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The Temple: Morrowind

Author: 
Imperial Geographical Society

Map of Morrowind

Located in the north-east of Tamriel, much of the landscape is as twisted and mountainous as its neighbor Skyrim, but it is a hot, desolate land, even far from Vvardenfell and its famous volcano, Red Mountain. Previously named Resdayn, Veloth, Dwemereth, and Dunmereth, it was home to the mysterious, lost Elven tribe called the Dwemer, and their cousins, the Chimer of Summerset who became the Dark Elves of today. For the last two Eras, it has been called Morrowind.

History

The earliest civilization of which there are records is that of the Dwemer. Sometimes called "Dwarves" by the ignorant, the Dwemer were the remnants of the early Aldmer who had settled the coasts, and developed a highly sophisticated and technological culture.

Dunmer RaceThe rule of the Dwemer in Morrowind was contested by another group of Mer, the Chimer. The Chimer were, like the Dwemer, descendents of the Aldmer, and had followed their prophet Veloth across Tamriel from the west. Soon, they abandoned nomadic life and divided themselves into what were known as the Great Houses, tight-knit political clans that survive in Morrowind to this day.

Disputes over territory marked the early interactions between the two groups of Mer. These battles were fueled by the conflicting religious beliefs of the two cultures. While the Dwemer were an agnostic people, preferring reason to faith, the Chimer were staunch Deadra-worshippers, and considered the Dwemer's lack of belief an affront to their gods.

It was not until Nordic invasions of the First Era that the two groups of Mer were able to achieve peace. An alliance led by Nerevar of the Chimer and Dumac of the Dwemer was successful in routing the Nords from the land, and creating the First Council.

Ultimately, though, the cultural differences between the two groups were too great to allow for a lasting peace. The War of the First Council culminated at the Dwemer fortress of Red Mountain, although accounts of the final hours of the war varied.

It is known that Nerevar was slain during or shortly after the battle, although by whom remains a point of much contention. Dumac and all of his Dwemeri brethren were killed, but the exact manner of their extinction is still debated. Nor did the Chimer leave the battle of Red Mountain unchanged: their skins were turned to grey and their eyes fire-red. They would henceforth be known as the Dunmer of Morrowind.

Perhaps the most important consequences of the battle were the changes effected in Nerevar's closest advisors. His trusted Tribunal - Almalexia, Sotha Sil, and Vivec - were found to have attained great, even god-like, power. His general, Dagoth Ur, originally thought killed at Red Mountain, was later found to have attained similar degree of power. These four former mortal individuals were to become seen as symbols, champions, gods, and villains, sometimes revered and sometimes despised. The four, until recent years, exercised great influence over the development of the nation of Morrowind.

While most of the local governance of the province continued through the Great Houses, the Tribunal ruled the land indirectly through their Temple, and inspired the Dunmer with their status as Living Gods. The Daedra worship that the Chimer espoused was considered nothing more than a prelude to the new spiritual awakening of the land. Their powers were tested as they joined with the Reman Dynasty to defend the land from the Akaviri.

Though victorious, Morrowind's relationship with the Cyrodilic Empire did not remain cordial, and after steadily growing mistrust, The Four Score War erupted in the 2840th year of the First Era. The Tribunal, and Vivec in particular, demonstrated enormous power and leadership in battle after battle, yet neither side advanced for almost eighty years. In the end, it was the diplomatic skills of the Three that ended the war. Whatever the extent of the Tribunal's power, and how much fancy has been woven into their legend, there can be no doubt of their diplomatic prowess. While other provinces flailed in the chaos of the Second Era, the Tribunal kept the disparate Houses of Morrowind in check, and repelled yet another invasion from Akavir.

MorrowindThe Tribunal's diplomatic skills were put to the test yet again at the end of the Second Era, when they were faced with the external threat of Tiber Septim's rising Empire, as well as the internal threat posed when Dagoth Ur, after long slumbering, arose to take back his fortress of Red Mountain. Septim, not eager to fight three Living Gods and also worried about Dagoth Ur's return, agreed to a treaty, as described in the history section of this book. The treaty gave Morrowind autonomy and gave the Septim Empire the means to conquer the rest of Tamriel: an equitable solution for both parties involved.

A further concession was given to Septim's demand for a central authority in Morrowind: a ruler who could be his hand in the domain. Barenziah, daughter of the ruling family of Mournhold, was the first to be given the title of Queen of Morrowind. The title was largely ceremonial, but the young Queen and her consort, Tiber Septim's general Symmachus, proved to be extremely popular with the Dunmer people.

The Arnesian War was one of the many during the troubled time of the Imperial Simulacrum of Jagar Tharn. What started as a simple slave revolt in the House Dres lands of the south built on itself until the swampy plains erupted with blood and fire, pitting Morrowind against Black Marsh. During the chaos, Symmachus was slain, and Barenziah, rightly fearing for her life, fled across the Empire to the High Rock kingdom of Wayrest. The Queen abdicated her throne, leaving it to her uncle Athyn Llethan, a House Hlaalu noble.

The uneasy truce between Temple, King, and House was beginning to crumble. Dagoth Ur was ascending, the Tribunal was collapsing, and then, according to current popular rumor, a miracle occurred. Indoril Nerevar was reborn, and returned to Morrowind to set things to right.

Current Events

Whether the mysterious figure who arrived in Morrowind was truly Nerevar reborn cannot be known, but the repercussions of that arrival on the shores of Vvardenfell may not yet be fully realized. Dagoth Ur and two members of the Tribunal, Almalexia and Sotha Sil, were destroyed in the Nerevarine's fury. Vivec too may have been killed, but his fate is currently undetermined. The Nerevarine likewise has vanished.

During this time, another legendary figure, Queen Barenziah, also returned to Morrowind. The sudden death of King Llethan, and the subsequent coronation of Barenziah's son Helseth, was the source of much discussion, but as one Nord diplomat famously put it, "The new king is manipulative, ruthless, and calculating. He is exactly what Morrowind needs."

The young king has been somewhat of an enigma, both to outside observers and to his own subjects. One of Helseth's first edicts as King seemed particularly designed to dismantle the traditional power structures of the Dunmer. In accordance with the longstanding wishes of the Empire, he outlawed slavery throughout Morrowind. The reaction to this was bloody, as could be predicted, though the alliances formed were far from expected. As Helseth himself put it in a speech to his people, "If there is to be a revolution, it is best done by a King."

Actions such as this have led many to label King Helseth as the latest in the lineage of Imperial figureheads, though some of his other actions would cast doubt on this pronouncement. Helseth's reformation of the Grand Council, which includes the heads of all the Great Houses, was seen by some as a return to more traditional Dunmer ways.

The Great Houses themselves, long stagnant, are adjusting to the new powers in the land. Some, like Dres and Hlaalu, appear to be on the rise, embracing the new traditions while welcoming the return of the old. Others, like Indoril and Redoran, seem to be waning, unable to change with the times.

On Morrowind, the Imperial Province

Author: 
Erramanwe of Sunhold

After the conquest of Hammerfell, Imperial legions massed along the northeastern borders of Cyrodiil, and invasion fleets prepared in Skyrim.

Initially, though the Imperial legions and navy were widely considered undefeatable, House Indoril and the Temple hierarchy proposed to resist to the death. Redoran and Dres stood by Indoril, with Telvanni remaining neutral. Hlaalu proposed accommodation.

Contrived border incidents in Black Marsh ended inconclusively, but the swampy terrain did not favor legion and navy coordination. Against the legions massed west of Silgrad Tower and Kragenmoor, and the legions west of Blacklight and Cormaris View, Morrowind had pitifully small militias stiffened by small companies of Redoran mercenaries and elite units of house nobles and Temple Ordinators and Armigers. Further complicating matters was the refusal of Indoril, Dres, Hlaalu, and Telvanni to garrison the western borders; Indoril and Dres proposed, rather than defend the western border, instead to withdraw to the interior and fight a guerilla war. With Hlaalu advocating accommodation, and Telvanni remaining neutral, Redoran therefore faced the prospect of standing alone against the Empire.

The situation changed radically when Vivec appeared in person in Vivec City to announce his negotiation of a treaty with Emperor Tiber Septim, reorganizing Morrowind as a province of the Empire, but guaranteeing "all rights of faith and self-government." A shocked Temple hierarchy, which apparently had not been consulted, greeted the announcement with awkward silence. Indoril swore they would resist to the death, with the loyal support of Dres, while Redoran, grateful for a graceful excuse to avoid facing the legions unsupported, joined with Hlaalu in welcoming the agreement. Telvanni, seeing which way the wind blew, joined with Hlaalu and Redoran in supporting the treaty.

Nothing is known of the circumstances of the personal meeting between Septim and Vivec, or where it took place, or the preliminaries which must have preceded the treaty. The public reason was to protect the identities of the agents involved. In the West, speculation has centered around the role of Zurin Arctus in brokering the agreement; in the East, rumors suggest that Vivec offered Numidium to aid in the conquest of the Altmer and Sumerset Isle in return for significant concessions to preserve self-rule, house traditions, and religious practices in Morrowind.

The Lord High Councilor of the Grand Council, an Indoril, refused to accept the treaty, and refused to step down. He was assassinated, and replaced by a Hlaalu. House Hlaalu took the opportunity to settle some old scores with House Indoril, and a number of local councils changed hands in bloody coups. More blood was shed in these inter-house struggles than against the Imperial Legions during Morrowind's transition from an independent nation to a province of the Empire.

The generals of the legions had dreaded an invasion of Morrowind. The Dunmer were widely regarded as the most dreadful and fanatic foes, further inspired by their Temple and clan traditions. The generals had not grasped the political weaknesses of Morrowind, which Emperor Tiber Septim recognized and exploited. At the same time, given the tragic depopulation and destruction experienced by the other provinces conquered by Septim, and the swift and efficient assimilation of Morrowind into the Imperial legal systems and economy, with relatively small impact on lower or upper classes of Morrowind's citizens, the Tribunal also deserves some credit for recognizing the hopelessness of Morrowind's defense, and the chance of gaining important concessions at the treaty table by being the first to offer peace.

By contrast, many Indoril nobles chose to commit suicide rather than submit to the Empire, with the result that the House was significantly weakened during the period of transition, guaranteeing that they would lose much of their influence and power to House Hlaalu, whose influence and power was waxing with its enthusiastic accommodation with the Empire. The Temple hierarchy more skillfully managed their loss of face, remaining aloof from political struggles, and earning the good will of the people by concentrating on their economic, educational, and spiritual welfare.

Myth or Menace?

Author: 
Anonymous

Many investigators have attempted solve the riddle of the Thieves Guild. Despite repeated proofs that no viable Thieves Guild exists, the rumors persist. Whenever historians search for evidence of this shadowy organization, nothing is found. Witnesses know nothing. Safe houses are empty. Fences turn out to be simple businessmen.

Let me clarify by stating that thieves most certainly do exist. They rot in dungeons all across Tamriel. Certainly bands of thieves work together to commit crimes. On rare occasions there has even been documented cases were persistent bands of thieves have worked together for years at a time committing thefts and other crimes.

However, a guild is different than a band. A guild implies an organization with membership rolls. It would have a financial structure, which would include member dues or some other means of securing funds. It would have rules of conduct or behavior. It would have a hierarchical leadership structure. Within this structure there would be methods of advancement and succession.

The best documented case of a Thieves Guild was found in Morrowind. For a brief time Gentleman Jim Stacey ran a ring of thieved that robbed wealthy merchants and nobles all across that island nation. During the recent Nevarine incident, the Fighters Guild and the shadowy Morag Tong eliminated this band of thugs. The final fate of Jim Stacey himself is not known.

The Morrowind Thieves Guild did have a financial structure and a leadership structure. It satisfied many of the conditions of a true guild. However, it was short lived. Public knowledge of Stacey's group lasted for only a few years at most. Although the Fighters Guild has claimed credit for wiping them out, some historians believe the group merely went deeper undercover.

The problem with determining the non-existence of the Thieves Guild is quite logical. It is not possible to prove a negative. I cannot prove definitively that the Thieves Guild does not exist, only that historians have been unable to document one.

If a Thieves Guild were to be operational in Cyrodiil, one would think that crime would be rampant, which it is not. The very nature of thieves makes it impossible for them to trust one another sufficiently to work together for very long. By nature a thief is a rule breaker. Therefore an organization that has rules would fail if all it's members were thieves. For these reasons, I dispute the existence of a modern day Thieves Guild in Cyrodiil.

 

Guide to Vvardenfell

Author: 
Anonymous

Map of Vvardenfell

Morrowind is the northeastmost 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 Vvardefell 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.

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.

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.

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.

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 and islands provide refuge for criminal trade, and the frequent rain and fog hides small boats from Excise cutters.

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.

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.

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

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 Vvardefell 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 Veloth 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.

Guide to Vivec

Author: 
Anonymous

Map of Vivec

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 public entertainments like mock battles and comic plays. Outlanders mostly confine themselves to the Foreign Canton, while natives live, work, and shop in the Great House compounds and residential cantons. But most of all, this is Lord Vivec's holy city. The Ministry of Truth, the Temple prison, hangs above the great temple of the High Fane, the Halls of Wisdom and Justice, and Lord Vivec's Palace.

Vivec is a city made up of eight cantons, each a little town in itself. On a map, it looks like a cross, with the Foreign Quarter at the top, the Temple Compound, with Vivec's Palace, the High Fane, the Ministry of Truth, and the Hall of Wisdom and the Hall of Justice at the bottom, the Hlaalu Compound to the west, the Telvanni Compound on the east, and four cantons grouped together at the center of the cross -- Redoran Compound northwest, Arena northeast, St. Delyn's Canton southwest, and St. Olms Canton southeast.

The Foreign Quarter

The Foreign Quarter is the large three-tiered canton to the north. Originally, foreigners were not allowed to enter Vivec any further than the Foreign Quarter, but now outlanders can travel throughout Vivec at will. The Imperial Guilds each have guildhalls and complete services here, and an Imperial cult shrine serves the spiritual needs of the Imperial faithful. Various independent tradesmen, craftsmen, and trainers also rent space here. The Black Shalk Cornerclub rents beds to non-guild visitors.

Temple Compound

The High Fane is the largest Tribunal temple on Vvardenfell. Archcanon Saryoni presides over the temple, along with a large staff of priests, healers, and monks. Pilgrims travel from all over Morrowind to view the High Fane and the Ministry of Truth, and to offer prayer and thanks before the Palace of Vivec. The Ministry of Truth, a celestial body suspended by Vivec's mighty power over the Temple Compound, is the headquarters of the Temple Ordinators, and heretics are imprisoned and re-educated there. The Hall of Wisdom and Hall of Justice contain the executive, administrative, judicial, and martial operations of the Tribunal Temple. The Palace of Vivec is the abode of the god-hero Lord Vivec, the Warrior-Poet of the three deities who comprise Almsivi, the divine patrons of the Tribunal Temple. Only the most devout are admitted to the presence of Lord Vivec, and only at his initiation. Beneath the Palace of Vivec is the Puzzle Canal, a place of worship and testing for questing heroes hoping to receive Vivec's favor. Many choice treasures are guarded by Daedric servants in the Puzzle Canal's dark passages.

Hlaalu Compound

Hlaalu Compound is the westmost canton. The Hlaalu Councilor Crassius Curio has a splendid tier-top mansion here. The tiers below contain Hlaalu treasuries, records, holding cells, and various Great House services. There are two public houses: the Elven Nations and the No Name Club. A variety of craftsmen and tradesmen also have shops at Hlaalu Compound. Some House Hlaalu nobles and retainers prefer to maintain their residences in the less-formal St. Delyn and St. Olms cantons.

Telvanni Compound

Telvanni Compound is the eastmost canton. The mage-lord Mavon Drenim is the ranking Telvanni noble. The Telvanni rent the compound from the Temple, and have to make do with a Velothi tower instead of their preferred mushroom towers. The administrative center includes a treasury and a hall of records. Slaves are housed in the lowest tiers, along with cells full of monsters. There are many tradesmen, craftsmen, and trainers, and the Lizard's Head cornerclub provides lodgings for Telvanni kin and mercenaries.

Redoran Compound

Redoran Compound is the canton south of the Foreign Quarter, west of and next to the Arena. The Redoran administrative center there includes the Redoran Treasury, Hall of Records, and Holding Cells. On the lowest tier is a Redoran shrine and ancestral vaults. Two noble families, the Sarens and the Dralors, have top-tier manors. There are many tradesmen, craftsmen, and trainers, and the Flowers of Gold cornerclub provides lodgings for Redoran kin and retainers.

Arena Compound

The Arena Compound lies between the Redoran compound on the west and the Telvanni compound on the east. The Arena is the site of public entertainments and combat sports. The comfortable domed Arena has seating for hundreds of spectators; beneath the Arena are dressing and storage rooms for entertainers and training rooms and animal pens for the combat competitors.

St. Delyn and St. Olms Residential Cantons

St. Delyn Canton and St. Olms Canton are residence cantons for commoners and paupers. The Temple charges very reasonable rents for comfortable workshops, shops, and apartments, and most of Vvardenfell's crafts and light industry are housed in these cantons. The Abbey of St. Delyn the Wise is on the top tier of St. Delyn, and Hlaalu Councilor Yngling Half-Troll has a top-tier manor on St. Olms.

Transportation

Foot bridges connect with the mainland between the Ebonheart region and Hlaalu Compound, between the north bay region and the Foreign Quarter, and between the east bay region and Telvanni Compound. Good roads lead from the Hlaalu Compound bridge south to Ebonheart and north to Seyda Neen and points north. Good roads lead from the Foreign Quarter bridge west towards Seyda Neen, north towards Suran and the Ascadian Isles, and east towards Molag Mar. Roads from the Telvanni Compound bridge are useful mostly for travelers to Molag Mar. Silt strider service is available at the north end of the Foreign Quarter bridge, traveling from Vivec to Suran, Seyda Neen, Balmora, and Molag Mar. Ships from the docks at the Foreign Quarter travel to Ebonheart, Hla Oad, Molag Mar, and Tel Branora. Ships from nearby Ebonheart sail to Hla Oad, Sadrith Mora, Tel Branora, and the Foreign Quarter of Vivec. Low-fare gondolas shuttle passengers from canton to canton via Vivec's canals.

Guide to Sadrith Mora

Author: 
Anonymous

Map of Sadrith Mora

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 craftsmen, traders, and trainers, but it is open only to Telvanni retainers; outsiders should confine themselves to the Gateway Inn, and to Wolverine Hall, the Imperial quarters of the Legion garrison and guilds. The docks are in a sheltered bay on the western side of the island, and a trail leads up from the docks to the Gateway Inn. Beyond the Gateway Inn is the Great Market, with numerous craftsmen and traders, and a small slave market. North of the Great Market is the Telvanni Council Hall, a large orb supported by giant mushroom stalks. To the east of the Great Market is Tel Naga, the towering wizard-tower residence of Telvanni Councilor Mage-Lord Master Neloth.

Services

Outlanders can find services for the Fighters Guild, Mages Guild, and Imperial cult at Wolverine Hall. Members of the Thieves Guild congregate at Dirty Muriel's Cornerclub. Telvanni Great House and Tribunal Temple services are all housed within the Council Hall; additional Telvanni services are available in the Great Market district and in Tel Naga. The Gateway merchant inn is the only establishment with public beds. Members of the Fighters Guild, Mages Guild, and Imperial cults look for hospitality at Wolverine Hall. Telvanni kin and retainers stay at the Gateway, at Wolverine Hall, at a local cornerclub, or at Tel Naga. The Great Market has many services and tradesmen, and many others are scattered through town. There are two cornerclubs: Dirty Muriel's, for outlanders, and Fara's Hole in the Wall for local Dunmer. Tel Naga is Master Neloth's wizard tower.

Notable Figures

If you're not Telvanni or Telvanni retainers, you'll want to know Angaredhel, Prefect of Hospitality at the Gateway merchant inn, and Ery, Gateway's publican. At Wolverine Hall, Hrundi the Nord is the Fighters Guild steward, Procyon Nigiliusis is Mages Guild steward, and Aunius Autrus is the Imperial cult priest. Big Helende, the Thieves Guild Boss, makes frequent appearances at Dirty Muriel's Cornerclub. Telvanni wizards and retainers visit the Council Hall to confer with the Telvanni Mouths (Telvanni Mouths are spokesmen for their councilor mage-lords) Felisa Ulessen, Galos Mathendis, Arara Uvulas, Mallam Ryon, Raven Omayn, and Dalyne Arvel, Telvanni Council clerk. Councilor Mage-Lord Master Neloth lives in Tel Naga, the wizard tower in the center of town.

Transportation

Sadrith Mora is an island; there's no road or bridge to the mainland. To visit the mainland, you must either be able to fly, swim, or water-walk, or you must rely on shipmasters at the docks or the guild guide at the Mages Guild. Gals Arethi at the docks offers ship passage to Ebonheart, Tel Branora, Tel Mora, or Dagon Fel. Iniel at the Wolverine Hall Mages Guild can teleport you to Ald'ruhn, Vivec, Caldera, and Balmora for a modest fee.

Guide to Balmora

Author: 
Anonymous

Map of Balmore

Balmora is the district seat of House Hlaalu, and the largest settlement on Vvardenfell after Vivec City. Balmora's four districts are High Town, the Commercial District, Labor Town, and Fort Moonmoth. High Town, on the hill to the west, has the Tribunal Temple, Hlaalu Council Hall, rich manors, better shops, and the Morag Tong guildhall. The Commercial District, just west of the river, is centered on the large plaza north of South Gate, with the strider port along the south wall, east of South Gate. The Fighters Guild and Mages Guild, and most of Balmora's shops and inns, are located along the streets of the Commercial District. Labor Town, east of the river, where the commoners and poor live, has several modest cornerclubs and a few merchants. Fort Moonmoth, a long walk southeast of town, houses the Legion garrison and the Imperial cult.

Services

House Hlaalu services are available at Hlaalu Council Manor in High Town. Temple faithful seek solace and services at the Balmora Temple in the southeast. Outlanders must travel outside the town walls, through South Gate and east along well-marked roads to Fort Moonmoth for Imperial Legion and the Imperial cult services. The guildhalls of the Fighters Guild and Mages Guild are on the street north from the plaza in the Commercial District. Morag Tong services are available at their guildhall in the extreme northwest of High Town. Better shops are in High Town on the hill, with numerous merchants in the Commercial District, west of the river, and a few traders in Labor Town, east of the river.

Notable Figures

None of the Hlaalu counselors live in Balmora. Nileno Dorvayn at the Council Hall is the ranking Hlaalu local. At the Fighters Guild, Eydis Fire-Eye is the steward. Ranis Athrys is the Mages Guild steward. Ethasi Rilvayn is the Morag Tong steward. Feldrelo Sadri is the ranking cleric of the Balmora Tribunal Temple. The colorful 'Sugar Lips' Habasi, a freelance facilitator of no fixed address, is often rumored to be the local boss of the Thieves Guild.

Transportation

A good road leads south to Pelagiad, Seyda Neen, Ebonheart, and Vivec. A rugged wilderness track leads southwest along the Odai River to the fishing village of Hla Oad. Improved roads head north to Caldera and Ald'ruhn. The silt strider port is on the west side of the river near South Gate. Silt strider service goes to Ald'ruhn, Suran, Ald'ruhn, and Seyda Neen. 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. An unimproved trail leads northeast up the ravines of Foyada Mamaea to Ghostgate; the path is easy to follow, but dangerous beasts threaten pilgrims who travel this route to Ghostgate shrine.

Guide to Ald'ruhn

Author: 
Anonymous

Map of Ald'ruhn

Principle Districts of Ald'ruhn

Ald'ruhn is the district seat of House Redoran, and one of the largest settlements on Vvardenfell. The three principal districts are Ald'ruhn town, Ald'ruhn-under-Skar, and Buckmoth Fort.

Ald'ruhn town is a large settlement in the Redoran village style, built of local materials, with organic curves and undecorated exteriors inspired by the landscape and by the shells of giant native insects. Most guildhalls, cornerclubs, and merchants are sited in the southwest corner of town, convenient to West Gate and the strider port, while the Temple is located on high ground to the east, and surrounded by a residential section.

Ald'ruhn-under-Skar is the most distinctive architectural feature of Ald'ruhn -- a manor and council district sheltered beneath the shell of an ancient extinct giant crab. The large carapace encloses a central dome, from which radiate the entrances to the Redoran Council chambers, the manors of the Redoran councilors, and shops of a few upscale merchants.

Buckmoth Fort is the Imperial legion garrison for the district. The strong walls and towers of this Western fortress lies a short distance to the south of Ald'ruhn town, through South Gate behind the Mages Guild.

Services

House Redoran services are in the Council House and Councilor's Manors of Ald'ruhn-Under-Skar. The Ald'ruhn Temple on the east side of town provides service for Temple worshipers. Buckmoth Fort offers services to the Imperial Legion and devotees of the Imperial cult, including an Imperial cult altar. The guildhalls of the Fighters Guild and Mages Guild are near the South Gate. Pricy but high-quality clothier, alchemist, and enchanter shops are under Skar as well. Commodities at reasonable prices, but with smaller selections, are available from the smith, clothier, trader, pawnbroker, and bookseller near the entrance to Ald'ruhn-Under-Skar. The Ald Skar Inn and the Council Club cornerclub are found to the west, near West Gate and the silt strider port. The Rat in the Pot cornerclub is in south Ald'ruhn, near the guildhalls.

Notable figures

All six Redoran councilors, Brara Morvayn, Hlaren Ramoran, Athyn Sarethi, Garisa Llethri, Miner Arobar, and Bolvyn Venim, have manor residences in Ald'ruhn-Under-Skar. Edwinna Elbert is the Mages Guild steward, and Percius Mercius has recently become the Fighters Guild steward. Old Methal Seran is an eminent Temple priest and scholar. Raesa Pullia is commandant of Buckmoth Fort, but Imsin the Dreamer is the chapter steward. The Redguard Hean is priest of the Imperial cult. Goren Andarysis the guild steward of the Morag Tong, whose guildhall is found in Ald'ruhn-Under-Skar.

Travel and Transportation

Roads lead northwest to Maar Gan and Gnisis villages and by a circuitous western route to Caldera, Balmora, and points south. The road to Balmora swings northwest to avoid the barren wastes, and curves around towards the west until it heads south again to Caldera. Between Ald'ruhn and Caldera are many sidepaths; watch for signposts, or you'll get lost. The silt strider port is along the western town wall, north of West Gate. Silt strider service goes from Ald'ruhn to Balmora, Gnisis, Khuul, or Maar Gan.. Guild guides at the Mages Guild teleport you to Balmora, Vivec, Caldera, and Sadrith Mora for a modest fee. Gnaar Mok is a LONG and exceptionally unpleasant walk west to the coast and then south; there are no trails or marked routes. Casual travelers ill-equipped for the attacks of wild beasts and brigands should keep to the roads and travel services.

Tradehouse Notice

Author: 
Hlaalu Councilors

* ARRILLE'S TRADEHOUSE *

Port of Seyda Neen

Hereas at the general Sessions of the Peace held for the District of House Hlaalu at the Town of Balmora on the 16th day of First Seed in the year of the Reign of our Sovereign King Hlaalu Athyn Llethan, by the Grace of All Gods, King of Morrowind, Duke of Mournhold and Hlaalu Province; Defender of the People and the Law; Loyal Servant of the Empire; etc.

Arrille of the Port of Seyda Neen aforesaid, hath entered into Recognizance with Sureties, before us his Majesty's Magistrates of Peace, within the said District, whose Names are hereunder written:

We therefore his Majesty's said Magistrates, have hereby Licensed, and allowed the said Arrille to keep a Common Tradehouse, or Cornerclub, in the House wherein he now dwelleth, in the Port of Seyda Neen aforesaid, for three full years, from henceforth next ensuing, or till such other time as shall be by us, or some of our fellow Magistrates thereunto appointed; Provided that if the said Arrille do not from time to time during that time, well and truly observe the Articles hereafter mentioned, then this License shall presently cease, and be utterly void.

1st Item, That the said Arrille shall not suffer any Stranger, or unknown Traveler, to Lodge, or Stay, in or about his House, above one Day and one Night, without making the same known forthwith to the next Bailiff, or other Officer of this Town, to the end that the said Stranger, or unknown Traveler may be examined, by some Magistrate of Peace near adjoining.

2nd Item, That he shall not suffer any playing at Cards, Tables, Dice, Bowls, Nine-holes, or any other unlawful Game, or any Disorder, or Outrage in his House, Orchard, Garden, or Back-side, but shall keep good Order and Rule in his House.

3rd Item, That he shall not suffer any neighbor's Children, Servants, or Slaves to Tipple in his House at all, nor any other to Tipple in his house, otherwise than by the Statutes are allowed.

4th Item, That he doe not suffer any to Tipple in hours of Prayer, or Lesson, on any Emperor's or Festival days, nor at any time after the eighth hour of Night.

5th Item, That he shall not harbor any Rogues, Vagabonds, Tradeless men, nor other suspicious Persons, in or about his House.

6th Item, That he shall not Buy or take to Pawn, or suffer to be Bought or taken to Pawn in his House (to his knowledge) any goods of any unknown Traveler, or of any Neighbor's children, or Servants, or Slaves, or of any man's Wife, without the consent of their Parents, Masters, or Husbands respectively, and if any such Goods be offered to Sale, or Pawn, by any Stranger, he shall make the same known forthwith to the next Bailiff, or other Officer of the Town.

7th Item, That he doe not sell his best Drink above Four Drakes the Gallon, nor the second sort above Two Drakes the Gallon, nor suffer any Ash-Fowl to be Dressed or Eaten in his House, or on any other Victuals prohibited by the Laws of this Realm.

8th Item, That he shall not suffer any Bawdry, or Criminal Conversation, in or about his house, nor shall procure or cause to be Enticed any man to drink in his house, until he shall be Drunk, or distempered with Drink.

9th Item, That he shall not suffer any Luting, Drumming, or Dancing, in or about his house, on any Lesson Day, nor in time of Divine Service, on any Sacred Festival, or Holy-day.

10th Item, That he shall cause this License to be openly fixed up in the Hall-Room of his dwelling House, to the end that every one may see what Articles he is bound to observe.

Dated the day and year first above written.

Undersigned,

Master Velanda Omani
Master Nevena Ules
Master Dram Bero
Master Crassius Curio
Master Yngling Half-Troll

The Plan to Defeat Dagoth Ur

Author: 
Lord Vivec

The Plan to Defeat Dagoth Ur

For the past twenty years the Tribunal have tried unsuccessfully to execute this plan. However, we failed because we were required to stage an assault and simultaneously maintain the Ghostfence to prevent the threatened large-scale breakout of Dagoth Ur's blighted hosts. With the Nerevarine leading the assault, and the Tribunal free to devote their full energies to maintaining the Ghostfence, this plan has a greater chance of success. Unfortunately, however, the loss of the artifacts Sunder and Keening, and the recent increase in Dagoth Ur's strength, poses new problems for the execution of the plan.

Therefore, our proposed plan has the following five phases:

  1. A series of aggressive raids to scout inside the Ghostfence.
  2. A series of aggressive raids to neutralize Dagoth Ur's ash vampire kin, and recover artifacts from the bodies of his kin.
  3. An assault of Gate Citadel Vemynal to neutralize Dagoth Vemyn and recover the artifact hammer Sunder.
  4. An assault of Gate Citadel Odrosal to neutralize Dagoth Odros and recover the artifact blade Keening.
  5. An assault of Citadel Dagoth with the artifacts Wraithguard, Sunder, and Keening to sever Dagoth Ur's connection to the Heart of Lorkhan, and thus to Destroy Dagoth Ur.

Phase 1: Raids inside the Ghostfence

The Tribunal, Ordinators, and Buoyant Armigers are familiar with the terrain, and will provide maps and current intelligence reports. The region inside the Ghostfence is dangerous, and the Nerevarine will need to be familiar with its particular challenges. After measuring skills and resources against Dagoth Ur's defenses, the Nerevarine will know better how to pace a campaign, alternating raids with improving skills, getting better equipment, and stockpiling resources.

Phase 2: Raids upon Ash Vampire Citadels

Dagoth Ur's kin have become markedly more powerful in recent decades, after remaining stable for thousands of years. If they can be individually isolated and destroyed, they will not be able to support Dagoth Ur in later stages of the war. It may also be that the dramatic increase in their power comes from items enchanted by Dagoth Ur. Salvage of such items might contribute to our resources.

Phase 3: Assault on Gate Citadel Vemynal

Essential to recover the artifact hammer Sunder for Phase 5. The Ash Vampire Dagoth Vemyn has possession of Sunder, and probably seeks to discover the secrets of its enchantments. He may also have access to notebooks and journals of Kagrenac that have survived in the Dwemer workshops of Vemynal.

Phase 4: Assault on Gate Citadel Odrosal

Essential to recover the artifact blade Keening for Phase 5. The Ash Vampire Dagoth Odros has possession of Keening, and probably seeks to discover the secrets of its enchantments. He may also have access to notebooks and journals of Kagrenac that have survived in the Dwemer workshops of Odrosal.

Phase 5: Assault on Citadel Dagoth

All the previous stages are preparations for this stage. Recent expeditions show that Citadel Dagoth has undergone extensive expansion; the location will need to be explored carefully. The known route to the Heart Chamber will be well-defended; alternative routes may exist. Dagoth Ur will have anticipated our plan to destroy him by attacking the Heart, and he will almost certainly personally oppose approach to the Heart Chamber. Together the Tribunal could not defeat him, and he has grown stronger since then. Admittedly, the Tribunal had the distraction of maintaining the Ghostfence simultaneous with fighting Dagoth Ur, but, even so, the challenge seems daunting.

The adoption of this phased campaign seems to offer the best chances for success. In retrospect, the Tribunal's decision to directly assault Citadel Dagoth rather than proceed step-by-step through lesser objectives must be seen to have been a serious error. The Tribunal did not feel it had the option of a slow-paced and deliberate campaign, given that they had many other competing priorities, not the least of which was the maintenance of the Ghostfence and the outer defenses surrounding Red Mountain. The Nerevarine, on the other hand, should be best served by a careful, step-by-step advance, with the additional advantage of building confidence along the way while successes would undermine Dagoth Ur's own assurance in his defenses.

Employing Kagrenac's Tools against Dagoth Ur

The source of Dagoth Ur's supernatural power is the Heart of Lorkhan. The Heart is also the source of the Tribunal's divine powers.

During mythic times, the gods took and hid Lorkhan's heart beneath Red Mountain as a punishment for creating the mortal plane. The Dwemer discovered the heart while building underground colonies. High Craftlord Kagrenac created enchanted tools intended to tap the power of the heart. The War of the First Council was fought to prevent this sacrilege. Kagrenac's use of these tools and the disappearance of the Dwemer race marked the end of the war. Kagrenac's tools were recovered by Lord Nerevar and Dagoth Ur. Dagoth Ur was left to guard the tools while Nerevar came to consult with us, his advisors. In Nerevar's absence, Dagoth Ur experimented with the tools upon the heart, and was corrupted. We returned to discover a deranged Dagoth Ur who refused to turn over the tools. When he attacked us, we drove him away.

We left Red Mountain with the tools, and subsequently Sotha Sil discovered their secrets. Collectively we used the tools to establish a connection with the Heart, enabling ourselves to transform our mortal natures. Thus we became the Tribunal.

Dagoth Ur had survived our attacks, and without the tools, in a manner not well understood, Dagoth Ur also managed to establish a connection with the Heart and to transform himself into an immortal being.

Our plan to destroy Dagoth Ur also runs the risk of destroying the Tribunal. The plan is to permanently disrupt Kagrenac's enchantments upon the Heart, severing connections with Dagoth Ur and ourselves, and rendering us all once again mortal. A mortal Kagrenac may then be destroyed by mundane means. The loss of godhood and the possible death of the Tribunal are judged a necessary risk and sacrifice.

The normal procedure for establishing connection with the Heart is a three-step process. The wearer of Wraithguard strikes the Heart with the hammer Sunder, causing the Heart to produce a pure tone. Then the wearer of the Wraithguard strikes the Heart with the blade Keening, shattering the pure tone into a prism of tone-shades. These tone-shades are then imprinted upon the substance of the wearer of Wraithguard, giving him an immortal and divine nature.

The Nerevarine will not be taught the secret rituals required to perform the third step. Instead, The Nerevarine will strike the Heart with Keening for a second time, causing its tones to diverge into unstable patterns of interference. Further repeated strikes with Keening will further disrupt the tones, with the ultimate result of shattering and dispelling Kagrenac's original enchantments binding the Heart, thereby severing the Heart's links with Dagoth Ur, and with any surviving Heartwights, and with the Tribunal. Destroying Kagrenac's enchantments on the Heart will also stop the corrupt effusion of the Heart's divine power, and end the Blight on Morrowind.

The Nerevarine may be tempted to steal the power of the Heart. Dagoth Ur and Sotha Sil alone know this secret. Dagoth Ur may, in extremity, propose to teach the Nerevarine to use Kagrenac's tools to become a god. We doubt that the Nerevarine is fool enough to trust Dagoth Ur, and are content to take this risk.

Be warned! The Nerevarine cannot safely equip either Keening or Sunder unless wearing Wraithguard. The Nerevarine will be injured every moment while holding either of these artifacts unless protected by Wraithguard; persistence will be rewarded with death. If Nerevarine can equip an item while not wearing Wraithguard and receive no injury, the item is a counterfeit.

One last note. Dagoth Ur must not get hold of Wraithguard. The Nerevaine must prepare and use a Recall or Almsivi Intervention if there is any risk of death or capture.

The Element of Surprise

Dagoth Ur will not expect you to destroy Kagrenac's enchantments on the Heart. He does not know it is possible, he would not do it himself, and he knows we have never tried it. He will not believe anyone would want to sacrifice the promise of such power. Further, advancement in House Dagoth, as in all Great Houses, is by challenge and confrontation within the hierarchy. The Nerevarine's challenges and defeats of ash vampires and battles with the Sixth House will be viewed in that light.

Dagoth Ur and his kin may assume The Nerevarine's ambition is to control the Heart. Given that assumption, it is only reasonable that the Nerevarine would try to defeat each of Dagoth Ur's subordinates in turn, working up to Dagoth Ur. If the Nerevarine can defeat Dagoth Ur, and control the Heart, so much the better. But logically the Nerevarine would wish rise as high in the hierarchy as possible before cutting a deal with head of the House.

Dagoth Ur should try to recruit the Nerevarine into House Dagoth. It may be possible to pretend to join him, then betray him. However, any attempt to deceive him will be very risky. House Dagoth has a tradition of subterfuge and treachery, and because he is a deceiver, he will expect deception.

Closing Remarks

We place no compulsion upon the Nerevarine to adhere to the plans described here. We believe that they offer the best chance of destroying Dagoth Ur. But we have also chosen to place our trust in the Nerevarine's judgement and skill. Frankly, we see no alternative.

If there are doubts or questions, speak with Vivec. He has agreed to serve as the Nerevarine's guide and counselor for this campaign.

It may be that if the Nerevarine succeeds, the Tribunal will not survive. Such sentiments as might have been expressed to the Tribunal should, in that case, be addressed to the land and people of Morrowind.

May the happy convergence of fortune and prayer meet in our destiny.

On behalf of Lady Almalexia and Lord Sotha Sil,

Vivec