Morrowind:Generic Dialogue M

M
:Maar Gan

::''"Maar Gan is a Redoran eggmining village in the northern Ashlands, north of Ald'ruhn, close to Foyada Bani-Dad, the Ghostfence, on the plains beneath Red Mountain. Monsters have been breaking through the Ghostfence here and attacking the villagers. Fortunately, monster fighters have answered the call for volunteers to come help protect Maar Gan. Pilgrims of the Tribunal Temple come to visit the Maar Gan Tower shrine where Lord Vivec outwitted the Bad Daedra Lord Mehrunes Dagon."

:mabrigash

::"A mabrigash is an Ashlander witch-warrior, a renegade wise woman who has forsaken the established rules of behavior for an Ashlander woman to become a master of dark magic and the weapons of war. By secret rituals the mabrigash steals a man's vital essence and makes herself a powerful sorcerer and warrior. The manifestation of her dark power is called a 'ghost snake' that paralyzes and drains a victim's vitality."

:mage disciplines

::"The nine disciplines traditionally associated with the Mages Guild are: enchant, destruction, alteration, illusion, conjuration, mysticism, restoration, alchemy, and unarmored."

:Mages Guild

::"The Mages Guild is dedicated to the preservation and distribution of magical knowledge. Pursue your studies diligently, %PCName, and the benefits of belonging to the Mages Guild will become clear to you."

::"The Mages Guild is a professional organization chartered by the Emperor to promote study of the arcane arts. And it's where you go to find wizards for hire. Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work. If you're thinking of making wizardry your profession, you should join and work your way up the ranks. Look for guild halls in Balmora, Ald'ruhn, Wolverine Hall in Sadrith Mora, and the Foreign Quarter in Vivec."

:Magicka

::"A creature's magicka is a measure of its reserves of supernatural energies. Spellcasting creatures expend supernatural energies from their reservoirs when they create magical effects. This reservoir is replenished by resting and by other arcane methods."

:Mara

::"Mara, Goddess of Love, is the Mother-Goddess, patron of the bountiful earth, and source of mortal compassion and understanding. She is associated with Nir of the 'Anuad', the female principle of the cosmos that gave birth to creation."

:Marksman

::"The marksman weapon discipline is the study and mastery of the short bow, long bow, crossbow, throwing stars, and throwing knives weapon styles. To use any style of weapon effectively, the user must be trained, conditioned, and skilled in its use."

:Marksman Weapons

::"Short bows and long bows use arrows. Crossbows use bolts. Bow and crossbows are more cumbersome, two-handed weapons, but more effective. Throwing stars and throwing knives are fast, light, one-handed attacks, but less damaging than bows and crossbows."

:Marshmerrow

::"The sweet pulp of marshmerrow reeds is a delectable foodstuff, and when eaten fresh or prepared, it has modest healing properties. Marshmerrow is an important cash crop of the farms and plantations of the Ascadian Isles, but it also grows wild in the Grazelands and on Azura's Coast."

:Martial Arts

::"The unarmed, unarmored martial arts traditions of the Marshmerrow, Salt Rice, and Golden Reed societies of the Dissident Priest, patterned on the 'Rain-of-Sand' fighting styles of Elsweyr, are slow to be adopted in the Empire, associated as they are with the ascetic renunciation of worldly wealth and material goods, and the rigid disciplines and mystical philosophies so alien to the Imperial West."

::"Admirers of the unarmed, unarmored martial arts traditions of the Marshmerrow, Salt Rice, and Golden Reed societies have adapted them for use in the Mages Guild, in the criminal subcultures, and among opponents of Imperial occupation of Morrowind."

:Mask of Vivec

::"Vivec's Ash Mask is a holy relic displayed within the shrine of the Gnisis Temple. Pilgrims travel from all over Morrowind to view this sacred artifact."

:Mazte

::"Mazte is a local beer brewed from fermented saltrice. Cheap, plentiful, and invigorating, this beverage is very popular, despite its dulling effect of wit and judgement. For the price, folks are willing to feel dumb and weak-willed, so long as they feel really strong."

:Medium Armor

::"The medium armor discipline is the study and mastery of chain, scale, bonemold, and Orcish armor styles. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use."

:Medium Armor Styles

::"The chain and scale medium armors of the Western 'Imperial guard' style offer less protection than the heavy iron and steel plate armors of the Legions, but with a considerable advantage in mobility. The Dunmer bonemold medium armor is generally lighter and more durable than its Western equivalent. The most prized of medium armors, Orcish, is limited in availability and very expensive, but markedly superior, and is the medium armor of choice for nobles and mercenaries in both the West and East."

:Mehra Drora

::"Mehra Drora is our local priestess over at the Gnisis Temple. She heals and trains the Temple faithful... for a fee. She's Indoril -- a Great House traditionally linked to the New Temple cult -- but not a snob or prig, like most Indorils."

:Mehra Milo

::"Mehra Milo? Isn't she the librarian at the Library of Vivec? That's here in the Vivec Temple canton, in the Hall of Wisdom section. That's the lower levels on the eastern side of the canton. It's a bit of a maze in there -- just keep looking."

:Mercantile

::"The mercantile discipline is the art of buying low and selling high. This skill is useful in dealing with merchants, both for purchasing goods, equipment, and services at the lowest rates, and for getting the best prices for the treasures collected during adventuring."

:Mercantile Skills

::"Mercantile skills are the skills of evaluation and negotiation -- the estimation of worth, and the resolution of conflicts over worth. The immediate goal is profit, of course, but more important is the long-term relationship, the client's loyalty and confidence. Money makes the world go 'round, true, but more important is the sense of getting value for your money."

:Mercenaries

::"Mercenaries of all kinds find easy employment in Morrowind."

::"Mercenary work is always available through the Fighters and Mages guilds."

::"The Dunmer Great Houses also hire mercenaries, and though they are more particular about whom they hire, the rewards are considerable, both in coin and in access to training and other services."

::"Great Houses require loyalty from their mercenaries; they seldom hire those who serve other houses, and only for small, unimportant tasks."

:Mineral Products

::"Mineral products of commercial value on Vvardenfell include the following: ash salts, diamond, emerald, ruby, and scrap metal. Pearl is not a mineral product, but is traditionally included with gems because of its association with precious stones and their ornamental value."

:Ministry of Truth

::"The Ministry of Truth was hollowed out to provide a prison and re-education center operated by the Temple Ordinators for the correction of heretics."

::"The Ministry of Truth is a celestial body suspended by Vivec's mighty power over the Great Temple of the High Fane in Vivec City."

:Molag Amur

::"Molag Amur is the rocky, uninhabited wilderness interior of southeastern Vvardenfell. Molag Mar is the only settlement, and it's more a fortress than a village. Pilgrims come here to visit Mount Kand and Mount Assarnibibi, but they can't travel without well-equipped, heavily armed escorts. There are no paths, and ravines, ridges, and lava pools make it impossible to travel straight over land. And if you get in trouble, you're on your own."

::"Located inland in the southeast of Vvardenfell, Molag Amur is an uninhabited wasteland of rocky hills, steep-sided ravines, lava pools, and barren ash pavements. Pathfinding and travel is extremely difficult in this trackless wilderness, and is complicated by frequent ash storms. The Ashlanders of Erabenimsun camp hunt game here, but few others venture into this region. The worst part of Molag Amur is considered impassible even by the Ashlanders."

:Molag Mar

::"Molag Mar Stronghold is a combination frontier garrison and pilgrimage hostel jointly staffed and maintained by the Tribunal Temple and House Redoran. Both the Temple and House Redoran have garrisons of elite volunteers here to defend the stronghold. Pilgrims use the stronghold as a base from which they can attempt the difficult and dangerous pilgrimages to the Mount Kand and Mount Assarnibibi sites to the north in the Molag Amur wastelands."

::"Pilgrims bound for the nearby pilgrimage sites at Mount Assarnibibi  and Mount Kand take refuge at Molag Mar's hostels, comforted by the garrison of Redoran and Buoyant Armiger crusaders stationed at the stronghold."

:Moon Sugar

::"Moon sugar is a grainy powder of small white crystals refined from cane grasses of Elseweyr's coasts and estuaries. Used as a spice in Elsweyr, it has modest magical properties, and is also a potent narcotic, and illegal in Morrowind and the rest of the Empire. Criminals have attempted to grow moon sugar grasses in Vvardenfell, without success."

:Moon-and-Star

::"The enchanted ring called Moon-and-Star -- or One-Clan-Under-Moon-and-Star, as the Ashlanders call it -- was forged for the hero Nerevar by one of the Dwemer Sorcerer-Priest Kagrenac's smiths, and blessed by the Daedra Lord Azura. The ring gave Nerevar supernatural powers of persuasion and indisputable proof of identity, since any other who tried to wear the ring would be killed instantly."

:Morag Tong

::"The Morag Tong is the ancient traditional assassins guild of the Dunmer. We provide three varieties of execution: public, private, and House War. We only recruit candidates of proven skill and honor, and only Grandmaster Eno Hlaalu in Vivec can authorize new members to join the Morag Tong."

::"The uninformed associate the Morag Tong with the Dark Brotherhood, a Western assassins guild. But the Morag Tong is the sworn enemy of the Dark Brotherhood, and they couldn't be more different in practice or principle."

::"The Morag Tong only accepts legally approved contracts called 'writs,' but rumor hints at the execution of secret extralegal 'grey writs.'"

::"Guided by ancient traditions and rigid codes of conduct, the Morag Tong only recruits candidates of proven skill and honor."

::"The Morag Tong is an assassins guild sanctioned by the Empire to provide three varieties of execution: public executions, private executions, and House Wars executions."

:More Ashlander raids

::"It's not bad enough with the blight storms this year, but the Ashlanders are also going crazy, jumping caravans and pilgrims, raiding villages, scrapping with the Legions. They ought to send the Legions out and teach them a lesson."

:More Blight Storms

::"Look. It's not just the crops and herds. The blight storms are making everyone sick. It's not an easy cure, even for a Temple, and all they've got in the backcountry is the odd healer and pilgrim shrine."

::"This caravaner friend of mine says that with so many more blight storms around Red Mountain this year than last year, he's thinking about getting out of the business."

::"It's not just the blight storms that're bad this year. They got all sorts of blighted beasts coming down from the mountain. It's pretty bad on the trails and in the outback villages."

::"The blight storms have been really bad this year. My friend who makes the Maar Gan pilgrimage every year got caught in a real doozy. He was in a pretty bad way until they got him back to a Temple."

::"The blight storms have been so bad around Red Mountain this year that the crops and herds of the outlying villages are really suffering. The price of everything is got to go up."

:Moroni Uvelas

::"I've heard of her. She works in the St. Olms Brewers and Fishmongers Hall. Nice woman. Shame about her no-account husband, Danar Uvelas, though."

:Morrowind

::"Morrowind is the ancient homeland of the Dunmer people. Once, long ago, this was our land, but now the creatures from the West have come, and the House Dunmer have meekly submitted to their rule. Now, in all the lands of the Morrowind, only the Ashlanders still lead the free, reverent lives of honor of the ancient Dunmer."

::"Morrowind is the ancient homeland of the Dunmer people. Once, in ancient days, when the Dunmer ruled themselves in their own land, this place was called Resdayn. Now we are weak -- no more than slaves --  ruled by foreigners who serve false gods. But now Lord Dagoth, Dagoth Ur, Lord of the Sixth House, has awakened. Now the restless shall wake from sleep, and this will once more be the land of the free and proud Dunmer."

::"Morrowind is a peculiar mixture of Dunmer tradition and Imperial modernism. The council system of government works well, and the Temple provides shelter, education, and health for all. At the same time, the Legions and magistrates guarantee rule of law and justice, and free trade makes us prosperous. Looking forward, we must overcome lingering resentments by engaging the Great Houses in the creation of a new Morrowind rooted in Dunmer tradition but incorporating the best features of Imperial civil society."

::"Morrowind is the northeastmost province of the Tamrielic Empire, bounded on the north and east by the ocean, on the west by Skyrim, on the southwest by Cyrodiil, also known as the Imperial Province, and on the south by Black Marsh, also known as Argonia. Vvardenfell District consists of the island of Vvardenfell, surrounded by the Inland Sea, and dominated by the titanic volcano Red Mountain and its associated ash wastelands. Only recently open to settlement and trade, most of the island's population is confined to the relatively hospitable west and southwest coast, centered around the ancient city of Vivec and the old Great House district centers at Balmora, Ald'ruhn, and Sadrith Mora. The rest of the island is covered by hostile desert wastes, arid grasslands, and volcanic badlands, and thinly populated by the nomadic Ashlander tribes."

:Morrowind cultures

::"Morrowind has three main cultures: the native Dunmer culture -- also sometimes known as the House Dunmer culture or the Dark Elf culture, the Ashlander culture, and the Imperial culture."

:Morrowind Lore

The general public may tell you about the Temple:
::"The Dunmer are a serious people, and very serious about their gods and the Temple."

People who are part of the temple may tell you about the organization:
::"The Dunmer are a serious people, and very serious about their gods and the Temple. You won't find beggars in Morrowind; the Temple takes care of the poor. The Temple provides health and education for worshippers, and stresses family duty."

Savants in the Temple will have this to say about the organization:
::"Let me tell you about the Tribunal Temple. Most Dunmer worship the Tribunal, three mortals who became gods in the distant past before Tiber Septim. The Dunmer are a serious people, and very serious about their gods and the Temple. You won't find beggars in Morrowind; the Temple takes care of the poor. The Temple provides health and education for worshippers, and stresses family duty. The Tribunal are named Almalexia, Sotha Sil, and Vivec, collectively called Almsivi. See a Temple priest to learn more."

::"The raw glass deposits here on Vvardenfell are the richest in the world. There's a fortune in raw glass here. It all used to belong to the Temple, but now it belongs to the Emperor -- or anyone of his cronies he gives a mine charter."

::"The raw ebony deposits here on Vvardenfell are the richest in the world. And the deposit in Caldera is the biggest on Vvardenfell. There's a fortune in ebony here. It all used to belong to the Temple, but now it belongs to the Emperor -- or anyone of his cronies he gives a mine charter."

::"Let me tell you about current events. The Great Houses are always fighting each other in the Great House Wars. There's always trouble between outlanders -- non-Dunmer Imperial colonists -- and the Dunmer natives. The Temple is at war with a rebellious faction called the Dissident Priests. A secret cult called the Sixth House is killing Imperial citizens. Misshapen monsters and diseases called 'blight disease' are spreading from Red Mountain, a volcano where the Devil Dagoth Ur and his ash vampires live."

::"Let me tell you about the Mages Guild in Morrowind. The Mages Guild is a professional organization chartered by the Emperor to promote study of the arcane arts. And it's where you go to find wizards for hire. Training, goods, and services are cheaper for members, and the Guild Stewards know where to find work. If you're thinking of making wizardry your profession, you should join and work your way up the ranks."

::"Though some Dunmer are Imperial cult initiates, most of them are also members of the Tribunal Temple. Religious fervor is exceptional in the Empire, compared with Morrowind's more passionate Temple worshippers, and Dunmer who adopt the Imperial cult often share the moderation and religious tolerance of Imperial culture."

::"Let me tell you about rogue Telvanni. No Great House may build new settlements on Vvardenfell without Duke Dren's approval. However, the Duke has little power to enforce restrictions, and 'rogue' Telvanni have occupied many sites on Vvardenfell, defying the Duke's authority. House Telvanni publicly denies supporting the rogue settlements. Volunteer expeditions and mercenary raids on these outlawed settlements are silently endorsed by the Duke, but have been largely ineffective."

::"Three Great Houses dominate Vvardenfell's politics. Aristocratic, warlike House Redoran champions ancient Dunmer honor and morality, and strongly supports the Temple. Great House Hlaalu is an aggressive mercantile culture, influenced by Imperial values of progress, tolerant polytheism, and free enterprise. The sorcerer-lords of Great House Telvanni dedicate themselves to ruthless competition among themselves for arcane mastery, and competition with other Great Houses for Vvardenfell's resources."

::"Let me tell you about Morrowind's economy. Morrowind used to be an agrarian aristocracy, mostly free farmers and herders and fishermen ruled by great houses and their noble councils. But since the Imperial occupation, and especially here on Vvardenfell, the Dunmer are developing a mercantile economy on the model of the Empire, ruled by the Emperor, law, and legions, but driven by trade in crafts and goods."

::"Let me tell you about the Dissident priests. A group called the Dissident priests has rebelled against Temple authority, and are outlawed and persecuted by the Temple. Ordinators arrest and imprison these heretics, and according to the terms of the Armistice, the Empire cannot interfere. The Dissident priests challenge certain traditional doctrines of the Temple. They also condemn the arbitrary power of the Ordinators, and accuse the Temple hierarchy of self-interest and corruption."

::"The Morag Tong are executioners and assassins who operate within the law and under a strict code of behavior. They have nothing to do with the Dark Brotherhood; the Morag Tong and the Dark Brotherhood are bitter enemies."

::"Let me tell you about the Imperial cult. The Imperial cult brings divine inspiration and consolation to the Empire's remote provinces. The cult combines the worship of the Nine Divines -- the Aedra Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, and Julianos -- and the Talos cult, dedicated to the divine god-hero Tiber Septim, founder and patron of the Empire. Imperial cult priests provide worship and services for all these gods at Imperial shrines in settlements throughout Vvardenfell."

::"The Imperial legions are the greatest fighting force Tamriel has ever known. In Morrowind they serve as guards, but the garrisons are insurance that the Dunmer will never rise in rebellion against the Empire."

::"Dunmer say they hate necromancers, vampires, and all undead. But they guard their tombs with the ghosts and animated spirits of their ancestors. What's the difference?"

:Morrowind's neighbors

::"The Dunmer of Morrowind dislike and disrespect all foreigners, who they regard as racially and culturally inferior. They thoroughly dislike their Imperial neighbors to the southwest, who conquered and occupied their land. They passionately hate and despise their Argonian neighbors to the south, thinking them savage animals fit only for slavery."

::"Dunmer casually dislike their Nord neighbors to the west; in the past, Nords raided and made war against Morrowind, and today the Nords still have territorial ambitions for the coast and highlands of Morrowind's northwest borders."

:Muck

::"You can find muck just about anywhere there are muckspunge pools. Muckspunge is kinda brown and grows taller and fatter than me. Believe me, you can't miss it."

::"Muck is the damp, fibrous slime from crushed muckspunge plants that grow in the West Gash and on Azura's Coast. Unless properly prepared in the native manner, it is mildly toxic."

:Mudcrab

::"The mudcrab is a large, edible crab found in marine, coastal, and cavern environments. The mudcrab is rarely aggressive, but tough and territorial, and groups of mudcrabs may become a nuisance. Larger mudcrab species, like the king mudcrab and mudcrab titan, may be a threat to careless travelers."

:murder of Processus Vitellius

::"Someone finally got him, huh? Well, it's no surprise, I suppose. No one likes a tax collector, especially one who flaunts his wealth while taking our hard-earned cash. Only one who could stomach him at all was Thavere over in the lighthouse. The two of them spent some time together. Shame, really. She seemed like a nice woman."

::"Found his body, huh? Well, it's up to you what to do with that information. I suppose that Socucius Ergalla in the Census and Excise Office would be the one to tell, if that's your inclination."

::"We heard. He was a good man, and his murder should be avenged." (in the Census and Excise Office)

:my trade
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:Mysticism

::"The mysticism discipline is the mastery of the spell effects of the College of Mysticism. The mysticism spells involve the manipulation of magical forces and boundaries to bypass the structures and limitations of the physical world. These spells bind souls in gems, or teleport the caster's body, or manipulate the world with telekinesis, or absorb or reflect magical energies, or sense unseen objects at a distance."

:Mysticism potions

::"Mysticism potions provide beneficial magical effects from the domain of the Arcane College of Mysticism. Mysticism potions include: spell absorption, reflect, dispel, and telekinesis."

:Mysticism spells

::"There are many common variants of mysticism spells, not to mention the countless custom versions created by ambitious spellcasters. It helps to divide mysticism into three different classes of effects: transport spells, absorption spells, and other mysticism spells."''