drakes for expenses, telling

you to pick up essential supplies at Fort Moonmoth. Eh, wasn't that

something...

Ask Caius first about Urshilaku. He'll give you an idea of how to get there,

by taking silt strider from Balmora to Ald'ruhn, Ald'ruhn to Maar Gan, and

then talk to Nuleno Tedas at the Maar Gan outpost for further instructions.

But first, to Fort Moonmoth for supplies, just south-east of Balmora.

Find the two traders, and ask them about 'essential supplies' to pick up a

ream of good stuff for your trip. Then, to Maar Gan the method listed above.

In the outpost, just left of the silt strider, speak with Nuleno. She'll give

you directions to follow - head east out of town past the silt strider, then

take the trail north to Foyada Bani-Dad. At the shipwreck at the sea-mouth,

swim east around the headland, sneak through the ruins of Assurnabitashpi

Shrine, and Urhilaku will be just on your east, inland in a low hollow.

Got it? *gulp*

Outside the town, there's a pretty clearly defined path leading to your

north-west from Maar Gan, When it turns into a valley between the mountains,

follow it to reach the foyada. Pass Shishi, the small ruins, and continue

north-west, and you'll also pass a set of ruins and a doorway to Sha-Adnius.

Instead of going all the way to the ocean, take the path when it appears on

your right, and make your way across the hills towards the camp. Relatively

flat area (ie. no MAJOR hills). Bypass the shrine ruins (daedra sounded sacry

anyways) and make your way straight to Urshilaku.

Remember the things we've learnt so far.

1) You can walk around an Ashlander camp safely, but do not talk to people as

they may be hostile.

2) If you enter a yurt, the people inside may be hostile unless you bring them

a gift.

Now, Nibani Maesa is the wise woman in town. Enter her yurt, and ask her about

a thoughtful gift. Lol, she likes cold hard cash. So bribe her, and keep

asking her about the Nerevarine prophecies. Eventually she'll crack, and ask

you why you want to know. Tell her the truth - that you fulfill the

prophecies. This will confuse her - you don't look like the Nerevarine, but

you don't look like a madman either. So she tells you to go speak with

Zabamund, in his yurt.

Zabamund is Sul-Matuul's champion, and lives near the campfire. Ask him about

the Nerevarine prophecies, and he'll ask you who you are. Stay simple, tell

the truth, and he'll tell you that you indeed know more than he expected, so

go and talk to Sul-Matuul in the yurt next door.

Sul-Matuul is intrigued by you. You can't possibly join the Nerevarine cult,

as you're an outlander, but if you pass the initiation rite he has in mind, he

may adopt you as a Clanfriend in the Ashlanders.

Initiation rite? Ah, the spirits will judge you. He wants you to go to the

Urshilaku Burial Caverns, and fetch him Sul-Senipul's Bonebiter Bow. And he'll

even give you directions, what a nice Ashlander. Go north to the water, turn

and go east, and at the rock cairn on the beach, turn and head directly south

until you find the door.

Let me say that, without a doubt, this has to be the most pain-in-the-ass

thing I've had to find so far, and that includes traversing all of Vivec. Me,

I'm blind and didn't see any cairn of rocks, so I traversed the entire area

(even venturing into Sheogorad) looking for it. And wouldn't you know it, it's

like five steps away from the camp. Geez.

From the camp, head directly southwest towards the Dunmer base of Falasmaryon

(check on your paper map). About halfway there, you'll spot the doorway on the

side of the mountain, marked "Urshilaku, Astral Burial". Save and enter.

Creepy looking place, this is. Note the weird-ass ash-slave-lookalike statues

on top of the pillars. Kill the rat and the skeleton champion, then ruuun and

jump across the small lake to get to the next door. Levitate if you're not

sure.

In the Karma Burial room, kill some more skeletons. If you don't have a

shield, equip one of the cheap ones dropped by the skeletons, even if you

don't specialize in heavy armour. Again, it's running and jumping. You'll spot

the body of a dead adventurer to the right, jump across and loot the body if

you like. You'll have to enter the water here for a short time at least,

because the path tapers off to the left (south on the map), so jump and swim

across, ignoring the rat in the water, to enter Laterus' Burial.

This room is something else. Feel free to peruse it at will, cuz there's

nothing around to hurt you. There's a long spirally path leading around the

outside of the room, a large pillar in the middle, and platforms on the walls.

The main one of interest you'll spot holding a bright green glass blade, as

you proceed up the tower-like structure. If you can get it, it's called the

Magebane. Awesome long blade with Resist Magicka enchanted on it.

You can explore all of the Burial rooms for goodies, but the longbow is in

Juno burial, the top room. Inside, give that Magebane a work-out as three

skeletons attack at once *gulp* Hope you got some Restore Health potions

ready... At the end of the path, behind the daedric-like tower, you'll find an

almost invisible opponent - the wraith of Sul-Senipul. Hack at it, and it

should go down quickly. Use the Resist Magicka of the Magebane if you like,

because it'll hit you with some nasty stuff. Grab the Bonebiter Bow from the

ghost's corpse when you're done, then return to Urshilaku camp.

- Make sure you grab the Bonebiter Bow before leaving the room. If you don't,

it will disappear. And there is no second chance to get it, other than

cheating. So just pick it up, please :)

Take the Bonebiter Bow to Sul-Matuul's yurt, and he will induct you as a

Clanfriend of the Ashlanders. You are a friend of the clan, and may sleep in

any Urshilaku bed, but don't harm the tribe members or steal their belongings.

And now you may go and talk to the wise woman.

Enter her yurt and talk with her. Ask her about the Nerevarine prophecies, and

seeing as you're patient, ask her about them each individually. Aspect and

uncertain parents. The moon-and-star. Sleepers. Seven curses. The Stranger.

The Seven Visions. The Lost Prophecies. All rather interesting reading.

Now ask her if you pass the test. Well, apparently you are NOT the Nerevarine.

But you may become the Nerevarine. If you choose to be the Nerevarine, you'll

have to seek out the lost prophecies among the Dissident priests of the

Temple. But she's told you all she can. She'll give you the Seven Visions and

the Stranger, and bid you farewell.

Return to Caius, and tell him the good news. You really could be the

Nerevarine! He'll try to get word to Mehra Milo about the lost prophecies, but

in the meantime, he has a quest for you. Ready?

-------------- Sixth House Base ----------------------------------------------

Faction Reputation Gain: none

Caius will give you 400 drakes no matter what option you choose, and tell you

to outfit yourself well because this one will be tough.

Fort Buckmoth sent a patrol to Gnaar Mok, hunting smugglers with Sixth House

connections. (Sixth House being House Dagoth, ie. Dagoth Ur.) Well, they found

a base, a shrine, and a priest named Dagoth Gares. You can get more info from

Champion Raesa Pullia at Buckmoth, but the gist of your orders is this - find

the base, kill Dagoth Gares, and write up a report afterwards.

Yikes!

Me, I'm a big tough girl, right. I became Grandmaster of House Hlaalu before I

even started this Blades quest walkthrough. I've met one Dagoth before and

barely lived to tell the tale. I'm scared.

Raesa is just inside the interior of Buckmoth Legion Fort. Talk to her about

the Sixth House base, and she'll tell you about it. Only one person returned

from their patrol, and he was terribly infected with corprus disease. A cavern

on the coast, named 'Ilunibi' - you'll have to ask Gnaar Mok locals about

that. Dagoth Gares spared the one trooper, and sent him back with the message

that the sleeper awakes, that the sixth house has risen. Charming stuff.

So we'll need to head to Gnaar Mok. You can walk from Ald'ruhn, or take the

long (but quick) way by travel - walk back to Ald'ruhn, silt strider to Khuul,

boat to Gnaar Mok.

In Gnaar Mok, start asking the locals about Ilunibi, and they'll tell you that

that's the name of the old sea cave on the north end of the island, near

Khartag Point. Khartag Point is the giant boulder on the western coast, just

north. It'll even get marked on your map. So head north, crossing on the

bridges. Save your game. Enter the doorway, set into the side of a rock.

Inside you'll find... well a whole lot of not much, to start. Water, which you

can try vainly to jump around, or just run through. A dreamer or two, maybe an

ash slave to keep you company. Nothing too scary. At the four-way

intersection, take a left towards Tainted Marrow. Some creepy names, here.

In Tainted Marrow, take the first right to get to a door named Marowak's

Spine. You'll fight a few more baddies along the way, so heal after each if

you find them tough. Inside Marowak's Spine, you'll find a daedroth with

posion spells :( He's yucky. Stop and cure during the battle while you hack

him to bits.

Turn left there, to follow the path around. You'll find two Ash Slaves and a

dead adventurer, so take everything he's got. Keep going and turn left to find

a door to Blackened Heart. This place is such a maze, I tell you, I'm just

telling you to go the way I went, there's probably a much quicker way :-/

Inside the Blackened Heart, head into the water and take the left path at the

intersection, then left again, then straight up the stairs. Almost there.

You'll see a door to Soul's Rattle, go through.

Now me, I found a four-on-one fight in here, straight away, which was

completed only by usurping many of the Quality Restore Potions I had saved for

Dagoth Gares. Two Lame Corprus and two Ash Slaves was NOT fun. Either way,

head straight through Soul's Rattle. When you get to the end of the path,

whether you're in a battle or not, Dagoth will approach you and initiate

conversation.

He calls you Lord Nerevar, interestingly. He's got a few hot topics of

conversation, so talk about them all. The Sixth House wakes from its dream to

free Morrowind of foreign rulers and divine pretenders. Dagoth Ur, Awakened

Lord, bids you to come to Red Mountain. The path is long, and filled with

danger, but you will find wisdom and a firm friend should you reach it. Read

all the topics, which will add quite a few journal entries. Gee, you're an

enemy of the Sixth House? REALLY? Who woulda thunk it?

After you press Goodbye, the fight will being in earnest. What the hell is

Dagoth Gares, anyways, he looks demented... and he isn't tough at all. I just

stood there and hacked with my Magebane and killed him before he took even a

quarter of my health. But when he dies, he'll curse you with his dying

breath... giving you corprus as well!

Hot-foot it back to Caius in Balmora, with the news. He's happy that the base

is no longer a threat, and promotes you to Traveller.

-------------- Corprus Cure --------------------------------------------------

Faction Reputation Gain: none

But Caius is worried about the corprus disease, luckily, he knows someone that

can help. Divayth Fyr, an ancient Telvanni wizard, runs a corprusarium for

victims of the disease. Caius will give you a Dwemer coherer, a present for

Divayth; 1000 drakes; and some rising force potions (seeing as these wizards

don't use stairs). Ask him for directions to Tel Fyr, Divayth's home, and

he'll mark it on your map and give you directions.

Follow them, and make your way to Sadrith Mora via Mages Guild. Wolverine Hall

is an absolute pain in the ass to navigate around, but just make your way

outside and head out of the area. If you end up at the dock, like I did,

either start swimming or water-walking to the south-west, towards Tel Fyr.

Water walking is a cheap and easy Alteration spell, and even if you're not a

mage, you should build up an array of good spells like Water Walking simply

because they make life a lot easier.

Island-hop towards Tel Fyr. Even though you'll spot a boat outside the huge

Telvanni tower (if you've never seen one before, these are a sight to behold),

it isn't operative. On the north side of the tower is a door to Onyx Hall, so

enter. Inside, Beyte Fyr will tell you that Divayth is above, in his study, so

lets make our way up there. Take the right path from the entry way towards the

Hall of Fyr.

Feel free to loot the rooms on the floor, before going back to the entryway

intersection and gazing up. Yup, that's where we gotta go. Use a Levitation

potion on yourself and aim upwards. At the top, go through to meet Divayth

Fyr. Talk to him, and he'll like your Dwemer coherer, so give it to him. So,

why are we here again? Do we have the disease, do we want his loot, or do we

want his daughters? Well... I'll take the first two, but ask him about the

corprus disease. He'll go on about the Nerevarine prophecies, so tell him that

you may fulfill them.

Ah, he's got a potion that will probably kill you but just may cure the

corprus. (Great.) But first, he wants you to see what you may turn into - so

he wants you to visit the Corprusarium, and pick up a pair of boots from

Yagrum Bagarn, his oldest patient.

So make your way back down to Onyx Hall, and follow the stairs down to the

Corprusarium. (God, every time I type 'corprus', I have to go back and correct

typos.) Unlock the Ornate Dwemer Chest in the small room past Divayth's

daughter, if you can, for five Dwemer coins and Divayth's 1008th Key, heh.

Then enter the Corprusarium.

Talk to the Warden, and ask him about Yagram Bagarn, and he'll tell you where

in the Corprusarium he is. Go straight through to the next door, and he should

be riding in a four-legged cart. So enter, go straight through, then through

and turn left to make your way to the end of the path, avoiding the grotesque

corprus victims.

Talk to Yagram, the spider-lookalike, and ask him about the boots. He'll give

you the Dwemer boots of flying, so take them and bolt out the way you came,

back to Divayth Fyr. You were given two levitate potions for a reason ;)

Give the boots to Divayth Fyr, and he'll give you the potion on one condition

- you drink it here, so he can observe its effects. Sure, why not? We'll

probably keel over and die, should be fascinating to watch. Click the links...

one by one... and my goodness, the damn thing actually worked! Now we have

immunity against blight disease, common disease, and corprus disease... nice!

Go back to Balmora and tell Caius the good news. You'll get a promotion to

Operative for your work :)

-------------- Mehra Milo and the Lost Prophecies ----------------------------

Faction Reputation Gain: none

Unfortunately, now its time for Caius to go. (He's been evicted from the

Vvardenfell Big Brother house, obviously.) He's been recalled to the Imperial

City, so he's leaving you here in charge of the Blades here in Vvardenfell.

Ask him about the promotion, and he'll give you some clothing and stuff :)

But he has some final orders for you - to continue pursuing the Nerevarine

prophecies. You are to return to Vivec and talk with Mehra Milo, to get the

lost prophecies. If something's gone wrong (she was being watched by

Ordinators, after all) she'll leave you a message under the code word 'amaya',

in her private quarters. Then, you are to take the prophecies to Nibani Maesa,

in Urshilaku.

Leave and re-enter Caius' house first of all. Once you left, he disabled

himself, so you're free to loot his place. (I always wanted to do that.) Then

go back to Vivec, to where you found Mehra Milo in the library, in Temple

canton. But she not there.... so ask someone about her. If she's not here,

she'll be in her private quarters opposite the Canon offices, in the Hall of

Wisdom.

Off we go! You'll have to pick a 20 lock to get into "Milo's Quarters", and

there's a note for 'Amaya' on the drawers. She had to run some documents over

to the Ministry of Truth, and she'll be there a while. She wants you to meet

her there, and bring the two Divine Intervention scrolls you borrowed. If you

don't have any, get some from Janand Maulinie in the Mages Guild, Foreign

Quarter. She also left you some levitate potions, in case you need them.

Divine Intervention scrolls? Check. Now head outside. See that giant globe

hanging over the Temple? That's the Ministry of Truth. Use the potions to

levitate up there; right up to the very top, to see Alvela Saram at the edge.

You're here to see someone, so he'll give you his key and tell you that the

best door is the upper back one. Mehra is in the Prison Keep, inside.

Take the back door inside, now you must avoid all the guards by sneakin

around. One patrols the path to your left, so when he's out of sight, turn

right and head around. At the top, another patrols, so turn to find the door

to the Prison Keep. If you get spotted, RUN LIKE HELL. Don't fight, RUN.

As soon as you enter, you'll be ambushed by guards. The trick here is to use

your other levitation potion to run straight over the top of them, straight to

the southern-most of the three doors, the one on the right. Pick the lock, and

enter before the Ordinators even get a shot off at you.

Talk to Mehra about the scrolls, and she'll explain her plan of escape. She'll

take one of your scrolls, and meet you at the secret Dissident Priests

monastery, at Holamayan. You'll be travelling separately, so she'll give you

directions. Use the other scroll on yourself, and go to Ebonheart. Meet Blatta

Hateria on the East Docks, and ask her about going fishing. She'll take you to

Holamayan by boat, then speak to Vevrana Aryon about the hidden entrance.

There, you'll get the lost prophecies and go from there.

Use the second Divine Intervention spell to warp yourself to Ebonheart,

outside the Imperial Chapels, then head to the docks. Meet Blatta at the boat

on the left, give her the key word, which opens up the Travel option. Select

"Azura's Coast Region".

Talk to Vevrana, when you arrive. She'll tell you, you need to take the stone

pathway uphill, and wait at the top for either dawn or dusk, as thats when the

door opens. You'll find Mehra in the library with Barelo, the dissident

priest. Ask him about the lost prophecies, and he'll tell you what he's found

in the library, as well as giving you something called Kagrenac's Tools.

Supposedly this is what the Temple persecutes the Nerevarine to protect.

Ask him about all this other topics of conversation to get some interesting

ideas from him, and thus endeth the quest to get the Lost Prophecies.

Where to now? Taking the prophecies to Nibani Maesa, the wise woman of

Urshilaku Camp. You know how to get there still, right? Return there, just

south of Sheogorad.

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

[4.3] Urshilaku Camp - Nibani Maesa

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

Now that Caius is gone, the wise woman of Urshilaku is your port of call in

following the Nerevarine Prophecies.

-------------- The Path of the Incarnate -------------------------------------

Faction Reputation Gain: none

Give Nibani the news of the Lost Prophecies. Ah, she will learn them by heart,

while you leave, and she'll do all this mystical mumbo-jumbo until she gets an

answer from the gods.

Leave her yurt, re-enter, and ask her for her judgement. She has decided that

you are the one to lift the seven curses of Dagoth Ur, so she will read you

the signs and show you the way. You will walk the path of the Seven Visions,

and pass the Seven Trials. You have already passed the first, being born to

uncertain parents on a certain day. Tell her how you passed the second, being

cured of corprus. The third is the next one. Speak to Sul-Matuul, and he will

tell you of the third trial.

Go to Ashkhan Sul-Matuul's yurt, and ask him about the third trial. He will

give you the test of the warrior, something many people have tried and all

have failed. Nearby lies Kogoruhn, the ancient halls of the sixth house. You

must visit, and bring him the three tokens from Kogoruhn. First is some

corprus weepings, to prove that you are immune to the disease, second is a cup

with the mark of Dagoth, and the third is the Shadow Shield, on the tomb of

Dagoth Morin.

If you ask him about Kogoruhn, he will mark it on your map. It's to your

south-east, about twice as far as Falasmaryon. There's no clear path, so just

bush-bash your way there over the hills. (Note: I love the Green Morrowind

mod, the Ashlands are all green and look like normal hills. Pretty.)

There are four doors leading into Kogoruhn - Dome of Pollock's Eve, Temple of

Fey, Dome of Urso, and Hall of Phisto. Be prepared with either anti-poison

protection or a few Restore Health potions. I'll take these in ascending order

of size - the Dome of Pollock's Eve contains Dagoth Girer, a House Dagoth cup

(first token), and not much else. The Dome of Urso contains Dagoth Reler, and

nothing interesting. The Temple of Fey contains Dagoth Uvil, a Sixth House

Bell Hammer, and little else.

And now for the big one. The Hall of Phisto. Inside, you'll find at least one

corprus stalker - kill it and take the weepings from its body (the second

token). If you turn right then head up the stairs to the Hall of the Watchful

Touch, you can get an ebony spear from the desk of a dagoth. Otherwise, turn

left then right and head down towards the Hall of Maki.

Head straight through, and take the door on the left downstairs to get to the

Vault of Aerode. Take the door on the right, and kill the dagoth for the Lower

Kogoruhn key. Then clear out the other room - a bonelord has made a sixth

house symbol of gold for you to take. Head back to Hall of Maki.

Take the door opposite you, and follow the path to find the Nabith Waterway

doorway. You should have the Lower Kogoruhn Key to open it with. Take the left

path around the canal, and enter the tunnel on the left. Pass the corpse, then

swim through to the next canal area.

Both paths lead to one place - the door to Charma's Breath. If you head

straight through, past the lava, you'll meet Dagoth Uthol - kill him (he uses

drain strength, drain magicka, and he has a kickass Belt of Heartfire). Don't

take the door to Red Mountain, however, go back and turn left at the

intersection. The only other exit from the cave leads to Bleeding Heart.

(These names are almost as good as Ilunibi. Souls Rattle kicked ass.)

Follw either path around the outside of Bleeding Heart to get to the main

chamber. The Shadow Shield is the yellow Dwemer-like shield on the rocks

straight ahead if coming from the right, or to the right if coming from the

left. Pick it up from it's altar. That's all three tokens. Make your way out

and back to Urshilaku Camp.

Speak with Sul-Matuul, in his yurt. He'll allow you to keep the three tokens,

and now he will give you the secret of the Third Trial of the Nerevarine. 'In

caverns dark, Azura's eye seens and makes to shine the moon and star.' You

must go to the Cavern of the Incarnate, and look for the moon and star. Clue:

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

And with that, you're sent off to the Cavern of the Incarnate. You are to

fetch the moon and star, and take it to Nibani Maesa. And for good luck,

you'll get Malipu-Ataman's Belt.

So where the hell is the Cavern? Ask Nibani, she may be able to help. She'll

tell you that you can seek the wisdom of the tribes, so you can ask around for

advice, and she'll tell you the meaning of a few of the lines of the clue.

'The star is the key' obviously means Azura, and Azura's Star only appears in

the skiy at dawn and at twilight. And 'the dream is the door' must mean that

the door is only seen at dawn and dusk, and the star is the key that opens it.

Kinda like Holamayan, only opens at certain hours.

Start asking around the camp for more clues. The 'eye of the needle', you'll

be told, might refer to the Needle, a tall rock column in the Valley of the

Wind. The Valley is on the north-eastern slopes of Red Mountain, and the

entrance is marked by Airan's Teeth, two tall rock spires. Ask about Valley of

the Wind, and you'll be told that the mouths of the valleys are to the east of

camp. Pass Bthuand, a Dwemer ruin, and Zergonipal, a Daedric ruin, then turn

south to get there.

Keep asking for the rest of the clues. 'Skin of the pearl' is also on the

topics list. At the top of the tall spire of the Needle mentioned is a patch

of light-ish rock, and it has a good safe campground underneath. Maybe this is

the pearl referred to? 'Teeth of the wind' may refer to Airan's Teeth,

mentioned before as the entrance to the valley.

So put it all together, following the clue. The entrance to the valley lies

between the two of Airan's Teeth. The entrance to the cave lies under the

patch of rock underneath the Needle. And the entrance only opens at dusk and

dawn, when Azura's Star is visible in the sky.

Head east out of the camp. If you've got all the journal entreis, Zergonipal

will be marked on your map - yes, it is a long way east. Head towards there.

Follow the coast, as closely as you can. If you've got a paper map, look on it

and you'll see a vertical valley just near the Grazelands, that's where you're

going. Follow the coast, and keep checking your in game map. When you see two

large rocks, maybe 20m or so apart (they're fairly large, but I missed them

the first time running past) turn and head directly south in between them.

You'll pass Dareleth Ancestral Tomb, and the path will eventually curve around

to the south-west before turning northerley again. When it turns north, you'll

see some large stones at the entrance. Large Stone door leading to Cavern of

the Incarnate. If you try to open it outside the time, you'll be told quite

sternly. The door is locked, and will not open. The star is the key. Wait

until dawn/dusk (6am/pm, roughly). Save and enter.

The Moon and Star is the ring in the hands of the statue. Take it, and a scene

will occur. You are the Nerevarine, Azura declares, and the first three trials

are complete. But two more await you - four tribes must name you Nerevarine,

and three houses must name you Hortator. Nibani Maesa will be your guide.

Also in the room are a lot of ghosts - the spirits of past false Nerevarines.

They tried, but were simply not The One. (Matrix, anyone?) They will tell you

their stories, if you wish.

Hort Ledd died four hundred years ago, in the last days before the Empire came

to Morrowind. He was a thinker, not a doer, and was not a hero. He'll give you

the book Sithis, and his robe.

Conoon Cholada was an ashkhan. He quested deep into Red Mountain while the

Cyrodiil dogs fled like kagouti, but did not heed the counsel of the wise

women. He craved glory, but did not see his real enemies. His axe and boots

are yours.

Idrenie Nerothan lived in the late years of the Tribunate, and repelled the

Akaviri invaders. But she died a fool, looting the ruined Kogoruhn. As a

tribute to thievery, she'll give you a Master's Lockpick and Probe.

Erur-Dan saw Morrowind fall to the Empire, lived through the surrender, and

swore hatred to the Tribunal and the Imperials. He grew old and died fighting

the blight and Red Mountain monsters. And he'll give you his spear and

cuirass.

Ane Teria was a holy crusader in the Temple in the golden era of the

Tribunate. She contributed to the writings that were later suppressed. She

followed unquestioningly, and it led to her downfall. But she'll give you one

of her books, and her mace.

Peakstar is more interesting. She'll tell you more things, rather than just

her story. Now that you have the Moon-and-Star, none can deny that you are the

Nerevarine. The Temple is now your enemy, Ordinators will mark you for death,

and the Tribunal Faithful will hate and fear you. The doubters will test you

and doubt you.

The councillors of the houses are the only ones that can name you Hortator.

And the four ashkhans of the Ashlanders are the only ones that can name you

Nerevarine. Pity Dagoth Ur and the Sixth House, for all they do is foul and

evil, but they began in brightness and honour. Their downfall was through

their loyal service to the Nerevar, they were told to keep the profane tools,

and were tempted to use them. Kagrenac, high preist of the Dwemer, forged

these tools to steal the power from the gods. Dagoth and the Tribunal took the

tools and made themselves gods, while Nerevar fought the Dwemer to prevent the

blasphemy. (If this sounds all like mumbo-jumbo, it's supposed to, but the

meaning will become clear. Trust me. If you read books and pay attention to

lore, it all makes sense.)

Peakstar herself survived the Blight, but fell in battle with an Ash Vampire.

She could not master the arts of war, and could never have been named

Hortator. She'll give you her few possessions - an embroidered belt, and

travel-stained pants.

Once you've collected all the artifacts, leave the Cavern of the Incarnate,

with a much heavier burden on your shoulders. You ARE the Nerevarine. You WILL

save Morrowind from Dagoth Ur. How do you like them apples?

Return to Urshilaku Camp. Speak with Nibani Maesa - yes, you have passed the

third trial. Now for the fourth and fifth, which are similar. The tribes must

name you Nerevarine, the houses must name you Hortator. And she will guide

you. Ask about the Fourth Trial, to get underway.

'A stranger's voice unites the houses, three halls call him Hortator.' Ask

bout Hortator to hear more. When a greater enemy threatens, the Great Houses

put their quarrels aside and choose a Hortator. You must speak with Redoran,

Hlaalu, and Telvanni councillors, prove to them that Dagoth Ur threatens. When

all three name you Hortator, then you will be following the prophecy. Right.

We'll take them one at a time, starting with my favorite house, Telvanni.

-------------- Telvanni Hortator ---------------------------------------------

Global Reputation Gain: 4

How much do you know about the Telvanni? Pop quiz. Their headquarters are in

Sadrith Mora, but the actual councillors are scattered all over the east coast

of Morrowind. Make your first stop in the Hortatorship cruise in Sadrith Mora,

in the Telvanni Council House.

Ask any of the Mouths about Telvanni Hortator. Mouths are the spokespeople for

the councillors, and they're all gathered here in one room. Ask how to be

named Hortator, and the Mouths will each tell you that you need to visit their

patrons, ie. each councillor. If you don't have a list of councillors, ask and

you'll be given the Brown Book which lists names and residences. You'll need

to levitate for this, and for a lot of the Telvanni stuff.

Firstly, it would be wise to speak with Master Aryon. He is known as being the

most open-minded of the Telvanni, but you certainly don't HAVE to start with

him. Aryon lives in Tel Vos, inland fron Vos, which is accessible by boat from

a lot of places. in Tel Vos, make your way to the entrance to the southern

tower, then levitate up to the top of the Telvanni tower. Enter Aryon's

chambers, and speak with Aryon. He knows you want to be Telvanni Hortator,

already. Ask him about it, and ask him to name you Hortator. He'll do so, and

also shed a little light on the other councillors and their sentiments on the

matter. These are all people you need to visit. Note that he recommends

killing Archmagister Gothren.

Next we'll take Mistress Dratha, who lives nearby in Tel Mora. From the base,

simply levitate to the very top and you'll find a door leading to the upper

tower. And there is Dratha. Ask her about being named Telvanni Hortator, and

if she likes you, she'll agree. If your character is female, she'll definitely

approve that the Nerevar comes back as a woman (misandrist, she is). She'll

even give you four scrolls of Summon Golden Saint.

Master Neloth, who lives in Tel Naga, in the center of Sadrith Mora. Once in

the Great Hall, you'll need to levitate up to the second floor, then enter the

Upper Tower. Once in there, levitate to the very top to find Neloth. Ask him

about becoming the Telvanni Hortator, and inititally he won't like the idea.

So persuade him. Aryon warned you, he wouldn't be polite. When his disposition

is high, ask him again. He'll be confused by the fact that Telvanni needs a

war leader, but doesn't care who it is, if you're qualified, good, be the

Hortator. Three down.

Fourth is Mistress Therana, in Tel Branora. Take the boat from Sadrith Mora to

get there, then make your way up the tower by foot. Enter the Upper Tower,

then follow the path up to find Therana's chamber. You'll need to levitate up

the tunnel. Therana is in the center, in her own room. Be warned, she's off

with the fairies. She'll prove it when you ask her about the Hortator, going

off rambling about spiders. But, we need her vote, so amuse her. She likes the

trick your character does, and will name you Hortator if you do it again.

Goody, goody!

There is one councillor not mentioned in the book, that Aryon will tell you

about - Baladas Demnevanni, living in Gnisis. He lives in the Velothi tower of

Arvs-Drelen, on the outskirts of town. Inside, take the left path around to

get to a locked door. Pick it and disarm it, then enter. At the top you'll

find Baladas, ask him about being the Telvanni Hortator and he'll agree

immediately if he likes you.

And lastly, we'll tackle Archmagister Gothren. Literally. He lives in Tel

Aruhn, and you can get there either by waterwalking across Zafirbel Bay, or by

boat from Tel Mora. Once there, levitate up the outside to get to the

platform, then up the stairs to access the upper tower. You'll find Gothren at

the top. Ask him about Hortatorship, and he'll tell you he wants to think it

over. Problem with that is, he never STOPS thinking it over. You know what

Aryon told you to do.

Taunt him into fighting, so that the people downstairs don't jump in to help

as well. His two lackeys will fight you too, nothing you can do about it. I

hope you've got a LOT of Restore Health potions for this one - he's a tough

mofo. Use preventative measures before you taunt him - any fortify

scrolls/spells, maybe one or two of the Summon Golden Saint scrolls you were

given, etc. Just beat his ass, watching out for his paralysis, then kill his

dremora bodyguards. No vote to be obtained here.

When you've convinced all, return to Aryon. He'll officially establish you as

Hortator of House Telvanni, and give you the Robe of the Hortator to

commemorate it. Ask him about the next Hortator on the list, Hlaalu, and he'll

tell you who you should go see first.

-------------- Hlaalu Hortator -----------------------------------------------

Global Reputation Gain: 4

Now, how much do you know about Hlaalu? Every Morrowind fanatic should at

least know about the perverted Crassius Curio, living in Vivec. And funnily

enough, that's who Aryon recommends that you see first. If you don't have a

Yellow Book of Hlaalu councillors, ask Crassius about councillors and he'll

give you one.

Crassius lives in Curio Manor, in Vivec's Hlaalu canton Plaza. Make your way

to see him, and ask him about Hlaalu Hortator. Well, Ser Orvas Dren doesn't

want you to be Hortator, but he'll defy Dren if you give him 1000 drakes for

expenses. If you don't want to pay the drakes, stall for time then butter him

up till his disposition is about 70, and he'll let you give him a kiss instead

;) And he'll give you a little suggestion. Dram Bero will support you,

if you can find him. Orvas Dren has Nevena Ules and Velanda Omani in his

pocket, so convincing him first will help. And then there's Yngling

Half-Troll.

Crassius just named all of the Hlaalu councillors, so we must go find them.

Orvas Dren lives in the Dren Plantation, just east of Pelagiad. It's not THAT

far a walk, although it may be quicker from Seyda Neen. When you get to the

plantation, enter Dren's villa and speak with him at the very top. Butter him

up a LOT, until the option of defeating Dagoth Ur protecting Morrowind from

the Empire appears (70 or so). Select that option, and he will agree that

turning from the old gods was a mistake, and he will name you Hortator. He

will also use his influence in Hlaalu to make sure Omani and Ules support you,

as well.

May as well go see them next, eh? Velanda Omani lives on Elmas Island, just

outside Vivec. Crassius gave you directions to get there - head east from

Vivec from the Telvanni compound, then turn south and cross the bridge to

Elmas Island. The path leads right to Omani Manor. Velanda Omani is upstairs

in her manor, so talk with her. If you've gotten Dren to name you Hortator,

Velanda will agree and do the same in an instant.

Next is Nevena Ules. She lives just west of Suran, in the Ascadian Isles. To

get there, make your way to Suran, and take the north-west bridge out of town,

and you'll spot Ules Manor on the hill to your left. Make your way to the top

floor of the manor and speak with Nevena about Hlaalu Hortator - if you've

gotten Dren's vote, she will agree and give you her vote as Hortator.

Then there's Yngling Half-Troll and Dram Bero. Both live in Vivec, so make

your way there. Yngling lives in the St. Olms Plaza, and his room is on the

left of his manor. If you're in Hlaalu, he'll demand 1000 drakes for his vote,

if you're not, he'll want 2000. Give him the money, and he'll give you his

vote. There is no other way, unless you want to kill him.

Dram Bero.... the hidden man, lucky last. He also lives in St. Olms Plaza, in

the Haunted Manor. Down the stairs, you'll have to pick a level 50 lock to get

through. Once down there, find Dram Bero and speak with him. You found him, so

you are resourceful, and he will give you his vote. That was easy. Once you've

got all the votes, return to Crassius Curio in his manor.

Ask him about Hlaalu Hortator, and he will officially name you Hlaalu

Hortator, and give you a Belt of the Hortator to commemorate it. It's actually

a nifty little belt, that fortifies magicka for 20 points, constant effect.

Two down, one to go, whee!

-------------- Redoran Hortator ----------------------------------------------

Global Reputation Gain: 4

Now, it seems as though I have done these in the wrong order. Crassius is

already teling me I have fulfilled the Nerevarine Prophecies, and that Redoran

have named me Hortator. But they haven't. According to the journals, the order

should be Redoran, Hlaalu, Telvanni. Whoops. I did them backwards.

Anyways, the man you want to see for Redoran is Athyn Sarethi, in Ald'ruhn. He

lives under-Skar, in his own mansion so check him out. Ask him about Redoran

Hortator, and he will believe your story, but ask for a favour before you get

his vote. He wants you to rescue his son, Varvur Sarethi, from Venim Manor.

Venim Manor is the first manor to your right when you enter the Manor

District. Don't bother talking with anyone about Varvur, for they will just

get angry and refuse to speak with you. Take the right path to get to the

right wing, then at the bottom of the stairs, turn right. Ah, there's just a

wall hanging, you say. Look behind it to find a level 50 locked door. Pick it

(you should be unseen) and enter.

This is pretty stupidly done, IMO. You have to get Varvur out of there, but

every guard in the place will chase you. Walk slowly and make your way

straight out the way you came. Guards will chase you, but ignore them and keep

going to get back to Manor District.

Walk Varvur back to Sarethi Manor, and take him all the way up to Athyn. Your

journal will automatically update, and now you can ask him about Redoran

Hortator for him to give you his vote. But apparently, Bolvyn Venim will NEVER

vote you Hortator. So, you must convince all the other councillors first.

If you don't have the Red Book of Redoran councillors, ask about them to get

it. The other councillors are Miner Arobar, Hlaren Ramoran, Brara Morvayn, and

Garisa Llethri. Llethri, Arobar, and Ramoran all live under-Skar. Morvayn

lives outside, in East Ald'ruhn. So, this should be quick.

Garisa Llethri, in the Private Quarters of Llethri Manor, will agree

instantly. As will Hlaren Ramoran, in the Ramoran Private Quarters. Miner

Arobar will do the same, although apparently there's rumours going around

about you being an Imperial spy.

Morvayn Manor is actually outside the shell, but Brara Morvayn does not live

there. She's actually in the Redoran Council Hall, in the Morvayn Quarters.

Talk with her, and she will also agree to make you Hortator. This leaves only

one. Bolvyn Venim.

Go and see him, in his manor. You have the support of all other councillors,

yes. But you will never get his. So he will put a stop to your ambitions, in a

duel to the death at the Arena in Vivec.

So make your way to Vivec, to Arena canton, to the pit itself. Immediately,

Venim will be there to tell you to 'die, fetcher'. This can be a tough

fight... you know why? BECAUSE THE MAN HAS A DAEDRIC DAI-KATANA AND A FULL SET

OF EBONY ARMOUR. Yikes. I don't care how tough you are, that SUCKS. My level

24 Nord only won because she had restore health potions, even though she was

armed similarly. Unless you've got a lot of brute force up your sleeve, you'll

find that pretty damn tough.

Once you've got his 'vote', return to Sarethi Manor. Athyn will declare you

House Redoran Hortator, and give you the Ring of the Hortator on behalf of his

house. But there is also a sealed package for you, that he recieved from the

Temple. And also a copy of a recent public notice, identifying you as an

Imperial agent. Eeek.... sound dangerous... But onto the fifth trial. Return

to your base of Urshilaku Camp.

-------------- Urshilaku Nerevarine ------------------------------------------

Global Reputation Gain: 2

To be declared Nerevarine, Nibani Maesa will tell you, you must visit all the

tribal ashkhans. But first, to Sul-Matuul, whom you have already met.

Ask him to hear the counsel of Sul-Matuul, and he will set off on a diatribe.

Once you are named Nerevarine, you will be the enemy of pretty much everyone.

You should heed the counsel of Nibani Maesa, for you're a silly outlander who

doesn't know Ashlander customs. (Well, duh.) Now speak with him about

Urshilaku Nerevarine. You must speak of need and duty, so ask him about those

two things. Yes, you have Azura's hand, etc, etc. Ask him again about

Nerevarine, once you've asked about need and duty, and you'll be declared it.

And given the Teeth of the Urshilaku as a reward.

Now you must pick a different camp to visit, to be named Nerevarine of. I'll

select Ahemmusa. Ahemmusa is walkable, from Urshilaku, straight east across

the coast.

-------------- Ahemmusa Nerevarine -------------------------------------------

Global Reputation Gain: 1

First, in Ahemmusa, you must pay courtesy to the gulukhans. The camp has no

ashkhan, so you must speak with the gulukhans. The wise woman will

not-so-politely tell you this, if you try and speak with her first. The

gulukhans in the tribe are Kausi, Dutadalk, and Yennamu.

Speak to Dutadalk, in his yurt near the campfire. If you ask him about the

Nerevarine, he will tell you to speak with the wise woman and tell her that

you'll find a safe place for the Ahemmusa. Yennamu will tell you the same

thing. You must also speak with Kausi in his yurt. When you've spoken to the

three about the Nerevarine, return to the wise woman's yurt.

Ask Sinnammu Mirpal about the Nerevarine, and ask her to name you Nerevarine.

She will examine your proofs, and decide in time. But first, you must provide

a safe place. In the past, when the tribe was threatened, they would take

refuge in the ruins Ald Daedroth, but since the priestess Hlireni Indavel

restored the shrine, they can't seek refuge there. First, we must go there and

make it safe for them. Then we should return here, and she will accompany you

to make sure it is safe. If it is, then she will name you Nerevarine.

Click 'make it safe' to hear more. You're the hero, you are to decide what

will be done. Keep clicking the links to find out the details - accompany you,

and cross the water. When you're done, time to head off to Ald Daedroth. It's

directly north of Ahemmusa, across the water, so you'll need to either

waterwalk or swim.

When you get there, there'll be a fight going on outside. You need to help

the Dunmer, and kill the Orc, or you can simply leave the two and the Dunmer

will win. Speak with the Dunmer, Drores Arvel, when the Orc is dead and tell

him you're there to loot the Shrine. He'll agree to leave you alone, and will

get the Ordinators inside to do the same.

In the Outer Shrine, you'll meet two tough conbatants - Oisig and Sloomalah.

Kill them both, then head straight through into the Inner Shrine. Save and

heal up first. In the Shrine, simply wait inside for the battle music to stop

- the Ordinator will win the fight, and he is not hostile to you. But the

Golden Saint patrolling the shrine is, so kill it.

Sinnammu said she wanted you to make the shrine with the statue safe, and you

have. So go back and get her from Ahemmusa Camp. Walk with her across the

water (she has innate waterwalking, which is good), to the shrine. To get her

up onto the island of the shrine, there's a lower part to the left to walk up.

Enter the shrine, and walk her through to the statue in the middle of the

Inner Shrine.

Now the Ahemmusa are saved, and she will name you Nerevarine. Click the link,

to get the full speech, and you'll get the Madstone of the Ahemmusa as well.

-------------- Zainab Nerevarine ---------------------------------------------

Global Reputation Gain: 1

The Zainab camp lies in the center of the Grazelands, a nice walk from

Ahemmusa. Entering Zainab, and talking with the Ashlanders, you are encouraged

to enter the yurt of the ashkhan, Kaushad. So do so, and speak with him.

Ask him about Nerevarine, and he won't be convinced. So state your case, and

ask for a task to prove that you are who you say you are. He won't be happy or

too interested in it, but eventually he'll tell you that the Nerano Ancestral

Tomb is nearby, and a vampire named Calvario has taken refuge in it. If you

are as worthy as you say you are, you should be able to dispatch the vampire.

So where is this Nerano Ancestral Tomb? It's to the north, but he gives you

decent directions. Head west, to reach the mountains. Turn and head north.

When you pass the ruins of Nchuleft, keep your eyes to the east to look for an

entrance flanked by two trees on the side of a hill.

Follow the directions. It's actually due west of Vos, so you're hiking halfway

back to Ahemmusa. Enter the tomb, and dispatch the creatures you find inside.

Seems they invaded and killed the people here, but the people have good stuff

on them. Like keys. Keys are always good.

Disarm the trapped door, and you'll find Calvario and a ghost. They're not

really hard, a few hits and they go down. You should be sufficient level by

now to take this all on easily, it would have taken fighting to get this far.

When you've killed Calvario, head back to Zainab and speak with the ashkhan.

So you killed Calvario? Well, he'll be happy to acknowledge you as Zainab

Nerevarine then... but you must offer him a generous gift as a mark of

respect. He'll even name the gift, because you're an outlander - a high-born

Telvanni bride, a pretty one, plump, with big hips to bear him many sons.

Where exactly do we find one of those? Noble Telvannis don't exactly grow on

trees. Ah, we are to seek counsel with Sonummu Zabamat, his wise woman. So go

and visit her. Ask her for her counsel, and she knows that no Telvanni would

marry an Ashlander. But she has a plan - visit Savile Imayn at the slave

market at Tel Aruhn, and disguise a Dunmer slave as a Telvanni. No-one will

know the difference! Brilliant!

If you walk to Vos, you can take the boat to Tel Aruhn. Make your way to the

Tel Aruhn Underground, and straight through to the other side to speak with

Savile. Ask her about something special, and she'll tell you that she has just

the girl. But she'll need clothes to dress her in - an exquisite shirt, skirt

and shoes.

Savile recommends visiting Elegnan the clothier in Tel Mora, so head back

there. The clothes from her shop, south-east corner of town, should set you

back about 300 drakes. While you're there, make sure to visit Jolda the

apothecary and buy some Telvanni bug musk ;)

Return to Savile in Tel Aruhn, and she'll tell you that the clothes are

perfect! But she needs more time to teach the slave to play the part... so go

and fetch some Telvanni bug musk to make her simply irresistable! If you

didn't buy any in Tel Mora, Bildren Areleth there in Tel Aruhn has some for

sale.

Return with the bug musk, and Savile will now give you the option to buy the

slave, for 1200 drakes. Do it, and you'll be given the key to her slave cage.

The cage is right next to her, so open it and talk to her about herself. She's

eager to show off her newfound nobleness, and mentions the presents. Give them

to her, and ask her to accompany you to Zainab.

Now the looooong walk begins. Walk through the Underground, and take a boat to

Vos. Then WALK all the way from Vos to Zainab, making sure the slave remains

safe. When you get to Zainab, head to the ashkhan's yurt. Yea yea, this man is

to be her bridegroom. Speak with the ashkhan, and ask him about the Telvanni

bride. Yup, this is her. As a reward, he'll name you Zainab Nerevarine, and

give you the Thong of Zainab as a reward.

-------------- Erabenimsun Nerevarine ----------------------------------------

Global Reputation Gain: 1

Final camp, and possibly the most dangerous. I've had bad run-ins with the

Erabenimsun before. Head south from Zainab to find Erabenimsun - there's

actually a path straight to it that passes Falensarano, Uvirith's Grave and

Tel Uvirith.

In the camp, speak with the wise woman about the prophecies. You will never be

named Nerevarine, not while Ashkhan Ulath-Pal and his war-loving comrades are

in control of the camp. If you want to be Nerevarine, you'll have to kill

Ulath-Pal and his supporters Ahaz, Ranabi, and Ashu-Ahhe.

So let's take them out, one at a time. Start with Ahaz, in the ashkhan's tent,

making sure to taunt him into attacking. Then Ulath-Pal, then the other two in

the other yurts, one at a time. The reason I make sure to start with the two

major ones is, if you kill either Ranabi or Ashu-Ahhe, then enter the

ashkhan's yurt, both men will jump you when you speak with one. And two tough

fighters may be overwhelming. Kill all four, then return to the wise woman's

yurt.

Now that Ulath-Pal and his supporters are dead, you must convince peace-loving

Gulukhan Han-Ammu to become ashkhan. So make your way to his yurt, right next

to the ashkhans. But Han-Ammu is not interested in becoming ashkhan. Remember

what the wise woman told you - Airan-Ammu, Han-Ammu's father, was the former

ashkhan of the tribe. And Ulath-Pal held his axe. Go get the axe, and show it

to Han-Ammu, giving him a speech about morality, victory, all that stuff. And

the axe will convince him. You don't have to give it to him, just show him,

cuz it's a cool axe and I want it for myself ;)

After he declares that he WILL become ashkhan, he'll name you Nerevarine.

Return to the wise woman, and ask her about the prophecies to recieve the

Seizing of the Erabenimsun. Now you are Nerevarine of all four tribes. The

Fifth Trial is complete. Tell Nibani Maesa, in Urshilaku, this. And ask her

about the Sixth Trial.

-------------- Hortator and Nerevarine ---------------------------------------

Now Azura's star has guided Nibani through her dreams. Vivec's high priest,

Saryoni, has asked to see you when you are Nerevarine and Hortator. (You will

have found this out when you become Redoran Hortator.) So go to Saryoni, and

demand to see the false god Vivec. He has Kagrenac's Tools, and has tried to

keep them secret. But you'll need them for facing Dagoth Ur, so get them from

him. They are the key to the sixth and seventh trials.

To get to Vivec? A Divine Intervention scroll will take you to Gnisis, then

you can take the silt strider along. In Vivec, make your way to the Temple

canton, into the left side (from your perspective, right on the map) of High

Fane. Speak with Tholyer Saryoni, and ask him about the Temple's doctrine.

Your associations with Imperial intelligence make you suspicious, but no-one

can deny that you were named Hortator and Nerevarine. The Temple has a reached

a crisis with Dagoth Ur, you and the prophecies may be the last hope.

So Saryoni would like you to meet with Vivec himself. Agree to the private

meeting (private meeting with one of the Tribunal gods, ooh-er) and he'll give

you the Archcanon's Private Key and the Secret Palace Entry Key. From High

Fane, make your way south to the very Palace canton, and use the key to open

the door at the top of the stairs.

And there is the man himself, the great Vivec. Ask him about business, and

he'll get to the point. (Still can't believe we're talking with a GOD. Wow.)

He proposes to remove his curse upon the Nerevarine, end the persecution of

the Dissident Priests, and proclaim to all Morrowind that you are the

Incarnate and Nerevarine, and the last hope to withstand the menace of Dagoth

Ur and the Sixth House. Right. Continue.

Now he's going to give you the responsibility and the power to defeat Dagoth

Ur. He offers you an artifact called Wraithguard, so take it (never look a

gift horse in the mouth) and give your oath to use Wraithguard to defeat

Dagoth Ur. Not very smart, but very good of you to be so quick to agree. He

teaches you how to use Wraithguard, and now he will notify the Temple that you

are the champion.

Ah, question time. Now you can get the info on a lot of lore, like Kagrenac's

Tools, why he, Sotha Sil, and Almalexia betrayed the Nerevar, etc. When

question time is over, get to the business of Dagoth Ur. Defeating him is

simple, apparently. Go to Red Mountain, and recover the hammer artifact Sunder

from Gate Citadel Vemynal, and the artifact blade Keening from Gate Citadel

Odrosal. Take the three (with Wraithguard) to the citadel of Dagoth Ur, find

the Heart of Lorkhan, then use the artifacts to sever Dagoth Ur's connection

with the heart. Oh, right, simple.

Luckily, he gives you detailed plans on how to do it. Ask about Dagoth Ur's

plans to be given another summary, on what he intends to do. There's a whole

lot of papers behind Vivec, on the railing. Take them all, and read them all.

The Plan to Defeat Dagoth Ur is the most important part - it details what you

have to do next.

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

[4.4] Final Preparations - Red Mountain

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

Hells yeah, we're going into Red Mountain! If you read the plans, the first

step is raid inside the Ghostfence, meaning we're going to Ghostgate. To get

there if you haven't been there before, you can either head to Ald'ruhn, walk

east to the fence, then follow it to the gate; or head to Balmora, walk

south-east to enter the Foyada Mamaea, then follow it straight to the gate.

Your call.

Inside the two towers of Dawn and Dusk, you'll need to speak with a Buoyant

Armiger. Ask about inside the Ghostfence, and they'll give you a map of Red

Mountain. However, it's old and outdated because no-one's been inside it for

years. The locations of a few important citadels will be marked on your map -

Vemynal, the location of Sunder; and Odrosal, the location of Keening. These

two, at least, you NEED to visit. The plan recommends killing other vampires

as well, but these locations are not given to you.

Mark inside the Ghostgate towers. There are no refuges at all inside the

Ghostfence, so if you get into trouble during a fight, you'll need to Recall

back (or use Intervention) immediately. I prefer to Recall. Stock up on

potions and the like from merchants inside Ghostgate, as well. Cure Blight is

one you'll need. Levitate potions will also prove very handy. Once you're all

ready and all prepared, flick all the switches and enter Red Mountain.

Head straight up the path. If you can levitate, getting to Odrosal is straight

forward. The enemies here are plentiful, but common and you should have no

trouble dealing with them. Blighted cliff racers and shalks, lots of ash

slaves, ash zombies, and other ashy creatures. Just ignore them or kill them.

When the path gets too steep to climb up, and the ash starts falling, levitate

up and over the hills to the east. There you'll find the Dwemer ruins of

Odrosal.

-------------- Odrosal Training Academy and Keening --------------------------

Just typical Dwemer ruins. Nothing fancy. Inside, head straight through,

around the first pit and through the door to find Dagoth Odros. Pound away on

him until he dies, then loot his corpse. Grab Dagoth Odros's Key, from his

corpse, as well as the Amulet of Heartfire.

Use the key on one of the locked doors on the right side of the academy, then

make your way up into the tower. Grab Keening, from within the shrine. NEVER

equip Keening unless you already have Wraithgaurd equipped. No, not in your

inventory, Wraithguard must be EQUIPPED before equipping Keening. Save and

make your way out.

Outside the academy, start levitating to the west. Over the path you walked on

before, to the other side. You'll come across another Dwemer ruin - Endrusal.

This isn't necessary to go through, but you can find some cool stuff.

-------------- Endusal, Kagrenac's Study -------------------------------------

If you feel like battling through this small dungeon, you'll find Dagoth

Mendras and Dagoth Endus. Endus is the important one, he has an Amulet of

Heartrime. Looting the room, you'll also find an Ebony Broadsword, some glass

armour, one of Kagrenac's books, and a few ingredients. Grab it all, then

leave.

Once you've cleared out Endusal, follow the road west then north-north-west

from it, over the bridge. At the intersection, turn left and you'll be on the

path to Vemynal. Take the second path left and around to the left, and you'll

reach the doorway of the last set of Dwemer ruins.

-------------- Vemynal, Outer Fortress and Sunder ----------------------------

Inside the small dungeon, take either path around to reach the doorway to the

Hall of Torque. You'll find maybe an ash ghoul or two, but you should be able

to kill these guys with your eyes closed now, especially with Keening.

Enter the central room in the Hall of Torque, then drop down a floor in the

center to find Dagoth Venym. Take Sunder from his corpse, as well as the

Amulet of Heartheal. Like I mentioned with Keening, do NOT equip Sunder unless

you have the Wraithguard equipped. Not in your inventory, Wraithguard must be

EQUIPPED before equipping Sunder or you're in for a hell of a shock.

When you've got Wraithguard, Keening, and Sunder, that is all you need to

defeat Dagoth Ur. If you don't think you're ready to take on the ultimate

Dagoth himself, there are plenty of other places you could clear in Red

Mountain, for target practice. But if you feel you're ready, head into Citadel

Dagoth, in the center of Red Mountain. Walk or levitate there, though the path

may be too steep in places to walk.

If approaching from the south like I did, be careful for lava just over the

crest of the hill. It may be handy to enchant a cheap item for constant effect

levitation, just one point will do so you can make your way over things. It

would come in handy, I assure you. When you reach the facility, there's a

crank to turn to enter, just to the south-east, just like you did at

Arkngthand ('member that place? Oh so long ago?) Save and enter.

-------------- Dagoth Ur -----------------------------------------------------

Now me, I am very very scared. At time of writing, I have not played this part

before and I am scared :-/ Even though I have an indestructible level 25 Nord

with 100 strength and a full set of glass armour, I'm scared.

Make your way into the dungeon, and Dagoth Ur will start talking to you. Come,

Nerevar. Friend or traitor, come. Look upon the Heart, and bring the

Wraithguard. Oh, we will. Make your way through, ignoring his welcoming party

(I'M COMING TO KILL YOU DAMMIT) to the Inner Facility.

If you head through the centre door to the Inner Tower, you'll find a dead

adventurer with a full set of glass armour. (Now I have two! Whee!) Then head

back down and through the door on the right. At the next trio of doors, head

right again and down the stairs to find the door to the Lower Facility. SAVE

SAVE SAVE. Equip everything that's good. Then enter.

Head straight through, killing Dagoth Gilvoth. Then into the Facility Cavern,

where you will find... Dagoth Ur. Heh, I come all this way and I find

something that looks like Moonface from the old Faraway Tree books? Don't

attack him, speak with him, he wants to talk.

Go through the ideas - parting words, now that you've come to him here, there

can only be one result, he will not let you live, even if you are not his

enemy. Go through the final questions. See what his plans for world domination

are.... well, Tamriel domination anyways. And when you're done... time to lay

the smackdown!

Uh... I think I over-estimated the difficulty of this fight. Big time. No need

to use the three special tools here, though if you're specialized in Short

Blade or Blunt Weapon, you may as well. Just get out your weapon and hack him

to bits, you may need a few health potions because he has the ability to knock

you to the floor with one hit. Therefore, recover health in case he hits you

while you're down (big damage). When he's done, time to check everything. Make

a list, check it twice. Revise the final stage of the plan to defeat Dagoth

Ur, and the Heart of Lorkhan. I'll quote a paragraph (okay, two):

"The normal procedure for establishing connection with the Heart is a

three-step process. The wearer of Wraithguard strikes the Heart with

the hammer Sunder, causing the Heart to produce a pure tone. Then the

wearer of Wraithguard strikes the Heart with the blade Keening,

shattering the pure tone into a prism of tone-shades. These tone-

shades are then imprinted upon the substance of the wearer of

Wraithguard, giving him an immortal and divine nature.

The Nerevarine will not be taught the secret rituals required to

perform the third step. Instead, the Nerevarine will strike the Heart

with Keening for a second time, causing its tones to diverge into

unstable patters of interference. Further repeated strikes with

Keening will further disrupt the tones, with the ultimate result of

shattering and dispelling Kagrenac's original enchantments binding

the Heart, thereby severing the Heart's links with Dagoth Ur..."

The rest is irrelevant - how to defeat the Heart is here. Equip Wraithguard,

then Sunder. Strike the Heart with Sunder. Switch to Keening, still with

Wraithguard equipped. Beat the crap out of it with Keening. Watch it die.

Right.

Equip the Wraithguard, then the Sunder. Check everything again - best spells,

best protection. Save again. Enter Akulakhan's Chamber.

Dagoth Ur will be back in front of you. You can either fight him again

(pointless because you can't win, trust me) or copy me (even though I did it

by accident) and push him into the lava down below. Then either levitate or

slowfall down to the walkway. Make your way across the walkway to the Heart

itself. You know what to do. Hit it with Sunder, and it will emit a noise,

which unfortunately damages you. So stop, switch to Keening, scoff a few

Restore Health potions. Start hitting it with the Keening - five times - then

run back across the rope bridge to safety. Watch the Heart and the entire

Akulakhan crumble and fall.

When it's gone, levitate back up the top platform. Turn the crank near the

edge on the left hand side (facing where the Heart was) to open the door, the

exit. Don't warp out. Walk out of Dagoth Ur's cavern. Well, try to. But Azura

will stop you, before you leave the Lower Facility. Watch the scene, see that

you have fulfilled the prophecy, Hortator, Nerevarine. Take Azura's Ring when

she departs, a sign that yes, you are Nerevar Reborn, saviour of Morrowind.

And you just beat the damn game :-D

But it doesn't end there, oh no. People will praise you now that the blight is

gone, but you can still keep playing, doing everything else that the game has

to offer! Go do some more quests now, Nerevarine! ;)

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[5.0] TRIBUNAL WALKTHROUGH

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Seeing as this IS an official GOTY edition guide, I am including walkthroughs

for both expansions, Tribunal and Bloodmoon. And this is the first of the two.

Tribunal introduces the city of Mournhold into Morrowind. Mournhold is not

located in Vvardenfell itself, rather, on the mainland. It's the capital city

of Morrowind, and the whole quest is located here.

The main quest for Tribunal will often start minutes after you load the

Tribunal.esm into your game. You will ignore it for a long time, while you

become strong enough to take it on, but it's there for you any time you want

it.

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[5.1] Mournhold - Initial Quests

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-------------- Dark Brotherhood Attacks --------------------------------------

Faction Reputation Gain: N/A

The first quest in Tribunal will begin randomly. While your character sleeps

at night, you will sometimes be attacked by what are known as Dark Brotherhood

Assassins. This happens more frequently at lower levels than it does at higher

ones. And they will continue to attack you randomly while you rest, up to a

total of nine attacks.

After the first attack, and the death of the assassin after you lay the

smackdown on his rooty-patooty, your journal will update, suggesting that you

report the attack to a guard. (Make sure you loot the assassin's armour, it's

some of the best Light Armour in the game and worth a pretty penny.) It

matters not what flavour the guard is, simply that he is of the Guard variety.

The guard will inform you that the assassin was most likely from the Dark

Brotherhood, a professional assassin's guild, meaning that you've been

targetted for assassination. (Gee, REALLY?) They will then suggest that you

speak with Apelle Matius, in Ebonheart, for more information.

Apelle is located in the courtyard in front of the Grand Council Chambers,

opposite the Argonian Mission through the archway. You'll find him either up

on the balcony or climbing the steps, somewhere in the area. Speak with him

about the Dark Brotherhood attacks, and he'll tell you that the Brotherhood

are almost unheard of here in Morrowind. However, they do have a large

contingent on the mainland. Ask about the mainland, and he'll reply that if

you're suicidal, you can go investigate the attacks yourself, in Mournhold.

Boats don't go there, but you can talk to Asciene Rane, in the Grand Council

Chambers, for transport there.

In the Grand Council Chambers, Asciene is walking around on the bottom floor.

Ask her about transport to Mournhold, and she'll ask why you want to go. You

have to tell her the truth, or she won't transport you. She'll transport you

immediately when you tell her why, telling you to speak with Effe-Tei in the

Royal Palace if you wish to return. And it starts....

You're told to speak with a Royal Guard in Mournhold, to learn more about the

Brotherhood. And lo and behold, there's one right there so ask him. He doesn't

know why you want to go looking for them, but they apparently live in the

sewers beneath the Great Bazaar.

To get to the Great Bazaar, you'll need to head either north or south out of

the palace, then east. You can visit a few shops, see your first High

Ordinators, whatever. Then find the trapdoor to the sewers, in the south-east

corner of the area.

These sewers sure are confusing places. They're packed with critters, good

thing none of them are hostile (I didn't realize that until I saw a Lich, got

scared, and attacked it... and it ran away. Didn't even fight back!) Ignore

Ahnia at the top of the ramp, she doesn't particularly want to talk to you. At

the intersection, make a right and follow the path down into the caves. When

you reach the lake on your left, turn and follow the path through it (you'll

need to swim at points). Back in the underground city, pass Narisa Adus (who

will give you a quest about the Black Dart Gang if you wish) and enter the

Manor District.

Your journal will update itself as you make your way through the place. You

have found the Dark Brotherhood's hideout, it says. Onward march!

-------------- Hunt the Dark Brotherhood -------------------------------------

Faction Reputation Gain: N/A

Yup, we get to hunt the bastards. The place is teeming with Dark Brotherhood

members, but none of them are hostile. They're all generic too, with names

like "Assassin" and "Journeyman". Boring. We want real people, actual members.

And there's only one of them here.

At the bottom of the ladder, you'll find a doorway to the North Building.

Enter, and head through the old metal door to find an unmasked, named person.

Ah. And he's not really happy to see us, proclaiming he's going to kill you.

But seeing as he's such a pansy, he won't actually attack you. So you have to

do the dirty work. Me, I found this guy impossible to taunt, even with my 65

Speechcraft skill. So I attacked him outright. Be warned that even if you

closed yourself in the room, everyone outside will become hostile as well. All

five of them.

Now, this guy is HARD. He's level 55. Yes, 55. He has 402 health points. My

level 28 Nord only has 248 :( His stats are astronomical, having 100 points of

strength, intelligence, agility, speed, short blade, light armour, acrobatics,

sneak, and security. So no, this will not be an easy fight. This is to test if

you're truly ready for the Tribunal expansion pack.

The good news is, he uses a bound longbow. Longbow? In these close quarters?

The aim is to not let him use it. He's strong, yes, but the bound bow is his

only weapon. So keep in close to him, so he can't get a arrow off at you, and

hit him very hard and fast. I suggest short blades, as they strike the

quickest. If you're good, you can kill him before he even draws his bow.

Upon his death, a dialog box will open. Tell his liege he has failed.... who?

Anyways, loot the body, noting and taking the Dark Brotherhood contract. You

can't read it until you dispatch the two guys outside the door, however, check

your journal and you'll see a summary of the contents. The contract was on

your head, by someone named H.

Outside, clear the room of assassins (if they're hostile to you, hopefully

they're not), and leave. Your journal tells you to report the contract to a

guard, so head back to the Great Bazaar and find one - any High Ordinator will

do. Tell them about the Dark Brotherhood, and they'll direct you to speak with

either Fedris Hler or Tienius Delitian. Fedris is from the Temple, Tienius is

from the Royal Guard. Choose your pledge. You can do the quests from either or

both, to continue the Tribunal storyline. Seeing as my character is primarily

a warrior, I'll go with Tienius first.

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[5.2] Mournhold - Tienius Delitian

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You'll fiend Tienius Delitian in the Royal Palace's Throne Room, accessible

from the Reception Area. You can speak with him about the Dark Brotherhood,

but he isn't really interested in the issue. He'd rather talk about an

official matter - which is your first quest.

-------------- Speak to the People -------------------------------------------

Global Reputation Gain: N/A

See, Tienius has influence with King Helseth. (Helseth? 'H'?) And Helseth

rewards his friends well. So would you like to help him complete a task for

Helseth?

It doesn't matter if you show him the proof of assassination, so don't bother.

Simply ask for more info. Rumours are abound that the King, King Llethan, did

not die a natural death. Of course, they're false (of course!), so we are to

track down the source of the rumours and report back to him.

If you explored Old Mournhold well enough, you may already have the proof you

need about King Llethan's death. If not, we'll have to go look for some. You

can speak to whomever you wish about the King's death, but only one type of

person will give you any tangible info - a male Dark Elf. When you find one

(there's one with a stall in the Great Bazaar) butter him up and make him want

to trust you. When his disposition towards you is over 90, ask him about the

King's death.

Ah-hah, seems like it was not a natural death. There's a paper called 'The

Common Tongue' drifting around, detailing how the new King Helseth poisoned

hundreds of people in the West. Interesting. Where can we find a copy of this

'Common Tongue'? You might have picked one up in the sewers, like I said

earlier. If not, there's a few floating around - one in the Vacant Manor, one

in the Winged Guar, one in the Temple Courtyard, eight in the Secret Office,

two in Godsreach, or, lucky, lucky, one in the Great Bazaar. And if you've

spoken to the same Dark Elf I have, then the 'Common Tongue' pamphlet is just

to the back of his stall, on the ground. Pick it up and take it to Tienius.

He's happy to find the source of the rumours, and glad to see that they seem

to be nothing more than speculation. He's so impressed that he's got further

employment for you...

-------------- A Temple Informant --------------------------------------------

Global Reputation Gain: N/A

Now you're looking for a Temple informant. There are rumours of discontent in

the Temple, and the Royal Guard fears they may act out against the new King.

So we're being sent to find an informant, to tell us the Temple's plans for

King Helseth.

Your best bet would be someone in the Temple section of town ;) Ask anyone you

like, but only one is willing to inform you about the Temple's plans. In the

Temple's Infirmary, you will find Galsa Andrano. Ask her about discontent in

the Temple, and if she trusts you (read: disposition is over 60) she will talk

to you.

She talks of the Tribunal, the three gods of Vivec, Almalexia and Sotha Sil.

Do what Tienius suggested, and listen sympathetically. After the second

speech, ask about King Helseth. If the disposition is right, she'll tell you

that Almalexia and the Temple are sworn in earnest to destroy Helseth. Right.

That's the info we wanted.

Return to Tienius and tell him about the Temple informant. You handed the

situation well, young PC. But now there's more disloyalty... amongst the very

Guards themselves...

-------------- Disloyalty Among The Guards -----------------------------------

Global Reputation Gain: N/A

When Helseth became king, many of the existing Royal Guards were replaced. But

some of the former Guards still remain, and he is not sure about their

loyalties. So, he will pretend that you are joining the Royal Guard, so you

have the right to question them.

You don't have to go far to start questioning - there are a heap of Royal

Guards right in the room. Ivulen Irano delivers a fake prepared speech when

you ask him about King Helseth, which sounds suspicious. So tell him about

your Hlaalu connections - even if you don't have any, this is how you are

convincing the guards to trust you, by confiding 'secrets'. He'll straight

away tell you to tell Aleri Alen about your connections.

Aleri is in the Guards' Quarters, accessible via the Courtyard. Speak to her,

and she has no idea what Ivulen Irano was talking about. Strange... we'll dig

further. Upstairs, each Royal Guard has a rest area with bed and storage

chest. Ivulen Irano's chest has a handwritten note hidden beside it. You don't

have to take it, just read it.... it's a scribbled list of guard duty rosters,

with the suspicious guards' names underlined. Interesting.

Take the info back to Tienius. Ah, you did very shrewd work and found proof of

disloyalty among the guards. (Guh?) Now, he needs more help... more

disloyalty. Does NO-ONE like this new King?

-------------- Evidence of Conspiracy ----------------------------------------

Global Reputation Gain: N/A

Apparently, King Llethan's Hlaalu supporters are not fond of Helseth.

Obviously, they would have preferred another Hlaalu member take the throne.

Are they going to do something about it? Tienius thinks so. So he sends you to

search Llethan Manor for some evidence of their plans.

Ask about the defenses, and you will be told that you should get past the

guards under the guise of offering your condolences to the widow. Sweet.

Llethan Manor is located in the manor district of Godsreach. Make your way

there and find Ravani Llethan, the widow. Offer your condolences on the death

of her husband, then search the room to find the handwritten note on the desk.

Read it. Looks like pretty clear evidence of conspiracy to me. Seeing as

Ravani has no Alarm rating (she won't call for the guards if you steal

something) feel free to take the note back to Tienius.

Ah, very interesting, he says... the three mentioned people are conspiring to

assassinate Helseth! They must be stopped! He'll draw up writs for THEIR

execution, and wants you to carry them out. Agree, and you'll get the writs.

Now, to find the three. Tienius suggests that Forven Berano may be around the

Temple, and Hloggar the Bloody might be in the sewers. Bedal Alen, he has no

idea about.

-------------- more coming soon!! --------------------------------------------

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[6.0] BLOODMOON WALKTHROUGH

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-------------- coming soon!! -------------------------------------------------

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[7.0] FIGHTERS GUILD

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To join the Fighter's Guild when you arrive in Balmora, simply visit the guild

and speak with Eydis Fire-Eye, on the top floor. Once you've joined, you can

ask her for the first set of orders.

-------------- Ranking Details -----------------------------------------------

Favoured Skills (S1/S2): Axe, Long Blade, Blunt Weapon, Heavy Armour, Armorer,

Block.

Rank STR END S1 S2 Rep

---------------------------------------------

Associate 30 30 0 0 0

Apprentice 30 30 10 0 5

Journeyman 30 30 20 0 10

Swordsman 30 30 30 5 20

Protector 30 30 40 10 35

Defender 31 31 50 15 45

Warder 32 32 60 20 60

Guardian 33 33 70 25 90

Champion 34 34 80 30 110

Master 35 35 90 35 125

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[7.1] Balmora - Eydis Fire-Eye

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-------------- Fighter's Guild - Exterminator --------------------------------

Faction Reputation Gain: none

The first quest Eydis will ask you to perform is to eradicate a simple

infestation of cave rats. Drarayne Thelas, who lives across the river, has

some rats in her house she would like to get rid of. She lives across the

river, so visit her and ask her about the rats.

She's worried the rats will eat all her good pillows, seems she's a collector

of them. She trapped one rat in her bedroom, and another two in her storage

area upstairs - and she gives you a Storage Key for that one. First, the one

in the bedroom. Cave rats aren't exactly scary, and a few hits will do one in.

Pick the lock on the chest on the shelf in her bedroom and take the gold, then

head outside and upstairs to the storage room.

Before tackling the next two, it might be an idea to get some armour cuz they

can take off a whack off your health with each hit if you've only just started

the game, like I have. Loot the storage room if you like. Leave the pillows,

but you may be able to find some good enchanted weapons if you already have

one equipped, as I do. Return to Drarayne when you're done, and she'll give

you 100 septims for your work. Take them to Eydis, and report the completion

of the quest. If you're eligible for promotion to Apprentice, select

Advancement and you'll get it.

Whenever you're ready, get your next set of orders from her.

-------------- Fighter's Guild - The Egg Poachers ----------------------------

Faction Reputation Gain: 5

Your next task is to solve the problem of egg poachers, in a nearby egg mine.

The Shulk Egg Mine is south-west of Balmora, and in it are two nasty poachers,

Sevilo Othan and Daynila Valas. The owner of the mine wants to make an example

of the poachers, so you're to go kill them. Think you can handle it?

To get to the mine, take the road out out of Balmora, past the silt strider

you came in on. Don't take the path across the bridge, rather, just follow the

river along. When you spot a wooden bridge in the distance, that's where the

egg mine is, on the right. There are two miners outside, they're no harm.

Collect the axes from the cart near the mine entrance, save, then head inside.

Inside the mine, you'll meet a few critters and creatures, some good, some

bad. Kwama foragers must be killed, kwama workers are docile. Scribs are

always bad. When you get to the fork in the road, head left and follow the

path around, to find the queen's lair.

Just inside, you'll find a few scribs, and the first poacher, Daynila Valas.

This fight may seem like an exercise in futility at first - you guys both

swing like crazy, and rarely if ever connect. If you've picked up any

enchanted weapons so far, they'll make things go faster. Around the back of

the lair, you'll find the second poacher, and about ten kwama workers, one of

whom you'll most likely inadvertantly stab and set upon yourself as well.

After killing them, you'll be able to loot their bodies for two sets of common

clothes and two miner's picks. Once you've killed them, you can return to

Balmora, to Eydis.

Give Eydis the good news, and she'll reward you with 100 septims, and four

Quality Restore Fatigue potions. Again, if you're eligible for advancement,

select it to be promoted to Journeyman.

-------------- Fighter's Guild - The Telvanni Agents -------------------------

Faction Reputation Gain: 5

Your next lot of orders, should you choose to accept them, is a contract from

the Caldera Mining Company to kill four Telvanni agents responsible for

trouble at the Caldera Mine. Telvanni = mage, eek. They're responsible for

deaths and disappearances at the Caldera ebony mines, and their names are

Alynu Aralen, Sathasa Nerothren, Fothyna Herothran, and Alveleg.

The quickest way to Caldera is through the Mages Guild guild guide. If you're

not a member of the Mages Guild, become one. The Guild of Mages is right next

door to the Guild of Fighters, so it's well worth a look.

Once in Caldera, ask anyone about the Caldera ebony mines, and they'll tell

you how to get there. Head due west from town, the swing by south through the

gap in the mountains to get there. So take the north exit out and follow the

path - you'll soon see the gap in the mountains on your left. Make your way

around the chain-link fence, and into the bowl of the mountains... when you

can see buildings up ahead, the first Telvanni agent will be just around to

your right. Sneak up behind him and attack. He carries a bow and arrow, so

keep close to him at all times so he cant use it. Just keep sneaking towards

him so he can't get enough distance between you, and stab stab stab. Alveleg

will go down quickly.

Just behind Alveleg you will see the entrance to the Telvanni cave of

Ashanammu, so enter it. The three other agents will be in a huddle together

inside the mine, and they'll all ambush you at once, unluckily. If you have a

few Restore Health potions, you can just stand your ground and smack, smack,

smack. Heal when you get below half health.

When they're dead, loot their bodies and the shelf at the top of the stairs

nearby for some great stuff, then return back to Eydis. She'll give you 400

septims for your trouble. No promotion, just another job.

-------------- Fighters Guild - The Code Book --------------------------------

Faction Reputation Gain: 5

The next quest involves a code book that returns to a Fighters Guild client.

Unfortunately, it's in the hands of a Thieves Guild member. Sottilde, at the

South Wall, has the code book in her possession.

If you're not in the Thieves Guild yet, this mission is simple. Just get

Sottilde's disposition up to high levels (70s) then ask about the code book,

and she'll give it to you. You can do this by using her barter system, trading

a cheap item back and forth for one point each time.

If you are in the Thieves Guild, she won't give it to you, no matter what.

Decide where your loyalities lie, she tells you. And we can't steal it from

her either - she's in the Guild, and she's a better thief than you. So we'll

have to take it from her by force. Similar to Ra'Zhid in Hla Oad (if you've

done that quest for the Thieves Guild), taunt her into attacking you first.

Her disposition will drop to zero, then it will take a few successful taunts

for her to throw the first punch.

Kill her, then take everything from her body, including the code book. Take it

back to Eydis, and she'll reward you with a measly 50 septims.

-------------- Fighters Guild - Desele's Debt --------------------------------

Faction Reputation Gain: 5

Helaviane Desele owns a cornerclub in the town of Suran, over in the Ascandian

Isles. Unfortunately for her, she also owes 200 septims to a client of the

Fighters Guild. Eydis is sending us to retrieve it.

The silt strider from Balmora goes straight to Sudan, so take it there. And

the first building you'll see when you descend the steps, with the pink light,

is Desele's House of Earthly Delights... oh boy.

If you've got the Better Bodies mod on your game, the dancing girls will be

completely naked. So is Desele, standing behind the bar. Ask her about the ebt

money, and initially she won't want to pay it. But butter her up a bit, raise

her disposition until it gets to the mid-70s, then ask her again. She'll hand

over the 200 drakes, and tell you to tell the thugs to leave her alone.

Return it to Eydis, and she'll give you half of it. No advancement for you

just yet, though.

-------------- Fighters Guild - Gra-Bol's Bounty -----------------------------

Faction Reputation Gain: 5

Next up for you, Eydis has a bounty contract. The Orc Dura gra-Bol is living

here is Balmora, yet she's an outlaw! Eydis will give you 250 septims if you

bring her to justice, so let's do it.

Dura lives just west of the South Wall Cornerclub, so head in that general

direction. And her front door isn't even locked! Pick the chest at the end of

her bed and take the gold and clothes, before going upstairs to see her. There

is no proper thing to say here, just taunt her into attacking, or just attack

her flat out. Kill her, and loot the chests there. If you're lucky, you'll nab

an enchanted weapon or two, plus gold and a lot of alchemical items.

Go back to Eydis, and she'll give you the 250 septims as promised. Still no

advancement, however, and now Eydis has no more jobs for you while you're

under the rank of Protector :(

She recommends visiting the guild stewards at Vivec city, Sadrith Mora, or

Ald'ruhn for more work. So off we go... we're off to see the stewards... the

wonderful stewards of Morrowind...

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[7.2] Ald'ruhn - Percius Mercius

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-------------- Fighters Guild - The Necromancer of Vas -----------------------

Faction Reputation Gain: 5

For Percius' first task, he'll tell you about contracts the guild gets from

strange locals... like Ulyne Henim. She's a Buoyant Armiger, and she's hired

the guild to clear out a den of necromancers, in a place known as Vas.

So where the hell is Vas? It's to the north, in the Sheogorad region, and

Percius will mark it on your map. You best take a ship to Dagon Fel from Tel

Mora (which requires a lot of ship-taking, ugh). So, from Ald'ruhn, take silt

strider to Vivec. From Vivec, take ship to Tel Branora, then to Sadrith Mora,

then to Dagon Fel. Whee!

Then, from Dagon Fel, start walking west. Geez. Outside town, you'll find a

few cliff racers, other miscellaneous creatures, nothing really scary. Take

the first two turns left, then the next one right to keep heading west. Keep

going until you reach the coast closest to Vas. Then, either swim or waterwalk

out to sea to get to the island.

Speak with Ulyne, just outside the entrance to the tower, and tell her to

fight together. Get your weapon out, and enter Vas - Entry Level.

Be prepared for a few fights with skeletons and the like. Take the path left,

then right down the hall. Leave the ancestor ghosts alone, as they belong to

Ulyne. Take the entrance to the tower when you see it.

Kill the dremora, the daedroth, and the bonelord. Examine the dead body down

below to get some cool stuff. Then follow the top path around and up the

stairs, for more fighting.

Up the final set of stairs, you'll find the necromancer, Daris Adram. He's

hostile, and he'll summon any number of evil things in the fight against you.

The trick is - kill him, and they all die. When he's dead, Ulyne will

automatically update your journal, thanking you for your help. It would have

been tough without me? Bahaha, you did NOTHING, lady, it was all me.

Anyways, loot the place. The crates are weapons and heavy armour smorgasbord,

all silver, so take them all. When you're done, make your way allll the wayyyy

back to Ald'ruhn, to Percius Mercius. Speak to him aobut Vas, and he'll reward

you with 500 septims for your work.

-------------- Fighters Guild - Beneran's Bounty -----------------------------

Faction Reputation Gain: 5

Redoran Reputation Gain: 5

The next contract came straight from Cyrodiil. Percius needs someone who can

find and kill the murderer and outlaw Nerer Beneran. He was a House Redoran

member, but is now the leader of an outlaw band in Sargon, north of Maar Gan.

So where the hell is Sargon? Head to Maar Gan by silt strider, and ask around.

Most people will tell you to ask either Bugdurash gra-Gashel or Nuleno Tedas,

in the outpost or tradehouse. Nuleno is downstairs in the outpost, so ask her

about Sargon. It's almost due north of there, on an island. A long walk, with

a long swim after it. It's supposedly just southwest of Vas (WTF I HAVE TO GO

BACK THERE AGAIN?), and you can either travel from Dagon Fel but it's a long

trip either way.

Grr. Okay. Get your swimming togs on again. Look on your paper map - see the

island with Ald Redaynia on it? That's the island you're going to. Either head

to Vas then swim southwest, or head for Urshilaku via the Foyada Bani-Dad and

swim north. Either way, get to the island.

The cave is in a little alcove, directly north of Valenvaryon on your map.

Save before entering. Inside, hack away at Gavesu Arelas. This may be tough,

as he's heavily armoured. Next is Milynea Andrethi, and this is similar. After

that is Dalmil Varen on the bridge, and this can be nasty because he'll

conjure a nasty demon that hits both your strength and endurance. Restore it

after the fight, you should know how...

Loot the barrels and chests at the end, then make your way through the trapped

door. You'll get into a few more fights in here - one managed to turn into a

three-on-one against me, I'm not exactly sure how. Keep going and turn right

across the bridge, and you'll come to Nerar Beneran. Another tough fight,

because of his heavy armour. Kill him, loot his corpse.

Return to Ald'ruhn. Percius will give you 500 gold for completing the bounty

contract.

-------------- Fighters Guild - Bandits in Suran -----------------------------

Faction Reputation Gain: 5

Hlaalu Reputation Gain: 5

Now, Avon Oran in Suran is having trouble with bandits. So let's go to Suran

and speak with him, yes?

Take the silt strider to Suran, and make your way to Oran manor on the south

side of town. Speak with Serjo Avon Oran and he will tell you that the bandits

have been attacking from Saturan, just north-east of Suran, over the

mountains. You are to kill the leader, Daldur Sarys, to end the raids. And

he'll give you 1000 gold if you can do so.

If you can levitate, getting to Saturan is easy. It's directly east of the

northern square of Suran, on the in-game world map. If you levitate north-east

over the mountains, you'll find a little alcove with a scrib sitting minding

its own business. The entrance to Saturan is in there.

Kill Tiela, at the entrance. Wait inside long enough and she'll spot you for

herself. Next is Ilver Aralas, dispatch the same way. Just keep going into the

little cave, killing everything and everyone that attacks you - Muk gro-Dula,

Dothiel, Daldur Sarys, and Vevos Nerethi. Loot the entire place.

If you make your way through the other worn cavern door, you'll find a slave

lair. Kill Jolgeir, and free all the slaves. Here you may hear about the Twin

Lamps for the first time (I did), a slave-freeing organization.

Once Daldur is dead, report back to Serjo Avon Oran, and he'll give you 1000

gold. Then return to Ald'ruhn for more orders.

-------------- Fighters Guild - Flin for Elith-Pal ---------------------------

Faction Reputation Gain: 5

Next, Percius tells you about the guild being hired to keep forts and mines

supplied. Can you take some flin to the Elith-Pal Mine? He'll give you 20

flin, and asks you to deliver it to Dangor the Bosmer, in Elith-Pal Mine, just

west on Zainab Camp at the base of Red Mountain.

You may have been to Zainab before, so you know how to get there. If not, its

some silt striders, then some boats, then a walk. Silt strider to Balmora,

then to Vivec. Boat to Tel Branora, then Sadrith Mora, then Tel Mora, then

Vos. Then from Vos, you walk to Zainab which is south-south-west.

From Zainab, there's a clear path west towards Red Mountain. If you can't find

it, bushbash. You'll enter the hills and the Ashlands region. When you get the

long foyada, turn left to find the mine just on your right. Save.

Inside, head straight through and follow the path. Up the stairs, around on

the narrow curvy rock, straight through until you get to the lava pit. Speak

with Dangor, and hand over the flin. Nothing else to see here? Go back to

Ald'ruhn.

Talk to Percius, and he'll offer you some brandy as well as 500 septims. And

he has no more orders for you, while you're under the rank of Guardian. So

traipse back to see Eydis, as she had more orders for you when you got to

Protector.

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

[7.3] Balmora - Eydis Fire-Eye

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-------------- Fighters Guild - Alof and the Orcs ----------------------------

Faction Reputation Gain: 10

Now, for your first mission back, Alof the Easterner has seen Orc outlaws near

his farm. She has a contract from Duke Vedam Dren himself to investigate Orcs

at a Daedric ruin.

You need to head to Pelagiad, and go to Alof's farm, northeast of the town and

north of the Arvel Plantation, and speak with Alof. So head towards Pelagiad -

you can either walk from Balmora, or take silt strider to Seyda Neen and walk

from there.

It's pretty misleading, how to get to this place. It's actually north of Lake

Amaya, just east of the Fields of Kummu shrine. A small shack, labelled Alof's

Farmhouse. Talk to Alof, and ask him about Orcs at a Daedric ruin. He'll tell

you that they're at a place called Ashunartes, just west of the Dunmer

strongholf of Marandus. The Orcs are led by the barbarian Burub gra-Bamog, and

we're to kill them to let the farmers live in peace. Righty-o.

There is a way over the mountains, north-east of Alof's house (well, a

less-steep part that you can climb over, anyways). Cross it, and you can't

miss Ashunartes. There's a doorway in the gully, with a rat and a scamp

protecting it.

Kill them, and enter. You'll find Burub gra-Bamog just around the first

corner. Kill her, and return to Alof. Tell him that you killed Burub, and

he'll tell you to report back to Eydis before she keeps the contract money for

herself. Do so, and she'll give you 500 drakes.

-------------- Fighters Guild - The Verethi Gang -----------------------------

Faction Reputation Gain: 10

Next, there's a contract on the Verethi gang. They're smugglers, based in

Mannammu, south-east of Pelagiad. We're to kill the leader, Dovres Verethi,

and get 1000 bucks for it. Whee!

Back off to Pelagiad we go. The cave is dead easy to find, it's a stone's

throw south-east from Pelagiad, with a little footpath between the lakes to

get to it and everything. Kill the mudcrab near the entrance, save, and enter.

As soon as you enter, Ena will have a go at you, so take her out. Next is

Uvisea Benethran, who may get the early advantage but won't land many hits

after that.

- Note: If you're finding this difficult, and you may very well be because my

character romps through dungeons at level 20 with 100 strength) perhaps go

try some other quests and leave this one till later, no?

On the bridge, you'll find Selvia Famalius and Penald. Penald fights hand to

hand, so focus on Selvia and take her out first. Brelyn Indarys, next, will

use some poison and drain fatigue spells, but nothing too scary. Kill him and

loot the room.

The problem with the next evil NPC, Thalurea Thirvayn, is that she's an archer

and you have to cross the room to get to her. So she may get a few shots off

at you before you get to her. Kill her, loot room, move on.

Eventually, you'll get to the main lair, and it looks like you can't get to

your target. There's a set of stairs on the left hand side, so head around

that way to get to him. His sparksword can be a pain (literally), but it

shouldn't be too difficult.

Clear the room, picking up a lot of weapons and stuff. You may think I'm crazy

for saying take everything you find, but you can sell what you don't want (99%

of it) and use the profits for stuff you DO want. Anyways, when Dovres is

dead, report back to Eydis for 1000 septims.

-------------- Fighters Guild - Hunger in the Sarano Tomb --------------------

Faction Reputation Gain: 10

Next, there is a dangerous creature loose in Sarano Tomb. It's over the hills,

south-east of Fort Moonmoth, between the Ashlands and Lake Amaya. (That tells

us squat.) So we're supposed to find the tomb, and kill the Hunger. Right.

Lets put it this way - the directions Eydis gives you are shit. Head towards

Alof's Farmhouse, where we were a few quests ago. Head north. Turn left, then

right. What do we find? Sarano Ancestral Tomb, smack bang in the middle of the

Ascandian Isles. What was she mentioning Ashlands for?

Inside, you'll find some nice levelled creatures - creatures whos type depends

on your own level. I was fighting skeleton champions and the like, you might

find rats if you're a low enough level. Anyways, head straight in. Unlock the

first door on the right, and go through to find the Hunger. Kill him, and take

the Sarano Ebony Helm from his lifeless body.

Not just the helm do you get - but Eydis will also give you 1000 septims.

Whee! But she has no more orders for you for good, now. Damn. She suggests

checking with the guild stewards in Vivec, Sadrith Mora, or Ald'ruhn.

Well, we already did the first half of Percius Mercius' orders, in Ald'ruhn.

Try Sadrith Mora. The person you want to speak with is Hrundi, in the

Wolverine Hall Fighter's Guild.

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[7.4] Sadrith Mora - Hrundi

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Hrundi is a big tough guy, exactly what a Fighters Guild steward should look

like. Not a pansy, like Eydis. Psh.

-------------- Fighters Guild - Battle at Nchurdamz --------------------------

Faction Reputation Gain: 5

And first up, he's got you going straight to Dwemer ruins. (I HATE THOSE

PLACES!) Larienna Macrina wants some help in her expedition of Nchurdamz, so

he's sending you. There's necromancers there that need cleaning out, too.

He'll mark Nchurdamz on your map, if it's not there already. If you've been to

Odirniran for either house Hlaalu or Telvanni, you'll know where Nchurdamz is

cuz it's given to you as a marker on the way. Either way, head towards Molag

Mar, the nearest port of call, then head directly east. When you get to hills

you can't cross, and if you can't levitate, water walk around them and keep

going, across the river. Head slightly north and there's the Dwemer ruins of

Nchurdamz. Of course, if you can't levitate over them to the entrance, you

might be swimming a while to find a place to crawl over the hills.

Speak to Larienna, outside the entrance. Yeah, you're one of Hrundi's hired

goons. And you'll find out why she's here. She's hunting a mighty daedroth,

and they've had issues in the past, her and the daedroth. She gave it a

grievous blow and it fled here in sanctuary. She seeks vengeance, you can keep

whatever treasure you find, and the two of you will fight together. Sounds

good.

Enter, once you two have made an agreement. Kill the two spiders and the

centurion sphere, and let the looting begin. You can talk to Larienna and

she'll agree to heal you at any time, which is good, although she's pretty

damn weak with the healing spells.

Head straight through to get the raw glass, then go back and take the path on

the right. At the end, you'll find a room with some neat little treasure

items. In the Dwemer chest (make sure to disarm it first, when the hell will

this Poison Trap spell wear off?) is an Ancient Dwemer Door Key, might help to

hang onto that. Once you've got it, head back and take the detour on the left

path. There's a level 60 trapped locked door, at the top of the stairs. Make

sure you're healed up before you use the key to open the door.

Inside is the Hrelvesuu, the creature Larienna was seeking. Kill it (she won't

be much bloody help) and then she'll run off to investigate the ruins further.

Keep looting, lots of weapons, arrows, etc. to be picked up. After you're

done, leave Larienna there and go back to Sadrith Mora the way you came.

Hrundi will give you 500 septims for helping Larienna out. More quests! Whee!

-------------- Fighters Guild - The Dissapla Mine ----------------------------

Faction Reputation Gain: 5

Next, Novor Drethan has hired the guild to help him 'take care of some

problems' at Dissapla Mine. It's north-east of the Dunmer stronghold

Falansarano, in the Grazelands. You are to report to him and do whatever he

says... something about nix-hounds attacking the miners...

Ask him about Falensarano, and he'll mark it on your map. The absolute

quickest way to get there is to simply walk across Zafirbel Bay, but that

might not be an option for you all. If you wish to travel by foot, you'll need

to get your ass to Vos and take a long walk south. If you pass Zainab, head

directly south and it's a stone's throw north-east of Falensarano.

Inside, talk to Novor, the Dunmer in the red robe. Ask him about the Dissapla

mine, and he'll tell you about the nix-hounds attacking the miners. The mine

healer, Teres Arothan, went to look for a missing miner... the miner returned,

the healer didn't. Can we go find him? Please?

Why, of course we can. Head through, and when you get to the topless woman

(well she is in my game), you can either take the stairs up or head around, it

doesn't matter which. At the top, turn left. Around the corner, you'll find

Teres (that was hard), and he wants to travel together back to the entrance.

Walk slowly (hopefully you killed every nix-hound on the way to get him) and

talkto Novor when you get back to get 4 pieces of raw glass. Well, THAT was

hard. Hardest part was finding the place. Report back to Hrundi, and he'll

give you 250 gold.

-------------- Fighters Guild - Berwen's Stalker/Tenim's Bounty --------------

Faction Reputation Gain: 5 (stalker), 5 (bounty)

Ooh, this one sounds like fun. There's a creature loose, in Berwen the

Trader's shop in Tel Mora. 200 septims for anyone who takes care of the

Corprus Stalker inside, and another 200 for bringing a nearby outlaw, Rels

Tenim, to justice. 400 drakes for the taking here, and it's actually two

quests in one. Click each of the links to get the right journal updates.

If you've done part of the main quest, you may have corprus immunity. If not,

this could be fun. Head over to Tel Mora (by boat). Follow the path up and

you'll spot Berwen's shop on the right. Enter. Talk to her about the curprus

stalker, and she'll tell you that they trapped it upstairs.

If you have Marksman as a good skill, you can pick it off from a safe

distance. If not, you'll have to get close. It just swipes, so just keep

belting it. When it's dead, loot it's body and the room before talking to

Berwen again. Your journal will update when you do.

Now for the second quest. Rels Tenim is in Vos, a stone's throw away as the

crow flies, so take the boat over there. Start asking the people where to find

Nels Tenim, and someone will tell you that he stole some guar and fled north.

Maybe the Ahemmusa to the north will know?

Hike over to Ahemmusa camp, another Ashlander camp. Speak with people there,

and they'll tell you about a man going to Shallit, perhaps this is the man we

seek? To get to Shallit, we are to cross the water north of the camp to the

first island, then island-hop two islands north-west to find a cove on the

north side. Got it.

Her directions aren't hard to follow. Make your way around the first island,

then head northwest. Walk around the second island (on the water because the

hills are too big, and make sure it's the big one not the tiny connected one)

and on the very north side you'll find Shallit. If it sat any lower in the

water, it'd be swimming with the slaughterfish.

Once inside... lol yes, there's water in here. Follow the path, noting that

there is absolutely no threat in here so take whatever you want. Grab the

items from the chests at the top of the stairs, including the two Rising Force

potions. Don't enter the Drethan Ancestral Tomb (unless you like vampires),

once you've got the potions, head back the way you came.

Note, in the very first cave - on the far side, blocked by pillars, is an

upper ledge. Hug the wall to find it, if you cant see it. Ah! Levitate up

there. Head through the worn cavern door, and kill the two hostiles there.

Kill the woman first, then go for the guy. The guy uses my favorite trick of

absorb health, so you've got to kill him fast.

Even I found this fight tough. This guy killed me once, a CTD got me another

time. See why I refer to Absorb Health as a primary strategy for a lot of mage

quests? LOOK HOW GOOD IT IS! Argh, it's tough.

But look at what you get. I unlocked one of the chests to find a DAEDRIC

DAI-KATANA. Oh yeah. Unfortunately, it's a levelled item. If you're above

level 14 when doing this quest, you'll find an ebony weapon, over 17 and it's

daedric. Shove that in your pipe and smoke it! Whee!

Uh... anyways. Next door. Beat up Rels with your new kick-ass weapon, and loot

his little lair. (Argh! He broke my shoes!) Omg, another daedric weapon in the

chest. Ebony again if you're between 14-18, and dwarven if under 14. I've died

and gone to heaven.

Read the note on the table, and you'll find out about the vampire lair next

door. Let's... not go there. Let's go back to Sadrith Mora.Speak with Hruni,

and he'll give you a total of 700 septims. Right now, I don't give a shit

about that, I love my daedric dai-katana! *hugs it*

-------------- Fighters Guild - Sujamma to Dunirai ---------------------------

Faction Reputation Gain: 5

Next, Hrundi wants someone to deliver a load of sujamma to the Dunirai

Caverns. (I go from daedric weapon heaven to delivery girl?) Workers in the

Adas Mine have run out of sujamma, so you're being sent to deliver it. The

Dunirai caverns are south-east of Ghostgate, between Foyada Esannudan and

Foyada Ashur-Dan.

Hands up who knows where EITHER of these foyadas are? Yeah, me neither. My

guess is, we're heading to the flat patch south-east of Ghostgate. Head

towards Ghostgate, up the Foyada Mamaea from Balmora (you can get there from

Sadrith Mora, can't you?) but take the turn-off on the right.

In the flatlands, hug the north wall of the valley. If you hit an ancestral

tomb, head east. Soon you'll find the cavern, set into a stone wall. Save and

enter.

Follow the mine cart path, and turn left at the end. Find Nelecar, the Bosmer

hiding in a corner, and give him the sujamma. Gee, thanks. That was fun. Go

back to Hrundi, and he'll give you 500 septims. Yawn.

-------------- Fighters Guild - Sondaale -------------------------------------

Faction Reputation Gain: 5

And again, we're escorting people. I'm a battlescout, not a damn escort! Ahem.

Sorry. Sondaale of Shimmerine needs an escort, inside Telasero. Now me, I may

be tough jungle fighter Becky, but I haven't ventured near these Dunmer

strongholds since I accidentally wandered into Marandus at level 1 and

wondered why a Dunmer royally kicked my ass. Guess I'm going back, eh?

Head towards Telasero. It's between Suran and Molag Mar, so walking from

either place is fine. Take the boat to Ebonheart, Ebonheart to Vivec, then

silt strider to either town, and walk towards Telasero.

When you get there, the entrance is on the north side. But what? No Sondaale?

But she left you a note on the door, check it out. It looks safe, apparently.

Bahahahahaha.

Head inside after her. Yeah, it's safe, that's why the first thing I find is

an archer that I can't reach and an ash ghoul trying to kill me. Yeah. Now I

know why I didn't like these places.

Kill everything that tries to harm you, then take the path to the left (the

real one, not the cave one.) Head straight through to the lower level. Again,

kill everything that moves, then take the first door on the left to find

Sondaale.

Walk her outside, making sure to keep your weapon prepped because these ash

thingies regenerate awfully fast. Outside, your journal will update and again

she'll tell you that the place looked safe. Is she out of her tree completely,

or just partway? SAFE? Oy.... I'm not going to comment.

Leave her stupid ass there, and go back to Sadrith Mora to Hrundi. He'll give

you 500 gold for being such a kind-hearted soul. Awww. There's my good deed

for the day.

-------------- Fighters Guild - Engaer's Bounty ------------------------------

Faction Reputation Gain: 5

Now for the big bucks. He's got a contract worth 2000 septims, for anyone who

can bring Engaer to justice. Who? Oh, a Bosmer mercenary for Master Neloth, of

House Telvanni. He's in Tel Naga, in the center of Sadrith Mora, and he's a

guard.

I sure do hope you can levitate for this one. Make your way to the great hall

of Tel Naga. Stand in the main doorway. See the platform directly opposite

you, up high? Levitate over there. Through the door, and levitate up to the

very tip-top of the tower.

At one side (not Neloth's side, the other side) are two golden doors. There's

no really easy way to do this, now. Engaer is behind the north door, but it's

locked and trapped. Soooo, how do we do it? I simply taunted and killed

Ivramie Sarandas, and took a key from her body, using it to open the door. But

that's just me.

Open the door, close it behind you, then beat the shit out of her. Take all

her stuff, rest on her bedroll, then make your way out. Slowfall down from the

tower if you weren't clever enough to Mark in the Fighters' Guild.

Hrundi will give you half of the bounty money, for killing Engaer. Cheapskate.

I wanted all 2000! Rawr!

-------------- Fighters Guild - The Pudai Egg Mine ---------------------------

Faction Reputation Gain: 5

Next, you've been hired to find the Pudai Egg Mine. (Name rings a bell....)

It's somewhere on or near the island of Sheogorad, and there's seven eggs of

gold inside. Oooooh. We're going to Sheogorad!

Take the boat to Dagon Fel. Head straight west outta town. At the first

intersection, turn left. Next is right, IGNORE the path on the right (don't

make my mistake), take the THIRD path on the right instead and you'll find it.

Phew ;)

Inside, turn left at the first intersection to find the Queen's Lair. Head

through to find the queen - the eggs are behind her, scattered on the ground.

Weighing 30 pounds each, they're a tad on the heavy side. Lug all seven of

them back to Hrundi.

Give them to him, and he'll give you a whopping 10,000 gold. And now he has no

more work for you.... what was next on the list? Vivec?

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

[7.5] Vivec - Lorbumol gro-Aglakh

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There's a reason I'm doing quests in this order, lol. A method to my madness,

there definitely is. Anyways, the Vivec Fighters Guild is in the Foreign

Quarter Plaza, so head there.

-------------- Fighters Guild - Juicedaw Ring --------------------------------

Faction Reputation Gain: 5

Firstly, Lorbumol wants you to get the Juicedaw Feather Ring. Nar

gro-Shagramph (I hate orc names) was supposed to deliver it to Ranes Ienith,

but never did. He's in the Hlaalu Canton Plaza, so let's go look for him.

Make your way across the cantons, to Vivec. Nar is the only orc there, and

he's kinda green, so you can't miss him. Ask him about the ring, and he won't

tell you anything. So get his disposition up, make him like you. Eventually,

he'll give you the ring. Whee! That was easy!

Take it back to Lorbumol. Give him the ring, and he'll swap it for 100

septims. Easy.

-------------- Fighters Guild - Silence Tongue-Toad --------------------------

Faction Reputation Gain: 5

Next, a certain Argonian can't keep his mouth shut. Tongue-Toad, I'm looking

at you! He's in the Rat in the Pot in Ald-ruhn, so we're to go find him and

silence him for 500 septims. Right.

Take the silt strider to Balmora, then to Ald'ruhn. Make your way to the Rat

in the Pot (east of the Fighters Guild), and speak with Tongue-Toad, on the

lower floor. What? The Fighters Guild wants to kill him? Here you have an

option - be nice to a brother thief, and let him leave town, or kill him.

Either way, your journal will update when you make a choice.

If you're gonna kill him, make it quick. Otherwise, just return to Vivec, the

way you came. Lorbumol doesn't care whether you killed him or made him leave,

as long as he keeps his mouth shut. 500 septims for your work.

-------------- Fighters Guild - Dro'Sakhar's Bounty --------------------------

Faction Reputation Gain: 5

Next, he's got a bounty on a Khajiit by the name of Dro'Sakhar. He's hiding

here in Vivec, in St. Olms canton. Make your way over there, and start

questioning people. I started with people in the north canal apartments,

because that's the direction I came from. They'll tell you about a suspicious

Khajiit living in a south apartment. Let's go.

Not south-one... yes in south-two :) Seeing as there's no-one else there, just

attack and kill him, he shouldn't put up too much of a fight. There's not much

of interest in the room, just an assload of ingredients, so take them all and

run back to the Foreign Quarter. Lorbumol will give you another 500 septims.

-------------- Fighters Guild - Lirielle's Debt ------------------------------

Faction Reputation Gain: 5

Suvryn Doves, obviously a client of the guild, says that Lirielle Stone, in

Ald'ruhn, owes him 2000 septims. If we can get the debt money, we can keep

half for ourselves. Cool. Ask about debt money, and you'll find that Lirielle

is also in the Rat in the Pot bar.

- Note: If you have 1000 septims to spare, and over 2000 in your pocket, just

tell Lorbumol that you got the debt money and that's it. He'll take it and

be quite satisfied.

But if you don't have the drakes to spare... head to Ald'ruhn, and Lirielle is

the woman behind the bar, upstairs. Ask her about the debt money, and she'll

tell you that her dead brother Ruran owed the Cammona Tong money, and now

she's expected to pay it! Well, that's not fair now! Ask her about her

brother, and she'll tell you that he went to some place called Mallapi,

northeast of Gnaar Mok, and didn't come back. Guess we're going there after

him, right.

Gnaar Mok is accessible by boat only. But instead of catching silt striders

and boats, just walk from Ald'ruhn, it's nearly directly west. When you get to

the township itself, follow the path out to the east, then turn north. After

the first swamp, head west again along the non-existent path, and you'll find

yourself in the vicinity of Mallapi. Save and enter.

Ooookay... Inside I was finding yucky things. A flame atronach, clannfear,

etc. But they're all levelled creatures (except the clannfear), so if you're

lower levelled, you'll find easier creatures. Anyways, head straight through

and turn right, to get to the dead end. You'll find the body of Ruran Stoine

in the water.

Loot the body, and you'll find 500 of the 2000 drakes. If you clear the rest

of the place out, you'll find a few hostiles (one guarding a Master's set of

alchemy equipment) that you can sell to make up the rest. Then return to

Lorbumol.

-------------- Fighters Guild - Vandacia's Bounty ----------------------------

Faction Reputation Gain: 10

Another bounty contract. This one for Adraria Vandacia, in the Census and

Excise Buildings in Seyda Neen. Wow, haven't been there in a while, have you?

Anyways, there may be some guards around, so we must be careful.

Take the silt strider to Seyda Neen, and head to the Census and Excise

Warehouse near the docks. t's just opposite the entrance to the Office, and

you should know where that is. This may be tricky to pull off, because the

door is locked and there's guards swarming. I managed to do it by casting a

100% Chameleon spell for five seconds so I could pick the lock. Alternatively,

swim around to the dock you started the game on, then levitate up to the

second level doorway, which isn't locked.

Inside, head up the stairs and around to find Adraria. Taunt her into

attacking you, then kill her like normal. Return to Lorbumol, triumphant, and

he'll give you another 500 drakes. Yippee!

-------------- Fighters Guild - Alleius' Bounty ------------------------------

Faction Reputation Gain: 10

Next, a magistrate has been giving the Fighters Guild trouble. He doesn't want

any trouble from Rufinus Alleius, so if you kill him, the 1000 gold bounty is

yours. Whee!

Take the boat from Vivec to Ebonheart. To get to the Grand Council Chambers,

head to the very north-west corner of town. Speak with anyone there about

Rufinus, and they'll tell you that he's actually in the Imperial Commission,

next door. Take the door on the north side of the building as directed, and

you'll find him there.

He fights hand to hand, so whooping his rooty-patooty is pretty easy. Kick his

ass, loot his corpse. Note the key on his person. What does it open? Well,

downstairs in the commission, open the door on the left and loot the room

(after closing yourself in, of course). Then back to the Guild.

Lorbumol will give you 1000 septims for your hard (cough) work. And now he has

no more orders for you.

Now you have a decision to make, based on your allegiances. There are two ways

of becoming Guildmaster of the Fighters Guild, and you can choose based on how

you feel about the Thieves Guild. If you like the Thieves Guild, visit Percius

again for more orders. If not, go to Sjoring Hard-Heart here in the next room.

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

[7.6] Ald'ruhn - Percius Mercius

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

I'll take this option first. After completing Lorbumol's quests, return to

Ald'ruhn and speak with Percius.

-------------- Fighters Guild - Remove Sjoring's Supporters ------------------

Faction Reputation Gain: 10

According to Percius, the only way of saving the Fighters Guild from the

corruption of the Cammona Tong is to get rid of the current Guildmaster, and

those loyal to him. So he's asking you to kill both Eydis Fire-Eye and

Lorbumol gro-Aglakh, and then he'll support you as new Guildmaster.

We know where to find the two of them. First, to Balmora. Advance the stairs

to speak with Eydis, but she's two steps ahead of you. You're Percius' lap

dog, apparently. Let her get the first blow in, then pound away. She's wearing

a full set of good armour, so the fight will be long even if you're holding a

daedric dai-katana like I am.

Next is Vivec, and Lorbumol is much the same. He'll attack on sight, with his

club. The best bit about killing him is, everything that he sold is in his

inventory, so you get it all. You can also loot the entire room, and you'll

find lots of weapons like axes and blunt weapon, heavy armour, and other good

stuff. You'll probably need more than one trip to take it all.

Once you've killed both, go back to Ald'ruhn and speak with Percius. Now there

is only one more step in becoming the Guildmaster - Sjoring Hard-Heart

himself.

-------------- Fighters Guild - Kill Hard-Heart ------------------------------

Faction Reputation Gain: none

Ask Percius about Sjoring, and he'll give you a key to his private suites.

There's two sets of armour there for you to use, so make sure to grab them.

Sjoring is one of the best warriors of Vvardenfell, and he'll be expecting

you, so best be prepared.

Use the Iron Key to let yourself into the north room on the lower floor, and

loot it. You'll find Orcish and glass armour in the two chests, good for if

you're medium or light armoured. Now for the big step. Go back to Vivec, to

the room past where you found Lorbumol. Save before entering.

He's not really expecting you, though. At least, he wasn't in my game, he

spoke to me like normal and offered me orders. But I killed him anyways,

taunting him into hitting first to make sure it was still legal. Then I looted

his room. Whee! But for such an important man, he didn't keep a lot of cool

stuff. Phooey.

Return to Percius once Sjoring Hard-Heart is dead, and he will name you the

new Guildmaster. Yay! Congratulations!

There is another path to the top, however, if you hate the Thieves Guild.

That's detailed in the next section.

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

[7.7] Vivec - Sjoring Hard-Heart

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

Like some other factions, we must get our final set of orders from the

Guildmaster himself. Sjoring is in the room just past where you can find

Lorburmol.

-------------- Fighters Guild - Remove the Heads of the Thieves Guild --------

Faction Reputation Gain: 15

Sjoring has been watching you progress through the guild, you know. You'd make

a fine Guildmaster, but you need to sort out a few problems first. Like the

Thieves Guild. He needs you to kill some of the bosses for him, due to his new

alliance with the Cammona Tong.

In Sadrith Mora, deal with Helende at Dirty Muriel's Cornerclub. In Balmora,

deal with Habasi in the South Wall Cornerclub. And in Ald'ruhn, deal with

Aengoth in the Rat in the Pot tavern. Think you can handle all that?

I'll try to do this in the most logical order, the one suggested. Take the

boat to Sadrith Mora. Dirty Muriel's Cornerclub is opposite the entrance to

Wolverine Hall, so head south. Enter, and Big Helende is upstairs.

I cannot say whether she will attack you on sight or not, because my character

is currently in the Thieves Guild as well so she simply asks me if I want

orders or advancement. My guess is she wouldn't, but I can't prove it, my

apologies. If she doesn't, just taunt her into attacking, then kill her. She

holds a lot of good thief tools like lockpicks and probes, so make sure to

grab those.

Take the boat back to Vivec then the silt strider to Balmora. South Wall is on

the east side of the river, south side of town. Habasi is the Khajiit walking

on the stairs, so repeat what you did with Helende. Habasi also holds a lot of

probes and lockpicks, so if you're a thief, this is a bonanza.

Then take the silt strider to Ald'ruhn, and head to Rat in the Pot. Aengoth is

in the lower level of the upstairs area. Kill him like you did the others,

then return to Vivec. Sjoring is pleased with your work, and makes you his

second in command, ie. promotes you to Champion.

-------------- Fighters Guild - Kill the Master Thief ------------------------

Faction Reputation Gain: none

But now you have to take care of the Master Thief. He's in Simine Fralinie's

bookstore, and his name is Gentleman Jim Stacey. Once he's dead, and

preferably his lackey too, Sjoring will retire and make you the new

Guildmaster.

The bookstore we're looking for is in Vivec. And that's all you're told. I'll

be more specific, and tell you that the bookstore is in the Foreign Quarter

canalworks on the eastern side, so head down a few floors. Find the

bookseller, and head in.

You'll need to go through the door at the back, which is locked. I simply

taunted and killed Simine, then picked the lock. If you don't mind getting a

bounty on your head, you can simply attack Jim Stacey and his lackey, or taunt

and kill them one at a time. The fight with Jim Stacey may be tough because he

holds and uses a daedric shortsword. (Score one more for the daedric

category!) When they're both dead, and the room properly looted, report to

Sjoring.

Sjoring is happy that you managed to kill the Master Thief, but now you're the

only one left that threatens his position. Too much amibition on your part...

you shall not be missed. And he attacks! Double-crosser!

Kill him, which isn't too difficult. You may need a few potions cuz he hits

HARD with his warhammer. When he's dead, you will automatically assume your

rightful place as Fighters Guild Master. Congratulations!

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

[8.0] MAGES GUILD

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

To join the Mages Guild when you arrive in Balmora, you'll have to speak with

Ranis Athrys in the Guild of Mages, she's the Dunmer you'll meet just inside

the ground floor entrance. It's as simple as requesting to join, and you're

in. However, Ranis does not have any duties for you yet. Ajira is your first

port of call, downstairs near the guild guide. She's the Khajiit behind the

desk.

-------------- Ranking Details -----------------------------------------------

Favoured Skills (S1/S2): Alchemy, Mysticism, Illusion, Alteration,

Destruction, Enchant

Rank INT WIL S1 S2 Rep

---------------------------------------------

Associate 30 30 0 0 0

Apprentice 30 30 10 0 5

Journeyman 30 30 20 0 10

Evoker 30 30 30 5 20

Conjurer 30 30 40 10 30

Magician 31 31 50 15 45

Warlock 32 32 60 20 60

Wizard 33 33 70 25 80

Master Wizard 34 34 80 30 100

Arch-Mage 35 35 90 35 125

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

[8.1] Balmora - Ajira

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-------------- Mages Guild - Four Types of Mushrooms -------------------------

Faction Reputation Gain: 5

Ajira is studying to be a Journeyman in the Mages Guild, but must study some

mushrooms before she can do so. She needs samples from you - samples of

Luminous Russula, Violet Coprinus, Bunger's Bane, and Hypha Facia. They are

all found in the swamps of the Bitter Coast, and to get there you'll need to

travel south along the Odai river, then turn right over the hills when you see

a wooden bridge.

Follow her directions until you reach the Bitter Coast. If you've passed the

Shulk Egg Mine, you're going in the right direction. The mushrooms are

identifiable by the following traits:

- The Luminous Russula are the small fat mushrooms sitting around tree stumps.

- The Violet Coprinus are the tall skinny luminous mushrooms around tree

stumps.

- Both Bungler's Bane and Hypra Facia are found on some tree trunks, looking

like little brown steps leading up them. Examine trees until you can pick up

one of each type.

When you have them all, take them back to Ajira. She'll give you four Cheap

Restore Health potions in return. However, Ajira cannot give you promotions -

only Ranis can, so visit her after every quest. Including this one, to be

promoted to Apprentice.

-------------- Mages Guild - Fake Soul Gem -----------------------------------

Faction Reputation Gain: 5

Ajira's got a bet going with Galbedir, the enchanter upstairs, to see who can

reach Journeyman first. (We'll get there before you do, cat.) Ajira's going to

study the mushrooms you found, but while she does, she wants you to plant a

fake soul gem in Galbedir's desk. Galbedir's coming downstairs now, so you

should go up and put it on her desk.

This is one of the best quests EVER, because while Galbedir's gone, you can

loot her desk and take everything in it. Let's see, what have we here... petty

soul gems, lesser soul gems, filled... a greater soul gem... and a grand soul

gem with a winged twilight in it, worth 60,000 gold!!!!

If you've got the mad security skillz (or a decent Open spell) filch the chest

next to the desk as well for a lot of amazing enchanted weapons. Take it all,

and what you can't carry, drop on the ground. Once it's been in your

inventory, it's marked as yours, so you can come back later for it without

repurcussions.

See what I mean about the best quest ever?

Galbedir will wait at the bottom of the stairs while you do everything you

need to do. So take all the items you can carry, dump them at your storage

site (every good outlander has a storage site somewhere), come back and get

the rest, then finish the quest by dumping the fake soul gem inside the desk

and returning to Ajira. Brilliant! That quest was reward in itself!

PS. If you don't know what soul gems are for, they're for making your own

enchantments.

Visit Ranis after the quest is done to be promoted to Journeyman. Told you

we'd beat you to it, Ajira.

-------------- Mages Guild - Four Types of Flowers ---------------------------

Faction Reputation Gain: 5

Next on Ajira's study list is flowers. Similar to mushrooms, she would like

four samples of Gold Kanet, Stoneflower Petals, Willow Anther, and Heather.

They're all foundon the shores of Lake Amaya, near Pelagiad.

If you haven't been there before, the only way (short of cheating or

levitation) to get to Pelagiad is to walk from Seyda Neen. But Ajira tells you

to go a different route, through Molag Amur. Go south to Fort Moonmoth, cross

the Foyada Mamaea, then take the next turnoff to Suran. Follow the path until

you get to Lake Amaya. It's your choice which way you want to go, really. But

I tend to stay as far away from Molag Amur as I can.

Examine every bush you come by, on the path, until you find one of each

flower. They can be distinguished as follows:

- Gold Kanet flowers are yellow flowers near rocks

- Stoneflower Petals are blue and droop near the ground

- Willow Anther are tall, red and thin

- Heather grows near the ground and has pink flowers

Run off to Lake Amaya and collect them all (or if you're doing this guild last

like me, duck to your storage place and check your alchemy supplies). Return

to Ajira and exchange them for six Cheap Restore Magicka potions.

-------------- Mages Guild - Ceramic Bowl ------------------------------------

Faction Reputation Gain: 2

When you ask Ajira for more duties, she'll explain that she's busy doing her

studying so she can win her bet, but would you please fetch her a ceramic

bowl? She gives you ten drakes and thinks that Ra'Virr the trader may have a

bowl for her. Simple quest.

Ra'Virr lives right next door to the Guild of Mages, and the ceramic bowl (of

which he stocks three) should cost you all of two drakes. So buy one and

return it to her. She's off rambling about the next quest already, but click

ceramic bowl to give it to her. No rewards.

-------------- Mages Guild - Stolen Reports ----------------------------------

Faction Reputation Gain: 5

Global Reputation Gain: 1

Ajira's all up in a huff, she must find her stolen reports! Galbedir stole the

reports Ajira prepared about mushrooms and flowers, just so she could win the

bet. Well, we want them back!

Go ask Galbedir about them. She's actually proud of the fact she stole them,

and she even tells you where she put them. The first one was hidden under a

dresser in the bedrooms, second amongst the stacks of ingredients. Ooh,

Galdebir's catty, isn't she? Let's just go get the reports.

The first is in between the two baskets, near the stairs down to the basement.

It's okay to pick it up, here, but don't go looting anything else. The second

is in the basement, in the 'bedrooms', the fenced off area with a few beds in

it ;) Under the dresser, grab it then take them both to Ajira.

What are your rewards here, hmmm... Exclusive Potion of Fire Shield, Exclusive

Frost Shield, Exclusive Lightning Shield, and two Exclusive Spell Absorption

potions. Not bad work. Go see Ranis, and get promoted to Evoker.

And Ajira has no more duties for you at the present point in time. Speak with

her again when you are a Warlock, she says. For now, you can see Ranis Athrys

for further quests, or Edwinna Elbert in Ald'ruhn.

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

[8.2] Balmora - Ranis Athrys

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

Ranis is the next stop on your way up the Mages Guild. She'll have two quests

for you, to start off with, both close together on the map so grab them both.

-------------- Mages Guild - Manwe's Dues ------------------------------------

Faction Reputation Gain: 5

Firstly, Ranis would like you to collect some guild dues from a woman who

hasn't paid them in years. Manwe is off researching in Punabi, and she owes

the guild about 2000 septims. If we can't get the dues, we're supposed to kill

her.

To get to Punabi, you'll need to follow the route past Arkngthand that you may

have followed earlier on the main quest of the game. Both Punabi and Sulipund

(for the next quest) are near Lake Nabia, just north of Marandus, so we'll

head in that general direction. Head south past Fort Moonmoth, and cross the

Foyada Mamaea and follow the path. At all the turn-offs, follow the signs to

Molag Mar.

Soon (well not really soon, cuz it's a long road) you'll see Marandus looming

up on your right, plus a group of Khajiits around a fire near it. Do NOT go

anywhere near them, instead, follow the path around to the left of Lake Nabia.

Even though directions mentioned Marandus, you're just supposed to use it as a

point of reference, don't go there, trust me...

Punabi will soon be up on your right, it's nothing special, just a door on a

tiny hut-like structure. Enter, and talk to Manwe inside. She won't want to

cough up the dough, telling you to pay it yourself if you're so concerned. But

we're persistent, we are, so start persuading her to like you better. When her

disposition is high, ask her about them again, and she'll give you the 2000

septims if you just leave her and her research alone.

Don't go back to Balmora just yet, continue on for the next quest (hopefully

you grabbed them both at the same time).

-------------- Mages Guild - Recruit or Kill Llethar Bereloth ----------------

Faction Reputation Gain: 5

Secondly, Ranis would like you to convince an ex-Telvanni to join the Mages

Guild. Seems only natural, right, as both specialize in magic. The Telvanni's

name is Llethar Bereloth, and he lives in Sulipund.

Sulipund is just past Punabi on the road, which is why we should do both

this and the previous quest at the same time. Head towards Punabi, then past

it on the path. A few seconds later, Sulipund will be looming up on your left,

so take the turn-off left to find the entrance.

Inside, just follow the path along to get to the large central area. Take the

stairs at the back up to find Llethar, and ask him to join you. At first he'll

take you for a fool, so be nice to him and bribe him a little until he agrees.

He just wants you to leave, really, so he promises to join the guild the next

time he's in Balmora. Mission accomplished! Return to Ranis and report the

results of the two quests.

For convincing Llethar to join the guild, you'll get four Quality Restore

Magicka potions, and you'll get 1000 gold for collecting the guild dues. Ask

for advancement to get it, but you must pay 200 septims in guild dues first.

-------------- Mages Guild - Unsanctioned Training ---------------------------

Faction Reputation Gain: 5

Next, Ranis is concerned that an Argonian at the South Wall Cornerclub is

offering training in Restoration... without the sanction of the Mages Guild.

Oh, the horror and sacrilege of it all! ;) So we're going to go and convince

him to stop it.

There isn't exactly many Argonians in the Cornerclub in the first place, so

approach the only one there, aptly named Only-He-Stands-There. Ask him about

the unsanctioned training, and tell him he must stop, but he refuses. And if

he refuses, you know what you must do. What, attack? Noooo!

There are two paths to take here. One, do what he suggests and end his life

for going against guild law. Two, agree to fooling Ranis into thinking he had

stopped training... in exchange for him training you in Restoration. Pick a

path. Personally, I don't have anything against him training in Restoration,

so I'll let him go along with it. Report back to Ranis... for no reward :(

-------------- Mages Guild - Itermerel's Notes -------------------------------

Faction Reputation Gain: 5

There is a scholar in town, Itermerel, who is looking for an escort to

Pelagiad. Ranis wants you to take him... but she desparately wants a copy of

his notes. She doesn't care if he makes it to Pelagiad, she just wants the

notes.

Itermerel is an Altmer, waiting at the Eight Plates in Balmora. Speak with him

and ask him about his notes, and he teases you with 'maybe after we arrive'.

Oh, so we actually have to take him there? Rats. Click 'travel together', and

he'll follow you anywhere you go.

Take the silt strider to Seyda Neen, then start walking, turning right and

following the path, I'm sure you know the way cuz you've been there before.

When you arrive in the Halfway Tavern, his destination, he'll walk away,

thanking you. But wait, what about the notes! Ask him about them, and he'll

give them to you, telling you that you show great promise, whoo!

Return to Ranis and show her. She'll take them from you, but again give you no

reward, wtm?

-------------- Mages Guild - Kill Necromancer Tashpi Ashibael ----------------

Faction Reputation Gain: 10

Global Reputation Gain: 1

Next, Ranis believes that Tashpi Ashibael, in Maar Gan, has been practicing

Necromancy. What's that? Click on it, but all we'll find out is that we're

supposed to kill her because the guild will not tolerate necromancers. Um,

okay.

Save your game, then head out towards Maar Gan. If you haven't been there

before, take the silt strider to Ald'ruhn, then to Maar Gan. Ask anyone in

town, and they'll swear that Tashpi is not a necromancer, but tell you that

she lives in the last house on the right, before the shrine. The shrine is on

the east side of town, and her house is the last on the right before the

stairs up to it.

Ash her about necromancy, and she will splutter, telling you that she is NOT a

necromancer. Who would say such a thing? Oh, Ranis did. Ah, she has an

explanation of why Ranis would make such accusations... seems she refused to

join the Mages Guild, preferring to practice healing with her own people. She

knows a way out... she just wants to help people, heal them, so she'll sneak

off away from Vvardenfell, and you can tell Ranis that she's dead. Sounds

kool, no bloodshed required.

Ah, Ranis is happy that you have done her... oh, I mean, the guild... a great

favour. And she'll give you two Scroll of Elemental Burst: Fire, and two

Scroll of the Fourth Barrier.

-------------- Mages Guild - Catch a Spy -------------------------------------

Faction Reputation Gain: 5

Global Reputation Gain: 1

Ranis Athrys believes that there's a spy in the Mages Guild, and its our job

to find out who it is. We're given three possible bases for the spy -

Ald'ruhn, Vivec, or Sadrith Mora.

From Balmora, use the guild guide to get to the first town on the list,

Ald'ruhn, and start questioning people. No-one in there knows a thing, so

travel to Vivec. The first person you ask will refer you to Archmagister

Trebonius, downstairs.

He knows for a fact that there are no Telvanni spies here, because his Dunmer

advisor, Tiram Gadar, said so. Oh, Tiram is invaluable to Trebonius, and he

came with the highest credentials. He'll even give you the credentials, to

look at.

The credentials were given to him by Ocato, but check them out and see how the

forger spelt 'Ocato' ;) I wonder who this spy is, hey? Return to Ranis, and

show her the proof. As a reward for helping the guild, she'll give you two

Scroll of Summon Golden Saint, and a Soul Drinker dagger.

And now Ranis has no more duties for you. She recommends that you see Edwinna

Elbert, in Ald'ruhn, or Skink in Sadrith Mora.

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

[8.3] Ald'ruhn - Edwinna Elbert

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

Edwinna is a student in the Ald'ruhn Guild of Mages, wearing a blue robe,

wandering around the downstairs area.

-------------- Mages Guild - Chronicles of Nchuleft --------------------------

Faction Reputation Gain: 5

Firstly, she's looking for a copy of the rare Dwarven book, Chronicles of

Nchuleft. None of the Mages Guilds have it, and it's *essential* that she gets

a copy. Agree to find it, and she'll give you 250 septims for expenses.

Where's the best bookseller you know? Jobasha in Vivec, of course. So make

your way to Vivec Foreign Quarter Lower Waistworks, to Jobasha's Rare Books.

Simply buy a copy from him, which is worth 250 septims, then return to

Ald'ruhn.

Give Edwinna the book, and she will be impressed greatly. If you meet the

requirements, ask for promotion to Warlock.

- Note: You can also return to Ajira, in Balmora, for her last few quests.

Those will be listed after Edwinna's quests.

-------------- Mages Guild - A Potion From Skink-In-Tree's-Shade -------------

Faction Reputation Gain: 5

Next, Edwinna is looking for a Detect Creatures potion, one that

Skink-In-Tree's-Shade had promised to make for her. But he's taking forever to

deliver it, so she wants us to visit him in Wolverine Hall in Sadrith Mora,

grab the potion, and bring it back to her.

Good thing about Mages Guild quests, we can easily use the guild guide to warp

around the world at will. So visit Erranil, and travel to Sadrith Mora,

Wolverine Hall.

Skink-In-Trees-Shade is the Argonian in the far corner of the room, so ask him

about the Detect Creatures potion. He'll had it over, and tell you that you

can always come to him for more quests when we're done with Edwinna.

Warp back to Ald'ruhn, and give the potion to Edwinna, and she'll reward you

with an Exclusive Potion of Shadow.

-------------- Mages Guild - Steal Chimarvamidium ----------------------------

Faction Reputation Gain: 5

Oooh, I like this one. Sirilonwe, in the Vivec Mages Guild, has somehow

acquired a copy of Chimarvamidium. It's the sixth volume of "Ancient Tales of

the Dwemer", but, unlike the others, this copy may actually be Dwemer in

origin. Can you 'borrow' the book for her? Hehehe...

She'll give you two Scrolls of Ondusi's Unhinging to help you - so obviously

it's gonna be in a locked chest (Ondusi's Unhinging have Open spells on them.)

Visit Erranil, and travel to Vivec.

Turn left from the guild guide and enter the wooden door on your right, to

find Sirilonwe. In the closet, you'll find Sirilonwe's Chest, guess what might

be in it? Close the closet door behind yourself, and open the chest in

complete privacy. You'll find the Chimarvamidium, which will raise your

Heavy Armour skill if you read it, and Breathing Water, a book which will

raise your Alteration.

Grab them both, and warp back to Ald'ruhn. Give her the book, for no reward.

-------------- Mages Guild - Huleen's Hut ------------------------------------

Faction Reputation Gain: 5

As we know, Edwinna is studying, but she has been distracted by reports of

trouble from Maar Gan. Huleen is a member of the Mages Guild, so weshould do

something about the disturbance. Will you go take a look for her? Of course!

Unfortunately we can't take the guild guide to Maar Gan, but we can use the

silt strider, so head to it. Once in Maar Gan, ask a local wher to find

Huleen's Hut, and they'll tell you its outside town walls to the south-east,

near the shrine.

Follow the directions to find Huleen's hut on the path heading south. Inside,

you'll find a scamp - kill it and take the key to Huleen's Hut. The key will

open the door at the bottom of the stairs.

Inside you'll find Listien Bierles, a naked man whoo! Is the scamp gone? Thank

the lord! Click scamp, to find out just what it was - it was a Daedra that he

summoned to help him, but it turned out of his control. It's all his fault, he

wanted to summon a scamp to prove to Huleen that he was really a Sorcerer, but

it failed...

Return to Edwinna, and tell her about what happened. She's unimpressed with

the tale, but rewards you with two Scrolls of The Fifth Barrier.

-------------- Mages Guild - Return Chimarvamidium ---------------------------

Faction Reputation Gain: 5

Global Reputation Gain: 1

Now, Edwinna's finished studying Chimarvamidium, but it wasn't any use to her

at all! So, after you've 'borrowed' it, you have to return it. Why do I get

the feeling we're gonna be in trouble...?

Return to Vivec using the guild guide, to Sirilonwe's room. Close yourself in

the closet again, and dump the book back in the chest. Funny, she didn't even

notice it was gone. After you've dumped it, return to Ald'ruhn for some nice

rewards - an Amulet of Almsivi Intervention, and an Amulet of Divine

Intervention.

Ask for advancement to Wizard, if you have the skills, and Edwinna will tell

you that you need a Wizard's Staff before you can advance. You can either buy

a Wizard's Staff from her for 5000 septims, or you can hunt out a former Mages

Guild member, now outlaw, Anirne, deep in the forests of Sheogorad. Me, I'll

just buy the thing.

Ask for advancement again, and you'll be promoted to Wizard.

-------------- Mages Guild - Dwemer Tube From Arkngthunch-Sturdumz -----------

Faction Reputation Gain: 5

Now, in Edwinna's course of research, she needs to study a Dwemer Tube.

They're apparently easy enough to find, she saw one in Arkngthunch-Sturdumz

last time she was there. (WHERE??) Oh, apparently it's north-west of Gnisis,

but you can get there by going to Ald Velothi and following the coast to the

west.

Take the silt strider to Gnisis. You might have been to Ald Velothi before, if

not, take the east exit out of town and follow the path dead north to get

there. Once in Ald Velothi, head west, past the Ashlander camp Aidanat, and

across the bridge to find the Dwemer ruins of Arkngthunch-Sturdumz.

I hope you're preared for a few fights, because you'll find a few chameleoned

Dwarves inside. As well as things like Steam Centurions and Centurion spiders,

big machina things. If you follow the path through until the final chamber,

the Dwemer tube will be sitting on the shelves on the right. Grab it, then

move out and make your way back to Ald'ruhn.

Give Edwinna the Dwemer tube, for no reward and no promotion.

-------------- Mages Guild - Nchuleftingth Expedition ------------------------

Faction Reputation Gain: 10

Global Reputation Gain: 1

Next, Edwinna would like you to check up on one of her colleagues, in the

Dwemer ruin on Nchuleftingth. Senilias Cadiusus is engaged in Imperial

research there, and sends back excavation reports every month, but did not

send one this month so Edwinna needs to know what's going on.

She suggests two methods of getting to Nchuleftingth - either from Suran or

Molag Mar. The ruins are on the north side of Foyada Nadanat, just north of

Mount Kand. You can either head north-east from Suran along the foyada, or

north from Molag Mar, past Mount Kand, and follow the foyada. Your call.

Take a silt strider from Ald'ruhn to Balmora, Balmora to Suran. If you want to

go to Molag Mar, go from Suran to Molag Mar. Now you start the hike. I'll go

from Molag Mar, as it seems simpler to me.

Get off the silt strider, and be confronted by the horrid Molag Amur weather

(at least, it was horrible when I got there.) There's a clear and distinct

path going north-east from the silt strider, and it curves back around to the

west as you follow it. You might meet a few atronachs on the way, elemental

demons that resist normal weapons. If you're a Nord like me, you like fighting

Frost Atronachs cuz they kinda can't hurt you ;)

Follow the path until you're due south of Nchuleftingth, then detour over the

hill to find the ruins. Up the brown ramp and you'll find the entrance in, so

take it to get out of the evil icky ash storms that reduce visibility to just

about nil.

Take the first door on the right to find Senilias. He doesn't have the

excavation report for you, because they've had a few setbacks - their native

guide, Anes Vendu, is missing. He went into the lower levels to make notes,

can we please go find him? Do we really have a choice? No.

Right before he left, he talked about the Test of Pattern, according to Pania.

And funny, thats the name of a room back along the left hallway... so leave

the room and head down to find the Test of Pattern. Inside, you'll find three

cranks on the left hand side, open the third one farthest from the door (the

first two will hit you with poison). This will open up a path to the lower

levels.

Down the stairs and through the door, turn left down the stairs to find the

body of Anes Vendu. Take the excavation report (Senilias' report) from his

corpse, as well as the book next to his body. Report back to Senilias.

He'll tell you to take the report back to Edwinna, while he stays to excavate

the lower levels, so do so. (You can explore the ruins further, but Dwemer

ruins creep me out.) Give Edwinna the report, then ask her about them to

prompt duties for the next mission.

-------------- Mages Guild - Scarab Plans in Mzuleft -------------------------

Faction Reputation Gain: 10

Again, Edwinna is looking for Dwemer blueprints. What is WITH this chick? The

blueprints from Senilias were already sent to the Emperor, but he mentioned

more ruins, southwest of Dagon Fel. So you're being sent across the Sea of

Ghosts to Mzuleft, to retrieve what blueprints you can find.

Getting from Ald'ruhn to Dagon Fel seems difficult at first, but you can

simply take the silt strider to Khuul, and the boat to Dagon Fel. Head west

out of town, and take the first path south. However, you'll still need some

nice levitatory powers to get to the ruin.

When you pass it (check the world map, you'll also enter the Mzuleft Ruin

area), levitate over the hill to your left to find the ruin. Like most Dwemer

ruins, the door is at the end of the bridge, so save and enter.

The area you need to navigate inside is tiny. At the bottom of the stairs,

turn right and you'll be ambushed by an orc - kill him. Then grab the

scarab plans from the bottom of the left hand shelves. Yes, it was really

THAT simple. While you're there, head into the next room and grab the

Egg of Time from the table, then go back to Edwinna. Give her the plans,

and she'll be happy. Yay!

-------------- Mages Guild - Bethamez ----------------------------------------

Faction Reputation Gain: 15

Global Reputation Gain: 1

Now the miners in the Gnisis Eggmine have broken into the ruins of Bethamez.

The official word is that the mine was blighted, but Edwinna thinks that it's

a crock. The ruins have Dwemer blueprints inside... and you know what that

means. Yes, you're being sent to get them. Blargh.

Take the silt strider to Gnisis. The Eggmine is far up above the township,

so head up the hill the follow the path to the right, across the bridge.

There's one Imperial Legion worker there, so talk to him. If you're in the

Legion, he'll give you the key when you ask him about the Eggmine, if not,

you'll have to bribe him or persuade him for it.

When you have the key, enter the mine. Follow it through to find the doorway

to the lower eggmine. You'll find an Orc, who will give you to the count of

ten to get out of his sight... and he's serious, too. So if you don't wanna

fight him, get the hell away from him. Turn left, then two rights (you'll

be fighting through assloads of magic-wielding kwama warriors) to get to

the door to Bethamez.

The Dwemer plans are just inside, on the table on your left. Grab them, and

the Divine Metaphysics from beneath the table, then make your way out.

Dwemer ruins creep me out, I hate being here. Go back to Ald'ruhn.

Edwinna will love the plans, for together they seem to be for some kind of

metal insect.... she'll peruse the plans, but she has no more duties for

you. If you haven't revisited Ajira for more duties, do so now.

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[8.4] Balmora - Ajira

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These quests can only be performed after you reach the rank of Warlock.

-------------- Mages Guild - The Staff of Magnus -----------------------------

Global Reputation Gain: 1

Well, technically they're not duties, because she won't call them that. But

she will tell you a secret - she knows the location of the Staff of Magnus.

Ooh, let us in on the secret! So she does - it's in Assu, a cave on the

slopes of Mount Kand, north-west of Molag Mar.

Make your way to Molag Mar by silt strider, from Vivec or Suran. Follow the

paths north-west from the silt strider, and when it turns due west, you'll

find the cavern of Mount Kand. Head past the cavern, and take the first right

to find the cave of Assu.

Inside, you'll find a few friends - two daedra and a mage. If you've scraped

through up to here on low levels, you may find daedra tough, and in this case

you may be fighting all three opponents at once. Eek. But once they're dead,

you can loot the small area, you might find some good stuff. Then further into

the mine.

When you get to the watery pool, note the platform directly ahead of you, the

one with the Frost Atronach on it. You'll need to levitate to get up there, so

I hope you have a levitate potion or two spare. You may have found one in the

little area before. Kill the atronach, and you'll find a summoner by the name

of Dreveni Hlaren. Dreveni holds the key, the Staff of Magnus, and she's not

exactly nice to you so beat her ass. And look how much that staff is worth. Oh

my.

If you've got another levitate potion, levitate up to the higher rock, just to

the right of the platform, where you'll find two locked and trapped chests.

Levelled loot, but some nice enchanted items and gold. Worth getting. Make

your way out of there, when you're done, and start the long trip back to

Balmora.

Best bit is, seeing as these aren't exactly 'quests' but Ajira telling you

secrets, she'll let you keep what you find. And your reputation will also go

up for running this simple errand. Suh-weet.

-------------- Mages Guild - Warlock's Ring ----------------------------------

Global Reputation Gain: 1

And she has another secret for you. Good cat, I like you. She knows about

something called the Warlock's Ring, and that a woman named Vindamea Drethan

has it. Why is she telling you this? Simple, because she doesn't like Vindamea

;)

Vindamea is located in Ashirbadon, a cave on a small island west of Bal Fell.

Get your map out, because if you're like me, you don't know where Bal Fell is.

There it is, just near Vivec. Righty-o. Let's go.

Once you've made your way to Vivec, walked east from Telvanni canton, and swum

out to the islands just west of Bal Fell, you'll realize that Ajira gives

shitty directions. The island you want is EAST of Bal Fell, not west! So

tip-toe around the daedric ruins and around to the other side. There's a

mid-sized rocky island just east of Bal Fell, and it holds the cave of

Ashirbadon.

Can I smack Ajira for her cruddy directions? Damn Khajiit, don't know east

from west. Save and enter the mine. First enemy you'll find is a front

atronach, fun if you're a Nord (inbuilt frost resistance! Oh yeah!), not so

fun if you're not. Follow the path once he's dead, and you'll face a sharp

drop into a lake - with a daedra coming in to fight you. So you've got to

swim, kill the daedra (he only level 9, not so bad), then make your way out.

What's in the chest the daedra was protecting? An old key. Hmm. Take it.

Again, you'll need to levitate, for the path out of the pond is up high, on

the left hand side facing the pond. Move up (any good mage should have a

levitate spell) and go through to door to find and kill the next frost

atronach. The next door is the one you'll need the key for; so unlock it and

pass through.

Here you'll find the worst kind of atronach - storm - and Vindamea. If you

hesitate, she will spot you fast and target spells at you, that will hit you

even as you cross the narrow ridge to get to her. So run fast. Kill her first,

because she's more dangerous than the atronach. Then kill the atronach.

They're both level 15, so it may be tough.

On Vindamea's corpse, you'll find the Warlock's Ring. But that's not all,

baha. Start looting her little camp. In the chest under the desk, you'll find

some levelled apparatus - I was level 26, and there was some Grandmaster

equipment here for me. Scrolls in trapped urns, a few books to teach you

Alchemy and Destruction. Rest in her hammock if you need it. Then move on out.

Show Ajira the ring, and she will be content. Boom, we get to keep that too!

Sweet. But no more secrets, unfortunately. Be grateful that we got the

kick-ass items that we did!

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[8.5] Wolverine Hall - Skink-In-Tree's-Shade

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

Ah, now we're heading to the city of magic (no not Mournhold, Sadrith Mora) to

visit Wolverine Hall. Anyone that gives you duties will recommend visiting the

guild steward here for more duties - and the man (lizard) you need to speak

with is Skink-In-Tree's-Shade. He's the master trainer for Speechcraft, too.

-------------- Mages Guild - Escort Tenyeminwe -------------------------------

Faction Reputation Gain: none

Firstly, you have an escort mission. Skink would like an escort for the

scholar Tenyeminwe, luckily it's not a long walk. She's scared of a rogue

Telvanni, so she needs an escort from Dirty Muriel's Cornerclub to the docks.

Not hard, eh?

Make your way out of Wolverine Hall, down the stairs and out. Dirty Muriel's

is the big Nord house just outside the hall, if you haven't been there before,

so enter. Tenyeminwe is just inside, the big Altmer, so talk to her, and tell

her to travel together.

Now, head outside and start walking. It's only a short walk through the town

of Sadrith Mora, so walk it slowly, making sure Tenyeminwe is still behind

you. When you walk out onto the dock, she'll thank you and your journal will

update. If you speak with her again about travel together, you'll be rewarded

with two summon atronach scrolls.

Make your way back to Skink. That was hard now, wasn't it? No reward from

Skink, though, your reward was the scrolls.

-------------- Mages Guild - Vampires of Vvardenfell, Volume II --------------

Faction Reputation Gain: 5

Now Skink is looking for a rare book, Vampires of Vvardenfell. There are two

in the series - one is common, two is not. He recommends looking up a rare

bookseller for the second one, the one he wants.

Where's the rarest bookseller you know? Jobasha's Rare Books, in Vivec, of

course! Paddle over to Vivec (or simply take the boat), then visit Jobasha in

the Foreign Quarter Lower Waistworks. Of course, he has a copy of the book -

it's worth 400 gold, so simply pay it. Then take it back to Skink.

The reward you get is more than what you paid, so don't worry - Skink will

give you a thousand septims for it. Yay!

-------------- Mages Guild - Meeting with a Wise Woman -----------------------

Faction Reputation Gain: 5

Global Reputation Gain: 2

Skink is looking to make contact with the Ashlanders, for reasons unknown.

Maybe you can help - he'd like to set up a meeting with the Wise Women. Yes,

all four of them. He doubts Erabenimsun and Urshilaku will agree, the Zainab

may be receptive, but he suggest speaking with Ahemmusa first.

Now, how well do you know your Ashlander camps? He named the four scattered

around Vvardenfell, and Ahemmusa is directly north of the town of Vos. So make

your way to Vos, by taking the boat from the docks. In Vos, walk northwards

until you hit the camp. If you hit the sea, like he says, you've gone too far.

Speak with the Wise Woman, in her yurt. Sinnammu will not meet the Argonian,

but will send her apprentice Minabibi to meet him instead. Catch is, you must

find her, she's in Favel Tomb. Where? Ask and she will tell you - it's west of

Ahemmusa, on the coast past the ruins. Watch out for rogue Ashlanders.

You can head north and follow the coast west, but the ruins are a pain to get

around. If you check on your paper map, there's a small path leading

south-west from Ahemmusa. Follow it, and there's a turn-off to turn

north-west. Favel Tomb lies at the very end of this path, on the coast near

the Ashlands.

Enter, and speak with Minabibi. She will speak with Skink, but only if you

help her. See, she was sent here as a punishment, and asked to lay the spirit

of Kanit Ashurnisammis to rest, but she can't do it. If you can do it, then

she will come with you.

Fine, fine. Head past her into the tomb, and kill the creature before grabbing

the book on the far altar. Its a good little book for the collection. Save

before entering the next door - you'll find the ghost in question and a

levelled enemy. You'll need a decent weapon to take care of the ghost, at

least silver. Once the ghost is dead, report back to Minabibi.

Ask her again about a meeting, and she'll tell you to return to Ahemmusa to

ask the Wise Woman to let her meet with Skink. All this red tape we gotta go

through, geez. So hike back to Ahemmusa and speak with Sinnammu again. Now,

before she lets Minabibi go, did she pacify the ghost or did you? Your choice

will only affect her disposotion towards you - the truth will bump it up 20, a

lie will decrease it by 10. So tell the truth, and she will agree to send

Minabibi to speak with Skink.

Return to Wolverine Hall, and wouldn't you know it, she already beat you here.

Speak with Skink, who asks you if you arranged a meeting, and when you say you

did, he'll agree and tell you that Minabibi already answered his questions.

(That sequence made NO sense.) But anyways. No rewards from that one.

-------------- Mages Guild - Kill Necromancer Telura Ulver -------------------

Faction Reputation Gain: 5

When mages turn to necromancy, it casts a pale shadow over the whole guild.

Skink's found a necromancer by the name of Telura Ulver, living in Shal. Shal

is a small cave north of Hla Oad, and he'll give you detailed directions in

case you can't find it.

Take the boat to Vivec, then to Hla Oad. Follow Skink's directions - head

north across the first bridge, then stick along the coast until you spot a

second bridge. Cross it, then circle around the rocks on your left to find the

door in the swamp, leading to Shal.

Straight away you'll find that this isn't another case of wanting a person

gone so branding them a necromancer, ala Ranis Athrys and Tashpi Ashibael.

Kill the creatures inside the cave, following the path through. Three of them,

you'll find, including a Bonelord before you reach a trapped door.

Save, then disarm (or simply open) the door. Through it you'll find Telura,

who seems passive until she starts summoning things to beat the crap out of

you. So kill her while she stands passively, as she won't talk to you anyways.

After she's dead, you can take her master's alchemy set from the table, some

more levelled alchemy set from the chest to the right of it (the higher level

you are, the better alchemy you'll find, I found Grandmaster's equipment at

27), and the potions from the chest just left of the stairs. When done, leave.

Return to Wolverine Hall, after dumping all the stuff you collected. Skink

will be sad that killing was necessary to stop necromancy, but it had to be

done. No reward, again. This lizard is stingy!

-------------- Mages Guild - Soul of an Ash Ghoul ----------------------------

Faction Reputation Gain: 5

Next, Skink is concerned about the continuing problems with ash creatures.

He'd like to study them... can you bring him the soul of an ash ghoul? Any ash

ghoul will do, and he'll give you two soultrap scrolls and two grand soul gems

to trap it in.

So where can we get an ash ghoul's soul? Yakin, of course. (Absolutely!) Yakin

is a nice Sixth House base (gulp) north-west of Tel Aruhn, on the mainland.

Right. Take a boat to Tel Mora, then to Tel Aruhn. Then, you've got the choice

of either waterwalking or swimming northwest to the mainland.

If you look on your world map, you'll see a small outcrop directly north of

the large island west of Tel Aruhn. The cave of Yakin is just on the edge of

this small outcrop. Find it, save and head in.

How many Sixth House bases have you been in? None? One? I've been in one, and

they're not nice places. They're infested with ash creatures and dagoths - ash

zombies, ash ghouls, dreamers, and the like. If you don't know what an ash

ghoul looks like, they're creatures with elephant-like noses, wearing dresses.

Right? Got it.

There are two in there, though you may find many more if you are at a suitable

level. They can bea tad tricky to fight - level 15, 220 health points, all

starts at 100 except for speed. They'll throw a barrage of spells at you, so

try to avoid them all while you use either a Soultrap spell or one of the

scrolls you were given, on it. Make sure the Grand Soul Gems are still in your

inventory, then beat the shit outta it. Its soul is yours when it dies.

Once you've got the soul, get the hell out of there and go back to Wolverine

Hall. Hand the soul gem over to Skink, who will thank you and give you NO

REWARD WHATSOEVER. Grr.

-------------- Mages Guild - Galur Rithari's Papers --------------------------

Faction Reputatin Gain: 10

Global Reputation Gain: 1

There's another book on vampires floating around, Galur Rithari's papers. It

allegedly describes how an Ordinator from Bal Ur became a vampire, but was

subsequently cured, so Skink is very interested. Ask local booksellers and

scholars, they may have a clue.

Rare bookseller? Jobasha, in Vivec. Visit him in the Foreign Quarter Lower

Waistworks, and ask him about the book. He will have heard of it, but not have

a copy himself. However, he thinks there's a copy in the Hall of Justice, here

in Vivec.

The Hall of Justice, and its secret library, are in the lower levels of the

Temple canton. Make your way to the Hall of Justice, then to the Hall of

Wisdom, and into the Office of the Watch. Here you'll find a trapdoor, leading

to the secret library. Only problem is, there are two Ordinators in the room.

Several ways to go about this, depending on how good you are. If you're a good

fighter, kill the Ordinators before picking the lock on the door. If you're a

good mage, you can Chameleon yourself before picking the lock on the door. Or

if you're a good thief, just pick the lock on the door and burst through

before the Ordinators get to you. Oh, disarm the trap as well, because it's

nasty. I picked to kick some Ordinator ass.

Inside the secret library, no-one's too impressed to see you. Don't expect

help finding and stealing the papers. I'll help out by telling you that

they're located on the shelf closest to the Ordinator (not the ones along the

wall) on the far side of the middle row. If you stand in the middle of the

stacks, you should be able to get away with stealing it from right under their

noses, no chameleon or anything. At least, I did.

Run the papers back to Skink-in-Tree's-Shade, making sure to pay off any

bounty (if you have any) on the way. Hand them to Skink, and he'll give you

his own amulet. Worth 1000 bucks, it is.

There are two ways, going from here, to become the Arch-Mage of the Mages

Guild. One method will have you sharing the position with the current

Arch-Mage, Trebonius Artorius, the other will have you meeting him in a duel

and killing him. Both are outlined in the following quest.

-------------- Mages Guild - Arch-Mage ---------------------------------------

Global Reputation Gain: 2 (deliver letter only)

The last quest requires you to be a Master Wizard. Still in Wolverine Hall,

Skink would like you to deliver a letter to Arch-Mage Trebonius, in Vivec. You

can read the letter - its from Cyrodiil, Tamriel HQ, and states that Trebonius

is to allow you to be arch-mage alongside him. Deliver the letter, and

Trebonius will agree. Simple. Arch-Mage-ship is yours.

Second method. You can still have the letter, but don't give it to Trebonius

when he asks for it. Keep it, then ask him about Arch-Mage. If you want to

take his place as Arch-Mage, you will have to defeat him in a duel. Agree to

meet him in the Arena, then make your way over there.

What sort of tactics does he have at his disposal? Fire clouds, poison clouds,

he'll drain your intelligence, and if you survive all that, then he'll get his

custom staff out and start swiping. Fairly easy pickings, you should be a

magic machine by now and be able to take him on easily. I decided to see how

many times I could kill him before he killed me (without healing between each

fight, then resurrecting him using the console)... so far up to 33. Bleh.

If you defeat Trebonius in the Arena, then you will have earned the title of

Arch-Mage for your own. Congratulations, you just completed the Mages Guild!

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[8.6] Miscellaneous

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Like everywhere, there's always one or two quests for the guild, with the

guild name, that just don't fit in any other category. So here they are.

-------------- Mages Guild - I'm NOT a Necromancer! --------------------------

Faction Reputation Gain: none

This one is available even if you're not in the Guild. Speaking with Sharn

gra-Muzgob, an Orc in the Balmora Guild of Mages, you'll note that she has a

unique 'necromancers' topic. But no, no, she's not a necromancer. Can't teach

you a thing about it! Promise!

Sounds suspicious to me. And we can prove that she's a liar. There's a large

ornate chest next to her, on the ground, with a level 25 lock. And inside it,

is one of Sharn's favorite necromancy books, Legions of the Dead. If you can

chameleon yourself enough to pick the lock and steal the book from under her

nose, then show it to her, you'll get her to admit it. And in return for you

keeping quiet, she'll teach you a spell - either Summon Skeletal Minion, or

Summon Ancestral Ghosts. Both forbidden naughty spells. Hehe, I like it.

-------------- Mages Guild - Mystery of the Dwarves --------------------------

Faction Reputation Gain: 20

Global Reputation Gain: 1

This one you get from Trebonius Artorius, Arch-Mage (Guildmaster) himself, so

if you've killed him, you kinda can't do it. He'll ask you to... investigate

some ruins... and find out what happened to the Dwarves. Right.

If you follow the directions listed above for three forages into Dwemer ruins

(Bethamez, Mzuleft, Nchleftingth), you'll have the tools. Trebonius directs

you to speak with Edwinna, and Edwinna will give you quests to visit all three

ruins, if you haven't already. Each contains a specific Dwemer book - Bethamez

has Divine Metaphysics, Mzuleft has The Egg of Time, and Nchuleftingth has

Hanging Gardens. Collect the three books, and return to Edwinna (as Trebonius

is no help at all).

Edwinna won't have a clue, but recommends you speak with either Hasphat

Antabolis, in the Balmora Guild of Fighters, or a scholar. Hasphat will

recommend you speak with a Telvanni higher-up, one knowledgable on Dwemer

history. And your search here can lead to one of two places, one of two

Telvanni councillors - Baladas Demnevanni, in Gnisis, or Divayth Fyr, in Tel

Fyr.

Baladas lives in Arvs-Drelen, the Velothi tower in Gnisis. If you take all

three books to him, and ask him about each, he will be able to give you

information on them, not translating them, but simply giving you information.

You can then take this information back to Trebonius, and while he's not happy

at sifting through the babble, wishing you had written a report to simplify

your findings, he will be content.

The second option is a tad tougher. After visiting Divayth Fyr in Tel Fyr, he

will direct you to speak with Yagrum Bagarn, the last living dwarf. What,

there's a living dwarf? Yes there is, and his name is Yagrum. He lives in the

Corprusarium, downstairs in Tel Fyr. Meaning, if you don't have corprus

immunity, you're in deep shit for this one, and I'd recommend going via the

first method.

Make your way into the Corprusarium and speak with Yagrum. If you've got

corprus immunity becuase you've completed this part of the main quest, you

know where he be. Speak with him about the books, and he'll waffle about the

days of Resdayn where Dunmer and Dwemer ruled together. This ain't Resdayn,

it's Vvardenfell mate! But he'll give you the information you need to complete

the quest, so take it back to Trebonius and he'll thank you for completing the

inquiry.

-------------- Mages Guild - Kill the Telvanni Councillors -------------------

Faction Reputation Gain: 20

Last one. And this is only available from Trebonius, after you've completed

both the Dwarves quest and main quest of the game. If you haven't, then it's

not available, sowwies!

You've found out about the Dwarves, now you can solve another problem of the

Guild - House Telvanni! He's gonna ask you to kill all five of the Telvanni

councillors, believe it or not. Master Aryon, Mistress Dratha, Master Gothren,

Master Neloth, and Mistress Therana. All dead.

They're located in the following Telvanni towers - Tel Vos, Tel Mora, Tel

Aruhn, Tel Naga (Sadrith Mora), and Tel Branora, respectively. Right at the

very top of each tower, so you'll need levitation potions or a levitation

spell to get to each one. If you've completed the main quest, they won't be

hard to kill, you'll be overkill for them as the hardest to kill, Gothren, is

level 26 with 272 health points. When going through house Telvanni with a

different character, my character killed Gothren when she was at level 6. He

ain't easy, but he ain't hard if you know what you're doing.

When you're done, return to Trebonius with a lot of blood on your hands. Your

reward? His necromancer amulet and ebony staff. Good weapons, but may I

suggest that you should have just killed him in the battle for

Archmagistership? And gotten the weapons anyways? And caused less conflict for

everyone?

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

[9.0] THIEVES GUILD

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

To join the Thieves Guild when you arrive in Balmora, you'll have to speak

with Sugar-Lips Habasi in the South Wall Cornerclub, she's the Khajiit that

can be found hovering over stairs. It's as simple as requesting to join, and

you're in.

-------------- Ranking Details -----------------------------------------------

Favoured Skills (S1/S2): Marksman, Short Blade, Light Armour, Acrobatics,

Sneak, Security

Rank AGI PER S1 S2 Rep

---------------------------------------------

Toad 30 30 0 0 0

Wet Ear 30 30 10 0 5

Footpad 30 30 20 0 10

Blackcap 30 30 30 5 20

Operative 30 30 40 10 30

Bandit 31 31 50 15 45

Captain 32 32 60 20 60

Ringleader 33 33 70 25 80

Mastermind 34 34 80 30 100

Master Thief 35 35 90 35 125

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[9.1] Balmora - Sugar-Lips Habasi

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The first quest-giver in the Guild is Sugar-Lips herself, she'll give you a

few and get you used to the sneaky way of life.

-------------- Thieves Guild - Diamonds for Habasi ---------------------------

Faction Reputation Gain: 5

Your first job is to obtain a diamond. A good friend of Habasi wants one, and

Nalcarya the Alchemist has some. So you must obtain one, lawfully or

unlawfully, and bring it to Habasi.

Nalcarya, of White Haven, can be found on the north-west side of town, going

by the map. If you hit the temple on your way to find it, head west, if you

hit Hlaalu Council manor, head north, and it should be somewhere in between ;)

- Side note: Get to know the layout of Balmora very well, you'll be spending a

LOT of time here.

Now, Nalcarya sells diamonds in her store, for 250 gold a pop. Far too

expensive, me thinks. So if you look around her store, you'll notice a small

chest, on a shelf above her bed, with a level 35 lock. Here's where the thief

skills come into play, you need to pick the lock and grab the diamonds. (If

you need good lockpicks, Nileno Dorvayn in the Hlaalu hall sells Master

Lockpicks.) Once you've got one or all of them, waltz out of there and back to

the Cornerclub.

Habasi doesn't have any gold to pay you for the diamond, but she will reward

you with an Exclusive Invisibility potion. And if you're eligible for

advancement, you can ask for it now.

-------------- Thieves Guild - Nerano Manor Key ------------------------------

Faction Reputation Gain: 5

Your next mission as a master thief is to obtain the key to the Nerano Manor,

on the west side of town. Two people have copies of this key:

- Ondre Nerano himself, owner of Nerano Manor. If you have good thief

abilities, you may be able to lift it right out of his pocket, even without

him noticing. But chances are, he will notice you. If he does, the war is

on, and it's a fight to the death. Luckily he's not that tough to kill, just

hack and slash until he dies. Then loot his body for his clothes, including

the Nerano Manor Key.

- Sovor Trandel, Nerano's minion, found in the Balmora Council Club. You don't

have to fight him, however, you have to get very very friendly with him. He

starts off with a disposition in the 40's, so build it up. I found the

easiest way to do this is to complete trades with him, each successful trade

raises it a point. So sell him a cheap piece of paper (I had a guide to

Ald-ruhn, worth 1 gold). Buy it back. Sell it again. You lose nothing,

except a few minutes of your time. When his disposition is about 70, ask him

about Nerano Manor, and he tells you he'll help you out, for a small

consideration. As soon as he says this, bribe him with 10 gold if your

Speechcraft is high (over 40), 100 if its low. If the bribe fails, repeat

the process. Nerano Manor Key is yours.

When you have obtained the key, loot as much of the manor as you can, if you

need the money. Pick all the chests on the upper floors and take all the

extravagant clothes. Then take the key to Sugar-Lips. If you killed Nerano,

Sugar-Lips will be angry and refuse to pay you. If you got it from Sovor,

Sugar-Lips will pay you 500 gold for your efforts.

-------------- Thieves Guild - Ra'Zhid's Dwemer Artifacts --------------------

Faction Reputation Gain: 5

After obtaining the Nerano Manor key, Sugar-Lips will be eager to give you

another quest, that of obtaining some Dwemer artifacts. Ra'Zhid, from Hla Oad,

was supposed to drop them off for the Guild, but never did, so we'll take them

by force.

Make your way to Hla Oad - there are several ways to get there, and none of

them is efficient. You can walk, by following the path south of Balmora,

crossing the hills, then making your way around the swamp. Or you can go via

Vivec, by taking a silt strider or using the Mage's Guild, then taking a boat

to Hla Oad. (Costing 46 gold.) Your call.

Ra'Zhid the Khajiit resides in Fatleg's Drop Off, which is on the northern

side of town. He knows about Dwemer artifacts, but denies knowing anything

about them. Well, we want them! If you have very good pickpocketing abilities,

you can lift a key from Ra'Zhid, but this is veeeery difficult. So we'll have

to kill him to take it from his rotting stinking corpse. Don't kill him

outright, taunt him to make him attack you first, therefore it ain't a crime

to kill him.

It may take several taunt successes before you get the "Goodbye" pre-empting a

battle. After he starts the fight, kick his ass, then loot his corpse, taking

the Simple Key. The Simple Key opens the chest left of the trapdoor down -

holding the three Dwemer artifacts, and some gold for your trouble. It isn't a

crime to open the chest, because you legally obtained the key for it.

Once you've got the artifacts, return them to Sugar-Lips. She'll give you two

Master's Lockpicks, two Journeyman's Probes, and a Journeyman's Armourer's

Hammer for your trouble. No promotions yet - you need to prove your skills

some more.

-------------- Thieves Guild - Vintage Brandy --------------------------------

Faction Reputation Gain: 5

Next, Sugar-Lips tells of a local named Ralen Hlaalo (no relation to Hlaalu)

who died recently. He left behind a bottle (or several) of Vintage Brandy, and

the Thieves Guild wants it. It can be found in Hlaalo Manor, across town.

Hlaalo Manor is just near Nerano Manor and Nalcarya's shop, and we've been

near those before. However, we can't just waltz into the manor - both doors

are locked. We'll have to pick a lock to get inside - the 30 lock on the

ground floor is watched at all times by nearby pedestrians, so you'll have to

take the 40 lock on the second floor. Climb the guard tower steps and jump

across to the balcony, and pick the lock to enter.

Inside you'll find a number of things - Ralen Hlaalo's body (which serves as a

Hlaalu quest later on), a witness to the crime, but the important stuff is

upstairs. In the drawers, you'll find two bottles of Vintage Brandy, so take

them plus the expensive clothes and report back to Habasi. You'll recieve 1000

drakes for the brandy, double its worth.

-------------- Thieves Guild - Free New-Shoes Bragor -------------------------

Faction Reputation Gain: 5

Habasi's next job for you is about a prisoner in Fort Pelagiad's jail. A guild

member is locked up, by the name of New-Shoes Bragor. Habasi wants you to free

him, not by breaking him out, but by blackmailing one of the guards in the

prison.

Everyone knows that Shadbak gra-Burbug takes bribes. So we're gonna test him

with a bribe. Mebestien Ence, in Pelagiad, holds mysterious Dwemer items, and

we are to fetch one and take it to Shadbak. When he tries to take the bribe,

tell him to let New-Shoes go or we'll tell everyone about the bribe.

First we must make our way to Pelagiad. The problem with this is, there's no

quick and easy method to get there. First, take the silt strider back to Seyda

Neen, then we have to hike to Pelagiad. Follow the signs out from Seyda Neen,

heading right from the silt strider, then north. When you reach the Ascadian

Isles region, take a left around the lake. (The way is pretty clearly

documented on your paper map, if you have one.) You'll also see the Lledrano

Ancestral Tomb on this road, for future reference if you haven't been there

already. Soon you'll see the spires of Pelagiad on your right, so head there.

Mebestien Ence lives just opposite the ivy-covered tavern. He won't tell you

anything about the Dwemer artifacts he supposedly trades in, so we must go

investigate upstairs. There's a small chest on the top shelf, in the far

corner of the room, near the closet. Unfortunately, it's locked to level 50.

So pick it, being ever watchful of the guard, who sometimes patrols upstairs.

Once you've picked the lock (which may take some time and effort), take the

Dwemer Coherer from inside. Then to find Shadbak, who is conveniently located

in the fort nearby. You'll find her in the main lobby area, at the back. Ask

her about New-Shoes Bragor, and for some reason, she'll automatically spot the

Dwemer artifact poking out of your back pocket. You stole it from Mebestien!

But wait, how did she know Mebestien had one, huh huh huh? Oh, this chick is

dumb, she admits to being paid by Mebestien. So let New-Shoes go, and we'll

forget about the bribery. We've got her, and she agrees to it. Whoopee!

Return to Balmora any way you see fit, and report to Habasi. She'll give you

another 1000 drakes for your troubles.... but no advancement this time. More

jobs to be done.

-------------- Thieves Guild - Master of Security ----------------------------

Faction Reputation Gain: 5

There is apparently a master of security living in Balmora, and all Habasi

knows is that he is an Altmer. The South Wall, as local base for the Thieves

Guild, needs more security. And we have to find this Altmer, and convince them

to help secure it.

There are six Altmer living in Balmora, as anyone will tell you - Culumaire at

the Lucky Lockup, Estirdalin at the Guild of Mages, Imare at the Hlaalu

Council Manor, Nalcarya the Alchemist, and Hecerinde and Tyermallin, both

normal residents. You can visit them all until you find the right one, the

master of security, or I can just tell you which one to visit.

In the northernmost house of the first column of houses east of the river,

you'll find Hecerinde. Enter it, and ask him about the South Wall Cornerclub.

He has indeed been a bit negligent towards the Thieves Guild, and now that

he's realized the error of his ways, he'll help you secure the club. So go

back and tell Habasi.

Habasi is happy to hear it, because she thinks it won't be long before Sjoring

Hard-Heart and the Cammona Tong make another move against them. Ask for

advancement, and if you're eligible, you'll get it.

Habasi has no more jobs for you, so if you wish to proceed further in the

Thieves Guild, you'll have to seek out another quest-giver. The two Habasi

suggests are Aengoth the Jeweler, in Ald'ruhn, or Big Helende, in Sadrith

Mora.

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[9.2] Ald'ruhn - Aengoth the Jeweler

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Aengoth can be found downstairs, in the Rat in the Pot, in Ald'ruhn. He's the

little short wood elf down the stairs opposite the bar.

-------------- Thieves Guild - Loot the Mages Guild --------------------------

Faction Reputation Gain: 5

For your first task, Aengoth would like you to retrieve Anareren's Devil

Tanto. He heard that the Ald'ruhn Guild of Mages has been left unguarded, so

you're to go in and get it.

Alright, let's go in and loot the whole joint! The Guild of Mages is directly

opposite the Rat in the Pot, so enter it cautiously. It's not completely

empty, though! The mages left a lookout! Manis Virmaulese is there, and he's

pissed, so we gotta take him out. A few hits of any decent weapon, and he'll

bite the bullet, before he gets done with his first round of defensive spells.

Loot his body, dispose of the corpse, then we can start robbing the entire

place. Take absolutely anything of value upstairs, including the contents of

the supply chest, then head downstairs. In the storeroom at the back of the

balcony (locked and trapped, mind you) you'll find nearly two full sets of

alchemy equipment, nice.

- Note: The Mages Guild in Ald'ruhn will be empty until you complete this

quest, no matter how long it takes. If you're like one of my characters, you

can simply never finish this quest and live in the Mages Guild forever ;)

If you can unlock the closet in the back room downstairs, the enchanter's

place (level 100 lock though...) you'll find over ten enchanted weapons and

clothing, just there for you to take. Good ones, too :-D

However, the important room is the one on the right of the entryway,

downstairs. Pick the big level 75 locked chest for a smorgasboard of potions.

Pick the small level 65 locked chest on the shelf for some gold and the Devil

Tanto.

If you're having trouble unlocking, you should buy a decent Open spell or some

Master's Lockpicks. You might even go to the extent of enchanting an item with

100 points of Open, if you have an Open spell. It's quite a clever little

item, that one. I would take a locket or a ring, somethin cute ;)

Once you've finished robbing the Mages Guild blind, and got the Tanto, return

to the Rat in the Pot. Admit that there was a guard there, and hand over the

tanto. No reward, no advancement, more work.

-------------- Thieves Guild - Redoran Master Helm ---------------------------

Faction Reputation Gain: 5

Redoran Reputation Gain: 5

A client of the Thieves Guild is looking for a Redoran Master Helm. All of the

Redoran councillors have them, but they're a bit tricky to grab, so we'll grab

Miner Arobar's one. He lives Under-Skar, under the big giant crab shell in

Ald'ruhn, in Arobar Manor.

Arobar Manor is top-right of the Manor District, on the map. Go through the

entrance to the guard quarters, through to the private quarters, through to

the bedrooms, then into the left room to see Miner Arobar.

This mission was really tricky, for me. The Helm is out in plain sight on top

of the closet - but there are people, including a Redoran guard, standing all

around. Therefore, you'll need something to disguise yourself, so no-one sees

you take it.

Every good thief should specialize in the magicka school of Illusion, as a

major skill, for one reason - Chameleon. A spell that lets you move and act

unseen, so you can literally steal it out from under their noses. I had a

spellmaker make me a super chameleon spell before I came, 100% for three

seconds. Cost me 140 gold. Word.

If you're doing this (and you'll need a high Illusion skill to pull it off,

you may want to go for a lesser percentage), cast it while you're looking

directly at the helm. Pick it up before spell wears off. Walk out, whistling

merrily.

Take it back to Aengoth. He'll reward you with 1000 gold for your trouble.

Good, I was just starting to run out of cash...

-------------- Thieves Guild - Naughty Gandosa -------------------------------

Faction Reputation Gain: 5

Next, we're looking for a copy of Boethiah's Pillow Book. (Interesting name.)

Gandosa Arobar has a copy of it, back in Arobar Manor. Apparently, the book

has been banned by the Temple, and the client that wants the book wants dirt

on the Arobar family. Interesting.

Where to? Back to Arobar Manor! Same place we were before! Argh... except,

this time we want the other bedroom, this is Gandosa's room.

Two ways of getting the book, which is in the level 75 locked chest in the

room, near the pile of cushions. Either pick it without Gandosa noticing

(Chameleon setup from before), or just taunt her into fighting you, kill her,

then loot the entire room at your leisure. Normally, when you're alone in a

room, it's safe to just attack and kill. But guards can open interior doors,

and there are guards loitering outside, and these guards WILL come and arrest

you.

Either way, pick the level 75 lock (may take a while) and take the skooma and

the book. Return them to Aengoth, and he'll reward you with the Amulet of Far

Silence and a Chameleon Ring. Not really worth much, but whee!

-------------- Thieves Guild - Withershins -----------------------------------

Faction Reputation Gain: 5

Next is another book-retrieval quest. This one's called Withershins, and isn't

exactly for sale. But apparently Miles Gloriosus, in the Andus Tradehouse in

Maar Gan, has a copy, hmm?

So take the silt strider to Maar Gan, and head for the tradehouse on the north

side of town. Miles Gloriosus is alone, in his little room on the bottom

floor. Now, this guy is strange, because while he minds if you take his stuff,

he won't give two hoots if you start trying to pick locks in his room. You

will still get a bounty, but he will not attack you.

You can use this to your advantage. Simply close yourself in his room with

him, and pick the lock on the small level 70 chest on the floor. Once you've

done that (racking up a bounty for each pick attempt), drop everything you own

(everything) on the floor and go pay your bounty. Either that, or you can

visit a Thieves Guild steward to get the bounty cleared.

Once you've done that, pick your stuff up. Then use the chameleon trick from

before - disguise yourself long enough to open the chest and take the book

without him noticing. Once you've got it, you're done. Head back to Ald'ruhn.

Give the book to Aengoth, and he'll reward you with 1000 septims.

-------------- Thieves Guild - Retrieve the Scrap Metal ----------------------

Faction Reputation Gain: 5

Now, the Thieves Guild was given some Dwemer centurion spiders, and they have

the right people fix them up... but they lack the scrap metal required for the

repairs. So you're being sent to find some. With no clear picture of where to

get it, other than Dwemer ruins. Right.

If you don't feel like plundering ruins (your character might not be strong

enough, I know mine isn't!) some merchants do sell scrap metal - four, in

fact. The easiest one of these to find is Nalcarya of White Haven - the same

woman you stole a diamond from earlier, in Balmora.

She doesn't have them to steal, though, so just buy four of them from her and

take them back to Aengoth. He'll again reward you with 1000 septims - a rather

nice profit.

-------------- Thieves Guild - The Darts of Judgement ------------------------

Faction Reputation Gain: 0-5

Next, Aengoth would like you to retrieve the Darts of Judgement from Eindel.

He's a guard in Llethri Manor, under Skar. Apparently, they're rather good

darts, made in Valenwood (home of the Bosmer). So Aengoth wants them.... a

little piece of home, perhaps?

Llethri Manor is to the left of the entrance to the Redoran Council house,

under Skar. Inside, head to the guard quarters on the left, then down the

stairs to find the beds. You can't exactly miss the darts here, they're just

laying on a bed in one corner.

The trick here is to not accidentally examine the bed itself. If you do, every

guard in the place will be after you trying to kill you. So be careful -

chameleon yourself, pick them up, and leave. You only need one to complete the

quest, but for best results, take all four.

You can choose to either give Aengoth the darts, or to keep them yourself. If

you choose to hand them over, however, you'll recieve 500 septims for each

dart. Plus you'll gain faction reputation - 2 (for one dart), 3 (for two), 4

(for three) or 5 (for all four). None for not handing them over. You'll also

get your bounty cleared.

And that's it for Aengoth's quests! If you ask him for more jobs, he'll

recommend seeing either Sugar-Lips Habasi in Balmora (already done those), Big

Helende in Sadrith Mora (that's next) or the man himself, Gentleman Jim Stacey

in Vivec. (That's later on.) For now, off to Sadrith Mora!

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[9.3] Sadrith Mora - Big Helende

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You'll find Big Helende in Dirty Muriel's Cornerclub. Love these thieves that

hang out in seedy bars, eh. The Cornerclub is opposite Wolverine Hall, just

south of town. Enter it and you'll find Big Helende, the Altmer, on the top

floor.

-------------- Thieves Guild - Potion Recipe ---------------------------------

Faction Reputation Gain: 5

Firstly, the Guild has been hired to find a Dispel potion recipe. It's a

favour for the Mages Guild, even though they don't normally do favours for

them. The best alchemist in town is Anis Seloth, so we're told to start there.

And when we get the recipe, we are to deliver it straight to Tusamircil at the

Mages Guild.

You'll find Anis Seloth's shop on the north side of town, just east of the

congregating marketplace. Ask her about the potion recipe, but she won't give

it out. So we is gonna bloody steal it! Upstairs, look around for it, and

you'll find it in the crate near her bed. Take it, and the Masters alchemy

equipment, and head on out to the Mages Guild, in Wolverine Hall.

Wolverine Hall's a nasty place for navigation. To find the Mages Guild, walk

through the courtyard, up the steps, through the Imperial Shrine, out the door

on the left, and up the stairs. Yargh.

Talk to Tusamircil, the Altmer, and hand over the recipe. Then head back to

Big Helende. She'll give you 500 drakes for doing the job.

-------------- Thieves Guild - The Grandmaster's Retort ----------------------

Faction Reputation Gain: 5

Next, a customer is looking for a Grandmaster's Retort. Obviously an

alchemist. Berwen the trader, in Tel Mora, is selling one, or so she heard.

May as well follow that tip.

Take the boat from outside the Gateway hotel to Tel Mora. On the north-east

side of the tower, you'll find Berwen's small pod. Enter, and speak with

Berwen. You may have been here before, but if not - there's a Corprus staler

on the loose upstairs! You don't have to kill it, though. The Grandmaster's

Retort is there in plain sight, on the shelf right next to Berwen.

Either buy it from her (baha, 1600 gold) or attempt to steal it. Seems like

she's got eyes in the back of her head, however, cuz I was at 100% chameleon

and she still spotted me lifting it from the shelf. If she spots you, either

take her out or just run.

Head back to Sadrith Mora and hand over the retort. In return, Big Helende

will give you 200 gold. Now, only 600 more needed to pay off that bounty with

Rissinia downstairs....

-------------- Thieves Guild - Wizard for Hire -------------------------------

Faction Reputation Gain: 5

Again, the Guild needs to protect itself from the Cammona Tong. Maybe you

could hire a wizard from the Mages Guild to do that! (I'd rather get a

mercenary, but meh...) So you're sent to the Mages Guild in Wolverine Hall, t

find a wizard to protect the guildhouse.

Head back to the guild, and ask anyone there about hiring a wizard. They'll

direct you to speak with Arielle. Do so, and she'll ask for four pieces of raw

ebony before she'll send a wizard over.

Raw ebony is hard to come across - the easiest way to get it may just be to

buy it, even though it's expensive. Anis Seloth has four for sale, and if

you're a good haggler, you might be able to get them for about 750 gold. Hand

them to Arielle, and she'll send a guard over to Dirty Muriel's.

Return to Big Helende, and she'll thank you, rewarding you with a Dire

Shardbolt Ring.

-------------- Thieves Guild - Redoran Cookbook ------------------------------

Faction Reputation Gain: 5

Another book hunt now! This one's for a book called "Redoran Cooking Secrets"

- why the Thieves Guild would want a cookbook is beyond me, but hey, I'm just

the FAQ writer. Ohhh, okay, click the name of the book and you'll find out why

it's needed ;)

It's in Llethri Manor, in Ald'ruhn, and we've been there before to get the

Darts of Judgement. Use the guild guide in the Mages Guild for quick speed to

Ald'ruhn, then hike back to Llethri Manor.

It's easy to get, you just have to know where to look. From the entrance, head

straight through to the bedrooms, to the private quarters, then to the

unoccupied bedroom on the left of the main room. You'll find the book in a

level 50 locked chest. No-one around, so look it to your heart's content. Take

the book. March proudly back to Sadrith Mora.

Give the book to Big Helende, and she will give you a Quality Potion of Shadow

as a reward. Whee!

-------------- Thieves Guild - Felen's Ebony Staff ---------------------------

Faction Reputation Gain: 5

Next, we're looking for a staff. Felen Maryon's staff. It's an ebony staff,

too. Oooh. However, Felen is a powerful wizard and will most likely kill you

in one wave of his hand. If you want the job, take it. If not, pass.

Felen Maryon is in Tel Branora, to the south, and he's one of Mistress

Therana's personal retainers. If you know little about the Telvanni, let me

inform you that Therana is one of the six head honchos, and this personal

retainer will be a damn sight powerful. But hey, it's your skin :)

Take the boat to Tel Branora, and head towards the tower off to your left.

Follow the paths up as far as you can, then enter the Upper Tower. More info

about telvanni - the most powerful people in each tower always live at the

very top. And you were given the levitation potions because you'll need them.

Telvanni aren't real fond of stairs.

Follow the tunnel opposite the doorway up, then take either door to Therana's

Chamber. Use one of the potions to ascent the chute, and you'll find Felen in

one of the end rooms. Note the shiny staff behind him.

SAVE, importantly. You'll screw this up a few times before you get it right, I

know I did. Firstly, if you're REALLY good you can get the staff without even

using magic, simply sneak around behind him until the hand appears, and seize

the moment.

But if you're like me, you're not that good :( So have your custom Chameleon

spell handy. The idea is to get both the sneak hand and chameleon working in

your favour, and the easiest way to do this is to get BEHIND the bookcase it

rests against. You'll always have the sneak hand, even if he faces the

bookcase.

Cast your chameleon, and swipe the staff without a hitch. Hike back to Sadrith

Mora, and proudly show it over to Big Helende. You good little thief, you.

Again, you get a choice - hand it over and get some of the profits from

selling it, or you can keep it. The profits are meager - 250 gold - and either

way, you get the faction reputation, the kick-ass reward, and any bounty

cleared. So you may as well keep it.

And that's it for Big Helende's quests. If you ask her for more, she'll direct

you to either Sugar-Lips Habasi or Aengoth the Jeweler. But seeing as we've

already done both of those, she'll direct us to the big cheese himself -

Gentleman Jim Stacey.

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[9.4] Vivec - Gentleman Jim Stacey

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If you've completed the jobs from all three guild stewards in Sadrith Mora,

Balmora, and Ald'ruhn, you'll besent to Jim Stacey for more quests. He can be

found in Vivec, Foreign Quarter, in the back of Simine Fralinie's bookstore.

If you can't find the bookstore, it's in the east side of the canalworks :)

You'll need to pick a level 65 lock to get to him.

Speak to him, and he'll offer you two things - jobs, and the Bal Molagmer. You

must be a Captain to receive jobs from Stacey, but the Bal Molagmer quests can

be done at any time. Bal Molagmar quests are listed in their own section,

next, here are just his normal quests.

-------------- Thieves Guild - Find Brother Nads -----------------------------

Faction Reputation Gain: 5

Firstly, a fellow thief and guild member has gone missing. Can we trakc down

Nads Tharen? Of course we can.

He used to hang out at the Elven Nations cornerclub, in Hlaalu canton, and he

was supposed to deliver a key to him. If he's dead, find the key and return

it. Simple.

Make your way over to Hlaalu canton, to the Elven Nations in the Plaza. Start

speaking with people about Nads, and two things will become clear - the

bartender Gadela knows something she's not saying, and Arvama is a liar. She

says she never spoke to him, but everyone says that she did. Okay.

Arvama won't tell you anything, cuz she's a bitch. But start prying into

Gadela about him. Get her disposition way up high, past 90, either using

persuasion or the old method of buying something small from her (each

transaction gives her 1 disposition point). When it's over 90, ask her about

Nads and she'll tell you that she saw Nads talking with Arvama (see, told you

she's no good) and that we should maybe visit his house, in the St. Delyn

south side canalworks. Let's do that.

The canalworks apartments are outside the canton, on the balconies. Visit the

second apartment (South-Two) and you'll find Nad's lifeless body on the floor

:(

He does have the key we want on his body though, so take it. If you feel like

avenging Nad's death, go back and speak with Arvama. Then take the key to Jim

Stacey. He'll have a warning about that Arvama Rathri, and reward you with 500

gold for your trouble (1000 if you fought and killed Arvama).

-------------- Thieves Guild - Speak with Percius ----------------------------

Faction Reputation Gain: 5

Next, the Fighters Guild is betraying the Empire to help the sleazy Camonna

Tong. However, there may be hope - Percius Mercius, the old Fighters

Guildmaster, may be willing to help them fight for the cause. He's the

Fighters Guild steward in Ald'ruhn, so we are to visit him and find out what

he thinks.

Take the guild guide (or silt strider) to Ald'ruhn, and head toward the

Fighters Guild on the south side of town. Find Percius at the bottom of the

stairs, and ask him about 'help us fight'. He may not want to talk to you, so

butter him up till his disposition is above 60-ish.

But when he talks, boy does he talk. He'll tell you all the dirt you need to

know on the Fighters Guild. Hrundi, the guild steward in Sadrith Mora, may be

persuaded to help us, but if he can't, we can always apply the pressure

through his Dunmer lover. Eydis Fire-Eye, guild steward in Balmora, is a good

fighter but there was something dark about her - she's a worshipper of

Clavicus Vile (whatever that is). And the master of the Fighters Guild is

Sjoring Hard-Heart - he's in the Tong's back pocket, so will have to be

killed. End of story.

Return to Stacey with all the goody-goody information. He'll think of a way to

put the info to good use, and give you 500 gold as thanks.

-------------- Thieves Guild - The Bitter Cup --------------------------------

Faction Reputation Gain: 5

Now we're going to start bribing the Fighters Guilds stewards over to the

Thieves Guild cause, starting with Eydis Fire-Eye. With the info you gave

Stacey, he thinks you can win her over if you bring her the Bitter Cup.

What is the Bitter Cup, you say? It's an artifact sacred to Clavicus Vile

(ah-HAH!) but it is lost in Ald Redaynia, a set of ruins north of the

Urshilaku Camp. Check your map, and both Urshilaku Camp and Ald Redaynia will

have been marked on it, way up north.

I sure hope you can swim. Or waterwalk. If not, get the ability to do so.

The two closest towns to Ald Redaynia are Khull, to the south-west, and Dagon

Fel, to the far east. Take your pick which you'd like to travel from. While

the Khuul route is shorter, it's completely water-based travel. Dagon Fel is

mostly road, with only short water stretches. Choose, then travel to the

island in question.

Save on the island before approaching Ald Redaynia. If you don't have good

combat skills, or good Illusion skills, you may be in a touch of trouble as

this place is filled with ghosts and skeletons with formidable weaponry.

Seeing as I have a master Illusionist as a character, I simply cast

Invisibility everytime I needed to get past something (less cost than

Chameleon).

On the approach to the tower, you'll meet two archer skeletons (if you take

the main path up the hill) or none (if you sneak around/use illusion magic).If

you feel like fighting them, do it, if you don't, ignore them or sneak past.

Inside, you have a short dead end path and two doors - both trapped, one

locked. No guesses which one the cup's behind. Unlock the level 75 lock, and

disarm the trap. Then either prepare to fight through a wave of undead

opponents (I counted seven in one small room) or activate the door,

immediately conceal yourself, and simply walk right through. No guesses which

I chose.

You'll find the Bittercup on the altar, at the top of the tower. It's worth

100000 gold, will you lookee there!? Attempt to pick it up, and you'll be

given a message. You can either drink from it, or take it. Drinking will

destroy the cup, and improve your best attribute by damaging your worst. Meh,

we need the cup, so ignore the drink tag and take it. Make your way out the

way you came. That was short and sweet.

Now we've got to take the cup to Eydis Fire-Eye, the Fighters Guild steward in

Balmora. Find her, and speak to her about the cup. So, you're trying to bribe

her to betray Sjoring, eh? (Well, yup.) Give her the cup, and she'll swear

allegiance to the Master Thief. Woohoo! Go back to Vivec and tell Stacey the

good news.

He's happy to hear it, though he thinks Eydis will betray them, but only if

she thinks you think she won't. (Yargh!) And he's got a Grandmaster's Pick for

you as well, for the trickiest of locks. Sweet.

-------------- Thieves Guild - Hrundi's Lover --------------------------------

Faction Reputation Gain: 5

Next target on the list was Hrundi, the Sadrith Mora Fighters Guild steward.

Hey may join the cause and betray his guild, or, if that doesn't work, they

can put pressure on his woman. Either way, we've got to visit him in Sadrith

Mora, first.

Use the Mages Guild guide to get to Wolverine Hall quickly and cheaply. From

the Mages Guild, head straight to the Fighters Guild, and speak with Hrundi

about joining your cause. But he can't - he has good reason to obey Sjoring

Hard-Heart. Maybe he's putting the pressure on the lover too, eh? Time to get

some info on the lover.

Don't ask Hrundi about his lover, cuz he'll just get mad. Ask elsewhere, and

they won't know much, but they will know that Hrundi does spend a lot of time

at Fara's Hole in the Wall. So we've gotta head over there to keep asking

questions. You've been there before, I don't need to give directions ;)

Start asking around, and no-one will trust you enough to talk about it at

first. So start admiring and persuading. Eventually someone will crack and

tell you that Hrundi comes in to see Falena Hlaren.

Eventually, Falena will fess up to being Hrundi's lover. Someday they're going

to move far far away together, when he saves up enough money! Hmmm...

Head back to Hrundi. He won't be happy that you know his secret, but he'll

agree to help you now that you've discovered his secret Dunmer lover.

(Interracial stuff? Not a big fan of that...) Take the news back to Stacey.

He'll be happy to hear it.

-------------- Thieves Guild - The Brothers Ienith ---------------------------

Faction Reputation Gain: 5

Now we're after the Camonna Tong! Ho! Their two best enforcers are Navil and

Ranes Ienith, and they live on the Dren Plantation, near Pelagiad. The Thieves

Guild will not be safe until the Ienith brothers are dead, so we are to go and

kill them.

(I'm not trained in combat! I'm trained in illusion and security! Hmm... maybe

I can use this to my advantage...)

The Dren Plantation is a nice easy walk from either Seyda Neen or Suran, as

it's right in between them, close to Pelagiad (which has no fast travel,

unfortunately). Once you find it, finding the Ienith brothers is not so hard

either (they're in the basement of Dren's villa, behind two level 60 locked

doors). What is hard, however, is the fight! This is one that you HAVE to

fight, and HAVE to win!

There are several things you can do to tip this fight in your favour, if you

are a pure stealth character like I am. One, if you don't have an awesome

chameleon spell, fast forward down to the quest entitled "The Lady's Ring".

Completing this quest will net you an enchantment which has 80% chameleon for

60 seconds. Two, ah, hell, I forgot what two was, I only needed one.

Grab the ring, or any other suitable chameleon enchantment. Visit the villa,

and pick your way down to the bottom floor. Before opening the second door,

chameleon yourself using the ring. Open the door, and the lone Ienith brother

will want to fight you, but he can't see you so he won't! Pick him off at your

leisure with whatever weapon you choose.

If you stand in the corner of the hallway before attacking, the second Ienith

brother will appear jammed in between the open door and the wall. When the

first fight is over, re-chameleon yourself, stand back, and pick him off while

he has limited movement. Trust me, trying to take these guys on with a

non-combat character = SUICIDE.

Once they're dead, feel free to loot the room. Lots of good stuff for the

taking. Just make sure the other guys in the villa stay out of the room, for

some reason, after I'd locked myself in with the Ienith brothers and

slaughtered them, they came after me and tried to kill me :( I had to subdue

them with a Calm Humanoid spell to stop them attacking while I stole over

10,000 gold and priceless ingredients and clothing from under their noses.

Geez.

Return to Stacey, and he will be pleased to hear of a job well done, rewarding

you with a Ring of Shadow Form. But there's one last job to do....

-------------- Thieves Guild - Kill Hard-Heart -------------------------------

Faction Reputation Gain: 15

There is no rest for the Thieves Guild, with part of the Fighters Guild in

alliance, until Sjoring Hard-Heart is dead. He's the King Dick of the

Fighter's Guild, and a total asshole. Therefore, he must be eliminated.

He lives in the Vivec campus of the Fighters Guild, upstairs in the Plaza. So

pay him a small visit. If you haven't been inside the guild office before,

head down the stairs, then down the stairs on the very right and along the

path. Save outside the last wooden door. Repeat your chameleon-ization from

before, if that was your strategy. Equip your weapon. Then open the door.

An idea is to lock the door, locking yourselves inside, before you attack him.

Otherwise, if you're chameleoned, he'll run all over the damn place looking

for you, and you won't be able to hit him (especially if you're trying to use

a bow, like I am). If you're using melee weapons, just chase and attack, while

staying disguised. Try not to hit anyone else on the chase ;)

If you've got any fortify attribute potions, use them now. This is a tough

fight. He isn't the master of the Fighters Guild for nothing, you know. But

with a bit of perseverence, patience, and luck, you'll pull it off unscathed.

(Or not-scathed-enough-to-die. You know.)

Return to Stacey, and he will be most pleased with you. He'll even hand over a

skeleton key, supposedly the perfect lockpick ever created. He has one last

job for you, however.... to take care of the Guild. He's leaving, going back

to Hammerfell to be with his family! And he's promoting you to Master Thief,

in the meantime. Woohoo! Congratulations :-D

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[9.5] Bal Molagmer

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The Bal Molagmer quests are a subset of quests you can do, for Gentlemen Jim

Stacey. Speak to Stacey about the Bal Molagmer, and he'll tell you that they

were a group of thieves that brought the light of justice to the land. They

were kinda like Robin Hood, stealing from the unjust and giving to those in

need. If you wish to bring the Bal Molagmer back into existence, you are to

wear the gloves he gives you and speak with him again. This enables the

quests.

- NOTE: Make sure you do these before completing the final Gentlemen Jim

Stacey quest. For when you do, he vanishes and these quests can't be done.

-------------- Thieves Guild - Bal Molagmer, the Hlervu Locket ---------------

Faction Reputation Gain: 5

Put on the gloves, and ask Stacey again about the Bal Molagmer. He'll ask you

to do a simple favour for your first task - return the Hlervu Locket. Braynas

Hlervu is a poor egg miner, who gave his treasured locket to the taxmen. So we

are to find it, in Venim Manor in Ald'ruhn, and return it to him in the name

of the Bal Molagmer.

Make your way to Ald'ruhn by silt strider, then to the Manor District. Venim

Manor is just to the right of the entrance, so head there along the catwalks.

Inside, you'll need to head towards the Guards Quarters - take a left inside

the Entrance. The Guards Quarters are good fun to loot if you've got a few

lockpicks and need some new clothes, but I digress.

Of course, only one room in the place is locked. And that's the one you'll

find the Hlervu Locket in. Pick the level 50 lock (you'll need Chameleon or

something similar, 10% was enough for me to get past the guard), then loot the

room. You'll find the locket on top of the small chest on the floor. Take it,

move out.

Now to give it back to its rightful owner. Braynas Hlervu lives in Ald'ruhn,

in the small set of houses in the south-east. You should find him wandering

around outside them. Talk to him about the Hlervu Locket (make sure you're

wearing the gloves!), and offer it to him in the name of the Bal Molagmer.

He'll not know what that means, but your task is done. Return to Stacey.

-------------- Thieves Guild - Bal Molagmer, Yngling's Ledger ----------------

Faction Reputation Gain: 5

For these quests, you should always have the gloves on. No reason to take them

off. Anyways, next you're asked, in the name of the Bal Molagmer, to find

proof of Yngling Half-Troll's corruption. Yngling is a councillor in House

Hlaalu, with a manor here in Vivec, but unfortunately he's corrupt and we're

gonna prove it!

Stacey asks you to retrieve the ledger with the proof of his corruption,

which we can do. Yngling Half-Troll lives in the Plaza of the St. Olms canton,

so make your way over there. You can search high and low for this mysterious

ledger, but you won't find it unless you look in the basement. Patience and a

high Security skill are needed to break through the level 85 lock on the

basement door, plus you must wait until the Orc at the top of the stairs turns

away as well.

Inside the basement, check the table near the game rat pen. You'll find a

letter about the Temple giving Yngling 50,000 drakes for restoration of the

Hlaalu Temple.... then a ledger about how Yngling misappropriated the funds.

Sweet. Take them, and anything else you want, back to Stacey.

Stacey will be shocked at just how big a thief Yngling is. Bigger thieves than

you guys, even! Heh.

-------------- Thieves Guild - Bal Molagmer, Land Deed -----------------------

Faction Reputation Gain: 5

Now a poor widow needs their help - a Hlaalu Councillor is trying to steal her

land with a forged land deed. Velanda Omani is after Indrele Rathryon's land,

so she forged a land deed and placed it in the Library of Vivec. So we are to

go there, steal the land deed, and give it to Indrele.

Off we go, to the library! It's in the Temple canton (not St Olms as the game

incorrectly references), but the directions to go through the Hall of Wisdom

are correct. So make your way across town to the southern Temple canton,

through the Hall of Wisdom, and take any of the doors into the Library.

Now, to find the deed - one small piece of paper on all of the bookshelves.

You can look for it (it won't take that long to find), or simply read my

directions. At one end of the room is a row of three bookshelves with tables

at either end. You want the bookshelf on the very left. On the bottom shelf is

a copy of Darkest Darkness, and a corner of the deed is poking out from

underneath the book. Take it any way you can.

Now you'll need to make your way to Seyda Neen to deliver the deed. Take the

silt strider from outside Vivec, to Indrele's house near the swamp. Speak to

Indrele, she'll be walking around outside, about the forged land deed. Make

sure you're wearing the gloves. Give her the deed, with the reasoning that it

belongs in her hands, and she'll thank you, mentioning that your gloves seem

very familiar...

Return to Stacey when the deed is done for more Bal Molagmer quests.

-------------- Thieves Guild - Bal Molagmer, Enamor --------------------------

Faction Reputation Gain: 5

Next, one of the Thieves Guild brothers stole from the wrong man. See, thieves

do have honour! So we're being asked to return the blade Enamor. It belongs to

Salyn Sarethi, a Buoyant Armiger working in Ghostgate, and it was a present

from Vivec himself. So we are to take the note and the blade, and put them

back in Salyn's chest, in the Tower of Dusk.

Ghostgate is a LONG walk from Vivec. In fact, it's a long walk from anywhere -

the only town it's really accessible from is Balmora. If you haven't been

there before, Ghostgate is on the fence dividing Vvardenfell from Red Mountain

- right near the beast of Dagoth Ur. To get to it, you'll need to walk all the

way up the Foyada Mamaea, which starts near Balmora. If you follow the path

from Balmora to Suran, and enter the Molag Amur region, you've hit the foyada.

Turn and walk north-east up it until you reach Ghostgate.

Enter the Tower of Dusk, which is the one on the left. In the Lower Level

area, you'll find Salyn Sarethi in a room on the left. However, it's not him

you want, but his chest. It's around the corner on the left, near a bunk bed.

Clearly marked "Salyn Sarethi's Chest". Open it and dump Enamor and the note

in it, before hightailing it all the way back to Vivec.

(Note all the people with trippy glass armour here. Oooh. Me likey.)

Return to Stacey, and he will be glad that Enamor is back with its rightful

owner. Yay!

-------------- Thieves Guild - Bal Molagmer, Brallion's Ring -----------------

Faction Reputation Gain: 5

Now, unlike most Dunmer, the Bal Molagmer oppose slavery. So Stacey wants you

to steal Brallion's ring. Who teh f is Brallion? Oh, he's a slave trader in

Sadrith Mora's slave market. We are to steal the ring, then deliver it to

Ilmeni Dren, a secret abolitionist living here in Vivec.

So take the boat from Vivec to Sadrith Mora. The slave market is to the north

of town, near the small marketplace. Ask there about Brallion, and you'll be

told that he went to Fara's (Fara's Hole in the Wall) for a drink. It's right

next door, so go there.

Find him downstairs, and ask him about his ring. He'll offer to sell it to

you, and his price is determined by his disposition. If it's over 60, you can

buy it for 500 septims. Less, and you'll have to pay 800 for it. So butter him

up a bit first, then purchase it for 500 septims. Take it back to Vivec.

Ilmeni Dren, if you haven't had the experience of house Hlaalu before, lives

on the outskirts of St. Delyn canton. Namely, St. Delyn Canal South-One, which

is on the outside of the canton, on the canalworks level. Visit her in her

apartment, and offer the ring. Make sure you are wearing the gloves. Offer it

in the name of the Bal Molagmer, and she will be pleased. Once you've given it

to her, return to Stacey.

-------------- Thieves Guild - Bal Molagmer, Books for Vala ------------------

Faction Reputation Gain: 5

Oh, now EVERYONE in Caldera is corrupt! This guy sees corruption everywhere!

But rather than acting directly, we're going to steal Odral Helvi's, governor

of Caldera's, history books. (o.O) Ah, a woman in the Ald'ruhn guild of mages

has a reading school, and we're going to donate the books in the name of the

Bal Molagmer. That makes a bit more sense.... just a bit, though.

Make your way to Caldera, either by guild guide (the easiest way) or on foot

from Balmora. It's hard to miss the governor's hall - the huge house on the

hill is a sure giveaway. Inside, if you head up the stairwell on the right

side of the room, you'll find Odral Helvi on the third floor. However, his

books aren't with him.

In the room behind him, you'll find several locked chests. Close the door in

between you and Odral, and loot them all. (Good Security practice.) In the

chest on the floor, you'll find his four books and also a secret Caldera

ledger. Yup, Odral really is corrupt :(

In the closet you'll find a few clothes and in the small chest you'll find a

few coins. Nothing of real importance. From Caldera, take the guild guide

straight to Ald'ruhn, and visit Vala Catraso downstairs near the altar. Speak

to her about the history books (while wearing the gloves), and donate them in

the name of the Bal Molagmer.

Enjoy the warm fuzzy feeling you get when you know you did the right thing :)

Stacey agrees - good work, you :)

-------------- Thieves Guild - Bal Molagmer, The Dwemer Goblet ---------------

Faction Reputation Gain: 5

Now the big mean Ordinators in Vivec have been hassling Danso Indules, an

honest but poor priest. So we are to steal a Dwemer goblet, and donate it to

her cause (and this will help her... how?) Anyways, there's one in Berel

Sala's office, in the Hall of Justice. When we get it, we can give it to

Danso, who is usually outside near High Fane.

The Hall of Justice is in Temple canton, on the St Delyn side (which is maybe

why the game incorrectly refers it as near it). Head there, and up the stairs

to the Justice Offices on the right hand side. Note the nice large "Dewmer"

goblet on the table. <3 making fun of typos.

There's an easy way to do this. Opposite the goblet is a door leading to a

hallway. Open the door, get out into the hallway, and tuck yourself into the

corner of the hallway, out of sight of Berel Sala. Now, use the Ring of Far

Reaching that Big Helende gave you before - it has Telekinesis 25 pts for 5

seconds, so if you don't have the ring, substitute appropriate spell.

If the sneak hand is on, cast the spell and simply pick up the goblet without

being seen. Hot-foot it out of there, to outside the Temple. On top of the

canton, you'll find Danso, a female Dunmer. (Danso sounds like a male name to

me. Anyways.) Give her the goblet in the name of the Bal Molagmer, while

wearing the gloves, and she will accept the gift gratefully.

Return to Stacey. That's it for the Bal Molagmer quests, now you have a sense

of what's wrong and what's right, and he will trust your judgement :)

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

[10.0] MORAG TONG

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

The Morag Tong is a rather secret guild, they're not gonna let just anyone

join. Made purely for assassins, they have guild halls all over the place but

none of them have stewards that will give you admittance into the guild.

Note: I'd recommend you be at least level 5 before attempting any of the Morag

Tong quests.

Joining the Morag Tong is different from joining any other guild. Ask any Tong

member around, and they'll tell you that there's only one way to join the

guild - by asking the Grandmaster himself.

-------------- Ranking Details -----------------------------------------------

Favoured Skills (S1/S2): Marksman, Short Blade, Light Armour, Acrobatics,

Sneak, Illusion

Rank SPD AGI S1 S2 Rep

---------------------------------------------

Associate 30 30 0 0 0

Blind Thrall 30 30 10 0 10

Thrall 30 30 20 0 20

White Thrall 30 30 30 5 30

Thinker 30 30 40 10 40

Brother 31 31 50 15 50

Knower 32 32 60 20 60

Master 33 33 70 25 80

Exalted Master 34 34 80 30 100

Grandmaster 35 35 90 35 125

- Note: Each rank you gain in the Morag Tong will also increase your global

reputation by one point.

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[10.1] Joining the Morag Tong

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There is only one way to join the Morag Tong - find the grandmaster, Eno

Hlaalu, and ask him yourself. And all the info you're given is that he lives

somwhere in Vivec. Which narrows it down tremendously, of course.

I'll help you out a little by telling you to visit the Arena canton, down in

the canalworks. Take the west stairs down to the canalworks from the

waistworks, and you'll find a room marked Arena Storage. Through the wooden

door at the bottom of the stairs, kill the rat in the room then the rat in the

second door on the left. You can loot everything there now, or come back later

- there's a lot of stuff to carry.

The door on the right is level 25 locked and trapped - disarm them and go

through. Another room to loot, with some more weapons, 500 iron arrows, and

lots of ingredients. Unlock the trapdoor to the Arena Hidden Area, and follow

the path to meet Ulmesi Baryon. Ask her about Morag Tong, and she will admit

that this is their headquarters. Perhaps you would like to speak with

Grandmaster Hlaalu?

Explore the headquarters until you find Eno (note: turn right, then left, up

some stairs, past some beds, etc.) Ask him if you can join, and then agree to

it. You'll be allowed to join as a Probationer, and you must pass a test to

become a full member. The Morag Tong greatly favours stealth skills, like

Marksman, Short Blade, Light Armour, Acrobatics, Sneak, and Illusion. You'll

note, many of the same skills as House Hlaalu. Major in stealth and you will

go far in both.

-------------- Morag Tong - Writ for Feruren Oran ----------------------------

Faction Reputation Gain: none

To become a full member of the Morag Tong, you have to pass a test, and you're

given a writ for the execution of Feruren Oran, in the Elven Nations

Cornerclub, Hlaalu Plaza.

Make your way to the Plaza, in Hlaalu canton. The Elven Nations Cornerclub is

found on the north-west side, so enter. Feruren is found on the bottom floor,

with two other elves. Unfortunately, our taunt/kill trick won't work here

because you can't even talk to Feruren, he doesn't like the way you've been

looking at you.

While at first glance this seems intimidating, it's not really. The goal is to

kill him very quickly, before anyone else has the chance to get near you and

do you in. If you looted Arena Storage, you might have found a Spiderbite long

blade (I did), which does Poison 1-25 pts. Equip it, and attack. Have a few

Restore Health potions handy, because he will use Daedric Bite on you, which

damages 50 points of health. Nastay. (And low levelled characters might not

have many more than 50 points of health. I know I have 58, total.)

Loot his corpse when you're done, then make your way back to Eno Hlaalu. Make

sure you visit an Ordinator on the way - if you see one, they'll come running

up to you. Present the writ of execution, and you'll be free to go. Then

return to Eno Hlaalu.

Click on the 'join Morag Tong' link, and Eno will be happy to hear that

Feruren is dead. You're officially welcomed into the Morag Tong. Any Master of

the Morag Tong will give you writs to perform, and will advance you if you're

ready. You're not ready right now, though.

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[10.2] Morag Tong Quests

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The Morag Tong is also different in the fact that you can get writs and quests

from ANY guild steward, from any quild around Vvardenfell, and the writs you

get are the same no matter who you get them from. I've chosen to do all mine

through Eno Hlaalu, but you can choose any steward you like.

-------------- Morag Tong - Writ for Odaishah Yasalmibaal --------------------

Faction Reputation Gain: 5

Click on Writs and Eno will tell you about two more that he has. A honourable

writ has been issues by a Telvanni noble for an Ashlander named Odaishah

Yasalmibaal, and it will apparently be more trouble tracking him down than

killing him. We should visit Sadrith Mora, then take a boat to Tel Aruhn, then

swim southwest until we reach the coast, to find a small yurt on the coast

near the end of a small peninsula.

The easiest way to get to Sadrith Mora is via Mages Guild. Its worthwhile

joining the Mages Guild just to use their guild guide, if you havent already.

Or alternatively, take the boat from Vivec to Ebonheart, then from Ebonheart

to Sadrith Mora. Once in Sadrith Mora, you need to get to Tel Aruhn. If you

look on the paper map, on the main coastline of Vvardenfell, there's a small

peninsula just north-east of where 'Uvirith's Grave' is marked, and south of

some weird shrine thingy with odd lettering. That's where we're going.

To get to Tel Aruhn, take the boat from Sadrith Mora to Tel Mora to Tel Aruhn.

Then start swimming for the mainland. You'll find a small yurt on the

peninsula - save and rest up before entering.

Odaishah is not friendly, so teach him a lesson with your Spiderbite. Loot his

yurt, and rest on his bedroll. When you're done, start making the arduous

journey back to Vivec, to report to Eno Hlaalu. He'll give you 500 gold for

the execution, but no promotion. Ask about the other available writ.

-------------- Morag Tong - Writ for Toris Saren -----------------------------

Faction Reputation Gain: 5

Toris Saren is in the Saren Manor, in the Redoran canton plaza. And apparently

we are to make sure his execution is 'swift and honourable'. As opposed to any

other execution? I dunno.

Either way, make your way to Redoran canton, it's just west of Hlaalu. Saren

manor is on the south side of the plaza. As a tip, once inside, don't talk to

anyone, because they'll know who you are and why you're there.

Go through the trapdoor under the bed and follow the path until you find

Toris. Close every door behind you, to stop people chasing when you attack.

When you find him, speak with him and he'll attack first. Dispose of him

quickly, he's not too difficult. If you could kill Feruren Oran easily, these

quests should be straightfoward in the killing stakes.

Take his clothes and his Wild Shardblade, and loot the room before returning

to Eno. He'll give you 500 gold for executing the writ, and ask for

advancement to be promoted to Blind Thrall.

-------------- Morag Tong - Writ for Ethal Seloth and Idroso Vendu -----------

Faction Reputation Gain: 5

This time you have two murders to carry out - that of Ethal Seloth and Idroso

Vendu. They're Telvanni, but bad Telvanni, and you can find them in the

temporary housing of the Telvanni Plaza, here in Vivec.

Head to the Telvanni compound, it's east of Arena. There's a Temporary Housing

building just staring at you, so enter it. There's four people in the room,

but only the two you have writs for will attack you. You can't taunt/kill,

because like Feruren Oran, only the red "Goodbye" is an option. So pick one,

preferably Idroso Vendu, and start stabbing.

Idroso will summon a skeleton warrior to assist, and also has some damn

powerful destruction magic. With your patented Spiderbite weapon, it shouldn't

be much of a problem though. The skeleton will die when Idroso does, so kill

him, then turn your attention to Ethal and kill her too.

When they're dead, loot the clothes from their corpses and return to Eno.

He'll give you 1000 gold, but no promotion until you carry out the second writ

on offer.

-------------- Morag Tong - Writ for Sarayn Sadus ----------------------------

Faction Reputation Gain: 5

Sarayn Sadus is hiding with a group of outlaws in Zaintirari, near the yurt

where you killed Odaishah. Eno will mark the Erabenimsun Camp on your map,

which is near Zaintirari. From there, you should go north until you see a

steampit, then go north to find the area hidden amongst rocks.

No matter which way you look at it, Zaintirari is a long hard slog over Molag

Amur. The easiest way to get there is most likely to follow the route from

Sadrith Mora to Odaishah's yurt, like you did before. Once at the yurt, head

in a general south-westerly direction, past Uvirith's Grave, then towards

Erabenimsun Camp.

When you see a lone signpost, between a steam pit and a pool of lava, turn and

head north. There's no need to actually go to Erabenimsun, as it's just a

bunch of Ashlanders who don't like you anyways. North from the signpost in

Zaintirari. Save and heal up before entering.

Remember that inside are a whole bunch of outlaws. As soon as you enter, one

will rush up to you to attempt to kick your ass. This is Dils Heladren, not

that it really matters. Next is Mals Faralen, further in. After each battle,

return to the entrance and rest if you need to. The third guy is

tough, because he's a mage and he'll see you a long time before you get the

chance to get him. Prepare at the top of the stairs, then rush him. Every time

he hits you with Daedric Bite, use a Quality Restore Health Potion. When he's

dead, get the fourth who's charged you with an axe.

This will be the hardest Morag Tong quest you've had so far, by far.

Especially if you came ill-prepared, like I did...

Through the door near the stairs is your actual target, Sarayn Sadus. And he's

tough. He's only got an axe, but he'll be hitting you for more damage than you

hit him, so keep some restore health potions nearby.

When he's dead, you can loot the *entire* place. There's a LOT of stuff there,

so you'll be making trips back and forth to your storage site. (Hint: warp in

and out.) Return to Eno, and he'll give you 500 gold for honourably executing

the writ. Ask for advancement, and you're now a Thrall.

Special duties are now open to you (if you're speaking with Eno only). The

Special Duties quests will be listed after the normal ones, in section 8.3.

-------------- Morag Tong - Writ for Guril Retheran --------------------------

Faction Reputation Gain: 5

Guril's been a naughty boy it seems, so must be honorably executed. He can be

found in the Flowers of Gold Cornerclub, in Redoran canton waistworks. As

Guril's family is very influential in House Redoran, this quest may very well

spell trouble for you if you are also in Redoran. My character was actually

expelled after completing it (four times, in four attempts to complete the

quest). Luckily, Neminda gave me a second chance.

Anyways, make your way to Redoran, to the Flowers of Gold Cornerclub, on the

west side. Guril is on the lower floor, he's the Dunmer with red hair. We

can't taunt/kill, but he won't attack, either, so just lunge, stab, and kill

him quickly. No-one else will dare attack, because you're executing a writ.

Loot the corpse, including an interestingly named Glove of Sanguine Horny

Fist.

Go talk to any Ordinator around, and present your writ to clear the bounty

before returning to Eno. Eno will give you 1000 gold for your efforts.

-------------- Morag Tong - Writ for Galasa Uvayn ----------------------------

Faction Reputation Gain: 5

Galasa Uvayn is a woman who offended a Redoran Lord, and now she must pay. She

can be found in the Hlaalu Treasury, in Hlaalu canton waistworks. Go!

Over to Hlaalu canton... btw seeing as Hlaalu and Morag Tong seem to be so

closely related, why is Morag Tong in Arena? Anyways... Treasury is at the

north end of the waistworks. Galasa is all by her lonesome, in the hallway

around to the left. Again, she doesn't want to fight, so just attack her.

Garer Donoran might also show up for the fight (he did in my game), if he

does, just dispatch him too. (I love my Spiderbite and Wild Shardblade weapons

here.) If you have a bounty, visit an Ordinator and present your writ, if not,

return to Eno. Take the 1000 gold he offers, but no advancement just yet.

Just more special duties, and more writs.

-------------- Morag Tong - Writ for Mavon Drenim ----------------------------

Faction Reputation Gain: 5

Two more writs are available to occupy your gameplay. The first is for Mavon

Drenim. Unlike the others, we don't learn why this guy has been set up for

bucket-kicking, we're just told to do it. And that he's located in the

Telvanni tower, in the Telvanni Plaza. Hey, fine by me.

Make your way east to Telvanni canton, and into the Plaza like before. The

large Velothi tower is the Telvanni tower, so save and enter.

-------------- Morag Tong - Writ for Tirer Belvayn ---------------------------

Faction Reputation Gain: 5

How come each set of writs we get, one is local and one usually requires a

long road trip? Well, this is the long road trip one. You're heading to Shara,

south of Dagon Fel, wayyyy over the other side of the continent. And your

target is Tirer Belvayn.

-------------- more coming soon!! --------------------------------------------

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[10.3] Morag Tong Special Duties

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Special Duties are available from Eno Hlaalu in Vivec, after you've reached

the rank of Thrall. They are to do with collecting special Sanguine items for

Eno. What are the significance of Sanguine items? We shall see...

-------------- Morag Tong - A Contact in the Dark Brotherhood ----------------

Faction Reputation Gain: 5

(the game incorrectly lists this as a Mages Guild quest. Silly game.)

Oh, Eno wants you to make contact with the Dark Brotherhood! The Brotherhood

rebelled against the Morag Tong a long time ago, and have been their enemy

ever since. But now we want to open a line of contact.

You need to speak with Miun-Gei, an enchanter in the lower waistworks of the

Foreign Quarter. So visit him, and ask about the Dark Brotherhood. You want to

hire them? How can he trust you? Persuade him until his disposition is in the

high 70s, then he'll trust you enough to tell you that his contact with the

Brotherhood is Tsrazami, a Khajiit in the Foreign Quarter Plaza.

Run back to Eno with this info. He will send agents to question Tsrazami.

-------------- Morag Tong - Belt of Sanguine Fleetness -----------------------

Faction Reputation Gain: 5

Many years ago, Black Hands Mephala made a deal with Sanguine for twenty seven

tokens she could give out to her devoted followers. The Dark Brotherhood stole

the tokens, but Mephala has arranged for them to be returned, one by one. Now,

in case you're not familiar with Daedric mythology, Mephala is one of the nine

most important Daedric gods. She's a goddess actually, but that point is moot.

Eno Hlaalu is a follower of Mephala, and so wishes to regain all of the

special tokens. We're to go collect one of the tokens, the Belt of Sanguine

Fleetness.

The woman holding the belt is a Nord sorceress named Hrordis, in the Halfway

Inn in Pelagiad. So head there. Quickest way is silt strider to Seyda Neen,

then to walk. You'll find Hrordis all alone, in a room on the second floor...

so shut the door behind you, save your game just in case, then take her out.

Grab her groovy Glass Dagger, the belt, anything else she may have, and

dispose of the body. Only problem is, chances are she hit you with some

draining spells like drain strength or drain endurance, meaning you most

likely aren't going to move. If you don't have any Restore Strength or Restore

Endurance potions, drop all your stuff and leave (you can come back for it

later with no repurcussions). If you have a bounty, go and pay it with a guard

(if you're not carrying anything, it's fine), then go get cured up. Return for

stuff. Return to Eno. No rewards here.

-------------- Morag Tong - Ultimatum for Movis Darys ------------------------

Faction Reputation Gain: 5

Eno explains, sometimes an agent of the Dark Brotherhood is noble enough to

join the Morag Tong. One such person is Movis Darys, in the Mages Guild in

Ald'ruhn. We're to talk with him, and if we can't convince him to join the

Morag Tong, we're supposed to execute him.

Right. He's noble enough, but if he won't join, kick his ass? Makes no sense.

Quickest way is to visit the Guild of Mages in Foreign Quarter Plaza, then

warp to Ald'ruhn. Movis is found on the bottom floor, coincidentally right

near an altar that will restore your attributes (should you need it from the

last mission). Talk to him and ask him to join the Morag Tong, and he'll claim

he's just a simple peasant and doesn't know anything about killing. Baha!

Tell him his number is up, and he'll agree to talk to Eno Hlaalu. He'll also

give you another one of those Sanguine item thingys, the Belt of Sanguine

Denial. Return to Eno, and tell him the news. He'll reward you with 1000

drakes, but no advancement as there are outstanding writs. So do some writs,

then come back for more special duties.

-------------- Morag Tong - Ultimatum for Carecalmo --------------------------

Faction Reputation Gain: 5

Another special duty. Eno believed that Mehrunes Dagon cultists are protecting

the Dark Brotherhood. Therefore, we will put an end to this - by finding one

of the cultists, Carecalmo, in a place called Ashalmimilkala. (Try saying that

one three times fast.) And we'll offer him an ultimatum - stop protecting the

Brotherhood or Morag Tong will wage war!

-------------- more coming soon!! --------------------------------------------

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[11.0] GREAT HOUSE HLAALU

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If you've read my game basics section of Factions and Side Quests, you'll know

there are three Great Houses available to join in Morrowind, one corresponding

to each of the three centralized arts, ie. stealth, magic, and combat. Hlaalu

is the first you will come across, as its headquarters are in Balmora.

- Note: You can only join one of the three Great Houses (without cheating), so

choose the one that best fits your character. ie. the art you specialized in

when creating it.

Your contact in Balmora is Nileno Dorvayn, on the ground floor of Hlaalu

Council Manor. If you ask her about House Hlaalu, you'll have the option of

joining.

-------------- Ranking Details -----------------------------------------------

Favoured Skills (S1/S2): Speechcraft, Mercantile, Marksman, Short Blade,

Light Armour, Security

Rank SPD AGI S1 S2 Rep

---------------------------------------------

Hireling 30 30 0 0 0

Retainer 30 30 10 0 5

Oathman 30 30 20 0 10

Lawman 30 30 30 5 20

Kinsman 30 30 40 10 30

House Cousin 31 31 50 15 45

House Brother 32 32 60 20 60

House Father 33 33 70 25 80

Councilman 34 34 80 30 100

Grandmaster 35 35 90 35 125

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[11.1] Balmora - Nileno Dorvayn

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-------------- House Hlaalu - Disguise ---------------------------------------

House Reputation Gain: 5

If you ask Nileno about business, she'll ask you to "say that again". So click

that link, and it'll convince her that you sound like the Redoran, Relmerea

Saram. She wants you to disguise yourself as Relmerea, get orders from House

Redoran, and deliver them to her.

- Note: If your character is female, Nileno will tell you that you sound like

Relmerea Saram. If your character is male, Nileno will tell you that you

sound like Felsen Sethandus. Either way, you get to do the quest. Just

wouldn't make much sense, a male masquerading as a female now, would it? So

this is Bethesda's way of fixing it.

To get the orders, you'll have to speak with Neminda, at the Redoran Council

in Ald'ruhn. You can take the silt strider to get there. When you speak with

her, use the keyword 'Orphan of Arnesia' to get the coded message. Bring the

coded message back to her. She also gives you a Native Gah-Julan Bonemold Helm

to wear, as a disguise. Can't just waltz into Redoran while displayng your

Hlaalu-ness now, can you?

Follow her directions, and take the silt strider to Ald'ruhn. Once there, take

a left and head towards the big giant shell in the distance - that is the home

of Redoran Council. (Put the helmet on.) Once inside the Manor District, move

through to the three doors at the back. Neminda is found just inside, behind

the potted plant in the centre. Tell her the key phrase, Orphan of Arnesia,

and she'll give you the scroll, to deliver to Maar Gan as usual. Well, we're

not going to Maar Gan, we're going back to Balmora.

Return to Nileno, and click on any of the business-related links to hand over

the scroll. She'll let you keep the helm, and give you 500 drakes for a job

well done. If you're eligible for advancement, take it now.

-------------- House Hlaalu - Alchemical Formulas ----------------------------

House Reputation Gain: 5

The next quest from Nileno involves visiting Vivec and acquiring certain

alchemical formulas. The shop of Aurane Frernis is what we're after, in the

Foreign Quarter of Vivec. You can either take the silt strider, to start

outside Vivec, or go straight to the Foreign Quarter using the Mage's Guild.

Her apothecary is located on the west side of the Lower Waistworks, near

Jobasha's Rare Books. And she won't reveal her secret formulae to you, no

matter what her disposition is. Luckily, her recipes are on the scroll closest

to the door, so we can easily nick them.

I haven't worked out a way to do this without grabbing her attention; seems

like she has eyes in the back of her head. So grab the alchemical fomulae and

run. Pity about the 100 bounty. If you're also in the Thieves Guild, visit a

steward to get the price taken off your head. Try not to run into any

ordinators or guards on the way, as they'll make you pay the fine and then

they'll take all your stolen items for good measure.

Once you've got the formulae and have no bounty, go back to Hlaalu Manor and

report to Nileno. She'll take a copy of the formulae, allowing you to keep the

originals. Ask her for advancement, and she'll promote you to Oathman.

-------------- House Hlaalu - Inanius Egg Mine -------------------------------

House Reputation Gain: 5

Global Reputation Gain: 1

A rival of Nileno's in House Hlaalu has an egg mine across the mountains east

of Suran, the Inanius Egg Mine. Nileno wants us to go there and kill the kwama

queen, to ruin the rival's business. Sounds nasty... but we'll do it.

There are two ways to do this quest. One will net you 1000 gold and save you

doing any combat, as well as skipping a few quests along the way, the other

will not. Take the silt strider directly to Suran, and ask anyone in town

about the Inanius egg mine. Apparently the governor of Suran, Avon Oran, owns

it, and he lives in the large manor west of the temple.

If you talk to Avon and ask him about the egg mine, he'll offer you 1000

drakes to stay out of it. If you take the offer, Nileno will be cheesed, but

simply move onto the next mission, giving you no rewards and no promotion.

If you choose to go wipe out the egg mine, it's a tad more difficult. Follow

the road south out of Suran, past Avon Oran's manor. When you get to the Molag

Amur region, it will wind away to the left, so follow it and you'll see a few

kwama workers up ahead. The mine is tucked in amongst the hills.

Inside, you'll find a pissed off kwama worker, so kill it. Follow the path,

and eventually you'll come to a watery cavern. Unfortunately, you do have to

go in the water - cross the cavern on the tree-trunky thing until you get to

the center, then dive off and keep swimming straight. At the end you'll find

two more kwama workers, and the queen.

She's not hard to kill, so stab her a few times and say g'day. Report back to

Nileno, and she'll give you 500 drakes but no promotion.

You can do one of two quests next - ask about duties to do the Guar Hide

Squeeze, or about Ralen Hlaalo to do Death of Ralen Hlaalo. Do them both, of

course, but the order isn't relevant.

-------------- House Hlaalu - The Death of Ralen Hlaalo ----------------------

House Reputation Gain: 10

Global Reputation Gain: 1

Ralen Hlaalo, a local Hlaalu noble, was murdered recently. You may have known

of this already if you've completed "Vintage Brandy" for the Thieves Guild.

We're to find out who killed him, and kill them so that no-one ever dare raise

their hand against a Hlaalu noble again.

- Side note: My journal screwed up because it declared Hlaalo to be both a

Hlaalu and Redoran noble. Whateva!

Nileno will give you a key to the manor, which is pointless if you already

broke in earlier. But for the sake of naivety, I'll pretend we've never been

there. Hlaalo Manor is just across the courtyard from Hlaalu manor, to the

left of the left guard tower. Use the key to get inside, and you'll see

Hlaalo's body, stretched out on the floor.

Take the clothes from the body, and loot the entire manor if you wish. Seems

Hlaalo was quite the alchemist, a lot of alchemy items and potions around the

place. Upstairs, you'll find one of Ralen Hlaalo's servants, and she saw the

Dunmer that killed him. Grab the murderer's description - young with red hair,

bonemold armour and a Dwemer war axe.

Ask anyone in town, and they'll tell you it sounds like Thanelen Velas, at the

Council Club. Check him out, and indeed it does, so let's kill him. As usual,

don't attack him straight out, taunt him into attacking first.

- Note: Other people say that Nine-Toes was the murderer. The rewards for the

quest are the same, no matter which one you kill.

Take all his stuff, inluding his set of hammers and Dwemer war axe, and report

back to Nileno. Take the 1000 drakes for solving the crime, and the promotion

to Lawman.

-------------- House Hlaalu - Guar Hide Squeeze ------------------------------

House Reputation Gain: 5

Guar hides are a big item to trade in Morrowind, and Redoran and Hlaalu have

been competing for trade contracts for years. Redoran is getting the upper

hand, so we need to start convincing people to buy imported Hlaalu guar hides,

instead of local Redoran ones. Starting with Rolasa Oren, in Vivec's Foreign

Quarter.

Rolasa can be found in the Upper Waistworks of the Foreign Quarter, at the

table with the alchemy equipment on it. Ask her about guar hides and she'll

tell you why she doesn't like Hlaalu ones - imported guar hides are not fresh.

But we shall change her mind on that.

Use your 00ber powers of persuasion to get her disposition up to the 70s. Then

start bribing her. After each successful bribe, ask her about guar hides. Keep

going until she finally breaks down and agrees to buy guar hides from Hlaalu.

Job done.

Return to Nileno, and tell her the good news. She'll give you 1000 drakes, but

no promotion.

-------------- House Hlaalu - Delivery for Bivale Teneran --------------------

House Reputation Gain: 5

There's a spy in Ald'ruhn, close to Redoran Headquarters. The spy is Bivale

Teneran, a Hlaalu working as a mole. Nileno will give you orders to deliver to

deliver to her, in her shop under the crab shell.

Take the silt strider to Ald'ruhn, and enter the "crab shell", ie. the manor

district. Bivale Teneran's shop is found on the ground level, so get off the

high bridges and sniff around on the ground. Enter her shop, a clothing store,

and give her the scroll. She'll reward you with an exquisite shirt and some

extravagant pants, a present for an efficient courier.

Go back to Nileno, and she will give you 500 drakes. At this point, Nileno

tells you that she cannot promote you further, and that you should seek a

sponsor in House Hlaalu, suggesting Crassius Curio, in Vivec.

But she has one final quest for you, if you select the key word "ebony trade".

-------------- House Hlaalu - Ebony Trade ------------------------------------

House Reputation Gain: 15 (for both tasks), 10 (for either one)

Global Reputation Gain: 2 (for both tasks), 1 (for either one)

The East Empire Company, in Ebonheart, has threatened to start buying their

ebony from House Redoran, unless Hlaalu lowers its prices. We have two tasks

to do, to make sure this doesn't happen:

1) Convince Canctunian Ponius, in Ebonheart, to buy ebony from Hlaalu

2) Kill Darns Tedalen, the head of mining operations at the Redoran mine,

Sudanit Mine, near Ald'ruhn.

And if we do both, there may be a bonus in it for us. So of course, we shall

do both!

First, get your butt to Ebonheart. Easiest way of getting there is to take the

silt strider to Vivec, then the boat nearby to Ebonheart. Ask anybody around

about Ponius (easier to type than Canctunian) and they'll tell you he's in the

East Empire Company offices, near the docks.

Enter the hall on the right, then follow the doors to find him. If you ask him

about the ebony trade, he'll ask you to make a better offer, ie. suck up to

him. Get his disposition to the high 70s, then ask him again, and you'll

convince him to sign up to Hlaalu for another year.

Next part of the deal. Head towards Ald'ruhn, towards Sudanit mine. You can

get there by going back the way you came, boat to Vivec, silt strider to

Balmora, then silt strider to Ald'ruhn. Once there, you need to start heading

south east, so take the south path from Ald'ruhn, behind the Fighters Guild.

Once out, turn left and head towards the Ghostgate. You'll pass through the

Buckmoth Legion Fort area, before re-entering the Ashlands. At the

intersection, head left again. Up the steep hill and at the top you'll see the

Ghostgate; the barrier protecting you and the rest of the world from the evil

of Dagoth Ur and everything bad, like you may have been hearing about if

asking people about latest rumours.

When you hit the Ghostfence, the path veers right so follow it. Keep heading

right at intersections - should be two more before you spot the mine. Inside,

if you're on your best behaviour, you can walk through the Redoran crowd quite

happily. Simply follow the winding paths around the mine until you find Darns

Tedalen, he'll be near a campfire.

We have to kill him, and it should be drilled into your head how to do it -

taunt, taunt, taunt, say goodbye when it comes up red, kill. He's a toughie

this one - uses tough destruction spells, 5 and 15 pt ones, so stock up on

restore health potions (and maybe fortify health ones too) beforehand and/or

use a shield for protection.

Once he's dead, remove his body then return to Nileno. She'll give you 1000

drakes, and as your special reward, give you some Glass Boots, a Glass

Cuirass, and Glass Greaves. Oh yeah!

Once you've done it, go to Crassius Curio in Vivec, if you haven't already, to

continue your rise through the Hlaalu ranks.

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[11.2] Vivec - Crassius Curio

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Crassius Curio lives in Curio Manor, in Vivec's Hlaalu Canton. You'll find him

in the basement of his manor, and when you approach him, the first thing he

wants you to do is take your clothes off for him! W... T... F!?

Believe it or not, you actually have to take all your clothes off for him,

unequip everything you have on. Talk with him when you're naked, and he'll

promote you to Kinsman of Hlaalu (if you have the right skills) straight away.

Then he'll tell you to go see Odral Helvi, in Caldera, for some more orders.

Um, okay...

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[11.3] Caldera - Odral Helvi

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Odral is in the Governer's Hall, on the third floor. Take the stairwell in the

north-east corner of the room up two flights, then open the wooden door to

find him.

-------------- House Hlaalu - Sealed Orders ----------------------------------

House Reputation Gain: 5

For your first task with him, Odral would like you to deliver some sealed

orders to the Hlaalu Treasury, in Vivec. (Geez, just back where we came

from...) They're to go directly to Tenisi Lladri, the assistant clerk, NOT to

the head of the treasury, Baren Alen. I think we can handle that.

Make your way all the way back to Vivec, to Hlaalu canton. The clerk we're

after is actually found in the Hlaalu Vaults, not the treasury. So go to the

Hlaalu Vaults, and speak with her about sealed orders. Give them to her, and

she'll give you 100 gold as a courier's fee.

- Note: If you don't like Odral Helvi, take Crassius' advice and report

anything suspicious to him, after obtaining but before performing each

quest.

Return to Odral, and report everything. No reward, though.

-------------- House Hlaalu - The Caldera Spy --------------------------------

House Reputation Gain: 10

Global Reputation Gain: 1

Apparently, some important documents are missing here in Caldera. Someone

stole the Caldera mining contracts, and Odral would like them back. It wasn't

an outsider, meaning someone in town did it. Find them.

Ask any of the guards around town about the contracts, and they'll suggest you

start with interrogating the newest residents, Elmussa Damori and Irgola the

Pawnbroker. So visit them, Elmussa lives directly just south of the Governer's

Hall.

This scenario plays out differently depending on whether or not you are in the

Thieves Guild. See, she stole the contracts on guild business, so if you are a

member and you turn her in, you'll lose standing with the guild. She tosses

you a key to open a chest to get them, but recommends you tell Odral you found

them just lying around.

Grab the contracts from the chest on the windowsill, and return to Odral. If

you're in the Thieves Guild, lie about where you found them, otherwise tell

the truth, and he'll give you 500 drakes.

-------------- House Hlaalu - Erronous Documents -----------------------------

House Reputation Gain: 5

Next up, there's an error in some of the documents in the Hall of Records. Oh,

the land deeds for some of the Ascadian Isles is apparently wrong, or so he

says ;) He gives you his new land deeds, the 'correct' ones, and tells you to

place it in the Ascadian Isles chest of land deeds, in Hlaalu Records, in

Vivec.

Back to Vivec we go...

In the Hlaalu Records facility, this quest is much like the one of grabbing

the alchemical formulas - there's not really an easy way of doing it without

the bookkeeper seeing you. So saunter over to the chest, on the shelf on the

back of the stairway, grab the old land deed, place the new one, and run away.

Back to Odral, and he'll give you a reward when you hand over the old land

deed - 2 scrolls of Uth's Hand of Heaven, 2 scrolls of Tranasa's Spelltwist,

and two scrolls of the Black Storm.

-------------- House Hlaalu: Rent and Taxes ----------------------------------

House Reputation Gain: 5

Global Reputation Gain: 1

Odral is responsible for land in the Ascadian Isles, and at this time of year

he collects rent and taxes from the farmers. He wants you to go speak with

Manat Varnan-Adda and Llovyn Andus, and collect taxes from each of them, to

the tune of fifty drakes. And if you can't get the money - kill them.

So all you need to complete the mission is one hundred drakes? Meh, we've got

it. You don't even need to leave the room, if you've got a hundred drakes, cuz

you can just say you got 50 from each of them. Hand them over, and he'll be

surprised that you did it. (Well, we didn't, but anyways...)

Return to Crassius, because Odral won't promote you. If you've got the skills,

he'll promote you to House Brother.

-------------- House Hlaalu - Shipment of Ebony ------------------------------

House Reputation Gain: 5 (if you deliver the ebony), 10 (if you turn

Odral in)

Next, Odral will ask you to deliver a shipment of ebony to a friend of his.

He'll give you five pieces of raw ebony to deliver to Drinar Varyon in

Ald'ruhn, and he warns you not to speak of this to ANYONE.

That's the last straw! You can take it to Drinar if you wish, simply warp to

Ald'ruhn using the guild guide, then head north to find his house just east of

the Council House. But this all sound mighty illegal to me.... if you followed

my notes and told Crassius about every dodgy thing Odral asked you to do,

visit him here and he'll tell you it's the damn last straw!

Instead of delivering the ebony to Drinar, take it to Segunivus Mantedius, at

Fort Buckmoth, east of Ald'ruhn. And if you turn your charms on him, he'll

arrest both Odral and Drinar! Sweet!

Again, warp to Ald'ruhn using the guild guide, then head south out of

Ald'ruhn, behind the Guild of Fighters. Turn left at the intersection to head

east, towards Ghostfence. Soon you'll come to a signpost, turn right to enter

Buckmoth Legion Fort.

Segunivus is just inside the first door on the right, the Interior. Tell him

about the shipment of ebony, and tell him that Odral told you to deliver it to

Drinar. Give him the ebony, and he'll arrange to have them both arrested.

End of quest ;)

Lo and behold, Odral's already gone, so you can't report to him anymore. So go

and loot his quarters, all the chests, and the closets, and get some rest

before reporting back to Crassius. As a reward for turning Odral in, you'll

get a Dire Shardbolt ring and an Eye-Maze ring.

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[11.4] Stronghold - Rethan Manor

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If you want any further promotion at this point, Crassius will tell you that

you need a stronghold. He'll tell you to go visit Dondos Driler in Balmora,

and he'll tell you what you need to know.

-------------- House Hlaalu - Stronghold -------------------------------------

Dondos Driler is the Dunmer walking around on the ground floor. If you want a

Hlaalu stronghold, you'll need two things - a construction contract and a land

deed. Baren Alen, at the Hlaalu Vaults in Vivec, will give you the land deed.

And Duke Vedam Dren will give you the construction contract.

Talk to Baren Alen, in the same room as you found Tenisi Lladri before. Ask

him about the land deed, and he has the deed for the abandoned Rethan Manor.

You need to barter and agree of a method of payment, now.

So barter with him, and the value on the deed is 5000 septims. Haggle with him

as much as you like, and eventually buy it for whatever price he'll agree to.

Next, you must speak with Duke Vedam Dren. He can be found in Ebonheart, in

the Grand Council chambers. If you don't know where it is, it's at the very

west of town, and you'll need to climb the stairs in the courtyard just

opposite the Argonian Mission to get there.

Be in suitable awe in his presence, as this is one of the most important men

in Vvardenfell. Then ask him about the construction contract, and he won't be

sure about the idea. Tell him you'll vow to do what you can for his people,

and he'll give you the contract.

Return to Dondos, and hand over the two items. He'll agree to being

construction on the stronghold, it should occur any day now. You'll have to

come back in a few days to check on its progress. Your journal will

automatically update when its time to return.

Return to Dondos, and he'll ask you to check on your stronghold and talk to

the foreman, Durbul gro-Rush. (I bet he's an Orc.) In case you don't know

where they're building your stronghold, it's on the old Rethan Manor site, on

the Odai Plateau. If you follow the Odai River south of Balmora, it'll be on

your south-west when you pass the wooden bridge. If you've been to the Shulk

Egg Mine, it's just past that. And Dondos will mark it on your map.

Bahaha, it IS an Orc, I was right? Erm... anyways, proceed to Rethan Manor and

speak with Durbul. He'll say everything is going according to schedule, so

report back to Dondos and tell him this.

Ah, the stronghold should be ready soon! Again, just go about and do your

thing for a few days, your journal will update automatically when it's time to

go see Dondos again. When it does, return to Balmora. Dondos will tell you,

when you're ready to improve your stronghold, you'll need business to engage

in, such as farming or egg mining. Egg mining? Click it.

There are several mines near your stronghold, one being on your property -

Shurdan-Raplay, which is unfortunately blighted. Cure the blight by curing the

kwama queen, and recruit some miners, and we've got business.

Miners? No spare ones in Hlaalu, but we can always recruit from other houses,

in towns such as Gnisis and Tel Aruhn. So there's our two objectives, cure the

kwama queen and hire miners.

To cure the kwama queen, we'll need something that cures blight. Dondos

recommends speaking with Hetman Abelmawia in Gnisis, or Pierlette Rostorard in

Sadrith Mora, for some scrolls to do that. Pierlette has Cure Blight potions,

but we need something we can use on target not on self, so go to Gnisis. Once

you've got scrolls, head over to Shurdan-Raplay, which is on the other side of

Odai from Rethan.

So run down towards Rethan, along the Odai, but cross on the wooden bridge

outside the Shulk Egg Mine. Follow the path along, and Shurdan-Raplay will

soon be on your right. (Soon if you're wearing the Blinding Boots of Speed

like I am. Otherwise it's a fair hike.)

Inside, forces aren't exactly friendly. The place is blighted, as are most of

the creatures in it, so normally passive kwama workers will attack in full

force. Keep a lot of restore health potions, just the cheap variety will do,

because they use rather powerful shock attacks that stack horribly.

When you get to the end of the tunnel, you'll meet the kwama queen. She just

sits there pathetically, so ready a scroll in the magic menu, press R, and

cast it on her. Your journal will update automatically.

Now for the miners. Head to Tel Aruhn or Gnisis, I'll go to Tel Aruhn cuz I

hate Telvanni, therefore I'll steal all the good Telvanni workers. Ask Savile

Imayn, near the Tel Aruhn Underground door, about miners, and she'll tell you

she has a slave that used to be a miner. A steal at 200 drakes! He's all

yours, just head inside the slave pit and get him. So go through the big

doors, and talk to him inside about recruiting miners.

He loves the idea of working in Shardan-Raplay, and promises to go there

straight away and get to work. Score! Stage two of stronghold construction,

complete! Go back and talk to Dondos, and he will order the next stage of

contruction to begin.

The waiting game starts again, now. If you're impatient like me, just keep

resting 24 hours until your journal updates. Eventually it will, and the

improvements to your stronghold will be complete!

The stronghold was what you needed to be promoted to House Father, so visit

ol' Crassius and get the promotion if you have the skills. Then go back and

see Dondos. He's prepared to give you the stronghold, but no-one will move to

it unless you can find a way to guard against bandits. (This is a bloody long

quest. But we're getting a house out of it. Can't complain.)

We're to visit the Fighters Guild or Imperial Legion here in Balmora, to see

if we can hire forces to protect the stronghold. So visit one of them (I chose

Fighters Guild), and ask anyone about guard against bandits. You're told to

speak with Flaenia, in the basement, so do so. She knows someone you could

hire, a man named Fjorgeir, for 1000 septims. Pay it, and he'll be waiting at

your stronghold.

Talk to him, on the path outside the stronghold. He knows where the bandits

are, they're at a cave called Zainsipilu, just across the Odai and south. You

can ask him to fight with you, or you can get him to stand guard over the

stronghold while you fight. Help is good, so get him to come along with you.

Stay on the Rethan side of the river for now, and follow it to the south -

when you see a signpost on the opposite side of the river, cross it slowly so

Fjorgeir will follow you. Alternatively, there's a bridge just further up.

Once over the river, head south west around the corner, until you find

Zainsilipu on the left. Save before entering.

Once inside, you'll find a Redguard named Nistacey standing guard, it's

possible to sneak up behind him and PREDATOR MODE STEALTH KILL him. Next is

Fervas Reloso, and Aranwen. These fights shouldn't be too difficult, if you've

made it to this stage of the game doing any non-Hlaalu quests at all, you

should have decent enough weaponry.

To the left you'll find Snadir, guarding a slave cage. Kill him, and you'll

get a slave key amongst his possessions, use it to unlock the gate (disarm the

trap first) and free the slaves Bahdrashi, Anjari, Ahnisa, Muz-Ra, and Haran.

Follow the path to the left past the slave cage, and kill Agrob gra-Bogharz.

Loot the crates for some good weaponry and enchanted items, and keep going.

When you get to the camp, Darvala Romothran will ambush you so kill her too.

Across the bridge, you'll find Maros Gimayn. Loot the other camp, and dont

forget the chests down the stairs. Now head back past the slave cage, and take

the right path. Across the other bridge, you'll find Lurius Lalelius, so kill

him then loot the entire place for a lot of good weapons, potions, soul gems,

etc.

Once you've done that, and killed all members of Zainsipilu, leave Fjorgeir

there and return to Dondos. Ask him about guarding against bandits, and he

will give the orders for the final touches to be put on your stronghold.

Quest complete! Go check out your new stronghold now. It's full of awesome

items, and is safe for you to rest in, store stuff in. Plus it's really swish.

Grab all the ebony weapons while you're there, there's a longsword, some

darts, and some arrows. Plus a shortsword, if you visit the top level of Gol's

house. Have fun :-D

- Note: Crassius cannot promote you any more, and the next step up, Duke Vedam

Dren himself, won't promote you until you complete your business with him.

You might be on the House Father rank for a while.

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[11.5] Vivec - Crassius Curio

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It's okay to start on these quests while your stronghold is getting built, at

least, that's what I'm doing, anyways. But I would get that started before

attempting these.

-------------- House Hlaalu - Velfred the Outlaw -----------------------------

House Reputation Gain: 5

Now for some REAL quests from Crassius, as opposed to getting naked. Now that

you've had experience in smuggling, pudding pie, he wants you to look for

Velfred the Outlaw. He can be found on the docks at Hla Oad, and we've gotta

use our sweet charms to persuade him to respect House Hlaalu.

Get your butt to Hla Oad, by taking the boat from outside Vivec. According to

locals, Velfred never actually docks in town, but he must dock his boat, the

Grytewake, somewhere else close by.

On your paper map, you'll see a second boat just south of Hla Oad, this is

Velfred's ship. On board, talk to Velfred and tell him to respect House

Hlaalu. But why should he, he already pays half his profits to the Empire!

Start persuading him. You can fight him if you really want, but I wouldn't

bother. When his disposition is high, ask him again to respect Hlaalu and

he'll agree, but only if we keep up our part of the deal. (Whaa?)

Return to Crassius, and he'll thank you for killing Velfred. Next!

-------------- House Hlaalu - Kill Banden Indarys ----------------------------

House Reputation Gain: 10

Global Reputation Gain: 1

There's an unauthorized Redoran stronghold, on the road between Ald'ruhn and

Maar Gan, in a place called Bal Isra. The owner of Indarys Manor, Banden

Indarys, needs to be killed, according to Cassius, so he's dispatching us to

the task.

Warp to Ald'ruhn, using either Mages Guild or silt strider, then head west out

of town. Follow the paths towards Maar Gan, and you'll see Bal Isra marked on

your map. The actual stronghold, Indarys Manor, will be on your right on the

path.

Approach cautiously, even though they won't just attack you for no reason.

Inside the manor, you can enter the room on the right, close the door behind

you, and loot it.

- Note: If you're a member of house Redoran as well for this quest (uhhh....

cheaterer if you are!) you'll need to do some fancy-schmancy stuff to

complete this quest. Banden will only be present in the mansion if you are

NOT part of Redoran. If you are, you'll have to disable his script in the

construction set so he appears. Once you've finished the quest, then you can

re-enable the script.

- Note: If you had chosen to be part of Redoran instead of Hlaalu, this

stronghold could have been yours.

Through the left door and down the stairs, open the door on the left to find

Banden. He's not happy and will attack you on sight, so close the door behind

you and beat the shit out of him. Then you can loot the room. A LOT of ebony

weapons for you to pinch; after all, your own stronghold came equipped with

ebony, makes sense that this one does too. Make your way out of the manor,

back to Crassius. He'll give you a thousand drakes, but no promotion (see end

of stronghold quest).

-------------- House Hlaalu - Bero's Support ---------------------------------

House Reputation Gain: 10

Now, Crassius thinks that he shouldn't be the only Hlaalu councillor

supporting you, but only one other will most likely support an outlander. You

should talk to Dram Bero, a secretive man that lives somewhere in Vivec.

Start by asking patrons around the place about Dram Bero, and eventually

you'll get the clue that he was once spotted in St. Olms canton. So make your

way over there. Talk to anyone there, and they'll tell you he was seen on top

of St Olms. On top meaning the plaza? Visit there.

Your destination is the Haunted Manor, in the St Olms Plaza. Dram Bero is on

the bottom floor, and you'll have to pick a 50 lock to get there. Once you're

there, ask him for support, and he'll give it to you on one condition - if you

beat his champion, Garding the Bold, in a duel.

Agree to it, then speak to Garding in the room opposite. He'll tell you to

meet him in the Arena, ostensibly in the pit. If you feel you're ready, go

there.

Garding is a pussy, he fights hand to hand which knocks out fatigue, not

health. There are weapons around the place though, and I heard that he can

pick them up and use them, but I've never seen it. When you've knocked him out

badly enough, he'll agree to tell Dram you beat him.

Return and tell Dram yourself, and he will agree to support you. Yay!

-------------- House Hlaalu - Kill Reynel Uvirith ----------------------------

House Reputation Gain: 10

Global Reputation Gain: 1

Seems the Telvanni are also naughty, and they built a stronghold without

permission of the Duke. So, like the Redoran, we're sent to deal with the

Telvanni, Reynel Uvirith. The stronghold of Tel Uvirith is built on Uvirith's

Grave, west of Tel Fyr and northwest of Erabenimsun camp. In other words, the

middle of sweet nowhere.

If you've done any freelance work for the Morag Tong lately, you'll have an

idea of where this is and how to get there. The easiest way to get anywhere

near there is to take a boat to Sadrith Mora, from Sadrith Mora to Tel Mora,

Tel Mora to Tel Aruhn, then to swim like you never swum before. It's twice as

confusing as it sounds, and twice as time consuming. Water Walking or

Levitation spells would help out enormously.

Once you're on the mainland, head south-west towards Uvirith's Grave. It's a

giant Telvanni tower structure, rather hard to miss in amongst the rocks of

Molag Amur.

- Note: If you're a member of house Telvanni as well for this quest (uhhh....

cheaterer if you are!) you'll need to do some fancy-schmancy stuff to

complete this quest. Reynel will only be present in the mansion if you are

NOT part of Telvanni. If you are, you'll have to disable her script in the

construction set so she appears. Once you've finished the quest, then you

can re-enable the script.

- Note: If you had chosen to be part of Telvanni instead of Hlaalu, this

stronghold could have been yours.

In the tower, take the right path up, and Reynel is the only one home. Like

Banden, she will attack on sight, with the power of magic, so take her out

quickly. Loot the body, then loot the tower, then go all the way back to Vivec

to see everyone's favorite pervert. He'll give you another thousand drakes as

reward.

And now Crassius has no more business for you. He suggests that now would be a

good time to meet Duke Vedam Dren, in Ebonheart. That's the quick way for

promotion, but there are other quests that can be done first. Visit Edryno

Arethi for more work.

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[11.6] Vivec - Ilmeni Dren

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These are quests given by Ilemi Dren, daughter of Duke Vedam Dren. They're not

official quests as such, but they do bear the Hlaalu name therefore get

included here. Ilmeni lives in Vivec, in St. Delyn Canal South-One, the

apartments on the outside of the canton.

-------------- House Hlaalu - Literacy Campaign ------------------------------

House Reputation Gain: 5

Firstly, ask her about Hlaalu business, and she'll wonder why you're talking

about business when the kids can't read! Wha?

There are teachers in the Mages Guild, but they don't have enough books to

teach the children. So she wants you to buy some books, and deliver them, in

particular "Annotated Anuad" and "ABCs for Barbarians", and take them to Vala

Catraso, in the Mages Guild in Ald'ruhn.

Make your way there, any way you like. Guild guide from Foreign Quarter would

most likely be quickest. In Ald'ruhn, Vala is the woman by the temple. Ask her

about people not being able to read, and she'll ask you for the books. If

you've got them, hand them over. She's grateful for them, and your journal

will update. If you return to Ilmeni Dren and talk with her about it, your

journal will update again. But no reward.

-------------- House Hlaalu - The Twin Lamps ---------------------------------

House Reputation Gain: 5

Global Reputation Gain: 1

This one has to do with the Twin Lamps, the slave-freeing organization. After

you have freed a certain number of slaves, they will tell you about the Twin

Lamps. 15 slaves, and Jobasha (in Vivec) will tell you, if he trusts you. 20

slaves, and any freed slave will tell you if they trust you. What they'll tell

you is, if someone asks you if you've seen the Twin Lamps, you should reply

that they light the way to freedom.

Now return to Ilmeni Dren and ask her about slavery. She'll ask you if you've

seen the Twin Lamps, so give the right response. Ash, she's glad to see

another Twin Lamps member. She asks you to go to Ald Velothi, and speak with

Galyn Arvel, as the Arvels need your help.

Make your way to Ald Velothi, walking from Gnisis (take the silt strider Vivec

to Balmora, then to Gnisis). Galyn Arvel is on the docks, near the boat, so

ask her about slavery. Yes, she is having trouble. J'Saddha, a Khajiti slave,

was supposed to meet her here to be freed. But he's hiding in ruins east of

here, as there are slavehunters in town.

Eventually, we need to get J'Saddha to the docks... without being seen by the

slavehunters. If you've got some fancy cast invisibility on other spell, you

could cast it on J'Saddha when you get close to town and walk her through like

that. But its easiest to 'retire' the three slavehunters - Anes Hlaren, Garyn

Girith, and Sadal Doren.

Sadal Doren is walking around town with shock-white hair. She'll tell you that

she's looking for a friend, and even if you lie, she won't believe you. Taunt,

and kill. One down. I found Garyn Girith walking around just north-east of

town, with red hair, and dispatched him similarly.

I found Anes Hleran just west of Ienas Arvel's shack. Killed him. Now time to

look for the Daedric ruins. They're just east of town, and you may have seen

them if you were out that way looking for the slavehunters. Take the stairs

up, on the south side, and you'll see J'Saddha waiting there. Talk to him, and

tell him to travel together, then walk him back to the dock.

When he arrives, your journal will update. Return to Ilmeni Dren and tell her

the good news. She will thank you, but there is still more work to be done.

-------------- House Hlaalu - Free Hides-His-Foot ----------------------------

House Reputation Gain: 5

Global Reputation Gain: 1

The slaves on the Dren Plantation suffer the worst out of any slaves.

Therefore, she wants you to visit the plantation and free one of them -

Hides-His-Foot - and escort him to Sterdecan's farm. If you don't know where

the farm is, the slave knows the way.

So head to the Dren Plantation, it's just east of Pelagiad. Walk to Pelagiad

from Seyda Neen, it's quickest, so take the silt strider to Seyda Neen then

walk. Once you get to the plantation, Hides-His-Foot is one of the Khajiit

walking around, but you can't just ask him to travel together, as every guard

in the place (five of them) will jump on you.

So you have to kill them first. All four. Taunt and kill each of them - Manos

Othreleth (wearing a full set of Dwemer armour), Aebondius Jucanis, Mavus Ules

(who holds the key to the storage shack), Hrargal the Crow, and Frinnius

Posuccius (who holds the Dren Plantation slave key).

You can't loot the storage shack, unless you want to kill the person inside.

There's nothing much in there, anyways. So just go talk to Hides-His-Foot, and

agree to travel together. Let the wandering slaves go free, as well. You can't

do much about the ones in houses, as the people will attack you.

This is a long walk, right here. Head north-east out of the Dren Plantation,

and follow the path. Walk straight past the Arvel Plantation. When you see the

pier on your left, walk around past it, across the field. Walk right up to the

farmhouse door, and Hides-His-Foot will thank you, and your journal will

update. Return to Ilmeni Dren, in Vivec.

She is greateful, and will speak to her father on your behalf. She has no more

quests for you to do, but urges that you continue the work of the Twin Lamps.

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[11.7] Vivec - Edryno Arethi

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Edryno Arethi is located at the south end of Hlaalu Waistworks, in Vivec. It's

not necessary to complete her quests for Grandmaster, but for completeness'

sake, here they are.

-------------- House Hlaalu - Bank Courier -----------------------------------

House Reputation Gain: 5

The first quest is simple - Edryno would like you to deliver a report, to

Baren Alen in the Hlaalu Treasury. Easy.

The Hlaalu Treasury is on the other side of the Waistworks, so pass through it

to get to the Vaults. Give the report to Baren Alen, then return to Edryno. As

a reward, Edryno will give you 50 drakes.

-------------- House Hlaalu - Murudius Flaeus's Debt -------------------------

House Reputation Gain: 5

Next, Edryno asks you to collect a debt from Murudius Flaeus, in Hla Oad. He

owes a Hlaalu noble 800 septims, and its your job to recover it. If he won't

give you the money, you have permission to kill him.

Make your way to Hla Oad, by taking the boat from outside Vivec. Murudius

lives on the south side of the pier, on the right when you exit the boat. He's

not willing to give you the money, saying he doesn't have it, so start

intimidating him. We're big tough guy, we eat pieces of shit like him for

breakfast. (We eat pieces of shit for breakfast? NO! Um, anyways...)

Eventually, he'll be so scared he'll just give us a key to a chest under

Fadila's house.

Fadila's house is the next on the dock, so head underneath it and you'll find

a chest hidden in between some rocks. Lo and behold, lots of gold inside!

Return to Edryno, and hand over the money. True to her word, she'll give you

half.

-------------- House Hlaalu - Escort Tarvyn Faren ----------------------------

House Reputation Gain: 5

There are bandits on the road lately, bothering everyone. Because of them, she

needs an escort for a Hlaalu trader by the name of Tarvyn Faren. You are to

meet him on the road to Pelagiad, just outside Vivec, and escort him to

Pelagiad.

Make your way around the cantons to the outside of the Foreign Quarter, where

Tarvyn is waiting for you. Agree to travel together, and start walking

(WALKING) towards Pelagiad. Make sure he's still behind you and doesn't get

snagged on anything, the AI on some of these creatures can be terrible.

Turn left at the intersection, following the path to Pelagiad. Cross the two

bridges, then turn right at the next intersection. Follow the paths, and

you're well on your way there.

In Pelagiad, take Tarvyn to the Halfway Tavern. When he's there, your journal

will update, so return to Edryno. She'll give you 500 drakes as a thank-you.

-------------- House Hlaalu - Telvanni at Odirniran --------------------------

House Reputation Gain: 5 (10 if you save Vedelea Othril)

Global Reputation Gain: 1

The next lot is not business, but duty. Hlaalu sent a team to a Telvanni base,

but they have not returned. The base was Odirniran, west of Azura's shrine and

south of Nchurdamz. If there are survivors, ask them what needs to be done, if

there aren't, go on a murderous Telvanni massacre. Sounds like fun.

To get there, your best bet would be to walk from Molag Mar, heading due east.

Go around the first little inlet, then walk straight across the second inlet,

if you have a cheap water walking spell. Swim, if you don't, it'll save you a

hell of a lot of time. If you go due east, you'll wind up on a sandy beach,

just north-east of Azura's Shrine, and you'll spot Odirniran.

Inside, follow the path then turn right to come into a room with three people.

One is Remasa Othril, a Hlaalu survivor. Yes, there is trouble with Telvanni

here, a necromancer stole her sister. Can we kill the necromancer and get

Vedelea Othril back? Sure we can. Let's do it.

Take the left path deeper into Odirniran. Disarm and pick the level 30 lock,

then head through. A lot of levelled beasts here, I was fighting bonelords and

other icky things. If you take the left path, you'll find a dead Othril, so

loot her corpse then take the right path out of the main chamber. Another dead

person, with a wicked sword. Sweet. Head through the door, to find the tower.

Kill the creatures inside, then take the path branching right, down the stairs

to find a jail cell. Inside is Vedelea, the woman we were sent to find, so

pick the cell door. She's safe, but won't leave with you until the

necromancer, Milyn Faram, is dead. To find him, we must proceed further into

the tower depths.

- Note: If you're trying to bluff your way through this mission as a

combined Telvanni/Hlaalu, like I am, don't ever draw a weapon when you're in

the room with a Hlaalu member. They'll attack on sight. Just a small tip ;)

At the top of the tower, you'll find the necromancer. Kill him quickly, which

shouldn't be too hard, then loot his home (including all the books, all very

valuable.) When he's dead, return to Vedelea and ask her to accompany you.

It actually doesn't matter if she makes it back to Remasa alive. I ran all the

way back after freeing Vedelea, with a dremora and a bonelord on my tail

because I couldn't draw a weapon. Talk to Remasa about Odirniran, and she will

either be sorry Vedelea is dead (but happy that the necromancer got his just

desserts) or happy to see her sister alive. Your journal will update. Return

to Vivec, and Edryno.

Even if Vedelea died, Edryno will be happy that you released her and killed

the Telvanni. (Well I left the Hlaalu with a contigent of demons, but

anyways...) She'll even give you 1000 drakes.

-------------- House Hlaalu - Exterminator -----------------------------------

House Reputation Gain: 5 (if you killed the game rats also)

10 (if you spared most of them)

The next lot of business has to do with Yngling Half-Troll, a Hlaalu

councillor, and his prized game rats. Some meanie snuck a blighted rat into

his pen, and we are to go and kill them. Kill the blighted ones, which will

attack, but leave the normal ones, which are placid.

Yngling's manor is in the St Olms canton, in Vivec. Enter the top plaza, and

into the manor. The rats are in the basement, so use your key to get in there.

Once inside, the battle music will start but the rats are penned up, so look

around first. Note the letter about Yngling misdirecting funds meant for the

Hlaalu Temple, in Redoran canton.

There are three blighted game rats, and three normal ones. What's annoying is

that all six will attack you, if you get close enough. Try to aim for only the

blighted ones - you can kill some of the normal ones, but spare as many as you

can. When the battle music stops, head back to Edryno for your reward. 1000

drakes, if you did the job well.

-------------- House Hlaalu - Ashlander Ebony --------------------------------

House Reputation Gain: 5

Global Reputation Gain: 1

Next, Edryno tells you about the main business in Vvardenfell being the ebony

trade. Hlaalu is the only faction to sell ebony, but lately the Zainab camp

have been attempting to. Edryno wants you to contact them, to make sure they

only sell ebony through House Hlaalu.

So where the hell is Zainab? If you check your paper map, it's smack bang in

the middle of the Grazelands. Me, I haven't been there yet in my game, don't

know about you. Anyways, quickest way is to walk from Vos, and getting there

ain't a picnic. From Vivec, take boat to Ebonheart, Ebonheart take boat to

Sadrith Mora, Sadrith Mora take boat to Tel Mora, Tel Mora take boat to Vos.

Phew.

Once in Vos, you can start making your way south-west towards Zainab. The

roads are pretty clearly defined, and if you get lost, just bush-bash your way

over the hills. Ask anyone in Zainab about the ebony trade, and they will

tell you to speak with gulukhan Ashibaal, in his yurt.

Ashibaal's yurt is one of the five near the campfire, so head in. Ask him

about the ebony trade, and tell him to sell it though Hlaalu. Why? Because

when two compete, the price drops. Duh. Happy happy, he agrees to stand strong

with Hlaalu and sell only to them! Yay!

Return to Edryno and tell her the good news. She'll give you 1000 drakes as a

reward.

-------------- House Hlaalu - The Shipwreck "Prelude" ------------------------

House Reputation Gain: 5

Still more business to do... there was a ship wrecked off Azura's Coast about

a year ago, named the Prelude. It'll be hard to find, but it had a Daedric

Wakizashi onboard that Edryno wants. The ship crashed on an island east of Bal

Fell, within two or three islands due east.

Now.... you can head from either Bal Fell or Tel Branora, as the island is

roughly equidistant from both. Here's where it might help to know how to water

walk. If you follow the little trail of islands north-west from Tel Branora,

you'll find it on the third island, which is the second east from Bal Fell.

Found it on your map? Good. Now get there ;)

Inside the wreck, kill the skeleton and the rat, then loot the place. The

hatch to the lower level is under the water. Kill the ancestor ghost on the

lower level, then loot the ship captain's body. Empty the crates, disarm the

chest, then take the daedric wakizashi. Note how much it's worth. Yes, we have

to return it :(

Return to Edryno, any way you see fit. (You could set a magic Mark in her

house, then Recall after every quest.) Give her the wakizashi, and she'll give

you 500 septims as a finders fee. I woulda rather had the wakizashi.

-------------- House Hlaalu - Guard Ralen Tilvur -----------------------------

House Reputation Gain: 5

Global Reputation Gain: 1

Lastly, thieves keep breaking into the shop of Ralen Tilvur. Every night for

three nights they've robbed him, and he fears tonight will be the same so

you're to go and protect him, in his shop in the Foreign Quarter.

Visit the Forign Quarter Plaza, and talk to Ralen in his shop. Oh, good

timing, the thief came in right behind you! Kill him quickly (Ralen will

help), then loot his body. Return to Edryno, and she'll give you a thousand

drakes for protecting Ralen.

And that's it for Edryno's quests! Move onto the last stage, Duke Vedam Dren.

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

[11.8] Ebonheart - Duke Vedam Dren

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If you've built your stronghold already, you know how to find Duke Vedam Dren.

He's in the Grand Council chambers in Ebonheart, so make your way from the

docks to the township (near the Argonian and Skyrim missions), across into the

fort, up the stairs, and across to the chambers.

-------------- House Hlaalu - Control the Ordinators -------------------------

House Reputation Gain: 10

Global Reputation Gain: 1

And Vedam cuts right to the chase of business. In order for Hlaalu to survive,

they must find a way to control the Ordinators. Oh, wow. The leader of the

Ordinators is a fanatic, but he thinks you can convince Archcanon Tholer

Saryoni to stop their zeal.

He gives you a key to the Archcanon's private quarters, and tells you that he

can be found in High Fane, in Vivec. So make your way back to Vivec. High Fane

is on top of Temple canton, so if you haven't visited a Temple to join yet,

now might be a good time.

On the left side of High Fane, you'll be able to use the key to open a level

45 lock door. Talk to Tholer about controlling the Ordinators, and he'll

understand your concern but speak about troubling times. Times of Dagoth Ur,

blight, and the Ordinators keep control but have failed at times. For example,

they failed to bring him the Robe of St Roris, a holy relic in the cavern of

Assemanu. If we can bring him the robe, he'll talk to the leader about it.

Assemanu is in the direction of Seyda Neen, so leave Vivec via Hlaalu canton

and take the south road towards Seyda Neen. When you cross a wooden bridge and

enter some swamps, head south and out into the water. You'll be island hopping

for a little while, until you reach the last island with the cavern of

Assemanu.

The cavern is infested with ash slaves, who are good at casting nasty magic

spells. This is one of the trickiest missions you'll have to do, all up. Kill

the ash slaves, then proceed directly forward to see the shrine entrance

ahead. A few levitate potions wouldn't go astray, here, necause you'll need

one to get across here.

Inside, you'll meet a pack of four dreamers. They're weak individually, so

just take them out one at a time. Heal up, then proceed forwards for the

toughest battle so far. Across the lava, you'll meet a Dagoth - not Dagoth Ur,

just a normal Dagoth, seems Dagoths are the evil creatures of the world. This

Dagoth uses a lot of poison spells, so if you have something to give you

immunity to poison, the fight will be simple. If not, keep stopping to use

good health potions, because cheap ones simply won't recover your health fast

enough.

When he's dead, take his Sixth House Amulet. Now you'll need another levitate

potion, because the robe you want is behind you, on the chest high up in the

rock. Use a potion, get up there quick, because the chest is trapped and 75

locked and if you only have one potion, well, how are you going to get down?

Inside the chest is the Robe of St Roris, a levitation potion (okay you got

lucky), and some gold. Once you've got the robe, take it back to High Fane and

talk to Thelor.

He will be surprised that you have the robe, worn when St Roris was slain and

blessed with his blood. Hand it over, and he will agree to speak with the

Ordinators to curb them just a bit. Return to Duke Vedam Dren.

Talk about controlling the Ordinators, and he will thank you for your work.

You can also get promotion to Councilman now.

- Note: For some reason, I got promoted to Grandmaster without meeting the

requirements even for Councilman. I like this system.

Almost there, one rank to go...

-------------- House Hlaalu - Dealing with Orvas Dren ------------------------

House Reputation Gain: none

If you want to be anything better than Councilman, Vedam warns, you'll have to

win control of the Camonna Tong from his brother, Orvas Dren. Orvas Dren lives

on the Dren plantation, just east of Pelagiad. He'd like you to spare Orvas'

life if you can, but you must reach an accomodation with him.

- Note: You can skip just about every Hlaalu quest there is, by going out on

your own and doing this one, killing Orvas Dren. This will get you a swift

rise up the ranks.

You can actually spare Orvas' life with this one, if you're not bloodthirsty

like me. Head towards the Dren plantation, walking from Vivec might be the

quickest way. Orvas is on the top floor of his villa. Ask him about the

Camonna Tong, but he won't trust you enough to agree to unite the Tong and

Hlaalu. So be nice to him. (Or stab him.) If you get his disposition up way

high (mine was 85), he'll agree to the deal, and thinks you will make

excellent partners. Score.

- Note: Benefits to killing Orvas - the Ebony Cuirass and Daedric Greaves on

the shelf behind him.

Return to Vedam Dren and tell him the good news. Automatically, he'll promote

you to Grandmaster of House Hlaalu. Congratulations, you've just done one of

the hardest things to do in the game, rise to the head of a Great House!

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

[12.0] GREAT HOUSE REDORAN

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

If you've read my game basics section of Factions and Side Quests, you'll know

there are three Great Houses available to join in Morrowind, one corresponding

to each of the three centralized arts, ie. stealth, magic, and combat. Redoran

headquarters are in the town of Ald'ruhn.

- Note: You can only join one of the three Great Houses (without cheating), so

choose the one that best fits your character. ie. the art you specialized in

when creating it.

Your contact in Ald'ruhn is Neminda, just inside Redoran Council Entrance, in

the Manor District of Ald'ruhn. If you ask her about House Redoran, you'll

have the option of joining.

-------------- Ranking Details -----------------------------------------------

Favoured Skills (S1/S2): Athletics, Spear, Long Blade, Heavy Armour,

Medium Armour, Armorer

Rank SPD AGI S1 S2 Rep

---------------------------------------------

Hireling 30 30 0 0 0

Retainer 30 30 10 0 5

Oathman 30 30 20 0 10

Lawman 30 30 30 5 20

Kinsman 30 30 40 10 30

House Cousin 31 31 50 15 45

House Brother 32 32 60 20 60

House Father 33 33 70 25 80

Councilman 34 34 80 30 100

Archmaster 35 35 90 35 125

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

[12.1] Ald'ruhn - Neminda

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

-------------- House Redoran - Mudcrab Pests ---------------------------------

House Reputation Gain: 5

The first Redoran quest for you is a simple one. Drulene Falen's guar herd is

being attacked by hostile mudcrabs, and she needs your help in eliminating

them.

Neminda gives you some directions to the farm, but they can be kinda vague

(Especially if you get your east and west confused like I did, and head

straight for Red Mountain.) Take the west path out of Ald'ruhn, through the

gates, and head straight to the signposted intersection. When you get there,

head towards Maar Gan, in the general direction of Gnisis, then follow signs

to Gnisis. Soon you'll get out of the horrid sandstorms of the Ashlands and

into the nice West Gash region, when you get to the hills.

When you get to an intersection in the hills, take a right (the south-west

Neminda spoke of) then just after, at the signposts, take a left and head

towards Balmora/Caldera. At the next intersection, take a right. You should

end up very close to Andasreth, on the map, so if you have a paper map, check

your progress on it. At the end of the path, you'll see three guars, and

Drulene Faren, near a hut.

- That had to be the most confusing walk I'd ever been on. I got lost three

times.

There's a pair of hostile mudcrabs that have been hurting her guar, just the

other day they dragged one away. They come from the coast to the south-west,

so we'll have to head that way. From Drulene's hut, head due south to find the

path (cross the first mini-path and keep heading south to find a real one),

then follow it to the west. You'll find a swamp, and, on the other side,

a dead guar with two mudcrabs nearby. Kill the two mudcrabs, then go back and

talk to Drulene. She'll offer you two Hackle-Lo leaves for your trouble, like

a local Morrowind drug to calm you down.

Return to Neminda and tell her the good news. Ask for advancement to Retainer,

if you've got the skills, then get some more duties.

-------------- House Redoran - Deliver Cure Disease Potion -------------------

House Reputation Gain: 5

Neminda needs someone to deliver a Cure Disease potion, to Theldyn Virith in

Ald Velothi. Theldyn Virith has no official title, he just keeps the peace

over there and apparently really really needs this el cheapo potion that he

could pick up for ten septims. If you ask Neminda how to get to Ald Velothi,

she'll tell you a good way would be to take the silt strider to Gnisis, and

walk directly north from there.

Visit the silt strider and travel to Gnisis. Once there, take the east path

out of town and follow the path along, watching the signposts to Ald Velothi.

Cross the narrow bridge on your way north (which is so narrow I missed it

first time round, followed the path and ended up back in Gnisis), then

another, then turn right at the intersection, and right again. Left at the T,

then right (near Synette Julie). Just follow the signs, you can't really get

lost.

Theldyn Virith is in the Outpost, the first building on the right you'll see

when you arrive in Ald Velothi. Give him the potion, and he indicates that you

might be back here in a few days for some more quests from him. (Hmm.) Return

to Neminda and report back, but she gives you no rewards :( Grab advancement

now.

-------------- House Redoran - Find Mathis Dalobar ---------------------------

House Reputation Gain: 5

Now apparently a Redoran trader has gone missing... Neminda needs someone to

locate Mathis Dalobar. He comes through Ald'ruhn every month, but must've

missed a month, cuz apparently he's on his way to Maar Gan or Gnisis. We're

supposed to go to Maar Gan and talk to the people there, see if anyone knows

what happened to him.

Right-o. Good news is, silt strider goes straight to Maar Gan. Once you get

there, the locals will wonder if maybe Mathis got stuck in the ash storm. What

ash storm? That's why you always consult local traders for information, those

guys seem to get around. In Andus Tradehouse, people are talking about seeing

someone leading a pack of guar in the ash storm, taking refuse in Rothan

Tomb. Time to go find the bugger.

Take the road west out of Maar Gan. Just after you see Fonus Rathryon on the

side of the road, hang a right and head straight up the hill. At the top of a

steep climb you'll find the Rothan Ancestral Tomb. Alternatively, you can

take the first right outside then turn left and follow the path left, to find

the tomb. Enter to find Mathis Dalobar at the bottom of the staircase.

Talk to him to find out about the ash storm, and suggest that you travel

togeter back to Maar Gan. Walk back the way you came - you can run in spurts,

but not too far or you'll lose him following you, as you run faster than he

does.

He wants to be taken back to the shrine, on the east side of Maar Gan. As soon

as you enter, he'll thank you and your journal will update. So go back to

Ald'ruhn and report to Neminda. No promotions. No rewards. More quests.

Redoran rewards suck.

-------------- House Redoran - Founder's Helm --------------------------------

House Reputation Gain: 5

Global Reputation Gain: 1

Now a Founder's Helm has been stolen by an evil evil Hlaalu from a Redoran

tomb. The thief is Alvis Teri; and he spends his days at the Eight Plates, in

Balmora. We are to confront him and get the helm, but not to murder him. Like

always, self defence is okay, but not murder. Got it? Good.

Take the silt strider back to Balmora, and visit the Eight Plates. Inside, in

the main room, you kinda can't miss Alvis - he's the one decked out in full

armour. Ask him about the helm, but he's not going to give it to another

stupid Redoran.

This quest can be a breaking point for new characters in the game. You have

two choices - Make him like you, so he'll hand the helm over, or make him try

to kick your ass so you can kill him in self-defense. Neither is particularly

good, and both require decent use of Speechcraft (admiring, bribing, or

taunting). If you go via the fighting option, he's harder than any of the wild

animals you've faced so far in your stint with House Redoran.

If you can bring his disposition up to 75, he'll hand over the Founder's Helm.

If you kill him, he doesn't have a choice in whether he hands it over or not

;) If you can't do either.... um.... go do some other quests for a while.

Look! Over there! *runs*

Either way, get the helm from him, and take it back to Neminda. She will be

happy that you did not shame House Redoran, and promote you to Lawman if you

have the skills.

-------------- House Redoran - Trouble With Bandits --------------------------

House Reputation Gain: 5

Uh oh, Drulene Falen's in trouble again, Neminda reports. Trouble with bandits

this time, not hostile mudcrabs. Go talk to her, to get more info about the

bandits.

Luckily we've already been there once, so the confusing path is on our map

already. When you get there, ask her about the bandits, and she'll tell you

that they've come from the south and taken her best guar. They might be coming

from a cave or a tomb, so we should go check.

Following the path we followed last time, head directly south. Instead of

turning right though, keep going south and just over the hill you'll find two

guar protecting a tomb. Telvayn Ancestral Tomb.

Save up and get healthy before entering. Inside, a rat will greet you first,

kill it. The next room holds two rats. Really scary. The next holds the two

bandits - both really weak, so just stand your ground and stab them to death.

Loot the tomb for a few goodies, then return to Drulene Falen. She'll thank

you, and give you two more hackle-lo leaves. Go back to Neminda, who will

again thank you but give you jack shit for all your hard work. Poopy.

-------------- House Redoran - Guard Sarethi Manor ---------------------------

House Reputation Gain: 5

Your next quest, as Redoran, is to protect a Redoran councillor. (Funny bout

that.) Athyn Serathi lives in Serathi Manor, in the main Manor District,

second door on the right, so run there and protect him until the cavalry

arrives. Standard operation procedure.

Inside, you'll find two dead Redoran guards on the floor - feel free to loot

their corpses. Speak with Athyn Sarethi - the confused guy standing over them.

The assassins have already taken his guards, and he fears he is next - here

they come!

This might actually be a tough battle - well it is for my level 4 Nord. If you

have a power like Woad, or any shield spell, use it here if you're not at a

high enough level, and keep a few Restore Health potions on hand (I used two

Cheap ones and got away with it.)

The two assassins were Arsyn Salas and Gragus Lleran, feel free to loot their

corpses too. Talk to Athyn again after the two assassins are dead (the bastard

wouldn't even defend himself, he let us do all his dirty work) and he'll agree

that he is in your debt, so you should tell Neminda that he is safe. Will do.

She'll give you 200 drakes, and promote you to Kinsman as well.

Neminda has no more duties for you now, so if you wish to advance further, she

suggests that you talk to one of the councillors to sponsor you. You may also

wish to speak with Faral Retheran in Vivec, for more duties. But ask her about

advancement, and she'll tell you exactly who to see ;) Athyn Sarethi. But

first, to Faral.

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[12.2] Vivec - Faral Retheran

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Looking for Faral in the sprawlingness that is Vivec? Well, Redoran canton

might be a good place to start ;) In Redoran canton, ask around about 'someone

in particular' and you'll be told that Faral Retheran, the treasurer is in

the Redoran Vaults.

Well technically, she's not. She's in the Treasury, next door to the Vaults,

in the Redoran Plaza. So visit her :)

-------------- House Redoran - Meril Hlaano's Slanders -----------------------

House Reputation Gain: 5

Oh, the shame, the shame, the son of a Hlaalu noble has slandered House

Redoran! How DARE he! Well we're gonna pay him a little visit, and make him

withdraw the slander!

The son in question is Meril Hlaano, at the Eight Plates in Balmora. You may

have seen him in your last visit to the Eight Plates. Ask him about slander,

and he'll tell you not to make him mad or he'll say what he thinks of you too.

Oh, boohoo.

So start persuading him, being nice to him. If your Speechcraft isn't high,

grab some Telvanni bug musk or just bribe him like I did. When his disposition

is over 75, ask him about slander again. Oh, alright, he withdraws the

slander. Yay!

Return to Faral and tell her this. As a reward, you will get the Holy Shield.

Alternatively, you could have taunted and killed him to stop his slanders, but

this would have gotten you no reward and no house reputation.

-------------- House Redoran - Redas Tomb ------------------------------------

House Reputation Gain: 5

Next, the last surviving member of the Redas family bequeathed their family

treasures to House Redoran... but left them in their tomb when they died. So

Faral wants you to go to Redas Tomb, and retrieve the family treasures.

The Redas Ancestral Tomb, Faral tells you, is just south of Molag Mar, but

you'll have to go around the mountains. Follow them west, then east, and the

tomb is set into the side of a mountain. You're to go there, retrieve the

Redas War Axe, Redas Chalice, and Redas Robe of Deeds.

So make your way to Molag Mar, by taking either boat or silt strider from

outside the Foreign Quarter. Silt strider would be best, because it gets you

closer to the path. From the silt strider, take the path north-west, then

follow it west (like the directions said). The path will curve around to the

south, past the Raviro Ancestral Tomb (guarded by skeleton).

Head down onto the beach, then traverse around the mountains to head south (if

you're careful, you can avoid the water completely). Eventually, a path will

appear on the left, so follow it on. Ignore the daedric ruins on your right,

and follow the path to find a small camp and the tomb.

Inside the tomb we have... a scamp? Not a nice surprise for my level 1

character. And at level 9 I found a fire atronach! Not fair! Anyways, take the

path on the left, and follow it (killing more levelled creatures... dremoras!

Argh!) to find the pool of water. Descend, and swim along the path to find the

room with some more scamps and the Redas War Axe. Right.

Back in the main room, head back to where you found the first scamp and go

through the door. The Goblet and Robe of Deeds are on the altar (and the Robe

might be worth equipping!) Once you've got all three, make your way back to

Vivec, to speak with Faral.

Give the three items to her (awww there goes my constant effect!) and you get

zero reward. Ouch. Can't I at least keep the robe?

-------------- House Redoran - Duel of Honor ---------------------------------

House Reputation Gain: 5

Now, there was supposed to be a duel between two nobles, one Redoran, one

Hlaalu. However, the Redoran noble didn't show up - shaming House Redoran.

(These guys are heavily into honour and stuff. Me, I'm into killing.) So we're

to track down the noble, Rothis Nethan, and persuade him to attend the duel.

He's somewhere here in Redoran canton, apparently. Ask about the duel, and

you'll be told thet he's in the Flowers of Gold, a club in the Waistworks. So

head out of the Plaza, down a floor, to the club.

At the bottom of the stairs, you'll find Rothis. Speak to him about the duel,

and he'll agree to participate... if only you bring him 10 standard potions of

healing, so he has a chance of winning. They're sold in Redoran canton Temple,

by Relms Gilvilo.

I hope you've got a few drakes spare in your back pocket. Head back to the

waistworks, and down one more floor to find the Temple Shrine (if you don't

already have the potions). I got the drakes from Relms for 270 drakes, but you

may be more cunning than I. Take them back to Rothis, and he'll agree to meet

you at the Arena for the duel - he'll show up this time, promise!

So make you rway over to Arena canton, to the pit to watch the duel. True to

his word, Rothis does show up - and gets his ass royally pounded. Don't

interfere, just watch. Then loot his body lol, and make your way back to

Faral. Heh, even though Rothis got beaten, you have saved Redoran from the

shame of the non-appearance. Uh, good job?

And that's all for you, until you're a House Brother. So go and visit Athyn

Sarethi, now, like Neminda instructed.

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[12.3] Ald'ruhn - Athyn Sarethi

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Yeah, I know we were just here before. But we're back again - to seek Athyn

Sarethi as our sponsor.

-------------- House Redoran - Rescue Varvur Sarethi -------------------------

House Reputation Gain: 5

Ah, before Athyn will sponsor you in Great House Redoran, you must do him a

favour. Archmaster Venim holds his son hostage, for a crime he didn't commit.

If we want Athyn to sponsor us, we must rescue his son, Varvur.

If you've done the main quest of the game before (not as a member of Redoran)

you'll know that this same quest pops up there. Therefore I can do a pretty

much shoddy copy-and-paste job from the MQ walkthrough, eh.

Venim Manor is the first manor to your right when you enter the Manor

District. Don't bother talking with anyone about Varvur, for they will just

get angry and refuse to speak with you. Take the right path to get to the

right wing, then at the bottom of the stairs, turn right. Ah, there's just a

wall hanging, you say. Look behind it to find a level 50 locked door. Pick it

(you should be unseen) and enter. (If you're at low levels, this may be tough.

Got any Ondusi's Open Door scrolls handy? Or a master's lockpick?)

This is pretty stupidly done, IMO. You have to get Varvur out of there, but

every guard in the place will chase you. Walk slowly and make your way

straight out the way you came. Guards will chase you, but ignore them and keep

going to get back to Manor District.

Walk Varvur back to Sarethi Manor, and take him all the way up to Athyn. Your

journal will automatically update, so talk to Athyn abour Varvur for him to

agree to sponsor you. You can now come to him for duties and advancement. But

he wants a day or two to think of duties. Leave the room and come back.

That'll fix that little time-delay problem ;)

-------------- House Redoran - Clear Varvur Sarethi's Name -------------------

House Reputation Gain: 5

Global Reputation Gain: 1

But little Varvur is in trouble again... damn kid. He's been accused of the

foul murder of Bralen Carvaren. He doesn't think Varvur did it, but the

evidence is persuasive. And you're gonna get to the bottom of the mystery -

starting with speaking with Varvur, in his room in the Guard Quarters.

Now, these guard quarters are fun. Apart from Varvur, they're completely empty

so feel free to loot the three empty bedrooms, and the crates of weapons. And

all the spears. Fun fun fun. Then speak to Varvur. Ask him about his friend

Bralen, and he'll tell you he didn't do it, even though the guards found him

near the body... but he does have bad dreams sometimes.

Oh? Bad dreams? Sometimes he killed the guy in his dreams. Uh... not good. He

was having the dreams before he died, and they started at the time he got the

ash statue over there. Hmmm.... suspicious ash statue. Take it and show it to

Athyn.

He wants you to take the statue to someone at the Temple, see what they can

figure out about it. Perhaps Lloros Santos? So take it to the Temple, outside

the Manor District, on the east side of town. Lloros is on the room on the

right, so speak to him. Ask him about the ash statue, then click the Bralen

Carvaren topic. Give him the statue, and he'll check it out. It has a strange

enchantment on it, it may have influenced him to kill his friend. He may

still be under the influence of the statue. So get him to come here to the

Temple to be checked out. He also hints that we can return to him for more

quests, the first of which is finding where the ash statues are coming from.

Speak with Athyn about the new revelations, and he thanks you for solving the

mystery. Hey, anytime pal. We looted your place. And you're thanking us.

Sweet.

-------------- House Redoran - Ondres Nerano's Slanders ----------------------

House Reputation Gain: 5

More slanders now. Ondres Nerano, a Hlaalu noble, has been spreading rumours

that Archmagister Bolyn Venim was sleeping around with other councillor's

wives. Athyn doesn't like Bolyn Venim, but can't let the accusation stand as

he is a councillor himself. So we are to visit Ondres Nerano, in Balmora, and

demand that he withdraw his slander. If he won't, challenge him to a duel. But

do not murder him.

Take the silt strider from Ald'ruhn to Balmora, and visit Ondres Nerano in his

home of Nerano Manor. It's on the north-west side of town, near the Eight

Plates. Inside, speak with him about slanders, and he'll tell you that even

though what he said was true, he'll challenge you to a duel anyways. So do it!

He's pretty weak, as you'll find out, fighting only with his fists. So beat

him up, and as he draws his last breaths, he'll withdraw his statements about

Archmagister Venim. Good. Wait! He didn't die! Grrrr..... but the deed is

done.

Make your way back to Ald'ruhn, and tell Athyn what happened. Good job, you

defeateed him in a duel, kept your honour, and stopped him from slandering

again. Where's my reward? :(

-------------- House Redoran - Shurinbaal ------------------------------------

House Reputatin Gain: 5

Next, there are smugglers operating near the coast, in the cave of Shurinbaal.

It's south-west of Gnaar Mok, and he'll mark Gnaar Mok on your map (if it

isn't already marked). The smugglers are lead by a Dunmer named Daroder and a

Redguard named Enjine - kill them both and report back. However, they may also

have a contact here in Ald'ruhn. Worthy of investigating.

You can either walk to Gnaar Mok, or get there by boat - quickest connection

is in Khuul, silt strider to Khuul, boat to Gnaar Mok. Now, the island Gnaar

Mok is on simply isn't very big. Seeing as the cave is west, it's not on the

mainland. So circle the island until you find the cave of Shurinbaal, partly

submerged in the water. Save and enter.

Enjine is just inside the doorway, so beat her up and loot her corpse. There's

more smugglers than just the two leaders, however, and on your way in you'll

also find Sethesi Adas, Talamu Sethandas, Gancolm, and Dovrosi Varyon. Geez,

this is a TOUGH one! Hope you can save and recover after every battle.....

after each battle, run back to the entrance to the cave, and rest near the

door, away from enemies. Then head forward and keep fighting.

If you turn right and swim through the water, you'll find Crottus Cedas and

Galtis Serethi. Lots of good looting to be done, there. Pile it all up in the

intersection, and come back to it later.

Through the gated door straight ahead (disarm it first), you'll find the last

two baddies to kill. Eponis Vinipter and Daroder Helni, and you can't avoid a

two-on-one battle with them. Once they're dead, that's when the REAL looting

begins. They're smugglers, so here's their base of operations. Look at the

goodies. *drools*

Use patented dungeon-looting technique to get it all away to your base of

operations. Then, when all the smugglers are dead, report back to Athyn

Sarethi. Good job, matey.

--------- House Redoran - The Mad Lord Of Milk/Delyna Mandas in Tel Fyr ------

House Reputation Gain: 5 (if you kill Arethan), 10 (if you cure him)

Now a former noble in House Redoran has gone off his rocker, claiming to be

the Lord of West Gash. He demands tributes from travellers on the way to Maar

Gan, which of course is completely unacceptable. So he needs someone to stop

Mad Lord Arethan Mandas.

He'll give you directions to the cave of Milk, where Arethan is hiding. On the

Ald'ruhn-Caldera road, two crossroads marked by signposts are very close to

one another. Head west from the Gnisis sign on the west signpost, and you'll

spot the cave north to Milk.

However, Athyn would like to see Arethan's madness cured, rather than killed.

So he suggests visiting Ebonheart, to speak with Arethan's father, Llerar

Mandas. You can take this option, or simply head straight to Milk and off

Arethan. I'll go for the curing option, as it offers the better faction

reputation gain. This method is also part of a quest from Faral Retheran,

after you reach the rank of House Brother.

The quickest way to get to Ebonheart would be through Vivec, so either take

Mages Guild/silt strider to Vivec, then the boat to Ebonheart. Alternatively,

you could go seaward by taking silt strider to Khuul, then boats south. In

Ebonheart, make your way westward to find the Grand Council Chambers. Enter,

and Llerar should be right in front of you. Speak with him about his son, and

he knows that his madness was caused by the capture of his daughter Delyna

Mandas.

Oh? She's being held captive in Tel Fyr, and he doesn't want to lose his

grandchild to the Telvanni. So we're off to Tel Fyr to rescue her. Quickest

way to Tel Fyr is to take the boat to Sadrith Mora. Make sure to get something

to make you levitate while you're there, because you'll need them in Tel Fyr.

Also grab some good lockpicking tools/scrolls/spells. Then, waterwalk or swim

southwest to reach Tel Fyr.

Inside, speak with anyone about Delyna Mandas and they'll tell you to speak

with Divayth Fyr, owner of the place. And you'll need to be able to fly to get

to him. See? I'm psychic. Take the hallway up to the Tower of Tel Fyr, then

levitate up the chute. At the top, you'll find Divayth in a side room. Ask him

about Delyna Mandas, and he won't have a clue who she is, but suggests you

look in the Corprusarium downstairs.

How nice of him to tell you you need to visit the Corprusarium, when Delyna

isn't even there. She IS downstairs, but locked up behind the locked and

trapped golden door opposite the Corprusarium entrance. It's level 60 locked,

which is why I suggested bringing the good china. No-one will care when you

pick the lock and disarm the trap, so do so.

Inside is Delyna Mandas. She wants to travel together out of the tower, so do

it and walk her outside. Just walk slowly, she tends to get caught between

things. Outside, she'll thank you and offer you a locket to take to her

father, the Mad Lord of Milk. That's part one done. However, seeing as

rescuing Delyna Mandas is originally a quest from Faral Retheran (and just

happens to tie into the Milk quest) it'll stay on your radar until you finish

it with Faral.

Now, for the second quest. Heading to Milk. (Where do they come up with these

names? I bet you a developer was drinking milk at the time.) You were given

directions before, to follow the Ald'ruhn-Caldera road. Easiest way to get

there is walk back to Sadrith Mora, and guild-guide to Caldera or Ald'ruhn. Or

Recall, if you Marked in front of Athyn Sarethi as I did. I always mark in

front of quest givers. Saves time.

Anyways, from Ald'ruhn, follow the way you went to Drulene's place. Ignore all

signs to Caldera until I tell you ignore my instructions to ignore the

signposts. Remember I gave you directions to Drulene's, for a quick right then

left in West Gash? They're the two signposts close together that Athyn refers

to ;) At the second of the two signposts, the road to Gnisis is marked to the

west. Follow that road until you see giant-mother-of-a-tree on right side of

the road, a couple of meters down. Behind the tree is a narrow path up a hill.

Follow it and you'll come to the cavern of Milk. Save and enter.

Inside, no-one's really happy to see you. You can go on an all-out killing

spree, starting with the first tough guy clad in bonemold armour, or simply

make a run for Arethan Mandas. I choose to fight, cuz I'm carrying a companion

who fights whether I like it or not...

After five or six icky fights, you'll come to the lone non-hostile, Arethan

Mandas. Talk to him, and give him Delyna's locket. He'll realize the error of

his ways, and call all his guards (which guards? The ones I left for dead?)

away from harrassing travellers. Yay.

Return to Athyn, and he will be surprised, saying he didn't think it could be

done. But no other reward. You know, lucky I make a lot of money looting

smuggler caves, because Redoran rewards are crap.

That's it for duties from Athyn for now, because the time has come for you to

earn the support of some other councillors, and start building a stronghold.

And now that you're a House Brother, you can return to Faral Retheran and

complete the rest of her quests. Llaros Sarano, in the Ald'ruhn Temple, has

quests for you. And Theldyn Virith, the man you visited in Ald Velothi, has

quests for you by the time you finish Neminda's quests, which was quite a

while ago. Pick and choose which you want to do. I'll do them in the order I

listed them ;) Ahoy stronghold!

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[12.4] Stronghold - Indarys Manor

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Ask any Redoran member (including Athyn) for info on strongholds, and he'll

tell you to speak woth Galsa Gindu, in the Redoran Council Hall. (Past where

Neminda is.) You'll find her place in the maze of the hall, I always get

confused. Ask her about strongholds to start yourself off.

-------------- House Redoran - Stronghold ------------------------------------

To start with, you'll need 5000 gold and a construction contract. You can get

the contract from Duke Vedam Dren, she says.

First, for Vedam Dren. He can be found in Ebonheart, in the Grand Council

chambers. If you don't know where it is, it's at the very west of town, and

you'll need to climb the stairs in the courtyard just opposite the Argonian

Mission to get there.

Be in suitable awe in his presence, as this is one of the most important men

in Vvardenfell. Then ask him about the construction contract, and he won't be

sure about the idea. Tell him you'll vow to do what you can for his people,

and he'll give you the contract.

5000 gold should be straightforward. If you've gotten this far in House

Redoran, and done any pilfering along the way, you'll have had and sold about

ten full sets of bonemold armour, plus any smuggling artifacts. My character

has 20000 gold saved up right now. If you don't have 5000 gold... May I

suggest you either go finding stuff and selling it, or looting some caves? It

shouldn't be too hard.

When you've got both, return to Galsa. She'll take them, and order stage 1 of

your stronghold construction to begin. It should take about a week, so you've

got plenty of time to kill. Skip down the page and do a few other quests while

you wait :)

Your journal will automatically update itself when stage 1 is complete. When

it does, go back and see Galsa again. She wants you to check up on the

progress of your stronghold, and will mark its location on your map. It's

being built at Bal Isra, north-west of Ald'ruhn, and is a long but easy walk

from either Ald'ruhn or Maar Gan.

Head there, and when you reach the square on your map, turn and head east up

the hill to find the construction. Speak with the foreman, Bugdul

gro-Kharbush, and he'll tell you to report to Galsa that everything's on

schedule. No you can't look inside yet, either. So return to Ald'ruhn, and

speak with Galsa again. She's happy to hear that it will be finished soon. Go

kill some more time until your journal updates again. When it does, return to

Galsa to start stage 2 of the building process.

If you wish to build the next stage of your stronghold, you must hire guards

to garrison it. She tells you to speak with Percius Mercius, at the Ald'ruhn

Fighters Guild, as he would probably know a few good Redoran fighters out of

work.

You'll find Percius downstairs at the Guildhouse, so ask him about hiring

guards. He knows a guy who knows a guy that'll do it, but you have to do him a

favour first. His friend, Frelene Acques, is in prison in Vivec, and you are

to rescue her first. Great.

Make your way to Vivec, to Hlaalu canton (because that's where he said she

was). You'll find the prison cells through the Treasury, in the Waistworks.

Frelene is all by her lonesome in her cell, so speak with her, and she'll

present you with two options. One - pick the lock on the door, beat down an

Ordinator and make a run for it. No good. Two - find a key for the lock and

she'll sneak out on her own volition. Better idea.

Now, there are two keys to her door. One is on the table near the Ordinator,

one is on the far table in the opposite corner. Guess which one we're gonna

take. Press Sneak, and you should have the sneak icon, standing near the far

table. Swipe the key, give it to Frelene. She'll be happy, and make plans for

her escape in a few days time. In the meantime, we should return to Percius.

Speak to him again about hiring guards and he'll agree to have a few of his

best men sent to your stronghold. Return to Galsa and tell her the good news.

She'll agree to start the next stage of construction. Stage 2 complete. Again,

time to kill until stage 3 rolls around.... Go do some other quests, lots of

Redoran stuff to do in the game.

When your journal updates, go see Galsa again. She'll tell you to go speak to

Hetman Guls, at your stronghold, to see what you can do to attract more

settlers. So make your way north to Bal Isra once again.

You'll find Hetman patrolling around out the front. The stronghold's grown

now, with a nice surrounding wall. You can even enter and peek inside. Your

new home! Yay! Anyways, speak with Hetman about attracting settlers, and he'll

tell you that the town would prosper if there were more women. All the single

men, they get so lonely and need wives! Umm...

He suggests you search Ald'ruhn for single women, or alternatively buy some

slaves from Tel Aruhn and bring them here (as long as they're not Khajiit,

Argonian, or Orc). Um, we'll just go look for the single ladies, thanks. Make

your way back to Ald'ruhn and start questioning women.

You'll be pointed towrds two women in particular - Fathusa Girethi, in the Ald

Skar Inn, and Aryni Orethi, who just wanders around town.

Speak with Fathusa about needing wives, and she'll be skeptical about leaving

Ald'ruhn unless you can convince her well. Get her disposition up to 80, and

she'll be amazed that there's a dozen eligible men at Indarys Manor and she

can have her pick. Teehee, we're getting good at the fibbing. She'll agree,

and make plans to leave. Talk to Aryni and do the same thing, and she'll agree

to go to Indarys Manor on her own. Suh-weet. Done. Make your way back to Bal

Isra and speak with the Hetman about the wives.

He'll be glad to hear that they're coming, and maybe even think about taking a

wife himself. This is what we needed to hear. Return to Ald'ruhn and speak

with Galsa yet again. She'll order the final stage of construction. Suh-weet.

When your journal updates itself again, your manor will be complete and fully

usable. It's out in the middle of nowhere, but it's legally all yours. Enjoy!

:)

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[12.5] Vivec - Faral Retheran

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And we're back in Vivec, looking for Faral again. She hasn't moved, she's

still in the Redoran Treasury ;)

-------------- House Redoran - Slay Dagoth Tanis -----------------------------

House Reputation Gain:

For Faral's next assignment, she wants you to go investigate the Dunmer

stronghold of Falasmaryon. It's been taken over by Dagoth Tanis - a member of

the 6th House! They sent a Buoyant Armiger, Irer Nervion, to take care of the

dagoth, but he has not returned. Obviously, he failed at the task. So we're to

go to Falasmaryon, slay Dagoth Tanis, and find the Armiger's ring as proof of

death.

You're given the location of Falasmaryon - north-east of Maar Gan. Head to

Maar Gan via silt strider. From there, head south-east past Huleen's hut (head

west out of town then turn around past the silt strider to head east), then

turn left at the intersection two steps down the road. Once you hit the

foyada, turn left and go north-west. It's a pretty straightforward path to

Falasmaryon, take the first left, then follow the general path and you should

reach the big Dunmer stronghold. (If you're as bad as me, you'll only find

four hostiles along the road...)

Missun Akun, in his hut on top of the stronghold, is the master trainer for

Marksman, so if you've got an archer, you can train them up good here. If not,

just save and enter the lower level of the stronghold.

Follow the path around (it's a bit dark in here but there's only one path)

until you see the door on the left. Enter it, kill the beast inside (I found a

lame corprus) and then you'll find Irer Nervion's body. Task 1 complete. Take

the ring, and the glass armour (oh kool), then head out and keep following the

path. You'll find the random assortment of baddies, if you're at a right

level, they'll be things like lame corprus, corprus stalkers, the odd dagoth.

Ignore the stairs leading down, but take the next right.

Inside, you'll find two enemies and Dagoth Tanis. And this fight is hard. You

really need to be equipped well with good weaponry, because he with his 6th

House amulet and nasty weapon will hit you hard. Keep scoffing health potions

if you need them, I went through five standard ones. When he's dead, take his

Robe of Ascension. Then start making the painful journey back to Vivec.

Report your victory to Faral, and hand over the ring. As a reward, Faral will

give you her own ancestor ring. Exactly the same as the one we coughed up,

meh.

-------------- House Redoran - Kill Reynel Uvirith ---------------------------

House Reputation Gain: 10

Global Reputation Gain: 1

Seems the Telvanni are naughty, expanding all over Vvardenfell, much to the

dismay of House Redoran. So we're being sent to deal with the owner of the

Telvanni stronghold, Reynel Uvirith. The stronghold of Tel Uvirith is built on

Uvirith's Grave, west of Tel Fyr and northwest of Erabenimsun camp. In other

words, the middle of sweet nowhere.

If you've done any freelance work for the Morag Tong lately, you'll have an

idea of where this is and how to get there. The easiest way to get anywhere

near there is to take a boat to Sadrith Mora, from Sadrith Mora to Tel Mora,

Tel Mora to Tel Aruhn, then to swim like you never swum before. It's twice as

confusing as it sounds, and twice as time consuming. Water Walking or

Levitation spells would help out enormously.

Once you're on the mainland, head south-west towards Uvirith's Grave. It's a

giant Telvanni tower structure, rather hard to miss in amongst the rocks of

Molag Amur.

- Note: If you had chosen to be part of Telvanni instead of Hlaalu, this

stronghold could have been yours.

In the tower, take the right path up, and Reynel is the only one home. She

will attack on sight, with the power of magic, meaning you and all your good

equipment can kill her faster than you can say boo. So take her out quickly.

Loot the body, then loot the tower, then go all the way back to Vivec to see

Faral. She thanks you profusely. Moving right along...

-------------- House Telvanni - Kill Raynasa Rethan --------------------------

House Reputation Gain: 10

Global Reputation Gain: 1

Next, Faral will tell you that Hlaalu is also expanding at an alarming rate.

So we're told to visit Rethan Manor, home of the young Hlaalu noble Raynasa

Rethan, and slay her.

To get to Rethan, follow the Odai River south from Balmora. Past the Shulk Egg

Mine, it will appear on your left, on the west side of the river. Enter, and

the Hlaalu members inside will not want to speak with you, but will not be

hostile. Prepare yourself well, then head up the stairs.

Raynasa is armed with a bevy of spells (spells? For a thief character?), so

you'd best be well prepared. It's not that hard, not even as hard as Dagoth

Tanis (though harder than Reynel Uvirith). When she's dead, take everything

she's got.

Loot the room, making sure to grab the ebony weaponry on the shelf, and the

ebony longsword on the table. Then return to Vivec, and report Raynasa's...

unfortunate death. No reward for you, however :( And that's the end of her

duties.

(Note: Come back to her as Archmaster, and she'll give you back all the

artifacts you recovered, such as the ones from the Redas Ancestral Tomb.

Goody.)

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[12.6] Ald'ruhn - Lloros Sarano

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Lloros is a devout Temple member, but also a member of House Redoran. He'll

give you a few little quests, one of which builds into the main Redoran quest

line.

-------------- House Redoran - Ash Statue ------------------------------------

House Reputation Gain:

If you've completed Athyn Sarethi's quest involving the death of Braren

Carvaren, you will have visited Lloros with a strange statue. After this, if

you ask him about duties, he'll ask you to see if you can find out where the

statue came from.

Varvur doesn't really know. So start asking around town. I found the person in

this quest quite by accident, I tell you. In the Rat in the Pot, you can ask a

guy in the sub-level called Galtis Guvron about the statues. Whoops, he didn't

like that. So he decides to attack you before you can prove him guilty.

Kill him, and take the ash statues and suspicious note from his corpse. Return

to Lloros and tell him the news on the statues. He knows who the Hanarai

refers to - Hanarai Assutlanipal, an ashlander living here in Ald'ruhn. He

gives us some stuff, and tells us to go talk to Hanirai.

Outside, Hanirai lives directly in front of the Temple. Draw your sword, save

and enter. Ask her about the ash statues, and she cracks it in the same

fashion as Galtis. So kill her too. I don't like killing people but these guys

deserve it!

Return to Lloros, and he will be glad that the source of the ash statues has

been shut down. Yay to you!

-------------- House Redoran - Find Fedris Theran ----------------------------

House Reputation Gain:

Nextly, a Temple pilgrim left Ald'ruhn some weeks ago on the Ruddy Man

pilgrimage and hasn't been seen since. So we're being sent to find out what

happened to Fedris Tharen.

For those of you that don't know Temple pilgrimages, Ruddy Man is in Koal

Cave, just south of Gnisis, across the river. Make your way to Gnisis, then

head south across the river. Follow the path that goes under the arch, and you

should come to Fedris Tharen, standing partway down a hill (that the green

grass does follow). He feels ill, you see. If you have a potion of Cure Common

Disease, give it to him. If not, go back to Gnisis and buy one, it's not a

long walk.

Um, that's all we have to do? We found him. We fixed him. Head back to

Ald'ruhn. Lloros will give you four Cure Common Disease potions, to make up

for the one we had to give Fedris. But there's no option for advancement, so

you'll have to go see a house steward for that.

-------------- House Redoran - Find Beden Giladren ---------------------------

House Reputation Gain:

Yet ANOTHER pilgrim has gone missing. Are these pilgrims stupid? This one's

Beden Giladren, and he was on his way from Ald'ruhn to Maar Gan, ostensibly to

make the pilgrimage there. (Temple members will know the one.)

Firstly, did he actually make it to Maar Gan? Only way to find out is go there

and ask. Hop on a strider there, and visit the Shrine. Tralas Rendas will tell

you he knows the name, an Ashlander came by recently with the name, and

directions to Beden's camp. West out of Maar Gan, towards the mountains, then

south along the mountains towards his camp. Alrighty. Let's go!

Head west out of town, and simply follow the path straight along. There'll be

a few branches to the left, but the path straight does turn and follow the

mountains to the south which is what we wanted anyways. Eventually you'll come

to a small Ashlander camp on the right side of the road. If you don't see it,

you'll see the big boulder in the middle of the path, in front of the hut.

The woman outside has no info, so head inside. Lo and behold, who's there!

Speak to Manat first, not Beden. Ask him about Beden, and he'll demand 5000

drakes ransom for the 'famous noble'. Errr, who? No, he's NOT famous,

dumb-dumb. Haha, Beden SAID he was a noble when he isn't. Speak to Beden, and

he thinks the Ashlanders would've killed him if they found out he was just a

pilgrim.

Speak to Manat again, and he's so disgusted he'll give Beden to you for 5

drakes. Pay the 5 gold, unless you're a total cheapskate, and Beden will be

free to go. He'll continue the pilgrimages on his own, hopefully a little more

honestly.

Head back to Ald'ruhn, either on foot or back via Maar Gan. You're actually

about half way there so you may as well keep walking south. Pass Bal Isra, the

home of your future (or parhaps current) Redoran stronghold. Back in the

Temple, Lloros is glad to hear that Beden is safe. But again no reward! Wtf!

Argh...

-------------- House Redoran - Recover Shields from Andasreth ----------------

House Reputation Gain:

Next, some Redoran soldiers were sent to the old Dunmer stronghold of

Andasreth, and they have not returned. Will all Lloros' quests be 'track down

and rescue' type? Cuz they really really suck.

If the men are dead, Lloros tells us, he wants their shields back as proof.

Right. He marks Andasreth on your map, near ol' Drulene Falen's place! We've

been there far too many times...

Follow the worn old path all the way out to Drulene's hut. Keep heading west,

over the hills. If you can't make it over them, turn back and head south like

you did before, but head west on the first path. Cross the fields and you'll

see the stronghold of Andasreth come up in front of you.

Ignore the guy on top of the stronghold, and the propylon chamber, and enter

the lower level. Turn right, and follow the path along. Soon you'll come to a

level 20 locked door, on your left. Unlock it, and you'll find a bunch of dead

Redoran guards on the ground. Complete with shields. You can take all their

stuff, but their shields are the most important.

Make your way back to Ald'ruhn with the four bulky shields. As a reward,

Llaros will let you have one, but take the rest to give to the guards'

families.

And that's it for duties from Lloros Sarano. Off to the rest of the quest

givers now!

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[12.7] Ald Velothi - Theldyn Virith

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We've met Theldyn Virith before, bringing him a Cure Disease potion from

Neminda. Now he'll give us a bunch of quests. They're easy-type, and can be

done as soon as you finish Neminda's quests. Me, I'll do them to fill in time

while my stronghold gets built. Let's go!

-------------- House Redoran - Old Blue Fin ----------------------------------

House Reputation Gain:

Now, things are usually pretty quiet in Ald Velothi, but Old Blue Fin is back

and up to his old dirty tricks. Old Blue Fin is a big old nasty slaughterfish,

hanging around by the docks, and Theldyn wants you to go kill it.

Simple enough, right? Now, the problem with Old Blue Fin is, he looks like any

other slaughterfish. And he's underwater. So you gotta go in the water, find

him, and fight him. I went out into the water between the two main docks, and

simply killed off slaughterfish until I killed the right one. Once you've done

so, return to Theldyn.

As a reward, you'll get 10 Dreugh Wax. Hey, it's better than most of the

rewards I've gotten so far.

-------------- House Redoran - Ashimanu Mine ---------------------------------

House Reputation Gain:

Next, a diseased shalk got into an egg mine on the trade route to Ald'ruhn, so

you're being sent to kill it. It's in the Ashimanu mine, south-east of Gnisis.

Looks like we're going for a walk back to town.

... Unless you've got a Divine Intervention scroll, that is. If you've got

one, use it and you'll warp back to Gnisis. Now, directions to this one are

vague at best. Cross the river south of Gnisis, to the path under the arch.

Now, when the path turns south, ignore it and head directly east from here.

Just down the valley, you'll find another path. Follow it, and when you see

the signpost, head south towards Ald'ruhn.

At the next signpost, head east, not towards Ald'ruhn. This is the east and

south Theldyn was talking about. If you've got a paper map, check it where the

little U shape is, just east of Berandas. That's the intersection we're at,

and we're going east towards the cave (marked). When you reach it, save and

enter.

Just follow the lone path around, ignoring all the kwama workers (we're

looking for a shalk, remember), until you reach the queen's lair. Inside,

there's only one shalk, and it isn't even very big. Kill it, leave, head back

to Ald Velothi. Theldyn will thank you for your work.

-------------- House Redoran - Kagouti Den -----------------------------------

House Reputation Gain: 5

Another problem on the same damn road. Kagouti have been attacking travellers,

so he needs someone to find the kagouti den.

Now me, I wandered all over West Gash between Gnisis and Ald'ruhn looking for

the freakin' egg mine, killing everything I saw along the way. And apparently

I already killed the kagouti in question. But seeing as I'm nice, I'll look up

in the construction set, exactly where the kagouti are.

...

Yup, you would've already killed it. According to the construction set, the

leader of the kagouti gang sits right at the intersection of the U, in the

last quest, where you turned left. So you've already most likely killed it.

Good job! ;)

-------------- House Redoran - Shishi Report ---------------------------------

House Reputation Gain:

Next, House Redoran sent a party to destroy the Telvanni base of Shishi. Ah, I

remember this quest from the Telvanni side, attacking the evil invaders

Redoran. Anyways.

Shishi is in the middle of the Foyada Bani-Dad, north of Maar Gan, so that's

where we need to depart from. Head back to Gnisis, and strider it to Maar Gan.

From there, forllow the same path you followed to the Foyada Bani-Dad before

(on the way to Falasmaryon). South-east, then turn north. Instead of turning

off like you did before, however, keep following the canyon until you spot the

Velothi tower of Shishi. It's kinda hard to miss. Save and enter.

First off - one dead Telvanni on the floor. Turn left through te doorway and

find a second. Follow the path to the top of the tower and get the Shishi

report from Brerama Selas. (This is SO much easier than from the Telvanni

side.) You'll find two more dead Telvanni on the floor. Feel free to take

everything around, it doesn't belong to the Redorans so they don't give a

stuff.

Note the odd Breton skull on the desk. Examine it and see what happens ;) A

door opens up downstairs in the main foyer! This is all optional, you can just

take the report back to Ald Velothi if you like, but it's fun. Open the

trapdoor, and kill the last remaining Telvanni wizard. Job done. Return to

Theldyn.

He'll be very pleased to hear that you killed the last wizard. But alas, no

rewards for you, young whippersnapper.

-------------- House Redoran - Kill Gordol -----------------------------------

House Reputation Gain:

Now for a tough one! Oooh, I like a challenge. The daedra cultists of

Ashalmawia must be slayed! Just east of Ald Velothi, you'll find the ruins of

Ashalmawia, and you have to kill the worshipper Gordol. Sounds good to me.

The ruins are within sight of the Outpost, to the east. This will indeed be a

tough one, so make sure you're well prepared. Take the stairs from the east

side of the ruins (closest to the entrance), and you'll start finding baddies

like dremora lords. Great. Kill them and find the entrance to the Shrine on

the south-east side of the ruins.

Inside, you'll find Trelam Favani and Felisi Sarano, neither of which are

friendly. Luckily, they're mages and total pushovers. Leave the emerald on the

altar alone, unless you know what's good for you. When you're done there,

follow the path and find Erns Maren. This guy's harder, wearing a full set of

steel armour, but manageable. Save and rest if you need to.

Follow the path behind the table (jump over some debris to get there) and

you'll find the door to the Sunken Vaults. Inside there, follow the twisty

turny path (or just Slowfall) to the bottom of the chamber, where you'll find

Gordol.

He's a nasty bit of work, this summoner. He's got Greater Bonewalkers at his

disposal, and we all hate those. Ignore the Bonewalker, focus on Gordol with

everything you've got. If you get hit, use a potion, no time for magic in this

one as he hacks away at you.

Goody goody, loot time. He's wearing a full set of Ebony armour, which is

worth more than a pretty penny. Take the rest of the stuff, including the

Rising Force potions which may just help you get out of there. Return to

Theldyn, and he'll reward you with an Ebony Spear. Oh, cool. And that's it for

his duties, so take your loot and head off to do some more elsewhere! :)

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[12.8] Ald'ruhn - Brara Morvayn

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To go any further in House Redoran, Athyn Sarethi suggests that you will need

the support of at least two more councillors, and he'll name them for you -

Brara Morvayn and Hlaren Ramoran. Each will have quests for you, which is why

this is under this heading ;)

Brara Morvayn, while having a manor outside the Manor District, currently

lives inside the Redoran Council Hall (near Galsa Gindu). Go and speak with

her.

-------------- House Redoran - Mission to Morvayn Manor ----------------------

House Reputation Gain:

Brara Morvayn is only too happy to support you on the council.... if you can

do her one small favour. Her actual manor has been infested with beasts, and

her husband died defending her from them. They were attracted by a statue they

recieved several weeks before the attack... sound familiar?

Anyways, if we can get the statue out of her home and take it to Lloros Sarano

(which we have done before), she'll support us. Right.

Her manor is outside the Manor District, to the east. Enter, open the locked

door on the left, and prepare to fight. Downstairs you'll find three corprus

stalkers and two lame corprus... well, I did anyways, and they'll all attack

you at once. See why Mr. Morvayn died now?

If you can manage to kill them... my salutations. My level 12 Nord scoffed a

dozen standard health potions while she hacked away with her axe. Feel free to

take everything once they're dead, not that there's much to find. But we're

here for the ash statue.

At the end of the hall, take either set of stairs up and you'll find a small

room with anothe bunch of crates. And an ash statue standing on top of them.

Like the chalk drawing on the floor that glows in the dark? Creepy.

Take the ash statue to Lloros Sarano, in the Temple. He will take it, telling

you he will destroy it. Alright, return to Brara Morvayn. She will thank you,

swearing her support, and give you the Amulet of Mighty Blows as a reward. One

of her last possessions from her once mighty-wealth. Aww.

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[12.9] Ald'ruhn - Hlaren Ramoran

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The final councillor you need the support of (for this initial demand) is

Hlaren Ramoran. He lives in his manor under-Skar, which is right next to

Sarethi Manor. You'll find him in his private quarters. And straight away he

wants to get to business.

-------------- House Redoran - Taxes from Gnisis -----------------------------

House Reputation Gain:

If you want his support, as an outlander, you have to prove yourself. And you

can do it by collecting taxes fron Gnisis. The duty is simple - make your way

to Gnisis, speak with Hetman Abelmawia, collect taxes, return.

This is a pretty easy task. Take the silt strider to Gnisis, and speak with

Hetman in his hut on the east side of town. Speak to him about taxes, and

he'll cough up 60 drakes. Return to Ald'ruhn.

Hand over the 60 drakes.... 50, 60, who cares? 10 drakes difference won't

break the bank. He'll thank you, and send you off on another errand.

-------------- House Redoran - Nalvilie Saren --------------------------------

House Reputation Gain:

He wants you to find an old acquaintance of his, Nalvilie Saren. They used to

be friends... but it seems they had a falling out some time ago. The Saren

family lives in the Redoran canton in Vivec, so he suggests that that's where

you start looking. And you're to tell her that Hlaren doesn't care about what

happened in the past, he'll support her, and will she come meet him in

Ald'ruhn.

Make your way to Vivec via silt strider or guild guide. (I prefer guild guide,

cheaper and quicker.) As you may have guessed, Saren Manor is in the Plaza of

the Redoran canton. Enter, and start asking around for Nalvilie. Eh? She has

disgraced their family?

Speak with Toris Saren, downstairs. (That is, if you haven't already killed

him for the Morag Tong like I have. Whoops.) He wont want to talk about her,

but with a little persuasion (to the tune of 80 disposition), he will. He'll

tell you she owns a consignment shop, on the south-side canals of St Olms

canton. Whoopee! Off we go to St. Olms!

Make your way south-west to the canton. She lives in the south-one canal

apartment, so head there and talk to her. She wants nothing to do with Hlaren,

who 'used to hang around like a lost scrib'. Hah! Well, um, we can't exactly

force her to go see him, can we. So return to Hlaren and tell him the bad

news.

For some reason, you don't tell him the bad news. You tell him she's dead.

Well, I suppose this is a better outcome than "haha Hlaren she hates you, but

support me on the council anyways pleeeeez?" And he'll give you his support,

because you're such a good little boy/girl/it.

That's it from Hlaren Ramoran. Return to Athyn Sarethi to see where you need

to go next! More councillors to suck up to... Grr. And if your stronghold

isn't complete, you'll need to complete it before you can earn the rank of

Councilman. Visit both Garisa Llethri and Miner Arobar for more duties.

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

[12.10] Ald'ruhn - Garisa Llethri

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Garisa Llethri also has his own manor under-Skar, so head to it and visit him.

You'll find him in, where else, his bedroom.

-------------- House Redoran - Evidence of Corruption ------------------------

House Reputation Gain:

If you want his support for Councilman, you'll have to do a big task - shut

down the Caldera ebony mines. Why? Because they're controlled by Hlaalu, of

course!

First, he believes there is corruption in the mine's management. He would like

you to go search for this evidence of corruption, and take no further action

until you bring the evidence to him.

Ah, I remember this quest from the Hlaalu side as well! :) So I know exactly

what to look for. Anyways, hot foot it to Caldera, either on foot or by guild

guide (yup, those are your only two choices.) Start asking people in town

about evidence of corruption, and they might tell you to look towards the

Governer's Hall. Guards especially. So head up the hill and investigate.

Inside the Governer's Hall, keep asking. Llaros Uvayn will tell you that

Cunius Pelelius and Odral Helvi run the show here... and Cunius isn't exactly

receptive to the idea of corruption for obvious reasons. Time to snoop.

If you head up the far stairs on the right side of the hall (from the

entrance), you'll come to Odral Helvi's room. You can ask him, but I don't

think he'll tell you much. So walk past him, to the room behind him, and close

yourself in. Hmm... Lots of locked things that look suspicious. Start

unlocking them. The chest on the floor contains Odral's copies of the History

of the Empire series... and a secret Caldera ledger. Hmm.

Read the ledger, and I think you'll see that that's the proof you need. But

you may as well loot the rest of the room while you're here, just for the heck

of it. Make your way out the back door to avoid Odral and out of the hall,

back to Ald'ruhn.

Garisa will be very pleased, so give him the book and he'll keep it as

evidence. Onto the second part of the quest...

-------------- House Redoran - Shut the Mines Down ---------------------------

House Reputation Gain:

... Garisa wants the mines shut down completely, a halt to all mining in the

area. We are to return to Caldera, and find a way to do it. Um. This will be

interesting. Make your way back to Caldera.

Llaros Uvayn has another good idea for this one "Well, I guess if the boss

weren't here to tell us what to do..." but that seems a little drastic. So

let's go out to the mines themselves and see if we can stop them manually.

Head north out of town, and follow the signs to the mines.

At the mines, you can talk to anyone, but the people in the buildings will

tell you little. Who you need to talk to are the two slaves, in the slave

shacks. In slave shack two, speak to Dahleena the Khajiit about halting the

mining. She's the head of the slaves, so if she goes free, there will be no

more mining! Now there's an idea... Now we just need a key.

If you have a quick peek in the guard tower nearby, loot all the crates and

whatnot, then head to the top, you'll find a nice sword... and a Caldera slave

key. Well, looky here. Take the key and go free both of the slaves. Reutnr to

Ald'ruhn, feeling satisfied that you solved the problem in a non-violent way.

Garisa will be intrigued by your method of halting the mining, when you tell

him about the mines. But for your ingenuity, he will reward you with a pair of

Ebony Boots! Word up! Oh, and his support on the council too >_>

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[12.11] Ald'ruhn - Miner Arobar

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Miner Arobar (what a weird first name) also has his own manor under-Skar, so

head to it and visit him. You'll find him in the Arobar Manor Bedrooms

(through the Guard Quarters and Private Quarters)...

-------------- House Redoran - Miner Arobar's Support ------------------------

House Reputation Gain:

...but he regrets to inform you that he cannot give you his support. Geh? This

not good. Go and tell Athyn Sarethi this.

Athyn is troubled, saying he had feared that this would happen, and he

suspected Miner Arobar was being pressured by the Telvanni. So he tells you to

go to Sadrith Mora, and find out who is pressuring Miner Arobar, and how.

Off you go, either by boat/silt strider (long expensive trip) or guild gUide

(short cheap trip). Seeing as I'm waiting for stronghold, I'll take long trip.

Once there, start asking around about Miner Arobar, see what you can find. A

Dunmer might tell you that they think Master Neloth has a hold over Miner

Arobar. An Imperial might tell you that they think Nartise Arobar has been

kidnapped by a Telvanni. Add it up, and what do you get? A big fat uh oh.

Master Neloth lives in Tel Naga, the giant mushroom in the center of town.

Save, enter, and start asking around. Straight away, the people will tell you

that Miner Arobar is none of your business.

(Man, I just had a flashback to the Carmen Sandiego days where you'd know

you're in the right place by the henchman running across the screen.)

If you look to the right of the entrance, behind the archer dressed in chitin,

you'll see a woman trapped. Gee, guess who it is! If you actually need to

guess, I think you need to be smacked. Talk to her, and she'll ask you to take

her to the Telvanni docks. Oh, and you just think all the Telvanni in the room

are gonna let you walk her out of there? Think again. Save again for good

measure. Then agree to travel together.

I really hope you brought a few good health potions with you. I needed three

quality ones to get my level 13 Nord through this one. Nartise will try and

help you fight them with her fists, but fat lot of good she is. So you'll have

to beat the three of them by yourself.

One's an archer, one's a warrior, and one's a mage, just to make things

difficult. My goal was to wipe out the mage first (no armour and little

protection), then chase after the archer (take him down quick, and if you run,

the warrior won't catch you) then worry about the warrior. She'll take longest

to kill, because she's clad in a full set of Dwemer armour.

Once all three are dead, loot their bodies and leave. Walk her to the docks,

and when you get there, she'll thank you and your journal will update. Yay.

She tells you to return to her father for a reward... oh really?

Make your way back to Ald'ruhn, and speak with Miner Arobar again. He

misjudged you, it seems. He will offer his support to make you a Councilman,

and reward you with Arobar's Amulet and a Redoran Master Helm. Yay! What now,

Athyn?

Speak to Athyn about advancement, and he will promote you to councillor. But

he cannot promote you further, and has no duties for you. So what does he

suggest? To win the leadership of House Redoran, you must challenge the

current Archmaster, Bolvyn Venim, to a duel!

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[12.12] Ald'ruhn - Bolvyn Venim

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So go and speak with the Archmaster himself, in his manor under Skar. Upon

greeting, he'll tell you to meet him in the Arena Pit in Vivec, for a fight to

the death!

Righty-o. Make your way to Vivec, to the Arena Pit. If you've got a decent

Marksman skill, this fight is easy, just pick him off from above (he's on the

lower floor, you can stand in the stands in absolute safety and shoot). You

can also be cunning and summon various things to fall into the pit, if you've

got the scrolls or spells. If you have none of the above, be prepared for a

long battle (worse than Gordol or either of the other House councillors).

Once you've defeated him, and looted another full set of Ebony armour from his

corpse, your journal will update itself, telling you to speak with Athyn

Sarethi again. There's really no need, but you may as well do so. Athyn will

greet you as Archmaster - and that's what you now are. Congratulations! You've

just done one of the hardest things to do in the game - rise to the head of

one of the three great houses! Woohoo! :D

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

[13.0] GREAT HOUSE TELVANNI

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

If you've read my game basics section of Factions and Side Quests, you'll know

there are three Great Houses available to join in Morrowind, one corresponding

to each of the three centralized arts, ie. stealth, magic, and combat.

Telvanni headquarters are in the town of Sadrith Mora.

- Note: You can only join one of the three Great Houses (without cheating), so

choose the one that best fits your character. ie. the art you specialized in

when creating it.

Your contacts in Sadrith Mora are the five Mouths, the five representatives of

the Telvanni councillors, found in the Telvanni Council House, Sadrith Mora.

If you ask any one of them about House Telvanni, you'll have the option of

joining.

The first lot of quests you can undertake will be given to you by each of the

five Mouths, so each of them has their own listing here. You can grab one

quest from each Mouth at any one time.

-------------- Ranking Details -----------------------------------------------

Favoured Skills (S1/S2): Mysticism, Conjuration, Illusion, Alteration,

Destruction, Enchant

Rank SPD AGI S1 S2 Rep

---------------------------------------------

Hireling 30 30 0 0 0

Retainer 30 30 10 0 5

Oathman 30 30 20 0 10

Lawman 30 30 30 5 20

Mouth 30 30 40 10 30

Spellwright 31 31 50 15 45

Wizard 32 32 60 20 60

Master 33 33 70 25 80

Magister 34 34 80 30 100

Archmagister 35 35 90 35 125

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[13.1] Sadrith Mora - Felisa Ulessen

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-------------- House Telvanni - New Clothes ----------------------------------

House Reputation Gain: 5

Mistress Therana, Felisa's patron, has requested that someome deliver her new

clothes to her. She'll give you a skirt to give to her, in Tel Branora. She'll

also give you some Almsivi Intervention scrolls to use, should Therana

become... difficult. Sounds like a charming lady.

Take the boat from Sadrith Mora to Tel Branora. This may be your first visit

to Tel Branora, I know it certainly is mine, so don't be shocked by the

weird-looking Telvanni towers all over the place. The main town district is to

the left of the silt strider, so head there, ignoring the cluster of people

telling you to stay out of their business. They're there for a side quest.

At Tel Branora, head up around the outside of the tower until you reach the

Upper Tower entrance. Follow the windy path upwards, and enter either of the

two doors at Therana's chamber. Now you'll need to put your mage stuff to the

test, because you'll need to fly up the tunnel to reach her.

If you don't have a Levitate spell, buy one. If you have one but don't have

enough magicka to cast it, create (or buy) a potion that will have the same

effect - Racer Plumes and Trauma Roots both have the Levitate ability. Or you

can buy one from Arangaer, in Sadrith Mora. I made a 9 point levitation potion

and made it up there.

Once you're up, jump from passage to passage. Therana's chamber is in the

centre of the passage contecting the two tunnels. Tell her about the new

clothes, but she thinks they might be cursed, so she asks you to put them on.

Uh, we're not that stupid. Pick a life to sacrifice, yours or Ra'Zahr the

slave's. Whoever you choose, get them to try on the skirt. Therana will

quickly kill Ra'Zahr with a fire spell :(

Ask her about the new clothes again, and she'll ramble about a Khajiit fur

skirt. You can safely dispose of Ra'Zhar's body, and take everything,

including Therana's skirt, oddly enough.

Return to Felisa and pass along the message. She'll give you 500 drakes, and

offer to teach you the Mark and Recall spells, if you don't have them already.

-------------- House Telvanni - Slave Rebellion ------------------------------

House Reputation Gain: 5

Global Reputation Gain: 1

For your next magical trick... Therana is concerned about a slave rebellion in

one of her holdings. In the Abebaal Egg Mine, north of Tel Branora, the slaves

are revolting, so we need to put a stop to it before it spreads. For once,

we're given some pretty good directions. From Tel Branora, head north onto the

peninsula, then follow the stepping stones to the next island. Follow the

path, to find Abebaal on the north side.

Inside, the slaves are passive. Talk to one, and they'll direct you to their

leader, Eleedal-Lei. Eleedal can be found just up the stairs, down the next

path. If you wait to avoid confrontation, listen to his (her?) pleas about

crazy Therana (we've seen for ourselves how crazy she is) and they'll ask you

to find the slave key so we can let them go free. It's either here in the mine

somewhere, or in Tel Branora.

Seen the key so far here in the mines? Nope, so proced further in. Nothing

will hurt us in here, apart from the odd kwama forager. At the very end of the

path, you'll find the kwama queen. Don't attack her, just look in the crate to

grab the Abebaal Slave Key.

Head back to Eleedal and ask him about 'go free' to give him the key. Once

you've done that, you've calmed the rebellion, so go back to Telvanni house in

Sadrith Mora, and report to Felisa. She's not happy that the slaves 'escaped',

but offers to teach you to be more forceful with them, should you ever have

holdings of your own. She'll teach you Command Creature and Command Humanoid,

if you wish.

- Note: If you kill Eleedal, you'll recieve a ring as a reward from Felisa.

Kill all the slaves, and you'll get two. Roleplaying aspect, here ;)

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[13.2] Sadrith Mora - Raven Omayn

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-------------- House Telvanni - Muck -----------------------------------------

House Reputation Gain: 5

Mistress Dratha, Raven's patron, has an alchemist that needs five portions of

muck delivered. Many alchemists will sell it, or you can gather it yourself

from muckspunge. When you have five, you should deliver them to him.

The best place to get muck is to visit Anis Seloth, the alchemist in Sadrith

Mora. She can sell you five pieces of muck for a grand total of.... 5 gold.

Wow. Loot her area upstairs (only when the sneak icon is on) and you can get

some good stuff, like master's alchemy equipment from the crate. Then head

back to Telvanni council house, to Raven Omayn. Give him the muck, and he'll

give you a hundred drakes. He'll also teach you to cure yourself, if you don't

know how.

-------------- House Telvanni - Black Jinx -----------------------------------

House Reputation Gain: 5

Now, Mistress Dratha is looking for a ring known as the Black Jinx. It's

somewhere here in Sadrith Mora, so he'd like you to 'acquire' it and bring it

to him. Sounds shifty, eh?

Ask anyone outside the coucil house about the ring, and they'll tell you that

they believe its owned by the Morag Tong, the local assassin guild. You can

ask them in their guild hall, if you've got the balls. So do it. The guy

downstairs will tell you nothing, but the guy upstairs, Alven Salas, will

admit to having it (in his own roundabout way). Suppose he did have it, would

you take it? Well, yes.

Admire him a little, get him to trust you and open upto you (ie. get his

disposition up). High enough, and he'll openly admit to it, but wonder why

Dratha will not come and get the ring herself. And he'll challenge you to a

duel for the ring - right here, right now. Gulp.

This is where I love my customized spell, which I called Daedra Special. I

purchased the spells Bound Dagger, Bound Boots, Bound Cuirass, and Bound

Shield, and made a custom spell with them all for 60 seconds. Brilliant. I

used it, and simply hacked him to bits. Once you've killed him, take the Black

Jinx from him, and return to Raven.

Give it to him, and he will offer to teach you some more spells in return,

namely Demoralize Human and Demoralize Creature.

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[13.3] Sadrith Mora - Mallam Ryon

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------------ House Telvanni - Three Questions for Baladas Demnevanni ---------

House Reputation Gain: 5

Archmagister Gothren, Mallam's patron, has some questions for a person named

Baladas Demnevanni. He lives in Arvs-Drelen, in Gnisis, and you need to ask

him about the Disappearance of the Dwarves, Dwemer artifacts, and the Dwemer

language.

Getting to Gnisis can be long, from Sadrith Mora, if you're not part of the

Mages Guild. If you are, head over to Wolverine Hall, warp to Ald'ruhn, then

take the silt strider to Gnisis. If you're not, take the boat to Tel Mora,

then Dagon Fel, then Khuul, then silt strider to Gnisis. Like I said, not

exactly easy...

Once in Gnisis, head over to Arvs-Drelen, on the east side of town. This is

NOT a nice place for a lowly-levelled character such as myself (1 and

counting...) If you've done one of Arara's quests and gotten the Glass

Jinkblade, it might help for this.

Enter Arvs-Drelen, and turn right. Follow the path, turn right again, and go

all the way through to the locked/trapped door at the top. Unlock/disarm it,

ignoring all sorts of ferocious beasts, to the top where you will find

Baladas.

Ask him about the three topics. He won't tell you much, but it doesn't matter,

we asked. Return to Mallam, and he won't be surprised that you couldn't get

him to answer the questions. No rewards. Phooey.

-------------- House Telvanni - Mission to Nchuleft --------------------------

House Reputation Gain: 5

Now Archmagister Gothren has learned the location of the Dwemer ruin Nchuleft.

They lie due west of Vos, and there are some blueprints inside that Gothren

wants his hands on. Therefore, you are to go there and retrieve the

blueprints.

Make your way to Vos. The Grazelands are pretty tame, so just follow the paths

to go roughly west/south-west. See on your paper map, how the paths lead to a

little ruin on the edge of the mountains? That's Nchuleft.

Dwemer architecture is pretty unique. These type of ruins are scattered all

over Vvardenfell, and stand out pretty heavily especially in the green stuff.

Note the giant crossbow. The entrance is visible from the plateau near the

crossbow.

Inside, turn left and empty the steel kegs (raw ebony and raw glass!) before

going down the stairs. When you hear the tinker-tinker-tinker, a centurion

(metal) spider is nearby. They're pushovers, even for my level 1 mage. Open

the door, and you'll find two. If you've got the Glass Jinkblade, smack them

both then beat them up.

The Dwemer blueprints you're after are on the shelves to your right. Grab

them, plus as many rare items from the chests as you can carry (ebony, glass,

rubies, emeralds, plus Dwemer artifacts) before leaving the ruins, getting rid

of your headache and going back to Sadrith Mora.

As a reward, Mallam will tell you that Archmagister Gothren wanted you to have

his Cephalopod Helm. Done!

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[13.4] Sadrith Mora - Arara Uvulas

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-------------- House Telvanni - Sload Soap -----------------------------------

House Reputation Gain: 5

Firstly, Master Neloth (Arara's patron) is looking for five portions of Sload

Soap. You'll be given 500 drakes, and told to keep the remainder.

Anis Seloth, the Sadrith Mora alchemist, has ten pieces of sload soap, selling

for 50 gold apiece. Your profit will depend on your speechcraft; I bought them

for 225 gold.

Then simply return to the Telvanni house and give them to Arara. Easy. Pocket

the profits.

-------------- House Telvanni - Staff of the Silver Dawn ---------------------

House Reputation Gain: 5

Next, Neloth is looking for a Staff of the Silver Dawn. It's rumoured to be

somewhere in the Guild of Mages, in Wolverine Hall, so you're being sent to

retrieve it.

If you've never visited Wolverine Hall, it's just south of Sadrith Mora,

outside town. I always get lost in Wolverine Hall, but if you head up the

stiars, through the Imperial Shrine, out then up the turret, you should find

the Mages Guild.

Ask anyone there about the Staff of the Silver Down, and they'll tell you to

talk to Arielle. She'll offer to sell it to you for 300 drakes, so take the

offer, then take the staff back to Arara.

In return for the staff, she'll give you 'this old dagger', a Glass Jinkblade

(whoaaa!), and she'll also teach you how to blind your enemies. Sweet!

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[13.5] Sadrith Mora - Galos Mathendis

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-------------- House Telvanni - Coded Message --------------------------------

House Reputation Gain: 5

For Galos' first task, he would like you to deliver a message from his patron,

Master Aryon, to Divayth Fyr. If you accept, he'll give you a Message from

Master Aryon, 4 Potions of Water Walking, 4 Quality Potions of Swift Swim, and

7 Quality Restore Health. Nice stuff, but we really won't need any of it. If

you're a good mage, you have a good water-walking spell. And that's all you'll

need.

Ask him about Divayth Fyr, ands he'll mark Tel Fyr, your destination, on your

map. If you haven't been there before, it's directly south-west of Sadrith

Mora, and the only way there is to walk/swim across Zafirbel Bay. If you've

got a water-walking spell, cast it and walk straight out to sea, heading

south-west, and island hop. Meaning, run to an island, stop, wait for

water-walking to wear off, cast it again, run to next island, until you get to

Tel Fyr.

On the north side of the tower is an entrance to Onyx Hall. You may have been

here before, if you've completed part of the main quest. Once inside, turn

right and follow the path up (don't turn left, you'll end up in the

Corprusarium) to the Hall of Fyr. Feel free to loot everything you see in

these three rooms, there's no-one on the floor. Then, you'll need to levitate

up the path where the three rooms connect. There's some rising force potions

in Divayth's bedroom.

Divayth is on the north side of the top level. Tell him about the coded

message, and hand it over. Click wait, then he will give you his response.

There's no point reading them, cuz they're written in Daedric. Return to the

Telvanni council house the way you came, and hand over the response. For the

errand, Galos will give you 500 drakes.

-------------- House Telvanni - Cure Blight ----------------------------------

House Reputation Gain: 5

Unfortunately, the apothecary in Tel Vos is running out of Cure Blight

potions. You'll need to purchase three Cure Blight potions from vendors in

town, and take then to Andil in Tel Vos. And he doesn't accept home-made

potions, either.

Anis Seloth, in Sadrith Mora, has two for sale. Pierlette Rostorard has four.

Take your pick, buy three, then take the boat to Tel Mora. From Tel Mora,

travel to Vos. From Tel Vos, hike west, and turn north at the signpost (that

also points north to Vos, weirdly). Tel Vos is a Telvanni tower inside a

fortress wall, and how the hell do we get inside? Enter via the Southern Tower

door, which is seemingly the only door on ground level. Bypass the first door

up the stairs unless you want to get up close and personal with a scamp, and

keep heading up.

Outside the next door, make your way across to the Central Tower. Inside,

follow the path and you'll spot a hidden door in a wall - close the door

behind you to pick up some cool stuff. Keep going to head back outside though

a different door and across to the Services tower. (You could've just

levitated if you've got a spell or potion ;)

Inside, Andil is the Altmer on your right. Ask them about Cure Blight, and

hand over the potions. In reward, you get 3 Quality Restore Health potions,

and 3 Quality Restore Fatigue potions. Return to Galos, and he will also give

you another 500 drakes.

-------------- House Telvanni - Daedra Skin ----------------------------------

House Reputation Gain: 5

Thirdly (why does Galos get three quests while every other Mouth gets two?)

Aryon would like a Daedra skin. Alchemists often sell Daedra skin, so look

around, pick one up, and deliver it directly to Master Aryon, back in Tel Vos.

Anis Seloth, alchemist, has two for sale, for 200 gold each. You should have

plenty of gold by now, so swing by and pick one up. Now you'll definitely need

a levitate spell/rising force potion, to get to Aryon's chamber. Make your way

back to Tel Vos, and levitate in the central courtyard near the Telvanni

tower. You'll note the door to Aryon's chambers on your map, and it's about

level in height with the top of the Southern Tower. I managed to find it just

as I fell as the potion wore off.

Make your way inside, past Turedus Talanian (who will offer you work if you're

interested), and through to Master Aryon. Note the kick-ass robes. Offer him

the Daedra skin, and he'll give you 300 drakes as well as teach you a Paralyze

spell.

Feel free to loot the drawers downstairs for some good clothing. There is no

reward from Galos for completing this task, so unless you need to return to

the Telvanni house, don't bother.

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[13.6] Tel Vos - Master Aryon

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Once you've done all the quests of the Mouths, you'll need to find yourself a

patron to advance further. Ask each of the Mouths about their patrons (well,

the four that will let you ask, anyways) and see what they say. Only one, it

seems mightbe willing to take you on as a protege. Galos wants to get some

research of his own done, and suggests that you ask Marster Aryon, in Tel Vos,

if he will be your patron. Fine suggestion, that. So make your way back to Tel

Vos and ask Aryon to be your patron.

-------------- House Telvanni - Baladas Demnevanni ---------------------------

House Reputation Gain: 5

Aryon will agree to be your patron, but only if you can convince Baladas

Demnevanni to join the council. Remember him, over in Gnisis? I didn't like

that place, Arvs-Drelen. But we're going back, to persuade him to join

Telvanni so we can wrest control form old fuddy-duddys like Gothren and

Neloth. Sounds like a plan.

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[13.7] Arvs-Drelen - Baladas Demnevanni

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Find Baladas, which should be simple as we've been to Arvs-Drelen before. Ask

him to join the council, and he'll tell you he has no interest in doing so.

(Damn.) But it would not be an inconvenience, so he will join if you do three

favours for him. Grrr....

-------------- House Telvanni - Dwemer Books ---------------------------------

Global Reputation Gain: 1

First, Balads would like you to retrieve three books for him. He likes Dwemer

stuff (as was signified by the questions we asked him before), so he's looking

for the Dwemer books of Nchunak's Fire and Faith, Antecedents of Dwemer Law,

and Chronicles of Nchuleft.

Soooo, where can we get these books? If you ask him about them, he'll give you

a clue. Fire and Faith is in the Hall of Wisdom, in Vivec, but is heavily

guarded. Rare booksellers may have a copy. Not much of a help, eh.

Where's the rarest bookseller you can think of? Hint, it has 'rare books' in

the name. Too right, Jobasha's Rare Books, in Vivec's Foreign Quarter. To get

to Vivec is tedious, you'll need to boat from Vos to Tel Mora, Tel Mora to

Sadrith Mora, Sadrith Mora to Ebonheart, Ebonheart to Vivec. (Annoying.) Visit

Jobasha, and ask him about each of the three books. He has two of them, and

knows where you can get the third. Suh-weet.

Purchase Antecedents of Dwemer Law and Chronicles of Nchuleft, you'll be

forking out about 320 gold. However, Fire and Faith isn't here. Dorisa's shop

in Balmora is the place to look, so high tail it to Balmora either by silt

strider or Mages Guild. Dorisa Darvel lives on the west side of the Odai, near

the guilds of fighters and mages. Buy Fire and Faith from her, and return to

Arvs-Drelen.

Hand over the three books, one at a time. When you're done, Baladas will give

you Ondusi's Key, an Amulet of Admonition, a Second Barrier Belt, and some

Surefect shoes. Check out all your goodies. Whoohoo!

And it seems as if the three books were his three favours. Ask him about

joining the council, and he'll agree to join for a century of two (heh), and

sponsor a Mouth to send to Sadrith Mora. (Note: He'll also actually answer the

three questions you were sent to ask him, previously.)

-------------- House Telvanni - Dahrk Mezalf ---------------------------------

House Reputation Gain: 10

Global Reputation Gain: 1

Next, Baladas is interested in the Ring of Dahrk Mezalf. Mezalf was sometimes

referred to as Mezalf Bthungthumz, so perhaps he was from the Dwemer village

of the same name?

The Dwemer ruins of Bthungthumz are in the Foyada Bani-Dad, that runs

north-west of Maar Gan. If you've done part of the main quest, you'll know how

to get to Foyada Bani-Dad. Head to Maar Gan from Ald'ruhn (you'll know how to

get there) by silt strider. If you don't know how to get there, head out west

from Maar Gan then turn right to head north. Follow the valley along until you

spot a gap in the mountains to your right, turn that way and you'll be in the

foyada. Follow it north. Pass Shishi, making a note of where it is cuz you'll

be back here later.

Soon you'll see the ruins of Bthungthumz appearing on your right. Once you see

them, make your way over the hill (I chose to levitate) to the ground on the

other side. The entrance to Bthungthumz is on the ground under the tower.

Inside you'll hear the familiar Dwemer noises, and also the clicks of

centurions. A dwarven spectre, a centurion sphere, and a centurion spider are

all here to meet you, one at a time. Take them all out, however you wish.

Inside the chest on the left in the second alcove (lock level 1), you'll find

a Dwemer coin. I collect these, as they're light and are worth a lot. Up the

stairs you'll find three more dwarven spectres and another centurion spider.

And finally, the clicks cease.

For about five seconds. Make your way to the kegs in the far right corner (at

least, that's what I did) and another spider and spectre will appear. The

spectre is actually Dark Mezalf himself, and holds the Ring of Dark Mezalf. So

kill it, take the ring, and report back to Arvs-Drelen.

As a reward, Baladas will give you a Ring of Lightning Storm, and a steam

centurion. The steam centurion's outside, and will follow you everywhere you

go, including over fast travel like silt striders. I took my steam centurion

to Sadrith Mora and left him guarding my house. Whee.

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[13.8] Tel Vos - Master Aryon

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Ask Aryon about Baladas, and tell him that he agreed to join the Council.

Swoosh, there's your promotion to Mouth, and a prize of a Staff of Silver

Peace. You can also get promoted to Spellwright here if you've done all the

quests.

To be promoted any further, you'll need to start on the stronghold section,

see 11.9. Stronghold - Tel Uvirith.

-------------- House Telvanni - Mudan-Mul Egg Mine ---------------------------

House Reputation Gain: 5

Global Reputation Gain: 1

For Aryon's first official mission with you, he'll tell you about the

Mudan-Mul Egg Mine, due west of his tower. Its resident kwama queen has blight

disease, and he would like you to go cure it. He'll teach you a spell to cure

blight on others, if you wish (take it, its not a common spell), and send you

on your way.

Mudan-Mul is a stone's throw west of Tel Vos, just over a hill. You'll see an

entrance to a dungeon, and the mine just north on the path. Inside the mine is

tainted red, due to blight I would assume. Inside, the creatures are all

blighted, so normally passive kwama workers will do their best to eat you.

There's three in total, I like to trap them behind the tree root and attack

them with bows. <3 my bound longbow.

Anyways, kill them then proceed along the path to meet the queen. Use Aryon's

Blight Cure when you're within striking distance, and you'll cure her and your

journal will update. Make your way back to Aryon and tell him the news.

As a reward, he'll give you Breathing Water, a book that will raise your

Alteration skill by 1 when you read it.

-------------- House Telvanni - Wizard Spells --------------------------------

House Reputation Gain: 5

Ah, Aryon likes your work, but he would expect any Telvanni member to know

some rudimentary spells. In particular, the spells of Levitate (any of

Great/Wild/normal Levitate), Fire (Fireball/Greater Fireball/Firestorm), and a

Recall spell.

If you've gotten this far in Telvanni, chances are you already know all three.

You should know at least two, fire being the one that's missing. Aryon will

suggest speaking with the Telvanni trainers in Vivec and Ald'ruhn if you're

having trouble. However, I wouldn't even go that far.

I did this quest simply by Recalling back to my base in Sadrith Mora (every

good mage has a house in Sadrith Mora, and I don't care who you have to kill

to get one), and visited the sorcerer there, Urtiso Faryon. She sold me a Fire

Storm spell, which was the last I needed. Then I simply hiked back to Tel Vos,

and reported to Aryon. Simple.

He is proud to be your patron, once you have learnt the correct spells, and

he'll reward you with a book on War Magic. Read it, and your Destruction skill

will increase by 1.

-------------- House Telvanni - Odirniran ------------------------------------

House Reputation Gain: 5

Global Reputation Gain: 1

Nextly, Aryon tells you about a Telvanni member being assaulted by Hlaalu at

the cave of Odirniran. (Oh, I remember doing this one from the Hlaalu

perspective...) The cave of Odirniran is on Azura's Coast, west of the Shrine

of Azura and south of the ruins of Nchurdamz. He'll be making his last stand

at the top of the tower, so we should go rescue him.

To get there, your best bet would be to walk from Molag Mar, heading due east.

Go around the first little inlet, then walk straight across the second inlet,

if you have a cheap water walking spell. Swim, if you don't, it'll save you a

hell of a lot of time. If you go due east, you'll wind up on a sandy beach,

just north-east of Azura's Shrine, and you'll spot Odirniran.

Enter with caution. If you're not good in melee combat, make yourself good

otherwise you're in trouble. If necessary, get a friend to help you. Then,

follow the hall around and to the right, to be assaulted by three Hlaalu

members at once *gulp*

Personally, I LOVE Absorb Health spells. I just run into combat, run into my

opponent, and cast it repeatedly. Problem is, this requires a large magicka

pool to draw from. Anyways, kill Valyne Vedaren, Remasa Othril, and Haleneri

Salor. Loot everything, then return to Tel Vos.

I wouldn't recommend going further into the tomb, because you'll find assloads

of evil creatures that want to kill you. What's necessary is that you killed

the Hlaalu intruders, and you did. So return to Tel Vos and report to Aryon.

He'll be happy that you 'retired' the leader of the Hlaalu, and perhaps they

will not be so hasty next time, hmmm?

-------------- House Telvanni - Mages Guild Monopoly -------------------------

House Reputation Gain: 5

Global Reputation Gain: 1

Now, seeing as the Telvanni and Hlaalu are getting along somewhat (after we

just killed three of them? Whee) they want to overturn the Mages Guild

monopoly. No, not the board game.

Only the Mages Guild are allowed to offer spells and training to non-members,

and this must stop. You need to get the support of the third great house,

Redoran, to pass the resolution to the Grand Council. You are to speak with

three Redoran councillors in Ald'ruhn, starting with Athyn Sarethi, as he is

the most open-minded.

Make your way to Ald'ruhn, from Tel Vos. This can be tricky, but try - walk to

Vos, boat to Tel Mora, boat to Sadrith Mora, Mages Guild to Ald'ruhn. Or boat

to Tel Mora, boat to Dagon Fel, boat to Khuul, silt strider to Ald'ruhn. Both

work.

Once in Ald'ruhn, make your way into the Manor District, under-Skar. Sarethi

Manor is on the left hand side, so enter. Speak with Athyn Sarethi,

downstairs. Ask him about the Mages Guild monopoly, and he won't want to hear

a word of it if his disposition is low. So get it high, bribe him, admire him,

whatever. (You may know by now that Speechcraft is an important skill.) When

his disposition is about 60, ask him again about the monopoly.

He'll see your point, that the monopoly is unfair. Maybe you should appeal to

fairness in the other councillors? He'll support the proposal, but he thinks

Archmaster Bolvyn Venim won't.

One down, two more councillors to find. So, while you're in the area of

under-Skar, try Ramoran Manor to the south. Speak to Ramoran Manor just inside

the Private Quarters, and appeal to fairness. He'll agree, and your journal

will update.

Also try Llethri Manor, just north of Sarethi Manor. Head in, through to the

bedrooms, through to the private manor and speak with Garisa Llethri. Appeal

to fairness, and he will agree. Three down. Return to Aryon and tell him.

He'll give you the Aryon's Dominator glove, as a reward.

-------------- House Telvanni - Shishi ---------------------------------------

House Reputation Gain: 5

Global Reputation Gain: 1

Now, another Telvanni is in trouble. He doesn't normally interfere (Odirniran,

anyone?) but he's interested in this one - a showdown at Shishi.

Redoran have invaded the tower of Shishi, a Velothi tower in the Foyada

Bani-Dad, northwest of Maar Gan. If we can't find Faves Andes, the guy to

protect, look for a skull on the desk to open a secret storage space.

If you've done part of the main quest, you'll know how to get to Foyada

Bani-Dad. Head to Maar Gan from Ald'ruhn (you'll know how to get there) by

silt strider. If you don't know how to get there, head out west from Maar Gan

then turn right to head north. Follow the valley along until you spot a gap in

the mountains to your right, turn that way and you'll be in the foyada. Follow

it north. Soon you'll come to the small Velothi tower of Shishi. Save.

Inside, you'll find the corpse of Celegil. Loot it. Go forward, and follow the

path right to find the body of Indrel. Keep going to find the body of Amring.

Hmmm..

Pick the lock on the chest in Amring's room to grab the Steel Broadsword of

Hewing, then head out and along the left path. Loot the body of Marielle

Amedee. Prepare for battle, then keep going. A Redoran guard will ambush you,

so fight and kick the shit outta her.

Take all Anise Romoran's armour and items. Save, heal up, because up the

stairs you'll find two more nasty Redorans. Kill them however you choose (I'm

still using Absorb Health and a custom spell to protect me with a bound set of

Daedric Armour) and loot their bodies for the good medium armour (not that

you'll probably ever use it, so just keep it to sell later.) Make sure to grab

the Shishi report from one of the bodies.

Also loot the bodies of Aditte Oges and Lanie Endre. If you read the report,

you'll know that these five bodies are the Telvanni wizards that lived here in

Shashi. Loot the entire place, then activate the skull on the desk to find the

hidden area.

The skull activates a trapdoor back on the lower level, under the altar, so go

down it. Meet Faves Andes, and ask him about Shishi. You killed them all, yes,

whoo, go you. He'll give you two books, and tell Aryon that you did a good

job.

Beat him to the punch, and return to Tel Vos yourself, to Aryon. He's happy to

hear the news, and gives you a Silver Staff of War for your work. Whee!

-------------- House Telvanni - Recruit a Mouth ------------------------------

House Reputation Gain: 5

Global Reputation Gain: 1

Now, if you wish to become a Master in Telvanni, you must find yourself a

Mouth to be your representative. He heard of a promising Telvanni in Balmora

to do just this, but knows no more.

Who better to ask about Mouths than the existing ones? Ask any of the Mouths

in the Telvanni Council House in Sadrith Mora, and they'll recommend Fast

Eddie, in Balmora. Also, asking any Balmora citizens about Mouths will get you

"Isn't Fast Eddie near that rank?" 'Kay, so where IS Fast Eddie?

His house is invisible on the map, if that's where you're looking. Actually,

he lives just above Itan, on the west side of the river, behind the Eight

Plates. Enter his house and talk to him about Mouths, and he'll ask for you a

Silver Staff of Peace. This was given to you a while back when YOU became a

Mouth, I hope you didn't sell it!

Give him the staff, and he'll agree to be your Mouth. He'll even do chores for

you, if you let him know. Eddie's chores are listed after the Stronghold

section. But for now, return to Tel Vos and tellAryon that you have found a

Mouth, and he'll reward you with the Aryon's Helper glove.

- Note: Bug I found. Eddie will offer to do your chores even before he becomes

your Mouth. Odd.

Eddie will now be in the Telvanni Council House, with the other Mouths.

-------------- House Telvanni - Kill Raynasa Rethan --------------------------

House Reputation Gain: 10

Global Reputation Gain: 1

Next, Aryon will tell you that the other Great Houses are building

unauthorized strongholds around Vvardenfell. Telvanni will defend themselves,

the others will not. So we're told to visit Rethan Manor, home of the young

Hlaalu noble Raynasa Rethan, and 'retire' her.

To get to Rethan, follow the Odai River south from Balmora. Past the Shulk Egg

Mine, it will appear on your left, on the west side of the river. Enter, and

the Hlaalu members inside will not want to speak with you, but will not be

hostile. Prepare yourself well, then head up the stairs.

Raynasa is armed with a bevy of spells, so you'd best be well prepared. I

always use my custom Daedra Special spell. But with a good absorb health

spell, who cares about what she's got? You take her health to recover your

own, and supplement it with Restore Health potions. When she's dead, take

everything she's got.

Loot the room, making sure to grab the ebony weaponry on the shelf, and the

ebony longsword on the table. Then return to Tel Vos, and report Raynasa's...

unfortunate death. No reward for you, however :(

-------------- House Telvanni - Kill Banden Indarys --------------------------

House Reputation Gain: 10

Global Reputation Gain: 1

You knew that this was coming, right? That after clearing the Hlaalu

stronghold, you'd have to wipe out the Redoran one. Talk to Aryon, and he will

agree - kill the Redoran noble, Banden Indarys, at his home.

Indarys Manor is located in Bal Isra, on the road between Ald'ruhn and Maar

Gan. Follow the signs to Maar Gan from Ald'ruhn, and you can't miss it nestled

in amongst the rocks on the hill on your right. Enter the stronghold, and

while no-one will want to talk with you, no-one will attack you either.

Inside, close yourself in the small closet on the right, then plunder it. Once

you've done that, head out and down the stairs through the left door. The room

you want is the room on the left, so prepare yourself to fight before you go

in. Make sure you have a full fatigue bar.

Open the door, then close yourself in. Banden Indarys fights with nothing but

his fists, so taking him down is pretty easy. You hurt his health, while he

hurts your fatigue. I know which I have more of, health or fatigue.

Take everything from his body, including ANOTHER SET of Redoran armour. I must

have ten of these things by now. Correction - I had five in my storage

facility. Loot the entire room as well. Another ebony longsword, worth some

serious dough. All the potions on the drawers. Then waltz out of there as if

nothing happened. The people outside will let you, too.

Report back to Aryon, and he will be happy to hear that Banden is dead. Again,

no reward. But we're getting close to the role of Archmagister now...

-------------- House Telvanni - Becoming Archmagister ------------------------

House Reputation Gain: none

This isn't an actual specified quest. But when you ask Aryon for more duties,

this is what he will tell you. There is only one more barrier in your path to

becoming Archmagister (ie. Supreme Ruler) of house Telvanni, and that is, the

current Archmagister. You may not have visited him yet, but his name is

Gothren, and he lives in Tel Aruhn.

According to Aryon, you can visit the other councillors to see if they will

vote you in as the new Archmagister, but in reality this doesn't happen. There

is only one way to do it - kill the existing Archmagister. Kill Gothren.

Make your way to Tel Aruhn, and levitate up to the Upper Tower. Enter, and

speak with Gothren. Save first. He has no topics of Archmagistership, so you

simply must fight. Taunt him into fighting, so that the people downstairs

don't jump in to help as well. His two lackeys will fight you too, nothing you

can do about it.

I managed this fight on level 6, although it was a pain in the butt.

Basically, everything you've got to protect yourself, use it before the fight.

If you've done all of the Telvanni quests, you'll have items like the Amulet

of Unity, the Ring of Equity, Aryon's Helper, etc. Cast them all. You may have

a Deadra Special spell like I do, summoning bound everything which also

fortifies a lot of stats. Your summoned friends will be especially effective.

After you've fortified everything and it's cousin with your enchanted items,

summoned three thousand atronachs and a scamp or two, taunt him into fighting.

If you've used the Ring of Equity, you can pretty much pound on him with

whatever you've got because his magic won't hurt you. When (if) it wears off,

re-cast. Use your patented absorb health to suck his health. The atronachs

will help.

Always keep Restore Health and Restore Magicka potions on standby, in case he

hits you with something nasty. Eventually, he'll kick the bucket and die.

He carries a Daedric Dagger, which is nice. The Restore Magicka and Restore

Fatighue potions are good too. Take them all, and return to Master Aryon.

Speak with him about Magister, and he will congratulate you on being the new

Archmagister of House Telvanni.

Congratulations, you've just done one of the hardest things to do in the game,

rise to the head of a Great House!

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[13.9] Stronghold - Tel Uvirith

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As soon as you advance to the rank of Mouth, you are eligible to start

building your stronghold. Yes, as a ranking Telvanni member, you get your own

cushy place. To get it started, you'll need to speak with Llunela Hleran, in

the Hermitage of the Telvanni council house, in Sadrith Mora. The hermitage is

on the very bottom floor, below the makeshift Temple. Speak with her, and the

quest will begin.

-------------- House Telvanni - Stronghold -----------------------------------

House Reputation Gain: 10

Global Reputation Gain: 1

To being the first phase of construction, Llunela will need two things - a

construction contract, from Duke Vedam Dren, giving you permission to build;

and two strong souls. Ask her about the souls and she'll give you two grand

soul gems, telling you to fill them with the souls of powerful daedra such as

Storm Atronachs, Winged Twilights, or Golden Saints.

First, for Duke Vedam Dren. He can be found in Ebonheart, in the Grand Council

chambers. If you don't know where it is, it's at the very west of town, and

you'll need to climb the stairs in the courtyard just opposite the Argonian

Mission to get there.

Be in suitable awe in his presence, as this is one of the most important men

in Vvardenfell. Then ask him about the construction contract, and he won't be

sure about the idea. Tell him you'll vow to do what you can for his people,

and he'll give you the contract.

Now, for the two strong souls. If you're a good summoner, and you have grand

summon spells for strong souls, this will be a snap. If not, buy some grand

summon spells, and a soultrap spell while you're there. Sadrith Mora is a

haven for good summon spells, if you can fork out the cash. Soultrap is more

rare but available from the travel mage in the Balmora Guild of Mages, amongst

others.

Summon a storm atronach, and cast soultrap on it. Then simply kill it within

the sixty seconds, making sure you have an empty grand soul gem in your

inventory. I managed this at level 2, thanks to some great tips from HETT,

about obtaining an Absorb Health spell and casting it repeatedly, while

stocking up on Restore Health potions. Do it twice, and you've got two strong

souls. Alternatively, you can get one filled gem from completing a Mages Guild

quest for Ajira.

Once you've got the two, return to Llunela. She'll take them, and tell you

that construction on your stronghold will begin soon, in about a week of game

time. You can either wait it out there until your journal updates itself, or

go do other stuff until it does.

When your journal updates, return to Llunela. She'll ask you to go check on

your stronghold, which is being built on the site of Uvirith's Grave (check

your paper map, west of Tel Fyr). When there, check in with the building

foreman, an orc by the name of Gashnakh gra-Mughol.

First, mark in the hermitage. If you've played around in the bay before,

you'll know that the quickest way to get anywhere is to waterwalk straight

across the bay. (Note: I love the Green Morrowind mod here. Uvirith is so

pretty and green.) Talk to Gashnakh, and she'll tell you to tell Llunela that

things are fine. So report back to Llunela, by recalling. See why I told you

to mark?

Discuss your stronghold, and she's pleased that its going well. The first

stage of growth should be finished within a few days!

More time to kill until your journal updates itself again. When it does,

return to Llunela and discuss things. She's going to need 5000 drakes for

expenses for the tower, plus you are to investigate the Dwemer ruin Mzanchend,

northwest of Uvirith.

5000 drakes might be a bit to raise, so practice some alchemy until you've

created enough potions to sell to get the money (my method, anyways). Then,

off to Mzanchend. From Tel Uvirith, head north-west. Try not to follow the

gully, unless you want to levitate to get to the ruins, instead follow the

hills on the west then head north. It's only a short walk to get there.

On top of the hill, enter the ruins through the steel and iron dwemer doors.

Your first friend will be a centurion spider (actually, not friend, it'll try

to eat you) so kill it. When you turn the corner to your right, you'll find

another one and three (count 'em, three) Dwarven Spectres, evil things that

cast evil spells on you. I found it easiest to summon a friend to kick their

asses, while I stayed away and kept healthy. My level 6 Breton don't like this

place much.

Follow the path to the north, past where you found the critters. In the next

room, you'll find the schematics you need on the second shelf on the left,

along with a ruby, a diamond, an emerald, and some dwemer coins. Once you've

got the schematics and the gold, take them back to Llunela.

She will give orders for the second stage of your stronghold to begin. And

now, you play the waiting game again. When your journal updates itself to say

that the second stage is complete, head off and speak with her again about the

third and final stage of construction.

Your stronghold is going to be the first since the fall of Resdayn to be

guarded by Dwemer Animunculi, apparently. She's looking for a book, "Secrets

of Dwemer Animunculi", which lies in the vampire-infested ruins of Galom

Daeus. Unless you really really like vampires, and really high-levelled ones

at that, it might be best to wait on doing this until later (one of the

vampires you'll face is level 30, with 180 health).

Your stronghold is still usable as-is. But if you want to go meet some

vampires, head to Tel Uvirith, then head south to find a river of lava. (This

is where Green Morrowind does NOT come in handy, as that mod removed all lava

from the game.) When you find the river, turn to the west and head along.

You'll see a bridge, you can cross it if you like, it makes no difference.

Keep heading west, and soon you'll see a building rise up past another pool of

lava. Levitate over the lava to get to Galom Daeus. You'll find the entrance

on the south side of the ruins set.

You'd expect something creepier for a vampire lair, right. Nope, the only

difference is that the vampires have red eyes. If you don't feel like

contracting vampirism today, don't examine ANY of the dead bodies. Just leave

them there, with their equipment.

Inside the ruins, kill Eloe, the first vampy you'll meet, then head around the

lava pool and through. Kill Ildogesto at the bottom of the stairs. Ignore the

cattle.

Take the door on the right past the cattle to get to the observatory. Dispose

of the steam centurion (lots of killing and massacre-ing to be done here!)

then take the path to the right. Killing the two in the side room is not

necessary, but if you do, you can loot the kegs for ingredients like rubies

and raw glass (two that I found).

Kill Clasimo at the top of the stairs, and go through the doors. Kill the head

of the Berne clan, Raxle Berne, and take Secrets of Dwemer Animunculi from the

table. You may contract Porphyric Hemophilia during the fight with Raxle, I

did, but this can be cured by using any sort of cure common disease potion, or

visiting a shrine or temple. Take the book, once you've got it, back to

Sadrith Mora, to Llunela Hleran.

Hand it over to her, and she'll tell you that the last stage of your

stronghold will begin, taking about five days to complete. Once your journal

updates, feel free to go and see your stronghold.

Note the steam centurions at the entrance, and the centurion spheres trying to

camouflage at the perimeter. Cool, eh? Inside is trippy, with lots of cool

stuff to collect. There are merchants in the surrounding housepods, most with

cool stuff to steal. If you're like me, you won't actually LIVE in Tel

Uvirith, but it's there and it's all yours. Awesome.

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[13.10] Sadrith Mora - Fast Eddie

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

Fast Eddie is your Mouth in Telvanni, and he'll do chores for you. Lucky you.

These chores will net you some trippy items.

-------------- House Telvanni - Ring of Equity -------------------------------

House Reputation Gain: 5

Global Reputation Gain: 1

Firstly, he knows where Master Neloth keeps a hidden Ring of Equity, and he'll

fetch it for you if you bring him a key to Tel Naga.

There are no keys laying around, which sucks. So you'll have to steal one. The

easiest way of doing this (if you're not a good thief) is to simply kill

someone that has one. In the Tel Naga Great Hall, levitate up to the entry to

the Upper Tower, then up to the first level to find Endar Drenim. He's all

alone, and he has a pretty key.... so either attack him outright, or try to

pinch the key off his person then kill him.

Take the key, plus anything else you want. You've also got a nice little place

to camp out in Tel Naga, as well. Head over to Fast Eddie, and give him the

key, and he'll nick off to go get the ring. Like with most dispatch missions,

he'll be gone for a few days, and your journal will update when he returns.

When it updates, head back to him and ask him about it, and he will give you

the ring, warning you that you can only use it once or twice in a fight. But

it's a cool ring, Reflect 70% for 30 seconds, and Spell Absorption 100 pts as

well. Whee!

-------------- House Telvanni - Amulet of Unity ------------------------------

House Reputation Gain: 5

Global Reputation Gain: 1

Next, Eddie swears he knows where the Amulet of Unity is. It's on the mainland

and heavily guarded, so he'll need five Standard Potions of Invisibility to

avoid all the guards.

There is no easy way of getting these potions. You can check your potion stash

(I'm sure you have one) to see if you have any - I have two that I picked up

in random places. After that, try all the alchemists and apothecaries that you

can find, as the potions are on levelled lists. I managed to find one with

Anis Seloth the alchemist, in Sadrith Mora, one with Ajira in the Balmora

Guild of Mages, and one with Anarenen in the Ald'ruhn Guild of Mages. If you

need more, there might be one with Ernand Thierry in the Caldera Guild of

Mages, and one with Craetia Jullalian in the Vivec Guild of Mages.

Once you've got them, take them to Fast Eddie. He'll disappear when you leave

the room, and return about a week later (watch for your journal updating).

When it does, return to the council house and speak with Eddie. He'll reward

you with the Amulet of Unity, which fortifies almost bloody everything for two

minutes. Whee!

But Eddie has no more cool things to bring you now :( Oh well, two is better

than none!

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[13.11] Miscellaneous

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Each of the other Telvanni patrons has a quest for you after you obtain Aryon

as your patron. So visit them each in turn, performing a quest for them.

-------------- House Telvanni - Auriel's Bow ---------------------------------

House Reputation Gain: none

This one's from Mistress Therana, in Tel Branora. Ask her about chores, and

she'll tell you about Auriel's Bow, made of ash yams. Asking her about the bow

gets you zippo, so ask her about the ash yams. Ah, they have the strongest

smell near Ralyn Othravel, in Ghostgate. In other words, that's who has the

bow.

Make your way to Ghostgate, which I'll admit right now with my experience in

the game, scares the living daylights out of me. There is no quick method of

getting there, you'll have to make your way up the Foyada Mamaea, either from

Pelagiad or from Balmora. If you've completed the first quest in the main

quest, you would have crossed the Foyada Mamaea to get to Arkngthand.

Up the Foyada Mamaea, enter the Tower of Dawn (on the right) when you get to

the gate itself. Ralyn is at the very top, in the center section. When you get

to him, make preparations to fight. Again, there is no way of getting Auriel's

Bow from him without fighting.

Steal Auriel's Bow by beating his ass? BRILLIANT?

So taunt him into fighting, which may take a hell of a long time, depending on

your Speechcraft. When he fights, beat the living daylights out of him. After

he's dead, take his equipment (a full set of Indoril armour!), the Auriel Bow,

and the Gavel of the Ordinator. Turns out this man is one of the Head

Ordinators in Vvardenfell! Whoosh!

Make your way back to Tel Branora (long walk, unless you Marked in front of

Therana) and save your game. Give her the bow, and she won't want it because

it smells like ash yams. "..." So she offers you a little present. Say yes,

and she'll give you a Daedric Cuirass and some Daedric Greaves, enchanted with

100 pts of Feather constant effect. (Woo!) Say no, and she'll give you 11111

drakes instead.

Auriel's Bow - 30000 drakes

Turning down a present - 11111 drakes

Accepting a present - 130000 drakes

Beating down Therana when you refuse to give her the bow - priceless!

-------------- House Telvanni - Drake's Pride --------------------------------

House Reputation Gain: 5

This one's from Master Neloth, in Tel Naga (in Sadrith Mora).

- Note: My game incorrectly labelled this as a House Redoran quest. Unless, of

course, there's something Neloth isn't telling us...

Neloth has interest in a robe, one held by someone entirely unworthy. The robe

is the Robe of Drake's Pride, and is owned by Senise Thindo. Senise is a

fellow Telvanni, living in Tel Aruhn with Master Gothren. She doesn't deserve

the robe, and he does. So bring it to him.

Senise Thindo is in Tel Aruhn, in the lower level of the Tower Living Quarters

(just near the Tower Entry door). Look at that enchanted robe, my my. Problem

is. she won't part with it, no matter how much you like her. So if you want

it, you'll have to hurt her bad.

If you pickpocket it (or attempt to), Barusi will get in on the fight as well.

So you need to taunt Senise until she attacks you first (this may take a

while, depending on your Speechcraft). When she does, kill her any way you

choose (I still like my Absorb Health method, good for a mage). When she's

dead, take her equipment - a Steel Flamescythe, some clothes, and the robe, of

course.

Return to Neloth with the robe. Save your game. Then give it to him, and see

the reward you get. Argh! Ten drakes! WHATTTTTT!

-------------- House Telvanni - Flesh Made Whole -----------------------------

House Reputation Gain: 5

This one's from Mistress Dratha, in Tel Mora. Ask her about chores, and she'll

tell you about the Amulet of Flesh Made Whole. (Sounds charming.) A guard in

Tel Naga has this amulet, and the selfish little Bosmer has been hiding it for

fifty years. So we are to retrieve it for her.

Head over to Tel Naga, and start investigating. Not many Bosmer around, mostly

Dunmer. Though, there is a Bosmer in the little gap above the General

Quarters. His name is Berengeval, and he holds what we're looking for, the

Amulet of Flash Made Whole.

There's no option to talk about it, so simply pry it from his cold lifeless

fingers after you've taunted him and killed him. For some reason, I found this

guy especially easy to taunt, I got three successes off the bat and he started

the fight when he still had a disposition of 40.

He's got a lot of good stuff on him. A steel crossbow, steel longsword,

bonemold and dreugh armour, another key to Tel Naga, a Saints Shield, and of

course, the amulet. Take it all.

Again, save your game before you give the amulet to Dratha, in Tel Mora.

(Always handy, to see if the reward is worth it.) Hand it over, and she'll

give you four Scroll of Summon Golden Saint, and an Amulet of Spell

Absorption. I know which I prefer.

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

[14.0] IMPERIAL CULT

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

The Imperial cult is, as the name suggests, a magical cult of Imperials. While

Imperials are not usually known for magic, the Cult is the exception. Cult

bases are found scattered around Vvardenfell, at the respective Legion Forts

such as Buckmoth, Moonmoth, or in Imperial chapels in places like Ebonheart.

To join the Cult as a lay member, you'll need to speak to either Ygfa at Fort

Pelagiad, Syloria Siruliulus at Fort Buckmoth, Somutis Vunnis at Fort

Moonmoth, Ruccia Conician at the Grand Council Chambers in Ebonheart, or

Lalatia Varian in the Ebonheart Imperial Chapel. Donate 50 gold, and they'll

let you join.

-------------- Ranking Details -----------------------------------------------

Favoured Skills (S1/S2): Speechcraft, Unarmoured, Restoration, Mysticism,

Conjuration, Enchant, Blunt Weapon

Rank SPD AGI S1 S2 Rep

---------------------------------------------

Layman 30 30 0 0 0

Novice 30 30 10 5 5

Initiate 30 30 20 8 10 +1 Global Rep Point

Acolyte 30 30 30 10 20 +1 Global Rep Point

Adept 30 30 40 12 30

Disciple 31 31 50 15 40 +1 Global Rep Point

Oracle 32 32 60 18 50 +1 Global Rep Point

Invoker 33 33 70 20 60

Theurgist 34 34 80 25 80

Primate 35 35 90 25 100

There are three subdivisions in the Imperial cult, or three jobs that you can

fulfill. The member that invites you to join the cult will tell you about the

three occupations - lay healers, almoners, and shrine sergeants. Almoners are

glorified money-collecters, lay healers are ingredient collectors and resident

alchemists, and shrine sergeants serve as escorts, messengers and heavies. You

can pick one occupation, or all three. Each reports to a different Cult member

- almoners to Iulus Truptor, lay healers to Synnolian Tunifus, and shrine

sergeants to Kaye. All three are found in the Ebonheart Imperial Chapel.

Either way, if you plan on serving the Imperial cult, you're going to

Ebonheart.

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[14.1] Ebonheart - Iulus Truptor

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Iulus Truptor can be found downstairs in the Imperial chapels. As soon as you

talk to the stout redhead, he'll ask you if you're interested in an almoner

project.

-------------- Imperial Cult - Alms from the Skyrim Mission ------------------

Faction Reputation Gain: 5 (10 for doubling the goal)

Iulus is looking for some gold for his projects, and wants you to go ask the

Skyrim Mission for alms for the poor. Their fund-raising goal is 100 septims,

so when you've got it, report back to him.

Head over to the Skyrim Mission, which is in the main courtyard near the

Argonian Mission, and start asking people about alms for the poor. People will

start donating money, as you ask them, and each donation will update your

journal so you can keep track of how much you've collected.

People will donate based on their disposition, so butter them up before you

ask them. The main giver is Heidmir, who will give 200 septims if you ask

nicely enough. Once you've collected over 100, return to Iulus. Depending on

how you did, the rewards are different. Note that you can chip in money from

your own stash to complete the top goal, should you wish. If you choose that

you doubled the goal, you'll be rewarded with the Shoes of Conviction.

Speak to him again and he'll reward you with the Maran Amulet.

-------------- Imperial Cult - Alms from the Argonian Mission ----------------

House Reputation Gain: 5 (10 if you doubled the goal)

You know how I said, the Skyrim mission is near the Argonian mission? Well now

head back, and go to the Argonian mission.

Is it me, or are the Argonians hostile? If you've done some of the Argonian

slave-freeing missions, they may be more receptive, but initially they simply

don't like you. The only Argonian that will donate is the leader, Im-Kilaya,

and he'll give you 100 gold if you ask very nicely.

You can still double the reward if you chip in some of your own septims. Tell

Iulus that you doubled the goal, and he'll give you Zenithar's Frock. Talk to

him again and he'll give you the Stendarran belt as well. Woot!

-------------- Imperial Cult - Buckmoth Alms ---------------------------------

Faction Reputation Gain: 5 (10 for doubling the goal)

The shrine at Buckmoth Legion Fort is running very low on money. Funds are

needed to purchase food and blankets, for the orphans and indigents. Iulus

wants you to go to Ald'ruhn and try to raise 100 septims; it may be hard as

Ald'ruhn is Redoran and mostly Dunmer. But try, okay?

The following people will contribute: Edwinna Elbert (Mages Guild), Baradras,

Percius Mercius (Guild of Fighters), Aengoth the Jeweler, Yak gro-Skandar,

Dular gro-Buzga, Estoril, Tongue-Toad, Lirielle Stoine (Rat in the Pot),

Galthragoth (his abode), and many more. You don't need to see them all to

collect 100 or 200 gold.

Report back to Iulus and tell him you doubled the total. He'll give you Scroll

of Fphyggi's Gem Feeder, Scroll of Didala's Knack, and the Buying Game (which

will raise your Mercantile).

-------------- Imperial Cult - Shirt and Vest for Harvest's End --------------

Faction Reputation Gain: 5

Next up, for the Harvest's End pageant, Iulus is looking for a common shirt to

wear. It has to be red with a black vest, to symbolize the drake's fire that

keeps them warm on cold winter nights. It's a Western-style shirt, so may not

be found in Dunmer clothes outlets. He suggests that you try Vivec, Balmora,

Caldera or Pelagiad.

Now me, I scoured Vivec Foreign Quarter and couldn't find a clothes shop.

Balmora doesn't have it. So try Caldera. Falanaamo, the clothier, will have

three of them - striking red and black common shirts. Buy one for Iulus, and

one for yourself cuz it looks cool.

Return to Iulus and give him the shirt and vest. Fantastic! He'll give you A

Dance In Fire, Chapter 7. Read it, and increase your Mercantile skill.

-------------- Imperial Cult - Brandy for the Fundraising Dinner -------------

Faction Reputation Gain: 5

Now the Balmora shrine is planning a fundraising dinner at Fort Moonmoth.

They've managed to get enough food, but funnily enough, no-one will donate

strong spirits. He needs five cases of Cyrodilic Brandy, from the tradehouses

and cornerclubs in Balmora.

Bacola Closcius, in the South Wall cornerclub, will give you one, and

recommend that you get the rest from the Council Club. It's just a front for

the evil Cammona Tong anyways, so who cares? It's a very good idea, so lets do

it.

In the Council Club in Balmora, over the other side of the river, close

yourself in the small closet in the hallway near the bar. Voila, one of the

chests has five Cyrodilic Brandy in it. Take them all, and report back to

Iulus.

As a reward, you'll get Right Hand of Zenithar and Left Hand of Zenithar, a

pair of gloves with some cute little constant effect enchantments. Sweet.

You'll also get the Septim Ring on another talking.

-------------- Imperial Cult - Donation from Cunius Pelelius -----------------

Faction Reputation Gain: 5

Next, we are to go to Caldera and talk with Cunius Pelelius, a prominent

citizen at the Governer's Hall. He's in good standing, but isn't forthcoming

with donations - so we need to convince him to donate 500 drakes to the Widows

and Orphans Fund. They've asked him about it before, but he keeps asking them

for an extension of time to a later date.

Head to Caldera, by taking the boat somewhere the silt strider to Balmora,

then walking to Caldera. The governer's hall is the big place on the hill,

can't miss it. Cunius is the guy you'll spot as soon as you enter.

Ask him about donating 500 drakes, and again he'll try to put it off until a

later date. Well.... no. Not this time. Demand the money, and he'll get pissed

and want to fight. What, YOU WANT A PIECE OF ME PUNK? Hehehe. Kill him anyway

you wish; Absorb Health spell is my personal preference. He does have a

sparkblade which is nasty, just keep yourself healthy.

Once he's dead, loot his body for everything he's got. Not much gold, but a

lot of stuff you can hock. Take the rings to a jeweler, sell the clothes to a

clothier, and you'll make much more than 500 gold.

Return to Iulus, and hand over the gold, and he'll reward you with an

assortment of scrolls. Scroll of Black Despair, Scroll of Elevram's Sky,

Scroll of Lord Mhas' Vengeance, Scroll of Savage Might, Scroll of the

Gambler's Prayer, Scroll of Alvusia's Warping. Sweet.

-------------- Imperial Cult - Pledge from Canctunian Ponius -----------------

Faction Reputation Gain: 5

Global Reputation Gain: 1

Next, Canctunian Ponius, of the East Empire Company, promised them that he was

going to sponsor a mission to the Ashlanders. 1000 drakes, he promised... and

didn't deliver. So you're being sent to the company officers to chase up the

pledge.

Visit the East Empire Company Hall, down near the docks, and talk to

Canctunian in the back room. He'll be frank; an employee embezzled funds and

he's covering losses out of his personal fortune. What shall we doooo? Well,

we need the money! Fundraisers who come back empty handed are no fun at all.

So say that you'll help track down the clerk.

The clerk, an Altmer named Mossanon, left with 3000 drakes. So, whos is

Mossanon? An excellent clerk, reliable.... but not anymore. Perhaps we can

speak to his fellow employees and learn more. Talk to any of the people in the

office building, and if they won't talk about him, bribe them a bit.

They'll tell you to talk to Okan-Shei, the Argonian merchant. Talk to him and

bribe him a bit, and he'll report that he thinks Mossanon had a Telvanni

girlfriend, he saw them together in the Foreign Quarter of Vivec. Shazgob

gra-Luzgan will tell you that Mossanon was frequently coming and going using

the guild guide in Vivec's Foreign Quarter. Hmm.

Make your way to Vivec's Foreign Quarter, to the Guild of Mages. The people

there will tell you to talk to the guild guide, so find her. Ask her about

Mossanon, and she'll tll you he travelled back and forth from Sadrith Mora, in

the company of a Telvanni woman.

Use her services to get to Sadrith Mora. Keep asking about Mossanon - one

person will tell you to ask Sinyaramen, a High Elf at the Gateway; another

willtell you that she saw a high elf in the company of Volmyni Dral, who has a

pod outside Wolverine Hall.

Volmyni is closest, so stop in and see her. Ask her about Mossanon... and he

lives here with her! He's upstairs, as a matter of fact. Talk to him, and

he'll tell you that he took the gold because he thought his dear Volymni only

wanted a rich man. He has 2500 gold left, and he'll give it to you if you

promise not to tell Canctunian where he is.

Pick either option - to keep it a secret, or not to make any promises, and

he'll give you the 2500 gold. We're riiiiich! Return to Canctunian, and offer

him the funds. Now, you can swindle him out of as much as you like here. You

can tell him you only got 1000 back, and he'll believe it. And he'll give you

the 1000 straight back if you ask him about the pledge. So you can pocket the

other 1500 for yourself.

Give the 1000 to Iulus, and he'll reward you with Zenithar Whispers. He has no

more duties for you, and he directs you to the lay healers and shrine

sergeants, if you haven't fulfilled those duties. He also passed your name

onto the Oracle, Lalatia Varian, for more almoner duties. Get cracking!

You'll also get Akatosh's Ring upon another talking.

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[14.2] Ebonheart - Synnolian Tunifus

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Synnolian Tunifus is also on the bottom floor of the Imperial chapels, and is

the resident lay healer. Lay healers are basically glorified alchemists, so

don't expect anything too flashy here.

-------------- Imperial Cult - Gathering Marshmerrow -------------------------

Faction Reputation Gain: 5

Firstly, Synnolian is looking for some marshmerrow. Five potions, he needs,

for some restore health potions. He suggests you talk to Balur Salvu, a farmer

in the western Ascadian Isles, for some ideas on where to get some, and give

him the gift.

Follow his directions, to get south of Pelagiad. It might be easier to get

there from Seyda Neen, if going that way, turn right at the signpost pointing

to Vivec. The farm is on your left, you can't really miss it. Speak with

Balur, and there's something he can do you for. Oh, there's a patch of

marshmerrow growing right here! Take some, and his regards to Sera Synnolian.

Take a piece extra for yourself if you wish, then return to Ebonheart. Talk to

Synnolian, and he will automatically take the marshmerrow from you. And he'll

reward you with some alchemy tools, a Restore Health potion and an

Apprentice's Mortar and Pestle.

-------------- Imperial Cult - Gathering Muck --------------------------------

Faction Reputation Gain: 5

Next, Synnolian is looking for five potions of muck for some cure common

disease potions. (Geez.... does this sound familiar? If you're Telvanni, it

should.) A farmer in Gnisis has a muckspunge patch near his hut, and there's a

deal to get it for free. While you're in Gnisis, you should visit Chaplain

Orgul at Fort Darius, deliver some Restore Health potions, and ask him to

teach you a few tricks. Got it? Good.

Make your way to Gnisis, by any boat/silt strider combination you like.

Shand's hut is on the north side of town, just near the barracks, and the

muckspunge is the large whitish bulby things. Help yourself to five pieces of

muck, then make your way to Fort Darius, the Imperial archway on the east side

of town.

Ogrul is the Orc on the lower level, in his own room. Give him the potions,

and he'll offer to teach you a restore spell. Pick a restore spell for him to

teach you, and be on your way back to the Imperial chapels.

More alchemy equipment for you! An Apprentice's Retort, the Alchemist's

Formulary, and a potion of cure common disease. Whee!

-------------- Imperial Cult - Gathering Willow Anther -----------------------

Faction Reputation Gain: 5

For your next alchemy trick, Synnolian wants five portions of willow anther.

He admits to usually stealing willow anther from the flowers of Gurak

gro-Bagrat, just north of Vivec's Foreign Quarter.

Well, we'll go see for ourselves, shall we?

Take the boat to Vivec, and head directly north from the Foreign Quarter

entrance to find the gro-Bagrat plantation. See the planters out the front?

The pink flowers are willow anther. I managed to sneak steal five of them,

without the sneak icon on, before running away back to Ebonheart by boat.

As a reward, Synnolian will give you a potion of Cure Paralyzation, and the

Four Suitors of Benitah book, which will raise your Restoration skill.

-------------- Imperial Cult - Gathering Scrib Jelly -------------------------

Faction Reputation Gain: 5

Next, Synnolian wants five portions of scrib jelly. Is he ever going to give

us anything INTERESTING to do? He says that the most reliable source of scribs

is the Shulk Egg Mine, south-west of Balmora, you'll know it if you've done

any Fighters Guild quests.

But let's face it. Scribs are everywhere. Scrib jelly is purchasable

everywhere. You've probably collected a lot of scrib jelly on your travels,

and if not, visit a few apothecarys and alchemists and you'll soon find five.

There aren't any in Ebonheart, however.

Return to the Chapels once you have five. Talk to Synnolian, and he will

automatically take them from you. As a reward, he'll give you a potion of Cure

Poison, a potion of Cure Blight Disease, and an Apprentice's Alembic.

-------------- Imperial Cult - Gathering Corkbulb ----------------------------

Faction Reputation Gain: 5

What is it with these search-and-retrieve missions? They're getting annoying.

This time it's corkbulb, and the best place to get it is in the Ascadian

Isles, near Arvel Manor. The Cult has an agreement with the plantation owners,

allowing them to collect corkbulb, so let's go get some.

If you don't already have a stash of corkbulb root (these quests are dead easy

for seasoned alchemists with big ingredient stashes), head directly north from

Ebonheart. When you reach the lake, water-walk over it. You'll come to Arvel

Plantation, with some corkbulb farms nearby. Simply collect five pieces from

the plants (the slaves will do you no harm) and return to Ebonheart.

As a reward, Synnolian will give you another potion of Cure Common Disease and

a standard Restore Health potion.

-------------- Imperial Cult - Gathering Rat Meat ----------------------------

Faction Reputation Gain: 5

Next on the ingredient list is rat meat. Who came up with this stuff, really?

Five pieces, please. While Synnolian suggests searching in the Vivec canton

underworks, where much nastier things than rats often roam, I'll simply

suggest roaming the hills around Ebonheart. I bumped into and killed quite a

few rats, myself.

When you've got the five pieces, take them to Synnolian. He'll give you

another Cure Poison potion, The Wraith's Wedding Dowry book, and

Charwich-Koniinge, Volume 1. Both will raise your Unarmoured skill by 1.

-------------- Imperial Cult - Gathering Netch Leather -----------------------

Faction Reputation Gain: 5

Global Reputation Gain: 1

Now we're looking for just one piece of netch leather, for cure paralyzation

potions. The Ascadian Isles is a good place to hunt in, especially near Balur

Salvu's house. You should know how to get there by now.

If you don't feel like going netch-hunting, visit Vivec and talk with Aurane

Frernis, in the Foreign Quarter Lower Waistworks. She has three netch lether

for sale. Buy one, for one whole drake, and take it to Synnolian.

For all your hard work (cough), he will give you five Quality Magicka

Resistance potions, and a Belt of Balyna's Soothing Balm. You may have the

Balyna's Soothing Balm spell, well this is the spell enchanted on a belt. Not

bad, if you have no magicka around to restore a little health.

And now he has no more jobs for you. He recommends either seeing Kaye, for

some shrine sergeant jobs, or Lalatia Varian for some advanced ones.

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[14.3] Ebonheart - Kaye

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Kaye is the resident shrine sergeant operative, and contrary to popular

opinion, is not female. As soon as you speak with him, he'll get right into

the missions. My, my.

-------------- Imperial Cult - Missing Limeware ------------------------------

Faction Reputation Gain: 5

A high elf named Caryarel was treated for swamp fever here in the chapels, and

when he left, it appears he took a chapel limeware bowl with him. Can we find

him and retrieve the bowl? We should ask other Altmer if they know Caryarel,

and where he might live. There are a few in the Hawkmoth Legion Garrison here

in Ebonheart.

You can ask any Altmer at all, really, cuz I stumbled across one in Ald'ruhn

and asked him about Caryarel. The Altmers will tell you, look for him in Gnaar

Mok, the small fishing village on the west coast. So make your way to Gnaar

Mok, either by boat or by foot.

Caryarel lives in a shack over by the docks, and he can be found wandering

around town. Speak with him, and he'll admit to being treated, but won't admit

anything about the bowl.

So you'll need to break into his house and get it for yourself. I did this a

really stupid way, a far better way would be to chameleon yourself enough to

open the lock and not get caught. (I opened the lock, dumped my stuff, went to

jail, came back, grabbed my stuff, and went in.) The Chapel Limeware Bowl is

in the barrel next to his bed, so grab it and leave.

Make your way back to Ebonheart, and speak with Kaye. You found the bowl?

Brilliant! He'll give you three Scroll of Divine Intervention, and 200 gold.

-------------- Imperial Cult - The Haunting ----------------------------------

Faction Reputation Gain: 5

Next, a Bosmer in Caldera has a haunted house. Guess guess guess who's getting

rid of it? That's right, YOU! He'll give you 200 drakes for expenses, because

you'll need an enchanted weapon, a silver weapon, or suitable spells to harm a

ghost.

Once you've got something to do the trick, make your way to Caldera. Take the

boat to Vivec, then silt strider to Balmora, then walk north, it isn't far. On

the main street you'll find Nedhelas walking around. Speak with him, and he'll

tell you that he thinks the haunting has to do with the trapdoor in his house

- his landlord told him never to touch it. But he has a key, and he gives it

to you.

His house is near the south entrance to the town. Use the key and open the

door, then check out the trapdoor inside. Look where it goes - to an ancestral

tomb. No wonder poor Nedhelas couldn't get a good night's sleep.

Save before going through the trapdoor. At the bottom of the stiars, you'll

find a skeleton champion through the first door, kill it. Loot the room. Note

strange sounds coming from the next room.

Open the door, and you'll find the Ghost of Galos Heleran. It's pretty easy to

kill, but does require either an enchanted weapon, a silver weapon, or to kill

it with magic. Once it's dead, break into the chest at the end to get the

Mother's Ring, then leave.

Rest in Nedhelas' bed, then go and speak with him again. Bless the Nine, you

killed the ghost! Your journal will update, so you can return to Kaye with the

satisfaction of a job well done. Tell him that you took care of it, and he'll

give you two Scroll of Golnara's Eye-Maze. Whoo!

-------------- Imperial Cult - Thelsa Dral the Witch -------------------------

Faction Reputation Gain: 5

Now Kaye tells you of how they recently cleared a coven of witches from a

Daedric ruin. However, one of them escaped, a Dunmer named Thelsa Dral. Now

miners from the Asha-Ahhe Eggmine, nearby, are saying the mine is cursed - is

it the work of Thelsa? You're being sent to find out, find her, and kill her.

Asha-Ahhe is near Khuul. To get there, take the boat to Hla Oad, then to Gnaar

Mok, then to Khuul. The people of the small fishing town will tell you that

the Asha-Ahhe mine is to the south, near a rogue Ashlander camp, so you should

be careful. We will.

Follow the path out of town, past the silt strider. Take the turnoff towards

Gnisis and Ald Velothi, and you'll soon come across Asha-Ahhe with a kwama

worker out front. Save and enter.

Head straight through the mine, taking the only available path. Ignore the egg

minters, kill the foragers. At the end, you'll find not one but THREE people

eek, all telling you that you'll suffer greatly :(

Thelsa is the important one, as she's a kick-ass summoner and will summon a

dremora to come after you. The dremora reflects magic btw, so don't try

absorbing health from it. First focus on Thelsa, then the guy with the big-ass

sword. Finally, get the little girl. You'll need a few restore health potions,

because three people and a creature hammering on you at once (and one has a

Paralyze spell/enchantment) is NEVER fun.

You don't actually have to kill all three; if you've placed a Mark in front of

Kaye in Ebonheart, just kill Thelsa then Recall immediately to avoid the other

two. Kaye will be happy, and give you 'this old ring' to help as the missions

get tougher.

-------------- Imperial Cult - The Silver Staff of Shaming -------------------

Faction Reputation Gain: 5

Now, apparently an acolyte named Linus Iulus disappeared a while ago, after

leaving Suran for Zafirbel Bay on foot. Lalatia Varian, cult oracle, had a

vision of Linus, carrying a Silver Staff of Shaming. So you're being sent to

track down what happened to poor Linus, because the cult wants that staff. Go

to Mount Kand, with the detect enchantment ring you're given, and retrieve the

staff and any other of Linus' belongings.

Mount Kand is actually easier reached from Molag Mar, rather than Suran. So

make your way there, boat to Vivec, silt strider to Molag Mar. Follow the

signs to Mount Kand, heading north-west from the silt strider along the path.

When the path turns straight to the west, the entrance to the cavern of Mount

Kand is at the end. When you see the door, levitate up and over it, onto the

top of the mountain itself. Poke around up top until you find a corpse, with

the Silver Staff of Shaming, Linus Iulus' Maran Amulet, and his Stendarran

Belt too. Take them all.

Make your way back to Ebonheart, and speak with Kaye. Your reward for the

mission is keeping the Silver Staff of Shaming, but they'll take the other

items to give to other lay servants. You should already have your own set of

them, if you've done the almoner quests. You'll also get a Restoration Shirt,

which fortifies fatigue when used. Cool.

-------------- Imperial Cult - Restless Spirit -------------------------------

Faction Reputation Gain: 5

Now an Argonian in Hla Oad has asked for the aid of the Cult. Her name is

Okur, and she says she is being visited by the ghost of a murder victim.

Seeing as the guards can't help in mystical quests, can we go to her, find out

the nature of the crime, and bring justice for the wronged spirit? Sure.

Take the boat from the docks to Hla Oad, and make your way to Okur's house on

the outskirts fo town. Speak with her inside, and she'll tell you about the

person she sees. Her name is Julielle Aumine, and she was murdered by

smugglers to seal her lips. Her spirit will not rest until the four smugglers

are dead, and her amulet can be returned to her husband.

The four smugglers can be found in Yasamsi, south along the road from town,

before the bridge across the Odai River. So head south out of town, along the

road. After passing the swamp on your left, you'll see the entrance to

Yasamsi. Save and enter.

Inside, you'll meet Dudley and a bonewalker. Another person may join the

fight, but after you kill Dudley and the bonewalker, they'll run off to alert

the others. Save again.

Keep moving in and killing the smugglers, its not that difficult if you have a

few restore health potions on standby. When you're done, start looting. The

amulet you seek is on the person of Ralos Othrenim, so grab it plus anything

else you want. There's thousand of units of encumbrance of stuff in all of the

barrels and crates. You may be there a while collecting it all and

transporting it away.

When you're done, take the amulet to Okur. She'll return it to Julielle's

husband, and lay her spirit to rest. So we should report back to Kaye. Do so,

and Kaye will give you some scrolls - Hellfire, Summon Flame Atronach, and

Fifth Barrier. And now he has no more quests for you. He suggests going to the

almoner quests, lay healer quests, or, if you've done them both, to Lalatia

Varian for oracle quests.

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[14.4] Ebonheart - Lalatia Varian

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Speak with Lalatia Varian, the woman behind the shrine. You have proved

yourself faithful and resourceful - so you can help her out as she has the

power of Seeing, not Doing. Ask her about the Oracle's Quests, and she'll ask

you if you wish to swear oath to her. Agree, and she'll ask you to swear

before the Nine Divines to help her. Agree.

This lady's really cryptic with her quests. You'll need to enlist people's

help to decipher her visions and bring her the items she requires. Have fun!

;)

-------------- Imperial Cult - Ring in Darkness ------------------------------

Faction Reputation Gain: 10

Global Reputation Gain: 1 (2 if you free Jon Hakwer)

A Ring in Darkness. The Ring of the Wind, treasure of Elsweyr, sacred to

Kynareth. Wind upon a dark elf's hand, fire gleam upon a Dwarf's face,

darkness on a ring of water. No name whispered in the mouth of stone. Seek the

Ring in Darkness, and speak with a Dunmer savant and scout to seek the meaning

of the vision. See what I mean by cryptic?

She'll give you a few tools to assist - scrolls of Divine Intervention, Vigor,

and Vitality. Ask her about Dunmer savants and Dunmer scouts, and she'll point

you in the direction of a few people - Nalasa Sarothen at the Elven Nations

Cornerclub, in Vivec, and Llaalam Dredil in the Grand Council Chambers here in

Ebonheart.

Llaalam Dredil is upstairs in the Grand Council Chambers, with Duke Vedam

Dren. Ask him about Ring in the Wind, and he'll tell you that Nammu, or

'no-name', is a cavern in the wilderness of Sunna Garudan, near the Daedric

ruin of Yansirramus. At the heart of the cavern is a flooded chamber with a

spire rising in the center. Maybe the water around the bottom is the 'ring in

darkness'?

Nalasa in Vivec will tell you the same thing, so that's basically all the help

you get. But check your map, and Yansirramus will be marked. It's the Daedric

ruin directly east of Sadrith Mora, in between Falensarano and Tel Aruhn.

If you can waterwalk, make your way to Sadrith Mora and waterwalk across the

bay to get to it. Make your way past it, to the mainland. It's somewhere near

here, as Llaalam said, but you have to find it. It's actually to the north, on

the mainland, in the Grazelands region. When you see a lake with stepping

stones across it, the door to Nammu is across them. Save before entering.

Kill the first two that ambush you, then stop and loot the chests. Place all

that you want to take in one pile to come back to later. If you follow the

path, not the one up the stairs to the right but the one straight through,

you'll pass one more hostile then come to the tower in the center (with the

ring of darkness (water) at the bottom.) Take care of Galmis Dren at the top,

then take the Ring of the Wind from his body.

Around the right side of the tower, you'll find Jon Hawker, who was being kept

hostage by Galmis Dren. If you give him a Divine Intervention scroll, he'll

give you Zenithar's Warning, and Zenithar's Wiles before he simply...

disappears. Loot the place, you'll find a complete assload of stuff to take.

Then make your way back to Ebonheart.

Speak with Lalatia about the Ring in Darkness, and you'll get an option to

tell or keep secret about Jon Hawker. If you tell about him, your reputation

increases by 2; if not, by 1; and either way, you get to keep the ring :-D

-------------- Imperial Cult - Boots of the Apostle --------------------------

Faction Reputation Gain: 10

Global Reputation Gain: 1 (2 if you free Ama Nin)

Ah, she has need of you again. She's had a prophecy about the Boots of the

Apostle, legendary treasure of Cyrodiil. Through the doors of Berandas, within

the silent caverns, beneath the wings of twilight, dust sleeps in the shoes

that Talos wore. Again, we are to seek a Dunmer scout or savant to ask.

Make your way to the Grand Council Chambers and speak with Llaalam again, even

though this clue is not as cryptic. And he'll confirm it. Obviously, she

refers to the Dunmer stronghold of Berandas, south of Gnisis. And the wings of

twilight may very well be the guardians of the treasure, ie. winged twilights.

Head to Gnisis, then cross the river to the south and make your way south-east

to Berandas. Enter the Keep, and follow the path along to reach the doorway to

the lower level. You may find a hostile Dunmer and a few rats on the way. Just

inside the lower level, turn right then right again to find a hall leading

down to the Underground.

The Undeground is where the scary stuff happens. Kill the enemy that pops up

in front of you. The crate in the corner has torches, and you'll need them for

the trek. Carry one so you can see where you're going, then enter the tunnel.

At the intersection, you can turn right to find a chest tucked up against the

right side of the stone, with some goodies in it. After that, turn around and

follow that path straight down. At the end, you'll find two winged twilights -

nasty buggers! Each of these guys has 220 HP, 210 magicka, 280 fatigue....

plus stats like 100 Willpower, and 15-45 attack power. Bring your magical army

with you for this fight.

After if, there's a few good things to be found in their cavern. One - the

dead hero on the ground, wearing the Boots of the Apostle. (Yeehaw!) Secondly,

look at the rocks hiiiiigh above you in the cavern. Use the Boots, with their

inbuilt levitate enchantment, to get up there. The one closest to the cavern

entrance has two chests and a variety on ingredients growing on it - some good

stuff in the 60 locked chest!

From there, follow the small stone path around to find another rock with

ingredients and a frightened Dunmer healer on it. She's looking for Divine

Intervention, as the winged twilights kidnapped her and dragged her here....

if you have a Divine Intervention scroll (and you should!) give it to her.

She'll disappear, leaving you with her lucky outfit - Mara's Skirt and Mara's

Blouse.

Return to Ebonheart, and speak with Lalatia Varian. She believes that Ama Nin,

the healer you released, was actually the goddess Mara herself - sent to test

you. This obviously speaks highly of you! And you were destined to keep the

kick-ass boots yourself, so you just scored yourself an easy means of

levitation :)

-------------- Imperial Cult - Ice Blade of the Monarch ----------------------

Faction Reputation Gain: 5 (10 if you retrieve the blade)

Global Reputation Gain: 1 (2 if you retrieve the blade)

Now we are being sent to the Dunmer stronghold of Rotheran. Adusamsi

Assurnarairan, the Oracle, went there to retrieve the Ice Blade of the Monarch

and hasn't returned. If we can also retrieve the Ice Blade and bring it to

her, that would be a bonus.

Getting to Rotheran, which is up north near Dagon Fel, isn't exactly easy.

Make your way to Dagon Fel by boat, travelling around either side of the

continent from Ebonheart. From there, you need to head directly south. Take

the west path out of town, take the south turnoff, at the end, head back east,

and follow it around to reach the stronghold.

The people on top of the stronghold are non-hostile. However, the people in

the Arena, which is where you're going, aren't. They're all summoners, so

you'll be fighting them and their daedric armies. When fighting a summoner,

always target them and not the summon. When they die, the summon goes as well.

If you have summoning powers of your own, now might be a good time to use

them.

Around the right side of the balcony, you'll come to a man dressed in

enchanted green clothes. This is Llaren Terano, and he has the Ice Blade of

the Monarch. (He won't use it on you though.) Kill him, as he's hostile like

everyone else. Also take the slave key, and Adusamsi's clothes. (She's the

Oracle we came to rescue, remember?)

The door on the bottom level leads to the main arena. It's full of daedra and

slaves, and unfortunately, on your way battling through, the two slaves may

die, I know they did when I fought through :-/ However, there are more slaves

in the left and right rooms, and you can free them using the slave key

retrieved from another hostile Dunmer upstairs.

The room on the right also holds Adusamsi, the Oracle we came to rescue.

(She's topless, too. Oooh-er.) She wants her ring, so re-talk to her and

she'll take it (if you have it). Divine Intervention, and she's out of there.

You still have her robe, though.... hey, lady, you must be cold, come

backkk!!....

Once she's freed, you've freed as many remaining slaves as you can (just

because you're nice), and you have the Ice Blade of the Monarch, travel back

to Ebonheart.

Adusamsi has already told Lalatia Varian of your noble deeds. As a reward, you

will get her ring, and you'll be able to keep the Ice Blade. Yay!

-------------- Imperial Cult - The Scroll of Fiercely Roasting ---------------

Faction Reputation Gain: 5 (if returned scroll), 10 (if killed Carecalmo)

Global Reputation Gain: 1 (if returned scroll), 2 (if killed Carecalmo)

Next, an Imperial Cult healer named Urjorad went to the Daedric shrine of

Ashalmimilkala, to slay an Altmer priest named Carecalmo. Why, we will never

know. But he didn't come back, and failed to complete the task, even though he

had a Scroll of Fiercely Roasting.

Two tasks here - either retrieve the scroll from the healer's body and bring

it back, or get the scroll and complete the task yourself. Ask Lalatia where

Ashalmimilkala is, to get the ball rolling. It's on an island south of Gnaar

Mok, west of Hlormaren. In other words, easiest to get to via either Balmora

(if you levitate over the mountains to the west) or Hla Oad. Seeing as that's

the most 'legit' way to get there, I'll go via Hla Oad.

Make your way to Hla Oad by boat. From there, you'll need to follow the path

north, keeping an eye on the coastline. Across the bridge, you'll notice an

island to the left with a bridge leading to it. This isn't the one we want, we

want the NEXT one ;) The path curves around so you can see the track across to

the island, anyways.

When you're on the right island, save before finding the entrance to the

shrine. It's guarded by baddies, as most Daedric shrines are, so stay in good

health. The stairs to the door rise up out of the water on the west side.

We were sent to kill Carecalmo and his bodyguard, right? Well, first thing

you'll find inside the shrine is the bodyguard, with dremora friend. Further

in, past the big-ass statue, you'll find Carecalmo himself. He's not exactly

hard, more like a big pushover. Especially if you're a combat artist and

you're using the Ice Blade of the Monarch from the last quest ;) However,

mages work just as well if you're using an absorb health spell, or summoning

Greg the storm atronach.

If you defeat Carecalmo, it isn't necessary to find Urjorad and the scroll.

However, if you want to find them, head through the side passage to the right

of the room with the giant statue. If you levitate across the pond to the

left, you'll come to a room with the deceased Khajiit, and the scroll. Take

them both, then head out the way you came.

Returning to Lalatia will reward you with the Gauntlets of Glory, which will

help you forfity your Unarmoured and Hand-to-hand skills. Not really useful

for most characters, but worth a pretty penny.

-------------- Imperial Cult - Skull-Crusher ---------------------------------

Faction Reputation Gain: 10

Global Reputation Gain: 2

Lalatia has been gifted with a new vision, that of the artifact Skull-Crusher.

You'll get a long history of Skull-Crusher, a unique weapon said to betray

unlawful possessors, having the power to return to its makers. No-one knows

where in Vvardenfell the Skull-Crusher was formed, but now Lalatia is getting

the clues. You can get to the ruins through the Halls of the Dead, but she

doesn't know where they are.

So we are to ask the Dunmer scout and savant about a sealed Daedric ruin, and

also about the Halls of the Dead. Head towards the Grand Council Chambers, to

find Llaalam Dredil again. About the Halls of the Dead... well, that may be

any Dunmer ancestral tomb, for reasons he gives. So head over to Vivec and ask

Nalasa about the sealed Daedric ruin. Oh, that may be Anudnabia, near Sadrith

Mora, as the lower levels of it have been inaccessible since the First Era.

Soo... put it together.... we're looking for a Dunmer ancestral tomb, near

Anudnabia, that will give access to the lower levels of the ruins. Sweet.

Head to Sadrith Mora by boat or guild guide. Just to the south-east of town,

over the hill, you'll find a set of Daedric ruins - easiest to follow the path

east past the Telvanni council house, then south. Look around for an ancestral

tomb - and you'll spot the familiar entrance on an island just off shore.

Swim/walk out there, and maul the skeleton guard. Save and enter Omaren

Ancestral Tomb.

There's a few foes to be found - you might get one or two of them ganging up

on you, which isn't fun (bring a friend, or the ability to restore your

health). Note that there's a few Levitate potions lying around, so you may as

well pick them up. A lot of empty chests too, but a few with nice weapons.

There's also a tunnel underground! Hmmm... I wonder where it leads.... Through

the waterfall, you'll discover that the architecture becomes decidedly

Daedric. You've stumbled into the ruins!

Follow the narrow paths across, and jump up onto the top Daedric platform.

You'll find a door leading to the Forgotten Vaults of Anudnabia, Forge of

Hilbongard. Which is what we want, isn't it?

Enter, and spot a green scroll on the tilted platform - Scroll of Wind Walker.

Take it, then descend the pillar into the water. Swim through the short

tunnel, kill the frost atronach on the strange blue glowing platform, then

examine the door in front of you. Hmm. Level 85 locked. Trapped for good

measure. Hope you brought your best lockpick, because you'll need it. Pick the

lock (or cast your favorite Ondusi's Open Door spell) and disarm the trap.

Head through.

There's a huge lake here with a platform in the middle, but there is way up.

Around the left side of the platform, there's a fallen pillar that you can

walk up, pointing up towards the entrance (so you can walk up towards the

entrance). Walk up, jump across to next, climb up to top. Dispose of enemy at

the top.

Pick up the Dwemer jinksword (glowing green), the ebony spear, the Armorer's

Challenge, one of the Lessons of Vivec, the torches, and all the other

goodies. But no Skull-Crusher.

However, there's a pool of lava off to one side, surrounded by metal rails.

Levitate over there, and you'll find a forge. With a chest floating in mid-air

above it. You can stand on the forge and you'll be able to reach it. Unlock

it, then open it (you're too far away for the effect of the trap to reach

you). Take the Skull-Crusher. Once you've got it, feel free to either warp or

walk out, and back to Ebonheart.

Lalatia will like Skull-Crusher, but she won't be able to find the supposed

curse on it. She'll let you keep it, plus give you Foe-Grinder (Foe-Quern if

you have a Blunt Weapon skill over 40). And this is the last of her quests -

if you've completed it, feel free to ascend the ranks of the Imperial Cult to

Primate :) Congratulations!

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

[15.0] IMPERIAL LEGION

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

You'll see a lot of Imperial Legion officers, wherever you go. Ask any of them

about joining the Imperial Legion, and they'll tell you that there's only one

way to do it. You must ask General Darius, in the town of Gnisis, far to the

north.

If you make your way there by silt strider, and ask about the location of

General Darius, you'll be directed to the downstairs area of the Madach

Tradehouse. Enter the Tradehouse in town, and you'll find Darius in the small

room directly opposite the bottom of the stairs.

Ask him to join, and he'll give you an Imperial Chain Cuirass to wear. You

must wear this (or any other Imperial Cuirass) while speaking to officers in

the Legion, otherwise they won't give you the time of day. You can get orders

from Darius, and also from other knights.

-------------- Ranking Details -----------------------------------------------

Favoured Skills (S1/S2): Athletics, Spear, Long Blade, Blunt Weapon,

Heavy Armour, Block

Rank END PER S1 S2 Rep Reward

----------------------------------------------------------------------------

Recruit 30 30 0 0 0 Imperial Chain Cuirass

Spearman 30 30 10 0 5 Imperial Shield

Trooper 30 30 20 0 10 Imperial Steel Cuirass

Agent 30 30 30 5 20 Imperial Steel Helmet

Imperial Steel Gauntlets

Champion 30 30 40 10 30 Imperial Steel Boots

Imperial Steel Pauldrons

Knight Errant 31 31 50 15 45 Imperial Templar Cuirass

Imperial Templar Greaves

Knight Bachelor 32 32 60 20 60

Knight Protector 33 33 70 25 70

Knight of Garland 34 34 80 30 80

Knight of Imp. Dragon 35 35 90 35 100

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

[15.1] Gnisis - General Darius

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-------------- Imperial Legion - Widow Vabdas' Deed --------------------------

Faction Reputation Gain: 5

For your first task, Darius will keep it simple. There's an issue of a land

deed here that he would like you to take care of. Mansilamat Vabdas died

recently, and his wife inherited his land. However, the Legion could use the

land for another dock, so we are to speak with her and acquire her land deed.

(That's kinda... mean, isn't it?)

Speak to anyone in the tradehouse and they'll tell you that Vabdas lives just

to the west of town, along the river. So take the path west, and you'll find

the small lone hut. Inside, ask Vabdas about the land deed. You want her land

when her husband was murdered!? Hmm. Keep clicking links.

He went to the eggmine, and never came home. If we want to help, we should

find the truth. So we're going to the eggmine. Back in town, it's up on the

hill and to the east, across the bridge. However, it's locked. Speak to the

Legion member, and he'll give you the key to enter.

Inside, follow the path until you spot a doorway on your right. Take it to

enter the lower eggmine - and you'll find that this Orc is none too happy with

you. Ignore his countdown, head straight past to the Underground Stream.

There, you will find the ghost of Mansilamat. He'll tell you all about how

Lugrub gro-Ogdum, the Orc, killed him, then dropped his broken axe in the

water. Check the pool of water - that's Mansimilat's body down there, so dive

and examine it. Grab the axe next to the body, and take it out of the mine as

proof of the crime. Show it to Darius, says the ghost, so take it out of the

mine, ignoring the murderer on the way.

Darius will want proof that Mansimalat was murdered, so show him the axe.

He'll believe your story, and forget about the land deed, now you have been

sent to kill the outlawed Orc.

Back to the eggmine we go, to find Lugrub! Ignore his countdown, and when he

rushes you, start whacking at him. It may be hard for a level 1 character (as

mine is), but he's only level 2 and his stats aren't *TOO* much higher than

yours should be. When he's dead, report it to Darius. He'll give you an

imperial broadsword for your efforts.

-------------- Imperial Legion - Gnisis Eggmine ------------------------------

Faction Reputation Gain: 5

Seems like you've proven yourself, because now Darius wants help with the

eggmine itself. It was closed recently because the queen was blighted, and he

needs her cured so the miners can continue to support their families. We can

either use a cure blight spell, or speak to Hetman Abelmawia for spells of

cure blight.

Hetman Abelmawia lives in the hut closest to the Temple entrance, in town.

Purchase a scroll of Daerir's Blessing from him, and take it to the eggmine.

We were right near the queen before, she was in the lower eggmine near Lugrub.

She was, however, protected by a few kwama warriors and foragers, and they

can make mincement out of a low levelled character. (For some reason, the ones

I'm fighting have shock spells :-/) Try killing one, leaving the room to rest,

then coming back in for the second one. If you can manage to get past

the two of them, the queen lies ahead. Prepare your scroll, and get within

striking distance. Cast the spell or use the scroll on her, and your journal

will update itself.

Return to Darius. He will be pleased that the miners can return to work, and

rewards you with 100 drakes. Gee, thanks sir.

-------------- Imperial Legion - Rescue Madura Seran -------------------------

Faction Reputation Gain: 5

Temple Reputation Gain: 5

Global Reputation Gain: 1

Next, Darius needs a Trooper such as yourself to find Madura Seran. Seems a

rogue Ashlander camp near Ald Velothi kidnapped her and is holding her

hostage, and we'd kinda like her back. In one piece, preferably.

Ald Velothi is directly north of Gnisis, and paths criss-cross the country

between the two towns. Hike overland to get there, then head towards the small

rogue camp of Aidanat, to the south-west. You'll probably pass it on the way

there, just up on the hill.

The ashlanders outside will direct you to speak to Abassel, inside. Head

inside, and there you'll find Madura. If Abassel likes you, he'll be amused

that the pilgrim has value, and offers her to you for 500 drakes. (If he

doesn't like you... just make him like you.) Well.. you don't really have a

choice. If you don't have 500 drakes, go rob some random house or make some

money selling potions or something, 500 drakes isn't much. Pay it, and Madura

will be free to go.

Talk to Madura about travelling together, and she'll tell you to take her to

the Ald Velothi Outpost. Walk her there slowly (it's only a stone's throw

away) and enter the building. She'll thank you, and your journal will update.

Travel back to Gnisis and report to Darius. Good work!

-------------- Imperial Legion - Rescue Ragash gra-Shuzgub -------------------

Faction Reputation Gain: 5

More Orc time. Gah, I hate Orcs. This time, we're looking for Ragash

gra-Shuzgub. She was sent to Arvs-Drelen, the Velothi tower on the outskirts

of town, and no word has been heard since. (Gah, I HATE that place.)

Head towards Arvs-Drelen, save, and enter. Finding Ragash is easy, but getting

her out is a tad tougher. If you turn right at the first intersection inside,

then head right and down the hall, you'll find her in her cell. If you have

good lockpicking skills, you can simply pick the lock and get her out. If not,

you'll have to persuade the mad Telvanni owner of this place to let her free.

But first you have to find him. Leave the prison room, head up the hall and go

straight through to find a bedroom. Take the Summoning Room Key from under the

piece of paper on the bedside table.

Now head back and around up the left path, around the outside of the tower.

You'll come to a locked door, which the key nicely opens. Ignore the daedroth,

as it's harmless, and climb the stairs to find Baladas.

You'll need to make him like you, in order to persuade him to let her go. So

butter him up, get his disposition to above 60. Bribe him if you must. Once

it's higher, ask him about Ragash. You can choose either of the two top

options, and he'll begrudgingly agree to let her go, giving you the key to the

cell.

Head back down to Ragash's cell. Open the door, and she'll tell you to get her

out! Will do, ugly ma'am. Get her to follow you, and lead her out of the

tower. Outside, she'll thank you and leave. Man, that was hard. Return to

Darius, and he'll thank you. No reward? Bah, the Legion sucks...

-------------- Imperial Legion - Talos Cult Conspiracy -----------------------

Faction Reputation Gain: 10

Now Darius suspects something within his own troops. There's a conspiracy

brewing, involving the Talos Cult, and you're being sent to investigate. Yup,

that's about it.

You don't have to go far to start. The investigation basically involves asking

everyone about the Talos Cult, and you can start with Nash gro-Khazor, the Orc

in that room. He'll direct you towards Oritius Maro, in the Barracks.

Make your way outside and to the Barracks. You should find him just inside the

entrance, if not, look around. Ask him about the Talos Cult, and initially he

will be wary of talking to you. So butter him up. Persuade him. Make him like

you. Get his disposition over 75-ish, and he'll be willing to talk to you.

Get him to tell you more about the Talos Cult. He'll give you a key, to unlock

the shrine downstairs through the storeroom. So head through the door at the

bottom of the stairs, and unlock the trapdoor. Speak to Arius about the Talos

Cult, and he'll let you look around.

There's a small chest on the altar. You'll need to pick the lock on it...

somehow. Arius won't mind you picking the lock, strangely enough. But what's

inside, ho! A note from Oritius to Arius, planning the assassination of the

Emperor! Take the note, and SOMEONE (Arius) will get mighty pissed at you. And

he'll want to fight.

He's a tad tougher than the last human we fought, he's level 4. It might take

a few tries to pummel him down, but you'll have to do it. Now to take the note

with the proof of conspiracy to Darius. You won't get very far before Oritius

Maro will attack you as well, in the Barracks. No resting between fights,

either, unless you mad dash outside the Barracks, rest, then head back in for

round 2.

Dispose of Oritius. A little tough, but meh. There's bigger fish to fight

later on. Return to Darius, and talk to him about the conspiracy against the

Emperor. He'll thank you, and be glad that you brought justice to the

traitors. If you didn't already kill them, he'll send you to kill them before

you complete the quest.

And that's it for quests from Darius. He'll direct you to speak with the

Knight Protectors in each of the Forts, before speaking with the Knight of the

Imperial Dragon in Ebonheart. There are Knights in Fort Buckmoth, Fort

Moonmoth, and Fort Hawkmoth. I'll choose to visit Fort Buckmoth next, near

Balmora.

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

[15.2] Moonmoth Legion Fort - Radd Hard-Heart

---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=--

Radd's not hard to find, he's the big ugly Nord in the main room of the fort's

interior. Ask him for orders, and away we go.

-------------- Imperial Legion - Scrap Metal ---------------------------------

Faction Reputation Gain: 5

Seemingly, the Buoyant Armigers have challenged the Legion to a hunt. They'll

bring the Corprus skin, and we'll bring the scrap metal. Err... ok. Radd wants

you to visit Arkngthand, the nearest Dwemer ruins, kill a centurion, and bring

him the metal.

Now seriously, why would we go to all that effort for a piece of metal?

Head back to Balmora, and go shopping ;) (Unless you really want to kill a

Dwemer centurion.) Nalcarya the alchemist will sell you lots of them, for the

bargain price of 20 drakes, but you only need one. Buy one, and take it to

Radd. He'll reward you with 500 drakes :) Not a bad profit margin, eh?

-------------- Imperial Legion - Rescue Jocien Ancois ------------------------

Faction Reputation Gain: 5

Now Radd's looking for a champion to rescue a hermit, Jocien Ancois. He was

last seen at the Erabenimsun ashlander camp, trying to teach them of culture

and virtue, but was taken. So off we go, to find him, deal with his captors,

and make sure he is safe.

Now. Erabenimsun is smack-bang in the middle of nowhere. And I mean, the

middle of nowhere. It's roughly equidistant from Molag Mar and Sadrith Mora,

so pick where you're travelling from. From Sadrith Mora, you'll need to

water-walk across Zafirbel Bay to the west, then head inland to the south past

Uvirith's Grave, then head south-east. From Molag Mar, you'll need to head

east, then take the path to Mt Assarnibibi, head past it, and continue

north-west. Either way, it's a hell of a walk.

Tip: Make a Mark (if you use Mark and Recall) in front of Radd for this one.

Sure, you have to walk there, but do you really want to walk all the way

back as well?

Once you get to Erabenimsun, start asking about Jocien. You'll be told that he

was sent to the mabrigash, as they didn't want to hear his words. Mabrigash?

You might have to admire someone there to get them to tell you about the

mabrigash. Of course, the mabrigash and her group of outcasts captured him and

he hasn't been seen since.

Her camp is to the west along the lava, we are told. So head north-west, up to

the lava pools. On the way, you may spot some pages on the ground - pages from

Jocien's books. If you can follow them, you'll find him. When you reach the

lava, follow it west and you should keep finding pages. Eventually, the path

will turn south-west and you will come to the rogue yurt.

Speak to the people outside, and they'll tell you to speak with Zennammu

inside. Speak with her, and she'll tell you if they let him go, they will have

no man to work their magic. (Guh?) Bring them a man from Erabenimsun,

Assaba-Bentus, to take Jocien's place, and they'll let him go.

Right. Back to Erabenimsun. Assaba-Bentus is just walking around camp, so

speak with him about the mabrigash. He's shocked you want him to live with the

women. What, is he afraid of them? No, he is a hunter, blah, blah. So he IS

afraid. Baha, to prove he's NOT afraid, he'll follow us to the mabrigash camp.

Which is exactly what we wanted.

So run all the way back to the mabrigash camp, with the Assaba guy in tow.

When you arrive, he'll thank you and your journall will update. Then speak to

Zennammu inside. She'll let Jocien go, but thankfully, you don't have to walk

him anywhere, he'll make his own way away.

Return to Radd, in Moonmoth. You rescued Jocien, good. But NO REWARD for all

that? Grr, I hate these quests...

-------------- Imperial Legion - Rescue Dandsa -------------------------------

Faction Reputation Gain: 5

Not another rescue mission! ;_; Hopefully this one isn't as painful as the

last one. Why do all these people keep getting themselves captured, anyways?

So, this time we're going to Abernanit and rescuing the citizen Dandsa. We're

told the cave is south-east of Gnaar Mok. Let's go get her!

To get to Gnaar Mok via fast travel, you'll need to go via Vivec or Khuul for

a boat/strider transfer. From Gnaar Mok, you'll need to head to the little

island to the south-east - you can get there by walking directly across the

inlet, or heading north, east, then south on the planks. The door to Abernanit

is in the swamp. Save and enter.

Inside, open the door (who cares about a sound trap) and keep going. You'll

get attacked inside, however - your opponent is a total pushover though.

There's two ways you can go from here - left on the downstairs path, or right

on the upstairs path. Take the upstairs path to find Dandsa guarded by a

slightly more difficult opponent (but not too much harder).

Once the guy is dead, talk to Dandsa and get her to follow you to the cave

entrance. (Make sure to loot the area she was in, first.) Outside, she'll

thank you, telling you she's taking the first ship back to Hammerfell. No

reward, except for the loot you found in the cave.

Return to Moonmoth, and Radd will be glad you saved Dandsa. Again, no

reward... Grr.

-------------- Imperial Legion - Breeding Netch ------------------------------

Faction Reputation Gain: 5

And for our next Legion trick, we're heading back to Gnaar Mok, to kill a

couple of breeding netch just north of town. Not sure why, we're just doing

it. So head back to Gnaar Mok, the way you did before. Head north of town and

you'll see two netch flying around - the big pinkish bull netch, and the

smaller jelly-fish like blue betty netch.

The bull netch is easy to kill, once you've found him and can reach him. The

betty's the scary one. However, you shouldn't have too many problems with

them. Report back to Radd and he'll thank you warmly.

-------------- Imperial Legion - Sorkvild the Raven --------------------------

Faction Reputation Gain: 5

Next up is a necromancer. Oooooh... I like necromancers. Taste like chicken.

He calls himself Sorkvild the Raven, and he lives in Dagon Fel. Seeing as

everyone hates necromancy, especially the Dunmer, we're to seek out Sorkvild

and kill him. Easier said than done, eh?

To get to Dagon Fel, again you need a strider/boat transfer but this time use

Khuul. Strider to Khuul, boat to Dagon Fel. Once in Dagon Fel, take a brief

glimpse to your south-east. See the Dwemer tower in the distance? That's where

Sorkvild lives.

Make your way up the hill, and over the rocks to the tower. Save and enter.

This place isn't fun if you're not big tough EMYLENE-SMASH person. For

starters, there's a guy in full Redoran armour just inside the entrance, and

he isn't happy to see you. He's level 11, with 146 health. If you don't want

to fight him, you can run right past him to the ladder behind him, and climb

it.

Upstairs, you'll find Sorkvild. He's level 12. Better have a few Restore

Health potions for this one, because he likes using poison. A lot. And

summoning evil things. A lot. I was level 6 when I managed to take him down,

combat-style. And it took a few restore health potions along the way.

Return to Radd, taking care to avoid all the bad guys on the way out (or just

Recall, like I did).

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[15.3] Buckmoth Legion Fort - Imsin the Dreamer

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Speaking to people inside the interior of the fort, they'll direct you to

speak with Imsin the Dreamer, downstairs in the Shrine. Both the Imperial Cult

and Legion have bases here, but we're here for the Legion quests thanks :)

-------------- Imperial Legion - Dwemer Artifacts at Drinar Varyon's Place ---

(ain't that a quest title and a half)

Faction Reputation Gain: 5

For Imsin's first quest, she'll tell you that Dwemer artifacts are being

smuggled through Ald'ruhn, and that Drinar Varyon is responsible for it. She

wants you to go to his house and bring her evidence to get him convicted - any

Dwemer artifacts you should find. Right-o.

Traipse back to Ald'ruhn. You'll find Drinar Varyon's small hut near the

council club, on the north-west side of town. Inside, he'll tell you he's

studying pottery, and geez, look at all the pots lying around. Does he look

like a smuggler? Well, not really... but we're looking for Dwemer items

anyways.

On the large table, the one with about 25 pots on it, you may spot his

specially labelled Dwemer Tube, in between two rows of pots. Ah-HAH. And the

good news is, he doesn't care if you take it. Maybe he's got plenty more where

it came from. Either way, take it back to Imsin triumphantly.

She'll be happy, now that she has enough evidence to convict Drinar of

smuggling. No reward. No promotion. Moving right along.

-------------- Imperial Legion - Rescue Joncis Dalomax -----------------------

Faction Reputation Gain: 5

Now you're off on a rescue mission, to rescue man-with-long-title Joncis

Dalomax. He's being held captive in Ashurnibibi, a Daedric ruin north-west of

Hla Oad. (Long trip.) Seeing as the Legion can't afford the ransom, they're

sending you to do the dirty work.

Right. Back to Ald'ruhn, and take the silt strider to either Vivec or Khuul

(the two boat/strider connections). From there, take a boat to Hla Oad. Once

in Hla Oad, follow the coast north. The coast, not the road, because from the

coast you'll see a few small planks leading across to a ruin, five seconds up

the road. The ruin is Ashurnibibi.

The entrance to the ruins is on the north-west side, so skirt around the

outside to find the doorway. Inside the Shrine, you'll find a few campfires...

and a water passage. I hate water passages, because I hate getting attacked

while I'm swimming through one. Anyways, follow it, then head down and left

through the underwater tunnel to find a room with a statue. And two very angry

Orcs.

-------------- coming soon!! -------------------------------------------------

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[16.0] TEMPLE

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The Temple is the religious faction of Vvardenfell. With their headquarters in

High Fane, Vivec, they believe in paying duties to Family, Faith, Masters, and

all that is good. You can join the Temple by speaking with members in each

temple, or Endryn Llethen or Tholyer Saryoni in High Fane (Vivec).

-------------- Ranking Details -----------------------------------------------

Favoured Skills (S1/S2): Unarmoured, Alchemy, Restoration, Mysticism,

Conjuration, Blunt Weapon

Rank SPD AGI S1 S2 Rep

---------------------------------------------

Layman 30 30 0 0 0

Novice 30 30 10 0 5

Initiate 30 30 20 0 10

Acolyte 30 30 30 5 20

Adept 30 30 40 10 30

Curate 31 31 50 15 45

Disciple 32 32 60 20 60

Diviner 33 33 70 25 80

Master 34 34 80 30 100

Patriarch 35 35 90 35 125

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[16.1] Pilgrimage of the Seven Graces

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-------------- Temple - Pilgrimage of the Seven Graces -----------------------

Faction Reputation Gain: 20

Before you are given any duties, you must complete the Pilgrimage of the Seven

Graces. And straight away, this will determine whether or not you are good

enough to start doing Temple quests. Ask about duties, and you'll be given a

copy of the book "The Pilgrim's Path". Read it, and it will tell you about the

Seven Graces, or temples around Vvardenfell. It is customary for Temple

followers to visit each shrine and leave behind a suitable donation, and the

donations are listed in the book. Keep the book on you for reference.

First listed is the shrine at the Fields of Kummu. This lies just north-east

of Pelagiad, on the north shore of Lake Amaya. You may have been past there

many times before. You can walk from either Suran or Pelagiad to get there,

just follow the road on the north of the lake.

The shrine itself is a small golden statue, on the lake side of the road.

Examine it, donate the muck and ask for a blessing. This is the Grace of

Humility - you shall not strut or preen in vanity, but know and give thanks

for your place in the greater world.

Second listed is the Shrine to Stop the Moon, and it's located in Vivec. Visit

the Temple canton, second from the south, and it's on the south-west corner.

You'll need a potion of rising force (any purchased levitation potion,

basically), so donate it to get the Grace of Daring - you should not shun

risk, or hide behind the mask of cautious counsel, for fortune favours the

bold.

Thirdly is the Shrine of Generosity. It's right next door, outside the Palaca

canton of Vivec. Make your way up to the stairs, and donate 100 gold to either

shrine. You should neither hoard nor steal, nor encumber yourself with

profitless trasures, but shall share freely among house and hearth.

Fourth is tricky - Shrine of Courtesy, Puzzle Canal. The Puzzle Canal is the

giant expanse UNDER the Palace canton, where you now stand. And it is indeed,

a puzzle. The book recommends that you grab an Almsivi Intervention scroll to

use in case you get lost... meh, we won't be needing it ;)

The entrances to the canal are the giant grates near the waterfalls, either

side of the stairs. Top level is level 1, bottom is 3. Jump the railing and

make your way down to level 3, then enter from either grate. You'll be in the

water, but there is a ramp up on the right side facing the entrance grate (if

you entered from the left side of the canton, opposite on the right). Head up,

and into the central connecting tunnel. There you'll find a door to the Centre

of the Puzzle Canal. Damn, that was hard! ;)

Now for the tricky part. You'll find the temple stone in the center of the

room, but it tells you to 'breathe the waters and the way will become clear'.

Hmm. So do it. Get in the water and breathe it in. Drown yourself, eh. Let

your breath run out, then your health will start to trickle down... before you

die, the screen will fade to black and a secret pathway will appear (don't

worry, your health will be restored). Swim back up, and follow the path

created.

There you will find the dremora Krazzt, but he's not hostile. Read the shrine,

and it will tell you about Vivec giving Mehrunes Dagon his plain silver

longsword, instead of fighting an unarmed foe. Hey, looky in the chest right

there! 4 plain silver longswords! ;) Take them, and give one to Krazzt. Your

journal will update, and read the shrine again to get your blessing. You shall

speak neither hurtful nor harsh words, but shall speak respectfully, even of

my enemies, for temperate words may turn aside anger. Once you've got the

blessing, either Almsivi out or head back the way you came.

The fifth shrine is the Shrine of Justice, in the Temple in Gnisis. Take the

silt strider there, through various other places, and visit the Temple in the

centre of town. Visit the shrine, and donate a Cure Common Disease potion

(purchasable there if you don't carry any). Your blessing - you shall be

neither cruel nor arbitrary, for fair dealing earns the love, trust, and

respect of the people.

The last two shrines are a little tricky to get to - mucho fighting will be

done. The sixth is in Koal Cave, just south of Gnisis - it will be marked on

your map. So walk south out of Gnisis, cross the river and follow the path

under the arches around to find the entrance to Koal Cave.

The entrance can be a complete bitch to find. Basically, follow the paths

south-east from Gnisis, but when they start following the river and you'll see

a barricade on your right, head back a little and try to find a path down to

the water, leading south-west. More barricades will lead the way, and there's

the entrance, actually in the water.

The shrine is just inside the door, so if you don't feel like fighting

dreughs through it to get another reward, just donate a dreugh wax at the

door. The Grace of Valour - I shall not quail, nor turn away, but face my

enemies and my fear.

Last one... and it's the YUCKIEST one. You need to go inside Red Mountain.

Yep. The big bad place itself. If you're like me, you don't even know how to

get to Ghostgate, which is the only entrance to Red Mountain (as the rest has

been sealed off by the Ghostfence).

It's easiest to get to from Balmora, but it's a long walk. If you head south

out of town, then follow the roads south-east, you'll enter the Molag Amur

region and the Foyada Mamaea. The road less travelled, as some say, as it's

the large canyon you'll fall into.

In the foyada, turn left and head straight north-east. It's a dead straight

road, leading directly to Ghostgate. Can't miss it, long walk though. Two big

towers, with a small tunnel in the center of them. The shrine is not outside

Ghostgate, however, but inside. Make sure you have the donation in your

inventory, before you press the panels to open the gate.

Inside is nasty. Carry lots of cure health and cure blight potions, especially

if you're low levelled. Head up the hill, and turn right when you see the

path. You'll see the shrine near the top of the hill, on the left. If you can

see it among the redness of the blight. Ick. I hate this place.

Donate the soul gem, and get the Grace of Pride - you shall not doubt

yourself, or your people, or your gods, and shall insist upon them, and your

ancient rights. Sweet. That's all seven. Now you are eligible for Temple

quests - should you make it out of Red Mountain alive.

There are several people you can speak with for quests. Most will give you

several quests, stop and say they have nothing more for people under the rank

of Curate, then have several more. So you can really pick them in any order. I

will head straight for Temple headquarters, and go to High Fane, in Vivec.

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[16.2] Vivec - Endryn Llethan

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Endryn can be found wandering around inside High Fane, the Temple canton.

Speak with him for quests.

-------------- Temple - Disease Carrier --------------------------------------

Faction Reputation Gain: 5

A holy woman in Vivec is spreading the Divine Disease around the place. (What,

has she got AIDS?) Anyways, we must convince her to leave Vivec City. The

woman is Tanusea Veloth, and well loved by the people. But we must ask her to

go to the Corprusarium (ahhh, she has corprus!) It will be hard, but she'll be

impressed if you show her some Temple stuff, your devotion to the teachings.

Ask again about Leave Vivec City, and her name will pop up so you can find out

that she's in Arena canton. So make your way over to Arena, north of St. Olms.

Ask anyone there (even Ordinators) about Tanusea, and they'll direct you to

the Arena pit.

If you don't know Arena, it has a pit instead of a plaza on the top level.

Inside, speak with Tanusea about leave Vivec City. If you tell her she has the

disease, she'll scoff, telling you does she LOOK like she has corprus? Have

you even read Saryoni's Sermons? Hmmm....

If you can't find a copy of Saryoni's Sermons nearby, try the best bookseller

we know, over in the Foreign Quarter Waistworks. Jobasha has many copies of

the book to spare, so buy one and take it to her. Again, ask her to leave the

city, and when she asks why, quote from the book. She will then do as you ask,

leave and go to the Corprusarium.

Return to High Fane, and tell Endryn. He will reward you with two Cure Blight

potions, and move on.

-------------- Temple - Silent Pilgrimage ------------------------------------

Faction Reputation Gain: 5

Global Reputation Gain: 1

The next pilgrimage you must make is to the Sanctus Shrine. But this is an

interesting one, because you will be sworn to silence for it. Meaning, you

cannot speak to ANYONE. No fast travel for you! It might be best to take some

time out, don't accept the vow just yet.

The Sanctus Shrine is in Dagon Fel, you're told. Basically, clear across the

other side of Vvardenfell. If you have a paper map, check it out. It's west of

Dagon Fel, on an island marked in Sheogorad. You will be travelling by foot.

It's a long journey, so if you need them, stock up on health potions, magicka

potions, fatigue potions, and water walking potions. Possibly levitation

potions if you don't want to bypass the mountains.

If you're terribly conniving and don't like the idea of walking across

Vvardenfell by foot, don't take the vow of silence just yet. Leave Endryn

there, and make your way to Dagon Fel. Make your way to the Sanctus Shrine if

you wish. And set a Mark outside it. Then return to High Fane, and speak with

Endryn, taking the vow. Then Recall. Poof, you're there!

If you don't like the idea of bypassing the system, stock up then take the

vow. My advice would by to avoid the east coast of Vvardenfell, stick to

walking through West Gash and the like. Walk to Khuul, then

water-walk/levitate around the entrance to the Foyada Bani-Dad to the east, to

get to the Ashlands. Walk through them, then again water-walk/levitate north

to find the shrine. The path on the island to the shrine actually starts from

the north-west corner of the island, and it leads straight there.

Examine the shrine itself, not the shack nearby, and your vow of silence will

be lifted. Your journal will also update, so you can start the long trek back

to Vivec. Good news is, you can use fast travel this time, if you took the

long way of getting here. Whee!

Endryn will be very impressed that you made the pilgrimage, and will reward

you with a four books - Silence, Sermons 9 and 27 of the 36 Lessons of Vivec,

and the Four Suitors of Benitah.

Endryn has no more duties for you while you are under the rank of Curate, so

he suggest speaking with Tharer Rotheloth in Molag Mar, or Tuls Valen in

Ald'ruhn. Let's go with the former first.

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[16.3] Molag Mar - Tharer Rotheloth

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Upon making your way to the canton city of Molag Mar, you'll find the Temple

on the very summit. Enter it to find Tharer Rotheloth, who will give you more

Temple duties.

-------------- Temple - Cure Lette -------------------------------------------

Faction Reputation Gain: 5

For your first quest from Tharer, he would like you to cure a villager in Tel

Mora. Lette has fallen ill, but there is no Temple she can visit for curing.

Enter: you.

You are to visit her in Tel Mora and cure her of swamp fever. But first,

you'll need a method of curing her, eh? Swamp fever is a common disease, so

you'll need either a spell of cure common disease on target or a potion of

cure disease. Luckily, Saras Orelu has some of the correct potions for sale.

And he's standing right there! Buy one from him, then travel to Tel Mora.

You'll need to take silt strider to Vivec, then boat to Sadrith Mora then to

Tel Mora.

In Tel Mora, you'll find that poor Lette has been ostracized. She's standing

alone on the shore, just north of the tower. Speak with her about swamp fever,

and agree to try and heal her. Lucky lucky, you have the right potion, so take

that option. She'll thank you, and your journal will update.

Make the long trek back to Molag Mar, and speak with Tharer. He'll reward you

for curing Lette with a book - 2920, Rain's Hand.

-------------- Temple - Pilgrimage to Mount Kand -----------------------------

Faction Reputation Gain: none (how rude!)

Next is another pilgrimage, this one to Mount Kand. Ask him about the mount,

and he'll tell you that it's north-west of Molag Mar, on the left side of the

trail. Vivec once won a contest of wits with three daedra there, you know.

He'll give you some potions of Night-Eye, as there are apparently no lights in

the cavern. And he recommends that you find a copy of the Yellow Book of

Riddles before you leave. Hmm.

Outside town near the silt strider, follow the path towards Mount Kand (the

signpost does indeed point the way). At the turn-off, head directly north, as

the sign again points. When the path veers up the hill on your left, take it

and follow it around to the west. In the corner of the path, you'll find the

entrance to Mount Kand's Cavern.

Head around the narrow tunnel, which is indeed dark but manageable. At the

first point, you'll find a flame atronach. It's not hostile (yet), however, it

simply has a riddle for you! A metal neither black nor red... rules out ebony

(black), glass (not a metal), daedric (black AND red), and iron (black).... so

the answer must be lead. Answer lead, and the daedra will let you pass.

Keep following the path... next is a frost atronach. We're trading the same

path Vivec once did... and another riddle. Hehe, I like this one. If you lie

to him, he will slay you with his sword. If you tell him the truth, he will

slay you with a spell. What will you do to stay alive?

It's kinda weird, but if you have the Yellow Book, you've got the answer. To

stay alive, you must tell him he will slay you with a sword. Deduction is

this: If he slays you with a spell, you didn't tell him the truth, therefore

he can't slay you with a spell. If he slays you with a sword, you were telling

the truth, not lying, therefore he can't slay you with a sword. Geddit? Answer

and move on.

Just down the hall is a storm atronach. Final riddle. An atronach was slain,

and four possible killers exist - the Altmer, Dunmer, Orc, and Khajiit. From

the clues given, and the fact that only one person is telling the truth, you

must deduct who killed the atronach.

Don't look at the Yellow Book! This one's fun to work out. And I'll

step-by-step it. If the Altmer is telling the truth, the Dunmer did it. And

the Orc is also telling the truth that he didn't do it. Two can't tell the

truth. Altmer must be lying.

If the Dunmer speaks the truth, that the Khajiit did it. Orc is still

truthful. Dunmer must be lying.

If the Orc speaks the truth, he didn't do it. The Dunmer must lie when he said

the Khajiit did it, but the Khajiit is then truthful in calling the Dunmer a

liar. Orc must be lying. And if Orc is lying about not killing the atronach,

then he must've killed him :) Pick Orc. Onward march.

The path is somewhat hidden behind the atronach and to the left. Follow it,

reach the shrine, and examine it to recieve its blessing. Return to Molag Mar,

to report your success. He will be rather happy for you, that you managed to

outwit a bunch of dumb animals :-P

-------------- Temple - Necromancer in Mawia ---------------------------------

Faction Reputation Gain: 5

Another necromancer has been discovered, and must be brought to justice -

Delvam Andarys. He's in Mawia, which is south-east of Molag Mar, but I could

make no heads or tails of his directions. East, to the south, then east? What?

So I'll write my own directions. I win.

Take the path north-east out of Molag Mar, past the silt strider. When the

intersection appears, turn right to head south-east. (Is that the east then

south referred to?) When you reach the rocky path on your right, and the path

turns north-east again, turn right and follow the rocks south. Ignore the

mountains, even though you can actually run over most of them if you run at

the right angle. Around the mountains to the south, you'll see a small Daedric

ruin. Keep heading directly south, past it.

In the distance, you'll see a Velothi tower appear on a small island. Hey, the

island even has a path of rocks leading straight to it! This Velothi tower is,

indeed, Mawia. So cross the rocks, save, and enter.

Inside... yup, the guy's a necro, just check out the skulls. Down the path,

you'll find a few bad guys, I had to kill a skeleton and a bonelord in a

two-on-one fight. (Well, two-on-three, once I was finished summoning.) On the

lower level, you'll find a dead body, loot it if you like. Then battle your

way up the ramp to reach the top level.

At the very top, ascend the stairs to find Delvam Andarys. He'll summon a

greater bonewalker to get you, but we know how to deal with summons by now -

ignore them. Focus on the summoner. Beat the shit outta him, and the summon

will die alongside him. Sweet.

Now to do some looting! Take the Shimsil from Delvam's body, and everything

else from the room. A lot of good books there, plus some nice expensive

ingredients. Lug it all out, back to Molag Mar.

Tharer will be happy, but have no more quests for you while you're under the

rank of Curate, again. He recommends seeing Tuls Valen in Ald'ruhn, or Endryn

Llethan in High Fane. Seeing as we've already done Vivec, time to move on to

Ald'ruhn. Make your way there via silt strider.

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[16.4] Ald'ruhn - Tuls Valen

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In Ald'ruhn, the Temple is on the east side of town, closest to the

Ghostfence. Enter and find Tuls Valen just inside. Speak with him for more

duties.

-------------- Temple - Compassion -------------------------------------------

Faction Reputation Gain: 5 (10 if you return the potion)

Now, to belong to the Temple is to practice compassion. We must show

compassion, by curing Bulfim gra-Shugarz of blight disease. Like Lette, eh.

But this one's a tad tougher.

Bulfim's in Maelkashishi, a Daedric ruin south-east of Ald Velothi. Tuls will

give us a cure potion to give to Bulfim, but seeing as the potion is

expensive, he would prefer if we learnt a spell to do the task and returned

the potion to him. He'll even give us the name of the spell, Rilm's Gift.

Upstairs in the Temple, you'll find Folvys Andor, who can sell you Rilm's Gift

for 263 gold. Take it, and make haste for Ald Velothi. It may be easier to get

there via Gnisis, as it's directly east of Gnisis and there is a foot bridge

crossing the river. On closer inspection, ignore the previous advice and

travel from Ald Velothi ;) Make your way there via either Gnisis or Khuul,

then head east past the Daedric ruins. From the path east, head directly

south-east to find some more Daedric ruins tucked up against the mountains,

directly west and a little north of Maar Gan.

Around the ruins themselves, not all is friendly. I managed to find a scamp, a

clannfear, a flame atronach, and a Dunmer woman who all tried to do me in :(

Pass them to find the large set of stairs and the door to the Shrine.

Just inside, you'll find Bulfim standing in the first room. Ask him about the

disease, then the name of it, Ash-Chancre. You will heal him, using either a

spell or potion, so pick the right one then do it. Cure the Orc, then return

to Ald'ruhn.

Tuls will give the Four Suitors of Benitah as a reward, and more faction

reputation if you return the potion as well. Here's your first chance to

advance to Curate, whoo!

-------------- Temple - False Incarnate --------------------------------------

Faction Reputation Gain: 5

Next, a man in Suran is a false incarnate. Thinks he's the Nerevarine and is

predicting doom for everyone. You must go and convince Elvil Vidron of the

truth, and if all else fails, kill him.

Take the silt strider to Suran. You'll find Elvil, the semi-naked Dunmer,

wandering around town. If you are already the Nerevarine, this is easy, just

click False Incarnate and show him your ring. If not, a bit tougher.

You must make him like you, make him trust you, for you to convince him of the

truth. A disposition of 65 towards you will do it. Ask him about the false

incarnate, and tell him that he is not the one you see in your dreams. He'll

get confused, wondering what the meaning of the dreams is, then...

Return to Ald'ruhn, and if you didn't kill Elvil (and you definitely shouldn't

have), Tuls will give you three Exclusive Restore Health potions.

-------------- Temple - Pilgrimage to Maar Gan -------------------------------

Faction Reputation Gain: 5

Now there's another pilgrimage to be done, to Maar Gan. Can't be as hard as

Sanctus, so all is good. Anyways, we are to go to the shrine there, read the

inscription, and imitate Vivec's actions. If in doubt, ask the priest.

Righty-o!

Head to the silt strider, and take it to Maar Gan. The Temple Shrine is on the

very east side of town, so enter it and examine the magic rock. Here Mehrunes

Dagon held the rock high above the Dunmer, but Vivec taunted Mehrunes into

throwing the rock at him instead, saving the people. So we're taunting. Right.

There's a dremora lookalike nearby, and he'll tell you to read the inscription

on the 'stupid rock'. We did. So taunt the daedra, using the option given. You

know what happens after you taunt, right? You taunt them into combat. So now

you gotta fight the daedra.

Kill it, then examine the rock again to recieve its blessing. When you're

done, return to the Temple in Ald'ruhn. Tuls will reward you with the Death

Blow of Abernanit book.

-------------- Temple - Dark Cult in Hassour ---------------------------------

Faction Reputation Gain: 5

Uh oh, a dark cult is practicing arcane arts in the cavern of Hassour. Must

put a stop to this, pronto! Click Hassour, and you'll get a better description

of your task - dispatching the leader, Dagoth Fovon. However, he's no

pushover, we are told. Yikes.

To get to Hassour, head south-east out of Balmora, towards Moonmoth Legion

Fort. So take the silt strider out there, and follow directions. Take the

turn-off to Pelagiad, and you'll enter the Foyada Mamaea (in the Molag Amur

region). Once in there, turn south following the signposts to Vivec and

Pelagiad, and follow it south-west. Ignore the other signposts, just follow

the foyada to the very end.

The doorway is hidden in the back of a rock, near the end of the foyada. When

you reach the end, turn around and look back, and you'll spot the entrance

just on your left. Save and enter.

This is a Sixth House base (in case the presence of a dagoth wasn't any

indication), so if you're easily killed (low level characters, this means

you), go do some other quests for a while, mmmkay? My uber mage is level 11

and wipes out everything in her path with her spells.

If you have a Night-Eye spell, it may be useful in this place. Very dim. And

lots of bad guys. Also very little loot to be found. Ignore the intersection,

proceed straight through. Before you make the giant drop, make sure you have

some method of getting either up or out again. (Levitation, or perhaps

Intervention or Recall out of Hassour completely.) Make your way around the

boulder, to find the door to the Shrine. Save and cure up completely before

entering.

Inside, the game is ON. You get assaulted by a number of creatures at once - I

counted three dreamers, a bonewalker that sent my Strength down to zero, and

an ash slave. Booya. See what I mean about no low-levelled characters? When

done, head straight through. You'll pass the familiar Sixth House bells, and

in the lava lair, you'll find your main opponent, Dagoth Fovon.

He's a big pushover. Seriously. Sure, my level 11 character has uber spells.

But I decided to just stand there and let him pound me. With my 55 unarmored

skill, and 63 health, each swipe took off one health, and each use of his

Sixth House Amulet took off three. In other words, he wasn't doing much

damage. At all.

Feel free to visit the next room after his death, and loot his chests. The

small locked one in the wagon-thingy will have some nice ingredients in it.

When you're done, leave and return to Ald'ruhn.

Tuls will be rather impressed to hear about your efforts. He'll even give you

two Scrolls of Daerir's Blessing, and two potions of cure blight. Whee!

And that's it for Tul's duties. He recommends seeing either Endryn Llethan in

High Fane, or Uvoo Llaren in Ghostgate. Seeing as we still have quests from

the previous two quest-givers to do (they wanted you to be rank Curate,

remember...) return to them before going to Ghostgate. Back to High Fane.

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[16.5] Vivec - Endryn Llethan

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Yeah, we're back in High Fane again. Each of the primary three quest-givers

(in Vivec, Ald'ruhn, and Molag Mar) have the initial set of quests, then some

extra one for those of rank Curate. Now that you are Curate or above (I'm

currently Disciple), and have already done Tuls' extra quest, you can return

to Vivec and Molag Mar. These final extra quests are the hardest you will have

had so far.

-------------- Temple - Shoes of St. Rilms -----------------------------------

Faction Reputation Gain: 5

A special artifact, the Shoes of St. Rilms, have been lost to the Temple. But

a priest has had a vision of them in the Daedric ruin of Ald Sotha, just

north-east of Vivec.

We are to go to Ald Sotha, and see if we can find them. The priest saw them in

a chest behind a statue of Mehrunes Dagon, so that's where we should look.

Endryn will even give you a few potions for the ride - Potion of Heroism

(eh?), four exclusive restore health, and two quality potions of invisibility.

Suh-weet.

Ald Sotha is easiest reached by taking the Telvanni exit from Vivec, to the

east. Once on the mainland, you'll find the ruins to the north. The entrance

to the Upper Level is on the south side, in a small pool of water.

Inside, head straight through (to avoid some necessary fights) and take the

left branch to find a door to the Lower Level. (Each branch has a door the the

Lower Level, but this way is easier). In the Lower Level, take the right

turnoff to find a door to the Shrine. If you came in through the right door,

turn left instead. This is the easy method through the place.

Inside the Shrine, you'll be thrust into yet another fight. Or three. This

Dunmer mage is a whopping level 25 (outlevelling my mage by 14 levels), and

she's accompanied by a dremora and another levelled creature (I fought a frost

atronach). Yikes. Three on one is NOT FUN I tell you.

But this is the place we wanted to be. Loot Llandrale's body for three

Sanguine rings and a small key. On the altar, you can gawk at the ebony

broadsword, but you'll need to fight a dremora lord to get it. (Pick it up to

see why.)

After the fight, loot the rest of the altar (filled grand soul gem! Ooh!) then

check the back of the altar. Open the locked box with the key from the mage's

body, to grab the gold and the Shoes of St. Rilms. Return to Vivec.

Hand the shoes over to Endryn Llethan, for no reward. Phooey. Just more

quests. (However, you can grab them back if you become Archcanon of the

Temple.)

-------------- Temple - Foul Cult Beneath St. Delyn Canton -------------------

Faction Reputation Gain: 5

Seems like there's a foul cult operating under St. Delyn canton, here in

Vivec. The meeting place is known as Ihinipalit... click link for more info.

Our actual task is to bring justice to the leader of the cult, a thing known

as Bjadmund. All we've got to go on is that the place is somewhere under the

canton. Right. At least you get some scrolls for the journey.

If it's under the canton, a good place to start would be the Underworks. Make

your way there, and look around. Near the west entrance you'll find a man by

the name of Haki, hostile too. Kill him, then see what he was guarding. Hey,

it's Ihinipalit! :D

Save and enter the shrine. There's a warrior on the left side of the room, a

mage on the right. Depending on how much armour/willpower you have, pick the

appropriate person to attack first. Seeing as I'm a mage, and wear no armour,

I'll attack the warrior as I can defend against the mage a lot easier.

After the two-on-one fight, note the identity of the warrior with the axe.

Why, it was Bjadmund! ;) But we're not done here. In the next small room is a

female mage, and if she dies, we can loot the entire place. Luckily she's

hostile - beat her up any way you wish.

Then, loot the place. Leave the gems on the altar unless you like dremora

lords - I don't, particularly. Take the stuff, and report back to Endryn

Llethan. He'll be so happy, he'll give you an Ancestral Wisdom Staff! And

that's it for Endryn's extra duties. He recommends speaking with Tuls Valen

(already done his stuff) or Tharer Rotheloth (still had his extra quests to

do). So head back to Molag Mar.

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[16.6] Molag Mar - Tharer Rotheloth

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Tharer has just one more quest for you. It's a yucky one, too...

-------------- Temple - Slay Raxle Berne -------------------------------------

Faction Reputation Gain: 10

Global Reputation Gain: 1

Another duty of the Temple is to rid Vvardenfell of vampires. They've heard of

a vampire lair called Galom Daeus, and they're sending little miss/mister you

to clear the place out.

The target of the attack is the elder of that tribe, Raxle Berne. Vampy folk

will know this is the headquarters of Clan Berne, the stealth clan, and Raxle

is the leader. Head honcho, if you like. Either way, we're being sent to wipe

him out. Take your preparations - Warden's Ring, Saint's Shield, and Veloth's

Judgement.

There is no nice way to explain how to get to Galom Daeus. The closest

landmark is either Uvirith's Grave or Erabenimsun Camp, but there's no nice

way of getting to either. So you're going to have to hoof/swim it, from

Sadrith Mora or Tel Aruhn.

Tharer will mark Uvirith's Grave on your map, if it wasn't already there.

South-west of Sadrith Mora, on the mainland and deep inside Molag Amur. From

Sadrith Mora, swim or waterwalk directly west to reach the mainland. Then head

south, to get to the Uvirith's Grave site.

From Uvirith's Grave, keep heading south until you find a river of lava.

Follow the river due west. At the end of the river, you'll find another lake

of lava, and past the lake... Galom Daeus.

You'd expect something creepier for a vampire lair, right. Nope, the only

difference is that the vampires have red eyes. If you don't feel like

contracting vampirism today, don't examine ANY of the dead bodies. Just leave

them there, with their equipment.

Inside the ruins, kill Eloe, the first vampy you'll meet, then head around the

lava pool and through. Kill Ildogesto at the bottom of the stairs. Ignore the

cattle.

Take the door on the right past the cattle to get to the observatory. Dispose

of the steam centurion (lots of killing and massacre-ing to be done here!)

then take the path to the right. Killing the two in the side room is not

necessary, but if you do, you can loot the kegs for ingredients like rubies

and raw glass (two that I found).

Kill Clasimo at the top of the stairs, and go through the doors. There you

will find Raxle Berne, leader of the Berne Clan. Now me, I already did this

part before writing this. Any mage building a Telvanni stronghold will have

already been here in this very room, to collect the Dwemer Animunculi from the

table. And I'm telling you now, Raxle Berne is a pushover. I completed my

Telvanni stronghold at level 3, and that same character is now level 11. Wipe

Berne out. If you should contract Polyphiric Hemophilia during the fight like

I did, get it cured quick smart or you'll end up with vampirism.

When Berne is dead, hike back to Molag Mar any way you choose. Tharer will

congratulate you, but have no more duties for you. He recommends either seeing

Tuls Valen in Ald'ruhn, or Uvoo Llaren in Ghostgate. Looks like we're making

the trip to Ghostgate, ahoy. You've been there before, on the Pilgrimage of

the Seven Graces. Return to Ghostgate.

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[16.7] Ghostgate - Uvoo Llaren

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In Ghostgate, Uvoo Llaren can be found in the Temple, at the very top of the

Tower of Dawn. Speak to her to get further duties. Lots of them, too. Yargh!

-------------- Temple - Cure the Outcast Outlander ---------------------------

Faction Reputation Gain: 5

Firstly, the outcast Outlander Assantus Hansar has fallen ill. The Temple

doesn't proselytize, but they do good works - so we're being sent to heal him.

He lives in Ahinanapal, just south of Ghostgate. You'll also need something to

calm him, as Ashlanders are a nasty folk.

Uvoo tells you you'll need a calm spell, but you won't. If you must have one

to make sure, Nilvyn Drothan (just nearby) sells Calming Touch. Once you've

got it, head outside.

You really don't need to go far - you can see the little camp just up on the

hill, south of Ghostgate. A little fire and three Ashlanders standing around.

Speak to Assantus, and he'll tell you he has Droops. Ask him about Droops, and

offer to cure him. You should have the Rilm's Gift spell from an earlier

quest. Cast it on him and you're done.

That was hard. Really. And for that, Uvoo will give you three Cure Common

Disease potions. Wow.

-------------- Temple - Food and Drink for the Hermit ------------------------

Faction Reputation Gain: 5

For your next trick, Uvoo wants you to take food and drink to the hermit

Sendas Sathis. She'll give you four kwama eggs and four bottles of mazte, and

directions to his hut. He lives on Shuran Island, just west of Rotheran.

Head out of Ghostgate, to the nearest town with fast travel (if you can

levitate decently, Ald'ruhn or Caldera, if you can't, Balmora). Make your way

to Dagon Fel, you'll need to catch a boat as well so you may be going via

Khuul or Vivec.

From Dagon Fel, head west out of town and follow all the paths south. When you

reach the turn-off heading east towards Rotheran, however, head south-west to

find the beach. From there, waterwalk directly south to find the island.

Heading up the hill, you'll find a small clearing with Sendas Sathis, a

campfire, and various wildlife. Speak to Sendas about food and drink, and give

them to him. When he's got them, return to Ghostgate, any way you know

how. Uvoo gives you no reward for completing this quest :(

-------------- Temple - Hair Shirt of St. Aralor -----------------------------

Faction Reputation Gain: none (grr)

Global Reputation Gain: 1

Now Uvoo is talking about sacred relics, lost to the Sixth House. She wants

you to look for one, believed to be in Lost Kogoruhn. (If you've done the main

quest, you'll know all about Kogoruhn.) One of their Ordinators went to Lost

Kogoruhn, wearing a Hair Shirt of St. Aralor. If we can find him alive, or

retrieve the shirt, the Temple will be most grateful.

Now, check your paper map if you have no idea where Kogoruhn is. North of Red

Mountain, you'll spot the Dunmer ruins of Falasmaryon. South-east of that,

you'll see an unlabelled Dunmer ruin. That, my friends, is Kogoruhn. And it's

not fun to get to, I assure you. You'll be on foot from either Khuul or Maar

Gan. From Maar Gan, head west out of town, then follow the path north then

east into a foyada. When you reach the long foyada, turn right, then

left. Follow the path straight and you'll eventually come to the ruins.

Now, Kogoruhn is a Sixth House base, so be prepared for Dreamers, Ancestral

Ghosts, the works. If you feel like looting all the rooms, you can (but note

that some of the items you'll find, such as the House Dagoth Cup, you DON'T

want to be misplacing if you intend to do the main quest). However, you don't

have to enter the ruins to find the Ordinator's body. Just to the left of the

doorway to Hall of Phisto, you'll find a path around to a semi-secret area.

And there you'll find a dead Ordinator, complete with full set of Indoril

armour and Hair Shirt of St. Aralor.

Take the Hair Shirt back to Ghostgate, and hand it over to Uvoo. No reward.

Just sadness that Feril Salmyn is dead. Boohoo.

-------------- Temple - Cleaver of St. Felms ---------------------------------

Faction Reputation Gain: 5

Global Reputation Gain: 1

Another sacred relic hunt now. The Cleaver of St. Felms was carried by Mendel

Eves, who died fighting on Red Mountain, in an Ash Vampire lair known as

Tureynulal.

Let me say now - you will need levitation for this one. Either get a spell, or

enchant something with the spell, because you won't get far in Red Mountain

without it. If you think you're ready for the quest (Uvoo told me I wasn't...

must be something to do with my level) head inside Red Mountain.

Follow the path north as high as you can, before the path becomes too steep,

then follow it around to the east, killing everything on your way. When it

turns south, you need to head NORTH over it. So levitate and head over the

hill - you'll find the Dwemer ruins of Odrosal. Not necessary to visit, but a

good landmark (and if doing the main quest, you'll be back here one day).

On the north side of Odrosal, you'll find a rope bridge heading north-east,

which is coincidentally the direction you want to go, so take it and follow

the path. Eventually, you'll find youself running alongside the Ghostfence,

parallel to Tureynulal. So again, we need to levitate over the giant mountain

to our west.

There you'll find a doorway leading to Tureynulal, Kagrenac's Library. (If you

don't know who Kagrenac is, don't fret.)

-------------- coming soon!! -------------------------------------------------

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

[17.0] VAMPIRE CLANS

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

-------------- coming soon!! -------------------------------------------------

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

[18.0] MISCELLANEOUS QUESTS

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

So I've covered all of the quests to do with factions in the game, but what

about non-faction quests that you can just perform in towns, out in the wild,

practically anywhere? They get their say and coverage here. They're grouped by

region of Vvardenfell, then by town (if applicable), then by alphabetical

order.

Note: This section is vewry much under construction, as I'm always

discovering new quests. The Construction Set helps, but I still like

finding them all myself!

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[18.1] Ascadian Isles

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[18.1.1] Ebonheart

------------------------------------------------------------------------------

-------------- Dredil's Delivery ---------------------------------------------

Llaalam Dredil, in Ebonheart's Grand Council Chambers, will ask you to run an

errand for him. He has a letter for J'Zhirr, in the East Empire Company

offices downtown, and if you give it to him, J'Zhirr will give you something

to return to him with.

Take the letter, and make your way down to the docks. J'Zhirr is in the East

Empire Company Hall, so visit him and ask him about a delivery. He'll take the

note, and give you another to return with. The notes make for interesting

reading ;)

Give Llaalam the letter from J'Zhirr, and he will reward you with 75 drakes.

Not bad for five seconds' work.

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[19.1.2] Vivec

------------------------------------------------------------------------------

-------------- A Rash of Insults ---------------------------------------------

In the Office of the Watch, in Temple canton, you'll find two Ordinators.

Tarer Braryn will ask you to deliver some apologies for him, as he

accidentally got rather drunk and called Trebonius Artorius, arch-mage of the

Mages Guild, a Flat-Head. Teehee.

As a result, Trebonius cast a spell on him, a rash that won't go away. And

Tarer is hoping that if he apologizes, the rash will disappear. Agree, and

he'll give you his copy of Aedra and Daedra to take to Trebonius, in the Mages

Guild in the Foreign Quarter.

Make your way there, and speak to Trebonius about apologies. He's touched by

the book, and so gives you a potion to cure Tarer's rash, as well as a

Levitation potion for you. Take the potion of curing back to Tarer, and he

will be so happy, he'll double your reward to 100 drakes. Woot!

-------------- Mysterious Killings in Vivec ----------------------------------

Also in the Office of the Watch, you'll find Elam Andas. If you ask anyone in

Vivec about latest rumours, they'll tell you of all the murders that have been

happening, even Ordinators being killed, and direct you to speak with this man

to find out more.

Ask Elam about work, and he'll tell you more about the seven killings. All had

their throats slit. Most didn't struggle. Five were outlanders, two were

Ordinators. He won't hire you officially to find out the identity of the

killer, but if you find them and execute them, he'll give you a decent reward.

Ask about the seven victims and the witnesses, and you'll gather that you're

looking for a Dunmer woman with a dagger. Which narrows it down to about three

thousand people in Vivec alone.

You can ask people in each canton about a woman with a dagger, and see what

they know. None will reply in the affirmative, until you get to the Foreign

Quarter. Ask there about a woman with a dagger, and they'll tell you that a

Dunmer woman was spotted in the Underworks. Odd because Dunmer are rarely seen

in the Foreign Quarter, and there's nothing in the Underworks but rats and

sewers. Either way, we're going down there. So head down to the canalworks,

then further to the underworks.

Depending on which side you enter from, you'll find a crazy woman running

somewhere around the middle, finding it very hard to get to you. Easiest way

to get to her is to jump into the canal, and she will do so, meaning an

underwater battle. She's actually a Dreamer Prophet, and she carries a Dagoth

Dagger. Either way, kill her, loot her body, and return to the Office of the

Watch.

Talk to Elam, and he'll agree that the woman matched the description given.

And for a reward, he'll offer you an Indoril cuirass and helm or the Belt of

the Armour of God. My personal preference is the Indoril armour, for although

you can't wear it, you can sell it and it's worth more than the belt.

-------------- The Bad Actor -------------------------------------------------

In the Foreign Quarter Lower Waistworks, there's an enchanter by the name of

Miun-Gei, happy to see a customer when you enter. Apparently the annoying fool

outside chases everyone else away, see. He'd like to get rid of the fool,

Marcel Maurard, but the law says he's within his rights. Can we help? Of

course!

Talk to Marcel, who is of course peddling his wares. His line of work is being

an actor, but he sucks at it. But he's just doing this merchant stuff until he

can get a role in a play... so let's try to get him a role in a play.

Crassius Curio, Hlaalu coucillor, is apparently VERY interested in the arts,

so go ask him about a theater troupe. Oh, he'd love to have one, but he can't

get enough actors for it! Return to Marcel, and tell him about Crassius, ie.

talk to him about the theater troupe. He'll love the idea, and while he'll

hang around, he won't do his same old routine anymore. So go back and see

Miun-Gei.

He marvels at your powers of persuasiveness, and gives you an Iron

Shardskewer. If you had've taken the easy method and taunted Marcel into

killing you, Miun-Gei would not have been impressed, but still given you 250

drakes. But the theatre way is the proper way of completing it.

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Miscellaneous

------------------------------------------------------------------------------

-------------- The Beauty And The Bandit -------------------------------------

Northwest of Pelagiad, you'll find a Breton woman named Maurrie Aurmine on the

side of the road. This makes not much sense, but... she met a bandit on the

road, and he stole her jewels, but it seems he also stole her heart. She would

like us to recover her jewels, but give him her glove as a symbol of her

affection. Uh, what?

The bandit's name is Nelos Onmar, and he's supposedly in Pelagiad. So follow

the paths and signs to reach the town. Where do you reckon you could find a

bandit in a small country town? In a pub, of course, so check the Halfway

Tavern. There you'll find Nelos.

Tell him about Maurrie's glove, and he will get a bit wishy washy, saying he

feels remorseful for robbing her, she was beautiful, et cetera, et cetera. He

wants to see her again, so he gives you a note to take back to her.

So head back to the northwest, back to Maurrie. If you check your menu map,

you can see where you've been, so you can track your way back to her. When you

find her, give her the note from Nelos. She's very appreciative, and thinkd

you're a wonderful person, so she suggests visiting her friend Barnand Erelie,

in Tel Branora. Is she matchmaking? I think she is... oh dear...

Make your way to Tel Branora, which might be a fair hike. Barnand can be

located in Sethan's Tradehouse. Ask him about Maurrie Aurmine, and he thanks

you for bringing Maurrie and Nelos together, giving you 3 Exclusive Restore

Health potions. That quest was very... odd.

-------------- The Scholars and the Mating Kagouti ---------------------------

On the road just east of the Fields of Kummu, you'll find Thoronor, looking

rather lost. No actually, it's his friend that's lost. Edras Oril was

travelling with him to Vivec, when he heard an animal noise and went to

investigate. That was hours ago, and now he's heard nothing...

Offer to help, and keep heading east. Just around a few corners, you'll find a

few kagouti, so take them out. Just further along, Edras standing on the left

side of the road, slightly off-path. Talk to him, and he'll be happy to see

you. Ask him about his friend, and he'd like you to accompany him back to his

friend.

Return west to Thoronor, walking slowly and checking to make sure he stays

with you. When the two re-unite, your journal will update. Talk to Thoronor

again, to obtain the Amulet of Slowfalling.

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[18.2] West Gash

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[18.2.1] Gnisis

------------------------------------------------------------------------------

-------------- Hentus Needs Pants --------------------------------------------

If you look in the river just south of the silt strider, you'll see someone

standing in it. Go and talk to them and they'll tell you that Hainab stole

their pants! Hentus Yansurnammu is very mad that Hainab Lasamsi stole his

pants while he was taking a bath. Can we go get them back?

Hainab is wandering around Gnisis. He wanders everywhere, so he might be a bit

tricky to find, but I'll tell you that he's a Dunmer with a blue shirt and

brown pants. If you see him, chase him and talk to him. Ask him about pants,

and initially he won't want to give them to you.

So butter him up, be nice to him, make him like you. Get his disposition above

about 75, and ask him about pants again. Oh, all right, he'll give them to

you, it was a stupid joke anyways. (Agreed.)

Take the pants to Hentus, and he'll reward you with three Hackle-Lo Leaves.

------------------------------------------------------------------------------

Miscellaneous

------------------------------------------------------------------------------

-------------- Pemenie and the Boots of Blinding Speed -----------------------

This one is a must-complete quest. Not as in, must complete to beat the game,

but must complete for the item you get from it.

On the road north-west of Caldera (the one running outside the hill range, if

you check your paper map) you'll spot a woman named Pemenie, with kinda

groovy-looking enchanted shoes. She'll ask you for assistance, in accompanying

her to Gnaar Mok. She had an escort, but they abandoned her. If you assist

her, she'll give you her shoes - the Boots of Blinding Speed.

You can simply kill her if you desire, because she is an outlaw and it is not

a crime to do her in. You'll even still get the boots if you do this. But, for

the sake of quest completeness... make your way around the mountains and

towards Gnaar Mok, walking slowly to make sure you don't lose Pemenie. When

you get to the bridge outside the town, Pemenie will thank you for your help,

and give you the boots.

These boots are something else. They'll fortify your speed by 200 points,

meaning the concept of a leisurely stroll goes right out the window. But,

being the boots of 'blinding' speed, they'll also blind you 100%. The blind

effect only occurs when you put them on, so if you can resist magic

temporarily, then put them on, the resist can wear off and the blind will be

gone for good.... that's enough hints now...

-------------- Recovering Cloudcleaver ---------------------------------------

Just north-west of Caldera, you'll find yet another naked man standing on the

side of the road. (Dude. Nice eye candy, but geez.) This is Hlormar Wine-Sot,

and he'll tell you a story about how he was travelling with a witch when she

cast a spell on him while he slept, paralyzing him and stealing his beloved

axe, Cloudcleaver. He'll ask for your assistance in getting it back, so agree

to it. The witch should still be at their camp, north-west of there, so follow

the paths north-west slowly, you can't exactly get lost.

Soon you'll meet up with the 'witch', Sosia Caristiana. She tells a different

story, saying Hlormar got too friendly so she decided to teach him a lesson.

She'll give back his stolen stuff, in three days at the Caldera Mage's Guild.

Sound fair? No, not really, so talk to Hlormar about Sosia's offer and side

with him on the issue. This will draw you into a fight, you and Hlormar vs.

Sosia.

Kill her quickly, ignoring the fact that a naked Nord fighting with his fists

looks hella funny. Loot her corpse, and you'll find the prized Cloudcleaver.

Hlormar will ask for it back, so be nice and hand it over - as a reward, he'll

teach you some unknown stuff that boosts your Strength by two points.

-------------- The Lady's Ring -----------------------------------------------

On the path between Gnisis and Ald Velothi, you'll find a woman and a

nearly-invisible man standing in front of a pond. The woman, Synette Jeline,

is in distress, she's lost her ring in the pond.

You can go into the pond to find it, however, as soon as you do find it, the

two will attack you, they're outlaws. So simply attack them. If you agreed to

look for her ring, neither of them will attack you unless you attack first.

Synette is a pushover, while her accomplice may be a bit harder.

Once they're dead, then you can go to look for their ring. It's just a normal

Expensive Ring, nothing spectacular. What is good about the mission, however,

is the Amulet of Shadows that the invisible man was wearing. 80% chameleon for

60 seconds, on use. Brilliant.

-------------- The Paralyzed Barbarian ---------------------------------------

On the road in between Ald'ruhn and Caldera, between the hills, you might come

across a strange naked man, standing very still in the middle of the road. His

name is Hisin Deep-Raed, and he was accompanying a Nord along the road when

she turned a paralyze spell on him, rooting him to the spot.

He'll ask you for help - either in the way of a Cure Common Disease spell or

potion. If you have such a spell or potion, give it to him to cure his

paralyzation, and he'll reward you with the Icecap helmet. It's a light armour

headwear that resists frost, 30% on self.... pretty useless if you're a Nord

like I am, aye.... but good if you're not :)

And if you don't have the right spell/potion for him, leave and come back

later... not like he's going anywhere ;)

-------------- The Shirt of His Back -----------------------------------------

On the road in between Ald'ruhn and Caldera, outside the hills, you might come

across an Argonian standing on the road, by the name of Rasha. Rasha has a

delivery for Bivale Teneran, a clothier in Ald'ruhn, but has pressing business

elsewhere. He'll make you swear an oath to Zenithar to deliver the shirts,

should you accept, so take the five Exquisite shirts.

Of note is that no Dunmer will do business with you until you've completed

this task, due to you swearing the oath. This includes silt strider owners,

merchants, everyone. So you can't just nick off with the shirts, go and

deliver them to Bivale Teneran. She'll reward you with the Belt of Iron Will

for your favour.

-------------- To The Fields Of Kummu ----------------------------------------

On the road between Pelagiad and Balmora, just south of the Shardan-Raplay Egg

Mine, you'll see a lost Dunmer standing on the road. Nevrasa Dralor is

searching for a holy place, the Fields of Kummu, and she's gotten rather lost.

Can you help her?

Agree to take her, and you're already on the way there if you're heading

towards Pelagiad. Follow the path south slowly, keeping her with you, then

turn left at the intersection. At the next crossroads, a four way one, follow

the path to Suran, turning right. Eventually you'll see the Fields of Kummu, a

small shrine to Vivec. When you examine it, the woman will thank you for

directing you, and give you 150 septims.

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[18.3] Bitter Coast

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[18.3.1] Seyda Neen

------------------------------------------------------------------------------

-------------- Death of a Taxman ---------------------------------------------

If you ask anyone in Seyda Neen about the latest rumours, they'll tell you

that the local tax collector, Processus Vitellius, has gone missing. No-one is

surprised, really. And while it may not be a quest on our books yet, it soon

will be. Cuz we're gonna go out and find him. Or what's left of him.

Head north all the way out of town, and at the signposts, turn left and follow

the path towards Balmora. (We ain't going all the way to Balmora by foot

though.) Just past the small bridge, the road turns left, so follow it then

keep going straight out west. When you pass the swamp on your left, turn left,

heading directly south. You'll probably meet a mudcrab and a scrib on the way.

Along the pseudo-path, you'll come across a dead body - that of the tax

collector. Examine his corpse, and your journal will update. Take his outfit,

the tax record, and the 200 gold (you can't dispose of the corpse.) Return to

Seyda Neen, and report your find to Socucius Ergalla, the man who created your

character.

Tell the truth about finding 200 septims on the body, and Socucius will take

them from you. And he would like to see the killer punished. If you can find

the killer and bring them to justice, you'll get 500 septims.

If you ask about town, about the murder, the first clue will lead you to

Thavere Vedrano, in the lighthouse. Apparently the two spent some time

together. Ask her about the murder, and she'll be shocked to hear it... but

she did see him argue with Foryn Gilnith about his taxes. And if you find the

tax collector's ring, could you please return it to her?

Foryn Gilnith owns a shack near Fargoth's swamp, so you can visit him to

question him. He'll freely admit to the murder, and you have two options -

agree to keep it a secret, or punish him for the crime. Remember what Socucius

said about bringing the criminal to justice? Do it. And you'll have to fight.

This may just be your first real battle of the game (mudcrabs excluded). It's

not that tough, if you have a full fatigue bar, just click like crazy, and

switch to the ring of healing if you need it. When Foryn is dead, loot his

corpse - another common outfit, 5 gold, and Processus Vitallus' ring.

- Note: If you're a mage character, this battle will be hard. If you have

Summon Bound Dagger, use it before you initiate the battle, then fight as

normal.

You can now loot the shack for everything it's worth - not much, but you can

always sell it to Arrille and make a few gold. Return to Socucius and tell the

story, to collect your 500 gold.

You can also choose to return the ring to Thavere, if you wish. She will

reward you with two Standard Restore Health potions, but you might like to

keep the ring, as its value is 240 gold. Your call.

-------------- Fargoth's Hiding Place ----------------------------------------

Upstairs in Arrille's Tradehouse, you'll meet Hrisskar Flat-Foot. He asks you

if you'd like to recover some gold, and cuz we're money-hungry, we'll click

the link. Fargoth owes Hrisskar some money, and he's stashed it in a hiding

place somewhere. Click hiding place, and agree to find the place and recover

the gold.

You're told you can get a good vantage point over Seyda Neen from the top of

the lighthouse, so go there. Look out over the swamplands near the back of

Arrille's tradehouse, and wait until nightfall. (Hint - press T and wait until

8 or 9pm.) Now watch, and wait. Eventually Fargoth will appear, carrying a

little torch, and wade out into the swamp. Once he's gone, you can climb down

and examine the tree stump he looked into.

Inside the stump, you'll find the Engraved Ring of Healing, another

Journeyman's Lockpick, and 300 gold. Take them all, and return to Hrisskar.

Tell him you found the hiding place, and he'll take the 300 gold, giving you

100 in return (so a net loss of 200 gold, overall). But you can keep anything

else you found. The ring is ours again.

-------------- Fargoth's Ring ------------------------------------------------

As soon as you leave the Census and Excise House in Seyda Neen, you'll meet a

man named Fargoth. Talk to him, and he'll talk about his missing ring - the

one you found in the barrel. He'll ask you if you've seen it, so tell the

truth and give it back to him. As a result, Arrille, owner of the tradehouse,

will be very happy to see you. Not much reward for the loss of the ring, but

we'll get it back.

-------------- Vodunius Nuccius ----------------------------------------------

Wandering around the main street of town, you'll find a man named Vodunius

Nuccius. Ask him for a little advice, and he'll tell you about the silt

strider going from Seyda Neen to Vivec or Balmora. You can go see Darvame

Hleran at the strider port, and tell her that he sent you. So do so.

The strider port is out of town, follow the path north then turn right at the

signs. The strider is the big giant tick. Talk to Darvame, and ask her about

Vodunius Nuccius. She'll tell you that he's not happy here in Morrowind. Then

return to him, and strangely enough, ask him about himself. Indeed, he's not

happy here, and he'd love to be on the next boat to Narsis if he had 100

drakes. But all he's got is this cursed ring... do you want it? To complete

the quest properly, buy the ring from him. He's happy now, and he'll leave

first thing, wishing you good luck on the way.

------------------------------------------------------------------------------

Miscellaneous

------------------------------------------------------------------------------

-------------- Fjol the Outlaw -----------------------------------------------

On the road just north of Hla Oad, you'll spot a man on the side of the road

named Fjol. He's happy to talk about nurderous outlaws on the road, and he's

one of them. If you pay him 100 septims, he'll leave you alone, but if you

refuse, you'll get into a fight.

His axe is big, and this proves quite a challenge for my level 11 Nord. Keep a

few Restore Health potions on standby, and hack away at him until he dies, and

then loot his corpse ;) Note that unless you pay him the 100 septims, this

mission will actually not close.

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[18.4] The Ashlands

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[18.4.1] Ald'ruhn

------------------------------------------------------------------------------

-------------- Bevene Releth and Ienas Sarandus ------------------------------

If you visit Bevene Releth, the clothier in town, she will ask you about work.

It appears that Ienas Sarandus, a local, bought a firejade amulet from her and

promised to pay later - but never did. She would like us to talk to him and

either retrieve the 50 drake payment or the clothes instead, and if we can,

she'll give us 25 drakes.

Ienas Sarandus lives just outside Manor District, in the first house on the

right at the bottom of the stairs. Enter his house and talk to him, and he

knows you're there about the overdue payments. He can't pay the debts right

now, and asks for a little leeway and time. Haha, no go mate. If he has good

disposition towards you, you will have the option of offering a sympathetic

ear and advice. If you don't have the option, butter him up until you do.

He'll give you back the items - not just a firejade amulet for Bevene Releth,

but a racer suede belt for Tiras Sadus, an ebony ring and glass ring for

Daynes Redothril, designer shoes for Llether Vari, and a brocade shirt and

silk pants for Bivale Teneran.

Return the amulet to Bevene, and she will reward you with 25 drakes.

-------------- Bivale Teneran and Ienas Sarandus -----------------------------

If you visit Bivale Teneran, the clothier in the Manor District, she will ask

you about work. It appears that Ienas Sarandus, a local, bought some clothes

from her and promised to pay later - but never did. She would like us to talk

to him and either retrieve the 360 drake payment or the clothes instead, and

if we can, she'll give us 50 drakes.

Ienas Sarandus lives just outside Manor District, in the first house on the

right at the bottom of the stairs. Enter his house and talk to him, and he

knows you're there about the overdue payments. He can't pay the debts right

now, and asks for a little leeway and time. Haha, no go mate. If he has good

disposition towards you, you will have the option of offering a sympathetic

ear and advice. If you don't have the option, butter him up until you do.

He'll give you back the items - not just a brocade shirt and silk pants for

Bivale Teneran, but a racer suede belt for Tiras Sadus, an ebony ring and

glass ring for Daynes Redothril, designer shoes for Llether Vari, and a

firejade amulet for Bevene Releth.

Return the shirt and pants to Bivale, and she will reward you with 50 drakes.

-------------- Daynes Redothril and Ienas Sarandus ---------------------------

If you visit Daynes Redothril, the pawnbroker, he will ask you about work. It

appears that Ienas Sarandus, a local, bought a pair of rings from him and

promised to pay later - but never did. He would like us to talk to him and

either retrieve the 150 drake payment or the clothes instead, and if we can,

he'll give us 50 drakes.

Ienas Sarandus lives just outside Manor District, in the first house on the

right at the bottom of the stairs. Enter his house and talk to him, and he

knows you're there about the overdue payments. He can't pay the debts right

now, and asks for a little leeway and time. Haha, no go mate. If he has good

disposition towards you, you will have the option of offering a sympathetic

ear and advice. If you don't have the option, butter him up until you do.

He'll give you back the items - not just an ebony ring and glass ring for

Daynes Redothril, but a racer suede belt for Tiras Sadus, designer shoes for

Llether Vari, a brocade shirt and silk pants for Bivale Teneran, and a

firejade amulet for Bevene Releth.

Return the rings to Daynes, and he will reward you with 50 drakes.

-------------- Llether Vari and Ienas Sarandus -------------------------------

If you visit Llether Vari, the enchanter in Manor District, he will ask you

about work. It appears that Ienas Sarandus, a local, bought a pair of designer

shoes from him and promised to pay later - but never did. He would like us to

talk to him and either retrieve the 120 drake payment or the clothes instead,

and if we can, he'll give us 50 drakes.

Ienas Sarandus lives just outside Manor District, in the first house on the

right at the bottom of the stairs. Enter his house and talk to him, and he

knows you're there about the overdue payments. He can't pay the debts right

now, and asks for a little leeway and time. Haha, no go mate. If he has good

disposition towards you, you will have the option of offering a sympathetic

ear and advice. If you don't have the option, butter him up until you do.

He'll give you back the items - not just designer shoes for Llether Vari, but

a racer suede belt for Tiras Sadus, an ebony ring and glass ring for Daynes

Redothril, a brocade shirt and silk pants for Bivale Teneran, and a firejade

amulet for Bevene Releth.

Return the shoes to Llether, and he will reward you with 50 drakes.

-------------- Tiras Sadus and Ienas Sarandus --------------------------------

If you visit Tiras Sadus, the general merchandise merchant, he will ask you

about work. It appears that Ienas Sarandus, a local, bought an Ashlander

hand-crafted racer suede belt from him and promised to pay later - but never

did. He would like us to talk to him and either retrieve the 50 drake payment

or the clothes instead, and if we can, he'll give us 25 drakes.

Ienas Sarandus lives just outside Manor District, in the first house on the

right at the bottom of the stairs. Enter his house and talk to him, and he

knows you're there about the overdue payments. He can't pay the debts right

now, and asks for a little leeway and time. Haha, no go mate. If he has good

disposition towards you, you will have the option of offering a sympathetic

ear and advice. If you don't have the option, butter him up until you do.

He'll give you back the items - not just a racer suede belt for Tiras Sadus,

but designer shoes for Llether Vari, an ebony ring and glass ring for Daynes

Redothril, a brocade shirt and silk pants for Bivale Teneran, and a firejade

amulet for Bevene Releth.

Return the belt to Llether, and he will reward you with 25 drakes.

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[18.6] Grazelands

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[18.6.1] Tel Vos

------------------------------------------------------------------------------

-------------- Trade Mission to the Zainab -----------------------------------

In Aryon's Chambers, a man named Turedus Talanian will ask you if you're

interested in doing a little bit of work for him. Aryon wants to establish

trade links with the Ashlander camp of Zainab, so would like you to visit

Zainab to see what sort of goods they would be interested in trading.

Make your way to Zainab, which is directly south, across the Grazelands. The

Ashlanders there are not eager to talk to you, and they'll tell you that they

wish to trade nothing because they need nothing. But talk to the wise woman in

her yurt, and she'll tell you a different story, once she trusts you. Barter

things back and forth to raise her disposition up, slowly.

Master Aryon is trying to bind the Ashlanders to Telvanni ways by getting them

to depend on Telvanni things. What they do need, however, is cure common

disease and cure blight disease potions. The roof-loving people are better at

bottling magic than they do, and the men of the camp could use portable

disease cures.

Return to Turedus and tell him this. He'll be pleased with the way you handled

the situation, giving you 100 drakes and an Amulet of Levitating (sweet).

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[18.7] Azura's Coast

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[18.7.1] Sadrith Mora

------------------------------------------------------------------------------

-------------- Gateway Ghost -------------------------------------------------

Ask anyone in Sadrith Mora about latest rumours, and they'll direct you to

hear about the Gateway hauntings. Seems a ghost is haunting the South Turret

bed chamber, and when it gets driven out, it comes right back. It's ruining

business at the Inn, and Angaredhel is NOT happy.

So visit the Inn, and speak with Angaredhel. He'll offer you work - stopping

the hauntings. If we can end them permanently, we'll get our choice of groovy

enchantments. He'll give you directions to the room with the ghost, but is

isn't necessary to visit it. See, he tells you that Mage-Mistress Arara Uvalas

inspected the room herself, and found nothing that caused it, and we're

welcome to talk to her ourselves - she's in the Telvanni council house, on the

north side of town.

Speak with her, in the ring of Mouths, and ask her about the Gateway haunting.

The ghost is trivial, she tells you, but the reappearances and how to stop

them trouble her. She suspects that a Conjuration expert is involved, someone

skilled at summoning ghosts. However, she doesn't know of any.

Outside the Mouth's room, ask around about Conjuration experts. Dalyne Arvel

will be the first to tell you, there's only one person in Sadrith Mora that

specializes and teaches Conjuration - Uleni Heleran, in the Mages Guild in

Wolverine Hall.

So pay a visit to Uleni. Wolverine Hall is directly south of Sadrith Mora, so

head there - it can be confusing to navigate through, so follow the path up

the stairs, through the Imperial Shrine and out to the left, up one more

flight, and there's the Guild. Speak with Uleni about the Gateway hauntings,

and she won't know anything about it - if her disposition is low. So get it up

by persuasion - it only needs to get to 50 before she'll fess up to playing

practical jokes on Angaredhel. She'll even give you 'Ghost-Free Papers' to

give to him, as a sign that she'll end the hauntings. Read them, they're a

hoot.

Take them back to Angaredhel, and hand them over. He's pissed about it, but

true to his word, offers you a reward. Pick based on what class you are;

fighter mage or thief. Your reward isn't exactly worth much, so don't worry.

------------------------------------------------------------------------------

[18.7.2] Tel Branora

------------------------------------------------------------------------------

-------------- A Bounty For Trerayna Dalen -----------------------------------

If you enter Tel Branora and and encounter Mollimo of Cloudrest, he'll ask you

for a favour about Trerayna Dalen, standing on the shore. If you can kill her,

he'll give you a thousand gold.

Killing her is not hard. You can taunt her into attacking first, only problem

is, every one of her cronies will attack you as well, and killing all of them

at once IS hard. Possible, though. If you can manage it, Mollimo will surely

reward you with 1000 drakes.

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[18.8] Molag Amur

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Miscellaneous

------------------------------------------------------------------------------

-------------- Marsus Tuillius' Missing Hides --------------------------------

Just north of the Uvirith's Grave area, you'll spot young Marsus Tullius

wandering around. Seems a bunch of rogue Ashlanders have stolen his latest

guar hide shipment, bound for Tel Aruhn. If you can recover them, his father

in Tel Aruhn will be most grateful.

The rogue Ashlanders he speaks of are from Erabenimsun Camp, to the south.

They are not particularly friendly, but only two will attack you - Tinti and

Hairan, the two that stole the guar hides, should you ask them about them.

When they attack, kill them.

-------------- rest coming soon!! --------------------------------------------

-------------- The Runaway Slave ---------------------------------------------

West of Erabenimsun Camp, you'll find a lone Argonian, standing by a lava pit.

Reeh-Ja is an escaped slave from the market at Tel Aruhn, and is hoping to be

escorted to the Argonian Mission in Ebonheart. You may as well take him with

you, he'll simply follow you around and help you in battles until you take him

to Ebonheart.

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[19.10] Mournhold

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-------------- The Summoner --------------------------------------------------

This happened to me while walking through the Great Bazaar, in Mournhold. A

summoner by the name of Ovis Velas appeared in front of me, and for some

reason decided to attack me. Of course, when people attack, I defend. Orvis

died pretty fast. But why did he appear? Hmmm...

Speak to anyone around, and they'll tell you that there's a Velas Manor in

Godsreach, any correlation? We'll check it out.

-------------- rest coming soon!! --------------------------------------------

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

[19.0] CLOSING

=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-

I never understood why a lot of people write up huge 'closing' sections in

their guide. People read for the game-related info, right? Why include a

'closing' section? I've fallen victim to the 'closing' curse before, and I vow

NOT TO DO IT AGAIN! .... oh wait....

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