How To's and What is?
Earning a Living.
Guilds and Houses.
Where do I live?
Deciding where to lay your head at
night can be
a tricky business. Remember
what I said about consequences?
Well, here they come.
You can find yourself a nice house
somewhere, lots of storage, close
to major centres with transport
and services laid on, kill the inhabitant
and move right on in.
Trouble is, a lot of those seemingly
boring folk now living in your
favourite abode have this nasty
habit of turning out to be needed later on
when you're trying to accomplish
There's no way to learn about this
teeny pitfall, other than through trial
and error, so you just have to live
with your decision.
You don't have to have a house;
you can carry your worldly goods
with you and sleep in hostels etc,
but you'll eventually find that you
have so much stuff that your
inventory begins to look like a chain store catalogue
and finding anything
So a house of some kind becomes
If you store your items in crates
out in the open, be aware that some
crates randomly re-generate their
contents and in doing so they'll
eat your hard-won loot.
Best advice would be to find
a house where the owner is outside,
somewhere within view. Break
in sneakily and stealthily, pick the lock
and run away if you have to.
Pay the fine.
Now you have a house you can use
and no one to yell at you when
you don't pick up your socks!
Each house on XBox is a 'cell'. Within each cell there's
a limit to how much stuff you can
leave lying around in the open.
This is why you need a home with
crates and chests.
If you leave a ton of swords on
your bed, you're gonna come
home one night and find that something
Overflow Loot Bag has taken
Some people love them, others, who
prefer to do their own home
decorating, hate the things.
Everything you leave in the house
will get dumped in the Bag
the second you close the door behind
Making a Living.
Here is where your own preferences
really kick in.
Sure, you're encouraged to learn
the art of thievery at the beginning of
the game and robbing the Balmora
crates can net you around
1000 gold, enough to keep body and
However, it is possible to make an
honest living with the minimum
of stealing and killing, should
you so wish to.
(Be an alchemist, join Temple etc)
It actually makes the game harder
and more complex to play this way,
but murder is unavoidable
at certain stages of any gameplay.
Lucky for you the quest-givers are
pretty good at justifying their requests,
so your conscience can remain fairly
But the good stuff has to be stolen,
most of the time.
Especially if you want money to
have enchantments done, to buy
good weapons and to pay for training.
I'm not including Quest items as
part of this. You learn about them as you
go along and a lot of the items
you're asked to retrieve, you get to keep.
But they're not the kinds of things
want to part with, so there has
to be another way, right?
I'm not going to tell you, step-by-step,
how to steal things or what to steal.
I will just quietly point out that
there is one thing that I find essential
in order to turn my turtles
into upwardly-mobile yuppies.
It is called the Amulet
of Shadows. and it gives the wearer
80% chameleon, which means you can
and steal from, just about anywhere
What Do I do Now?
Okay, you've learned the lingo, scoped
out the lay of the land,
now it's time to join . . . something.
There are Guilds and factions and
You can join 'em all if you want.
Or can you?
Yes and no.
You can be a member of Temple, Legion,
Fighter's Guild, Thieves Guild etc.
Theoretically, you can join all
of the above, except for this
problematical little concept
known as 'conflict of interest'.
For example, the Thieves Guild and
the Fighter's Guild are
at odds with each other. The
bosses of the Fighter's are
in league with the Commona Tong,
arch-enemies of the Thieves.
There's a quiet little war going
on; watch your step!
There are also factions in Morrowind.
You can't join the Dark Brotherhood
or the Commona Tong.
You can however join the abolitionist
group, Twin Lamps and you can become
a professional assassin for the
Morag Tong; all you have
to do is find them.
There are three Great Houses; Telvanni,
Hlaalu and Redoran.
Once you've joined a House, you
get kicked out, but
you can not join another,
rival House. Ever.
So choose wisely.
Telvanni are the mages, the
ancient wizards, some of them are
quietly, gloriously insane, but
they have cool mushroom houses!
The Telvanni believe that right
if you have a dispute with another
Telvanni and kill them,
you must have been right!
Doesn't mean you can run around
willy-nilly knocking them off, tho'.
Telvanni are also wily.
You can join Telvanni in Sadrith
Redoran are the Honest Joes.
Stalwart and upright . . . mostly.
Doesn't mean they're boring, though.
Their houses are like
the ones you'll find in Ald Ruhn.
Redorans are warriors and diplomats, but
there are some shady ones.
You should fit right in.
You can join Redoran Under Skar
in Ald Ruhn.
The Hlaalu do 'business'.
They trade, they deal, they get
the job done, whatever it might
They're a memorable bunch of characters,
You'll never forget your first meeting
with 'Uncle Crassius'.
Hlallu can be joined in Balmora
at the Council House
on the rich side of town.
Now, once you've made your choice,
the House folk give you jobs to do.
Duties or chores. By doing
these successfully, you can 'advance'
in rank in
your chosen House.
After a while,
someone will mention a 'stronghold'.
This is your own little piece of
Morrowind, your new home, and you
have more jobs to do in order to
get it built.
Now those descriptions I gave about
the various house types
start to make sense, eh?
Check your map.
Redoran will build for you at Bal
Isra, north of Ald Ruhn. Hlaalu is
on the Odai Plateau, downriver from
Balmora and the Telvanni stronghold
is charmingly located at Urvith's
Grave, out in the middle of the Ashlands,
west of Sadrith Mora, on the mainland.
Most of the tasks and quests you're
given in House and Guild are level-specific.
That's me-speak for you get the
easy stuff first to suit your low level
and it gets harder as you go along.
If you find a task too difficult
to do, leave it. Go away, have a minor
adventure elsewhere, learn new skills,
level-up, come back and try again.
The characters don't care how long
it takes you to accomplish something,
they just want a successful result
. . . eventually.
You have some cash, information about
what you can do
and somewhere to live.
Now it's time we moved on to those
general tips known as
Asked Questions', maybe even a few that are not
so commonly asked, but handy to