User:Dinmenel/Sandbox

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This article compiles lore-relevant shared dialogue from Morrowind.

Guidelines[edit]

Contributing[edit]

This page is for lore-relevant dialogue only; please do not add text from greetings or other functional dialogue unless it is lore-relevant. Include the topic name and use the response text exactly as it appears in-game; spelling errors and grammatical mistakes may be marked with a sic tag.

Dialogue is organized alphabetically according to Morrowind's categorical response directory, but there is no need to distinguish between essentially identical subcategories. For example, the "Nightblade" and the "Nightblade services" responses should all be listed under the "Nightblade" sub-section. Exhaustive cross-attribution is not necessary - if a response already exists on the page, please do not duplicate it under another sub-section, even if NPCs of that category do access that response. If a single topic has multiple responses within the same NPC category, it is acceptable to concatenate the responses into a single entry only if all the responses are similar in topic. For example, there are multiple responses to the topic 'law in Morrowind' for Imperial Legion NPCs:

  • "Morrowind is governed under Imperial Law, and under the law and customs of the Dunmer Great Houses."
  • "Conflicts of Imperial and Great House Law are governed under the Treaty of the Armistice, which reserves most local government functions to the Dunmer Great House councils."
  • "Local Magistrates judge cases and determine sentences; local guards execute the judgements of the Magistrates and enforce the laws."
  • "Noble House Dunmer have right of appeal to the House Councils; Imperial citizens have right of appeal to the King of Morrowind and his Dukes."
However, all of these responses share similar subject matter, so they can be concatenated into a single entry like so:
  • law in Morrowind: "Morrowind is governed under Imperial Law, and under the law and customs of the Dunmer Great* Houses. Conflicts of Imperial and Great House Law are governed under the Treaty of the Armistice, which reserves most local government functions to the Dunmer Great House councils. Local Magistrates judge cases and determine sentences; local guards execute the judgements of the Magistrates and enforce the laws. Noble House Dunmer have right of appeal to the House Councils; Imperial citizens have right of appeal to the King of Morrowind and his Dukes."

For topics with multiple responses of differing subject matter, like the topic 'preserve the peace' for Imperial Legion NPCs, it is better to keep each response as its own entry like so:

  • preserve the peace: "Many forces threaten the peace of Morrowind. The Legion is here to preserve the peace."
  • preserve the peace: "Bandits threaten traders and travelers, and smuggling is a widespread criminal enterprise, particularly smuggling of raw ebony, moon sugar, and artifacts salvaged from Dwemer ruins."
  • preserve the peace: "Both the Temple and the Empire outlaw Daedra worship and the Nerevarine cult."
  • preserve the peace: "Rogue Telvanni build settlements in defiance of the Duke's edicts."
  • preserve the peace: "Vampires are rare, but hated by the Dunmer."
  • preserve the peace: "Abolitionists fight slavery by helping slaves escape their masters in defiance of Imperial law."
Quest-specific dialogue should be included on the relevant quest page.

Citations[edit]

When citing this page, it is helpful to include the relevant sub-section in your reference. So for example, if citing a piece of Nightblade dialogue, you would include Morrowind:Dialogue#Nightblade in your reference rather than just Morrowind:Dialogue.

Dialogue[edit]

Acrobat[edit]

  • Martial arts: "Admirers of the unarmed, unarmored martial arts traditions of the Marshmerrow, Salt Rice, and Golden Reed societies have adapted them for use in the Mages Guild, in the criminal subcultures, and among opponents of Imperial occupation of Morrowind."
  • Thieves Guild: "They're like any trade guild, an organization of professionals, except the professionals are thieves and robbers and pickpockets and smugglers and other enterprising operators. They don'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 Vivec. 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 Thieves Guild. A lot. And the feeling is mutual.""
  • little advice: "If you need to meet a guy, you want to look in at the South Wall, cornerclub, south of the river. Talk around; if they like your looks, they'll open up. But be careful. The Council Club, also on the south side, is Camonna Tong territory, the local mob. They don't like outlanders, except under building foundations."
  • Camonna Tong: "The Camonna Tong is Morrowind's native criminal syndicate. They're grown powerful and ruthless since the Imperial occupation, and have great influence in the higher ranks of House Hlaalu. The Camonna Tong are in direct competition with the Thieves Guild for control of illegal trade, and they have sworn to exterminate the upstart outlander newcomers. The Camonna Tong are known for their brutal disregard for human life."
  • Light armor styles: "Both the Western 'militia' and eastern 'Ashlander' armor styles depends on light, cheap leather armors. The Eastern reinforced chitin armor, however, is distinctly superior to Western-style leather armors, and offers better protection, pound for pound and drake for drake, than any other armor. The 'glass' light armors of the noble Great Houses are in the high Altmer style, strikingly light and stylish, and comparable with the ebony and daedric in protection, but are expensive and in short supply."
  • Dark Brotherhood: "The Dark Brotherhood is an ancient secret association of assassins. They do not advertise their services or their creed, but they are an outlawed secret society with an evil reputation, and are often associated with Daedra worship. The Morag Tong claims the Dark Brotherhood is a depraved perversion of their ancient law-abiding order of assassins, and the Morag Tong is the sworn enemy of the Dark Brotherhood."
  • Heavy armor styles: "The heavy armor styles, called 'Legion' or 'knight' style in the West and 'ebony' style in the East, require great strength and endurance. The light armor styles, called 'militia' in the West and 'Ashlander' in the East, favor speed and agility. The medium armor styles, called 'Imperial guard' in the West and 'Great House' in the East, are compromises between the heavy and light styles, balancing protection against mobility. A few less common exotic armor types are also found in Morrowind."
  • Short blades: "The dagger and short sword are Western Imperial weapons. The tanto and wakizashi are styled after Akaviri blades. These weapons are light and fast, most effective against lightly armored opponents, but a skilled user can outlast more heavily armed and armored opponents. The dagger, tanto, and short sword are thrusting weapons, the wakizashi a chopping and slashing weapon. Rank them by effectiveness as dagger, tanto, short sword, and wakizashi, with dagger least effective."
  • Speechcraft: "Speechcraft involves the allied arts of verbal communication, entertainment, and persuasion. A master of speechcraft understands the subtleties of language, and teases meaning out of obscure mysteries. An entertainer with speechcraft skill knows how to move his audience, how to reinforce a tales' moral, and how to make a tale come alive for the listener. A diplomat -- or fast-talking con man -- can sway the judgements and emotions of a listener to achieve his own ends."
  • Morag Tong: "The uninformed associate the Morag Tong with the Dark Brotherhood, a Western assassins guild. But the Morag Tong is the sworn enemy of the Dark Brotherhood, and they couldn't be more different in practice or principle.The Morag Tong only accepts legally approved contracts called 'writs,' but rumor hints at the execution of secret extralegal 'grey writs.'Guided by ancient traditions and rigid codes of conduct, the Morag Tong only recruits candidates of proven skill and honor. The Morag Tong is an assassins guild sanctioned by the Empire to provide three varieties of execution: public executions, private executions, and House Wars executions."

Agent[edit]

See Acrobat.

Alchemist[edit]

  • bittergreen petals: "Bittergreen is a red flowering plant with modest magical properties. It grows in the Red Mountain region."
  • stoneflower petals: "Stoneflowers are dark blue and the their stems bend towards the ground when they are in bloom. The leaves look like they are folded along the stems."
  • corprus weepings: "Corprus weepings are hardened secretions that fall from the fleshy sores of corprus victims."
  • Luminous Russula: "Luminous russula is a squat, mottled-brown-and-green toadstool mushroom of the Bitter Coast region with modest magical properties."
  • Luminous Russula: "Russula comes from a short, smelly toadstool which is brown on top."
  • Violet Coprinus: "Coprinus comes from long-stemmed toadstools which glow blue at night."
  • Violet Coprinus: "Violet coprinus is a tall, slender-stemmed, light-green-capped mushroom of the Bitter Coast region with modest magical properties."
  • Daedra's heart: "A Daedra's heart must be removed during the brief period of its appearance on the mortal plane. The Daedra's heart has modest magical properties, but, since removing the heart is generally fatal to the specimen, the substance is rare and expensive."
  • Hackle-lo leaf: "Hackle-lo leaf is a tasty edible succulent leaf of the Grazelands, prized both for its taste and its roborative powers."
  • Bungler's bane: "Bungler's Bane is a mottled brown-and-orange shelf fungus collected from the trunks of trees in the Bitter Coast region."
  • little advice: "Anarenen at the Ald'ruhn Guild of Mages is happy to talk your ear off about alchemy. He's been on Vvardenfell a while, and knows everything there is to know about practicing the profession here."
  • netch leather: "Cured netch skin, durable, flexible, and variously colored, is used throughout the Empire in garments, armor, weapons, household goods, and furnishings. Raw skins and prepared netch leather are important export products of Vvardenfell District."
  • Corkbulb root: "Corkbulb trees are grown for their tough, fibrous roots which have modest magical properties. On Vvardenfell corkbulb root is used in place of wood, since trees won't grow in this harsh environment. Corkbulb grows best in the Ascadian Isles."
  • Willow anther: "Willow anther is the powdery residue from pollen-bearing parts of the willow flower that grows in the Ascadian Isles and on Azura's Coast."
  • Kagouti hide: "Kagouti hide is the skin of the wild kagouti. The hide is made into leather and used in clothing and household goods."
  • Kwama cuttle: "Kwama cuttle is a tough, waxy substance that comes from the beak of kwama beasts. Kwama cuttle has modest magical properties."
  • Racer plumes: "Racer plumes from the native bird-like cliff racer are used locally and throughout the Empire as decorations for garments and household goods."
  • Vampire dust: "Of interest only to necromancers and alchemists, vampire dust is collected solely from the withering corpses of slain vampires."
  • Black anther: "Black anther is a flowering plant that grows along Azura's Coast."
  • Black lichen: "Black lichen is a hardy primitive plant that grows in the harsh conditions of the Ashlands, Red Mountain, Molag Amur, and Azura's Coast."
  • Green lichen: "Green lichen is a hardy primitive plant with modest magical properties that grows in the Ascadian Isles and Azura's Coast."
  • Daedra skin: "Daedra skin must be removed from the specimen while it remains on the mortal plane. Daedra skin has modest magical properties, but collecting it from the daedra is hard work and dangerous."
  • Scrib jelly: "Scribs are a larval form of the kwama. Crushed scribs produce a nutritious but sour-tasting gelatin with modest magical properties that the natives eat with gusto."
  • Scrib jerky: "Scribs cut into strips and dried in the sun are called scrib jerky. Scrib jerky has modest magical properties, and tastes scarcely worse when spoiled than when fresh, and are a practical foodstuff for the hardy native traveler."
  • Shalk resin: "Shalk resins are the tough, soluble substances extracted from shalk hides. Shalk resins are used as glues and stiffeners in manufacturing bonemold and chitin armors."
  • Frost salts: "Frost salts are the crystalline compound that precipitates from elemental frost in solution. Such residues may be collected from the remains of frost atronachs that have been banished from the mortal plane."
  • Ghoul heart: "The substance called ghoul heart is heart tissue collected from the remains of an ash ghoul."
  • Scrap metal: "Scrap metal refers not to common scraps of iron and steel, but to bits of exotic metals recovered from animated Dwemer artifacts like the centurion. Such metal is rare and precious, and prized both by collectors of antiquities and students of metals and enchantments."
  • Fire fern: "Fire petals have modest magical properties, and are collected from the fire fern plant that grows on Red Mountain, in Molag Mar, and on Azura's Coast."
  • Kresh fiber: "Kreshweed fiber is a resinous fiber with modest magical properties that comes from the coarse grass of the Grazelands and Azura's Coast called kreshweed."
  • Marshmerrow: "The sweet pulp of marshmerrow reeds is a delectable foodstuff, and when eaten fresh or prepared, it has modest healing properties. Marshmerrow is an important cash crop of the farms and plantations of the Ascadian Isles, but it also grows wild in the Grazelands and on Azura's Coast."
  • Çoda flower: "The coda flower is the fruiting body collected from the primitive draggle-tail plant of the Bitter Coast."
  • Ampoule pod: "The immature state of the fruiting body of the primitive draggle-tail plant of the Bitter Coast is called the ampoule pod. This pod has modest magical properties prized by alchemists."
  • Hypha facia: "Hypha facia is a light brown shelf fungus collected from the trunks of trees in the Bitter Coast Region."
  • Sload soap: "Sload soap is a waxy substance made from the immature non-sentient forms of the sload."
  • Dreugh wax: "Dreugh wax is a tough, waxy substance with modest magical properties, scraped from dreugh shells. Dreugh are powerful aquatic creatures, and hunting them for their hides and wax is a dangerous occupation."
  • Hound meat: "Hound meat is the flesh of the nix-hound. The meat is sweet and tender, and has modest magical properties."
  • Fire salts: "Fire salts are the crystalline compound that precipitates from elemental fire in solution. Such residues may be collected from the remains of fire atronachs that have been banished from the mortal plane."
  • Scamp skin: "Scamp skin must be removed from the specimen while it is still bound on the mortal plane. It is an unpleasant business for both the scamp and skin-farmer, and alchemists have trouble keeping the substance in stock."
  • Void salts: "Void salts are rare crystalline precipitates with modest magical properties collected from the evanescent remains of a slain storm atronach."
  • Gold kanet: "Gold kanet is a flowering plant commonly found in the Ascadian Isles and on Azura's Coast."
  • Moon sugar: "Moon sugar is a grainy powder of small white crystals refined from cane grasses of Elseweyr's coasts and estuaries. Used as a spice in Elsweyr, it has modest magical properties, and is also a potent narcotic, and illegal in Morrowind and the rest of the Empire. Criminals have attempted to grow moon sugar grasses in Vvardenfell, without success."
  • Red lichen: "Red lichen is a hardy primitive plant that grows in the harsh conditions of Red Mountain, Molag Amur, and the Ashlands."
  • Scathecraw: "Scathecraw is the soft inner flesh of long, tough reddish grasses growing in the thermal ash regions of the Ashlands, Molag Amur, and Red Mountain."
  • Trama root: "A calming tea with modest magical properties is brewed from the thick, bitter-tasting root of the trama shrub. The Trama shrub grows in the bitter, ashy soils of the Ashlands, Molag Amur, and Red Mountain."
  • Calcinator: "A calcinator is a stove or crucible which reduces metals and substances to ash so their arcane properties can be separated from the dross. They must be made of porcelain or iron device to withstand the high temperatures necessary to reduce certain substances to ash."
  • Alit hide: "alit hide" "The tough hide of the wild alit makes a serviceable multi-purpose leather. Ashlanders hunt the alit and use their tanned hides as trade goods."
  • Mudcrab meat: "The mudcrab native to Vvardenfell is prized for its sweet crab meat. The flesh of the mudcrab is both tasty and possessed of modest magical properties."
  • Guar hide: "Guar hide is cured to make guar leather, used in native clothing, armors, and household goods."
  • Kwama eggs: "Kwama eggs are a rich, nutritious foodstuff with modest magical properties. Popular throughout the Empire, kwama eggs stay fresh for a long time, and kwama mining is a profitable industry on Vvardenfell."
  • Ectoplasm: "Ectoplasm is a filmy residue with modest magical properties that remains after a revenant spirit has been banished from the mortal plane."
  • Gravedust: "Gravedust is spirit-affinitive dust taken from remains buried in consecrated ground."'
  • Raw ebony: "Raw ebony is one of the most precious substances in the Empire, and most of the continent's deposits are here on Vvardenfell. Raw ebony itself is an extremely hard, durable, black glass-like substance, said to be the crystalized blood of the gods. Raw ebony is protected by Imperial law, and may not be mined or exported without an Imperial charter. Ebony smuggling is a profitable but dangerous source of illegal wealth on Vvardenfell."
  • Raw glass: "Raw glass is similar to raw ebony, but less well-known. Ebony is jet black, while glass is a milky translucent green. Less durable, but much lighter and more flexible than ebony, glass is used primarily to make the distinctive, elegant glass armors and weapons of High Elven design."
  • Ash salts: "Ash salts are hard grey crystals formed from the ash deposited by ash storms in the ash wastes and lava fields. Ash salts are most often collected from the remains of creatures like the ash slave, the ash ghoul, and ash zombie."
  • Chokeweed: "Chokeweed is a tough shrub growing in the rocky highlands of the West Gash."
  • Wickwheat: "Wickwheat is a wild Ashland grain with modest magical properties that grows in the Grazelands."
  • Spore pods: "Spore pods are collected from the slough fern of the Bitter Coast."
  • Bonemeal: "Bonemeal is a finely ground powder with modest magical properties made from the bones of the bonewalker, an undead creature often found guarding ancestral tombs."
  • my trade: "I'm an alchemist. Alchemy is the process of refining and preserving the magical properties hidden in natural and supernatural ingredients. I sell potions. I also sell the various kinds of apparatus alchemists need to make potions, and buy and sell ingredients."
  • Rat meat: "Rat meat is tough and greasy, with an unpleasant odor and taste. Nonetheless, it is cheap, abundant, and nutritious, and palatable when cooked in a stew and masked by strong strong spices."
  • Comberry: "The comberry is a bush that produces a bitter berry, best known as the basis of the native comberry brandy, a rough but potent alcoholic beverage of Morrowind. Comberry is grown in the Ascadian Isles."
  • Roobrush: "Roobrush is a tough, low, wiry shrub growing in arid, poor, ashy soils of the West Gash."
  • Saltrice: "Saltrice is another of the tasty and nutritious foodstuffs with modest magical properties raised as export crops by Morrowind's farmers and plantation owners. Most saltrice seen in the Empire comes from southeastern Morrowind, but there are also some new and prospering farms and plantations in the Ascadian Isles. Saltrice also grows wild in the Grazelands and on Azura's Coast."
  • Scuttle: "Scuttle is Vvardenfell's favorite local dish. This cheese-like, greasy substance made from the flesh of local beetles is remarkably tasty, and has modest magical properties."
  • Diamond: "The diamond is a rare, transparent, extremely hard gemstone of great value."
  • Emerald: "The emerald is a transparent green gem with modest magical properties."
  • Ash yam: "Ash yam is a tough tuberous root vegetable with modest magical properties. It grows commonly in the Ascadians Isles region."
  • Heather: "Heather is a low evergreen shrub of the Ascadian Isles, known for its small, pinkish-purple flowers with modest magical properties."
  • Alembic: "An alembic is glass container in which the arcane properties of natural and supernatural substances are distilled from their raw ingredients. The substances are infused, then heated until vapor is produced. The vapor then condenses in a separate container, precipitating the distilled elements with the desired magical properties."
  • Slaughterfish: "The meat of the slaughterfish is meally and noisome, but dried slaughterfish scales are said by locals to be 'a crunchy treat' when prepared in the native manner. Foreigners are advised to beware of slaughterfish scales."
  • Retort: "An retort is a vessel with a beaked cap or head used in alchemical processes to transform, purify, or refine raw materials into the sublime substances used in alchemical preparations."
  • Bloat: "Bloat is the thick, pulpy-white tuber of the bloatspore plant. It grows in dark, damp locations."
  • Resin: "Resins are the tough, soluble substances of vegetable origin used by the Dunmer as glues and stiffeners in the manufacture of their unique chitin and bonemold armors and weapons."
  • Pearl: "These smooth, round, lustrous beads are prized for ornamental purposes. The cave collop and other native Morrowind mollusks only occasionally produce pearls; their scarcity increases their market value."
  • Muck: "Muck is the damp, fibrous slime from crushed muckspunge plants that grow in the West Gash and on Azura's Coast. Unless properly prepared in the native manner, it is mildly toxic."
  • Ruby: "Rubies are transparent red gems that appear occasionally on the surface and more often in subterranean deposits on Vvardenfell."

Altmer[edit]

  • Altmer: "We Altmer are proud, wise, and beautiful. The Empire is built on the arts, crafts, and sciences of the High Elves. Our pure blood protects us from disease, and makes us superior spellcrafters."

Apothecary[edit]

See Alchemist:

Archer[edit]

  • little advice: "Well, if you're considering a mercenary career, the Fighters Guild isn't too choosy. No, don't take offense. I just mean they're relaxed, easy going, give along, get along. Legion is a lot tougher outfit, and fussy about ends and means, if you follow me. And those House Redoran people -- well, they are tough and sharp, but a bit tiresome in the duty-and-honor line."

Argonian[edit]

  • Caldera ebony mines: "The Caldera ebony mines are southwest of the village of Caldera. There's an office, a bunkhouse, and guard tower over near the mine entrance. They work the mines by slave labor. That would never be allowed back West, but here, in Morrowind, slavery is still legal. I think it is a disgrace. But who cares what I think?"
  • Argonian: "We are the People of the Root, called 'Argonians' by the warmbloods. We go where we will, wet or dry, and the currents of blood magic run swift in our veins. In our native land, we hunt to live, masters of the marshes. Hunted and enslaved by softskinned enemies, we snare and slay them by stealth, spell, and steel."

Assassin[edit]

Barbarian[edit]

Bard[edit]

Battlemage[edit]

Blades[edit]

Bookseller[edit]

Bosmer[edit]

Breton[edit]

Buoyant Armiger[edit]

Caravaner[edit]

Champion[edit]

Clothier[edit]

Commoner[edit]

Crusader[edit]

Dunmer[edit]

Dreamer[edit]

Drillmaster[edit]

Enchanter[edit]

Enforcer[edit]

Farmer[edit]

Fighters Guild[edit]

Gondolier[edit]

Guard[edit]

Guild Guide[edit]

Healer[edit]

Herder[edit]

Hlaalu[edit]

Hunter[edit]

Imperial[edit]

Imperial Cult[edit]

Imperial Legion[edit]

  • Imperial provinces: "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. Morrowind was among the last of the provinces to be integrated into the Empire, and because it was added by treaty, and not by conquest, Morrowind retains exceptional power to define local law by reference to ancient Great House precedents."
  • Imperial Office of Census and Excise: "Imperial taxes are based on head counts of citizens; Census and Excise is responsible both for head counts and tax assessment and collection. Census and Excise officers also administer many Imperial licenses -- importation, mercenary company incorporation, for example."
  • fines and compensation: "That's how we punish crimes in Morrowind. We collect fines, and compensation is paid to the injured party or his kin. Don't pay the fine? Then do hard labor. The punishment for criminals in Morrowind is typically fines and compensation. The fines are collected by the state; the compensation goes to the injured party or his kin. That may sound like a sweet deal -- kill an enemy, then pay the fine -- but folks who have enough money to pay such fines are almost always House lords, and House Wars customs means the Great House of the victim usually buys a writ with the Morag Tong to assassinate the murderer. So murderers pay, and THEN they get killed, too.""
  • killing and murder: "Outlaws have no rights, and may be killed without scandal or sanction. Guards may use deadly force in the line of duty. Local custom permits killing in House Wars when sanctioned by the state. According to Imperial custom, killing is justifiable in war, self-defense, defense of property, and affairs of honor. Other killings are murder, and punishable by fines and compensation, or by punitive labor."
  • preserve the peace: "Abolitionists fight slavery by helping slaves escape their masters in defiance of Imperial law."
  • preserve the peace: "Rogue Telvanni build settlements in defiance of the Duke's edicts."
  • preserve the peace: "Both the Temple and the Empire outlaw Daedra worship and the Nerevarine cult."
  • preserve the peace: "Bandits threaten traders and travelers, and smuggling is a widespread criminal enterprise, particularly smuggling of raw ebony, moon sugar, and artifacts salvaged from Dwemer ruins."
  • preserve the peace: "Many forces threaten the peace of Morrowind. The Legion is here to preserve the peace."
  • Dissident Priests: "I know there's been a lot of talk about it for a long time, but now the Temple Priests and Ordinators are really going after heretics, especially Dissident Priests."
  • affairs of honor: "Law and custom despises dishonorable duelists. If the victim was bullied, intimidated, or goaded by a stronger party with suspect motives, magistrates often convict the stronger party of foul murder. A challenge of honor is a public declaration of a scandal against a private party. Only nobles fight duels, and the higher the rank, the stronger the obligation. Native Dunmer and Imperials alike recognize a noble's obligation to answer a challenge of honor."
  • law in Morrowind: "By ancient House custom, offended House nobles appealing to House councils may refuse to accept compensation and may demand death for many crimes. Treason is a most serious crime, punished by death. Theft, Trespass, Assault, Foul Murder, and Contempt are serious crimes; criminals must pay fines or serve sentences of hard labor. Noble House Dunmer have right of appeal to the House Councils; Imperial citizens have right of appeal to the King of Morrowind and his Dukes. Local Magistrates judge cases and determine sentences; local guards execute the judgements of the Magistrates and enforce the laws. Conflicts of Imperial and Great House Law are governed under the Treaty of the Armistice, which reserves most local government functions to the Dunmer Great House councils. Morrowind is governed under Imperial Law, and under the law and customs of the Dunmer Great Houses."
  • Nerevarine Cult: "An Ashlander religious cult called the Nerevarine cult believes prophecies of a reincarnation of the ancient Dunmer hero Nerevar who will come to cast down the false gods of the Tribunal Temple, and drive all outlanders from Morrowind. The cult is outlawed by the Temple and the Empire."
  • Nerevarine: "It's the reincarnation of some Dark Elven hero, supposed to come and drive the Empire out of Morrowind. Just some local superstition... but the Temple says it's wicked and evil, and you'll be very sorry if you talk about it with the priests and Temple guard."
  • Sleeper attacks: "Crazies with clubs have been attacking non-Dunmer. Call themselves Sleepers. Some folks hurt. A few killed. Sleepers go nuts when you try to arrest them, so we have to put them down. Some are strangers we can't trace. Others are locals, gone nuts. Ones we capture alive have complete amnesia, no idea where they are or what's going on. Just keep talking gibberish about the Sixth House awakening, serving Lord Dagoth, running foreigners out of Morrowind. Sounds like a new crazy cult or something."
  • Imperial Legion: "We have garrisons at Fort Pelagiad in Pelagiad, Hawkmoth Fort in Ebonheart, Fort Moonmoth in Balmora, Fort Buckmoth in Ald'ruhn, and Fort Darius in Gnisis. Were you looking to join the Imperial Legion?"
  • Imperial Legion: "The legions hire qualified recruits of proven skill and character, and provide training, goods, and services at discounts. The lower ranks are common troopers and officers, but the upper ranks include the orders of the Imperial knights. The most disciplined and effective military force in history, the Imperial Legions preserve the peace and rule of law in the Empire. We're here to uphold the law and protect everyone from folks like you. Now get on with it."
  • Imperial Blades: "The Blades is an prestigious service order for citizens demonstrating the greatest loyalty to the Emperor. To be named to the Blades by the Emperor is a great honor, and publicly acknowledged members serve openly in noble courts and diplomatic posts. Privately, many Blades members act as the Empire's intelligence agency. Such agents conceal themselves with secret identities, operating in disguise as couriers, observers, and spies throughout the Empire."
  • Morrowind Lore: "Let me tell you about the ten races most commonly encountered in Morrowind: Redguard, Breton, Nord, Altmer, Dunmer, Bosmer, Imperial, Khajiit, Argonian, and Orc. Dunmer are the native majority, but on Vvardenfell, heavily colonized by Imperial outlanders, only one in two individuals are Dunmer. The other nine races are about equally distributed. As mercenaries, House Hlaalu prefers Imperials and Redguards, Redoran prefers Nords and Altmer, and Telvanni prefer Bosmer and Bretons."
  • Daedra worship: "The Mages Guild is permitted to invoke and summon Daedra by Imperial license. This is a source of friction between the Guild and local authorities, and the Guild insists that mages take care to avoid public controversy when using summoning magic. Despite the Empire's public policy of religious toleration, Imperial authority permits the Ordinators a free hand in persecution and extermination of Rebel Daedra cults. Cult worship of Molag Bal, Malacath, Sheogorath, and Mehrunes Dagon persists in remote regions despite the efforts of the Ordinators, and is particularly strong among Dunmer dedicated to expulsion of the Empire and restoration of an independent Dunmer nation. Council and Temple law forbids the worship of the Rebel Daedra Molag Bal, Malacath, Sheogorath, and Mehrunes Dagon in Morrowind."
  • Rogue Telvanni: "Volunteer expeditions and mercenary raids on these outlawed settlements are silently endorsed by the Duke, but have been largely ineffective. House Telvanni publicly denies supporting the rogue settlements, but no one believes them. No Great House may build new settlements on Vvardenfell without Duke Dren's approval. However, the Duke has little power to enforce restrictions, and 'rogue' Telvanni have occupied many sites on Vvardenfell, defying the Duke's authority."
  • Summerset Isle: "The Summerset Isle is a green and pleasant land of fertile farmlands, woodland parks, and ancient towers and manors. Most settlements are small and isolated, and dominated by ruling seats of the local wizard or warlord. The Isle has few good natural ports, and the natives are unwelcoming to foreigners, so the ancient, chivalric high culture of the Aldmer is little affected by modern Imperial mercantilism."
  • House Redoran: "They are the true warriors of the ancient Dunmer. Although House Hlaalu has adopted more of the Empire's ways, I have more respect for the warriors of House Redoran."
  • Abolitionists: "I've heard of a secret organization called the Twin Lamps. It helps runaway slaves escape. It's against the law to aid runaway slaves. But I think slavery is wrong, and I can understand why these Abolitionists would be willing to break the law. Aiding an escaping slave is theft, and a crime, since slaves are property in Morrowind. The Twin Lamps is a secret, illegal organization dedicated to the abolition of slavery, and in particular to aiding runaway slaves escape to freedom."
  • little advice: "Nobody is going to hold your hand in the Legion. In the Imperial cult, they just test your faith and your shoe leather. But here, your superior gives you orders, and you find you're out of your depth, you're supposed to be smart enough to be patient, get some training, experience, and new equipment, and try it again later when you're better prepared."
  • latest rumors: "You were visited by Tiber Septim! We heard this -- we were told that the Oracle of the Imperial Cult in the Imperial Chapels of Ebonheart says you saw Tiber Septim. Did you see him in the flesh? Did you see his ghost? Did he come and speak to you? Is that true? Wonders never cease."
  • latest rumors: "It's the law of Morrowind. Slavery is legal. The Empire doesn't like it, but the Emperor signed the Armistice, and that made it legal for the Dunmer to retain their ancient laws and customs. Now, there's some Abolitionists who say, 'To hell with the law... slavery is wrong.' I'm not saying I disagree, in theory. But it's the law."
  • Requirements: "The Legion selects for endurance, the soldierly virtue, and personality, the citizen's virtue, for service in the Legion is the model for the duties of Imperial citizenship. As a trooper or knight, you must master the long blade, spear, and blunt weapons. You must block whatever blows you can, and take unblocked blows upon your heavy armor. The Legion recruit must also be athletic to evade, maneuver, and charge on the field of battle."
  • Dwemer ruins: "Dwemer artifacts taken from Dwemer ruins are very valuable, particularly Dwemer weapons, armor, and other enchanted devices, but they are protected as property of the Emperor by Imperial decree, and trade in such artifacts is illegal. The ruins of the lost Dwemer race are found everywhere in Tamriel, but are most common in Morrowind, once the native land of the Dwemer."
  • Uriel Septim: "The current emperor is Uriel Septim, Uriel VII, 24th of the Septim dynasty. Uriel VII has been, for the most part, a strong and effective ruler, but harsh and unyielding in personality, and private and secretive by nature, he has never been popular with the people. The Emperor is over eighty, and in poor health. He has two declared heirs, Enman and Ebel, but there are rumors of controversy over the succession in the Imperial City."
  • Black Marsh: "Most of the native Argonian population of Black Marsh is confined to the great inland waterways and impenetrable swamps of the southern interior. There are few roads here, and most travel is by boat. The coasts and the northwestern upland forests are largely uninhabited. For ages the Dunmer have raided Black Marsh for slaves; though the Empire has made this illegal, the practice persists, and Dunmer and Argonians have a long-standing and bitter hatred for one another."
  • Necromancy: "Necromancy is not illegal, per se, in the Empire, though body and spirit are protected as property, and may not be used without permission of the owner, and public display of the living dead is widely prohibited. Mages may purchase corpses and souls for philosophical research, and may do with them as they wish in private. Necromancers and vampires are widely confused in the public mind, and persecuted, but in remote locations, necromancers are free to pursue their studies without legal interference. In the Empire, mages may legally purchase corpses and souls for philosophical research, and may do with them as they wish in private. In the Empire, body and spirit are protected as property, and may not be used without permission of the owner, and public display of the living dead is widely prohibited. But necromancy itself is not really illegal."
  • the Empire: "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."
  • Hammerfell: "Hammerfell is primarily an urban and maritime province, with most of its population confined to the great port and trade cities. The interior is sparsely populated with small poor farms and beastherds. The Redguard love of travel, adventure, and the high seas has dispersed them as sailors, mercenaries, and adventurers in ports of call throughout the Empire."
  • Talos cult: "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."
  • Smuggling: "Stealing from smugglers is difficult and dangerous, but legal (since the smugglers are outlaws) and profitable. Local low-level smuggling involves the local alcoholic beverages; the Empire has a low tax on flin and a high tax on local alcohol, and many merchants and private citizens try to evade these tariffs. Most high-price smuggling concerns skooma, moon sugar, ebony, Dwemer artifacts, exotic Dunmer weapons and armor, and slaves. Smuggling is the most profitable and dangerous of criminal enterprises in Vvardenfell."
  • Morrowind: "Morrowind, homeland of the Dunmer peoples, is the northeastmost province of the Tamrielic Empire. Most of the population is gathered in the high uplands and fertile river valleys of central Morrowind, especially around the Inland Sea. The island Vvardenfel is encircled by the Inner Sea, and is dominated by the titanic volcano Red Mountain and its associated ash wastelands; most of the island's population is confined to the relatively hospitable west and southwest coast."
  • High Rock: "High Rock encompasses the many lands and clans of Greater Betony, the Dellese Isles, the Bjoulsae River tribes, and, by tradition, the Western Reach. The rugged highland strongholds and isolated valley settlements have encouraged the fierce independence of the various local Breton clans, and this contentious tribal nature has never been completely integrated into a provincial or Imperial identity. Nonetheless, their language, bardic traditions, and heroic legends are a unifying common legacy."
  • Valenwood: "Valenwood is a largely uninhabited forest wilderness. The coasts of Valenwood are dominated by mangrove swamps and tropical rain forests, while heavy rainfalls nurture the temperate inland rain forests. The Bosmer live in timber clanhouses at sites scattered along the coast and through the interior, connected only by undeveloped foot trails. The few Imperial roads traverse vast dense woodlands, studded with tiny, widely separated settlements, and carry little trade or traffic of any kind."
  • Vampires: "Imperial culture regards blood vampires as destructive monsters to be hunted and destroyed. However, romantic notions of noble, virtuous vampires persist in Imperial traditions, and vampires are thought to pass unrecognized in the Mages Guild and the Imperial aristocracy."
  • Cyrodiil: "Cyrodiil is the cradle of Human Imperial high culture on Tamriel. It is the largest region of the continent, and most is endless jungle. The Imperial City is in the heartland, the fertile Nibenay Valley. The densely populated central valley is surrounded by wild rain forests drained by great rivers into the swamps of Argonia and Topal Bay. The land rises gradually to the west and sharply to the north. Between its western coast and its central valley are deciduous forests and mangrove swamps."
  • Slavery: "Slavery is protected by law in Morrowind. Slavery is illegal throughout the Empire, and considered barbaric. Slavery had disappeared in Sumerset Isles and Valenwood long before their incorporation into the Empire. Most Imperial citizens assume the practice will die out as Morrowind adopts Imperial ways, and the subject excites little passion except among Argonian and Khajiit abolitionists, outraged that the Empire does little to suppress persistent illegal cross-border slave raiding in southern Morrowind."
  • Bandits: Bandits typically operate from secret hideouts in the backcountry, and the Legions don't have troops or time to comb the wilderness for them."
  • Elsweyr: "The Khajiit of the southern Elsweyr jungles and river basins are settled city dwellers with ancient mercantile traditions and a stable agrarian aristocracy based on sugarcane and saltrice plantations. The nomadic tribal Khajiit of the dry northern wastes and grasslands are, by contrast, aggressive and territorial tribal raiders periodically united under tribal warlords. While the settled south has been quick to adopt Imperial ways, the northern nomadic tribes cling to their warlike barbarian traditions."
  • Empire: "The Empire is the greatest achievement of Tamrielic civilization. This melting pot of contrasting cultures is held together by a strong hereditary emperor and bureaucracy, by the rule of law, by a powerful professional army, and by religious tolerance. Education and wealth is broadly distributed through all social classes where Imperial culture has flourished; many citizens are literate and protected under Imperial law."
  • Skyrim: "Skyrim, also known as the Old Kingdom or the Fatherland, was the first region of Tamriel settled by humans from the continent of Atmora: the hardy, brave, warlike Nords, whose descendants still occupy this rugged land. Though more restrained and civilized than their barbarian ancestors, the Nords of the pure blood still excel in the manly virtues of red war and bold exploration."
  • rules: "Uphold the law of the Empire. Praise the glory of the Emperor. Follow the orders of your superiors. Never assault a member of the Legion, or steal from another member."
  • fines: "Fines may sound like a sweet deal -- kill an enemy, then pay the fine -- but folks who have enough money to pay such fines are almost always House lords, and House Wars customs means the Great House of the victim usually buys a writ with the Morag Tong to assassinate the murderer. So murderers pay, and THEN they get killed, too."

Khajiit[edit]

Knight[edit]

Mabrigash[edit]

Mage[edit]

Mages Guild[edit]

Master-at-Arms[edit]

Merchant[edit]

Miner[edit]

Monk[edit]

Morag Tong[edit]

Greeting: "The Morag Tong does not respect those who debase the sacred art of murder."

Necromancer[edit]

Nightblade[edit]

Noble[edit]

Nord[edit]

Ordinator[edit]

Orc[edit]

Pauper[edit]

Pawnbroker[edit]

Pawnbroker[edit]

Pilgrim[edit]

Priest[edit]

Publican[edit]

Redoran[edit]

Redguard[edit]

Rogue[edit]

Savant[edit]

Scout[edit]

Sharpshooter[edit]

Shipmaster[edit]

Slave[edit]

Smith[edit]

Smuggler[edit]

Sorcerer[edit]

Telvanni[edit]

Temple[edit]

Thief[edit]

Thieves Guild[edit]

Trader[edit]

Warlock[edit]

Warrior[edit]

Wise Woman[edit]

Witch[edit]

Witchhunter[edit]