Hlaalu Construction Syndic
High Councilor Meriath,
I have completed an extensive audit of our ongoing business association with the Hlaalu Construction Syndic. While it is true that they provided us with much needed labor and resources, and it was certainly advantageous from a fiscal point of view due to their surprisingly (and now suspiciously) low bid for the contract, I have uncovered a number of disquieting consequences as a result of this continuing relationship.
As far as the construction of the towns of Suran and Balmora, aside from the garish use of Hlaalu architecture when the contract clearly called for the utilization of a more dignified Redoran design, they did complete the work on time and on budget. However, we inadvertently provided them with a foothold beyond Seyda Neen. This, in turn, has enabled them to establish business relations with all sources of raw materials and provisions throughout Vvardenfell, giving House Hlaalu a near-monopoly in these areas. Much of House Redoran now buys all of its local goods through Hlaalu aggregators!
Moreover, House Hlaalu continues to expand its influence in both towns, much to the chagrin of our regional councilors. It's clear they have their eyes on these strategic locations, and I fear that they know how to conquer us through business while we instead remain vigilant against more militaristic overtures.
In conclusion, I fear that in retrospect, we should never have entered into this deal with House Hlaalu. In the long run, we may have saved time and gold only to have lost the territory we so desperately require.
Manaran Renim, First Clerk of House Affairs, Vvardenfell
Understanding House Redoran
By Remoran Redoran, Grand Historian for the House, Written in the 107th Year of the Golden Peace
From the original formation of House Redoran, our housekin have held the virtues of duty, gravity, and piety most dear. A frivolous, soft life is not worth living. We focus on maintaining the traditions of the civilized Dunmer and holding fast to the way of the warrior. Our military strength, for example, outclasses the other Great Houses by a wide margin. Our prowess puts us at least one step ahead of them all and in most cases many more.
For Redoran housekin, the driving goal is to fulfill your duty and maintain your honor. Anything less is a disrespect to yourself and your House. Beyond that, your duty is to your honor, your family, and your clan - in that order.
Life is essentially serious and difficult. We must accept and endure the harshness of life, for that is the path of the Redoran. Reflect upon every event and action with thoughtfulness and sobriety. Remain stern, deliberate, and proud! For anything less is not Redoran.
The Hope of the Redoran
One of the few magical arts the Psijics of Artaeum have kept to themselves, away from the common spells and schools of the Mages Guild, is the gift of divination. Despite this, or perhaps because of it, omens and prophesies abound in Tamriel, some of substance, others of pure folly, and still others so ambiguous as to be unverifiable. There are still other prophesies kept secret, from the prophesies of Dro'Jizad in Elsweyr and the Nerevarine in Morrowind, to the Elder Scrolls themselves.
The Nord nobility have a tradition of having omens read for their children. In general, these readings are of the obscure variety. One of my acquaintances told me that her parents were told, for example, that their daughter would have her life rescued by a snake, and so gave her the name Serpentkin in a special ceremony. And this young lady, Eria Valkor Serpentkin, was indeed saved by a snake many years later, when an assassin creeping on her stepped on a danswyrm viper.
Occasionally, omens seem to be almost purposefully misleading, as if Boethiah had crafted them as traps. I recall one particularly. Many, many years ago, a male child was born into House Redoran. It was a very difficult birth, and the mother was delirious and near death by the time it was over. She chanted just as her son came into the world and she passed from it.
Fortune has smiled this day not frowned
My child will be mighty in mind and in arm
He shall bring hope to House Redoran
Neither spell nor blade shall hurt the man
Nor illness nor poison cause any harm
His blood shall never drop on the ground
The boy, named Andas, was indeed extraordinary. He never was ill and never suffered so much as a scratch all through his childhood. He was also quite intelligent and strong, which, combined with his invulnerability, caused many to call him, after his mother's omen, the Hope of the Redoran. Of course, any one who is called the Hope of the Redoran will eventually develop some taint of impertinence, and it wasn't long before he had enemies.
His worst enemy was his cousin Athyn, who had borne much abuse at the hands of Andas. Primary among the grudges was that Athyn had been sent to Rihad to complete his education at Andas's insistence. When Athyn returned from Hammerfell, it was because of the death of his father, who had also been a councilor of the House. Athyn was old enough to take his seat in the Council, but Andas claimed the seat as well, saying that his cousin had been gone too long from Morrowind and didn't understand politics as he did. The majority of the House agreed with Andas, wanting to see the Hope of Redoran rise quickly.
Athyn exercised his right to combat his cousin for the seat. No one thought he had any chance of winning, of course, but the battle was scheduled to commence the following morn. Andas whored and dined and drank with the councilors that night, confident that his place in the House was secured and the hopeful new dawn of House Redoran was rising. Athyn retired to his castle with his friends, Andas's enemies, and his servants he had brought from Hammerfell.
Athyn and his friends were discussing the duel morosely when one of his old teachers, a warrior called Shardie, came into the hall. She had grown quite proud of her student over the years in Hammerfell, proud enough to accompany him across the Empire to his family's lands, and wanted to know why they had so little confidence in his odds in the battle. They explained to her Andas's uncommon blessings and the nature of his mother's omen.
"If he can't be harmed by disease, poison, magicka, and his blood can never be spilled, what hope have I of ever besting him?" cried Athyn.
"Have you remembered nothing I taught you?" replied Shardie. "Is there no weapon you can think of that will slay without blood? Are swords and spears and arrows the only items in your arsenal?"
Athyn quickly realized the weapon Shardie was speaking of, but it seemed absurd. Not only absurd, but pathetic and primitive. Still, it was the only hope he had. All that night, Shardie trained him in the art and techniques, showing him the various swings and stances her people had developed in Albion-Gora; counter-attacks, feints, and blocks imported from Yokuda; the classic one and two-handed grips for the most ancient weapon in history.
The cousins faced one another the next morning, and never have two combatants looked so unevenly matched. Andas's entrance brought a great cheer, for not only was he much beloved as the Hope of the Redoran, but as his victory was a foregone conclusion, most wanted to be in good standing with him. His shining mail and blade drew admiration and awe. By contrast, Athyn drew a gasp of surprise and only a smattering of polite applause. He appeared costumed and armed like a barbarian.
As Shardie had suggested, Athyn allowed Andas to attack first. The Hope of the Redoran was eager to finish the battle and take the power he deserved quickly. The blade pushed by Andas's mighty arm slashed across Athyn's chest, but shallowly, and before it could be counterswung, Athyn knocked it back with his own weapon. When Athyn attacked and wounded Andas, the Hope of the Redoran was so surprised by being hurt for the first time in his life, he dropped his sword.
The less said about the end of the battle, the better. Suffice it to say that Athyn, wielding a simple club, battered Andas to death without spilling a drop of blood.
Athyn took his father's seat as councilor, and it was then said that the hope in the omen referred to Athyn, not Andas. After all, had Andas not tried to take the councilor seat away from his cousin, Athyn, being not very ambitious, might have never tried to get it. It can certainly be argued that way, I suppose.
The Fall of Ald'Ruhn
From the annals of the Crisis:
"The armies of Oblivion destroy Ald’ruhn, ancestral home of House Redoran, even though ancient rituals were used to awaken the dread emperor crab and the whole city literally rose up to fight the invaders. With their warrior House decimated, the dunmer of Vvardenfell fall back as daedra move towards a siege of Ghost Gate. Prayers to Vivec and the Nerevarine go unanswered."
Merry Christmas, V, and holiday cheer to everyone!
-MK
REMEMBER REDORAN. NEVER FORGET.
The True Noble's Code
The honorable warriors of the Great House Redoran are the hereditary defenders of the Morrowind. To be a noble of House Redoran is more than being a great warrior. One must follow the triune virtues of duty, gravity, and piety.
A Redoran's duty is first to the Tribunal Temple, second to the Great House Redoran, and third to one's family and clan. In the Battle of Red Mountain, warriors of House Redoran died bravely for their duty to the Tribunal. By defending House Redoran from the schemes of Telvanni wizards and the lies of untrustworthy Hlaalu, the true noble shows duty to House Redoran. Following the Temple's guidelines of mercy and generosity show duty to one's family and clan.
A Redoran noble must know the virtue of gravity. It is not the Redoran way to laugh at serious matters, for it shows disrespect. It is not the Redoran way to spread rumors, for they fester and breed dissention.
A Redoran must show piety to the Aedra and Daedra, our creators and ancestors. For without the divine, we would not have the chance to serve. And without divine law, we would not know right from wrong. And without giving thanks for these things, we would forget out place and our purpose.
Great House Redoran praises all the skills of war. Not because we believe war is good or honorable in its own right, but because this knowledge is necessary to perform one's duty. House Redoran's warrior fight with a long blade and a shield or with a spear. A noble of House Redoran must also learn to use a bow and must be athletic enough for the long marches to battle. A Redoran wears heavy or medium armor depending on rank and strategy. A noble of House Redoran is expected to know how to repair and maintain his own armor.
Those who are born to House Redoran have been taught their skill and virtues by kin and clan. Those who seek to enter House Redoran as retainers must satisfy an examiner in the Redoran Council Hall that their skills are suitable for service to House Redoran.
Whether born to the blood of House Redoran, or adopted into service of House Redoran by oath, those who seek to advance in the ranks of House Redoran must demonstrate their virtues by service and obedience. And only when one has mastered all the skills and virtues can one truly call himself a noble of the Great House Redoran.
Great Houses of Morrowind
In modern times Morrowind is ruled by five Great Houses: House Hlaalu, House Redoran, House Telvanni, House Indoril, and House Dres. Only three of these Houses have interests in Vvardenfell. The three Great Houses on Vvardenfell identify themselves by their traditional colors: red for Redoran, yellow for Hlaalu, and brown for Telvanni. Thus, members of House Hlaalu may be referred to collectively as Yellows.
The Great Houses traditions derive from ancient Dunmer clan and tribes, but now function as political parties. Dunmer Great House membership is largely a matter of birth and marriage, but Imperial colonists may also become retainers of a Great House, or may be adopted into a Great House. Initially an outlander may gain status in a house as an oath-bonded hireling, pledging exclusive loyalty to a single house and forsaking ambitions with all other houses. Later, after faithful service and advancement in lower ranks, an outlander may seek adoption into a Great House. Adoption and advancement to higher ranks in a Great House requires that a Great House councilor stand as sponsor for the candidate's character and loyalty. Finding a councilor to sponsor an outlander often involves performing a great service for the prospective sponsor.
House Redoran is one of the three Dunmer Great Houses with holdings on Vvardenfell. The Redoran prize the virtues of duty, gravity, and piety. Duty is to one's own honor, and to one's family and clan. Gravity is the essential seriousness of life. Life is hard, and events must be judged, endured, and reflected upon with due care and earnestness. Piety is respect for the gods, and the virtues they represent. A light, careless life is not worth living. Redoran settlements are designed in the Dunmer village style, built of local materials, with organic curves and undecorated exteriors inspired by the landscape and by the shells of giant native insects. Redoran villages are typically centered on Temple compounds and their courtyards, with huts and tradehouses gathered around a central plaza, as in the West Gash village of Gnisis. Ald'ruhn, the Redoran district seat, is exceptional, with its distinctive feature being the colossal prehistoric bug shell that has been adapted as the house's council house.
As a result of its close relationship with the Imperial administration, House Hlaalu has emerged as politically and economically dominant among the Great Houses of Vvardenfell and Morrowind. Hlaalu welcomes Imperial culture and law, Imperial Legions and bureaucracy, and Imperial freedom of trade and religion. Hlaalu still honors the old Dunmer ways -- the ancestors, the Temple, and the noble houses -- but has readily adapted to the rapid pace of change and progress in the Imperial provinces. Unlike the other Great Houses, which are largely hostile to non-Dunmer, House Hlaalu aspires to live in peace and harmony with the other races, and to share in the growth and prosperity of the Empire. Hlaalu public buildings -- tradehouses and craft guilds, manors and council halls -- are designed as simple multi-storied buildings roughly rectangular in plan, featuring arched entranceways and modest decorated exteriors. More modest one-story private dwellings follow the same plan, except with less decoration. Hlaalu plantation estates resemble Temple compounds, with walled precincts enclosing outbuildings for craftsmen and servants, dominated by a grand manor residence in place of a Temple shrine.
The wizard-lords of House Telvanni have traditionally isolated themselves, pursuing wisdom and mastery in solitude. But certain ambitious wizards-lords, their retainers, and clients have entered whole-heartedly into the competition to control and exploit Vvardenfell's land and resources, building towers and bases all along the eastern coast. According to Telvanni principles, the powerful define the standards of virtue, and the Telvanni are unwilling to allow the ambitious Hlaalu to dominate Vvardenfell's untapped resources by default. Telvanni architecture is dominated by the wizards' tower, a fantastic organic form grown and sculpted from stems, caps, and root-like holdfasts of the giant native mushrooms. Telvanni villages are comprised of smaller mushroom pods hollowed out for craftsmen and commoners. Open-air markets often include the giant cages displaying the wares of the slave masters.
House Indoril and House Dres are the two Great Houses without holdings or interest in Vvardenfell. Indoril District occupies the heartland of Morrowind, comprising the lands south of the Inner Sea and the eastern coast. The city of Almalexia is located in Indoril District, and the Indoril are orthodox and conservative supporters of the Temple and Temple authority. House Indoril is openly hostile to Imperial culture and religion, and preserves many traditional Dunmer customs and practices in defiance of Imperial law. Dres District is in the south of Morrowind, bordering the swamps and marshes of Black Marsh. House Dres is an agrarian agricultural society, and its large saltrice plantations rely completely on slave labor for their economic viability. Always firm Temple supporters, House Dres is hostile to Imperial law and culture, and in particular opposed to any attempts to limit the institution of slavery.
Morrowind
Once a part of the First Empire of the Nords, Morrowind is now the land of the Dark Elves, whose origins are shrouded in mystery like the ash storms that regularly blanket their homeland. Savage and proud, the Dark Elves shun all contact with the outside world, even with their brethren from Valenwood and the Summerset Isles. The traveler, upon crossing Shadowgate Pass, may be forgiven for believing that he has left Tamriel and entered a different world. The sky is darkened regularly by furious ash storms belched forth from the mighty Vvardenfell volcano. The familiar flora and fauna of Tamriel is exchanged for bizarre and twisted forms that can survive the regular ashfall. Cloaked and masked Dark Elves tend herds of giant insects. A courier clatters by on the back of a 20-foot-tall, crab like creature. Everywhere, cowering slaves - Argonian, khajiit, human - scurry to carry out the barked commands of their Dark Elven masters.
The grey-skinned red-eyed Dark Elves seem admirably suited to their weird, ash-blighted region. They are known as the Dunmer in the Elven tongue, and now populate the great stretch of northeastern Tamriel between the Velothi Mountains and the sea, and between the southern edge of the Deshaan plain and the northern coast. But from whence these unusual people came, what were their race and lineage, or where their original home, ere they spread themselves over Morrowind and the Deshaan, are questions easier asked than answered. The Dark Elves must have split from the original trunk of the Elven race many long eons ago, for although unquestionably kin to the other Elves of Tamriel, the Dark Elves differ in many ways, not least in their striking appearance. His ash-grey skin and glowing red eyes makes a Dark Elf instantly recognizable, although few have seen one, as they rarely leave their homeland. Like all elves, they tend to be tall and gaunt, but the Dark Elves take the Elvish haughtiness to an extreme, viewing humans as no better than beasts, fit only to serve as slaves on the plantations of Tear.
They consider themselves superior even to other Elves, who in their estimation are effete and decadent specimens of the pure Elven race1. The earliest human records bearing on the subject (which must remain our best source until the archives of the High Elves are opened to Imperial scholars) are the sagas and chronicles of the Nords. The Nords gave to the region the name of Dunmereth from being the land of the Dunmer; but in earlier ages it was called by themselves Resdayn; and Imperial Librarian Elba Laskee traces the foundation of the Dark Elven nation back to above 3,500 years from the present time. Morrowind was not given its modern name until after the first eruption of Vvardenfell (see Places of Note - Vvardenfell).
When first we hear of the Dark Elves, they were divided into numerous petty clans, half of whom were at war with the other half at any given moment. The Nord Sagas speak of Dark Elven warriors pledging themselves to any Nord chieftain who went to war with their clan enemies, a circumstance which undoubtedly facilitated their Conquest by the Nords. The Dark Elves appear in the written record in 1E416, during the War of Succession which destroyed the First Empire of the Nords: "And seeing that the Nords were divided, and weak, the Dunmer took counsel among themselves, and gathered together in their secret places, and plotted against the kinsmen of Borgas, and suddenly arose, and fell upon the Nords, and drove them from the land of Dunmereth with great slaughter." Thus ended the First Empire of men, at the hands of the Dark Elves. It is not for another two centuries that we first hear of the Tribunal, who perhaps arose to prominence in the ruin wrought by the first eruption of Vvardenfell, which laid waste at least half of Morrowind, and led to a permanent shift of population south towards the Deshaan, the broad southern plain which gradually slopes down into the dismal swamps of Black Marsh. Be that as it may, under the Tribunal cult the Dark Elven clans were finally welded into one nation, although clan rivalry remains bitter up to the present day, and the clans cooperate with one another only with reluctance.
Five clans, known as the Great Houses - Indoril, Redoran, Telvani, Dres, and Hlaalu - now entirely control the politics and trade of Morrowind, although in earlier times there appear to have been six. Each major clan is allied with numerous subclans, the alignment of which is more or less permanent, although it is not unheard of for a subclan to switch allegiances. In former times, the clans carried out their feuding with open warfare. This was forbidden under the Tribunal, but the clans still engage in bloody infighting through the unique institution of the Morag Tong, the sanctioned guild of assassins. Clans routinely hire the Morag Tong to eliminate their enemies, and the assassins of the Morag Tong may kill their assigned "marks" with impunity, as long as they conform to the obscure (but strict) rules of their guild. Such an arrangement strikes the citizen of the Empire as an outlandish barbarism, but, as with much in benighted Morrowind, seems well-suited to the savage temperament of the Dark Elves.
Clan Indoril claims kinship with all three of the legendary Tribunes, which doubtless accounts for Indoril's preeminence among the five clans. Indoril's capital is Almalexia, also the capital of Morrowind itself, and the Tribunal priesthood (which is one and the same as the bureaucracy of civil government) is dominated by the Indoril and their subclans. Clan Redoran guards the western flank of Morrowind, and are known as the best warriors among the Dark Elves. Clan Telvani is the most xenophobic of a xenophobic race, shunning all contact with outsiders, preferring to tend their herds of giant insects amid the rocky hills and islands of the extreme northeast. Telvani bug-musk is a highly prized perfume among the Dark Elves, and their riding-insects command the highest prices in the markets of Almalexia and Narsis. Clan Dres rules the southern sweep of Morrowind, where the fertile Deshaan plain merges with the swamps of Black Marsh. The Dres are the great slave-traders and plantation owners of Morrowind. Thousands of wretched captives, mainly Argonians but including not a few khajiits and even Imperial citizens, pass through the infamous slave-pens of Tear, the Dres capital, from whence most find an early death on the plantations which surround that ill-omened city. Clan Hlaalu is the smallest and weakest of the five clans, clinging to Great House status in their ancient capital of Narsis. Traditional enemies of the Indoril, who have controlled the levers of government for 3,000 years, the continued resilience of the Hlaalu must inspire a certain respect. Merchants and traders in a land that despises outsiders, the Hlaalu nevertheless maintain a limited commerce with the Empire, trading stout Imperial broadcloth and Cyrodilic brandy for the elegant trinkets produced by the admittedly skilled craftsmer of Morrowind.
Dark Elven warriors favor a wonderfully light armor made from the carapace of insects, covered over with a finely-woven cloak of spider silk, wrapped several times around the torso. A turban protects the head and face from the ubiquitous ash, with goggles of transparent resin; loose trousers and high boots completes the dress. While this makes for an outlandish appearance, the traveler will understand the utility of these garments the first time he is caught out of doors in one of the frequent ash storms without such protection. When indoors, Dark Elves shed these outer coverings, and luxuriate in a variety of richly-colored fabrics; sashes decorated with clan symbols are common, while cumbersome ceremonial costumes made from various parts of giant insects are the glory of those of the highest rank.
Places of Note:
Almalexia
The largest and oldest city in Morrowind, named for its patron goddess. Almalexia is truly an ancient city, possibly predating the Dark Elves. It is reputed to be built over the ruins of a vast Dwarven city, although the current inhabitants vigorously deny this. Here the intrepid traveler would find the center of the Tribunal cult, in the sprawling palace/temple of Mournhold, a city within the city. This is also the seat of government of the Dark Elves, where the priests of the Tribunal rule in the name of their legendary deities.
Sotha Sil
Many tales are told of this clockwork city of brass, hidden in the steaming swamps of southern Morrowind, the lair of the most mysterious member of the Tribunal. No reliable reports exist of its location, however, or if this city even exists outside of story and song.
Vvardenfell2
The vast Volcano of Tamriel, this giant mountain dominates the north of Morrowind. It is a small continent all to itself, riven from the rest of Morrowind by the remains of a colossal crater. On a clear day (an exceedingly rare event), the peak can be seen from Almalexia, 250 miles to the south. At the time of the Nord Conquest, a Dwarven kingdom flourished in the north of Morrowind, the region now covered by the Vvardenfell volcano. Indeed, this vanished realm gave its name to the mighty volcano that obliterated it - Vvardenfell is a Dwarven word meaning "City of the Strong Shield". It is not known whether the Dwarves of Vvardenfell were destroyed by the first eruption of the volcano, or whether they had already met the mysterious fate of their brethren across Tamriel (see Marobar Sul's Ancient Tales of the Dwemer for a full discussion of the disappearance of the Dwarves). Certainly, the Kingdom of Vvardenfell remained strong at the time of the Nord Conquest. The doughty Dwarves, secure in their underground fastnesses and united into one polity, were a far more formidable foe than the divided and feuding Dark Elven clans, and remained independent when the rest of Morrowind fell to the Nords. The volcano first erupted in 1E 668; this date, at least, is well attested in the written record. The eruption is still recalled in the tales of numerous peoples - to the Nords it was "The Year of Winter in Summer", to the khajiit, "Sun's Death". Legend attributes its birth to the fall of a god to earth; whatever the cause, Vvardenfell has slumbered uneasily for thousands of years, regularly blanketing the surrounding region with ash. Providentially, the tall mountain range between Morrowind and the rest of Tamriel has served to protect us from the exhalations of Vvardenfell, restricting its ash storms to the land of the Dark Elves, who seem made for life in its shadow.
Necrom*
"The City of the Dead", Necrom perpetuates a religious tradition that predates the Tribunal cult. From across Morrowind, Dark Elves of every clan bring their dead in solemn processions that can last for months. From the mainland, Necrom, with its lofty walls and white towers, appears to be an immense necropolis, an impression that is strengthened by the constant traffic of corpses across the causeway into the city, a traffic which never ceases, day or night. In fact, the city teems with life: a vast and complex heirarchy of priests and attendants whose sole duty is to prepare the dead for the afterlife and deposit their bodies with the appropriate ritual into the catacombs which honeycomb the rock beneath the city.
The strange heathen religion of the Dark Elves deserves special note. They worship three gods known as "the Tribunal", and believe these gods walk the earth and rule Morrowind directly. To an outsider, the priesthood of the Tribunal seems to be the true power in Morrowind - these Tribunes, if they ever existed, have not been seen in centuries. Each Tribune, who go by the barbaric names of Almalexia, Sotha Sil, and Vivek, has an eponymous city dedicated to its worship, and a palace/temple within each city where the god supposedly resides. The priests of the Tribunal cult are all-powerful in Morrowind; strange processions of fantastically garbed priests roam the land, selecting new candidates to serve the Tribunal, who are seized without resistance and never seen again.
The Tribunal3
The strange heathen religion of the Dark Elves deserves special note. They worship three gods known as "the Tribunal", and believe these gods walk the earth and rule Morrowind directly. To an outsider, the priesthood of the Tribunal seems to be the true power in Morrowind - these Tribunes, if they ever existed, have not been seen in centuries. Each Tribune, who go by the barbaric names of Almalexia, Sotha Sil, and Vivek, has an eponymous city dedicated to its worship, and a palace/temple within each city where the god supposedly resides. The priests of the Tribunal cult are all-powerful in Morrowind; strange processions of fantastically garbed priests roam the land, selecting new candidates to serve the Tribunal, who are seized without resistance and never seen again.
Annotations by YR:
1. "For once I agree with this scribe. The tone of my visit was set at the frontier, when I was questioned by three swaggering chap'thil ~ called me "ill-bred" to my face as if I knew no Dunmeri, and had not even the courtesy to call me by my full name. I held my tongue, under the circumstances ~ I am not as young as I once was, Uncle. ~ But I relish the come-uppance at the hands of the despised humans. Despite everything, I cannot help but to think that a season under human rule would temper Dunmeri arrogance to a most salutary degree ~"
2. "Septim is unaccountably interested in Dwemer artifacts - why? Useful military assets, true, but there is no evidence the Dwemer had much knowledge of magic-resistance ~ Dwemer war machines in our possession provide little more protection from standard transformation and field effects than our best metallurgy ~ What do we have in the archives on the Dwemer of Resdayn? Mechanists may have advanced far with Dunmer help in the years before Vvardenfell ~"
3. "Uncle, what is the last confirmed record of the Tribunal? My tutor always answered my questions about their fate only with "All divine endure". Could Septim be the outsider prophesied by Lorkhan's cult? All signs point to the Tribunal's continued power, although dormant ~"
*. This text did not exist in the final version of Pocket Guide from TESA: Redguard.
The Red Book of 3E 426
Red Book of Great House Redoran
[The Red Book is a yearbook of the affairs of the Redoran Council of Vvardenfell District for 3E 426. It lists the current members of the council and their residences. It also chronicles significant events and council actions for the year.]
Councilors of House Redoran
Vardenfell District
Imperial Era 426
Archmaster Lord Bolvyn Venim, by Grace of Almsivi, Chief Councilor of Redoran Council, Vvardenfell District, Lord Ald'ruhn of Bolvyn Manor, Manor District, Ald'ruhn, District of Vvardenfell, Province of Morrowind
Master Lord Miner Arobar, by Grace of Almsivi, Honored Councilor of Redoran Council, Vvardenfell District, Lord of North Gash, of Arobar Manor, Manor District, Ald'ruhn, District of Vvardenfell, Province of Morrowind
Master Lord Hlaren Ramoran, by Grace of Almsivi, Honored Councilor of Redoran Council, Vvardenfell District, Lord of West Gash, of Ramoran Manor, Manor District, Ald'ruhn, District of Vvardenfell, Province of Morrowind
Mistress Lady Brara Morvayn, by Grace of Almsivi, Honored Councilor of Redoran Council, Vvardenfell District, Lady of Maar Gan, of Morvayn Manor, East Ald'ruhn, District of Vvardenfell, Province of Morrowind
Master Lord Athyn Sarethi, by Grace of Almsivi, Honored Councilor of Redoran Council, Vvardenfell District, Lord of South Gash, of Sarethi Manor, Manor District, Ald'ruhn, District of Vvardenfell, Province of Morrowind
Master Lord Garisa Llethri, by Grace of Almsivi, Honored Councilor of Redoran Council, Vvardenfell District, Lord of The northern Ashlands, of Llethri Manor, Manor District, Ald'ruhn, District of Vvardenfell, Province of Morrowind
Council Affairs of Note
King Hlaalu Athyn Llethan, High Councilor and Lord of Morrowind, imposes favorable tariffs on flin [an imported fortified Imperial alcoholic beverage]. The council protests the continuing burdensome tariffs on the native beverages sujamma, greef, and shein.
Smuggling and organized crime have become increasingly aggressive and violent in the Redoran House Districts. The councilors blame local corruption, weakened enforcement, and aggressive competition between the Thieves Guild and the Camonna Tong.
An unfortunate tax revolt in Balmora was put down after significant property damage and loss of life. The council warned that such disturbances might spread to Ald'ruhn if the heavy burden of Imperial taxes were not alleviated.