Morrowind:Generic Dialogue S

S
:scrib

::"The scrib is a late larval form of the kwama. Crushed scribs provide a nutritious but sour-tasting gelatin with modest magical properties that the natives eat with gusto."

:Sea of Ghosts

::"The Sea of Ghosts is the name for northern waters lying between Tamriel and the northern continent of Atmora."

:Services

Caldera:
::"Shenk’s Shovel, the tradehouse by the South Gate, has beds, food, and sundries. Hodlismod the Nord is our smith, Verick Gemain our trader, Irgola our pawnbroker, and Falanaamo our clothier. House Hlaalu services are available at the big Governor’s Hall on the hill to the northeast. The Mages Guild is in the southwest corner of town; they have an alchemist, enchanter, mage, and nightblade. Various other folks in town offer training."

Maar Gan:
::"We have several priests -- two at the Tower shrine and one at the Maar Gan Outpost. We also have a Redoran smith, master-at-arms, drillmaster, and scout at the Outpost. Manse Andus at the Andus Tradehouse rents rooms and sells food and sundries."

Molag Mar:
::"Saetring the Nord is our local independent smith, and Vasesius Viciulus is a trader. The slaver trader is Zabarbael. The Temple faithful will find a monk, healer, and apothecary at Molag Mar Temple. Redoran retainers and kin have their own smith, drillmaster, trader, and savant with the Redoran garrison."

: 

::"Most visitors from the Empire make landfall at the port of Seyda Neen, where they are processed by the Imperial Census and Excise Commission agents of the Coastguard station."

::"Seyda Neen is a small seaport in the Bitter Coast region, on the southwest coast of Vvardenfell."

::"The Coastguard cutters of Census and Excise docked here control smuggling and piracy on the Inner Sea."

::"The lighthouse of Seyda Neen is a beacon to mariners throughout the Inner Sea."

::"The piercing light of the Grand Pharos at the mouth of the harbor of the port village of Seyda Neen is a beacon to mariners throughout the Inner Sea. Most visitors from the Empire make landfall at the port of Seyda Neen, where they are processed by the Imperial Census and Excise Commission agents of the Coastguard station. The Coastguard cutters docked here control smuggling and piracy on the Inner Sea."

::''"Well, hello, %PCName. I'm %name. This is Seyda Neen, Swamp Fever Capital of the World. I suppose you're wondering what's going on here. I can tell you where the services are. There aren't many. And I can tell you the latest rumors -- unless you've already hear them."

:shein

::"The native comberry wine is locally called shein. Shein is a strong stimulant, but using it results in impaired judgement. You may gain a lot of endurance, but you won't be very smart."

:Sheogorad

Artisa Arelas and NPCs of the savant class will say this of Sheogorad:
::"The large island of Sheogorad lies north of Vvardenfell. Sheogorad island and its associated lesser islands are a maritime wilderness extending north from Vvardenfell into the Sea of Ghosts. The region is largely hostile and uninhabited, with two small villages at Ald Redaynia and Dagon Fel. Dagon Fel is the only settlement reached by ship services; all other island-to-island transport in Sheogorad must be provided by the traveler."

Scouts will say one of the following about Sheogorad:
::"Dagon Fel is the only settlement reached by ship services; all other island-to-island transport must be provided by the traveler."

::"Sheogorad is largely hostile and uninhabited, with two small villages at Ald Redaynia and Dagon Fel."

::"Sheogorad island and the countless nearby smaller islands and barren rocks are a desolate wilderness from the main island of Vvardenfell into the Sea of Ghosts."

Scouts in Dagon Fel will say:
::"The large island of Sheogorad lies north of Vvardenfell."

:shields

Drillmasters:
::"The two basic shield styles are the standard shield and the much larger and heavier tower shield. Use the bigger shield if you have the strength and endurance. Different materials are heavier and lighter, but your actual effectiveness with the shield depends on your skill in the light, medium or heavy armored fighting styles." (Disposition 30)

:short blades

Drillmasters:
::"The dagger and short sword are Western Imperial weapons. The tanto and wakizashi are styled after Akaviri blades. These weapons are light and fast, most effective against lightly armored opponents, but a skilled user can outlast more heavily armed and armored opponents. The dagger, tanto, and short sword are thrusting weapons, the wakizashi a chopping and slashing weapon. Rank them by effectiveness as dagger, tanto, short sword, and wakizashi, with dagger least effective." (Disposition 30)

:silt strider service

::"Navam Veran runs the silt strider port on the western side of town, just north of the west gate. Silt strider service goes to Balmora, Gnisis, and Maar Gan. From Balmora you can get silt striders to Seyda Neen, and from Seyda Neen to Vivec. From Vivec you can get silt striders north to Suran and east to Molag Mar. Gnisis and Maar Gan are the end of the line for silt strider service."'' (Ald'ruhn)

:silt striders

::''"Silt striders carry passengers and cargo between settlements on Vvardenfell. Fares depend on distance to be traveled. Silt striders are giant insects. A compartment for passengers and cargo is hollowed from the creature's shell; the driver directs the beast by directly manipulating exposed organs and tissues. Silt striders travel between Ald'ruhn, Balmora, Seyda Neen, Suran, Gnisis, Molag Mar, Maar Gan, and North Landing near Vivec."

:Skar

::"Skar is the shell of the Emperor crab, outlander. The homes and shops of the Manor District inside are "under Skar.""

:skooma

::"Skooma is an illegal narcotic substance made from refined moon sugar. Criminals use it as a kind of currency. They say it makes you fast and strong, but clumsy and stupid. Of course, I want nothing to do with it."

:smuggling raw ebony

If you speak to a Slave in the Caldera Mine about the subject, they may say:
::"This slave says nothing. Stay safe? Stay quiet."''

If your disposition is 55 or higher with a Slave in the Caldera Mine, they'll instead say:
::"All right, all right. I will tell you what I know. The boss man, Cunius Pelelius? He comes at night. He thinks he sneaks, thinks no one sees him. But everyone sees. He takes ebony and puts it in a bag. Then he sneaks out again."

If you free a slave who knows about the topic in the Caldera Mine, they'll say:
::"Thank you, friend. I have my freedom, so you will have the truth. The boss man, Cunius Pelelius? He comes at night. He thinks he sneaks, thinks no one sees him. But everyone sees. He takes ebony and puts it in a bag. Then he sneaks out again."

:Solstheim

::''"A terrible place, I've heard. There's a boat from Khuul, if you have any reason to go."

:someone in particular

::"All six Redoran councilors, Brara Morvayn, Hlaren Ramoran, Athyn Sarethi, Garisa Llethri, Miner Arobar, and Bolvyn Venim, live in the Manor District. Edwinna Elbert is Mages Guild steward, Percius Mercius is Fighters Guild steward. Old Methal Seran is an eminent Temple priest and scholar. Raesa Pullia is commandant of Fort Buckmoth, but Imsin the Dreamer is the chapter steward. The Redoran Hean is priest of the Imperial cult. Find Goren Andarys, guild steward of the Morag Tong, in the Manor District."'' (Ald'ruhn)

::"Odral Helvi at the Governor’s Hall is the town reeve of Caldera. Stlennius Vibato, the mine boss, lives on site at the mines to the southwest. Shenk the Redguard is the publican of Shenk’s Shovel, the local tradehouse." (Caldera)

::''"Fryfnhild is the publican and proprietor of the End of the World tradehouse. Sarnir the Clerk is an Imperial agent, here to investigate the disappearance of a scholar. A Nord wizard, Sorkvild the Raven, has occupied an old wizard's tower east of town." (Dagon Fel)

::"Manse Andus is the publican of Andus Tradehouse, and Miles Gloriosus, famous questing swordsman and monster-slayer, is taking his lodgings there while he hunts the blight creatures plaguing the village. Tralas Rendas and Salen Ravel are the Tribunal priests at the Tower shrine. Alds Baro, the smith, is ranking Redoran at the Maar Gan Outpost." (Maar Gan)
:: 

:Soul sickness
Caius Cosades and Mehra Milo have unique dialogue on the subject.

Commoners will say the following:
::"I'm telling you, it's making me worried. My neighbor was outside in the middle of the night last night, running around, talking nonsense, and in the morning, he doesn't remember a thing about it. Those scholars talk stuff about delusion diseases and such. What the hell does that mean? And why can't the priests cure it?"
::"I heard that Dagoth Ur caused the bad dreams. But you have killed Dagoth Ur, so the dreams should go away. Yes?" (After Dagoth Ur is defeated)

Members of the Mages Guild will say:
::"It's strange, isn't it? Lots of people I know are having bad dreams. Seeing strange visions. Acting funny. The Tribunal Temple just goes on and on about sin and wickedness, but they're just religious fanatics. It is odd, though. Wonder if it has anything to do with all the blight storms this year?"
::"Dagoth Ur is dead, and the Blight is gone. And, if Dagoth Ur and the Blight were the sources of the bad dreams, then the bad dreams should be gone. Don't you agree?" (After Dagoth Ur is defeated)

Ashlanders from the Ahemmusa Camp will say:
::"The Devil Dagoth sends bad dreams in the red dust. People don't sleep, go mad. Blight storms come, and soul sicknesses come, all together. Men get no sleep, get so sick, so tired. Very bad."
::"Now that the Devil Dagoth is dead, there should be an end to the dark dreams." (After Dagoth Ur is defeated)

Members of the Temple will say:
::"Madness is a sickness in the soul. It comes from a lack of faith, and a love of sin. All this talk of bad dreams and bad omens, superstition... it's just a sign that people have abandoned the Temple and fallen into greed and wickedness."
::"The madness and bad dreams were sendings from the Devil Dagoth Ur. But just because the Devil is dead, the dreams and madness will not necessarily go away. The people must protect themselves from the sins of greed and wickedness by faith and by heeding the teachings of the Temple." (After Dagoth Ur is defeated)

Members of Great House Redoran will say:
::"Madness is a sickness in the soul. It comes from a lack of faith, and a love of sin. All this talk of bad dreams and bad omens, superstition... it's just a sign that people have abandoned the Temple and fallen into greed and wickedness."'' (same as Temple response to inquiries about soul sickness prior to Dagoth Ur's defeat)
::"Now that the Devil is dead, and his dark dreams are gone, we must all renew our faith, and grow strong and righteous under the guidance of the Temple." (After Dagoth Ur is defeated)

Members of Great House Hlaalu will say:
::''"Well, the Temple has always said that madness is a soul sickness, and a sign of sin. But in the Empire, they say it's just another kind of disease."
::"I've heard savants say that Dagoth Ur was the source of the bad dreams and madness. Now that Dagoth Ur is dead, there should be no more madness and bad dreams. If the savants are right." (After Dagoth Ur is defeated)

People in Vivec City will say:
::"I've been hearing of a lot of people with bad dreams, seeing bad omens, stuff like that. Haven't you?"
::"I know they say that Dagoth Ur was the source of all the soul sickness and bad dreams. And I know you killed Dagoth Ur. But are you sure that killing Dagoth Ur will make all the bad dreams and madness go away?" (After Dagoth Ur is defeated)

:spears

Drillmasters:
::"Two styles of spear are popular here, both used two-handed for thrusting attacks: the spear and the halberd, with the halberd the most effective. Spear weapons have the longest reach of any weapon -- except, of course, marksman weapons." (Disposition 30)

:specific place

::"The Redoran Council, the Redoran Noble Manors, and fine merchants are in the Manor district, all inside an ancient Emperor Crab shell known as Skar. The Temple is to the east, the Rat in the Pot cornerclub and the Mages Guild and Fighters Guild to the south, and the Ald Skar Inn to the west, near West Gate and the silt strider port. Through the South Gate, behind the Mages Guild, look for Fort Buckmoth and the Imperial cult altar.
:: 
::"Roads lead south through Caldera to Balmora and north to Gnisis and Maar Gan. The road to Balmora swings northwest and curves around until it heads south again. Between here and Balmora are many side paths; watch for signposts, or you'll get lost. Silt strider service goes to Balmora, Gnisis, Khuul, and Maar Gan. Guild guides at the Mages Guild teleport you to Balmora, Vivec, Caldera, and Sadrith Mora for a fee. Gnaar Mok is a LONG hard walk west to the coast and then south; there are no marked routes."'' (Ald'ruhn)

::"Shenk’s Shovel, the tradehouse, is near South Gate. The Governor’s Hall sits on the hill to the northeast. The Mages Guild in the west, in the corner opposite North Gate’s twin towers, has guild guide transport to Vivec, Balmora, Ald’ruhn, and Sadrith Mora Mages Guilds. The Caldera ebony mines lie in a depression southwest of town. Roads lead south to Balmora and north to Ald’ruhn. Hla Oad on the west coast is a long walk without any trail; head west to the coast, then follow the coast north." (Caldera)

::''"The Tower shrine, the famous Maar Gan pilgrimage site, is on the east, surrounded by a wall and three watch towers. Andus Tradehouse is up the steps and through the gate at the northwest end of the village. The Maar Gan Outpost is on the southwest side, by the West Gate and the strider port. Silt strider service goes to Ald'ruhn, Gnisis, and Khuul. The main road south to Ald'ruhn runs farthest west; the back road runs closer to Red Mountain." (Maar Gan)

:sujamma

::"The local Dunmer liquor, sujamma, is extremely potent, and indulgence results in elevated spirits and diminished mental faculties. Has a kick like a guar -- very strong, and just as stupid."

:Suran

Savants and Scouts:
::"Suran is an agricultural village in the northeastern corner of the fertile Ascadian Isles region. Two popular pilgrimage sites are nearby -- the Fields of Kummu and the Shrine of Molag Bal."

::"It is on the north shore of Lake Masobi, in the northwest corner of the Ascadian Isles. You can get there by going east from Pelagiad and around the north side of the Dren Plantation, following the roads east until you reach Suran, or you can take a Silt Strider from Molag Mar or Vivec." (Tuls Valen, disposition 30)

::"Suran is a busy trading village on Lake Masobi, gateway to the lakes, farms, and plantations of the Ascadian Isles region. Pilgrims visiting the Temple pilgrimage sites at Fields of Kummu and the Shrine of Molag Bal seek lodgings in Suran. Suran also provides food and services for the farmers and plantation owners of the Ascadian Isles, the rich agricultural lands south and west of Suran. In this country of lakes and islands, travelers need water-walk or levitate magic or strong swimming skills."

::"It's a busy port on the north shore of Lake Masobi, in the northwest corner of the Ascadian Isles. You can get there by going east from Pelagiad and around the north side of the Dren Plantation, following the roads east until you reach Suran. You can also take a Silt Strider there from Molag Mar or Vivec."'' (Nileno Dorvayn, disposition 30)