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"I am a savant. I am a man of wide learning and cosmopolitan tastes, a well-traveled man, educated, refined in manner, able to converse on various topics with authority, and a man ever ready to defend his honor, and the honor of my companions. In short, you see before you a gentleman. I can discourse upon history, speechcraft, language, and customs. And, for a fee, I offer training that will permit you to share a few of my many virtues."
―Okan-Shei[src]

Okan-Shei is an Argonian Savant who lives in Ebonheart, Morrowind. He can be found in the East Empire Company offices.

DialogueEdit

Notice: Most of Okan-Shei's dialogue is only obtainable after specific Morrowind Lore topics
Show: Dialogue (A)
In the East Empire Company offices:

Ahemmusa Camp "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. Here. Let me mark it on your map."
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 the 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."
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 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."
Ald Velothi "Ald Velothi is a tiny fishing village on the northern coast of the West Gash."
Ald'ruhn "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."
Aldmeri "Aldmeri -- the Imperial usage is 'Elves' -- are long-lived, culturally conservative humanoids distinct from Tamriel's 'manish' races of the north and 'beast people' races of the southeast. By contrast with the manish tribes, Elven nations are neither economically expansive nor militarily adventurous. Elves are conditionally fertile -- that is, they only conceive when population pressure is low -- so expanding populations do not force them to explore or war with neighbors. The arts, literature, sorceries, technology and theology that have flourished within ancient Elven cultures have profoundly shaped the development of the Empire's manish and beast races."
Altmer "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 civilised 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."
Ancestors "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 older and greatest ancestor spirits are the Daedra. They are powerful, but dangerous, and hard to understand."
Argonian "We are the People of the Root, called 'Argonians' by the warmbloods. We go where we will, wet or dry, and the currents of blood magic run swift in our veins. In our native land, we hunt to live, masters of the marshes. Hunted and enslaved by softskinned enemies, we snare and slay them by stealth, spell, and steel."
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 increase, the dimishing effectiveness of weapons and armor is dramatic."
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."
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 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. 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 of 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 "Ashlanders are the nomadic Dunmer barbarians of the Morrowind wastelands. They live in camps of small, mobile huts, herding guar and hunting wildlife for meat and hides. By tradition, Ashlanders claim the right to raid other Ashlander tribes -- and non-Ashlander settlements -- for booty and slaves. The Ashlanders worship their ancestors. Ashlander tribes are led by their ashkhan war chiefs, and guided by the wisdom and prophecies of their wise women. If you plan to visit them, you should know something of Ashlander customs."
Ashlanders hate foreigners "Most Ashlanders wish all foreigners and their false gods could be driven from Morrowind. At the very least, Ashlanders wish the foreign devil 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."
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 towns 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."
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 Ahemussa camp and the remote fishing village of Ald Redaynia and Dagon Fell 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."

Show: Dialogue (B)
In the East Empire Company offices:

Background "I am Okan-Shei, Savant."
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."
Balmora "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."
Betmeri "The peaceful Khajiit and Argonian races are the most numerous and culturally advanced of the Beast races; the war-loving Orc tribes are relatively few in number and widely scattered, but notable as superior warriors and weapon crafters. Other smaller Beast races, like Goblins, Apemen, and Giants, are limited to mountainous areas in the west and north of Tamriel, and seldom encountered in the East. Betmeri, or 'Beastmen,' were the aboriginal inhabitants of Tamriel. Each Beast race has its own distinctive accounts of the mythic era before the coming of Elves and Men; each Beast race is as culturally and physically distinct from one another as it is from Elven and Manish races."
birthsign "In Tamriel, persons born under certain constellations are said to be 'fortunate in their aspects'. Such persons are often blessed -- or cursed -- with remarkable abilities or weaknesses as a result of the magical conjunction of celestial influences."
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."
Black Marsh "Most of the native Argonian population of Black Marsh is confined to the great inland waterways and impenetrable swamps of the southern interior. There are few roads here, and most travel is by boat. The coasts and the northwestern upland forests are largely uninhabited. For ages the Dunmer have raided Black Marsh for salves; though the Empire has made this illegal, the practice persists, and Dunmer and Argonians have a long-standing and bitter hatred for one another."
Blades "The Blades is an prestigious service order for citizens demonstrating the greatest loyalty to the Emperor. To be named to the Blades by the Emperor is a great honor, and publicly acknowledged members serve openly in noble courts and diplomatic posts. Privately, many Blades members act as the Empire's intelligence agency. Such agents conceal themselves with secret identities, operating in disguise as couriers, observers, and spies throughout the Empire."
blight disease "Kwama foragers range far from their home colonies, deep into the ashlands as far as the Ghostfence. Foragers exposed to blight storms may become infected, and may return and infect their queen and the whole colony. An infested kwama mine is a great hardship for the mining community; blighted eggs are inedible, and miners catch blight diseases. Ridding a colony of blight is expensive and dangerous, because of the aggressive behavior of sick kwama foragers and warriors, and the risk of spreading disease."
blight diseases "Blight diseases resist common herbal and magical treatments, and are of two kinds; wasting diseases which attack one or more of an organism's systems, and abnormal growth diseases, which distort the organism's functions and structures. Natives avoid exposure to the Blight, and wear special protective garments when traveling in Blight-prone regions."
Bosmer "The Bosmer are the clanfolk of the Western Valenwood forests. In the Empire, they are called "Wood Elves," but they call themselves the Bosmer, or the "Tree-Sap" people. They scorn pretense and formality, preferring a romantic, simple existence in harmony with the wild beauty of nature. They are nimble and quick in body and wit, and there are no finer archers in all of Tamriel.""'
Breton "Passionate and eccentric, poetic and flamboyant, intelligent and willful, Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come from their home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies."

Show: Dialogue (C)
In the East Empire Company offices:

Caldera "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."
Camonna Tong "The Camonna Tong is Morrowind's native criminal syndicate. They're grown powerful and ruthless since the Imperial occupation, and have great influence in the higher ranks of House Hlaalu. The Camonna Tong are in direct competition with the Thieves Guild for control of illegal trade, and they have sworn to exterminate the upstart outlander newcomers. The Camonna Tong are known for their brutal disregard for human life."
challenges "Vvardenfell's greatest challenges are its mutually hostile cultures, its cruel and untamed wildernesses, and the troubling phenomenon of the Blight. The Temple and traditional Dunmer cultures are in direct opposition to the values of the Imperial conqeuror's colonists, and the interests of each Great House conflict with the interests of the other Great Houses. Only the Imperial Legions and the Duke's shrewd policies prevent political disputes from expanding into civil unrest or warfare. Even the Legions, however, cannot extend their protection into the sparsely inhabited wastelands of Vvardenfell, where bandits, necromancers, witches, fiends, and monsters find refuge, emerging to threaten the lives of explorers, colonists, and traders. The greatest, and most obscure, threat is the Blight, a mysterious weather-like phenomenon emanating from the crater of Dagoth Ur, warping and poisoning creatures in its path, and creating diseased horrors that attack travelers and outlying settlements."
Cyrodiil "Cyrodiil is the cradle of Human Imperial high culture on Tamriel. It is the largest region of the continent, and most is endless jungle. The Imperial City is in the heartland, the fertile Nibenay Valley. The densely populated central valley is surrounded by wild rain forests drained by great rivers into the swamps of Argonia and Topal Bay. The land rises gradually to the west and sharply to the north. Between its western coast and its central valley are deciduous forests and mangrove swamps."

Show: Dialogue (D)
In the East Empire Company offices:

Daedra "The Temple regards the Daedra as powerful ancestor spirits, similar to the Tribunal, but weaker and more capricious. Before the Tribunal, the Daedra were worshipped as gods by the Dunmer, but were undeserving of this veneration, since they harmed their followers as often as they helped them. When they became gods, the Tribunal became the Protectors and High Ancestor Spirits of the Dunmer. The good Daedra became loyal friends of the Tribunal, but the bad Daedra remained foul and treacherous."
Dagon Fel "Dagon Fel is a tiny fishing village on the northern coast of Vvardenfell on the large island called Sheogorad in the Azura's Coast region."

Dagoth Ur "[?]"
Dagoth Ur "The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain."

destruction "The destruction discipline is the mastery of the spell effects of the College of Destruction. The destruction spells harm living and undead creatures, and mages specializing in destruction are usually war wizards."
Dunmer "Dunmer -- literally 'the Dark, or Cursed People,' or 'Dark Elves' -- are the dark-skinned Elven peoples of the East. 'Dark' is variously understood to mean 'dark-skinned,' 'gloomy,' and 'ill-favored by fate.' The Dunmer and their national character embrace these various connotations enthusiastically. In the Empire, 'Dark Elves' is the common usage."
Dunmer village style "The Dunmer village style is the most familiar style in all districts. Huts are built of local materials, with organic curves and undecorated exteriors inspired by the landscape and the shells of giant native insects. Villages are dominated by Temple compounds and courtyards in traditional villages, but in newer plantations, the manor houses are the central features."
Dwemer "Dwemer -- literally, 'the Deep, or Deep-Counseled or Secretive People' -- are the fabled lost Dwarven race whose ruins and splendid artifacts are scattered across Tamriel. Elves use the term 'Dwemer,' connoting variously 'deep-delving,' 'profound,' and 'close-counseled'; Imperial usage is 'Dwarven,' derived in fable from the affectionate regard of the Giant races for their 'little' Dwemer friends."
Dwemer artifacts "Artifacts salvaged from Dwemer ruins are valuable, but protected under Imperial law, and trade in such artifacts is illegal. Most valuable are Dwarven weapons and armor, both for their superb craftsmanship, and for their value to collectors and scholars."

Show: Dialogue (E)
In the East Empire Company offices:

East Empire Company "The East Empire Company is a monopolistic mercantile enterprise chartered by the Emperor and managed by a board of directors appointed by the Emperor. The Company has sole authority to trade in certain goods, like flin, raw ebony, raw glass, and Dwemer artifacts, and it also enjoys favorable tariffs and regulations for important and export of other common and exotic goods, like kwama eggs, marshmerrow pulp, saltrice, and Telvanni bug musk. Because of its wealth and favor of the Emperor, the East Empire Company wields considerable influence in the Duke's administration."
Ebonheart "Castle Ebonheart is the seat of Imperial authority on Vvardenfell. Here Duke Vedam Dren, Duke of Ebonheart, and the Vvardenfell Grand Council determine law and policy for the Vvardenfell administrative district. The Imperial cult shrine here serves the Duke, his retainers, and the castle's garrisons, and is also an administrative center for the Imperial cult presence on Vvardenfell. A unit of the Imperial Guard protects the Duke, and the Hawkmtoh Legion is also garrisoned within the walls of the castle. Because the East Empire Company is chartered directly by the Emperor, its offices, warehouse, and docks are adjacent to the castle, and its security is assured by the Imperial garrisons. The provinces of Skyrim and Black Marsh maintain diplomatic missions within the walls of Castle Ebonheart to insure that their political interests are respected by the laws and policies of the Duke and Grand Council."
Elsweyr "The Khajiit of the southern Elsweyr jungles and river basins are settled city dwellers with ancient mercantile traditions and a stable agrarian aristocracy based on sugarcane and saltrice plantations. The nomadic tribal Khajiit of the dry northern wastes and grasslands are, by contrast, aggressive and territorial tribal raiders periodically united under tribal warlords. While the settled south has been quick to adopt Imperial ways, the northern nomadic tribes cling to their warlike barbarian traditions."
enchant "The enchant discipline concerns imbuing physical items with magical properties called enchantments. The simplest enchantment are magical scrolls with a single enchantment that are destroyed with one use. The most complex enchantments are enchanted artifacts, objects with one or more magical effects powered by built-in soul gems. Skilled enchanters also use enchanted items more efficiently, with less waste of the magicka trapped in the soul gems."
enchanters "Enchanters create enchanted items for themselves and for unskilled spellcasters. A magic scroll is the simplest enchanted item; anyone can use it to cast a single spell with 100% reliability, but the scroll is destroyed in the process. Enchanters also place permanent enchantments on weapons, armor, clothing, and ornaments. These items cast spells, reliably, powered by built-in soul gems. A soul gem's power limits the number of an item's uses, but the gems renew their expended power over time."
enchantments "Temple enchanters favor healing and protective spells. Redoran enchanters favor wounding missile loads and shield spells. Hlaalu like weapon enchantments and various spell rings. Imperials use a wide array of weapon and ring damage enchantments. But the masters of enchantment are the Telvanni. They use all effects, often several combined on one item, but they especially like items that summon creatures or magical weapons and armor."
Erabenimsun camp "The Ashlander Erabenimsun tribe has a permanent settlement at Erabenimsun camp, an isolated hut settlement in the middle of the desolate Molag Amur region."

Show: Dialogue (F)
In the East Empire Company offices:

Fighters Guild "The Fighters Guild is a professional organization chartered by the Emperor to regulate the hiring and training of mercenaries. Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work. Look for chapters in Balmora, Ald'ruhn, Wolverine Hall in Sadrith Mora, and the Foreign Quarter in Vivec."
foyada "'Foyada' means 'fire-river' in the native Ashlander language. The deep, ash-dark ravines which run down from the Red Mountain volcano are called foyada. The lava from Red Mountain is very fluid, and it runs almost like water, and during an eruption, fire-rivers run down the mountain, clearing the ravines of vegitation. Because they have good footing, are clear of brush, and run long distances, we use them like roads when traveling overland."

Show: Dialogue (G)
In the East Empire Company offices:

geographic regions "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, West Gash, and Sheogorad."

Ghostgate "[?]"
Ghostgate "Ghostgate was built as the gate citadel of the Ghostfence Ordinator and Buoyant Armiger garrisons. Now, since you've slain Dagoth Ur and banished the Blight, perhaps they should maintain the garrisons as a tribute to Almsivi and you, and all those who died to save Morrowind."

Gnaar Mok "Gnaar Mok is a tiny island fishing village in the Bitter Coast region of western Vvardenfell."
Gnisis "Gnisis is a small mining and trade village astride in the silt strider caravan route between the northwest West Gash and Ald'ruhn."
good Daedra "The Temple says that Boethiah, Mephala, and Azura, the Anticipations, also called the Good Daedra, are loyal friends of the Tribunal. Malacath, Mehrunes Dagon, Molag Bal, and Sheogorath, the Four Corners of the House of Trouble, also called the Bad Daedra, are inconstant, rebellious, and unreliable, and even eager to seduce the faithful into sin and profane worship. The loyal Three Good Daedra, knowing the tricks of their rebellious kin, help the Tribunal frustrate the devious schemes of the Bad Daedra."
Grazelands "The regular rain and dark soils of the Grazelands produce the rich grazing for Ashlander herds that gives 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."
Great Houses "In modern times Morrowind is ruled by five Great Houses: House Hlaalu, House Redoran, House Telvanni, House Indoril, and House Dres. Three of these Great Houses have territorial interests on Vvardenfell; the other two, Dres and Indoril, are not represented on 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 House 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."
guild guide "A guild guide is a spellcaster of the Mages Guild who provides magical transport for a small fee. You can only travel from one Mages Guild to another, but it is the fastest way to travel between Vivec, Balmora, Ald'ruhn, Caldera, and Sadrith Mora."

Show: Dialogue (H)
In the East Empire Company offices:

Hammerfell "Hammerfell is primarily an urban and maritime province, with most of its population confined to the great cities of Sentinel and Stros M'Kai and to other small ports among the islands and along the coast. The interior is sparsely populated with small poor farms and beastherds. The Redguard love of travel, adventure, and the high seas has dispersed them as sailors, mercenaries, and adventurers in ports of call throughout the Empire."
heavy armor "The heavy armor discipline is the study mastery of iron, steel, silver, ebony, and Daedric armor styles. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use."
High Rock "High Rock encompasses the many lands and clans of Greater Bretony, the Dellese Isles, the Bjoulsae River tribes, and, by tradition, the Western Reach. The rugged highland strongholds and isolated valley settlements have encouraged the fierce independence of the various local Breton clans, and this contentious tribal nature has never been completely integrated into a provincial or Imperial identity. Nonetheless, their language, bardic traditions, and heroic legends are a unifying common legacy."
Hla Oad "Hla Oad is a tiny 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."
House Dres "Of the five Dunmer Great Houses, House Dres is one of two houses without holdings or interest in Vvardenfell. 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."
House Hlaalu "House Hlaalu is one of the three Dunmer Great Houses with holdings on Vvardenfell. House Hlaalu has always been loyal to the Emperor and the Empire. Hlaalu welcomes Imperial law and the Legions, and freedom of trade and religion. We still respect the old Dunmer ways, the ancestors, the Temple, and the noble houses. But times change, and the Empire changes with the times. House Hlaalu hopes to live in peace and harmony with the other races, and share in the growth and prosperity of the Empire."
House Indoril "House Indoril is one of the five Dunmer Great Houses, and one of the two houses without holdings or interest in Vvardenfell. 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."
House Redoran "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."
House Telvanni "House Telvanni is one of the three Dunmer Great Houses with holdings on Vvardenfell. The Telvanni wizard-lords have traditionally isolated themselves, pursuing wisdom and mastery in solitude. But certain ambitious wizards-lords, their retainers, and clients have entered whole-heartily into the competition to control and exploit Vvardenfell's land and resources, building towers and bases all along the eastern coast. The Telvanni think that wisdom confers power, and power confers right."
House Wars "By the immemorial custom of Dunmer society, a House may challenge the honor of another House in the person of one of the House's ranking nobles. The ranking noble of the impugned House is 'marked for death' -- in ancient times, actually formally marked with a black banner, but in modern times, served with a formal written public announcement. If within a year of the challenge, the marked noble still lives, the challenging House must publicly forego any further complaint or scandal on the matter. Only a ranking challenging noble or a Morag Tong may attack the marked noble; in modern times, Houses routinely engage Morag Tong. This custom permits Houses to war upon one another on a small scale without threatening public peace and rule of law. Such violent disputes among Great Houses are called 'House Wars.' Codes of behavior under House Wars of Honor are complex and subtle, and the Morag Tong specialize in the honorable and legal prosecution of these factional vendettas. House Wars are expensive, dangerous, and disruptive to all Houses involved, but on the island of Vvardenfell alone, a dozen or more Marked Challenges are being prosecuted at any time."
Humans "The human races are short-lived, socially aggressive humanoids, shorter than Elves and more technologically advanced than the Beastfolk. Warlike human cultures have subjugated their Elven and Beastfolk neighbors and synthesized their arts, literature, magick, technology, and theology into Tamriel's dominant culture -- the Empire. Obsessed with progress and destiny, human civilization constantly reinvents itself from materials plundered from conqeured cultures and re-shaped by human myths and dreams."
Imperial "The Imperials are the educated and well-spoken natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are known for their enlightened rule of law and government, and the discipline and training of their citizen armies. Though physically less imposing than the other races, they are shrewd diplomats and traders. Their legions have enabled them to subdue all the other nations and races of Tamriel, and to have erected the monument to peace and prosperity that comprises the Glorious Empire."
Imperial cult "Ebonheart's Imperial cult shrine is in a small walled keep in the far western end of Castle Ebonheart. The altar there cures disease and poison. Lalatia Varian is the Imperial Priestess, Synnolian Tunifus, the Mara Healer, Kaye the Zenithar Trader, and Iulus Truptor, the Stendarr Savant."
Imperial culture "Imperial culture is a pragmatic melting pot of the various contrasting cultures of the Imperial provinces, unified by a strong hereditary emperor and bureaucracy, the rule of law, a powerful professional army, and tolerance of disparate polytheistic cult worships. Education and wealth is broadly distributed through all social classes where Imperial culture has flourished; many citizens are literate and protected under Imperial law. Persons of all races and creeds can advance in wealth and status in commerce, the bureaucracy, and the military. However, moral and political corruption at the highest levels of Imperial society, and the economic strain of maintaining military occupations in widely separated hostile provinces like Morrowind, signals the impending decline of the Empire."
Imperial Guard "The Imperial Guard is an elite unit of the Imperial Legion. The Guard is charge with the defense of the Emperor and various of his direct representatives in the provinces. The Duke's rank and responsibilities entitle him to the protection of this elite unit. There is a traditional rivalry between the Imperial Guard and their counterparts in the regular Legions."
Imperial law "An adventurer should know the basics of Imperial law concerning life and property. Verbal assault, pickpocketing, and trespassing are minor crimes, punished by fines or hard labor. Theft and foul murder are felonies. Theft is punished by fines proportional to the value of the property stolen, or by hard labor. Foul murder is punishable by fines of at least 1000 drakes, or by hard labor. Fines and compensation are determined by magistrates, and may be paid to guards. In place of fines, the criminal may serve extended sentences of hard labor. The workcamps are hard places for hard men, and for each day served, expect to lose some hard-earned skill as a result of physical, mental, or emotional punishment."
Imperial Legion "The most disciplined and effective military force in history, the Imperial Legions preserve the peace and rule of law in the Empire. The legions have garrisons in the major settlements of Vvardenfell, but the units mostly serve as guards to enforce the law in Morrowind. The legions hire qualified recruits of proven skill and character, and provide training, goods, and services at discounts. The lower ranks are common troopers and officers, but the upper ranks include the orders of the Imperial knights."
Imperial provinces "The Empire of Tamriel encompasses the nine Imperial provinces: Skyrim, High Rock, Hammerfell, Summerset Isle, Valenwood, Elsweyr, Black Marsh, Morrowind and the ancient Imperial province itself, Cyrodiil. Morrowind was among the last of the provinces to be integrated into the Empire, and because it was added by treaty, and not by conquest, Morrowind retains exceptional power to define local law by reference to ancient Great House precedents."
Khajiit "The Khajiit are the cat people of the province of Elsweyr. Though the race has a variety of sub-types, each with different forms and habits, only the smooth, quick, agile Suthay-raht are encountered in Vvardenfell. When most people think of Suthay-raht, they think of thieves -- with good reason, since many Suthay-raht are cunning, acquisitive, and slow to embrace the sanctity of personal property. But the speed, agility, and bold spirit of the Suthay-raht also make them gifted traders and adventurers."
Khuul "Khuul is a tiny fishing village on the northern coast of the West Gash."

Show: Dialogue (L)
In the East Empire Company offices:

law in Morrowind "Morrowind is governed under Imperial Law, and under the law and customs of the Dunmer Great Houses. Conflicts of Imperial and Great House Law are governed under the Treaty of the Armistice, which reserves most local government functions to the Dunmer Great House councils. Local Magistrates judge cases and determine sentences; local guards execute the judgements of the Magistrates and enforce the laws. Theft, Trespass, Assault, Foul Murder, and Contempt are serious crimes; criminals must pay fines or serve sentences of hard labor. Treason is a most serious crime, punished by death. Noble House Dunmer have right of appeal to the House Councils; Imperial citizens have right of appeal to the King of Morrowind and his Dukes. By ancient House custom, offended House nobles appealing to House councils may refuse to accept compensation and may demand death for many crimes."
little advice "The Imperial Legion may be recruiting. I hear the units are at full strength in the town forts, but there might be openings on the frontier, up at Fort Darius. Speak to Frald the White, Knight Bachelor and Chapter Steward of the Hawkmoth Legion."
little secret "Buy from the merchants and traders who like you. You get better prices. Members of your own factions usually like you best."

Lord's Mail "[?]"
Lord's Mail "Yes, I heard it was found."

Maar Gan "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."
mabrigash "A mabrigash is an Ashlander witch-warrior, a renegade wise woman who has forsaken the established rules of behavior for an Ashlander woman to become a master of dark magic and the weapons of war. By secret rituals the mabrigash steals a man's vital essence and makes herself a powerful sorcerer and warrior. The manifestation of her dark power is called a 'ghost snake' that paralyzes and drains a victim's vitality."
Mages Guild "The Mages Guild is a professional organization chartered by the Emperor to promote study of the arcane arts. And it's where you go to find wizards for hire. Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work. If you're thinking of making wizardry your profession, you should join and work your way up the ranks. Look for guild halls in Balmora, Ald'ruhn, Wolverine Hall in Sadrith Mora, and the Foreign Quarter in Vivec."
mercantile "The mercantile discipline is the art of buying low and selling high. This skill is useful in dealing with merchants, both for purchasing goods, equipment, and services at the lowest rates, and for getting the best prices for the treasures collected during adventuring."
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 is considered impassible even by the Ashlanders."
Molag Mar "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."
Morag Tong "The Morag Tong is an assassins guild sanctioned by the Empire to provide three varieties of execution: public executions, private executions, and House Wars executions. Constrained by ancient traditions and rigid codes of conduct, the Morag Tong only recruits candidates of proven skill and honor. Morag Tong only accepts legally approved contracts called 'writs,' but rumor hints at the execution of secret extralegal 'grey writs.' The Morag Tong is the sworn enemy of the Dark Brotherhood."
Morrowind "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 consists of the island of Vvardenfell, surrounded by the Inland Sea, and dominated by the titanic volcano Red Mountain and its associated ash wastelands. Only recently open to settlement and trade, most of the island's population is confined to the relatively hospitable west and southwest coast, centered around 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."

Morrowind History "[?]"
Morrowind History "I hope you found 'Short History of Morrowind' useful."

my trade "I am a savant. I am a man of wide learning and cosmopolitan tastes, a well-traveled man, educated, refined in manner, able to converse on various topics with authority, and a man ever ready to defend his honor, and the honor of my companions. In short, you see before you a gentleman. I can discourse upon history, speechcraft, language, and customs. And, for a fee, I offer training that will permit you to share a few of my many virtues."

Show: Dialogue (Latest Rumors)
In the East Empire Company offices:

Latest Rumors "With all the unrest in Cyrodiil City, a trooper told me they might have to recall the Legions to protect the Emperor."

Show: Dialogue (Morrowind Lore)
In the East Empire Company offices:

Morrowind Lore "Let me tell you about affairs of honor. Native Dunmer and Imperials alike recognize a noble's obligation to answer a challenge of honor. A challenge of honor is a public declaration of a scandal against a private party. Only nobles fight duels, and the higher the rank, the stronger the obligation. Law and custom despises dishonorable duelists. If the victim was bullied, intimidated, or goaded by a stronger party with suspect motives, magistrates often convict the stronger party of foul murder."
Morrowind Lore "Let me tell you about the armor styles most common in Morrowind. The heavy armor styles, called 'Legion' or 'knight' style in the West and 'ebony' style in the East, require great strength and endurance. The light armor styles, called 'militia' in the West and 'Ashlander' in the East, favors speed and agility. The medium armor style, called 'Imperial guard' in the West and 'Great House' in the East, are compromises between the heavy and light styles, balancing protection against mobility."

AppearancesEdit