Biographies Characteristics Analysis

Fir Morrowind. Settlements in Morrowind

Tel Fir. The tower of the greatest living wizard, Divayth Fir, a living legend worshiped by hundreds of mages across Tamriel. Unlike most Telvanni, Divayth is always ready to receive a guest in his tower and talk with him. True, not everyone who wants to get to Fira can do this - but the reason for this is a very objective criterion: not everyone can fly. As far as tower architecture is concerned, Fyr is a true Telvanian; in contrast, for example, from his former student and colleague, and now the adviser of the House, Mr. Arion. However, we will tell you about it another time, but now we are talking about Fira.

Divayth Fir is not only the greatest, but also the oldest wizard: not so long ago he celebrated his 4000th anniversary. During this period, unthinkable for a mere mortal, he brought to life many projects; He kindly agreed to tell us about some of them. Fir's long-standing passion is the Dwemer and everything connected with them (looking ahead, let's say that he infected his student, the aforementioned Arion, with this hobby). Collecting Dwemer artifacts is only the outer side, the main thing is fundamental research. Luckily, Divayt has the best help imaginable for this - the last living dwarf, or, as they sometimes say, a gnome. You ask - how is this possible? After all, all the gnomes were destroyed in the Battle of Red Mountain, and if someone had survived, then over these centuries he would have crumbled to dust long ago? But do not rush to conclusions: as already mentioned, Divayt Fir is working on many projects, in particular on the study of corprus. This terrible disease interests him both from a theoretical point of view (“this is an absolute, magnificent mystery, a mystery that is worth spending a lifetime studying it”), and from a practical point of view - Divayt and his daughters have been trying for more than a hundred years to create a healing potion from corpus. So far, however, without success. Yes, the "daughters" are also a by-product of this project: Fyr created them several hundred years ago from his own flesh. Now they help him in research, care for the sick, watch the tower, and also perform some other functions. The sick are kept in the Corprusarium - the dungeons under the tower; The temple vigilantly monitors the spread of the infection and sends the unfortunate ones who have caught the disease to this place. The Corprusarium is guarded by Vista-Kai, an Argonian, a former slave of Divayt, and now his faithful friend and assistant. And in the bowels of these catacombs lives Yagrum Bagarn, the same dwarf who had the misfortune to catch a corprus, returning to his homeland after a long absence. His condition, however, causes less concern than the rest of the victims, and even improves over time.

In the house of Telvanni, Fir also occupies a special position. Firstly, he, being an honorary member of the Council, does not really take any part in its work, not even having an assistant - Voice - in Sadrit More; as Divayt himself says, he has not been interested in politics for a long time. Secondly, unlike most advisors, Divayth has long and strong ties with the Empire, even with the emperors themselves, as well as with the Psijic order, of which he was once a member. Even after abandoning the Old School and seeking out the New Paths, using the wisdom of the Dwemer and the power of Lorkhan, Fyr maintains contact with Artaeum.

The possibilities that Divayth Fir has are truly endless - he has been to Oblivion more than once, talked with Mehrunes and Azura themselves, corresponded with Sotha Sil, met with many generations of emperors of Tamriel. However, he does not hesitate to discuss with any scientist who came to his tower, as we have seen from our own experience. And not only scientists visit the magician - many people know that he provides virtuoso thieves with the opportunity to rob his treasury ("I'm a bit of an athlete," explains Divayt). To succeed in this, one must truly possess the skills of the Gray Fox - only a couple of people in the history of this "competition" have achieved at least some success. Despite this, the flow of applicants does not dry out, and thieves visit the tower almost more often than scientists. So come visit Divayt - whoever you are, you will always find something to your liking. As Delta Fyr states, "We don't just accept barbarians and peasants."

Fortress types

More than one hundred visitors pass through these modest docks a year.
Divayt Fir's office.
The dwelling of Yagrum Bagarn, the last living Dwemer, lies deep within the Corprusarium.

Fortress residents

Name
(Class)
Fraction
(Rank)
Services List of services
Onyx Hall
Beita Fir
(Word Warrior)
- - -
Delta Fir
(Word Warrior)
- - -
Delaina Mandas
(Agent)
- Education Athletics, short blades, light armor
Quest Delaina Mandas in Tel Fir
(House Redoran)
Fira Hall
Alpha Fir
(Word Warrior)
- - -
Divayt Fir
(Wizard)
- Quests Healing from corprus
Encoded message
(House Telvanni)
Corprusarium
Vista Kai
(Knight)
- - -
Bowels of the Corprusarium
Woopsa Fir
(Word Warrior)
House Telvanni
(Servant)
Quest Healing from corprus
Yagrum Bagarn - Quests Healing from corprus
Yagrum Bagarn and the Wraithguard
The riddle of the gnomes
(Guild of Mages)
  • 2 Settlement descriptions
    • 2.1 Mournhold
    • 2.2 Clockwork City
    • 2.3 Ald'ruhn
    • 2.4 Bal Isra
    • 2.5 Balmora
    • 2.6 Vivec
    • 2.7 Sun
    • 2.8 Gnisys
    • 2.9 Dagon Fel
    • 2.10 Caldera
    • 2.11 Maar Gan
    • 2.12 Molag Mar
    • 2.13 Pelagiad
    • 2.14 Retan Manor
    • 2.15 Sadrith Mora
    • 2.16 Seyda Ning
    • 2.17 Suran
    • 2.18 Tel Arun
    • 2.19 Tel Branora
    • 2.20 Tel Vos
    • 2.21 Tel Mora
    • 2.22 Tel Fir
    • 2.23 Tel Uvirith
    • 2.24 Hla Oud
    • 2.25 Khuul
    • 2.26 Ebonheart
  • Notes

    Introduction

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

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


    1. List of settlements

    1.1. The Elder Scrolls: Arena

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

    • Amber Forest
    • Black Gate
    • Blacklight
    • Corkarth Run
    • Cormar View
    • Dagoth-Ur (Citadel of Dagoth Ur)
    • Darnim Watch
    • Dragon Glade
    • Eagle Moor
    • Ebonheart (Ebonheart)
    • Firewatch
    • Glen Haven
    • Greenheights
    • Heimlyn Keep
    • Helnim Wall
    • Karthor Dale
    • Karthor Heights
    • Kragenmoor
    • Markgran Forest
    • Mournhold (Mournhold)
    • Narsis (Narsis)
    • Necrom (Nekrom)
    • Oaktown
    • old keep
    • old run
    • Reich parkeep
    • Riverbridge
    • Sailen Vulgate
    • Silgrad Tower
    • Silnim Dale
    • Stonefalls
    • stoneforest
    • Tear
    • Verarchen Hall

    For the most part, these are cities and towns, although there are two quest dungeons.


    2. Descriptions of settlements

    2.1. Mournhold

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

    There are four districts in Mournhold around the Royal Palace: Temple District, Grand Bazaar, Plaza Brindisi Dorum, and Godsreach. Beneath Mournhold is an extensive sewer system and, as it turns out, an ancient abandoned city of the Dwemer.

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


    2.2. Clockwork City

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

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

    2.3. Ald'ruhn

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

    During the events of TES4, the city was rumored to have been completely destroyed by an army of Daedra. “Although the fearsome imperial crab was awakened through ancient rituals, the city itself literally rose to repel the invasion. The warlike Dunmer clan of Vvardenfell has suffered terrible losses, and the dark elves are forced to retreat before the Daedra advance to storm the Ghost Gate. Prayers to Vivec and the Nerevarine went unanswered.” – Michael Kirkbride


    2.4. Bal Isra

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

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

    2.5. Balmora

    Balmora belongs to House Hlaalu and is the second largest settlement in Vvardenfell. The city is crossed by the Odai River, dividing it into equal parts. In the city there are large branches of the Guild of Mages, Fighters, Thieves. Paved roads lead north to Ald'ruhn and the Caldera. The path through the swamps lies south to Seyda Nin and Vivek. A little south of Balmora is Fort Lunarmoth, where the Imperial Legion is garrisoned. The name of the city is translated from the Dunmer language as "stone forest".


    2.6. Vivec

    Vivec is the largest settlement in Vvardenfell and one of the largest cities in the East. The city of Vivec is located in the Ascadian Isles region on the south coast of Vvardenfell. It was built on the water in the Velothic style and consists of nine multi-tiered cantons connected to each other and to the mainland by bridges. Gondolas are also used to move. Here is the Palace of Vivek - the abode of the god-poet, one of the Almsivi. The city has many attractions, including the Stopped Moon of Baar Dau, which now houses the offices of the Ordinators. Until recently, outsiders' access to the city was restricted to the Outlander Quarter, but now they can visit areas other than the Ministry of Truth and Vivec's Palace.

    In the Sermons of Vivec, the city is said as follows:

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


    2.7. Vos

    Vos is a Veloth village in the east of the island, in the Grazelands. The Dunmer of Vos have been farmers for centuries. Their life was never easy, and the Ashlanders constantly attacked and stole wiquiet and marsh cane from the settlers. But the new Lord Mage Mr. Arion took the village under his protectorate, built new docks and an inn. Near the village is Tel Vos, the tower of Arion.


    2.8. gnisis

    Gnisis is an agricultural village on the Ouda Samsi river and has a thriving egg mine. It is located on the caravan route to Ald'ruhn, has a port of silt striders, and is frequented by merchants. Like many other settlements along the route of the caravan, there is a market, the Temple of Gnisis and Madach inn. But unlike other villages, Gnisis has a garrison of the Death's Head Legion, and pilgrims come to worship the Mask of Vivec at the Temple of Gnisis. Near Gnisis there is another holy place - Koala Cave.


    2.9. Dagon Fel

    Dagon Fel is the only major settlement on the Isle of Sheogorad in northern Vvardenfell. She also owns several buildings of Dwemer architecture, the Empty Tower and Sorkvild Raven's Tower. It was a Nord settlement thousands of years ago, and it was until the Dunmer drove the Nords out of Morrowind. Then the Dwemer built a city here, and the current village was built on the ruins of the Dwemer city. Since Morrowind became an Imperial Province, Nord fishermen have returned. Imperial scholars and adventurers also travel there to explore the Dwemer and Daedric ruins of Sheogorad.


    2.10. Caldera

    Caldera is a newly founded Imperial City and also a mining corporation. The Caldera Mining Company was given an Imperial monopoly to extract raw ebony from the rich local deposits. The caldera is reminiscent of Western Imperial City in both style and spirit. House Hlaalu and House Redoran are vying for the mines of Caldera.

    2.11. Maar Gan

    Maar Gan is a Redoran-style settlement, a mining village. Located in northern Ashland, north of Ald'ruhn, near Foyada Bani-Dad, Wraithreach, in the valleys near Red Mountain. A Silt Strider runs from Ald'ruhn to Maar Gan. Here, monsters sometimes enter through the Phantom Reach and attack the villagers. Monster Hunters now defend Maar Gan. The pilgrims come to the Temple of Maar Gan where Lord Vivec won a duel of wits with the Evil Daedra Lord Mehrunes Dagon.


    2.12. Molag Mar

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

    2.13. Pelagiad

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

    2.14. Retan Manor

    Secluded estate on the banks of the Odai River with a pier. Belongs to the Retan clan, as the name suggests. Similar to other solitary Hlaalu estates.

    2.15. Sadrith Mora

    Sadrith Mora is the seat of House Telvanni, home to the Council of House Telvanni and the tower of Tel Naga, where Mage-Lord Advisor Mister Neloth resides. Located on an island east of Vvardenfell. Visitors must stay at the Gate Inn, an inn for foreigners. Servants and members of the Telvanni house themselves are free to roam the city. Many foreigners live here, but for the most part they are all mercenaries, artisans, traders or Telvanni slavers. The imperial fort Wolverine Hall is located near the city. The guilds of Fighters and Mages are based within its walls, as well as the services of the Imperial cult.


    2.16. Seyda Nin

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

    2.17. Suran

    Suran, view from the shore

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


    2.18. Tel Arun

    Tel Arun is a Telvanni settlement around the tower of Archmagister Gothren, the Telvanni sorcerer-lord and head of the Telvanni Council. The village is located on an island in Zafirbel Bay, far from the coast. Tel Arun is the site of the Slaver's Festival and hosts the largest slave market on Vvardenfell.

    2.19. Tel Branora

    Tel Branora is the tower and residence of an eccentric Telvanni sorceress named Mistress Therana. The tower and its tiny village are located on a rocky promontory at the southeastern tip of Azura's Coast.

    2.20. Tel Vos

    Tel Vos is the castle of the Telvanni advisor Lord Arion. It is an Imperial style fort combined with typical Telvanni "mushroom" dwellings. Located next to Vos.

    2.21. Tel Mora

    Tel Mora is a Telvanni settlement. It houses the Telvanni Tower of Lady Drata, an old sorceress of the Telvanni Council. The first thing that catches your eye here is the absence of men. Mrs. Drata does not like men, they say that she is generally a little crazy. Anyway, Tel Mora is a prosperous settlement with an inn, craft and trading shops.

    2.22. Tel Fir

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


    2.23. Tel Uvirit

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

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

    2.24. hla oud

    Hla Oud is a small fishing village in the west of the island, in the Bitter Coast region. Next to it is the Odai Plateau, land belonging to the House of Hlaalu. It can only be reached by boat from Ebengarth or Gnaar Mok.

    2.25. Huul

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

    2.26. ebengard

    Ebonheart is a fort city of imperial architecture next to Vivec. Ebonheart is the seat of the Imperial Government of Vvardenfell. In addition, it is the center of maritime trade. Ebonheart Castle is the home of Duke Vedam Dren, ruler of the region and representative of the Emperor. Also in Castle Ebonheart is the council chamber of the Vvardenfell district and the garrison of the Predatory Moth Legion. The headquarters of the East Empire Company is also located in Ebonheart. Representatives from the provinces of Skyrim and Black Marsh hold diplomatic negotiations within the walls of Castle Ebonheart to ensure that their political interests are protected by law and by the authority of the Duke and the High Council. Ebonheart Imperial Cult Sanctuary is the administrative center of the Imperial Cult in Vvardenfell. The landmark of the city is the statue of Akatosh, the dragon god. (In TES1, a city called Ebonheart was located on the mainland of the province).


    Notes

    1. This only applies to TES3 - in TES1 you can freely enter the city, as well as leave it through the city gates. This limitation is caused by the technical implementation of the city, which is created as a group of rooms with connected weather conditions.
    2. This is also a purely technical limitation of the TES3 add-on, which arose for the same reason. Moreover, high jumps make it possible to reveal an invisible “wall” at the level of the tops of the city walls, which does not allow you to rise higher and is executed as a script.
    Hull Healing
    Job SourceKai Cosades in Balmora
    RewardHealing from the Corpus
    PreviousLair of the Sixth House
    NextLost prophecy
    LocationTel Fir
    attractiveness100 (Divayt Fir)
    ComplexityLight
    IDA2_3_Corprus Cure,
    A2_3_Corprus_Vistha,
    A2_3_CorprusKiller,
    A2_3_CorprusSafe
    RecommendedLockpick (100), Invisibility/Chameleon
    NecessaryLevitation/Acrobatics
    We need to find a way to heal the Corpus.

    Brief walkthrough

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

    Detailed walkthrough

    Looking for Divayt

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

    Tel Fyr is located on an island east of Vvardenfell, in the Azura Coast region. The shortest path is the journey from the Mages Guild to Sadrith Mora.

    Meeting with Divayt

    Inside Tel Fyr on the main level, you can talk to a Dunmer girl who will inform you that the mage is at work. Rise to the upper level in any of the available ways, for example, by drinking a levitation potion. Find Divayt (he is wearing Deaderic armor) and give him the artifact so that he would begin to trust you more. You can also try to arrange it to yourself in other standard ways. When he is ready to speak, he will inform you that he needs enchanted boots that are located in the depths of the Corpusarium and that by owning them he could make a potion for you that possibly heals the Corps. Go down to the Corpusarium and find the Dwemer Yagrum Bagarn, talk to him, get the magic boots and return to the mage for medicine.

    Potion of Healing

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