Morrowind:Generic Dialogue I

I
:Imperial

::''"I'm proud to be an Imperial. Through our legions and rule of law, we've brought peace and civilization to the provinces of Tamriel."

::"The Imperials came out of the West and tricked the gods of the settled people, the false gods called the Tribunal. Now the Imperials act like they own Morrowind, and they claim we are ruled by their chief, the one they call Emperor. We think nothing of this foolishness, but they have great armies of soldiers in armor who come and burn our yurts and slay our children. So we hate them, but we must remember to be quiet and patient and cunning, as Boethiah has taught us."

::"Our civilization has brought peace and prosperity to all Tamriel. We place our faith in hard work, education, and discipline. We prefer free trade and diplomacy, but are not ashamed to use force."

::"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."

::"The Imperials are clever, industrious thieves and con men. Their legions are invincible, but individually they are weak and cowardly. Their civilization is a shabby imitation of High Elven culture, cheapened by the common greed and grasping nature of their merchants and monopolists. They have subjugated and enslaved the various peoples of Tamriel, and called this coerced submission 'peace.'"
:Imperial cult

::"Ald'ruhn's Imperial cult shrine is in Fort Buckmoth, south of town. The altar there cures disease and poison. Cocistian Quaspus, the apothecary, sells cure potions, and they also have a savant, an enchanter, and a trader."

::"The Imperial cult worships the Nine Divines: the Aedra Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, and Julianos, and Tiber Septim, founder and patron of the Empire. In Morrowind, it's partly maintaining the faith for outlanders like us, and partly a missionary cult, bringing enlightment to the heathen Dunmer. You can see Somutis Vunnis at Fort Moonmoth to join, but you have to go to Ebonheart if you want to become a lay servant. "

::"The missionary arm of the great faiths, the Imperial cult brings divine inspiration and consolation to the Empire's remote provinces."

::"The Imperial cult worships the Nine Divines: Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos, and Tiber Septim."

::"The Imperial cult combines the worship of the Aedra Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, and Julianos, with worship of the divine god-hero Tiber Septim, founder and patron of the Empire."

::"Imperial cult priests provide worship and services for the Nine Divines at Imperial shrines in settlements throughout Vvardenfell."

:Imperial cult doctrine

::"We also say -- do not harm one another. It is forbidden to attack another person of the Imperial cult, and of course, forbidden to kill another member. It is forbidden to steal from another member, whether by open theft or by covert pickpocketing. It is forbidden to trespass upon the private property of another member -- private property being understood to be anything behind a locked door. Break any one of these rules, and be expelled from the cult."

::"We look to the Nine Divines as models for living a good and virtuous life. Each of the Nine represent different aspects of life, and how it should be lived. But the simplest statement of our doctrines is -- help and protect one another. The stronger one is, the wealthier one is, the more one bears responsibility for helping and protecting others. One's first duty, of course, is to one's fellow members of the Imperial Cult. But after that, one should help and protect any needy persons."

:Imperial culture

::"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 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."

:Imperial Guard

::"The Imperial Guard is an elite unit of the Imperial Legion. The Guard is charged 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 guilds

::"In the Western Empire, mercenaries and adventurers have organized themselves into guilds to promote the welfare of the members, to serve as a clearinghouse for information and employment opportunities, and to provide services and training for the members. The Fighters Guild and the Mages Guild are official trade guilds, chartered by the Emperor. The Thieves Guild is a private, informal, and semi-secret organization. Each of the Guilds provides training in what are called the Guild disciplines."

:Imperial law

::"Don't steal. Don't brawl or start fights. Don't kill, except in self-defense. If you're caught, guards will let you choose your punishment: fines or 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."

::"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."

::"They have laws? It is difficult to tell. The Skaal, however, have strict laws. Do not steal from another, for you will be provided with what you need. Do not attack your brother, though you may defend yourself if needed. For a Skaal, there are strict punishments for these laws. For one that is not Skaal-born, the punishment is always death."

:Imperial Legion

::"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."

::"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."

::"The Imperial Legion has several fort garrisons here on Vvardenfell. The lower ranks handle law enforcement, escorts, rescues, dangerous predators, diseased and blighted beasts, and so forth. Only one fort accepts recruits -- Fort Darius in Gnisis. Gnisis is a frontier outpost, isolated, a little rough. But good experience. If you're interested, see General Darius in Gnisis."

::"We have garrisons at Fort Pelagiad in Pelagiad, Hawkmoth Fort in Ebonheart, Fort Moonmoth in Balmora, Fort Buckmoth in Ald'ruhn, and Fort Darius in Gnisis. Were you looking to join the Imperial Legion?"

::"Bunch of guys who run around in suits of armor. They never go fishing! Except me. What were we talking about? Go away!"

:Imperial neighbors

::"Native Dunmer regard Imperials as apes posing as civilized beings. The Dunmer respect Imperial cunning in creating organized armies from peasants, and admire their engineering and work ethic, but they scorn their lack of honor and refinement, and they despise their crass commercialism and tolerance of cultural mongrelization."

:Imperial Office of Census and Excise

::"Imperial taxes are based on head counts of citizens; Census and Excise is responsible both for head counts and tax assessment and collection. Census and Excise officers also administer many Imperial licenses -- importation, mercenary company incorporation, for example."

:Imperial urban style

::"Imperial urban style mixes with Dunmer urban style in Hlaalu District and Vivec suburbs, but dominates in new Hlaalu and Imperial chartered towns. Houses, shops, and tradehouses are of timbered, half-timbered, or stone construction in the Western manner, with peaked roofs, right angles and flat planes, and plain, undecorated exteriors."''