Morrowind:Generic Dialogue A

The following is a list of all generic dialogue in Morrowind and its expansions in alphabetical order:

A
:Abolitionists

::''"These outlanders won't be happy until slavery is outlawed. It's our right to have slaves, by law and custom, and it's none of their damn business."

::"It's the law of Morrowind. Slavery is legal. The Empire doesn't like it, but the Emperor signed the Armistice, and that made it legal for the Dunmer to retain their ancient laws and customs. Now, there's some Abolitionists who say, "To hell with the law... slavery is wrong." I'm not saying I disagree, in theory. But it's the law."

::"I've heard of a secret organization called the Twin Lamps. It helps runaway slaves escape. It's against the law to aid runaway slaves. But I think slavery is wrong, and I can understand why these Abolitionists would be willing to break the law."

::"Aiding an escaping slave is theft, and a crime, since slaves are property in Morrowind."

::"The Twin Lamps is a secret, illegal organization dedicated to the abolition of slavery, and in particular to aiding runaway slaves escape to freedom."

::"Abolitionists are those dedicated to the abolition of slavery in Morrowind."

:Absorption Spells

::"Absorption spells transfer fundamental attributes from the victim to the caster. For the duration of the spell, the victim's attributes are drained, while the caster's attributes are increased. At the end of the spell effect, attributes return to normal. The most common of these mysticism spells are: absorb agility, absorb endurance, absorb fatigue, absorb health, absorb intelligence, absorb luck, absorb personality, absorb speed, absorb strength, absorb willpower, and absorb spell points."

:Acrobatics

::"The acrobatics discipline is the ability to jump long distances and to avoid damage when falling great distances."

:Aengoth the Jeweler

::"Check The Rat in the Pot. That's all I know."

::"I have nothing to say about that now."

:Affairs of Honor

::"Native Dunmer and Imperials alike recognize a noble's obligation to answer a challenge of honor. A challenge of honor is a public declaration of a scandal against a private party. Only nobles fight duels, and the higher the rank, the stronger the obligation. Law and custom despises dishonorable duelists. If the victim was bullied, intimidated, or goaded by a stronger party with suspect motives, magistrates often convict the stronger party of foul murder."

:Agility

::"A creature's agility is its property of coordination and mobility. For example, an agile creature is able to target its blows accurately and effectively."

:Aharasaplit Camp

::"Aharasaplit camp is an outcast Ashlander camp on a beach on the southwest coast of Sheogorad island. The camp lies southwest of Dagon Fel village -- a variety of paths lead near the site."

:Ahemmusa Camp

::"Here. Let me mark it on your map. From Tel Mora, cross the bay west to the mainland, then follow the coast north as far as you can go. Ahemmusa Camp is on the most northeastern point of Vvardenfell island. You'll need to be able to fly or water-walk, but be a very good swimmer. You can't miss the camp. You'll be looking for eight to ten round shelters called 'yurts.'"

::"The Ahemmusa are the Ashlanders of northeast Vvardenfell. Here. Let me mark it on your map. The nearest settlement is Tel Mora. You can get a ship from Sadrith Mora to Tel Mora. In Tel Mora, ask a local for directions."

::"The Ashlander Ahemmusa tribe has a permanent settlement at Ahemmusa camp on a rocky promontory at the northeastern tip of the Vvardenfell mainland in the Azura's Coast region. Here. Let me mark it on your map."

::"Ahemmusa camp is on the northeast, the farthest tip of Vvardenfell island, north from Tel Mora, near old Daedric ruins of Ald Daedroth."

:Airan's Teeth

::"Airan's Teeth are two stone spikes at the mouth of Valley of the Wind. The Valley of the Wind runs south from the sea in the northeast of Vvardenfell, east of Dwemer Bthuand, east of Daedric Zergonipal. We stay away from the valley; the winds howl, and the spirits are always awake. Dareleth Ancestral Tomb is in this valley. It is foolish to disturb the spirits in their resting place."

:Akatosh

::"Akatosh is the ultimate God of the Cyrodilic Empire, where he embodies the qualities of endurance, invincibility, and everlasting legitimacy."

::"Akatosh is generally considered to be the first of the Gods to form in the Beginning Place; after his establishment, other spirits found the process of being easier and the various pantheons of the world emerged."

::"Akatosh, the Dragon God of Time, is the chief deity of the Nine Divines."

:Alchemy

::"The alchemy discipline is the processing and refinement of ingredients and materials through arcane processes to elicit and preserve their subtle, hidden magical effects in alchemical potions. Alchemical potions can provide a broad spectrum of long-lasting magical effects, from healing and curing disease to water-walking, magical shields, and fortification of bodily attributes."

:Ald Daedroth

::"Ald Daedroth is an abandoned Daedric site on an island north along the coast, in the straits between Vvardenfell and Sheogorad island. I say 'abandoned', but I've heard worshippers have rededicated the old temple there. And I also heard the Ordinators were hiring a ship and planning to burn them out. The island is out of sight of the mainland, and not easy to find."

::"Ald Daedroth is a very impressive Daedric ruin in the Sheogorad region of northeast Vvardenfell. The site itself is on a small island between Vvardenfell and Sheogorad island to the north. Tel Mora is the closest settlement. From there you'll have to fly or water-walk; Ald Daedroth is long abandoned, and there's no boat service."

:Ald Redaynia

::"Ald Redaynia is the site of an ancient ruined wizard's tower on the western tip of a large island west of Sheogorad."

::"Ald Redaynia is the site of an ancient ruined wizard's tower on the northern coast of Vvardenfell, on the western tip of a large island west of Sheogorad."

:Ald Sotha

::"Ald Sotha is a splendid Daedric ruin within sight of Vivec City. Though exotic and picturesque, it is a dangerous site, haunted by old magics, dark cultists, and their Daedric summonings, and not recommended for sightseers."

::"Ald Sotha is a large Daedric ruin in the southern Ascadian Isles region, within sight of Vivec City to the east."

:Ald Velothi

::"It's a simple place. Theldyn Virith is the local Redoran sheriff lives at the outpost, and there's a Redoran smith and trader as well, and a small Temple shrine in the outpost basement."

::"It's directly north of here, along the coast."

::"Ald Velothi is a tiny fishing village on the northern coast of the West Gash."

::"People seem at ease now that Madura Seran has returned."

::"It's been quiet. I think everyone is concerned those outcast ashlanders will kidnap more people. Didn't you hear? They took Madura Seran! She was but a simple pilgrim. Someone needs to rescue her."

:Ald'ruhn

::"Ald'ruhn is the district seat of House Redoran, and a large settlement. The Redoran Council chambers are located inside the shell of an ancient extinct giant crab. Tracks lead north to Maar Gan and Gnisis villages and south to Balmora."

:Aldmeri

::"Elves are conditionally fertile -- that is, they only conceive when population pressure is low -- so expanding populations do not force them to explore or war with neighbors. The arts, literature, sorceries, technology and theology that have flourished within ancient Elven cultures have profoundly shaped the development of the Empire's manish and beast races."

::"Aldmeri -- the Imperial usage is 'Elves' -- are long-lived, culturally conservative humanoids distinct from Tamriel's "manish" races of the north and "beast peoples" races of the southeast. By contrast with the manish tribes, Elven cultures and social institutions are stable and persistent; Elven nations are neither economically expansive nor militarily adventurous."

:Aldmeris

::"Aldmeris is the original Elvish language, still spoken as a first language among isolated Elven communities, and spoken and written by all educated Elves, and the language of the Elven arts. The root '-mer' is analogous with the root '-man' or '-men' in human language; thus, the Elves are mer as Humans are men."

:Alembic

::"An alembic is glass container in which the arcane properties of natural and supernatural substances are distilled from their raw ingredients. The substances are infused, then heated until vapor is produced. The vapor then condenses in a separate container, precipitating the distilled elements with the desired magical properties."

:Alit

::"The alit is a tailless two-legged predator common to the grasslands and ash wastes of Vvardenfell. Built like its larger cousin and more dangerous cousin, the kagouti, the alit has a large head and protruding jaw, and when running on its short, stumpy legs, it looks like a big toothy mouth with feet."

:alit hide

::"The tough hide of the wild alit makes a serviceable multi-purpose leather. Ashlanders hunt the alit and use their tanned hides as trade goods."

:Almalexia

::"Almalexia was the virtuous wife of Lord Nerevar, and later the Consort of Lord Vivec."

::"Blessed Almalexia the Warden is one of the three Immortals God-Kings of Morrowind, a Pillar of the Tribunal, and the patron of Healers and Teachers."

::"Almalexia is Healing Mother, the source of compassion and sympathy, and protector of the poor and weak."

::"I don't know much about her. The Dark Elves seem to love her, though. And the rest of that bunch."

::"There have been ill tidings on the wind about the goddess, but none in this place know details."

::"The Dunmer "goddess"? Can't say I know much about her. There's some talk sometimes, but it takes a while for news to travel here."

::"I have heard strange tidings about the goddess, but I learn no details in this place."

::"Who?"

::"I know of no such person. Why do you ask me such ridiculous things?"

:Alteration

::"The alteration discipline is the mastery of the spell effects of the College of Alteration. The alteration spells involve manipulation of the physical world and its natural properties. Alteration effects include water breathing and walking, jumping, levitating, opening locks, and shield barriers against physical damage."

:alteration potions

::"Alteration potions provide beneficial magical effects from the domain of the Arcane College of Alteration. Alteration potions include: burden, feather, and levitate."

:Altmer

::"Altmer are the tall, light-skinned Elves of the West. They were once like us, but they became soft and foolish. They abandoned their ancestors and put their faith in big buildings and sorcery. The greatfathers of our greatfathers were kin of the Altmer, but the Prophet Veloth led us out of the West and brought us here so our rites and customs could remain pure."

::"We Altmer are proud, wise, and beautiful. The Empire is built on the arts, crafts, and sciences of the High Elves. Our pure blood protects us from disease, and makes us superior spellcrafters."

::"Altmer are the light-skinned, tall Elven peoples of the Summerset Isles. 'High' is taken to mean variously 'tall,' 'proud,' and 'culturally snobbish.' In the Empire, 'High Elves' is the common usage. They consider themselves the most civilized culture of Tamriel, and, in truth, the common tongue of the Empire, Tamrielic, is based on their speech and writing, and most of the Empire's arts, crafts, and sciences are derived from High Elven traditions."

::"The Altmer are proud, conceited, and decadent. Their clothes, manners, arts, and crafts are highly refined, but they are godless and spiritually empty. They content themselves with reliving the aged glories of their martial traditions and their mastery of sorcery and enchantment. Their achievements are admirable, but their culture no longer serves any vital purpose."

:Ampoule Pod

::"The immature state of the fruiting body of the primitive draggle-tail plant of the Bitter Coast is called the ampoule pod. This pod has modest magical properties prized by alchemists."

:Ancestors

::"The Dunmer believe the spirits of the dead live on in our world. They can know and affect the future, and can speak with other spirits, and work great magic, so the Dunmer honor and gift them, and ask them for aid and protection. Strong spirits of heroes and wise women preserve the wisdom and honor of the race. The worst spirits are evil and harmful, called ghosts, and devils, and daemons. The oldest and greatest ancestor spirits are the Daedra. They are powerful, but dangerous, and hard to understand."

::"The oldest of our ancestor spirits we call the Daedra; though they are powerful and cunning, their hearts and minds have grown distant and strange, and the bad Daedra are dangerous."

::"Recently dead spirits know us well, and do not quickly forget their living kin; they are weak, but quick to guide and protect us."

::"The worst of us live long after death, and we beg our kinder ancestors to protect us from the evil ones we call Ghosts, and Devils, and Daemons."

::"The strongest of us live long after death, so that we may guide and protect our children and kinsmen; we speak of such strong spirits as Heroes and Wise Women in our songs, sung so we may not forget their wisdoms and gifts."

::"The spirits of our dead live on in our world. They can know and affect the future, and can speak with other spirits, and work great magic, so we honor and gift them, and show them love, and ask them to help us."

:animal products

::"Animal products of commercial value on Vvardenfell include the following: alit hide, crab meat, dreugh wax, guar hide, hound meat, kagouti hide, kwama cuttle, kwama egg, netch leather, racer plumes, rat meat, scales, scrib jelly, scrib jerky, scuttle , shalk resin, and Sload soap."

:Antecedents of Dwemer Law

::"Edwinna Elbert in Ald'ruhn is a scholar of the Dwemer. Ask her."

:apparatus

::"Making potions requires pieces of specialized alchemical equipment called 'apparatus.' Better quality apparatus are more reliable in their results, and produce a finer product. The four types of apparatus are: mortar and pestle, retort, alembic, and calcinator. Apparatus can be purchased from alchemists."

:aquatic potions

::"Aquatic potions aid the subject in movement and survival in an aquatic environment. Aquatic potions include: water breathing, swift swim, and water walking."

:Arena

::"The Arena Compound lies between the Redoran compound on the west and the Telvanni compound on the east. The Arena is the site of public entertainments and combat sports. The comfortable domed Arena has seating for hundreds of spectators; beneath the Arena are dressing and storage rooms for entertainers and training rooms and animal pens for the combat competitors."

:Argonian

::"Argonians are the savage half-men of the southern marshes. Our peoples used to keep them as slaves, but they are useless. The settled people still keep them as slaves to grub in the soil. They are dirty and wicked, and we should drive them all back into the swamps they came from."

::"We are the People of the Root, called 'Argonians' by the warmbloods. We go where we will, wet or dry, and the currents of blood magic run swift in our veins. In our native land, we hunt to live, masters of the marshes. Hunted and enslaved by softskinned enemies, we snare and slay them by stealth, spell, and steel."

::"The Argonians of Black Marsh call themselves the 'People of the Root'. They are equally at home on land or in water, and are magically gifted. Persecuted and enslaved by other races, they are cautious and secretive. Little is known of their homeland or native culture, and their alien physiology and customs are not well understood by scholars."

::"Argonians are cunning, savage beasts incapable of enlightenment. They are blasphemous travesties of nature, with unspeakable foulness in their private and family urges. When guided by a stern hand, they can be trained as passable servants and slaves. By Imperial law, free Argonians have the rights of citizens, but no law can ever make an Argonian human."

:Argonian Neighbors

::"Native Dunmer regard Argonians as animals fit for slavery. Dunmer have always enslaved Argonians. The Empire protects Argonian human rights, but does not outlaw slavery in Morrowind."

:Arkay

::"Arkay, God of the Cycle of Life and Death, is the deity associated with burials and funeral rites, and is responsible for the progression of the seasons. His priests are staunch opponents of necromancy and all forms of the undead."

:armor repair

Drillmasters:

:: "Nothing to it. Just get yourself an armorer's hammer and start banging away. Anyone can do it. Of course, anyone can do it really badly, too. It does help to have a little skill. But if you got plenty of time, and a lot of coin for hammers, you can teach yourself. Actually, unless you're a professional armsman, you probably should pay an armorer to keep your weapons in good repair." (Disposition 30)

:armor styles

Drillmasters:

::"The heavy armor styles, called 'Legion' or 'knight' style in the West and 'ebony' style in the East, require great strength and endurance. The light armor styles, called 'militia' in the West and 'Ashlander' in the East, favor speed and agility. The medium armor styles, called 'Imperial guard' in the West and 'Great House' in the East, are compromises between the heavy and light styles, balancing protection against mobility. A few less common exotic armor types are also found in Morrowind." (Disposition 30)

:armor types

Drillmasters:

::"Shields and tower shields are basic armor protection, but limit you to one-handed weapons. For body armor, get a cuirass first for the chest, then greaves for the legs, helm for the head, and boots for the feet. Add left and right pauldrons for upper arms and gauntlets or bracers for lower arms. Balance protection against weight; you can't fight if you're exhausted by the weight of your armor." (Disposition 30)

:Arobar Manor

::"You'll find it Under-Skar. That's the giant shell on the north side of town, outlander."

:Ascadian Isles

::"The Ascadian Isles is the green garden of Vvardenfell, a land of lakes and rivers, little farms and grand plantations. It's the lowland area just north of the city of Vivec. To the west lies Pelagiad and Balmora, to the north the ashlands of Bal Ur, and to the east the stinking smokes and lava pools of Molag Amur."

::"The climate of the Ascadian Isles is temperate and comfortable, with moderate rainfall."

::"The urban areas of Vivec and Ebonheart of the southern coast are densely populated; the inland Ascadian Isles are dotted with small farms and large plantations."

::"The Ascadian Isles includes Pelagiad, Suran, Vivec City, and Ald Sotha along with the inland lakes and waterways of the Ascadian Isles proper."

::"The Ascadian Isles is the lush, green, well-watered lowlands in the south where most of Vvardenfell's agriculture is found."

:Ash-chancre

::"Ash-chancre is an acute blight disease affecting a victim's behavior. It may be contracted from corprus beasts or other blight monsters."

:ash salts

::"Ash salts are hard grey crystals formed from the ash deposited by ash storms in the ash wastes and lava fields. Ash salts are most often collected from the remains of creatures like the ash slave, the ash ghoul, and ash zombie."

:ash yam

::"Ash yam is a tough tuberous root vegetable with modest magical properties. It grows commonly in the Ascadians Isles region."

:Ashlander Challenges

::"When challenged for sport, it is acceptable to decline. When challenged for honor, it is shameful to decline. Honor challenges come from offense given in speech or action, or may represent customary formal challenges of status or ritual."

::"Honor challenges come from offense given in speech or action, or may represent customary formal challenges of status or ritual."

::"When challenged for sport, it is acceptable to decline. When challenged for honor, it is shameful to decline."

:Ashlander Courtesy

::"Ashlanders may challenge a stranger who enters a yurt without invitation. Customs differ with different tribes, but leave when requested, and you may be forgiven. Be particularly careful about ashkhans -- tribal chiefs -- and wise women -- tribal seers and counselors. Some are welcoming, some are hostile. Be courteous, and leave if requested. If offended, they may attack."

:Ashlander Culture

::"The Velothi are people of Ashlander stock who have abandoned nomadic life and settled among the native Dunmer; the Velothi are despised by their Ashlander cousins as weak and soft, while the Dunmer look down upon the Velothi as an insignificant underclass. The Ashlander culture is an anachronistic survival of the ancestor-worshipping tribal culture that evolved into the theocratic Great House culture of the native Dunmer. The Ashlanders perversely prefer the impoverished physical culture and subsistence economy of the Ashland nomadic herder-hunter, and their ancestor worship is shamanistic and primitive by Dunmer and Imperial standards."

:Ashlander Customs

::"Take care when visiting an Ashlander camp. Among clan and kin, Ashlander courtesy is very proper and polite, but you are a stranger, so remember that Ashlanders hate foreigners. Ashlander challenges are very solemn and serious things; do not make a challenge lightly. And know the customs of Ashlander gifts; they are not offended by gifts of money, and take them as tokens of deference and respect. And among outcast Ashlanders, beware the mabrigash, renegade witch-warrior women who practice dark magics."

:Ashlander Gifts

::"Among Ashlanders, a gift is a token of courtesy among strangers, and affection among friends. When coming first among strangers, a thoughtful gift is a sign that you are cautious, and considerate, and aware of the other's wants and needs. Such is particularly useful for traders and travelers. Among friends, it is a private thing, and subtle, with great risks, for the test of the gift is how well it is tailored to the receiver."

::"Thoughtful gifts are often exchanged between Ashlanders traders and travelers. Among friends, it is a private thing, and subtle, with great risks, for the test of the gift is how well it is tailored to the receiver."

:Ashlander Nomadic Camps

::"Ashlander nomadic camps have portable huts of hides stretched on chitin frames. These huts can be quickly dismantled and packed atop a guar when moving to new grazing and hunting grounds. The khan's hut is simply a larger, more elaborate version of a family hut."

:Ashlanders

::"The Ashlanders worship their ancestors. Ashlander tribes are led by their ashkhan war chiefs, and guided by the wisdom and prophecies of their wise women."

::"By tradition, Ashlanders claim the right to raid other Ashlander tribes -- and non-Ashlander settlements -- for booty and slaves."

::"Ashlanders are the nomadic Dunmer barbarians of the Morrowind wastelands. They live in camps of small, mobile huts, herding guar and hunting wildlife for meat and hides."

:Ashlanders Hate Foreigners

::"Most Ashlanders wish all foreigners and their false gods could be driven from Morrowind. At very least, Ashlanders wish the foreign devils would leave them in peace. Ashlanders think it shameful to attack unarmed persons, but they will kill without hesitation an armed person who offends them or their clan laws. No Ashlander is fool enough to make war against the Empire. However, if such a war might be won, many Ashlanders might cheerfully give their lives to win such a war."

:Ashlanders in War

::"Ashlanders seldom make war like the city people do. We raid other tribes, to prove we are strong, and to make us rich and respected. Our champions challenge one another for duels of sport and honor; it is fitting that warriors should decide these things, not hunters or herders. But when we make war as a tribe, hunters and herders fight beside champions and ashkhans with spear and bow. Such wars are cruel, for we are few, and the lives of our people are too dear to waste."

:Ashlands

::"The Ashlands are the dry, inhospitable wastelands surrounding the lower slopes of Red Mountain. The Ashlands extend to the Sea of Ghosts to the north, and elsewhere form a wide margin between the blighted Red Mountain region and other geographic regions. The town of Ald'ruhn and the village of Maar Gan are the only sizable permanent Ashlands settlements. Ashlanders hunt for game here, and their herds find sparse grazing. It rains rarely, and suffers frequent ash storms."

::"The village of Maar Gan is the only sizable permanent Ashlands settlement; Ald'ruhn and Fort Buckmoth are on the margin of the region."

::"The Ashlands extend to the Sea of Ghosts to the north, and everywhere else they make a wide strip between the blighted Red Mountain region and other geographic regions."

::"The Ashlands are the dry wastelands on the lower slopes of Red Mountain."

:Athletics

::"The athletics discipline is training and conditioning for running and swimming, moving short and long distances over land with speed and efficiency, and conserving breath while swimming swiftly underwater."

:Aundae

::"We are the most blessed of all of the cursed. In addition to the powers all vampires possess, our dark powers are of the mind, where other, weaker clans are gifted more physically. Our path through the darkness relies on magic, and at this, we are truly gifted."

::"Weak, pathetic creatures. They use their powerful magic as a crutch, never experiencing the joy the dark gift brings--the sheer physical power we are given."

::"A dark brotherhood of vampiric mages. I fear, though, that their powerful minds may be tainted by madness. Such is the price for the gift they've been given."

:Avon Oran

::"He's the governor of Suran. Keeps business working by staying out of it. If you want to see him, he lives in the large manor west of the Temple."

:Axe

::"The axe weapon discipline is the study and mastery of the war axe and battleaxe weapon styles. To use any style of weapon effectively, the user must be trained, conditioned, and skilled in its use."

:axes:

Drillmasters:

::"Only two types of axe are common here -- the one-handed war axe and the two-handed battle axe. Use the war axe with a shield or use the two-handed battle axe for maximum effect." (Disposition 30)

:Azura's Coast

::"The rugged coast and islands of northern and eastern Vvardenfell are called Azura's Coast. The region is rocky, infertile, and largely uninhabited, except for the outpost at Molag Mar, the Telvanni settlements at Sadrith Mora, the wizard towers at Tel Aruhn, Tel Mora, and Tel Branora, and Ahemmusa camp and the remote fishing villages of Ald Redaynia and Dagon Fel on the north coast. There are no roads; most travel is by boat. Despite the rocky terrain, a variety of plants thrive on the regular rainfall."

::"Despite the rocky terrain, a variety of plants thrive on the regular rainfall of Azura's Coast."

::"Azura's Coast settlements include Molag Mar, Sadrith Mora, Tel Aruhn, Tel Mora, Tel Fyr, Tel Branora, Ahemmusa camp, Ald Redaynia, Dagon Fel."''