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Off-Topic => Off-Topic => Topic started by: Roswell on December 02, 2014, 06:43:49 PM

Title: Let's Experience Morrowind (With Many Images)
Post by: Roswell on December 02, 2014, 06:43:49 PM
Click here to listen to the main theme of the game (https://www.youtube.com/watch?v=DZhbZEJYm0M)

The Elder Scrolls III: Morrowind is, as one could assume, the third installment in the Elder Scrolls game series developed by Bethesda Game Studios and published by Bethesda Softworks and Ubisoft. The original game was released in early May in 2002, making it a rather old game. Just like in the later installments, it is an open world fantasy action roleplaying game where we will create our own character, choosing from multiple fantasy races and skills. We shall be exploring the volcanic island of Vvardenfell in the province of Morrowind, an area that is quite small compared to many other Elder Scrolls games. However, the entire island has been crafted by hand, meaning there are no randomly generated landscapes and exploring is quite worth it. Loved by many for the unique world and disliked by many for the outdated game mechanics, we are here to make our own judgment. Unfortunately there are no ragdoll physics.

I have not played the game personally, but I am with someone who has. While I will be experiencing many things for the first time and our memory is not perfect, I believe there will be many things I can show to you as you help us go through the game. Obviously, we will be playing the PC version. I would also like to ask you to not post spoilers, especially without spoiler tags. You can definitely suggest and talk about things I might have missed, but when it comes to actual plot points that have yet to happen, please wait until we actually get there.

We will be using both of the expansions, Tribunal and Bloodmoon, which add a lot more content and areas mostly meant to be explored after finishing the main quest. We also will not go in this unmodded. We will be using a mod called Morrowind Enhanced which will fix the rather atrocious combat system of the vanilla game. We will also be using certain mods that make the game look a bit better with plenty of new models, textures and a lot more grass and trees. Better Bodies will be changing all the humanoid NPC models to look a lot better than they did in the original game to avoid nightmares. There are also some other small mods that do not really change the game in any other way except add a bit more life to the world, such as Morrowind Comes Alive, a mod that adds some more random NPCs walking around – some of which are hostile.

We – which includes you, the reader – shall be playing the game together. I will post screenshots of our story and give you the option to affect our next step with votes. There is no set voting time or amount of people that have to vote, as I do not know how many are interested. The votes are not true votes perhaps, as the one with most votes might not actually win every time in case some other option would be more interesting or funnier. For the most part, I won't be making the final choice however. We also might not be finishing the game as it is a very big one, but hopefully we will have some fun as long as it lasts.

Let's get started, then.

Table of Contents

Part 0
Welcome to Morrowind (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3187/#msg3187)
Making a Hero (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3188/#msg3188)

Roar of Thunder (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3207/#msg3207)
Almost there (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3221/#msg3221)

Part 1: Finishing the Tutorial (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3222/#msg3222)
Part 2: Ladies Man (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3234/#msg3234)
Part 3: Yook Thunderbeard, Nord Detective (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3245/#msg3245)
Part 4: On the Trail of the Murderer (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3251/#msg3251)
Part 5: Bloody Justice (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3255/#msg3255)
Part 6: Visiting the Smugglers (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3259/#msg3259)
Part 7: Off to Balmora (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3264/#msg3264)
Part 8: Balmora Trail (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3270/#msg3270)
Part 9: A Series of Unfortunate Events (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3278/#msg3278)
Part 10: Reporting to Caius Cosades (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3288/#msg3288)
Part 11: New Boss (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3296/#msg3296)
Part 12: Poached Eggs (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3302/#msg3302)
Part 13: To Arkngthand (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3339/#msg3339)
Part 14: Hunting Telvanni Agents (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3361/#msg3361)
Part 15: Naked Nord Nonsense (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3377/#msg3377)
Part 16: Reaping the Rewards (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3391/#msg3391)
Part 17: Ace Alchemist (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3401/#msg3401)
Part 18: Grave Robbing (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3434/#msg3434)
Part 19: The Great Houses (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3447/#msg3447)
Part 20: Spooky Scary Specters (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3489/#msg3489)
Part 21: Loose Ends (http://tulpanetwork.com/network/off-topic/let's-experience-morrowind-(with-many-images)/msg3696/#msg3696)
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on December 02, 2014, 06:46:20 PM
Part 0: Welcome to Morrowind

Intro movie video (https://www.youtube.com/watch?v=Q5I9e_6X35w)



They have taken you from the Imperial City's prison, first by carriage and now by boat.

To the East, to Morrowind. Fear not, for I am watchful.

You have been chosen.


"Wake up. We're here."

"Why are you shaking? Are you okay? Wake up...!"


Hello. The gameplay starts with us being given a choice right away. We are going to have to decide on our character's name. It is a very important choice and it is up to you. Please give your suggestions




This is the first time we are given the chance to actually move. This area works as a tutorial to teach you how to move, so there is not much to do. Our first mission is to follow this guard. Up the stairs...


To the hatch that leads to the deck. Only one way to go.


To Seyda Neen.




And right after we have gotten off the ship, we are given another major choice. We are going to have to choose our race and gender. It's mostly cosmetic, though our race does affect our starting skill bonuses and base attributes, with our gender also affecting those base attributes. Some quests also change a bit depending on if you are a man or a woman. People who share your race will also like you a bit more, though that is a very small boost. The different races also have different special abilities, which might be useful or dangerous, or something that might be useful if you just remember to use them.

This is where the update will stop for now as we shall take a look at our options. The starting attributes aren't too important, so you can just pick what you like. Hopefully our next update will have less images as well as smaller images, though I felt I wanted to show all the subtitles of this part of the game, as it's the one with the most voice acting. Scroll down for our options.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on December 02, 2014, 06:50:15 PM
Part 0: Making a Hero

First an introduction to attributes. They will all affect different skills, but we will talk about skills later when it matters.

Strength affects how much damage our weapons do, as well as how much we can carry and our starting health and fatigue.

Intelligence determines our base amount of Magicka.

Willpower affects our ability to cast spells, our ability to resist paralyzing and silencing spells, and gives us more fatigue. That's a good thing. The meter is called fatigue, so you want a bigger one to be less fatigued and... Yes, it's a bit confusing.

Agility helps us hit enemies and dodge attacks or it would if we didn't have a mod for better combat. It also gives us more fatigue and helps us to resist staggering when enemies hit us.

Speed affects how fast we move, which is a good thing.

Endurance is what will be used to calculate our health boosts as we level up, which makes it good for survival. We also get more fatigue with more endurance.

Personality will make people like us more, which helps with any means of persuading.

Luck is a strange attribute that affects just about everything. It doesn't affect the loot we find, but it will affect how lucky we will be anything that has a chance to fail or succeed.


Base Attributes

Strength: 30, Intelligence: 50, Willpower: 40, Agility: 40, Speed: 30, Endurance: 40, Personality: 40, Luck: 40

Strength: 30, Intelligence: 50, Willpower: 40, Agility: 40, Speed: 40, Endurance: 30, Personality: 40, Luck: 40

Skill Bonuses

Destruction: +10, Enchant: +10, Alchemy: +10, Alteration +5, Conjuration: +5, Illusion: +5


Fortify Maximum Magicka 1.5x INT
Resist Common Disease: 75%
Weakness to Shock and Frost: 25%
Weakness to Fire: 50%
Weakness to Magicka: 50%

Altmer, or the High Elves, favor spellcasting. They will get a bigger mana pool and bonuses to many magic skills. All of the special abilities are passive, so they do not have to be activated in any way. They do resist common diseases, but they are weak against every kind of magic, making enemy spellcasters very dangerous. Males have a bit more endurance than females, but females have a bit more speed.


Base Attributes

Strength: 40, Intelligence: 40, Willpower: 30, Agility: 50, Speed: 50, Endurance: 30, Personality: 30, Luck: 40

Strength: 40, Intelligence: 50, Willpower: 40, Agility: 40, Speed: 40, Endurance: 30, Personality: 30, Luck: 40

Skill Bonuses

Athletics: +15, Alchemy: +5, Illusion +5, Medium Armor: +5, Mysticism: +5, Spear +5, Unarmored +5


Resist Poison: 100%
Resist Common Disease: 75
Spell: Water Breathing for 120sec on Self, Cost: 5pts

Argonians are lizard people. They're pretty rounded, though the males have attributes better suited for sneaky and agile characters while the females have more spellcasting power. They don't have any negative effects if one looks at their specials... However, because of them being a beast race, they cannot wear helmets that are closed as they have a snout. Their feet are also different and they cannot wear shoes or any kind, which is quite sad thanks to a certain nice item.


Base Attributes

Strength: 30, Intelligence: 40, Willpower: 30, Agility: 50, Speed: 50, Endurance: 30, Personality: 40, Luck: 40

Strength: 30, Intelligence: 40, Willpower: 30, Agility: 50, Speed: 50, Endurance: 30, Personality: 40, Luck: 40

Skill Bonuses

Marksman: +15, Sneak: +10, Light Armor: +10, Alchemy +5, Acrobatics: +5


Resist Common Disease: 75%
Power: Beast Tongue – Command Creature 5pts for 600sec

Bosmer, or the Wood Elves, are the usual nature-loving elf type. They are fast, sneaky and very good at bows. Their specials are nothing amazing and their unique power will quickly become quite useless as the creatures you meet become stronger. It is also an active skill, so you would have to remember to use it and it doesn't work on humanoid creatures.


Base Attributes

Strength: 40, Intelligence: 50, Willpower: 50, Agility: 30, Speed: 30, Endurance: 30, Personality: 40, Luck: 40

Strength: 30, Intelligence: 50, Willpower: 50, Agility: 30, Speed: 40, Endurance: 30, Personality: 40, Luck: 40

Skill Bonuses

Conjuration: +10, Mysticism: +10, Restoration: +10, Alchemy +5, Alteration: +5, Illusion +5


Fortify Maximum Magicka 0.5x INT
Resist Magicka: 50%
Power: Dragon Skin – Shield 50pts for 60sec on Self

Bretons are human with some Elven ancestry. They're definitely geared towards magic with their attributes and skills. Just like Altmer, they get some extra Magicka, though less than them. They also do not share all the magical weaknesses, which makes Bretons a lot easier to keep alive against magic. Their resist Magicka skill is slightly less useful than it sounds: the usual Shock, Fire and Frost type spells don't count as Magicka spells, so they aren't resisted. The shield power can be very helpful however. Females are speedier while males have more strength.


Base Attributes

Strength: 40, Intelligence: 40, Willpower: 30, Agility: 40, Speed: 50, Endurance: 40, Personality: 30, Luck: 40

Strength: 40, Intelligence: 40, Willpower: 30, Agility: 40, Speed: 50, Endurance: 30, Personality: 40, Luck: 40

Skill Bonuses

Long Blade: +5, Destruction: +10, Light Armor: +5, Athletics +5, Mysticism: +5, Marksman +5, Short Blade +10


Resist Fire: 75%
Power: Ancestor Guardian – Sanctuary 50pts for 60sec on Self

Dunmer, or the Dark Elves, will be people we will be seeing a lot on Vvardenfell, as it is a part of their province. You would get the most racial disposition points by picking a Dunmer, though that bonus is a very small one. Their race is rather rounded with no large weaknesses and they will resist fire spells very well. Their power is an active one and has to be cast, though it would protect us from physical attacks. The choice between a male and a female would be if you want to have more endurance or more personality, as Dunmer men are apparently very anti-social. Other Dunmer will most likely be calling us scum, no matter their or our gender...


Base Attributes

Strength: 40, Intelligence: 40, Willpower: 30, Agility: 30, Speed: 40, Endurance: 40, Personality: 50, Luck: 40

Strength: 40, Intelligence: 40, Willpower: 40, Agility: 30, Speed: 30, Endurance: 40, Personality: 50, Luck: 40

Skill Bonuses

Speechcraft: +5, Mercantile: +10, Long Blade: +10, Blunt Weapon +5, Light Armor: +5, Hand-to-Hand: +5


Power: Star of the West – Absorb Fatigue 200pts on Target
Power: Voice of the Emperor – Charm 25 to 50pts for 15sec on Target

Imperials are just your usual humans. They're quite balanced, but have the highest personality score of any of the other races. Most likely, everyone will just end up liking an Imperial character the moment they meet, which can be useful. Their specials all have to be activated, so they can be easily forgotten in the middle of everything. Males sacrifice willpower for more speed.


Base Attributes

Strength: 40, Intelligence: 40, Willpower: 30, Agility: 50, Speed: 40, Endurance: 30, Personality: 40, Luck: 40

Strength: 30, Intelligence: 40, Willpower: 30, Agility: 50, Speed: 40, Endurance: 40, Personality: 40, Luck: 40

Skill Bonuses

Acrobatics: +15, Athletics: +5, Hand-to-Hand: +5, Light Armor: +5, Security: +5, Short Blade: +5, Sneak: +5


Power: Eye of Fear – Demoralize Humanoid 100pts for 30sec on Target
Spell: Eye of Night – Night Eye 50pts for 30sec on Self

Khajiit are cat people. Very sneaky, very agile. Good for thieving and apparently rather intimidating considering their special power. They can also see in the dark with their spell, though other races could also get such a spell – or use a torch or a lantern if it truly is too dark. As a beast race, they share the weakness of Argonians: they cannot wear full helmets because of their muzzle and they have a digitigrade stance with cat-like paws, so they can't use shoes. Females get more endurance than the males, but sacrifice strength for it.


Base Attributes

Strength: 50, Intelligence: 30, Willpower: 40, Agility: 30, Speed: 40, Endurance: 50, Personality: 30, Luck: 40

Strength: 50, Intelligence: 30, Willpower: 50, Agility: 30, Speed: 40, Endurance: 40, Personality: 30, Luck: 40

Skill Bonuses

Axe: +10, Blunt Weapon: +10, Medium Armor: +10, Heavy Armor: +5, Long Blade: +5, Spear: +5


Resist Frost: 100%
Resist Shock: 50%
Power: Thunder Fist – Frost Damage 15pts on Touch
Power: Woad – Shield 30pts for 60sec on Self

Nords are another human race and one could say they are the opposite of Bretons. Instead of good magical abilities, Nords are good at hitting things and making things hurt. Most of their skill bonuses will most likely go to waste as you will only concentrate on one type of weapon or armor, though they resist many forms of magic – even having an immunity. Their shield power can also help them last longer if you remember to use it. Men are physically tougher with more endurance but mentally less so with less willpower than their female counterparts.


Base Attributes

Strength: 45, Intelligence: 30, Willpower: 50, Agility: 35, Speed: 30, Endurance: 50, Personality: 30, Luck: 40

Strength: 45, Intelligence: 40, Willpower: 45, Agility: 35, Speed: 30, Endurance: 50, Personality: 25, Luck: 40

Skill Bonuses

Armorer: +10, Block: +10, Heavy Armor: +10, Medium Armor: +10, Axe: +5


Resist Magicka: 25%
Power: Berserk – Fortify Health 20pts, Fortify Fatigue 200pts, Fortify Attack 100pts, Drain Agility 100pts, for 60sec on Self

Orcs, or the Orsimer, are considered as being one of the Elven races. The Elven races don't really like that and the Orcs don't really seem to care, either. No one really seems to like Orcs, but they are very good combat characters with good defenses. They're slow, however. They have a rather interesting power and some solid skill bonuses, though Block is absolutely useless due to our combat mod. Females are smarter, but apparently everyone hates female Orcs with their low personality.


Base Attributes

Strength: 50, Intelligence: 30, Willpower: 30, Agility: 40, Speed: 40, Endurance: 50, Personality: 30, Luck: 40

Strength: 40, Intelligence: 30, Willpower: 30, Agility: 40, Speed: 40, Endurance: 50, Personality: 40, Luck: 40

Skill Bonuses

Long Blade: +15, Athletics: +5, Axe: +5, Blunt Weapon: +5, Heavy Armor: +5, Medium Armor: +5, Short Blade: +5


Resist Poison: 75%
Resist Common Disease: 75%
Power: Adrenaline Rush – Fortify Agility 50pts, Fortify Endurance 50pts, Fortify Speed 50pts, Fortify Strength 50pts, Fortify Health 25pts, for 60sec on Self

Redguards are strong and tough, abandoning the magical resistances for more combat prowess. They're faster than the Orcs and more agile than the Nords. They get a big bonus to Long Blades right away, which does make that a good weapon choice for them. They have many weapon skill bonuses, which can of course be both a good thing and a bad thing. You won't be using all of them, but you aren't forced to use Long Blades just because it's the only bonus you get. Their power would make them quite powerful in melee. Males are stronger and better at hitting things, but their personality is worse.

To recap, please choose us a Name, Race and Gender.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Yogi on December 02, 2014, 07:35:07 PM
Wow, you put a lot of work into this already. I'd like to see a dunmer female. No names come to mind right now besides Yuki2 and what Sands just suggested in IRC, so I'll leave that up to someone else. I'll be following this as it goes on.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sands on December 03, 2014, 08:30:20 AM
Bosmer might be hippies, but they're such hippies that the hippiest ones will refuse to eat anything related to plants and are instead strict carnivores. And they're cannibals.

I bet that will never come up in any future Elder Scrolls games! Wow such trivia.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Darker on December 03, 2014, 12:55:36 PM
This is a great idea. I started elder scrolling on Oblivion and never got around to playing Morrowind. I’m glad you got the mods too. That should fix the most glaring issues, as expected from Bethesda.

So we barely start the game and there’s this half-naked elven pirate gypsy slut staring at us. Not the most comfortable greeting, I guess. Well, at least the guards look okay. Not much else to say, it’s just the classic prisoner start after all.. Woah, is that a giant goddamn flea with tentacles in the background? Let’s just keep a safe distance, for now.

First, let’s start by thinking about the race. Stats and Bonuses don’t really matter, you should only care about flair. The rest can be easily overcome through brute force and willpower. So these are our options:

Elves: Gay. Kind of cute, though, but that’s it.
Argonians: Ugly, scaly and smelly. Just go back to your damn marsh.
Khajit: Are you a furry? Stop drinking skooma.
Orcs: Nope.

Alright. Now that we've decided to go with humans, I'll open up your eyes to the only obvious choice.


What? Nords? Yeah, nords. Those guys are simply a bunch of badass motherfuckers. They can easily kick every other race in the ass, and here’s why: these assholes came here all the way from Skyrim. While you were too busy suckling your mommy’s breasts and walking on all fours, these glorious bastards were out there wrestling against polar bears. In the snow. Naked. They were punching snow trolls in the face and laughing about it. Yeah. They can also grow epic beards and drink many gallons of milk in a single day. Those guys are motherfucking Vikings. They can take punches to the face. They can take magic blasts to the face. Doesn’t really matter, nothing will stop them from ripping you apart. Many of the dragonborn were nord too. Yep, those fuckers have dragon blood running in their veins. Basically, nothing stands between a nord and their goal. Not for long.

Okay, now that the race is settled, let’s talk about classes. Well, the class doesn’t really matter. You could be a mage and explode everyone with a flick of your fingers. You could be an archer and kill everyone with an arrow to the face before they even see you. Or you could just, you know, pick up a big sword or axe and start tearing everyone to shreds. Yes. I promise I won’t stop you.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sands on December 03, 2014, 01:26:42 PM
Excuse me orcs are elves.

PS. Nords suck. Also suggest names and genders.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Darker on December 03, 2014, 02:21:30 PM
Well I’ll vote for male, but if you can make a female character that looks pretty cute it’d be fine too.

I’m not too much into choosing neemu. So, off the top of my head:
Sandsgei, the Warrior of the Dunes. Sir Fartsalot. Colonel Cuddles.
Males: Jack, Joseph, Aleksandr, Chuck…
Females: Pandora, Umbra, Scarlet, Sarah, Luna, Sophia…

You can always play around with titles or surnames too.

PS: Don't ask me to choose only one. My choice would probably be Sandsgei.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: MegaBusta on December 03, 2014, 02:37:26 PM
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Syrup on December 03, 2014, 03:29:17 PM
I vote for a male Redguard - the picture supplied resembles Roswell too much to let pass. He can be called Wellrose or Sax.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Argentum on December 03, 2014, 06:33:49 PM
I vote for MOUNTAINFIST THUNDERBEARD, a male nord with a penis.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Darker on December 03, 2014, 11:29:22 PM
MOUNTAINFIST THUNDERBEARD actually sounds freakin awesome. +1
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on December 04, 2014, 05:00:37 PM
So we barely start the game and there’s this half-naked elven pirate gypsy slut staring at us. Not the most comfortable greeting, I guess.

It might be our nicest greeting. He was very understanding and polite.

Part 0: Roar of Thunder

We had 3 votes for male, 1 for female and one was fine with both. We shall be male.

We had 3 votes for Nord, 1 for Dunmer and 1 for Redguard. We shall be a Nord. We're physically strong and mentally sound, though our intelligence will mean that we have to work on it if we want to use skills that require it and not fail horribly.

We had 3 votes for MOUNTAINFIST THUNDERBEARD. It was a rather long name and to be fair and give others a chance, I tossed a coin to let either Yogi or Syrup choose our first name. I picked Yogi's Yuki2, and we became...

Yook "Mountainfist" Thunderbeard. It's not in all caps because our powerful Nord lungs would cause everyone to go deaf if we said our name properly.

But wait, remember where we last left off?

Not only do we choose our race and gender, we have options for faces and hair as well. It turns out that male Nords have many faces, but I took a picture of all of them. Luckily they have less hairstyles. Some of the faces are very similar and only have slightly different eyes or face paint, but I hope I managed to get rid of all the duplicates.

Please pick us a face (http://a.pomf.se/dlfnii.jpg) and a hairstyle (http://a.pomf.se/alscrk.jpg).

After that's done, there is still something to be done before we're allowed to run around on our own. We will follow this guard...


There is a locked gate to our right. We can't get through, so we are going to have to go inside the only door we can open.




This is where we will pick our class. There are three ways. Either we answer a few questions and allow the game to pick a class for us, or pick one of the classes the game has ourselves... Or create our custom class, which we will be doing.

We have a lot of control over what we do, but right now most of what you see might be meaningless. We'll stop our update here to explain what everything here means.

Creating a Class

A class is made of a Specialization, Favorite Attributes, and skills, which are divided to Major Skills and Minor Skills. Attributes as a term already should be familiar to you and we took our first look at skills while picking a race, but this is where we will be picking the ones that are most important to us – and where I will explain them in more detail.

Specialization gives us a choice of either Combat, Magic or Stealth. Each skill that exists belongs to one of these specializations and every skill that is included in whatever specialization we pick will have a 5 point bonus. These skills will also level up faster.

Favorite Attributes will allow us to choose two attributes. These chosen attributes will have a 10 point bonus, added to our race's attributes.

We also get to pick five Major Skills and five Minor Skills. Major skills will start at 30 and Minor skills will start at 15. Leftover skills are counted as Miscellaneous and those will start at 5. Our racial skills will be added to these numbers. Major Skills will also level up faster, though Miscellaneous skills will in turn be slower to level up. In addition, only Major and Minor skills will allow us to level up, a process I will talk about more later.

Specialization and Skills


Heavy Armor – Governed by Endurance, helps us use heavy armors properly. Heavy Armor is heavy, but it will give us the best protection.

Medium Armor – Governed by Endurance, helps us use medium armors properly. Unlike in the vanilla game where Medium Armor was the worst as the best Light Armor was both lighter and added more defense, we have a mod that will add an armor that has better defense than the best Light Armor, though less than the best Heavy Armor. It's now balanced properly and is a valid armor class.

Spear – Governed by Endurance. If we wish to use spears as our weapon, we will want to have this skill. They have good range.

Armorer – Governed by Strength. This is the skill to repair our armor and weapons, which will end up damaged as they take hits. While we can have NPCs repair our gear for us, they will require money.

Axe – Governed by Strength. The skill for using axes properly. There are both one-handed and two-handed axes.

Blunt Weapon – Governed by Strength. Like axes, but blunt. There are one-handed and two-handed blunt weapons of all kind.

Long Blade – Governed by Strength. There are both one-handed and two-handed long blades. There seems to be quite many of them in the game.

Block – Governed by Agility. Absolutely useless because of our mod, which will allow us to block with a button instead of having the skill do it for us. We won't be putting any points in this and the mod will drain our skill to 0 constantly, but we could train it for reasons...

Athletics – Governed by Speed. This skill will make us faster the higher it is, which is a good thing. It is very easy to train however as you just have to walk or swim, and putting it as a Major Skill or even a Minor Skill might make us level up too fast.


Acrobatics – Governed by Strength, this skill allows us to jump higher and handle great falls the higher it is. It's a good skill, but like athletics, is very easy to train by jumping.

Light Armor – Governed by Agility. Lighter than medium and heavy armors, but it also isn't as protective.

Marksman – Governed by Agility. This is the skill for any ranged, non-magical attack. It includes bows, crossbows and throwing weapons of all sorts.

Sneak – Governed by Agility. The higher this skill, the harder it will be for others to see us when we sneak. Very useful when you wish to be unseen, both for stealing and sneak attacking.

Hand-to-Hand – Governed by Speed, the skill for punching things with your fists. It will first drain an enemy's stamina before you will actually start harming their health, but at that point they're helpless.

Short Blade – Governed by Speed. It's the skill for poking things with a dagger.

Mercantile – Governed by Personality. Higher skill means we will be offered better prices whether we are selling or buying. It can be quite easy to level up as you just need to bargain.

Speechcraft – Governed by personality. It influences how well we can admire, intimidate or taunt others to change their disposition.

Security – Governed by Intelligence. The art of lockpicking and disarming traps, very important for any adventurer as there are many locked and trapped things.


Unarmored – Governed by Speed. Not actual magic, but it would allow us to survive better if we choose to not wear any armor. You can wear both clothes and armor in Morrowind, so using just clothes means you will end up lacking many spots for enchantments. It would be very light, however.

Illusion – Governed by Personality. The art of illusion spells that will affect our enemies in many ways. We could calm our enemies or force them to flee, or perhaps even turn invisible or see in the dark.

Alchemy – Governed by Intelligence. Alchemy allows us to brew useful potions from ingredients. Very strong and one of the easiest ways to break the game.

Conjuration – Governed by Intelligence. Summoning magic.

Enchant – Governed by Intelligence. The skill for enchanting our own gear with the souls of our (non-human) enemies. NPCs can also enchant, but they will require money.

Alteration – Governed by Willpower. A school of magic that would allow us to learn spells like levitate or water breathing – or how to open locks.

Destruction – Governed by Willpower. The most offensive type of magic to hurt our enemies.

Mysticism – Governed by Willpower. School of magic with a wide range of abilities, such as spells that absorb the health or skills of our enemies and teleporting.

Restoration – Governed by Willpower. Healing magic, very useful for anyone.

Leveling up

If you wonder why I wrote what skill governs which attribute, it's because that's important for leveling. You will level in Morrowind by raising your Major and Minor skills by 10 points, it doesn't matter if it's just one skill or multiple ones. Miscellaneous skills don't affect your ability to level up. But it gets a bit trickier than that. When you level up, you are given the ability to pick which attributes you will raise and how much you can raise them depends on the skills you have leveled. You get to pick three attributes every level and the highest amount of points you will get is 5 for each. But in order for you to get 5 points in one skill, you must level the skills linked to that attribute 10 times. It counts even if it's a different skill, as long as they all have the same attribute.

It might seem like the math doesn't add up and that it would be impossible to get three 5 point raises per level, as it just takes 10 Major or Minor skill level ups to gain a level, which would only give you one 5 point raise if the attributes match. That's true. You're not forced to level up the moment you get it however, so you could keep training until you get the most of your level. But if you train Major or Minor skills more than ten times, you will get more levels – and the attribute multipliers will not follow. The trick would be to level Major and Minor skills only ten times per level and then do the rest with your Miscellaneous skills, as those do give you attributes each level.

I most likely will not be bothering with trying to get perfect level ups every time. In vanilla Oblivion, a similar system was in place and by leveling poorly, the enemies would end up becoming too strong for you. Such is not the case in Morrowind, as the enemy levels are fixed and poor levels will not ruin you. I will still try to give us a good spread of skills all around so that every attribute can be leveled easily with Major or Minor skills but also buffed with Miscellaneous skills when needed.

Luck is not connected to any skill, so its multiplier will always be 1. Getting high luck with level ups can be very difficult indeed.

That was a lot of text. But we're back to choices.

Please choose our face and hairstyle. We are also going to create our class, so I would like you to vote on these things.

Pick our Specialization: either Combat, Magic or Stealth.

Pick our Favorite Attributes from the following: Strength, Endurance, Agility, Speed, Personality, Intelligence, Willpower and Luck. You can pick two.

As voting for every single skill would take too much time and most likely make a class that is difficult to use, I shall use the following method to pick our Major and Minor skills.

Our Specialization will make me pick 2 skills belonging to the group as our Major Skills and 1 as a Minor Skill.

Whichever Specialization comes second (or decided by a coin toss if there is a tie) will give us 1 Major Skill and 2 Minor Skills.

The Specialization group that comes last will only have 1 skill in both Major and Minor skills.

In addition, our Favorite Attributes will decide the remaining two skills. The attribute with the most votes will be the governing attribute of a skill that I will pick for Major Skills and the second one will be our final skill for Minor Skills. This will total in five skills for both skill groups and hopefully give us a good spread.

Please pick us a weapon and an armor type. I suggest we only pick one, as we only have 10 skill slots and we need to make good use of them. We can always train new skills later when we're less likely to die and have more money.

We will have at least two of each Specialization group no matter what way the vote goes. I would like to hear your suggestions for skills so I can use them to influence me as I choose the skills. It's a good idea to suggest skills from each Specialization group as we will be taking some from all.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sands on December 04, 2014, 05:09:28 PM
tl;dr: Decide if you're a combat, stealthy or magicy character, pick which attributes are the coolest and pick some random cool skills for shits and giggles.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Yogi on December 04, 2014, 05:31:30 PM
Dutch insists that Nords should be stronk aryan men, so A4 for face and goldilocks for hair is our vote.

Yook "Mountainfist" Thunderbird was also be known under a different name in his past. The "Silent Thunder," he was called, a mischievous ghost, used by mothers in scary bedtime stories all over Skyrim to scare their children straight. "If you don't drink your milk, the Thunder will get you!" they'd say. All one would see is a strong, masculine jawline in the mirror, the shadow of a bulging bicep in the corner, before death would silently come. The tall, muscular master of stealth and assassination, Yook Thunderbeard will now make a new, living legend in this unfamiliar land. He is strong, yet nimble, and his spiked mace left many a head shattered in the cold alleyways of Windhelm. In that city, one child was the sole survivor of an attack of this mysterious man, telling of a mountainous appearance in his burning home's doorway, covered in heavy metal plating, a beard and cold blue eyes staring at the pile of corpses at its feet.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Darker on December 05, 2014, 02:55:24 AM
A male nord it is, then! Trust me, this is for the best. We wouldn’t want to place the fate of the land in the hands of a wimp, after all.

What is this guard even talking about? Our hero’s face is decidedly badass-looking, with enough facial hair to justify his name and title. We’ll go with A4. Bald.

We’ll fit in, he says? Pfft. More like we are going spank some butt. I’d like to start with that as soon as possible, but this old faggot seems too keen on interrogating us. So you want to know about our skills, huh? Very well. We don’t really need a class name, but if you ask me what he is… He’s nothing but a Bad Motherfucker. Let’s talk about our skills.

Being specialized in many forms of Combat, Thunderbeard is a tough bastard. He favors Strength and Endurance above everything else. He doesn’t feel the need to hide himself behind countless layers of armor, like a coward would. That would end up being really cumbersome and unnecessary. What we want is a set of armor that is both durable and flexible, allowing us to take hits while maintaining enough mobility to keep kicking ass and breaking face. Stuff like chainmail - which means Medium Armor will do us just fine.

While being able to use any type of melee weapon to effectively rain death upon his foes (and this includes his bare fists), Thunderbeard is most acquainted with the good and old axe. Besides being a great weapon, it also doubles out as a functional tool. In the small village where he was born, men were usually scattered abroad, occupied with all sorts of combat and hunting missions. Thus, other tasks such as farm work would be assigned to women and children alike. Starting at a very young age, Yook was able to masterfully split huge chunks of wood with his trusty axe. A couple of years later, he could effortlessly split the skulls of his foes.

His other skills include things like Athletics, Armory, Acrobatics, Hand-to-hand, Enchanting and Restoration. In case you are wondering, the last two are based on the long-forgotten shamanic teachings that are, to this day, kept alive in the culture of his small, prideful tribe. Their weapons are inscribed with mysterious runes said to imbue them with great power, and their mystic, guttural chants are said to alleviate pain and speed up the healing of wounded warriors.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Syrup on December 05, 2014, 03:53:30 PM
Face should be E7 because I rolled a random number between 1 and 69 for it. He should have a blonde mullet because how else will he acquire all of the women on Vvardenfell? Yook is a Nord, and needs pesky small arms to stop bothering him like mosquito, so he must wear tank armour into battle, taverns and bed. As a master of combat, he needs portable yet effective solutions to keep his many enemies at bay while he kills them with his axe. The market is unable to supply these at the low, low prices that he needs - because his disposable income goes towards alcohol and prostitutes - so he is forced to be his own armourer. Fortunately, a hammer is an effective weapon for smashing, something of a speciality for Yook. As a child, Yook was teased for his looks, his uncharming personality, his dim wits and his bad luck. Growing up, he found his strengths in his strength and endurance, and set about smashing his childhood tormentors. This being accomplished, he was deported from his homeland by popular request. Learning from criminals arts of security, he sets out on his quest to smash everything on Vvardenfell.

P.S. Magic is for weaklings.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Argentum on December 05, 2014, 05:29:38 PM
True Nords are always about brawn and bravery, not brains.  So, anything melee / strength related.  Magic-y things / intelligent skills take a low priority.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on December 07, 2014, 04:29:26 PM
Part 0: Almost There

Face A4 got two votes, E7 got one. We will go with A4.

No hairstyle got more than one vote, though two people voted for longer hair and one person wanted to be bald. I tossed a coin between Goldilocks and Mullet, arriving at Mullet. We shall have a blonde mullet.

Combat specialization was picked. Stealth and Magic both got two votes, though more people said no magic, so we shall have Stealth as our runner-up.

Strength and Endurance are our Favorite Attributes.

We have our hero. Now to continue from where we left off.

This is our build. Combat specialization, strength and endurance as our attributes. Major Skills were decided as so: two combat specialization skills (Axe and Heavy Armor), one skill that fits our favorite attribute strength (Armorer), one magic skill (Restoration) and one stealth skill (Security). Thanks to Restoration, we will start out with a healing spell, Hearth Heal.

Minor Skills: two stealth specialization skills (Sneak and Speechcraft), and... Well, our second favorite attribute was Endurance, but there are only three endurance governing skills and we already have one of them. The rest weren't exactly useful for us (Medium Armor and Spear), so instead I looked at out other suggestions Agility and Willpower. Willpower is like mental endurance, so I took Mysticism. Continuing, one magic skill (Alchemy) and one combat skill (Athletics). We are rather balanced, though we are definitely strong physically. And as all true men, we can brew our own drinks.

Our class is still lacking a name. Please give us a class name, and if you would like, a description for our class. I would appreciate it if it's short. The game doesn't recognize copy pasting, so I am going to have to type it myself.



Yet another decision for us to make. Our birthsign will affect us in many ways and help us as we start out. The choice, as usual, is yours. Please pick us a birthsign.


The Warrior

Warwyrd – Fortify Attack 10pts

Fortify attack would give us a 10 point boost to our attacks. It's not a very significant one and other signs tend to be more useful. Not entirely worthless, but not very good, either.

The Mage

Fay – Fortify Maximum Magicka 0.5x INT

The Mage can give you a small boost to your Magicka, but there are other signs that do the same but actually give much more. The Mage is the only one without a weakness of any kind, but you're not getting much by picking the safe option.

The Thief

Akaviri Danger-sense – Sanctuary 10pts

Sanctuary will make weapons hit us less often. 10 points worth translates to about 10%. It's not awful, but it might not save your life.

The Serpent

Spell: Star Curse – Poison 3pts for 30sec on Touch, Damage Health 1pt for 30sec on Self

The spell this sign gives does not cost any Magicka, though it will damage your own health. Creating a similar (or stronger) poison spell that does cost Magicka but doesn't damage yourself is quite easy.

The Lady

Lady's Favor – Fortify Personality 25pts
Lady's Grace – Fortify Endurance 25pts

The Lady gives the most attributes out of all signs. While our character might not appreciate Personality as much, 25 Endurance is a lot and would definitely be helpful.

The Steed

Charioteer – Fortify Speed 25pts

Extra Speed will make you faster. We aren't exceptionally fast or slow, so the sign could make our starting speed more manageable. It will not give us more power, however.

The Lord

Trollkin: Weakness to Fire 100%
Spell: Blood of the North – Restore Health 2pts for 30sec on Self

The spell isn't worth such a major weakness. It is a free healing spell, but for just 2 points, it most likely won't save you when you need it in the heat of the battle. More powerful Restoration spells can be made – and we already start with one that heals us for 20 to 80 points immediately.

The Apprentice

Elfborn – Fortify Maximum Magicka 1.5x INT, Weakness to Magicka 50%

The Apprentice is a better sign for Magicka than the Mage. It does include a weakness, but Magicka weakness does not translate to taking 50% more damage from every spell. Only non-elemental spells count as Magicka spells, things that will certainly be used against you, but not as often as elemental spells.

The Atronach

Wombburn – Spell Absorption 50%, Fortify Maximum Magicka 2.0x INT, Stunted Magicka

The ultimate Magicka sign but also the one with the biggest drawback, the Atronach is an interesting sign for both those who use magic and those who don't. Anyone would appreciate Spell Absorption, as at 50% strength, it means every single spell used against you has a 50% chance of not working and being converted into your own Magicka instead. More Magicka is of course more appreciated by spellcasters, but stunted Magicka is this signs weakness: it means you will not be able to generate your own Magicka by resting. You will be forced to use potions or the magic of your enemies to recharge your own Magicka reserves. It can be expensive and dangerous for a new player, though for a character that does not use Magicka, it of course wouldn't be as bad as it is for a wizard.

The Ritual

Power: Mara's Gift – Restore Health 100pts on Self
Spell: Blessed Word – Turn Undead 100pts for 30sec on Target
Spell: Blessed Touch – Turn Undead 100pts for 30sec on Touch

The healing power can be used only once a day, which does limit its use. Turn Undead would make all the undead creatures it is used on to avoid you, if you for some reason would not like to fight them for 30 seconds.

The Lover

Mooncalf: Fortify Agility 25pts
Power: Lover's Kiss – Paralyze 60sec on Target, Damage Fatigue 200pts on Self

The Lover's power most likely won't see much use, but it's Agility-boosting ability is not bad. Currently we do not have all that much Agility so this sign could help us be a bit more rounded.

The Shadow

Power: Moonshadow – Invisibility for 60sec

Turning invisible can be fun and perhaps save you in a tricky situation. You can only use it once a day however, and invisibility runs out if you try to do anything such as attack, open doors or pick locks. The spell for being able to do all that without being seen would be Chameleon.

The Tower

Spell: Beggar's Nose – Detect Animal, Key, Enchantment for 60sec in 200ft
Power: Tower Key – Open 50pts on Touch

The Tower is a sign that could potentially be helpful or completely useless. One use of the spell will give you a pretty good radar of what's around you, but many of the good loot is not enchanted and will be missed. Keys are not exactly important if you can pick locks, as well. Their power even allows you to open a lock once per day as long as its level is 50 or less – and the more difficult locks will be more than that.

Once we get that done, we will get our papers that will allow us to leave this area.


Our class name of course is not permanent in this case.

Now, the door we will have to go through is over there, but I felt like we could end this update with something a bit more fun.

Over to the right, there is this platter. Please note the value.

Comparing it to the second most valuable item on the shelf, it becomes quite apparent that it is worth a lot of money. Worth taking, maybe.

There are so many eyes watching us, but maybe we can just...

Oh. Well, all hope is not lost! If we act before the guard reaches us, we can go to our inventory and drop the item on the floor.



We do not get a bounty in this area. The guard will just tell us not to do it again. But watch what happens when we pick the platter up from the floor.

Can you see it? It's understandable if you don't. Nothing happens. We are allowed to take the platter now and no one will bother us. We now have something worth 650 gold in our inventory. We can sell it later.

There are many books in this game. The room we're in has these history books for optional reading. Enjoy the Brief History of the Empire part 1 (http://www.uesp.net/wiki/Morrowind:Brief_History_of_the_Empire_v_1), part 2 (http://www.uesp.net/wiki/Morrowind:Brief_History_of_the_Empire_v_2), Part 3 (http://www.uesp.net/wiki/Morrowind:Brief_History_of_the_Empire_v_3) and part 4 (http://www.uesp.net/wiki/Morrowind:Brief_History_of_the_Empire_v_4).

We are allowed to read things even if others are watching, but actually taking the books would be stealing.

Only one thing to do now. We'll see what is on the other side of this door next time, where we will finish the tutorial and learn more about our mission.

Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on December 07, 2014, 04:31:51 PM
Part 1: Finishing the Tutorial

Last time this door was unlocked for us and we get to open it and step into another room. This update will be quite heavy in the images, as it is showing the basics you might want to know to be able to follow along better.


The game has been giving us similar prompts for a while, but I have cut most of them out. But let's follow the message's advice.


We equip items by just clicking on them and bringing them over to our character model in the inventory. Dagger get.

But what did the note under it say?

Oh. Alright.

There is a lot of food around here, but this bottle of Flin in particular is rather nice. It is rather valuable, so we will take it. We could also drink it ourselves for some extra Strength and Willpower for a while, but it's hardly needed right now. We will also be picking up all the bread and crab meat around here.

And there is this thing. I believe we shall be taking it. You equip lockpicks the same way as you equip weapons. They will break eventually, as listed in their uses. Right behind us, there is this convenient locked chest...


And by using our lockpick on the locked chest, it opens. There is no minigame unfortunately, and success is based on your attributes and skill.

We get some gold for our trouble.

There is an egg here. It's more food. We don't require food to survive and these do not restore health, but they are alchemy ingredients as well. Due to our poor knowledge of Alchemy, we can only see the first effect it has right now. By mixing it with something else that has Restore Fatigue as any of its other effects, we could create Restore Fatigue Potions.

Also, a book.

It talks about the Birthsigns and you can read the whole book here (http://www.uesp.net/wiki/Morrowind:The_Firmament). It's not a very long one, though we might as well take it.

We could leave the building already, but there was another door down the hallway.


It is just a small closet with containers.

Containers with items. We'll be taking all the alchemy ingredients. This one also restores fatigue.

Back to the other room with the door that leads outside, here's how our new dagger looks.


Still not free. This is a small courtyard and we will still have to go through that other building.

There are some Slough Ferns here. We can interact with them to get some ingredients.


This barrel is more interesting, however.

Inside it, our first enchanted item. Using this ring, we could cast a healing spell on us. It's not very strong, but it only uses its charge rather than our Magicka. It will recharge on its own, though you can charge it immediately by using a soulgem with a soul.

Let's head inside.



The first person we actually have to talk to, let's get right to it.

Morrowind does not have full voice acting, which means there is a lot more dialogue in it than the other Elder Scrolls games. Some of them are shared between many NPCs, but same have their unique things to say. We can ask them more by clicking on the blue topics, either as they come up in the actual chat or choose them from the bar on the right. Let's ask him more about Morrowind.


We just arrived and we already have a job as an errand boy, it seems. Let's see how much information we can get from him.


This is most likely going to be the most text screenshots you will see from me. I hope you like them. We didn't really learn much, so let's finally leave this and start the actual game.


Morrowind OST – Peaceful Waters (https://www.youtube.com/watch?v=KvRoL3xW7Kc)

Here. Now we have access to Seyda Neen proper and the rest of the world, as well. Let's talk to this one person here.

Oh. Ah, well. We did find this ring. What shall it be? Will we return Fargoth's ring?

As a little end bonus, let's do something interesting again.

There is a lighthouse over there.


If we climb up these stairs and run to the edge, we will be able to hop inside a stump.

It's not much, but it's something. I believe I can do better, however.

If we continue to go over these rocks instead...


Leap of faith.

We can get something our character will really appreciate.

Right now we have an enchanted battleaxe mere minutes from starting. I'd say that's a rather good start. We'll stop here, because we have many things to vote on right now.

Please name our class.

Choose our Birthsign.

Decide if we will give Fargoth his ring back or keep it to ourselves.

We also have to choose our destination. Shall we head to Balmora to deliver the package or stay in Seyda Neen and explore? If we go to Balmora, shall we take the silt strider or walk there?

And... Will we actually open the package ourselves?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Yogi on December 07, 2014, 05:22:35 PM
I vote for the Atronach as sign. It allows for interesting gameplay with strong, short bursts of magic that don't come entirely free. Tuppermancer should be our class, seeing as all these different voices in our head combine to make us do dumb things. We will give Fargoth his ring back, before stealing it from him ourselves, honorably! Afterwards, we shall explore this town to see if any maidens need saving, wink wink.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Dutch on December 08, 2014, 08:02:32 AM
Class: Elite cyberninja spectral megasayan sw4gl0rd
Sign: Lady because we need to be pretty

The ring spell is useless so see what kind of reward the guy gives, then do the talky talk to people.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Darker on December 08, 2014, 09:47:36 AM
Wow Roswell, I’m actually impressed by how much stuff you managed to loot before even leaving the starting area. In fact, Yook might be suffering from a serious case of kleptomania… Are we even going to sell this stuff or are we just compulsive looters? Well, we might find out soon enough. Still, that axe looks damn sweet. I hope no one misses it.

Going back to character creation, the obvious birthsign is The Lord, because Thunderbeard is the fucking boss. Class name has to be groovy, so I’ll go with bad motherfucker.

And what’s with this Gravius guy, trying to push his stupid job onto us and everything? We can ignore it for now, so let’s just go around and do our own thing. On the other hand, this Faggot elf actually looks like a good guy. Even if we are compulsively stealing everything in our path, we should do the honorable thing and give it back to him. Not that we care about random Faggots, but lying about it would just feel bad anyways. We’ll find better stuff. And those Imperials really sound like assholes, so fuck them. As for opening the package… We don’t have a reason to do it yet, so I’d hold onto it for the time being.

Right now we really need to get our shit straight. We are stuck in this mysterious land so why not travel around and find something interesting to do? We gotta get at least enough money to keep ourselves from starving and to start buying our own stuff, and settling down on this village doesn’t sound very fun. Maybe someone around the city, or perhaps at the bar, might know about an interesting job or rumor. Anything that gets us splitting skulls and making bank sounds great.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sands on December 08, 2014, 10:04:18 AM
The Lord is like, the worst birthsign in the game. The worst. It gives you a weakness and nothing good to compensate. 0/10 would not choose. Shit tier. Even the Serpent can be ignored if you choose it as it doesn't give you a permanent fuck you stamp.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: hetral on December 08, 2014, 10:15:59 AM
Give Fargoth that ring for a discount and explore Seyda Neen. Also get the atronach sign to bork the game.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: MegaBusta on December 08, 2014, 02:53:17 PM
Bad Motherfucker is a good class name.
We are under the sign of The lady for maximum endurance gainz.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Syrup on December 08, 2014, 03:01:44 PM
The Lady seems like a sensible birthsign. Give Fargoth the ring, you've already stolen enough items. Who leaves a battleaxe just lying around in the marshes? Someone must have misplaced it. We should explore a bit first, perhaps find some enemies to smash.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on December 09, 2014, 02:49:43 PM
Part 2: Ladies Man

Last time there were some final choices to be made, such as our class name and birthsign. We had some suggestions for the name, so we mixed them up a bit. Whether or not we're Bad or Good shall be decided as we play along, but for now...


We chose the Lady as our sign. It beat the Atronach by one, so the Lady it is.


Our status screen. Some of our Misc skills have more points than our Minor skills due to our racial bonuses. We start out with a lot of fatigue and we will get a lot of health once we level up. With the Lady, our Endurance score is 85 at start. That's quite a lot.

Onwards to the rest of our choices. We chose to give Fargoth his ring back, giving his disposition quite the boost. Similarly, he is friends with a person called Arrille, a man who runs Seyda Neen's only shop. He will like us now as well, for free.

I bumped into this man on the way. He knows the person in charge of the Silt Strider over here and told us to mention his name. I asked him about rumors and heard that a tax collector is missing. Perhaps we could find the missing man?

As I returned to get our enchanted axe from the stump, I noticed something in the distance. It might be hard to see as it blends in quite well and looks like a rock, but it's moving.

I readied my axe only to find out that it wasn't attacking.

This is a mudcrab. It's quite harmless and a weak enemy, but usually they do attack you.

Morrowind OST – Knight's Charge (https://www.youtube.com/watch?v=Oq85h7oHWv0)


It didn't even get to attack us properly and went down fast.

We can loot our dead enemies and crabs are delicious. It is always a good idea to dispose of the corpses so the game has less to track.

I returned to the village and found the largest building, which of course was the Tradehouse we had been told about. The door right in front of us actually is a warehouse and not the proper entrance. It's also locked, so we are going to have to head up the stairs to our left.


Morrowind OST – Caprice (https://www.youtube.com/watch?v=cPFS46DBR7g)

Here's Arrille. His disposition wouldn't be this high if we hadn't helped Fargoth. High disposition with shopkeepers is worth it, as that means we will get better prices. Any strange items you might be seeing are there because of mods: some of them add items where you can easily change the settings in-game by equipping them.

He tells us of a smuggler's den nearby called Addamasartus. We're free to kill any outlaws as they do not have any rights. It might be worth it to check it out and see what we can find – though we are level 1 currently and we have no armor. It might end up being lethal.

A person called Hrisskar is also having some trouble. He's upstairs. If you remember the note we found at the beginning after picking up our dagger, that was the name of a person who lost some wager and was now forced to sharpen the dagger.

Let's sell some of the things we found like the platter and silverware cup from the stump. Even though the value of the platter was 650, we are getting less than that here. I actually bargained the price up a little. Higher personality and better Mercantile would give us better prices, but this is better than nothing.

Arrille also sells some books, but we don't have to buy them to read them.

This book would teach you a bit more about Dunmer beliefs. Read the whole book here (http://www.uesp.net/wiki/Morrowind:Lives_of_the_Saints).


This scroll has a small map of the game area and a lot of text about the land. If you want a little sneak peek of what to expect, here it is. Read the scroll here (http://www.uesp.net/wiki/Morrowind:Guide_to_Vvardenfell).

Heading upstairs.



Hrisskar indeed is having some money trouble. He wants us to find Fargoth's hiding place so we can take some money. Will we help Hrisskar to find Fargoth's hiding place and if we do, will we give what we find to him?

There are many people upstairs, but the woman behind the counter is the most interesting one right now.

She offers us some help for when we finally decide to go to Balmora, in case we are doing it on foot.

Our package is still safe and sound.

Taking a little look at the building, the ones next to this little road are all built in the Imperial style.

The shacks to the left and behind the Tradehouse however, are built in a Dunmer style. As far as I know, all these house Dunmer. Perhaps they were here first and perhaps they are poorer than the rest?

We have heard the Silt Strider mentioned many times already, so I ventured to the outskirts of the village to find the port.

They are large bugs with long legs and a hard shell that is carved to allow passengers to sit comfortably on them. They are moved by poking their sensitive nerves through the carved shell. We saw this one when we exited the ship.

We mention Vodunius Nuccius to this person like he told us to. She has something to say about him.

I went back to the village to ask the man himself, but as I got there...

Morrowind OST – Bright Spears, Dark Blood (https://www.youtube.com/watch?v=XoL9GmLgRS0)

A person in the back started to run towards me.

Yes, clearly following me. Is that a sword of some kind in his hand?

He attacked me, causing the guards next to me of course rush to my aid.

I don't think he thought this out very well. The guards killed him before I could do much. His sword did hurt, though.

It was an enchanted blade, so I believe I will be taking it. Actually...

Let's take it all and equip his clothes. I think they look a bit better than what we started out with.

I finally make it back to Vodunius Nuccius to ask him if he's happy in Morrowind. He says he's not, and offers to give us a cursed ring in exchange for some money so he can leave. Should we buy his cursed ring for 100 drakes?

Afterwards, we shall explore this town to see if any maidens need saving, wink wink.


"Ma'am, I have seen plenty of birds in my life, but I must say I have never seen a pair of hooters as amazing as yours!"

Oh. Failed admiration attempts will also lower an NPC's disposition towards us.

We have many things to vote on again. Shall we try to find the lost tax collector?

Will we help Hrisskar with his plan and find Fargoth's secret stash of money?

Shall we buy Vodunius Nuccius' cursed ring for 100 drakes?

And will we try to take on the smugglers to see what kind of things they might have?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sands on December 09, 2014, 03:01:20 PM
Hey. Remember how we have better bodies mod and everything? Here's how Fargoth would look like unmodded.

Sweet dreams.

ps update on the last page
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Syrup on December 09, 2014, 03:02:37 PM
Finding the lost tax collector sounds like the most interesting path, if he hasn't already been whacked. Doing a spot of whacking ourselves might rank a close second, with the smugglers; the mudcrab and crazed swordman surely only whetted our appetite for smashing. Meanwhile, we can't very well go stealing Fargoth's money after returning his ring; acting so bipolar, someone might think you were merely following the advice of voices in your head. And the cursed ring? We can't be wearing that bloodsucker around; we need our vitality for ourselves.

And oh, wow, that's a close encounter of the third kind if I've ever had any.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Yogi on December 09, 2014, 03:30:38 PM
Let's find the tax collector. Where there are tax collectors, there's money. Fargoth is our best friend now, so we cannot betray him. Can we inform him about Hrisskar's plot against him? That ring seems like it's decent for overworld travel, so I suppose we could take it. We should find some armor before trying to take out the smugglers, but our axe arm is itchy after that first taste of violence...

Do we have any spells at our disposal right now?

For next time: If you were a river I'd be a dam because dam u fine.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: MegaBusta on December 09, 2014, 03:36:54 PM
I don't like this new Fargoth, he looks like Ben Stiller.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sands on December 09, 2014, 03:50:21 PM
We have Hearth Heal, a starting level healing spell thanks to our amazing Restoration. We can cast it like, twice because we have shit mp.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Darker on December 11, 2014, 10:35:11 AM
Mothermancer..? Yes, that's good. Thunderbeard is the type who goes around killing people, pillaging villages and impregnating women, so you could say he creates a bunch of mothers in the process. He also has mysterious powers capable of manipulating your mom.

Killing the smugglers sounds nice, for they are scum and the Thunderbeard shows no mercy. Now, does this Hrisskar guy seriously want us to steal or extort money from our good man Faggot? What the fuck. He is messing with the wrong beard and deserves a good round of ass-kicking.

Silk striders are still looking as creepy as ever.. Walking by foot is much healthier anyways! And now it looks like some shady chap is randomly trying to assassinate us. Just a normal day in the life of Yook Thunderbeard. Oh, perfect!  Let’s leave his naked body stretched out on the floor in the middle of the village - it’s all about sending a message.

PS: Cursed rings are a waste of money.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on December 11, 2014, 08:24:05 PM
Part 3: Yook Thunderbeard, Nord Detective

Morrowind OST – Over the Next Hill (https://www.youtube.com/watch?v=QxtLo6HRLlc)

Last time, we found new clothes and failed to win over a girl. Today, we shall look for the missing tax collector.

Now, does this Hrisskar guy seriously want us to steal or extort money from our good man Faggot? What the fuck. He is messing with the wrong beard and deserves a good round of ass-kicking.


"Your face looks like a turd. And I don't like it."

We can taunt people. If we taunt them enough, they might attack us. This way we could fight anyone without getting a bounty, as if they attack first, it's self defense.

I went around asking people about more rumors in case they would know something about the tax collector, but no luck. While I was doing so, my Athletics skill increased.

At least one person likes us...

Not having anywhere else to look, we are going to have to venture to the forests around Seyda Neen. It is night and rather dark, but we're going to have to keep our eyes open.



So, a man fell from the sky...

And died. Let's see what he has.

Yes, we'll take all of this.

A hat for true men.

This book was something that belonged to the fallen man. An Acrobatics skill of 1000 certainly would make you leap very high. I believe there is only one thing we can do.

Use the scroll and jump!


The forest is disappearing behind the draw distance fog.

Oh, it seems like our jump ended already. Going down.



Let's continue our search during this beautiful sunrise.

I found a door on the side of a small hill. Seems like we get to raid a tomb.

It's rather dark down here, but I can see some light and a bigger room up ahead.




Please note my health.

I believe we just saw a ghost. With a floating hammer of some kind. It hurt, so we're not going to raid a tomb today.

Continuing our search, I actually managed to find the missing tax collector. Can you see him in this image? Take your time.

Here he is. In the original, unmodded game, there isn't as much grass and other vegetation around. This area would be bare and the body would be easily found. Here, it looks like whatever killed him did a rather good job at hiding their tracks.

We'll take this and the gold.


We can now talk about the murder with townspeople. The first one I talked to directed me towards Socucius Ergalla, the person we made our class with.

He's close, so let's go pay him a visit.

Oh. Well then. Looks like we have another choice.

Shall we keep the gold we found or give the gold to Ergalla?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Yogi on December 11, 2014, 08:48:58 PM
We should return the gold. The more people think we're a hard working, honest adventurer, the easier we can swindle them out of ten times as much later on.

Save that scroll for when you have a scroll of feather fall, too.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Syrup on December 12, 2014, 05:40:00 PM
He's a tax collector, he keeps his books. When we come looking for his murderer, we don't want them to hold anything over us, like, say, a few hundred Septims that didn't get plundered from his corpse. I am sure the grateful townspeople will reward us manifold for our honesty, although their apathetic responses may not betray their desire for justice.

In lighter news, Yook is looking very swanky in his sky-man clothes. Does he run exceptionally fast with the scroll as well?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sands on December 12, 2014, 05:43:31 PM
No, that would be Athletics instead of Acrobatics, which is about jumping and falling.

Not that it stops us from getting a ridiculously high Athletics score in the future, eh?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Darker on December 13, 2014, 04:13:16 PM
Hahahah, what’s with the clothes? We look just like a damn hippie, straight out of the sixties. Pretty groovy. But if Hrisskar thinks we are here to talk about peace and love, he’ll be shocked. Since he’s already gone and called us a fool, that means it’s time to get medieval on his ass. Spank that motherfucker. Besides, Faggot might really be a faggot after all. But he is our faggot.

Wow, Yook must’ve really lost his cool after being spoopied by that ghost… He just talked to a woman and didn’t even try hitting on her! Where’s the mojo, man??? Show me the mojo! I know being hit by floating hammers is tough and shit, but come on. Even blue girls should be o-kay.

The money thing’s a bit tough. We do need some money right now, but it’s not like we’re pesky thieves either. I say give the money back. We might be able to find whoever killed that guy, bring him some thunderous justice and just loot whatever’s on the killer’s body. A good day for any nord.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on December 13, 2014, 09:07:28 PM
Part 4: On the Trail of the Murderer

Last time we found the body of the missing tax collector and had to decide if we will give back the money we found. We decided to hand it over.

Morrowind OST – Nerevar Rising (https://www.youtube.com/watch?v=7B40gbzv-IY)

We get praised for our honesty. Socucius Ergalla also thinks it is rather strange for a man to just get murdered and then all this money being left on his corpse. He would also like us to find the murderer, promising us 500 gold if we kill this person.

Wow, Yook must’ve really lost his cool after being spoopied by that ghost… He just talked to a woman and didn’t even try hitting on her! Where’s the mojo, man??? Show me the mojo! I know being hit by floating hammers is tough and shit, but come on. Even blue girls should be o-kay.

"Hey baby, I'd like to paddle my canoe between those mounds if you know what I mean."

Oh. Well, let's ask her more about the murder.

The tax collector wasn't very liked in this village and apparently he was someone who liked to show off his wealth. There was a single person who spent time with him however, someone who lives in the lighthouse. I believe we shall be visiting them.



This is the first time she hears of Processus being murdered, seeing how we discovered his body. In her eyes, he was a gentle man and they had grown close. He did have an argument with someone called Foryn Gilnith, who accused Processus of taking too much money and then keeping the rest himself. Thavere thinks this is a ridiculous claim.

If we ask her about the ring she mentioned, she would like us to return it if we find it, as it was a gift she gave to Processus and it was very dear to him.

I also decided to climb the lighthouse.


Some books actually raise our skills when we read them, like this did to unarmored. Read the entire story here (http://www.uesp.net/wiki/Morrowind:The_Wraith's_Wedding_Dowry).

Now, back outside, finding Foryn Gilnith isn't very difficult. He has a shack in the area with the other wooden shacks.



He admits to the murder and doesn't even try to hide it. He says he was justified, as the man was corrupt and overcharged everyone. Foryn obviously did not do it to get money himself, as he left the gold behind. If you read the tax report, Foryn does seem to have a rather large sum he would have to pay.

The Census and Excise Office as well as Thavere say that the tax collector was a good man. The townspeople think that he was corrupt and rotten. Should we punish the murderer with death as we were told to or will we let him go?

Our update was a rather short one, so I felt like we could at least gain a level. It involved getting hit by mudcrabs, jumping, running and hiding in a corner.

When we have increased our Major and Minor skills enough, we shall get a message telling us to rest. That means we will level up the next time we sleep, though you could still train your skills at this point if you want to.

We don't own a bed or have a house for ourselves, so I thought we could use the bedroll that was in the Census and Excise Office closet.


Level 2. This is where we get to choose which attributes we wish to boost and you should see that I have placed 3 tokens on the attributes that get x5. I leveled up the skills in a way that gave us the maximum amount of attribute points, which mostly included some random skills that could be raised easily. We definitely need more intelligence, but right now we don't have all that many easy ways of giving it a good multiplier.

To recap, we must make another choice: shall we kill the murderer despite him claiming that he did the right thing or let him go and miss out on the reward we would be given for bringing him to justice?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: MegaBusta on December 14, 2014, 01:11:09 AM
KILL, no criminal scum gets off easy on our watch.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Dutch on December 14, 2014, 10:39:43 AM
Honorable death is more than this murderer deserves, but we'll begrudgingly grant it to him.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Syrup on December 14, 2014, 03:21:00 PM
Everyone knows that the best kind of smashing is that which is sanctioned by the authorities. We shall take him to justice the way only a Nord knows how; a soft and tender loving in his backside by Little Yook. His axe.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on December 15, 2014, 04:00:47 PM
Part 5: Bloody Justice

Morrowind OST – Dance of Swords (https://www.youtube.com/watch?v=2NVpBVoIqVI)

We decided to kill the murderer. If we say such, he will attack us.

Considering that he is trying to hit us with his fists and he has no armor while we have an enchanted battleaxe, he does us no damage and goes down in three hits.

Seems like he did take something from the tax collector after all. This is the ring Thavere wanted us to return to her.

After getting rid of the body, let's take a look at this book...

Full story here (http://www.uesp.net/wiki/Morrowind:A_Dance_in_Fire,_Chapter_6).

Seeing that we have killed the owner of this shack, it is ours now. The various sacks and barrels had some food items I took before depositing my own items I do not use here. It's good to have a home.

There's light rain outside today.


We did the deed, so we get the money. We're not awfully poor anymore, so I felt like it was time to do some shopping.

Arrille did not sell a full suit of heavy armor, so our helmet is medium armor. We are also missing some armor parts, but some heavy armor is better than none. We will be able to train the skill and our defense is much better.

We have solved the mystery of the missing tax collector. Our only choice regarding to this questline is if we wish to return the ring or keep it. It has no enchantments, but it could be sold for some good gold.

We also need to figure out our next step. Many seemed to want to go deal with the smugglers earlier, so that is still an opportunity and we should be properly armed to do that. Should we explore the smuggler's den or go to Balmora?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Syrup on December 15, 2014, 04:15:00 PM
Justice cannot fully be served until we have returned the ring, so we must do that. Afterwards, we can indulge in further state-endorsed smashing by smashing smugglers; by now our bloodlust cannot be sated by petty unarmed criminals. Meanwhile, we are looking sufficiently strong to weather any storm that blows our way, be it would-be-assassins falling from the sky or anything else.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Yogi on December 16, 2014, 04:35:31 PM
Our highest priority should be getting full, proper armor, and to furnish our new pad. The skulls of our fallen enemies are a must, and we need a good supply of strong drink for a strong nord. A display of great weapons and armor is probably needed, as well.

Most of these supplies could perhaps be found in the smugglers' den, so let's go take a look there. And rings are for women, so we shall return it to the woman who was looking for it.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Darker on December 17, 2014, 05:17:32 AM
Poor Foryn, he looked like a decent guy! Except the pressure of being scammed and sentenced to poverty was slowly driving him insane. He had his fair share of problems, ended up killing a scumbag and didn’t even touch the gold in his pockets. Foryn intended to fight against the rotten corruption that made the lives of the commoners so hard whilst a few dishonest politicians made out with all of their money and spent it on fancy clothes, jewels and parties. Yeah, it sucks.

We can’t know what was really going on without some proper investigation. There was definitely something fishy in there, considering Foryn’s exorbitant taxation. But even then, Processus was a mere tax collector. There’s always a chance he was simply doing as he was told by the higher-ups, in which case we can’t really blame him for anything, since he was just a pawn.

Anyways what’s done is done. The moment Foryn took justice into his own hands he became guilty too, and that’s just asking for a good handful of thunderous justice. Since he won’t be needing his house anymore, we’ll take it. Now let’s return the ring and raid the smuggler’s den. There are skulls waiting to be split!
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on December 18, 2014, 12:30:49 PM
Part 6: Visiting the Smugglers

We decided to return the ring and got some Restore Health Potions for our trouble. They are sure to be useful while we go deal with the smugglers.

We weren't told where the den of the smugglers was, but Arrille said it was somewhere around the Silt Strider port.

If we follow the road and look left once we are on top of the hill, we can see this little cave and a door. It's on the other side of the Silt Strider port, so it is very close.

And it actually is the right place.

Morrowind OST – Ambush! (https://www.youtube.com/watch?v=7-_IuhZrK6o)

Stepping inside, we instantly get noticed by two people. They are hostile, so you should be prepared for a fight right away.

The person behind the female Dunmer has an enchanted spear, which does seem to be able to reach me from behind her. They did do a lot of damage to Yook together, but one hit from Yook is very powerful.

They go down fast.

The woman happens to have a key, which we will take with us. The two of them also have some money and other items we can sell.

As soon as I proceed through the little door to go further into the cave, another person notices me and tries to attack me.


Instead of going down the path into the area where our last opponent came from, I turned around and headed up the stairs. There was another gate, which was locked. We actually have the key for this as it is the Slave Key we picked up earlier... But we do have lockpicks and opening locked doors levels that skill up.



Meet our first slaves. They can be found in many areas, wearing bracers that weaken them enough to make them good slaves. They can be freed if the correct key to them is found, the bracers cannot be lockpicked. We have the key still, so we could free them. But the question is, will we free the slaves?

After that, we can continue onwards. There are more people attacking us, but in the usual Yook way, they aren't much of a threat.

I had to rush ahead to deal with the one that had throwing stars, as she was getting a bit annoying. While her corpse's head is being eaten by the wall, I took a look at her inventory. She had a lockpick and a probe, something we haven't needed yet. Certain locks are trapped and those have to be disarmed with a probe before it's safe to pick the lock.

Heading back to the area with the water, there is another slave key, an identical one to the key we already found.

The crates have some various random loot, so it is worth to check them. Not all of them have something useful, but if it can be sold for enough money, it's probably worth it. Yook is strong enough to carry a lot of stuff with him without being encumbered.

I decided to take a little swim to see where the water would lead me.


I surface in a small, dark cave. The darker shape in the back is rather interesting...

Oh, a chest. A hidden cave only accessible by diving with a corpse nearby? I'm certain there is something good inside it.

Oh. 3 gold and a pitcher.

Returning to the main cave and continuing going through the crates, we come across some Moon Sugar. It is an illegal substance used to make Skooma, a drug. It has some value to it, but your usual merchants will refuse to barter with you if you have any in your inventory.

There's a lot of Moon Sugar in this cave. I feel like I know what these people were smuggling.

Ah, here we go. Skooma is illegal and the normal merchants won't buy it. It is very valuable, however.

We come across another gate.

I believe we have made it clear that a level 10 lock won't stop Yook.

There is more water on the other side.

It's a rather long tunnel filled with water, but it's not deep enough to actually dive.

Finally at the end, it's deep enough to swim and continue further into the cave.

It's another darker section. This time we don't have a chest, but we do have these handy stone stairs heading up.

Hello rat.

Bye rat.

There are no other enemies here, it seems. There is some light at the end of the tunnel.

The mushrooms give out that strange, green glow. There was a torch among them, which I took. It does actually work and it would give you more light. The game isn't dark enough for one to be required, but if you think parts of this update were too dark to see properly, I could make use of them while taking screenshots.

Here is the torch in action. We can't hold our axe at the same time, but changing weapons happens in an instant.

Heading up the strange rock formation, we come across a rather familiar sight.

We're back where we started. The door on the left takes us back to the entrance and the door up the stairs is the slave door. We made one big loop, got all the treasure and killed all the smugglers.

We have done everything we wanted here.

Here's what the merchants say if you try to barter them with Moon Sugar. You can just drop it down and pick it up, they don't mind that. You might see that Arrille is wearing different clothes now, and that is because I sold him something he considered better than his old clothes. The NPCs will equip the best items they have in their inventory. It can be a bit annoying if you sell them something you want back, as they won't sell items they are wearing.

Back at home, we are doing rather well. Almost 1500 gold already.

Shall we finally head to Balmora?

Should we free the slaves?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: MegaBusta on December 18, 2014, 03:29:36 PM
I am not biased in any way and we should free those slaves.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sen on December 19, 2014, 09:06:55 AM
Is there any reward to be gained from freeing the slaves? It's probably worth checking out what they have to say after freeing them, so do that. Some pictures were pretty dark, so a torch would be nice. And then it's time to go to the next town, I guess.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Darker on December 19, 2014, 01:23:10 PM
Wow, we actually need to get ourselves a torch or something. Maybe because I’m not a nord or khajiit, but when it’s dark I can’t see jack shit. So let’s just free those slaves and tell them to get some of the weapons we found at the smugglers’ corpses. Hopefully they’ll be able to fend for themselves, at the very least.

The chest thing made me laugh though, that’s some typical elder scrolls stuff. “Wow this chest is so well hidden, I can’t believe I managed to find it! I wonder what kinds of amazing stuff must be stashed in there… Nope. Nothing.”

Oh, and one more thing. Use a torch. Seriously.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Syrup on December 21, 2014, 07:48:43 AM
We should certainly free the slaves, in the name of justice. And afterwards, yes, we should move on, leaving the trail of smashed skulls in our wake.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on December 21, 2014, 08:54:07 PM
Part 7: Off to Balmora

We decided to free the slaves. As they are slaves, they don't own anything and freeing them gives us nothing. Their disposition towards us jumps to 100 however. There were two other slaves in this cell with Baadargo: they all were freed.

All of the slaves were wearing these and this is what the key is for. That certainly is an enchantment that would hinder escaping.

Balmora was our next stop. As we asked a scout for directions, our map in the upper right corner already has our destination marked as well as some other landmarks she mentioned. The dark areas are the areas we have explored.

The directions we were given (http://www.uesp.net/wiki/Morrowind:Elone's_Directions_to_Balmora) tell us to take the north bridge to leave Seyda Neen and head east past the Silt Strider port. This convenient sign seems to agree.

Morrowind OST – The Road Most Travelled (https://www.youtube.com/watch?v=erENuOJ5wQU)

It's not the best day for walking, but big strong Nord men can handle the rain.

This is where the directions want us to go. The scenery already is looking a bit different. Seems like we are getting out of the swamp forest.


Hello, friend.

Goodbye, friend. This was a Kwama Forager. They are aggressive, but very weak. They aren't an issue.


This is the Ascadian Isles area. There are actual islands of course, but we're too far inland to see them. Instead we get to enjoy the grassy hills with some new flora and giant mushrooms.

Oh, what's this?

This Guar isn't aggressive. They're used as mounts and pack animals in Vvardenfell. Unfortunately we will never get to ride one... Or that is what I would say if we did not have mods. We do actually have a mod for Guar mounts, which we will most likely be seeing in use later. These untrained Guars can't be used as mounts.

Seems like there is another person around as well.



Oh. Well then. This woman was attacked by a bandit and had her jewels stolen, though she was not harmed. She doesn't want us to get the jewels back, however. Instead, she wants us to find the bandit as she seems to have fallen in love with him.

Shall we help Maurrie find the bandit for the sake of love or continue to Balmora?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: MegaBusta on December 21, 2014, 11:47:22 PM
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Darker on December 22, 2014, 04:16:51 AM
Ain't nobody got time for that
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Syrup on December 22, 2014, 04:02:33 PM
Nooooooooo. We must find the bandit. Perhaps there will be free jewels in it for us.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on December 22, 2014, 05:06:04 PM
All of these guests are left open as I never actually refuse them. We might be able to do them later if someone remembers and suggests that we do it. A new update is on the way though it is going to be a rather large one.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: MegaBusta on December 22, 2014, 05:39:27 PM
oh bby
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on December 22, 2014, 07:25:04 PM
Part 8: Balmora Trail

We decided not to help the woman find the bandit of her dreams and instead continue to Balmora. We are about halfway there, having passed the town of Pelagiad like we were told.

Morrowind OST – Caprice (https://www.youtube.com/watch?v=cPFS46DBR7g)

This area has quite many flowers for us to pick. They're more alchemy ingredients, we can use them for potions or just sell them as is. Potions sell for more, however.

Not much else happens on the trip with this part being the most important. The area to the left clearly looks different than where the path to the right takes us. Left is where we should be going.

There's a rat. It wasn't there for long.

This gray, rocky area is known as a foyada. The lava from the volcano on this island apparently is very runny, so it tends to go for a long way and leave these foyadas behind. Foyada apparently stands for a 'fire river'.


We aren't going to have to follow one for long, as we need to take a left turn to reach the Moonmoth Legion Fort we were told about. Balmora should be close.

This is the fortress entrance. It's not Balmora.

The other side of the foyada looks very different to the Ascadian Isles. This is West Gash. It's rather bare and mostly has rocks, shrubs and twisted trees.


Oh, we're close. That's a Silt Strider up there.

Had we taken the Silt Strider to Balmora, we would have been dropped on that platform up there. It would have been fast, but it was fun to walk.

Morrowind OST – Blessing of Vivec (https://www.youtube.com/watch?v=RDW8CYfjKBI)

This is the area where there are shops. We finally get to see some Dunmer architecture. Most of the buildings here are rather small and they aren't very tall. The green glass apparently isn't glass but some kind of resin.

The best part about the containers in the outside areas of Balmora is how no one has been marked to own them. We can take all the items we find and it isn't even stealing. I make sure to loot every container.

Balmora is split into few distinct areas with this one having the shops as I said.

It also has guilds. The other sign is the Guild of Fighters, both factions we could join.

We also have different guards walking around compared to Seyda Neen's Imperials. Let's ask him some questions.

Balmora apparently is the second largest town and apparently something called the Great House Hlaalu is the one in power here. He didn't tell us anything about the House, but apparently we could join it. Apparently.

It's time to check the most important shop in town first, though.

Someone likes the Empire.

He says the same thing about Balmora as the guard we talked to, but he gives us a rumor. Some Larrius Varro person over at the Moonmoth Legion Fort is apparently trying to stop the corruption.

I bought us a new helmet and some boots, as this person sold heavy armors. Our left arm is still lacking heavy armor and I couldn't find any here.

The houses in Balmora tend to have very small rooms, but there's usually a basement or a second floor as well.

There's some weird book about some wizards called the Telvanni here. It apparently is another Great House like the Hlaalu. You can read the book here (http://www.uesp.net/wiki/Morrowind:The_Affairs_of_Wizards) if you wish to learn more.

There was a guard upstairs, but he can't see in this room if you hide yourself. That means we are pretty free to take anything we want in here. If we sneak and the yellow icon show up in the bottom, it means we aren't being seen. If no one sees us, our crime isn't reported.

This chest was too much for us, though. Time to go back outside.

We can open our journal to read the things we have been told. This was back when we got the package to deliver, we were supposed to find some place called the South Wall Cornerclub.

It was easier than expected.

I wanted to see if there might be some book explaining the Great Houses in more detail here, but instead I found something much better.




The bookstore was one of those houses that had a second floor as well. A floor without guards.


Oh. Nothing.

It had already gotten dark when I came outside. These stairs lead to the area where the more wealthy live. These tall towers are just watchtowers for the guards.

The houses here are bigger, but they're still not very large. Let's see what the largest building is.

Alright. Let's not go there yet, though. We had a tavern to find.

Balmora has many stairs. These lead to the river and the houses for the common folk.

There are also the dark alleyways every town needs.

The market district and the noble district all were arranged in a circle around a large empty space. The houses by the river are instead built in straight rows.

This person mentions Larrius Varro again. His suggestion is that the man has to find someone to help him to stop this corruption. This is a hint.

This woman meanwhile suggests that we join a Guild to get started and used to Vvardenfell. It's not a bad idea as joining Guilds has many perks. When I asked her about the lore, she just said the Tribunal Temple is fighting some rebel faction called the Dissident Priests. Too bad we don't know what those are.

Ah, here we go.


Well, we have a lead to finding Caius Cosades... But let's ask her about other things.

She seems to be knowledgeable about many things. I'm sure that's to be expected, as she is a Nord just like us. She says the Dunmer resent the Imperials that have taken over and that there are people trying to drive them out if given the chance. What is worrying is that this Orvas Dren apparently controls the House Hlaalu and there is some syndicate called the Camonna Tong he runs and... This woman certainly knows things she probably shouldn't.

Many people have mentioned the Fighters Guild and the Mages Guild. She is the first one talking of the Thieves Guild. Camonna Tong and the Thieves Guild apparently have some kind of gang war going on, so perhaps her knowledge makes sense. Who is Sugar-Lips?


Nice book.

"Join the Thieves Guild, Camonna Tong is bad." (http://www.uesp.net/wiki/Morrowind:Honor_Among_Thieves)

Finally, the actual tavern. None of these people is the owner and we're told that he's somewhere. We actually were closer to him when we first entered.

To find Bacola Closcius, the owner, you need to take the stairs upstairs to your left when you enter the tavern.

We know where to find Caius Cosades. I hope you know what this means.

Going to another completely different direction to look at something else, of course. This is the temple. It's on the other side of the river close to the rich area, but to the side. It's strange for it to be so far away from everything else.

The temples have these small courtyards before the actual entrance. Sometimes there is a beggar outdoors.

They are actually rather roomy on the inside. The ceiling might be low, but there are multiple floors.

Dunmer worship their ancestors. I am only going to have to assume this is a pile of the remains of their ancestors.

Temples have shrines to certain holy people in their religion.

You can donate money to get temporary blessings. You can only have one active at a time, but it tends to be something like a stat boost.

Let's go downstairs first.

We learned a lot from this woman. We know of the Guild, temple, House Hlaalu and the Legion, but she also mentioned something called the Imperial cult as well. Sounds like something religious. There's also something called the Morag Tong but she doesn't tell us more about them.

I'll go upstairs next.


This man says that outlanders like us do best in Balmora, because House Hlaalu is the friendliest towards foreigners apparently. He also mentions the other two Great Houses that are represented well in Vvardenfell, Redoran and Telvanni. We know Telvanni are wizards and they apparently dislike outsiders. We know nothing of House Redoran.

This is the first time we hear of someone called Vivec as well. There's a city with the same name too, the largest city in Vvardenfell.

Vivec seems to be some figure in their religion. These sermons are some rather... Interesting and weird books. Here (http://www.uesp.net/wiki/Morrowind:36_Lessons_of_Vivec,_Sermon_34) is this book, though you could read the entire series (http://www.uesp.net/wiki/Morrowind:The_36_Lessons_of_Vivec) and still have no idea what is going on.

Ah. Vivec is a part of this ALMSIVI the Tribunal temple worships. The other two are called Almalexia and Sotha Sil. It might be obvious that this book is rather similar to the Telvanni book and the thief book we found. All of these are factions we could join and the books explain us what the factions expect of us. This one states rather clearly which attributes and skills the Tribunal temple favors. They are not a very big issue when you wish to join a faction. Here (http://www.uesp.net/wiki/Morrowind:Fellowship_of_the_Temple) is the entire book.

Now let's take a look at some other things in this room.

I believe this is a picture of Veloth leading Chimer, the Dunmer ancestors to Morrowind.

I'm not entirely sure what I am looking at here.

Our next step most likely will be joining a faction. You can join all the Guilds at the same time and the temple and the Legion are separate things you can also join without running into issues. There are a few issues with some Guild missions, but I will point them out as – or if – they are happening. We can only join one Great House however, and as we haven't seen all of them yet, we will not be voting for them yet.

We really need a place to sleep in and store our items in Balmora. The factions will give us that option.

Here is what they will expect of us, see what sounds like something that fits us the best or sounds interesting enough. We could easily go through all of them if there is enough interest.

The temple

Mages Guild

Fighters Guild

Thieves Guild

There is still the Imperial Legion and the Imperial cult, but as those are over at Moonmoth Legion Fort rather than Balmora, I will explore that later.

Now for our choices.

Shall we deliver the package to Caius Cosades?

Should we join a faction? The Fighters Guild, Mages Guild, Thieves Guild or Tribunal temple, or perhaps we will go and see what the Imperial Legion and Imperial cult are about? You can vote for as many or few as you like, even not wanting to join any right now is an option. We might end up seeing them all unless there is a certain faction most vote to not join ever.

Will we go to Moonmoth Legion Fort anyway to see what the rumors about Larrius Varro stopping the corruption are?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sands on December 22, 2014, 07:50:58 PM
Here's some fanart of every game made by Bethesda ever.

Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Yogi on December 22, 2014, 08:38:41 PM
We shall join the Fighter's guild and see if they have a task for us befitting our stature as a true nord warrior. Their equipment chest might have something nice for us to take, too. Then we will further investigate Larrius Varro's case, you can't just let the mods get away with abusing their power.

You need to hit on more girls.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Avalanche on December 23, 2014, 02:31:30 PM
Here's what you do.

Go up a high mountain, find a cliff. Jump off. Then straight away, hit autosave as you fall.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Syrup on December 26, 2014, 03:04:06 PM
We should firstly deliver the package. We're already here, in any case, and it wouldn't do to build a reputation for Yook Deliveries as being unreliable. We should snoop around the Imperial gangs, I think, but the Fighter's Guild seems like the most suiting to Yook, in any case. We should certainly attempt to, as that Commoner said, "Go straight and HARD through the system." With an axe.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Darker on December 26, 2014, 06:08:26 PM
Joining a guild is useless, we are the greatest warrior this land has ever seen anyways.

Try delivering the package since we're already here, but I'm more interested in Larrius Varro. It looks like he might need some help.

And remember to always hit on girls.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on December 28, 2014, 04:10:46 PM
Part 9: A Series of Unfortunate Events

Joining the Fighters Guild was the most popular option. Heading over to the Moonmoth Legion Fort to see what they had to offer as well as see what Larrius Varro was up to were also some suggestions that we can easily do at the same time. I'm sure the package can still wait a moment, right? We're still in Balmora, after all.

Morrowind OST – The Road Most Travelled (https://www.youtube.com/watch?v=erENuOJ5wQU)

Many buildings in Balmora have two entrances to them and the Guild of Fighters is no exception. We want to take the stairs up to get straight to the person who recruits new members.


We are now a part of Fighters Guild. The rules you already should know and they are rather obvious. Don't attack your fellow members unless they attack you first and don't steal anything from them. Or at least make sure you aren't seen.

The perks of joining a guild are that you are allowed to use their beds and services. Eydis Fire-Eye here is a trainer and she can train you in a few skills for some money. It's an easy way of getting levels – but you will only get the training if you belong to their guild. This is why joining guilds is a good thing and joining all of them even if you aren't planning to do their jobs is a good idea for training purposes.

And of course we will be given quests. Guilds seem to be having somewhere around 30 quests and at least some of them have to be done if we wish to advance through the ranks. The message I was given for trying to gain a rank was "your attributes and skills are high enough, but you haven't done enough jobs".

We can't turn down a job if we ask for one. We don't have to do it of course, but we now have our first guild mission. Of course it's about rats. Should we do this job?

Let's explore our new little base.

Ah, here is the chest.

It's... Rather lacking, but we are free to take what we want. There were some health-restoring potions and these hammers that we will be making the most use out of. The chest does restock occasionally.

Our equipment has to be repaired and that is what the hammers are for. Our equipment has health and if it goes to 0, it is broken and cannot be used. Luckily we do not lose it, we just have to repair it before we can equip it again. It's a good idea to keep your equipment properly repaired, as damage does affect them.


Now that everything is fixed, I head downstairs into a room. Our room, in fact.

There are two locked chests here, but such weak locks are no match for Yook.

There isn't much in them, but I empty them mostly so I can put my own items in the chests.

There's also a training room of sorts all the way at the end of the hallway. That door to the back has a level 90 lock and it's also trapped. Sounds like what is in there is very valuable.

I went outside for a walk next to sell some things I had takenfound.

Morrowind OST – Hunter's Pursuit (https://www.youtube.com/watch?v=VBGs4_z3rKI)

Oh, what is that up there?

Ah yes, of course. Get used to this sight.

Cliff Racers are very common enemies. They like to swarm and chase you forever until you kill them. Many mod these creatures away, but it apparently is not a true Morrowind experience unless you get to deal with the Cliff Racers.

Having beaten our first Cliff Racer, we felt like a man.

"Hey baby, are you sandpaper because I want you to rub my wood if you know what I mean."


Morrowind OST – Caprice (https://www.youtube.com/watch?v=cPFS46DBR7g)

Now, let's go to Moonmoth Legion Fort. It's not very far from Balmora, so the walk doesn't take long.



I eagerly asked about joining the Legion. We can't, at least not here. We would have to go to a different fort in some place called Gnisis. Later then, maybe...

Asking about rumors, there's some Nerevarine thing the Dunmer have been waiting for, the incarnation of some Lord Nerevar person. There apparently have been many people claiming to be the Nerevarine only for the Temple to go out and hunt them. Maybe the Tribunal Temple is something where Yook can fit after all...

One of the people was wearing a robe instead of an armor and he does seem to be a member of the Imperial cult. He doesn't direct us to anyone, though. But the Imperial cult worships eight Aedra – beings that have been said to create the world – and their first emperor.

The door to this rather large building was right behind us. That person standing in front of us looks important, perhaps he is Larrius Varro?

He's not.

There is a book detailing the Legion's job behind him, though.

There are some people selling items here, but the door was more interesting to me. Yook senses were tingling.

Ah yes, some armor pieces. Slightly better than our steel armor.

I wonder if we will ever wear a full set of just one armor type.

Leaving the tower as there's really nothing else there, I felt like we could head down.

Oh. I found him.

He doesn't technically give us a job, but tells us that there is some Nord near Hla Oad robbing travelers. Should we take on the bandit?

The room where Larrius Varro is also leads to a prison. Seems like a place we should check.


No one here. All the cells are empty, but they're still locked. Back upstairs, then.

Many shopkeepers. The left door leads us to another room like the one where we found our new armor, but it didn't have good items. But the door to the right had something else.

If this isn't related to the Imperial cult in some way, I do not know what is.


If we want to join, we need to pay 50 gold. It seems like these people would give us similar services as the Temple, healing and blessings. Let's see if there's more he can tell us.


Oh. There was. The rules are still similar to the rest of the guilds, don't hurt other members or steal from them. Should we join the Imperial cult?

I went back to Balmora after that.

I don't know what this Argonian was up to, however.

I was rather close to a level by now, so I felt like I could go to Seyda Neen for a quick training session as there are more enemies around there. We had gained some armor skills, so we were on our way to a level with some endurance boosts and I wanted to take advantage of that. But as I was resting in the wild after some training...

I was suddenly woken up and found a strange dark figure stabbing at me.

Even injured and tired Yook can't be assassinated that easily.

And I am liking the value of this armor we found. It's rather good light armor, but we don't use that. We'll be selling this.

I talked to a guard and they immediately pointed out that I have been attacked by the Dark Brotherhood, like the armor might have pointed out. We should speak to Apelles Matius about it.

If I ask the same guard who gave me the name, it seems like he forgot all about it. Strange. But I continued to train.

Then I got stuck on a pole in a rather unfortunate way. Poor Yook. I can't actually move or get out, so this is the end of the story of Yook, forced to spend the rest of his life impaled on a thick, wooden pole. This is why it's a good idea to have some teleportation spells or scrolls...

I had actually saved very recently so I could just reload.

Level 3 and we're heading back to Balmora.

Should we deal with the rats for Fighters Guild?

Should we help Larrius Varro and take care of some bandit wherever Hla Oad is?

Shall we finally deliver the package now that we are here in Balmora again?

Feel free to suggest new guilds and factions to join at any point.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Yogi on December 29, 2014, 08:17:17 AM
Yook got rejected by another pretty girl, so he's trying to find comfort in the pole now...

The rat job sounds like a trivial matter for someone like us, let's do it if we ever find ourselves in the neighborhood. A proper bandit seems like a more interesting task for us, however, so I suggest we go and seek this nord out. After doing that, we can turn in the quest and deliver the package.

Let's do some more research into the dark brotherhood too, if we can find anyone who's willing to talk.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Syrup on December 29, 2014, 06:35:54 PM
We should certainly deliver the package at some point soon; like I said before, we don't want to build a reputation as unreliable. Likewise, we have to take on the undignified but necessary job of smashing rats so that we'll be given other, more distinguished, smashing jobs later. Smashing the bandit is also a good idea; you can't bash some good smashing.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Daecher on December 30, 2014, 02:25:13 PM
I've never played the Elder Scrolls games, but I really like delivery quests. While I'm impartial to smashing furry rodents, smashing a bandit sounds fun. I also think the package should be delivered as soon as possible.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on January 01, 2015, 04:38:37 PM
Part 10: Reporting to Caius Cosades

It seems like all the quests we had open were something someone wanted to do. Luckily they all can be done rather quickly.

Morrowind OST – Over the Next Hill (https://www.youtube.com/watch?v=QxtLo6HRLlc)

Hla Oad is quite close to Balmora. We need to cross the mountain that is in our way.

I decided to start going around it to gather some alchemy ingredients.

I found a Scrib. They are harmless and do not attack, but if you attack them then they can paralyze you.

After that, we could start heading over the mountain. Climbing is quite easy in Morrowind and it's possible to scale even rather steep walls, so mountains rarely are going to stop you.

We get back to the Bitter Coast region by going over the mountains. This day is looking like it will be a foggy one. That is actual fog, not just the draw distance fog. I also see another friend.

Here's a Nix-Hound. This texture of it blends quite well in this area. They are hostile, but this one took a rather long time to actually attack.


It wasn't an issue.


Seeing that I am looking for a bandit, seeing people caught my interest. As I approached, I heard someone unsheathe their sword and the battle music started.


This isn't our man. He was a Nord. We'll be taking this sword, it should sell for some money.

The people proved to just be travelers, nothing special.

But going in their direction did put me on the road. The bandit was supposedly stalking travelers close to it.

Ah. He is a Nord. Talking to him... Hm, here is a dramatic reenactment drawn by Sands.

He attacked me then.

Morrowind OST – Drumbeat of the Dunmer (https://www.youtube.com/watch?v=0lxxJRC1Ypo)



He was a worthy opponent, though what he gives to us after his death isn't. He is a Nord, so he actually resisted our axe's enchantment, as it had frost damage.

We don't actually have to go to Hla Oad right now, so I won't. But I am sure we will get there eventually. Back to Balmora.

I took a different route back and came across a Dunmer stronghold. This one is called Hlormaren.  They tend to be covered in bandits and other hostile people, so I didn't go there just yet.

Morrowind OST – Nerevar Rising (https://www.youtube.com/watch?v=7B40gbzv-IY)

Climbing mountains is fun. It seems like Balmora has been hit by the fog as well. I took a quick nap at the Fighters Guild to restore our health before starting to look for Drarayne Thelas so we can take care of the rat problem. She lived on the other side of the river.



There is one rat in her bedroom.

Now there's none.


It seems like these coins suddenly fell into my pocket by accident. I truly am a clumsy snowman like that Khajiit said.

From here we learn that Vivec is a mother-father, whatever that means. You will know if you read sermon 12 (http://www.uesp.net/wiki/Lore:36_Lessons_of_Vivec,_Sermon_12). Sands suggests it.

She really likes pillows.

The rest of the rats are in her storage. Unfortunately it's not a basement, so we cannot kill rats in a basement.

Two die quite fast as well.

She really, really likes pillows. I shall leave the pillows, but take everything else.


I could go report to the Fighters Guild or to Larrius Varro, but now that we are on this side of the river, let's go meet Caius Cosades. They said he lives here.

It's... Not quite what I expected.




Oh. The Emperor apparently wants us to be a member of some "service" this man belongs to. And that we would be taking orders from Caius Cosades.

Are we ready to take orders from Caius Cosades?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: waffles on January 01, 2015, 05:29:33 PM
You should ask about his orders. It'll probably be, "Go get me some skooma." But if not, then yeah, may as well. The emperor is like a big deal and it looks like we're totally in there so let's keep it that way for now. Maybe they'll let us smash things.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Darker on January 01, 2015, 06:16:05 PM
Wow, look at that creepy buglizardbirddog we found in the foggy place! Can we keep it? Let’s keep it!

Oh Yook you fucking idiot, you killed him.

The battle against Fjol must’ve been epic. I could even picture the two great nords madly swinging their axes at each other..! You don't find such a worthy opponent everyday. Well, regardless of that, why aren’t we hitting on that hot dark-elf pillow chick? Come on Yook, do some work here! You can’t get scared just because you were rejected a couple of times… Show them who's the clumsy snowman.

Besides, does this Caius guy have a mental problem? Is he weird in the head? Of course Yook is ready, Yook is always ready.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sands on January 01, 2015, 07:13:18 PM
Besides, does this Caius guy have a mental problem? Is he weird in the head?

He's a skooma addict, I hope the question answers itself.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Yogi on January 01, 2015, 08:44:57 PM
Let's see what this man has to say. After that, we can see whether the fighting guild has some actual fighting for us to do. I've fought mudcrabs tougher than those rats...!

Talk to a few more townspeople and see if there are any neat rumors.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sands on January 04, 2015, 08:47:05 AM
Send help.
Title: Re: Let's Experience Morrowind (With No Images)
Post by: Roswell on January 04, 2015, 03:01:08 PM
Goddamn it Duke what are you doing with your life Jesus dick.

Playing video games.

Part 11: New Boss

We decided to see what kind of a job Caius is offering us.

Morrowind OST – Peaceful Waters (https://www.youtube.com/watch?v=KvRoL3xW7Kc)

And right away, we have become a member of the Imperial Blades. They are spies for the Emperor.

Caius Cosades knows we are new and he offers us a lot of information. We also now have access to the Blades trainers that live in Vvardenfell, so it should help us a bit. He's a good source of information for the guilds and factions and as we haven't heard a lot from the Great Houses from others, I asked him about them.


Morag Tong isn't one of the three Houses we can join, but they are legal assassins and we could actually join them. House Hlaalu could be said to have a Stealth specialization, if you remember those from back when we were creating our custom class. They prefer those kinds of skills, being stealthy, agile and good talkers. House Redoran fits the Combat specialization the best, being traditional fighters with strong ties to the Temple. House Telvanni is made of wizards and Magic specialization works for them. They're a strange bunch.

Asking about some other factions he mentioned, Camonna Tong's connection to House Hlaalu is confirmed by Caius. He's also right about us not being able to join it.

But enough talking about those. It is time for us to see what kind of a job he has for us.

He offers us gold for our troubles. I'm not entirely sure why he called us a pilgrim, as that is not our class name and it isn't our rank in any faction, either. Strange.

We are sent to get information out of Hasphat Antabolis, a person who actually stays at the Fighters Guild. Caius wants information out of the Nerevarine cult and the Sixth House, though he warns us that the information most likely won't be free. We heard of this Nerevarine before, but this Sixth House sounds new.

Right. We were heading to the Fighters Guild in any case, so we could go talk to the person we should easily. It's not out of the way.

After being congratulated for a good job, we are given a new order to stop egg poachers. Should we handle the egg poachers?

Morrowind is a game that lacks the compass that points you to your destination. The only thing we get are these written directions. Sometimes they are vague and difficult, sometimes even wrong, but actually finding your target can be a fun exercise.


Our man is in the training room in the basement.

We are going to have to do him a favor to get any information out of him. He wants us to go to nearby Dwemer ruins to get him a specific artifact. Should we go dungeon crawling?

As this would be a very short update otherwise, I went to explore our neighbors, the Mages Guild.


The upper section is very much like the Fighters Guild.

They have a supply chest as well with some more useful items in it, teleportation scrolls and potions.

Upstairs, there is an enchanter. They cannot fail unlike player characters, but they will ask for a lot of money. On the desk, there is a very tempting, valuable soul gem. It's up to you if you wish to steal these, as there is a catch: every single soul gem of the type you steal cannot be used with Balmora's enchanter anymore, as she will accuse you of stealing even if it isn't the same soul gem you actually stole from her. If you don't need her services, then you won't have to worry about it.

The basement is very different from Fighters Guild. Instead of a narrow hallway, a training room and the small room with beds, there is this large room instead. There are some small rooms separated from the rest with room dividers.

We can also buy spells from them. If we were a part of the Guild, we would be given discounts.

We can also create custom spells. We can only choose from the spell effects we actually know, so right now we could only use the Restore Health effect our Hearth Heal spell gives us.

We can change its range and how effective it is, making it easier or harder to cast as well as balance the Magicka cost. Sometimes the spells the NPCs sell are actually worse that they would be if you had made your own spell, costing more Magicka than they should. It is a fun little system to play with.

Another nice thing the Mages Guild offers us is the guild guide. They can teleport us to any other Mages Guild in Vvardenfell for a small fee. It will be instant, so no time is wasted on travel.

Now, please pick one of the choices as the quests are starting to get longer and doing more than one in one update will be a bit too much.

Should we go to the Dwemer ruins to get the information for Caius?

Shall we rather work for Fighters Guild and take care of the egg poachers?

I haven't gone to get our reward for the last jobs yet, but should we ask Larrius Varro if he has another job for us?

Or do something else?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Yogi on January 04, 2015, 05:31:21 PM
Let's try and find those egg poachers first. It's strange to me that those people need to die over stealing this, maybe we can talk to them about things, see what they have to say.

Then we should of course go dungeon crawling, because we are a strong adventurer and it is in our blood.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: waffles on January 05, 2015, 12:15:45 PM
I think Costades was doing his best John Wayne impression.

We should go and hit those egg poachers. Smash them good. Dungeon crawling is also good.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Darker on January 06, 2015, 07:02:37 AM
Wait.. what??? Don’t just trust a junkie like that, he oughtta be making that shit up!

Let’s check the Redoran and Morag Tong guys so we can think about joining them. These Camonna fuckers sound pretty tricky, and might need some justice serving.

Every faction in this game seems to be related to Dunmers somehow, come on…

Flash-forward to the fighter’s guild, are we supposed to check the egg… mines?!? Mineral eggs? Golem eggs perhaps? You lost me there. But dungeon crawling, yes! Now that’s an adventure! Oh, let's talk to the junkie too.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on January 06, 2015, 01:24:31 PM
Part 12: Poached Eggs

Morrowind OST – Caprice (https://www.youtube.com/watch?v=cPFS46DBR7g)

While the ruins got some interest, it was the egg poachers most wanted to take care of. That's where we shall go today, but first...

"Hey baby, I saw that your pillows tend to be all over your bedroom floor. How about we introduce that habit to your clothes?"


To get to the egg mine, we have to follow the river.

Seeing this bridge is a good sign. The entrance to the mind is on this side of the river, we just have to turn right to see it.


There are also some workers outside.



The workers believe that the poachers are in the mine itself, so that is where we will look.

Someone wondered why it would be an egg mine. The eggs are actually bug eggs and these insects have giant caves they live in. One could think of them as ants of some kind. These eggs can be harvested, each sack has one large egg and there are many of these around. We're going to be leaving this place with quite many eggs in our inventory.

One form of Kwama is the forager, which we have seen on the surface as well. There's many of them in the mines and they will attack you, as usual.

Scribs are also a form of Kwama, so they can be found in the mines.

The path splits here. To the left, there is a long corridor and to the right, there is a door that leads to a mining camp. I decided to go there first.


The workers can usually be found in the camps. There are a couple of types of hostile Kwama, but they don't attack the workers as they are used to their smell. But we will be getting attacked by anything that tries to protect the tunnels.

I'll assume they use these tracks to transport eggs.

Here is a Kwama type we won't see on the surface. The workers are harmless and don't mind us.

The camp leads to this door, but the queen's lair sounds quite important. I decided to go back and check out the other path we ignored.

There wasn't much of interest, but it was full of workers.

And that tunnel ends up leading to a door that leads to the lair of the queen. Only one way to go, then.

Morrowind OST – Knight's Charge (https://www.youtube.com/watch?v=Oq85h7oHWv0)

As soon as I step inside, someone attacks me.

She's not much of a fight and has nothing valuable. She is one of the poachers, however.

Another person was nearby, attacking me once he saw me.

He was much the same. He did have some eggs and shared the name of one of the poachers. I believe we just killed our pair.

Even though it was called the queen's lair, there was no queen. No Kwama warriors, either. I believe they wanted to make sure that low level characters wouldn't die doing this early quest.

95 large Kwama eggs. That isn't bad. Carrying them all almost made us encumbered, too: the blue bar above our character icon is how much we are carrying and how much we can carry.

Back to Balmora, then. I need to store the eggs somewhere and turn in the job.


She has another job for us right away. Some Telvanni agents stealing ebony, a rare and valuable material. It's not wood.

Asking about the names she gave us, she says all of them belong to the Thieves Guild – but apparently it is not a Thieves Guild job. She doesn't seem to like us questioning that, which is a bit strange.

I decided to head over to Caius Cosades to see what he knew about the Fighters Guild. He seems to know a lot about what is happening here.

He doesn't know Eydis, as she is new. But someone called Percius Mercius he does know and trust. He's in Ald'ruhn, though, and only gives jobs to those of higher rank than us. Maybe we should work on getting a higher rank.

While I was back in Balmora, I felt like I could contact some of those Blades trainers I was told about, as they do give you items.


There is a third one living in Balmora as well, but I didn't go looking for them.

I also went to the Temple to buy some spells that we are going to start needing. Morrowind doesn't have fast travel like Oblivion, you can't just click a place on your map and travel there in an instant. The only fast travel you have are in towns and they only transport you to certain other towns, not all of them. Some places are going to have to be walked to. But luckily there are some very handy spells, such as Mark. Mark places a, well, mark where you stand, allowing you to teleport to that spot by using its sister spell, Recall.

Which I buy here, along with Almsivi Intervention. That spells teleports you to the closest Temple. The spells are a bit expensive, as we do not belong to the Temple.

Having some time, I told Larrius Varro about our encounter and got the reward. He didn't offer us new jobs.

I also got the chance to use our new spells.

Using Almsivi Intervention, I was instantly teleported from the fort to the Temple entrance in Balmora. It is a rather useful spell. There's also a counterpart that teleports you to the closest Imperial cult altar, but I didn't find the spell anywhere.

Hm. I think I'll keep my gold for now...

Last time we got some votes to explore the Dwemer ruins, but I felt like we could hold another vote here as we have some new options again. Please choose one option, unless you suggest us to join a new faction. It doesn't take much time.

Should we explore the Dwemer ruins to get the puzzle box?

Should we kill the Telvanni agents that also belong to the Thieves Guild for Fighters Guild?

We ran out of space to store our items in Fighters Guild chests. We desperately need more room, should we join a new faction to get some more storage space in Balmora?

There was some interest in House Redoran. We would have to go to Ald'ruhn to learn more about them. Shall we go to Ald'ruhn to learn more about House Redoran and get a great item on our way there?

Let’s check the Redoran and Morag Tong guys so we can think about joining them. These Camonna fuckers sound pretty tricky, and might need some justice serving.

I asked around about Morag Tong, but no one gave us information we don't know, such as how to join it. Morag Tong seems to feel neutral about Camonna Tong as far as we know. This far the factions somehow connected to Camonna Tong is the Thieves Guild that we have heard is against them, and House Hlaalu that apparently is under their control somehow. If we wish to learn more about Camonna Tong, those factions might be our best bet.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: waffles on January 06, 2015, 04:16:27 PM
Maybe we've had enough smashing?

Kill the Telvanni agents. Then we can find puzzle boxes.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Yogi on January 06, 2015, 06:27:17 PM
At least you can pick up men... Time to explore some ruins!
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Darker on January 08, 2015, 11:56:06 AM
Oh right, these were just bug eggs after all huh. I notice those guys are pretty serious about “mining” them, and there are even a couple of sneaky poachers trying to snag dem chubby little eggies... So what exactly are they good for? Can we make an omelette? With some luck we might find a buglizarddog egg, and then we’ll raise it into our loyal pet. Win!

Rowol – apart from combat situations, don’t forget to keep the torch on when taking pictures of the dark places. It’s hard to see anything in some of those pictures. And did just you pick up friggin NINETY FIVE eggs?! We could almost dig up a hole and start our own little egg farm… ahem, mine. Screw that, make it an industry. An empire. Yook co. is going to monopolize the whole freaking insect egg market, and then the buglizarddog market too, until there are no competitors left. The only alternative would be to explore the dwemer ruins, and it sounds rather bleak in comparison.

highlight: “There’s the door to the main chamber! Oh wait, first I gotta backtrack all the way and check every other possible path” – justgamerthings.tumblr
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sands on January 08, 2015, 12:58:42 PM
Can't start a mine before we have a queen, you know. Only they lay eggs.

We can make all the potions with eggs. Useless potions, but all the potions. All these delicious skill points and then we sell them for gold, yes. All the gold. All the potions = all the gold.

Our torch is going to run out eventually, so we're going to have to find a permanent source of light. Much exploration to be had wow.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: MegaBusta on January 09, 2015, 09:21:52 AM
Apparently those eggz taste good.

But what kind of good, I wonder?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on January 13, 2015, 01:54:16 PM
Part 13: To Arkngthand

We decided to go explore the Dwemer ruins. We were starting to get close to a level, so I did some training to make sure we would be able to get intelligence on our next level. As intelligence is directly linked to Magicka, we are going to need more of it to be able to cast more spells. It's about time we start to train it. The best way to do that is to get some random spell that belongs to a school that is governed by intelligence and creating a custom spell that only costs 1 Magicka to cast, so you can spam it.

Morrowind OST – Over the Next Hill (https://www.youtube.com/watch?v=QxtLo6HRLlc)

Arkngthand, the Dwemer ruin we were supposed to go to for the Dwemer puzzle box is close to Moonmoth Legion Fort.

Instead of going right where the fort is, we head left.

The vegetation starts growing sparse here.

Finding this bridge means you are close. Those strange shapes erupting from the mountain are a part of the ruins. You will also get attacked by this person.

He's not an issue.

There is some scrap metal in these containers. What you will learn as you play is that it only comes from Dwemer ruins, so clearly the person protecting these is connected to the ruins somehow.


This is the entrance, but it can't be opened.


But the solution is near.



The entrance has been destroyed and we are going to have to go down those rocks to get down without falling to our deaths. There are some torches around the ruins, so unfortunately our torch won't be providing much more light in many situations. We might need a brighter source of light later.


More people want to challenge us.

They fall before Yook.

While the people that attacked us were close to some doors that looked rather inviting, the hole behind us had a rather inviting lantern, so I went there first.

We'll be taking this.

Many of these dark tunnels are collapsed. The creaking of metal can be heard around you.


These ruins are also full of hostile people.

And occasionally you will hit the jackpot. Gems sell for a nice amount of money.

The door that we could see as we entered the room would lead to a place called the Weepingbell hall – which isn't the only thing named after a Pokémon in this game. The three doors in the starting room all lead there too, so I instead took another door I could find.


Another person to kill and a piece of machinery that is actually running. Did these people fix them or have they been running for ages?

The Dwemer coins are something that is worth it to take. They're not too heavy and they are valuable enough. Many other Dwemer items could also be sold for some money, but they tend to either be too cheap or heavy to be worth it.

Sujamma is one of the better alcoholic beverages in the game. Getting 50 extra strength will help you in many situations.



There are plenty of dead ends.

The ruins also tend to have many trapped things, so it's a good idea to bring probes with you. Often, the doors might not be locked but it's still not a good idea to open a trapped door.

And these doors actually count as two. The one on the right isn't locked or trapped, only the left one. We could go through easily without opening the other door, but let's get some training with our tools when we can.


These seem to be some kind of living quarters.

Hall of Centrifuge was the entrance. This door should take us to one of the three doors we didn't go to, then.

Indeed. That hole in the wall where the bridge (?) is was where we went last time. The leftmost door, the door we came through, is the one path that is blocked from the rest of Weepingbell hall by some rocks. The other two doors lead to the same place, which is just a tiny hall that leads to this door.



The cogs have some value, but they are so heavy that we couldn't really take many of them with us.

There's not much else in the room, so we have to drop down.

Another person tried to attack us.

There is actual lava down there.

The bridge is destroyed. I wonder if we are good enough jumpers to be able to get over this gap?

We're not. We are going to need to be able to levitate to get over that.

Heading in another direction, then.





Ah, we found some pieces of the Dwemer armor set.

It's big, bulky, rusty and heavy. Our armor set isn't looking too good, but the Dwemer pieces are rather good at keeping us alive.

This is where the path leads us to. The lock is something many of the starting characters wouldn't be able to open and I believed that we couldn't open it yet, either. I tried it a couple of times just to see.

Then I unlocked it. This isn't where the puzzle box is, this isn't where we really should be going. But clearly we are meant to go to the deeper parts of the ruins.


We meet a new enemy right away, the Centurion Spider.

Not much of a threat.

But as I took out another, something else saw me too.



Dwarven Spectres roam these hallways. They seem to be the biggest threat and they are able to curse you and lower some of your attributes. Luckily, not strength. Lowering our strength would mean lowering how much we can carry with us and that is an easy way of getting over-encumbered.

Ghosts can't be harmed by normal weapons. Luckily we have an enchanted axe, so we can actually hurt them. Weapons that are made of silver or something better can also harm the ghosts.

We also meet another new enemy type.

The Centurion Spheres rarely live long enough to become a problem for Yook. Like their name might imply, they can turn into a ball by retreating into their lower half and capping it off with their shield when they aren't fighting. They can move, but I'm not entirely sure how that would work if the sphere isn't a complete sphere when the top part is outside...

A key to the doors won't be of much use to us, as we can lockpick those easily.

The boots look rather silly, however.



Don't fall in.

This chest seemed to prove to be too much for us. I didn't waste all of our lockpicks on it, but I couldn't open it. We are going to have to come back later if we wish to open it.

Sands would like to point out that this is the 69th picture and it leads to the Deep Ore Passage. I hope you will enjoy it as much as him.

These tunnels are rather dark without a torch. But if you look very closely, Yook is running up to a Centurion Sphere that is still in its ball form. It looks like it is about to come up.


These tunnels don't really have much else other than Dwarven Spectres and Centurion Spiders.

It all leads here. Other than looking interesting, nothing could be found on the lower levels and we can't get up as we can't levitate. I don't think there was anything special in here, in any case.

I can always take pictures of more Dwemer machines that still seem to be running.

We have taken all the paths we have seen but we haven't found the puzzle box yet. You could easily go through these same paths many times and never find it, because there is still one more door to be found.

Back in the entrance room, that area above the three doors is actually another floor you can do to.

And in there, this is the door that leads to where you want to go. You don't actually have to explore the ruins at all, you can just go here right away.

I rested up and stored some of my items before going forth.

There was just one person waiting for me, and he wasn't much of a fight. Even if he was called a boss.

But this is the most important thing in the room.

Not much else here, so it is time to return to Balmora and give our newly found puzzle box away.


Now we start getting that information we were promised.


Asking him about Nerevarine gives us a similar answer to what we have heard before, but Hasphat does direct us to a person who might know more. He also seems to know a lot about the Dwemer and as our list of topics might imply, they have disappeared without leaving a trace. No one knows how it happened or where they went.


The people we ran into in the ruins were smugglers. It's illegal to sell Dwemer artifacts, but you do get good money for doing so and the merchants in Vvardenfell by them happily. You should expect to see many smugglers in the ruins if you go exploring them, unless they are full of Dwemer constructs.

We had gotten a level during our exploration, so now it's just a matter of sleeping to claim it.

But first, ducks. These are something mods have added to add some life to the world, but Sands didn't even know these existed. They were cute.

And with that, our long update is finally over.

It's time to vote for our next action again. Please choose one.

Should we deliver the information we got to Caius Cosades?

Will we kill the Telvanni agents for Fighters Guild?

Shall we join a new faction as our chests are full in Balmora?

Should we go to Ald'ruhn to learn about House Redoran and get an item on our way there?

Or maybe something else?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Syrup on January 13, 2015, 02:57:54 PM
Yook's daily life: https://www.youtube.com/watch?v=uguXNL93fWg (https://www.youtube.com/watch?v=uguXNL93fWg).

Speaking of which, we should kill the Telvanni agents. Those smugglers were no match; they only whetted our bloodlust. But, I suppose, first, we should deliver the information to Costades. Perhaps we could also join the Mages' Guild, if we wanted more chest space. We could smash our way through any introductory quest, and then freeload for the rest of the game.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Yogi on January 13, 2015, 05:07:43 PM
Let's do the Fighters Guild quest, they'll help us get stronger and better at what we do. And wasn't the proper method for dungeoneering to just pick up anything with a decent gold/weight ratio?

Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sorryman on January 14, 2015, 01:29:19 PM
hahaha this game is so shitty look at the graphics even minecraft is better haha

im gonna go play callofduty
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on January 18, 2015, 12:36:12 PM
Part 14: Hunting Telvanni Agents

Before leaving Balmora, I decided to do some intelligence training. As I was resting, another assassin decided to show up. The other people in the guild freaked out outside the door as they didn't seem to be able to open it, but knew there was a fight going on.

The assassin still wasn't an issue. It was back to bed with us to heal.

Except another thing woke us up. This time, it was a disturbing dream.

Morrowind OST – The Road Most Travelled (https://www.youtube.com/watch?v=erENuOJ5wQU)

We could finally rest after that and our next destination is Caldera to take care of the Telvanni agents for Fighters guild. It's north of Balmora and taking the guild guide would be the fastest way, but I felt like we should walk there.


If you see a Cliffracer nearby, it will most likely attack you soon. Their range is quite amazing.

Case in point.

A Nix-hound also decided to show up for the party.

West Gash tends to have these strange rock formations where the stone seems to form an arc of some sort. They're not all that common in these parts, but there's more of them in the northern areas.


And finally, we see something.


Caldera is clearly an Imperial town with Imperial buildings. It's not too big. We were here for the mine, though.

But before we go there, there are a few interesting things in town.

Not the town itself, but Caldera mostly is just one wide road with buildings around it.

This is the governor's hall, but we're not interested in it, either.

Ah, but this we are. One of the larger buildings in town is the Ghorak manor and there is something interesting inside.


Orcs party hard.

Upstairs, you can find this little fellow. He's not hostile, so you shouldn't attack him even if he looks like a monster. He's quite useful, you see.

Creeper is actually a merchant.

And the richest one we have met. There is another merchant with more money than him, but that one is difficult to get to, so Creeper is your easiest way of selling expensive things. As he's a creature, he also doesn't have disposition or skills, so he buys everything at their actual value, which is more than what other merchants tend to give you. I sell him the valuable assassin's armor.

Next, I head to the Mages guild.


This door isn't locked, so we can just go in and close it behind us.

Before I go upstairs, I of course loot these containers. There's not much in there, but some new ingredients are always nice.

Climbing to the top, there is a little room for the alchemist.

With a full set of alchemy equipment. This is the second best quality set you can get, too – unless you count the best set which isn't in the game but can be added by the console. Here it is, unguarded.


Now, we just had to make our way to the mine to find the Telvanni agents.


Oh my.

He has been robbed by a witch and asks us to help him retrieve his items, especially his axe, Cloudcleaver. Should we help him?



That should be the place. But it wasn't the actual mine we wanted to enter, as the agents were supposed to be nearby...

Ah, There we go. Alveleg was a name we got from our boss.

Morrowind OST – Hunter's Pursuit (https://www.youtube.com/watch?v=VBGs4_z3rKI)

He doesn't admit anything, at least. But asking him about the agents makes him do his pre-battle taunt and force us out of the conversation.

He's not much, but he does have a bow, so he will try to keep his distance.

Nothing of interest here.



Three people. Are they perhaps the remaining Telvanni agents?

They try to attack us as soon as we get close.

Even three on one doesn't scare Yook. Perhaps we should up the difficulty.

We did our job, but we might as well look around.

There were some crates and sacks, but they didn't have anything interesting. This locked and trapped chest was the most interesting thing to find.

And... Nothing. I don't know what these people were supposedly doing here, clearly they couldn't be smugglers. There's no ebony or money here.

I headed deeper into the cave to see if there was something else hidden in there.


This pool can actually be a bit of a nasty surprise to low level characters. It has a couple of Slaughterfish in it and they can be really dangerous, especially if you went in deep and started to get attacked underwater. But they're not much of a threat for Yook.

It was difficult to see anything in the murky water, but there was thing chest in the bottom. It was just trapped so I could have opened it, but I had my probe left so I tried to disarm it. Almost drowned, but I got it.

Unfortunately it just has a little money, a common amulet and a fancy skirt...

There was nothing else I could find, so it was time to head back. On my way, I saw something we haven't seen before.

This is a Bull Netch, a male Netch. They're not hostile and they are like the cows of Vvardenfell – if they were just slaughtered for their leather. They are domesticated herd animals, but sometimes you will find them wandering around on their own. Perhaps they are wild or escaped animals? The females seem to only be found in the areas where they actually herd Netches.

The fastest way to Balmora is the guild guide, so instead of walking back, I go to the Mages guild to use their services.

And right away, I am teleported to Balmora's Mages guild. Guild guides are really useful.

We got out reward.

As we have done some jobs, I asked her for advancements and we actually got some ranks. I also asked for a new job, but I didn't ask for the details as that means we accept the job. There is a reason why, as this is one of those quests with conflicts.

It's time to vote.

Shall we look for the code book? There is a conflict. If we finish this mission, we can never join Thieves guild in this playthrough. There are a few options if we do wish to join Thieves guild. Either we don't do this quest, though Eydis does have some quests after this, but there are no further conflicts with those. Or we could join the Thieves guild before or during this quest. If we are planning to join the Thieves guild, we also would have to decide if we are going to join it before or after getting the code book. One way is easier than the other, but I won't say which way is which.

Should we help the naked Nord with his witch problem and retrieve his axe?

Will we give Caius Cosades the information we got after our Dwemer exploration?

The assassins seem to keep coming, are we going to try to stop them?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sands on January 18, 2015, 02:50:20 PM
Imgur is gei. :>
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Syrup on January 18, 2015, 03:04:36 PM
That Creeper seems very useful, almost too useful to be in the game. Also, a somewhat indecent question, did you mod the naked Nord's junk in; would stock Morrowind give him a loincloth?

In any case, I vote to help him regain his axe. Just think how sad Yook would be if he were separated from his axe. The clothes, less so. We should give Caius the information. Perhaps he'll have some more quests for us. Otherwise, we could try to join the Thieves' Guild - I suspect that after gaining the codebook would be easier.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sands on January 18, 2015, 03:34:31 PM
Vanilla people wear underwear. We have the better bodies mod and those models do actually have genitalia, so. No clothes, enjoy junk.

Even Creeper won't save us when we start having stuff that should sell for 100k...
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: MegaBusta on January 18, 2015, 03:51:37 PM
That's when you console commands.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Yogi on January 18, 2015, 04:02:19 PM
Time to hang out with the naked man.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sands on January 18, 2015, 04:46:28 PM
That's when you console commands.

Wow, are you some kind of cheater...?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: MegaBusta on January 20, 2015, 09:31:15 AM
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sands on January 21, 2015, 08:55:42 AM
No CHIM here.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on January 21, 2015, 10:23:07 AM
Part 15: Naked Nord Nonsense

We chose to go and help the naked Nord retrieve his axe from a witch.

She likes us. Will we finally have a girlfriend?

I also went and talked to the last Blades trainer in Balmora and got an alembic we can sell. We don't really need it, as we got a much better one from Caldera.

Our alchemy kit should help us with our full chests problem. I didn't start making potions out of everything yet, but I went and dropped everything I could to our little Seyda Neen hut. In the vanilla game, you need to have all the alchemy parts in your inventory which is where you will use them, but we have a mod that allows us to use them while placed in the world.

Now, back to the Nord. The weather took a turn for the worse with heavy rain and even lightning.


His clue that the witch is northwest is the best thing we are going to get. It's quite vague and the road leading northwest splits, but if you take the Ald'ruhn back road instead of the main road (there is a sign), then you should find her.

Her version of the story is different, though she did take the axe – to teach him a lesson, she says.

She's willing to give it back, but later.

Hlormar doesn't accept it and offers us the ultimatum.

Do we side with Hlormar and kill Sosia like he wants to so we get the axe back?

Will we side with Sosia and kill Hlormar, as he's not going to be willing to settle things peacefully?

Should we try to get the axe back peacefully? How well this will work is something I am uncertain of, as it was something that was patched in supposedly and our skill might not be good enough yet. But we can try.

And of course... If we do choose a path where we get the axe, will we give it back or keep it?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: MegaBusta on January 21, 2015, 11:05:43 AM
We should always help a fellow Nord.  Kill the witch and get the axe back.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Syrup on January 21, 2015, 02:46:09 PM
A dilemma. But, as Yook's father may have told him: never trust a witch; always trust a naked Nord. So, the path is clear. We must kill the thief and restore Hlormar's axe.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sorryman on January 21, 2015, 04:11:13 PM
Always nice to meet a brother Nord!

Kill the bitch, and give the axe to the Nord.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Yogi on January 22, 2015, 01:26:16 AM
Try to get the axe back peacefully, and otherwise side with the witch. It's pretty obvious who's being the better person here, and who's being the silly nord.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on January 24, 2015, 07:38:09 PM
Part 16: Reaping the Rewards

We decided that Sosia should die and the axe returned to its rightful owner.

Once you get to this point, Hlormar will become hostile to something no matter what. If you side with Sosia, he will attack you. If you side with him, he will attack Sosia. If you want a peaceful alternative, you are going to want to avoid getting to this conversation.

The peaceful route of returning the axe? Why, pickpocketing it, of course. The patched version of the game should have Hlormar accept the axe without having to spill any blood.

She's not a fighter. In his current gear, Hlormar really isn't either. He wears no armor and has no weapons, so you are going to have to finish the job. All Sosia has is an enchanted staff that drains some of your attributes, but nothing that you really need for fighting.

Cloudcleaver is a better axe than our own. Its base damage is higher and the enchantment is more damaging. People decided that we shall give back the axe, but perhaps things would have been different had they first seen how it was.


For helping Hlormar, we get 2 permanent strength points – even if you want the axe, it might be better to first give it to him and then take it back for this bonus. Sosia would have given us potions, which I believe are better than what you find off her corpse. It's possible that she drank them during the battle, though.

Morrowind OST – Nerevar Rising (https://www.youtube.com/watch?v=7B40gbzv-IY)

That would have been a short update, so I did another quest because it was nearby.

This woman, Pemenie, is quite close to Hlormar and Sosia. You'll actually find her if you take the wrong path to Sosia, so you will know that you have to turn back if you see her. She wants us to escort her to Gnaar Mok and she will give us the Boots of Blinding Speed as a reward.


She's an honest trader and the boots are wonderful. That's all she says about them, so it seems like we are going to have to escort her to see what our reward is.


It only was sunny for a while before it started to rain again.



Oh, what's that?

Poor guar.

There's a betty netch. Not quite as large as the bulls and they don't have leather covering them, but they're aggressive. I didn't go close enough for this one to get angry.

Here we are, Gnaar Mok. It's a fishing village and the huts look like those in Seyda Neen. There are no Imperial style buildings here, though.

And this is as far as Pemenie needs to go. We got the boots!

Like the name might suggest, they make you fast. 200 points is quite amazing considering that we currently only have 55 speed. These boots are quite important to anyone who wants to get from one point to another quickly. But what's that blind enchantment?

Oh. Not only are the boots something that make you fast, they also make you blind. You can still see some shapes and it could be possible to play the game like this, but I doubt anyone would enjoy staring at a dark screen for very long.

Let's not wear the boots so that we can look at some Gnaar Mok buildings.

We can take the boat to Hla Oad, which is closer to Balmora and that is where we want to head next.

We never took a look at Hla Oad, but it's quite similar to Gnaar Mok. Smaller though, I believe, and there's not as many buildings and walkways over water.

Walk back to Balmora was quite uneventful, but we are here for a reason. First, let's buy a resist magicka spell. Quite expensive as we are not a member.

Using this resist magicka effect, we want to create a custom spell. 100 magnitude is ideal and the duration can be very short, but Yook actually can't cast this spell as he doesn't have enough magicka. This is why the signs that give you extra magicka are really nice.

I created a weaker spell, so that we can actually cast it. Once, with our current magicka, with 44% chance. But as we don't have Atronach's stunted magicka, we can sleep to restore our magicka and keep trying.

All it takes it one successful cast, going to the inventory and wearing the boots. Resist magicka only affects the negative effects, so the blinding effect is blocked. We couldn't create a 100% resisting spell, so we are still slightly affected and everything is darker. I most likely won't be using these boots until Yook can cast a better version. We are going to have to train our intelligence and restoration.

255 speed is a lot of fun, though.

It is time to vote again.

Will we give Caius Cosades the information we got after our Dwemer exploration?

Shall we look for the code book for Fighters guild? I'll remind you that there is a conflict and we can never join Thieves guild if we finish this quest without joining it first. If we decide to join Thieves guild, will we do that before or after we get the code book?

Should we tell the assassins to stop bothering us?

Is it time to join another faction, maybe we should scout out the Great Houses?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: MegaBusta on January 24, 2015, 09:22:31 PM
THUNDERBEARD's done enough lollygagging and should give Cosades the info.  But before we do that, Youk should head to the nearest temple to restore his damaged Luck and Personality.  A Nord must always be in top shape for any battle, be it physical or verbal.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sen on January 25, 2015, 12:39:31 PM
Go to Caius, and I'd like to see what the houses are all about. Maybe we should join that fighting oriented house?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Syrup on January 25, 2015, 02:59:15 PM
We should definitely report to Cosades now. He'll be worried we haven't got lost in those mines, or something. So many shiny things in there, it's easy to get overburdened and spend days crawling around the lower passages.

The assassins haven't given us too much trouble, so I think we could leave that to simmer for now. We could investigate the houses; I have no preference which ones.

The resist blind spell you cooked up seemed to be good enough to me. Why won't you use it?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sands on January 25, 2015, 03:06:58 PM
The resist blind spell you cooked up seemed to be good enough to me. Why won't you use it?

Because things will be super dark. :<

Also I don't even know how powerful the blind effect was there as our resist spell had varying magnitudes. Could either just be a 20% effect or 50% effect or anything in between. I guess if that was 50%, then it might be alright but fuck it if it's 20%. We have no control over that, so we gotta aim for that 100 to 100 magnitude spell. Should just take one more level to have enough magicka for it and maybe a couple of levels to make it easily castable. Such is life.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on January 30, 2015, 12:27:01 PM
Part 17: Ace Alchemist

Morrowind OST – The Road Most Travelled (https://www.youtube.com/watch?v=erENuOJ5wQU)

We decided to finally tell Caius Cosades about what we learned. This is going to be a short update, but it is always nice to relax for a while.


We got our new orders. Caius wants to learn more about the Nerevarine and sends us to talk to a person who knows more about it – but he knows we will be sent on another errand before we will get it.

So of course, we ignore his orders and go do something else. Our attributes were being drained by Sosia's attacks, but we can get those restored at the Temple. I paid 35 gold to get access to the blessing list.

And we're cured.

Heading back to Seyda Neen, I got our alchemy equipment and some ingredients. All we need to do is have at least two different ingredients with the same effect listed to create a potion with that effect.

We don't actually have to know the effect to use it. Hypha Facia should have a drain agility effect for us to be able to create this effect, so it has to be one of those question marks. By getting better at alchemy, we will be able to see more effects on every ingredient.

You can also add more effects to a potion by adding more ingredients with matching effects. Potions can't be used against enemies (though I am certain there is a mod for that), so every negative potion is just going to be sold. We are going to be selling our potions in any case, so it doesn't matter what effects they have.

Then we got a visit from our friend as I was resting after training.

We lived to see another day, as could be expected. We are lacking willpower and intelligence, which is why I concentrated on those this level. This is the first time we don't have 5x multiplier for three different attributes, but I decided to take advantage of the two points the naked Nord gave us so that we wouldn't have to train as long. Our agility should also be trained at some point.

Alchemy also tends to make you rich very fast.

It is time to vote again. I believe most of these will be so long that only one can be done in the next update.

Should we find out more about this Nerevarine for Caius Cosades and do whatever we are asked to do in exchange of the information?

Shall we continue to work for Fighters guild and get the code book? This is our last chance to join the Thieves guild, if we agree to do this mission, will we join the Thieves guild and will we do this before or after getting the code book?

Would you like to take some time off to scout all the Great Houses to see which one we should join?

Hasphat Antabolis gave us a letter of introduction, telling us to search for a person named Senilias Cadiusus, the head of a certain Dwemer ruin expedition. Should we search for this person and help them with the expedition?

Or perhaps something else?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sen on January 30, 2015, 02:22:43 PM
Let's focus on the Nerevarine questline for a bit, because I have this hunch that we're the dragonborn... Go see what kind of boring quest the mage guild lady has for us, and make sure to join the thieves guild before anything becomes inaccessible.

Try not to do much gamebreaking potion stuff, it's not interesting to win that way. frt
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Syrup on February 02, 2015, 03:09:45 PM
The Dwemer ruin expedition sounds like fun. Perhaps we can do that as a diversion, after the Nerevarine quest.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on February 11, 2015, 06:33:04 PM
Part 18: Grave Robbing

Morrowind OST – Over the Next Hill (https://www.youtube.com/watch?v=QxtLo6HRLlc)

We were told to go find an Orc lady who knew more about the Nerevarine and the prophecies. She was supposed to be found at the Mages guild and this is the only Orc there.

As expected, she will not give us the information for free. She wants a skull.

As you can potentially do this quest very early on without any enchanted weapons, the game is kind enough to give you one here where you need it. We don't need her help, however.

She's not a necromancer, though.

I went back to the Fighters guild to get prepared and here's the equipment chest restocked already. I took the health potions.

I also went to the temple to buy a spell. Lowering our strength is the worst thing an enemy can do to us as we can't carry our items if we are too weak, so we need a quick way to restore it if needed. The Temple did not sell a restore strength spell, but luckily we don't need that exact one.

Any restore attribute spell gives us the effect to use for spellmaking, we can choose what we want from the list.

A person also wanted to murder us, but I think we know how well that went.

The night was strangely foggy and dark. We're going to have to make our way down the road we took to get to Balmora the first time.

The woman looking for the bandit is still here.

There's Pelagiad. We have no reason to go there now, however.

Ah, here we are. To the left, the sign that marks the forked road we were supposed to look for. Ti the right, the entrance to the tomb.


We saw a similar sight very early on when we stumbled into a tomb and got attacked by an angry ghost. All the tombs seem to start out this way...

Morrowind OST – Stormclouds on the Battlefield (https://www.youtube.com/watch?v=Csygt3MMsVc)

Ah, there's a ghost.

Not that difficult now. I'm not sure if this ghost is weaker than the others as most enemies in this tomb are weaker versions, but I don't think the ghosts will be that difficult anymore.

This man wasn't as lucky. Let's respect him by taking his money.


I heard strange sounds behind this door, so I didn't go in just yet. We don't need any potential enemies to attack from other rooms.

These skeletons most likely would have gone after us if they heard a fight.


I'm not entirely sure what is happening here. The person on the left is Vivec, so this might be another scene from those strange books.


The tombs always seem to have some kind of offerings for the dead. I'll be taking the gold.

I went back to that door I skipped earlier and I found the source of the strange sound. This skeleton just kept walking into the wall.

I went back to the room with the other skeletons after taking care of the skeleton. There was a door.



Skeletons are no match for Yook.


Hm. I'm not sure if I was expecting to see a room like this in a family tomb. It seems like the living do spend a lot of time with the spirits of their ancestors.


Going back to the previous corridor, it seems like this thing is clipping through the door...

Hello there.

We found what we were looking for, time to head back and go through the doors we missed.



This bonewalker actually wanted to turn towards us.

That was it for this tomb. I tried to cast Almsivi Intervention to teleport us back to Balmora, but Yook failed 5 times in a row. Even though he can kill ghosts and skeletons without any issues, he still can't cast a simple spell...

Hello scrib.

Once I got back to town, I decided to go for another round of asking the people for information. This guard tells us of some transportation system in the Dunmer strongholds that apparently still works. You just need a thing called an index. I wonder what those are?

Larrius Varro is looking for us!

But it was time to turn this quest in.


Not sure if this was worth the tomb raiding, but what's done is done.

It is time to vote again with many of the same options as last time.

Will we go and give the information to Caius Cosades?

Shall we continue to work for Fighters guild and get the code book? This is our last chance to join the Thieves guild, if we agree to do this mission, will we join the Thieves guild and will we do this before or after getting the code book?

Would you like to take some time off to scout all the Great Houses to see which one we should join?

Larrius Varro is looking for us. We previously helped him to get rid of a bandit near Hla Oad. Will we go see what he wants to tell us?

Should we join another guild?

Or perhaps something else?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Syrup on February 12, 2015, 04:17:43 PM
We should give the information to Cosades, and see what Varro wants.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Enny on February 13, 2015, 09:25:33 PM
Definitely deliver the info to Caius, he may offer money or items in return.

I'd vote you explore the houses as well. They can be quite diverse in belief, so some research on them might be warranted. I'd never looked into Indoril and Dres, both holding no real presence on Vvardenfell, in my time playing, so I can't properly advise you towards any of them. But definitely see if any catch your eye. Most questlines do have something or other to make them worthwhile.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sands on February 15, 2015, 03:21:17 PM
Can't join House Indoril or House Dres in the game as they're pretty much mainland houses that don't like outlanders. We are on just a tiny island belonging to the Morrowind province after all. I'm sure there's a mod for that somewhere, but hey. We're going in pretty vanilla.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Enny on February 15, 2015, 05:31:04 PM
Ah, right. I do know (Or believe) Indoril is really big in the Mournhold area, so I wasn't sure if you could join it in Tribunal or what.

I'd really like to advise one or the other, cause of late-house-quest rewards, but spoilers.

Hlaalu's starting office is in Balmora, Redoran's is in.. Oh jeez, been so long, place with the huge Shell. Skor, or Skar, or something? No clue where Telvanni's is.

Pick the one in your favorite town!
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sands on February 15, 2015, 09:43:15 PM
We're not doing stuff for dem rewards mate, we pick stuff that sounds fun.

Guess the towns will be saved for the Great House exploration update. Be hyped.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on February 17, 2015, 03:11:38 PM
Part 19: The Great Houses

Morrowind OST – Blessing of Vivec (https://www.youtube.com/watch?v=RDW8CYfjKBI)

Our plan today is to report back to Caius Cosades and ask what Larrius Varro wants. As there was some interest in the Great Houses, we are also going to take a tour.


He's still going after information about the Nerevarine and the Sixth House. This time he would want to send us all the way to Vivec, the largest city in Vvardenfell.

Now, to the fort.

A nice present, hm? He has a story for us before that, however.


"For a long time, the good officer sighed, and said, 'What can I do? Because the bad magistrate has important friends, and nothing I can do will touch him.' But then, the good officer said, 'Say. Wait a minute. What about the bad peoplewho are BRIBING the bad magistrate? THEY haven't got important friends. And if they aren't around, then the bad magistrate can't get any more bribes.'"

Sounds like he wants us to murder "bad people".


Onto the Great Houses, then! I bought a scroll that describes all five of the houses with the ones on Vvardenfell having the most information written about them. We'll be using it to learn more about the Houses, where they can be found and what kind of an attitude they have.

House Hlaalu we know the best and the council seat is located in Balmora. They are the most open of the Houses, willingly working with outlanders. They are business-savvy, favoring good personality and finesse. We did hear rumors that Camonna Tong controls them, but we can only wonder what that is about. Camonna Tong dislikes outlanders after all, but Hlaalu is the most accepting of the Great Houses.

The houses in Balmora aren't very big, but the council manor is one of the largest. The noble manors follow a similar style with a large room with some smaller rooms upstairs. Comfy enough, I am sure.

House Redoran's council seat is in Ald'ruhn, and the lovely environment welcomes us with an ash storm. They don't happen here constantly, but they are a possible weather pattern which Balmora lacks. House Redoran is more traditional and xenophobic than Hlaalu, though they are more about honorable duels than silver tongues. The Temple is quite important to them.

It is to the north, in the aptly named Ashlands right next to the Red Mountain, the volcano. It's very dry, dusty and brown everywhere.

The thing that sets Ald'ruhn apart from the other towns with similar buildings is the Skar, the shell of an ancient, giant crab. While the smaller buildings look organic, they're actually not shells but something built to imitate them.

Under-Skar doesn't really look like much, but at least the ash doesn't get in here. There are some shops at the bottom, but these doors on the upper level lead to the manors of Redoran nobles.

Compared to Balmora, the manors are very big. Many large entrance rooms, twisting corridors, multiple levels and some smaller living quarters make them places to easily get lost in. Everything might be brown, but there is a lot of detail and decorations.

The shapes are very round inside, as well.

House Telvanni's council seat town is the last one on the list. This is actually the Gateway inn just outside Sadrith Mora, a place where all the visitors are supposedly stay. The town is said to not be open to anyone else without permission, a good example of how much Telvanni hate everyone else... But the game doesn't actually mind if we go explore the town proper.

Any Telvanni town will have a similar build to it: a big mushroom tower surrounded by smaller houses. Telvanni are wizards, so they can build whatever they want, growing giant mushrooms to live in with magic because they can.

Sadrith Mora is all the way to the east and we can just barely see the area we have been exploring in the left corner of the map. The Telvanni don't care about politics much, but they are taking over Azura's coast and the Grazelands just so the other two Houses can't claim them first.

As said, all the buildings are mushrooms here – except the few Imperial buildings to the side, where the guilds, Imperial legion and cult have been forced to stay. That is about as much hospitality as one could expect from the Telvanni, they like their peace and quiet and dislike outsiders in general.

The mushroom huts are tiny, though. There is a second floor where a bedroom usually is.

As the council seat, Sadrith Mora has the council hall. It too is to the side, so it seems like an afterthought. The Telvanni probably didn't care much about making one.

None of the Telvanni wizard-lords are here, staying in their towers all across the land. These people, the Mouths, are hired just to deal with others as the wizard-lords don't really care to.

The Temple actually is below the council hall in the basement, showing how much respect the Telvanni have for the Temple as well.

And we hear a rumor.

Sadrith Mora also has a slave market. We could buy them ourselves, too.

At the center is Master Neloth's tower, the wizard-lord of Sadrith Mora.

The insides are a bit bigger, but it still seems to be made of mushrooms and roots.

The thing about the towers is that you need levitation to be able to go much further. All of them will have a levitation shaft somewhere instead of stairs and this door here is too high for us to jump to. They really are keeping non-wizards outside.

The other houses, House Dres and House Indoril, aren't well represented in Vvardenfell and can't be joined. They both are very xenophobic and traditional. We'll be seeing members of House Indoril in the future, however.

I also got a level.

It is time to vote again.

Shall we go to Vivec and get information for Caius?

Will we help Larrius Varro again and kill bad people? If we decide to join House Hlaalu, finishing this quest will make us skip a Hlaalu quest and go straight to the end. It's nothing major, but the rewards will be slightly worse.

Are we going to join a Great House? If so, which? As a spoiler, we will be able to get our own house built in the style of our chosen House later on. This vote will most likely be open for a while as we are in no hurry to join a house.

Would we rather join a new guild?

The Gateway inn in Sadrith Mora is haunted, will we see what we can do about that?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Daecher on February 19, 2015, 11:00:04 AM
I'd say go through the whole Hlaalu questline as opposed to skipping forward- loot is loot. Also, haunted areas sound fun. Reminds me of the ghost houses in Super Mario.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sands on February 19, 2015, 02:47:05 PM
Can't do Hlaalu quests unless we join House Hlaalu, mate. Unless that was a vote to joining House Hlaalu.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Syrup on February 19, 2015, 03:05:08 PM
The haunted inn does sound like some fun. Afterwards, we could get back to smashing bad people; how nice it is for Yook to have the good people and the bad people so clearly delineated.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on February 24, 2015, 01:46:09 PM
I am going to need a few more votes for the next update.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: MegaBusta on February 25, 2015, 02:16:50 AM
More Dwemer ruins.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on March 02, 2015, 11:04:55 AM
Part 20: Spooky Scary Specters

Our first stop today will be figuring out what is behind the haunted inn. The title is for Fede.

Morrowind OST – Shed Your Travails (https://www.youtube.com/watch?v=fzV7jJYaOkU)

This is the person we want to talk to. He is also offering us those hospitality papers (http://www.uesp.net/wiki/Morrowind:Hospitality_Papers). Not expensive, but not needed.

Despite what he says, no one cares if we have them or not. If that is intended as a scam or an oversight, I don't know. We're here to deal with the ghost problem, however.


Yes, there certainly is a ghost.

Killing the ghost doesn't solve the quest, so we are going to have to look elsewhere. A person before us supposedly took a look, but couldn't figure it out. We should seek them out as they might know more.

Here she is, Master Neloth's Mouth.

Her best bet is that it is a mage capable of summoning ghosts. Time to ask people about that.

Ah, and we have some names. Master Neloth is one suspect, though as we have no way of levitating, we can't actually get to him. But a person named Uleni Heleran teaches conjuration and the guild isn't very far...

She doesn't even try to hide the fact that she's behind it. Apparently at least one person has gotten into trouble because of the lack of hospitality papers, it seems. She needs no coaxing to stop, however – but she would like us to give something to Angaredhel.

"...the Town of Sadrith Mora aforesaid, does pronounce the Gateway Inn free and clean of all otherworldly, hostile, and malign entities, with the exception of the profound and displeasing odor that arises from the Prefect of Hospitality, which, despite the preternatural magnitude of its offensiveness, may well derive from altogether more mundane sources.


Muthsera Mistress Dunmer-from-Far-Away Mage-Lady

Representing the Super Extra Very Sovereign Council of Mages Without Digits Within Bowels"

Yes, cute.

He's not happy with just noticing that the haunting has stopped, he wants a reason.

We need to decide if we wish to withhold Uleni's name, include her name or deliver her papers. For our reward, we need to decide if we want something for mages, fighters or thieves – they aren't anything special though the mage and fighter rewards are unique.

Leaving that behind us, it's time to explore a Dwemer ruin. Nchuleftingth is close and it was something we were told to check, so we might as well. Our boots of blinding speed will help us make the trip, everything will be slightly darker for these outdoors sections, but luckily it's bright.

Some of the islands house Telvanni towers. This is Tel Fyr.

Some Azura's coast flora and fauna. Alits aren't a problem.


I also found a floating muckspunge.

No, it isn't connected to the rocks behind it.

Once we get to the main island, we leave the coast behind us and enter Molag Amur region. There will be a lot of brown and gray.

And steam. This area has some volcanic activity. And crazy people who wish to murder us.

Simple clothing, different names. This is a bit different from the usual Dunmer we have met this far, but the earth devouring our enemies is nothing new.

She had a friend nearby who also attacked me, sporting perhaps the longest name this far. There is a small hut made of leather here, but I didn't enter it in case there's yet another hostile NPC in there.

As I continued my journey, I came across some torn pages that formed a path. Perhaps we should investigate?

This is the area where you will be seeing a lot of lava.

Another camp and what appears to be a corpse of a silt strider, perhaps? I don't know if these people are friendly or not, but they are Ashlanders. Nomadic, traditional people living in these hostile lands, shunning the outlanders and the "civilized" Dunmer. Not all of them are going to attack us, but none of them will really like us. This isn't one of the bigger camps, so these could be outcasts of their outcast society.

But now, the ruin.

An obligatory cliffracer first.

Nchuleftingth isn't a very large ruin and the upper floor is safe. These are the only two people here.

We were prepared and had the letter of recommendation with us. Senilias is willing to give us some information, telling us that their guide suddenly went missing with an excavation report. He suspects that the missing guide somehow found a way to the lower levels of the ruins.

Not here though, this seems to be a telescope.

The only other room we can get to...

It is also a dead end. But the room does have three rather suspicious levers.

Pulling the furthest one actually opens up a path that leads deeper.



Ah. Seems like he managed to take one of them down with him.

We have the report (http://www.uesp.net/wiki/Morrowind:Senilius'_Report) with some of their findings. This one is directed to someone named Edwinna?

We also find this. The Hanging Gardens of Wasten Coridale (http://www.uesp.net/wiki/Morrowind:Hanging_Gardens...). What is so special about it? Well, only a little bit of it is readable (to us?), but it is a book that is written in Dwemer and translated to Aldmeris. When no one here can understand Dwemer but might actually understand Aldmeris, a language not in use but still known, this is a rather helpful thing for getting somewhere in a translation project.

The room is dark, but Yook will always find the treasure. We actually find some ebony. Despite the name, it's still not wood. It is rather valuable however, and while it would be illegal for us to sell it, no one actually cares.

There also was a trapped chest. Our probe broke before we managed to disarm it, so now we will get to see what happens when you open a trapped chest.

It casts some kind of negative spell on you, this one draining our health. Quite quickly too, might I add. Drinking a health potion saved us.

We can add another Dwemer armor piece to our collection, though.

There were three levers in Test of Pattern and only one was the right one. What happens if you pull the wrong one?

They too are trapped. This one poisoned us.

He would like us to deliver the report to Edwinna in Ald'ruhn. He also was quite excited about the Hanging Gardens, but he couldn't really make anything out of it.

That's it for this update. It is time for a vote.

We need to decide what we want to tell to Angaredhel. Shall we withhold the culprit's name, tell it or deliver the papers we were given? We also need to choose between a fighter, mage and thief rewards. The thief reward isn't unique, but none of them are all that good.

We found a strange path of torn notes in the wasteland. Should we follow them?

Our Dwemer ruins exploration gave us an excavation report we were told to deliver to someone called Edwinna in Ald'ruhn. Will we deliver the report?

Caius wanted us to go to Vivec and gather information for him. We could go there.

The vote for a Great House will be open, so you can vote on your favorite if you wish. Feel free to suggest new (or old) options as well.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Syrup on March 02, 2015, 02:53:51 PM
Deliver the papers - would be a shame for them to go to waste - and get the fighter's reward - that be us, after all. We should definitely follow the trail. It probably leads to treasure, or opportunities for smashing. I suppose we could deliver the report as well.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sands on March 04, 2015, 05:36:50 PM
Spooky Scary Specters. Thank me later, hun.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Yogi on March 19, 2015, 09:00:44 AM
The trail has made me curious, let's follow it after delivering the report and getting the fighter reward for the other quest. I'd like to join house Redoran, their culture seems interesting.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Enny on March 24, 2015, 05:48:57 AM
OT but related to Morrowind, in the seventh grade spelling bee, I spelled Niece with a G at the beginning because I'd been on one of my several-week Morrowind binges, and I always pronounced Gnisis as 'Nee-sis'. It was locally televised, I was the only one eliminated in the first round, and I'm completely positive the entire school thought I was genuinely retarded for at least three years.

Thanks for making your game way too good, Bethesda. Fucking Todd Howard..

Definitely deliver the letter thing, may as well, and follow the trail. My vote for a house is Hlaalu, though. Balmora stronghold is best stronghold.
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Roswell on April 06, 2015, 10:59:12 AM
Part 21: Loose Ends

It has been a while. Now that Yook has taken a break from killing things and flirting with women, it's time to return with a short update.

Morrowind OST – Over the Next Hill (https://www.youtube.com/watch?v=QxtLo6HRLlc)

Last time we explored a Dwemer ruin and got an excavation report to return. We also decided to follow the trail of paper in the wasteland. I'm dropping a mark spell here to teleport back later. Right now we have rewards to get and reports to deliver.


We decided to get the Fighter Ring. It would be much more useful if it was a constant effect instead of something that has to be cast, but we might as well wear it. NPCs like it when you wear nice items.

The culprit behind the haunting doesn't seem to want to repeat the same joke.

We had to deliver the excavation report to someone named Edwinna. She's in the Ald'ruhn mages guild.

This quest is actually a mages guild quest that can be done by pretty much anyone. We would have done this eventually if we followed the mages guild questline. Edwinna is a Dwemer scholar, so she has many Dwemer-related quests.

I show her the Hanging Gardens, as well. Seems like she doesn't know Aldmeris to make use of it herself.

Now, back to following the paper.

There's someone here, but it seems like the trail is continuing. This Argonian probably isn't the source, but we can talk to him.

At first he wants us to leave him alone as he must be going home, but if we ask him about it, he opens up. We have an opportunity to do something.

Shall we help the runaway slave and take him to Ebonhart?

Would we rather lead him back to Tel Aruhn where he escaped from?

Or are we just going to ignore him?
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Enny on July 21, 2016, 06:16:16 PM
Take the iguana man to Ebonhart please and thank you
Title: Re: Let's Experience Morrowind (With Many Images)
Post by: Sands on July 22, 2016, 09:26:36 AM
Wow the images are all back up again? Guess we'll see if we'll pick this back up again, there hasn't been much interest, though.