Morrowind:Generic Dialogue T

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T[edit]

Talen Vandas
Gavas Drin, Tienius Delitian, Plitinius Mero, Barenziah, King Hlaalu Helseth, and Fedris Hler have unique dialogue on the subject.
Guards at Mournhold's Temple will say:
"He was popular among the people. Spent time at the Temple as well. We investigated his death, but were unable to find anything conclusive. It was suspicious, though."
Royal Guards will say:
"I've heard of him. Heard he was dead, too. Shame to lose a good soldier, but he should have been more careful."
Mournhold's female citizens will say the following if your disposition with them is 50 or above:
"He was a very popular figure here in Mournhold, with most people at least. King Llethan thought of the boy as a son, and was grooming him for the throne. Unfortunately, he met with an "accident" soon after Helseth arrived in Mournhold. Really a shame."
Female citizens whose disposition is below 50:
"Such a handsome young man, and well loved. We were all very sorry to hear of his death."
Mournhold's male citizens will say the following if your disposition with them is 50 or above:
"Now that was a man who would have been a leader to our people! King Llethan knew what he was doing when he began grooming that boy for the throne. Of course, that all changed when Helseth arrived. Poor Vandas was found dead soon after."
Male citizens whose disposition is below 50:
"He was a good man. Anyone who ever met him can tell you that. Would have made a fine king, too. Shame what happened."
Talk
"I have no words for you, killer. My weapons will speak for me. Do you wish to challenge me?"
"Clanfriend. Welcome. If you have come to speak with Nibani Maesa, you will find her in her yurt."
"So. You have talked with Sul-Matuul, and now you are a friend of our clan. Will wonders never cease."
"We have heard that Zabamund has sent you to Sul-Matuul to speak of the Nerevarine prophecies. Very strange, outlander."
"You are an outlander. And you wish to talk of the Nerevarine prophecies? You are polite and well-mannered, for an outlander, and I do not think you mean to give offense. But why should you care about the Nerevarine prophecies?"
"There is nothing in your words for me. Talk with someone else."
Talos
"Tiber Septim was born on the continent of Atmora with the name 'Talos'. When he became Emperor of Tamriel, he took a Cyrodilic name -- Tiber Septim, the Dragon of the North."
Talos Cult
"Ok, ok. Look, I'm not into it, but I know someone who is, Oritius Maro. That's all I'm saying."
"Don't know much about them, actually. I know they revere Tiber Septim, but there's nothing wrong with that. Not really of too much interest to me, though. They have many followers in the Legions."
"They have some fringe members in the Legion. Talk to the troopers here in town. They're not telling everything they know."
"We are those who worship the true following of the Legions. Protecting the Glory of Tiber Septim, Talos, the Dragonborn."
tanto
"The tanto is a stylish dagger variant of Akaviri design. For obscure reasons, the Telvanni prefer them to standard daggers as a matrix for their enchantments, and Telvanni mercenaries are often equipped with enchanted tantos by their mage-lord patrons."
Tashpi Ashibael
"Tashpi is our healer, not some necromancer. Everyone here in Maar Gan knows her and all the good she's done here."
"How dare you talk about that after what you did?"
"She lives in the last house on the right before the shrine."
"Tashpi? A necromancer? I don't believe that. Talk to her yourself."
teeth of the wind
"You bear Malipu-Ataman's Belt. I will share what I know. Hmm. I know no place of that name. But there is a place called 'Airan's Teeth' in the Valley of the Wind. These two rocks spires mark the entrance to the Valley of the Wind, and they bear the name of the seer, Airan, one blessed by Azura."
"Hmm. I know no place of that name. But there is a place called 'Airan's Teeth' in the Valley of the Wind. These two rocks spires mark the entrance to the Valley of the Wind, and they bear the name of the seer, Airan, one blessed by Azura."
Tel Aruhn
"Tel Aruhn is the Telvanni tower of Archmagister Gothren, Telvanni Sorcerer-Lord and head of the Telvanni Council. The associated settlement is a sizable village, and the site of the Festival Slave Market, the largest slave market on Vvardenfell."
Tel Branora
"The tower of Tel Branora and its tiny village are located on a rocky promontory at the southeasternmost tip of Azura's Coast."
"Tel Branora is the tower and seat of the eccentric Telvanni wizard named Mistress Therana"
Tel Fyr
"No easy way to get there. Not a popular place. You'll have to swim, fly, or water-walk. Most direct route, straight southwest from Sadrith Mora, is over open water all the way. Keep an eye out for a Telvanni tower on an island. If you miss it, and hit land, go back and forth along the coast looking back across the bay for a tower on a small island. And buy flying potions or scrolls from the Mages Guild when you visit wizard towers. No stairs inside."
"Tel Fyr is the Telvanni tower of Sorcerer-Lord Divayth Fyr. Beneath the tower is the Corprusarium, a refuge-prison where the deranged, distorted victims of the deadly corprus disease are housed and tended. Here. Let me mark it on your map."
Tel Mora
"Tel Mora is the wizard's tower of Mistress Dratha, a Telvanni mage-lord and councilor. The first thing you'll notice is that there are no men here. Mistress Dratha doesn't like men. Other than that, and the fact that she is getting old and... well... a little crazy, she is a very good patron, and Tel Mora is a prosperous tower settlement, with a tradehouse, craftsmen and traders."
"Tel Mora is a wizard tower and settlement on an island north along the coast from Sadrith Mora. You can water-walk, but it's a long way. Or you can travel by ship very cheaply from the docks here."
"Tel Mora is the Telvanni tower of Mistress Dratha, an ancient wizard of the Telvanni Council. The small settlement includes a few craftsfolk and a tradehouse."
Tel Vos
"Tel Vos is the tower of Telvanni wizard and council member Master Aryon. Tel Vos is a peculiar blend of Telvanni and Western architectural styles, and is close to Vos village."
Telvanni bug musk
"Telvanni bug musk is an expensive perfume made from the scent glands of Grazelands beetles. The substance is sold in sealed flasks, and appears as a dark red-brown paste. The subtle but compelling fragrance is attractive to all mortal races and all sexes. Even a barbarian can be persuasive wearing this perfume."
Telvanni Compound
"Telvanni Compound is the eastmost canton. The mage-lord Mavon Drenim is the ranking Telvanni noble. The Telvanni rent the compound from the Temple, and have to make do with a Velothi tower instead of their preferred mushroom towers. The administrative center includes a treasury and a hall of records. Slaves are housed in the lowest tiers. There are many tradesmen, craftsmen, and trainers, and the Lizard's Head cornerclub provides lodgings for Telvanni kin and mercenaries."
Telvanni councilors
"You should consult the recent edition of the Brown Book of Great House Telvanni. It lists the current Telvanni councilors and their residences. Let me mark the locations of the councilor's towers on your map -- Tel Aruhn, Tel Vos, Tel Mora, Tel Branora. And Tel Naga is right in the center of Sadrith Mora."
"Here's a recent edition of the Brown Book of Great House Telvanni. It lists the current Telvanni councilors and their residences. Let me mark the locations of the councilor's towers on your map -- Tel Aruhn, Tel Vos, Tel Mora, Tel Branora. And Tel Naga is right in the center of Sadrith Mora."
Telvanni Mouths
"The Telvanni mage-lords are far too busy and important to attend council meetings. So they have representatives called 'Mouths' who attend to council business for them. Mouths are proteges of their wizards, and expected to step into their shoes when their masters die. Mouths have complete authority to speak for their lords, but they often defer the tough decisions to their masters."
Telvanni spy
"I don't know of any spies in the Mages Guild."
"The Mages Guild is very strict with its admissions rules. We would never accept a Telvanni spy."
"How would I know who the Telvanni spy is? What are you suggesting?"
"Ranis is right about this one. Telvanni spies are everywhere."
"Talk to Trebonius."
Telvanni tower
"In Telvanni villages, the settlement is dominated by the wizard's residence called a 'Telvanni tower', a fantastic organic form grown and sculpted from stems, caps, and root-like holdfasts of the giant native mushrooms. The tower is often surrounded by a village of smaller mushroom pods hollowed out for craftsmen and commoners."
Telvanni tower urban style
"In Telvanni villages, the settlement is dominated by the wizards tower, a fantastic organic form grown and sculpted from stems, caps, and root-like holdfasts of the giant native mushrooms. The village itself is comprised of smaller mushroom pods hollowed out for craftsmen and commoners. Open-air markets often include the giant cages displaying the wares of the slavemasters."
Temple
"The Tribunal Temple is the native religion of civilized Morrowind. They worship three God-Kings, Almalexia, Sotha Sil, and Vivec, who are known together as the Tribunal. We usually just call it 'The Temple.'"
"The Tribunal Temple is the native religion of civilized Morrowind. They worship three God-Kings, Almalexia, Sotha Sil, and Vivec, who are known together as the Tribunal. Followers usually just call it 'The Temple.'"
Temple Compound
"The Temple Compound includes the High Fane, the largest Tribunal temple on Vvardenfell, and The Ministry of Truth, a moon suspended by Vivec's power above the Temple Compound, where the Temple Ordinators are quartered. The Hall of Wisdom and Hall of Justice house the executive, administrative, judicial, and martial operations of the Tribunal Temple. The Palace of Vivec is the abode of the god-hero Lord Vivec. Beneath the Palace of Vivec is the Puzzle Canal, a place of testing for questing heroes."
the Blight
"The Blight is a sickness you get from being outside during ash storms. The sickness comes from Red Mountain; it makes normal creatures into terrible monsters."
"The Blight is a weather phenomenon associated with Vvardenfell's colossal volcano, Red Mountain. Persistent within the Ghostfence -- that is, within the crater and on the volcano's slopes -- and intermittent near the volcano, the Blight is a health-threatening, ash-heavy volcanic cloud. Plants and creatures exposed to the Blight may contract a variety of blight diseases."
"Since you slew Dagoth Ur on Red Mountain, the Blight is gone. But many creatures affected by the Blight have survived, and are still a problem. And it may be that creatures can get Blight from contact with the ash that has accumulated for centuries in the wastelands. So it may be a long time before we are completely free of the effects of the Blight."
the Dark Elven Curse
"In Imperial stories, the dark skin and red eyes of the Dunmer derives from 'the Dark Elven Curse,' which was caused by a moral taint, a sorcerous curse, and the pernicious environment of the northeastern wastelands, according to various legends and fables. These stories may be plausibly ascribed to western Imperial racial prejudice and fear of the Dark Elves; such legends play no part in the Dunmer's own accounts of their past."
the Empire
"The Empire of Tamriel includes the nine Imperial provinces: Skyrim, High Rock, Hammerfell, Summerset Isle, Valenwood, Elsweyr, Black Marsh, Morrowind, and Cyrodiil. The current emperor is Uriel Septim, 24th of the Septim line."
"The Empire of Tamriel encompasses the nine Imperial provinces: Skyrim, High Rock, Hammerfell, Summerset Isle, Valenwood, Elsweyr, Black Marsh, Morrowind, and the ancient Imperial province itself, Cyrodiil. Dating from the First Era Cyrodilic Empire, the Empire is almost 4000 years ago. But more properly, the current Empire dates from the beginning of the Third Era and the crowning of Tiber Septim as Emperor of Morrowind over 400 years ago. The current emperor is Uriel Septim, 24th of the Septim line."
the rules
"Rule Number One: The boss says you do business with him, or you don't do business. You don't know who the boss is? Then you don't do business. Simple. Rule Number Two: You do business, but it is not with the boss, because you have broken Rule Number One. So Rule Number Two is that now I visit you, and after this visit, you never do anything ever again. Except feed the worms. And Rule Number Three is don't push your luck with me. Or I kill you. Nothing personal. Just part of my job."
theater troupe
"Crassius Curio is quite a patron of the arts. He commissioned some artists to do a mural for him, and I heard that he has written a new play, and would like to have it performed. He'll probably be putting together a group soon. Oh...help us all."
Therana
"You'll find her in Therana's Chamber in the Upper Tower. Easiest way is to enter through north-facing entrance to the Upper Tower. You'll have to fly, either way you go, and the Lower Level is confusing, so you might as well start through the entrance to the Upper Tower. When you're inside, walk downstairs, take the first left, take the passage up to a room with two doors to Therana's Chamber. Take either door, fly up the shaft. Therana's chamber is in the center."
"You're in the Lower Tower. Take the west shaft up to the door to the Upper Tower. The west shaft is off the second level of the main chamber. In the Upper Tower, take the passage on the right -- DON'T go up the stairs. Take the passage up to a room with two doors to Therana's Chamber. Take either door, fly up the shaft. Therana's chamber is in the center."
"You're in the Upper Tower. You need to go up to Therana's Chamber. The stairs lead to the outside. Don't go that way. The upper room has two doors to Therana's Chamber. Take either door, and you'll find yourself in a shaft. Fly up the shaft. Look for Therana in her chamber in the center of the tower."
"Therana's Chamber is in the center, off the central passage."
Thieves Guild
"In the Empire, the Thieves Guild is old and powerful, but here in Morrowind, the Thieves Guild is young and weak. The old and powerful criminal guild of Morrowind is the Camonna Tong. The Camonna Tong doesn't like the newcomers, and threatens to destroy the Thieves Guild."
"The Thieves Guild is just like any other trade guild, an organization of craftsmen and professionals."
"The Thieves Guild doesn't have public guild halls, but they do tend to gather at a single location -- usually a cornerclub or tradehouse -- in larger towns. Look for guild operatives in Balmora, Ald'ruhn, Sadrith Mora, and the Foreign Quarter of Vivec."
"It isn't easy to find out where Thieves Guild members meet. For obvious reasons. You have to look around, and talk to the right people."
"As everyone knows, the Thieves Guild is at war with the Camonna Tong. The Thieves Guild is the new gang in town, and the Camonna Tong, the old gang, wants the Thieves Guild dead. It's a mess. You don't want to get involved."
"They're much like any trade guild, I suppose. Why are you asking me?"
"Why are you asking me? Maybe you'd like to join the Thieves Guild?"
thoughtful gift
"Do you want to offer me a gift? Good. I am not proud. I like gold. This is the custom you outlanders call a 'bribe', yes?"
"You think to buy my friendship? You who have killed my kin? That is not likely."
three main cultures
"Three major cultural groupings have settled Vvardenfell: the Ashlander nomads, the Imperial Provincial culture, and the Dunmer Great House culture. The smallest settlements are the Ashlander nomadic camps, comprised of small portable huts. Recent Imperial colonies like Pelagiad display the same sturdy half-timbered homes and stone castles as might be found in Daggerfall or any other Western province. But the dominant culture is the native Dunmer Great House culture. The three Dunmer Great Houses that have settled Vvardenfell have distinctive architectures and lifestyles. Aristocratic, warlike Great House Redoran favors a spacious, irregular, organic building style. Great House Hlaalu, an aggressive mercantile culture, strongly admiring and influenced by Imperial culture, prefers simpler, more modern, more densely populated settlements, while bizarre wizard towers dominate mushroom-hut villages of the Great House Telvanni sorcerer-lords. A fourth Great House style, the Velothi or Temple style, is evident in the monumental architecture, bridges, buttresses, and grand canals of the ancient religious center of Vivec City."
Tiber Septim
"Tiber Septim, Talos, the Dragonborn, Heir to the Seat of Sundered Kings, is the greatest hero-god of Mankind, and worshipped as the protector and patron of just rulership and civil society."
"Tiber Septim conquered all of Tamriel and ushered in the Third Era and the Third Empire."
"In his aspect of Ysmir, 'Dragon of the North,' Tiber Septim is also invoked as the patron of questing heroes."
trade goods wanted
"Trade goods we have in plenty. What, does the outlander think we are savages? Because we do not have the things the settled people have? Big buildings? Heavy furniture? We have no use for this trash. And do we need to dress ourselves in foolish clothes and stand about with fancy weapons to feel like men? Hah. But of course you do not know the Ashlanders. It is not your fault. Outlander."
"I told you. We need nothing."
"We Zainab make everything we need. We do not need things from outsiders. But. Our men get common diseases and blight diseases when they go out hunting or tending the herds. They are sometimes gone for long times, and cannot return all the way back to camp to be cured by the wise women. The settled people make the bottled magics that cure common disease and blight disease, but the Zainab are often in short supply of these things. Such bottled magics might be the trade goods we would want."
"Bottled magics that cure common disease and blight disease, as I have said. Those are the trade goods we would want."
trader
"Our trader, Lanabi, has her yurt with the ashkhan's and the gulakhan's yurts."
"Our trader, Ashur-Dan, has his yurt with the ashkhan's and the gulakhan's yurts."
"Our trader, Massarapal, has his yurt with the ashkhan's and the gulakhan's yurts."
Tribunal
"Almalexia, Vivec, and Sotha Sil are mortal guardians who walked the earth, defeated the Dunmer's greatest enemies, the Nords and the Dwarves, and achieved divine substance through superhuman discipline and virtue and through supernatural wisdom and insight."
"Like loving ancestors, the Tribunal guards and counsels us. Like stern parents, they punish our sins and errors. Like generous relatives, they share their bounty among the greatest and least, according to their needs."
"The Temple believes that Almalexia, Vivec, and Sotha Sil were mortal guardians of Morrowind who walked the earth, defeated the Dunmer's greatest enemies, the Nords and the Dwarves, and achieved divine substance through superhuman discipline and virtue and supernatural wisdom and insight. Like loving ancestors, they guard and counsel their followers. Like stern parents, they punish sin and error. Like generous relatives, they share their bounty among the greatest and least, according to their needs."
Troubles for House Hlaalu
"You've got to hand it to the daemon-charmers. They surprised us. The Telvanni got these little groups squatting down all over the island, and we've done little to stop them. They're going to be tough to root out. It's going to cost money and lives. But we better make the investment now, before it's too late."
"House Hlaalu would much rather have the Caldera charter, thank you very much, and run those ebony mines ourselves. But it hasn't worked out so badly. The Imperial Caldera Mining Company is laying out the cash and doing the work, and we're talking the cream off the top in graft and bribes. No wonder Redoran is angry. And when they're angry, they're dangerous."
Troubles for House Redoran
"House Redoran is really steamed up about the Caldera land grab. They say that Caldera is in their territory, and that they should have gotten the charter. Worse yet, they say that Hlaalu is skimming the top off the Imperial fatcat company that got the charter. Since it's an Imperial company, Redoran can't even get a House War contract on it. It'll come to violence, you mark my words."
"Redoran is not going to stand by and watch Telvanni setting up those bases without a charter. Ever since we let the Telvanni get away with Tel Vos, they've been sending out wizards and mercenaries to stake their claims on promising sites. And if we don't do something about it, those damn necromancers will end up on our doorsteps."
Troubles for House Telvanni
"We've been lucky. We really pushed the Duke and the other Houses when we grabbed Tel Vos. And when he didn't put up much of a fight to protect the settlement charters, we sent out our losers and lunatics to stake new claims. Some will survive, some won't. But Hlaalu and Redoran have to respond. And in the end, the ones that survive give us more power and influence here on Vvardenfell."
Twin Lamps
"I do not know if they really exist. It is said they help slaves like us escape. Until you arrived, I did not believe I would ever see Argonia again."
"You do not know? %Name was sure... But you should be a member. If %Name asks, "Have you seen the Twin Lamps?" You say, "They light the way to freedom.""
"I thought you were a member. You have freed many slaves, so I will tell you this. If you are asked, "Have you seen the Twin Lamps?" You say, "They light the way to freedom.""
"%Name knows only rumors. They help slaves escape. They take us back to Elsweyr."