The Elder Scrolls III: Morrowind® Game of the Year Edition Guide

The Morrowind Questing Guide for The Elder Scrolls III: Morrowind

The Morrowind Questing Guide

Overview

Don’t know where to go? This guide covers all major Morrowind, Tribunal, and Bloodmoon quests and features hundreds of maps. Make your way to the top of every guild and beat every boss. Please rate and favorite if you like what you see!May 2021 Update: Working on redoing all the images/maps for the guide.

Guide Overview

Please rate and favorite!! I greatly appreciate it. If you haven’t rated or favorited yet, it’s never too late. Enjoy the guide.

Guide Progression
Changelog:
Guide is at a halt until the next playthrough. Keep your suggestions coming and I’ll incorporate them into the next update.

9 July 2020 – Path to 2.0 | Started breaking down the guide section by section for quality control. This includes editing and rewriting sections from the perspective of someone who hasn’t touched the game in some years to see if I can follow along with my own work. A slow burn of a section per week, so expect this to take approximately a year.
11 Feb 2018 – Minor Edits
13 Dec 2016 – Back path section complete!!
5 Apr 2016 – Back Path section updated. Drafting complete. Image editing in progress. Added a new section. Essential Rules for NPCs in the Guide Overview section. Overhauled the Guide Intro to get to content quicker.
27 Mar 2016 – New section and guide part incoming. Editing backpath images for publication. Thanks Sithfreeman for pointing out the need.
3 Nov 2015 – Grammar updates and tweaks continue. If you spot something, feel free to point it out.
13 Apr 2015 – Minor edits
11 Apr 2015 – I’ve identified all the images in the Main Quest section I want to update. Will start work on that slowly.
8 Apr 2015 – Guide is officially complete. No more content! Let the editing begin.

Contact Me
I’m always open for suggestions, ways to improve, or alternate methods to completing quests. If you’d like to help, send me a message, perhaps we could work something out. Please do not steal any part of this guide, in part or in full. Send me a message or email at [email protected] and we can discuss permissions.

Before You Begin

Using this Guide
Morrowind is a difficult game where it’s easy to get lost. Use this guide to get a basic idea of where you are going and who you need to speak to. I provide maps, images, and what I feel are easy directions to get from quest start to quest completion.

Play how you want to play, and use this as a reference. I don’t go into playstyles here, there is no good or bad build in Morrowind. Adjust the difficulty slider as you see fit. It’s your game, have fun. If you have a specific gameplay question, message me, and I’ll do my best to answer it for you.

The only difference between our games is likely to be visual and effect modding. When I created the guide, I used Ornicopters MGSO 3.0[www.ornitocopter.net], which comes with a fair share of controversies and faults. I encourage you to seek out any of the basic visual modding guides for your own playing experience. Other than that, I am playing a vanilla game with no gameplay changes. My difficulty slider starts at 0 and slides up as I find I’ve progressed enough and find my time easier.

Save early, save often.

Essential NPCs – Take Care of Who You Kill
Morrowind has hundreds of quests – both major, and minor. With that, comes thousands of NPCs. So here’s some good rules of thumb for dealing with the people you’ll meet in Morrowind…

1. Avoid killing NPCs that aren’t hostile to you…
This is the easiest one, and will take you the farthest. The easiest way to save a questline is to not kill to begin with. That can be difficult, especially if you’re staring at Fyr’s beautiful Daedric armor set.

2. …unless a quest asks you to… most of the time
If you are asked to kill someone. Chances are there’s not another quest involved with them. Chances are, but not perfect chances. Some – not so much (if you’re new to the series, the Telvanni leaders are the most obvious example).

3. Save. Save. Save in different slots.
The game will alert you if you killed someone essential to the Main Quest. A box will show up. Take heed. If you don’t know what you’re doing, reload. If you’ve done every quest, or don’t care to do any more quests – no worries.

4. Do The Morag Tong questline last
There aren’t very many direct problems with the Morag Tong and questlines (save for a few heavy duty serious ones which are listed in the Morag Tong walkthrough), but doing the MT last is for the best. Kills will get you kicked out of specific guilds – and that’s not cool.

Credit: Sithfreeman for the idea. Thanks again!

Main Quest: The Informants

Starting

Welcome to Morrowind. Meet Jiub and follow the guard off the boat. Create your character, and go through Morrowind’s version of a tutorial. As you work your way through the first few buildings you’ll be handed a package for delivery to one Caius Cosades – somewhere in a town called Balmora.

The Morrowind main quest is expansive in many ways. It requires care when it comes to progression: save a lot, stay prepared with plenty of potions, and make good use of Intervention/Mark/Recall spells. Fast travel is useful, but you’ll find yourself levelling a lot more if you travel by foot everywhere, exploring whatever you find along your way.

Every build is different, and everyone plays a different way. I can’t guide you on level required, skills to build and what not, you’ll have to find out for yourself. If you’re being slaughtered, go work on a quest line, or explore. Build some skills up, find better equipment, and/or buy some more potions. Your quest givers may let you know if they feel you aren’t strong enough (if you’re deemed inexperienced). This is a hint to go out and level. Most questgivers, however, won’t stop you from continuing (whether it be to failure or success).

Caius Cosades

Caius is located in the nearby city of Balmora. You can get there instantly by taking the Silt Strider (look for the giant spider-like crab in the North of Seyda Neen – your starting location), or hoof it on the main roads North (passing Pelagiad). Entering Sarille’s tradehouse, and talking to the scouts on the second floor will place a bunch of map markers on your world map – Balmora will be one of them.

Once you get to the town, you can find his house in the Northeastern corner.

Quest 1: Hasphat Antabolis and Arkngthand


Note: Caius might ask for you to go gain some experience before you accept orders. If you ask him about orders multiple times, he’ll eventually give in and give you your objective. That said, now may be the time to explore a bit of the surrounding area and gain a level (maybe try a Fighters or Mages guild quest).

You will be sent to the local Guild of Fighters to find a man named Hasphat Antabolis. He is located in the basement, and will ask you to return a Dwemer Puzzle cube from nearby Dwemer ruin Arkngthand. Head East out of the Southern exit of Balmora and stay North of the Legion Fort as you look for a piped bridge. Crossing the bridge might expose you to your first human enemy – so be careful. He does tend to summon a skeleton to fight for him. If you find yourself in danger, that may be a hint to go elsewhere and train. The enemies inside the ruins are even harder. Once you’re ready, hit the nearby lever to open the circular door, and enter the ruins.

You need to find a Dwemer puzzle box. There’s a crate full of torches to your left as you enter. You’ll need them if you want to explore the many dark corners in this Dwarven complex. The puzzle box isn’t too far from the start though, so head down the main pathway and look for a two story construction on your left. Use the rock slope to get to the second floor and enter the door here. Inside is a particularly nasty Nord, so keep your potions handy – he hits hard. The puzzle box is on the shelves to the left from the entrance. The room is small, you can’t miss it.

Exploring the rest of the cave can lead to parts where you will find spectral beings. Dwarven ghosts can’t be hit with normal weapons below silver. So use magic, or keep something enchanted/silver handy. When you are done exploring, return to Hasphat for the intel and go back to Caius.

Quest 2: Muzgob and the Andrano Ancestral Tomb
Reward: 1 Blades Rank, 2 Scrolls
Caius now sends you to the Guild of Mages, where you must once again travel to the basement and meet this Orcish mage.

She sends you to the Andrano Ancestral Tomb, where your silver+ or enchanted weapons will be put to the test (or Muzgob will provide you one). You may have passed this tomb or even cleared it already (if you walked from Seyda Neen to Balmora). It is very close to the starting village, just south of Pelagiad.

The tomb can prove dangerous for a low level character – with a lesser bonewalker and some skeletons ready to overwhelm the under-prepared. If a bonewalker hits you for any drain attribute spells (specifically strength) there’s a shrine in the corner of the first room,.You can pay 35 gold, and have your missing strength restored.

At the bottom of the Tomb lies the skull. It is right next to a dagger. Return it to the Orc and get the needed intel, then head back to Caius. Make sure to talk to Caius about your promotion.

Quest 3: Vivec

Fast travel or walk to the southern metropolis of Vivec. It is possible to do the informants in any order, but at the very least you should do Mehra Milo before you do Huleeya to save yourself a bit of backtracking time.

Part 1: Mehra Milo
Head to the second to last southernmost canton. Find the Hall of Wisdom, and from there enter the Library of Vivec. Mehra will move you to the back of the library to talk.

After receiving the documents, you will find you need a book. You can get it from Jobasha’s Rare Bookstore, where we will be visiting in…

Part 2: Huleeya
Head to the Black Shalk Cornerclub in the Foreign Quarter Waistworks to find Huleeya.

Huleeya is being bugged, and he wants your help. Speak to the man causing problems next to him, get his disposition up with a little bribery or persuasion, and talk to him about Huleeya – he’ll back off. Take Huleeya to Jobasha’s Rare Books across the way and he’ll give you the information.

Buy the book Mehra Milo asked you to get while you are there. It’s called The Progress of Truth.

Part 3: Addhiranirr
Head to the St. Olms Underworks, which you can reach from the St. Olms Waistworks (or entering the grates from the water). Addhiranirr will be located in the Northeastern part of the Underworks. It’s dark, you may need your torches from earlier.

She needs you to take care of Duvanius Platorius, who is upstairs in the Waistworks. Tell him she left by gondola, and he’ll leave after her. Return to the khaajit for the needed information, and finally make your way back to Cosades for a little bit of gold.

Quest 4: Hassour Zainsubani
Caius will direct you to Ald Ruhn. There you will need to track down Hassour Zainsubani, an Ashlander trader. Ashlanders love gifts, so you can stop by the local bookstore and pick up Ashland Hymns (or any other Ashland Poetry book) on the way. You can also steal one of his in his room in the club, or just raise his disposition high enough through bribery or persuasion.

Side Quest Note: You can speak to Hassour about his son to learn that he’s gone missing in Mamea and accept a quest to get him back. You’ll be visiting this location in the main quest later in the game. It’s not necessary to accept it now, but if you do it in the future, remember to return to Hassour for a reward. (Credit: Jeb Kerman)

Head on back to Caius and the informant questline is complete.

Main Quest: The Ashlanders and Dissidents

Caius has all the information he needs for the next step of the plan. Time to head to meet some Ashlanders.

A Trip to the Ashlands


The quickest way I can recommend getting to the Urshilaku camp is heading East from Khuul (fast travel by boat). Follow the water past a large Daedric shrine and it won’t be too far from the shore.

There is an order to this, in order to keep dispositions up. You have to move up the chain of command to get to who you need. Speak with any one of the villagers out side, tell your story. They’ll send you to the second in command, Zabamund. Who wil send you to the Ashkan, Sul MaaTul.

Quest 1: Urshilaku Burial Cavern
Note: Have at least 1 levitation potion/item/ability. Just one is needed, as you can use it to get a really good levitation item which will be very helpful in the rest of the game.
You are sent to get the Bonebiter bow in the expansive Urshilaku burial cavern located to the South East of the camp.

The Cavern is full of goodies, and never ceases to amaze me with it’s depth. Every time I play this game I seem to find something new here. I can’t say I can complain. First I suggest heading into the large vertical shaft Laterus. At the tip top of this place nestled away is a Wizard’s Staff with a levitave 1 point for 120 seconds. This is extremely helpful for all the levitation needed over the rest of the game. There’s few better replacement alternatives for the non spell-caster except for some boots you may find later in the game.

Your goal here is the Juno Burial, which is at the top of the Laterus Burial. The bonebiter bow is at the end of the room guarded by a Wraith (the wraith of Senipal).

Some of the rare findables are; Fragile Burial – Glass Shield|Laterus – Magebane (2h Glass Sword) Wizards Staff (levitation) Glass Greaves|Kefka – Deadric Darts. There’s also skill books lying around in a few diferent locations.

Return to the Ashkan, then visit the Wise Woman (shown above) in her yurt to get her take on things. Return to Caius.

Quest 2: Ilunibi
Caius gives you 400 gold and sends you to Buckmoth Legion Fort S. of Ald-Ruhn where you will meet with Legion leader Raesa in regards to her soldiers stumbling upon a Sixth House base.

She sends you to Ilunibi, which is easier to find than it is to type. Boat to Gnaar Mok and then head NW out of the city. You’ll be on it before you know it.

At the bottom you will meet your first Dagoth (in the main quest). Dagoths are higher level fighters than you may be used to. So save and be ready to heal yourself. Try to keep up a pace with a heavier weapon that keeps them constantly staggered, or use the magic system to your advantage by dodging their magic and lobbing your own back.

Quick Note: There are 3 levels of Dagoth. Which I call slim, fat, and ash vampire. The slims are what you just fought, the fats are … fatter and stronger (and will mess your world up with poison), the ash vampires are tall lanky things with giant headpieces. All carry Dagoth Amulets that sell for 2000 a piece. The ash vampires carry unique items. There are 7 of them which you can take out later in the MQ. I will cover that in section 4.

Looting this area will produce some of the best gloves in the game, the Fists of Rondagulf. They permanently fortify your strength and agility 20 points each. Quite a jump if you ask me. There’s also glass boots.

Also, you now have corprus. So, let’s get that cured. People don’t like you too much right now. Every 24 hours that go by in game, your disease will worsen. Certain attributes will improve, others will worsen. After you are cured in the next quest, whatever improves will stay (until something like a bonewalker puts it back to the original). Whatever was made worse can just be restored at a temple or with potions.

The Cure and the Dissidents

Things are going to start happening really fast.

Quest 3: Tel Fyr
Caius will give you 1000 gold and tell you to get levitation potions and what not. You hopefully have the Wizards Staff from the Urshilaku Caverns (if not it might be worth the trip back), because that can handle all of this with ease.

Quick Note: As you are already near Balmora, do yourself a favor and head to Moonmoth Legion fort. Pick up 2 of the Divine Intervention scrolls from the guy in the back. Save them, they’ll come in handy in the next quest.

Now, to get to Tel Fyr, travel to Sadrith Mora by boat. If you’re using the Graphics Extender mod, you may be able to see Tel Fyr’s tower from the Southern part of the town (and even easier from the top of the Imperial Castle-Fort thing. Head there and to the top floor (you’ll have to levitate up a hole in the ceiling). Giving Tel Fyr the item from Caius and offering to pick up his boots from the basement.

In the Corprusarium (…basement) you will find yourself weaving through Corprus beasts. Pay no mind to them (do not attack them). Get to the giant thing that looks like a spider in the second area and he’ll tell you some interesting pieces about the Dwemer and hand you the boots that Fyr wanted.

Make your way back to Fyr, drink the potion on the spot, and voila, you’re cured. Except not. You still have it, but only the positive aspects. You can no longer be diseased (unless you drink potions to decrease your resistance). You also keep the stat raises you recieved.

Return to Caius, talk to him about rank and you will get 750 gold and his clothes (the pants provide you with a levitation ability, if you still don’t have anything)

Quest 4: Escape to the Dissidents

If you didn’t get the Divine Intervention scrolls I pointed out in the last quest, get some now. You need at least 1 to complete this quest, and it is much easier if you have two. (Even if you have the spell, you need 1).

Head to Vivec, Hall of Wisdom and seek out Mehra Milo’s room. It has a lock on it, but it’s up a set of stairs that should keep you out of the eyes of any roving Ordinators. Pick up the letter on the dresser (and the levitation potions if you don’t want to use your… pants/staff/items)


You are now going to be conducting an “assault” on the moon. Freeing Mehra Milo from her imprisonment with a Divine Intervention scroll. Speak to the Ordinator on the catwalk, who will give you the key. I suggest the farthest right door (marked on the image), but any will do. From the far right door head right up the first passage (you should be going uphill) and then right in the first door. Try not to kill anyone, head to the top and to the holding cells. Levitate or run to the cell on the right, pass off the scroll to Mehra and teleport out yourself.

In Ebonheart you will find the contact who will “take you fishing” just north of the normal boat docks. When you arrive at Holaymon rest until 6-8 AM/PM for the door to open up and speak to Gilvas Barelo in the library to the right of the entrance.

Caius is gone, so make the long trek to the Urshilaku camp to meet with the Wise Woman.

Main Quest: The Third Prophecy

Kogoruhn and the Cavern of the Incarnate

Your next quest will take you to Kogoruhn, a large dungeon with lots of shiny things and some hard enemies. If you thought killing 1 dagoth was rough a couple missions back, make sure you are prepared to kill many.

Quest 1: Three Proofs
Speak to the Ashkan about fulfilling the prophecy and he will send you to get three proofs of your awesomeness. You are to head to the massive dungeon Kogoruhn, which is further SouthEast of the Urshilaku Cavern.

Heading up the stairs, the Dome to your right holds a Dagoth and two of the items you need, the cup and the flesh. The flesh is under a cauldron in the back. If you can’t find it, you should find weepings on most of the Corprus monsters in the dungeon proper.

There’s plenty of loot to be found. An ebony spear in the Hall of Watchful Touch. Glass Armor and halberd in the Hall of Maki. In the Nabith Waterway is a metric butt-ton of moonsugar.

Note: Marked on the map is the location of an Ash Vampire in Charma’s Breath, you can kill him now if you’re strong enough, but be warned. Waiting might be your best option. We’ll be back to visit this guy later.

You’re looking for Bleeding Heart, inside are some Daedric Gauntlets (which are nice to have if you’re building the set, but you have the fists of randagulf, so…). Pick up the Shadow Shield after dispatching the local Dagoth and return to the Urshilaku.

Quest 2: Cavern of the Incarnate
It had been quite some time since I’d had to find this location, and if you can’t tell by the map below, I only had a general idea. So here’s the easy way, follow the water line until you reach Zergonipal (Thanks A Thing). Then head South and East to the second southwardly moving road (the first leads you to a mine/cavern and some ashlander witches) to the Cavern (which is also only open between 6-8 AM/PM).

Inside, you will find a ring, a cutscene, and a bunch of ghosts. Talk to all of them to get some items and head back to the Urshilaku Camp where they will confirm you as Nerevarine and kick off a very long series of quests to gain the support of the people of Morrowind.

Side Note: Money is going to play an increasing factor in the upcoming parts. You may have to drop a few 1000 gold pieces to get what you want, and you’ve been collecting a lot of loot. Keep what you want, but dust off those old storage pieces and sell the expensive stuff to the Creeper. The Creeper is a scamp in the Ghorak Manor of Caldera. He’s got 5k gold. You might lose a bit selling to him, but you should have enough to where it doesn’t matter. Every 24 hours his stock is replenished so sell away. A great part about this too, if you sell something important (a rare item you need for a quest or something in the future) you can keep all those items centralized and you’ll know exactly where to buy it back. It may cost a lot, but what’s the matter when you’ve sold a boat load of Dagoth Amulets and have made 200k.

Main Quest: Nerevarine

You need to get the approval of three more Ashlander camps and the three great houses. You can do these quests in any order, but I will write them in the order I believe is fastest in terms of backtravel time. Let’s make this as painless as possible.

Ahemussa

Almost all the information you need to be successful in this piece is located above. Gotta love maps. You can find the Camp a stones throw from Vos. They don’t have an Ashkan so hop right in a speak to their wise-woman.

You are to head north to Ald-Daedroth and make it safe enough to get to the inner shrine. Then accompany the wise-woman there.

Ald Daedroth features two opposing factions duking it out. One is hostile (the bonemold armor wearing types), one is not (the Blue robe wearing ordinators). I advise you to not speak to the Ordinators though, as they can turn their tune fast. I also advise you to let the Ordinators and Bonemold guys to finish fighting before jumping in.

Enter and clear the first room. The room you need is straight ahead, but you can pick off the remnants of the two fighting factions in the side rooms. The Ordinators carry Demon Maces, which is excellent Creeper loot (see previous section).

IMPORTANT SIDE NOTE: If you head down the right wing, make sure you take the two Sanguine items from the bonemold wearing types. One is named Dumba, the other Gnawtooth. If you let them die, then don’t take their Sanguine items, you will lose the ability to complete an optional sidequest for the Moraq Tong later.

The inner shrine has a giant statue of Sheogorath. Clear out that room and you’re ready to take the wise-woman back. She can water walk, so swim your way on over and to the statue. She’ll name you Nerevarine on the spot.

Zainab

Just go right to the Ashkan, raise his disposition and start negotiating your Nerevarineness.

Part 1: Vampire Hunting

Head to Nerano Ancestral Tomb and kill the vampire living there, that easy. He’s a pretty strong guy, but you’re resistant to vampirism and you should be pretty strong yourself by now. Do be warned, there is a bonewalker present in the crypt, these guys are notorious for draining stats (especially the strength one).

Part 2: The Bride
Now he wants a bride, with big hips. Head to the Wise-Woman, she’ll say buy a slave. He won’t know the difference.

This quest can be a pain if you don’t plan ahead. It tends to make you backtrack and I absolutely hate escort missions. So we’re going to get all the prerequisites down first. Head to Tel Mora.

You’re going to need an exquisite shirt, skirt, and shoes and Telvanni Bug Musk. They can be found in the shops shown above. They’re also slightly expensive.

Not as much as the slave though, head to Tel Aruhn, right next to the Underground entrance on the city side is the slave dealer. Buy her slave girl for 1100-1200 gold and give her all the gifts she needs.

Now is the long process of getting her to the camp. I suggest taking the boat to Vos, it’s easier that way. Try to avoid heavy battles as you make your way South (there’s some Ashlander outcasts on the main road which you’ve probably already taken care of, if not steer clear). Bring her back to Kaushad and he’ll name you Nerevarine.

He’ll also give you his thong.

Yup.

Erabenimsun

Nestled between two mountains, but not too far from the beach near Tel Fyr, finding Erabenimsun is the hardest part about becoming their Nerevarine. Head straight to the Wise-Womans yurt. She needs you to take out the leaders of the tribe to make a peaceful guy Ashkan.

So kill Ranabi, Ashu-Ahhe, Ahaz, and Ulath-Pal. They’re all in yurts next to each other. Try to persuade the first one to attack you. Don’t talk to any other villagers while you’re in this process, as you’ll end up in a fight most likely.

Pick up each of their unique items and the robes of Ashur Dan (the robes are the only thing that doesn’t have an enchanted icon). Take them to Han Ammu and make a speech and give each one to him. He will take on the responsibility as Ashkan and you’re free to return to the wise-woman and become the Nerevarine.

That’s all four tribes. On to Hortator.

Main Quest: Hortator

These can also be done in any order. Redoran is definitely the fastest, being confined to one area. Telvanni is fun, light hearted, and quick. There’s a lot of travel, but everywhere can be fast travelled to. Hlaalu probably takes the longest, it also can cost quite a bit.

I will be writing this guide from the perspective of someone who has not joined any of the great houses. It is really easy if you’re already Grandmaster to get approval of your respected house (even easier with the join all houses mod and being the Grandmaster of all 3)

Hlaalu

Most of this is on or around Vivec. Your first step is to head to the Curio manor on Hlaalu plaza of the Canton of the same name. Crassius Curio is in the basement. 1000 Drakes. Done and easy, right?

Well Yngling in the Yngling Manor on St. Olms plaza is the same way. Except 2000 drakes. Dram Bero, on the bottom floor past a locked door in the haunted mansion will name you Hortator just for finding him.

The last two councilors? Off on their farms, but they won’t do anything without Orvas Dren’s approval. Head to the Dren Plantation, into the big house looking over the place. Dren will be on the top floor. You can kill him (but you really shouldn’t, he’s a tough one and so are his guards with Daedric Shields downstairs) or you can persuade and bribe your way to a high disposition and he’ll approve you.

Now head to the next two councilors and they’ll give you the go ahead.

Fast travel to Suran, her house is right on line with the silt strider. Really easy find.


A straight shot east of Vivec, onto one of the little neighboring islands.

When you’ve gotten these last two, return to Curio and you’re set.

Redoran

As I said before, this is the quickest one with 95% of the quest happening in the same building.

Head to the Manor District of Ald Ruhn (the giant crab in the North of the city) and start with Sarethi. You have to go rescue his son who is hidding behind a carpet covered locked door in the Venim Manor.

Walk into the Venim manor and take the door on your right. Break into the room, speak to him and quickly make your way out (don’t kill anyone). Lead the son to his father for a happy reunion and a promise to persuade all but Venim to your cause.

Now visit Arobar, Llehtri, and Ramoran in their perspective manors (most are located in their private chambers). They will all give you their support. The last one is Morvayn, who is located inside of the Redoran Council Chambers in the Northern section on the Northwest Wall (1st floor).

After all is said and done, find Bolyn Venim in his manor (also in his private quarters) and he will challenge you to a duel in Vivec. Head to the Arena canton and enter the Arena Pit from the Waistworks or the top of the Canton itself to fight (if you want to just pelt him safely with arrows and magic). He’s got a nice set of Ebony armor and a daedric dai-katana. Which tends to mess people up pretty bad. So come prepared for this one. Return to Sarethi to be named Hortator.

Telvanni

Telvanni is easy, provided you can levitate. There are no sidequests, nothing extra to worry about. You talk to each one, raise their disposition, then pop the question. Except for Gothren. You just have to kill him. Sorry bout it. It’s time to get your fast travel on. You can also kill them all. If you’d like. Cause that’s just the way it is. But I really don’t suggest it. Telvanni is so much fun.

I started in Tel Branora, climbing my way up to the tower to find the crazy lady Therana. One persuasion attempt shot her disposition to 100, and she accepted immediately.

Mistress Dratha in Tel Mora is a bit different. You may have to bribe her quite a sum to get her up to allow you. Just keep on it. You’ll get her approval.

Neloth in Sadrith Mora, he’s a hoot. I raised his disposition up a bit and he complained about how no one told him anything, and then asked if I was qualified, and then said he didn’t care, just take it. Brilliant.

Then there’s Gothren of Tel Aruhn. Surrounded by Dremora, he will just keep leading you on. He will not make a decision, and he must be killed to continue. Make sure you persuade him into attacking you to prevent his other guards from coming to get you. It’s tough enough with the Archmagister and 2 Dremoras pummeling you.

Finally, head to Tel Vos where you need to levitate up to Aryon’s quarters. It’s nestled way up in the sky attached to the Vos Castle. Aryon will accept you immediately, and if you’ve knocked out all the other Telvanni, he’ll make you Hortator right now!

To Vivec

Now we’re headed to see Vivec in Vivec. Head to Vivec, High Fane to meet with Saryoni (behind the locked door right in front of you). Saryoni will direct you to Vivec who is located on the Southernmost Canton.

Speak to the God himself, who will give you the Wraithguard. The tool needed to carry keening and sunder, the two blades (hammer, whatever) required to destroy the Heart of Lorkhan.

You can choose to fight Vivec…. and you will likely die, but if you are strong enough to live an alternate method of completing the game is opened. It takes a lot of work, and I don’t recommend it for your first time through, but the option is there. If you decide to take this route, loot Vivec’s corpse for the ‘Unique Dwemer Artifact’ and head to the Back Path section of the guide (located after the Main Quest: Endgame.) Otherwise, continue on.

Main Quest: The Endgame

Fighting the Ash Vampires is completely optional, but it really helps. At least, I think it does. I’ve just never not done it. At the very least, 3 Ash Vampires will be right in your way of progression (albeit 2 can be ran by). I have marked out which dungeons provide Keening and Sunder, and feel free to advance or not as you wish.

If you do plan on getting them all, I suggest you start with the only one not on Red Mountain. That way you can keep all your Red Mountain travel in one set. I’ll start with that.

Stock your potions, let’s do this.

The First 6 Ash Vampires, Keening, and Sunder

Just a friendly notice, DO NOT equip Keening or Sunder without the Wraithguard. You will die.

1/7: The Ash Vampire in Mamea

Located East of Gnisis, Mamea is a fairly expansive dungeon with an Ash Vampire in the second area. The third area holds the rare item “The Fang of Haynekhtnamet” which I hopefully will never have to type again. The Fang is a weapon of Tamrielic Lore, and looks cool too.

Regardless, the Ash Vampire is located in the Northern part of the second area. Off the straight path. Take him out and you are one step closer to Dagoth Ur.

Side Quest Note: Hannat Zainsubani (son of one of the informants from earlier in the main quest) can be found in a room just off of the Ash Vampire’s room. Take him back to the entrance with you to complete the quest for Hassour. Return to Hassour at the Ald Skar Inn in Ald-ruhn for your reward. (Credit: Jeb Kerman)

Now we’re off to Ghostgate to get this started.

Ghostgate is your entrance to the fenced in area, head there by going East from Ald-ruhn or North from Balmora up the canyon. Open the double set of doors by hitting on the switches and you’ll be inside the Ghostfence.

Side Note: If you have wraithguard, look for a guy named Wulf in one of the buildings. He will give you a coin that raises your reputation by a point if are a member of the Imperial Cult. He also gives you a spell that raises luck. He only shows up once, as far as I know, and won’t show up after you finish the main quest. So if you’re not there yet, don’t worry about missing him. He will show up.

Alright, what we are going to do now is a giant circle around Dagoth Ur’s citadel. That way we can knock out all of the Vampires in one go with no backtracking. The path looks something like this…

2/7: Required! Odrosal and Keening
Head up the mountain and East to find Odrosal.

Inside you will find another Dagoth Ash Vampire and the blade Keening.

3/7: Tureynulal
From Odrosal take the bridge to the NorthEast and follow the path to next Dwemer fortress.
Side Note: The Cleaver of St. Felms is located in the basement. That’s needed for a Temple quest if you’d like to save a trip.

4/7: Kogoruhn

On the way to the next one that has a map marker, enter Kogoruhn. The Ash Vampire will be right in front of you.

5/7: Required! Vemynal and Sunder
Just West of Kogoruhn is Vemynal. Whereas Keening was stuck on display, Sunder is actually on the body of the Ash Vampire himself. So he has to be killed. Keep this in mind if you’ve been evading the Ash Vampires until now.

6/7: Endusal

On your way South from Vemynal you will find your way to Endusal just before hitting the main path up to Dagoth Ur’s Citadel.

Dagoth Ur’s Citadel and the Last Vampire

We’re almost there. Right near the volcano at the center of Red Mountain is Dagoth Ur’s Citadel. Just like the first Dwarven building we entered, hit the lever and then run to the opening circular door.

7/7: The Last Ash Vampire
The Citadel is chock full of lower level Dagoths, but the prize is on bottom floor. Right before Dagoth Ur you will meet the last of the Ash Vampires. With him out of the way, you are fully ready to take on Dagoth Ur.

Dagoth Ur and the Heart of Lorkhan

You can approach Dagoth however you see fit. You can go in swinging, or talk to him. He will be easier or harder to eventually kill based on the amount of Ash Vampires you have taken out. Once he’s gone, his body will dissapear and the entrance to the chamber of Lorkhan will open. It is difficult to see, but there is a tiny ring on the rotational part of the door, right at your feet. Grab it.

The Final Battle
Dagoth Ur is, for lack of better words, immortal in this section. Right in front of you you have a massive stone like body. Run towards it, and jump (or levitate) to the bridge below. Equip wraithguard if you don’t already have it equipped, and then hit it with Sunder. After the Heart cracks hit it with Keening. A lot.

I remember playing in the past and only having to hit it a set amount of times. But I had to wail on it for quite a bit this time around (until it’s health was totally gone). It surprised me, and I ended up falling to Dagoth Ur’s constant attacks once. So be careful. If you have a massive shield spell, or reflect magic anything – now’s the time to use it. Otherwise, keep working in and out of your inventory, and quaffing potions like crazy.

When you finish the heart off, levitate (or make the long run all the way around) up to the area you entered, turn around and watch the explosions.

Hit another lever to open the door (if it’s not open already) and reenter the room you fought Dagoth Ur the first time.

As you set yourself to leave Azura herself takes form and you are given a cutscene and a nice ring (which happens to have night-eye and will make all these dark screenshots a bit brighter. )

You’ve done it, the Main Quest is done.

Main Quest: Back Path

So you’ve messed up – killed one too many essential characters. Well, not to worry, you can still kill Dagoth Ur and bring peace to Vvardenfell – but only by killing Vivec.

There’s two major requirements to this path. Both of these are likely fulfilled in the event that you are capable of killing Vivec, but I’ll state them anyway.

1. Be at least level 21
2. Have a high reputation
3. Have ~250 or more health

You can kill Vivec without either of these, but progressing from there requires those two things. Most guild quest lines offer 15-20 reputation points throughout completion, so building up that requirement is pretty easy.

Fighting Vivec
You need what Vivec has, but Vivec is one tough guy. Preparation is essential when it comes to this. Depending on your level and gear, stock potions accordingly. Resisting and reflecting magicka can be extremely helpful – he’s got some powerful spells.

You can use ranged attacks and strategically place yourself between the pillars in the room. He’ll keep his distance while you dodge his spells. See below for a visible reference.

Once he’s dead, loot the corpse to find the Unique Dwemer Artifact. Now, there’s a series of tasks to get the artifact activated and the endgame started

_________

Figuring out the Next Step
It’s called the back path for a reason – there’s not much guiding your path here. If you’ve played through the game normally before, you might have an idea of who can give you information regarding the deeper lore of the Dwemer – you have to get to Yagrum Bagram. Head to Tel Fyr by any means (the boat in Sadrith Mora is close), and find Yagrum Bagram in the Corpusarium basement. Be warned – he won’t talk to you unless you meet the reputation and level requirements.

The Journal and Planbook
Yagram will send you after Kagrenac’s Journal and Kagrenac’s Planbook. Two items essential to figuring out the gauntlet’s activation. You’re going to need to venture beyond the Ghostfence for these items. So make the trek to the middle of Vvardenfell.
Tip: Set a Mark spell at Yagram’s location. You’ll be back here soon, and it’ll save you a long trip.

Your two objectives are (as said before) Kagrenac’s Journal and Kagrenac’s Planbook. The Journal is located in a desk in Endusal (see map above for location in relation to Ghostgate). You’ll find the desk protect by a Dagoth lord in Kagrenac’s Study – so get ready for a fight. He’s easier than Vivec though, and you should have no problem taking him down at this point.

The second objective, the Planbook, is located at Tureynulal (once again, see the map above). Pick up the Planbook in Kagrenac’s library, and make the trek back to Yagram (or recall if you followed my tip from above).

Getting Wraithguard
This is the last step of the backpath, and for this you need a fair bit of health. Give the items to Yagram and he’ll make the Wraithguard out of it (after a day or so of waiting). You can survive equipping the wraithguard if you have above about 250 health – but you’ll only have 25 health remaining. So, you may want to wait before equipping it, as this might be a crippling procedure. When you’re ready, take the one time loss of health, and you’ll have a Wraithguard. You can now hold Keening and Sunder and complete the Main Quest.

Finishing the Game
From here on out, the game plays out exactly how it does in my guide section “Main Quest: Endgame” which is one section above this. The objectives from here on out are simple: retrieve Keening and Sunder, kill the Dagoth lords (optional), and kill Dagoth Ur. Head back up to that section for a more detailed walkthrough. Good luck.

House Hlaalu: Overview

Before We Begin:
In order to start House Hlaalu, you must not be a member of the other two Great Houses or have a mod similar to Join All Houses by Heph[planetelderscrolls.gamespy.com].

In order to achieve the highest rank you need one of the following skills at 90, two others at 35

  • Speechcraft
  • Mercantile
  • Marksman
  • Short Blade
  • Light Armor
  • Security

Why you should choose Hlaalu over the other Houses?
While not as interesting as say House Telvanni, House Hlaalu provides something none of the other factions provide in earnest. Cold hard cash. House Hlaalu is the quickest way for a new player to make thousands of gold. Your first 10 or so quests will earn you over 10,000 gold by itself. They also provide a questline bringing the player to one of the first permanent bottomless storage areas, making for an early “home” and a secure infinite storage area.

House Hlaalu also offers more in the way of intrigue than House Redoran, which seems to mostly function as a glorified fighters guild. Those who play stealthier or less combat heavy roles may fit more within Hlaalu.

House Hlaalu: Nileno Dorvayn

Finding House Hlaalu

Your initial quests with Hlaalu will be located in the Hlaalu Council Manor in Balmora from Nileno Dorvayn.

Nileno Dorvayn


Quest 1: Undercover Work
Rewards: Med-Helmet, 500 Gold, Rank
Notes: If Argonian or Khajit, move on to Quest 2
After accepting your way into the House, your first quest will be to go in disguise to retrieve documents from a Redoran agent. You are to head to the Redoran Council Chambers in the Manor District (also known as Under-skar, or in the giant crab building) of Ald-Ruhn.

Upon entering the Manor District, head up the stairs and straight ahead along the rope bridges. Don your helmet, enter the door and talk to Neminda using the code phrase “Orphan of Arnesia.” Return to Nileno for your reward.

Quest 2: Stealing Formulas
Rewards: Formula, Rank

Notes: A high sneak skill helps if you want to get away undetected
Head to Vivec. Quickest way is by Silt Strider. In the Foreign Quarter Lower Waistworks is the shop you are looking for.

Here comes the difficult part. The speechcraft route wont work with this one. You’re going to have to steal it. Right away, there’s one ahead of you as you enter. There’s also one on her, and in the locked chest nearby. I just took the paper in front, dropped it, payed the fine (you’ve already made 500 of the first quest), and picked it back up. Your call. Return to Nileno for your reward.

Quest 3: Inanius Egg Mine
Rewards: 500 Gold
Notes: Be mindful of the enemies in the mine, they can disease you

After silt striding or travelling to Suran, head South out of the city and make your way East, hugging the mountain. You will come across Inanius quickly.

The queen herself? Hidden in the back of the cave, you have to go through a underwater hole in the first room you come across. Nifty little buggers. Return to Nileno for your reward.

Quest 4: Persuading the Vendor
Rewards: 1000 Gold, Rank
Notes: This is the last Rank you will gain for a while unless you missed the first quest

Remember where we were earlier? Rolasa Oren is upstairs standing in the Foreign Quarter Upper Waistworks of Vivec. Persuade or bribe her to a high disposition (mine was mid-80’s) and she will go with your plan. Return to Nileno for your reward.

Quest 5: Scroll Delivery
Rewards: Clothes, 500 Gold

In the same building as quest 1. As you enter Ald-Ruhn’s Manor district, spot the first sign to your left on the ground floor. Speak to Bivalve Teneran (cause that’s a terrifying name) and turn over the scroll. She’ll give you some clothes. Return to Nileno for your reward.

Quest 6: Solving a Murder
Rewards: 1000 Gold
Notes: Infinite perma storage, your first “house,” and a whole bunch of repair equipment are also included

You have to solve a murder. So head to the crime scene. Located just across from the Hlaalu Chambers.

In front of you, you will find the victim in question. Ralen Hlaalo is bottomless, permanent storage. His house has a bed upstairs. This is a great place to store your stuff in your travels and rest away your damage.

Head upstairs and speak to Uryne Nirith on the second floor. She will tell you what the murderer looked like. With that you can ask most people (or any guard) and they will say it looked like Thanelen Velas at the Balmora Council Club.

Velas will claim it’s a guy named Nine-Toes. Killing one or the other or both will result in quest completion, but only Velas will have a large amount of repair hammers on him. I picked up 10 apprentice and journeyman hammers, which is perfect for a low level character to repair all the goods he has for some time.

Ebony Trade: Part 1
Rewards: 1000 Gold
Notes: If you complete both parts of this mission you will also recieve Glass Boots, Cuirass, and Greaves

You have to do two things for the best reward in this quest. First, we’ll travel to Ebonheart, available by boat. Right as you get off the boat, facing the dragon’s face, it will be the second door on your right. Or, if you come into the city from the North, also the door on your right. You are looking for the imperial in the back.

He’s hard to sweet-talk, so I suggest bribery. A few 100 gold is all you’ll need. Get him to about 80 and you are golden.

Now you must head to Sudanit. Which is almost directly East of Ghostgate, within spitting view of the Ghostfence. This is a dangerous place. If you take the route from Ald-Ruhn, be wary of Ramimilk, a Daedric Shrine right in the way of your progress. If you take the route North up to Ghostfence and West to Sudanit, be wary of…. everything. This close to the fence is dangerous, especially for low level characters.

Near the end of the almost straight mine, is the guy you are looking for. Murder him outright and you’ll come under the scrutiny of the guards (which could end up with you dead or a huge fine). Using intimidate till he attacks you, on the other hand, perfectly okay. Return to Nileno to finish your last quest from her and pick up the best non-unique light armor in the game. Yup, awesome.

House Hlaalu: Edryno Arethi

Edryno Arethi

Edryno Arethi is located in a room on the upper part/floor of the Hlaalu Canton Waistworks in Vivec. For ease of travel, it is best to leave a Mark spell and cast recall to return to her at the end of quests.

Quest 1: Bank Notes
Rewards: 50 Gold
A good example of why I severely dislike Edyno’s quests. They seem fruitless. Head outside of her house to the opposite side of the waistworks and make your way into the treasury. Head down the stairs to the left to get to the vault and deliver the letters to Baren Alen. Return for your reward.

Quest 2: Hidden Money
Rewards: About 400 Gold
Notes: You can go directly to the chest in question
Take a ship to Hla Oad, and speak with Flaeus inside of his home. Persuade him to give you the key to his hidden chest (note: he has to have 90+ disposition, so you may be persuading/bribing for some time) and recover the chest in some rock under the house right next to his. Or skip it all and head right to the chest, lockpick it, and return the money.

Quest 3: Escort Stupidface
Rewards: 500 gold
Notes: Using console commands to up the NPC’s athletics and speed can keep you from losing him
Arethi, how I hate you. Outside of Vivec facing the Silt Strider is a guar herder which you have to escort to Pelagiad. The travel is fairly easy, although if you travel too fast the terrible NPC mechanics might end up with you losing the guy. If you get too frustrated, just speed the guy up. Otherwise, enjoy the run. Head North, following the signs, cross two wooden bridges South and West and head West and North around the lake to Pelagiad.

Quest 4: Odirniran
Rewards: 1000 Gold
Notes: Bonewalkers reside in this place, they can lower your stats and cause disease

We’re headed to Odirniran to take care of a Telvanni sorcerer and attempt to recover some of your fellow Hlaalu members. As you can see in the map below, I just went straight East from Molag Mar, as this place isn’t near anything.

As you enter, veer to the right and speak with the leader Remasa Orthril, who will set you out to find her sister who has been taken hostage. Make your way through the area to the Tower, where you will find the sister through a locked door (60) on the right and the Telvanni sorcerer at the top of the tower. He’s got a key if your security isn’t high enough. He also carries a Silver Staff, which might be worth holding on to if you plan to become a member of the Mages Guild (if I recall correctly, that’s one of the quests). His abode is also home to one of the Vampires of Vvardenfell Vol. 2 books, which may come in handy if you ever wish to get and be cured of Vampirisim.

Have the sister follow you and reunite the sisters, return to Arethi for 1000 gold.

Quest 5: Rats
Rewards: 1000 Gold
Notes: Diseased rats can cause… diseases…
Just when it was getting good, Arethi throws this at you. But the reward may be worth it. Head to the top level of the St. Olms Canton of Vivec and look for the Yngling Manor in the St. Olms Plaza (it’s one of 4-5 buildings up there). Head to basement with your handy key (otherwise lock 80) and open the door to the rats.

Avoid using spells or swinging wildly, as hitting the wrong rats may end up with a quest failure. Just open the door and let the diseased ones approach and attack you, the other ones will be docile. Take out 3, and you are good to go.

Quest 6: Ebony Trade: Part 2 – The Zainab
Rewards: 1000 Gold
Take a ship up to Vos and follow the path I made South-West to reach the Zainab Ashlander Camp. Talking to any of the villagers will lead you to Ashibaal, the leader of the tribe.

Speaking to him about Ebony will lead to a dialogue, you should choose “The Zainab are now strong enough to sell ebony” and “If we both sell ebony the price drops” to get him to agree with you.

Quest 7: Wreck of the Prelude
Rewards: About 800 Gold
Notes: Beware of the Daedric Shrine Bal Fell and the nearby Sixth House base
A direct shot west of Bal Fell will have you come across a ship named the Prelude, sticking up against the rocks.

Head into the ship’s lower decks and find the Daedric Wakizashi in a crate at the front of the second lower level, but beware of the enemies inside the ship. If you need a weapon to hit a ghostly being, use the Wakizashi. There’s also a key on the body of the captain, which can lead you to a small bag of cash in the room on the top of the ship.

Quest 8: Shop Protection
Rewards: 1000 Gold
On top of the Market Canton in the Market Plaza of Vivec and across from the Guild of Fighters lies your last quest with Arethi. Head to Ralen Tilvur’s shop and speak with him, a low levelled enemy will attack. Knock him out and speak with Ralen again, then return for your reward.

House Hlaalu: Odral Helvi (and Crassius Curio)

Crassius Curio and Odral Helvi

Before you continue on with your next quest giver, you need some rank. Crassius Curio is the man for that, and the man to lead you to your next guy. Who happens to be Odral Helvi.

Finding Crassius
Reward: Up to 3 Ranks
The Curio Manor is on top of the Hlaalu Plaza on the Hlaalu Canton of Vivec with Crassius in one of the bedrooms. At this point, it has been quite some time since you’ve been promoted, and Crassius is the man to boost you up. For a price.

Take off everything you have equipped. Everything. Speak to him again and he’ll sponsor you. You can gain 3 ranks total right now if you’ve completed all the prior quests.

Crassius wants you going undercover and reporting what Odral Helvi does back to him, so get your gear back into place and head to the Governor’s Hall in Caldera. Fast travel options are limited to Caldera, which makes a mark spell all the more important (leave one at Helvi, you will not be disappointed). An alternative is to use a Mage’s Guild teleport, which is the only direct travel to Caldera not on foot.

Odral Helvi
Odral Helvi is located behind two doors on the second floor of the largest building in Caldera, the Governor’s Hall. Which happens to overlook the entire town, if you have trouble finding it see the map below (for the second quest).

Quest 1: Order Delivery
Rewards: 500 Gold
Your first quest is to deliver sealed orders to Assistant Clerk Tenisi Lladri in the Hlaalu Vaults (Hlaalu Canton, Vivec). This is where we previously met Baren Alen during Edryno’s Quests. You can give it to him, head back to Helvi and recieve your reward. Or give it to Crassius Curio. Helvi won’t know the difference (if you don’t tell him).

Quest 2: Stolen Documents
Rewards: 500 Gold
Notes: Killing Elmussa Damori will get you kicked out of the Thieve’s Guild if you are a member
You are to track down some stolen documents. Upon asking almost anyone in town you will be directed to two of the newer folk (the new guys are always guilty). You are looking for Elmussa.

Talking to Elmussa will reveal her disgust with Helvi, and that her mission was setup by the local Thieve’s Guild (hint: she’s a member). She’ll give you a key to the chest that holds the documents. You can take her out, or leave her be. You can lose your membership in the Thieve’s Guild if you assault her, and you may lose some relationship with the Thieve’s Guild if you report her. My advice, return the document to Helvi, and just lie. It’s all good.

Quest 3: Replace Documents
Rewards: Nothing
Notes: You will recieve an enchanted amulet and 6 scrolls if you finish this with Curio
Helvi now wants you to break into Hlaalu’s own vaults and swap out a land deed. Alternatively, you can take this to Curio, who will give you an Amulet and 6 fairly useful scrolls.

If you take this to Curio, head to Baren Alen (in the treasury, yup same guy) and get a copy of the original deed and give it to Helvi.

Quest 4: Extortion
Rewards: Nothing
Notes: You can save yourself 45 minutes of running around by paying for this yourself
Helvi wants you to collect taxes from two farmers. To total a measly 100 gold. I’ll save you the trip, neither has the money. You’ve been making thousands. Pay it off yourself for a quick end to the mission.

Quest 5: Ebony Trade: Part 3
Rewards: Nothing?
Notes: You will recieve two enchanted rings if you finish this with Curio
Another quest, another series of choices. Ebony is a hot commodity in Morrowind, it requires a trading license to sell it or carry it (the player is not subject to this, but apparently everyone else is). So, being asked to smuggle a large amount of ebony is bad. As always, you can head to Ald-Ruhn, track down Drinar Varyon and finish the quest.

Or you can go to Curio. Curio will send you to Segunivus Mantedius of Buckmoth Legion Fort.

Buckmoth is located South of Ald-Ruhn. So take a Silt Strider to Ald-Ruhn, and make your way South. Right inside the building on the left as you walk in the main door is your man. Report Helvi and optionally Varyon (cause why not?) and you’ll be able to return to Curio for a gift of two enchanted rings.

House Hlaalu: The Stronghold

The Stronghold
You’ll get one quest in before Crassius tells you he can’t promote you further or give you any more work. You need a sign of power, a stronghold! If you’ve completed everything up to this point, you don’t have to wait till later, you can finish all three parts now. If you’ve skipped around a little bit, or not completed every quest, you may get stopped and have to progress some before the third expansion can be built.

The man with the plan is Dondos Driler. He is located just behind your first quest giver where this all began. In the Hlaalu Council Manor of Balmora.

Phase 1: Paperwork
Notes: Have 5000 gold handy (thankfully you’re playing Hlaalu)
Dondos needs a construction contract and a land deed. To get the land deed, head to Baren Alen (who you should know by heart by now, considering you’ve seen him so many times). Use the barter option and buy the land deed off of him. Which sets you back a good 5000 (costed me about 5200). Higher your mercantile, the lower it will be. Easy though, you’ve made well over 5000 since starting Hlaalu, the other Houses might not be so lucky.

The contract will require the approval of Duke Vedam Dren. He will be someone you’ll be visiting later for your final leg of Hlaalu Quests and can be found on the second floor of the Grand Council Chambers in Ebonheart surrounded by his posse of men (he’s the guy wearing the bright and shiny ebony armor). Speak with him to get the contract, say you’ll protect the people and yadda yadda, you’re golden.

Return to Driler to start the construction. Then, you wait. It took me 5 days before my quest journal gave me an update. Return to Driler who will tell you to head to Odai Plateau and check out your burgeoning digs. Speak with the orc in front of your house to learn the construction will be complete in another week and return to Driler. Wait 4 more days, and your stronghold will be ready. Congrats.

Phase 2: The Mine
Note: The miners in Gnisis were glitched for me, but may be available for you. Also, be aware of catching a blight from the blighted monsters in your mine.
Note: On a subsequent playthrough I found I had to cure the egg mine before the topic ‘recruit some miners’ came up. If Savile Imayn won’t sell you Llaals Ores, try curing the mine first, or talking to Llaas in the underground right next to her.
Return to Driler and he’ll say he needs you to deblight your mines Kwama Queen and find yourself some miners (well, just one).

Driler mentions that some of the miners are located in Gnisis, which is a location you may need to go to pick up Cure Blight disease scrolls (if you don’t already have them or the spell for them). So head to Gnisis. The miner you are looking for is Ilasour Tansumiran. Now I couldn’t reach Ilasour, as his door was glitched to just open in place without leading me anywhere. But you can still pick up the Cure Blight scrolls from Abalwamia’s Hut.

Tel-Aruhn is the place to go for the miners (if you had my problem.) Take a ship to Tel-Aruhn and located right near the underground is slave trader Savile Imayn. She will sell you Llaas Ores (a former miner, what luck) for 200 gold. Head inside the underground and right in front of you will be your new slave. Who will head to the mine.

Now to clear out the mine itself. Located just South-East of your new stronghold is the Shurdan-Raplay Egg Mine. The monsters are easy: the workers won’t go near you, the foragers you’ve been fighting since level 1, save for the annoying spells the warriors are also quick to take down. Ready your spell, cast it right on the Kwama Queen (and try not to miss).

Return to Driler with both of these parts done to start the second phase of construction.

Phase 2.5: Back to Curio
You have 5 days to wait out before the second phase is complete. You might be ready to finish this, get right on that last stronghold quest… buy you can’t just yet. Head to Crassius Curio, who will give you the necessary last rank to get the level 3 stronghold.

Phase 3: Securing Your Stronghold
Notes: Have 1000 gold handy (thankfully you’re playing Hlaalu)
You’ve waited the five days, gained the rank needed (which I think was House Father), now you’re ready for the last part of this quest. Driler needs you to get a guard for protection. He recommends the Fighters guild and the Imperials. In the past, I’ve tried doing the Imperial Legion before this, but the Legion never gives me a guard. So head to the Fighter’s Guild basement and look for a lady named Flaeni Amiulusus(usususus). Another 1000 gold will get you a guard contract. That was easy.

Meet him at your Stronghold entrance and he’ll tell you about a bandit hideout Zainsipilu, which is a short ways South of you. He offers to travel with you, but once again (and always) I suggest doing it lone wolf style. Companions do not work well, and he’s just as liable to get stuck running around a rock and you losing him, as he is to getting stuck around another rock and you losing him.

Clear out the cave, which mostly holds low level loot (and one security skill book worth 200 gold). Be wary of the orc wielding an axe at one of the stairs (orcs and nords with axes are generally bad news, their strength is high). Afterward, I returned to the guard, but no journal update was given, so you can probably return directly to Driler. Talking to him will start the final stage of construction.

5 days and voila, your stronghold is done. Congratulations.

House Hlaalu: Crassius Curio and Duke Vedam Dren

Crassius Curio
You’ve dealt with Crassius quite a bit up to this point, but kinda in a passing manner. Now he’s got business for you, after you’ve built your stronghold of course.

Quest 1: Velfred the Outlaw
Rewards: 1000 Gold
Your first quest from Crassius involves speaking with some smugglers near Hla Oad. Take a ship there and head South-West to find a ship with two Nords on it. The guy you are looking for is Velfred the Outlaw. Speaking to him after raising his disposition a little bit will net you the full reward, killing him only half that.

Quest 2/4: Destroying the House Manors
Rewards: 1000 Gold Each
Notes: You recieve one quest before Quest 3 and one after

Due to my Join all Houses mod (which enables me to write this guide without creating multiple characters and save files) these quests work slightly different for me. The Manor owner is spawned right behind me and I fight them in the same room as Curio. However, the mission is simple, go to either Indarys (Redoran) or Tel Uvirith (Telvanni) and kill the owner of the house. The Indarys owner is a pushover, but the Telvanni witch can stick you with a million nasty effects and tear away your health and stats fast. So be careful.

Quest 3: Dram Bero Support
Rewards: Support from Dram Bero!
Notes: There is a level 50 lock, prepare for it with scrolls/spells or high enough level lockpick to counterbalance your natural skill
Dram Bero is a recluse, he’s also the only guy who will support you (an outlander) on the council. Head to St. Olms Plaza on top of the St. Olms Canton in Vivec (near where you found Yingling Manor for a previous kill rats quest). You are now looking for the Haunted Manor. Down some stairs in this Haunted Manor is a level 50 lock that leads you to Dram Bero’s living space. When asking him for support, he will say you must fight his champion. Find Mr. Garding the Bold and challenge him to the arena.

You can get the drop on him by entering the Arena Pit from the top of the Canton. He will be in the actual pit, and you will be free to rain down arrows or magic or whatever you have lying around. Otherwise, head to the Arena Bloodworks (the waistworks of the Arena canton) and enter the pit like in the map shown. Beat him (he will stop you when his health reaches a certain level). Return to Dram Bero, and then to Curio.

Duke Vedam Dren

You’ve finally made it, the last quest giver. It’s our friendly Duke who gave us the contract thing from the stronghold quests. So return to Ebonheart and say hi!

Quest 1: Controlling the Ordinators
Rewards: Gratitude!
Notes: 1. Ensure you have the ability to levitate!!!!! 2. There is a level 75 locked chest, prepare for it with scrolls/spells or high enough level lockpick to counterbalance your natural skill. 3. If you are playing with the graphics updates and realistic lighting, take a torch. You will be sorry if you don’t. Trust me.
This is probably the toughest quest of the Hlaalu line. But it starts simply enough. Head to High Fane of Vivec (the second sourthernmost Canton). If you can’t find it, look for the giant floating moon. Behind a locked door (which you were just given a key), is Saryoni. Who describes a missing holy relic, which of course, you must now retrieve.


Getting to Assemanu can be guesswork, it’s on an Island West of Middle Vivec. Easier, was my path from Seyda Neen, which was almost a direct shot South-East of the lighthouse. Upon entering you may find yourself in the DARKEST ROOM EVER. I couldn’t see anything, so take out a torch (or for those torchless, turn up the Gamma).You are looking for the door to the shrine. You will need levitate to reach either of the two doors (or maybe you won’t, it was very dark). The easiest one is almost a straight shot from the entrance, which can be levitated to. Otherwise, the dungeon is straight forward.

After fighting your way to the inner shrine, you will face what may be your first Dagoth. Rushing in will get you poisoned, paralyzed, both, or worse. His magicka isn’t unlimited, but you may want to wait it out. Fight smart.

After successfully taking down the monstrous Dagoth, levitate to the point shown above and open the high level chest. Your prize awaits. Returning to Saryoni will earn you gratitude. Returning to Dren will earn you… double gratitudes.

Quest 2: Orvas Dren
Rewards: Grandmastery!
The final quest is to get approval from Orvas Dren. So head to the Dren Plantation and find this man in the main house.

Your most immediate options can be dangerous or easy. You can kill him, but then you just made an enemy out of every Orc Armor wearing dude in the room (there’s a lot). Or you can talk to him, his disposition is surpisingly easy to raise. Play nice, and you’ll have this quest over as quick as can be.

Return to the Duke to finish the quest and become Hlaalu grandmaster.

House Telvanni: Overview

Before We Begin:
In order to start House Telvanni, you must not be a member of the other two Great Houses or have a mod similar to Join All Houses by Heph[planetelderscrolls.gamespy.com].

In order to achieve the highest rank you need one of the following skills at 90, two others at 35

  • Alteration
  • Destruction
  • Conjuration
  • Enchant
  • Illusion
  • Mysticism

It is very important that you some form of levitation (scrolls, items, the spell itself, anything). You can get a few levitation items by following the main quest itself (a wizards staff with 120 seconds of levitation can be found in the Urshilaku Burial Caverns). The spell can be purchased at some mage stores around the world. I couldn’t find it in Sadrith Mora, but the Sorcerer in Telvanni Waistworks, Vivec had Wild levitate for about 900 gold, if that’s too strong for your character, buy it then create a lower level spell that your character can use. The scrolls of levitation are much easier to find, being almost everywhere that sells scrolls, but you will need a form of levitate spell as a quest requirement eventually.

Why you should choose Telvanni over the other Houses?
House Telvanni is by far the most interesting of the great houses. It is a unique experience, and each of the prominent figures in the house are a laugh in and of themselves. House Telvanni doesn’t quite provide you with the monetary rewards of Hlaalu, but it does bring you close to one of the best items of Tamrielic lore and the coolest stronghold.

It is also more difficult than the other houses, as mentioned above, teleportation is a must. The enemies you might face are a little rougher than the other houses put you through. However, you don’t need to be a magic user to excel in this house, just have the skills.

My run through of Telvanni was sporadic, unlike Redoran or Hlaalu. I seemed to be 100 places at once, with quests coming from different givers every turn of the hand. So, although it won’t be the way I did it, I will try to simplify the questing order.

I also started these quests after completing the main quest, you may have quests I do not have as a very specific member of House Telvanni is already dead.

Joining House Telvanni

Your first few quest givers will all be located in one location, and for reference I’ve marked the nearby source of Alchemical goods to keep your from having to run around the world in some of the starting quests.

Head to Sadrith Mora and on the Northwest part of the City is a bulbous building. Enter the Telvanni Council Hall and straight through to meet your future quest givers.

As I said before, you need Levitate. Some means of it. Just have it. See above for suggestions.

I personally started with Galos Mathendis’ quests, but with the way the ranking system blocks off certain quests and the importance of Galos, I would advise doing him last. In order to prevent backtracking I have revised the quest order.

Finally, the masters of House Telvanni are scattered to the Wind. Here is the approximate location of all of their towers.

House Telvanni: The Council Mouth Quests

Once again, these can be done in any order.

Raven Omayn

Quest 1: Muck
Reward: Promotion, Spell

This is easy. If you have five muck already, turn it in immediately. If you don’t, buy it at the marked alchemist store. Really, it’s only a few gold. While you are there, buy sload soap (5), and a daedra skin. You’ll make back the money shortly.

Quest 2: Ring
Reward: 2 Spells


Head over to the Moraq Tong hall on the other side of Sadrith Mora. Head upstairs and look for Alven Salas. He’s pretty easy to spot. Get his disposition up with bribes and he’ll give it to you (or taunt him until he attacks you and take it off his body.) Return to Raven to finish her quest line.

Arara Uvulas

Quest 1: Sload Soap
Reward: 500 Gold, Promotion

If you bought the sload soap when you picked up the muck for Raven, you’ve saved yourself a trip. Otherwise, head to the nearby alchemist and pick five up (and once again, daedra skin if you haven’t gotten it).

Quest 2: Staff
Reward: Spell, Levelled Blade (possibly, I believe I got a glass blade from this)


Those coins you just scored will come in handy shortly. Head to Wolverine Hall’s Mage’s Guild. You can get through through taking the far door in the Imperial Shrine and heading downstairs (you’ll be inside). Buy the staff for 300 gold.

Felisa Ulessen

Quest 1: The Skirt
Reward: 1000 Gold
This will likely be your first real visit with the real heart of the Telvanni. The nutters that control the entire gig. Take a ship to Tel Branora, and make your way up the inner tower. Levitate up to Therana’s room. She says she doesn’t trust you, and that you need to put on the skirt before she’ll accept that it’s not poisoned.


Ready your Alimsivi Intervention scroll.

You can put the skirt on and she’ll go nuts (or give it to the Khajiit next to her and she’ll attack him instead Credit: montyatreus). Regardless, as soon as the attack commences, you are free to teleport away.

Return to Ulessen to get your cash.

Quest 2: Rebellion
Reward: Spell, Ring(s) for killing the Leader or the Slaves (Credit: A Thing)
You are to head to Abebaal Egg Mine to put down a rebellion.

Upon reaching the mine and speaking with the leader, you realize what you probably realized just some time prior. Therana is crazy. Not only to you, but to everyone.

You can either kill everyone and put down the rebellion (which awards you the rings), or you can head to the back of the mine (near where the queen would be) and look in the wooden crate. There you will find a key (because the slaves couldn’t find that themselves). Return it to Eleedal-Lei and free them.

Galos Mathendis

Quest 1: Tel Fyr
Reward: 500 Gold, Promotion

From Wolverine Hall, way off in the distance (if you have MGE) you can see the top of Tel Fyr. It’s just Southwest of Sadrith Mora.

All you have to do is head to the top (with a bit of levitation) and deliver the letter. Return with your answer to Galos.

Quest 2: Cure Blight Potions
Reward: 6 Potions, 500 Gold
You need to find three cure blight potions and deliver them to the services tower in Tel Vos.

In the basement of the Council house, you can find a potion or two. The apothecary or alchemist in the Southern part of Sadrith Mora (near to Wolverine Hall) had four for me. Just buy them and take them to Andil.

Andil is right on your right as you enter the door I marked out. He’s a tall high elf, yellow skin, can’t miss him.

Quest 3: Daedra Skin
Reward: 300 gold, spell

Take that Daedra skin I’ve been telling you to buy from the local apothecary. If you need a reminder, see the first Telvanni picture in the introduction. Now head back to Tel Vos. Levitate to Aryon’s Chambers. He’s in the back of this area. He’ll accept them greatfully. He’ll even offer to promote you, as soon as you knock out a few more things.

House Telvanni: Baladas and The Stronghold

In order to start your Stronghold you need a Patron. In order to get a Patron you need to convince Baladas Demnevanni to join House Telvanni. In order to convince Baladas to join House Telvanni you’ll need 3 books.

So, let’s get that.

Quest: Getting Demnevanni the Books before he needs them
Reward: Not wasting time
Your ultimate goal is Arvs-Drelen on the outskirts of Gnisis. Before we get there though, we’re going to want to stop in Vivec and Balmora.

Vivec is the closest by boat. Head to the Foreign Quarter and seek out Jobasha’s Rare Bookstore. Jobasha has copies of Chronicles of Nchuleft and Antecedents of Dwemer Law. Buy those. Next head to Balmora and seek out Dorisa Darvel. Buy Nchunak’s Fire and Faith.

Now getting Demnevanni on your side is as simple as finding his place and asking. Present the books. You’re golden. He even offers another quest.

Quest: Bthungthumz and Dahrk Mezalf
Note: Baladas may not give this quest immediately. I believe you need to be of Mouth rank or higher.
Reward: Ring, Your very own Dwemer Centurion ball guy thing

I’m not a big fan of companions, but this quest is an exception. Head to Bthungthumz. In the back you will find the ghost of Dahrk Mezalf. Kill him and take his ring.

Return to Demnevanni to recieve your very own pet Centurion. Cool.

Returning to Aryon now will result in promotion two or three times (at least 2). You’re ready for your stronghold. So return to Sadrith Mora and head to the basement.

WARNING: DO NOT SELL THE STAFF HE GIVES YOU, YOU WILL NEED IT IN A FUTURE QUEST

Stronghold

Llunela Hleran is in the Telvanni Council hall Hermitage (or basement place below the basement place). She needs a construction contract from Duke Vedam Dren and two grand soul gems with at least Storm Atronarch level souls in them.

Among the shopkeeps inside the Telvanni council building you will find all the equipment you need to do such a thing. Seriously, you don’t even have to leave the building. One of the spell sellers happens to have summon storm atronarch (hope you’ve been working on your conjuration). Another has soul trap scrolls.

Just summon, soul trap, and kill. Twice. Done. If you don’t have the ability to summon Storm Atronarchs, just head to any nearby Daedric Shrine and choose from Storm Atronarchs or Golden Saints or I think Winged Twilights would also work.

Next, the contract. Easy enough, head to Duke Vedam Dren in Ebonheart and pledge your promise to protect the people. Return to Llunela and you are golden.

After fives days you will be asked to check out the place. It’s called Uvirith’s Grave. Walk there and speak to the foreman…lady.

I would advise that you handle the next two parts of the Stronghold now. To save yourself future trips and also build up the loot you’ll need for the next stage (5000 gold).


Head to Mzanchend and pick up the Dwemer Schematic. Get loot ready to sell (you can sell the expensive stuff to Creeper in the Ghorak Manor of Caldera).

If you believe you’re ready you can also tackle part 3 of the stronghold before it’s needed. Head South from Mzanchend (or West from Uvirith) and enter the Vampire stronghold of Galom Deus.

Your target is Raxle Berne, or the book next to him at the end. Look for The Secrets of Dwemer Animunculi which is right at his desk. If you levitate to the catwalk in his room you can find some rare Daedric equipment.

Do be warned though, he’s strong. There’s a lot of vampires in there and if you haven’t done the main quest, it is possible to contract vampirism. It can be cured with a cure disease spell, but if left to wait you may find yourself going down the long questline to find a cure.

Of course, once Part 1 is done, turn in the 5000 gold and the schematics. You’ve got yourself a stronghold.

Hold on to “Secrets.” You may not be at the right rank to turn in and ready part 3 of your stronghold yet. But it will save you plenty of time.

House Telvanni: Therana, Dratha, and Neloth

The Masters and Mistresses of House Telvanni offer some interesting quests with some good loot. You may want to “do” these quests without ever accepting them. Or you may want to turn them in and then kill off your quest provider.

Therana

Quest: Auriel’s Bow
Reward: Daedric Cuirass and Greaves with 50 Point Feather enchantment on each
This quest should be done regardless of player. It’s easy and it provides you with some of the best armor in the game. It also brings you to a piece of Tamrielic Lore (Bethesda’s way of saying epic gear).

Speak to Therana about Ash Yams and she’ll lead you to Ghostgate, Tower of Dawn.

You’re going to need to taunt Ralyn Othravel into attacking you, cause he’s not going to give that bow up. Kill the crap out of him and bring it back to Therana for you Daedric Armor. Then kill Therana to take the bow back (I love Therana’s craziness, but that’s Auriels Bow). Or leave her alive.. sure, wahtever.

Dratha

Quest: Amulet of Flesh Made Whole
Reward: Amulet
Speak to Dratha in Tel Mora. She sends you to Tel Naga’s General Quarters for a disgusting sounding Amulet. You have to levitate up to find your target (Berengeval), but he’s not too hard to take care of. Just taunt him till he attacks you and take it off his body.

I did turn this in, which I can’t say about the next one.

Neloth

Quest: Robe of Drake’s Pride
Reward: I don’t know, but not as good as the robe
Senise Thindo (pictured in the above quest) has a very good constant effect robe. Neloth wants it. I didn’t give it to him, but I did take it from her.

Head to Tel Aruhn’s Living Quarters and decide for yourself.

House Telvanni: Aryon

Almost done here.

Aryon

Quest 1: Mudan-Mul Eggmine
Note: From here on out, rank isn’t determined by points, but follows a set path. You will reach Magister after you finish Aryon’s Quests.

This is right outside, and Aryon will teach you a cure blight spell if you don’t know it.

Make the short walk, head in, cure the Queen, return. That was easy.

Quest 2: Spells
You now need a fire spell, a levitate spell, and recall. Ask Aryon for the specific ones he counts. Firestorm is in the Sadrith Mora sorcerors shop. Recall is available in a lot of different places, but I specifically picked it up in the Balmora temple from two people in the basement a long time ago. One had mark, one had recall. It was a quest reward from one of the Telvanni Mouths though, so you may have it.

Levitate was a pain for me. I looked all over. The Telvanni Sorcerer in the Telvanni canton of Vivec finally solved my problem.

Quest 3: Odirniran
Located almost a direct shot east of Molag Mar, Odirniran is in the middle of nowhere.

Head there, kill the Hlaalu at the front of the Temple, then visit your Telvanni buddy in the tower top floor.

Quest 4: Monopoly
A political quest. I’m reusing my image from my MQ walkthrough, because it’s very simple.

Speak to 3 of the Redoran masters about an “appeal to fairness.” The other option won’t work, they’ll just question why they would ally with Telvanni ever. Sarethi is the easiest (he is in every Redoran quest, like your version of Aryon). I spoke to Miner Arobar and Morvayn also. Once you get three, return to Aryon.

Quest 5: Shishi
Just like Odirniran except with the other group. You’ll find a bunch of Redoran warriors at the end, kill them then flick the skull switch on the top floor.

He’ll give you some skill books as a gift and you can hop on back to Aryon.

Quest 6: Mouth
It’s your turn to recruit a mouth, so head to Balmora and find Fast Eddie’s house.

You might recall in the Stronghold section I told you not to sell that silver staff. Well, you have to give it to this guy, who will then become your mouth. Sweet.

Quest 7/8: Attacking Enemy Strongholds
Note: Due to the Join All Houses mod (which lets me provide a guide for all three houses without restarting) my quest is a bit different. They spawn behind me and I do not have to travel to the locations.

This is the last serious quest, you are to travel to Bal Isra and Indarys Manor to fight your counterparts in other guilds. As you can see from the note above, they just spawned behind me. The map above will hopefully help you find where you need to go.

Upon returning you will now be promoted to Magister.

Archmagister

I had already completed the Main Quest by this point, this involved me going to each member of the Telvanni and also left me with one member remaining. The Archmagister Gothren. I had to kill him. I imagine you will too. I also imagine you will take his place after that, and all will be golden.

Congratulations, Archmagister.

House Redoran: Overview

Before We Begin:
In order to start House Redoran, you must not be a member of the other two Great Houses or have a mod similar to Join All Houses by Heph[planetelderscrolls.gamespy.com].

In order to achieve the highest rank you need one of the following skills at 90, two others at 35

  • Athletics
  • Spear
  • Longblade
  • Heavy Armor
  • Medium Armor
  • Armorer

Why you should choose Redoran over the other Houses?
House Redoran might be my least favorite house. They don’t offer much in the way of money, nor do they offer much in the way of loot. It does start to get interesting by the end, but the build up seems long. They do honor honor and dignity more than say the backstabbing Hlaalu or crazy Telvanni, so if you are playing in character, and one of those types, give it a shot. They are definitely new player friendly.

House Redoran: Neminda and Virith

Joining Redoran

In order to join Redoran, you need to head to their council hall under the giant crab thing in Ald-Ruhn. You can make your way there by Silt Strider. Speak to Neminda to get yourself started.

Neminda

Quest 1: Kill Mudcrabs
Reward: Rank
Note:Take out the bandits in the marked cave on the map to save yourself a future trip

Not just any mudcrabs, but the ones bugging Drulene Falen. Head West from Ald-Ruhn to reach her house. Then, after speaking to her head to the mudcrabs near a pond to the Southwest. The bandit infested Tomb nearby has to be taken out at a later time, so you can get ahead of the game now.

Quest 2: Deliver Potion
Reward: Rank
Note: You can start Virith’s Quests immediately, just scroll down to his guide.

Head to Ald-Velothi with your potions and give it to your future quest giver. Easy as that.

Quest 3: Mathis Dalobar
Note: If you would like to explore the Tomb, but don’t have a good lockpicking skill, the key is to your right as you enter on the handrail.
Mathis Dalobar is lost in the Rothan Ancestral Tomb. Head to him and travel together to Maar Gan’s Shrine.

Quest 4: Redoran Helmet
Reward: Rank
There’s a guy talking bad about Redoran in Balmora Eight Plates. Head to him and butter him up with some small bribes or persuasion and he’ll take back his words and pass over the helm. Or you can taunt him into attacking you. Just don’t murder him outright.

Quest 5: Those Bandits From Quest 1

Speak to Drulen Falen or don’t. I think you can turn in the quest without even leaving the room. As long as those two are dead, Neminda won’t know the difference.

Quest 6: Attack on Sarethi
Reward: 200 Gold, Rank

Sarethi’s Manor is located in the Southwest Corner of the Manor District. As soon as you speak to him, he’ll be attacked. Turn around and take out the two enemies.

Virith

Quest 1: Kill Fish
Reward: 10 Dreugh Wax! Best Gift Ever!
Your first quest with Virith is to brave the deep of right next to you. Head to the shallows on the Northern coast of Ald-Velothi and look for a big fish. Kill that fish, and you’ve scored yourself… wax.

Quest 2-3: Ashimanu and the Kagouti
Note: Save yourself a trip and kill the Kagouti along the path.

Ashimanu is located West by South West of Gnisis. If you follow the road south of Ashimanu you’ll end up in front of a Kagouti that needs killing. I didn’t know it was so close at first, trust me. I ran all up and down the country side looking for it, killing kagouti, returning and not being able to complete the quest. The one that got it for me, was the guy on the map.

Quest 4: Shishi

You’re off to meet the wizards in this one. Head into the base and talk to the redoran guy at the top of the tower. If you hit the skull on the desk next to him it will uncloak a trap door on the floor below (hard to miss). Kill the wizard there for even more brownie points. It is skippable if you are a lower level.

Quest 5: Ashalwami
Reward: Ebony Spear, whatever items you find (there’s some good ones hidden up top in the room of your target)
Note: You may have to wait a while for this one, do some quests for Sarethi and come back with more rank, but this quest is worth doing


Your next mission is to kill Gordol in Ashalwami. This can be tough, the enemy is high level (at the bottom of a fairly massive multi-levelled room) and he does have a full set of Ebony Armor (get on that heavy armor wielders).

House Redoran: Sarethi and Sarano

Sarethi

Quick Note: Sarethi’s Quests lead right into Sarano’s at the temple. I’m straightening out the order to keep the questgivers seperate, but I’m not quite sure where to put one picture as I’m not sure who’s quest it belongs to.

Quest 1: The Great Escape
Reward: Rank
Note:You may have done this for the main quest, regardless, hit advancement a few times, I’m sure you’ll rank up a bit after all those Virith quests

Sarethi wants you to head to Venim Manor and rescue his son. Venim’s Manor is in the South Easternmost corner of the Manor District. Head in, take your first right, and he’s kidden behind a locked door behind a carpet. Try not to kill anyone. Or, taunt everyone (to death) before you start the mission, that way no one’s there to report your crimes.

Quest 2: The Ash Dreams
Reward: Rank
Note:I completed the Ashalwami quest for Virith after completing this, just a heads up (once again, it’s worth it)

Varvur Arethi’s Room is in the back of the Manor, I believe in the Guard Rooms. If you leave and return, he’ll show up there fully dressed. Talk to him, then search his room and pick up the Ash Statue.

This is where quest order gets kinda messy. As I continued a little too far. Drop off the Ash Statue with Sarano at the Temple. He want’s to speak with Varvur. Pass along that message and return to Sarethi.

Quest 3: Ondres Nerano
Similar to the previous slander type mission, you are to head to Balmora and pick a fight with Nerano. This time, you don’t have to taunt him. He’ll accept a duel. Beat the crap out of him and return to Sarethi.

Quest 4: Shurinbaal

Shurinbaal is located within stone’s throw of Gnaar Mok. Head there and take out the cave full of bad guys.

Quest 5:Arethan Mandas
Note: You can just go to Milk and kill him. Or you can save his daughter. People seem to like the latter.
Dude’s gone crazy, but don’t jump the gun quite yet. Instead, silt strider to anywhere that also has a boat and then boat to Sadrith Mora. Head Southwest to the Onyx Hall of Tel Fyr and unlock a door (I think Lock Lvl 60) to find the daughter of the Mad Milkman. Walk her out and she’ll give you a locket.

You can now head to Milk, east of Ald-Ruhn and talk to the old guy (the guards will attack you on the way, but they’re of little consequence), he’ll be grateful of all you’ve done. Return to Sarethi to complete the quest.

Sarano

Quest 1: Guvron and Assutlanipal
Reward: 6 Potions. One of them is Cure Common Disease. Keep it
You may have done this earlier when I marked the Characters in the Sarethi quest. Sarano wants you to track down the people distributing ash statues. Head to the Rat in the Pot and talk to Galtis Guvron (see Sarethi Picture) about Ash Statues and he’ll attack you. Then, on your way back to the temple stop at the last house on your left (if you’re looking out from the temple, the first house on your right). This is Hanurai Assutlanipal. She’s the origin of it all. Kill her too.

Job well done.

Quest 2: Fedris Tharen
Reward: More Potions
Heading to the Koal Cave from Gnisis will set you right on top of this guy. Either use the Cure Disease potion you got in the last quest, or a spell. There’s some potions for sale in Gnisis if you have neither.

Quest 3:Beden Giladren
An easy one, head SouthEast out of Maar Gan and find your way to Minu Nipal. A small yurt in the middle of nowhere. Speak to Giladren, who will say he told the ashlanders he was a famous noble. Then speak to the Ashlander in charge, who will change his asking price to 5 gold. If you can’t afford 5 gold (money doesn’t grow on trees) kill the ashlanders.

Quest 4: Banner Shields
Reward: A Banner shield
Note: Don’t pull a me, you need all 4 banner shields, not just one. Yup, I did that.

Strongholds can be tough for the low level player, but the shields you are looking for are all on the first floor. There’s a ton of enemies, especially if you decide to explore the place yourself.

Grab all four shields and make your way back. It’s time to start the stronghold.

House Redoran: The Stronghold

Galsa Gindu

This is the lady that’s going to get all this started. She’s located in the Hall behind your first quest giver (Neminda).

Part 1

5000 gold. Ouch. Especially from a quest line that doesn’t provide you with money. Do the Ashalwamia quest and sell something to the Creeper in Ghorak Manor, Caldera if you’re hurting for cash. He’s got 5000 max.

Then head to Ebonheart, Grand Council Chambers, where Duke Vedam Dren and his posse are chilling out. Accept the responsibility of the land, and he’ll give you your deed. Return the deed to Gindu and she’ll start working. Then after 5 days, she’ll direct you to the ForeOrc of your stronghold. Head to Bal Isra and talk to him to get things moving along.

Part 2

She now needs guards, and sends you to the Guild of Fighters in Southern Ald-Ruhn. Talk to Percius Mercius at the bottom of the stairs on the left.

Mercius says he’s got you, you’re golden, all set. Just one favor. Go free his friend in Vivec. Head to Vivec, Hlaalu Canton, Hlaalu Waistworks, and enter the Treasury. Then find the prison cell.

I taunted the guard to death, stole the key, then just gave it to her to escape. Because, I didn’t want to be able to take a better picture of her face. Don’t judge me.

Return to Percius and he’ll say you’re all set. Then head back to Gindu.

Part 3

Once you are fit for a Redoran Master house (give it a few more ranks), you’ll be sent again to your stronghold to speak to Hetman. Hetman wants some wives. Easy enough, head to Suran- Desele’s House of Earthly Delights and talk to Desele herself. She’ll consider the offer if she likes you(it means yes). Return to Hetman, then to Gindu. Easy.

House Redoran: The Counselors

For ease of Navigation, I will again post the Counselors Image.

You need to get the support of the Council in order to advance. So let’s do that.

Arobar

Quest: Another Daughter Kidnapped
Reward: Redoran Master Helm
Note: Catch a trend?

Talk to Arobar, he won’t agree to support you. Now head to Sadrith Mora, Tel Naga. His daughters guarded by some guys as you walk in (on the right). Try to take them out (with taunt) before you start, because there is a chance she will die if you just take her away. Take her to the docks and Arobar will agree to support you and also give you a Redoran Master Helm.

Llethri

Quest 1-2:Fixing the Mines
Reward: Ebony boots
Note:Do both quests at once to save you a trip

This is going to be a two-fer. You need to head to the Governor’s Hall in Caldera. Upstairs, in a room next to Odral Helvi himself is a chest. Containing his secret ledger (and personal copies of the History of the Emperor).

Now head to the Mining Area to the Southwest (west out of the city, then south along the path). At the top of the guard tower you will find the Slave Key. Free Dahleena, the head slave, and you’ll save yourself a trip back to this same spot.

Turn both quests in succesion to Llethri and you’ll have him on your side.

Morvayn

Quest: Another Ash Statue
Head to Morvayn manor right outside of the Skar and clear her house of Corprus monsters. On the second floor in the back you’ll find the Ash Statue on top of some boxes. Take that to Sarano at the temple and he’ll destroy it. Then return to Morvayn.

Ramoran

Two easy quests…
Quest 1: Collect Taxes
Head to Gnisis and ask for the taxes from Hetman Abelwamia. Then return it to him

Quest 2: Shot Down
Then head to the southern part of the St. Olms Canton and find Nalvile Saren, who will absolutely refuse Ramoran’s request. Return to him.

Bolyn Venim

Quest: KILL HIM
Reward: A Daedric Dai-Katana and a set of Ebony Armor
Note: If you did this in the MQ, you are automatically promoted

Head to Sarethi after you get everyones support. He needs you to challenge Venim to a duel to take his spot. Head to Venim in his manor and he’ll agree to meet you in Vivec.

Head to Vivec, Arena Canton and either enter the Pit from the outside (where you can snipe him without him being able to touch you) or enter from the Waistworks (for melee players). Take him out (but be careful, he’s a strong one) and you’ll be Archmaster. I believe it takes effect immediately, but you may have to return to Sarethi for the honors. Check your menu. Congrats. Now go finish your stronghold if you haven’t.

Fighter’s Guild: Overview, Eydis, and Gro-Aglakh

Before We Begin:
In order to achieve the highest rank you need one of the following skills at 90, two others at 35

  • Axe
  • Block
  • Blunt Weapon
  • Armorer
  • Long Blade
  • Heavy Armor

WARNING: Thieve’s Guild Troubles
If you complete the quest Sottilde’s Code Book, you will forever be barred from joining the Thieve’s Guild. If you are a member already, Sottilde will not let you get the book, barring you from completing the quest. You can move on to the next quest giver and beat the guild like that. Or you can get to a certain point in the Thieve’s Guild (Bitter Cup Mission for Gentleman Jim Stacey) and then the quest giver will skip the quest entirely. Of course, you can get around the bar with console commands. I will put the console command in the guide for the Thieve’s Guild so that if you have the problem joining the Thieve’s Guild (like I did, having forgotten the Sottilde problem) you can reset their feeling towards you and join.

Joining the Fighters’s Guild:

The Fighter’s Guild is based out of Balmora, Ald-Ruhn, Vivec, and Sadrith Mora, but we’re going to start you off in Balmora. Head to Eydis Fire Eye on the Top Floor in Balmora to join and get your first quest.

Eydis Fire Eye

Quest 1: Rats
Rewards: 100 Gold, Rank
Eydis sends you across the river to the house of Drarayne Thelas. She’s got a rat in her house and some in the attic (which she provides a key to). You can reach the upper level by going up the stairs around her house. Return to her after you kill the rats for your reward. Then go back to Eydis for the next quest.

Quest 2: Shulk Egg Mine
Rewards: 100 Gold, Rank, 4 Potions

If you exit Balmora to the South and follow the river on the West side you will eventually arrive at the Shulk Egg Mine. Your two culprits are down at the bottom level (I think in the queens chamberS). Daynila Valas and Sevilo Othan will attack you as soon as they see you, so be aware.

Quest 3: Ashanammu and the Four Telvanni Agents
Rewards: 400 Gold
Notes: This one might be tough if you’re just starting out, try to wait until you have some combat experience.

Eydis sends you to the Caldera Mining Area just Southwest of Caldera to find four Telvanni agents in and around Ashanammu. You’ll find Aveleg just outside of Ashanammu, and the three other agents will attack you as soon as you enter the cave.

Quest 4: Sottilde’s Code Book
Rewards: 50 Gold, Rank
Notes: See warning in overview. Essentially, this can prevent you from joining the Thieve’s Guild if you don’t want to use the console.
Head over to meet Sottilde in the South Wall Cornerclub.

If you sweettalk her, she’ll pass over the book. As long as you’re not in the Thieve’s Guild already that is.

An easy workaround I just looked up may be to get the book from Sottilde and then before turning in the quest join the Thieve’s Guild. That way you don’t have the negative disposition yet. Otherwise the console command will be put in the overview of the Thieve’s Guild guide to get in.

Quest 5: Desele’s Debt
Rewards: 100 Gold
Notes: You can pay off the debt immediately, moving on to the next quest.
Eydis wants you to go collect from Desele. Owner of Desele’s House of Earthly Delights in Suran. If you head to see our good friend and later quest giver Percius Mercius, he says it’s a bunch of bull and thinks you should pay it yourself.

Head to Suran and get the debt out of Desele or fork over some cash, it’s up to you. I went the easy route and just payed.

Quest 6: Dura Gra-bol
Rewards: 250 Gold

An easy quest, Dura Gra Bol is right across the river in one of the upper floors of her house. Go over there, taunt her to death (or just kill her, there’s no witnesses) and you’ll score yourself an easy win.

Quest 7: Orcs
Reward: 500 Gold
Note: You must rank up once more to get the next quests.

Alof’s Farm is a straight shot East of Pelagid. Right next to Dren’s Plantation. Your goal? Ashunartes to the Northeast. This is just a small bit West of Marandus. Get in there and kill some orcs. Make sure to kill the last orc on the second level (there’s two entrances).

Quest 8: Kill Verethi Gang
Reward: 1000 Gold

Head over to Pelagiad, just south of the town is Mannammu. That’s the place. Kill them and head back for your nice gold reward.

Quest 9: Kill Hunger
Reward: 100 Gold, Rank
Notes: Make sure you check the Hunger for a special Ebony Helm (worth a lot)
A hunger is in the Sarano Ancestral Tomb. So grab your enchanted or silver+ weapon and head on over to the Tomb.

Kill the hunger and take the helm off it’s body.

Now What?
There’s a reason I came back to Eydis. Eventually you’ll make a choice for good or evil. You can either kill innocent people, or stop yourself from having to backtrack a bit and get a leg up on a future quest.

If you side with Evil, your last quest giver will be Sjoring Hard Heart, the leader of the Fighter’s Guild. If you side with good, kill Eydis Fire Eye. Taunt her and kill her. It’ll save you time later (and you’ll be doing it again soon).

Lorbumol Gro-Aghlakh

Lorbumol can be found in the basement of the Fighters Guild HQ in Vivec.

Quest 1: Juicedaw Ring
Rewards: 100 Gold, Rank
Find Lorbumol in the Foreign Quarter Plaza, Fighter’s Guild basement and he’ll send you over to the Hlaalu plaza. Where a little bit of smooth talking will score you the ring you need.

Quest 2: Tongue-Toad
Rewards: 500 Gold
Notes: Tongue-Toad can raise your athletics to 51 through training. Just saying, that speed helps.
He’ll then send you to the Rat in the Pot to find an Argonian named Tongue Toad.

Tongue-Toad is a pretty cool dude. He’s a slickly dressed Argonian with the ability to train, and he doesn’t want to die. Let him go and you’ll still get the bounty.

Quest 3: Dro’Sakhar
Rewards: 500
There’s no way around this one though. Go to St. Olms Canton and on the South side on the Canal level you’ll find the South-Two apartment. Enter it and kill Dro’Sakhar.

Quest 4: Lirielle Stoine
Rewards: 1000
Notes: You can pay this yourself
Once again, you find yourself chasing down a debt. Head back to the Rat in the Pot and find Lirielle stone behind the counter on the top level. You can pay it yourself if you have 2000 gold (you’ll get 1000 back) and you should have that much considering the rewards we’ve been getting. If not, you’ll have to track down her brother in a far off cave. Mallapi.

I would pay it yourself. Save yourself the time.

Now What?
There’s a couple more quests you can get,but it’s a question of good or evil again. They both require you to kill innocents. Up to you.

Just like Eydis, it’s time for Lorbumol to die. Sorry not sorry. Taunt him to death (and take all his wonderful armorer supplies).

Fighter’s Guild: Hrundi and Mercius

Hrundi

Hrundi is located in the Fighter’s Guild of Wolverine Hall. Take a boat to Sadrith Mora and Wolverine Hall is on the Southern Part of that town (it’s the only Imperial Looking area). You can reach the fighter’s guild by going into the inner annex from the Imperial Shrine. A picture of his face is located in quest 2.

Quest 1: Corprus Stalker
Rewards: None
Notes: I had already killed the stalker in a sidequest before starting the Fighter’s Guild, this quest may come later. It was kind of random.
This quest requires you to go to Tel Mora, where Berwen (Trader) has a corprus stalker stuck in his attic. Take a boat from Sadrith Mora and knock out the Stalker. You’ll be golden.

Quest 2: Nchurdamz
Rewards: 500 Gold, Rank
Notes: Don’t be afraid to let the warrior do her own work

This quest involves you heading to Nchurdamz where you’ll meet up with another member of the fighter’s guild. She’s a solid warrior and will help you clear out the area. But let her finish off the final Daedroth (Hrelvesuu) in the crystal room. She does fine (I seriously just went and looted the room while she did the work).

Quest 3: Dissapla Mine
Rewards: 4 Pieces of Glass, 250 Gold
Notes:There are 4 Nix Hounds you can kill in the mine
Alright, you’re headed to the Dissapla mines, just south of the Zainab (I think, one of them) ashlanders camp. You are to head deeper into the cave and recover the healer there. Kill the 4 nix hounds along the way and drag the guy back.

Quest 4: Rel Tenim
Rewards: 200 Gold
Note: Rel is in the mine proper in a location you have to levitate to, be careful if you go into the adjacent ancestral tomb. A very high level Vampire lives there (Marara), but she has one of the best rings in the game if you can get it off her.


Take a boat to Dagon Fel. Then head south. Shallit is a very obscure location in one of the northernmost parts of the map. Head inside and find Rels Tenim to collect your gold.

Quest 5: BEER! Part One
You’re making a beer delivery. Take the beer given to you to a cave named Dunirai Caverns just SouthEast of Ghostgate.

Quest 6: Stupid People (Telasero)
Rewards: 500 Gold
Notes: Loot get

Telasero is a dunmer stronghold East of Suran. Very big, full of good stuff. Your escort was really dumb and went down herself. Clear the dungeon out (be wary of Dagoths) and you’ll be clear to travel together outside. There’s a lot of enemies there, and a lot of good stuff. Make sure you loot everything you can. Good money.

Quest 7: Engaer
Rewards: 1000 Gold
Notes: He’s behind a locked door on the top most level of Tel Naga.
A local mission. You’re to head to Tel Naga, Upper Tower. Where behind a lock door down the hall from the Telvanni master you’ll find him. If you taunt the guy nearby (not the Telvanni master, he’s high level and will tear most apart) you can pick the lock unseen. Then taunt Engaer to prevent backup from coming.

Quest 8: Golden Eggs (And an Awesome Reward)
Rewards: 10,000 Gold
Notes: Place a mark spell at Hrundi. The eggs way a lot, unless you have high strength you’ll probably be over-encumbered.
You’re off to Pudai Egg Mine in the North of Vvardenfell.

Head West from Dagon Fel and you’ll stumble upon this lost beauty. Grab the seven eggs, recall or intervention or walk back. Your bounty is 10k. Enjoy.

Percius Mercius

Quest 1: Vas
Rewards: 500 Gold
Notes: Make sure to take the lead, the Armiger isn’t the strongest
Once again to the North! You are to clear Vas with a buoyant armiger. Just like always, head to Dagon Fel. Alternatively, if you’re up for a swim, Khuul will work too. Clear out the place and grab the necromancer at the end. Make sure to set a mark spell at Vas for your next quest and use intervention to get back. It’ll make your next quest go by a lot quicker.

Quest 2: Beneran
Rewards: 500 Gold
Notes: This place is full of Daedra, be careful
Just like the last one except solo. You’ll find plenty to kill in Sargon, which is west of Vas.

Kill Nerer Beneran and get back to Mercius for another bandit killing mission!

Quest 3: S(at)uran
Rewards: 1000 Gold

Head straight to Saturan using the map, it’s near Suran to the East. Kill the bandits inside (did I even have to write that) then head to Servo Oran’s manor in Suran. Who will reward you. Return to Mercius.

Quest 4: BEER! Part Two
Rewards: 500 Gold, Brandy
Another Beer run. I’ll just leave the map. Find the richly dressed dude and return to Mercius.

Quest 5-7: Kill People
Rewards: Rank
Note: After you kill Eydis and Lorbumol Mercius will offer you a key to his room. In it are two sets of armor he offers to you, Orcish and Glass. I would take him up on the offer as these are both extremely powerful armors.

I said it before, but this moment has come. You can still choose to go the Hard Heart Route and have a different quest line. But your next three quests are to kill the bad people.

1. Eydis in Balmora 2. Lorbumol in Vivec 3. Sjoring Hard-Heart also in Vivec

Once you kill Sjoring, you’ll be promoted to the bossman of the Fighter’s Guild. Congratulations.

Mage’s Guild: Overview, Ajira, and Athrys

Before We Begin:
In order to achieve the highest rank you need one of the following skills at 90, two others at 35

  • Alchemy
  • Alteration
  • Destruction
  • Enchant
  • Illusion
  • Mysticism

Joining the Mage’s Guild:

The Mage’s Guild is based out of Balmora, Ald-Ruhn, Vivec, and Sadrith Mora, but we’re going to start you off in Balmora for our first two quest givers.

Speak to Ranis Athyrys to be accepted into the Mage’s Guild, she is on the first floor as your enter. Then head to Ajira in the basement for your first group of easy quests.
Note: These are totally skippable, but allow for a very fast rank progression.

Ajira

Quest 1, 3: Mushrooms and Flowers
Rewards: A total of 10 Potions
Notes: You can but the ingredients at alchemist shops or use existing ingredients you have already found

Your first and third quest are going to involve a little bit of running around searching for ingredients. The four sets of shrooms you need can all be found as you walk out of Seyda Neen to the Northwest. Bungler’s Bane and Hypha Facia are disc like objects attached to trees, Violet Coprinus and Russula are blue bulb objects growing out of the ground. I found all four ingredients near a singular tree. Grab one of each, then walk East and North around the bend to Pelagiad.

Going down the Main Road in Pelagiad you can find most of the flowers you are looking at. If not, look around the area of the lake for Stoneflower Petals, Heather, Willow Anther, and Gold Kanet. Return to Ajira to turn in the shrooms and get a few potions.

Quest 2: Fake Soul Gem
She’ll give you a soul gem to put in Galbadir’s desk. As you head up to the third floor Galbadir will likely pass you. Put the fake gem in the desk, turn in the quest to Ajira, then turn in the quest for the flowers.

Quest 4: Bowl
Another simple one, she wants a bowl from Rajiir the trader next door. Head over there, and buy the bowl. Easy. Make sure to turn in the quest, as she starts talking about other stuff right away.

Quest 5: Reports
Rewards: 5 Scrolls, 3 Promotions
Galbadir stole Ajira’s Reports. Turn around and make your first right to get to a whole bunch of beds, under the wardrobe is the first report. Then head upstairs to a bunch of baskets and you’ll find the second one.

Quest 6: Staff of Magnus
Rewards: Staff
After you reach the Warlock rank you can get a couple of quests from Ajira leading you to powerful artifacts. The first is the Staff of Magnus. North of Molag Mar is Mount Kand. Just a stone’s throw North of that is the entrance to Assu. Take down the mage in the back (you’ll need to levitate up to her in the final water-filled room.) Claim your prize and return to Ajira.

Quest 7: Warlock Ring
Rewards: Ring
Your final quest for Ajira takes you to Ashirbadon, east of Bal Fell. Bal Fell is a giant Daedric shrine to the east of Vivec and the West of Tel Branora. From Bal Fell hop to the next island to the East and you’ll find Ashirbadon. Make sure you have some form of levitation before going too far, otherwise it’s a one way trip.

Ranis Athrys

Ajira couldn’t advance you, but speaking to Ranis about advancement will score you a few ranks immediately if you did Ajira’s quests.

Quest 1-2: Recruitment and Dues
Rewards: 4 Potions, 1000 Gold (if you persuade), 1 Promotion (at the cost of 200 gold)
Both these guys are next to each other, both of them are sweet talk or kill missions. It’s not that hard to sweet talk them, bribe them a bit of money and you’ll have both of them going your way (you’ll also make money).

Head North from Suran and you’ll make your way to this stretch of road. Both areas are within view of each other.

Quest 3: Only-He-Stands-There
Your next target is the South Wall Cornerclub right near you in Balmora. Persuade him to stop with a slight raise in disposition, or have him become your trainer. Or kill him (you can taunt him till he attacks you).

Quest 4: Escort
I’m not the biggest fan of escort missions, and neither is Athrys. which is why she says it’s ok to kill him as soon as you’re out of the city. You’ll get a little bit more if he makes it alive, but it’s your call. Otherwise, head to the Eight Plates to pick him up. Then take him to the Halfway House in Pelagiad. Get his notes. Come back.

Quest 5: Necromancer
Rewards: Scrolls, Promotion
You’re sent to Maar Gan to get rid of a Necromancer. Take a Silt Strider there and find Taspi Ashibael right down the road from the temple.

If you talk to her, you’ll find out she’s not really a necromancer, and she vows to leave the island for good. Or just kill her. Athrys won’t know the difference.

Quest 6: Spy
Rewards: 2 Scrolls, Weapon (I recieved a Daedric Soul Drinker, might be level based)
Now she wants to root out the Telvanni spy. So you’re on the way to Vivec. Head to the Foreign Quarter Plaza on top of the Foreign Quarter Canton and into the Mage’s Guild. The guy you are looking for is Trebonius Artorius.

He’s not quite the spy, but he talks about his confidant and assistant (who’s standing right next to him). He says the guy has recommendations from Orcato, an Empire Official. Take a look at his Resume and you’ll see such things as Orcato is spelled wrong. Yup, bagged em and tagged em.

Helpful Tip: Head to the Foreign Quarters Lower Waistworks and into Jobasha’s Rare Books. You’re going to need the book Chronicles of Nchuleft really really soon.

Head back to Athrys with the paperwork and you’ll get your reward.

Mage’s Guild: Elbert and Artorius

Edwinna Elbert

We’re off to Ald-Ruhn for our next quest giver, and we’re surpisingly almost done. Unfortunately with the Mage’s Guild, if you go too far you lose the chance to get one of the most amazing amulets in the game. So Edwinna will be our last major quest giver. You’re not really missing much, and you can do the quests for Skink after you’re the Archmagister.

Quest 1: That Book
Rewards: Promotion
In the last quest of Athrys I told you to head to Jobasha’s Rare books in the Lower Waistworks of the Foreign Quarter of Vivec and grab the Chronicles of Nchuleft cause you’d need it real soon.

Now’s the time. Bring her a copy and get your promotion.

Quest 2: Skink
Rewards: Potion
We were just talking about this guy, you are to head to Wolverine Hall to the South of Sadrith Mora. The Inner Hall of the Hall holds the Mage’s Guild, you can get to the hallway and stairs from the Imperial Shrine entrance. Speak to Skink to get the required potion and return it to Elbert.

Quest 3: Steal the Book
Rewards: Lock Pick Scrolls

Your third and fifth quest are virtually the same. Head to the back of the Mage’s Guild in Vivec and look for a tall lanky high elf in the corner. Head into the door right behind her and shut it behind you (or else she’ll call the guards and you could lose your spot in the Mage’s Guild.) Unlock the chest and take the book back to Elbert.

Quest 4: Scamp Attack
Rewards: Scrolls
Back to Maar Gan. Head to the Outskirts to this house.

A scamp will attack you as you walk in. Get the key of the body and unlock the door in the basement. Talking to the dude stuck there. Return to Elbert.

Quest 5: Return the Book
Rewards: Amulets of Alimsivi and Divine Intervention, Rank (if you have Wizards Staff)
Note: You can pay the 5000 for the Wizard’s Staff at some of your vendors in the Mage’s Guild, or you can get it in the game itself. I’m sure there’s more than a few, but the one I’d been using for it’s brilliant levitation ability is in the Urshilaku Burial Caverns, which I cover in my Main Quest guide.

Remember where we stole the book in Quest 3? Return it. Easy as that. I recommend solving your Wizards Staff problem and getting promoted immediately. If you need to sell some high level loot, head to Caldera, Ghorak Manor. The Creeper upstairs has 5000 gold.

Quest 6: Dwemer Tube
Note: Any Dwemer tube is fine
Elbert sends you off to Arkgnthahsdhgasdighaihga to go find a Dwemer tube. Trust me, that’s a real place. No it’s not.

Heading West from Khuul/Ald Velothi is advised, if you go from Gnisis you’ll end up running into mountains. Which really isn’t a big deal. You are a mage, you should levitate. Grab the tube inside and return to Elbert.

Quest 7: Nchuleftingth
Note: Pick up the book Hanging Gardens near your quest objective to prevent backtracking

North of Molag Mar is Nchuleftingth, a large Dwemer structure. Speak with Senilias Cadiusus inside in regards to their missing worker to get this started.

Head into the “Test of Pattern” to find a room with a bunch of steam machines. Spin the farthest Dwarven Crank to unlock a hidden door behind you. Find the body of the guide, pick up the scroll ‘Senilias’ Report of his body, and grab the book Hanging Gardens next to him, this will save you a lot of time in the future. Turn it in to the researchers and then make your way back to Elbert.

Quest 8: Mzuleft
Rewards: Promotion
Note: Pick up the book Egg of Time near your quest objective to prevent backtracking

Just South of Dagon Fel to the very North is Mzuleft. This time, you’ll find Orcs everywhere (and a lot of Orc Armor if you’re still trying to save money for that staff).

Pick up the plans and the book and you’re golden.

Quest 9: Bethamez
Note: Pick up the book Divine Metaphysics near your quest objective to prevent backtracking
Head to Gnisis. Outside the mine entrance you’ll find an Dunmer Imperial Guard. Talk to him nice about the mines and he’ll give you a key to enter. You’re going all the way to the lower levels of the mines to the door to Bethamez. It’s a small area, with not a lot. Everything you want will be on the first desk you see with the Airship Plans and the book.

Head back to Elbert. If you’ve done all the quests I’ve noted so far and have been promoted as high as you can get, she’ll say she believes that you should be the Archmagister and believes that Artorius should listen to reason. It’s key to get this message. Head to Artorius.

Artorius

If you talk about Advancement you will miss out on a really neat last quest (actually there’s one more from him, but it involves straight murder and I’m not going to cover it). So talk to Artorius about duties and take this easy and interesting quest.

Quest: Dwarves
Rewards: Lore Knowledge
You’ve collected 3 books in the last three quests. All expensive, interesting, unique books. Now Artorius needs to know where the Dwarves went. A big issue in the Morrowind world. So let’s head to one of the only people who can translate Dwarven.

Head to Tel Fyr, if you have MGE you can see his tower to the SW from Wolverine Hall. Enter and head to the basement. You will find Corprus beasts in the Corprusarium, go figure. Do not kill them. You’re heading to the Bowels to find Yagrum.

Speak to him about all three books and he’ll give you some really interesting insight onto the disappearance. Return to Artorius to finish out this last quest.

Now is the time to talk to him about advancement. Why? If you do Skink’s quests, eventually you’ll get a letter from the Emperor. This is bad because of the excellent equipment Artorius has. He needs to be dead, yes.

Bring up the subject and he’ll challenge you to a duel in the Arena Canton, Arena Pit, of Vivec. You can enter from the typical top level “plaza” entrance to have a perch against Artorius to lob arrows or spells. He’s a tough so expect a good fight if you jump down there after him.

But it’s all worth it, for this

Congratulations Arch-Mage. Enjoy your health restoring awesomeness.

Imperial Cult: Overview, Tunifus, and Truptor

Before We Begin:
In order to achieve the highest rank you need one of the following skills at 90, two others at 35

  • Conjuration
  • Blunt Weapon
  • Mysticism
  • Restoration
  • Security (why???)
  • Speechcraft

Joining the Imperial Cult:

To join the Imperial Cult you’re going to want to head to Ebonheart. At the back of the Grand Council Chambers (giant castle), you’ll find the Imperial Chapel. This is awesome, unlike every other quest line in Morrowind, every quest giver is in this Chapel. So, we got it easy. Drop yourself a Mark spell and talk to Frik (well, I talked to Frik, I’m sure there’s other guys you can talk to). Join the Cult and head to the basement for our first two quest givers.

Note: Almost all of the first two quest givers can be fast-forwarded by planning ahead with materials and having some extra money, otherwise he’ll give you places to check out (which I’ll cover). So if you want to look ahead to minimize travelling back and forth and go shopping for some alchemical ingredients, check out my short section on Tunifus.

For the second quest giver you will need as low as 1800 gold (minimum reward) and as high as 2100 gold (maximum reward).

Tunifus

Quest (all of his quests): You can get all of his desired ingredients in one area
Rewards: Potions, Alchemical Equipment, Items, and a few Ranks
Notes: You can but the ingredients at alchemist shops or use existing ingredients you have already found.
Quest 2 requires a little trip to Gnisis, but before that, we can go collect all of the ingredients he’s going to need (in one fell swoop).

For the first quest giver you will need: 5 mashmerrow, 5 muck, 5 willow anther, 5 scrib jelly, 5 corkbulb, 5 rat meat, 1 netch leather.


The mashmerrow can be found here, at Salvu’s farm. In the general Pelagiad area you will find Willow flowers (providing willow anther), you will also find a ton of Bull Netch to the North and East of Salvu’s farm. They’re seriously all over the place. If you’re a low level, avoid the blue netches, they’re a lot tougher. Keep an eye out for scribs, Tunifus will send you somewhere later (the Shulk Eggmine), but I found 6 or 7 scrib there and only pulled 2 scrib jelly (WASTE OF TIME). Which is also why I marked Sadrith Mora, it’s a cheap boat ride and has all the goodies split among the Alchemist and Healer shops (if you’re higher level and prefer to buy everything, this is the town to be).

What will follow are images with short explanations. Collection is easier for those of you not using MGSO, as the upgraded looks of Morrowind comes with a price. It’s harder to find the old plants. Just keep a look out for unusual flowers and such.

You can buy most of the goods around the world, Sadrith Mora is a good place for that. Marked are some of the locations.

The second quest will make your drop off some potions to a Chaplain in Gnisis. He’s easy to find. So get to him and turn in the rest of the quests.

Truptor

Quest 1-2: Ebonheart Alms
Rewards: Rank and Items
Notes: You can turn in the money without leaving. Easy.

Truptor is right next to Trunifus. His first two quests are simple. If you don’t have the money though, you can head right over to the Missions (they’re closeby). Sweettalk the leaders of each (Heidmir in Skyrim, Im-Kalaya in Argonian) and they’ll pass you the goald.

Quest 3: Buckmoth
Rewards: 2 Scrolls, Book, Rank
Notes: You can turn in the money without leaving. Easy.
This one, of all of them, I suggest paying off yourself. This is a pain. You can go to Ald-Ruhn, and be directed to the people, and then spend an hour talking to all the locals to get maybe a few gold here and there. Or you can just pay it off. Buckmoth is just South of Ald-Ruhn, but Ald-Ruhn is the place you’r elooking for. Try the non-Dunmer if you want to get gold, the dunmer just don’t like the Imperials.

Quest 4: Clothes
Rewards: Book
Notes: Try to get this as politely as possible, or buy it. It’s hard to find in the wild.
Now we need some shirts for a party or something. Head to Falanaamo: Clothier in Caldera. You can reach him by walking from Balmora or taking a Mage’s Guild teleport right to Caldera.


Sweet talk him and he’ll just give you the shirt. Don’t and it’s a whole 10 gold to buy it. Don’t return to Truptor quite yet!

Quest 5: BOOZE
Rewards: Gloves

Stop by the Council Club in Balmora, head downstairs. To the right of the bar is a room, and inside of that room are 5 bottles of Cydrillic Brandy. Grab those. Now turn in the clothes and brandy to complete quest 4 and 5.

Quest 6: A Waste of Time
Rewards: 6 Scrolls, Rank
This is one of the most convoluted and long quests if you don’t have 500 gold or know what you’re doing. My proposal, pay the 500 yourself or skip the quest.

Otherwise, head to the Governor’s Hall in Caldera, find an Orc named Olumba gro-Boglar. Then head to the Caldera Ebony mines and talk to the slaves about Pelelius’ thieving practices. Then he’ll give you some ebony. Which you have to sell for the 500 gold. You may not even make enough gold back depending on your mercantile skill. So, what was the point of that?

Quest 7: Ponius
Rewards: An Amulet and some cash
This one on the other hand, makes up for some money from the last few quests. He sends you to Canctunian Ponius (see the map from Quest 1/2). Ponius sends you to find his missing money so he can donate. Head to Sadrith Mora and find Volymi Dral’s house.

You’ll find your target (Mossanon) upstairs. He’ll give you the money in exchance for secrecy. Return to our friend Ponius and you’ll be given an interesting decision. He doesn’t know how much money you’ve recovered. So take as you please (but leave enough for the donation). You can end up with over 1000 gold extra from this. Not bad!

Now head upstairs for the last two questgivers.

Imperial Cult: Kaye and Varian

Kaye

Quest 1: The Limeware
Rewards: 200g, 3 scrolls
Notes: Skip the dude, he’s worthless

Kaye will send you to Gnaar Mok, where the guy who stole the bowl says he doesn’t have it (he does). Unlock the door to his house and get the limeware bowl inside.

Quest 2: Haunted House
Rewards: Scrolls
Notes: Make sure to bring along an enchanted or Silver+ weapon.

Nedhelas is outside of his house in Caldera. The quickest way to Caldera is to take a Mage’s guild teleport there, otherwise head to Balmora and just hoof it north. He’ll give you the key to his house and you’ll need to go down the trapdoor inside.

Kill the baddies and the ghosts and what not and you’ll be all set. Recall back to Kaye and celebrate with scrolls.

Quest 3: Kill Thelsa Dral
Rewards: Ring, Rank (now max rank)

You need to head to Asha Ahhe Egg Mine for this one, that’s just South of Khuul. So boat on over and start taking down names.

Quest 4: Mount Kand
Rewards: Staff, Shirt

This one’s an easy one. No fighting necessary (save for cliff racers). Head to Mount Kand, nearby you’ll find a Corpse with a Staff of Shaming. Return it and move on.

Quest 5: Kill Smugglers
Rewards: 3 Scrolls
Head to Hla Oad, a priest will tell you he’s seen a vision of a ghost who bla bla bla. Go kill the people who killed her. Two wrongs do make a right.

The place is called Yasamsi and it’s just to the South. Kill the smugglers inside and find Amulet of Julie Aumine. Return it to Okur and you’re good to go.

Varian

These high level quests take you all over the world in search of rare goodies. Most definitely an amazing set of quests.

Quest 1: Awesome Ring (that is the legit name, I promise)
Rewards: Awesome Ring, some other stuff
Notes: Have Divine Intervention Scrolls handy for these quests, don’t use them.
West of Tel Aruhn is the Ring of the Wind. It’s located in Nammu, a pretty sweet cave complex thing. Inside you’ll find a lot of loot, to include the Ring of the Wind. If you find Divine Intervention scrolls (if you don’t already have them) hand one to Hawker, the prisoner in the back. He’s a god. Yup. He’ll give you some stuff and disappear. It’ll raise your Reputation a point or two.

Quest 2: Awesome Boots (that is the legit name, I promise)
Rewards: Awesome Boots
Notes: Have Divine Intervention Scrolls handy for these quests, don’t use them.

Berandas, one of the two Dunmer strongholds you’ll be visiting today. It’s just a short job from Gnisis and like the last location, full of good loot. To include the Boots of the Apostle. Nice nice nice boots with a very good Levitation enchantment on them (keeping you from having to switch amulets or equiping weapons or something). They’re amazing. Levitate to the top of the room with the Boots and you’ll find another god. Divine Intervention! Yeah, give her one, more Reputation points.

Quest 3: Pretty Cool Sword
Rewards:See Above

You’re off to Rotheran, which is South of Dagon Fel. The boat is your best bet (being in Ebonheart is awesome isn’t it?). Once you get in, start killing off the bad guys, one of them will have the Ice Blade and a couple special amulets. Those are for the girl you are supposed to rescue (who is down in the slave pits). Find yourself a slave key off of one of the bodies and let her out of there. Then head back.

Quest 4: Scroll
Rewards: Gauntlets
Ashalmimilkala is a cluster-cuss of abysmal. It’s a confusing area, but luckily you have your new boots to help you navigate. The scroll is in an elevated area on a table near the main bad guy in the room Carelcamo (which you can kill now, he comes up in a Morag Tong quest, but whatever).

Quest 5: SKULL CRUSHER
Rewards: See above, and Ring
Do you want an awesome virtually weightless GIANT HAMMER OF DOOM? Of course you do, and luckily this one is close. You once again need to travel by ship, this time to Sadrith Mora. Head east past the first Daedric Shrine and you’ll stumble upon the Omaren Ancestral Tomb.

It’s a little more than just a Tomb, theres a crazy amount of stuff going on down there, but at the bottom is the crusher of skulls you seek. Of course you get to keep it.

You should have reached the Rank of Primate ages ago, but if not, get yourself promoted, and congratulations.

Imperial Legion: Overview, Darius, Imsin

Before We Begin:
In order to achieve the highest rank you need one of the following skills at 90, two others at 35

  • Acrobatics
  • Athletics
  • Long Blade
  • Security
  • Sneak
  • Spear

Joining the Imperial Legion:

To join the Imperial Legion you’re going to want to head to Gnisis, Madoch Tradehouse. You’re looking for General Darius in the basement. He’ll give you some armor, for every quest you turn in and accept you’ll need to be wearing part of the imperial armor. I don’t know if it’s specific, but I’ve always just held on to the cuirass. During the quests you can reequip your own stuff.

Darius

Quest 1: The Widow Mystery
Rewards: Rank, Sword, Shield
Speak with Widow Vadbas to the west of Gnisis. She believes a legionnaire murdered her husband.

Head to the mine on the Northeastern edge of town and talk to the guard outside to get a key. Make your way through the mine, past the lower level (and the guy who threatens you) and into the Underground Stream. There you will spot a ghost.

He should talk to you immediately. Find his axe at the bottom of the pool and go back to the lower level to confront the murderer. He says he will kill you if you don’t leave, so wait. He’ll attack you. Return to Darius for the rewards.

Quest 2: Curing the Blight
Rewards: Rank, 100 Gold
If you don’t have a cure blight spell, head to Hetman Abelwamia at his hut on the West side of town and buy a Cure Blight Scroll. It’s time to go fix the queen. Head back to the lower eggmine and take a left. You’ll see the queen in front of you.

Quest 3: Hostage
Walk North of Gnisis or take a boat to Ald Velothi and travel South to find Madura Seran is being held hostage.

You have a choice, you can bargain with the Ashlanders to get her to release the girl for a large sum of gold. Or, kill the ashlanders.. for free. Escort her to the outpost at Ald Velothi and your quest will be complete.

Quest 4: Another Hostage
Rewards: Rank
Head into Arvs-Drelen at the North edge of town and find Ragash gra-Shuzgub. A hostage. Sounds easy? It may not be. I wouldn’t advise attacking Baladas at the top of the tower, he’s extremely powerful (if you’re low level, his minions might make short work of you) and important to the Telvanni questline. Your options are as follows. Use lockpicks to free your hostage and return to the entrance or use bribery and persuasion to have Baladas hand over the key. Your choice.

Quest 5: Cultists in the Ranks
Rewards: Rank
Speak to any imperial Soldier to be directed to Oritius Maro in the barracks.

Speak to Maro and bribe or pursuade him until his disposition is high enough to ask you to join the cult. Agree and he’ll give you a key to the storage room nearby.

You’ll head through a trapdoor and to to Arius Rulician. After speaking to him, check out the scroll with the murder plot of the empire on it and take it with you. Rulician will attack. Kill him and head back to Maro. Kill him too and then head back to Darius.

That’s it for Darius, and we’ll be heading to Buckmoth Legion Fort next.

Imsin

Head to Ald-Ruhn via Silk Strider or Mage’s Guild Teleport and walk to the South. You’ll spot Buckmoth Legion Fort. You’re next quest giver, Imsin the Dream, is inside.

Quest 1: Smuggling
Note: If you’ve already dealt with Varyon while doing the Hlaalu quests this quest will be a little bit easier as he won’t be there to see you grab anything.

Your first objective is close, secure evidence of smuggling from Drinar Varyon’s home. It’s a short jaunt north in central Ald-Ruhn.

Hidden amidst a billion pots is the Dwemer tube of destiny. Grab it when he isn’t looking and return to Imsin.

Quest 2: Ashurninibi
Note: Have some form of levitation handy. Whether it be a couple scrolls, a spell, or some sort of item. .
Your very own conquest into the world of Daedric shrines. If you just started and you are low level, be wary. Daedric shrines can be full of powerful enemies. You’re sent to Ashurninibi to rescue a member of the legion. Take a boat to Hla Oad and shoot Northwest to the Shrine. It’s close, and trust me, you can’t miss it.

Once in, you’re going to have to deal with a couple tough enemies. One should be holding a key to get into the back room. Find Dalomax and return to Imsin.

Quest 3: Assumanu
Rewards: Rank
Notes: Going on a rampage may make you lose your Telvanni standing.
You’re best bet for this one is to take a boat to Dagon Fel. From Dagon Fel, head West across the various islands until you reach Assumanu.

You don’t have to fight the people in here. You can run all the way to the back of the area and talk to Nelas. Persuade him to hand over the glove and get out of there.

Imperial Legion: Radd and Frald

Hard-Heart

Radd Hard Heart is located in the Moonmoth Legion Fort just to the East of Balmora. You may have passed this location if you walked from Seyda Neen to Balmora, or have completed the first main quest. Otherwise just head East from the Silk Strider in Balmora.
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Quest 1: Scrap Metal
Rewards: 500 Gold
By this point in the questline you should be fairly well levelled, but Hard-Heart isn’t going to stress you out too quick. You just need 5 scrap metal, easily available from Arkngthand, right down the road. This is also the location of one of the first main quests, but you can’t pick up the item for that until the quest is active.

Head up the road and into the Dwemer structure. The place is massive but your goal is simple. Search the steel drums (kegs?) for scraps of metal. The enemies are low level and shouldn’t provide much of a threat. Return to Radd with 5 scraps and you’ll get your reward.

Quest 2: Mabrigash
Northeast of Suran or Southwest of Sadrith Mora lies the Erabenimsun Camp. An Ashlander group that you have to visit in the main quest. It’s in the middle of nowhere. If you head North and West out of the camp you’ll come across some papers on the ground. Keep following the scattered papers West along the lava river and you’ll make your way to the camp.

You can kill the Mabrigash and free the hostage or talk to the Mabrigash leader in the yurt and she’ll send you back to the Erabenimsun for a suitable replacement.

Talk to Assaba-Bentus walking around outside the yurts and say that he’s scared of the mabrigash. He’ll bite and walk to the tent with you. Talk to the woman inside and your man is free to go. Luckily you don’t have to walk him anywhere.

Quest 3-4: Another Rescue and the Breeding Netches
Rewards: Rank
Note: You may have already killed the Netches if you’ve been by Gnaar Mok before. They’re kind of a nuisance.
You’re going to want to do these two quests at once to avoid doubling back. Head to Gnaar Mok to get started.

Your first goal is Abernanit, a stone’s throw Southeast of the town. Inside is Dandsa. You don’t have to fight all the smugglers to get to her (she’s down the right path at the first split), but you might as well. Walk her outside and then walk back to Gnaar Mok.


Just outside of the town you’ll find two Netches doing the dance. Kill them both. You’ll get an update for each one stating “You have killed a breeding Netch.”

Return to Hard-Heart and turn in quest 3. Accept and turn in quest 4.

Quest 5: Necromancer
Rewards: Rank
Note: There’s a lot of good items in Sorkvild’s Tower, to include a daedric weapon, multiple skill books, and the Mask of Clavicus Vile. The Mask is an item of Tamrielic Lore (read: Legendary)

A simple kill quest. Silt Stride and Boat to Dagon Fel all the way in the North (it’s a long walk otherwise). Your target is extremely close, on the outskirts of the town.

There’s plenty of higher level bandits in there that can give you some trouble (or some loot if you best them). Your target is through an upper trapdoor. He’s got a lonely tower with plenty of loot. Kill him, grab his stuff (see note), return to Hard-Heart.

Frald

Your last two quest givers are out there in Ebonheart. Frald the White is in Hawkmoth Legion Garrison on the second floor.

Quest 1: A Contest of Wit and Poetry
Rewards: Skill Book
This may come as a surprise, but the legion is not asking you to kill someone or rescue someone in this quest. Shocking, right?

To complete this quest you need one of two things; an intelligence stat of 50 or higher, a book called the Red Book of Riddles. Either will do. Ebonheart is just a hop from Vivec where many book stores lie, specifically Jobasha’s Rare Books in the Foreign Quarter. Now make it to Balmora and head towards Moonmoth Legion Fort. Follow the signs North to Ghostgate.

The guy you are looking for is in the lower level of the Tower of Dusk. He’s got a nice suit of glass armor, kinda hard to miss. Just answer his three questions with the third response.
-It must be a drake.
-It’s not a book of Poetry.
-It was a great hit.

Return to Frald.

Quest 2: Aharnabi
Note: You’re dropped off close to the shrine of Azura. Check out the Daedric Quests part of the guide for that walkthrough.
Another trip to the far edges of Vvardenfell to kill another person causing issues with the legion. You’re heading to the Southeasterncoast to Aharnabi. It’s just South of the Shrine of Azura (if you’re interested in starting a Daedric quest while you’re at it.) The closest town is Molag Mar, so get hoofing.

Head in there and do your massacre thing. You’re looking for a Nord in the back. Get back to Frald.

Quest 3: Ordinator
Note: Taunt the Ordinator to avoid the extreme penalty for murder. Every ordinator in the place will be on you.
You’re off to the Offices in the Hall of Justice to kill Suryn Athones. It’s not too far. Find the guy, do him in, get back. The next quest will take much longer.

Quest 4: Fleeing Vivec
Rewards: Helm
Note:Wearing Ordinator armor in Vivec will end up in you being attacked by Ordinators. If you keep their armor, use it with caution.
Frald sends you asking about to find a legion member accused of murder. This directs you to the Arena Storage area, right off the Arena Canalworks. As soon as you talk to him (he’s hiding in a small room), you’ll be attacked by two ordinators.

Now you have to lead him all the way back to Ebonheart. Fastest route is by boat. Head out the Northern exit of Vivec and onto the boat to Ebonheart. Take the soldier back to the fort and talk to Frald to finish up his questline.

Imperial Legion: Varus

Varus Vantinius

Varus is located in the Grand Council Chambers of Ebonheart on the second floor, right next to Duke Vedam Dren. There’s only a couple of quests left, and you’ll be in charge.

Quest 1: Lord’s Mail
Note: If you’ve got a strong lockpicking skill, head right to the Comission. It’s a level 95 lock.
This requires sleuthing much like one of the early legion quests. You get a key to the Imperial Comission shrine, but head to the Guard Garrison first. Ask around about Avilius (the apparent thief) and get directions to his bed area. Take the pillow off his bed and grab the key there.

Head to the shrine and look for a hidden door in the back right corner. It’s quite obvious with it’s Lock Level 95 disclaimer. Head in there and you’ll find yourself in a cave. Make a left turn to find the soldier wearing the Lord’s Mail.

Well that won’t do. Kill him and return to Varus. No reward, but trust me, it’s coming.

Quest 2: Chrysamere
Now you’re off to find another legendary piece, the weapon chrysamere. Your goal is Abanabi. This lies halfway between Sadrith Mora and Tel Fyr, so hop in a boat to Sadrith Mora and make your way island hopping.

Hloran can be found inside wielding the blade. She’s a bit off in a corner, take the sword off her lifeless corpse and return it to Varus.

Quest 3: Getting what’s rightfully yours
Rank, Chrysamere, Lord’s Mail
Well, all that’s left is to become the leader of the Imperial Legion. Challenge him to a duel and he’ll tell you to meet him in the Arena Canton of Vivec.

Go there, enter the pit. Fight your duel. Take your legendary gear back from him and you’ve done it.

Thieves Guild: Habasi, Aengoth, Helende

Before We Begin:
In order to achieve the highest rank you need one of the following skills at 90, two others at 35

  • Acrobatics
  • Light Amor
  • Marksman
  • Security
  • Sneak
  • Short Blade

Joining the Thieves Guild:

You can join the Thievess Guild by talking to Sugar Lips Habasi in the South Wall Cornerclub of Balmora.

Warning: If you’ve completed Sottilde’s Code Book for the Fighter’s Guild you may be cut off joining the Thieves. Fix this with a simple console command modpcfacrep 10 “thieves guild”

Sugar Lips Habasi

I’m going to keep all the Balmora related Thieves Quests on one map. See below.

Quest 1: Diamonds
Reward: Rank, Potion

The Khaajit has let you in to the guild, now you must work for her. Her first task is in Balmora and quite an easy one. Get her a diamond, any one will do. Don’t forget to buy lockpicks.

She directs you to the alchemist at the North edge of town. Head there and enter her house through the upper level. It has a level 10 lock. Enter and look for a small chest above the bed with a level 20 lock. Take the diamonds and return to Habasi.

Quest 2: Nerano Manor
Reward: Rank, 500 Gold
This one is quick and easy. You could steal it off Nerano himself, but that requires an extremely high sneak skill. We’re going after the Servant Sovor Trandel in the Balmora Council Club. Bribe or pursuade him to get the key and return to Habasi. The money you used in bribes will be made up for with 500 gold.

Quest 3: Dwarven Artifacts
Reward: 2 lockpicks, 2 Probes, Armorer Hammer
The quickest way to Hla Oad is by following the river South out of Balmora. Head to Fat Leg’s Drop Off and ignore Ra’Zhid. He’ll just give you the run around. The loot is in a level 35 locked chest behind a bunch of barrels. You’re best non-violent approach is to unlock the chest, grab the loot and run for Balmora. You are a thief after all. You can try to sneak it out, or taunt both the people in the room into attacking you.

Return to Habasi to pay off your bounty and turn the quest in.

Quest 4: Brandy
Reward: Rank, 1000 Gold
Note: Ralen Hlaalo’s body is permanent and can act as a storage dump for all your characters goodies. Not a bad place for keeping a Mark spell.

Head to the Hlaalo Manor. There’s an upper entrance that you can jump to from the guard tower next to it, so give that a shot and unlock the door. The dresser on the top floor houses the vintage brandy. Return to Habasi.

Quest 5: A convoluted escape plot
Reward: 1000 Gold
This one’s a doozy. You need to go to Mebastian Ence’s shop in Pelagiad and steal a Dwemer Coherer to blackmail an Orc merchant at the fort in Pelagiad.

Head to Ence’s shop and go to the top floor. The Coherer is in a small level 50 locked chest on the wall. Take this to Shadbak in the fort and talk about New-Shoes. Don’t admit to stealing it, ask how she knew Mebestien had one. This will get her to let New-Shoes go, then head back to Habasi.

Quest 7: Master of Security
Reward: Rank
Notes: Not only does Hecerinde sell high level picks and probes, he also is a ‘master’ of security. He can train you to level 100 security (if you got the money to pay him).

An easy one right in Balmora. Head to Hecerinde’s home and recruit him, then return to Habasi.

Aengoth the Jeweler

The next quest giver is at the Rat in the Pot in Ald-Ruhn. Take a Silt Strider from Balmora, head up the stairs as you come in and down the next set of stairs on your right. He’ll get you started right away with an interesting quest.

All the Ald-Ruhn areas of interest are on the map below

Quest 1: Anareren’s Devil Tanto
Note: Make sure the Mage attacks you first, you may lose your standing with the Mages Guild otherwise.

The Mages guild is right across the way and kill the lone member as you enter. Your goal is downstairs to the right on a shelf of alchemical items. It sits inside a level 65 locked chest.

Quest 2-3: Redoran Master Helm and 50 Shades of Boethiah
Reward: 1000 Gold, Rank, Ring, Amulet
Note: If you’ve done House Redoran you may not have to steal the helm, you can just give Aengoth yours.

Off to Arobar Manor in the Manor district of Ald-Ruhn. Make your way to the bedrooms to find the helm in the open, on top of a dresser, right in front of Arobar. Hope your sneak is high.

Right across the hallway behind a curtain is a level 75 locked chest with a trap on it. That’s the target of your next quest. Grab the book ‘Boethiah’s Pillow Book’ to get the leg up on the next quest. Turn both quests in back at Aengoth for rewards.

Quest 4: Withershins
Reward: 1000 Gold

Take the Silt Strider to Maar Gan and head to the Trader up top. It’s pretty much the only business in Maar Gan.

The book is behind a level 70 lock, once again in the same room as the owner. Either run and pay off your bounty at the Thieves Guild or taunt him into attacking you first or steal it and kill him.

Quest 5-6: Scrap Metal and Darts
Reward: 3000 Gold, Rank

If you want to search for it, just head to any Dwemer structure and look for it on Dwemer machines or steel kegs. Or head to the alchemist in the Manor district.

Then head upstairs to the Llethri Manor. Make it into the Guard Quarters and on one of the bed are 4 Daedric Darts of Judgement. Don’t use them. Bring them back to Aengoth for a huge payoff.

Big Helende

Your next quest giver is in Sadrith Mora in Dirty Muriel’s Cornerclub. Get to Sadrith Mora by boat and head to the club near the Imperial Fort on the Southern edge of town.

Quest 1: Recipe
Reward: 500 Gold
Note: While you’re here, buy or steal 4 raw ebony ores for later.

Head to Anis Seloth’s shop in Northern Sadrith Mora. You’ll find the recipe in the crate upstairs. Now head to Wolverine Hall (right next to Dirty Muriel’s) and find the Mage’s Guild. Inside will be Tusamircil.

Quest 2: Grandmaster Retort
Reward: 200 Gold
Head to the docks and get sailing. Berwen in Tel Mora has one of these… and it costs 1600 gold. You can buy it, or steal it. It’s right in front of Berwen though, and you have been making a ton of cash recently. Your choice.

Quest 3: Hiring a Wizard
Reward: Ring
Remember those 4 raw ebony from quest 1? Give those to Airelle Phiencel in the Mage’s Guild at Wolverine Hall and she’ll join up.

Quest 4: Redoran Cooking Secrets
Reward: Rank, Potion
Back to Ald-Ruhn. Head into the Manor District and further into Llethri Manor. This is the same place you went Aengoth just a few quests ago, check out the map above if you’re having trouble.

Head to the private quarters and steal the book. It’s behind a level 50 locked chest in an unattended room.

Quest 5: Felen’s Staff
Reward: 250 Gold, Ring

Boat to Tel Branora and make your way to the Upper Tower. Almost immediately as you enter Therana’s Chamber you’ll see Felen. His staff is behind him. You can kill him or steal it and run.

Thieve’s Guild: Jim Stacey and Bal Molagmer

Jim Stacey, the head of the Thieves Guild, can be found in the back of Simine Fralinie’s bookshop in the Canalworks of Vivec’s Foreign Quarter. He has two questlines; thief and Bal Molagmer. Finish the thief line and Stacey leaves forever, so we’ll conduct the Bal Molagmer quests first.

Bal Molagmer

While conducting the Bal Molagmer missions, wear the gloves Jim Stacey provides to you. The rewards for Bal Molagmer are little, but does offer you an interesting questline mingling with the odd characters of Morrowind.

Quest 1: Hlervu Locket
Make your way to the Manor District of Ald-Ruhn (what is this the 5th quest stealing from House Redoran?). Inside the guard quarters of the Venim Manor, behind a level 50 locked door on the left as you walk in, is the locket. It sits on top of a chest. Grab it and make your way to Hlervu’s house in Southeastern Ald-Ruhn. Return it in the name of Bal Molagmer and move on.

Quest 2: Yngling Corruption
This one is close. Head to St. Olms Plaza and enter Yngling Manor. Walk downstairs and unlock the door to the basement. Grab Yngling’s ledger on the table and return to Stacey.

Quest 3: Forged Land Deed
Another close one. This time you’re headed to the Library of Vivec on the Temple Canton. Make your way there and head to the back row of bookshelves. You’ll find the deed under a copy of Darkest Darkness there. Be careful, Ordinators are everywhere. Head to Seyda Neen, where your adventure started, and deliver it to the lady. She’s walking around outside, right near the wall of the Census and Excise Office.

Quest 4: Return Enamor
Reward: Rank
Off to Ghostgate. If you haven’t been, it’s the border of the endgame area of the main quest. The quickest way to get there is heading towards Moonmoth Legion Fort from Balmora and up the valley north. Sarethi is in the basement of the Tower of Dusk. Don’t bother him, just put the note and sword in the chest in the back and return.

Quest 5: Brallion’s Ring
Note: If you haven’t already, accept the first Thieves Guild Job regarding Nads Tharen. You’ll be able to finish this on the way.
Note: If you’ve been freeing slaves, talk to Illemni Dren about Twin Lamps to start a small series of quests.

This one will cost you 500 gold. Head to North Sadrith Mora’s Hole in the Wall club and talk to Brallion about the ring. He’ll sell it to you for 500 gold. Return to Vivec. Illemni is a bit tougher to find. She’s located on the bottom outside ring of St. Delyn. Her apartment is Canal South-One. Deliver the ring, pop in to Canal South-Two to complete the first Job and return to Stacey.

Quest 6: Odral’s Books
Your target is the Governor’s Hall in Caldera. On the second floor is a man named Odral Helvi. His bedroom next door has a locked chest with 4 personal copies of history books. Now head to Ald-Ruhn’s Guild of Mages and find Vala Catraso behind a shrine. Give her the books and return to Stacey.

Quest 7: Dwemer Goblet
Back to the Temple Canton of Vivec. Walk into the Hall of Justice and then to the Justice Offices. Berel Sala is right in front of you, as is another ordinator. The Goblet is on the desk. If you have high sneak I commend you. Otherwise a grab and drop might be your best option. Or you could flee with it. The girl you’re looking for is right outside High Fane.

Jim Stacey

Quest 1: Find Nads
Reward: 500 Gold
You can head to Hlaalu Canton, where the Elven Nations Cornerclub is and surmise the rogue thiefs home from talking to them, but if you did the Bal Molagmer quest ‘Brallions Ring’ you were right next door. Head to St. Delyn Canal South-Two on the bottom outer ring of St. Delyn to find your man dead and grab his key. (See map above if you’re having trouble finding it.)

Quest 2: Fighters Guild 1: Percius
Reward: 500 Gold
A simple quest. Head to the Fighter’s Guild in Ald-Ruhn and talk to Mercius in the basement. He’ll join your cause. An enemy of my enemy is my friend, so to speak.

Quest 3: Fighters Guild 2: Eydis
Note: If you killed Eydis during the fighters guild questline, this quest may be skipped.
Start by boating to Dagon Fel far in the North. Your goal is far to the West, Ald Redaynia. Inside you’ll find a high level Skeleton War Wizard. This guy is no joke. Taking him on at level 48 still took a good chunk of health. He’s got a very nice Vampiric Ring on him, worth 32000 gold. The Bitter Cup is also in the room. Don’t drink it yourself. The pros do not outweight the cons. Bring it to Eydis Fire-Eye

Quest 4: Fighters Guild 3: Hrundi
Another easy quest. Head back to Wolverine Hall and find the Fighter’s Guild. Talk to Hrundi and butter him up if you have to. Why waste time tracking down an elf? Get his support and return to Stacey.

Quest 5: Ienith Brothers
Reward: Ring
Not all Stacey’s quests are boring. Head to the Dren Plantation near Pelagiad and enter the Villa. Head downstairs through the two level 60 locked and trapped doors and you’ll see a Dunmer in a black getup. As soon as he attacks you his brother will spawn behind you. These guys are no joke, but the payoff in the room is immense. Around 10000 gold lies scattered through the chests and the cabinets. The glass daggers the brothers are carrying are worth a pretty penny too.

Quest 6: Fighters Guild 4: Hard-Heart
Reward: Skeleton Key, Rank
Note: Jim Stacey is gone after you turn this in, complete his Bal Molagmer quests first if you wish.

The final quest, and it’s surprisingly easy. Head to Vivec’s Guild of Fighters in the Foreign Quarter Canton. Taunt Hard-Heart into attacking you or kill him outright. Loot the room. That’s it. Come back and Stacey will make you the Master Thief and give you the Skeleton Key. It has 50 uses, but it’s 100% guaranteed to unlock any door on the first try. If you’re using decent picks and have a lockpicking skill above 50 this shouldn’t matter, but it’s the thought that counts. Congratulations.

Tribunal Temple: Pilgrimage, Llethan, Tuls

Before We Begin:
In order to achieve the highest rank you need one of the following skills at 90, two others at 35

  • Alchemy
  • Blunt Weapon
  • Conjuration
  • Mysticism
  • Restoration
  • Unarmored

Joining the Temple

You can join the Temple at every major town with a Temple. The most convenient at the beginning of the game is Balmora. Regardless of quest-giver, all of them offer the same first quest. You must make the Seven Pilgrimages.


Before you leave Balmora, we need to collect some items, all of which can be found at Nalcarya of White Haven’s Apothecary right outside the temple; Rising Force Potion, Muck, 2 Potions of Cure Common Disease, 1 Potion of Cure Blight Disease.

Now head to the mages guild and buy any Soul Gem. Doesn’t have to be filled. Save 100 gold, but if you have the extra cash, buy the spells Mark and Recall from the guys in the basement of the temple.

Quest: The Pilgrimages
Reward: 3 Ranks

The First Three Pilgrimages
Take the Silt Strider to Vivec, where 3 of the 7 pilgrimages wait. Your goal is the Temple Canton to the South.

On the Temple Canton itself is the Shrine to Stop the Moon. Donate the Rising Force Potion there.

Head to towards the Palace Canton and near the door donate 100 gold.

Then drop down to the third level of the Sewers. Inside is a room called Puzzle Canal, Center. Head into the waters near the shrine and stay underwater until your health gets to 0. The screen will go dim, but you will not die (your health will be restored and you’ll hear thunder hit). A passage will open up for you near the shrine.

Walk up to the shrine and you’ll see a dremora. Grab a silver longsword from the chest next to Krazzt. Hand it to him through dialogue and hit the last shrine.

Kummu and Ghostgate
Note: Have plenty of healing supplies for Ghostgate. It is the endgame area. You don’t have to go far, but still.

The fourth shrine is equidistant from Balmora and Vivec so get hoofing. You’re on the way to the Fields of Kummu. The Shrine is just West of Alof’s Farmhouse, hand it the muck and you’re golden.

Now head West towards Moonmoth Legion Fort and up the Foyoda (valley) towards Ghostgate. Hit both switches to make it through the fence and run up to the shrine nearby. Give it the soul gem and get ready for the next leg of the trip. Take note of Ghostgate, a future quest giver is located here.

Gnisis and Koal Cave
Note: If you’re low level and have trouble fighting the enemy in Koal Cave, buy some Dreugh Wax in Gnisis.
Head into the temple and up to the Shrine of the Mask (near the mask itself.) Turn in a Common Disease potion and book it South to Koal Cave.

Don’t touch the shrine as soon as you get into Koal. Your first step is to head into the back of the cave and kill the Dreugh Warlord. There’s multiple Dreugh so ensure it’s the Warlord, there should only be 1 in the cave. Turn in the Dreugh Wax and you’ll get a rare Dreugh Cuirass along with the final blessing.

Head to Vivec, High Fane and turn your quests into Endryn Llethan.

Endryn Llethan

Quest 1: Corprus
Reward: Rank, 2 Potions
A quick and easy one. Head to Vivec, Arena Pit to find Tanusea Veloth. Bribe or sweettalk her disposition up and ask her to leave as a favor to you. She’ll leave. Simple. Go back to Endryn, but don’t accept the next quest.

Quest 2: Silence
Reward: 4 Books
WARNING: Do not accept this quest (yet).

If you don’t want to spend half a day travelling by foot from the Far South to the Far North of Vvardenfell then do the following. Take a boat from Vivec to Dagon Fel and travel West to Sanctus Shrine. Place a Mark Spell here. Then and only then head back to Vivec and accept the quest to visit the shrine. Otherwise you have to get to Sanctus without speaking to anyone. No fast travel. No merchants. Nothing. You can talk to people when you’ve hit the shrine.

Quest 3: Shoes
Note: You’ll have to come back at a higher rank to get his last two quests
You’re off to Ald Sotha, a large Daedric Complex, to look for the Shoes of St. Rilms. You’ll have to travel through 2 levels of dungeon to the prize, which is in a level 50 locked chest behind the statue. Once you get into the shrine, you’ll see a very powerful Mage in front of you. That’s probably the best time to use your potion of invisibility to get past her if you’re too low leveled to take her on.

Quest 4: Cult Culling
Reward: Staff
A simple one. In the St. Delyn underworks is the Daedric Shrine Ihinipalit. Simpy find the shrine in the Sewers and make kill everyone. Easy as that.

Tuls Valen

Off to the Temple in Ald-Ruhn, speak to Tuls Valen to start your next quest.

Quest 1: Cure Orc
Reward: Book, Rank
Note: A Daedric Bow can be found high up in the Shrine of Forgotten Galleries. Bring a Levitation potion or two

If you lost or had to use that Blight potion from the Pilgrimages, now’s the time to grab another one. Take the Silt from Gnisis and head East out of the Town. Across the river and a little ways North lies the Daedric Shrine. Head in and cure her. Check out the Shrine, and return for your reward.

Quest 2: False Incarnate
Reward: Potions, Rank
Silt to Suran and look for a shirtless man in the street. That’s your guy. Butter him up with a bit of bribery or persuasion and tell him he’s not the false incarnate. “Not the one I envisioned.” He should back off. Return to Tuls.

Quest 3: Taunting Daedra
Reward: Book
Take the Silt to Maar Gan and enter the temple. The rock is the shrine, it’ll tell you to taunt the Daedra. So do it until he attacks you. Once he hits, activate the rock shrine and run out.

Quest 4: Hassour
Reward: 2 Scrolls, 2 Potions
Head out the South entrance of Balmora and travel East toward Moonmoth Legion Fort. Make it into the Foyoda and travel South. Hassour is extremely close, but be warned it is a Sixth House Base. Lesser Dagoths exist to ruin your day. Make sure to bring plenty of potions and supplies. Kill Dagoth Fovon and return to base, but don’t forget the Fat Lute nearby.

Tribunal Temple: Tharer, Uvoo, Saryoni

Tharer Rotheloth
Tharer can be found in Molag Mar, a small city reachable by boat and Silt East of Vivec.

Quest 1: Swamp Fever
Reward: Book
Take a ship to Tel Mora and look for a lonely Redguard near a small boat. Heal her with one of your extra potions or through spells and return to Tharer.

Quest 2: Mount Kand
This one is a slight hike North. Your destination is the Cavern of Mount Kand.

You’ll come across 3 Daedra who will ask you riddles. The answers are as follows; lead, sword, orc.

Get to the Shrine at the bottom and return to Molag Mar.

Quest 3: Necromancer Hunt
Reward: Rank
Your goal is Mawia to kill Necromancer Delvam Andarys. It’s a short trip Southeast from Molag Mar.

Quest 4: Vampire Hunt
Reward: Ring, Shield, Blunt Weapon
You’re off to Galom Daeus, for some more of the last quest. This time, quite a bit tougher. Galom Daeus is one of the largest of the Vampire Lairs. Located Northwest of Mount Kand and West of Sadrith Mora, this one is a tough place to get to. Make sure you come prepared with Cure Common Disease potions. If you contract a disease from the vampires it has to be cured within 3 days or you will become one yourself. There’s some Daedric items in the telescope room that you can levitate to.

Uvoo Llaren
Now we return to Ghostgate. Between the Tower of Dusk and Dawn is a Tribunal Temple where Uvoo Llaren awaits. Her first quest sends you right down the road, but make sure you place a Mark spell near Uvoo as Ghostgate is distant from any means of Fast Travel.

Quest 1: Cure Ashlander
Reward: 3 Potions
Just South out of Ghostgate lies a camp with 3 ashlanders. Assantus Hansar is your man. Hand him a Cure Disease potion or use a spell and return to Uvoo.

Quest 2: Food and Drink
Reward: Rank
Once again heading to the far North for the temple. Head to Dagon Fel and drop off the food and drink and Recall back to Ghostgate.

Quest 3: Sacred Relic-Hair Shirt
Note: If you’ve completed the Main Quest and killed the Ash Vampire in Kogoruhn, feel free to take the shortcut through the Ghostgate region and complete this with the next couple quests

The next three quests require you to get Temple artifacts from 3 very dangerous locations. The first quest is out of the way, but the other two are within Ghostfence. For Kogoruhn, any route is going to be full of rough terrain. The shortest is to fast travel to Maar Gan and make your way Northeast over the mountains. You don’t have to enter Kogoruhn, the body is on the Southwestern part of the structure. Take the hair shirt and recall back to Uvoo.

Quest 4-5: Sacred Relic – Cleaver of St. Felms and Crosier of St. Llothi

Our two goals are Tureynulal and Dagoth Ur. You’ll be back for the main quest, so no need to explore too deep or kill everything. In Tureynulal you’ll find the Cleaver in the basement, whereas in Dagoth Ur you’ll find the Crosier through a trapdoor in the Inner Tower. Take care not to go too far into Dagoth Ur, for you might reach the big man himself, and if you aren’t prepared he will crush you.

Tholer Saryoni
Return to the High Fane of Vivec and speak to Endryn Llethan about your duties. He’ll give you a key to meet with Archcanon Saryoni.

Quest 1: Four Corners – Malacath
Now you need to find yourself 4 Daedra Hearts. Apothecaries will sometimes have them, but your better chance is a Daedric Ruin. Ald Sotha, which you visited earlier, is extremely close and should have some. Now boat up to Dagon Fel and head Southwest out of the city. It’s pretty much right around the corner guarded by 4 extremely nasty orcs. Activate the statue and return to the Archanon.

Quest 2: Four Corners – Mehrunes Dagon
Go figure, right back to Ald Sotha for another quest. We need to once again head to the room with the high level mage (maybe you’re strong enough to take her now?) and activate the statue of Mehrunes Dagon. See the map for Shoes of St. Rilms if you’re having trouble finding this place.

Quest 3: Four Corners – Molag Bal
Bal Ur is just north of Suran. Everything up to the Mage in the back is unfriendly. Activate the statue and get out of there.

Quest 4: Four Corners – Sheogorath
You may have cleared out Ald Daedroth during the main quest. If so, you’ll have an easy time with this one. The Ordinators (blue robes) are friendly, let them do their job and mop up any remaining bandits. Your goal is in the Antechamber. Speak to Ra’Gruzgob and tell him his tail looks nice. He’ll say he likes you. Pick up the moon sugar next to him and hand it to him when he askes for it. He’ll tell you he left something for you under his pillow. Search the bedroll in the corner to find a glove called Gambolpuddy.

Return Gambolpuddy to the statue of Sheogorath in the previous room (he’s the guy with the walking cane) and return to Saryoni.

Quest 5: Ebony Mail
Reward: Rank, Ebony Mail
One last Shrine to visit. This time again near Molag Mar, only a little further than Mount Kand. Pray at the Shrine and return to Saryoni for a promotion and to be told you get to keep the best Medium Armor in the game.

Morag Tong: Writs and Special Duties

Before We Begin:
In order to achieve the highest rank you need one of the following skills at 90, two others at 35

  • Acrobatics
  • Illusion
  • Light Armor
  • Marksman
  • Short Blade
  • Sneak

WARNING, READ BEFORE YOU START MORAG TONG: The Morag Tong is a guild of Assassins. Writs are essentially a license to kill the given person on it. As you will be outright attacking members of society, you may have issues with guilds and may get kicked out. You may lose part or all of the reward, sometimes it’s better to kill the person by taunting them before you get the Writ in order to save your standing with a guild.

Regardless, it’s best to do Morag Tong after you do the rest of whatever Guilds you wish to play as.

Note: Due to the nature of the Threads of the Webspinner quest I will not be covering it over this guide. If there is any significant request for such a section I will reconsider.

Joining the Morag Tong

Hidden well underneath the Arena Canton of Vivec lies a hidden storage area. In that is a trapdoor leading to the Morag Tong Headquarters. Speak with Eno Hlaalu to get your first Writ.

Writ 1:Feruren Oran
Guild Conflict: None
Reward: Entrance into the Guild

The Elven Nations Cornerclub is located off of the Hlaalu Canton Plaza. Oran can be found in the basement. Do the deed and return to Eno.

You can now take Writs from any high level Morag Tong, but I suggest you make your base Vivec as all quests can be taken through Eno himself.

Writ 2:Toris Saren
Guild Conflict: House Redoran
Reward: 500 Gold

Saren is located in the Saren manor of the Redoran Canton Plaza. Check under the bed for a trapdoor. This will lead you to the room he’s in. Kill him in 1 hit and without witnesses to maintain your house Redoran standing.

Writ 3:Odaishah Yasalmibaal
Guild Conflict: None
Reward: 500 Gold, Rank

Odaishah lives alone in his yurt a straight shot West from Sadrith Mora. Do as Eno says and take the boat out there. Make your way West to the coast and look for the yurt on a small peninsula.

Writ 4:Sarayn Sadus
Guild Conflict: None
Reward:500 Gold

Boat back to Sadrith Mora and this time head Southwest towards Tel Fyr. Once you hit the coast aim West and search for a small cave called Zaintirari. Kill the target and his bandits inside.

Writ 5:Idroso Vendu and Ethal Seloth
Guild Conflict: House Telvanni
Reward:1000 Gold

You’ll find these two together in the temporary housing on the Telvanni Canton Plaza. Make quick work of them and head back.

Writ 6:Guril Retheran
Guild Conflict: House Redoran
Reward:1000 Gold

Head to the Redoran Canton Waistworks and look for the Flowers of Gold Cornerclub. Perform the deed as you see fit and return. Make sure to pick up his Sanguine item and turn it in to Eno.

Writ 7:Galasa Uvayn
Guild Conflict: House Hlaalu
Reward:1000 Gold, Rank

The Hlaalu Treasury is accessed from the Hlaalu Waistworks. Galasa is standing in the back, in front of the door to the Records room. Take her out and return to Eno.

Writ 8: Mavon Drenim
Guild Conflict: Possible: House Telvanni
Reward:1000 Gold

Mavon has taken up residence in the Telvanni Tower on the Telvanni Canton Plaza. 3 Mages will attack you at the top. They are Telvanni, but I did not lose my standing after attacking them.

Writ 9:Tirer Belvayn
Guild Conflict: None
Reward: 1000 Gold, Rank

Not as far as it seems. Take the boat to Dagon Fel and start heading Southwest. You’ll come across Shara. Tirer is inside.

Writ 10: Mathyn Bemis
Guild Conflict: None
Reward: 1000 Gold

Head to the Ancestral Vaults in the Hlaalu Canalworks. Clear the gang out. Get your reward.

Writ 11:Brilnosu Llarys
Guild Conflict: None
Reward: 1000 Gold, Rank

Hlormaren is a Dwemer Stronghold West of Balmora. The place has 3 levels and is crawling with bad guys. Get in and head up, your target is on the roof.

Writ 12:Ienith Brothers
Guild Conflict: None
Reward: 2000 Gold, Rank

These guys are in the basement of the Dren Plantation behind 2 level 80 locks. Once the one spots you the other will spawn behind you. Be warned, these guys are tough.

Special Duties
Now that we’re done with Writs it’s time to handle the business of the Morag Tong. Only Eno Hlaalu can give you these quests, so report to him.

Quest 1:Contact the Dark Brotherhood
Head to the lower waistworks of the Foreign Quarter and look for Miun-Gi’s shop. Butter him up with bribes or persuasion and get the name you’re looking for. Return to Eno.

Quest 2:Sanguine Fleetness
Reward: Rank
Pelagiad is a short walk North of Vivec. The Halfway Tavern is in the middle of the town and your target is in a room on the second floor. You don’t have a writ for this one, but you’ll have to kill her. Try going into sneak mode from the corner of the room or just kill her and then pay the guard fees.

Quest 3:Recruitment
Take the Silt to Ald-Ruhn and pop into the Mages Guild there. Movis is dressed all in black. Butter him up a bit and he’ll offer to see Hlaalu and give you one of the Sanguine items.

Quest 4:Ultimatum
Located to the West of Hlormaren, the location of a previous Writ, is Ashalmimilkala. Head to Balmora or Hla Oad and head West or North respectively. The leader of the group won’t listen to you, he’ll just attack. So don’t worry about the ultimatum proposal.

Quest 5:Sanguine Sublime Wisdom
Located on the far Northwestern edge of Vvardenfell is Yasammidan. Your quickest route is to head West from Khuul or Northwest from Gnisis. There are actually two Sanguine items in this area. One on your target, Rethelas, and one on another, Mindeli Saren. Get both back for a quicker promotion.

Quest 6:Assernerairan
Reward: 2000 Gold
Note: There are multiple Sanguine items on the people in the next two quests

You’ll find the entrance to this cove in the St. Olms underworks. Clear out the Dark Brotherhood den and grab all the Sanguine items.

Quest 7:Ald Sotha
Reward: Dagger
Ald Sotha is a short run from Vivec. Your target is in the inner shrine, but there is another enemy on one of the outer levels with 3 sanguine pieces, so you might as well kill everyone.

Quest 8:Grandmaster
Note: Finish Threads of the Web Spinner before completing this quest if you care to finish it.
Reward: Rank

You have a choice. Let the old man retire or slay him honorably. Either way, you’ll be grandmaster. He doesn’t have much on him, save for whatever Sanguine items you passed his way. Your choice. Congratulations.

Postgame Content: After you’ve beaten Dagoth Ur and been made the leader of the Morag Tong you can take 4 new Writs to kill some of Morrowind’s most important characters. Talk to any Morag Tong leader to get these.

Daedric Quests

Overview

The Daedric Quests provide the player with interesting sidequests to complete tasks for the Gods of the Daedric Realms. Although they can be difficult, to play and to find, they do provide some excellent rewards. Heavily enchanted weapons, armor, and items of multiple types. I do recommend having a few levels before tackling the more combat centric quests.

I’ll hand each quest in alphabetical order by god

IMPORTANT NOTE: Have Mark and Recall. For the love of the gods, just have that.

Azura

Reward: Azura’s Star (Refillable Soul Gem)
Azura’s statue is on the Southeastern tip of Vvardenfell looking Eastward towards the mainland. It lumbers over her very own shrine that contains, go figure, another statue of her. activate the statue and she’ll send you north to go kill some Daedra bothering her priestess. Place your Mark Spell at the shrine.

Yes, this place is very far out of the way, but most things in Daedric Quests are (or else they wouldn’t be worth their rewards). The quickest way there would be Westward from Dagon Fel (get there by boat).

WARNING: Don’t enter the priestess’ house

You’ll find yourself on an island full of Daedra. They’re pretty much just chilling out. Kill them. The target is a golden saint named Staada. Kill her, take Sheogorath’s ring. Recall back to Azura’s Shrine and you’ve scored yourself the greatest enchanting tool.

Boethiah

Reward: Goldbrand/Eltonbrand (Long Blade)
Before we begin, you can save yourself a lot of time by having 5000 gold available and a book called Boethiah’s Glory. You can get the book from Jobasha’s Rare Books in the Foreign Quarter (I think Lower Waistworks) of Vivec. With that, you’re about to head to the middle of the ocean.

Boat to Hla Oad, and swim. That’s right, this bad boy is underwater. When you get to the position marked on the map. Swim down (if you have MGE you’ll be able to see the green glow of his eyes). Otherwise, tap the W key slowly while facing downward to get a “clear” view of the ocean (essentially, glitch see to make sure you’re in the right area). Swim down activate the statue head and swim back. You’ll be short on breath most likely, but if you go there and back you should only loose a little health.


Now you’re off to Caldera, Ghorak Manor (home of the creeper if you still need 5000 gold). You’ll find the Builder you need on the third floor of the Ghorak Manor (a different set of stairs than goes up to the creeper). Bring him the book you got (once again, Boethiah’s Glory from Jobasha’s Rare Books in Foreign Quarter, Vivec) and the 5000 Gold and then wait.

Yup, seriously. 21 days. Plenty of time to finish the rest of the quests and then have some time left. So, if push comes to shove, just find a bed and sleep… a lot.

The statue will be built to the north of Hla Oad (at the marked Khartag Point). Head there to recieve the Goldbrand. If you’d like to power up your sword even more, have exactly 11171 gold to turn it into the Eltonbrand.

Malacath

Reward: Helm of Oreyn Bearclaw (Amazing Heavy Armor Helmet)

Assurdirapal. Which is a hoot to type. Head there via Dagon Fel and speak to Malacath, who wants to kill a dude who’s taking credit for killing people from an Orc. Place your mark spell and head to Gnaar Mok.

Just South of Gnaar Mok is the guy you’re looking for. Farvyn Oreyn. Talk to him about Marcellus Wallace. That is, nevermind. Just have him attack you, you’ll have to fight off his two guards (but Oreyn goes down almost instantly.) Recall back to the Shrine for the reward.

Mehrunes Dagon

Reward: Mehrune’s Razor (Short Blade)
Yasammidan. Because every Daedric Shrine starts with a Y and has two repeating consonants. Head to Ald Velothi on the Northwestern part of the Continent and head west (or alternatively NW from Gnisis). Place your Mark on the shrine and talk to Mehrunes Dagon. Now he’s going to send you to the other side of the World.

You’ll be directed by the bad guy from Oblivion to go to Alas Ancestral Tomb and liberate his famed dagger. All you’ll find is a rusty dagger though, on the body of a skeleton. Yeah, grab that.

Recall to Mehrune and he’ll turn it into his Razor. He also tells you to draw a line of blood with it. Or else. But hey, he loses to the Champion in a few years. So he can suck it.

Mephala

Reward: Ring of the Khaajit (Mostly Worthless Ring, considering the CE ones you can get)
This one will take you to the headquarters of the Moraq Tong (a questline that I have yet to cover in writing this guide.) To get there you need to head to the Arena Canton of Vivec and down to the Canalworks. In the Storage area, you’ll find a hidden storage room behind a lock door (full of RATS!). Welcome to the home of the Moraq Tong. Head on in and look for Taros Dral. Who will direct you to go poison someone. Place your mark spell.

Now you’re off to Balmora. With poison in hand head to the roof Balyn Omarel’s House. Unlock his roof entrance and drop in. In the corner will be his cauldron. Activate it and recall back to Talos. Easy.

Talos will direct you to speak with the shrine and Mephala herself will give you a ring.

Molag Bal

Reward: Mace of Molag Bal (Blunt Weapon)
Remember what I said about Double Consonants and starting with Y. Well, round two, Yansirramus. To the West of Tel Aruhn, you’ll find this island shrine. Speak to Molag Bal, who tells you to go kill a lazy daedra, drop your mark and get to hoofing it.

The dungeon is East of Kogoruhn, so taking a ship to Vos and heading West by South West might provide you with the quickest ticket. Head in and kill Daedra. Specifically Menta Na (lazy guy).

Recall back to Molag Bal, he’ll give you his mace. And you guys will high-five. Cool.

Sheogorath

Reward: Spear of Bitter Mercy (Spear)
You may not want to finish this quest, as it gives you one of the best weapons ever. Something you should totally take to Dagoth Ur. Let it conquer Solstheim and Mournhold. It’s just that good.

Head to Vivec, St. Delyn Canton and make your way to the Sewer like underworks. In the Northern Passage you’ll find the shrine (full of people trying to kill you). Place your mark, then speak to Sheogorath. He sends you to the very Northernmost part of the world to do his bidding.

Another Dagon Fel area quest. You can once again get there easiest by boating to Dagon Fel (a few hops from Vivec boating line), then make your way to big head’s shack. If you see a giant bull netch on the way, don’t touch it.

Big Head will tell you to take the fork of horripalation (the weapon I spoke of earlier) and go kill the Giant Netch to the East. Just head straight from the Exit and you’ll find the Netch on the next island over. Open up a can of whoop-a on the netch with the fork and then consider keeping it forever.

Or you can recall and get a spear. Your call.

Tribunal: Entering Mournhold, Royal Palace Quests

Dark Brotherhood Assassin

Chances are that by the time you read this, you’ve already started the Tribunal quest. If not, just sleep. There’s a random chance you’ll get hit by an assassin in the middle of it.

The Tribunal Expansion is a wonderfully crafted add-on to the already enormous game of Morrowind. Although the game will level some of the combat to you, it is best that you come in after beating the main quest and with a few levels under your belt. Level 15 is what I would blanket recommend. The Tribunal Quest does have some spoilers for the main quest (they figure you’ve beaten it) so keep that in mind.

So, you’ve been attacked, you’ve talked to some guards and they’ve told you to report the attack to Apelles Matius. Head to Ebonheart to find the man in question. He’s wearing Adamantium armor, which is shiny and much cooler than Steel (also unique to the Tribunal expansion).

He’ll direct you to Asciene Rane, who is just inside the Grand Council Chambers across the bridge to the West. Speak to her to get teleported to Mournhold, the capital of Morrowind.

Note: Effe-Tei, who is right in front of you as you teleport, is your ticket back to Morrowind.

Mournhold is split into 5 distinct sections, one in each Cardinal direction and one in the center. Your first objective is to go after the Dark Brotherhood Assassins that have been plaguing you for so long. So let’s get on that.

Attacking the Dark Brotherhood Hideout
Behind you is the entrance to the Courtyard. From there head to the Eastern section, the Great Bazaar. Head down the Bazaar Sewers.

There are two entrances to the Manor District from the Bazaar Sewers, one to the far North and one to the Northwest. Either one will take you to your goal. The Manor District is swarming with Dark Brotherhood Assassins. Your ultimate goal is the leader, Dandras Vules, in the North Building of the Moral Manor. Take the execution contract from his pockets as evidence and return topside. Let’s take this to Mr. H. or should I say… King Helseth?

Palace Quests

Note: Although optional, the following quests flesh out the Mournhold storyline. If you want to continue head down to the Temple quests in the next section.

Return to the Palace Courtyard (Central Area) and into the Reception Area where you started. Head upstairs into the Throne room.

But where is the King? Speak to his head Guard, Tieius Delitian, and he’ll say he’s aware of the orders to kill you. He’s more interested in fixing some problems for the King though.

Quest 1: King Llethan’s Death
You are looking for the source of a underground newspaper called ‘The Common Tongue.’ Talk to the people around Mournhold to find it speaks of the fact that Helseth poisoned hundreds of people out West.

We need one of those. One so happens to be in the Godsreach tavern, The Winged Guar. Head downstairs to the bar and you’ll find the scroll at the end of the bar. Return this to Delitian.

Quest 2: The Informant
You’re headed to the Temple, home of Almalexia, to find someone not happy… with the Temple.

Walk in and head to the Infirmary at your right. Galsa Andrano is your girl. Persuade or Bribe her into giving you some dirt and return to Delitian.

Quest 3: Disloyalty Among the Guards
There’s some problems with Helseth’s guards. Your first guy is in the Throne Room proper. Speak to Ivulen Irano and ask him about joining the guards. He’ll tell you to speak to Aleri Aren.

Aleri can be found in Guard Quarters, right on the other side of the courtyard. Aleri is tight lipped, but under her bed upstairs a handwritten note can be found. On it are the guard shifts that our conspirators happen to be involved with. Take this back to finish the quest.

Quest 4: Evidence of Conspiracy
You’re to head to Llethan manor in Godsreach to find evidence of a conspiracy.

In the back of the room with the widow of the former King, Ravani Llethan, you’ll find a handwritten note with the information you need. Take this back to Delitian and he’ll send you on a mission to kill the conspirators.

You’ll get 3 Royal Writs of Execution. Your targets are scattered. Each gives you a choice, to kill or to let go. Each kill is worth 1000 gold, whereas there is no reward for letting the targets go (except for a free conscience.

Forven Berano
Is in the Northern part of the Temple Courtyard

Hloggar the Bloody
First head to Godsreach and make your way to the Residential Sewers. From there head East and South through to the West Sewers. Head right through the cave and you’ll come across Hloggar.

Bedal Alen
Is on the second floor of the Great Bazaar’s bookstore.

Quest 5: Anonymous Writer
Head to the Great Bazaar and speak to Weehat in the Pawnbroker about the Anonymous writer. (See above if you’re having trouble finding it.

He’ll direct you to the Craftman’s Hall in Godsreach.

On the first floor is a level 70 locked door with the title Keep Out! There’s your place.Head down the trapdoor and speak to Varis. Tell him to stop spreading lies and he and his cohorts will attack you. Take them out and return to Delitian. Delitian will give you 5000 Gold and tell you to speak to Barenziah through the door behind the throne. Barenziah will direct you to your next quest giver, Fedris Hler, at the temple.

Tribunal: Temple Quests, King Helseth

Fedris Hler is located right inside the Temple in the North section of Mournhold. His first quest is simple, kill the goblin warchiefs. Make sure you set a Mark Spell. It’s a long way down and a long way back.

Quest 1: Goblin Army
Note: For ease of travel, take multiple levitation potions with you or have a spell handy.
Four targets in the sewers. Two warchiefs and two altmer. Head back to Godsreach, into the Residental Sewers and back to the West Sewers.

In the Southern part of the West Sewers you’ll find Old Mournhold’s Battlefield. The next few sections are crawling with Goblins and their pet Durzogs. Make your way to the City Gate.

The door to the Armory will be right in front of you. Fight your way through the Armory to get to the Tears of Amun-Shae. The Warchiefs are in the Southern cave complex there.

After killing both of them head through the door to the Residential Ruins.Head South until you reach a large open area. Your goal is the Teran Hall East Building at the bottom. There you’ll find the two Altmer standing side-by-side. Take them both out and return back (preferably with Recall) for 15,000 Gold.

Quest 2: Cleanse the Shrine of the Dead
Hler tells you to speak to Archcanon Gavas Drin. His office is down the Western hallway. He wants you to take a priest to reclaim a Shrine under the temple. The priest is weak and slow and it’s best to leave him one room behind as you progress underground. Tell the priest to follow you and head towards the Hall of Ministry. Down some stairs you’ll find the entrance to the Temple Basement and then a trapdoor to the Temple Sewers.

Remember, tell your companion to wait while you clear out one room ahead. Do this for the duration of the trip. Head from the entrance to the Eastern Temple Sewers.

Fight your way through the creatures to make it to the Temple Gardens.

Then take the path straight through to the Temple Shrine. It’s best to leave Urvel on the other side of the door for this one. The fight in the shrine can get nasty. There are five Profane Acolytes, 4 of which are in the same room. They love to summon greater bonewalkers and ruin your Strength attribute. Once it’s done the priest will walk to the altar and spruce it up. Return the way you came and you’ll be rewarded by Drink with a nice spear.

Quest 3:Barilzar’s Mazed Band
Back to the Sewers! This time you’re heading down the West path towards the Abandoned Crypt, which was blocked off until this point. As soon as you come across Barilzar he will confront you, and then fight you.

Take the ring off his body (and the Daedric Claymore if you wish) and return to Archcanon Drin, who will tell you to speak to Almalexia herself. She can be reached from the Reception Room.

Quest 4:Attack on Brindisi Dorom
You need to rest for 24 hours, might as well stay in the Temple. Head outside and talk to anyone, they’ll tell you that Brindisi Dorom is under attack. Make your way to the Southern area and help the guards fight off the Fabricants.

When it’s said and done return to Hler or Delitian to report. They’ll send you back to Brindisi Dorom and down the hole the Fabricants came out off to investigate. The ladder to Bamz-Amschend can be found in the center of the plaza, where the statue used to be.

Walk a short way in to hear the sounds of battle. This is all you need. Head back to Delitian in the Throne Room to meet the King.

King Helseth

Quest 1:Plot Against the Throne
Helseth explains the whole Dark Brotherhood business and asks for further help in a assassination plot against him. Return to the Winged Guar in Godsreach and speak to the only orc there. Return with this information to the King.

The King will tell you to wait in Barenziah’s Chambers. Do so behind the curtain and wait till 8PM. Shortly after 3 assassins will show up. Kill them and return to the King.

Quest 2:Prove Yourself
A simple quest, and the last the King will offer you. You must duel his champion Karrod. Wait 24 hours in or out of the throne room and speak to the King about starting the fight.

Karrod is tough, but not impossible. When his health gets low he will submit. Speak to the King to finish this quest. He’ll give you the Dagger of Symmachus. Hold on to this dagger, and don’t get used to it, you’ll have to get rid of it shortly.

Tribunal: Endgame

Return to the Temple and speak to Almalexia.

Almalexia

Quest 1: The End of Times Cult
Meralyn Othan can be found near the shops in the Western part of the Great Bazaar. Speak to her about her brother and the Cult to get some information. Head to Godsreach to speak to Eno himself, he’s standing outside of the Winged Guar. Get the information and return to Almalexia

Now she wants you to power a Weather machine in the recently uncovered Dwemer ruins. So head back to Brindisi Dorom and make your way down the ladder and into the vast chamber you entered earlier. Take the Nouthern door to the Passage of Whispers.

Note: Marksmans might want to gather as many Dwarven darts from the archers as possible. They are incredible ranged weapons.

Follow the path North, ignoring the Hall of Wails, to find Radac’s Forge. Take the first left and pick up a Dwemer key on one of the desks and return down the path. This key will unlock the level 100 locked door down the hall. In here root around for the Satchel Charges needed to blow a rockslide further on.

Note: If the Satchel charges aren’t in the room there may be a glitch, use the following console command code: player->additem “dwemer_satchel00” 3

Make sure you don’t throw away or sell your satchel charges. Head to the end of the area and use one on the rockslide to make it into the Passage of the Walker. Follow the path past the other rock slide to make it to King’s Walk.

Follow the path to Skybreak Gallery and insert the Dwemer Coherer into the Junction Box. Turn around and hit the right switch to cause ash storms to hit Mournhold. Head back to Almalexia.

Quest 2:Missing Hand
Head to Godsreach and look for the lone Hand of Almalexia roaming the street. I found him just outside the Winged Guar. He will attack you as soon as you begin speaking to him. Return to Almalexia for a blessing.

Quest 3:Trueflame
Your quest is to reforge the ancient blade of Nerevar. Almalexia hands you one of three pieces, it’s up to you to find the other two and get it back together. Head back to the King’s chamber and talk to Karrod (the man you dueled). He’ll give you the second piece.

Thankfully we did the quests for the King. The third piece is just as easy.

Throughout the game you may have found many legendary unique items, and there certainly is plenty. Now you need to hand two of them over. Luckily, the last quest you did for the King got you one of them. The Dagger of Symmachus. Now you just need one more.
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Sidequest: The BiPolar Blade
Save your game before starting this quest. There’s a small chance that the date won’t go well.

Head to the Great Bazaar and look for Marena Gilnith near the Western stairs. Speak to her about her problems and then head to the Trader at the East end of the Bazaar. Speak to Sunel Hlas about women and then about Marena Gilnith. Return to Marena and set the date.

Return to Hlas and tell him to meet up at the Winged Guard. Then speak to him again about Marena Gilnith and tell him to be more optimistic.

Wait a few days and go back to Sunel Hlas. If all goes well he will thank you and hand you the BiPolar Blade. If not, reload and wait the few days out again.
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Head to Godsreach and into the Museum of Artifacts across from the Winged Guar. Speak to Torasa Aram about “pieces of the blade” and she’ll trade you it for the dagger and the blade. She’ll offer 30,000 Gold for them, but don’t accept. Donate the items. Then take the shield piece.

Bring all three pieces to Yagak gro-Gluk in the Craftmans Hall next door. Wait a few days and return to get your Trueflame (without the Flame). Well, time to figure out the enchantment.

Head back to Brindisi Dorom and down the ladder. Head North to the Passage of Whispers and through to Radac’s Forge. Remember where we picked up the key to the Satchel Charge room? In there will be a ghost. Do not kill him.

He gives you your next objective, Pyroil Tar. Make your way North to the cave in and crawl through to the Passage of the Walker. Just before the door going towards the King’s Walk on the way to where the weather machine is are more collapsed rocks. Set a satchel charge and head through the rubble into Norenen-dur.

Take the first right into the Teeth that Gnash and continue straight to the Citadel of Myn Dhur. Inside the Citadel you’ll find Khash-Ti Dhrur, a high level Dremora lord, and on his body Pyroil Tar.

Nurenen-dur is full of secrets, once you’re done exploring return to the Dwarven ghost with the tar to light Trueflame. Return to Almalexia with the good news.

Quest 4:Sotha Sil and the Clockwork City
Note: No real need for maps here, the path is straight forward.

Once you speak to Almalexia and tell her you’re ready there’s no turning back. Stock up on potions, healing items, and whatever else you might need. It’s time to kill a god..

Note: Pick up all the speed and strength potions you can from the Fabricants in the Clockwork City. You’ll need to be fast for one room, and have a strength of 100 for a lever in another.

You’ll be teleported to the Outer Flooded Halls. Take care in this place, it’s full of traps and enemies. Hit the rusted lever to your right to open the first door and speed through the swinging axe trap. Your only exit is the Inner Flooded Halls to the East.

The path continues to the Hall of Delirium. Take the door on your right to avoid the two spike traps. Once again there’s only one exit, this time to the Central Gearworks. Enter the Hall of Theuda past a bashed in door (the other entrance is just a dead end). Make your way straight through to the Dome of Kasia.

Grab the speed potions the Fabricants drop and get ready to outrun the speeding blade above you. Cautiously head up the stairs and get an idea of what’s going on. Take the potions and make a run for it to the Dome of Serlyn.

You’ll come across a room with two levers. Wait for the sound and hit the right hand lever. Run to the door on the inside of the machine, into the Hall of Sallaemu. Once again, only one route, enter the Dome of Udok.

Use all those strength potions to get your strength to 100 and pull the lever on the right as you enter. This will create a door to the Hall of Mileitho where once again you will only have one way to progress.

The Dome of the Imperfect has a pretty tough boss in it. Take him down and move further in to the Dome of Sotha Sil. Surprise! He’s already dead? Try to head outside to be confronted by the real evil. After a speech you’ll be forced to fight for your life. Once victorious take Hopesfire and equip the Mazed Band. Teleport to Mournhold and step outside to reach an ending similar to the main quest.

You can return to King Helseth for a reward of armor, but the true reward is victory. On to Bloodmoon!

Bloodmoon: Fort Frostmoth and the Ritual

Starting Bloodmoon

You can technically start Bloodmoon right off the boat from Seyda Neen. Anyone in Vvardenfell will tell you about Solstheim, the Island in the North, just ask about local rumors. They’ll direct you to Khuul, which you can reach by boat. Speak to the Khajiit named S’virr on the docks. He can take you to Fort Frostmouth, at the Southern tip of Solstheim.

Bloodmoon levels with you to an extent. The higher the level you are, the harder enemies they will throw at you. Some challenges have set levels and may prove to be difficult to low level players. It is because of this I would recommend having completed the Main Quest and be at least level 15. Even then, you might find yourself struggling.

I personally love the sprawling wilderness of Solstheim. It’s a breath of fresh air after the cramped quarters of Tribunal and the ashy volcanic vistas of Vvardenfell. I have to say it’s my favorite quest line in the Elder Scrolls to date

Solstheim

Upon arrival Basks-In-The-Sun will give you the lowdown. This place is run by Captain Falx Carius, the first guy you should meet. Head into the General Quarters of the fort. Captain Carius is on the 3rd floor. He’ll send you to figure out why morale is low.

Imperial Legion Note: Carius can promote you if you ask. Credit: Sithfreeman

Quest 1: The Dry Fort
Don’t go anywhere yet. Go into Carius’ side rooms and steal a few bottles of alcohol for the guards. 2 Flin and 3 Greef can be found on his desks and shelves. Speak to any guard, and they’ll take the alcohol.

Captain Carius will deny the charges, saying it was the priest. Regardless, the shipments stopped coming in months ago. Speak to a guard again about Antonius Nuncius and they’ll regale a story about Nuncius denouncing the Captain for cutting off the booze. It’s time to get to the bottom of this.

Head to the Armory and move upstairs to Antonius Nuncius’ office. Check out his level 50 locked desk and you’ll find a load of beer. Head to the Imperial Shrine and confront Nuncius. It’s up to you what you do, you can report him to Carius or keep his secret safe. Reporting to Carius gets you a Silver Sparkblade and cure common disease potions, whilst keeping the secret gains you access to Nuncius’ locked dresser.

Note: You can get both rewards if you offer to keep Nuncius’ secret and then report him to Carius. (Credit: Jeb K)

Quest 2: Weapons Smuggling and the Skaal
Note: You have to choose an ally. No one will talk if you try to do this alone.

You have a choice of ally here. The quest will be slightly easier with the smarter character (Lusius), but only if you’re used to doing the combat. Whereas if you are a lower level, you might choose Artoria. Both are in the General Quarters, one on the ground floor and one of the upper level. Make your choice and speak to your person.

Head to Zeno Faustus in the Armory. He’ll tell you he heard of soldiers stashing weapons in the Gandrung Caverns northeast of the fort. It’s close, so head there and get ready for some fighting.

This is where you may determine if you should come back to Bloodmoon due to difficulty. There are 5 enemies here, all of which are higher level. If you’re having trouble, leave your partner at the entrance of the cave and come back later. Go work on the Mainland or do some Tribunal questing.

Fight your way through. If you’re with Lusius the final soldier will attempt to make a deal. Accept or decline is up to you. Return to the Fort when you’re done and you’ll find there has been an attack in your absence.

Find the ally you didn’t choose (once again on the ground floor or upper level) and report to them. The Captain has been dragged away by wolves. Go speak to the Skaal in the North to see what they know.

It’s a long journey, so get moving.

Get there and the villagers will tell you to speak to Tharsten Heart-Fang in the Greathall. Do so and make sure to exhaust all his conversational options. He’ll send you to the Shaman, Korst Wind-Eye.

The Ritual of the Gifts

You must perform a ritual on 6 stones in the wilderness. These can be done in any order, but I’ve layed out the route with the least amount of backtracking. We’ll be making a counter-clockwise circle around the whole of Solstheim.

Stone 1: The Beast
South of Skaal is the Beast Stone. Activate the stone and it will tell you to find the good beast to the South.

Slightly South of Thirsk is the Good Beast. Be careful not to attack him as you fight off the multiple rieklings doing him harm. Once you’ve saved the bear, take the arrow out of it, and then wait an hour for him to heal up. Now head back to the Beast stone. The bear is slow. Really slow. I walked the entire way back and he still had trouble keeping up. Activate the stone again and you’ll have completed the quest.

Stone 2: The Wind Stone
Not far away, across the river from a cave called Legge and the Graring House, lies the Wind Stone.

Return back to where you found the Good Beast and head towards the small valley to the East. Inside the tomb is the Greedy Man’s Bag. Free it and return to the Wind Stone.

Stone 3: The Water Stone
The Water Stone is on the Western coast of the island. Make your way there.

When you activate the stone it will tell you to head to an island to the West and follow the Swimmer. There’s a little island not far away and a black horker on it. It will lead you to a patch of ice in the ocean. Swim straight down and you’ll find a place called Stahlman’s Gorge.

If you have a water breathing spell, now’s the time to use it. At the end of the underwater segment you’ll find the waters of life. Return to the stone.

Stone 4: The Earth Stone
Just outside of Raven Rock lies the Earth Stone.

Head to the Cave of Hidden Music to the Northeast and head down the right cavern to make it to the Chamber of Song.

Head right to find 3 hollow stalagmites making music. Play the following tunes. Then return to the Earth Stone.
1. Middle, Right, Left, Right
2. Left, Right, Middle, Left

Stone 5: The Tree Stone
From the Earth Stone head East and a little North to find the Tree Stone. Travel further East to find a bunch of spriggans and a single riekling. Kill the riekling and steal his seeds, then return to plant it near the Tree Stone. Easy as that.

Stone 6: The Sun Stone
The Sun Stone is on its own hill Northeast of Fort Frostmoth.

Straight West is your goal, the Halls of Penumbra. It’s dark and requires some means of lighting (I used the Ring of Azura from the Main Quest). Take the first left and next right to fight the large Lightkeeper Grahl at the end. Take the Flaming Eye off his body and bring it to the wall to let the light out.

Return to Heart-Fang in Skaal to be rewarded handsomely.

Bloodmoon: Tests of Widsom and Strength

Upon returning to Hard-Heart you’ll find that he has some things needed doing. You still need to prove your wisdom and strength in order to be accepted by the Skaal.

Test of Wisdom: Investigate a Crime
First things first, head to the Shaman. He’ll direct you to speak to Engar’s wife, Risi, who’s located in the Ice-Mane household a little South. Do so and then check under her pillow for a love letter from Halfhand. Take this with you.

Now speak to Halfhand in his hut and with this new piece of evidence he’ll confess to his crime. Take him with you to the Greathall and throw him to the wolves.

Test of Strength: Disturbance on the Lake

Make your way towards lake Fjalding and speak to Shaman Wind-Eye on the Northeastern edge. Make your way on to the lake and dive down where the fire is spouting from. Enter the Caves of Fjalding.

Make your way through the caves. The path is fairly straightforward, although the entrance to Aesliip’s lair is hidden through a small passageway.

Once you get to Aesliip he’ll speak to you. Join forces with the ancient being and he’ll lower the barrier to the Caverns. Fight the Daedra inside and he’ll reward you with an excellent ring. Return topside to Korst Wind-Eye and report that the deed is done.

Note: I had to exit the area and return again in order for Korst Wind-Eye to show up. Don’t know where he disappeared to.

Attack on Skaal Village and the Choice
Return to Heart-Fang to discover that werewolves are attacking. Head outside to fight off the attack and then you’ll be directed back into the Greathall where a few more remain.

You’ll notice that Heart-Fang is missing. Go back outside and walk towards Korst Wind-Eye. It’s time to make a choice.

You’ve been infected by a werewolf and unless you take a cure common disease potion or use a spell in the next three days you will become one. Here is where the story diverges. You can either side with the Skaal and fight against the coming omens or become a werewolf…and do werewolf things.

So take your potion or wait it out. If you are choosing to be a human go to the next part ‘Siding with the Skaal.’ If you choose to be a werewolf skip to the section ‘Siding with Hircine.’

Bloodmoon: Siding with the Skaal

Staying human is easy, take a cure common disease potion or spell and then speak to Korst Wind-Eye. If you don’t have one, you may have to make a return trip to Fort Frostmoth. Be quick, after three days you will turn and then there’s no going back.

Don’t fret about not getting the werewolf experience though. You may only get to do one side of the Bloodmoon quests, but you will recieve an item allowing you to change.

Korst directs you to take part in the Ristaag, a rare Skaal Ceremony.

The Ristaag and Castle Karstaag

Task 1: Retrieve the Totem of Claw and Fang
Your first quest is to head to the Tomb of Skaalara and retrieve the Totem of Claw and Fang. The Tomb can be found to the Southeast, across from the lone island off the Eastern shore.

Inside you will find a horde of werewolves. Be aware, they hit hard. Not just at you, but your gear. Their claws tear through equipment, a shield (for me, a fully repaired Daedric Tower Shield) will not last long against their assault. After they are through that layer your helm and pauldrons tend to go next. Repair your gear inbetween fights to maintain your advantage.

The Totem is in a level 30 locked chest in the back of the Tomb. Return it to Korst Wind-Eye.

Task 2: The Ristaag
Wait for evening and head to the Western shores of Lake Fjalding to meet Rolf Long-Tooth. He and two other hunters will be just South of the Graring house between the lake and the river.

Follow Long-Tooth and witness the events that unfold. Head to Sattir the bold on your right to find he is dead behind a rock.

Return to Long-Tooth and report the news. Do the same with Grerid Axe-Wife. Continue moving up the hill with Long-Tooth and you will be attacked by werewolves. Kill them and keep moving South, the spirit bear will attack. Take the heart and return to Wind-Eye.

Task 3: Death of the Horkers
Along the North coast lies castle Karstaag. Your entrance is in the shallow waters to the North of the castle itself.

As you emerge a Riekling will speak to you. You have to take the little guy with you back to the castle while fighting a number of Grahl in the way.

Try to take out the Grahl quickly, they’re much tougher than the lone Riekling. You have to clear out the Grahl so take a right at the first intersection and kill the ones along the path to the basement area. Then return to that first intersection and make a left going through a passageway cleverly disguised by the ice. Follow it to the Castle proper (the riekling will tell you when you’ve killed all the Grahl)

In the banquet hall you’ll be attacked by a handful of rieklings. In the next room you can speak to Dulk. He’ll tell you he has no idea what’s going on and that’s that. Return to Wind-Eye with the news.

The Hunter’s Game
Grab all the supplies you’ll need for prolonged battle (specifically health potions and armorers hammers) and then sleep. You can head to Half-Hand’s old house (from the crime quest) and you’ll see it now says ‘The Blodskaal’s House. That’s you. Cool.

You’ll wake up and find yourself surrounded by werewolves. Not cool. You’ll be dragged to the Hircine in his lair to start the final battle.

As soon as you head through the door Falx Carius will speak to you. The missing commander will travel with you to the center of the maze or you can kill him outright. I suggest taking him with you as there are many werewolves in the maze.

Grab the key (which activates the werewolf ice statues) and head to the center. Falx will leave you to guard the gate and usher you through.

Through the gate will be Heart-Fang. Once again, it’s for the best to take him with you. On the way to the gate you’ll notice that there is an empty chest.. intriguing. Until Heart-Fang challenges you.

He’ll turn in to a wolf and you’ll have to fight him. Take him down and you’ll get a journal entry regarding a ring finding a new owner. That’s Hircine’s ring, which turns you into a werewolf as you please. I don’t recommend using it yet, but do take the glowing key off his body. You’ll need that for the next gate.

The final gate leads you to a large room. Sleep and save before heading down to fight Karstaag. Silver weapons tear through this guy. For me, he went down easier than most werewolves.

All that’s left is to face Hircine. Head towards the Daedric portal and Hircine will show up. He asks you a question.

You’ll have to choose the hunter’s greatest strength; strength, speed, or guile. Each one is a different final boss with a different quest reward.

Strength: Bear form, Amulet of Strength
Speed: Wolf form, Amulet of Speed
Guile: Hircine himself, Hircine’s Spear

Take your reward off the body of Hircine and head through the portal to finish Bloodmoon.

Bloodmoon: Siding with Hircine

Go find yourself a nice quiet place in the wilderness or in a cave and wait out the three days with Sanies Lupinus. You’ll have a dream and wake up as a werewolf. Like Vampirism in Morrowind, werewolves have to feed once a day on a human.

Although not necessary, it’s best to kill nameless NPCs like Guards or Reavers. that way you don’t muck up any of the numerous sidequests.

Make sure no one sees you as you transform. One NPC catches you and your secret is ousted, makes living a real pain in the butt. You’ll change every night, so find yourself a cave when the hours of darkness start creeping in.

Last but not least, you can take your werewolf form anywhere, you don’t have to stay on the island at all. Have fun with that.

Make your first kill and explore or wait until the next day.

Dream 1:Totem of Claw and Fang
Hircine tells you to head to the Tombs of Skaalara and protect the Totem of Claw and Fang from the Skaal warriors sent to retrieve it. Make your way to the Eastern coast of Solstheim. Right across from a large lone island is the cave you’re looking for.

Head in and start killing. They’ll keep spawning for a short time, but should be no match for your claws. If you’re having trouble finding them, you have a constant effect detect life-form spell as a werewolf. Open up your map and look for little red circles in the cave.

Eventually your journal will update noting the end the Skaal hunt for the totem. Wait out the rest of the day for your next dream, where Hircine will reward you with sharper claws.

Dream 2: Disrupt the Skaal Hunt
Just to the West of Lake Fjalding will be three or four camps that spawn a steady stream of Skaal warriors. Make good use of your detect life-form ability and fight them off to extinction.

After you’ve killed all the warriors head South looking for a lone white bear. That’s the spirit bear. Do him in and the next evening you’ll get a second gift from Hircine, a summonable wolf.

Dream 3: Siege of Castle Karstaag
On the North coast is a giant ice castle, Karstaag. Head right on through the front door.

The Riekling in front of you, Dulk, will tell you of the plan. Head to the caverns through the banquet hall and kill them all. In the banquet hall you’ll come across a handful of rieklings who fill go down quickly.

Down in the caverns you’ll come across a deadly Grahl, who shouldn’t prove too deadly to a werewolf. Now traverse through the caverns hunting down the rest of the Grahl and the riekling at the bottom. Shouldn’t be too hard with your detect life-form ability.

Your journal will update when you got all of them. Head back to Dulk and then sleep for your next reward, a spell.

Dream 4: Hircine’s Hunt
Your next dream will leave you right in front of the Daedric god Hircine himself. You can wait out the day and become a human, but then why didn’t you cure yourself of your werewolf disease when you got bit?

Head through the first door to find yourself face to face with Captain Carius, the missing legion commander. You can choose to fight him or leave him in the dust. The exit to this maze is in the center.

Heart-Fang will approach you in the next maze. He’ll turn into a werewolf on the spot when he sees you. Kill him and once again follow the maze through the center.

Note: You’ll automatically get Hircine’s Ring, which allows you to transform into a werewolf at whim.

Here you’ll have a moment of reprieve and see Karstaag off in the distance. After killing Heart-Fang you’ll be able to recover 1 health per second so rest a few hours to fill your health back up. Then approach the beast for a fight.

After fighting him wait as close as you can to 6 AM to get your health back. Head towards the Daedric portal and Hircine will show up.

You’ll have to choose the hunter’s greatest strength; strength, speed, or guile. Each one is a different final boss with a different quest reward.

Strength: Bear form, Amulet of Strength
Speed: Wolf form, Amulet of Speed
Guile: Hircine himself, Hircine’s Spear

Make your choice and fight the guy. If you’re a werewolf wait out the hours until dawn in order to pick up the item off of Hircine’s body. Head through the mystical gate to watch the final cutscene.

Curing Lycanthropy
This is completely optional, staying a werewolf forever is completely doable, but if you want to free yourself of the curse and just use Hircine’s ring to transform, that is also an option.

Head down to the docks of Fort Frostmoth. Right at the feet of Basks-In-The-Shade is a piece of paper claiming ‘Odd Rumor.’ It tells you to head to the Altar of Thrond.

A raven will speak to you at the Altar. Say you wish to cure yourself of lycanthropy forever and she’ll teleport you to her lair. Speak with both sisters to discern the ingredients of the potion.

Wolfsbane at the peak of the mountain

Ripened Belladonna right outside the door to the nearby tomb.

Return these to the Gloomy Cave you were teleported to.

Speak to all the sisters and then meet them back at the Altar of Thrond. You’ll have to sacrifice the innocent on the slab. Give her heart to the witch. Put the heart back in the body. Fight the new werewolf… and that’s it. Crazy.

Raven Rock: Starting the Colony

Raven Rock is the local East Empire Company project of Solstheim and the only joinable faction in the expansions. Unlike the mainland factions you have a bit more control over the storyline of Raven Rock and can influence the direction your Colony takes. Aside from that it works the same as any other faction, meet the requirements to gain promotions and unlock quests.

Before We Begin
In order to achieve the highest rank you need one of the following skills at 90, two others at 35

  • Armorer
  • Block
  • Blunt Weapon
  • Heavy Armor
  • Long Blade
  • Medium Armor

Joining the Raven Rock Expedition

Speak to Carnius Magius in the Fort Frostmoth Imperial Shrine.

Magius

Your first mission… is an escort mission.

Quest 1: Escort Miners
Reward: 100 Gold, Stock Ticket, Rank
Note: I will warn you when the best time to sell the Stock is.

Head down to the docks to find three guys milling about. Speak to Gidar Verothan to get the show on the road. Your goal is to the Northwest at Raven Rock (he’ll mark it on your map).

Take it slow with these guys, avoid enemies at all costs. They are just miners, they have no combat ability and are extremely slow to boot.

Speak to Falco Galenus once you reach the area. He will set you off to collect four pieces of ebony which can be found in the rocks around you. Collect them and return to Fort Frostmoth. Magius will give you a promotion, 100 gold, and a stock ticket. Save the stock ticket for later to get the most out of it. I’ll warn you when the time is right.

Wait three days and return to Carnius for your next quest.

Quest 2: Hroldar the Strange
Reward: 1000 Gold, Rank
Note: Placing a Mark spell at Raven Rock and using Divine Intervention to get back to Frostmoth is the quickest means of fast travel between the two until the next quest, where a ship will be available.

Magius will send you back to Falco to check up on the colony. You’ll find there’s some buildings there now, but Falco hasn’t moved. The mine isn’t quite open either. A man named Hroldar the Strange stands in front of it. Falco will send you to speak with him. The nord will send you away back to Falco who will tell you to beat him down.

Fists only for this fight. Just keep punching him, he’ll eventually give in (and you might gain some hand-to-hand levels in the process). Falco will give you 1000 gold for it and you’ll get a promotion when you return to Magius. Sleep for three days to get the next quest.

Quest 3: Retrieve the Shipping Manifest
Reward: 3300 Gold, Rank
Note: Have some means of levitate to be able to get up to the ship

Magius wants you to get a shipping manifest from Falco so head back to Raven Rock. More buildings have been made, but no ship has arrived. Speak to another miner to see if he’s seen anything and they’ll direct you to the Northwest.

Kill the three Draugr outside the ship and then levitate (or jump) on to the deck. Two doors bring you into the ship. The aft door holds 1 pick-axe and the trapdoor below deck holds the other 5. Grab all 6 pick-axes then talk to the lone survivor just off the ships bow.

Bring her with you back to Raven Rock and speak to Falco. Falco will thank you and give you 3000 Gold for the pick axes. Return to Magius for some more gold and a promotion.

Choosing Sides
Return to Falco at Raven Rock. He says that Carnius is likely to make a power play and that he took on this job to keep Carnius in check. He wants you to aid him in doing so and make Raven Rock a better place.

If you return to Magius, he won’t deny it. He’ll offer you wealth and prosperity to aid him.

You must choose a side and offer to aid either one of them before the next quest will start. Although the next couple quests are the same for both quest givers, the path will shortly diverge and make for a completely different experience.

Both questlines fit certain character molds. Falco the righteous heroic type and Magius as the business devil. More money lies with Magius, but the choice is yours. Follow this section for the next two quests and then depending on who you choose now skip to the next section of the guide you need.

Quest 4: Trader or Smith
Reward-Magius: Rank
Reward-Falco:300 Gold, Rank

Wait three days and report to your quest giver. You’re to decide if there should be a Smith or a Trader in Raven Rock. You can decide on your own or ask the people what they want.

The decision doesn’t really matter. The people want a Trader, but one guy admits that the Smith is a better option for the mine itself. If you want a merchant who will take a larger variety of your stuff (both have 10,000 gold) then the trader is the best option. If you’re more interested in being able to repair your gear on the island go for the smith.

The Falco portion requires a little bit of travel between Magius and himself. But both require you to wait some time for the construction to be complete.

Quest 5: Ship Captain
Reward-Magius: 1000 Gold, 10 Potions, Rank
Reward-Falco: 1000 Gold, Rank

If you sided with Magius he’ll direct you to Falco. Falco has a problem with the new supply ship’s captain. Speaking to Baro Egnatius at the dock will get you nowhere. Return to Falco and he’ll direct you to Apronia, the lady you saved from the shipwreck. She’ll give you the saber.

Now you just have to threaten the ship captain. Equip the saber and pull it out. Speak to the Captain and you’ll scare him. He’ll agree to set out. Return to Falco and report. Then head to Magius if he’s your guy.

This is where the path diverges. If you sided with Falco go to the Raven Rock: Falco Galenus section. If Carnius Magius go to Raven Rock: Carnius Magius.

Raven Rock: Falco Galenus

Quest 1: Ore Thief
Reward:500 Gold, 3 Ranks
Falco will give you the key to the Maren house in Raven Rock. A locked chest is inside his house, but nothing incriminating is found.

He’ll send you to catch Maren in the act. Head a little ways down the right intersection and follow Maren down the path. Maren will wait for a guard to move and then sneak into the storehouse. Speak to him then. Return to Falco with the news and he’ll send you to Carnius. Carnius denies it. Return to Falco to complete the quest. Wait three days for the next quest.

Quest 2: Crazy Miner
Reward:1500 Gold
You’ll notice Raven Rock is getting nice. Falco sends you to take care of a disturbed miner, and the bar you need to be at is just East of the mine entrance. The miner’s wife will be outside the bar. She says that he’s old and if you let him fight you he will get tired quickly.

Walk in, let him attack you for a bit and he’ll finally calm down. Converse him down from the proverbial cliff by just being nice to him. Return to Falco for your reward.

Quest 3: Stalhrim
Reward:1000 Gold
Stalhrim, a very rare and precious metal, has been discovered in the mine. Falco wants you to head North to find out what to do with the newly discovered Stalhrim. Head to the Graring household near Lake Fjalding.


As you approach you will find the people you are looking for under attack. Repel the attacker and Graring will give you a pick-axe to collect Stalhrim with. Head back to the Raven Rock mine and into the recently uncovered burial chamber, grab the stalhrim and return it to Graring. He’ll make you something if you want, otherwise return to Falco.

Quest 4: Deliver Report
Reward: 1000 Gold
Note: Save before starting. Magius can be in a random location and hard to find.

Falco sends you back to Magius with a letter. Make your way up the stairs but don’t step on the carpet in front of the new guy (Constans Atrius).

Constans will give you a random location to head to. Get moving, there was a 5 hour time limit and this may be pushing it.

He sent me to Brodir’s Grove (another location is the shipwreck we visited previously). Brodir’s Grove is located just Northeast of Raven Rock.

Turn over the report and return to Falco.

Quest 5: Spriggans
Reward: 2000 Gold
East of Raven Rock is a den of Spriggans. They’re stronger wilderness creatures, and don’t turn your back on a dead one (they respawn). Search North and East of the bar until you final all 4. Head into the bar and speak to Unel Lloran to find that there’s some magical heebi-jeebie (his words, not mine) going on.

Head into the mine and look for an abandoned mine shaft near the bottom. Step into the room and your journal will update. Return to Lloran in the bar and report this to him. Then you’ll have to haul him down with you.

Now you have to find bittergreen petals. A real pain in the butt that is. There’s none on Solstheim so take the boat to the mainland. A few quick hops to Tel Aruhn on the boat and into the apothecary will get you the petals you seek. Recall back to the island and turn the petals over to Lloran and finally return to Falco to complete the quest.

Quest 6: Hire Guards
Reward:12000 Gold
Return to Raven Rock’s bar. Where else could you find someone who will guard the town? Inside recruit Afer Flaccus. Garnas Uvalen is standing in an incomplete house just outside of the bar. Now head into the mine and look for Gratian Caerellius. There’s your guards. Return to Falco. Wait a few days for the next quest.

Before starting the next quest, speak to Carnius Magius about your stock. It’s worth 12,000 gold now and it’s time to sell.

Quest 7: Assassination Attempt
Reward: 1000 Gold, 10 Potions, Shield
Falco will be on the West side of town surrounded by his guards. You’ll be attacked and the 3 guards will chase after the guy. Stick around a few moments longer and two more assailants will show themselves. Kill them to finish the quest. Speak to Falco and wait a few days for the next one.

Quest 8: Silver Longswords
Reward: Rank
Falco will send you to speak to Constans at the Fort and grab some silver longswords. Upon returning you’ll find that nords attacked while you were away. Falco sends you into the mines to take care of the remainder and check up on the miners.

The nords are all dressed in similar armor, except for one. Toralf has black wolf armor and a fairly incriminating letter on him.

Return to Falco with the letter and he’ll send you to Magius. Magius will attack you as soon as you try to speak to him. Kill him and return to Falco to be put in charge of Raven Rock.

Quest 9: Home
Reward:House
Wait a few days and speak to Falco again. All that’s left to do is build your estate. Aldam Berendus is right outside the bar. Speak to him and you’ll be presented with a choice. 3 seperate areas your house could be built.

Take him to your favored location and he’ll build it. Just leave the area and return a week or so later.

Raven Rock: Carnius Magius

Quest 1: Ore Thief
Reward:1000 Gold, 2 Ranks
Let the deception begin. Magius will give you the key to the Maren house in Raven Rock. Uryn Maren has a cozy little house with a level 100 lock, and inside a level 100 chest with 5 pieces of ebony. Take this back to Magius.

He’ll send you to speak to Maren in the mine. Take a right at the first intersection and Maren will hand you some whisky to take to Aldam Berendus. Follow Berendus into the next room and stay with him until Maren returns to you. All that’s left to do is return to Magius. Wait three days for the next quest.

Quest 2: Crazy Miner
Reward:2000 Gold
You’ll notice Raven Rock is getting nice. Magius sends you to take care of a disturbed miner, and the bar you need to be at is just East of the mine entrance. The miner’s wife will be outside the bar. She says that he’s old and if you let him fight you he will get tired quickly.

Walk in, let him attack you for a bit and he’ll finally calm down. They guy wants to die and you can kill him with no penalty from Magius. You can converse him down from the proverbial cliff by just being nice to him. Return to Magius for your reward.

Quest 3: Stalhrim
Reward:9000 Gold
Stalhrim, a very rare and precious metal, has been discovered in the mine. Magius wants you to go kill a few people to ensure it gets to his hands. Head North towards Lake Fjalding and follow the the Western side of the lake to a house.

Kill the three of them and then take the Nordic Pick Axe off of Graring’s body (his Stalhrim mace is nice too). Get back to Magius who will send you to go get the Stahlrim in the mine. Do so, returning it for the reward.

Now is the time to sell your stock. So turn it in for 6000 gold.

Quest 4: Intercepted Report
Reward: 1000 Gold
Note: Tirvel died to a Spriggan attack and it gave me the journal update so don’t worry about having him make it all the way. Just don’t kill him yourself.

Outside the Shrine and in front of the well you’ll spot Hroldar the Strange. After speaking with him you’ll follow him into the wilderness. Hroldar will wait just outside of the Fort while you go fetch the messenger in Raven Rock.

Head there and find Tirvel Balen at the East edge of town. Offer to escort him and bring him back to where you left Hroldar. A bunch of wolves will attack.

Hroldar will pass you some scrolls and a note from Magius. Magius now wants you to kill Hroldar. Do so and return to Magius.

Quest 5: Spriggans
Reward: 1000 Gold
East of Raven Rock is a den of Spriggans. They’re stronger wilderness creatures, and don’t turn your back on a dead one (they respawn). Search North and East of the bar until you final all 4. Head into the bar and speak to Unel Lloran to find that there’s some magical heebi-jeebie (his words, not mine) going on.

Head into the mine and look for an abandoned mine shaft near the bottom. Step into the room and your journal will update. Return to Lloran in the bar and report this to him. Then you’ll have to haul him down with you.

Now you have to find bittergreen petals. A real pain in the butt that is. There’s none on Solstheim so take the boat to the mainland. A few quick hops to Tel Aruhn on the boat and into the apothecary will get you the petals you seek. Recall back to the island and turn the petals over to Lloran and finally return to Magius to complete the quest.

Quest 6: Hire Guards
Reward:1000 Gold
Return to Raven Rock’s bar. Where else could you find someone who will guard the town? Inside recruit Afer Flaccus. Garnas Uvalen is standing in an incomplete house just outside of the bar. Now head into the mine and look for Gratian Caerellius. There’s your guards. Return to Magius. Wait a few days for the next quest.

Quest 7: Assassination
Reward: 4000 Gold, Shield
If you’ve been using recall or the ship to get to Raven Rock, don’t. Head there by foot and give the city a wide berth. The watchtower is on the West side of town. Inside is a scroll that makes you an instant crackshot with a bow, a bow, and a single arrow. Equip the bow to start the attack and fire the arrow when Baslod draws the guards away. Flee the scene and return to Magius. Wait two days for the next quest.

Quest 8: Drastic Measures
Reward: Rank
Right outside the room will be two sacks full of weapons and armor. Grab it all and head East out of the fort.

Wait till 8 PM and a horde of Nords will show up. Give them the gear… and they’ll attack you. Return to Magius, who is definitely angry now. He’ll attack you. That’s it. Talk to Constans Atrius outside the door who will make you the ranking member on Solstheim. Congratulations.

Quest 9: Home
Reward:House
Wait a few days and speak to Constans Atrius again. All that’s left to do is build your estate. Aldam Berendus is right outside the bar. Speak to him and you’ll be presented with a choice. 3 seperate areas your house could be built.

Take him to your favored location and he’ll build it. Just leave the area and return a week or so later.

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