Friday, March 18, 2022

A Look at Morrowind (with a few mods) - Part 8

Welcome back to this look at Morrowind where we continue the adventures of Anna Valerian in the land of Vvardenfell.

Here is the mandated reminder that Night Eye is a priority: Night Eye is a priority. 

Thank you.

From where Anna emerges from the Saint Olms Canton, the Temple Canton lies before here. If it was daytime, we can clearly see the statues of Vivec.

As it stands, we can only see the flower offerings.

Now, Caius said that Mehra Milo is in the library. So it stands to reason that the library is located in a place of wisdom.

Ta-da!

Here's Mehra Milo. You know, I could go for a ice-cold glass of Milo right about now.

What is not well depicted here is that Mehra actually instructs the player to follow her to the back of the library so that she cannot be heard when talking with you. Remember that the Nerevarine Prophecies are actively persecuted against by the Temple and right now, we are in the heart of the Temple in Vvardenfell.

Unlike Huleeya and Addhiranirr, Mehra has a lot more to say about the Nerevarine Prophecies and can even point to a good source of information for Caius. However, as mentioned, Mehra is being watched by the Ordinators as she appears to believe that there is more to the Prophecies which the Temple wants to supress.

She even leaves Anna a code-word to indicate if she is in dire trouble. A letter addressed to "amaya".

Hey, Julan! Don't knock it till you try it!

…Admittedly, don't try to re-enact The Lusty Argonian Maid in public. That could get you arrested for your own good. That said, Julan has a good point about finding such a rare book with Jobasha.

This is interesting. A land deed hidden in a book. I wonder if this will come up in a quest later.

I do like that quest items can be found in the over-world and that they have weight which conceals their actual value aside from their unique name.

Seeing as this is a library, another copy of the 36 Lessons is here too.

Regarding those rumors about murders in Vivec, Anna may as well check in with the head Ordinators about it and see if there is any aid that a budding adventurer/Blades Agent can provide

This looks to be the place.

Looks like the Office of the Watch is unable to find the murderer as well so Anna is allowed to investigate on her own. At least they gave her a description to follow up on.

Meanwhile, another Ordinator of the Office is having personal problems. Seems that even inept Archmages are capable of cursing people with rashes.

Seeing as Anna may head back to the Foreign Quarter, she may as well help the poor Ordinator out.

Outside, we behold the Palace of Vivec. An actual living god resides in that palace.

Imagine living in a city where you know for a fact that Jesus or the equivalent lives in the house at the end of the street. That is regular life in Vivec.

Of course the door is heavily locked. It would be weird if it was unlocked.

The nearby shrines are part of the Pilgrimage of the Seven Graces as well. All they need is money.

With that, Anna gets a blessing to Luck and Mercantile.

The shrine at the Temple Canton is also part of the Seven Graces as well.

This one has arguably the best blessing of all.

High speed Levitation for an absurdly long period of time. Useful for exploration and getting from place to place. Who needs fast travel when you can fly to the place you need to get to.

Now for the last place for the Pilgrimage of the Seven Graces, the Puzzle Canal. The goal is to make it to the shrine inside the canal.

The challenge is finding the right access to the shrine. It is not as difficult as the name implies though.

See? At the right level, the door to the center can be directly accessed.

To translate, the individual must drown themselves in order to reveal the true shrine.

Which is blocked by this barrier as well.

This shrine was not built for Argonians that naturally breathe underwater.

If you are playing an Argonian, the method to access the shrine is as follows:-
 If you are unable to drown because you have a permanent Water Breathing effect, damage your health to 10 while underwater, or unequip the item providing the effect.

Then again, to a Dunmer, why would an Argonian be allowed to complete the Pilgrimage? They ought to be back in the slave plantations, doing the only thing they are capable of!

Upon losing the abovestated amount of health, the screen will black out for a moment. When vision returns, your health will be restored and a new stairway has appeared.

The new shrine re-tells a story of Vivec as he offered an unarmed foe a weapon which is courteous.

And here is a Dremora to allow Anna to re-enact this story. By the way, you need a silver LONGsword and NOT a silver SHORTsword.

Found this out the hard way...

You can tell this Dremora hates his job. Having to pretend to be grateful to countless pilgrims.

This grants Swift Swim and Water Breathing effects. Useful in managing to avoid drowning.

I still think working in the service industry is worse. At least, you do not get as many return customers as a pilgrimage feature.

Fun-fact, there is an entire chest of silver longswords in the room. Most likely the place has had complaints from upset pilgrims that forgot to bring the correct type of sword or just plain forgot.

You have a point there, Julan. On the other hand, access to amenities and hygiene, safety from hostile fauna and brigands etc. 

Asking about the murderer's description in the Foreign Quarter gives Anna a clue. Someone matching that description has been in the Underworks of the canton which people find peculiar.

Before investigating, Anna goes to deliver the apology to Trebonius who is gracious enough to accept the apology.

Due to our aid, Alusaron is now doing better in terms of his business. Now he is selling stuff that is not completely shit.

At the same time, we can also inform the ponce that Uncle Crassius is forming a theatre troupe.

Good luck with that. You would be Uncle Crassius's first himbo boy-toy.

Now to inform Aurane about who has been spreading libel about her.

Talking with her again shortly after has her request for a unique herb for a potion she is brewing. Seeing as we have helped her before, there is nothing wrong with offering more aid.

The herb itself is located a short distance from a Daedric ruin so we would need to tread carefully.

Now to help another merchant with sabotage. Hopefully it only disrupts sleep...

Speaking of Jeanne, I need to get back to some FGO farming.

Keeping out of sight, we unlock her room door.

It is a basic accommodation. Simple yet cozy in a way.

Now Anna plants the bone to complete this illicit act.

We leave afterwards without speaking to Jeanne to leave her none the wiser.

We also visit the enchanter to inform him how we got rid of the ponce by making him Uncle Crassisus's latest boy-toy.

He rewards us with an enchanted weapon for our aid. Looks useful to be sold off.

This is the Daedric ruin I was speaking of. It is a quite swim and walk away from the city.

However with the levitation spell present, we can make a beeline for the ruin's edges where the herb is.

What we are looking for is a unique variant of a gold kanet flower known as Roland's Tear.

Even know, I find Daedric ruins foreboding and intimidating just from looking at it. Something about  the non-Euclidean architecture and the Daedra that do not level scale with you always gives me the creep.

I love it.

Have I mentioned how much I prefer Morrowind's near-complete lack of level-scaling for enemy encounters? Or rather minimal level-scaling as there is some level-scaling to an extent.

Even in Morrowind, Scamps are still cannon fodder.

Further out on the edges of Ald Sotha are the flowers Anna is looking for.

Now that we no longer need the blessing, we cast Dispel so that we can move around normally again. That and to level up Anna's acrobatics.

The reward for our effort is a superb Fortify Luck potion. Not a bad gift.

While in Jobasha, we can look into other rare books. Like this book on vampires in Vvardenfell.

Here is Julan's summary on the Progress of Truth: It seems to go against the established notions of the Temple and closely resembles the verbal beliefs of the Ashlanders.

The next parts are going to be pretty long so bear with me, reader.

Here is the book itself. Firstly, it challenges the point that the Tribunal are true divine beings and counters with the point, derived from readings of the Apographa, that the Tribunal had stolen divinity using the profane tools of the Dwemer used to build the Numidium, a gigantic mechanical construct that was to be the Dwemer's artificial god that was built in the setting's First Era. For context, the game takes place in the Third Era so this is an extremely long time ago.

This claim alone would definitely draw the wrath of a temple dedicate to the worship of the Tribunal alone.

The second point is that the Tribunal Temple has a hidden insidious side that has suppressed various truths and interpretations that has masked the Tribunal's actions and motives that may have not been positive. Interestingly, a large amount of effort has been done to suppress the truth surrounding the Battle of Red Mountain in the First Era and their subsequent apotheosis. An interesting point is that the Tribunal seem to be concealing the true nature and extent of the threat of Dagoth Ur, their ability to protect the province from Dagoth Ur and what seems to be their diminishing power.

Based on what we have seen, the Temple is fanatical enough to suppress and mask the truth of their gods. So there is definitely an insidious side to the Tribunal Temple despite their goodwill and aid.

What is interesting is the notion that the Tribunal's actual powers are waning away. If the earlier notion is true, it would mean that they have not been able to replenish their stolen divinity.

Continuing on from the previous section, the Temple's account of the Battle of Red Mountain is vastly different from the account told by the nomadic Ashlanders. According to the Temple, Saint Nerevar had destroyed the Dwemer race during the Battle of Red Mountain and that their apotheosis happened after.

HOWEVER, the Ashlanders posit that the Dwemer had destroyed themselves and that Nerevar had entrusted Dagoth Ur to guarding whatever profane tools before conferring with his Council (that interestingly became the Tribunal). The Ashlanders add that Nerevar actually died from the treachery and that the Tribunal had driven Dagoth Ur away when he would not yield to them.

This seems to suggest that the Temple, being the dominant faction in Morrowind, had re-written historical accounts to paint themselves in a favorable light while suppressing any other account that opposes it (i.e the Ashlander's account, hence why they are frequently isolated and looked down upon by Morrowind's Temple-adherent modern society). A lot of historical revisionism has occurred to paint the Tribunal as all-loving heroes while sweeping their potential illicit and treacherous nature under the rug. Essentially, it would seem that the Tribunal has effectively re-written the history books and due to their dominant place in Dunmer society, the true historical fact has been lost to time, leaving only their account as the one that Dunmer society is allowed to know while all other accounts are actively suppressed by the Temple.

I LOVE THIS!!!

When I was a kid, this was the first game I ever played that introduced me to the idea of historical revisionism and the concept of how history is written by the winners. There is even a showcase on how certain ideas & notions can be conditioned into a society as their general belief and how differing ideas & notions can be turned into what that society would regard as absurd and false belief by certain groups pushing for that interpretation. It is something we have seen throughout history which is quite a fantastic thing to see in a game.

There is also the notion that the older form of worship practiced by the Dunmer prior to the Temple ought to be practiced again though as the book noted, they are unsure as to how this would be implemented due to several millennia of the current Temple system and how their society has lived by it.

As indicated in the previous section, the book brings up how the suppression of the Nerevarine Prophecies is apparently more politically motivated based on the Temple's suppression of other accounts of the Tribunal's origins and history. It highlights that the Dissident Priests do not discount what the Temple has labelled to be fantastical superstition and while not having a consensus as to how genuine they are, they do not reject prophecy like the Tribunal Temple has.

The book has also brought up how the current Temple's leadership and the Ordinators seem to be more politically motivated and selfish which in turn, has resulting in further persecution. Interestingly, the Dissident Priests seem to hint that they feel that these parties are currently acting on their own behalf rather than the Tribunal's behalf.

As started in the last section, it would seem that the norm for dealing with people espousing different beliefs and opinions not mandated by the Temple is to abduct, terrorize, torture and ultimately, imprison said dissidents away from normal society. The Dissident Priests even suggests that this is either a result of the Ordinators no longer being held in check or that the corrupt priesthood is consenting to their excessive actions.

Lastly, the Dissident Priests believe that the higher authorities in the Temple have forsaken the Temple's traditions and have instead come to enjoy the perks and rewards that come with authority rather than commit to their function and practice. Interestingly, the Dissident Priests do espouse how they regard the rank-in-file members of the Temple to be genuine believers of their practices and that they do not adhere to the corruption of the higher-ups.

This does parallel real life in a way. When dealing with particularly frustrating practices and notions in various organizations and bodies, it is rarely ever the fault of the rank-in-file people working in the counters and backrooms that are responsible for the mess, Usually it is the fault of higher-ups, out of touch with reality and enjoying the perks of authority that they ignore the flaws and mess in the field. What is annoying is that ignorant people would verbally attack, bitch and moan about being treated unfairly by those rank-in-file individuals even if the ones responsible for their treatment is higher up in the organizational chain.

Yes, reader, I do have experience in the service industry.

We definitely have what Caius is looking for.

With these bombshells out of the way, it is time to hunt a murderer down.

This does not look like a Dunmer woman. Looks more like an illicit shrine guard.

There is this one other person here. Said person is shrouded in shadow here though.

Upon killing said person, it appears we have found our murderer: A Dreamer Prophet.

Based on the enchantment on her dagger, the reason why she was able to slay two Ordinators before they could draw their weapons is due to draining their Stamina with the dagger. It also would explain why it would have been difficult to fight back.

Low Stamina causes you to miss more after all. ;-)

With that battle over, Anna rests in the sewers and levels up.

That is when we get a dream voice-over. Something peculiar is going on.

Julan tries to offer some comforting words but is just as perplexed as Anna.

Speaking of Julan, it is about time we confront him over his drinking habits.

S,o Julan has people breathing down his neck about his drinking habit. I wonder who.

While he has a point with pointing out how other people drink a lot, a bigger problem is that Julan is clearly drinking way too much to the point where he gets flat-out drunk and loses his inhibitions.

Drinking alcohol is fine and all but Julan's drinking habit seems to be a coping mechanism and he is indulging in it far too much to the point that it would be harmful. If he had a real-life liver, it would be begging for help at this point.

I guess Anna could approach this by pointing out that she cares for the guy. The other options seems a bit too harsh for Julan's case at least.

I guess that was not enough so the harsh reality-check comes into play too.

Okay, now he is receptive to the problem. Now to see if we can come up with a solution or coax one out of Julan.

Okay, no solution yet but at least he recognises that his drinking habit is an actual problem. That is good progress with helping Julan with his drinking habit so we can leave it at that for now.

Along the way, we run into a semi-hostile individual. This kind of interaction literally pops up if you are near such an NPC.

This is a Sleeper as described. It would appear that these people are indoctrinated by the Sixth House seeing they are bringing Dagoth Ur's message to us. Clicking the Sixth House option will lower their disposition and if it is low enough, they will attack you.

A neat part of the game is that these NPC Sleepers can be saved by destroying the nearby Sixth House base or Ash Vampire that has converted them to Sleepers. I may bring this up again later so bear this in mind for now.

I do like that these Sleepers have this unique voice-over line.

Our reward for our morally dubious quest is a mostly-useless enchanted amulet. May be useful for hand-to-hand characters at least.

With that done, we can now visit the Ordinators to report that we have killed the murderer.

Finishing this quest nets you some fairly decent Medium armor in the form of the Indoril Helmet and Cuirass but you are warned that wearing the armor will cause Ordinators to attack you on sight.

So, if you are going to use such armor, do NOT equip it in Vivec City.

Giving the potion to the Ordinator with a rash gives you double the reward money. I guess the rash was getting worse so he is even more grateful.

Neat.

Now, we head to Pelagiad in order to free New-Shoes.

Along the way, we see a herd (flock?) of netches. Bull and betty netches to be exact. 

Land jelly-fish are so endearingly bizarre.


You can talk to the nearby farmers to find out more about netches. It is the betty netch that hurt a lot but the bull netch inflicts poision.

Of course, there are cliff-racers on the way there!

As we made it to town, we may as well look into Habasi's tip about the local trader.

Here is the shopkeeper that Habasi claims to have Dwemer artifacts. I wonder if we can ask him.

Obviously, the direct approach would not work. 'Honest', eh?

So, why would an honest merchant have a Dwemer item in a hidden chest on the top floor of his shop?

I would say "sus" but it is blatantly obvious at this point.

Approaching the warden with the Dwemer coherer opens up this dialogue option. Clearly this warden has not learnt the art of verbal backspacing.

With the threat of blackmail at hand, Anna convinces the warden to release New-Shoes. No risky jailbreaking, just simple and clean blackmail of a corrupt official.

Thank you, Julan. Then again, all the pieces were neatly in place for such a scheme.

If a person goes, "You fight like a guar farmer", your response should be "How appropriate! You fight like a guar."

Memorize that, Julan. Last thing you want is to refer to some kind of fictional animal like a cow in Morrowind.

I do not know why this screen-cap is here but judging by the next one, Anna likely took a dirt nap here.

Speaking of guars.

Awww, the guar has a name and backpack.

Essentially, Teris here needs an escort to Vivec to deliver his cargo to a merchant in Vivec. So, Anna offers her services seeing as she is in the area and she probably would not let any harm to Rollie.

Adorable and not hostile too.

Bringing him there nets Anna some gold though sadly Rollie is left waiting outside Vivec City.

I guess domesticated guars cannot enjoy the comforts of the city.

Back in Balmora, Anna reports her successful jailbreak of New-Shoes to Habasi who in turn pays a good sum of money.

With her string of successful jobs and having the right skills, Anna is promoted and quickly asks for a new job.

Nothing wrong with getting paid again and it seems to be a simple one. Find the Master of Security here in Balmora and get them to secure South Wall.

I wonder why the need to secure it this way. Surely the Tong would rather break down the doors rather than pick the locks.

Asking around about Altmers in Balmora, Anna is given an unofficial list of Altmers living in Balmora. A small number so it should not take too long to find the Master of Locking.

I would use Unlocking but I am pretty sure Jill has that title reserved from here to eternity.

So before we go, we should report in to Caius regarding our findings.

While he studies our findings, we get our new orders to build up our cover story. Again, a good way to tell the player to continue exploring the open world while dealing with the issue of false urgency that plague the post-Morrowind Elder Scrolls games.

Meawhile, weird shrines are cropping up around. Weird...

I do wish the mod (Main Quest Enhancers) was more subtle about this but then again, I would not mind seeing more effects of the main quest's events affecting the world like Oblivion (albeit without the dull and repetitive dungeons that is the Deadlands there).

Normally, you would need to find the houses of the Altmers listed before but seeing as I have played this game before, I know exactly who to look for. Also, nice touch that Julan is nervous around him.

It is not even difficult as he is one of the few Altmer in Balmora aligned with the Thieves Guild so process of elimination and common sense applies. It does not take long to get him involved in securing the guild too seeing as Anna's high disposition combined with her good standing with the guild convinces him right away.

Reporting in to Habasi, our reward here is a free removal of any bounty we had on our head. This reward is not that great seeing as the first time player would not know about it and thus not know that they can freely build up a massive bounty by robbing people and scrubbing it clean here.

Still, could be worse. Could be level-determined gear like Oblivion and Skyrim that becomes obsolete when you level up.

With one more promotion, Habasi tells Anna that she has no more jobs to offer for Anna in Balmora and suggests checking out the other guild branches in Ald'ruh and Sadrith Mora.

We may need to relocate our base once Anna is done with the guild quests in Balmora.

At the same time, we should tell the Temple head here that Anna has completed her pilgrimage to the Seven Graces. With that, we have access to the Tribunal Temple's faction services.

With the kind of skills Anna has, she gets promoted quite a bit until management realises she has no work experience.

As for duties to do, there is none here in Balmora. I guess Ald'ruhn and Molag Mar have more to do for Temple employees.

Now, graffiti like this are the kind of Main Quest enhancements I like. It is a lot more subtle than the shrines from earlier. 

More graffiti. 

Now, Anna uses some of her money to learn more about Destruction in order to get more advancements in the Mages Guild.

Looks like all that time training Julan has seemingly paid off. 

Guess Anna could accompany him back to Ghostgate.

He seems pretty excited so we may as well head over via the guild guide.

At Ald'ruhn, Julan asks Anna quite a personal question.

At least he is not asking "What is Love?"

I think I will go with unrequited love for Anna. Seeing how she is proficient with melee weapons, I could envision her as being a tough tomboy and not as lady-like to attract men in Cyrodiil who are into more demure women but still falling for people who thought she was out of their league with her natural beauty.

That way, I can use her high Personality and combat specialisation to craft her backstory.

I would say that genuine romantic love goes beyond platonic love or the kind of affection that results in a friend-with-benefits sort of affair.

It is kinda cheesy to say that you would know it when you feel it but I will not comment on that too much.

Anna, you ought to be the last person to make fun a romantic seeing as you revealed yourself as one too.

I would not say that is wrong though it is idealistic to believe in something so unbreakable that it bonds their body, mind and soul.

Nothing wrong with being idealistic too. I believe in a thing called love as well.

Now to make this series a bit more interesting, time to go about this from a flustered romantic angle.

Seeing as she has been travelling with a good looking Dunmer who she has become quite close too, I would not assume that romance is off the table.

While I do not agree that every man and woman who travel together will end up as a romantic couple like what Hollywood likes people to think (I hate romantic plot tumors like the Kili and Tauriel pairing from The Hobbit films), I do not deny that such couplings happen. I just prefer it if the couple's chemistry and bond is well-established and occurs naturally.

With all that said, I wish the line here was not this blatant.

While we are here, we may as well get our first real order from Percius. A straightforward task to assist in killing necromancers.

Writer's note: This quest was my first character's introduction to Dremora and I was woefully unprepared back then. Enchanted steel axe, basic steel armor and not enough potions. I have learnt a lot since then and stopped underestimating Daedra until Oblivion came along and brought in too much level-scaling to enemy encounters.

With the quest logged into the journal, Anna and Julan head to Ghostgate to fulfil Julan's request.

Wait, what? Julan, what are you not telling Anna here?

We have been travelling together long enough that Anna at least deserves an explanation.

At least there is an option to be more aloof and stoic about your query.

I am glad that you find Anna's concern touching but the question remains.

Don't tell me you think you are the Nerevarine or something like that.

If you want to remain vague, you probably should not travel with a companion.

That would be easy. I doubt Anna would want to bring up whatever secret Julan has to anyone important.

Especially if it involves a suicidal death wish.

To put it into perspective, it would be like a novice adventurer deciding he is ready to kill the devil despite only having gear from the first town he came into.

Unless Julan is a speedrunner, I do not think he would get far into Red Mountain.

I wonder if toast is available in Morrowind. Bread exists so toasted bread is likely available though I do wonder what does the Dunmer use in place of dairy butter.

Also, Julan is being rather silly here. Anyone living in Morrowind would have already heard of Dagoth Ur and what he is to the locals.

Indeed, you were whiffing your hits and needed Anna to deal with them.

Now if you were struggling with Dremora, I would have slightly more confidence in your endeavor. 

Ah, Julan's disposition took a hit but Anna won't give up on convincing Julan against such a suicidal endeavor.

There is also navigating to wherever Dagoth Ur is shacking up and evading whatever blighted horrors there is but sure.

So, we are now back in Red Mountain. Red skies made by blighted ash.

At least, Julan has a helmet now.

Here is an Ash Slave, one of the minions of the Sixth House.

While they still look like Dunmer, there are already signs that they are starting to turn into something... else. Creepy stuff to run into in a Sixth House lair and rampant in their home base at Red Mountain.

Now we keep going.

And Julan is starting to hear voices. Oh dear...

If I recall correctly, Julan starts to slow down in his walking around this part.

Now, he is hearing actual whispers. Methinks it is time we turned back.

We may need to knock him out if he continues to be stubborn. Red Mountain is not doing him any favors.

Shouting at voices in your head? I wonder if Star of the West would be enough to knock him out here.

Based on how pilgrims can travel to Red Mountain and back without hearing too many of these voices, I wonder if Julan has something going on that he is not telling us or is aware of.

The voices seem to be getting worse.

Even more voices, I would assume.

I wonder if he can even hear Anna at this point.

Oh, dear. He does think he is the Nerevarine.

Looks like he fell unconcious.

Guess the Star of the West is not necessary here and I am glad that this teleports you to where you need to go to proceed with this questline.

I do not think Anna would or should bring up Julan thinking he is the Nerevarine, especially with the active persecution against the Nerevarine by the Tribunal Temple.

So, Julan seems physically fine at least but mentally... that is something for Anna to assess.

I guess some short-term amnesia is likely to occur due to whatever went on in his head.

So, the voices were distinct this time and not some vague nonsense.

How would you know how Dagoth Ur sounds like? 

Admittedly, he does have a distinctive voice so it would not be difficult to discern his voice in particular. Still, Julan does not recall what happened once the voices cropped up.

Interesting, his memories of what happened are jumbled up.

What did you think you would be ready to do? Defeat Dagoth Ur with a basic enchanted weapon?

Julan is improving as a fighter so I do not think being a guar herder would suit Julan at this point.

Training is probably for the best for now. Going to see his mother for advice is likely the nuclear option here.

Nuclear option it is. To be fair, Julan probably has run out of ideas about achieving his goals so getting advice from his parent is probably for the best.

Hopefully she is not some kind of loony old lady.

Skulls? Oh...

Also, one more thing.

Time to confront Julan about something he said.

The Nerevarine thing.

Good thing we are alone here or else there will some Ordinators rushing in to take us for 'rehabilitation'.

Do not try to dodge this, Julan. You were as clear as day with that yell.

This ought to be good.

Fair enough. Julan will tell us about it eventually.

While we are at Ghostgate, there are some skill-books here.

More lessons of Vivec.

A good number of them.

One of these days, I will make a character that collects all 36 Lessons and stores them properly on a bookshelf.

Now for some orders from Edwinna and it just so happens that Anna picked up that book from Jobasha as well.

200 gold in the bag and all Anna did was carry a book around.

Seeing as we probably should see Julan's mother, we may as well head over to Sadirith Mora to find a boat that can take us to the nearest settlement to the Ahemusa Camp.

Looks like a local inn is being haunted by a ghost and said inn is the only place that non-locals are allowed to stay in. 

I guess Wolverine Hall is an exception to this rule seeing as it is an Imperial fort in Telvanni territories.

This is a familiar sight for most player that travel here via guild guide and with this, I end this part of my look at Morrowind. It has been a long time since I released one of these and I am glad I finally can do so as I enjoy writing about Morrowind despite my admittedly mixed feelings towards modern Bethesda. Stuff like historical revisionism, differing perspectives on events etc. in Morrowind's main quest elevates the writing there for me.

I am not sure what I will be writing next but I will try to do so despite my increasingly busy schedule.

P.S: I got into Final Fantasty XIV. I am having a lot of fun doing the MSQ though I am going through it slowly due to making the mistake of getting way into crafting as well. Currently, I am in Stormblood and am maining Dark Knight (love the Stormblood Dark Knight questline).