Morrowind:Generic Dialogue E

E
: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 import and export of other common and exotic goods, like kwama eggs, marshmerrow pulp, saltrice, and Telvanni bug musk. Because of its wealth and the 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 Hawkmoth Legion is also garrisoned within the walls of the castle. Because the East Empire Company is chartered directly by the Emperor, its offices, warehouses, 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."

::"Ebonheart is the seat of the Imperial government for Vvardenfell district, and a busy center of maritime trade. Castle Ebonheart is the home of Duke Vedam Dren, the district's ruler and Emperor's representative. Also located at Castle Ebonheart are the Vvardenfell District Council chambers and the Hawk Moth Legion garrison. The officers, docks, and warehouses of the East Empire Company are also found in Ebonheart."

::"The officers, docks, and warehouses of the East Empire Company are found in Ebonheart."

::"Ebonheart is a walled Imperial town in the southern part of the Ascadian Isles region, west of the city of Vivec."

::"Castle Ebonheart is the home of Duke Vedam Dren, the district's ruler and Emperor's representative."

:Ectoplasm

::"Ectoplasm is a filmy residue with modest magical properties that remains after a revenant spirit has been banished from the mortal plane."

:Eggmines

::"Kwama eggs are a principal agricultural commodity of Vvardenfell District. Kwama live and breed in large communal subterranean colonies. Miners protect kwama eggs from poachers, predators, and raiding kwama foragers from other colonies, and harvest judiciously, preserving sufficient eggs to sustain colony growth. Consumed locally or exported by ship to the rest of the Empire, kwama eggs are eaten boiled, roasted, or raw, and remain fresh for weeks."

: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."

:Emerald

::"The emerald is a transparent green gem with modest magical properties."

:Empire

::"The Empire is the greatest achievement of Tamrielic civilization. This melting pot of contrasting cultures is held together by a strong hereditary emperor and bureaucracy, by the rule of law, by a powerful professional army, and by religious tolerance. Education and wealth is broadly distributed through all social classes where Imperial culture has flourished; many citizens are literate and protected under Imperial law."

::"Heed the Emperor's law and might, but dedicate your body and soul to the sacred soil of Morrowind, and to the Temple which schools, nourishes, and protects its people."

::"Give to the Emperor only your coin, and honor only the law which is just."

::"Who can oppose the law and taxes of the Emperor? His hand lies heavy on our ancient land."

::"Their armies are great, and so is their lust for fortune."

: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

::"A soul gem's power limits the number of an item's uses, but the gems renew their expended power over time."

::"Enchanters place permanent enchantments on weapons, armor, clothing, and ornaments. These items cast spells reliably, powered by built-in soul gems."

::"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 create enchanted items for themselves and for unskilled spellcasters."

:Enchanting Items

::"The more effects you want, and the more powerful the effects, the more powerful the soul gem you will need to make the enchantment."

::"A soul gem must contain a soul, or it is useless for enchanting."

::"Enchanting items is expensive, and failure destroys the item, so enchanting items is most profitable for skilled enchanters."

::"Different items have different capacities for enchantments, and various soul gems are more or less powerful."

::"When enchanting an item yourself, you can only enchant items with spell effects you know, and success or failure in enchanting an item depends on your enchanting skill."

::"To enchant an item yourself, use a soul gem with sufficient power to support the enchantments you want to add. And have some skill in enchanting, or you will just fail and waste your soul gem."

::"To have an enchanter enchant an item for you, bring it to the enchanter, along with a soul gem to power the item."

::"You can enchant items yourself, using your own skill, or go to an enchanter, who uses his skill to make the item -- and charges handsomely for the service."

:Enchantments

::"Temple enchanters favor healing and protection 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

::"Find Tel Fyr, the tower of Divayth Fyr, on the southern coast of Zafirbel Bay. Tel Fyr is due south from Tel Aruhn, across the bay. Then follow the mainland coastline south until you pass a one-yurt outcast camp. Look southwest for a valley heading west, inland. Follow the valley west, turning south with it, until you see the camp in a small hollow surrounded by hills."

::"The camp itself lies north-northwest of Mt. Assarnibibi in the wastelands of Molag Amur. There are no tracks, few landmarks, and the going is difficult. Even we Ashlanders get lost in Molag Amur. You can't go straight; lava lakes, ridges, and ravines block all routes. An outlander like you? Walk north like a pilgrim from Molag Mar, find the shrine at Mount Assarnibibi, then from there search north for the camp."

::"Erabenimsun camp lies north as the racer flies, between Mt. Kand and Mt. Assarnibibi and beyond. The camp itself lies north-northwest of Mt. Assarnibibi. There is no track, and the going is difficult. You'll need to turn and backtrack to avoid obstacles like lava lakes. The camp itself is a group of five or six yurts."

::"The Erabenimsun are the Ashlanders of Molag Amur, a barren wasteland of rock, lava, and smoke southeast of Red Mountain. Erabenimsun camp is inland, halfway between the coast and Red Mountain. Here. Let me mark it on your map. The nearest settlement is the stronghold oasis of Molag Maar, on the southeast coast of Vvardenfell. You can get a ship from Vivec to Molag Maar, or silt strider from Suran to Molag Maar. From Molag Maar, head north cross-country -- very nasty country -- to 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."

:evidence of corruption

::"I don't know what you're talking about." (Caldera Mining Company)

::"Tell it to the boss." (Slaves, Caldera Mining Company)

:exotic armor types

Drillmasters:

::"Fur armor is a light armor style popular among Nord barbarians. Dreugh is a remarkably strong Dunmer medium armor, made from Dreugh hide. But the most famous exotic armor is Dwemer, or Dwarvish armor, a highly ornate heavy armor valued as much for its rarity and antique craftsmanship as for its distinctive impact-absorbing qualities in combat." (Disposition 30)

:Eye Of The Needle

::"This token of our tribe, Malipu-Ataman's Belt, is proof of Sul-Matuul's blessing. Let me think....  Perhaps you mean the Needle? It is a tall rock column in the Valley of the Wind. I have slept beneath it once or twice. The Valley of the Wind is a valley on the northeast slopes of Red Mountain. The entrance to the valley is marked by Airan's Teeth, two tall rock spires."

::"Perhaps you mean the Needle? It is a tall rock column in the Valley of the Wind. I have slept beneath it once or twice. The Valley of the Wind is a valley on the northeast slopes of Red Mountain. The entrance to the valley is marked by Airan's Teeth, two tall rock spires."''