=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- THE ELDER SCROLLS III: MORROWIND Game Of The Year Edition Full FAQ/Walkthrough Written by Rebecca Skinner (Karpah) Version AU Australia Day 2004 =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- [ToC] TABLE OF CONTENTS =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- Fast Navigation! To skip to a particular section of the guide, press Ctrl+F (or select Find from the Edit menu) and input the section number in square brackets, eg. for Controls, enter [2.2]. Press Find and you'll find it! Thank you! - 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 Skills and Levelling Up 2.5 Combat and Training 2.6 Laws and Punishments 2.7 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 - 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 - 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 - 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 =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- [1.0] INTRODUCTION =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- 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 ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [1.1] Game Introduction ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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? ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [1.2] About the Author ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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. ----------------------------- traybaby@gmail.com ----------------------------- 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) Offer cash donations. Just joking. Or am I? *X-Files theme* Boring copyright info now. This FAQ is copyright Rebecca Skinner AKA Karpah, 2004. 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. -------------- =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- [2.0] GAME BASICS =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- 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! ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [2.1] The Morrowind Premise ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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 :) ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [2.2] Controls ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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 If anyone has a good list of Xbox controls, I'll add those in to help make the guide cross-platform! ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [2.3] Creating a Character ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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. ------------------------------------------------------------------------------ [2.3.1] Race Selection ------------------------------------------------------------------------------ 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 dodgeand 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 two of my own, that I feel are fairly balanced. One makes an excellent warrior and thief, while the other is a pure mage, through and through. Both are exceptionally fun to play. -------------- Battlescout --------------------------------------------------- Special: Stealth Attributes: Strength, Agility Major Skills: Short Blade, Long Blade, Light Armour, Speechcraft, Alchemy Minor Skills: Security, Armorer, Enchant, Mysticism, Alteration. "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. Feel free to try it, or not ;) -------------- Spellblade ---------------------------------------------------- Special: Magic Attributes: Intelligence, Luck Major Skills: Unarmoured, Alchemy, Conjuration, Mysticism, Speechcraft Minor Skills: Alteration, Restoration, Destruction, Illusion, Short Blade "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! ------------------------------------------------------------------------------ [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. ------------------------------------------------------------------------------ [2.3.4] My Characters ------------------------------------------------------------------------------ For the record, the characters I have created for the express purpose of writing this guide are as follows: Name: Isabella Race: Nord Class: Battlescout (see set-up, below) Sign: The Lady Attributes: Strength (60), Intelligence (30), Willpower (50), Agility (40), Speed (40), Endurance (65), Personality (55), Luck (40) Major Skills: Short Blade (35), Long Blade (35), Light Armour (35), Speechcraft (35), Alchemy (30) Minor Skills: Security (20), Armorer (15), Conjuration (15), Mysticism (15), Alteration (15) Abilities: Immune to Frost (Resist Frost, 100%) Resist Shock (Resist Shock, 50%) Lady's Favour (Fortify Personality, 25 pts) Lady's Grace (Fortify Endurance, 25 pts) Powers: Woad (Shield, 30 pts, 60 seconds on self) Thunder Fist (Frost Damage, 25 pts on touch) Name: Spri'te Race: Breton Class: Spellblade (see below) Sign: The Atronach Attributes: Strength (30), Intellignce (60), Willpower (50), Agility (30), Speed (40), Endurance (30), Personality (40), Luck (50) Major Skills: Unarmoured (35), Alchemy (40), Conjuration (45), Mysticism (45), Speechcraft (30) Minor Skills: Alteration (25), Restoration (25), Illusion (25), Destruction (25), Blunt Weapon (15) Abilities: Fortify Maximum Magicka (Magicka Bonus 0.5x INT, Wombburn 2.0x INT) Resist Magicka (Resist Magicka, 50%) Spell Absorption (Wombburn, 50 pts) Stunted Magicka (Wombburn) Powers: Dragon Skin (Shield, 50 pts, 60 seconds on self) Spells: Bound Dagger (Bound Dagger, 60 seconds on self) Chameleon (Chameleon, 10%, 30 seconds on self) Detect Creature (Detect Creature, 50-150 ft, 5 seconds on self) Hearth Heal (Restore Health, 20-80 pts on self) Sanctuary (Sanctuary, 10 pts, 30 seconds on self) Shield (Shield, 5 pts, 30 seconds on self) Summon Ancestral Ghost (Summon Ancestral Ghost, 60 seconds on self) Water Walking (Water Walking, 60 seconds on self) - Note: These characters will be used for the entire walkthrough, meaning I'll have two copies of my Battlescout to work through all three Great Houses. Isabella will be used for stealth and combat factions, while Spri'te has been built purely for magic. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [2.4] Skills and Levelling Up ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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 by 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 by three to x4, and you will get four 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. - Miscellanous skills are worth half of major/minor skills (0.25 points per level up) and can only account for two points of any multiplier. So eight skill increases of miscellaneous skills are included in the multiplier, for any given attribute. - 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! ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [2.5] 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 ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [2.6] Laws and Punishments ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [2.7] Factions and Side Quests ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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. - 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. - An Open enchantment, on a piece of jewelry or something similar (Open 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. =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- [4.0] BLADES QUEST =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- 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 --------------------------------------- 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 bad-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, yiu'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 when you're done, then return to Urshilaku camp. 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 Mamaca, 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, 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! ;) =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- [5.0] TRIBUNAL WALKTHROUGH =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- 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. -------------- Dark Brotherhood Attacks -------------------------------------- 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. -------------- more coming soon!! -------------------------------------------- =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- [6.0] BLOODMOON WALKTHROUGH =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- -------------- coming soon!! ------------------------------------------------- =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- [7.0] FIGHTERS GUILD =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- 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 ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [7.1] Balmora - Eydis Fire-Eye ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- -------------- 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... ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [7.2] Ald'ruhn - Percius Mercius ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- -------------- 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 ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- -------------- 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. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [7.4] Sadrith Mora - Hrundi ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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 Mamaca 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 ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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 ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- -------------- 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 Mamaca, 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 Mamaca 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. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [8.4] Balmora - Ajira ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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! ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [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! ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [8.6] Miscellaneous ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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 ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [9.1] Balmora - Sugar-Lips Habasi ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [9.2] Ald'ruhn - Aengoth the Jeweler ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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! ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [9.3] Sadrith Mora - Big Helende ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [9.4] Vivec - Gentleman Jim Stacey ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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 ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [9.5] Bal Molagmer ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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 Mamaca, 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. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [10.1] Joining the Morag Tong ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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 underworks. Take the west stairs down to the underworks 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'll have a Spiderbite long blade, 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. 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. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [10.2] Morag Tong Quests ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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, dispose of him quickly, you'll find that the Spiderbite you picked up a while ago is magic. 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. 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 Potion. When he's dead, get the fourth who's charged you with an axe. 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. 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, and promote you to Thinker. -------------- 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. -------------- more coming soon!! -------------------------------------------- ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [10.3] Morag Tong Special Duties ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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 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. -------------- 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!! -------------------------------------------- =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- [11.0] GREAT HOUSE HLAALU =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- 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 ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [11.1] Balmora - Nileno Dorvayn ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- -------------- 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. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [11.2] Vivec - Crassius Curio ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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... ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [11.3] Caldera - Odral Helvi ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [11.4] Stronghold - Rethan Manor ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [11.5] Vivec - Crassius Curio ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [11.6] Vivec - Ilmeni Dren ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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 --------------------------------- Faction 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 ---------------------------- Faction 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. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [11.7] Vivec - Edryno Arethi ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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 ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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 soon after, take a left. 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 Reminda 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. Time to make him like you, make him want to hand the helm over. Either that, or make him try to kick your ass so you can kill him in self-defense. Your call, but my speechcraft's sucky so I'll go for the second option. 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. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [12.2] Vivec - Faral Retheran ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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. Take the path on the left, and follow it (killing scamps) 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. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [12.3] Ald'ruhn - Athyn Sarethi ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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. Hey may still be under the influence of the statue. So get him to come here to the Temple to be checked out. 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 ---------------------- Faction 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 ni a duel, kept your honour, and stopped him from slandering again. Where's my reward? :( -------------- House Redoran - Shurinbaal ------------------------------------ Faction 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 bog. 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 ------ 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. 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. 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. You may or may not have been in the Corprusarium before, but it's a large cavern downstairs that houses many many corprus victims. -------------- more coming soon!! -------------------------------------------- =-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=-=-=+=- [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 ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [13.1] Sadrith Mora - Felisa Ulessen ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- -------------- 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 ;) ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [13.2] Sadrith Mora - Raven Omayn ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- -------------- 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. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [13.3] Sadrith Mora - Mallam Ryon ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- ------------ 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! ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [13.4] Sadrith Mora - Arara Uvulas ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- -------------- 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! ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [13.5] Sadrith Mora - Galos Mathendis ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- -------------- 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. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [13.6] Tel Vos - Master Aryon ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [13.7] Arvs-Drelen - Baladas Demnevanni ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [13.8] Tel Vos - Master Aryon ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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 Faction Reputation: 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 Faction Reputation: 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 Faction Reputation: 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 Faction Reputation: 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 Faction Reputation: 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! ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [13.9] Stronghold - Tel Uvirith ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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 Faction Reputation: 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. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [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 ------------------------------- Faction 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 ------------------------------ Faction 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! ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [13.11] Miscellaneous ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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 --------------------------------- Faction 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 Mamaca, either from Pelagiad or from Balmora. If you've completed the first quest in the main quest, you would have crossed the Foyada Mamaca to get to Arkngthand. Up the Foyada Mamaca, 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 -------------------------------- Faction 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 ----------------------------- Faction 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. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [14.1] Ebonheart - Iulus Truptor ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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 ---------------- Faction 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. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [14.2] Ebonheart - Synnolian Tunifus ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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. ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- [14.3] Ebonheart - Kaye ---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=---=---=*=-- 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