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Location Name Topics
Location name topics offer the player general and very basic information about the settlement. They also usually trigger a ShowMap <townname> in the result box, adding the location and extent of the settlement to the player's map.
They are generally offered by:
- Scouts in nearby locations (Disposition 0), generally focusing on how to get to the city, size, and nearby locations,
- Savants anywhere (Disposition 0), offering the same information as scouts, plus a bit about the political situation,
- Inhabitants in the settlement (Disposition 30). offering the generally same information, but offering insider perspectives into what makes the settlement what it is.
For the purpose of Tamriel Rebuilt, Scouts and Savants must at least be filtered to the same map. Scout-specific entries for small settlements should generally be manually filtered by cell for nearby settlements.
For small settlements, these replies are more or less the same reply reused several times.
For bigger settlements, Scouts filter through several replies (per Random100 chance) while Savants and NoLore'd same-cellars use a compound reply.
Example: Balmora Scout (25% chance each)
- Balmora is a large town in the south of the West Gash region, bordering on the Bitter Coast region to the west, the Ashlands region to the north, and the Ascadian Isles to region to the south.
- Balmora is the district seat of House Hlaalu, and the largest settlement on Vvardenfell after Vivec City.
- Good roads lead north to Ald'ruhn and south to Caldera, Seyda Neen, and Vivec City.
- The Imperial Legion garrison of Fort Moonmoth lies south of Balmora.
Balmora is the district seat of House Hlaalu, and the largest settlement on Vvardenfell after Vivec City. Good roads lead north to Ald'ruhn and south to Caldera, Seyda Neen, and Vivec City. The Imperial Legion garrison of Fort Moonmoth lies south of Balmora.
Example: Balmora Inhabitants
Balmora is the Council Seat of Great House Hlaalu, and the largest town on Vvardenfell except for Vivec City. Located on the Odai River, and sitting astride the Ald'ruhn-Vivec road, Balmora is an important mercantile trade and travel center. High Town is the administrative center, with the Temple and manor houses. The shops, guilds, and tradehouses of the Commercial District are north of the river; Labor Town's modest cornerclubs and homes are south of the river.
Example: Sadrith Mora Scout
Sadrith Mora is the district seat of House Telvanni, and home of the Telvanni Council. The town is large, with many craftsmen, traders, and trainers, but the island is accessible only by sea and teleportation.
Example: Sadrith Mora Savant
Sadrith Mora is the district seat of House Telvanni, and home of the Telvanni Council, though only one Telvanni councilor actually lives in Sadrith Mora. Sadrith Mora is an island settlement, and accessible only by sea and teleportation. The town is large, with many craftsmen, traders, and trainers, but it is open only to Telvanni retainers; outsiders should confine themselves to the Gateway Inn.
Example: Sadrith Mora Inhabitants
Sadrith Mora is the House Telvanni seat, home of the Telvanni Council House and site of Tel Naga, the Councilor Mage-Lord Master Neloth's wizard tower. Visitors cannot enter the town, but must stay in the Gateway, a merchant inn for outsiders. Retainers and kin of the Telvanni can travel freely in town. Many outlanders live here, but most are Telvanni mercenaries, craftsmen, traders, or slavers.
The Little Topics
The "little topics" are several topics that are used by Bethesda to give NPCs generic, location-focused dialogue. These are rather formulaic, with a general gist of topics they cover. Tamriel Rebuilt adds another two. They generally offer answers to questions the player does not actually ask through dialogue.
Someone in particular
- Who are the rulers?
- Who are the local faction leaders?
- Who are the shopkeepers?
None of the Hlaalu counselors live in Balmora. Nileno Dorvayn at the Council Hall is the ranking Hlaalu local. At the Fighters Guild, Eydis Fire-Eye is the steward. Ethasi Rilvayn is the Morag Tong steward. Feldrelo Sadri is the steward for the Balmora Tribunal Temple. Sugar Lips Habasi is the local Thieves Guild boss. Who am I missing? Oh. Mages Guild. Ranis Athrys is their steward.
Fryfnhild is the publican and proprietor of the End of the World tradehouse. Sarnir the Clerk is an Imperial agent, here to investigate the disappearance of a scholar. A Nord wizard, Sorkvild the Raven, has occupied an old wizard's tower east of town.
Specific place
- Where is this settlement located (region)?
- What are the defining locations of the settlement?
- Where are the shops?
- What travel services are there and where do they lead?
- Where do the roads lead?
Our village is on the Ouada Samsi gorge in the West Gash. The Gnisis Temple is the village center. The Gnisis eggmine lies to the east. The Legion barracks, Fort Darius, the Deathshead Legion garrison, and the Imperial shrine lie to the southeast. Madach Tradehouse and the silt strider platform are south of the Temple. Hetman Abelmawia's hut is southwest, close to the Temple. An Old Velothi tower lies under a natural arch to the northwest, built into the bluff.
Fat Leg's Drop-Off is the only tradehouse in the village. That's where everyone hangs out. See a couple shacks and a ship or two, and you've seen all of Hla Oad. Baleni Salavel at the docks offers passage to Gnaar Mok, Vivec, and Ebonheart
These lands are really flat, that's why they call them the Helnim Fields. There are roads going in all directions, to Helnim and Marog in the west, and Alt Bosara and Necrom in the east.
Little advice (location-specific replies)
- Which NPCs should the player talk to for quests, training, or factions?
- What local area would interest the player?
- What is designed around this settlement that the player would find unusual?
- What should the player know about the game mechanics?
Looking for work in Sadrith Mora? Start with the Fighters Guild and the Mages Guild at Wolverine Hall. If you're thinking of trying to serve House Telvanni, go talk to the Telvanni Mouths over at the Council Hall.
You may have heard people refer to the Bitter Coast as the Smuggler's Coast. There's a reason for that. A lot of islands and coastline, with plenty of caves and hidey-holes, and few people around. Perfect for men with boats who want to keep their business private.
Little secret (location-specific replies)
- What dungeons are nearby that are of interest to the player?
- Which NPCs should the player talk to for quests or flavor?
Are you interested in seeing the old places of the Daedra worshippers? Look upon Esutanamus. It sits upon an island east of the mainland beaches, southeast of the Telvanni town of Tel Mora. Sometimes a champion will enter there in search of ancient weapons and treasures.
Do you know where Telasero is? The old Dunmer stronghold between Suran and Molag Mar? The Temple just sent three Ordinators from the Order of War up there. Some trader reported seeing corprus monsters there.
Morrowind Lore
Morrowind lore acts much like one of the little topics, but is not limited by location. While it can include pretty much anything that is deemed necessary, there are some questions this topic tends to answer more often than not:
- What defines province factions?
- How do the province political entities interact?
- What is some information an outlander/the player should know that would not come up in normal conversation?
Let me tell you how the Morag Tong feels about killing. According to the codes and customs of the Morag Tong, killing civilians is scandalous, and grounds for expulsion. Killing anyone but a victim marked by writ is dishonorable, a sign of incompetence and disrespect for the Tong, and grounds for sanction or expulsion. Killing a victim marked by a writ is sacred and honorable.
Let me tell you about the Camonna Tong. The Camonna Tong is Morrowind's native criminal syndicate. They're grown powerful and ruthless since the Imperial occupation, and have great influence in the higher ranks of House Hlaalu. The Camonna Tong are in direct competition with the Thieves Guild for control of illegal trade, and they have sworn to exterminate the upstart outlander newcomers. The Camonna Tong are known for their brutal disregard for human life.
Of Morrowind's five Great Houses, three are represented on Vvardenfell. House Redoran is an aristocratic house of noble warriors, strong supporters of the Temple. House Hlaalu is an enterprising house of traders and merchant princes, strong supporters of the Empire. House Telvanni is an independent association of wizard-lords, equally hostile to the Empire, the Temple, and the other houses. House Indoril and House Dres are the two Great Houses not represented on Vvardenfell.
Light armor is weak but less tiring, good for running. Heavy armor is strong but slow and tiring. Medium armor is in-between. Unarmored style -- evading attacks instead of using armor -- least tiring of all.