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The Elder Scrolls Treasury III:
TES3 Encyclopaedia

By Zeph


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Appendix
I: List of loaded master files and plugins II. Tables III. Syllables
Table 1. Caves
   Table 1.1. Caves on Vvardenfell
   Table 1.2. Solstheim Caves
Table 2. Creatures
Table 3. Daedric Classification
Table 4. Daedric Ruins
Table 5. Dunmer Strongholds
Table 6. Dwemer Ruins
Table 7. Guild Disciplines
Table 8. Ilness
Table 9. Ingredients
Table 10. Mining in Morrowind
Table 11. Soul gems
Table 12. Spells
Table 13. Weapon Types


A.

Abaelun Mine

The only diamond mine on ® Vvardenfell. It is northeast of ® Caldera and south of ® Ramimilk.

Abaesen-Pulu Egg Mine

An egg mine southeast of ® Seyda Neen.

Abanabi Caves

The Abanabi Caves are southwest of ® Sadrith Mora.

Abebaal Egg Mine

First go to ® Tel Branora. Then head north up the small peninsula. Cross to the next island to the northwest. The mine is on the northern corner of that island.

Abernanit

A cave on an island southeast of ® Gnaar Mok. Cf. Death Blow of Abernanit (TEST I2: 327)

Abilities

Many ® races in Tamriel have inherent abilities. They seem like magic, but never need to be cast and are always active. Abilities usually include such things as weakness and resistances.*

Abinabi

A cave east of the ® Dwemer ruin ® Bthungthumz.

Abolitionists

Abolitionists are those dedicated to the abolition of ® slavery in ® Morrowind.

Absorb

Absorption spells transfer fundamental ® attributes from the victim to the caster. For the duration of the spell, the victim's attributes are drained, while the caster's attributes are increased. At the end of the spell effect, attributes return to normal. The most common of these ® mysticism spells are: absorb agility, absorb endurance, absorb fatigue, absorb health, absorb intelligence, absorb luck, absorb magicka, absorb personality, absorb speed, absorb strength, absorb willpower, and absorb spell points.

Absorb Attribute

This effect temporarily transfers a portion of the victim's ® attribute to the caster. Only ® Strength, ® Intelligence, ® Willpower, ® agility, ® Speed, ® Endurance, ® Personality, and ® Luck are affected. The caster may exceed the attribute's maximum for the duration. When the effect ends, both caster and victim attributes return to original values.

Absorb Fatigue

This effect transfers ® fatigue from the victim to the caster, wearying the victim and invigorating the caster. The caster may exceed his maximum fatigue for the duration. When the effect ends, the caster loses the borrowed fatigue, and the victim regains drained fatigue.

Absorb Health

This effect transfers ® health from the victim to the caster, injuring the victim and vitalizing the caster. The caster may exceed his maximum health for the duration. When the effect ends, the caster loses the borrowed health, and the victim regains lost health.

Absorb Magicka

This effect transfers ® magicka from the victim to the caster, reducing the victim's spellcasting reservoirs and filling the caster's. The caster may exceed his maximum magicka for the duration. When the effect ends, the caster loses the borrowed magicka, and the victim regains lost magicka.

Absorb Skill

This effect temporarily reduces the victim's skill and increases the caster's. When the effect ends, the caster loses the borrowed skill, and the victim regains lost skill.

Absorb Spell Points

See ® Absorb Magicka.

Absorption Spells

See ® Absorb.

Acrobat

'Acrobat' is a polite euphemism for agile burgulars and second-story men. These ® thieves avoid detection by ® stealth, and rely on mobility and cunning to avoid capture. Llevana Salaren at the Temple in ® Molag Mar is one of the the most knowledgeable acrobats.

"I'm an acrobat. As an entertainer, my job is to amaze and amuse my patrons. But in my more discrete vocation as a second-story man and connoisseur of treasures and secrets, my job is to come and go without attracting notice, and to effectively discourage pursuit when I am noticed. Running, swimming, or leaping, my art is to leave my less-agile, less-swift pursuit behind."

Acrobatics

The acrobatics discipline is the ability to jump long distances and to avoid damage when falling great distances. Nimble acrobats can reach areas others cannot get to and can direct their paths while falling.

Adamantium Ore

Where beneath ® Mournhold? Well, that's a secret, of course. Worth quite a lot, and found only in hard-to-come-at and dangerous places. But now and again an adventurer will come by with a fine load of ore, looking to have a helm or bracers made, so they must still be finding new deposits.

Adanumuran

A cave northwest of ® Pelagiad.

Addadshashanammu

A ® Daedric ruin southwest of ® Aleft.

Addamasartus

A cave near the ® Seyda Neen ® silt strider port.

Aesliip

A powerful ® Skaal ® mage who delved in ® necromancy. As a result of these dark magics, he was exiled and finally made a ® draugr, but he retains much of his immense power.

Affairs of Honor

® Law and custom despises dishonorable duelists. A challenge of honor is a public declaration of a scandal against a private party. If the victim was bullied, intimidated, or goaded by a stronger party with suspect motives, magistrates often convict the stronger party of foul murder. Only ® nobles fight ® duels, and the higher the rank, the stronger the obligation.

Native ® Dunmer and Imperials alike recognize a ® noble's obligation to answer a challenge of honor.

Agent

Agents are operatives skilled in deception and avoidance, but trained in self-defense and the use of deadly force. Self-reliant and independent, agents devote themselves to personal goals, or to various patrons or causes.

"I'm an agent. I work for a House, or a company, or the state, and I do things that need doing. All sorts of things. Mostly I handle matters in the business or diplomatic line, things that require ® mercantile skills, or the arts of ® speechcraft. I trade in knowledge -- hard facts and rumors. 'Knowledge is power,' as they say. And sometimes I do other sorts of things. Things I can't talk about."

Agility

A creature's agility is its property of coordination and mobility. For example, an agile creature is able to target its blows accurately and effectively.

Ahallaraddon Egg Mine

Ahallaraddon Egg Mine is located in ® Azura's Coast region, north of the statue of Azura.

Ahanibi-Malmus Egg Mine

An egg mine southeast of ® Kogoruhn.

Aharasaplit Camp

Aharasaplit camp is an outcast ® Ashlander camp on a beach on the southwest coast of ® Sheogorad island. The camp lies southwest of ® Dagon Fel village -- a variety of paths lead near the site.

Aharnabi

A cave on the far southeastern shores of ® Azura's Coast, near the ® Shrine of Azura.

Aharunartus

A cave on the northern site of an island far west of ® Seyda Neen.

Ahemmusa

The Ahemmusa of the ® Grazelands of northeast ® Vvardenfell are mild and peace-loving. The ® wise woman of the Ahemmusa, Sinnammu Mirpal, is also their ashkhan.

Ahemmusa Camp

Ahemmusa camp is on the northeast, the farthest tip of ® Vvardenfell island, north from ® Tel Mora, near old ® Daedric ruins of ® Ald Daedroth. You can get a ship from ® Sadrith Mora to Tel Mora. In Tel Mora, ask a local for directions.

Ahinipalit

A cave northeast of ® Uvirith's Grave.

Aidanat Camp

Aidanat camp lies north of ® Gnisis, just south of ® Ald Velothi.

Ainab

The first cave on the island northeast of ® Bthuand.

Ainat

A cave east of the ® Dwemer ruin ® Nchardumz.

Airan's Teeth

Airan's Teeth are two stone spikes at the mouth of ® Valley of the Wind. They bear the name of the seer, Airan, who is blessed by Azura.

Akatosh

Akatosh, the Dragon God of Time, is the chief deity of the ® Nine Divines and the ultimate God of the Cyrodilic ® Empire, where he embodies the qualities of ® endurance, invincibility, and everlasting legitimacy. Akatosh is generally considered to be the first of the Gods to form in the Beginning Place; after his establishment, other spirits found the process of being easier and the various pantheons of the world emerged.
Lit.: The Monomyth (TEST I2: 1024), Varieties of Faith in the Empire (TEST I2: 1202).

Akimaes-Ilanipu Egg Mine

An egg mine north of ® Falasmaryon.

Akulakhan

"Akulakhan will serve three purposes. First, it will be the champion of my armies, liberating first ® Vvardenfell, then ® Morrowind, and then, perhaps the rest of Tamriel. Second, it will serve as a sower and cultivator of the divine substance derived from the Heart. Three, it will serve as the prominent banner and symbol of our cause -- to defy the ® Empire, to liberate mortals from ancient superstitions, and to glorify our crusade against the gods."

Alchemist

Alchemists refine and preserve the magical properties hidden in natural and supernatural ® ingredients. They sell ® potions, the various kinds of ® apparatus alchemists need to make potions, and buy and sell ingredients.

Addresses

Abelle Chriditte, Valenvaryon
Ajira, Balmora
Anarenen, Ald'ruhn
Andilu Drothan, Vivec (Hlaalu)
Anis Seloth, Sadrith Mora (Telvanni)
Arangaer, Sadrith Mora
Brarayni Sarys, Tel Aruhn (Telvanni)
Cienne Sintieve, Ald'ruhn
Craeita Jullalian, Vivec (Foreign Quarter)
Daynali Dren, Tel Mora (Telvanni)
Ernand Thierry, Caldera
Ganalyn Saram, Vivec (Hlaalu)
Garas Seloth, Vivec (Telvanni)
Gils Drelas, Tel Branora (Telvanni)
Gorven Menas, Tel Uvirith (Telvanni)
Nalcarya of White Haven, Balmora
Rolasa Oren, Vivec, Foreign Quarter
Tusamircil, Sadrith Mora, Wolverine Hall
Ungeleb, Mournhold

Alchemy

The alchemy discipline is the processing and refinement of ® ingredients and materials through arcane processes to elicit and preserve their subtle, hidden magical effects in alchemical ® potions. Alchemical potions can provide a broad spectrum of long-lasting magical effects, from healing and curing ® disease to water-walking, magical ® shields, and fortification of bodily ® attributes. Anarenen at the ® Ald'ruhn ® Guild of Mages is happy to talk your ear off about alchemy. He's been on ® Vvardenfell a while, and knows everything there is to know about practicing the profession here.
Lit.: The Alchemists Formulary (TEST I2: 895).

Ald Daedroth

Ald Daedroth is a very impressive ® Daedric ruin in the ® Sheogorad region of northeast ® Vvardenfell. The site itself is on a small island between Vvardenfell and Sheogorad island to the north. ® Tel Mora is the closest settlement. From there you'll have to fly or water-walk; Ald Daedroth is long abandoned, and there's no boat service.

Ald Redaynia

Ald Redaynia is the site of an ancient ruined wizard's tower on the northern coast of ® Vvardenfell, on the western tip of a large island west of ® Sheogorad.

Ald Sotha

Ald Sotha is a large ® Daedric ruin in the southern ® Ascadian Isles region, within sight of ® Vivec City to the east.

Ald Velothi

Ald Velothi is a tiny fishing village on the northern coast of the ® West Gash. The only services offered there are at the Ald Velothi Outpost. It's uphill from the fisherman's shacks and docks. You can't miss it; it's a ® Redoran-style building with a watchtower next to it. Theldyn Virith is in charge of the Ald Velothi Outpost. They have a ® publican, Trivura Arenim, and Orero Omothan, a Redoran ® smith, and Sedam Omalen, a Redoran ® trader. The only other place of interest is the ® Daedric ruin of ® Ashalmawia to the east.

Follow the coast northeast to the village of ® Khuul. ® Gnisis is due south, but there's no direct road. Head southwest until you reach the Samsi River, then work back east towards Gnisis.

Aldmeri

Aldmeri -- the Imperial usage is 'Elves' -- are long-lived, culturally conservative humanoids distinct from Tamriel's "manish" ® races of the north and "beast peoples" races of the southeast. By contrast with the manish tribes, Elven cultures and social institutions are stable and persistent; Elven nations are neither economically expansive nor militarily adventurous.

Aldmeris

Aldmeris is the original Elvish language, still spoken as a first language among isolated Elven communities, and spoken and written by all educated Elves, and the language of the Elven arts. The root '-mer' is analogous with the root '-man' or '-men' in human language; thus, the Elves are mer as ® Humans are men.

Ald'ruhn

Ald'ruhn is the district seat of House ® Redoran, and a large settlement. Most citizens are ® Dunmer, most are House ® Redoran members or followers. The Redoran Council, the Redoran ® Noble Manors, and fine ® merchants are in the Manor District, all inside an ancient Emperor Crab shell known as ® Skar. All six Redoran councilors, Brara Morvayn, Hlaren Ramoran, Athyn Sarethi, Garisa Llethri, Miner Arobar, and Bolvyn Venim, live in the Manor District. Most of the cornerclubs, merchants, and guildhalls are on the southwest and central part of town. House Redoran services are in the Manor District, under Skar. Goren Andarys, guild steward of the ® Morag Tong, in the Manor District. The Ald'ruhn Temple is on the east side of town. Old Methal Seran is an eminent ® Temple ® priest and scholar. For ® Imperial Legion and ® Imperial cult services, go to ® Fort Buckmoth through the South Gate, south of town, outside the town wall. Raesa Pullia is commandant of Fort Buckmoth, Imsin the Dreamer is the chapter steward, the ® Redguard Hean is priest of the Imperial cult. The ® Fighters Guild and ® Mages Guild are near the South Gate. Percius Mercius is Fighters Guild steward, Edwinna Elbert is Mages Guild steward. Pricy but high-quality ® clothier, ® alchemist, and ® enchanter shops are under Skar as well. You can get more reasonable prices, but a smaller selection, from the ® smith, clothier, ® trader, ® pawnbroker, and ® bookseller near the entrance to Skar. Ald'ruhn is fortunate in having two enchanters and two alchemists. Even though Cienne Sintieve and Llether Vari are up in the more expensive Manor District, I think you'll find the selection and service with Tanar Llervi and Anarenen at the Mages Guild every bit as good. Of course, if you're affiliated with the Mages Guild, you'll want to try Tanar Llervi and Anarenen first. If you want weapons or arms in Ald'ruhn, or need weapons and armor repaired, look for Dandera Selaro the Smith in Ald'ruhn-under-Skar. Dandera Selaro serves all comers, and has a quality selection. The other three smiths in Ald'ruhn have faction associations. Ergnir the Nord is the Fighters Guild smith, and Tuveso Beleth is the House Redoran smith at Redoran Council Hall. Yambagorn gro-Shulor is the Legion's smith at Fort Buckmoth. And Daynes Redothril the pawnbroker may also be worth a look. The Rat in the Pot cornerclub is to the south, and the Ald Skar Inn to the west, near West Gate and the ® silt strider port. Silt strider service goes to ® Balmora, ® Gnisis, ® Khuul, and ® Maar Gan. ® Guild guides at the Mages Guild teleport you to Balmora, ® Vivec, ® Caldera, and ® Sadrith Mora for a fee. ® Gnaar Mok is a long hard walk west to the coast and then south; there are no marked routes.

Ald'ruhn is a good place for experienced fighters and ® mercenaries. Both the Fighters Guild and the Imperial Legion are looking for recruits, and they offer rapid advancement if you do well with the tasks the guild steward or the chapter steward assigns you. And if you're planning to make a career in Ald'ruhn, you might consider House Redoran. It's hard for ® outlanders to rise above a certain rank, but if you show promise, and get a sponsor, you can go all the way to the top... in theory, anyway. If you are looking for work, and have skill and experience in the arcane arts, you can't do better than the Ald'ruhn Mages Guild. Edwinna Elbert, the guild steward, is in her own world, like most mages, but she's good-hearted and sensible, if you can get her attention. And you can't advance very far in other factions around here unless you have good fighter's skills. Except, the Temple, if that's to your taste. People with arcane skills can rise pretty fast in their ranks.

To reach Ald'ruhn from Balmora on foot, take the road north from Balmora to Caldera. Exit Caldera through the northwest gate. Though Ald'ruhn is nearly due north as the racer flies, the road swings far to the west to avoid the ash wastes, curving around at last to the east, even southeast, before approaching Ald'ruhn. It is a long trip through desolate lands, and easy to get lost if you leave the road. Alternatively, pay for passage on a silt strider. Travel by guild guide is the best method. Pay a guild guide at the Guild of Mages for transport to Ald'ruhn.
Lit.: Guide to Ald'ruhn (TEST I2: 402).

Aleft

A ® Dwemer ruin south of ® Gnaar Mok.

Alembic

An alembic is a ® glass container in which the arcane properties of natural and supernatural substances are distilled from their raw ® ingredients. The substances are infused, then heated until vapor is produced. The vapor then condenses in a separate container, precipitating the distilled elements with the desired magical properties.

Alit

The alit is a tailless two-legged predator common to the grasslands and ash wastes of ® Vvardenfell. Built like its larger cousin and more dangerous cousin, the ® kagouti, the alit has a large head and protruding jaw, and when running on its short, stumpy legs, it looks like a big toothy mouth with feet.

Alit Hide

The tough hide of the wild ® alit makes a serviceable multi-purpose leather. ® Ashlanders hunt the alit and use their tanned hides as trade goods.

Almalexia

Almalexia is one of the gods worshipped by the ® Dunmer in the ® Tribunal Temple and a member of the Tribunal. She was the wife of ® Nerevar, and one of his most trusted advisors. She's known as the Healing Mother and ® Lady of Mercy, the source of compassion and sympathy, and protector of the poor and weak. She's no tender-hearted powderpuff, though. She's an important symbol of Dunmer independence to those who resent the ® Empire, and the ® Hands of Almalexia -- her personal ® guard -- enforce a strict adherence to Temple doctrines.

Almoners

Almoners gather alms from members and friends of the faith. We depend on donations to fund most of our good works. Almoners who are successful at bringing in generous donations may rise in the ranks of ® Imperial cult service. If you are interested, speak to Iulus Truptor at the Imperial Chapels in ® Ebonheart.

Alms for the Poor

The ® Imperial cult asks for donations from members and friends of the faith to support our good works. As a custom, we ask for alms for the poor, because most of the gifts go to feed, cloth, cure, and heal the less fortunate, but in fact the donations go to support various worthy causes and special projects. Collecting alms is just one of the many tasks our more faithful members perform in the service of the Nine.

Almsivi Intervention

The subject of this effect is transported instantaneously to the altar of the nearest ® shrine or temple of the ® Tribunal Temple.

Almurbalarammi

A ® Daedric ruin north of ® Mawia.

Altar of Thrond

A formation of standing stones west of the ® Harstrad River.

Alteration

The alteration discipline is the mastery of the spell effects of the College of Alteration. The ® alteration spells involve manipulation of the physical world and its natural properties. Alteration effects include ® water breathing and walking, ® jumping, levitating, ® opening locks, and ® shield barriers against physical damage.

Alteration Potions

Alteration potions provide beneficial magical effects from the domain of the Arcane College of ® Alteration. Alteration potions include: ® burden, ® feather, and ® levitate.

Alteration Spells

There are many common variants of alteration spells, not to mention the countless custom versions created by ambitious spellcasters. But here is a list of the most basic ® spells, representing all the fundamental classes of spell effects produced by this college: ® water breathing, buoyancy, ® water walking, ® shield, ® fire shield, ® shock shield, ® frost shield, ® burden, ® feather, ® jump, ® slowfall, ® levitate, ® lock, and ® open.

Altmer ('high people')

Altmer are the light-skinned, tall Elven peoples of the ® Summerset Isles. 'High' is taken to mean variously 'tall,' 'proud,' and 'culturally snobbish.' In the ® Empire, 'High Elves' is the common usage. They consider themselves the most civilized culture of Tamriel, and, in truth, the common tongue of the Empire, Tamrielic, is based on their speech and writing, and most of the Empire's arts, crafts, and sciences are derived from High Elven traditions.
Lit.: The Annotated Anuad (TEST I2: 898).

Ampoule Pod

The immature state of the fruiting body of the primitive draggle-tail plant of the ® Bitter Coast is called the ampoule pod. This pod has modest magical properties prized by ® alchemists.

Amulet of Unity

The Amulet of Unity was made many years ago, back in the First Era.

Ancestor Ghost

Ancestor ghosts commonly defend the tombs of clan and kin, but may also be summoned and controlled by ® sorcerers. Ancestor ghosts are aggressive but not very dangerous -- IF you have an enchanted or silvered weapon, or deadly sorcery.

Ancestor

The ® Dunmer believe the spirits of the dead live on in our world. They can know and affect the future, and can speak with other spirits, and work great magic, so the Dunmer honor and gift them, and ask them for aid and protection. Strong spirits of heroes and ® wise women preserve the wisdom and honor of the ® race. The worst spirits are evil and harmful, called ghosts, and devils, and daemons. The oldest and greatest ancestor spirits are the ® Daedra. They are powerful, but dangerous, and hard to understand. Ghosts can't be harmed except by an enchanted weapon or magic.
Lit.: Ancestors and the Dunmer (TEST I2: 210). The Doors of the Spirit (TEST I2: 952).

Ancestor worship

Ancestor worship is the dominant form of worship among the ® Ashlanders, a personal and pervasive feature of their everyday life. The ® Tribunal Temple retains veneration of ® ancestors as a minor aspect of worship, greatly overshadowed by the awe-inspiring power and benevolence of the Tribunes. The ® Daedra and the ® Saints are worshipped as ancestors, and each Temple family maintains a ® shrine dedicated to the remains and spirits of the clan's dead.

Ancestral Tomb

The ® Dunmer bury their dead in such tombs. It is best to avoid offending the Dunmer by entering them. There are rules to govern such things, but I do not fully understand them.

Andasreth

One of the ten ancient ® Dunmer strongholds. It is northwest of ® Gnaar Mok, due north of the famous ® Khartag Point.

Andrano Ancestral Tomb

The tomb is south of ® Pelagiad, just off the road, just before you reach the fork where the road goes southwest towards ® Seyda Neen and southeast to ® Vivec. You may need an enchanted blade. Some spirits are immune to normal weapons. Here. Take this old ® shortsword. And maybe these old scrolls will come in handy.

Animal Products

Animal products of commercial value on ® Vvardenfell include the following: ® alit hide, ® crab meat, ® dreugh wax, ® guar hide, ® hound meat, ® kagouti hide, ® kwama cuttle, ® kwama egg, ® netch leather, ® racer plumes, ® rat meat, ® scales, ® scrib jelly, ® scrib jerky, ® scuttle , ® shalk resin, and ® Sload soap.

Ansi

A cave on the mainland southwest from ® Bal Fell.

Anudnabia

A ® Daedric ruin near ® Sadrith Mora. The lower halls of Anudnubia have been inaccessible since the First Era.

Anumidium

With a mere copy of the Anumidium, ® Tiber Septim was able to conquer all of Tamriel. Naturally in these troubling times, the new Emperor wants us to find any information we can on the original Anumidium. I have heard that the plans for the Anumidium rest somewhere in ® Red Mountain. If you find them, bring them to me.

Apographa

The Heirographa are the collected ® priestly writings of the ® Temple. The Apographa are the 'hidden writings' -- secrets known only at the highest levels of priesthood and inquisition. Defying the Temple, the ® Dissident priests have gathered much of the Apographa in ® Holamayan. One of the chief disputes between the Temple and the Dissident priests is that the Temple hides the truth from its followers.

Apothecary

Apothecaries brew and sell ® potions to heal wounds, ® restore bodily and mental ® attributes, and cure ® diseases. They also buy and sell ® ingredients. If you want to know about the apothecary's trade in Morrowind, you should talk to Tendris Vedran.

Apparatus

Making ® potions requires pieces of specialized alchemical equipment called 'apparatus.' Better quality apparatus are more reliable in their results, and produce a finer product. The four types of apparatus are: ® mortar and pestle, ® retort, ® alembic, and ® calcinator. Apparatus can be purchased from ® alchemists.

Appeal to Fairness

In the course of events it is sometimes necessary to put aside the childish notions of allies and enemies and focus instead on a debate in which propositions are considered based only upon their merits. This, indeed, is one of those times, and you have defended your position well, answering all of my concerns. I, therefore, shall support the revocation of the ® Mages Guild monopoly lest history look upon my actions with a baleful eye and claim that I allowed expediency to overwhelm principle.

Aquatic Potions

Aquatic potions aid the subject in movement and survival in an aquatic environment. Aquatic potions include: ® water breathing, ® swift swim, and ® water walking.

Archer

Archers are fighters specializing in long-range combat and rapid movement. Opponents are kept at distance by ranged weapons and swift maneuver, and engaged in melee with sword and ® shield after the enemy is wounded and weary. If you want to talk to an archer about archery, talk to Ian in ® Ebonheart. You can usually find him wandering around on the plaza near the docks, where the dragon statue is.

"I'm an archer. I'm the kind of fighter who hates getting hurt, so I ambush with my ® marksman weapons from a distance, then run like crazy when I can, and fight with ® long blades or ® spears when I must. I prefer spears because they're longer, and I keep farther from things trying to hurt me. If that sounds cowardly to you, you better stick with tin suits and fat ® axes."

Arena

See ® Vivec (City).

Argonian

The Argonians of ® Black Marsh call themselves the 'People of the Root'. They are equally at home on land or in water, and are magically gifted. Persecuted and enslaved by other ® races, they are cautious and secretive. Little is known of their homeland or native culture, and their alien physiology and customs are not well understood by scholars.

Native ® Dunmer regard Argonians as animals fit for ® slavery. Dunmer have always enslaved Argonians. The ® Empire protects Argonian human rights, but does not outlaw slavery in ® Morrowind.
Lit.: The Annotated Anuad (TEST I2: 898).

Argonian Mission

The Argonian Mission is ® Black Marsh's diplomatic embassy to ® Vvardenfell District. Leave the Imperial Chapels, pass through the Grand Council Chambers, cross the bridge, then down the stairs. As you face out the gate, the Argonian Mission is to the south, on the southern side of the well.

Arkay

Arkay, God of the Cycle of Life and Death, is the deity associated with burials and funeral rites, and is responsible for the progression of the seasons. His ® priests are staunch opponents of ® necromancy and all forms of the undead.

Arkngthand

The old ® Dwemer ruins at Arkngthand are extensive on the surface and underground. Head south out of town past the ® silt strider port, then cross bridges east over the ® Odai River. At the signpost, head north towards ® Caldera. Immediately on the right see a signpost for ® Molag Mar. Turn right and head uphill on an old road to cross an ancient ® Dwemer bridge over ® Foyada Mamaea. The entrance to Arkngthand is on the east side of the ® foyada, south of the bridge. Turn a crank on a pipe nearby to open the doors.

Arkngthunch-Sturdumz

The old ® Dwemer ruin is west of ® Ald Velothi on the coast. If you follow the coast from Ald Velothi you should be able to see it.

Armor

Armor absorbs damage. Each piece of armor you wear will add to your overall protection, or "armor rating." Your armor rating is the weighted average of all the armor you are wearing. The higher the armor rating, the better you will be protected. Certain pieces contribute more towards your rating than others. When someone hits you, the damage they do is compared against your armor rating, and some of the damage is absorbed. As armor takes damage, its condition decreases. This also lowers how much protection the armor offers.*

Don't be afraid to invest in armor. Even if you carefully avoid close combat like a smart spellcaster, things go wrong, and armor can save your skin when the unexpected happens.

Armor Styles

Heavy Armor Styles

The heavy armor styles, called 'Legion' or 'knight' style in the West and 'ebony' style in the East, require great ® strength and ® endurance. In the West, cheap ® iron, ® steel, and ® silver heavy armor is made in quantity for the Legions, and many are trained in its use. In the East, the expense of the superb ® ebony and daedric heavy armors limits their use to aristocratic families. Suits of ebony and daedric armor are passed down from generation to generation, and represent a sizable portion of a ® Great House ® nobles' personal wealth.

Light Armor Styles

The light armor styles, called 'militia' in the West and '® Ashlander' in the East, favor ® speed and ® agility. Both the Western 'militia' and eastern 'Ashlander' ® armor styles depends on light, cheap leather armors. The Eastern reinforced ® chitin armor, however, is distinctly superior to Western-style leather armors, and offers better protection, pound for pound and drake for drake, than any other armor. The '® glass' light armors of the ® noble ® Great Houses are in the high ® Altmer style, strikingly light and stylish, and comparable with the ® ebony and daedric in protection, but are expensive and in short supply.

Medium Armor Styles

The medium armor styles, called '® Imperial guard' in the West and '® Great House' in the East, are compromises between the heavy and light styles, balancing protection against mobility. The chain and scale medium armors of the Western 'Imperial guard' style offer less protection than the heavy ® iron and ® steel plate armors of the Legions, but with a considerable advantage in mobility. The ® Dunmer bonemold medium armor is generally lighter and more durable than its Western equivalent. The most prized of medium armors, ® Orcish, is limited in availability and very expensive, but markedly superior, and is the medium armor of choice for ® nobles and ® mercenaries in both the West and East.

Exotic Armor Styles

A few less common exotic armor styles are also found in ® Morrowind. Fur armor is a ® light armor style popular among ® Nord ® barbarians. ® Dreugh is a remarkably strong ® Dunmer ® medium armor, made from Dreugh hide. But the most famous exotic armor is ® Dwemer, or Dwarvish armor, a highly ornate ® heavy armor valued as much for its rarity and antique craftsmanship as for its distinctive impact-absorbing qualities in combat.

Armor Types

® Shields and tower shields are basic armor protection, but limit you to one-handed weapons. For ® body armor, get a cuirass first for the chest, then greaves for the legs, helm for the head, and boots for the feet. Add left and right pauldrons for upper arms and gauntlets or bracers for lower arms. Balance protection against weight; you can't fight if you're exhausted by the weight of your armor.

Armor wear

As it wears out, armor becomes less effective. Broken armor is completely useless until you repair it, but ® worn armor stops only a fraction of the damage that new or well-maintained armor does. Learn the basics of armor repair, and go over your armor, piece by piece, before every big battle. Or visit a ® smith regularly to keep your armor in good shape.

Armorer

The armorer discipline is the maintenance of weapons and armor at top efficiency. ® Worn weapons do less damage. ® Worn armor protects less against attacks. As wear increases, the diminishing effectiveness of weapons and armor is dramatic.

Don't carry those cheap armorer's hammers around with you. Hammers are dead weight. Buy them, and use them on the spot. If you're a shortblade specialist, and you like to travel light, it's often cheaper to own and carry backup weapons.

Artifacts

® Amulet of Unity.
® Auriel's Bow.
® Bitter Cup.
® Bloodworm Helm.
® Boots of the Apostle.
® Bow of Shadows.
® Chrysamere.
® Crosier of St. Llothis.
® Cuirass of the Savior's Hide.
® Dagger of Symmachus.
® Dragonbone Cuirass.
® Ebony Mail.
® Eleidon's Ward.
® Fang of Haynekhtnamet.
® Fork of Horripilation.
® Goldbrand.
® Helm of Oreyn Bearclaw.
® Hopesfire.
® Ice Blade of the Monarch.
® Keening.
® Lord's Mail.
® Mace of Aevar Stone-Singer.
® Mace of Molag Bal.
® Mace of Slurring.
® Mask of Vivec.
® Masque of Clavicus Vile.
® Mazed Band.
® Moon-and-Star.
® Ring of Phynaster.
® Ring of the Wind.
® Robe of the Lich
® Skeleton Key.
® Skull-Crusher.
® Spear of Bitter Mercy.
® Spell Breaker.
® Staff of Hasedoki.
® Staff of Magnus.
® Stendarr's Hammer.
® Sunder.
® Ten Pace Boots.
® Totem of Claw and Fang.
® Trueflame.
® Umbra Sword.
® Vampiric Ring.
® Veloth's Judgement.
® Ward of Akavir.
® Warlock's Ring.

Lit.: Famed Artifacts of Tamriel (TEST I2: 352).

Arvel family

There are two Arvel families. The head of the family lives in ® Arvel Manor in the ® Ascadian Isles. Another branch of the family lives in Ald Velothi.

Arvel Manor

Arvel Manor is just north of the ® Foreign Quarter, above Dren Plantation, at Arvel Plantation. There's no direct road. The Arvels are ® slave-holders.

Arvs Drelen

A tower in ® Gnisis.

Ascadian Isles

The Ascadian Isles is the lush, green, well-watered lowlands in the south 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.

Don't bother looking for a convenient system of bridges or ferries across the lakes and rivers. There aren't any. If you're traveling in the Ascadian Isles, be prepared to get wet, or to use magic to fly or walk across the waterways.

Ascended Sleeper

The ascended sleepers are distorted, half-human, half-beast creatures transformed by a mysterious force into powerful magical beings. Ascended sleepers are highly intelligent, aggressive, and dangerous. Ascended sleepers are associated in some way with the Devil ® Dagoth Ur.

Ash Ghoul

The ash ghoul is a distorted, half-human, half-beast creature transformed by a mysterious force into a powerful magical being. Ash ghouls are highly intelligent, aggressive, and dangerous. Ash ghouls are associated in some way with the Devil ® Dagoth Ur.

Ash Salts

Ash salts are hard grey crystals formed from the ash deposited by ash storms in the ash wastes and lava fields. Ash salts are most often collected from the remains of creatures like the ® ash slave, the ® ash ghoul, and ® ash zombie.

Ash Slave

The ash slave is a humanoid creature transformed by a mysterious force into a deranged beast. These creatures are aggressive and dangerous. Ash slaves are associated in some way with the Devil ® Dagoth Ur.

Ash Statue

The ash statues are a sign of the ® Sixth House.

Ash Vampire

Ash vampires are immortal magical beings of vast powers. Close kin and loyal lieutenants of the Devil ® Dagoth Ur, they partake of his supernatural vitality.

Ash Woe

Ash-woe is an acute ® blight disease affecting a victim's will and thought processes. It may be contracted from ® corprus beasts or other ® blighted creatures.

Ash Yam

Ash yam is a tough tuberous root vegetable with modest magical properties. It grows commonly in the Ascadians Isles region. Ash yams have the strongest smell in ® Ghostgate near Ralyn Othravel.

Ash Zombie

The ash zombie is a humanoid creature transformed by a mysterious force into a deranged beast. Though their skulls are apparently empty, these creatures are nonetheless intelligent, aggressive, and dangerous. Ash zombies are associated in some way with the Devil ® Dagoth Ur.

Asha-Ahhe Egg Mine

The mine is east of the ruins of ® Ashalmawia, and just south of the village of ® Khuul.

Ashalmawia

A ® Daedric ruin east of ® Ald Velothi.

Ashalmimilkala

Ashalmimilkala is a large ® Daedric ruin on a large off-shore island south of ® Gnaar Mok, west of the ® Dunmer stronghold called Hlormaren in the ® Bitter Coast region. A thin strand of land connects the southern part of the island with the mainland on the coast southwest of the stronghold. Go to ® Hla Oad and head on the road north until you reach the Stronghold of Hlormaren. When you do, head west to the coast and then south until you see bridges leading to an island.

Ashanammu

A cave north of the ® Caldera Mining Company Office.

Asharnatamat

A ® Daedric ruin northeast of ® Fort Moonmoth.

Ash-chancre

Ash-chancre is an acute ® blight disease affecting a victim's behavior. It may be contracted from ® corprus beasts or other blight monsters.

Ashimanu Egg Mine

An egg mine east of ® Berandas.

Ashinabi

A subaqueous cave west of ® Gnisis.

Ashirbadon

A cave on an island east of the ruins of ® Bal Fell.

Ashir-Dan

A cave northeast of ® Khuul.

Ashlanders

Ashlanders are the nomadic ® Dunmer ® barbarians of the ® Morrowind wastelands. In the First Era, the nomadic Ashlanders and the settled Dunmer clans were much alike, but after the First Council and the formation of the ® Great House, Ashlanders have been steadily forced into the poorest and most hostile lands. They live in camps of small, mobile huts, herding ® guar and hunting wildlife for meat and hides. By tradition, the Ashlanders claim the right to raid settlements and other tribes for booty and ® slaves. The Ashlanders worship their ® ancestors, and are led by their ashkhan war chiefs, counseled by the arcane wisdom and prophecies of their ® wise women. Now the nomadic tribes look to the prophesied return of ® Nerevar for a restoration of their ancient rights and religious traditions. If you plan to visit them, you should know something of Ashlander customs.

Ashlander challenges

When challenged for sport, it is acceptable to decline. When challenged for honor, it is shameful to decline. Honor challenges come from offense given in speech or action, or may represent customary formal challenges of status or ritual.

Ashlander courtesy

Ashlanders may challenge a stranger who enters a yurt without invitation. Customs differ with different tribes, but leave when requested, and you may be forgiven. Be particularly careful about ashkhans -- tribal chiefs -- and wise women -- tribal seers and counselors. Some are welcoming, some are hostile. Be courteous, and leave if requested. If offended, they may attack.

Ashlander culture

The Ashlander culture is an anachronistic survival of the ancestor-worshipping tribal culture that evolved into the theocratic Great House culture of the native Dunmer. The Ashlanders perversely prefer the impoverished physical culture and subsistence economy of the Ashland nomadic ® herder-® hunter, and their ® ancestor worship is shamanistic and primitive by Dunmer and Imperial standards.

Ashlander customs

Take care when visiting an Ashlander camp. Among clan and kin, Ashlander courtesy is very proper and polite, but you are a stranger, so remember that Ashlanders hate foreigners. Ashlander challenges are very solemn and serious things; do not make a challenge lightly. In particular, the men are very proud. Among the Ashlanders, no one would be rude enough to force an Ashlander to admit something shameful. If the truth will shame them, they don't want to say it. And know the customs of Ashlander gifts; they are not offended by gifts of money, and take them as tokens of deference and respect. And among outcast Ashlanders, beware the ® mabrigash, renegade witch-warrior women who practice dark magics.

Ashlander gifts

Among Ashlanders, a gift is a token of courtesy among strangers, and affection among friends. When coming first among strangers, a thoughtful gift is a sign that you are cautious, and considerate, and aware of the other's wants and needs. Such is particularly useful for ® traders and travelers. Among friends, it is a private thing, and subtle, with great risks, for the test of the gift is how well it is tailored to the receiver.

Ashlanders hate foreigners

Most Ashlanders wish all ® foreigners and their false gods could be driven from Morrowind. At very least, Ashlanders wish the foreign devils would leave them in peace. Ashlanders think it shameful to attack unarmed persons, but they will kill without hesitation an armed person who offends them or their clan laws. No Ashlander is fool enough to make war against the ® Empire. However, if such a war might be won, many Ashlanders might cheerfully give their lives to win such a war.

Ashlanders in war

Ashlanders seldom make war like the city people do. We raid other tribes, to prove we are strong, and to make us rich and respected. Our champions challenge one another for ® duels of sport and honor; it is fitting that ® Warriors should decide these things, not hunters or herders. But when we make war as a tribe, hunters and herders fight beside champions and ashkhans with ® spear and bow. Such wars are cruel, for we are few, and the lives of our people are too dear to waste.

Ashlander nomadic camp style

Ashlander nomadic camps have portable huts of hides stretched on ® chitin frames. These huts can be quickly dismantled and packed atop a ® guar when moving to new grazing and hunting grounds. The khan's hut is simply a larger, more elaborate version of a family hut.

Ashlanders on the Imperials

The ® Imperials came out of the West and tricked the gods of the settled people, the false gods called the Tribunal. Now the Imperials act like they own Morrowind, and they claim we are ruled by their chief, the one they call Emperor. We think nothing of this foolishness, but they have great armies of soldiers in armor who come and burn our yurts and slay our children. So we hate them, but we must remember to be quiet and patient and cunning, as Boethiah has taught us.

Ashlander worship

All Ashlanders in a tribe, young and small, are born into the Ancestor cult of their clan. The ® Nerevarine cult is different, though; it is a very small cult, with only a few wise women with the gift of prophecy, and a few holy warrior-heroes who guard and protect the seers. Sul-Matuul, Ashkhan of the ® Urshilaku, is the Warrior-Protector of the cult, and Nibani Maesa, also of the Urshilaku, is the Oracle-Seer of the cult.

Visiting an Ashlander Camp

It is safe to walk around an Ashlander camp, but risky to talk with Ashlanders, especially if you do not know their customs, since they may take offense at your speech, and challenge you. When visiting, speak with the people; you cannot receive an invitation to enter a yurt or tent without speaking with an Ashlander. If an Ashlander gives you permission to enter a khan or wise woman's yurt, you are welcome, but enter a khan or wise woman's tent without invitation, and the whole tribe will attack you.

Lit.: Ashland Hymns (TEST I2: 218). The Five Far Stars (TEST I2: 973).

Ashlands

The Ashlands are the dry, inhospitable wastelands surrounding the lower slopes of ® Red Mountain. The Ashlands extend to the ® Sea of Ghosts to the north, and elsewhere form a wide margin between the blighted Red Mountain region and other ® geographic regions. The town of ® Ald'ruhn and the village of ® Maar Gan are the only sizable permanent Ashlands settlements. ® Ashlanders hunt for game here, and their herds find sparse grazing. It rains rarely, and suffers frequent ash storms. The ashlands are full of diseased and blighted creatures.

Watch out for small camps of outcast Ashlanders. They prey on careless ® pilgrims.

Ashunartes

A ® Daedric ruin west of ® Marandus.

Ashur-Dan

See ® Foyada Ashur-Dan.

Ashurnibibi

A ® Daedric ruin on an island northwest of ® Hla Oad.

Assalkushalit

A ® Daedric ruin north of ® Dagoth Ur.

Assarnatamat

Assarnatamat is a ® Daedric ruin east of ® Caldera and northeast of ® Fort Moonmoth.

Assarnud

A cave northeast of ® Gnisis.

Assassin

Assassins are killers who rely on ® stealth and mobility to approach victims undetected. Execution is with ranged weapons or with ® short blades for close work. Assassins include ruthless murderers and principled ® agents of ® noble causes. Most assassins don't like to talk about their trade. But Ingokning, the assassin at the ® Skyrim Mission in ® Ebonheart doesn't mind talking. In fact, he'll bend your ear if you aren't careful.

"I'm an assassin. Killing is my profession. I am discrete, efficient, and reliable. In ® Morrowind, the assassin's trade is an ancient and honorable profession, restricted by a rigid code of conduct, and operating strictly within the ® law. Because I am discreet, I prefer short blades for swift, close-and personal work, while the ® marksman weapons like ® throwing stars and ® throwing knives are more suitable for ® stealth and surprise."

Assemanu

To get to Assemanu, take the southern road towards ® Seyda Neen. After you cross the bridge, you will see swamplands to the south. Go across the swamps and look for an island to the south. Assemanu is on that island.

Assernerairan

Assernerairan is in the ® Underworks of the ® St. Olms Canton in ® Vivec City.

Assu

A cave on the slopes of ® Mount Kand northwest of ® Molag Mar.

Assumanu

A cave southeast of ® Ald Redaynia.

Assurdirapal

A ® Daedric ruin west of ® Dagon Fel, also known as the Shrine of Malacath.

Assurnabitashpi

A ® Daedric ruin west of ® Urshilaku camp. At the ruins of Assurnabitashpi, they have an old shrine to Mehrunes Dagon.

Ataxia

Ataxia is a mild ® common disease affecting the victim's ® strength and dexterity. Symptoms include generalized pain and muscle stiffness. It may be contracted from ® slaughterfish.

Athletics

The athletics discipline is training and conditioning for running and swimming, moving short and long distances over land with ® speed and efficiency, and conserving breath while swimming swiftly underwater.

Athyn Llethan

The former king was an old man and had been ill for a while. He had no sons or daughters. ® Helseth is Llethan's great-nephew -- ® Barenziah is Llethan's niece. Queen Barenziah renounced her claim to the throne, so, according to Imperial custom, the crown goes to Prince Helseth. He didn't do much, but we assumed he wasn't supposed to. We thought he was just a convenient fiction for Imperial administrative purposes.

Atronachs

Atronachs are unaligned ® Daedra of the elemental planes. Atronachs encountered here are of three elemental domains: ® fame atronachs, or fire daedra; ® frost atronachs, or frost daedra; and ® storm atronachs, also called storm daedra.

Attribute-Damaging

Attribute-damaging spells actually destroy the eleven fundamental ® attributes of natural and supernatural beings: ® agility, ® endurance, ® fatigue, ® health, ® intelligence, ® luck, ® personality, ® speed, ® strength, ® willpower, ® magica. The victim's attributes are reduced permanently. The most common of these ® destruction spells are: curse agility, curse endurance, curse fatigue, curse health, curse intelligence, curse luck, curse personality, curse speed, curse strength, curse willpower, and curse spell points. See also ® Damage.

Attribute-Draining

Attribute-draining spells reduce the eleven fundamental ® attributes of natural and supernatural beings: ® agility, ® endurance, ® fatigue, ® health, ® intelligence, ® luck, ® personality, ® speed, ® strength, ® willpower, ® magica. The reduction is only temporary, and the attribute returns to normal after the duration of the magical effect elapses. The most common of these ® destruction spells are: clumsiness, distraction, exhaustion, gash spirit , misfortune, spite, strain, temptation, torpor, ® weakness, and wound.. See also ® Drain Attribute, ® Drain Fatigue, ® Drain Health, ® Drain Magicka, ® Drain Skill.

Attributes

The eleven fundamental attributes of natural and supernatural beings are ® agility, ® endurance, ® fatigue, ® health, ® intelligence, ® luck, ® personality, ® speed, ® strength, ® willpower, ® magicka. Scholars and sages of the six magic colleges are familiar with these fundamental attributes from the works of the earliest ® Aldmeri philosophers, and the concepts have been adopted by all the other scholarly disciplines of ® Imperial culture.

Aundae

We are the most blessed of all of the cursed. In addition to the powers all ® vampires possess, our dark powers are of the mind, where other, weaker clans are gifted more physically. Our path through the darkness relies on magic, and at this, we are truly gifted.

Auriel's Bow

The ® Museum of Artifacts offers 15000 gold for Auriel's Bow.

Axe

The axe weapon discipline is the study and mastery of the ® war axe and ® battleaxe weapon styles. To use any style of weapon effectively, the user must be trained, conditioned, and skilled in its use.

Axes

Only two types of axe are common here -- the one-handed ® war axe and the two-handed ® battle axe. Use the war axe with a ® shield or use the two-handed battle axe for maximum effect.

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.

B.

Bad Daedra

The ® Temple teaches that the Three ® Good Daedra -- the Anticipations, Boethiah, Azura, and Mephala -- recognized the Divinity of the Tribunal and made homage to them. But the Rebel ® Daedra -- the Dark Daedra, Molag Bal, Malacath, ® Sheogorath, and Mehrunes Dagon -- in their arrogance and pride, refused to keep faith with the Tribunal. These Rebel Daedra thus became the ® Four Corners of the House of Troubles, and they continue to tempt the unwary into heresy and dark worship. Bad Daedra include Molag Bal's servant, the ® daedroth; Malacath's servant, the ® ogrim; Mehrunes Dagon's servant, the ® scamp, the ® dremora, and the ® clannfear; and ® Sheogorath's servant, the ® golden saint. See also ® Bad Daedra.
Lit.: Darkest Darkness (TEST I2: 325).

Bal Fell ('city of stone')

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.

Bal Isra ('rows of stones')

A place on the road from Ald'ruhn to ® Maar Gan,.named after the rows of stones there.

Bal Molagmer ('stone fire men')

There is a legend about the Bal Molagmer, or "Stone Fire Men," who brought the light of justice to the land. The Bal Molagmer once carried their burning stones from ® Red Mountain over all of ® Morrowind, lighting hearth fires and lanterns. It is said that their fires brought the light of justice. Though the Bal Molagmer were ® thieves, they stole only from the unjust and gave to those in need. They vanished early in the Third Era, and have not been seen since.

Bal Ur

Bal Ur is known as the Birthplace of Molag Bal where the Doom Drum tricked Molag Bal into becoming mortal. ® Vivec defeated Molag Bal here and sent him back into Oblivion. Bal Ur is north of ® Suran, but you will need to ® levitate over the mountains to get there easily.

The Shrine of Molag Bal is not a pilgrimage for the casual traveler. The interior is cursed and dangerous, and the ® Temple has not been successful in keeping it clean of Daedra-worshipping ® witches and ® warlocks. Go view the ruins from the outside, but don't go inside unless you are strong and well-prepared.

Bal Ur Region

The region is named after the ancient ® Bal Ur ® Daedric ruins, a local landmark and ® pilgrimage site. It's an uninhabitable ash waste, rugged highlands broken by lava fields and ash pits. There's no grazing for the ® Ashlander herds, but they hunt there. It's also a convenient refuge for outlaws and Ashlander outcasts.

Balmora ('stonewood')

Balmora is the Council Seat of ® Great House ® Hlaalu, and the largest town on ® Vvardenfell except for ® Vivec City. Located on the ® Odai River, and sitting astride the ® Ald'ruhn-Vivec road, Balmora is an important mercantile trade and travel center. High Town, on the hill to the west, is the administrative center and has the ® Temple, Hlaalu Council Hall, rich manors, better shops, and the ® Morag Tong. None of the Hlaalu counselors actually live in Balmora; Nileno Dorvayn at the Council Hall is the ranking Hlaalu local. Morag Tong offers services; Ethasi Rilvayn is the Morag Tong steward. The Commercial District, just west of the river, has the ® Fighters Guild and ® Mages Guild, shops and inns; Labor Town, east of the river, where the ® commoners and poor live, has only the ® South Wall Cornerclub and a few ® traders. Go to Hlaalu Council Manor for House Hlaalu services. Temple faithful go to the ® Balmora Temple. Feldrelo Sadri is the steward for the Balmora Tribunal Temple. ® Outlanders go to ® Fort Moonmoth for the ® Imperial Legion and the ® Imperial cult southeast of town. Try ® Balmora Fighters Guild or ® Balmora Mages Guild. Eydis Fire-Eye is the Fighters Guild steward, Ranis Athrys the Mages Guild steward. Sugar Lips Habasi is the local ® Thieves Guild boss. The only known street names are Trade Street and Labor Street.

Dulnea Ralaal, publican of the Eight Plates Cornerclub in Balmora, is hiring entertainers to amuse her patrons. She's looking for jesters, dancers, drummers, jugglers, and singers who play the lute.

Roads south lead to ® Pelagiad, ® Seyda Neen, and Vivec. ® Silt strider service goes to Seyda Neen, Ald'ruhn, ® Suran, and Vivec. Roads north lead to ® Caldera and Ald'ruhn. ® Guild guides at the Mages Guild can teleport you to Ald'ruhn, Vivec, Caldera, and ® Sadrith Mora for a fee. ® Hla Oad is southwest on the coast. There's no trail, and it's easy to get lost. The only route to ® Ghostgate is via ® Foyada Mamaea.
Lit.: Guide to Balmora (TEST I2: 404).

Balmora Fighters Guild

West of the ® Odai River, looking up towards the ® Temple, the ® Fighters Guild is halfway up on your right. They're always looking for people. If you're thinking of joining up, ask for Eydis Fire-Eye, the local Guild Steward.

Balmora Mages Guild

The ® Mages Guild is west of the river, one street up from the waterside, by the open plaza just north of the ® silt strider port. If you were planning to join the Mages Guild, you want to talk to Ranis Athrys, the Guild Steward.

Balmora Temple

The Balmora Temple stands on Rich Hill in the northwest part of town. The ® shrine there cures ® diseases and ® poison, and they offer various other services as well.

Balur Salvu's Farm

Balur Salvu's farm is on the road just south of ® Pelagiad. The farmhouse is north of the road, south of the southwestern end of ® Lake Hairan. Just head north from ® Ebonheart. Don't take the bridge west towards ® Seyda Neen. When you hit the east-west road between ® Pelagiad and ® Vivec, turn right, east, towards Vivec, and Balur's farm is not far. If you reach a bridge, you've gone too far.

Bamz-Amschend

An old ® Dwemer ruin beneath ® Mournhold.

Band Egg Mine

An egg mine northwest of ® Caldera.

Bandits

Bandits typically operate from secret hideouts in the backcountry, and the Legions don't have troops or time to comb the wilderness for them. An adventurer can make a living preying on bandits; the adventurer has right of salvage on weapons, armor, and goods recovered from dead outlaws.

Bani-Dad

See ® Foyada Bani-Dad.

Barbarian

Barbarians are the proud, savage ® Warrior elite of the plains nomads, mountain tribes, and sea reavers. They tend to be brutal and direct, lacking civilized graces, but they glory in heroic feats, and excel in fierce, frenzied single combat. Briring is a barbarian at the ® Skyrim Mission in ® Ebonheart. He's remarkably educated and well-spoken for a barbarian, but he knows the things a barbarian should know.

"I'm a barbarian, and proud of it. I like the wilderness, and know how to live comfortably off the land. I know the various creatures of the wild, how to hunt them, what bits are good to eat, and what bits the city-folk will pay for. I know weapons and armor, and how to stay healthy, so I can play soldier for pay. But I hate taking orders, so I rather live by hunting."

Bard

Bards are loremasters and storytellers. They crave adventure for the wisdom and insight to be gained, and must depend on sword, ® shield, ® spell, and ® enchantment to preserve them from the perils of their educational experiences.

"I am a bard. As an entertainer, I share songs and stories with patrons and peasants. As a scholar, I travel the world, speaking with people, and learning the lessons of history and human nature. And because a good bard must experience adventure at first hand in order to present its drama effectively, I have learned to defend myself with the noble tools of ® medium armor and long blade, and have mastered minor mysteries of ® alchemy, enchantment, and ® illusion."

Barenziah

She's the Queen Mother -- mother of King Hlaalu ® Helseth. She's also the widow of General Symmachus, the great ® Dunmer hero, and a former queen in her own right back in Wayrest. Many years ago she abdicated her throne and retired from public life here with her son. Now her son has become king.

Barilzar's Mazed Band

See ® Mazed Band.

Barracks

The Barracks is an ancient Velothi building adapted for use as a barracks by the local Deathshead Legion garrison.

Battle Axe

The term 'battle axe' includes all very heavy axes used two-handed. Most battle axes are double-bladed, but the Nordic battle axe has a single blade. The great mass and efficiency of the battle axe enables a strong ® Warrior to penetrate ® heavy armor, but the battle axe is also a powerful shock weapon against massed, lightly armored opponents.

Battlemage

Battlemages are wizard-warriors, trained in both lethal spellcasting and heavily armored combat. They sacrifice mobility and versatility for the ability to supplement melee and ranged attacks with ® elemental damage and summoned creatures. Albecius Colollius is a veteran battlemage. He hangs out at Arrille's Tradehouse in ® Seyda Neen. Talk to him if you want to know about battlemages and how they work here in ® Morrowind.

"I am a Battlemage. Though arrayed as a Western ® knight with ® heavy armor, axes and ® long blades, my primary training is in the College of ® Alteration, the College of ® Destruction, and the College of ® Conjuration. To round out my education, I have mastered ® enchantments and ® alchemy. ® Potions made through alchemy, or purchased from ® alchemists, grant me the magics of the ® Restoration, ® Mysticism, and ® Illusion Colleges. And can there be any more terrible master of the science of war than a battlemage? I think not."

Bear

Bears are but one of the sacred creatures the All-Maker has blessed us with. They embody the ® Warrior's ® strength, and some of the ® Skaal can even summon them to fight by their sides.

Beliefs

See ® End of Times

Belt of the Hortator

A token that shows that its bearer has been named ® Hortator of House ® Hlaalu by Hlaalu's councilors.

Benkongerike

A cave on ® Solstheim, on the shores northeast of ® Castle Karstaag..

Bensamsi

A cave west of the ® Dwemer ruin ® Bthuand.

Bensiberib Camp

Take a boat to ® Tel Aruhn and swim southwest until I reach the coast. The Bensiberib ® Ashlander camp is on the coast near the end of a small peninsula.

Berandas

The old ® Dunmer stronghold Berandas lies south of the village of ® Gnisis in the ® West Gash region. Berandas is also distinctive among Dunmer stronghold, in that extensive caverns lie beneath the centuries-old architectural ruins.

Berne

This clan above all disappears into the night. Though gifted physically, they prefer the shadows, stalking their prey from the darkness. They rely on ® stealth to claim their victims.

Berserkers

They are called "bare-sarks" in the ® Nord tongue, beause of their insistence on going bare-chested even in the most severe blizzard. They're crazy as they come, and care only for savagery and murder. It is said they are so attracted to death, they make their homes in some of ® Solstheim's burial barrows. I've also heard rumor of some kind of berserker "mother" but no one has ever seen her and lived to tell about it.

Beshara

A cave east of the ® Vivec City's ® Telvanni bug musk.

Bethamez

Officially, the ® Gnisis ® eggmine was closed because of ® blight, but I heard that ® miners broke into the lost ® Dwemer ruin of Bethamez. I have also heard that they found ® Dwemer plans.

Betmeri ('beast people')

Betmeri, or 'Beastmen,' we