The Elder Scrolls III: Morrowind, or simply Morrowind, is a single player open-ended computer role-playing game by Bethesda Softworks, and the third in The Elder Scrolls series of games. It was released in the United States in 2002 for Microsoft Windows and the Xbox. In the game were six organizations, or houses, that collectively ruled over the province or had ruled in the past.
House Redoran
House Redoran, also known as Great House Redoran, is a political organization in the The Elder Scrolls series of computer and video games.
The Dunmer founded-and-dominated House Redoran is one of the six Great Houses of Morrowind. The house is made up of seasoned warriors who protect western Morrowind in the Velothi Mountains from Nord invaders from the province of Skyrim. Their holdings in the mainland of Morrowind include a large portion of the Western Mountains, the Northwestern Highlands and the Great Valley.
In the computer game Morrowind the Council Seat of House Redoran in the district of Vvardenfell is situated in Ald'ruhn. Their main capital in the province of Morrowind is Blacklight.
The House Redoran prizes the three virtues of duty, gravity, and piety. Duty is to one's honour, and to one's family, and to one's clan. Gravity is the essential seriousness of life. Life is hard and events must be endured and reflected upon with care and earnest. This does not mean that life cannot be enjoyed; it simply means that it is important for one to recognise the fundamental value and import of the lives of oneself and others. Piety is respect to the gods and the virtues they represent. A light careless life is not worth living. An act against these is treason and may result in expulsion from the house, depending greatly on the degree of the offense. Murder is an extremely dishonourable act but an honourable duel is acceptable and even common within the house. These traits of House Redoran are strongly reminiscent of feudal-era Japanese Samurai who lived according to Bushido, a code of conduct which demanded great seriousness and adherence to certain rules of honor and family, as well as devotion to Shinto and Buddha.
The House Redoran is ruled by an Arch-master, who is supported by his councillors. This house believes itself to be beyond most of the other houses due to their honor and martial prowess. They hate the Ashlanders, considering them to be heretics against the Tribunal. Some segments of House Redoran believe they should be removed as well as the blasphemous vampire clans. They hate the murderers and thieves of the Camonna Tong and the Thieves Guild. They are allied with the Tribunal Temple. Though not exactly friendly, House Redoran has a great amount of respect for those with martial prowess such as the Imperial Legion and Fighter's Guild. While not priests or holy crusaders like House Indoril, the Redoran are nevertheless driven by firm religious convictions.
In-game books involving House Redoran include non-fiction informative books and fiction. The non-fiction includes the Red Book of 3E426 (A directory to Redoran councillors and council affairs), The True Noble's Code (An informative recruiting book for House Redoran), and Redoran Cooking Secrets (A book on Redoran cooking). Redoran fiction includes the novel The Hope of The Redoran, a tale of irony of a seemingly impossible victory by a Redoran housemember against his cousin who seems to be chosen by fate.
Favoured skills of this Great House are:
*Athletics
*Spear
*Long Blade
*Heavy Armour
*Medium Armour
*Armourer
"Great House Redoran praises all the skills of war. Not because we believe war
is good or honourable in it’s own right, but because this knowledge is
necessary to perform one's duty. House Redoran's warrior fight with a long
blade and a shield or with a spear. A noble of House Redoran must also learn
to use a bow and must be athletic enough for the long marches to battle. A
Redoran wears heavy or medium armour depending on rank and strategy. A noble
of House Redoran is expected to know how to repair and maintain his own
armour." - The True Noble's Code
Ranks of this Great House are:
*Hireling
*Retainer
*Oathman
*Lawman
*Kinsman
*House Cousin
*House Brother
*House Father
*Councilman
*Arch-master
Once a member of House Redoran has reached the rank of Lawman, in order to advance further said Lawman must gain the sponsorship of a Redoran Councilman. In order to rise to the rank of Arch-master, a Councilman must have a suitable base of operations and unanimous support from the other Councilmen.
Great House Redoran is most suited to a character built around the skills of a warrior.
After the events of the game Morrowind and during the disappearance of the Nerevarine, Ald'Ruhn is said to have been destroyed when a large Daedric force attacked the city. The councilmembers were forced to resurrect the dread emperor crab Ald'skar whose shell they had made their home in. Even this was apparently not enough and the city was destroyed while the Daedra prepared to assault the Ghostgate itself. It is believed that what remains of the Redoran leadership has since returned to the old capital at Blacklight on the provincial mainland.
House Telvanni
The Great House Telvanni is one of the Six Great Houses located in the Morrowind Province in The Elder Scrolls series.
Traditionally isolationists, most House Telvanni Wizard-lords pursue wisdom and mastery in solitude. But certain ambitious Wizards, their retainers, and their clients have entered whole-heartedly into the competition to control and exploit Vvardenfell's resources, by building towers and bases all along the eastern coast. They believe that wisdom confers power and power confers right.
The House Telvanni has two capitals: one is Sadrith Mora on Vvardenfel, and the second is Port Telvannis, situated in the northeastern reach of continental Morrowind, on a small island.
Telvanni have little respect for anyone other than themselves, including other members of House Telvanni. They prefer to build their towers without stairs, forcing visitors to bring some sort of levitation magic. This not only gives them more seclusion, but acts as a sort of test to see if their visitors are worthy.
They have worked with the other Houses on some rare occasions such as breaking the monopoly of the Mages' Guild that House Hlaalu had the initiative to stand against. Many Telvanni are known to be necromancers, some driving themselves mad with the practice, and their retainers are often involved in illegal activities, making House Telvanni unpopular amongst other Houses, although this is likely the way they prefer it to be. House Telvanni is the main source of business for the Morrowind slave trade, although their slaves are not truly necessary. Many if not most of the oldest Telvanni wizards living on the furthest eastern coasts of Morrowind are thought to be either Vampires or Liches.
As a rule, House Telvanni is quite obscenely wealthy. Some accounts claim that as a whole, the House has a net worth rivalling the riches of the Imperial Treasury. In this way, it is very fortunate that Telvanni (as a rule) have very little regard for material prosperity. Much of this financial leverage is greatly mitigated by the fact that many Telvanni exhaust their resources with ceaseless bickering and infighting. Entire cities have been known to change hands repeatedly between two or more Telvan Wizard-lords over petty grievances and minor disputes that have, over the centuries, grown into major blood-wars. Often, the citizens of Telvanni controlled regions do not care much for or even especially notice the internal politics of the Great House, as abstract magickal vendettas between lofty, never-seen plutocrats and their legions of paid pawns rarely interrupt the lives of the common Dunmeri serf. A few notable exceptions have broken the silence of the ivory tower before, such as instances of Telvanni lords massacring each others logistical assets, however the House has various ways of making such occurrences "disappear" when the net effect of bad PR becomes too high. Additionally, a great deal of Telvanni wealth is spent on purely hedonistic extravagance and many luxuries for which most Telvanni have no real use.
Unlike other organizations in Tamriel, Telvanni do not bond themselves to each other. They value their personal independence and privacy above anything else. Belonging to House Telvanni does not mean much for its members. They have just one rule: there are no rules. Telvanni describe it with the following words:
"If you steal from another Telvanni, but still live, then clearly you deserve whatever you stole. Murdering your opponents by magic or treachery is the traditional way of settling disputes. If you win, then clearly your argument has more merit. You may be expelled as in any other Great House, but most Telvanni will not care or even know about it." Telvanni have only a formal administrative system, and their House serves only to discuss common interests and share resources amongst the truly magickally gifted. Most Telvanni wizard-lords loathe the Mages' Guild, considering it a pedestrian organisation filled with no-talent hacks, impotent old blowhards, has-beens and other assorted conjurors of cheap parlour tricks.
House Telvanni has a plan to peacefully occupy all uninhabited parts of Vvardenfell in their own distinctive way. Any major construction projects in Vvardenfell require the consent of the Duke of Ebonheart, which is patently hard to obtain, and all other organizations suffer by this. The Telvanni, however, have no fear or respect towards Imperial law, and younger House Telvanni retainers are frequently sent, occasionally with a contingent of slaves, to build their towers across the remote unseen and un-looked for regions for Vvardenfell, not asking or informing anyone. According to the House's plan, as the towers grow to towns, most of Vvardenfell should de facto become theirs. Almost all Telvanni are powerful, wealthy wizards, and can protect themselves against the law, but such expansion is a danger for all other Great Houses, and they sometimes attack less protected Telvanni outposts.
In the game Morrowind, this is reflected in a double-sided quest about Odirniran, just one of those outposts, run by a lone necromancer Milyn Faram. Hlaalu have sent a group to attack Odirniran, and the fight has come to a stalemate. If the player is with House Telvanni, he is sent to destroy the Hlaalu still besieging the tower, and if he is with the Hlaalu, he gets a mission to rescue one of Hlaalu taken hostage and kill the necromancer.
Favoured skills of the House are:
*Mysticism
*Conjuration
*Illusion
*Alteration
*Destruction
*Enchanting
During the events of Elder Scrolls IV: Oblivion; House Telvanni provided much of the protection of the province from the daedra hordes of Mehrunes Dagon by actively seeking out and closing the Oblivion Gates. It is unknown based on rumours in Cyrodiil at the time whether any other Great Houses participated in this with the Telvanni.
House Hlaalu
Great House Hlaalu is one of the Six Great Dunmer houses and a joinable faction featured in the Elder Scrolls III: Morrowind video game (part of The Elder Scrolls series).
As House Hlaalu's territory borders that of Cyrodiil and they are not a warrior house, the Hlaalu quickly embraced the Empire soon after they arrived in Morrowind. House Hlaalu welcomes Imperial Law and the Legions, and the freedom of trade and religion. Consequently, members of the House tend to be well-regarded by members of Imperial factions. They show little respect for Dunmer traditions, Dunmer ancestors, the Dunmer Temple, and the Noble Houses.
Because of their connections with the Empire, the House has made many friends and enemies. Ashlanders, and the three vampire clans of Berne, Quarra, and Aundae are all enemies of the house, due to the exile of the Ashlanders by the Hlaalu, and the antagonism of the undead by said Hlaalu. Due to political differences, the House is hostile with the two other Great Houses of Redoran and Telvanni, but does not maintain open warfare. House Indoril bears much hatred towards the Hlaalu due to the constant assassinations and plots enacted against them after Vivec signed the armistice. The Camonna Tong, a crime syndicate with Hlaalu connections, has managed to put the House on uneasy terms with the Thieves' Guild. It is said that much of the Great House is run by the Camonna Tong.
The Great House has bases on Vvardenfell in the cities of Balmora, Vivec, Suran, Gnaar Mok, and Hla Oad. The Duke of Vvardenfell, Vedam Dren, is a powerful ally of House Hlaalu due to his former grandmaster status. The true capital of Great House Hlaalu is Narsis, a city on the mainland of Morrowind, in the south, near the borders of both Cyrodiil and Black Marsh. In Vvardenfell, Balmora is the seat of their power, despite the fact that no councillors live there.
The favored Skills of this house are:
*Speechcraft
*Mercantile
*Marksman
*Short Blade
*Light Armor
*Security
The ranks of Great House Hlaalu, in ascending order, are:
*Hireling
*Retainer
*Oathman
*Lawman
*Kinsman
*House Cousin
*House Brother
*House Father
*Councilman
*Grandmaster
Great House Hlaalu is most suited to a character built around the skills of a rogue or thief.
House Dagoth
House Dagoth, also known as the Sixth House, is a political organization in The Elder Scrolls series of games.
House Dagoth was one of the six Chimer Great Houses of Morrowind. The members of the House were known as brave warriors and powerful enchanters. Voryn Dagoth, the leader of the House, allied himself with the young Nerevar, offering his wisdom, strength, and friendship to the future ruler. Over time, he became Nerevar's senior and most-trusted advisor.
House Dagoth's fall occurred at the Battle of Red Mountain. Extremely loyal to his friend Nerevar, Voryn Dagoth (the future Dagoth Ur) fought beside him within the Dwemer fortress, and was ordered to defend the profane tools which caused the Dwemer people to vanish from reality. At the time, Voryn suggested that the tools be destroyed to prevent damage to the Chimer. Nerevar, wounded and forlorn due to the war, rejected the notion, and left to confer with his friends Vivec, Almalexia, and Sotha Sil, ordering him to protect them until his return.
After some time, Nerevar decided along with his council to confiscate the tools and keep them safe from evil hands, but Dagoth Ur refused to give up the tools, insisting he was ordered by Nerevar not to give them up. The Almsivi, or the Tribunal Temple, states that he had been corrupted by the Heart of Lorkhan and Nerevar fought Dagoth Ur for possession of the tools and defeated him.
The House was not dead, however - Dagoth Ur and seven of his blood brothers fled deeper into Red Mountain, and the children of his House were adopted by others. Over three millennia, Dagoth Ur and his brothers lay in a state of near-death deep below the Mountain. During this time, Dagoth Ur's mind explored the enchantments of the Profane Tools and their links to the Heart of Lorkhan. When he awoke near the end of the Second Era, little remained of Nerevar's friend as he was, but a creature existed who believed himself to have been betrayed by Nerevar and the Tribunal. These feelings incubated over time, pulling him farther into madness.
Using rituals, Dagoth Ur bound himself and his brothers directly to the Heart of Lorkhan, drawing directly on the immense power it possessed. Dagoth Ur saw this power as the birthright of his people, a divine right stolen long ago. His goal was to spread this gift to the Dunmer and possibly other people of Tamriel. To do so, he created a carrier disease, Corprus. He sent out a call to the remains of House Dagoth, creating Sleepers from those Dunmer whose ancestors had been adopted into other Houses. They soon became Dreamers and joined the Sixth House Cult, where the ultimate glory was to partake of the "Divine Disease" and be changed by Corprus.
It might be safe to say that, with the Heart of Lorkhan being released and the death of Dagoth Ur, House Dagoth was effectively destroyed at the hands of the Nerevarine. With not only the loss of the Heart of Lorkhan, which provided Dagoth Ur and his lieutenants with most of their power, and with the death of its leader, its demise is highly plausible.
The in-game book series, Poison Song, concerns a lost heir of House Dagoth, and his descent into the madness of a killing frenzy. It is not clear if the book is considered fiction or fact within the game.
House Dres
House Dres is one of the Great Houses of Morrowind. The house concentrates on agriculture and the slave trade and is located in the south-eastern part of Morrowind. Its influence on Morrowind politics has weakened considerably since Morrowind's surrender to the Tamrielic Empire. As it uses slave labour to keep its farms going and is particularly opposed to Imperial power and other races of Tamriel, it is greatly at odds with the values of the Empire (which forbids slave trade).
House Dres is the most conservative of Morrowind’s Great Houses, to the extent that the Daedra worship of the Chimer is still commonly practiced by its members. During the war in which Morrowind became a province of the Empire of Tiber Septim, it was one of the Houses, along with House Indoril and House Redoran, to resist Imperial forces.
More recently, after the events of Morrowind, House Dres has apparently undergone some significant changes. Since then, King Hlaalu Helseth has outlawed slavery in Morrowind, but Dres has allied with Helseth and is apparently finally accepting Imperial rule. Currently, the reasons and motivations for this change, as well as the effect of the outlaw of slavery on House Dres, are unknown.
House Dres holds no territory on the island of Vvardenfell. Its territory is all located on mainland Morrowind, along the southern border with Black Marsh. The capital of House Dres is Tear.
House Indoril
House Indoril is one of the Great Houses of Vvardenfell. The great Chimer hero Nerevar was the head of this House during the early First Era. House Indoril is a staunch supporter of the Tribunal Temple, many of the Temple Ordinators and other Temple heroes are members of this House. This connection has given it a big influence on all political decisions in Morrowind.
Prior to Imperial conquest, House Indoril had been the dominant Great House throughout Morrowind’s history. During the war with Tiber Septim’s Empire, House Indoril was strongly against Imperial occupation. When Septim incorporated Morrowind into his Empire, Indoril refused to submit to Imperial rule. At the time the Lord High Councilor of the Grand Council, a council comprised of the heads of the Great Houses, was an Indoril and would not accept the treaty or step down, so he was assassinated and replaced with a member of House Hlaalu. More power struggles went on between the two Great Houses, with House Hlaalu, in support of Imperial accommodation, coming out the victor. Still unwilling to accept membership within the Empire, many Indoril nobles committed suicide, weakening the House.
In the game Oblivion, citizens of Cyrodiil speak of House Indoril being in ruins as the result of machinations of the new king, Hlaalu Helseth, and his House Hlaalu and House Dres allies.
Currently, House Indoril has no territorial holdings on the island of Vvardenfell, all of its territory is located on mainland Morrowind. Its capital is Mournhold, also the capital of Morrowind itself.
House Sotha
House Sotha was one of the minor Houses of Vvardenfell until its destruction by Mehruhnes Dagon in the times of Indoril Nerevar. The only one who survived the destruction of the House by Dagon was Sotha Sil, who was rescued by Indoril Nerevar and later became one of his most trusted advisors.
Houses of Morrowind
House Redoran
House Redoran, also known as Great House Redoran, is a political organization in the The Elder Scrolls series of computer and video games.
The Dunmer founded-and-dominated House Redoran is one of the six Great Houses of Morrowind. The house is made up of seasoned warriors who protect western Morrowind in the Velothi Mountains from Nord invaders from the province of Skyrim. Their holdings in the mainland of Morrowind include a large portion of the Western Mountains, the Northwestern Highlands and the Great Valley.
In the computer game Morrowind the Council Seat of House Redoran in the district of Vvardenfell is situated in Ald'ruhn. Their main capital in the province of Morrowind is Blacklight.
The House Redoran prizes the three virtues of duty, gravity, and piety. Duty is to one's honour, and to one's family, and to one's clan. Gravity is the essential seriousness of life. Life is hard and events must be endured and reflected upon with care and earnest. This does not mean that life cannot be enjoyed; it simply means that it is important for one to recognise the fundamental value and import of the lives of oneself and others. Piety is respect to the gods and the virtues they represent. A light careless life is not worth living. An act against these is treason and may result in expulsion from the house, depending greatly on the degree of the offense. Murder is an extremely dishonourable act but an honourable duel is acceptable and even common within the house. These traits of House Redoran are strongly reminiscent of feudal-era Japanese Samurai who lived according to Bushido, a code of conduct which demanded great seriousness and adherence to certain rules of honor and family, as well as devotion to Shinto and Buddha.
The House Redoran is ruled by an Arch-master, who is supported by his councillors. This house believes itself to be beyond most of the other houses due to their honor and martial prowess. They hate the Ashlanders, considering them to be heretics against the Tribunal. Some segments of House Redoran believe they should be removed as well as the blasphemous vampire clans. They hate the murderers and thieves of the Camonna Tong and the Thieves Guild. They are allied with the Tribunal Temple. Though not exactly friendly, House Redoran has a great amount of respect for those with martial prowess such as the Imperial Legion and Fighter's Guild. While not priests or holy crusaders like House Indoril, the Redoran are nevertheless driven by firm religious convictions.
In-game books involving House Redoran include non-fiction informative books and fiction. The non-fiction includes the Red Book of 3E426 (A directory to Redoran councillors and council affairs), The True Noble's Code (An informative recruiting book for House Redoran), and Redoran Cooking Secrets (A book on Redoran cooking). Redoran fiction includes the novel The Hope of The Redoran, a tale of irony of a seemingly impossible victory by a Redoran housemember against his cousin who seems to be chosen by fate.
Favoured skills of this Great House are:
*Athletics
*Spear
*Long Blade
*Heavy Armour
*Medium Armour
*Armourer
"Great House Redoran praises all the skills of war. Not because we believe war
is good or honourable in it’s own right, but because this knowledge is
necessary to perform one's duty. House Redoran's warrior fight with a long
blade and a shield or with a spear. A noble of House Redoran must also learn
to use a bow and must be athletic enough for the long marches to battle. A
Redoran wears heavy or medium armour depending on rank and strategy. A noble
of House Redoran is expected to know how to repair and maintain his own
armour." - The True Noble's Code
Ranks of this Great House are:
*Hireling
*Retainer
*Oathman
*Lawman
*Kinsman
*House Cousin
*House Brother
*House Father
*Councilman
*Arch-master
Once a member of House Redoran has reached the rank of Lawman, in order to advance further said Lawman must gain the sponsorship of a Redoran Councilman. In order to rise to the rank of Arch-master, a Councilman must have a suitable base of operations and unanimous support from the other Councilmen.
Great House Redoran is most suited to a character built around the skills of a warrior.
After the events of the game Morrowind and during the disappearance of the Nerevarine, Ald'Ruhn is said to have been destroyed when a large Daedric force attacked the city. The councilmembers were forced to resurrect the dread emperor crab Ald'skar whose shell they had made their home in. Even this was apparently not enough and the city was destroyed while the Daedra prepared to assault the Ghostgate itself. It is believed that what remains of the Redoran leadership has since returned to the old capital at Blacklight on the provincial mainland.
House Telvanni
The Great House Telvanni is one of the Six Great Houses located in the Morrowind Province in The Elder Scrolls series.
Traditionally isolationists, most House Telvanni Wizard-lords pursue wisdom and mastery in solitude. But certain ambitious Wizards, their retainers, and their clients have entered whole-heartedly into the competition to control and exploit Vvardenfell's resources, by building towers and bases all along the eastern coast. They believe that wisdom confers power and power confers right.
The House Telvanni has two capitals: one is Sadrith Mora on Vvardenfel, and the second is Port Telvannis, situated in the northeastern reach of continental Morrowind, on a small island.
Telvanni have little respect for anyone other than themselves, including other members of House Telvanni. They prefer to build their towers without stairs, forcing visitors to bring some sort of levitation magic. This not only gives them more seclusion, but acts as a sort of test to see if their visitors are worthy.
They have worked with the other Houses on some rare occasions such as breaking the monopoly of the Mages' Guild that House Hlaalu had the initiative to stand against. Many Telvanni are known to be necromancers, some driving themselves mad with the practice, and their retainers are often involved in illegal activities, making House Telvanni unpopular amongst other Houses, although this is likely the way they prefer it to be. House Telvanni is the main source of business for the Morrowind slave trade, although their slaves are not truly necessary. Many if not most of the oldest Telvanni wizards living on the furthest eastern coasts of Morrowind are thought to be either Vampires or Liches.
As a rule, House Telvanni is quite obscenely wealthy. Some accounts claim that as a whole, the House has a net worth rivalling the riches of the Imperial Treasury. In this way, it is very fortunate that Telvanni (as a rule) have very little regard for material prosperity. Much of this financial leverage is greatly mitigated by the fact that many Telvanni exhaust their resources with ceaseless bickering and infighting. Entire cities have been known to change hands repeatedly between two or more Telvan Wizard-lords over petty grievances and minor disputes that have, over the centuries, grown into major blood-wars. Often, the citizens of Telvanni controlled regions do not care much for or even especially notice the internal politics of the Great House, as abstract magickal vendettas between lofty, never-seen plutocrats and their legions of paid pawns rarely interrupt the lives of the common Dunmeri serf. A few notable exceptions have broken the silence of the ivory tower before, such as instances of Telvanni lords massacring each others logistical assets, however the House has various ways of making such occurrences "disappear" when the net effect of bad PR becomes too high. Additionally, a great deal of Telvanni wealth is spent on purely hedonistic extravagance and many luxuries for which most Telvanni have no real use.
Unlike other organizations in Tamriel, Telvanni do not bond themselves to each other. They value their personal independence and privacy above anything else. Belonging to House Telvanni does not mean much for its members. They have just one rule: there are no rules. Telvanni describe it with the following words:
"If you steal from another Telvanni, but still live, then clearly you deserve whatever you stole. Murdering your opponents by magic or treachery is the traditional way of settling disputes. If you win, then clearly your argument has more merit. You may be expelled as in any other Great House, but most Telvanni will not care or even know about it." Telvanni have only a formal administrative system, and their House serves only to discuss common interests and share resources amongst the truly magickally gifted. Most Telvanni wizard-lords loathe the Mages' Guild, considering it a pedestrian organisation filled with no-talent hacks, impotent old blowhards, has-beens and other assorted conjurors of cheap parlour tricks.
House Telvanni has a plan to peacefully occupy all uninhabited parts of Vvardenfell in their own distinctive way. Any major construction projects in Vvardenfell require the consent of the Duke of Ebonheart, which is patently hard to obtain, and all other organizations suffer by this. The Telvanni, however, have no fear or respect towards Imperial law, and younger House Telvanni retainers are frequently sent, occasionally with a contingent of slaves, to build their towers across the remote unseen and un-looked for regions for Vvardenfell, not asking or informing anyone. According to the House's plan, as the towers grow to towns, most of Vvardenfell should de facto become theirs. Almost all Telvanni are powerful, wealthy wizards, and can protect themselves against the law, but such expansion is a danger for all other Great Houses, and they sometimes attack less protected Telvanni outposts.
In the game Morrowind, this is reflected in a double-sided quest about Odirniran, just one of those outposts, run by a lone necromancer Milyn Faram. Hlaalu have sent a group to attack Odirniran, and the fight has come to a stalemate. If the player is with House Telvanni, he is sent to destroy the Hlaalu still besieging the tower, and if he is with the Hlaalu, he gets a mission to rescue one of Hlaalu taken hostage and kill the necromancer.
Favoured skills of the House are:
*Mysticism
*Conjuration
*Illusion
*Alteration
*Destruction
*Enchanting
During the events of Elder Scrolls IV: Oblivion; House Telvanni provided much of the protection of the province from the daedra hordes of Mehrunes Dagon by actively seeking out and closing the Oblivion Gates. It is unknown based on rumours in Cyrodiil at the time whether any other Great Houses participated in this with the Telvanni.
House Hlaalu
Great House Hlaalu is one of the Six Great Dunmer houses and a joinable faction featured in the Elder Scrolls III: Morrowind video game (part of The Elder Scrolls series).
As House Hlaalu's territory borders that of Cyrodiil and they are not a warrior house, the Hlaalu quickly embraced the Empire soon after they arrived in Morrowind. House Hlaalu welcomes Imperial Law and the Legions, and the freedom of trade and religion. Consequently, members of the House tend to be well-regarded by members of Imperial factions. They show little respect for Dunmer traditions, Dunmer ancestors, the Dunmer Temple, and the Noble Houses.
Because of their connections with the Empire, the House has made many friends and enemies. Ashlanders, and the three vampire clans of Berne, Quarra, and Aundae are all enemies of the house, due to the exile of the Ashlanders by the Hlaalu, and the antagonism of the undead by said Hlaalu. Due to political differences, the House is hostile with the two other Great Houses of Redoran and Telvanni, but does not maintain open warfare. House Indoril bears much hatred towards the Hlaalu due to the constant assassinations and plots enacted against them after Vivec signed the armistice. The Camonna Tong, a crime syndicate with Hlaalu connections, has managed to put the House on uneasy terms with the Thieves' Guild. It is said that much of the Great House is run by the Camonna Tong.
The Great House has bases on Vvardenfell in the cities of Balmora, Vivec, Suran, Gnaar Mok, and Hla Oad. The Duke of Vvardenfell, Vedam Dren, is a powerful ally of House Hlaalu due to his former grandmaster status. The true capital of Great House Hlaalu is Narsis, a city on the mainland of Morrowind, in the south, near the borders of both Cyrodiil and Black Marsh. In Vvardenfell, Balmora is the seat of their power, despite the fact that no councillors live there.
The favored Skills of this house are:
*Speechcraft
*Mercantile
*Marksman
*Short Blade
*Light Armor
*Security
The ranks of Great House Hlaalu, in ascending order, are:
*Hireling
*Retainer
*Oathman
*Lawman
*Kinsman
*House Cousin
*House Brother
*House Father
*Councilman
*Grandmaster
Great House Hlaalu is most suited to a character built around the skills of a rogue or thief.
House Dagoth
House Dagoth, also known as the Sixth House, is a political organization in The Elder Scrolls series of games.
House Dagoth was one of the six Chimer Great Houses of Morrowind. The members of the House were known as brave warriors and powerful enchanters. Voryn Dagoth, the leader of the House, allied himself with the young Nerevar, offering his wisdom, strength, and friendship to the future ruler. Over time, he became Nerevar's senior and most-trusted advisor.
House Dagoth's fall occurred at the Battle of Red Mountain. Extremely loyal to his friend Nerevar, Voryn Dagoth (the future Dagoth Ur) fought beside him within the Dwemer fortress, and was ordered to defend the profane tools which caused the Dwemer people to vanish from reality. At the time, Voryn suggested that the tools be destroyed to prevent damage to the Chimer. Nerevar, wounded and forlorn due to the war, rejected the notion, and left to confer with his friends Vivec, Almalexia, and Sotha Sil, ordering him to protect them until his return.
After some time, Nerevar decided along with his council to confiscate the tools and keep them safe from evil hands, but Dagoth Ur refused to give up the tools, insisting he was ordered by Nerevar not to give them up. The Almsivi, or the Tribunal Temple, states that he had been corrupted by the Heart of Lorkhan and Nerevar fought Dagoth Ur for possession of the tools and defeated him.
The House was not dead, however - Dagoth Ur and seven of his blood brothers fled deeper into Red Mountain, and the children of his House were adopted by others. Over three millennia, Dagoth Ur and his brothers lay in a state of near-death deep below the Mountain. During this time, Dagoth Ur's mind explored the enchantments of the Profane Tools and their links to the Heart of Lorkhan. When he awoke near the end of the Second Era, little remained of Nerevar's friend as he was, but a creature existed who believed himself to have been betrayed by Nerevar and the Tribunal. These feelings incubated over time, pulling him farther into madness.
Using rituals, Dagoth Ur bound himself and his brothers directly to the Heart of Lorkhan, drawing directly on the immense power it possessed. Dagoth Ur saw this power as the birthright of his people, a divine right stolen long ago. His goal was to spread this gift to the Dunmer and possibly other people of Tamriel. To do so, he created a carrier disease, Corprus. He sent out a call to the remains of House Dagoth, creating Sleepers from those Dunmer whose ancestors had been adopted into other Houses. They soon became Dreamers and joined the Sixth House Cult, where the ultimate glory was to partake of the "Divine Disease" and be changed by Corprus.
It might be safe to say that, with the Heart of Lorkhan being released and the death of Dagoth Ur, House Dagoth was effectively destroyed at the hands of the Nerevarine. With not only the loss of the Heart of Lorkhan, which provided Dagoth Ur and his lieutenants with most of their power, and with the death of its leader, its demise is highly plausible.
The in-game book series, Poison Song, concerns a lost heir of House Dagoth, and his descent into the madness of a killing frenzy. It is not clear if the book is considered fiction or fact within the game.
House Dres
House Dres is one of the Great Houses of Morrowind. The house concentrates on agriculture and the slave trade and is located in the south-eastern part of Morrowind. Its influence on Morrowind politics has weakened considerably since Morrowind's surrender to the Tamrielic Empire. As it uses slave labour to keep its farms going and is particularly opposed to Imperial power and other races of Tamriel, it is greatly at odds with the values of the Empire (which forbids slave trade).
House Dres is the most conservative of Morrowind’s Great Houses, to the extent that the Daedra worship of the Chimer is still commonly practiced by its members. During the war in which Morrowind became a province of the Empire of Tiber Septim, it was one of the Houses, along with House Indoril and House Redoran, to resist Imperial forces.
More recently, after the events of Morrowind, House Dres has apparently undergone some significant changes. Since then, King Hlaalu Helseth has outlawed slavery in Morrowind, but Dres has allied with Helseth and is apparently finally accepting Imperial rule. Currently, the reasons and motivations for this change, as well as the effect of the outlaw of slavery on House Dres, are unknown.
House Dres holds no territory on the island of Vvardenfell. Its territory is all located on mainland Morrowind, along the southern border with Black Marsh. The capital of House Dres is Tear.
House Indoril
House Indoril is one of the Great Houses of Vvardenfell. The great Chimer hero Nerevar was the head of this House during the early First Era. House Indoril is a staunch supporter of the Tribunal Temple, many of the Temple Ordinators and other Temple heroes are members of this House. This connection has given it a big influence on all political decisions in Morrowind.
Prior to Imperial conquest, House Indoril had been the dominant Great House throughout Morrowind’s history. During the war with Tiber Septim’s Empire, House Indoril was strongly against Imperial occupation. When Septim incorporated Morrowind into his Empire, Indoril refused to submit to Imperial rule. At the time the Lord High Councilor of the Grand Council, a council comprised of the heads of the Great Houses, was an Indoril and would not accept the treaty or step down, so he was assassinated and replaced with a member of House Hlaalu. More power struggles went on between the two Great Houses, with House Hlaalu, in support of Imperial accommodation, coming out the victor. Still unwilling to accept membership within the Empire, many Indoril nobles committed suicide, weakening the House.
In the game Oblivion, citizens of Cyrodiil speak of House Indoril being in ruins as the result of machinations of the new king, Hlaalu Helseth, and his House Hlaalu and House Dres allies.
Currently, House Indoril has no territorial holdings on the island of Vvardenfell, all of its territory is located on mainland Morrowind. Its capital is Mournhold, also the capital of Morrowind itself.
House Sotha
House Sotha was one of the minor Houses of Vvardenfell until its destruction by Mehruhnes Dagon in the times of Indoril Nerevar. The only one who survived the destruction of the House by Dagon was Sotha Sil, who was rescued by Indoril Nerevar and later became one of his most trusted advisors.
Houses of Morrowind
Sotha Sil is a fictional character from the game Morrowind, one of the three living Gods of the Tribunal Temple.
Sotha Sil In Morrowind
According to legend, Sotha Sil was one of the advisors of Nerevar, the Hortator of the Chimeri people.
Sotha Sil visited the village where Vivec's parents lived, and told his mother that she bore his "brother-sister".
He is known to be one of the three greatest advisors of Nerevar, and he is generally regarded to be the oldest of the Almsivi. Sotha Sil is said to be the one who divined the use of Kagrenac's Tools, which allowed the ascension of the Tribunal. He was the most reclusive of the Almsivi, residing in his Workshop, somewhere in Morrowind; stories of its location range from beneath the black marsh, to in a bottle on the mantle of Almalexia. He is known to be one of the Psijic Order, a reclusive group of mages residing on a constantly-shifting island of the Summerset Isles.
He lost his lower body and left arm at one time, although the exact ways in which he lost them remains debated.
He fought alongside Almalexia in the Battle against Mehrunes Dagon, and was once the most active of the Tribunal.
He supposedly descended into madness, though many of these details come from the account of Almalexia (see below).
Sotha Sil in TES III: Tribunal
Sotha Sil was murdered at the hands of Almalexia in roughly the year 426 of the Third Era. His body is discovered by the Nerevarine, still wired into the advanced technology of the Clockwork City, only moments before the final climactic battle with Almalexia and her sword Hopesfire.
Almalexia complains that while killing him, he remained silent, despite her taunting:
"..Sotha Sil...he always thought himself our better, shunning us, locking himself in this hole. He spoke not a word as he died. Not a whisper. Even in death, he mocked me with his silence!"
After luring the Nerevarine into Sotha Sil's Clockwork City, she would kill him/her. Publicly, she would turn the Nerevarine into a martyr, saying that his/her death while ending Sotha Sil's "madness" was heroic:
"Nerevarine. Here it ends. This Clockwork City was to be your death. You were to be my greatest martyr! The heroic Nerevarine, sacrificing all to protect Morrowind from the mad Sotha Sil."
Through propaganda, she would position herself above King Helseth and Lady Barenziah, making her the sole protector of Mournhold. Finally, she would turn her sights towards Vivec and depose its God-King, leaving her the only living God of all Morrowind:
"Fear not. I will tell the tale myself when this is done. I will tell my people how with your dying breath you proclaimed your devotion to me, the one true god. Your death will end this prophecy and unite my people again under one god, one faith, one rule by my divine law. The puppet king will lay down his arms and bow to my will. Those who do not yield will be destroyed."
Ultimately, her plans are stopped by the Nerevarine.
The news of Sotha Sil's death is not common knowledge, and he continues to be revered by the Dunmer as one of the sacred Almsivi. The player has the option of informing NPCs of what took place, but most will not believe it.
Vivec says the following of Sotha Sil and Almalexia if the player speaks to him after ending the Tribunal Expansion:
"I presume she killed Sotha Sil. I thought she might harm me. And I presume she tried to kill you, Nerevarine... But death comes to all mortals—and we are all mortal now... It is futile to deny one's fate. But, nonetheless, I'm afraid I find it all very, very sad that it should end this way, something that began in such glory and noble promise."
fr:Sotha Sil
it:Sotha Sil
Sotha Sil In Morrowind
According to legend, Sotha Sil was one of the advisors of Nerevar, the Hortator of the Chimeri people.
Sotha Sil visited the village where Vivec's parents lived, and told his mother that she bore his "brother-sister".
He is known to be one of the three greatest advisors of Nerevar, and he is generally regarded to be the oldest of the Almsivi. Sotha Sil is said to be the one who divined the use of Kagrenac's Tools, which allowed the ascension of the Tribunal. He was the most reclusive of the Almsivi, residing in his Workshop, somewhere in Morrowind; stories of its location range from beneath the black marsh, to in a bottle on the mantle of Almalexia. He is known to be one of the Psijic Order, a reclusive group of mages residing on a constantly-shifting island of the Summerset Isles.
He lost his lower body and left arm at one time, although the exact ways in which he lost them remains debated.
He fought alongside Almalexia in the Battle against Mehrunes Dagon, and was once the most active of the Tribunal.
He supposedly descended into madness, though many of these details come from the account of Almalexia (see below).
Sotha Sil in TES III: Tribunal
Sotha Sil was murdered at the hands of Almalexia in roughly the year 426 of the Third Era. His body is discovered by the Nerevarine, still wired into the advanced technology of the Clockwork City, only moments before the final climactic battle with Almalexia and her sword Hopesfire.
Almalexia complains that while killing him, he remained silent, despite her taunting:
"..Sotha Sil...he always thought himself our better, shunning us, locking himself in this hole. He spoke not a word as he died. Not a whisper. Even in death, he mocked me with his silence!"
After luring the Nerevarine into Sotha Sil's Clockwork City, she would kill him/her. Publicly, she would turn the Nerevarine into a martyr, saying that his/her death while ending Sotha Sil's "madness" was heroic:
"Nerevarine. Here it ends. This Clockwork City was to be your death. You were to be my greatest martyr! The heroic Nerevarine, sacrificing all to protect Morrowind from the mad Sotha Sil."
Through propaganda, she would position herself above King Helseth and Lady Barenziah, making her the sole protector of Mournhold. Finally, she would turn her sights towards Vivec and depose its God-King, leaving her the only living God of all Morrowind:
"Fear not. I will tell the tale myself when this is done. I will tell my people how with your dying breath you proclaimed your devotion to me, the one true god. Your death will end this prophecy and unite my people again under one god, one faith, one rule by my divine law. The puppet king will lay down his arms and bow to my will. Those who do not yield will be destroyed."
Ultimately, her plans are stopped by the Nerevarine.
The news of Sotha Sil's death is not common knowledge, and he continues to be revered by the Dunmer as one of the sacred Almsivi. The player has the option of informing NPCs of what took place, but most will not believe it.
Vivec says the following of Sotha Sil and Almalexia if the player speaks to him after ending the Tribunal Expansion:
"I presume she killed Sotha Sil. I thought she might harm me. And I presume she tried to kill you, Nerevarine... But death comes to all mortals—and we are all mortal now... It is futile to deny one's fate. But, nonetheless, I'm afraid I find it all very, very sad that it should end this way, something that began in such glory and noble promise."
fr:Sotha Sil
it:Sotha Sil
Imperial Battle-Mage Jagar Tharn is a fictional character of the Elder Scrolls universe created by Bethesda Softworks. Jagar Tharn appears in the first of these games, The Elder Scrolls: Arena. As the game starts, Tharn has used his magic to usurp the throne of Emperor of Tamriel, Uriel Septim VII, whom he then imprisoned in an alternate dimension, Oblivion. Normally when the Emperor of Tamriel dies, a Council is magically informed and meets to select a successor. By sequestering Uriel Septim VII in a magical prison, Tharn prevented this from happening. Using magic he then took the form of the Emperor and replaced the Emperor's most loyal servants and followers with demons and other fell creatures similarly altered.
Unable to suborn his apprentice Ria Silmane, Tharn murders her and imprisons the player's character (the Captain of the Imperial Guard and Ria's friend) beneath the city. Silmane is able to magically hold herself in the mortal plane long enough to direct the player's character in how to escape. Her wish is that the player seek the eight shattered pieces of Staff of Chaos (the tool Tharn stole to imprison the Emperor and kill her with) in order to defeat Tharn and remove him from power.
Tharn appears only occasionally for most of the game, mostly to taunt the player. The central "quest" or goal of the game involves learning how to defeat Tharn and gathering the necessary items. If the player completes this task and returns to the Imperial City, he or she can confront the villain who is extremely powerful at this point. If the player determines how to defeat him, the battle ends with Tharn's death and the gratitude of the restored Emperor. If not, Tharn will sooner or later destroy even the strongest character.
Numerous in-game literature from Morrowind and Oblivion make mention of Jagar Tharn, namely in the biography of Barenziah. Jagar Tharn seduced the Dark Elf queen, under the name of the nightingale, in order to obtain the Staff of Chaos, which he then hid throughout Tamriel. It was Barenziah that discovered the hidden locations of the pieces to the staff.
Jagar Tharn is also mentioned in The Elder Scrolls Legends: Battlespire as the figure who assists Mehrunes Dagon in conquering the Battlespire Academy as well as in The Elder Scrolls Travels: Shadowkey as the true master behind the events within Dragonstar revolving around eliminating other Battlemages of equal power as his own.
Unable to suborn his apprentice Ria Silmane, Tharn murders her and imprisons the player's character (the Captain of the Imperial Guard and Ria's friend) beneath the city. Silmane is able to magically hold herself in the mortal plane long enough to direct the player's character in how to escape. Her wish is that the player seek the eight shattered pieces of Staff of Chaos (the tool Tharn stole to imprison the Emperor and kill her with) in order to defeat Tharn and remove him from power.
Tharn appears only occasionally for most of the game, mostly to taunt the player. The central "quest" or goal of the game involves learning how to defeat Tharn and gathering the necessary items. If the player completes this task and returns to the Imperial City, he or she can confront the villain who is extremely powerful at this point. If the player determines how to defeat him, the battle ends with Tharn's death and the gratitude of the restored Emperor. If not, Tharn will sooner or later destroy even the strongest character.
Numerous in-game literature from Morrowind and Oblivion make mention of Jagar Tharn, namely in the biography of Barenziah. Jagar Tharn seduced the Dark Elf queen, under the name of the nightingale, in order to obtain the Staff of Chaos, which he then hid throughout Tamriel. It was Barenziah that discovered the hidden locations of the pieces to the staff.
Jagar Tharn is also mentioned in The Elder Scrolls Legends: Battlespire as the figure who assists Mehrunes Dagon in conquering the Battlespire Academy as well as in The Elder Scrolls Travels: Shadowkey as the true master behind the events within Dragonstar revolving around eliminating other Battlemages of equal power as his own.
The Morag Tong is a fictional secret society in the computer game series, The Elder Scrolls.
It is a secret society within the continent of Tamriel, and is based in, and largely operationally restricted to, the Imperial Province of Morrowind.
The name means "Foresters' Guild" in the same way that a forester walks observantly among the trees of the forest, before selecting the appropriate one and cutting it down.
Interestingly, in order to accord with Imperial law relating to Guilds and Fraternal Organizations, all official documents, including Writs, making reference to the Tong must use the name "Morag Tong Guild" to indicate the legal status of the organization. As "Tong" means guild in the Dunmer language, the usage "Morag Tong Guild" translates to "Forester's Guild Guild."
History
Origin
The Morag Tong is quite unique in Tamriel, as it is the only legally sanctioned organization for assassins. It was said to have been founded by the hermaphrodite Daedric Prince Mephala. In Dunmeri legends, she teaches the early Chimer nomads, who were emigrating from Summerset Isle, how to evade their adversaries and destroy them with conspiracy and plots of secret murder, his/her "sphere of influence" upon Morrowind being conspiracies and secrets.
A small faction of Chimer continued to adhere to these principles, and, thus, the Morag Tong was born. As a means of resolving conflicts of such a grievous nature between Chimer groups that no other course of action was appropriate, the Chimer were to approach the Morag Tong and offer money for an "honorable execution". Because of its official sanction, the Morag Tong has the authority to print legal bills known as "Writs of Execution," which excuse a guild agent of all legal misgiving associated with any Morag Tong related business. These writs are to be presented to any arresting guard or soldier, and immediately and completely absolve the assassin for the murder. As such, Morag Tong executioners are expected to give themselves up immediately following an execution even if the death itself would have remained a mystery, in order to legally absolve themselves and avert any possible long-term ramifications. Executioners who fail to do so are considered suspect by their order and may be subject to major internal investigations, as the Morag Tong does not harbor criminals. Note also that other crimes committed in the completion of an assignment are not excused by a writ-for example, theft or secondary killings.
The Splintering of the Dark Brotherhood
Although the Morag Tong is a society of murder and assassination, they have strict internal laws and ways of governing themselves. Early in the history of the order a splinter group broke away, calling itself The Dark Brotherhood, who turned from the original intent of the society: to prevent massive bloodshed with selectively calculated killings. The Brotherhood transformed into a "death cult," turning from the original worship of the patron Mephala to the worship of Sithis, the serpent god of death. Their matron became the Night Mother, an old woman supposed to be fervently loyal to their Dread Father, Sithis. Their murders were no longer motivated by altruism; they weren't even entirely, or even mostly motivated by money. They frequently abducted innocents, whose souls served as sacrifices in Daedric and Necromantic ceremonies.
Criticisms
Since its creation, to the outside world, the people of Morrowind, and, perhaps, Tamriel itself, feel the Morag Tong has become less of a sacred institution and more of a secularized enterprise of revenge, largely because of the Dunmeri abandonment of Daedra worship; the Morag Tong resents this fact, still taking itself very seriously as the upholder of traditional Dunmeri law, and feels, on the whole, that its services are undervalued: anyone with a minor grievance and enough wealth can order the murder of another person because the Morag Tong, taking their traditional role as the impartial middle-man, is always obliged to accept the contract.
Outer Operations
Although the Morag Tong is largely restricted to activity within Morrowind Province, due to the fact that no other Imperial governments recognize them as a legal faction, this does not mean that fleeing Morrowind will protect you. Tong executioners have been known to track their prey all across Tamriel, thanks in part to an extensive network of informants and contacts maintained by the Guild. For example, the Mehrune's Razor mini-expansion to The Elder Scrolls IV offers a chance to encounter a Morag Tong assassin who has been captured while hunting a target in Cyrodiil. However, the Dark Brotherhood has a monopoly on illegal assassination outside of Morrowind, and Brotherhood assassins have been known to abduct Tong agents wherever they find them.
fr:Morag Tong
It is a secret society within the continent of Tamriel, and is based in, and largely operationally restricted to, the Imperial Province of Morrowind.
The name means "Foresters' Guild" in the same way that a forester walks observantly among the trees of the forest, before selecting the appropriate one and cutting it down.
Interestingly, in order to accord with Imperial law relating to Guilds and Fraternal Organizations, all official documents, including Writs, making reference to the Tong must use the name "Morag Tong Guild" to indicate the legal status of the organization. As "Tong" means guild in the Dunmer language, the usage "Morag Tong Guild" translates to "Forester's Guild Guild."
History
Origin
The Morag Tong is quite unique in Tamriel, as it is the only legally sanctioned organization for assassins. It was said to have been founded by the hermaphrodite Daedric Prince Mephala. In Dunmeri legends, she teaches the early Chimer nomads, who were emigrating from Summerset Isle, how to evade their adversaries and destroy them with conspiracy and plots of secret murder, his/her "sphere of influence" upon Morrowind being conspiracies and secrets.
A small faction of Chimer continued to adhere to these principles, and, thus, the Morag Tong was born. As a means of resolving conflicts of such a grievous nature between Chimer groups that no other course of action was appropriate, the Chimer were to approach the Morag Tong and offer money for an "honorable execution". Because of its official sanction, the Morag Tong has the authority to print legal bills known as "Writs of Execution," which excuse a guild agent of all legal misgiving associated with any Morag Tong related business. These writs are to be presented to any arresting guard or soldier, and immediately and completely absolve the assassin for the murder. As such, Morag Tong executioners are expected to give themselves up immediately following an execution even if the death itself would have remained a mystery, in order to legally absolve themselves and avert any possible long-term ramifications. Executioners who fail to do so are considered suspect by their order and may be subject to major internal investigations, as the Morag Tong does not harbor criminals. Note also that other crimes committed in the completion of an assignment are not excused by a writ-for example, theft or secondary killings.
The Splintering of the Dark Brotherhood
Although the Morag Tong is a society of murder and assassination, they have strict internal laws and ways of governing themselves. Early in the history of the order a splinter group broke away, calling itself The Dark Brotherhood, who turned from the original intent of the society: to prevent massive bloodshed with selectively calculated killings. The Brotherhood transformed into a "death cult," turning from the original worship of the patron Mephala to the worship of Sithis, the serpent god of death. Their matron became the Night Mother, an old woman supposed to be fervently loyal to their Dread Father, Sithis. Their murders were no longer motivated by altruism; they weren't even entirely, or even mostly motivated by money. They frequently abducted innocents, whose souls served as sacrifices in Daedric and Necromantic ceremonies.
Criticisms
Since its creation, to the outside world, the people of Morrowind, and, perhaps, Tamriel itself, feel the Morag Tong has become less of a sacred institution and more of a secularized enterprise of revenge, largely because of the Dunmeri abandonment of Daedra worship; the Morag Tong resents this fact, still taking itself very seriously as the upholder of traditional Dunmeri law, and feels, on the whole, that its services are undervalued: anyone with a minor grievance and enough wealth can order the murder of another person because the Morag Tong, taking their traditional role as the impartial middle-man, is always obliged to accept the contract.
Outer Operations
Although the Morag Tong is largely restricted to activity within Morrowind Province, due to the fact that no other Imperial governments recognize them as a legal faction, this does not mean that fleeing Morrowind will protect you. Tong executioners have been known to track their prey all across Tamriel, thanks in part to an extensive network of informants and contacts maintained by the Guild. For example, the Mehrune's Razor mini-expansion to The Elder Scrolls IV offers a chance to encounter a Morag Tong assassin who has been captured while hunting a target in Cyrodiil. However, the Dark Brotherhood has a monopoly on illegal assassination outside of Morrowind, and Brotherhood assassins have been known to abduct Tong agents wherever they find them.
fr:Morag Tong