Netruk44/uesp-wiki-content huggingface dataset:
Morrowind:Faction Books

Most joinable factions in Morrowind have a corresponding ''faction book that identifies who they are, what they stand for, what they value in their members, and why you should join.  Additionally, many have other books which give more information about the factions.


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See also
The complete list of books in Morrowind
The complete list of faction books in Elder Scrolls.
Lore:The Affairs of Wizards

Want to Become Part of  ?

Outsiders learning of the rabid isolationist and outlander-hating temperament of House Telvanni wizards often assume it would be impossible to obtain positions in service to House Telvanni.

Nothing could be further from the truth.

For example, since the Telvanni vigorously defend the right to own slaves, and since they keep many   and   as slaves, many Argonians and Khajiit assume they would not be accepted for service with House Telvanni.

Not true. Telvanni accept all races as candidates for membership.

And, since the Telvanni are ruled by wizard-lord nobles, many assume they accept only candidates of the highest intelligence and willpower.

Not true. Telvanni accept candidates of modest intelligence and willpower.

It is true that advancement in Telvanni ranks depends on high intelligence and willpower, and that candidates proficient in the arts of magic -- especially  ,  ,  ,  ,  , and   -- can expect to advance faster and higher in the ranks.

But adventurers of all races and abilities who apply to Telvanni Mouths at the   in   for acceptance in House Telvanni can expect a cordial welcome.

(Telvanni Councilors do not serve on their house councils in person. Instead, they are represented by a 'Mouth', a trusted subordinate in residence at the Council Hall, acting on his patron's behalf, receiving messengers from their patrons and casting their patron's votes in Council affairs.)

The truth is that House Telvanni wizard-lords depend on loyal, well-paid, skilled retainers for most services. Though House Telvanni does recruit from their own lower classes, they must go outside their house to hire the craftsmen and specialists they need. And since for political reasons House Telvanni has chosen to reduce its reliance on   mercenaries for protection and security, it has been forced to turn to Western mercenaries for guards and agents.

Promotion in the ranks of House Telvanni, however, is very difficult for outsiders. Most disconcerting for some potential candidates is House Telvanni's casual acceptance of murder and assassination of rivals as a means to advancement. Those reluctant to prove their worthiness by killing off the competition, and those uncomfortable about competing in such a ruthless atmosphere, might better employ their time and efforts in the  .
Lore:The Anticipations

he Daedra are powerful ancestor spirits, similar in form and substance to the   (Blessed Be Their Holy Names), but weaker in power, and more arbitrary and removed from the affairs of mortals. In old times, the Chimer   the Daedra as gods. But they did not deserve this veneration, for the Daedra harm their worshippers as often as help them.

The Advent of the Tribunal (Blessed Be Their Holy Names) changed this unhappy state. By the Apotheosis, the Tribunal (Blessed Be Their Holy Names) became the Protectors and High Ancestor Spirits of the Dunmer, and bade the Daedra to give proper veneration and obedience. The Three  , Boethiah, Azura, and Mephala, recognized the Divinity of the Triune Ancestors (Blessed Be Their Holy Names). The Rebel Daedra, Molag Bal, Malacath, Sheogorath, and Mehrunes Dagon, refused to swear fealty to the Tribunal (Blessed Be Their Holy Names), and their worshippers were cast out.

These Rebel Daedra thus became the Four Corners of the  , and they continue to plague our tranquility and tempt the unwary into Heresy and Dark Worship. The Priests of the Temple remain ever vigilant for signs of the Adversaries' return, sometimes aided by the loyal Three Good Daedra, who are familiar with the wiles of their rebellious kin.

The Good Daedra are known to the Temple as the  , since they are the early ancestral anticipations of the loving patronage of the Tribunal. The Anticipations are the Daedra Lords Boethiah, Mephala, and Azura.

Boethiah is the Anticipation of Almalexia but male to her female. Boethiah was the ancestor who illuminated the elves ages ago before the  . He told them the truth of Lorkhan's test, and defeated Auriel's champion, Trinimac. Boethiah ate Trinimac and voided him. The followers of Boethiah and Trinimac rubbed the soil of Trinimac upon themselves and changed their skins.

Mephala is the Anticipation of  , but manifold and androgynous. Mephala taught the Chimer to evade their enemies or kill them with secret murder.   Later, Mephala created the Morag Tong. 

Azura is the Anticipation of Sotha Sil, but female to his male. Azura was the ancestor who taught the Chimer how to be different from the Altmer. Her teachings are sometimes attributed to Boethiah. In the stories, Azura is often encountered more as a communal progenitor of the race as a whole rather than as an individual ancestor. She is associated with Dusk and Dawn, and is sometimes called the Mother Soul.  , also called the Twilight Star, appears briefly at dawn and dusk low on the horizon below the constellation of  . Azura is associated with mystery and magic, fate and prophecy.
Lore:The Black Glove

and   are the  .   they move.  s they supply to misdirect their prey. Close and sure they strike with  , or distant and secure they strike from afar with accurate  .   protects them from harm, and the   finds for them the unseen and unlooked-for path. Have you these virtues? Then, perhaps, your oath and service may please the Morag Tong.

Do you have your friends and your finery, but no place to go? Do you laugh and cry, but no longer feel? Do you wear these masks? Then, perhaps, your oath and service may please the Black Glove.

The blood of the hunter and the blood of the hunted. The joy of the hidden and the joy of the seeker. The blood of the eye and the blood of the gate. The joy of the living and the joy of the dead. Are you one with these things? Then, perhaps, your oath and service may please Mephala.

To make your oath and enter our service, the worthy must seek the  , who by tradition lives in the unseen and unlooked-for corners of   between the blood of battle and the waters of life.
Lore:The Book of Daedra

zura, whose sphere is dusk and dawn, the magic in-between realms of twilight, known as Moonshadow, Mother of the Rose, and Queen of the Night Sky.

 oethiah, whose sphere is deceit and conspiracy, and the secret plots of murder, assassination, treason, and unlawful overthrow of authority.

 lavicus Vile, whose sphere is the granting of power and wishes through ritual invocations and pact .

 ermaeus Mora, whose sphere is scrying of the tides of Fate, of the past and future as read in the stars and heavens, and in whose dominion are the treasures of knowledge and memory. 

 ircine, whose sphere is the Hunt, the Sport of Daedra, the Great Game, the Chase, known as the Huntsman and the Father of Manbeasts.

 alacath, whose sphere is the patronage of the spurned and ostracized, the keeper of the Sworn Oath  and the Bloody Curse. 

 ehrunes Dagon, whose sphere is Destruction, Change, Revolution, Energy, and Ambition. 

 ephala, whose sphere is obscured to mortals; known by the names Webspinner, Spinner, and Spider; whose only consistent theme seems to be interference in the affairs of mortals for her amusement. 

 eridia, whose sphere is obscured to mortals; who is associated with the energies of living things. 

 olag Bal, whose sphere is the domination and enslavement of mortals; whose desire is to harvest the souls of mortals and to bring mortals  souls within his sway by spreading seeds of strife and discord in the mortal realms. 

 amira, whose sphere is the  ; known as the Spirit  , ruler of sundry dark and shadowy spirits; associated with spiders, insects, slugs, and other repulsive creatures which inspire mortals with an instinctive revulsion. 

 octurnal, whose sphere is the night and darkness; who is known as the Night Mistress. 

 eryite, whose sphere is the ordering of the lowest orders of Oblivion, known as the Taskmaster. 

 anguine, whose sphere is hedonistic revelry and debauchery, and passionate indulgences of darker natures.

 heogorath, whose sphere is Madness, and whose motives are unknowable. 

 , whose sphere is the realm of dreams and nightmares, and from whose realm issue  forth evil omens. 

:''Especially marked for special interest under the heading "Malacath"   a reference to  , blessed by Malacath, and dedicated to the use of mortals. In short, the reference suggests that any Daedra attempting to invoke the weapon's powers will be expelled into the voidstreams of Oblivion.''

"Of the legendary artifacts of the Daedra, many are well known, like  , and Sheogorath's Wabbajack. Others are less well known, like Scourge, Mackkan's Hammer, Bane of Daedr ." 

 yet though Malacath blessed Scourge to be potent against his Daedra kin, he thought not that it should fall into Daedric hands, then to serve as a tool for private war among caitiff and forsaken. Thus did Malacath curse the device such that, should any dark kin seek to invoke its powers, that a void should open and swallow that Daedra, and purge him into Oblivion's voidstreams, from thence to pathfind back to the Real and Unreal Worlds in the full order of time."
Lore:The Blue Book of Riddles

Herein are presented all manner of riddles, as collected by the scholars of St Rilms, to the greater glory of the Tribunal, Almsivi!

[The posing and puzzling of riddles is a convention of polite aristocratic Western society. Nobles and social aspirants collect books of riddles and study them, hoping thereby to increase the chances of their appearing sly and witty in conversation.]
Lore:The Book of Dawn and Dusk

:Speak none but good of the  .

:We can have no opinions about Truth.

:Rumors flow from the  .

:Count only the happy hours.

:No child has a sinner's heart.

:Let faith be your only law.

:Fear of the fool is the beginning of wisdom.

:  in every hour.

:Walk always in the presence of your Lords.

:Comfort is given, justice is taken.

:Learn by serving.

:From the heart, the light; from the head, the law.

:Blessed Almsivi,  ,  ,  .

:Forge a keen Faith in the crucible of suffering.

:Engrave upon thy eye the image of injustice.

:Death does not diminish; the ghost gilds with glory.

:Faith conquers all. Let us yield to Faith.

:Better to suffer a wrong than to do one.

:The heavens are in their glory, applaud!

:Folly secures its power to harm.

:Though forbidden to some, not to you.

:Oh, how rarely wisdom rules our hearts!

:Blessed are we who serve Almsivi.

:Three mouths sing Mercy, Mastery, Mystery.

:Gather no seed in the fields of  .

:The Thrice-Sealed House withstands the Storm.

:By Breath and Blood protect us all!

:Can ghosts or justice change with time?

:Consider your end, mortal!

:Accept grace without limits.

:Enter the rhapsody of the God-Poet.

:Kneel before the Teacher's chair.

:Three Hands, three Hearts, three Eyes.

:Keep no secret from your Judge's scale.

:Forge Darkness into Light.

:Refuse neither brother nor ghost.

:Blessed Almsivi, through birth, life, ghost.

:From glowing ashes the Poet's wrath shall shine.

:If Vivec is for us, who can stand against us?

:Fate, monstrous and empty, the whirling wheel of evil.

:How black my heart, roasting fiercely?
Lore:The Buying Game

o many people simply buy the items they need at the price they are given. It's a  sad state of affairs, when the game is really open to all, you don't need an invitation.    to be played seriously and, I hasten to add, politely. In Elsweyr, it is common for the shop owner to offer the prospective buyer tea or sweetmeats and engage in polite conversation before commencing  business. This eminently civilized tradition has a practical purpose, allowing the buyer to observe the wares for sale. It is considered impolite not to accept, though it does not imply obligation on the part of the buyer.

Whether this particular custom is part of the culture or not, it's wise for the buyer and seller to greet one another with smiles and warm salutations, like gladiators honoring one another before the battle.

Bargaining is expected all over Tamriel, but the game can be broken if one's offer is so preposterously low that it insults the shop keeper. If you are offered something for ten gold pieces, try offering six and see where that takes you.  

Do not look like   very interested, but do not mock the quality of the goods, even if they deserve it.  uch better to admire the quality of workmanship, but comment that, regretfully, you simply cannot afford such a price. When the shop keeper compliments your taste, smile,  try to resist the flattery.

A lot of the game depends on recognizing the types of shop  that the rural merchant is ignorant and easily fooled  or  the rapacious city merchant is selling shoddy merchandise. Caravans, it should be mentioned, are always good places to go to buy or trade.

Knowing what you're buying and   is a talent bought only after years of practice. Know the specialties of certain regions and merchants before you even   foot in a shop. Recognize  the prejudices of the region. In Morrowind  where I hail from,   s are viewed with a certain amount of suspicion. Don't be surprised or insulted if the shopkeepers follow you around the shop, assuming you're going to steal something.  Similarly,  s,  s, and   are sometimes treated coolly by merchants in the Summ rset Isles. Of course, I don't know any shopkeepers anywhere, no matter their open-mindedness, who aren't alerted when a   or a   enters their shop. Even Khajiiti and Bosmeri shopkeepers   

If you see something you really like or need, buy it then and there at the best price you can get. I cannot tell you how many times I passed up a rare and interesting relic, assuming that I could find it elsewhere in the region, perhaps at a larger town at a better price. Too late, I discovered I was wrong hen I returned to the shop weeks later, the item I wanted was gone. Better to get a great purchase at a decent price and discover it again at a worse price than to miss out on your opportunities for ownership.  Occasionally  impulsiveness is the best buying strategy.

Sense the moves of the game, and everyone can win.
Lore:The Cantatas of Vivec

:The gaunt ghostfires loom as subtle shrouds,
:Smokes and shades on the biers of Red Mountain.

:Arches and spires line the rock halls,
:Dimly lit by the spirits of the dead.

:The blood of broken hearths and  
:Runs in red rivers, blossoms in fountains.

:Girdled round within  
:The   slumber in cradles of ash.

:But   shall they wake?
:What dark crucible may kindle their souls to light?

:How long beneath red-reeking clouds
:Must   burn?

:How many lifetimes of labor and lament
:Will it take to seal this restless tomb?
Lore:The Changed Ones

f all the   who wandered  ,   was the strongest. He, for a very long time, fooled the   into thinking that tears were the best response to the Sundering. They cried and shamed our ancestors, especially the feminine  . They even took the  's name in vain, calling His narratives into question. So one day  , Prince of Plots, precocious youth, tricked Trinimac to go into his mouth. Boethiah talked like Trinimac for awhile then, and gathered enough people to listen to him. Boethiah showed them the lies of the et'Ada, the  , and told them Trinimac was the biggest liar of all, saying all this with Trinimac's voice! Boethiah told the mass before him the Tri-Angled Truth. He showed them, with  , the rules of  . He taught them how to build  , and what items they needed to bury in the  . He demonstrated the right way to wear their skin. He performed the way to walk to achieve an Exodus. Then Boethiah relieved himself of Trinimac right there on the ground before them to prove all the things he said were the truth. It was easy then for his new people to become the  .
Lore:The Consolations of Prayer

Through the bounty of Blessed Almsivi, Triune Grace, and all the hosts of saints, the faithful who pray at the   may be granted blessings through the miraculous sacraments of prayer and devotion. The three-sided shrines betoken the three-faced benison of Almsivi, and may be found in Temples, or at sites of pilgrimage, or at pilgrim waysides, or in the tomb of the sanctified.

What benefits may be gained shall be listed herein for the edification of the worshipper and pilgrim.

All shrines grant cures of common diseases, of blight diseases, and of afflictions of poison.

Those shrines bearing the images of Vivec, Almalexia, and Sotha Sil also may grant the blessing of Almsivi Restoration, which restores damaged attributes, and the three blessings of Almsivi: Vivec's Mystery, for good fortune; Soul of Sotha Sil, for magical power, and Lady's Grace, for endurance of hardships.

Those shrines bearing the images of the saints may also grant the particular blessings of the saints, which are listed for you here:

  grants Aralor's Intervention, for fortifying character.

  grants Shield of St. Delyn, for resistance to blight diseases.

  grants Felm's Glory, for greater skill in restoring magics.

  grants Rock of Llothis, for fortifying the will.

  grants Meris's Warding, for resistance to corprus disease.

  grants Spirit of Nerevar, for fortifying the body's vigor.

  grants Olm's Benediction, for resistance to common disease.

  grants Rilm's Grace, for endurance of hardships.

  grants Roris's Bloom, for fortifying the body's health.

  grants Seryn's Shield, for resistance to poisons.

  grants Veloth's Indwelling, for magical power, and also grants the blessing of Almsivi Restoration, which restores damaged attributes.

The Faithful are granted these blessings when they pray at the shrines and make a modest donation. The Blessed of the Initiate rank and higher of the   have already made their devotions in service and piety, and need only pray at the shrines to receive their benefits. And Almsivi is generous, so even the Unbeliever may receive a blessing if he prays, if he proves his respect with a generous donation.
Lore:Chronicles of Nchuleft

23. The Death of Lord Ihlendam
 t happened in   ( ) that Lord  , on a journey in the Western Uplands, came to  ; and Protector   and General   met him there, and   also came to the meeting. They talked together long by themselves; but this only was known of their business, that they were to be friends of each other. They parted, and each went home to his own colony.

  and her sons came to hear of this meeting, and saw in this secret meeting a treasonable plot against the Councils; and they often talked of this among themselves. When spring came, the Councils proclaimed, as usual, a Council Meet, in the halls of  . The people accordingly assembled, handfasted with ale and song, drinking bravely, and much and many things were talked over at the drink-table, and, among other things, were comparisons between different  wemer, and at last among the Councilors themselves.

One said that Lord Ihlendam excelled his fellow Councilors by far, and in every way. At this Councilor Bluthanch was very angry, and said that she was in no way less than Lord Ihlendam, and that she was eager to prove it. Instantly both parties were so inflamed that they challenged each other to battle, and ran to their arms. But some citizens who were less drunk, and more understanding, came between them, and quieted them; and each went back to his colony, but nobody expected that they would ever meet in peace again together.

But then, in the fall, Lord Ihlendam received a message from Councilor Bluthanch, inviting him to a parlay at  . And all Ihlendam's kin and citizens strongly urged him not to come, fearing treachery, but Lord Ihlendam would not listen to counsel, not even to carrying with him his honor guard. And sadly, it came to pass that, while traveling to Hendor-Stardumz, in  , a host of foul creatures set upon Lord Ihlendam and killed him, and all of his party. And many citizens said thereafter that Bluthanch and her sons had conjured these beasts and set them upon Lord Ihlendam, but nothing was proven. Lord Ihlendam lies buried at a place called  .
Lore:Confessions of a Skooma-Eater

othing is more revolting to   enslaved by that derivativ  moon-sugar known as   .  And nothing is less appeti ing than listening to the pathetic tales of humiliation and degradation associated with a victim of this addictive drug.

Why, then, do I force myself upon you with this extended and detailed account of my sins and sorrows?

Because I hope that by telling my tale, the hope of redemption from this sorry state shall be more widely known. And because I hope that others who have also fallen into the sorry state of skooma addiction may therefore hear of my story, of how I fell into despair, and how I once again found myself and freed myself from my own self-imposed chains.

Because it is widely known to all  , who may be expected to know, that there is no cure for addiction to skooma, that once a slave to skooma, always a slave to skooma. Because this is widely known, it is taken to be true. But it is not true, and I am living proof.

There is no miracle cure. There is no potion to be taken. There is no magical incantation which frees you from the thrill of skooma running through your blood.

But it is through the understanding of that thrill, and the acceptance of the lust within oneself for that thrill, and the casting aside of the shame that the thrillseeker feels when he cannot set aside what becomes in the end his only comfort and pleasure, it is through this knowledge and understanding that the victim comes to the place where choices may be made, where despair and hope may be separated.

In short, only knowledge and acceptance can deliver into the slave's hands the key that opens his shackles and sets him free.
Lore:The Five Far Stars

:'' his is a volume of verse collected from wise women of the Urshilaku Ashlanders. It consists of verses composed by Ashlander warriors, champions, and ashkhans, committed to memory by the wise women and transmitted down the generations.  May I shrink to dust  is attributed to the long-dead poet and warrior Zershishi Mus-Manul.''

Rise from darkness, Red Mountain! 
Spread your dark clouds and green vapors! 
Birth earthquakes, shatter stones! 
Feed the winds with fire! 
Flay the tents of the tribes from the land! 
Feed the burned earth with our souls!  

Yet never shall you have your rule over me. 
Never shall I tremble or flinch from your power. 
Never shall I yield my home and hearth. 
And from my tears shall spring forth 
The flowers of grassland springs.
Morrowind:Propylon Chamber

The propylon chamber system was devised to allow instantaneous travel among ten ancient Dunmer strongholds, which are scattered across Vvardenfell and quite isolated. Each chamber links to two others, forming the propylon circle.



To transport to a specific stronghold, you must be carrying the correct propylon index. The indices are scattered across Vvardenfell, and often go unnoticed because they are so small. Chances are not very good that you will stumble across all ten on your own, but fortunately there is a list of index locations.

The need to carry all ten indices and to follow the propylon circle in order is eliminated by the Master Propylon Index. The master index is a direct link between Caldera and every propylon chamber. It was not part of the game originally, but Bethesda added it with an official plugin which can be downloaded  . The plugin has Folms Mirel send you on a quest to retrieve every index, being given the master index as a reward.
 
Propylon Chambers are found in these Dunmer strongholds:
Andasreth
Berandas
Falasmaryon
Falensarano
Hlormaren
Indoranyon
Marandus
Rotheran
Telasero
Valenvaryon

There is also an eleventh Propylon Chamber located in Kogoruhn, though it is now no longer functional.