Morrowind:Transport

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Route map showing quick-transport options throughout Vvardenfell.
Route map showing quick-transport options throughout Vvardenfell.

Vvardenfell is a vast landscape. There is even an in-game mission whose sole objective is to walk from one side of the map to the other without talking to anyone, and this is likely to be an undertaking of half an hour or more, depending on how fast your character can move. Luckily, most of the time the player has no such issue with conversation, and is thus free to engage one of Vvardenfell's manifold quick-transport options. Note that non-magical transport takes time: although you may not realize it, a few game-hours will pass between, for example, boarding the Silt Strider in Gnisis, and getting off in Ald'ruhn.

Contents

[edit] Boat

Boat transport is available to most of the coastal cities on Vvardenfell. There are various types of seagoing transports, the most common being a three-deck ship that looks as if it was extruded whole from some monstrous tree. Fees are generally reasonable, the mates are hearty, and grog abounds. Boats are naturally limited to tractable waters, which is where the Silt Strider comes in.


Boat services are available from the following cities:

Origin Shipmaster Ship Destinations
Dagon Fel Haema Farseer Arrow Khuul Sadrith Mora Tel Aruhn Tel Mora
Ebonheart Nevosi Hlan Chun-Ook Hla Oad Sadrith Mora Tel Branora Vivec
Ebonheart Blatta Hateria Holamayan*
Gnaar Mok Valveli Arelas Priggage Hla Oad Khuul
Hla Oad Baleni Salavel Harpy Ebonheart Gnaar Mok Molag Mar Vivec
Holamayan Vevrana Aryon Ebonheart*
Khuul Talmeni Drethan Omenwedur Dagon Fel Gnaar Mok
Molag Mar Rindral Dralor Whistler Hla Oad Tel Branora Vivec
Sadrith Mora Gals Arethi Elf-Skerring Ebonheart Dagon Fel Molag Mar Tel Mora
Tel Aruhn Daynas Darys Saucy Dagon Fel Tel Mora Vos
Tel Branora Nireli Farys Spring Ebonheart Molag Mar Sadrith Mora Vivec
Tel Mora Tonas Telvani Pole Star Dagon Fel Sadrith Mora Tel Aruhn Vos
Vivec Ano Andaram Frost-Ghost Ebonheart Hla Oad Molag Mar Tel Branora
Vos Sedyni Veran Falvillo's Endeavor Sadrith Mora Tel Aruhn Tel Mora

* These ships only offer travel services about half way through main quest.

Bloodmoon adds 3 more shipmasters:

Origin Shipmaster Destinations
Fort Frostmoth Basks-In-The-Sun Khuul Raven Rock
Khuul S'virr Fort Frostmoth
Raven Rock Veresa Alver* Fort Frostmoth

* Only appears about half way through the Bloodmoon East Empire Company quest.

[edit] Silt Strider

Official Silt Strider concept art.
Official Silt Strider concept art.

[edit] Description

Giant arthropods towering around 20 feet in height, domesticated Silt Striders are used primarily as a means of civilian transport in an elaborate network stretching between various cities on the island of Vvardenfell in Morrowind. Having no natural cavities in which passengers may safely repose, a compartment is hollowed from the creature's chitinous shell, wherein both passengers and their luggage are loaded. The Silt Strider itself is then moved by direct manipulation of exposed organs and tissues by its driver, commonly known as a caravaner.

Apart from the transportation of passengers, Silt Striders are also employed in the the shipment of trade goods. To that end, certain cities - most notably Gnisis and Molag Mar - have constructed Silt Strider docks to aid in the loading and unloading of cargo.

While the dessicated remains of Silt Striders may be found in various parts of the Ashlands, little is known of the habits of Silt Striders in the wild, as no encounters with such have been recorded.

[edit] Civilian Transportation

Most commonly employed in the southern and western parts of Vvardenfell, Silt Striders travel inland in the Ascadian Isles, West Gash, and Ashlands regions. Dependant upon the desired destination, passage to the following cities may be obtained for a set price from the point of origin. Each Silt Strider has a driver, or caravaner, that navigates the Silt Strider to its destination. All caravaners in Morrowind are Dunmer.

Origin Caravaner Destinations
Ald'ruhn Navam Veran Balmora Gnisis Khuul Maar Gan
Balmora Selvil Sareloth Ald'ruhn Seyda Neen Suran Vivec
Gnisis Punibi Yahaz Ald'ruhn Khuul Maar Gan Seyda Neen
Khuul Seldus Nerendus Ald'ruhn Gnisis Maar Gan
Maar Gan Daras Aryon Ald'ruhn Gnisis Khuul
Molag Mar Dilami Androm Suran Vivec
Seyda Neen Darvame Hleran Balmora Gnisis Suran Vivec
Suran Folsi Thendas Balmora Molag Mar Seyda Neen Vivec
Vivec Adondasi Sadalvel Balmora Molag Mar Seyda Neen Suran

Caravaners are often good first resources of information about their cities as well. Be sure you explore all topics of conversation with them. Additionally, increasing their disposition towards you will reduce travel costs from their station to others. You can bribe them for a guaranteed disposition increase, but this partially offsets the gains of lower fares.

[edit] Gondola

The gondoliers in the holy city of Vivec transport customers from one canton to the next for nominal fees. Additionally, they carry one of the most unique hats in the known world. It can only be gained by killing the person wearing it, so don't try if you feel you need them to navigate the city.

The gondolas are available from the following cantons:

Origin Gondolier Destinations
Arena Canton Dalse Adren Hlaalu Canton Foreign Quarter Telvanni Canton Temple Canton
Foreign Quarter Devas Irano Arena Canton Hlaalu Canton Telvanni Canton
Hlaalu Canton Aren Maren Arena Canton Foreign Quarter Temple Canton
Telvanni Canton Fendryn Delvi Arena Canton Foreign Quarter Temple Canton
Temple Canton Talsi Uvayn Arena Canton Hlaalu Canton Telvanni Canton

[edit] Guild Guide

For information about the Guild Guide class, see NPC Classes.

Each branch of the Mages Guild maintains a Guild Guide, an expert in Mysticism who maintains magical contact with her counterparts in the other guilds, and for a fee, will instantly transport individuals between guild locations. Guild Guides are usually identified standing near an empty platform or room at the rear of the guild, and will offer transport when asked about Travel.

Naturally, travel fees fluctuate with the guide's attitude towards you, so as with all forms of transport it may be better to slip an overused guide a few Drakes when you can spare them. However, it is still the cheapest mode of transportation, perhaps due to the fact that you are teleported rather than transported (boats and silt striders take time to arrive at their destination). For this same reason, you do not "rest" while traveling and regain health/magicka as you do by boat or strider.

Guild Guide services are available at each of the five Mages Guild halls, and each guide can transport you to any of the other four.

Origin Guild Guide
Ald'ruhn Erranil
Balmora Masalinie Merian
Caldera Emelia Duronia
Sadrith Mora Iniel
Vivec Flacassia Fauseius

[edit] Intervention Spells

If you ever find yourself in serious trouble, you should have listened to the advice of seasoned adventurers: always carry some Divine Intervention or Almsivi Intervention scrolls with you. These effects transport you away from your impending moment of doom to the safety of an Imperial Cult shrine or the nearest Tribunal Temple, respectively. If you find that you use these effects frequently and/or don't want to invest money in buying lots of scrolls, you can get them as normal spells or enchanted items.

This can also be used as free, instantaneous transportation for frugal players and to carry bulk amounts of loot to a safe, nearby city. The transportation ignores overencumbrance, but once transported, you'd be stuck there until you drop items or otherwise make your encumbrance manageable.

Almsivi Temples Imperial Shrines
Ald'ruhn
Balmora
Gnisis
Molag Mar
Vivec
Buckmoth Legion Fort (Ald'ruhn)
Moonmoth Legion Fort (Balmora)
Fort Hawkmoth (Ebonheart)
Fort Darius (Gnisis)
Fort Pelagiad (Pelagiad)
Wolverine Hall (Sadrith Mora)

The expansions add two more locations. Fort Frostmoth, an Imperial Shrine in Solstheim, is added by Bloodmoon, and Mournhold Temple, an Almsivi Temple, is added by Tribunal. You will only be transported to Mournhold Temple from other locations in or below Mournhold. (Thus any location added by the Tribunal Expansion.) Fort Frostmoth can actually be reached by Divine Intervention from the northwestern-most corner of Vvardenfell, thus saving the boat trip. However, most places on land in that region will end up taking you to Gnisis instead.

Note that there are a few locations where Intervention spells are disabled. In Morrowind, the only one is Magas Volar, the Daedric temple where you receive the Daedric Crescent. In Tribunal, Intevention is not allowed from The Clockwork City. In Bloodmoon, you cannot cast the spells from underneath the Mortrag Glacier.

[edit] Mark/Recall

The school of Mysticism also contains the effects of Mark and Recall. These allow you to be your own instant transportation as Almsivi/Divine Intervention do, but this takes you to a point of your own design. Mark sets the point, and Recall takes you to the mark you made. This can be used for marking a place you'd want to return to easily and repeatedly, or for setting a "home" where you want to store the valuables you've gained in your travels. It is also very useful to return to a quest giver after completing a quest. The downside is that (without mods) you can only have one location Marked at any one time. Casting Mark again overwrites your previous Mark.

[edit] Propylon Chambers

The propylon chamber system was devised to allow instantaneous travel among ten ancient Dunmer strongholds, which are otherwise scattered across Vvardenfell and quite isolated. Each chamber links to two others, forming the propylon circle.

The Propylon Circle
The Propylon Circle

To transport to a specific stronghold, you must be carrying the correct propylon index. The indices are scattered across Vvardenfell, and often go unnoticed because they are so small. Chances are not very good that you will stumble across all ten on your own, but fortunately there is a list of index locations.

The need to carry all ten indices and to follow the propylon circle in order is eliminated by the master index. The master index is a direct link between Caldera and every propylon chamber. It was not part of the game originally, but Bethesda added it with an official plugin which can be downloaded here. The plugin adds a new quest which gives you directions to every index, and gives you the master index at the end.

Propylon Chambers are found in these Dunmer strongholds:

[edit] Teleporting Items

There are additionally, a small number of items that will transport you to various locations when you put them on. They are as follows:

Item Found Teleports to
Aundae Amulet By completing the Aundae Vampire quests Ashmelech
Barilzar's Mazed Band By completing the Tribunal Main Quest Vivec, Mournhold Temple or The Clockwork City
Berne Amulet By completing the Berne Vampire quests Galom Daeus
Daedric Sanctuary Amulet* In a chest near Divayth Fyr in Tel Fyr Magas Volar
Quarra Amulet By completing the Quarra Vampire quests Druscashti
Tel Fyr Amulet On the corpse of Lord Dregas Volar in Magas Volar** Tel Fyr

* This item disappears as soon as you kill Lord Dregas Volar, so it can only be used once.
** As soon as you kill Lord Dregas Volar, you are automatically transported back to Tel Fyr. There are only two ways to acquire this amulet (and the second Daedric Crescent that comes with it). If you are fast enough, you can loot his corpse before you are transported away. Alternatively, you can cast Mark in the Sanctuary before killing him, and then cast Recall after you are teleported out in order to return and loot the corpse. WARNING: Unfortunately, the Tel Fyr Amulet is bugged, and without patching it will crash your game if you try to use it. Mark/Recall will not work, because you are only allowed one Mark, which you used to return here. The ONLY way to get out again without using the console is to use one of the other items listed above or any of the Intervention spells (Divine Intervention will send you to Wolverine Hall and Almsivi Intervention will send you to Molag Mar).

[edit] Mournhold Teleport

Two other people who offer teleportation services are added by the Tribunal expansion. You must first have been attacked by assassins and spoken to Apelles Matius in Ebonheart in order to receive these services. After that, Asciene Rane will offer you free, instant transport to Mournhold when you ask her about Transport To Mournhold. Effe-Tei in the Royal Palace can transport you back.

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