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The Elder Scrolls Treasury III - The Imperial Library

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Good DaedraGood Daedra<strong>The</strong> → Temple says that Boethiah, Mephala, and Azura, the Anticipations, also called the GoodDaedra, are loyal friends of the Tribunal. Malacath, Mehrunes Dagon, Molag Bal, and →Sheogorath, the → Four Corners of the House of Trouble, also called the → Bad Daedra, areinconstant, rebellious, and unreliable, and ever eager to seduce the faithful into sin and profaneworship. <strong>The</strong> loyal Three Good Daedra, knowing the tricks of their rebellious kin, help theTribunal frustrate the devious schemes of the Bad Daedra.Lit.: Darkest Darkness (TEST I 2 : 325). <strong>The</strong> Anticipations (TEST I 2 : 902).Grahl"We do not know what they really are. Perhaps an evil spirit, perhaps a great beast. Whatever theyare, they are dangerous. <strong>The</strong>ir claws and tusks rend armor and tear flesh. <strong>The</strong>y will attack alone orin packs. Take care when they are near."GravedustGravedust is spirit−affinitive dust taken from remains buried in consecrated ground.Grazelands<strong>The</strong> regular rain and dark soils of the Grazelands produce the rich grazing for → Ashlander herdsthat gives the region its name. <strong>The</strong> region lies in the northeast of → Vvardenfell, sandwichedbetween the → Ashlands and → Azura's Coast. Permanent settlements include → Vos village andthe towers of → Tel Vos and → Tel Fyr. <strong>The</strong> Ashlanders of → Zainab camp move their herdsacross the plains in search of fresh grazing. <strong>The</strong>re are no roads or tracks, but travel is easy acrossthe open plains.<strong>The</strong>re're many tombs, ruins, and lairs in the Grazelands to the south and west. <strong>The</strong>y're often marked by a clump ofrocks or trees at the entrance.Great BazaarSee → Mournhold.Great HousesIn modern times → Morrowind is ruled by five Great Houses: House → Hlaalu, House →Redoran, House → Telvanni, House → Indoril, and House → Dres. <strong>The</strong> Great Houses traditionsderive from ancient → Dunmer clan and tribes, but now function as political parties. Great Housesculture is partly defined by its roots in ancient Dunmer tribal clans, and partly by later <strong>Imperial</strong>influences from other Western cultures. Dunmer Great House membership is largely a matter ofbirth and marriage, but → <strong>Imperial</strong> colonists may also become retainers of a Great House, or maybe adopted into a Great House. <strong>The</strong> clan and family structures of the Dunmer Great House systemare strong forces for social and political stability. Three of these Great Houses have territorialinterests on → Vvardenfell; the other two, Dres and Indoril, are not represented on Vvardenfell.95

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