Settlements in Morrowind. Settlements in Tel Fir Morrowind

  • 2 Settlement descriptions
    • 2.1 Mournhold
    • 2.2 Clockwork City
    • 2.3 Ald'run
    • 2.4 Bal Isra
    • 2.5 Balmora
    • 2.6 Vivec
    • 2.7 Sun
    • 2.8 Gnisis
    • 2.9 Dagon Fel
    • 2.10 Caldera
    • 2.11 Maar Gan
    • 2.12 Molag Mar
    • 2.13 Pelagias
    • 2.14 Retan Estate
    • 2.15 Sadrith Mora
    • 2.16 Seida Nin
    • 2.17 Suran
    • 2.18 Tel Arun
    • 2.19 Tel Branora
    • 2.20 Tel Vos
    • 2.21 Tel Mora
    • 2.22 Tel Fir
    • 2.23 Tel Uvirith
    • 2.24 Hla Oud
    • 2.25 Hoole
    • 2.26 Ebengard
  • Notes (edit)

    Introduction

    In the first and third chapters The elder Scrolls can visit many cities and towns in the province of Morrowind. Also, a large amount of information about them is found in other chapters in the form of books.

    The island of Vvardenfell is dominated by Dunmer settlements, although there are Dwemer ruins, Daedric temple ruins, and Imperial forts.


    1. List of settlements

    1.1. The Elder Scrolls: Arena

    In the first chapter of TES, the player has 34 locations on the territory Morrowind:

    • Amber forest
    • Black gate
    • Blacklight
    • Corkarth run
    • Cormar View
    • Dagoth-Ur (Citadel of Dagoth Ur)
    • Darnim watch
    • Dragon glade
    • Eagle moor
    • Ebonheart
    • Firewatch
    • Glen haven
    • Greenheights
    • Heimlyn Keep
    • Helnim wall
    • Karththor dale
    • Karththor heights
    • Kragenmoor
    • Markgran forest
    • Mournhold
    • Narsis (Narsis)
    • Necrom
    • Oaktown
    • Old keep
    • Old run
    • Reich parkeep
    • Riverbridge
    • Sailen vulgate
    • Silgrad Tower
    • Silnim dale
    • Stonefalls
    • Stoneforest
    • Tear
    • Verarchen Hall

    Most of these are cities and settlements, although there are also two quest dungeons.


    2. Descriptions of settlements

    2.1. Mournhold

    The capital of the province. According to some sources - another name for the city of Almalexia, according to others - the central area of ​​this city. Mournhold - "the city of light, the city of magic", in the words of local law enforcement officers - is closed to the passage, you can only teleport to it. The goddess Almalexia, with her power, made levitation impossible on the territory of Mournhold.

    In Mournhold, there are four districts around the Royal Palace: Temple District, Grand Bazaar, Plaza Brindisi Dorum and Godsrich. Under Mournhold is an extensive sewage system and, as it turns out, an ancient abandoned city of the Dwemer.

    In TES1, the city is available initially, in TES3 it is added by the official Tribunal add-on.


    2.2. Clockwork City

    A lost city somewhere in the south, where Sotha Sil, one of the gods of the Tribunal, lived.

    You can visit it only in TES3 with the Tribunal add-on.

    2.3. Ald'run

    Ald'ruhn is the "capital" of House Redoran, a fairly large city of Redoran architecture. Most of its population are Dunmer, members or followers of House Redoran. Ald'ruhn's landmark is the Skar, the huge shell of an extinct giant crab that houses the Redoran Council Hall, Redoran advisor estates, shops, and the Morag Tong Guild Chapter. Most inns, shops and guild halls are located in the southwestern and central areas of the city. The Ald'run Temple is to the east. Fort Motley Butterfly is located south of Ald'ruhn, outside the city walls.

    During the events of TES4, the city was rumored to have been completely destroyed by the Daedra army. “Although the formidable imperial crab was awakened through ancient rituals, the city itself rose to repel the invasion. The warlike Dunmer clan of Vvardenfell has suffered terrible losses, and the dark elves are forced to retreat in front of the Daedra, advancing to storm the Ghostgate. The pleas to Vivec and the Nerevarine went unanswered. ”- Michael Kirkbride


    2.4. Bal Isra

    Bal Isra is a small fortress-like settlement of House Redoran. There is everything you need: walls, towers, a store (everything you need is bought here), private houses and an estate (the ruler of the fort lives there). Residents do not like outsiders.

    The settlement does not appear immediately. The Nerevarine must first either build it (and for this he must receive a certain rank in the corresponding Great House), or reach a higher rank in any of the other Great Houses (there Nerevar the Ascended will receive a murder assignment).

    2.5. Balmora

    Balmora is owned by House Hlaal and is the second largest settlement in Vvardenfell. The city is crossed by the Odai River, dividing it into equal parts. In the city there are large branches of the Guilds of Mages, Fighters, Thieves. Paved roads lead north to Ald'run and Caldera. The path through the swamps leads south to Seyda Nin and Vivec. A little south of Balmora is the Moonmoth Fort, where the garrison is located. Imperial Legion... The name of the city is translated from the Dunmer language as "stone forest".


    2.6. Vivec

    Vivec is the largest settlement in Vvardenfell and one of the largest cities in the East. The city of Vivec is located in the Ascadian Islands region on the southern coast of Vvardenfell. It is built on water in the Velothian style and consists of nine multi-tiered cantons, connected to each other and to the mainland by bridges. Gondolas are also used to move. Here is the Vivec Palace - the abode of the god-poet, one of the Almsivi. The city has many attractions, including the Halted Moon Baar Dau, which now houses the Ordinator's services. Until recently, outsiders' access to the city was limited to the Aliens Quarter, but now they can visit other areas besides the Ministry of Truth and Vivec's Palace.

    The Sermons of Vivec says about the city as follows:

    My spine is the main street of the city that I am. Constant traffic goes through my veins and sidewalks. New temples are being erected in my skull, and soon I will wear them like a crown. Walk on the lips of God. New doors are being made in me. The movement does not stop, and I gain immortality. I look at the world with new windows. Soon I will have a million eyes. Heretics are executed in the squares. I stretch over the hills on which my houses grow. The city-god fills every corner with its name, shouting it out in the tongues of fountains, streets, vendors, thieves and small children.


    2.7. Vos

    Vos is the village of Velotes in the east of the island, in the Gracelands. The Dunmer of Vos have been farming for centuries. Their life was never easy, and the Ashlanders constantly attacked and stole wikwit and swamp reeds from the settlers. But the new lord-mage Mr. Arion took the village under his protectorate, built new docks and a tavern. Tel Vos, Arion Tower is located near the village.


    2.8. Gnisis

    Gnisis is an agricultural village on the Ouda Samsi River with a thriving egg mine. It is located on the caravan route to Ald'ruhn, there is a silt strider port, and merchants often come here. Like many other settlements on the way of the caravan, there is a market, the Temple of Gnisis and the Madach tavern. But unlike other villages, Gnisis has a garrison of the Deadhead Legion, and pilgrims come to worship the Mask of Vivec at the Temple of Gnisis. Another holy place is located next to Gnisis - Koala Cave.


    2.9. Dagon Fel

    Dagon Fel is the only one large settlement on the island of Shigorad in the north of Vvardenfell. She also owns several buildings of Dwemer architecture, the Empty Tower and the Sorkvild Raven Tower. Thousands of years ago it was a Nordling settlement, and it was until the Dunmer drove the Nords out of Morrowind. Then the Dwemer built a city here, and the current village was built on the ruins of the Dwemer city. Ever since Morrowind became the Imperial Province, Nordling fishermen have returned. Imperial scholars and adventurers also travel there to explore the Dwemer and Daedric ruins of Shigorad.


    2.10. Caldera

    Caldera is the newly founded Imperial City and mining corporation. The Caldera Mining Company was given the Imperial Monopoly to extract raw ebonite from the rich local deposits. The caldera is reminiscent of a Western Imperial city both in style and in spirit. House Hlaalu and House Redoran are arguing over the Caldera mines.

    2.11. Maar Gan

    Maar Gan is a Redoran-style settlement, mining village. Located in northern Ashland, north of Ald'ruhn, near Foyad Bani Dad, Phantom Reach, in the valleys of Red Mountain. Silt strider travels from Ald'run to Maar Gan. Here, monsters sometimes penetrate the Phantom Reach and attack the villagers. Monster Hunters now protect Maar Gan. The pilgrims arrive at the Maar Gan Temple, where Lord Vivec won a duel of wit with the Evil Daedra Lord Mehrun Dagon.


    2.12. Molag Mar

    Molag Mar is a fortified fortress of Velothian architecture east of Vivec, on the southeastern border of the uninhabited region of Molag Amur. The fortress garrison is ruled by the Temple of the Tribunal and House Redoran, that is, the Eternal Guardians. Many stop here for rest before making a pilgrimage to Mount Kand and Mount Assarnibibi.

    2.13. Pelagiad

    Pelagiad is a newly founded Imperial Village between Balmora and Vivec on the western border of the Ascadian Islands. Imperial Fort Pelagiad is located right in the settlement. The houses and shops are built in the Western Imperial style, and Pelagiad looks more like a Western Empire village than a Morrowind settlement. Only in this village of Vvardenfell there is no transport, and everyone has to get there on foot.

    2.14. Retan Estate

    A secluded estate on the banks of the Odai River with a pier. Belongs to the Retan clan, as the name suggests. Similar to the rest of Hlaalu's solitary estates.

    2.15. Sadrith Mora

    Sadrith Mora is the seat of House Telvanni, the Council of House Telvanni and the Tower of Tel Naga, home to the Mag-Lord Counselor Lord Neloth. Located on an island east of Vvardenfell. Visitors should stay at the Gateway Inn, a hotel for foreigners. The servants and members of House Telvanni themselves are free to move around the city. Many outsiders live here, but most of them are mercenaries, artisans, traders or Telvanni slavers. The imperial fort Wolverine Hall is located near the city. Within its walls are the guilds of Fighters and Mages, as well as the services of the Imperial cult.


    2.16. Seida Nin

    Seida Nin is a village in the southwest of the island. Ships from the mainland dock at the port of Seida Nin. Most travelers from the Empire land here to be checked by the Imperial Chancellery at the Coast Guard post. The Coast Guard pursues smugglers and pirates. The village has the only lighthouse on the island. The bright light of Big Pharos illuminates the way for sailors in the Inner Sea.

    2.17. Suran

    Suran, view from the coast

    Suran is a bustling trading village of Hlaal architecture on Lake Masobi, the gateway to the lakes, farms and plantations of the Ascadian Islands region. Pilgrims who come to worship the Kummu Fields and the Temple of Molag Bal stop at Suran. Suran provides food and services to the farmers and plantation owners of the Ascadian Islands, the rich agricultural land to the south and west of Suran. In this country of lakes and islands, the traveler will need the skills of walking on water; the settlement has its own port of silt striders. The settlement is considered "the pearl of the Ascadian Islands". On the territory of Suran, there is the House of Earthly Pleasures Desel, where you can stay overnight, buy food and other pleasant things.


    2.18. Tel Arun

    Tel Arun is a Telvanni settlement around the tower of Archmagister Gotren, Sorcerer Lord Telvanni and head of the Telvanni Council. The village is located on an island in the Zafirbel Bay, far from the coast. Tel Arun is the site of the Slaver Festival and is home to the largest slave market on Vvardenfell.

    2.19. Tel Branora

    Tel Branora is the tower and residence of an eccentric Telvanna sorceress named Lady Terana. The tower and its tiny village are located on a rocky promontory at the southeastern end of the Azura Coast.

    2.20. Tel Vos

    Tel Vos - castle of Telvanni counselor Lord Arion. It is an imperial-style fort combined with typical Telvanni mushroom dwellings. Located next to Vos.

    2.21. Tel Mora

    Tel Mora - Telvanni settlement. It houses the Telvanni tower of Lady Drata, the old sorceress of the Telvanni Council. The first thing that catches your eye here is the absence of men. Mrs.Drata does not like men, they say that she is generally a little out of her mind. All the same, Tel Mora is a thriving settlement with an inn, craft and trade shops.

    2.22. Tel Fir

    Tel Fir is the tower of the sorcerer-lord Divayth Fir, one of the most eccentric Telvanni (sexually active with 3 cloned daughters), located southwest of Sadrith Mora, on an island in the southwestern part of Zafirbel Bay. There is a dock there, but the ferry is not working. Under Tel Fir there is a Corprusarium - a prison-refuge (Mr. Fir keeps it, as he says, for a laugh) for patients with "divine disease", corpus, insane and disfigured creatures. Mr. Fier who has been studying this disease for a hundred years. He also invites the profit hunters to try their luck in the Corprusarium, where he keeps his treasures.


    2.23. Tel Uvirith

    Tel Uvirith is a Telvanni settlement in deep Molag Amur. There is a Dwemer centurion guard. The rest is a typical tower of another high-ranking Telvanni.

    The settlement does not appear immediately. The Nerevarine must first either build it (and for this he must receive a certain rank in the corresponding Great House), or reach a higher rank in any of the other Great Houses (there Nerevar the Ascended will receive a murder assignment).

    2.24. Hla ood

    Hla Oud is a small fishing village in the west of the island, in the Gorky Coast region. Nearby lies the Odai Plateau, land owned by House Hlaalu and can only be reached by boat from Ebengarth or Gnaar Mok.

    2.25. Huul

    Huul is a small settlement in the northwest of Vvardenfell, owned by the Great House Redoran. From Huul, the player can take a water route to Solstheim.

    2.26. Ebengard

    Ebengard is a fort city of Imperial architecture near Vivec. Ebengard is the seat of the Imperial Government of the Vvardenfell region. In addition, it is the center of maritime trade. Ebengard Castle is the home of Duke Vedam Dren, ruler of the region and representative of the Emperor. Also in Castle Ebengard is the Vvardenfell District Council Hall and the Garrison of the Butterfly Predatory Legion. The Eastern Empire Company headquarters are also located in Ebengard. Representatives of the provinces of Skyrim and Black Marsh conduct diplomatic negotiations within the walls of Ebengard Castle to ensure that their political interests are protected by law and the authority of the Duke and the High Council. The Ebengard Imperial Cult Sanctuary is the headquarters of the Imperial Cult in Vvardenfell. The landmark of the city is the statue of Akatosh, the dragon god. (In TES1, a city called Ebengard was located on the mainland of the province).


    Notes (edit)

    1. This only applies to TES3 - in TES1 you can freely enter the city, as well as leave it through the city gate. This limitation is caused by the technical implementation of the city, which is created as a group of rooms with connected weather conditions.
    2. This is also a purely technical limitation of the add-on to TES3, which arose for the same reason. Moreover, high jumps allow you to reveal an invisible "wall" at the level of the tops of the city walls, which does not allow you to climb higher and is executed as a script
    Healing Corps
    Job sourceKai Cosades in Balmore
    RewardHealing from the Corps
    PreviousLair of the Sixth House
    NextLost prophecy
    LocationTel Fir
    Attractiveness100 (Divight Fear)
    ComplexityEasy
    IDA2_3_CorprusCure,
    A2_3_Corprus_Vistha,
    A2_3_CorprusKiller,
    A2_3_CorprusSafe
    RecommendedLockpicking Skill (100), Invisibility / Chameleon
    NecessaryLevitation / Acrobatics
    We need to find a way to heal from the Corps.

    Short walkthrough

    • Return to Kai and talk about the possibility of healing from the Corps.
    • Arriving in Tel Fir, talk to Divight Fir and give him the Dwemer Artifact.
    • Get Dwemer Flying Boots from Yagrum Bagarn in the bowels of the Corpusarium.
    • Receive healing from Divight.

    Detailed walkthrough

    Finding Divight

    During your last mission, you received the serious Corrus disease. While you are infected, the attitude of others towards you is very bad, so it is better to get rid of this disease as soon as possible. In Balmora, Cosades will inform you that there may be one healer who can help you. One Telvanian mage maintains his own corprusarium located in the lower levels of the Tel Fir Tower. Kai is confident that by studying the sick in his corpusium, the magician will be able to heal you. In addition, Cosades wants you to try to win over Divight. You will also receive several levitation potions and gold for healing. Please note that the artifact is quite heavy for a magician (40).

    Tel Fir is located on an island east of Vvardenfell, in the Azura coastal region. The shortest route is from the Mages Guild to Sadrith Mora.

    Meeting with Divight

    Inside Tel Fir, on the main level, you can talk to a Dunmer girl who will tell you that the magician is at work. Climb to the upper level in any of the available ways, for example, by drinking the levitation potion. Find Divayt (he is dressed in Deaderic armor) and give him the artifact, so that he would have more confidence in you. You can also try to win him over in other standard ways. When he is ready to speak, he will inform you that he needs the enchanted boots that are in the depths of the Corpusarium and that by owning them he could make a potion for you that possibly heals the Corpus. Go down to the Corpusarium and find the Dwemer Yagrum Bagarn, talk to him, get the magic boots and return to the magician for the medicine.

    Healing Potion

    Returning to the magician and giving him the artifact, you will receive the long-awaited potion.
    Subsequently, it turns out that the potion does not really heal you, but only removes all the negative consequences. Also, as a result, 1000 gold transferred by Kosades will be saved and after returning to Balmora you can start the next quest.

    Tel Fir. Tower of the greatest living wizard - Divayth Fira, a living legend, the object of worship of hundreds of magicians throughout Tamriel. Unlike most Telvanni Divayt, he is always ready to receive a guest in his tower and talk to him. True, not everyone who wants to get to Fira can do this - but the reason for this is a very objective criterion: not everyone can fly. In terms of tower architecture, Fir is a true Telvanian; unlike, for example, his former student and companion, and now the House's advisor, Mr. Arion. However, we will tell you about him another time, and now we are talking about Fira.

    Divayt Fir is not only the greatest, but also the oldest wizard: not so long ago, he celebrated his 4000th anniversary. During this inconceivable period for a mere mortal, he brought to life many projects; he kindly agreed to tell us about some of them. Fira's longtime passion is the Dwemer and everything connected with them (looking ahead, let's say that he also infected his student, the aforementioned Arion, with this hobby). Collecting Dwemer artifacts is only an outward side, the main thing is fundamental research. Fortunately, Divayt has the best assistant imaginable in this - the last living dwarf, or, as they sometimes say, the gnome. How is this possible, you ask? After all, all the gnomes were destroyed in the Battle of Red Mountain, and if someone had survived, then over the centuries he should have crumbled to dust long ago? But don't jump to conclusions: as already mentioned, Divight Fear is working on many projects, in particular on the study of corrus. This terrible disease interests him both from a theoretical point of view ("this is an absolute, magnificent mystery, a riddle that is worth spending all your life on studying it"), and from a practical point of view - Divayt and his daughters have been trying for several hundred years to create a potion of healing from corrus. So far, however, unsuccessfully. Yes, the "daughters" are also a by-product of this project: Fir created them several hundred years ago from his own flesh. Now they help him with research, take care of the sick, watch over the tower, and also perform some other functions. The sick are kept in the Corprusarium, the dungeons under the tower; The temple vigilantly monitors the spread of the infection and sends the unfortunate ones who have contracted the disease here. On the guard of the Corprusarium stands Vista-Kai, an Argonian, Divayt's former slave, and now his loyal friend and assistant. And in the bowels of these catacombs lives Yagrum Bagarn, the same dwarf who had the misfortune to catch the corrus, returning to his homeland after a long absence. His condition, however, is less worrisome than the rest of the victims, and even improves over time.

    In the Telvanni house, Fir also occupies a special position. First, he, being an honorary member of the Council, does not really take any part in its work, not even having an assistant - Voice - in Sadrith More; as Divayt himself says, politics has not interested him for a long time. Secondly, unlike most advisers, Divight has a long-standing and strong ties with the Empire, even with the emperors themselves, and the Psijic Order of which he was once a member. Even rejecting the Old School and embarking on a search for New Paths using the wisdom of the Dwemer and the power of Lorkhan, Fir maintains contacts with Artaeum.

    The possibilities available to Divight Fir are truly immense - he has been to Oblivion more than once, talked with Mehrun and Azura themselves, corresponded with Sotha Sil, and met with many generations of emperors of Tamriel. However, he does not hesitate to debate with any scientist who comes to his tower, as we have seen from our own experience. And not only scientists visit the wizard - many people know that he provides virtuoso thieves with the opportunity to rob their treasury ("I am a bit of an athlete," explains Divayt). To succeed in this, you need to truly possess the skills of the Gray Fox - only a couple of people in the entire history of this "competition" have achieved at least some success. Despite this, the flow of those who wish does not dry up, and thieves visit the tower almost more often than scientists. So come visit Divayt - whoever you are, you will always find something to do. As Delta Fir declares, "We do not only accept barbarians and peasants."

    Fortress types

    More than one hundred visitors pass through these modest docks a year.
    Divayt Fira's office.
    The abode of Yagrum Bagarn, the last living Dwemer, is located deep in the bowels of the Corprusarium.

    Citizens of the fortress

    Name
    (Class)
    Fraction
    (Rank)
    Services List of services
    Onyx Hall
    Beita Fir
    (Warrior of the Word)
    - - -
    Delta Fir
    (Warrior of the Word)
    - - -
    Delaina Mandas
    (Agent)
    - Education Athletics, short blades, light armor
    Quest Delaina Mandas in Tel Fir
    (House Redoran)
    Hall of Fira
    Alpha Fir
    (Warrior of the Word)
    - - -
    Divight Fear
    (Sorcerer)
    - Quests Healing from Corrus
    Coded message
    (House Telvanni)
    Corprusarium
    Vista Kai
    (Knight)
    - - -
    The bowels of the Corprusarium
    Uupsa Fir
    (Warrior of the Word)
    House Telvanni
    (Servant)
    Quest Healing from Corrus
    Yagrum Bagarn - Quests Healing from Corrus
    Yagrum Bagarn and the Phantom Guard
    The riddle of the gnomes
    (Mages Guild)