Walkthrough forMorrowind

Main Quest (Blades)

The Blades quests are the quests for the main story line of the game. There are many more quests throughout the game, but these are the quests that you need to complete to beat the game. There is no time limit, and you may complete other quests while doing these quests.

Note: the areas that say you should be promoted in rank are assuming you meet the skill requirements for the promotion.

3.1 Deliver a Package

After finishing your character, Socuelus Ergalla in the Census and Excise Office in Seyda Neen will ask you to deliver a package to a man named Caius Cosades in a town named Balmora.

Go to the Silt Strider (the giant tick) and pay the operator to take you to Balmora. Caius is located in a house in the northeast corner of town on the east side of the river that divides the town.

Upon delivering the package, Caius will induct you into the Blades and give you 200 gold to equip yourself before giving you your orders.

3.2 Dwemer Puzzle Box

After getting equipped, return to Caius and ask about your "orders". Caius will mention that he needs information from a man named Hasphat Antabolis in the Balmora Fighters Guild. Caius will also mention that you will most likely need to do a favor for Hasphat before he will tell you anything. Before you go, Caius will give you access to any books in his house.

To get to the Fighters Guild, cross the northernmost bridge to the west side of town, go up the first flight of stairs and turn south before you get to the second flight. The Fighters Guild is on the left, and Hasphat is downstairs in the lower level. Once you speak with Hasphat you will find out that he will be happy to give up the information.... For a price. He requests you to retrieve a Dwemer Puzzle Box from a ruin named Arkngthand.

To get to Arkngthand, head south out of town past the Silt Strider port, then cross the bridges east over the Odai River. At the sign post, head north towards Caldera. Immediately on the right you will see a signpost for Molag Mar, turn right and head uphill on an old road to cross an ancient Dwemer Bridge over Foyada Mamaca (note that a wizard will attack you the first time you cross this bridge, he will summon a skeleton, defeat the wizard and both will disappear). The entrance is on the east side of the foyada, south of the bridge. Turn a crank on a pipe nearby to open the door.

To find the cube, follow the rocks on the side of the wall all the way to the bottom floor of the room. There will be rocks in front of you, climb them until you are on the second floor on the west side of the cavern. Go through the door into the "Cells of Hollow Hand" (If you follow the above directions you should end up in the Cells of Hollow Hand near the beginning of the dungeon, not deep within the dungeon). Defeat the guy inside, his name is Boss Citra (if he is not in the room, then you are in the wrong room.), the Puzzle Box is on the bottom shelf to the left of the door (as you enter, right if you are facing the door. I assure you that the box is in this room on one of the shelves, It is the size of a rubics cube. If you can't find it, check every shelf). Grab the box and backtrack out of the dungeon. Return the box to Hasphat in Balmora.

Note: Please read and follow the directions above before writing me asking where the box is. Thank you.

Hasphat will take the box and give you some notes to take back to Caius.

3.3 The Skull of Llewle

Caius will ask you to speak with Sharn gra-Muzgob in the Balmora Mages Guild and get some additional information. Again you will need to do a favor before the info will be given. The Mages Guild is one door south of the Fighters Guild. Sharn gra-Muzgob is the Orc Wizard downstairs and to the left in the lower level of the Mages Guild.

Sharn will ask you to retrieve the Skull of Llewle Andrano from the Andrano Ancestral Tomb. If you ask about the tomb, Sharn will give you a Fireblade, 2 scrolls of Taldam's Scorcher, and 2 scrolls of Vitality.

The tomb is south of Pelagiad, just off the road, just before you reach the fork in the road that goes southwest towards Seyda Neen and southeast to Vivec.

To find the skull, go down the stairs, then follow the hallway on the left until you come to a room with 2 skeletons. There is a door in the hallway on the other side of the room. Go through the door and follow the hallway down. The skull is in a room on the right side behind the door. Grab the skull and return to Sharn in Balmora. Give him the skull and ask about "Nerevarine" and Sharn will give you some notes to take back to Caius.

Upon returning the notes to Caius you will be promoted to Blades Apprentice and you will be given a few scrolls.

3.4 Vivec Interviews

Sleep one night, and you will have a strange dream. Go back and talk with Caius and get your next orders. There are 3 more people that he wants you to interview: Addhiranirr — a khajiit Thieves Guild member in the St. Olms section in Vivec; Huleeya — an argonian Morag Tong member in the Black Shalk Bar located in the lower waistworks of the Foreign Quarter section of Vivec; and Mehra Milo — a temple priestess in the library of the Hall of Wisdom and Justice in Vivec (she has copper hair and eyes). Caius will give you a parchment with this info and 200 gold to aid you in your journey.

Take the Silt Strider to Vivec. When you get there you will be near the Foreign Quarter, so the first person to interview will be Huleeya.

Huleeya — To get to the lower waistworks, take one of the four ramps up to the next level of the canton, and enter one of the doors labeled Lower Waistworks. The Black Shalk is in the middle hallway on the east side. Huleeya is the only Argonian in the place. When you speak with him, he will mention that he wants to go to his friend's bookstore, but some troublesome fools are preventing him. Ask him about each topic and you will learn that his friend's bookstore is Jobasha's Rare Books, but you need to persuade the troublesome fools to let him go. Talk to one of the fools and use bribes (or admiration if you are the opposite sex) to get a good rep with them, then ask about the filthy lizard. If they say "they don't care" then you have done your job. Talk once again to Huleeya. He wants you to escort him to the bookstore. Jobasha's Bookstore is in the middle hallway on the west side of the Lower Waistworks. Once inside, talk to him about the Nerevarine Cult, and he will give you some notes to take to Caius.

Next we look for Addhiranirr. Leave the Lower Waistworks and go back downstairs and cross the bridge to the south to get to the Redoran canton. Now walk across the east bridge to the Arena canton, once again cross the south bridge to the St. Olms canton. Once there you will need to go to either the east or west side of the canton to go up to the Waistwork level and enter. Next go downstairs and into the Canal Works. Go down the stairs and you will see a trap door to the St. Olms Underworks and enter. Addhiranirr is on the northeast side of the canals. Talk to her and she will mention that she is in a little spot of trouble. Ask her about the Census and Excise Agent. She wants you to make this person go away before she will give up any info. The taxman is upstairs in the St. Olms Waistworks near where you came in. His name is Duvianus Platorius and he is on the north side. Talk to him and lie to him, saying "she went to the mainland". Now go back and talk to Addhiranirr. Ask Addhiranirr about the Sixth House Cult. She will give you all the information that she knows. Since you are done with Addhiranirr you should leave and return to the outside of the St. Olms canton.

Now for the last interview.... Mehra Milo. Head to the southwest corner and cross the bridge to the Temple canton. Enter the Hall of Wisdom straight ahead. Go down the hallway about half way (next to an Ordinator), there are two ramps to your left and right that lead to the Library. Mehra is the woman with copper hair and eyes, talk with her and she will want to talk to you at the back of the Library. Follow her and talk with her again. Ask her about the Nerevarine Cult and the book "Progress of Truth". She tells you to get a copy of "Progress of Truth" for Caius. There is a copy on the top shelf in the southwest corner of the library, if you can steal it. If your thieving skills are not up to par, you can buy (or steal) a copy from Jobasha's Rare Bookstore in the Foreign Quarter.

Return to Caius. Upon talking with him you will be promoted to Journeyman of the Blades. You will also get 200 gold.

3.5 Ashlander Informant

Caius will tell you that you are in need of an Ashlander Informant, and someone by the name of Hassour Zainsubani fits the bill. Caius tells you that Hassour likes gifts, so Caius gives you 100 gold to get him a little something.

Take the Silt Strider to Ald-Ruhn. Hassour Zainsubani is in the Ald Kkar Inn. The inn is in the northwest corner of the city next to the Council Club. To find Hassour, go up the stairs to the bar, on the right side of the bar is a staircase down. Go downstairs and Hassour is in the back of the room.

Talk to Hassour about business. Ask about "Gift giving customs" (the other two options will offend him and lower your Rep), next ask about a "thoughtful gift" and if your speechcraft skill is good enough he will take your earnest thought and effort as an acceptable gift. If your skill is not high enough, he will ask you to find him a book of poetry; if this is the case you can go to the local book store in the market district of Ald'Ruhn. You'll find several, there is Ashlander Hymns and some other books with 'Songs' in the title; if you've got the money buy all three if you want but you can just buy Ashlander Hymns. Return to Hassour and give him the book. Ask about the "Ashlanders", and he will give you some notes to take back to Caius.

Return to Caius and show him the notes. You will be promoted to Blades Finder, and told what was in the package that you delivered to Caius. He says that the Emperor feels that you might be the one to fulfill the Nerevarine prophecies. He will give you a decoded copy of the package and 200 gold.

3.6 Urshilaku Camp

Caius now wants you to go to the Urshilaku Camp to speak with some Ashlanders named Sul-Matuul and Nibani Maesa.

To get to the Urshilaku Camp, take the Silt Strider to Ald-Ruhn, then take a Silt Strider to Maar Gan. Leave Maar Gan due east, then take a trail north to the Foyada Bani-Dad. Follow the Foyada northwest to the sea. A shipwreck at the sea mouth of the ravine is a landmark. Swim east through the ruins of Assurnabitashpi Shrine. Avoid the Daedra here, as they are powerful and aggressive. Urshilaku Camp lies east of the ruins, inland in a low hollow.

When you get to the Urshilaku Camp you must speak with any of the wandering Ashlanders. Choose to "talk" with one then discuss the "Nerevarine Prophecies". Tell them that "you fulfill the prophecies, and wish to speak with Sul-Matuul and Nibani Maesa". They will send you to Zabamund to decide if there is truth to what you say. Zabamund's Yurt is the second Yurt from the right in the Large tent containing multiple Yurts to the south. Speak with Zabamund about the "Nerevarine Prophecies" and offer to pay a 200 gold tribute, and he will direct you to the Ashkhan's Yurt to speak with Sul-Matuul.

Note: Reader Digisciple sent in the following: I own Morrowind for the Xbox and I noticed a difference from your walkthrough. When you first get to the Urshilaku Camp, I had to bribe the snot out of one of them (any will work) before they would even talk to me. I think I spent around 300 or so before they would talk about the Nerevarine.

The Ashkhan's Yurt is next door to the south. Speak with Sul-Matuul about the prophecies, next ask about the initiation rite. Sul-Matuul wants you to retrieve a family heirloom — Sul-Senipul's Bonebiter Bow from the Urshilaku Burial Caverns, before he will let you speak with the wisewoman, Nibani Maesa.

The burial ground lies south-southeast of the camp. A north-facing door in a little hill halfway between the camp and the slopes of the Red Mountains. The easiest way to find the Burialground is to go north to the water, then turn east. At a rock cairn (a little pile of rocks that looks like a pile of dog crap) on the beach, turn and walk directly south until you find the door to the cavern.

To find the bow once you are in the burialgrounds keep moving south and go through the door. Follow the cave until you come to a large chamber filled with water, then turn south and go through the door into the Laterus Burial Chamber. Navigate your way up the stone spiral to the top and through the door into the Juno Burial Chamber. At the end of this chamber is a ghost, which you must kill. After you kill the ghost, search its remains to find the bow. Now backtrack out of the Cavern and return to Sul-Matuul. Upon returning and showing the bow to Sul-Matuul, you will be initiated into the tribe, be named "Clanfriend of the Ashlanders", and you will also be allowed to keep the bow. Since you are now part of the tribe, you will be allowed to see Nibani Maesa.

Nibani Maesa is located in the northernmost Yurt, called the Wise Woman's Yurt. Speak with her about the prophecies; you may then ask many questions to find out much history about the prophecies, but all you have to ask is if "you pass the test". She will tell you that you are not the Nerevarine, but you could be. She asks you to find a book called "The Lost Prophecies" and return it to her. She will give you two books to read, "The Seven Visions" and "The Stranger".

For the time being, you have done enough to please Caius, so return and speak with him. Caius will send word to Mehra Milo to look for the "Lost Prophecies", and will give you a task to keep you busy until he gets an answer.

3.7 SixthHouse Base

Caius wants you to go to Fort Buckmoth and speak with Champion Raesa Pullia and find out about a Sixth House Base. Once she tells you where it is, Caius wants you to go there and kill Dagoth Gares and return a full report. Before you go, Caius will give you 400 gold to get equipped.

Fort Buckmoth is a short walk south from the southern gate of Ald-Ruhn. Once you are at the fort, enter the door to the interior and Raesa Pullia is straight ahead. Raesa tells you that a trooper came back from the Sixth House Base with Corprus disease and died, but not before he talked about a cavern near Gnaar Mok called "Ilunibi", that is the Sixth House Base. Gnaar Mok locals might have a better idea of where the cavern is.

To get to Gnaar Mok from Ald-Ruhn, take the Balmora Road west. At the Gnisis-Balmora-Ald-Ruhn signpost go south, then immediately west on a side road to Drulene Falen's Cottage. Then head cross-country west to the coast, with the Dunmer stronghold at Andasreth as a landmark. When you hit the coast, turn south. Gnaar Mok is an island off the coast with a plank bridge connecting it to the mainland. Ilunibi is a little island on the north side of Gnaar Mok.

Once inside Ilunibi, walk straight ahead until the fork in the road, turn left and go through the door into Tainted Marrow. Continue straight past the crossroads until you reach the door into Marowak's Spine. Walk to the crossroad and turn right and go through the door into Blackened Heart. Follow the cavern and turn Left at the crossroad, and left again at the next crossroad, continue straight until you reach a door to Souls Rattle. Go through the door and continue to the second set of crossroads, and Dagoth Gares will come out to meet you. After you kill him, you will get corprus (there is nothing you can do about this, it will happen no matter what). Loot his body. Now that you have killed Dagoth Gares, you are finished here. Return to Balmora.

Once you talk with Caius, you will be promoted to Blades Traveler.

3.8 Corprus Cure

Caius tells you that he has a lead on a Corprus cure. Divayth Fyr, an ancient Telvanni wizard, runs a Corprusarium. Caius will give you a Dwemer Artifact, 1000 gold, and a few levitation potions before he sends you on your way.

To get to Tel Fyr, go to the Balmora Mages Guild and use the Guild Guide to travel to Sadrith Mora (actually Wolverine Hall), walk outside of the building, swim southwest until you see a large tower. You will need levitation potions or spells in the tower, because there are no stairs. The entrance to the tower is on the north side at water level. Enter the tower via the door marked Onynx Hall, turn to the right before you enter the room ahead of you, and follow the hall upstairs and through the door into the Hall of Fyr. Walk forward a few steps and look up. Use one of the levitation spells or potions to get up to the next level and go north to find Divayth Fyr. Talk with Divayth and offer the Dwemer piece as a gift. Ask about the "divine disease" and "corprus disease". He will mention that corprus makes you immune to disease......Just like the Nerevarine. Tell him that "you may fulfill the prophecy", and he will send you to the Corprusarium to retrieve some boots from Yagrum Bagarn, and return them to him, before he will give you a potion that might cure you of your corprus disease.

To get to the Corprusarium you must go back to the Onynx Hall, follow the hallway downstairs until you come to a crossroad, turn right and the door to the Corprusarium is in the back of that room. DO NOT attack anyone in the corprusarium. Enter the Corprusarium and turn left at the crossroad, follow the hall and turn right at the next crossroad and go through the door into the Corprusarium Bowels. Turn left at the next crossroads and follow the path. Yagrum Bagarn will be the guy with the spider legs. Talk with him to get the boots.

Return the boots and Divayth Fyr will give you the potion on one condition, that you take the potion in front of him. Do so and you will no longer have any symptoms of Corprus, but retain all of the immunities that corprus provided.

Return to Caius in Balmora via the mage guide in Wolverine Hall near Sadrith Mora. Upon returning you will be promoted to Blades Operative and receive 750 gold, magic black pants, magic black shirt, and Caius' Ring. Caius is giving you all of this stuff because he has been recalled to the Imperial City. He is leaving you in charge, and with full access to his house. He will give you one more set of instructions before he leaves.

3.9 Lost Prophecies

Now that you no longer have corprus, you need to finish finding the Lost Prophecies. Caius tells you to go and talk with Mehra Milo back in Vivec City. She is being watched, so you might have to find her private quarters. She will leave you a message under the codeword "Amaya". Once you have the prophecies, take them back to Nibani Maesa. From that point on you will be following Nibani's direction in fulfilling the prophecy.

Take the Silt Strider back to Vivec, then go to the Hall of Wisdom. Go midway down the hall, then take a few steps south and go down the hall to the right. Make a U-turn and go up the stairs, turn right, and Mehra's door is the last door on the right. Pick the 20th level lock on the door and enter. The note is on the dresser. The note tells you that she went to see the Inquisitor in the Ministry of Truth. Meet her there and bring a couple of Divine Intervention Scrolls. (If you don't have 2, you can get them from Janad Maulinie at the Mages Guild in the northwest corner of the very top of the Foreign Quarter). Before you go to the Ministry of Truth, grab the levitation potions on the dresser.

The Ministry of Truth is the floating rock above the Temple Canton. Use a levitation potion and fly up to it. Speak with Alvela Saram, and tell him that you are going to visit someone, and he will give you his key and tell you where Mehra is. Go all the way around and in the back door into the Ministry of Truth. Once in you will have to sneak around, because if you are spotted the sentries will sound the alarm and you will be attacked. At the first crossroad turn left or right and follow the path up and around; the door to the prison keep is directly ahead. Go through the door, you will be spotted right away (I don't know what the penalty for killing the guard is, so I just avoided them), run past the guards and unlock the southern most holding cell. Mehra is inside. Talk with her and tell her you brought the scrolls. She will take one. She wants you to meet her in Holamayan. She tells you to talk to a woman named Blatta Hatera on the east docks of Ebonheart and tell her "you want to go fishing" and you will be taken to Holamayan. She will meet you when you get there. When you get there you will be able to get the "Lost Prophecies" from Master Gilvas Barelo. Speak with Vevrana Aryon, a monk at the dock to find the entrance to Holamayan.

Use the Divine Intervention scroll to take you to Ebonheart. Go to the east docks; Blatta Hatera is on the northern dock. Tell her you want to go fishing, then travel to the Azura's Coast Region. Vevrana Aryon will be straight ahead. Vevrana will tell you how to get to the monastery and tell you that she can send you back to Vivec when you are ready. To get to the monastery follow the path uphill until you come to the foot of the monastery. Wait until 6 am or 6 pm, and the monastery will open up for you. Once inside, take the stairs to the right down; you will find Mehra and Master Barelo in the room. Speak with Master Barelo about the "Lost Prophecies" and he will give them to you. He will also give you "The Seven Curses" and "Kagrenae's Tools".

Return to Nibani Maesa in the Urshilaku Camp. Speak with her, and she will tell you to return in a while, so she can think about what you have told her.

3.10 Third Trial

Talk with Nibani again and ask her about "her judgment". She will tell you that you have passed the first and second trials. She sends you to Sul-Matuul to learn of the third trial, and return to her after it has been completed.

Speak with Sul-Matuul and ask about the third trial. Before he will tell you what the third trial is he wants you to prove yourself and bring back three tokens from Kogoruhn: some Corprus Weepings, a cup with the mark of the House of Dagoth, and the Shadow Shield.

To get to Kogoruhn, walk south out of camp until you come to a path going east-west to the foot of the mountains, follow this path east. Walk past Falasmaryon (it will be on your right), follow the path around the bend until the path forms a T, take the east path and Kogoruhn will be on your left. Enter the Dome of Pollock's Eye on the south east corner of Kogoruhn. Defeat Dagoth Girer inside. You will find a Dagoth Cup on one of the tables, along with some Corprus Weepings under an urn directly across from the door. Exit and go to the door marked Hall of Phisto and enter. Turn left and follow the hall until you see stairs leading to the door to the Hall of Maki. Go through the door and walk straight, through the wooden door and into the large chamber, take the left walkway down and through the wooden door. Turn north and go through the door, go down to the lower level and continue north to the locked door into Nabith Waterway. Take the left side walkway around until you come to the tube on the left, and go into the tunnel and follow it until you come to the room, go around the room and through the door into Charma's Breath (in this chamber is a Vampire named Dagoth Uthol. You will have to kill him later in the quest, or you can kill him now if you want to. If you decide to kill him, loot his body and take the Belt of Heartfire). Follow the path around until the crossroads, turn right and go through the door marked Bleeding Heart. Go forward and turn right at the crossroads, continue forward until you come to the next crossroad and turn right again. The Shadow Shield is straight ahead. Grab it and return to Sul-Matuul.

Ask Sul-Matuul about the third trial again, and he will reply with a riddle. Basically you must gain the Moon and Star and return it to Nibani. The third trial takes place in the Cavern of the Incarnate.

Leave the camp and head east along the coast until you come up to the mountains (it is a bit of a hike. I have received a few comments that these directions are not accurate, but they are; people have not been walking far enough — you have to walk about 1/3rd the way across the continent, like I said it is a loooong hike. If you have the paper map that came with the game, look on the north coast, look where the crappy wasteland area meets up with the Grazelands. On the west side of that mountain range is a path, that is the path that leads to the Cavern). When you get to the mountains there will be a path going south, follow that path (if you see two large spikes of rock flanking the path you are on the right path, if not the path is east of you). Follow this path until you come to the Cavern of the Incarnate. Wait until 6 am or 6 pm, then the door will be able to be opened. Walk forward and take the Moon and Star; at this point a movie will play and describe the next two trials. You may speak with all of the failed Nerevarines and receive all of the various items they give you.

Bloodrose's alternate directions to the Cavern:
The Cavern of the Incarnate is a lot easier to find if you go west from Tel Vos. Take a boat from Sadrith Mora (teleport from any Mages Guild to the Mages Guild in Sadrith Mora) to Tel Aruhn, then from Tel Aruhn to Tel Mora.
Alternative boat route — go to Gnisis (Almsivi Intervention from Urshilaku Camp) and walk north to Khuul. Take a boat to Dagon Fel, then a boat to Tel Mora.
From there, go west until you reach Tel Vos. Continue going due west till you reach the mountains. If you have Levitation, fly over the mountains and land in the valley. Go south and you'll find the Cavern.
If you don't have Levitation, follow the mountains north to the coast, and then swim around them (if you get back to land and find a Daedric ruin, you've gone too far west). You'll find a valley. Follow it south to the Cavern.

Return to Nibani and ask her about the seven trials and she will acknowledge that you have passed the third trial.

She will also tell you about the Fourth and Fifth Trials.

The Fourth Trial is to unite the three Great Houses: House Redoran, House Hlaalu, and House Telvanni by having them all pronounce you Hortator.

The Fifth Trial is to unite the four Ashlander Tribes: the Urshilaku, the Ahemmusa, the Zainab, and the Erabenimsum by pronouncing you Nerevarine.

You may complete these next two trials in any order you wish, but since we are already in an Ashlander camp, we will start with the Fifth Trial first.

3.11 Fifth Trial — Urshilaku

Urshilaku — Speak with Sul-Matuul. Ask about being "Urshilaku Nerevarine" then ask about the "need" and "duty". Ask once more about being the Urshilaku Nerevarine. He will name you Nerevarine and give you the Teeth of the Urshilaku to prove that the tribe named you Nerevarine. Leave his yurt and speak with Nibani once more, and ask her about the three remaining tribes so she will mark their locations on your world map.

3.12 Fifth Trial — Ahemmusa

Ahemmusa — To get to this camp, leave the Urshilaku Camp to the north and walk to the coast, then follow the coast west to the city of Khuul (you may need to swim some of the way). Go to the docks in Khuul and speak with Talmeni Drethan and travel to Dagon Fel. Talk with Haema Farseer on the dock and travel to Tel Mora. Then speak with Tonas Telvani on the dock and travel to Vos. Leave Vos and travel north along the coast until the coast starts to go west (near the underwater entrance to Eluba-Addon Grotto). From this point the camp is a short walk southwest.

Once you are in the camp speak with Sinnammu Mirpal in the Wise Woman's Yurt in the northwest corner of the camp. She wants you to speak with some people before she will speak with you; they are: Kausi, Dutadalk, and Yenammu. Kausi is in her yurt, which is the first yurt on the left of the big tent. Go in and ask her about the "Nerevarine". Next go next-door to Dutadalk's yurt and speak with both Dutadalk and Yenammu about the "Nerevarine". Now that you have spoken with these people, go back to Sinnammu and tell her you wish to be named Nerevarine. Ask her about the "safe place". She now wants you to go to Ald Daedroth and make it safe for the ashlander tribe to go, then come back and escort her to Ald Daedroth to prove it is safe. Once this is done she will name you Nerevarine.

To get to Ald Daedroth exit the camp heading north to the coast. Ald Daedroth is on an island directly north of the camp (a long swim or waterwalk).

Once you get to the shrine you will watch an Ordinator named Drores Arvel engage in a little fight; sit back and wait until he wins, then approach him and speak with him. Tell him that you have come to "Loot the Shrine" and he will tell you that the Ordinators inside will leave you alone. Enter the door to go into the Outer Shrine and kill the two people that will attack you (One of them has a sword that casts paralyze for 10 seconds, so be careful and be prepared with a couple of cure paralyzation potions). Go straight to the back of the room and through the door into the Inner Shrine. Inside you will find another Ordinator doing battle, leave him alone, but do kill the Golden Saint, and the Dremora Lord in this room. Once this is done you may exit the shrine and go back to Sinnammu and get her to follow you back to the shrine. You don't have to worry about her getting attacked on the swim to the shrine, as she waterwalks. Take her back to the Inner Shrine and go behind the large statue in the middle of the room. She will speak with you and offer to pronounce you Nerevarine of the Ahemmusa Tribe, and give you the Madstone of the Ahemmusa. Now return to the Ahemmusa Camp.

3.13 Fifth Trial — Zainab

Zainab — From the Ahemmusa Camp walk southwest to find a path. Follow the path southwest; you will walk past the Nerano Ancestral Tomb (it will be on the left side "I think") — enter the tomb and clear it out, it isn't very big and only has a Greater Bonebiter, two skeletons, an ancestral ghost, and Calvario who is a vampire. Make sure you kill the vampire, and exit the tomb. Continue down the path as it wraps around toward the east. When you come to the crossroad take the southeast fork, walk a few steps until you come to another fork in the road, continue on the southeast path. At the next crossroad take the south path. Follow the path until you come to a T, go west then take the south path at the next fork (you can check your world map if you get lost). Keep going south and you will end up in the camp.

Go to the Wise Woman's Yurt on the east side of the camp, and ask for her counsel. She will tell you to talk to the Ashkhan Kaushad. The Ashkhan's Yurt is in the middle of the large tent. Speak with him and get your Rep with him up by bribing him. Tell him about the "Nerevarine" and then "tell your story and ask to be named Nerevarine". He will scoff at your claims, so ask him to set you a task. He wants you to go to the Nerano Ancestral Tomb and kill a Vampire. Since you have already done that, talk to him again and he will acknowledge that you killed the vampire, but before he names you Nerevarine he wants a gift from you..... A Telvanni Wife. Go and speak with Sunnammu to find out about his tastes. She will tell you to go to Tel Aruhn and buy a slave from Savile Imayn and pass her off as a Telvanni Bride.

Tel Aruhn is southeast of the camp, but before we go there we will need to pick up an exquisite shirt, skirt, and shoes. So we will first travel northeast to Vos. Leave the camp to the north and follow the signposts to Vos. Go to the docks and speak with Sedyni Veran to travel to Tel Mora. Go to Eleynan the Clothier in the south side of town to buy the Exquisite Shirt, Exquisite Skirt, and Exquisite Shoes. Return to the dock and speak with Tonas Telvanni to travel to Tel Aruhn. Find Bildren Areleth the Apothecary at the north end of town and buy some Telvanni Bug Musk. Now go and find Savile Imayn. She is in the northwest side of town near the underground entrance. Speak with her and ask for "something special", next talk about "exquisite clothes" and then about "something special" again. Now she wants you to buy some bug musk, but since we already got that, ask for "something special" again and pay 1200 gold to buy Falura Llervu. Falura is just to the left; speak with her and give her the gifts and have her follow you.

From Tel Aruhn travel northwest to get to the Zainab Camp (you will have to protect her as you swim across the sea). Once you get into Kaushad's Yurt, Falura Llervu will ask you if this is her bridegroom, then talk with Kaushad about his "Telvanni Bride" and he will pronounce you Nerevarine and give you the Thong of Zainab.

3.14 Fifth Trial — Erabenimsum

Erabenimsum — Go to Sadrith Mora via a boat ride from Vos, then swim to Tel Fyr in the southwest. When you get to Tel Fyr swim west to the shore of the mainland. Erabenimsum is to the southwest (use your map to help guide the way).

Go to the wise woman's yurt in the center of the camp and speak with her about the "Nerevarine Prophecies". She wants you to kill Ulath-Pal, Ahaz, Ranabi, and Ashu-Ahhe, then convince Han-Ammu to be the next Ashkhan. First take out Ranabi; his yurt is the first on the left in the large tent. Go inside and kill him, then loot his body and take the Robe of Erur-Dan. Now go next-door to Ashu-Ahhe's yurt and kill him. Next go next-door to the Ashkhan's yurt and kill both men inside. Loot the bodies and take the War Axe of Airan Ammu from Ulath-Pal, and Saint-Kil's Heart of Fire from the body of Ahaz. Go back and talk with the wise woman again; she will ask you to convince Han-Ammu to be the next ashkhan. Han-Ammu is next-door to the Ashkhan's yurt. Speak with him about "want to be ashkhan". Give the robe to Han-Ammu and make a little speech, talk again about "want to be ashkhan" and give the Heart of Fire and make another speech; finally speak again about "want to be ashkhan" and give the axe and give another speech. Now ask to be named Nerevarine. Go back and talk with the wise woman about the "Nerevarine Prophecies" then about the "Sizing of the Erabenimsum" and she will give you the magic belt. (Note: if you have a high speechcraft or rep with Han-Ammu, you can just give the speech and keep the items.)

Now you have completed the Fifth Trial. Now we are going to unite the three Dunmer houses to complete the Fourth Trial.

3.15 Fourth Trial — House Redoran

House Redoran — Travel to Ald-Ruhn by whatever means you choose. Once there travel to the Manor District (which is the huge building in the north of the city). Enter the Sarethi Manor, which is on the upper level at the 9 o'clock position. Speak with Athyn Sarethi (the guy in the red robe), and ask him about the "Redoran Hortator", then "tell him your story and ask to be named". Athyn will ask you to rescue his son before he will vote you as Hortator.

* If you already belong to House Redoran, you will not have to rescue his son to get Athyn's vote.

Athyn's son is in the Venim Manor, which is on the upper level of the Manor district in the 5 o'clock position. Once you are in the main hall turn right and go into the door marked "right wing". Go down the stairs; to your right on a bench is a note and a key, steal the key if your sneak skill is high enough, if your sneaking skill isn't up to par you can just lockpick the door (50th lvl. lock). To the right of the staircase is a short hallway with a tapestry hanging at the end. Go to the tapestry and look behind it; you will find the door leading to the room with Athyn's son. Unlock the door (either with the key or lockpick) and go speak with Varvur Sarethi, Athyn's son, and tell him you want to travel together. Once you leave the room with Varvur following you, the guards will attack you. You can choose to run away from the guards or fight and kill them. If you want to kill them, DO NOT KILL BOLVYN. I usually choose to run away as you can usually make it to the door with Varvur before they do. Leave the Manor the same way you came in and return to Sarethi Manor. When you get close enough to Athyn with his son following he will thank you (without having to enter a conversation); once he thanks you speak with him about the "Redoran Hortator" and he will give you his vote.

For most of the other Redoran councilors all you have to do is ask them and they will give you their vote.

Miner ArobarArobar Manor is in the Manor District, upper level, in the 2 o'clock position. Enter the manor and walk straight back and into the Guard bedrooms, continue straight through into the private bedrooms, turn right and enter the manor bedrooms, go into the bedroom on the left; Miner Arobar is inside. Speak with him about the "Redoran Hortator" to get his vote.

Garisa LlethriLlethri Manor is in the Manor District, upper level, in the 11 o'clock position. Enter the Manor and go downstairs and straight through to the manor bedrooms, follow the hallway and enter the first door on the right. Garisa is straight ahead. Speak with her about the "Redoran Hortator" to get her vote.

Barara MorvaynBarara is in the Council Hall located in the Manor District upper level, 12 o'clock position. It is the manor with three doors. Enter the manor and walk straight to the back and go through the doors into the Council Hall. Walk downstairs and to the northwest corner; there you will find the door to Morvayn's Quarters. Enter and go to the back room to find Barara. Speak with her about the "Redoran Hortator" to get her vote.

Hlaren RamorenRamoren Manor is in the Manor District, upper level, in the 7 o'clock position. Enter the manor and walk straight back into the private quarters. Hlaren is in the Bonemold Armor. Speak with him about the "Redoran Hortator" to receive his vote.

Bolvyn VenimVenim Manor is in the Manor District, upper level, in the 5 o'clock position. Walk straight to the back and enter the private quarters. Go down then up the stairs and turn to the left. Bolvyn is in the room straight ahead of you. Bolvyn will not give you his vote for Hortator; instead he wants to meet you in the Arena section of Vivec and engage you in a duel to the death. He tells you that he will meet you there. Go to the Arena Section of Vivec via Silt Strider and Gondola ride. When you get off of the Gondola in Arena, walk up the ramp to the upper level and enter the waistworks. Take the northern hallway and then go east or west as there are stairs that wrap around going up; follow them and go to the door to the Arena Pit. (Before you go in make sure you are ready for a fight, as Bolvyn will attack you as soon as you enter.) Enter the door and Bolvyn will attack you (make sure you have plenty of healing spells, scrolls, potions because Bolvyn is strong and well armored). Defeat Bolvyn and loot his body.

Return to Ald-Ruhn and speak with Athyn about the "Redoran Hortator" again; this time you will be named Hortator and given a public notice revealing you as an Imperial spy, a note from the Archcanon, and the Ring of the Hortator.

Now that we are Hortator of the Redoran House we are off to the Telvanni House.

3.16 Fourth Trial — House Telvanni

From Ald-Ruhn take the Silt Strider to Khuul, then a boat from Khuul to Dagon Fel, then take the boat from Dagon Fel to Tel Mora, then take the boat from Tel Mora to Vos. Leave Vos heading northwest until you reach Tel Vos. (For this part of the quest you will need a good amount of Levitation scrolls or potions, or a levitation spell.)

Master Aryon — Walk next to the entrance to the south tower in Tel Vos, but do not enter; instead cast a levitation spell and fly up to the top of the tallest tower. The Entrance to Master Aryon's room is facing south. Speak with Aryon and tell him why you want to be named Hortator; he will give you his vote. You can also talk with him about the other councilors if you want to. When you are finished speaking with him return to Tel Mora.

Mistress Dratha — When you are back in Tel Mora, walk up the spiral of the main tower and enter the door into the "upper tower". Walk up the staircase to your right and follow the hallway; Dratha is at the end of the hall.
* If your character is a woman, she will give you her vote without a problem.
* If your character is a man you must use persuasion (bribes, not admiration) to get your rep with her up really high, then "hurl yourself at her feet and beg" before she will give you her vote. Once she gives you her vote she will also give you a Summon Golden Saint Scroll. Leave Tel Mora and take a boat to Tel Aruhn.

Gothren — When you are in the Tel Aruhn docks go toward Tel Aruhn and go through the underground passage into Tel Aruhn. Levitate to the top of the tower and enter the door to the upper tower. Walk up the stairs and Gothren is in the back with two Dremora guards. Speak with Gothren about being the "Telvanni Hortator" and he will tell you he needs more time to decide (no matter how long you wait he will always tell you this, so we have to kill him). Keep insulting him until he attacks you (If your Rep is down to zero and he has not attacked you, bribe him to get your rep up again then insult him again. Once you kill him you will get your money back). Kill him and the Dremora guards (you will need a lot of healing and cure paralysis). Once he is dead leave Tel Aruhn and take a boat to Sadrith Mora.

Master Neloth — Once in Sadrith Mora docks, walk east and you will come to the Tel Naga Tower; levitate to the top and enter the "upper tower" door. Neloth is straight ahead. Raise your rep with him to ~70 and ask him to vote for you as "Telvanni Hortator"; he will give you his vote. Leave the tower, and go back to the docks. Take a boat to Tel Branora.

Mistress Therana — After your boat ride to the Tel Branora docks head east to the tower. Walk up the spiral walkway and go through the door into the "upper tower". Go down the stairs and through the hall on your left, enter the door on your right into Therana's chamber. Levitate up the chute, go down the hall into the room on your left. Hopefully you have a speechcraft of 30; if not find a way to boost it and speak with Therana. Amuse her, then ask for her vote to be "Telvanni Hortator" and she will agree. You can also kill her if you don't have the necessary speechcraft skill. Leave Tel Branora tower and go back to the docks and travel back to Vivec Foreign Quarter. Walk to the Silt Strider and take it to Balmora, then Ald-Ruhn, then Gnisis.

Master Baladas — When you get to Gnisis walk to Arvs-Drelen, just northwest of the Gnisis Temple. Enter Arvs-Drelen and go straight through the wooden door, turn left and follow the hall, turn left again and the hall will start to go up. Untrap and unlock the door (50th lvl.) and enter. Go to the back of the room and up the stairs; Baladas is in the room. Speak with him and get your Rep with him up, then ask for his vote to be "Telvanni Hortator", and he will give you his vote. Exit Arvs-Drelen and return to Tel Vos.

Now that we have all of the votes to be named Telvanni Hortator we need to return to Master Aryon. Speak with him and mention "Telvanni Hortator" again and he will pronounce you Hortator, and give you a robe to prove it.

Note: If you have any trouble getting any of the councilors to give you their vote, you may kill them. The Telvanni don't seem to mind. The Only councilor you can't kill is Master Aryon, as he is the one to finally pronounce you Hortator.

3.17 Fourth Trial — House Hlaalu

Convincing the Hlaalu House to name you Hortator can be costly; you will need about 3000 gold to help you plead your case. The Hlaalu councilors are in and around Vivec, so travel back to Vivec.

Crassius Curio — Take the gondola from the Foreign Quarter to the Hlaalu section of Vivec. Walk to the top of the canton and enter the Hlaalu Plaza. Enter the Curio Manor on the mideast side of the plaza. Crassius is in a room downstairs and to the right and back. Speak with Crassius, tell him your story, and give him 1000 gold to get his vote for Hortator. Exit the canton and go back to the lowest level.

Yngling Half-Troll — Take the gondola to the Arena Section of Vivec. Walk from the gondola east, then south across the bridge to the St. Olms Canton. Walk up to the top and enter the Plaza. Enter Yngling's Manor on the midwest side of the plaza. Yngling is behind the door on the left. Tell him your story and pay him off with 2000 gold (If you talk to all of the other councilors first, you can kill Yngling instead of paying him, but I just paid) to get his vote. Leave the Manor.

Dram Bero — Go into the Haunted Manor on the southeast corner of the plaza. Dram is locked away in the basement behind a locked door (50th lvl.). There are some lockpicks at the bottom of the table in the southwest corner of the room. Pick the lock and enter the basement. Dram is behind the door on the right, past the dining room. Talk with him and tell your story to get his vote for Hortator.

Orvas Dren — Leave Vivec heading north, and head toward the Dren Plantation (the plantation is directly north of Vivec, use your world map to help guide you). Dren's Villa is in the southeast corner of the plantation. Enter the villa, turn left and follow the hallway, turn right and go up the stairs, follow the hall and you will see a desk in front of you. On the desk is a key to the villa and some gold. Back up a few steps and turn right, go up the stairs and Dren will be straight ahead. There are three ways to get Dren's vote for Hortator:

  • Persuade him enough to get a 90 rep with him, and tell him you want to protect Morrowind from the Empire.
  • Tell him you wish to bring peace to Morrowind, let him attack you, then kill him.
  • Use the key you found on the desk on the basement door, kill the guards, then open the locked and trapped small chest on the shelves to the left. Inside there is a note (which you will use to blackmail Dren), 2 grand soul gems, and some other goodies. Then go and talk to Dren and use the note to blackmail him into giving you his vote.

Nevena Ules — Leave the Dren Plantation on the east road heading north, follow the path until you come to a sign post pointing toward Suran. Follow the road toward Suran; when you come to the bridge turn around and you will see Ules Manor to the south. Enter the manor. Go all the way upstairs to find Nevena and ask for her vote for Hortator and she will agree. Exit the manor and continue to Suran.

Velanda Omani — Take the Suran Silt Strider back to Vivec, then take the Foreign Quarter gondola to the Telvanni Canton. Then use the bridge to the east to leave Vivec. Continue east until you come to the road going north-south. Take this road south, continue until you come to Omani Manor; enter the manor. Go all the way upstairs to find Velanda; ask for her vote for Hortator and she will agree. Leave the manor and retrace your steps back to Vivec.

Go back to the Hlaalu Canton and speak with Crassius again about being named "Hlaalu Hortator". He will name you Hortator and give you the Belt of the Hortator.

Congratulations, you have fulfilled the Fourth Trial.

3.18 The Archcanon and Vivec

Now we have to see Lord Tholer Saryoni, Archpriest of the High Fane. Go to the Temple Canton, which is the southernmost canton. Speak with Danso Indules atop of the temple in front of the hallway through the middle of the canton; tell her you "wish to meet the Archcanon". She will tell you that the Archcanon wants to meet you, but you are wanted by the Ordinators, so you should avoid them by magic or stealth. (As a side note, I spoke with many Ordinators after I was told this, and they did nothing. Might be a little glitch.)

Go to the Hall of Wisdom and walk a few paces south of the midpoint of the hallway, walk west toward the door to the Hall of Justice, then turn south and go up the stairs. Pick the lock to the High Fane's room (50th lvl.) Go inside and speak with Tholer Saryoni about the "Temple's Doctrine" and agree to meet Vivec. He will give you a key to Vivec's Temple, and a key to his back door (the door whose lock we just picked).

Leave the Hall of Wisdom and cross the south bridge to go to Vivec's Temple; go in and speak with Lord Vivec about business and accept the Wraithguard, now ask how to defeat Dagoth Ur and Vivec will give you a detailed plan. When you are done with Vivec it is time to head to Ghostgate. Leave Vivec and take the Silt Strider to Balmora.

3.19 Ghostgate

Leave Balmora south, and take the road going east. When you come to the signpost take the road toward Caldera for a few feet then turn east and go uphill. Cross the Old Dwemer Bridge, then turn around and go down into the ravine. Follow the Ravine north past the Daedric Shrine. Eventually you will come to Ghostgate. Explore the two towers of Dawn and Dusk to stock up on supplies, such as restore health and restore stat potions, Levitation scrolls or potions, and get armor fixed. Make sure you speak with one of the priests or Ordinator about the "Red Mountain" to get a map of the mountain, which will update your world map with the temple locations (very helpful for navigating since my directions for this area are really vague for this part). When you are done leave the towers and hit the switches to enter the Red Mountain area.

3.20 First Vampire

Killing this Vampire is optional, but it will make fighting Dagoth Ur much easier.

The First Vampire Dagoth Uthol is in the Charmara's Breath section of the Kogoruhn Cavern, just east of Vemynal. Enter the cavern, and Dagoth Uthol will be right in front of you. The easiest way to kill him is run past him and jump over the lava, turn around and pick him off with arrows when he gets stuck in, or at the edge of the lava. Kill him and loot his body. Take the Belt of Heartfire and exit the cavern. (You might have killed him while doing the precursor to the Third Trial for Sul-Matuul.)

3.21 Second Vampire

Killing this Vampire is optional, but it will make fighting Dagoth Ur much easier.

Walk directly north from Ghostgate; when you reach the Yassu Mine turn northwest and follow the path. When you approach the wall turn north, then veer east at the fork. Continue following the path to reach Endusal. Enter the Temple. Walk straight through the door, turn left and go through the next door. Dagoth Endus is inside; kill him and take the Amulet of Heartrime from his body. Exit Endusal.

3.22 Third Vampire

Killing this Vampire is optional, but it will make fighting Dagoth Ur much easier.

The Third Vampire is Dagoth Tureynul, and he is located in Tureynulal, just northeast of Dagoth Ur's Citadel. Enter Kagrenac's Library in Tureynulal. Dagoth Tureynul is straight ahead, behind a couple of doors. Kill him and loot his body for the Amulet of Heartthrum. Leave the Temple.

3.23 Fourth Vampire and The Keening

The fourth Vampire, Dagoth Ordos, is in the Dwemer Training Academy in Odrosal. Enter the Academy, walk straight ahead through the door, and Dagoth Ordos is inside. Kill him and loot his body for the Amulet of Heartfire, and Ordos Key. Leave the room and go down the hall to the left. Unlock the door with Ordos' Key and enter the room. Go up the ladder on the left wall to find The Keening. Exit the Training Hall.

3.24 Fifth Vampire and The Sunder

The next Vampire is Dagoth Vemyn located in Vemynal, which is northeast of Dagoth Ur's Citadel. Enter the outer Fortress and turn right, follow the hall around and turn down the first hallway on your right. Continue straight ahead and into the Hall of Torque. Turn right and follow the hall and turn into the first door on the right. Follow the stairs down and go through two sets of doors. Dagoth Vemyn is in this room; kill him and loot his body for The Sunder and the Amulet of Heartheal. Exit the Dungeon.

3.25 Sixth Vampire

Killing this Vampire is optional, but it will make fighting Dagoth Ur much easier.

The sixth vampire, Dagoth Araynys, is not in the Red Mountains; he is located near Berandas, which is southeast of Gnisis. You can get there by casting Almsivi Intervention which should place you in Ald-Ruhn, then taking a silt strider to Gnisis. Swim across the river to the southeast, continue going southeast until you come to Berandas (use your world map to help guide you). Now travel east; the place you are looking for is called Mamaca, Sanctum of Awakening; this cavern faces east and is before the Dusharian Shrine. Enter and walk straight ahead into the Sanctum of Black Hope. Turn right after going through the door and follow the hall; when you get to the locked door, go past and turn right again. Follow the path and Dagoth Araynys will be ahead. Kill him and loot his body for the Soul Ring. Leave the cavern and return to the Red Mountains.

3.26 Seventh Vampire

The best way to approach Dagoth Ur's Citadel (which is directly north of Ghostgate) is from the north. Drop down into the crater and you will see a door with a steel bubble around it (it looks like the door to the Dwemer Dungeon where you found the Puzzle Box); south of this door is a pipe with a crank on it, turn the crank to open the door, quickly return north and enter the door into the Citadel. Go down the stairs and through the door, walk around the hole in the floor and go through the door ahead. Jump down the hole in the floor and continue straight ahead into the inner facility. Go down the stairs and through the door on the right, continue straight through two doors, then turn right before the third door. Go through the door on the right and go down the stairs and through the door into the lower facility. Dagoth Gilvoth is straight ahead; kill him and loot his body for the Blood Ring. Continue straight and stand in front of the door to the Facility cavern.

Continue to section 3.27...

3.27 Dagoth Ur

...Continued from section 3.26

Dagoth Ur is behind this door, so rest up, and fortify yourself with as much magic, potions, and magic items as you want. Enter the door. Dagoth Ur is standing there. Speak with him. If you do not possess the Wraithguard, The Keening, and The Sunder, Dagoth Ur will not fight you; if you do have all these items, end your conversation with Dagoth Ur and kill him. When you defeat him he will just disappear and the door to Akulakhan's Chamber will open. As you walk to the door heal yourself again and prepare for another fight. In the entrance of the door there is a Heart Ring on the floor. Before you enter the door, equip the Wraithguard, then The Sunder. You must equip in this order or you will take damage. Also equip a levitate or slowfall spell or potion. Once this is done, enter the chamber and immediately cast levitate or slowfall. Forget the enemies around and fly (if levitating) or run and jump (if you are using slowfall) toward the giant robot straight ahead. Jump or fly off the ledge and land on the bridge below. Run up to the heart and hit it once with The Sunder. Switch weapons to The Keening, and strike the heart five times. Once you do this all of the enemies will disappear. Run across the bridge then turn around to watch the robot blow up and crumble. Follow the ledge around the cavern until you are back where you started. Turn the crank on a pipe near the ledge to open the door back to the Facility Cavern, and then go through the door. As you try to leave the Facility cavern you will meet Azura, and the ending movie will play. When the movie is over Azura will give you a ring. Exit Dagoth Ur's Citadel and the sky will clear.

The world is safe from Dagoth Ur and his evil plans, but the game still continues. You can still go and finish (or start) any remaining quests.

Fighters Guild

Go to Balmora via the Silt Strider, go down the ramp and go west, turn north after the Lucky Lockup. The Fighters Guild is the last building on the right. Enter and go up stairs and speak with Eydis Fire-Eye who is the Guild steward, and ask about joining the Fighters Guild. Once you have joined, you can ask for your first set of orders.

Note: the areas that say you should be promoted in rank are assuming you meet the skill requirements for the promotion.

4.1 The Rats

For your first set of orders you will get to play exterminator. You are asked to get rid of the rats that have infested Drarayne Thelas' house. Her house is along the river on the east side. Go there and speak with Drarayne about the rats. She will tell you that the rats have taken over the storeroom upstairs and she will give you a key. Before you go upstairs to kill the rats, there is a rat behind a closed door in this room — kill it, then go upstairs and kill all of the remaining rats. Go back downstairs and speak with Drarayne about the "cave rats"; she will give you 100 gold.

Return to the Fighters Guild and speak with Fire-Eye about the rats. Ask about advancement to be pronounced Fighters Guild Apprentice. Now ask for your next orders.

4.2 Egg Poachers

Fire-Eye wants you to go to the Shulk Egg Mine and kill Sevilo Othan and Daynila Valas, a couple of people that have been charged as being egg poachers.

Shulk Egg Mine is southwest of Balmora, on the west bank of the river. Leave Balmora and follow the river south; when you see the suspension bridge crossing the river, turn west and you will find the mine.

Enter the mine and follow the cave all the way, until you find the door to the "Queens Lair". Enter the door and go west following the cave. Somewhere along the line, Sevilo and Daynila will attack you; kill them and return to the Fighters Guild to speak with Fire-Eye.

Speak with Fire-Eye about the poachers to receive 100 gold and four potions of restore fatigue. Ask about advancement to be pronounced Fighters Guild Journeyman. Get your next set of orders.

4.3 Trouble at Caldera Mine

Four Telvanni agents are causing trouble in the Caldera Mines. They are Alynu Aralen, Sathasu Nerothren, Fothyna Herothran, and Alveleg. Kill them and return.

To get to the mine, exit the Fighters Guild, go south one door and enter the Mages Guild. Go downstairs and speak with Masalinie Merian the mage guide to travel to Caldera. You will be transported to the Caldera Mages Guild. Leave the town from the northwest gate and follow the path until you come to the signpost (near the naked guy). At the signpost take the southern path, then at the next split take the southeast path. Before you get to the bridge to the Caldera Mining Post, turn to face northwest and you should see a cave entrance with someone standing guard. Talk to the person standing guard (Alveleg) about the Telvanni agents; once you do, he will attack you. Kill him and enter the cave "Ashanammu". Follow the cave until you come to three people standing around; these are the remaining agents. Speak with one about the Telvanni Agents to get them to attack, then kill them all.

Return to the Fighters Guild and speak with Fire-Eye about the agents and you will get 400 gold for your troubles. Ask about your next orders.

4.4 The Code Book

Fire-Eye wants you to retrieve a code book from Sottilde at the SouthWall Cornerclub. The cornerclub is in the southeast corner of town on the east side of the river. Go there and enter the club. Speak with Sottilde about the codebook, and if you have a good enough rep with her, she will hand the book over; use persuasion if needed.

Note: If you belong to both the Thieves Guild and the Fighters Guild at the same time when you attempt this mission, Sottilde will not give you the book at all. In this case you must taunt her until she attacks you, then kill her and take the book. When you do this you will be booted from the Thieves Guild. To rejoin the Thieves Guild you must pay 1000 gold.

Note: Reader Bojangles sent in a tip for when you are in both guilds. After a few days of playing, I arrived at the last leg of the Thieves' Guild quests, with Gentleman Jim Stacey in Vivec. He starts asking you to bribe the heads of the Fighter's Guild so they can protect the Thieves' Guild. One of the people you bribe is Fire-Eye, the head of the Balmora Fighter's Guild. After you bribe her with a certain sacred relic, she pledges to aid the Thieves' Guild — thus she doesn't request you to do any jobs against the Thieves' Guild, and omits the quest for the code book. Then you can ask her for the next job, because she called the one for the code-book a success even though you didn't finish it! This is a great solution to the quest if the Fighter's Guild isn't really your "thing" and you want to get stronger before you do the higher Fighter's Guild quests, because the Thieves' Guild quests are not real combat related.

Return to Fire-Eye and speak about the code book; give her the code book and you will receive 50 gold. Ask about advancement to be proclaimed Fighters Guild Swordsman. Get your next orders.

4.5 Debt Money

Your next mission is to get 200 gold in debt money from Helviane Desele in Suran. Once you bring back the money, Fire-Eye will split the money with you.

Take the Silt Strider to Suran. Go to Desele's House of Earthly Delights (it is the building with the red porch light). Desele is behind the bar; speak with her, and if you have a high enough rep with her she will give you the money; you may have to persuade her.

Once you have the money return to the Fighters Guild and speak with Fire-Eye about it. Fire-Eye will give you 100 gold as your cut. Get your next orders.

4.6 Orc Bounty

Fire-Eye tells you of a 250 gold bounty to kill an orc named Dura gra-Bol. Dura gra-Bol lives on the east side of the river in Balmora, on the southern end. Enter the house and go upstairs to find Dura. Speak with him and taunt him until he attacks you, then kill him.

Return to Fire-Eye and tell her that you have killed Dura to receive your 250 gold bounty.

When you try to get some more orders, Fire-Eye will tell you that she has no more for anyone under the level of Fighters Guild Protector. She tells you to check with the Guild chapters in Ald-Ruhn, Sadrith Mora, or Vivec.

4.7 Ald-Ruhn Fighters Guild

The Fighters Guild is southeast of the Silt Strider. Enter the guild and speak with Percius Mercius down the left stairwell.

4.8 Necromancers

Percius wants you to help Ulyne Henim kill some necromancers in Vas. If you ask about Vas, Percius will mark it on your map. Leave the guild and go to Khuul, then go to the docks and take a boat to Dagon Fel. Exit Dagon Fel to the west, go south when the path splits. At the next split go west (If you pass an orc named Bulak gra-Murug you are heading in the right direction). Continue west past a few forks in the road; you will pass Pudai Egg Mine on your right. Keep going west until you get to the next fork (where the south path leads to the water). Go north, then follow the path west at the next fork. Waterwalk or swim west to Vas (use your world map to help guide you).

When you get there Ulyne Henim will be waiting in front of the entrance. Speak with her about fighting together, and enter the cave. (There are ancestral ghosts in here; to kill them you need to use magic, a magic weapon, or a silver weapon.) Walk forward, and turn down the hallway on your left, then down the hall on your right, continue down to the lower level. Enter the door on your right into the Vas Tower (there is a Dremora in here, so be careful). Turn to the right and follow the walkway leading up, go up the stairs and around the back of the room, and up the stairs again. Daris Alram (the necromancer that must be killed) is in this room. Get him to attack you, then kill him. Once he is dead Ulyne will thank you; now you must return to Ald-Ruhn and speak with Percius about the necromancers. Once you do you will be given 500 gold. Ask about advancement to be named Fighters Guild Protector. Ask for your next orders.

4.9 Nerer Beneran the Outlaw

Percius wants you to kill Nerer Beneran, an outlaw hiding in Sargon, north of Maar Gan. Leave the guild and travel to Khuul via Silt Strider, then to Dagon Fel via boat ride. Follow the same path to the coast as you did in the last mission, and swim to Vas again. Swim southwest to the island with the Onnissiralis Shrine on it, then swim south to the large island; the Assurdirapal Shrine is on this island. Walk to the path and follow the path west (it will change direction, but will generally go west) and eventually Sargon will be on your right. Enter the cavern and follow the cave until you come to Milynea Andrethi; go through the door behind and to the left of her, go around the room to get to the top of the platform, then walk across the wooden walkway into the next room. Walk up the ladder behind Varon Sadralo, turn right and cross the bridge. The next room you come to will have Nerer Beneran in it; get him to attack you, then kill him (If you loot his body you will find an ebony cuirass). Return to the guild and speak with Percius about Nerer to receive your 500 gold reward. Ask about your next orders.

4.10 Suran Bandits

Avon Oran is having problems with bandits in Suran; ask about the "bandits". Leave the guild and travel to Balmora, then go to Suran via the Silt Strider. Avon Oran's Manor is in the south of town, next to the temple. When you enter the courtyard, turn right and go up the stairs and enter the manor. Speak with Avon about the bandits. He wants you to kill Daldur Sarys in Saturan to end the raids, then report back to him to collect a 1000 gold bounty.

Leave the Manor courtyard from the southern exit, following the river. When you get to the driftwood on the ground turn and go to the northeast. There will be two paths branching off to the north; the first goes to the Inanius Egg Mines, we want to walk north along the second path. Walk north and the path will bend around a grove of dead trees and steam pits, and then come to a fork splitting north and west. Saturan is west.

Enter the cavern and follow the cave until you reach the wooden walkway, go down the stairs, turn left and walk to the end of the walkway; Daldur Sarys is upstairs to the left. Get him to attack you, then kill him. Return to Avon Oran in Suran to claim your bounty, then return to Percius in Ald-Ruhn and speak with him about the bandits and advancement to be proclaimed Fighters Guild Defender. Get your next orders.

4.11 Delivering Flin

Percius wants you to deliver 20 bottles of Flin to Dangor in the Elith-Pal Mine, near the Zainab Camp. Leave the guild and take the Silt Strider to Khuul, then take a boat to Dagon Fel, and another boat to Tel Mora, and one more boat to Vos. Leave the docks using the path that goes west; when the path splits go southwest, continue southwest past the first signpost and you will come to another fork — go south, past the Yakaridan Camp. When the path splits go west until the path splits again; this time go south. At the next fork, the south path will go to the Zainab Camp and the west path will lead to the Red Mountains; go toward the mountains. When the mountain path splits go south, and the Elith-Pal Mine will be on your right.

Enter the mine and follow the path straight until you come to the first chamber. Climb the stairs; there is a small stone walkway that leads to the upper level — climb that and continue straight (the stone path is hard to see; a torch or light spell might help). Dangor is in the very back of the mine; speak with him about the Flin, and he will take it.

Return to Percius in Ald-Ruhn and speak with him about the mine. Percius will then offer you some brandy; accept it and you will receive some brandy and 500 gold. When you ask for your next orders Percius will tell you that he has no orders for anyone under Guardian and to check in Sadrith Mora.

4.12 Sadrith Mora Fighters Guild

Take the Silt Strider to Khuul, then a boat to Dagon Fel, then another boat to Sadrith Mora. The Fighters Guild is in Wolverine Hall, just south of Sadrith Mora. Enter Wolverine Hall through the Imperial Shrine, walk forward a few steps and go through the door on your left. Go down the stairs one level and the Fighters Guild is on your left. Speak with Hrundi the guild steward.

4.13 Dwemer Ruins of Nchurdamz

Hrundi wants you to help Larienna Macrina clear out the Nchurdamz ruins of necromancers; he will mark the ruins on your map.

Leave the guild and take a boat to Molag Mar. Leave Molag Mar swimming northeast, cross the strip of land to the east; when you get to the next body of water swim along the coast, keeping the land to your left. After a few twists and turns and a long swim you will eventually come to Nchurdamz (Use your world map to help guide you, as my directions are lacking). Note: There is another ruin nearby named Nehardumz; make sure you go to the right ruin.

Once at the ruin, speak with Larienna Macrina about exploring together and she will tell you that she wants your help to kill Hrelvesu; tell her you are ready and enter the ruin. Walk straight downstairs, then up the next flight of stairs, turn right and continue up the stairs. Go down the hall and through the door on your left. Go down the stairs and kill the Steam Centurion, untrap and open the ornate Dwemer chest in the room with the lava and take the key inside. (There is also a magic spear named Iiikurok in this room.) Leave this room and go down the hall to the left. Unlock the door using the key and enter; Hrelvesu is inside. Kill him and Larienna will thank you and leave. Exit the ruin and return to Hrundi in the Fighters Guild; speak with him to get your 500 gold. Get your next orders.

4.14 Dissapla Mine

Hrundi wants you to help Novor Drethan clear the Dissapla Mines; ask about the mines to find out that the mines are northeast of Falensarano; ask about Falensarano to have him mark it on your map.

Leave the guild and head to the docks; take a boat to Tel Mora, then a boat to Tel Aruhn. Jump off the docks and swim west; you will come to an island with a Daedric Ruin named Yansirramus on it. Keep going west until you get to the mainland and a cavern called Nammu. Go north a little ways until you are back on land, turn west and walk until you come to a path in front of Falensarano. Follow the path north; when the path splits go north to the mine.

Enter the mine and walk into the first room and speak with Novor about the mine. Novor wants you to rescue Teres Arothan and kill all the Nix Hounds. Follow the cave until you come to a room with a ladder going up and a hall to your right. Go right and follow the cave, killing all the nix hounds that you come across. You will come to another ladder; Teres Arothan is above — talk with her and have her follow you back to Novor. Speak with Novor about the mines and he will give you four Raw Glass. Return to the Sadrith Mora Fighters Guild and speak with Hrundi about the mine and he will give you 250 gold. Ask about advancement to be named Fighters Guild Warder. Get your next orders.

4.15 Corprus Stalker and Rels Tenim

Hrundi says he will pay you 200 gold to kill a corprus stalker in the Berwen Trader Shop of Tel Mora, and 200 gold to kill Rels Tenim near Tel Vos.

Leave the guild and take a boat to Tel Mora. The entrance to the trader shop is just east of the entrance to the Lower Tower. Enter the shop and speak with Berwen about the Corprus Stalker; go upstairs and kill the monster, then return to Berwen and talk about the Stalker again. Leave the shop and take a boat to Vos.

Leave Vos to the north and go to the coast past the Ahemmusa Camp, cross the water to the first island; from there travel northwest two more islands. On the second island go to the north side; there you will find the entrance to Shallit at the water's edge in a small cove. Enter the cavern and walk forward until you come to a room with large rocks hanging from the ceiling (remember this room as you will need to come back to it). Note that there is a high ledge on the south wall; we need to get up there so we have to find a potion. Follow the cave around, past the barrel with the note and sword, and go up the flight of stairs. There is a bed roll and some boxes on the ground; mixed around the boxes are two potions of Rising Force — grab them and return to the large room with the ledge. Use one of the potions to fly up the south wall onto the ledge, then follow the cave. Rels Tenim is a few rooms back; get him to attack you, then kill him. Return to Hrundi in the Fighters Guild; speak with him about the Corprus Stalker and Rels Tenim to get your rewards. Get your next orders.

4.16 Sujamma Courier

Hrundi wants you to deliver 20 bottles of Sujamma to Nelacar in the Dunirai Caverns, southeast of Ghostgate, between the Foyada Esannudan and Foyada Ashur-Dan.

Leave the guild and take a boat to Ebonheart, then leave the town and walk to Seyda Neen. Take the Silt Strider to Balmora. Leave Balmora south, and take the road going east. When you come to the signpost take the road toward Caldera for a few feet then turn east and go uphill. Cross the Old Dwemer Bridge, then turn around and go down into the ravine. Follow the Ravine north past the Daedric Shrine. On your right, before Ghostgate there will be a path flanked by two large spires; turn east and when you get to the next two spires head east and continue past the first northern path. Take the next path north, and look for a path on your left that leads to the Dunirai Caverns.

Enter the caverns and follow the cavern back and speak with Nelacar about the sujamma; give him the bottles. Return to Hrundi in the Fighters Guild and speak with him about the cavern to get your 500 gold. Get your next orders.

4.17 Escort Sondaale of Shimmerene

Hrundi wants you to help Sondaale of Shimmerene through the Temple of Telascro.

To get there, take a boat to Tel Branora, then a boat to Molag Mar. Leave Molag Mar to the west and follow the path until you come to Telascro.

When you get there, Sondaale is nowhere to be seen, but if you look on the smaller entrance door, you will see a note stating that she went in ahead of you and to meet her inside. Enter the door with the note and follow the halls until you get to the lower level. Go through the hall to the south, continue straight and enter the door to the lower level. Enter the first door on your left to find Sondaale. Speak with her and she will ask you to escort her out of the temple. Have her follow you, and leave the temple.

Return to the Fighters Guild and speak with Hrundi about Sondaale to get your 500 gold. Ask for your next orders.

4.18 Engaer

Hrundi wants you to kill Engaer, a Bosmer mercenary. Engaer is in the Tel Naga Tower in Sadrith Mora. Leave the guild and enter the Great Hall of the Tel Naga Tower at the center of town. Go down the stairs and steal a couple of Rising Force Potions on one of the desks in this room. Use one of the potions to levitate to the door to the Upper Tower on the east wall. Levitate up the shaft to the top level, then go down the west hallway. There are three doors here — two locked and trapped golden doors and a door to Sadrith Mora. Engaer is behind the north door, so untrap and unlock it, go inside, close the door and get Engaer to attack you then kill him. (Loot his body to find a complete set of bonemould armor and a ring enchanted with the third barrier spell.)

Return to the Fighters Guild and speak with Hrundi to receive your 1000 gold bounty. Ask about your next orders.

4.19 Pudai Egg Mine and the Golden Eggs

Hrundi wants you to retrieve seven golden eggs from the Pudai Egg Mine.

Leave the guild and take a boat to Dagon Fel. Exit Dagon Fel to the west, go south when the path splits. At the next split go west (If you pass an orc named Bulak gra-Murug you are heading in the right direction). Continue west past a few forks in the road; the Pudai Egg Mine will be on your right.

Enter the mine and follow the cave until you get to the main room; take the south branch and enter the Queen's Lair. Go left and follow the cave until you reach the Queen but don't kill her. The Golden Eggs are behind the Queen — grab them all (they weigh 30 pounds each) and return to Hrundi in the Fighters Guild.

Give Hrundi the eggs and he will pay you a whopping 10,000 gold. Ask about advancement to be named Fighters Guild Guardian. When you try to get your next orders he will tell you that he doesn't have any for you, and that you should check in Ald-Ruhn; but since we know Fire-Eye in Balmora has more orders for us, we will return to the Balmora Fighters Guild.

4.20 Orcs at a Daedric Ruin

Speak with Fire-Eye about orders and she will tell you to visit Alof in his farm northwest of Pelagiad and just north of the Arvel Plantation to get more info about your mission. Leave the guild and take a Silt Strider to Seyda Neen, then walk to Pelagiad. Walk east past the Fort until you get to the Dren Plantation. Go north until you get to the Arvel Plantation, then swim across the lake to Alof's Farm. Enter and talk to Alof about the Orcs. He will tell you that you have to kill the orc leader Burub gra-Bamog.

Leave the farm and go north along the path until you come to the crossroad, then go west. When you get to a clearing near the mountains with a signpost take the northeast path toward Molag Mar. The path will curve around quite a bit and you will pass a clearing in the mountains with a dead log on the ground; keep going north. At the next signpost go east, then southeast at the next crossroad and follow that path past a steam pit or two. At the next intersection go south, then west; pass the ruin and continue down the path (Yes I said pass the ruin). At the end of this path is a second entrance to the ruin, and Burub gra-Bamog is inside. Enter and get Burub to attack you, then kill him. Return to Fire-Eye and talk about the orcs to receive 500 gold. Get your next orders.

4.21 Verethi Gang

Fire-Eye wants you to kill Dovres Verethi, the head of the Verethi Gang. He is located in Mannammu, southeast of Pelagiad.

Leave the guild and take the Silt Strider to Seyda Neen, then walk to Pelagiad. Leave Pelagiad and walk south; you will find Mannammu near the pond across a mud walkway. Enter the cave. Follow the cave all the way to the back. You will come to a room with a raised platform surrounded by water; Dovres is on the platform. Get him to attack you, then kill him. Return to Fire-Eye and speak about the gang to get a 1000 gold reward. Get your next orders.

4.22 Sarano Tomb

Fire-Eye tells you of a dangerous creature, a hunger, that has made a home in the Sarano Tomb. She wants you to go and kill the beast and return.

Leave Balmora south and follow the path as it goes east across the bridges, until you come to some signposts. Go southeast toward Pelagiad. You will walk down into the Foyada; you will come to another signpost — go southwest, then southeast at the next signpost. When you get back to the lush area and the next signpost keep going southeast toward Suran. Shortly after you pass the Fields of Kummu Shrine, you will come to another crossroad; the tomb is north.

Enter the tomb and go through the first door on your right; it is locked with a low level lock. Go down stairs and kill the hunger (Loot the body to find the Sarano Ebony Helm; a Drough shield is also in this room). Return to Fire-Eye and talk about the tomb to collect your 1000 gold. Fire-Eye has no more quests for you.

4.23 Decision

Here is where you have a decision to make about the future of the Fighters Guild. As it turns out the Fighters Guild is divided and has two groups trying to take control. The Camonna Tong is influencing one side, and the old Fighters Guild is the other. So you have two ways of going. Option 1 is to help Percius end the Camonna Tong influence of the Fighters Guild, and Option 2 is to ally with the Camonna Tong against the Thieves Guild. At the end of both paths lies your spot as the Head of the Fighters Guild.

4.24 Option 1 — Save the Fighters Guild

Go to Ald-Ruhn and speak with Percius about orders. He will tell you that the Fighters Guild is being influenced by the Camonna Tong, and the only way to save it is to kill Sjoring Hard-Heart the Guildmaster and his supporters Fire-Eye and Lorbumol gro-Aglakh. If you do so, Percius will name you the Fighters Guild Guildmaster.

Go to the Balmora Fighters Guild and get Fire-Eye to attack you, then kill her (loot her body for a Dwarven Mace).

Next go to the Vivec Fighters Guild by taking the Silt Strider to Vivec. Walk to the Vivec Foreign Quarter Canton, then go to the top of the canton and enter the Foreign Quarter Plaza. The Guild of Fighters is in the northeast corner of the plaza. Enter the guild and go through the doorway on the left, go down the stairs, turn to the right and follow the hall. In this room is Lorbumol gro-Aglakh, and behind the door at the other end of the room is Sjoring Hard-Heart. Get them to attack you then kill them both (If you loot Hard-Heart's body, you will find a magic hammer).

Return to Percius in Ald-Ruhn and talk to him about each of the people you just killed, and he will name you the Fighters Guild Guildmaster.

4.25 Option 2 — Vivec Fighters Guild

Leave Balmora by taking the Silt Strider to Vivec. Walk to the Vivec Foreign Quarter Canton, then go to the top of the canton and enter the Foreign Quarter Plaza. The Guild of Fighters is in the northeast corner of the plaza. Enter the guild and go through the doorway on the left, go down the stairs, turn to the right and follow the hall. Sjoring Hard-Heart is behind the door at the other end of this room. Speak with Hard-Heart about orders.

4.26 Option 2 — The Thieves Guild Bosses

Hard-Heart tells you that he has allied the Fighters Guild with the Camonna Tong, and that he wants you to kill the Thieves Guild bosses: Helende in the Dirty Muriel's Cornerclub at Sadrith Mora ..... Dead Habasi in the Southwall Cornerclub at Balmora ...... Dead Aengoth in The Rat in the Pot at Ald-Ruhn ...... Dead Hard-Heart gives you 5000 gold to pay off guards as needed.

Take the Silt Strider to Balmora, go down the stairs and turn right, cross the bridge, then go down the alley to the left of Dura gra-Bol's House. The Southwall Cornerclub is to the right of the stairs. Enter the club and Sugar Lips Habasi is around the corner. Get him to attack you, then kill him (loot his body for a bunch of picks and probes, and a glass dagger).

Take the Silt Strider to Ald-Ruhn. The Rat in the Pot is one door east of the Fighters Guild; enter the guild and go upstairs to the bar. Near the wall across the bar is a stairway down; go down and Aengoth the Jeweler is down here. Get him to attack you, then kill him.

Take the Silt Strider to Khuul, then take a boat to Dagon Fel, then a boat to Sadrith Mora. Dirty Muriel's Cornerclub is across from the bridge leading to Wolverine Hall. Enter the club and go upstairs and find Big Helende; get her to attack you, then kill her (you can loot her body for more picks and probes).

Return to Sjoring Hard-Heart in Vivec and talk to him about the bosses and he will make you his second in command, Fighters Guild Champion.

Note: Once you are Champion, Lorbumol gro-Aglakh will attack you when you try to speak with him.

4.27 Option 2 — The Thieves Guild Master

Now Hard-Heart wants you to kill Gentleman Jim the Thieves Guild Master and his flunky Crazy Legs. Ask about this and he will tell you that they can be found in Fralinie's Bookstore.

Leave the guild and the Foreign Quarter Plaza and head down to the Foreign Quarter Lower Waistworks, then use the eastern entrance to the Foreign Quarter Canalworks. Go to the Simine Fralinie Bookseller shop on the south end. Enter the shop and go to the back and pick the 65 level lock on the door. In this room is Gentleman Jim and Crazy Legs. Get them to attack you, then kill them both (loot Jim's body for a Daedric Shortsword, a Skeleton Key, and a set of exquisite clothes).

Return to Hard-Heart to tell him of your achievements; he will be happy, but will then doublecross you and attack you. Kill him to become the Fighters Guild Guildmaster.

Guide to Vvardenfell

Morrowind is the northeasternmost province of the Tamrielic Empire, bounded on the north and east by the Sea of Ghosts, on the west by Skyrim, on the southwest by Cyrodiil (also known as the Imperial Province), and on the south by Black Marsh (also known as Argonia). Vvardenfell District encompasses Vvardenfell Island, a great land mass dominated by the giant volcano Red Mountain and cut off from mainland Morrowind by the surrounding Inner Sea.

Only recently open to settlement and trade, most of the island's population is confined to the relatively hospitable west and southwest coast, centered on the ancient city of Vivec and the old Great House district centers at Balmora, Ald'Ruhn, and Sadrith Mora. The rest of the island is covered by hostile desert wastes, arid grasslands, and volcanic badlands, and thinly populated by the nomadic Ashlander tribes.

Vvardenfell has nine basic geographic regions, each with their own distinctive plants and terrain features. Scholars have based their classifications on the different types of land described by the native Ashlanders, so the designations are recognized by most local traders, travelers, and adventurers. These geographic regions are called: the Ascadian Isles, the Ashlands, Azura's Coast, the Bitter Coast, the Grazelands, Molag Amur, Red Mountain, the West Gash, and Sheogorad.

5.1 Ascadian Isles

The Ascadian Isles is a region of lush, green, well-watered southern lowlands where most of Vvardenfell's agriculture is found. The area includes Pelagiad, Suran, Vivec City, and Ald Sotha along with the inland lakes and waterways of the Ascadian Isles proper. The urban areas of Vivec and Ebonheart of the southern coast are densely populated; the inland Ascadian Isles are dotted with small farms and large plantations. The climate is temperate and comfortable, with moderate rainfall.

Ebonheart is the seat of the Imperial government for Vvardenfell district, and a busy center of maritime trade. Castle Ebonheart is the home of Duke Vedam Dren, the district's ruler and Emperor's representative. Also located at Castle Ebonheart are the Vvardenfell District Council chambers and the Hawk Moth Legion garrison. The officers, docks, and warehouses of the East Empire Company are also found in Ebonheart.

Vivec City is the largest settlement on Vvardenfell, and one of the largest cities in the East. Each of the great cantons is the size of a complete town. The High Fane and the palace of Vivec are visited by hundreds of tourists and pilgrims daily. Citizens flock to the Arena for entertainments and war games. Outlanders mostly confine themselves to the Foreign Canton, while natives live, work, and shop in the Great House compounds and residential cantons.

Ald Sotha is a splendid Daedric ruin within sight of Vivec City. Though exotic and picturesque, it is a dangerous site, haunted by old magics, dark cultists, and their Daedric summonings, and not recommended for sightseers.

Suran is an agricultural village in the northeastern corner of the fertile Ascadian Isles region. Two popular pilgrimage sites are nearby — the Fields of Kummu and the Shrine of Molag Bal.

Pelagiad is a newly chartered Imperial village between Balmora and Vivec City on the western edge of the Ascadian Isles region. The village is right outside the Imperial Legion garrison at Fort Pelagiad. The houses and shops are built in the Western Imperial style, and Pelagiad looks more like a village in the western Empire than a Morrowind settlement.

5.2 The Ashlands

The Ashlands are the dry, inhospitable wastelands surrounding the lower slopes of Red Mountain. The Ashlands extend to the Sea of Ghosts in the north, and elsewhere form a wide margin between the blighted Red Mountain region and other geographic regions. The village of Maar Gan is the only sizable permanent Ashlands settlement; Ald'Ruhn, the district seat of House Redoran, is on the margin of the region. Ashlanders hunt for game here, and their herds find sparse grazing. It rains rarely, and suffers frequent ash storms.

Maar Gan is a small isolated village in a remote region north of Ald'Ruhn. The Maar Gan shrine is an important Temple pilgrimage site.

The Ashlander Urshilaku tribe has a permanent settlement at Urshilaku Camp in the Ashlands region north of Maar Gan village.

5.3 Azura's Coast

The rugged coast and islands of northern and eastern Vvardenfell are called Azura's Coast. The region is rocky, infertile, and largely uninhabited, except for the outpost at Molag Mar, the Telvanni settlements at Sadrith Mora, the wizard towers at Tel Aruhn, Tel Mora, and Tel Branora, and Ahemmusa Camp and the remote fishing villages of Ald Redaynia and Dagon Fel on the north coast. There are no roads; most travel is by boat. Despite the rocky terrain, a variety of plants thrive on the regular rainfall.

Sadrith Mora is the district seat of House Telvanni, and home of the Telvanni Council, though only one Telvanni councilor actually lives in Sadrith Mora. Sadrith Mora is an island settlement, and accessible only by sea and teleportation. The town is large, with many services, but it is open only to Telvanni retainers; outsiders must confine themselves to the Gateway Inn.

Tel Branora is the tower and seat of the eccentric Telvanni wizard named Mistress Therana. The tower and its tiny village are located on a rocky promontory at the southeasternmost tip of Azura's Coast.

Tel Fyr is the Telvanni tower of Sorcerer-Lord Divayth Fyr. Beneath the tower is the Corprusarium, a refuge-prison where the deranged, distorted victims of the deadly corprus disease are housed and tended.

Tel Aruhn is the Telvanni tower of Archmagister Gothren, Telvanni Sorcerer-Lord and head of the Telvanni Council. The associated settlement is a sizable village, and the site of the Festival Slave Market, the largest slave market on Vvardenfell.

Tel Mora is the Telvanni tower of Mistress Dratha, an ancient wizard of the Telvanni Council. The small settlement includes a few craftsfolk and a tradehouse.

Tel Vos is the tower of Telvanni wizard and council member Master Aryon. Tel Vos is a peculiar blend of Telvanni and Western architectural styles, and is close to Vos village.

Bal Fell is the "City of Stone," an ancient First Era ruin in the southeastern islands and promontories of Azura's Coast. The site has a nasty reputation, and several Telvanni wizards currently have competing camps of hirelings and adventurers exploring and looting there. Legend says that Bal Fell was built on the site of an ancient Daedric worship center.

The Ashlander Ahemmusa tribe has a permanent settlement at Ahemmusa Camp on a rocky promontory at the northeastern tip of the Vvardenfell mainland in the Azura's Coast region.

5.4 The Bitter Coast

The western coast of Vvardenfell from Seyda Neen north to Gnaar Mok is called the Bitter Coast. The salt marshes and humid swamps of this region are uninhabited, with the only settlements found at the good harbors of Gnaar Mok, Hla Oad, and Seyda Neen. Also called the Smuggler's Coast, the region's secluded coves are favored by smugglers and outlaws.

The Grazelands

The regular rain and dark soils of the Grazelands produce the rich grazing for Ashlander herds that give the region its name. The region lies in the northeast of Vvardenfell, sandwiched between the Ashlands and Azura's Coast. Permanent settlements include Vos village and the towers of Tel Vos and Tel Fyr. The Ashlanders of Zainab camp move their herds across the plains in search of fresh grazing. There are no roads or tracks, but travel is easy across the open plains.

The Ashlander Zainab tribe has a permanent settlement at Zainab Camp, near the village of Vos in the Grazelands region.

Molag Amur

Located inland in the southeast of Vvardenfell, Molag Amur is an uninhabited wasteland of rocky hills, steep-sided ravines, lava pools, and barren ash pavements. Pathfinding and travel is extremely difficult in this trackless wilderness, and is complicated by frequent ash storms. The Ashlanders of Erabenimsun Camp hunt game here, but few others venture into this region. The worst part of Molag Amur, called the Great Scathes, is considered impassible even by the Ashlanders.

The outpost at Molag Mar is a fortified stronghold on the southeastern edge of the desolate Molag Amur region. Pilgrims bound for the nearby pilgrimage sites at Mount Assarnibibi and Mount Kand take refuge at the outpost's hostels, comforted by the garrison of Redoran and Buoyant Armiger crusaders stationed at the stronghold.

The Ashlander Erabenimsun tribe has a permanent settlement at Erabenimsun Camp, an isolated hut settlement in the middle of the desolate Molag Amur region.

Red Mountain

The dominant feature of Vvardenfell, Red Mountain, is a vast volcano in the center of Vvardenfell. The outer slopes are steep and rugged, and the crater is deep and dotted with surface lava. The Ghostfence, a magical barrier which blocks travel as well as seals in the harmful, disease-laden weather called 'blight,' rings the volcano's outer slopes, and is broken only at Ghostgate. Within the Ghostfence, rain never falls and the sun never shines; the only weather is the red and deadly ash-blight.

Ghostgate is the gate citadel of the Ghostfence Ordinator and Buoyant Armiger garrisons. Ghostgate sits astride the only gap through which the monstrous hosts of Dagoth Ur might emerge from Red Mountain to threaten the rest of Morrowind. The Ghostfence itself is a colossal magical artifact that completely encircles Red Mountain and prevents the Blight from spilling its corruption across the rest of Vvardenfell.

West Gash

The western highlands of Vvardenfell are called the West Gash. The region extends from the Sea of Ghosts on the northwest coast to the inland town of Balmora, where the region is sandwiched between the Bitter Coast and the Ashlands. The trading village of Gnisis is north of Ald'ruhn, and the fishing villages of Ald Velothi and Khuul lie on the north coast. The town of Caldera lies near Balmora. The herds of the Ashlanders of Urshilaku Camp graze on the sparse but hardy highland vegetation.

Balmora is the district seat of House Hlaalu, and the largest settlement on Vvardenfell after Vivec City. Good roads lead north to Ald'ruhn and south to Caldera, Seyda Neen, and Vivec City. The Imperial Legion garrison of Fort Moonmoth lies south of Balmora.

Caldera is a recently chartered Imperial town and mining corporation. The Caldera Mining Company has been granted an Imperial monopoly to remove raw ebony from the rich deposits here. Caldera has the appearance and flavor of a Western Imperial town.

Ald'ruhn is the district seat of House Redoran, and a large settlement. The Redoran Council chambers are located inside the shell of an ancient extinct giant crab. Tracks lead north to Maar Gan and Gnisis villages and south to Balmora.

Gnisis is a small mining and trade village astride the silt strider caravan route between the northwest West Gash and Ald'ruhn.

Ald Velothi and Khuul are tiny fishing villages on the northern coast of the West Gash.

Sheogorad

The large island of Sheogorad lies north of Vvardenfell. This island and its associated lesser islands are a maritime wilderness extending north from Vvardenfell into the Sea of Ghosts. The region is largely hostile and uninhabited, with two small villages at Ald Redaynia and Dagon Fel. Only Dagon Fel is reached by ship services; all other island-to-island transport must be provided by the traveler.

Seyda Neen Quests and Notes

The piercing light of the Grand Pharos at the mouth of the harbor of the port village of Seyda Neen is a beacon to mariners throughout the Inner Sea. Most visitors from the Empire make landfall at the port of Seyda Neen, where they are processed by the Imperial Census and Excise Commission agents of the Coastguard station. The Coastguard cutters docked here control smuggling and piracy on the Inner Sea.

Fargoth's Ring Quest

Fargoth wants you to find his magic ring — it is an Engraved Ring of Healing which restores 1–5 pts. of health on self.

The ring is located in a barrel in the courtyard of the Census and Excise Office (before you enter the building with Sellus Gravius).

  • If you return it, your rep with both Fargoth and Arrille in the tradehouse will go up.
  • You can also decide not to return the ring (but if you do return it, you have another chance of getting it back when you find Fargoth's Hiding Place).

Fargoth's Hiding Place

Hrisskar Flat-Foot has a quest for you. He is located at the top of the stairs in Arrille's Tradehouse. He wants you to find Fargoth's Hiding Place, and he will split any money you find.

To find the hiding place, go to the top of the Lighthouse, look toward the middle of town and wait until 11pm. Fargoth will move from the town center toward the lighthouse, then double back to a stump in the middle of a pond north of the lighthouse. After he leaves, go to the stump and look inside. You will find Fargoth's Ring (if you gave it back to him), a Journeyman's Lockpick, and 300 gold.

  • If you return to Hrisskar Flat-Foot and give him the gold, he will give you back 100 gold and anything else you found in the stump as your cut. He will also tell you where you can find Fargoth's Ring.
  • Or you can not talk to Hrisskar again, leave that quest unfinished, and keep the 300 gold (the favored option).

The Dead Taxman

You will hear rumors of a dead taxman. To find the body, follow the road out of Seyda Neen to the north, then follow the signs toward Gnaar Mok and Hla Oad. The path will bend toward the west; you will see a tree directly in front of you. Go off the path past the tree until you come to the pond. When you get to the pond turn south and walk. There are two piles of rocks with a space between them going southwest. Go between the rocks and you will see the corpse on the left. Loot the body to get 200 gold and the Tax Record.

Return to Seyda Neen and go to the Census and Excise Office and talk to Socucius Ergalla (the man who gave you your class and birthsign) about the murder of Processus Vitellius. He will ask you if you found the money.

  • If you say you found the money, you will lose 200 gold and he will send you to find the murderer with a reward of 500 gold.
  • If you tell him that you found nothing (and keep the gold), he will not offer the reward — but if you find the murderer, he will still pay the reward. (Possible game bug.)

The murderer is Foryn Gilnith in one of the shacks west of Arrille's Tradehouse. He will freely admit that he killed Processus Vitellius.

  • If you tell him that you believe him and don't punish him, he will give you Processus' Ring.
  • If you tell him that he needs to be punished, he will attack you. Kill him (since he attacked you, you will not receive a bounty) and loot the body. You will find Processus' Ring.

Return to Socucius Ergalla and he will reward you 500 gold (regardless of whether you gave him the original 200 gold).

Now you can do one of three things with Processus' Ring:

  • Sell it (it has a value of 240 gold).
  • Keep it to enchant later (it is an Exquisite Ring).
  • Return it to Thavere Vedrano in the lighthouse. She will give you 2 standard Restore Health potions (which restore 10 pts of health for 5 sec.).

Cursed Ring of Vodunius Nuccius

Speak with Vodunius Nuccius (he is walking around in front of the Census and Excise Office) about "Little Advice." He will tell you to check out the Silt Strider, and to tell Darvame Heleran the Silt Strider operator that Vodunius sent you.

Go to the Silt Strider just outside of town and speak with Darvame, select "Vodunius Nuccius" from the dialog options, and Darvame will tell you that he often steers business his way, but he seems unhappy here.

Return to Vodunius and ask about "Vodunius Nuccius" to learn that he is indeed unhappy here, but has no money to leave — all he has is a cursed ring. He will then offer to sell you his ring for 100 gold. You may buy the ring if you want.

The Cursed Ring will fortify your speed 5 points for 60 seconds, but will also damage your health 10 points.

Seyda Neen Travel

Speak with Darvame Heleran at the Silt Strider to travel to the following places:

  • Balmora — 11 gold
  • Vivec — 8 gold
  • Suran — 14 gold
  • Gnisis — 39 gold

Seyda Neen Trainers

Raflod the BraggartThieves Guild — Upstairs in Arrille's Tradehouse

  • Medium Armor — to 54
  • Long Blade — to 49
  • Block — to 44

EloneBlades — Upstairs in Arrille's Tradehouse

  • Athletics — to 52
  • Medium Armor — to 52
  • Long Blade — to 62

Must be a member of the Blades for her to train you.

Adraria VandaciaCensus & Excise — Upstairs in Census & Excise Warehouse

  • Speechcraft — to 55
  • Light Armor — to 50
  • Sneak — to 45

Socucius ErgallaCensus & ExciseCensus & Excise Office

  • Sneak — to 54
  • Acrobatics — to 54
  • Light Armor — to 54

Seyda Neen Merchants

Arrille — Downstairs in Arrille's Tradehouse
Barter gold: 800 — Buys: Everything

Seyda Neen Notes

  • Evidence chest in the Census & Excise Office, in the same room as Socucius Ergalla.
  • 25 gold and a silverware cup in the top of a tree stump next to the lighthouse walkway.
  • A copy of The Wraith's Wedding Day (a book that will raise your Unarmored skill by 1) is located upstairs in the lighthouse.
  • An Imperial Newcastle Cuirass is under the bed in the room upstairs in Arrille's Tradehouse.
  • 100 gold on a table upstairs in the Census & Excise Warehouse.
  • 31 gold in a small locked chest in the first Census & Excise building.
  • 31 gold in a small locked chest on Socucius Ergalla's desk.
  • Big stash of weapons and armor in the locked room under Arrille's Tradehouse.
  • The locked chest in Draren Thirala's house has a Journeyman's Lockpick and probe in it.
  • Copy of the book Notes on Racial Phylogeny (Restoration skill +1) on bed in Eldafire's house.
  • Silver Longsword in a locked chest in Eldafire's house.
  • There is an enchanted iron axe in a submerged tree stump near the lighthouse — you have to jump on it to access it.
  • There is 100 gold in a cloth sack in a tree stump on the coast just before the wrecked ship.
  • In Arrille's room, under the pillow, there is an enchanted dagger.

Pelagiad Quests and Notes

Pelagiad is a newly chartered Imperial village between Balmora and Vivec City on the western edge of the Ascadian Isles region. The village is right outside the Imperial Legion garrison at Fort Pelagiad. The houses and shops are built in the Western Imperial style, and Pelagiad looks more like a village in the western Empire than a Morrowind settlement.

Pelagiad Trainers

AhnassiThieves GuildHalfway Tavern Downstairs

  • Hand to Hand — to 48
  • Sneak — to 48
  • Acrobatics — to 58

Ladia FlarugriusThieves GuildHalfway Tavern Upstairs

  • Athletics — to 36
  • Speechcraft — to 54
  • Mercantile — to 54

AngorilImperial LegionFort Pelagiad Upstairs

  • Axe — to 44
  • Long Blade — to 44
  • Blunt Weapon — to 44

Pelagiad Merchants

Drelassa Ramothran — Downstairs Halfway Tavern
Barter gold: 400 — Buys: Ingredients. Also rents rooms.

Ladia FlarugriusThieves GuildHalfway Tavern Upstairs
Barter gold: 250 — Buys: Books

Mebestian EnceMebestian Ence: Trader
Barter gold: 449 — Buys: Weapons, Armor, Books, Clothing, Ingredients, Lights, Repair Items, Misc., Magic Items, Potions

UUlernilUUlernil: Armorer
Barter gold: 700 — Buys: Weapons, Armor, Repair Items. Offers repair services.

Shadbak gra-BurbugImperial LegionFort Pelagiad
Barter gold: 900 — Buys: Weapons, Armor, Repair Items. Offers repair services.

YgfaImperial CultFort Pelagiad
Barter gold: 175 — Buys: Ingredients, Potions, Spells. Will let you join the Imperial Cult for 50 gold.

Pelagiad Notes

  • Evidence Chest is in the Jail area of Fort Pelagiad in the south wall.
  • Journeyman's Probe and Lockpick in a locked chest (30 lvl.) under the trap door in Junal-Lei's house.
  • Journeyman's Probe and Lockpick in a locked chest (60 lvl.) in Farusea Sala's house.
  • Random loot in a box in front of the Halfway Tavern.
  • Ahnassi in the Halfway Tavern — ask about "smooth moves" then "Thieves Guild," and she will give you a copy of Honor Among Thieves (100 gold value).
  • Iron Tanto behind the bed in the northernmost locked room upstairs in the Halfway Tavern.
  • Quality Restore Health potion on the lower right wine rack in the basement of the Halfway Tavern.
  • Random loot in the basket next to the wine rack in the basement of the Halfway Tavern.
  • Black Arrow Vol. 1 (+1 Acrobatics) is on the table in Madres Navur's house.
  • Random loot in boxes under the trap door in Madres Navur's house.
  • Repair Tongs on a box under the trap door in Madres Navur's house.
  • The books Poison Song V and Poison Song VI are in the basement of Adanja's house.
  • A copy of Pilgrim's Path (which will add Gnisis, Vivec, Ghostgate, Koal Cave Entrance, and Fields of Kummu to your map) is located upstairs in Mebestian Ence: Trader shop.
  • A Dwemer Coherer is in a small locked chest (50 lvl.) upstairs in Mebestian Ence: Trader shop.
  • Random loot is in a box behind UUlernil: Armorer shop.
  • Random loot is upstairs in the UUlernil: Armorer shop in a locked chest at the foot of the bed.
  • 50 gold in a locked chest on the desk of UUlernil: Armorer.
  • There is a Pelagiad Guard Tower Key on the table behind some bottles in the downstairs of the Pelagiad Guard Tower.
  • Many weapons and armor lying about and in boxes (waiting to be stolen) in the Pelagiad Guard Tower.
  • Random loot located in a box to the right of the Fort Pelagiad main entrance.
  • 30 gold in an offering plate on the ground in front of the Imperial Cult altar in Fort Pelagiad.
  • Two Steel Bows and some Steel Arrows are in the west side of the south wall section of Fort Pelagiad.
  • Hrodis, in one of the rooms upstairs in the Halfway Tavern, has the Sanguine Belt of Fleetness, which has a constant effect of Fortify Athletics by 5 points.
  • Imperial Steel Cuirass and Pauldrons on a bed downstairs in the south wall section of Fort Pelagiad.
  • Imperial Steel Helm on table downstairs in the Guard Tower.

Hla Oad Quests and Notes

Hla Oad is a tiny isolated fishing village on western Vvardenfell in the Bitter Coast region. A rough track along the River Odai connects Hla Oad with the town of Balmora.

Slave Delivery

Speak with Relam Arinith under Fat Leg's Drop-Off about "doing some business." He wants you to deliver a slave to someone named Vorar Helas in Balmora. Tell him that you will deliver the slave, then have Rabbina follow you. Leave Fat Leg's Drop-Off and head to Balmora. Vorar Helas is in a house just south of Caius' house on the far east side of Balmora. Pick the lock to the house. As soon as you enter, Vorar will start to attack Rabbina. You have a choice to make — either help Vorar or Rabbina; no matter which option you choose, the quest can be completed.

  • If you choose to help Vorar, help kill Rabbina. Once you do this, Vorar will thank you, then tell you that Rabbina was full of Moon Sugar and he needed to kill her to get it out. Ask him about Rabbina to get your reward: a Medusa's Gaze Ring and 400 gold.
  • If you choose to help Rabbina, help kill Vorar. Once you do this, speak to Rabbina about her "hope to escape." She will ask you to escort her to Im-Kilaya at the Argonian Mission in Ebonheart. Take the Silt Strider to Vivec, then walk southeast to Ebonheart. Once there, go to the southernmost building on the central island of Ebonheart — this is the Argonian Mission. Enter and Rabbina will thank you. Speak with Im-Kilaya about Rabbina to get your 400 gold reward.

Hla Oad Travel

Speak with Baleni Salavel at the docks to travel to the following places:

  • Ebonheart — 19 gold
  • Gnaar Mok — 13 gold
  • Vivec, Foreign Quarter — 19 gold
  • Molag Mar — 34 gold

Hla Oad Trainers

Llemisa MarysCamonna Tong — Under Fat Leg's Drop-Off

  • Security — to 47
  • Light Armor — to 52
  • Short Blade — to 57

Pallia GenoImperial CultHla Oad outside

  • Sneak — to 47
  • Speechcraft — to 57
  • Light Armor — to 52

Hla Oad Merchants

Perien Aurelie — Under Fat Leg's Drop-Off southwest corner
Barter gold: 150 — Buys: Everything

Perien AurelieCamonna Tong — Under Fat Leg's Drop-Off southwest corner
Barter gold: 550 — Buys: Weapons, Armor. Has Repair service.

Llemisa MarysCamonna Tong — Under Fat Leg's Drop-Off
Barter gold: 150 — Buys: Picks, Probes. Sells Picks and Probes.

TrasteveFat Leg's Drop-Off
Barter gold: 250 — Buys: Weapons, Armor, Books, Clothing, Ingredients, Lights, Repair Items, Misc., Magic Items and Potions

Hla Oad Notes

  • Book Charwich-Koniinge, Vol. 2 (+1 Hand to Hand) on table in Murudius Flacus's house.
  • Book A Dance in Fire, Chapter 1 (+1 Acrobatics) on table in Fadila Balvel's house.
  • Book Lives of the Saints in Okur's house.
  • Ask Pallia Geno about joining the Imperial Cult to receive a copy of the book For My Gods and Emperor.

Gnaar Mok Quests and Notes

Gnaar Mok is a tiny island fishing village in the Bitter Coast region of western Vvardenfell.

Breeding Netch

The local rumors are that there are a pair of breeding Netches that come from the north. People in town want them gone. (These are part of an Imperial Legion quest.) The Netches can be found just as you enter Gnaar Mok via land, just after the bridge — when you kill one, a message will come up saying you've killed a breeding netch. If you're not in the Imperial Legion, the locals likely give no reward.

Gnaar Mok Travel

Speak with Valveli Ares at the docks to travel to the following places:

  • Khuul — 25 gold
  • Hla Oad — 13 gold

Gnaar Mok Trainers

Anas UlvenCamonna TongNadene Rotheran's Shack

  • Security — to 47
  • Light Armor — to 52
  • Short Blade — to 57

Sodrara AndalasCamonna TongNadene Rotheran's Shack

  • Athletics — to 43
  • Speechcraft — to 47
  • Mercantile — to 47

BalanThieves GuildDruegh-Jigger's Rest

  • Athletics — to 49
  • Medium Armor — to 49
  • Long Blade — to 59

WadarkhuThieves GuildDruegh-Jigger's Rest

  • Short Blade — to 59
  • Blunt Weapon — to 66
  • Sneak — to 100

Dridas SalvaniHouse HlaaluArenim Manor

  • Block — to 52
  • Athletics — to 56
  • Long Blade — to 56

Almse ArenimHouse HlaaluArenim Manor Basement

  • Sneak — to 54
  • Light Armor — to 60
  • Short Blade — to 64

Gnaar Mok Merchants

Anas UlvenCamonna TongNadene Rotheran's Shack
Barter gold: 100 — Buys: Picks, Probes. Sells Picks and Probes.

Sodrara AndalasCamonna TongNadene Rotheran's Shack
Barter gold: 199 — Buys: Books

Selvura AndranoCamonna TongNadene Rotheran's Shack
Barter gold: 150 — Buys: Weapons, Armor, Clothing, Ingredients, Lights, Repair Items, Picks, Probes, Misc., Magic Items and Potions

HinaldThieves GuildDruegh-Jigger's Rest
Barter gold: 150 — Buys: Weapons, Armor, Clothing, Ingredients, Lights, Repair Items, Picks, Probes, Misc., Magic Items and Potions

Gnaar Mok Notes

  • In the bow of the boat at the docks, in a locked chest (10 lvl.), is a Journeyman's Pick and Probe.
  • In the bow of the boat at the docks, are seven bolts of cloth — they weigh 25 lbs. each and are worth 50 gold.
  • Book 2920, First Seed (+1 Spear) is on the table in Mush-Mere's Shack.
  • Exquisite shoes, robe, ring and amulet in the closet of the Arenim Manor basement.
  • Book Rear Guard (+1 Light Armor) on a box in Anglalos's Shack.
  • Random loot in a barrel by the table in Rostlogi's Shack.

General Tips

The Taunt-Bribe Trick

To kill someone without receiving a bounty on your head, you must get them to attack you first. The easiest way to do this is to use Persuasion — Taunt. If your rep with the NPC gets to zero before they attack you, you can bribe them, then taunt again. Eventually they will attack you, and once you kill them, check their bodies to retrieve the money that you bribed them with. (Note: taunting when disposition is 0 still works.)

Acrobatics Skill Raising

The fastest way to raise this skill is to "bunny-hop" everywhere you go. This has the added benefit of being a fairly speedy way to travel. Just keep an eye on your fatigue level if you know a fight is coming up.

Athletics Skill Raising

A quick way to raise this skill is to swim a lot.

Sneak Skill Raising

Find an NPC that does not walk around or have anyone else around. A good example would be one of the NPCs in the shacks at Seyda Neen. Walk up to them and they will address you, now back away and quickly run behind them. Hit the sneak key (you will know when you are sneaking because there will be a small icon on the lower left of your screen) and hold it. You can put something on your keyboard if you want, then leave and return later.

Mark and Recall

Having the Mark and Recall spell makes doing guild quests much faster. Cast Mark near the person giving you the quest — that way when you complete the mission you can cast Recall to get back instead of walking all that way.

FAQ

How Do I Sell High-Priced Items?

Q: I've read a lot about selling things to a fellow named Creeper. Somebody mentioned that Ordinator's Maces go for about 12k, but I have yet to find anybody with more money than Creeper. I am baffled. I have located Creeper, but he has only 5,000 gold. I attempted to sell a Fiend Katana to him, but he said it was too expensive. How do I sell expensive things to him without taking a loss?

A: Try some creative selling. Sell him an expensive item and buy some things from him so that you get some items and his 5,000 gold. Wait until the next day, and sell the items you bought back to him for another 5,000 gold. Wait another day and repeat. Note: Creeper is a merchant that buys items for full price regardless of your Merchant skill.

How Do I Use Vampire Dust to Make a Vampire Potion?

Q: What do I do with the Vampire Dust to become a vampire?

A: As far as anyone can tell, Vampire Dust does not make you a vampire. There might be a further official addon that adds another item with the vampire effect.

Can I Join More Than One Guild?

Q: Can I join more than one guild?

A: Yes, you can, but some guilds have quests that conflict with each other.

Why Do the Ordinators Attack Me?

Q: I have no bounty on my head, but every Ordinator I see attacks me. Why?

A: If you have ever equipped a piece of Ordinator Armor, the Ordinators feel like you have disgraced them, and will from then on attack you on sight. Even if you remove the armor and get rid of it, they will still attack you. The only way to get them to stop is to use a console cheat command.

Where Is Creeper, and What Is So Special About Him?

Q: Where can I find Creeper the scamp? And why does everyone tell me to sell my stuff to him?

A: Creeper is located in Caldera, Ghorak Manor, 2nd floor. The thing that makes him special is the fact that he will buy all of your items at full value, although you will still need to do some creative selling.

I Messed Up the Bonebitter Bow Quest — What Do I Do?

Q: I went into the tomb like I was supposed to, but I didn't search the remains of the Ancestor Ghost, then I left the tomb. When I came back, the remains are gone. How do I get the bow?

A: If you have the PC version, you can enter the console by pressing the ~ key, then typing:
player->additem bonebiter_bow_unique 1

Where Are the Propylon Index Stones?

Q: What are the locations of the Propylon Index Stones?

A:

  • Hlormaren, Dome
  • Gnisis, Arvs-Drelen
  • Maar Gan, Shrine
  • Maelkashishi, Shrine, Forgotten Galleries
  • Caldera, Irgola, Pawnbroker
  • Tower of Tel Fyr, Hall of Fyr
  • Vivec, St. Olms Temple
  • Rols Ienith, in the Rotheran, Communal Hut
  • Telasero, Lower Level
  • Urshilaku Camp, Wise Woman's Yurt

Reader Submitted Notes and Hints

These are posted as sent; not all have been verified.

Easy Golden Saint Soultrap

While playing Morrowind, cast Soul Trap on nearly everything. By doing this I found a way to trap a Golden Saint's soul very easily. The only thing you need is a Scroll of Summon Golden Saint. Summon the Golden Saint and then cast Soul Trap on it. Although it's a summoned being, you trap its soul when it dies. This also works with other summon spells. — WarEagle

Easy Athletics

Swimming is the fastest way to raise Athletics. Go to Balmora, hop in the river, and swim in deep enough water that you're definitely swimming and not walking. Swim directly into one of the bridge columns so that you're at a right angle to the column's flat side and still swimming but not going anywhere. If you aim properly, you can hold down the forward key and swim indefinitely. Rubber-band the stick forward (or weight a key on PC), save your game, and come back later. — Ye Olde Breadbutt

Master Alchemy Equipment

There are master-level versions of all alchemical tools in the Caldera Mages Guild. They are up a twisting staircase through a wood door. There is no one there to see you take the stuff. — sam

Pelagiad Armor Ready to Be Stolen

In Fort Pelagiad, there is a table with plate mail armor and chain mail on it, right behind the orc smith and near a patrolling guard. When the smith turns away and the guard is walking the other way, you can quietly take all the stuff except the Imperial Broadsword (they'll always see you take it). But don't sell it to the orc smith — she'll recognize it and call the guard. — sam

The Sword of White Woe

In Balmora, in the East Guard Tower (the only building named a guard tower in Balmora), on the top floor is a guard who won't move. On top of the closet is a sword called the Sword of White Woe. The same sword can be found in Suran. To get it, just before the last set of steps go into first person view, become invisible, and quickly grab the sword from the top of the closet. The guard won't know it's gone. — JABIGDODS2000

Good Loot in Ilunibi

After you kill Dagoth Gares, look behind (not in) one of the trough-like things in his room. You will find a most excellent set of bracers — one boosts Strength by 20 (constant!), the other Agility. Plus they have an armor rating of over 100. — Scott Kelley

The Thieves Guild, the Fighters Guild, and the Codebook

When I progressed through all the Thieves Guild quests, I arrived at the last leg with Gentleman Jim Stacey in Vivec. He starts asking you to bribe the heads of the Fighters Guild so they can protect the Thieves Guild. One of the people you bribe is Fire-Eye, the head of the Balmora Fighters Guild. After you bribe her with a certain sacred relic, she pledges to aid the Thieves Guild — thus she doesn't request you do any jobs against the Thieves Guild, and omits the quest for the codebook. Then you can ask her for the next job, because she counts the codebook quest as a success even though you didn't finish it. A great solution if the Fighters Guild isn't really your thing. — Bojangles

Good Loot in Tel Fyr

If you want to find some of the craziest armor in the game, go to Tel Fyr in the upper study and look for a level 100 locked cabinet that is also trapped. Open it and find insane light armor that gives 60% Resist Magicka as a constant effect. Glass armor had 93 armor rating at that point, and this armor had 147. — Jesus

The Talking Mudcrab

There's a talking Mudcrab with 10,000 gold on an island just southeast of Mzahnch, northeast of Vivec, east of Ald Sotha, north of Bal Fel, southeast of Suran. The crab will buy anything; you can barter with it to raise your Merchant skill. — Robin Sequira

Vampire Info

There are three clans: Berne, Aundae, and Quarra. To become a vampire, fight one, don't kill it, and become diseased. Rest three days and you will belong to the clan of whatever vampire bit you. Each clan gives various 20–30 point boosts to stats and skills. You can do quests for your clan, the Mages Guild, and House Telvanni only — anyone else will attack you. All three clans are enemies to each other.

To cure Vampirism within the first three days, use a common cure. After the transformation is final, go to Bal Ur, located north of the mountains of Suran. Talk to the man in the shrine, then to the statue. Bal gives you a quest — complete it and the Vampirism will be gone for good. — Josh Aldrich

Ordinator Armor Warning

Don't wear Ordinator Armor in front of Ordinators. They will attack you from that point on, even if you take it off. — Josh Aldrich

Azura's Servant Shield

In Tel Vos in the northeastern tower, behind a hidden door, there is a trap door. Go down, use invisibility or kill the Dremora, and take the Azura's Servant Shield. It's Daedric and enchanted. — Josh Aldrich

Yagrum's Book of Great Artifact Locations

  • Bloodworm Helm: Found in Maren Ancestral Tomb, west of Erabenimsun Ashlander Camp.
  • Bow of Shadows: In the Venim Ancestral Tomb, north of Zainab Ashlander Camp.
  • Cuirass of the Savior's Hide: In a locked closet in the Hall of Fyr in Tel Fyr Tower.
  • Daedric Scourge: In a chest in the Hall of Fyr.
  • Denstagmer's Ring: In a trapped cremation urn marked D. Bryant in the lowest chamber of the Falas Ancestral Tomb, east of Gnisis.
  • Eleidon's Ward: Mounted on a wall in Ibar-Dad, west of the Urshilaku Ashlander Camp.
  • Fang of Haynekhtnamet: Found in the Shrine of Pitted Dreams in the Sixth House base in Mamaea, north of the stronghold Berandas.
  • Fists of Randagulf: Both are in the innermost recess of the Sixth House base Ilunibi.
  • Masque of Clavicus Vile: In possession of Sorkvild the Raven, in a tower east of Dagon Fel. Can be pick-pocketed.
  • The Mentor's Ring: In Samarys Ancestral Tomb, southeast of Hla Oad, in an urn marked Lord Brinne.
  • The Ring of Phynaster: In the Senim Ancestral Tomb, southeast of Dagon Fel.
  • Staff of Hasedoki: In possession of Koffutto Gilgar in Gimothran Ancestral Tomb, in mountains south of the stronghold Falensarano.
  • Vampiric Ring: On the skeletal wizard who rules the Velothi dome in Ald Redaynia in western Sheogorad.

Josh Aldrich

Daedric Quests

There are seven Daedric quests at certain shrines: Azura's shrine, Boethiah's shrine (underwater west of Hla Oad), Malacath's shrine, Mehrunes Dagon's shrine, Mephala's shrine (sensitive matters in the Morag Tong), Molag Bal's shrine, and Sheogorath's shrine (under St. Delyn in Vivec). All give good items: Azura gives you a soul gem that is both huge and reusable; Boethiah gives a golden sword; Mephala gives the Ring of Khajiit; Sheogorath gives the Spear of Bitter Mercy. — Josh Aldrich

Xbox Weapon Skill Cheat

For the Xbox version: bind a weapon spell (e.g., Bound Longsword). Equip the weapon, then hold X + L Trigger + R Trigger simultaneously. If done correctly, you'll hear the sound of your weapon switching but it won't switch — the skill for that weapon type will increase rapidly. — Carcanel / DemonicSavior

Daedric Crescent

There is a hidden boss, Dregas Volar, who drops the Daedric Crescent when defeated. Go to Tel Fyr. Levitate up to Fyr's chamber and get the key on his table (he won't fight you). Don't kill the Corprus people. Go down into the Corprusarium and follow a series of locked chests (keys numbered 678, 738, 802, 1008, 1092) through the various chambers. Return to Fyr's chamber and open the small chest on the bookshelf to get 50 Dwemer coins, the 1155 key, and an amulet. Equip the amulet and choose yes to fight Volar — he can paralyze, blind, and over-encumber you, or he may just stand there and take a beating. — Josh Aldrich

Good Souls for Enchanting

Only Ascended Sleepers and Golden Saints can give you constant effect when enchanting items. — Josh Aldrich

Easy Way Over Lava

Try making stepping stones over lava with books. — Josh Aldrich

Daedric Dai-Katana

In an egg mine north of Molag Mar (go towards Mount Assarnibibi), there is a Daedric Dai-Katana worth 120,000 gold. It's on a dead hero over some rocks to the right. — Josh Aldrich

Ebony Armor Set Location

The Daedric ruins believed to be southwest of Khuul have an area called the "Sunken Vaults," in which an NPC lives who has all of the ebony armor pieces except the helmet. He can summon Daedroths and carries a Daedric War Axe, but if you can buy around 10–15 jugs of Sujamma and get three hits off, he'll die, yielding a full suit of Ebony Armor and the axe. — Demens Ignis

The Wonders of Sujamma

Sujamma can be consumed in huge quantities with negligible side effects (only temporary loss of Intelligence), allowing ANY character to kill just about anything at any level — think of the effects of 300–700 Strength with nearly any weapon. — Demens Ignis

Stat Training Quirks

If you wear the Boots of Blinding Speed and have a major or minor skill based on Speed, you can increase it to the maximum level with a master trainer. Since your Speed attribute is already effectively beyond 100, the master can keep training it past that cap — meaning you can gain levels infinitely this way without going to jail. This works with any item which enhances stats permanently (or with a temporary stat-enhancer if you talk to the trainer during the effect's duration). — Demens Ignis

Another Stat Training Quirk

The female trainer in one of the rooms at the top of the stairs in the Lucky Lockup in Balmora is able to train your Short Blade skill to 100 — and then some. If Short Blade is one of your major or minor skills, continuing to train past 100 won't raise the skill but will count the skill points toward your level. With enough money, you could theoretically max out all your stats, HP, etc. — Senaldun

Glass Armor Set

If you're a thief, go to Ghostgate, Tower of Dusk (on the left when facing Ghostgate from the south). Find the blacksmith — at low levels you can find an entire set of Glass Armor, each piece worth thousands of gold, with armor ratings in the upper 70s to late 80s. The Glass Tower Shield has a whopping 99 armor class. He also has a Glass Jinkblade (shortsword) with 200 paralyze charges, or a Glass Longsword. — Alex

Another Permanent Bound Item

I got a permanent Bound Axe by enchanting a ring with a Bound Axe spell at constant effect — about 11,000 septims. You need a Golden Saint soul, which I got from a scroll. — Victor

M'Aiq the Liar

Between Dagon Fel and Ald Daedroth (SE of Dagon Fel, NW of Ald Daedroth) is a tiny island — more of a large rock off the mainland near Dagon Fel. On it is a Khajiit (and a chair and a fishing pole): M'Aiq the Liar. You can ask him about many things, including the talking mudcrab, rope climbing, multiplayer, and nudity. Be sure to ask about the Shrine of Boethiah — he hints: "You seek the shrine that is no longer there? Look to the seas to the West... take a deep breath and search." (It's closer to Hla Oad than Gnaar Mok, per one player's journal.) — God Magnus

Raise Athletics and Make Money

To raise Athletics and make good money, swim around Seyda Neen and look for Kollops — they have a chance to hold a pearl worth 100 gold each. All that swimming will raise your Athletics quickly. — SpaceLord

Death to Ordinators! (Quick Cash)

In the Foreign Quarter plaza, there are two spots behind flower decorations that form a right angle where nobody can touch you. Jump behind one, equip a bow and arrow, and shoot the Ordinator. When he doesn't come through the wall, switch to your melee weapon and hack away. Once he's dead, take all his equipment and use the Mages Guild to warp to Caldera. Go outside and drop all your stolen stuff. Pay your bounty (only 40 gold), then pick everything up and sell it to Creeper. Easy to do even at level 1. — The Great Gerstacker

Dragonbone Cuirass

Southwest of Vivec, on one of the small islands, is a place called Mudan Grotto. Swimming through the grotto brings you to Mudan: Lost Dwemer Checkpoint. Continue swimming to reach the Mudan Vault, protected by a steam guardian. Defeat it and open the closet to get the Dragonbone Cuirass — heavy armor with 330+ AR and 100% Resist Fire. Bring a Scroll of Ekash's Lock Splitter and potions of Water Breathing; it's a long swim and the door to the vault is level 100 and trapped. — Jerome

Cheaper Constant Effect Enchantment

When you enchant an item with a constant effect, instead of making the magnitude go from, say, 30–30, make it go from 1–59. That way you can keep equipping the item until you get something close to 59, dramatically increasing the power. Be warned this can take a very long time — just keep equipping and checking until you get a high number, then don't take it off. — Blue99BMW

Another Easy Way to Raise Sneak

Go into one of the bodies of water around Seyda Neen — you'll get attacked by fish. Walk barely out of the water far enough so the fish isn't attacking you and put your character in sneak mode. Find a spot surrounded by rocks or trees so you don't get attacked by mudcrabs, save your game, and come back later. Sneak can go from 40 to 100 in about 6 hours this way. — dogami

Calm the Ordinators (Console)

To calm the Ordinators, type the following into the console (must be typed exactly as shown; must not be in sight of an Ordinator; must not be in combat):

<code>"ordinator stationary"->SetFight 30
"ordinator wander"->SetFight 30
"ordinator wander_hp"->SetFight 30
"ordinator_high fane"->SetFight 30
"ordinator_wander_hvault"->SetFight 30
"ordinator_wander_tvault"->SetFight 30</code>

shock_ZERO and giznot

Xbox Enchanting Cheat

On the Enchant screen, choose an item and select the Golden Saint soul gem. Then change the effect to constant effect or cast when strikes. Now change the gem to a lesser soul gem — as long as you never change the effect, it will stay as constant effect, allowing you to enchant many items with a constant effect using only one Golden Saint. — MaconBacon

Indoril Armour

Go into the Tower of Dawn at Ghostgate. Go downstairs and enter a door with some chests — sneak and steal some Indoril Pauldrons and Helm. Next, go into the room with an Ordinator and a key to the vault. Do NOT talk to the Ordinator. Wait until he leaves or sneak and take the key. Enter the door and talk to the Ordinator in that room — he will attack you. Kill him. It's no crime but you get his full set of Indoril Armor to sell or wear, plus the Ebony items on the table. — Dave Marchetti

High-Level Conjuration Spells

An easy place to get great conjuration spells is in Tel Branora. Take a boat from Ebonheart or Vivec. Once there, levitate up to the Upper Tower. One of the people there will teach you almost every high-level conjuration spell, including Summon Dremora, Hunger, and even Golden Saint. For easy trapping of Golden Saints, make a spell with a duration of 10–15 seconds and have a Grand Soul Gem handy. — P3ss1m15t

Alchemy

Alchemy Equipment

There are 4 types of equipment used in creating Alchemy potions:

  1. Mortar and Pestle — Required to mix a potion; determines the initial potion strength.
  2. Retort — Increases the magnitude and duration of all positive effects in a potion.
  3. Alembic — Decreases the magnitude and duration of all negative effects in a potion.
  4. Calcinator — Increases the magnitude and duration of all effects in a potion.

You only need the Mortar and Pestle; the other items just increase effectiveness.

Equipment quality levels (ascending): Apprentice, Journeyman, Master, Grandmaster, SecretMaster.

Mortar and Pestle:

  • Apprentice's — Wt=5, V=100, Q=0.5
  • Journeyman's — Wt=4, V=400, Q=1
  • Master's — Wt=3, V=2400, Q=1.2
  • Grandmaster's — Wt=2, V=4000, Q=1.5
  • SecretMaster's — Wt=1, V=6000, Q=5

Retort: (Note: Skooma pipes work as an Alembic apparatus)

  • Tsiya's Skooma Pipe — Wt=2, V=30, Q=0.15
  • Good Skooma Pipe — Wt=2, V=50, Q=0.15
  • Apprentice's — Wt=20, V=20, Q=0.5
  • Journeyman's — Wt=6, V=80, Q=1
  • Master's — Wt=4, V=480, Q=1.2
  • Grandmaster's — Wt=3, V=1600, Q=1.5
  • SecretMaster's — Wt=2, V=100, Q=2

Alembic:

  • Apprentice's — Wt=10, V=50, Q=0.5
  • Journeyman's — Wt=7, V=200, Q=1
  • Master's — Wt=5, V=1200, Q=1.2
  • Grandmaster's — Wt=3, V=4000, Q=1.5
  • SecretMaster's — Wt=3, V=1600, Q=2

Calcinator:

  • Apprentice's — Wt=25, V=10, Q=0.5
  • Journeyman's — Wt=18, V=40, Q=1
  • Master's — Wt=13, V=240, Q=1.2
  • Grandmaster's — Wt=8, V=4000, Q=1.5
  • SecretMaster's — Wt=6, V=3200, Q=2

Alchemy Component List

Note: Values listed are base values, not purchase/sale prices. You need any two ingredients with a matching effect to create a potion.

  • Alit Hide — Wt=1, V=1 — Drain Intelligence / Resist Poison / Telekinesis / Detect Animal
  • Ampoule Pod — Wt=1, V=5 — Water Walking / Paralyze / Detect Animal / Drain Willpower
  • Ash Salts — Wt=0.1, V=2 — Drain Agility / Resist Magicka / Cure Blight Disease
  • Ash Yam — Wt=0.5, V=1 — Fortify Intelligence / Fortify Strength / Resist Common Disease / Detect Key
  • Bittergreen Petals — Wt=0.1, V=5 — Restore Intelligence / Invisibility / Drain Endurance / Drain Magicka
  • Black Anther — Wt=0.1, V=2 — Drain Agility / Resist Fire / Drain Endurance / Light
  • Black Lichen — Wt=0.1, V=2 — Drain Strength / Resist Frost / Drain Speed / Cure Poison
  • Bloat — Wt=0.1, V=5 — Drain Magicka / Fortify Intelligence / Fortify Willpower / Detect Animal
  • Bonemeal — Wt=0.2, V=2 — Restore Agility / Telekinesis / Drain Fatigue / Drain Personality
  • Bread — Wt=0.2, V=1 — Restore Fatigue
  • Bungler's Bane — Wt=0.5, V=1 — Drain Speed / Drain Endurance / Dispel / Drain Strength
  • Chokeweed — Wt=0.1, V=1 — Drain Luck / Restore Fatigue / Cure Common Disease / Drain Willpower
  • Coda Flower — Wt=0.1, V=23 — Drain Personality / Levitate / Drain Intelligence / Drain Health
  • Comberry — Wt=0.1, V=2 — Drain Fatigue / Restore Magicka / Fire Shield / Reflect
  • Corkbulb Root — Wt=0.1, V=5 — Cure Paralyzation / Restore Health / Lightning Shield / Fortify Luck
  • Corprus Weepings — Wt=0.1, V=50 — Drain Fatigue / Fortify Luck / Drain Willpower / Restore Health
  • Crab Meat — Wt=0.5, V=1 — Restore Fatigue / Resist Shock / Lightning Shield / Restore Luck
  • Daedra Skin — Wt=0.2, V=200 — Fortify Strength / Cure Common Disease / Paralyze / Swift Swim
  • Daedra's Heart — Wt=1, V=200 — Restore Magicka / Fortify Endurance / Drain Agility / Night Eye
  • Diamond — Wt=0.2, V=250 — Drain Agility / Invisibility / Reflect / Detect Key
  • Dreugh Wax — Wt=0.2, V=100 — Fortify Strength / Restore Strength / Drain Luck / Drain Willpower
  • Ectoplasm — Wt=0.1, V=10 — Fortify Agility / Detect Animal / Drain Strength / Drain Health
  • Emerald — Wt=0.2, V=150 — Fortify Magicka / Restore Health / Drain Agility / Drain Endurance
  • Fire Petal — Wt=0.1, V=2 — Resist Fire / Drain Health / Spell Absorption / Paralyze
  • Fire Salts — Wt=0.1, V=100 — Drain Health / Fortify Agility / Resist Frost / Fire Shield
  • Frost Salts — Wt=0.1, V=75 — Drain Speed / Restore Magicka / Frost Shield / Resist Fire
  • Ghoul Heart — Wt=0.5, V=150 — Paralyze / Cure Poison / Fortify Attack
  • Gold Kanet — Wt=0.1, V=5 — Drain Health / Burden / Drain Luck / Restore Strength
  • Gravedust — Wt=0.1, V=1 — Drain Intelligence / Cure Common Disease / Drain Magicka / Restore Endurance
  • Green Lichen — Wt=0.1, V=1 — Fortify Personality / Cure Common Disease / Drain Strength / Drain Health
  • Guar Hide — Wt=1, V=5 — Drain Fatigue / Fortify Endurance / Restore Personality / Fortify Luck
  • Hackle-Lo Leaf — Wt=0.1, V=30 — Restore Fatigue / Paralyze / Water Breathing / Restore Luck
  • Heather — Wt=0.1, V=1 — Restore Personality / Feather / Drain Speed / Drain Personality
  • Hound Meat — Wt=1, V=2 — Restore Fatigue / Fortify Fatigue / Reflect / Detect Enchantment
  • Human Flesh — Wt=1, V=1 — Fortify Health / Drain Intelligence / Drain Personality
  • Hypha Facia — Wt=0.1, V=1 — Drain Luck / Drain Agility / Drain Fatigue / Detect Enchantment
  • Kagouti Hide — Wt=1, V=2 — Drain Fatigue / Fortify Speed / Resist Common Disease / Night Eye
  • Kresh Fiber — Wt=0.1, V=1 — Restore Luck / Fortify Personality / Drain Magicka / Drain Speed
  • Kwama Cuttle — Wt=0.1, V=2 — Resist Poison / Drain Fatigue / Water Walking / Water Breathing
  • Large Kwama Egg — Wt=2, V=2 — Restore Fatigue / Paralyze / Frost Shield / Fortify Health
  • Luminous Russula — Wt=0.2, V=1 — Water Breathing / Drain Fatigue / Poison
  • Marshmerrow — Wt=0.1, V=1 — Restore Health / Detect Enchantment / Drain Willpower / Drain Fatigue
  • Meteor Slime — Wt=0.1, V=10 — Fortify Willpower / Cure Poison / Cure Blight Disease / Restore Willpower
  • Moon Sugar — Wt=0.1, V=50 — Fortify Speed / Dispel / Drain Endurance / Drain Luck
  • Muck — Wt=0.1, V=1 — Drain Intelligence / Detect Key / Drain Personality / Cure Common Disease
  • Netch Leather — Wt=1, V=1 — Fortify Endurance / Fortify Intelligence / Drain Personality / Cure Paralyzation
  • Pearl — Wt=0.2, V=100 — Drain Agility / Dispel / Water Breathing / Resist Common Disease
  • Racer Plumes — Wt=0.1, V=20 — Drain Willpower / Levitate
  • Rat Meat — Wt=1, V=1 — Drain Magicka / Paralyze / Cure Poison / Resist Poison
  • Raw Ebony — Wt=10, V=200 — Drain Agility / Cure Poison / Frost Shield / Restore Speed
  • Raw Glass — Wt=2, V=200 — Drain Intelligence / Drain Strength / Drain Speed / Fire Shield
  • Red Lichen — Wt=0.1, V=25 — Drain Speed / Light / Cure Common Disease / Drain Magicka
  • Resin — Wt=0.1, V=10 — Restore Health / Restore Speed / Burden / Resist Common Disease
  • Roland's Tear — Wt=0.1, V=5 — Drain Health / Burden / Drain Luck / Restore Strength
  • Roobrush — Wt=0.1, V=1 — Drain Willpower / Fortify Agility / Drain Health / Cure Poison
  • Ruby — Wt=0.2, V=200 — Drain Health / Feather / Restore Intelligence / Drain Agility
  • Saltrice — Wt=0.1, V=1 — Restore Fatigue / Fortify Magicka / Drain Strength / Restore Health
  • Scales — Wt=0.2, V=2 — Drain Personality / Water Walking / Restore Endurance / Swift Swim
  • Scamp Skin — Wt=0.1, V=10 — Drain Magicka / Cure Paralyzation / Restore Personality / Restore Strength
  • Scathecraw — Wt=0.1, V=2 — Drain Strength / Cure Poison / Drain Health / Restore Willpower
  • Scrap Metal — Wt=10, V=20 — Drain Health / Lightning Shield / Resist Shock / Restore Intelligence
  • Scrib Jelly — Wt=0.1, V=10 — Fortify Willpower / Cure Poison / Cure Blight Disease / Restore Willpower
  • Scrib Jerky — Wt=0.2, V=5 — Restore Fatigue / Fortify Fatigue / Burden / Swift Swim
  • Scuttle — Wt=0.1, V=10 — Restore Fatigue / Fortify Fatigue / Feather / Telekinesis
  • Shalk Resin — Wt=0.1, V=50 — Drain Fatigue / Fortify Health / Drain Personality / Fortify Speed
  • Sload Soap — Wt=0.1, V=50 — Drain Personality / Fortify Agility / Fire Shield / Restore Agility
  • Small Kwama Egg — Wt=0.5, V=1 — Restore Fatigue
  • Spore Pod — Wt=0.1, V=1 — Drain Strength / Drain Fatigue / Detect Key / Paralyze
  • Stoneflower Petals — Wt=0.1, V=1 — Restore Strength / Fortify Magicka / Drain Luck / Fortify Personality
  • Trama Root — Wt=0.1, V=10 — Restore Willpower / Levitate / Drain Magicka / Drain Speed
  • Treated Bittergreen Petals — Wt=0.1, V=10 — Restore Intelligence / Drain Magicka / Drain Endurance / Invisibility
  • Vampire Dust — Wt=0.1, V=500 — Fortify Health / Fortify Strength / Spell Absorption / Vampirism
  • Violet Coprinus — Wt=0.5, V=1 — Water Walking / Drain Fatigue / Poison
  • Void Salts — Wt=0.1, V=100 — Restore Magicka / Spell Absorption / Paralyze / Drain Endurance
  • Wickwheat — Wt=0.1, V=1 — Restore Health / Fortify Willpower / Paralyze / Damage Intelligence
  • Willow Anther — Wt=0.1, V=10 — Drain Personality / Frost Shield / Cure Common Disease / Cure Paralyzation
  • Corprusmeat (all varieties) — Drain Fatigue / Drain Health / Drain Magicka

Cure Potion Recipes

You only need any two of the listed ingredients to make a potion.

  • Cure Blight Disease: Ash Salts, Meteor Slime, Scrib Jelly
  • Cure Common Disease: Chokeweed, Daedra Skin, Gravedust, Green Lichen, Muck, Red Lichen, Willow Anther
  • Cure Paralyzation: Corkbulb Root, Netch Leather, Scamp Skin, Willow Anther
  • Cure Poison: Black Lichen, Ghoul Heart, Meteor Slime, Rat Meat, Raw Ebony, Roobrush, Scathecraw, Scrib Jelly

Restore Recipes

  • Restore Agility: Bonemeal, Sload Soap
  • Restore Endurance: Gravedust, Scales
  • Restore Fatigue: Bread, Chokeweed, Crab Meat, Hackle-Lo Leaf, Hound Meat, Large Kwama Egg, Muffin, Saltrice, Scrib Jerky, Scuttle, Small Kwama Egg
  • Restore Health: Corkbulb Root, Emerald, Marshmerrow, Resin, Saltrice, Wickwheat, Corprus Weepings
  • Restore Intelligence: Ruby, Scrap Metal, Treated Bittergreen Petals, Bittergreen Petals
  • Restore Luck: Crab Meat, Hackle-Lo Leaf, Kresh Fiber
  • Restore Magicka: Comberry, Daedra's Heart, Frost Salts, Void Salts
  • Restore Personality: Guar Hide, Heather, Scamp Skin
  • Restore Strength: Dreugh Wax, Gold Kanet, Roland's Tear, Scamp Skin, Stoneflower Petals
  • Restore Willpower: Meteor Slime, Scathecraw, Scrib Jelly, Trama Root
  • Restore Speed: Raw Ebony, Resin

Fortify Recipes

  • Fortify Agility: Ectoplasm, Fire Salts, Roobrush, Sload Soap
  • Fortify Endurance: Daedra's Heart, Guar Hide, Netch Leather
  • Fortify Fatigue: Hound Meat, Scrib Jerky, Scuttle
  • Fortify Health: Human Flesh, Large Kwama Egg, Shalk Resin, Vampire Dust
  • Fortify Intelligence: Ash Yam, Bloat, Netch Leather
  • Fortify Luck: Corkbulb Root, Corprus Weepings, Guar Hide
  • Fortify Magicka: Emerald, Saltrice, Stoneflower Petals
  • Fortify Personality: Green Lichen, Kresh Fiber, Stoneflower Petals
  • Fortify Speed: Kagouti Hide, Moon Sugar, Shalk Resin
  • Fortify Strength: Ash Yam, Daedra Skin, Dreugh Wax, Vampire Dust
  • Fortify Willpower: Bloat, Meteor Slime, Scrib Jelly, Wickwheat
  • Fortify Attack: Ghoul Heart

Resist Recipes

  • Resist Common Disease: Ash Yam, Kagouti Hide, Pearl, Resin
  • Resist Fire: Black Anther, Fire Petal, Frost Salts
  • Resist Frost: Black Lichen, Fire Salts
  • Resist Magicka: Ash Salts
  • Resist Poison: Alit Hide, Kwama Cuttle, Rat Meat
  • Resist Shock: Crab Meat, Scrap Metal

Shield Recipes

  • Fire Shield: Comberry, Fire Salts, Raw Glass, Sload Soap
  • Frost Shield: Frost Salts, Large Kwama Egg, Raw Ebony, Willow Anther
  • Lightning Shield: Corkbulb Root, Crab Meat, Scrap Metal

Miscellaneous Helpful Recipes

  • Detect Animal: Alit Hide, Ampoule Pod, Bloat, Ectoplasm
  • Detect Enchantment: Hound Meat, Hypha Facia, Marshmerrow
  • Detect Key: Ash Yam, Diamond, Muck, Spore Pod
  • Dispel: Bungler's Bane, Moon Sugar, Pearl
  • Feather: Heather, Ruby, Scuttle
  • Invisibility: Bittergreen Petals, Diamond, Treated Bittergreen Petals
  • Levitate: Coda Flower, Racer Plumes, Trama Root
  • Light: Black Anther, Red Lichen
  • Night Eye: Daedra's Heart, Kagouti Hide
  • Reflect: Comberry, Diamond, Hound Meat
  • Spell Absorption: Fire Petal, Vampire Dust, Void Salts
  • Swift Swim: Daedra Skin, Scales, Scrib Jerky
  • Telekinesis: Alit Hide, Bonemeal, Scuttle
  • Water Breathing: Hackle-Lo Leaf, Kwama Cuttle, Luminous Russula, Pearl
  • Water Walking: Ampoule Pod, Kwama Cuttle, Scales, Violet Coprinus

Drain Recipes

  • Drain Agility: Ash Salts, Black Anther, Daedra's Heart, Diamond, Emerald, Hypha Facia, Pearl, Raw Ebony, Ruby
  • Drain Endurance: Bittergreen Petals, Black Anther, Bungler's Bane, Emerald, Moon Sugar, Treated Bittergreen Petals, Void Salts
  • Drain Fatigue: Bonemeal, Comberry, Corprus Weepings, Guar Hide, Hypha Facia, Kagouti Hide, Kwama Cuttle, Luminous Russula, Marshmerrow, Shalk Resin, Spore Pod, Violet Coprinus, all Corprusmeat varieties
  • Drain Health: Coda Flower, Ectoplasm, Fire Petal, Fire Salts, Gold Kanet, Green Lichen, Roland's Tear, Roobrush, Ruby, Scathecraw, Scrap Metal, all Corprusmeat varieties
  • Drain Intelligence: Alit Hide, Coda Flower, Gravedust, Human Flesh, Muck, Raw Glass
  • Drain Luck: Chokeweed, Dreugh Wax, Gold Kanet, Hypha Facia, Moon Sugar, Roland's Tear, Stoneflower Petals
  • Drain Magicka: Bittergreen Petals, Bloat, Gravedust, Kresh Fiber, Rat Meat, Red Lichen, Scamp Skin, Trama Root, Treated Bittergreen Petals, all Corprusmeat varieties
  • Drain Personality: Bonemeal, Coda Flower, Heather, Human Flesh, Muck, Netch Leather, Scales, Shalk Resin, Sload Soap, Willow Anther
  • Drain Speed: Black Lichen, Bungler's Bane, Frost Salts, Heather, Kresh Fiber, Raw Glass, Red Lichen, Trama Root
  • Drain Strength: Black Lichen, Bungler's Bane, Ectoplasm, Green Lichen, Raw Glass, Saltrice, Scathecraw, Spore Pod
  • Drain Willpower: Ampoule Pod, Chokeweed, Corprus Weepings, Dreugh Wax, Marshmerrow, Racer Plumes, Roobrush

Miscellaneous Harmful Recipes

  • Burden: Gold Kanet, Resin, Roland's Tear, Scrib Jerky
  • Damage Fatigue: Poison
  • Damage Health: Poison
  • Damage Intelligence: Wickwheat
  • Paralyze: Ampoule Pod, Daedra Skin, Fire Petal, Ghoul Heart, Hackle-Lo Leaf, Large Kwama Egg, Rat Meat, Spore Pod, Void Salts, Wickwheat
  • Poison: Luminous Russula, Poison, Violet Coprinus
  • Weakness to Poison: Poison
  • Vampirism: Vampire Dust

Two-Ingredient Multiple-Effect Potions

Submitted by Mad Marduk.

  • Cure Common Disease + Drain Intelligence: Gravedust + Muck
  • Cure Common Disease + Drain Magicka: Gravedust + Red Lichen
  • Cure Common Disease + Drain Personality: Muck + Willow Anther
  • Cure Paralyzation + Drain Personality: Netch Leather + Willow Anther
  • Cure Poison + Drain Health: Roobrush + Scathecraw
  • Cure Poison + Drain Strength: Black Lichen + Scathecraw
  • Cure Poison + Paralyze: Rat Meat + Scathecraw + Scrib Jelly
  • Detect Enchantment + Drain Fatigue: Hypha Facia + Marshmerrow
  • Dispel + Drain Endurance: Bungler's Bane + Moon Sugar
  • Fortify Agility + Drain Health: Ectoplasm + Fire Salts + Roobrush
  • Fortify Agility + Fire Shield: Fire Salts + Sload Soap
  • Fortify Fatigue + Restore Fatigue: Hound Meat + Scrib Jerky + Scuttle
  • Fortify Health + Drain Personality: Shalk Resin + Human Flesh
  • Fortify Luck + Drain Fatigue: Corprus Weepings + Guar Hide
  • Fortify Luck + Restore Health: Corkbulb Root + Corprus Weepings
  • Fortify Magicka + Restore Health: Emerald + Saltrice
  • Fortify Speed + Drain Fatigue: Kagouti Hide + Shalk Resin
  • Lightning Shield + Resist Shock: Crab Meat + Scrap Metal
  • Restore Agility + Drain Personality: Bonemeal + Sload Soap
  • Restore Fatigue + Paralyze: Hackle-Lo Leaf + Large Kwama Egg
  • Restore Fatigue + Restore Luck: Hackle-Lo Leaf + Crab Meat
  • Restore Intelligence + Drain Health: Ruby + Scrap Metal
  • Restore Strength + Drain Luck: Dreugh Wax + Stoneflower Petals
  • Spell Absorption + Paralyze: Fire Petal + Void Salts
  • Water Breathing + Drain Fatigue: Kwama Cuttle + Luminous Russula
  • Water Walking + Drain Fatigue: Kwama Cuttle + Violet Coprinus
  • Burden + Drain Health + Drain Luck + Restore Strength: Gold Kanet + Roland's Tear
  • Restore Health + Drain Fatigue + Drain Willpower: Marshmerrow + Corprus Weepings
  • Cure Blight Disease + Cure Poison + Fortify Willpower + Restore Willpower: Meteor Slime + Scrib Jelly
  • Invisibility + Drain Endurance + Drain Magicka + Restore Intelligence: Bittergreen Petals + Treated Bittergreen Petals

Reader Submitted Recipes

Submitted by Eevle:

  • Gift of Speed (Fortify Speed + Restore Fatigue): Moon Sugar + Kagouti Hide, Hackle-Lo Leaf + Saltrice (or Crab Meat) — lets you run at an accelerated rate without tiring.
  • Comeback Kid (Lightning Shield + Fortify Magicka + Restore Health + Restore Fatigue): Corkbulb Root + Crab Meat + Saltrice + Stoneflower Petals
  • Iron Man (Fortify Health + Fortify Strength): Ash Yam + Dreugh Wax + Shalk Resin + Large Kwama Egg
  • Lead Wall (Spell Absorption + Reflect + Restore Magicka + Paralyze): Void Salts + Comberry + Fire Petal + Hound Meat — use an Alembic; has the side effect of briefly paralyzing the user.
  • Protector (Fortify Agility + Fire Shield + Lightning Shield): Sload Soap + Fire Salts + Crab Meat + Corkbulb Root — substitute Willow Anther + Large Kwama Egg for Frost Shield instead.
  • Eevle's Elixir (Fortify Health + Restore Health + Restore Fatigue + Fortify Magicka): Emerald + Shalk Resin + Saltrice + Large Kwama Egg
  • Torpedo Juice (Swift Swim + Water Breathing + Restore Fatigue): Scales + Scrib Jerky + Luminous Russula + Hackle-Lo Leaf
  • Jacques Cousteau (Light + Water Breathing): Hackle-Lo Leaf + Red Lichen + Luminous Russula + Black Anther — ideal for exploring shipwrecks and dark underwater areas.

Books to Learn From

Books That Raise Skills

BookSkill RaisedCopies in World
Realizations of AcrobacyAcrobatics5
A Dance in Fire, Chapter 1Acrobatics6
A Dance in Fire, Chapter 4Acrobatics6
The Black Arrow, Volume IAcrobatics4
Mystery of Talara, Part 1Acrobatics4
A Game at DinnerAlchemy8
The Cake and the DiamondAlchemy5
Song of the AlchemistsAlchemy6
36 Lessons of Vivec, Sermon 2Alchemy5
36 Lessons of Vivec, Sermon 18Alchemy4
Breathing WaterAlteration5
The Dragon Break Re-ExaminedAlteration5
SithisAlteration5
36 Lessons of Vivec, Sermon 13Alteration4
The Lunar LorkhanAlteration5
The Armorer's ChallengeArmorer5
Last Scabbard of AkrashArmorer6
36 Lessons of Vivec, Sermon 6Armorer / Mercantile5
36 Lessons of Vivec, Sermon 25Armorer5
36 Lessons of Vivec, Sermon 29Armorer / Athletics4
The Ransom of ZarekAthletics6
A Dance in Fire, Chapter 3Athletics6
36 Lessons of Vivec, Sermon 1Athletics4
36 Lessons of Vivec, Sermon 8Athletics3
The Third DoorAxe7
The Axe ManAxe6
The SeedAxe6
36 Lessons of Vivec, Sermon 5Axe4
36 Lessons of Vivec, Sermon 16Axe3