The elder scrolls iii morrowind quests. Quests in Morrowind: features and recommendations. East Imperial Company Colony – Bloodmoon

Ring of Fargoth
Fargot, Seyda Nin, Square

Immediately after leaving the office you will meet Fargot, a forest elf, who will immediately tell you that the guards took the ring from him. The ring itself is in a barrel standing in the courtyard of the Imperial Chancellery. Before receiving Kai's package, the game should have forced you to climb into this barrel. Having received his ring, Fargot will promise to put in a good word with Arrill, the only merchant in the village, the owner of the tavern. After this, Arrill's attitude towards the hero will increase by 40, and Fargot himself - by 50 units. At the beginning of the game, having a bonus when trading with Arrill will be very useful. [Don't be afraid to give the Bosmer his ring, you can get it back in another quest. Note OKStyle]

Fargoth's Cache
Hrisskar Flatfoot, Seida Neen, Arrilla Inn, 2nd floor

At Arrill's tavern, you can hear a rumor from the owner that Hrisskar Flatfoot has money problems. However, to receive this quest, you do not need to know the rumors; just talk to Hrisskar himself on the second floor of the tavern in Seyda Neen. He will tell you that Fargot is hiding money from him in some hiding place and will ask you to find this place. Flatfoot will advise you to climb onto the lighthouse and monitor Fargot from there without approaching him. Having climbed onto the lighthouse, the hero will only have to wait until ten o’clock in the evening, when Fargot will try to “unnoticed” sneak through Seyda Neen to a stump in the swamp. It will be difficult not to notice him, because the businesslike Bosmer lights the road with a torch. As soon as he moves away from the stump, from there you can pick up three hundred gold pieces, the Engraved Ring of Healing from the previous quest and the apprentice's master key.

Quests in Vivec

Slander of the pharmacist
Domalen, Vivec, Foreign Quarter, Plaza

Domalen will issue a leaflet containing slander against Auran Frernis (Vivec, Alien Quarter, Lower Belt, Apothecary). Auran will ask to find out who is behind the distribution of these leaflets. After a second conversation with Domalen, it turns out that Galuro Balen (Vivec, Telvanni Settlement, Belt, Apothecary) forced him to distribute the leaflets. We go to Galuro and talk about the leaflets. She will ask you to keep silent about the fact of her authorship and offer 100 coins. Agree to remain silent, and then go to Auran and hand her over. Auran Frernis will also give you 100 coins for this information. Thus, you will earn 200. Galuro will not talk more about the leaflets, just like Auran. In general, everyone is happy. [You can immediately talk to Auran about the author of the leaflets, but then you will not receive 100 moent from Galuro Balen. Note OKStyle]

Roland's Tear
Auran Frernis, Vivec, Outlander Quarter, Lower Belt, Apothecary

After completing the quest slander the apothecary, Auran Frernis (Vivec, Foreigners' Quarter, Lower Belt, Apothecary) will ask you to find 5 flowers of golden canet of the Roland's Tear variety. It grows east of the ruins of Ald Sotha. The reward is an exclusive luck potion. [I came across 6 flowers, 5 of which she took, and one became my exclusive specimen in the collection of alchemical ingredients. Note OKStyle]

Quests in Hla Oud

Rabinna's inner beauty
Relam Arinith, Hla-Oud, underground part of Thick Leg Point

Relam will say that he has a job for you. He wants you to deliver a slave to his client in Balmora. The slave is part of a deal made by Relam Arinith and Vorar Helas. If you deliver the slave to Balmora, Vorar Helas will reward you. Don't hesitate, take the boats to Vivec, then travel to Balmora on the Silt Strider. Vorar's house is located to the right of Kai Cossades' house. As soon as you enter, he will attack Rabinna... But we didn’t sign up for complicity in murder! We kill the cruel drug dealer and save the poor slave. If you let him kill Rabin, you will receive the Ring of Medusa and 400 drakes. After the death of Vorar Helas, Rabinna will ask to be taken to Im-Kilaya, to the Argonian Mission, to Ebonheart. She knows that Im-Kilaya will help her escape to Elsweyr, he is her only hope for salvation. We go to the port of Silt Striders and fly to Vivec - from there we sail by ship to Ebonheart, pass by the local tavern and take a slave to the Argonian mission. The reward will be the same 400 drakes, +10 points of respect from “Two Lamps” and most importantly - moral satisfaction (and we took all the goodies from the dead drug dealer - the same ring, money and a few things, as well as the key to his house). [You can talk to Rabinna immediately after receiving the quest (by the way, the slave will refuse to talk to you if the initial disposition is low, and this will happen if the player does not have a high enough reputation (

Quests in Maar Gan

Pilgrim to Koala Cave
Fonus Ratrion, Maar Gan, west of the city

West of Maar Gan, on the road, you can meet a pilgrim named Fonus Rathrion, who will ask to be escorted to Koala Cave in two days or less. Kohala Cave is also marked on your map after reading the book "The Pilgrim's Progress". The reward from Ratrion when you lead him to the cave is 150 gold.

There is hardly a gamer who has not heard of Skyrim. This is one of the best roleplaying games computer games modernity, which has a huge fan base. However, few people pay attention to the full name of the game, namely that it contains part of TES V. What does this mean? This means that Skyrim is the fifth part of the series The Elder Scrolls. This is a very popular series, which became a logical continuation of the third part called “Morrowind”. It is the latter that will be discussed in this article. More specifically, here we will consider the quests that this project can offer gamers. First of all, this game captivated gamers with its vastness, its huge open world, through which you could travel without any restrictions. Accordingly, quests in Morrowind are also numerous. The most interesting thing is that 99 percent of them are incidental and do not directly relate to the plot story. Well, this only means that in this article you will have to figure out what quests in Morrowind are, in what order it is better to complete them, and why do it at all.

Main quest

Naturally, if you talk about quests in Morrowind, you need to start with the main storyline. It turns out that there is only one main story quest in this game, but its length and scope are truly impressive. It is the very first one you receive, and it happens on the ship on board which you arrive in Morrowind. The beauty of this quest is that the first task will be to indicate your name while talking to a non-player character. In the same way, you will indicate all the data about your hero, thereby creating it not in the character editor, but in game mode. This alone makes Morrowind stand out from most role-playing games of that time. In fact, when you step off the ship onto the land of Morrowind, your main journey begins. The storyline is very exciting and intense, and its complexity gradually increases. Therefore, it is not recommended to try to pass exactly storyline straightaway. It is better to gradually overcome new elements of this one big quest, as this will make the passage much easier for you. How exactly? The fact is that there are significantly more quests in Morrowind, and all of them will allow you to gain experience, money and useful rewards that will help you develop, strengthen and approach new stages of the main quest more prepared. But what tasks can you get in this game?

Guild Quests

It’s worth saying right away that in the Morrowind game, completing the quests that will be discussed below is not mandatory. This means that you can easily finish the main quest, complete the storyline and forget about this game. But you should understand that this way you will lose an impressive part of the content, and most importantly, pleasure. After all, other quests not only offer you vital experience and useful rewards, but also their own storylines, amazing stories, meetings with colorful characters, and so on.

For example, if we talk about guild quests, then each of the seven existing organizations has its own storyline, which will allow you to plunge even deeper into the world of this project, as well as master skills relevant to a specific guild. If you join the Fighters Guild, you can become a full-fledged warrior, rising through the ranks and gaining fame and recognition. In the Mages Guild you will learn a variety of spells until you become the Supreme Mage. The best part is that you can become the leader of each of the seven guilds and go through all the storylines without being limited to just one. And if you don’t want to, you don’t have to join a guild at all. In Morrowind, the quests of the Guilds of Mages, Thieves, Fighters, Tribunal and so on provide flexibility that was previously impossible to find in role-playing games.

Great House Quests

There are also house quests in Morrowind, which are in many ways similar to guild quests. Only there are only three houses, not seven, and their storylines are much longer and more developed. Again you need to go a long way from servant to archmagister. Each new rank will require specific performance and skills from you, as well as completing a special task that will allow you to rise to a higher rank. In total, each house has several dozen of them, so completing quests can take a lot of time. But you should pay attention to the fact that these are not mindless "spillers" in which you just need to bring something or kill someone. All quests are interconnected by a mini-plot of a specific great house. Moreover, the houses also differ from each other: in Redoran, brute strength is revered, while in Hlaalu and Telvanni the emphasis is on other skills of your character. As you can see, in Morrowind the main quest is not the only thing that might interest you.

Quests of the Daedric Princes

An important role in the game is played by the Daedra Lords, who at one time were the most powerful in the whole world, but were too keen on the dark side of the force. A whole section of quests is dedicated to this, which you can receive from the corresponding statues of ancient Daedric princes and princesses. With the help of these quests you can get unique soul stones, so it is recommended to complete them anyway. There are seven of them in total - the number of statues of Daedra lords that you can find on the map. Getting all the unique soul stones will make your progress much easier. The main quest in Morrowind gets very difficult at the very end, so you'll need to use whatever tools you have available.

Vampire clan quests

You also have the opportunity to become a member of one of the vampire clans that you can find in Morrowind. They also have their own sets of interesting and exciting quests that are worth going through at least to learn a few additional amazing stories. On a more technical note, vampire clans are similar in many ways to both guilds and great houses. So you're unlikely to be disappointed if you decide to try out these small but very exciting deviations from the main storyline.

Side quests

None role-playing game is not complete without side quests, which are sort of random tasks that you can receive in the game world. They are not connected by plot or characters, they serve mainly to gain additional experience, replenish your wallet, and so on. However, as a whole, they add up to an incredible and amazing network that provides you with the deepest immersion in the world of this amazing computer game.

Addon quests

There are two official add-ons for this game, Tribunal and Bloodmoon. Naturally, each of them offers you a new storyline, as well as new monsters, new weapons, new secrets and tons of additional tasks, which will delight you with both unique rewards and exciting stories.

For the laziest, that is, for those who can even read, there is a video. Which summarizes the first day in Seyda Neen, but without the road to Balmora. For those for whom the accelerated video is not enough, a detailed description is below.

II. Introduction. Seyda-Nin.

So, let's play from the very beginning. The ship brings us to Seyda-Nin, we call Yoprst “Yoprst”, and Xif knows perfectly well how to make him a “Nordling” and a “fighter”, born under the astral sign of “fighter”. I won't dwell on this. The fact that this is the most optimal configuration for quickly progressing through the game with force until that very point in the development of the plot when little things and nuances in mastering spells and various types weapons, I have already said more than once. In the meantime, we have one task - to survive and quickly gain strength... And money! 🙂 In short, “pump up” as quickly as possible to a high level and the highest possible equipment in the game. Of course, we are not talking about cheating options. The main thing to understand here is that at the very first stage you need to squeeze every last drop out of this village. All she can give us. So that you can go to Balmora with at least some change in your pocket and not be afraid of cave rats and nix-hounds.

The first thing, of course, is to rob all good legionnaires before reaching the captain. We take everything - down to the last piece of paper and fork, to the lantern hanging on the street. This is the ABC, that's clear. You can give the regeneration ring to Fargot, or you can not, it doesn’t matter at all. True, if we give it, he will then guide us to the lighthouse. Because he respects you. And if you don’t give it away, almost ANY other passerby will point at the lighthouse. But we will have the ring anyway after we clear out Fargot’s hiding place. The main thing is that after talking with Daerir, immediately run to the tavern and sell everything stolen from the Legion. We immediately buy a health restoration spell (“Heart Treatment”) from the innkeeper. AND NOTHING MORE! It is important to know here that Yoprst in this game buys only the MOST NECESSARY potions, spells and skills. And nothing more. No weapons or armor. Vvanderfeld already has plenty of this stuff lying around. The slogan is “Not a dollar for military expenses!” must be unshakable.

It is important to understand one thing here - when later, over time, we “pump up” Yoprst to the state of a demigod and sell goods worth thousands and tens of thousands of local dollars, we will be able to afford the habits of the nouveau riche and not neglect pennies. Now (don’t think I’m a cheapskate!) we need to appreciate every drake. While in Seyda Neen, not only collect all the bottles, mushrooms and torn socks from the fishing shacks, but also sell them not in packs, losing more than half the price per batch, but strictly ONE THING AT A TIME. (We are, of course, talking about those items that cost 1 drake. When selling one-drake items in bulk, consider that you are not just throwing away 65 percent of them, but also losing a unique opportunity to increase your “Trade” skill. Sell more expensive items individually
doesn't make sense). And always, ALWAYS add a few coins to the trade before pressing the "Barter" key! Start with 3-4% of the transaction, this should go even lower levels. Firstly, you will earn more. But this is not the main thing. The main thing is that every transaction is a plus for the “Trade” skill. The higher this skill, the more profitable the deals. At the first stage, when, I repeat, every drake counts, and the “trading” skill at the first levels is developed quite easily. Why buy first skills that are quite easy to develop? naturally? I admit honestly - I never had the patience to raise the “Trade” skill by SIX levels, to eleven, during my first stay in Seyda-Nin. Only up to the ninth or tenth (see screenshot). But there were such monsters, I read on the Internet. We must follow the example of the best, we will have to buy and sell a lot at first, and favorable prices can make life a lot easier. That is, do not hesitate to collect empty bottles from the bushes and sell them one at a time. You will be rewarded with sweet music and a notification that your Trade skill has been increased. As for my personal experience, then I literally easily raised the “Trade” skill by two levels (from five to seven) while I was in Seyda-Nin. So it's absolutely real. By the way, this allows you, when assigning qualities of a new (say, second) level, to increase your charm not by one, but by two or even three units at once. Also very useful thing. In short, in the first steps you need to bargain very carefully. Moreover, this nightmare with bottles and individual sales will not last long - as soon as you put a mark on Skunk, that is, Scamp, and start receiving 5000 per sale, no one will force you to take anything other than expensive weapons, precious stones and money. So you won’t have to play around for a very, very long time! 🙂 Ideally, of course, you should try to leave Seyda-Nin as a SECOND level player. But, to be honest, this has never worked out for me. However, I was approaching this milestone quite close. I didn’t have enough patience, I wanted to stomp on.

Having purchased the spell (120 rupees, see fig.), we go up the stairs of the inn to the 2nd floor and agree with Frisskar that you will rob Fargot’s cache and share the money with Frisskar. On the 2nd floor you need to talk to Elon, she will tell you how to get to Balmora. But you can’t go like this under any circumstances, in this game you can’t listen to anyone’s advice at all, they’ll only confuse you, but you need to talk. We immediately talk to people about rumors and gossip and find out that a tax collector has disappeared in the village. Immediately after this, we run out of Seyda-Nin along the road leading to the north - there is a sword there for us that is good for the first day. You need to run to the place indicated on the map. There is a book there, and a second later a man falls on it. Well, I mean, a corpse. We rob the corpse, keep the enchanted “Iron Sword of Fire” for ourselves, and run to sell the rest to the tavern, where they have not yet forgotten about us.

This is the beginning of the northern road from Balmora, along which you should run for 5 - 7 seconds.

This is what the bearer of the required sword looks like when he fell right at our feet:

This is how this place looks on the Yoprst map (small cursor, that is, Yoprst, at this point) -

And here it is (for reliability) - on the interactive map application (the place is marked with a green marker) -

All! Now we have a sword, and life is easier for us. Let's move on.

From the place where the sword was found, we run back to the tavern, sell what we have collected and straight from the doors of the tavern we cross a narrow water barrier (approximately in the place where the person depicted in the Xiph avatar is standing). Along the way we kill crabs and everything else we come across. This is very important - it is advisable, before Yoprst goes to the smugglers’ cave, which is near the Silt Striders’ port, to raise the level of sword skills by one step. This is very difficult, you will have to fight with everything that moves, but again, the craftsmen achieved this. So we can too. Otherwise, we will have a very sour situation in the cave. But let's return to the game - we have to go not far, to the body of the murdered tax collector Processius. You can find it here -

And he looks like this:

Having robbed the body tax inspector, we return to Seyda-Nin and immediately enter into a conversation with any guard. He advises us to tell everything to the grandfather in the imperial office who prepared the documents for us. You need to approach the guard, this gives the necessary entry in the diary, activating the quest. Grandfather acts differently - sometimes he leaves us half of the 200 drakes found, and in some versions of the game he takes away everything. But this is not important, we will still earn more... And he asks to punish the murderer. Here we again find Fargot (or any other passerby), and we are immediately pointed to the lighthouse keeper. Another entry in the diary.
The caretaker says who killed the publican (this is a certain Forin Gilnit), but asks to return her beloved’s ring. The killer is waiting for us in the shack, right behind the man depicted in Xifin’s avatar. After the conversation, he pounces first, we kill him quickly with a new sword, we rob the shack completely, since the tavern is two steps away, we immediately sell the stolen goods, and go to the grandfather’s office. We report the murder, receive 500 pieces of silver, and immediately go to the lighthouse keeper. We gave the ring, received a health restoration potion as a reward (for us at this stage it’s an extremely important thing), and we climb to the lighthouse, simultaneously stealing everything that is in bad shape from the poor widow.

ATTENTION! In the taxman's killer's shack and on the upper level of the lighthouse we find "books of knowledge", that is, books that, after reading, we raise the values ​​​​of some of our skills. Sometimes these are important skills, sometimes not so much, but this opportunity should not be neglected.

And here the first time delay occurs. Everything that I described here for so long and tediously actually takes a couple of minutes. But you will have to stand at the lighthouse. Here we must wait for the moment when Fargot takes a pose of “secrecy”, and in a half-squat climbs into a puddle near the tavern and begins to dig into the rotten stump that sticks out there in the middle. It is impossible not to notice this, since Fargot illuminates himself with a torch. He usually does this from 11 pm to 1 am - the time is not fixed. Therefore, using the standby mode using the “T” key, we get to 11, and then we stand stupidly and wait for it to happen. A little patience - and you will see how Fargot, having wound a bunch of tricky circles, climbs into a puddle. THE ENTRY DOES NOT APPEAR IN THE DIARY, SO YOU DO NOT NEED TO WAIT FOR IT. Having discovered the cache, we run to it, regardless of passers-by, we take everything from there (including the regeneration ring, which was so pretentiously returned the other day), we divide the money (300 drakes, 200 for the Nord, 100 for us) with Frisskar, sell what we see fit to the innkeeper , and we have only one thing left to do - clear the Addamasartus cave near the Silt Striders port. Since the giant flea can be seen from everywhere, the cave is easy to find. If, when leaving Seida Neen, you turn right and go towards the Silt Striders port, then before turning to the port you just need to go straight. You'll resist. In addition, the entrance to the cave is visible from the port platform. And at night, at the entrance to the cave, “russula” glow brightly. But I’ll give you the diagram anyway, otherwise you never know... Xif will later say that Sir drew up the Anual in bad faith! 🙂 This is how the cave is located. Where the mouse cursor is, there is a Silt Strider port. And where the arrow for the location of Yoprst is, there is the entrance to the cave.

There are only three bandits in it, who are easy to kill if you don’t delay starting the attack, but attack yourself quickly. In this cave, only three things deserve attention - chitinous boots and shoulder pads (we are completely naked yet, no equipment at all!), a probe for removing traps from chests and doors, and the Thief's Ring. The shoulder pads and ring lie behind the water barrier, which is reached by an inconspicuous passage from the warehouse with boxes. In this diagram, Yoprst stands right at the entrance to the passage, still in the warehouse -

We walk through the water, dive a little (it’s fast there, water breathing is not needed), we get out to the shore and see this picture in front of us. Where the mushrooms glow, there is a shoulder pad, some kind of small change, and the Thief's Ring, which is not easy to find, even though it is right next to the small change, but you definitely need to find it.

In the top picture general form the place where you should look for the Thief's Ring. And on the small one, on the right, is the exact location of the ring. Keep in mind that it is almost invisible, you can easily not see it. All my friends, even having passed this place a hundred times, simply did not notice it. Don’t be lazy, move your cursor around in the indicated place, look for it, it’s definitely there, and it will serve you well more than once. The thief’s ring doesn’t just “have to be found”, the main thing is to constantly use it. Before every communication, especially with sellers and Silt Strider drivers. This will raise your enchanting skill - one, make it easier to communicate with others and give new information - two, save money, which we don’t have much of yet - three... For every move, for every purchase and sale - at least a few gold. And since you do this all the time, it keeps coming. And four - often using this simple ring before a conversation can simply continue the game the way you want it, and not the way it turns out. Example - after the first tasks in Balmora, it would be nice to immediately continue a career in the ranks of the Imperial Legion. This includes equipment of some kind, and the growth of skills for more complex tasks. So - to the question of how to enroll in the Legion, which you ask at Fort Moon Butterfly not far from Balmora, you may easily not receive an answer - you will be told that “Only a friend can answer this question.” Bribes often have the opposite effect and are perceived as an insult. And you may easily not get a direction to Gnisis. But as soon as you use the cheap Thief Ring, you immediately receive a story about how you can enroll in the Legion. So don't forget to use this ring constantly. (The example is not the best - Kai Cosades also talks about recruitment in Gnisis, but few people usually remember this place. Some run to be hired in the Fort).

So. The cave was cleared, everything in the tavern was sold (they didn’t forget to take back the drugs - skooma and sugar, which were put on the floor at the request of the seller, this is good money), they seized the mushrooms and flowers growing right in Seyda-Nin, which will be useful to us in Balmora... It seems that All. We figured out Seyda-Nin in a few minutes, we hadn’t actually started the game yet, and in our luggage we already have this, including 1655 drakes for small expenses -

You can safely go to Balmora. On the simplest, safest and most comfortable road, and in no case on a power strider. You need to improve your athleticism and fighting skills, and along the way you’ll be able to kill a couple of non-terrible animals, and it won’t hurt to take a walk and look at the island. We have to live here, bastards! 🙂 It’s still not very cool at all, but it’s humane. Already in the next chapter he will lose his human appearance, hiding in steel, but more on that on another page. We have finished with Seyda-Nin and are standing at the exit from the village. Several minutes passed (I would have already noticed it if I hadn’t been interrupted all the time for these recordings).

UPDATE.

Now I will advise you one thing, but this is not for everyone. Some will like it and some won't. I often happened to read people’s complaints online that in Seyda-Nin there are not enough beds for a safe overnight stay, and outside the city animals offend the fragile GG. HOW IS THIS NOT, CITIZENS? What about the Imperial Chancellery? Which one did we steal? There's a mattress in the corner, remember? This is the advice - I personally (you can consider me a masochist) always sit down next to this mattress and read the “Heart Treatment” spell, which we bought from the innkeeper, until I have enough patience. I read and replenish my health. I read and add to it. So, now I managed to raise my Recovery level to 10 in this way. This is already a normal level for reading “Healing of the Heart” and many other spells of this school that you buy (and first of all you will definitely need “Healing yourself, your loved one, from diseases "- the animals on the island are damn contagious). In short, without properly “pumping up” your recovery skill with the help of a purchased spell and an imperial bed, I simply would not recommend even leaving the city. And as soon as you confidently recover, do what you want, it’s no longer dangerous. If something happens, heal yourself.

UPDATE 2.

During the discussion of this entry, I received very interesting options for other ways to stay in Seyda Neen. Especially interesting, risky, unexpected and, I would even say, adventurous, came from a user named Ivan. They seemed so non-standard and original to me that I decided not to mix them with my own, simple version, but to post them on. For the most advanced, stubborn and risky users, please read “Original options for starting the game “Morrowind” from Ivan.” Welcome. Personally, I recommend this particular “Ivanovo” option. Moreover, it is very simple - run along the shore, repeating all the bends and sometimes falling into the water, kill everything that moves along the way and loot all the tombs that come along the way. There are, in fact, only two of them, and they do not present any difficulties even for a beginner. So you have to run to the wreckage of the ship, and this is the place where the Odai River flows into the sea. And then we scratch along the coast straight to Balmora. Not easy, but VERY easy! I am now only starting the game according to the “Ivanovo” version.

The game begins with a video in which Azura herself addresses you. After it you find yourself on the lower deck of a prison ship. Now nothing is required, just enter your name. Then a guard will come up to you and tell you to follow him. We go out onto the deck and select a race, then go to the Chancellery. There we finish with choosing a character.

We go outside. There will be a barrel on the left, if you look into it, you can find a magic ring (you can keep it for yourself, or you can complete a side quest).

Let's move on. In the room we talk with Cellus Gravius. You can ask him about the Emperor, about Morrowind, about the empire, about Seida Nin. Hearing the name Kai Cosades, click on it and receive the first task: deliver a sealed package to Kai in the city of Balmora.

We go outside. So, we got to Seyda Nina Square. It is best to stop by the merchant Arill and buy things (in the Office you can “grab” some valuables that lie on the shelves and table), potions, scrolls or spells.

After shopping (or around the city, as your heart desires), we set off to look for Kai Cosades. There are two ways to get to Balmora:

1. On foot (which is very undesirable, because you can get lost or run into aggressive animals)

2. Take the Siltstrider (a large “flea” not far from the city)

Having reached the NPC standing next to the vehicle, select “Travel” in the dialogue and click on the name of the desired city (in this case, Balmora).

We've arrived! Before us is Balmora! The city is frightening with its size and number of houses. To find out more about Kai, we go to the South Wall tavern. It is located in the east of the city. Let's move on to this part of the city. We count the second row of houses and the first building is the “Wall”. Let's go inside. On the second floor we look for the owner of the tavern and ask him about Cosades. After unflattering statements, we go to where we were sent, that is, the northeast of the city. Leaving the tavern, we go up the stairs on the right and go along the houses.

Having reached the end, we see a house with two doors. We go to the right. Here comes Kai! In the conversation, select the “Inform Kai Cosades” option. He will receive a message from you and ask if you are ready to follow his instructions. Ready? Then we can confidently answer that yes!

Kai's first task will be this: talk with Hasphat Antabolis from the Balmora Fighters Guild about the secret cults of the Nerevarine and the Sixth House.

Let's go there. We move to the other side of the city. The Guild is not difficult to find, look at the signs (the Guild has a shield and two crossed swords). Let's go inside. Hasfat stands in the lower rooms. We talk with him about Cults, but he won’t tell you the most valuable information so easily. You will have to fulfill his request: bring the Dwemer Puzzle from the nearby Dwemer ruins of Arkntand.

I advise you to go in and buy weapons, healing potions and scrolls (especially scrolls of Almsivi Intervention or, at worst, Divine Intervention), if you don’t already have them.

The ruins are located northeast of the Spotted Butterfly Legion Fort. Just before reaching the Fort, we turn left at the fork and see the bridge. The first enemy is waiting for us on the bridge (if you have never had to deal with bandits or aggressive animals). It’s better to finish him off with magic from afar (this is my tactic, and in general I killed the first enemy by summoning the Fire Atronach;). After a difficult (or maybe easy?) victory, we cross the bridge, clearing out the attacker and the nearby boxes. And here it is! The treasured entrance to the ruins! What did Antabolis say? Turn the handle? Oh, here she is! We turn and the door opens. We boldly go inside and deal with the enemies on the first floor. We climb up the stones to the second floor and go into the room. There we kill the smuggler and go after the Puzzle. She lies quietly, peacefully, without disturbing anyone, on the shelf. Take a closer look! You may not even notice it. Having taken it, we return to the quest giver.

Having delivered the Puzzle, we listen about the Cults. But Hasfat will say that Sharn-gra-Muzgob from the local Mages Guild knows more about this. We return to Kai with a report.

After listening to your report, Kai will give the following task: talk with Sharn-gra-Muzgob from the Mages Guild about the Cults of the Sixth House and the Nerevarine.

The guild is located next to the Fighters Guild.

Sharn will agree to tell you about the Cults only if you carry out her instructions. She will ask you to deliver her the skull of Llewul Andrano from the Andrano ancestral tomb. I advise you to buy potions and scrolls with attack magic, or weapons with a magical charge, because... Ghosts are not affected by simple weapons.

The Andrano ancestral tomb is located south of Pelagiad, before reaching the fork at Seyda Nin.

After delivering the skull, Sharn will tell you everything he knows about the Cult of the Nerevarine and the Sixth House. Return with this information back to Kai.

Now that you have collected information in Balmora, you need to interview knowledgeable people in the city of Vivec. These will be: Mehro Milo from the Temple, Addhiranirr from the Thieves Guild and Huleya from Morag Tong.

Once in Vivec, we go in search of these people. You can start with anyone, for example with Huleya. This is an Argonian from the Morag Tong. You can find him in the Black Shalk tavern in the Alien Quarter. Having arrived there, talk to Huleya, and he will tell you that three people are threatening him and therefore he cannot go with you, much less tell you about the Cults. We'll have to resolve this problem. These people: Etis Savil, Urven Davor and Favel Gobor are standing nearby. You have two solutions to this problem:

1. Disperse gracefully, that is, without killing anyone. To do this, you need to bribe each of these people (raise the ratio to at least 60%).

2. Kill them all.

When you're done, Huleya will ask you to take him to Jobashi's Bookstore. There he will tell you about the Cult of the Nerevarine (he cannot tell you anything about the Cult of the Sixth House).

Next in line will be Addhiranirr, a Khajiit from the Thieves Guild.

It is located in St. Olms Parish on the Canal level. It turns out that Addhiranirr is hiding from Imperial Chancellery agent Duvianus Platorius and refuses to speak until he leaves her alone.

The agent walks around the Middle Belt of the same District. During a conversation with him, lie that the cat left Vvardenfell and swam to the mainland. Oddly enough, the agent will believe you and stop pursuing Addhiranirr.

Return to the Khajiit. Now she will tell you about Cults.

And the last informant is Mehra Milo, a priestess of the Temple. You can find it in the Temple library. Go with her to the far part of the library, and she will tell you everything she knows about the Cult of the Nerevarine and advise you to get the book “Advancement of Truth.” It is sold at Jobashi Bookstore. Buy it and go to Kai Cosades with a report.

Kai will give you the title of Wanderer and advise you to train while he processes the information delivered by you.

Go and improve your skills or complete quests from other Guilds. When your character improves and you have more experience, return to Kai (although you could immediately take the task without this, but it’s better to practice).

The Ashlanders are nomadic tribes of Dunmer who should know more about the Cults of the Nerevarine and the Sixth House.

Kai's task will be as follows: talk to Hassur Zainsubani, one of the representatives of the Ashlanders. He is located in Ald'ruhn in the Ald Scar tavern.

In order for him to tell you everything he knows, you need to give him a gift, as is customary among his people. Since he loves books very much, it is worth giving him one of these books: “Hymns of Ashland”, “Words of the Wind” or “Five Distant Stars”. All of them are sold in Ald'ruhn, so there will be no problems finding them.

You can also help him in exchange for information - find his missing son Hannat. You don’t have to look for your son, but simply promise that you will help (if your conscience allows you to lie and not look for him).

After you fulfill one of these conditions and win the trust of Hassur, he will give you his notes and you can return to Kai with them.

Having received the recordings, Kai Cosades will give the task to go to the Ashlander camp Urshilaku and talk with their leader Sul-Matuul and shaman Nibani Mesa.

The camp is located in the north of the island or northeast of Huul. It's best to go from there.

Having reached the camp, a surprise awaits you: neither the shaman nor the ashkhan are going to talk to you. You need to get permission from Zabamund. We stomp to him and tell our story. Then you will be prompted:

1. propose a duel for the right to speak with Sul-Matuul (level must be at least 6)

2. brag about your exploits (reputation at least 20 or Speech at least 30)

3. tell everything you know about the Cult of the Nerevarine and the Sixth House (Speech at least 30)

4. offer a bribe of 200 gold.

When you receive permission using any of the above methods, go to Sul-Matuul.

You must become a Friend of the Clan, only then can you talk about the Nerevarine. To do this you will have to undergo an initiation rite.

Sul-Matuul will ask you to bring him the bow of the Bone-Gnawer of Saint-Sinipul from the Burial Caves of Urshilaku. The caves are located in the southeast of the camp, not reaching Red Mountain.

The bow itself is from the ghost of Saint-Sinipul. When you kill him, search the remains and find a bow. Take it to Sul-Matuul and he will make you a Friend of the Clan. Now you can go to Nibani Meso to find out more about the prophecy.

The conversation will be difficult and long, the main thing is not to miss key words.

After the end of the dialogue, Nibani Mesa will tell you that you are not a Nerevarine, but you can become one. You must obtain the lost prophecies from the renegade priests of the Temple, and then the shaman will help you become a Nerevarine. She will give you two books about Prophecies, and with them you can return to Kai Cosades.

Kai, after listening to your report, will say that he needs to think about everything he has heard and will advise you to practice a little. The right decision would be to listen to the master spy and pump up the Persian a little, because... The next task will be much more difficult than the previous ones.

When you're ready, return to Kai Cosades for the quest. The task is not easy: find the base of the Sixth House and kill the priest Dagoth Gares.

To do this, you need to go to Ald'ruhn at Fort Motley Butterfly and find out from Raesa Pullia what she knows about the Sixth House. Her patrol found their base near Gnaar Mok, only one soldier returned and, deliriously, repeated the name of the cave - Ilunibi. The warrior who managed to escape died, maddened and disfigured by corprus. You can ask the inhabitants of Gnaar Mok about the cave.

The cave is located in the northwest of Gnaar Mok or in the south of Andasreth.

When you find the cave, get ready for difficult battles with the servants of Dagoth Gares, and at the end of the path with the priest himself. Before the battle, he will inform you that Dagoth Ur wants to see you and make peace, Dagoth Gares will also give you a letter from Dagoth Ur and prepare for battle. After the victory, do not rejoice too much, because before death the priest will have time to impose the curse of Corprus on you and you will fall ill with this disease.

Kai will not be happy to learn about the disease and will tell you to go to Divayth Fir, the Telvanni magician who owns the Corprusarium. As a "bribe" Kai will give you a Dwemer artifact for Fir's collection.

Tel Fyr is located in the south of Tel Arun or in the southwest of Sadrith Mora. You can get there by swimming or using the Water Walk spell.

When you are there, go to Divayt. He will say that he has a potion to cure the Divine Disease, but it has not been tried, so you can either be cured or die, there is no third option. In order to get the potion, you must, at Fir’s request, bring him Dwemer boots, which he gave to Yagrum Bagarn, one of the residents of the Corprusarium, for repair. By the way, he is the last of the gnomes.

Talk to him, get the Dwemer Boots of Flight and move on to healing! Fir won't let you take the potion away and you'll have to drink it on the spot... intense anticipation... and... OH A MIRACLE!!! You are cured! Now you can return to Kai Cosades, or you can steal the contents of Fir's chests. :)

Your triumph will be overshadowed by unexpected news: Kai is urgently summoned to Cyrodiil. He elevates you to the rank of Agent of the Blades and gives you the last task: talk to Mehra Milo and receive the Lost Prophecies.

Once you arrive in Vivec, go to Mehra's apartment. On the table you will find a note in which there is a clear hint that Milo is being held under arrest at the Ministry of Truth. In the letter, she asks you to bring her the scrolls of Divine Intervention (it’s better to take 2) and take the Levitation potions that she left next to the note. It also wouldn't hurt to grab potions, scrolls, or charged items for Invisibility or Chameleon.

Having purchased everything we need, we take off to the Ministry of Truth and talk with Alvela Saram at the entrance. Tell her that you have a meeting with Mehra and she will give you the key, but will warn you to try to do without casualties among the Ordinators.

In the corridors of the Ministry, use Invisibility or Chameleon, because... The cave is very well guarded.

Once you find Mehra, give her the scroll of Divine Intervention. Before departure, she will tell you that the Apostate Priests have the Lost Prophecies in the Kholamayan Temple. Blatta Khateria at the eastern docks of Ebonheart can take you there. Tell her that you want to “go fishing” and you will be taken to Kholamayan.

Having arrived at the place, talk to Vevrana Arion, who will show where the temple is located and say that the doors open only during Azura’s holy hours (that is, at 6 am or 6 pm).

In the temple you will find Mehra Milo, who will tell you to talk to Gilvas Barelo (standing next to Mehra). He will give you the Lost Prophecies. With them we return to Nibani Meso.

After she receives the prophecies, the shaman will ask you to come when “... the moon comes and goes...”, but you can come up right away, or you can shake the Persian. When the time comes to return, you will be announced by an entry in the journal.

It turns out that Nibani Meso was chosen to be your guide on the Nerevarine Path. You must complete 7 challenges (2 have already been completed). The third test you must ask Sul-Matuul.

Ashkhan will ask you to find and bring him 3 things from the Kogorun fortress, now captured by the Sixth House. These are the things: the Cup of the House of Dagoth, the Shadow Shield and the tears of corprus.

Having arrived in Kogorun, we go in search of these things. The bowl is located in one of the buildings on the surface of the fortress.

The shield is located deep under Kogorun, in a cave called the Bleeding Heart.

Tears can be found on any corprus monster.

With all this pleasant and not so pleasant, we return to Sul-Matuul. So, you have passed the War Test. Now the Wisdom Check.

You must find the Cave of the Incarnation and bring back the Moon-and-Star Ring.

Ashkhan will ask you a riddle: the eye of a needle lies in the teeth of the wind - the mouth of a cave is in a pearl skin - a dream is a door and a star is a key. Sul-Matuul says that to solve it you need to receive guidance - to join the wisdom of the tribe.

To do this, you need to ask the tribe members about the riddle. Some people know the answer to the passages. When you collect more information, then the picture will become clearer.

So... according to the description, the Cave of the Incarnation is located in the southwest of Tel Vos or in the east of Maar Gan.

Two stone peaks mark the entrance to the Valley and bear the name of the seer Ayran, blessed by Azura. These are the teeth of the wind. The Valley of the Wind lies on the northeastern slope of Red Mountain.

You can use the Air Form scroll and fly over the mountains. The entrance to the Cave is difficult to miss. The door also opens at the hour of Azura, just like the door to Kholamayan, because “the key to it is the Star,” that is, you can enter “at the hour of dawn, when the Star of Azura shines...”

Here we are in the cave! We go to the statue and take the ring. Let's watch the video.

Now you are not alone in the cave - ghosts are everywhere. Talk to them. They will tell you their story and give you things that they no longer need. Now we return to Nibani Meso.

The shaman will tell you about the Fourth and Fifth tests. You must become the Mentor of the Great Houses of Vvardenfell and the Nerevarine of the Four Tribes of Ashlander.

House of Hlaalu

Let's start with the Great Houses, namely Hlaalu (in general, you can start with any). We stomp to Crassius Curio in Vivec.

He will say that in Hlaalu's opinion, foreigners are not worthy of being called Hlaalu's Mentor, but a modest donation of 1,000 gold pieces can smooth out this trouble. After paying, go to the House advisors: Yngling Half-Troll (St. Olms District, Plaza, Yngling Estate), Drama Bero (St. Olms District, Plaza, Haunted House) and Orvas Dren (Dren Plantation), Niven Ulis and Velanda Omani.

The first advisor, Yingling, will ask for 2000 gold for his vote. You can kill him and not pay, but I personally paid, I felt sorry for the poor guy.

There is no need to negotiate with Drum Bero.

But with Orvas Dren it will be a little difficult. There are several options:

1. tell Dren that you want to crush Dagoth Ur and the Empire (at least 70% ratio)

2. in the basement of the building, in one of the chests, find a note in which Dren orders the death of his brother, Duke Venim Dren. With this note, return to Orvas and start blackmailing (at least 70% ratio).

When you achieve agreement in any way, go to the remaining advisers. They are under Dren's rule and, therefore, his consent depended on their decisions.

House Redoran

We go to Ald'Rhun to Atin Sareti. He will ask you to save his son (if you did not join House Redoran and become its head) Varvur, who is being held in the Venim estate. The room with the prisoner is on the right side of the estate, the door is hidden under the carpet, the key lies on the bench with a note.

They all live in their estates near Scar (except for Brara Morvayne, who lives in the Redoran Council Chamber). They are: Miner Arobar, Garisa Lletri, Brara Morvain and Hlaren Ramoran.

Under no circumstances will he agree to give his vote and will challenge you to the Arena.

Travel to Vivec's Arena Pit and fight Venim. After defeating him, return to Atin Sareti. He will give you the Mentor Ring and proclaim you Mentor of Redoran.

House Telvanni

We go to Vos to visit Arion. He lives in his tower Tel Vos. Mr. Arion will tell you where to find other advisers, but will warn you that they are, to put it mildly, strange (in short, they are all crazy!).

Let's start, for example, with Drata. She can't stand men and therefore, if you play as a female character, there will be no problems. If not...you'll have to raise the ratio to 80% and wallow. ;)

The last one is Archmagister Gorten. You don't have to talk to him, but just kill him, because... he will never give a positive answer in his life.

Now we return to Arion. He will give you the Mantle of Mentor and proclaim you Mentor of the Telvanni.

So, we have completed the Fourth Test. You were recognized as a Mentor by all three Great Houses.

Now is the time to become the Nerevarine of the four Ashlander tribes.

Urshilaku

Go to Sul-Matuul and he will immediately proclaim you the Nerevarine of Urshilaku, because... You are already his friend. He will also give you Urshilaku's Teeth so that all the tribes can see that his tribe agrees that you are a Nerevarine.

There is no Ashkhan in this camp, so you will have to talk with the shaman of the Sinnamu tribe, Mirpal. She will ask you to go to Ald Daedroth and make it safe for Ahemmuz. Only then will you be called Ahemmuza the Nerevarine.

In the Anterior Sanctuary, talk to the priestess of Shigorad Hlireni Indavel and ask her not to touch the Ashlanders. There are 3 ways to persuade her:

1. threaten (level or reputation not lower than 20)

2. tell about the poor and unfortunate tribe (Eloquence at least 50 or attitude 90%)

3. challenge to a duel

Having achieved agreement, return to the shaman and take her to the statue of Shigorad. Then she will give you the Stone of Madness of Ahemmuz and name Ahemmuz the Nerevarine.

Go to Zainab camp to Ashkhan Kaushad. Raise his attitude towards you to 70% and talk about the Nerevarine. He will give you the task of killing the vampire Calvario in the Nerano Ancestral Tomb.

After the kill, return to Kaushad. On one mission he will not calm down and will ask you to give him a gift - a bride from Telvanni. Go to the shaman for advice. She will say that no high-born Telvanni in their right mind would marry an Ashlander. The shaman will say that you can deceive Ashkhan. To do this, go to Tel Arun to the slave trader Savil Imain. Buy a slave from her and dress her in expensive clothes(an elegant shirt, skirt and shoes, you should also buy Telvanni bug musk). Clothes can be bought in a store recommended by a merchant.

After buying a slave, talk to her and give her things. Then return to Kaushad's camp. In Ashkhan's yurt, give him the musk and take him to the Ashlander. He will be pleased and proclaimed you Nerevarine Zainab, War Leader of Zainab and Protector of the People. He will also give you the Zainab Belt, a magical relic of the tribe that will serve as a sign to the rest of the Dunmer that you are the Nerevarine chosen by the Zainab tribe.

The Ashkhan of this tribe will never agree to recognize you as Erabenimsun Neravarin, so go to the shaman of the tribe for advice. She will say that you will not become a Nerevarine while Ashkhan Ulat-Pal and his minions are alive. He will say that in order to become the Nerevarine Erabenimsun, you must kill Ulat-Pal and his supporters, the Gulahans of Ahaz, Ranabi, and Ashu-Akhhe. Then we need to make the gulakhan Khan-Ammu an ashkhan. And then Ashkhan Khan-Ammu will name you Nerevarin Erabenimsun.

After killing all of the above, take the valuables and return to the shaman. She will say that it is necessary to convince Gulakhan Khan-Ammu to become Ashkhan of Erabenimsun. Khan-Ammu can be found in his yurt. Give him the things and give him a little speech about 'power', symbols and responsibility." If his attitude is not lower than 90%, then he will return the things.

When he becomes Ashkhan, ask him to name you Nerevarine. He proclaimed you the Nerevarine, Protector of Erabenimsun and his people. Now return to Shaman Manirai to receive the Erabenimsun Capture, an enchanted tribal legacy that will show all Dunmer that the Erabenimsun named you the Nerevarine Erabenimsun.

So the Fourth and Fifth tests are over, now the Sixth and Seventh are waiting for us...

Return to Nibani Meso. She will say that you need to go to the High Priest of Vivec, Sarioni, and demand a conversation with the false god Vivec. Kagrenac's weapons are the key to the riddles of the Sixth and Seventh Trials, and you must obtain them from Vivec.

The Archcanon is in his personal apartments and wants to talk with you, but you must avoid clashes with the Ordinators at all costs, because shedding the blood of one of the devoted servants of the Temple will only complicate the situation. The apartments are located in the High Cathedral, the key is with the healer Danso Indules.

Talk to the Archcanon and he will give you the key to the Vivec Palace.

Go to the Palace and talk to Vivec. He will tell you a lot of interesting things and ask: are you ready to accept the Phantom Guard from him? Swear to him and take the artifact.

Now, having received the artifact, go to Red Mountain in search of the Cleaver and the Divider - the great Weapons of Kagrenac.

After receiving the artifacts, go to Dagoth Ur. If you are not ready, then return to the city and buy potions and everything you need for a difficult fight.

The hour of the great test has come... the hour of reckoning... the hour... in short, let's go kill Dagoth! :)

When you find Dagoth Ur, talk to him. He will ask you questions and answer yours. And when all the questions have been asked and answered, there will be nothing left to discuss. The time for speeches will pass. Now only action can resolve the matter between Dagoth Ur and the Nerevarine.

When you kill Dagoth (it will be strangely easy), don't rejoice right away. It was his double. The door to Akulakhan's Chambers will open on the side, where the real Dagoth Ur will be waiting for you. Behind him, you will find the Heart of Lorkhan in a huge artifact of Akulakhan. There are many tactics to destroy it. For example, I used a scroll of Air Form and, flying around Dagoth, quickly destroyed the Heart. But this solution is not very effective, because... if Ur manages to get down to you, he will quickly kill you. DON'T TRY TO FIGHT HIM AGAIN!!!

The best way like this: make Dagoth Ur fall from the bridge to the Heart, then below he will be harmless and will not be able to return to the top. Now go to the Heart and hit it with the Divider, then finish it off with the Cleaver (although you can finish it off with a simple weapon). Be careful: it will resist and hit you with spells!

When you destroy it, run to the other side and levitate to the exit. Everything will fall apart behind your back. Go to the room where you killed the first Dagoth and the goddess Azura will appear at the opposite door. We watch a video in which she will say that your destiny has been fulfilled and freedom awaits you. The prophecies have come true, and Pestilence is no more. But now you are the Mentor and the Nerevarine, the Defender of Morrowind, and you will have to protect people from monsters and criminals. She will also give you a ring as a sign of gratitude and blessing.

"Now you are the Great Nerevarine, the hero of all the people, who destroyed Dagoth Ur and saved all the people of Morrowind from the Pestilence, curses and False Gods!"

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Nerevarine Chapter 1. To the East... To Morrowind...

Sine mora

Corde pulsum tangite

Quod per sortem

Sternite fortem

The face of the attendant appeared in the tiny window of the carriage.

Omeini,” he said quietly.

Elemar nodded nervously in response.

Omeini. This means that they are already in Morrowind, in the Stonefalls region, it seems - the Altmer did not remember the geography of the east of the Empire very well. In addition, the events of the last weeks had completely exhausted him, so when the carriage passed through the Septim Gate, separating Morrowind from the central imperial province, the Altmer slept, despite the merciless shaking - the prison carriage had no springs, apparently so that the criminals transported in it would not relax . And when he woke up, he realized that he had no idea where he was, and since then he has been in a state far from peace of mind and contentment with life. And it cannot be said that there were no reasons for this.

It all started with a call to the Stormclaw Temple for a short briefing, the essence of which was to immediately send him to Cyrodiil to receive further instructions. Then there was a double transfer from Wayrest to the capital through Kvatch and the hostile faces of the magicians, which did not clear up even upon presentation of documents signed by the head of the Mages Guild. Perhaps because the signature belonged to the head of a non-Cyrodiilian Guild... And, finally, a short conversation that did not clarify anything with the spymaster upon arrival in the capital: something about the prisoner whose place he, Elemar, was supposed to take... Moreover, these explanations were given on the way to the prison casemates. Right on the go.

By the way, we had to go through winding underground tunnels, stretching, according to the guide, under the entire city - supposedly so that the elf’s face would not be seen by “those who do not need to.” But Elemar himself suspected that the matter was completely different - the heavy air of the collector, saturated with the fetid miasma of sewage, turned out to be almost poisonous for the unusual Altmer. Or was it a matter of an incomprehensible potion that the attendant poured into him when the elf almost lost consciousness from the unbearable stench? It was not for nothing that he had a desperate headache the remaining two days before departure, and his general condition was far from cheerful. And, by the way, how he ended up in the cell was too vaguely remembered. He remembered well the semblance of instructions that he was honored to be given, but everything else... So the prison guards had no trouble with him - Elemar was too sick. In addition, he had the impression that the guards either did not notice the substitution, or were definitely aware of it. At least some. And the conversation he overheard during a shift change in front of the door of his cell did not dissuade him of this:

“Oh, this pointy-eared one is still alive? By the way, why is his head wrapped up?”

“What’s going to happen to him? This idiot banged his head against the wall until he passed out. We had already decided that that’s all, we just treated him a little, just in case... I probably heard it myself.”

“Well, I heard something.”

"That's it. We treated him, so we healed him. Again, he wrapped up his broken head... there was blood... we thought he was no longer alive, he wouldn't last until the morning. There's not as much blood in a man as there was dripping from him. And there's no in an elf . Even in the Altmer. But no, he’s sitting there... well, now he’s lying down again, but he was sitting - I saw him. And he’s silent. He screamed, apparently. And, you know, that suits me quite well. True, he doesn’t eat anything ... although this happens with a sore head. But you still don’t forget to give him food, otherwise you never know, you’ll kill him even more.”

"What's all the fuss about him anyway?"

“I don’t know and I don’t want to know. And I don’t advise you to be curious. And if anyone is interested in him, keep quiet about his antics. That way it will be calmer. And this... don’t touch him. Otherwise, what the hell, Pelagia will start having fun again. And we will remain to blame if the Daedra elf does die. Do you need it?"

Elemar then straightened the bandage on his head, which hid his noticeable hair, and turned to the wall. In general, he didn’t hear anything new, but some moments still made him think. The guide did not tell us who the Altmer was supposed to replace - who he was, what age... why he was taken into custody, in the end... only that the deceased prisoner was an orphan, like Elemar himself, but was born under that same Familiar. Two days ago, he suddenly went crazy and smashed his head against the wall, shouting something like “She’s here! The moon is on her brow and the stars are in her eyes!.. No! Don’t, no!!” And at night, after they had calmed him down and treated him, he bit off the veins in his hands with his teeth and bled to death. On the other hand, what difference does it make who that unfortunate person was? Why it might be needed, that’s the point. But Elemar had no ideas on this matter, and the guide did not say anything about it. Not for a show execution, really...

And who this “star-eyed” one was was also unclear. Although there seemed to be something in this word... something...

It's all strange. In any other case, the crazy and dead prisoner would have been forgotten by morning. next day. But from the slips of the spymaster, Elemar knew that it was this poor fellow who had somehow attracted the attention of Emperor Uriel himself. Because of this, a replacement was needed.

In general, when they came for him, he was quiet and thoughtful. And this thoughtfulness persisted until one of the guides, at one of the short stops to “rest and recover,” handed him a sheet of paper folded several times. Returning to the carriage, Elemar turned him around and exhaled with relief.

"Student,

if you are reading this, it means everything was a success, and now you are being taken to Morrowind, to Vvardenfell. This is not what you were prepared for, but circumstances dictate their own rules.

Now about the task. In Morrowind - I don’t know where exactly - they will meet you. There is no information about you, you will fill out the documents yourself, but I would recommend writing your Birth Sign as it is - a lot depends on it. Further: you are included in the list of deportees, like Surotano from Dask, a battle mage - upon arrival you will indicate this. So don’t worry about your “criminal past” - after completing the task, you can return to the mainland under your own name if the need arises. In Morrowind you will find a man named Kai, they will help you with this. Follow his orders unquestioningly. This is all. I can't tell you more. AND."

At the next stop, he returned the letter to the same attendant without objection. There were no fewer questions, but at least there was at least some certainty. The mentor would not have kept silent if he knew something. Or... if Elemar's ignorance were not necessary for some reason. Such a possibility, of course, seemed unlikely to the Altmer, but he was in no hurry to dismiss it. You never know... And even this order to pretend to be a battle mage. No, the training received from the Blades was quite enough for this - but if you pretend to be for the list of deportees. No more. He could copy the behavior, but the Julianos School was not Battlespire; they didn’t teach combat spells or serious combat spells there.

And Morrowind. Indeed, he was not prepared for this. It was assumed that he would move to Valenwood, somewhere on the coast. Closer to Summerset, where even during the Imperial Simulacrum a bad stir began, which did not stop after the end of the Blue Divide War. In Woodhart, located at the southwestern tip of Valenwood, or north of it, in Diss - the large coastal cities - there were enough Altmer, which made it possible to get lost among the population. He had no access to the islands themselves, except with a “guest letter”, which significantly limited movement and organization: the high elves of Summerset did not favor strangers much more than the Dunmer of Morrowind, treating people and representatives of other meretic races with emphasized arrogance. Yes, and to the same Almers, but those born or, like Elemar, raised outside the islands, are no better. If not worse. And trying to forge documents... you can, of course, but, as the mentor explained at the time, it’s easier to recruit someone from the locals. They will not screw up on little things that an agent arriving from the mainland may not even suspect, despite any preparation... And Elemar’s appearance did not correspond to the island “beauty standards” - among the wheat-haired and amber-eyed relatives who are mostly similar to each other, he, with with his reddish-chestnut mane and dark brown, almost black, eyes, he looked like an incomprehensible half-breed.

But half-breed Altmer were not born on the Summerset Isles. Beyond them - perhaps. In the same Valenwood, for example. On the islands themselves, every elf carrying an unclean child - or at least suspected of it - was invariably haunted by evil fate. The unfortunate people were poisoned by self-cooked food, fell down stairs, drowned in bathtubs, became victims of robbers, or fell ill. Typically fatal. Unlike Elemar’s own mother. Otherwise he simply would not have been born...

...The steady clatter of horse hooves on the paving stones began to gradually slow down. So it's coming soon. Soon he will get out of the damned carriage into the fresh air. Where to look for this Kai... don’t ask passers-by.

And then Elemar remembered what was said in the note given to him.

Where in the name of the gods were his eyes? And what was his mind occupied with? He is sent to Vvardenfell, like many others sentenced by the imperial court to exile. To the island, consume it with Oblivion!

No, the Altmer had nothing against being on the island in itself, especially since this particular island was quite large. The problem was how to get there. There were two ways: the first was stationary portals in large cities, like the one he used to get to the capital, the second was by water. And Elemar knew exactly what the Imperials used to deliver exiles to Vvardenfell.

The Altmer did not like the sea. And if the smell of salt is with early childhood did not cause enough anxiety in him to deprive Elemar of the entertainment familiar to most boys who grew up on the coast, then with ships the situation was much worse. The Altmer simply couldn't stand them. The first visit to the port in his adult life ended sadly: barely sensing the characteristic smell of salted wood, Elemar froze like a frightened rabbit, and then rushed away. They didn’t find him right away, so he remembered the next week with a burning pain in his ass - the angry orphanage teacher whipped him, not sparing the rod - and mild, but constant hunger, since in order to better learn the lesson he was transferred to bread and water for several days. And then, when he began to earn extra money by delivering notes to different parts of the city, like many other boys from the orphanage or the Lower Quarters, he tried to avoid the port. The merchants, accustomed to the diligence of the skinny red elf, were surprised and sometimes annoyed, but here he was firm. A couple of forays, during which he almost went crazy with fear, were enough for him to be convinced that he had nothing to do in the port.

Elemar learned the reasons for this hostility much later, having already got to the Temple of the Thunder Claw - the master spy, whose student he became, took care to find out everything he could about the boy’s origins, since he had ways. It turned out that at the very beginning of his life, Elemar had quite a for a long time to be alone with the sea. Then he was lucky, like probably no one else - the Wing of Fortune, a merchant ship from Wayrest, heading to Firsthold, discovered an uncontrollable ship from Summerset - the ships of the high elves were significantly different in their design, and therefore were easily recognizable. The sailors did not find a plague flag on the mast of the “Crystal Griffin” - this is the name of the found ship - so they risked sending a small group for reconnaissance. The scouts returned quite quickly and not empty-handed, delivering to the “Wing” a one-year-old Altmer boy, barely alive from hunger, with red fluff on his head like fox fur, and the news that the “Griffin” was attacked by pirates. No one could explain how it happened that they left the elf alive and did not sink the ship, and - according to Elemar, who many years later read extracts from the ship's log of the Wing of Fortune - did not think too much about it, chalking it up to the storm that had passed the day before. Judging by the records, the captain was much more concerned about how to bring both ships to Firsthold: for saving the Crystal Gryphon, which had no irreparable damage, the owner, who is also the captain of the Wing of Fortune, could receive a generous reward.

By the way, he brought the ship. And he received a reward for him... along with the foundling as a makeweight, since the fate of the latter was not of interest to any of his relatives. The Altmer simply pretended that the rescued elf did not exist, and if there was any baby, then he had nothing to do with the inhabitants of Summerset.

Very typical for Altmeri society, by the way. Especially when you consider that the overwhelming majority of “the most cultured of the peoples of Nirn,” as the high elves themselves modestly call themselves, are confident that there is “no life” outside the Summerset Isles. And, it seems, in the most literal sense. Well, yes, well, yes... and the merchant and military ships of the Empire fall straight out of Oblivion, no less... And, apparently, they then return there. With such a worldview, the practice of expelling “undesirables” or those rejected so as “not to violate the purity of blood” is not surprising. It is not known what category Elemar’s parents, who died at the hands of pirates, belonged to, but perhaps it was their reluctance to get rid of their son, whose atypical appearance probably caused gossip among neighbors, if not open accusations against his mother, that forced them to leave the islands. Now it’s impossible to know the truth, although it was nice to think that way. However, the Altmer was sincerely grateful to his island relatives for their persistent indifference and lack of false participation in his fate. Otherwise, his life would have ended a few minutes after being handed over to his “delighted relatives.” The usual fate of "unwanted" children on the Summerset Isles...

Although the captain of the Wing of Fortune, apparently unfamiliar with some of the peculiarities of Altmer society, was deeply outraged by this attitude of the high elves towards the little orphan, which he did not fail to reflect in the ship's log. Elemar could not hold back a grin while reading extracts from there - the most harmless epithets were “yellow-bellied, pointy-eared bastards” and “cross-eyed, pouty faces”: the angry Hammerfellian did not mince words. Despite the fact that Elemar himself was a purebred Altmer, he did not feel any sympathy for the people who abandoned him. Upon returning to Wayrest, the captain placed the foundling in the Royal Orphanage, calling him Elemar. The last entry said that the captain obviously didn’t guess right with the name, but he couldn’t hear exactly what the boy’s name was - when asked “what’s your name?” too small to be able to clearly pronounce his name, the bawling little elf, choking on tears, muttered something that the Hammerfellian recorded as “Ele-ay” and “Elvay”. Elemar then tried for a long time to remember this episode. Including the use of potions that briefly clear consciousness, but have unpleasant side effects and are therefore not recommended for use. He did not achieve his goal, but he provided himself with colorful nightmares involving some red-haired elf cutting off both of his feet with a shrill laugh, and severe headaches for a whole week, and in addition - a reprimand from his mentor at the Julianos School in Wayrest, where lived and studied at that time. Nightmares - more precisely, a single terrible dream with a crazy woman imagining herself as a butcher - he sometimes still had.

Contrary to expectations and - as it sometimes seemed to the Altmer himself - the efforts of his teachers, Elemar survived and survived relatively safely until the day when he was lucky enough to catch the eye of a then young Blades agent named Geoffrey, his future mentor, and move from the “pearl of Iliac Bay” to the Stormclaw Temple. Despite the fact that quite soon - some six months after the end of the Imperial Simulacrum, as the last ten years of the third century were later called - Geoffrey left for Cyrodiil and remained there for many years, the Altmer remained sincerely attached to him and honored him as a teacher and father , despite the age difference that is ridiculous by human standards. The Mentor returned only seventeen years later, arriving briefly after strange events when space and time throughout High Rock began to dance. The Storm Claw Temple, located away from the epicenter of the events, was not damaged, but even its inhabitants noticed some oddities. The students were not told what exactly happened, but according to rumors, full members of the Order of Blades of all ranks spent several months finding out the slightest details of what happened. It was with the help of Geoffrey that Elemar, who accompanied him several times on trips along the coast of Iliac Bay, learned to deal with his fear. The trouble is that the Altmer was never able to finally defeat him - even a short stay on the ship was still akin to torture for him.

And now he had absolutely no idea how he could endure the upcoming voyage across the Inner Sea from Old Ebonheart to Vvardenfell.


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

Wait, where are you going? - Tenacious fingers grabbed his shoulder, keeping him from colliding face-first with the bulkhead.

“Jiub,” recalled Elemar, who had recovered a little from sleep, seeing his unexpected assistant - a tall, wiry, middle-aged Dunmer with a bald skull like a knee and a long, uneven scar covering half his face. The dark elf's right eye was covered with a milky-white veil, but his left eye was narrowed in alarm. Gratefully nodding to his neighbor who was still holding him, the Altmer shook his head and straightened up as far as the low ceiling of the closet allowed - the panic that had thrown him out of the hammock dissipated without a trace, being replaced by slight wariness.

"What the... What the fuck?" - a vague thought flashed.

Well, you’re a sleepyhead,” Jiub grinned, making sure that everything was in order. - Even yesterday’s storm didn’t wake you up!

Storm? Elemar involuntarily shuddered. He didn't remember how he passed out yesterday.

What a storm,” the Dunmer shook his head, either condemning or admiring, “you didn’t wake up, even when you were thrown out of the hammock!”

What? Altmer immediately reached for the back of his head, only now feeling a nagging pain in his head. And I wasn’t too surprised to find a rather large lump at the base of the skull. One should rather be surprised that he did not break his neck in the fall.

And how... however, it’s clear. Did you put me back?

Yeah,” Jiub laughed, “that’s quite a problem: a jock, a hammock dangling with enraged snot, and a well-fed Altmer, who must be shoved into this tattered Daedra cradle. I was exhausted. By the way, you’re very lucky, guy, that I’m not some kind of asshole. People like you, young and sleek, are usually in prison instead of women. Who else in my place would have already snuck in while you were passed out. But this is not for me,” the Dunmer winced with disgust.

Elemar nodded, silently thanking him.

When he and the others were loaded onto a prison sloop, Jiub's presence helped to cope with his fear - talking to him under hoarse swearing from behind thin plank walls was a good way to distract attention from the fear of swimming and did not allow him to relax... especially after the Dunmer's stories about his past . In particular, Jiub openly and with a bit of humor - typically Dunmer, of course - told how he ended up on the same ship: he was caught at the scene of a murder that was not the work of his hands... However, the Dunmer were not a victim of justice: the seasoned killer Jiub This time I just didn’t have time - someone managed it before him. What he immediately admitted to the guards who arrived when called. Those, he said, were so stunned that they didn’t even beat him before throwing him into prison. To Elemar’s question “why?” The Dunmer just shrugged, “who the hell knows... I just thought - why not?” He also talked about how he would like to give up crime and start new life, just doesn’t know how. Jiub, however, did not ask for advice.

But what the Altmer did not remember at all was when he fell asleep. And for some reason he was afraid to remember what he dreamed. Scattered fragments were spinning in my memory: some kind of wasteland, crimson in the rays of the setting sun, with the charred skeletons of long-dead trees... an evil hurricane lashing it, lifting an incalculable amount of ash into the air... a thin sickle of Seconds in the dark night sky... rapidly rushing the moon towards the earth... and the echoes of an insinuating female whisper: “Don’t be afraid, I’m watching you. You have been chosen...”

I remembered the story of the spymaster from the Imperial City about that other Altmer who had gone mad in the dungeons of the imperial prison. Before killing himself, he shouted something about the “star-eyed one”... and although Elemar did not seem to see anyone in this dream, the confidence in his soul grew stronger that this dream was not without reason.

"In Oblivion such dreams!" - the Altmer shivered chillily.

Elemar did not want to be chosen. Attention from the gods, judging by the legends known to him, always promised their chosen one a lot of trouble. In songs and stories, this was, of course, called adventure, but that was the essence. Heroic exploits- these are great... but only when someone else does them. He, and not you, cuts through countless hordes of enemies, finds himself on the verge of death due to the betrayal of friends, suffers from wounds and curses sent by enemies and is suddenly miraculously healed... In general, he does everything about which songs will later be written about You will listen with pleasure while sitting by a burning fire in a warm tavern with a cup of wine or a mug of beer in your hand.

On the other hand, it could simply be the product of a mind tired of excessive secrecy. There's too much around him last days was hidden behind a veil of secrecy. Elemar winced in irritation - as far as he knew, excessive secrecy was not accepted within the order. All information necessary to complete the task was provided, if possible, in full. But not in his case: all he received was a set of instructions to “show up and obey” first one or another resident and an uninformative note from the mentor, clearly transmitted in secret.

There was only one good thing - apparently, he was already on Vvardenfell.

“We will be released soon,” Jiub said joyfully, “do you hear? The rest are already being driven onto the deck.

And indeed, behind the door one could clearly hear the stomping of several pairs of feet, accompanied by loud, barbed swearing:

Hurry up, rat children! Move your bones, Malacata into your throats!

Boy, are you sure everything is okay? - the Dunmer suddenly looked anxiously at Elemar’s sweat-covered face. -You don't look well...

No,” the Altmer squeezed out a weak smile, although he increasingly wanted to push through that very door and jump out – the fear, which for some reason suddenly disappeared in the first minutes after waking up, returned. - Everything is fine. I just can’t... for a long time... it’s cramped here,” he explained confusedly.

“Ah, I know,” the one-eyed man nodded understandingly. - Happens. I knew a Breton on the mainland. He couldn’t stand the cramped conditions at all - it seemed to him that the walls were falling on him. I couldn't even sleep under the roof. He was a wonderful guy... until he disappeared. Hmmm... So you're still young - you've been holding on for so long.

The bolt clanged and the door to their closet swung open.

You two, get out! And livelier!

The Dunmer immediately hunched over and... didn’t come out - he scurried through the door like a rat, quietly saying at the end:

We better do as he says...

Surprised, Elemar followed him.

Having climbed out of the hold, the Altmer lingered on the deck for a while, trying to catch his breath and motioning to Jiub, who was looking back, not to wait for him. He chose not to pay attention to the dissatisfied demands of the ship’s crew to “move your bones faster” towards the gangway and the statement of one of the guards “the sooner you leave, the sooner we can sail,” he chose to pay no attention, sitting heavily on the ropes rolled into a bay and closing his eyes to wait out the sudden onslaught. dizziness. All the same, judging by the lazy fussing of the ship's crew, there is still a lot of time before departure, so if he sits here for a short time, nothing terrible will happen. However, he did not intend to test the patience of others for too long, and he did not feel the slightest desire to linger on the sloop. Still, he is unlucky - for the second time in his life he travels on a ship and the second time he survives by some miracle. No, returning from Vvardenfell to the mainland will only be a portal...

At the pier, Elemar was met by one of the Legion's junior officers, angrily reminding him that although an Altmer is formally considered free upon arrival in Morrowind, in reality he will only become so after the mandatory registration procedure for new arrivals. And the sooner he passes it, the better for him. Moreover, having apparently decided to personally ensure that the exile did not again get stuck somewhere along the way, the legionnaire escorted him to the very doors of the imperial chancellery building.

An elderly Breton man was waiting for him inside, quietly talking about something with another officer. At the sight of Elemar, he noticeably perked up, took out a form and began filling it out, asking questions from time to time. Some Altmer were puzzled. Questions about pureblood and occupation - he, as recommended in the note, said Surotano, a battle mage - were quite understandable: in the Empire of Tamriel, which united almost all the peoples living on the mainland and around it, sometimes descendants of the most unexpected unions were met.. And although they always inherited their appearance and racial abilities from their mother, they sometimes inherited rather unexpected talents from their fathers. And his own appearance, again, was atypical for the Altmer, which could also be a reason for questions. But why it was necessary to indicate the Birth Sign eluded his understanding. However, remembering the mentor's advice from the same note, the Altmer honestly reported that he was born under the Sign of the Ritual, in the month of the Morning Star. At least, this is what was indicated in his documents when registering for the Royal Orphanage. And... some abilities, which in the official “Astrology” compiled by a certain Ffulke, were shyly mentioned as “different, depending on the position of their Moons and gods,” indicated the correctness of such a definition. At least, the Altmer remembered the cat, raised when he was still a shelter teenager, for a long time. A skinny, lopsided corpse with shabby skin, without a lower jaw and with eyes burning with an eerie blue fire, trailed behind him for an hour before crumbling into a handful of gray ash. The fun came much later - when, after one of the classes at the Julianos School, dedicated to the spells of the School of Witchcraft, he told his classmates how he tried to escape from the zombie he himself had raised. And then it was just scary. In addition, it was not customary to talk about this ability - practicing necromancy in most imperial provinces was not encouraged. And in Hammerfell and here in Morrowind, they were generally declared illegal. So, demonstrating the ability, albeit innate, to raise the dead is a sure way to significantly and completely unvoluntarily lighten the wallet in favor of the local Temple and ruin the reputation in the eyes of the locals. And the mood for a long time too.

But the Sign, as he learned much later, also gave the ability to put the undead to rest and the ability to heal the most severe wounds. If you think of calling on this ability in time, of course.

The release certificate issued after filling out the registration forms had to be certified by a certain captain Cellus Gravius. Not a word was said about the man named Kai. But Elemar was surprised to learn that he was entitled to some allowance. The first good news since he left Stormclaw Temple. However, the amount of the benefit turned out to be unknown, and the Altmer could bet that all the money owed to him would not be given to him. It would be good if they were generous with half the amount... As mentor Geoffrey often said, “this is how the Empire works.” True, he meant something else... On the other hand, he repeated this phrase quite often and for various reasons, so that when applied to the corruption flourishing in the provinces, this phrase was no worse.

Scratching the itchy bump on the back of his head, the Altmer headed to Captain Gravius, who, as the explanations showed, was in a nearby building, thinking hard where he should look for this very Kai - in a foreign camp, without money, that is, almost without money, without support...

He was brought out of his thoughts by a quiet tinkling sound under his foot. The elf, who mechanically bent down to pick up the find, discovered that he had tripped over a bunch of master keys that had been dropped by someone. Another unexpected discovery was a narrow ring with an almost unreadable engraving that barely noticeably pricked my fingers as soon as I touched it. Looking closely, the Altmer saw an almost erased symbol of the School of Restoration, indicating the type of enchantment. Not homemade, that means - in the kingdoms of High Rock, master jewelers put such an imprint on rings and pendants, if the order was from the Guild of Mages, the Altmer remembered this from classes devoted to the basics of enchantment.

Thinking that it would be stupid to neglect the gift of fate, he hid the master keys in his belt. The ring after an unsuccessful fitting - the fingers of the former owner were noticeably thinner - too. In addition, looking around, Elemar briefly thought about the possibility of improving his position at the expense of the office... and discarded this thought. Seyda Nin - yes, he asked about the place of arrival from the legionnaire who met him at the pier - this is a small fishing village where everyone knows everything about everyone. The only thing that distinguishes it from many others is the Imperial Coast Guard Office. And if some Altmer from the newly arrived “new settlers” brings things from this very office to local merchants... Elemar sighed and decided that he did not want to be caught selling stolen goods. Especially on the first day. Consequently, you will have to rely on the promised “lifting” and urgently look for an opportunity to earn money in a relatively honest way.

No, the Altmer’s skills were just enough to steal something he liked unnoticed: his half-starved orphanage childhood forced him to learn how to secretly enter where he was not expected and quietly take away what did not belong to him, and the training received from the Blades honed these skills and helped him acquire new ones, including in case of more dirty work. For the good of the Empire, of course.

Having familiarized himself with the documents presented, Gravius ​​nodded to something, hummed with satisfaction and opened the cabinet next to the table. A small, quietly clinking bag fell onto the tabletop, darkened with time and not very clean. Next the captain put down a flat sealed bag. A scroll lay on top, unsealed. He closed the closet and motioned for Elemar to sit down.

Altmer was surprised, but sat down on the nearest chair, trying not to cower under the captain’s attentive, hard gaze. And he paused, leaned back in his chair, closed his eyes, and spoke quietly and measuredly:

So, Mr. Surotano,” the corner of his mouth twitched slightly at the interlocutor’s name, “by leaving through the door behind me, you will become a completely free person.” Well... almost free - you are unlikely to be allowed to return to the mainland. However, everything is solvable and it depends only on you. By the way, you weren't in prison that long, were you? They say that you had problems with your head... and that when you got off the ship, you behaved strangely... But this is true, by the way... My job is to welcome the new “settler” to his new homeland, in Morrowind, give out benefits and then say goodbye.

Altmer briefly wondered whether to take what he heard as an insult... and decided not to pay attention. It helped that at the shelter Elemar heard other things addressed to him. Although this was a very long time ago, he still managed to get out of the habit.

However,” the captain opened his eyes and looked point-blank at Elemar, “from time to time my responsibility is... um... informal conversations with certain people. For example, with you, Mr. Surotano from... Daska, right?

The elf nodded calmly. Until the end of the task, he will have to introduce himself in this way, unless there are special instructions from management. Cellus Gravius ​​chuckled slightly and continued:

In anticipation of your questions... I cannot say why you are here, or why you were released from prison. But your release, as far as I know, was personally sanctioned by Emperor Uriel, as was your delivery here. Mysterious, isn't it? But... that's how the Empire works.

The captain grinned, noticing the rounded eyes of his interlocutor. And he nodded barely noticeably. Elemar relaxed a little. It seems that Captain Gravius ​​is the promised help in finding Kai. And he himself is a mug.

That’s basically all I need to know,” the captain concluded. “But in your case, along with information about your arrival on Vvardenfell, this package was also delivered,” he pointed to the package. “You must take it to Balmora and give it to a man named Kai Cosades.”

How can I find him? - the Altmer approached, hiding the package under his shirt.

He made a mental note to buy a shoulder bag at the first opportunity. His own few belongings remained partly in the Temple of the Stormclaw, partly in the capital, Cyrodiil. Including this bag, in which the elf put the little that was dear to him. Not money or jewelry - where would the orphanage who lived in the orphanage get them from? last years student assistant at the Julianos school? Just a few memorabilia. Where are they now - rotting in the sewers of the imperial capital along with the bag given to the agent accompanying him? Elemar didn’t know, but something told him that yes.

You can get to Balmora by silt,” noticing the blank look of his interlocutor, Gravius ​​explained, “silt strider is the main type of transport on Vvardenfell.” No one will sell you a riding guar anyway - and it’s no use, only the Dunmer know how to handle these creatures - and you won’t find horses here. Unless there are a couple in Ebonheart, brought by the capital's bigwigs from the mainland. And then, if they weren’t quietly brought down and devoured - among the Dunmer, especially here, horse meat is considered a delicacy. However, another year or two on the local grub and I’ll probably think so too... - the captain quietly added.

In general - either legs or silt. Oh, you probably don’t know... Silt strider is a local giant insect. I have never seen a creature larger than it here...

Elemar remembered a huge armored carcass on high jointed legs and nodded. The prospect of traveling on such a monster did not please him, but in the absence of other ways... the Altmer was a realist and soberly assessed his chances of getting to Balmora on foot, without weapons, without any protection, or at least knowledge about the local dangerous creatures. They, these chances, were so small that they can be safely neglected. But you should have found out how to go, just in case. It is unknown how much a ride on this Silt Strider costs...

“In Balmora itself,” the captain continued, with some incomprehensible pleasure describing to the Altmer a detailed route to the city... and as if deliberately mentioning many other names, just as unfamiliar to the elf, as landmarks, “you will find the “Southern Wall” inn. If you ask there how to find Kai Cosades, they will tell you where to look for him. Serve him as you would the emperor himself.

“Follow his orders unquestioningly,” Elemar recalled his mentor’s note.

This,” the bag of coins clinked again, moving closer to the Altmer, “is the required allowance. And this,” Gravius ​​took out another, larger one from the closet, “is a payment in your name,” he said, lowering his voice, handing the bag to the elf. - The sender must be known to you.

Altmer nodded, hiding the money. He guessed who could send them to him - only one person in Tamriel cared about him. At least he wanted to hope so.

“Everything, guy,” the captain stood up, “I said and did.” What happens next depends only on you. So, go ahead, get lost. And... good luck to you.


1) And now,

Without delay

Slow down my heartbeat

Which with the help of my destiny

Destroys my strength

Pay for everything with me

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