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Morrowind:Hlormaren

It is one of the ancient strongholds of a brighter time for the Dunmer, located in the central Bitter Coast, west of Balmora. The stronghold has a total of five levels; the sewer, underground, bottom level, top-level, and rooftop. A point of interest is that Hlormaren is one of the few strongholds with a sewer system, which is directly connected to the sea west of the stronghold. This entrance is not of much use, however.

The strongholds seem interesting to the traveler but should be approached very carefully. They have largely been abandoned, but have since generally proved attractive to whatever group feels strong enough to hold them. At last report, Hlormaren has been taken over by slavers. The underground has a total of seven slaves, while the rooftop also has a room containing two slaves.

The agent Avon Ravel offers major training in  ,  , and   if properly calmed or snuck up on.

Hlormaren has a propylon chamber linking to Marandus and Andasreth.

 
Related Quests
Morag Tong

Official Plugins


Notes
The Andasreth Propylon Index is on a shelf in the dome on the roof of the fort.
A Scroll of Windwalker is in the Keep, Top Level.
A couple of chests contain the Hlormaren Slave Key to use in the basement levels.
The Hlormaren Propylon Index can be found for sale by Irgola the Pawnbroker in Caldera.
Miscellaneous items lay throughout, mostly clothing, some potions, housewares, etc.
Hlormaren makes a good house for those willing to clear it out, as it has five levels with plenty of storage (chests, crates, closets, etc.)

People
 

  For unknown reasons, Ushat has the feminine prefix "gra-" on his surname instead of the masculine "gro-". 

Gallery
 

Maps
thumb|left|Interior map of Hlormaren
Morrowind:Andasreth

It is one of the ancient strongholds from a brighter time for the Dunmer. It can be found north of Gnaar Mok, just over the mountains north of Khartag Point.

The strongholds seem interesting to the traveler but should be approached very carefully. They have largely been abandoned, but have since generally proved attractive to whatever group feels strong enough to hold them. At last report, Andasreth has been taken over by bandits. Four dead Redoran guards, presumably killed by the bandits, can be found on the Lower Level of the stronghold.

Two hostile bandits, Athesie Andas and Folvalie Omalor offer training services if successfully calmed or snuck up on. Andas offers major training in  ,  , and   while Omalor offers medium training in  ,  , and  .

Andasreth has a propylon chamber linking to Hlormaren and Berandas.

 
Related Quests
House Redoran


Notes
The Andasreth Propylon Index can be found on a shelf in the dome on top of Hlormaren.

People
 


 
Maps
thumb|left|Map of Andasreth
 

Gallery
 

Bugs
Morrowind:Berandas

It is one of the ancient strongholds of a brighter time for the Dunmer. The stronghold is in the West Gash, south of Gnisis and east of Koal Cave. 

The strongholds seem interesting to the traveler but should be approached very carefully. They have largely been abandoned, but have since proved attractive to whatever group feels strong enough to hold them. At last report, Berandas has been taken over by mostly lesser Daedra who have tunneled into the land deep below the stronghold. Two rats can be encountered on the top level, and a few lesser Daedra are located in the bottom level. Five lesser Daedra can be encountered in the underground tunnels, and two winged twilights guard the last room where the Boots of the Apostle can be found on a dead hero. 

Berandas has a functioning Propylon Chamber linking to Falasmaryon and Andasreth.

 
Related Quests
Imperial Cult


Notes
Archers or collectors may be interested to know that two Daedric arrows are available, lodged in a skeletal corpse in the corner of a room, on the top level of the keep.
On the Underground level, a skeleton is transfixed to a stalactite by a Daedric spear, with a Daedric dagger placed next to it. There is a dead body with a stolen key on top of some rocks; you'll need levitation (conveniently available with the artifact inside) to get to it.  This key opens a chest in the final room behind the dead hero's body as well as a hidden chest high up, which is at lock level 20. However, it does not unlock the high-up lock level 60 chest.
This ruin is an excellent place for low-level characters to obtain high-quality loot early in the game. Most of its Daedra are leveled, and will therefore be either Scamps or weaker Dremora.  As long as you do not venture too far into the underground cave systems, a reasonably green character can make a huge profit here.
The Berandas Propylon Index is found in Arvs-Drelen in Gnisis.
 

People
 


Maps
thumb|left|Map of Berandas
 

Gallery
Morrowind:Telasero

It is one of the ancient strongholds of a brighter time for the Dunmer. Telasero is in Molag Amur, east of Suran and in from the coast. 

The strongholds seem interesting to the traveler but should be approached very carefully. They have largely been abandoned, but have since generally proved attractive to whatever group feels strong enough to hold them. At last report, Telasero has been taken over as a Sixth House base.

Telasero has a propylon Chamber linking to Falensarano and Marandus.
 
People
 


Notes
The Telasero Propylon Index can be found in one of the troughs in the middle of the Lower Level, together with other items.

Bugs
There's a bug in the German version of Morrowind. The Falensarano propylon is misleadingly named as the Berandas propylon. Using it will bring you to Falensarano nevertheless.

Related Quests
Fighters Guild


Official Plugins


Maps
thumb|left|Telasero, interior map
Redguard:Statue of Hunding

thumb|left|Statue of Hunding
The Statue of Hunding is a monument just west of Stros M'Kai's harbor. It is dedicated to the legendary hero, Frandar Hunding, who drove the goblins of Hammerfell back into the earth. The statue depicts Hunding armed with a sword and shield resting his foot on a goblin's head. According to Trithik, the statue's presence keeps the goblins underground, which may explain why Richton has not destroyed it.

You can get to the top of the statue from the city walls behind it. There is a hidden room on this side that contains the Talisman of Hunding. The talisman has only one known purpose, which is to open a crack in the wall at Point O of the Goblin Caverns. This reveals a secret area with a brazier; holding your blade in the fire grants you a superior strength effect.
 

Retrieve the Talisman
thumb|right|Use the crate to climb on the roof
thumb|right|Cross the clothesline to the next warehouse
thumb|right|The city walls lead to the back of the statue

;  — Down by the Docks
:The path that leads to the city walls starts behind the small house northeast of Kotaro. Climb on the crate to reach the roof of the building, then jump to the ledge extending off the first warehouse.

;  — The Warehouses
:Two clotheslines connect this warehouse to the second one. The gap is too wide to jump across and you cannot hang from the clothesline. Instead, you must walk over the line as if it were tightrope. It's best to line yourself up exactly and just run across. It appears that Cyrus has trouble stepping over the clothespins, and you may get stuck while crossing. If that happens just carefully jump and you should bypass the obstacle. Once on the other warehouse roof make a running jump onto the city walls.

;  — The City Walls
:Continue south along the wall, keeping to the right as you pass above the city gate. The ledge near the tower at C cannot be walked on because it is too narrow. The only way around is to hang off of the edge and move sideways until you reach the other side. Enter the statue's hidden room and pick up the Talisman of Hunding. Falling into the water causes no damage, making this the easiest method of getting down from the statue. You can also backtrack north, either to the warehouses or further north to the bridge above the waterfall.
Morrowind:Thieves Guild

The Thieves Guild is dedicated to the gathering and training of those who are stealthy and shadowy in nature. Although criminal by its very definition, for untold years, local authorities in places throughout   have tolerated the existence of the guild for its role as "crime regulator", as it does not tolerate competition or egregious conduct from its members (not to mention the personal financial benefits for authorities who play nice). It is usually considered to be a distinctly Imperial entity, though of course other organizations of the Empire do not officially condone their actions.

Like any trade guild, the Thieves Guild is an organization of professionals, except that in this case the professionals are burglars, robbers, pickpockets, smugglers, and other enterprising operators. They typically don't have public guild halls, but sometimes have safe-houses, and members tend to gather at a single location in large towns, such as at a cornerclub, inn, or tavern. Typically, members are bound not to rob each other, kill anyone while thieving, or rob the poor. The Thieves Guild usually has the resources to bribe officials, establish a black market of stolen goods, and maintain a network of informants.

For historical information, see the Lore article.

Look for guild operatives in Ald'ruhn, Balmora, Sadrith Mora, and Vivec.

Relations with other factions of Morrowind are generally poor, with neutral or slightly friendly relations with the Mages Guild and Imperial Cult. Their mortal enemy is the Camonna Tong.

Joining the Thieves Guild
To join the Thieves Guild, talk to Big Helende at Dirty Muriel's Cornerclub outside of Wolverine Hall, Sugar-Lips Habasi at the South Wall Cornerclub in Balmora, or Aengoth the Jeweler at The Rat In the Pot in Ald'ruhn.

Thieves Guild Ranks


Guild Conflict
There is a conflict between the Fighters Guild and the Thieves Guild. This conflict appears during The Code Book quest given by Eydis Fire-Eye in Balmora. Being a member of the Thieves Guild makes the quest harder to complete. If you're not already in the Thieves Guild, you will no longer be able to join after the completion of this quest. See The Code Book quest page for further details.
 

Thieves Guild Members
Battlespire:Battlespire

Battlespire 
 
''An Elder Scrolls Legend: Battlespire is a spin-off of the Elder Scrolls franchise and the only game in its series. Battlespire was originally conceived as an expansion to TES II: Daggerfall, but evolved into a standalone game. The action takes place within a single multi-level dungeon, the Battlespire, where the player is sent to investigate some unusual events. It was also the first Elder Scrolls'' game to feature a multiplayer option.

Battlespire is available for download from GOG.com.

Quest Information
 

Character Information
 
 
 
 


Gameplay Information
 
 
 
 
 

 
 

World Information
 
 

Technical Information
 
 

Mods and Modding
 

Previews and Reviews
 
 
 
 
 
 
 

Miscellaneous Information
 
 
 
 
 
 
 
 

See Also
Morrowind:Shrine of Azura

thumb|right|Statue of Azura inside the shrine
It's a long journey to this remote shrine. The Shrine of Azura is located east of Molag  Mar and south of Holamayan. It may require some climbing and swimming to reach, so Levitation or Water Walking are helpful. If you activate the statue of Azura inside the shrine, you'll be given a quest which can earn you Azura's Star, a reusable soul gem.
 
Related Quests
Daedric
Lore:A Less Rude Song

They say

The Iliac Bay

Is the place to barrel around

Without a bit of apparel on,

As advertised in that carol song

A tune that's sung as the west wind blows

About it lovely not wearing any clothes.

Ladies singing high notes, men singing lows,

Implying that the most luscious depravity

And complete absence of serious gravity

Can only be found in the waterous cavity

Of Iliac Bay.



If you are the type who is more a sinner than a sinned,

You'll find it all in Morrowind.



But the truth, my child,

Is that nothing more wild

  an ordinary fashion

Kind of slightly mad passion

Can be detected if at all

In Sentinel and Daggerfall.



Whatever your odd needs: feathered, scaled, or finned,

You'll find it all in Morrowind



It's an invention of bards

That  s and  s

Have more than some staid fun

And suffer deviant fornication.

For the most of madness, not the least,

The wise debaucher heads out east.



Where your once steely reserve is now merely tinned,

You'll find it all in Morrowind.



In Morrowind,

There is sin.


But, pray, do not confuse   variety

With that found in tepid Western society

Compared to which, it nearly is piety.

It isn't terribly ingenious calling it prudery

Observing the Dark Elf aversion to nudity.

After all, the preferred sort of lewdity

In these parts is far more pernicious 

From the   to the wettest fishes

You'll find pleasure and pain quite delicious

In Morrowind.



If you find yourself with unkind kinship with your kin

You'll find it all in Morrowind.
Lore:Aedra and Daedra

he designations of Gods, Demons, Aedra, and  , are universally confusing to the layman. They are often used interchangeably.

"Aedra" and "Daedra" are not relative terms. They are Elvish and exact. Azura is a Daedra both in Skyrim and Morrowind. "Aedra" is usually translated as "ancestor," which is as close as Cyrodilic can come to this Elven concept. "Daedra" means, roughly, "not our ancestors." This distinction was crucial to the  , whose fundamental split in ideology is represented in their mythical genealogy.

Aedra are associated with stasis. Daedra represent change.

Aedra created the mortal world and are bound to the  . Daedra, who cannot create, have the power to change.

As part of the divine contract of creation, the Aedra can be killed. Witness Lorkhan and the moons.

The protean Daedra, for whom the rules do not apply, can only be banished.
Lore:Antecedents of Dwemer Law

This book is a historical account of the development of Dwemer law and custom from its roots in High Elven culture. 

 n short, so far as I am able to trace the order of development in the customs of the Bosmeri tribes, I believe it to have been in all ways comparable to the growth of Altmeri law. The earlier liability for slaves and animals was mainly confined to surrender  Sumerset Isles,  later became compensation.

 hat does this matter for a study of our laws today? So far as concerns the influence of the Altmeri law upon our own, especially the Altmeri law of master and servant, the evidence of   is to be found in every judgment which has been recorded for the last five hundred years. It has been stated already that we still repeat the reasoning of the Altmeri magistrates, empty as it is, to the present day.   I will quickly show how Altmeri custom can be followed into the courts of the Dwemer.

In the laws of   (P.D. 1180) it is said, "If one who is owned by another slays one who owns himself, the   owner must pay the associates   three fine instruments and the body of the one who   owned." There are many other similar citations.  he same principle is extended even to the case of a centurion by which a man is killed. "If  at the common workbench, one is slain by an  , the associates of the slain may disassemble the Animunculi and take its parts within thirty days."

  what Dhark has mentioned concerning the rude beasts of the Tenmar forests. "If a marsh cat was killed by an Argonian, his family were in disgrace till they retaliated by killing the Argonian  or another like it , if a marsh cat was killed by a fall from a tree, his relatives would take their revenge by toppling the tree,   shattering its branches, and casting them to every part of the forest."
Lore:Arcana Restored

ORM THE FIRST:  Makest thou the Mana Fountain to be Primed with Pure Gold, for from Pure Gold only may the Humors be rectified, and the Pure Principles coaxed from the chaos of Pure Power. Droppest thou then the Pure Gold upon the surface of the Mana Fountain. Takest thou exceeding great care to safeguard yourself from the insalubrious tempests of the Mana Fountain, for through such Assaults may one's health be utterly Blighted. 

 ORM THE SECOND: Make sure that thou havest with you this Excellent Manual, so that thou might speak the necessary Words straightaway, and without error, so that thou not in carelessness cause thyself and much else to discorporate and disorder the World with your component humors. 

 ORM THE THIRD: Take in hand the item to be Restored, and hold it forth within the Primed Fountain, murmuring all the while the appropriate phrases, which are to be learned most expeditiously and faultlessly from this Manual, and this Manual alone, notwithstanding the vile calumnies of   and  , whose bowels are consumed by envy of my great learning, and who do falsely give testament to the efficacies of their own Manuals, which are in every way inferior and steeped in error. 

 ORM THE FOURTH: Proceed instantly to Heal thyself of all injuries, or to avail yourself of the Healing powers of the Temples and Healers, for though the agonies of manacaust must be borne by any who would Restore a prized Arcana to full Potency, yet it is not wise that suffering be endured unduly, nor does the suffering in any way render the Potency more Sublime, notwithstanding the foolish speculations of Kharneson and Rattor, whose faults and wickednesses are manifest even to the least learned of critics.
Lore:Arkay the Enemy

ear me, children. Once I was a lowly man such as yourselves. By my will I entered the ranks of the gods. By your unquestioning devotion, you can share my glory.

Most   are fools and weaklings. Fodder for the witchhunters. But you, my servants, you are among the chosen. In the days to come, few will dare to stand against your might. But one obstacle remain is name is Arkay.

 . The similarities between his mortal life and my own astonish even me. It is only proper that we should be enemies.

  prevents the souls of  ,  , and   from being used without consent.   prevents those buried with the proper rituals from being raised to serve my children's will. As you know, my children, Arkay's Blessing is flexible to those with daring, but Arkay's Law is unwavering.

To the Scholars: Humiliate the priests of Arkay. Reveal the  primitive burial customs to be mere superstition. Befriend kings with honeyed words and bind them to your will. Look to my children in   for guidance.

To the Priests: Use your servants sparingly, let none be seen by the living. Let the memories of the undead waste away from the people. Send missionaries to the unbound dead, to the  s and the  es. Let all the nations of dead carry my banner and my banner alone.

To the Hidden: Wait, as always, in the darkness.

For soon we shall strike. The Temples of Arkay will be torn stone from stone. The blood of his priests will sate our thirst; their bones will rise as our servants. The name Arkay will be   from the records. Only I shall hold sway over life and death. Only one name shall be whispered in fear. The name of your lord and master.
Lore:Ashland Hymns

[This is a volume of folk verses collected from Ashlanders. 'Wondrous Love' is from the Urshilaku Ashlanders of the northern Ashlands.]

What a wondrous love it is

To bind two souls in faith,

Chained completely together

With never a false word,

Weal and woe, wish and real,

Woven each together

From first kiss to last breath,

First and last whispered in love.
Lore:Blasphemous Revenants

...not into the world, nor out of it, but between worlds they linger, held to the hearth and tomb by blood and loyalty. And if they come unbidden, from love of kin or faith to duty, it is not unholy. It is but the answering of the ancestors, the awakening of those who never sleep, the summoning to service of those bound through Hearth and House to the protection of the clan.

But if sorcerers bring them forth, then such a summons is blasphemy, an abomination before the   and  , and a sin so great that ages of burning cannot cleanse the fault. Abide not the sorcerer among you, for he comes to steal the bones of your fathers and dust of your tombs. He seeks to bind by power what is yours by right, to drag forth the warm spirits from their world between and bind them to their service like slaves and beasts.

Who can know the shame of the dead, the ceaseless weeping of the   thrall? Cruel enough is the ancestor's service given in love to Hearth and Kin. But   or  ,   or  , summoned by profane ritual and bound by force to the corpse miner's will, how may such a spirit ever find rest? How may it ever find its way back to its blood and clan?

Only a righteous  , bound by blood to hearth and kin, bound by oath and service to the Temple, can call upon the spirits of the Dunmer  dead. Those foreign sorcerers of other races that invade our shores, shall they be permitted to rob our tombs, to bind our kin-spirits into sorcerous slavery, to steal the lives of our dead as well as our land of the living? No, I say, no, and no, three times more. Such necromancers must die, and their profane magic s must die with them.

And shall we tolerate the hidden hosts of the undead, the arrogant princes of necromancers, the ancient   demons who creep from their lairs in the West, seeking refuge in profane   shrines, abandoned Dunmer  strongholds, and corrupted subterranean labyrinths of the detested Dwemer race? For ages the Great Houses and the Temple have kept our land clean of the vampire's taint, but now these undead lords and their vile cattle have returned. These vampires must die, and their corrupt cattle with them, and their blood taint must be forever erased by fire and stake.
Lore:Book of Life and Service

The Ranks of the Blessed

Blessed are the  , for they serve without self in spirit forever.

Blessed are the  , for they blend in the glory of the transcendent spirit.

Blessed are the  , for they render their rage unto the ages.

Blessed are the Masters, for they bridge the past and span the future.

The Litany of Service

The Boneman's Oath

We die.

We pray.

To live.

We serve.

The Master's Voice

You swore.

To Serve.

Your Lord.
Lore:Book of Rest and Endings

The Ritual for Ending of

From fifty Fathers

Frozen in slavepast

Rip from the wraithloom

Sunder the lifeweave

Lock tight in earthgrip

Hold firm in gravefast
Lore:Children of the Sky

s consider themselves to be the children of the sky. They call   the  , because it is where the sky exhaled on the land and formed them. They see themselves as eternal outsiders and invaders, and even when they conquer and rule another peopl  they feel no kinship with them.

The breath and the voice are the vital essence of a Nord. When they defeat great enemies they take their tongues as trophies. These are woven into ropes and can hold speech like an enchantment. The power of a Nord can be articulated into a  , like the kiai of an  i swordsman. The strongest of their warriors are called " ." When the Nords attack a city, they take no siege engines or cavalry; the Tongues form in a wedge in front of the gatehouse, and draw in breath. When the leader lets it out in a kiai, the doors are blown in, and the axemen rush into the city. Shouts can be used to sharpen blades or to strike enemies. A common effect is the shout that knocks an enemy back, or the power of command. A strong Nord can instill bravery in men with his battle-cry, or stop a charging warrior with a roar. The greatest of the Nords can call to specific people over hundreds of miles, and can move by casting a shout, appearing where it lands.

The most powerful Nords cannot speak without causing destruction. They must go gagged, and communicate through a sign language and through scribing runes.

The further north you go into Skyrim, the more powerful and elemental the people become, and the less they require dwellings and shelters. Wind is fundamental to Skyrim and the Nords; those that live in the far wastes always carry a wind with them.