Code: Select all
<rot> "To get on with Telvanni ... delicate manners are also a big advantage."
<rot> there is much work to be done
<rot> "Don't kill during the night. We may be an organization of assassins, but we kill with honor." wtf
<rot> "Don't kill during the night."
<rot> "Black clothes may look fashionable, and they do, but their main function is to hide you at night so you can surprise your victim during the day."
<rot> "Specialize in multiple ways of killing."
<rot> "Huh? I don't really know."
<rot> that was worthy of a little advice entry
<rot> "Keep one's secrets to oneself."
<rot> Third person imperative. TR, now rebuilding grammar too
<rot> "Does that line ever work for you?" hah ok, that's not so bad
<rot> but it shouldn't be funny
<rot> "Don't bother those who don't want bothering." whut
<rot> "If you want to get something done, it's often best to give yourself a strict timeline. Getting lax can lead to complacency." getting a bit meta here huh
<rot> that's what you get at HIGH disposition from that NPC, mind you.
<rot> "Advice? I really don't know what to say. I can't think of anything you'd want me to tell you." moar, moar!
<rot> "I'm really not too well right now." thank you for this fabulous piece of advice
<rot> "Dunmer don't like naked people." ... ? (and no, this is random and not conditioned on you being naked)
<rot> "When you have enough money and with the right clothes, you can be attractive." that's from the same NPC, unsurprisingly
<rot> "Do not go in caves when you're not properly prepared, and always keep an Almsivi Intervention scroll somewhere in your inventory."
<rot> my inventory, yes. because I travel with my 'inventory'. yesh.
<Switzerland> This is pretty funny
<~TF|> the fuck is all this?
<rot> TR's "little advice" to the PC
- Once Data is clean, similar work on TR_Mainland,
- Then comes the harder and more interesting part - town name topics for whole nearby maps? scout/savant dialogue? local 'my trade's? In the case of the big generics (advice, secret, my trade) they could be handled as claims - everyone can propose some lines, one person picks and makes it whole.
entries rewritten here:
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=321672#321672]little advice :
Let me warn you. The quests for the Temple at lower ranks are not too difficult. But suddenly after you reach Curate rank, the quests get very, very difficult. Don't be surprised if you have to do a lot of skill-building outside the Temple before you can handle the higher rank quests. These tasks are tests of faith, yes, but they are also tests of good judgement and common sense.[/url]
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=321690#321690]How do you know when you've got a quest too tough for you? If it sounds too tough for you, it probably is. You must use your own judgement. Guild stewards don't really get to know your abilities. All they know is that a guy never comes back. They don't know if he got lost interest, or got eaten.
If possible, always take a single item at a time. It increases the risk, but it's excellent practice.
The services required at lower ranks in the Imperial cult are not very difficult or dangerous. But any task you do for the Oracles will be very difficult, very dangerous, and suited only for experienced, powerful, well-equipped adventurers.[/url]
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=321676#321676]Valenwood
Valenwood is a largely uninhabited forest wilderness. The coasts of Valenwood are dominated by mangrove swamps and tropical rain forests, while heavy rainfalls nurture the temperate inland rain forests. The Bosmer live in timber clanhouses at sites scattered along the coast and through the interior, connected only by undeveloped foot trails. The few Imperial roads traverse vast dense woodlands, studded with tiny, widely separated settlements, and carry little trade or traffic of any kind.[/url]
[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=321691#321691]dwemer ruins
Dwemer artifacts taken from Dwemer ruins are very valuable, particularly Dwemer weapons, armor, and other enchanted devices, but they are protected as property of the Emperor by Imperial decree, and trade in such artifacts is illegal.[/url]
Here's my old TR_Data hitlist:
Code: Select all
little advice
If you have the patience, sneak around everywhere you go. It will take longer, and may arouse suspicion, but it's excellent practice.
Don't risk a frontal confrontation with anything. When in doubt, sneak.
A good strategy is to paralyze your opponent, cast some kind of touch spell that does damage for awhile, like poison, then retreat to a farther range to cast your targeted, long range spells. Recast paralyze if the creature isn't dead by the time they reach you again.
Invest in potions to restore your magicka. In hostile territory, these potions can save you a lot of downtime. Even supposing you can find some safe place to get some rest and regain your magicka, who needs the aggravation?
Buy a spell of every type that you can find. This will give you the best options later when you're creating your own custom spells.
Buy paralyze as soon as you can. Keeps the creatures off you and allows you to cast those more elaborate spells.
- grammar:
Keep a good sense of your surroundings, no matter how good you are sneaking, you're always better off if no one is around.
The further from civilization you go, the worse the dangers. But there're exceptions to that rule.
- unfinished: whole series of "There are always some real experts in certain trades. Go seek them out; who knows what you might learn?" :
these should eventually be replaced/overwritten by trainer hints in Mainland.
little secret
I'm %Rank rank in %Faction, and I'd think twice about going down in a Daedric ruin without a crateful of potions and scrolls.
Remember: there's always a welcome for you in the Imperial cult. If you're having a hard time here in Morrowind, outlander, come home to the Imperial cult shrine. We'll find a use for you, and help you feel good while doing good. - "outlander" should be conditioned on DE
Port Telvannis is the best town to shop for spells, bar none.
Have you heard of this new secret cult, the Sixth House? It's been settled on Vvardenfell for some time, but I've heard that they're paying smugglers to try to bring in their goods to the mainland. Some kind of strange statues.
When you're wandering the wilderness, be wary of disease. The quarantine has done its best to keep the blight diseases and corprus from spreading to the mainland, but you never know. Always keep a couple of cure potions on you.
my trade
- "insure"-> ensure?
I am a noble of Great House Telvanni. I rule my lands and kinsmen by superior right of wit, will, wealth, and wisdom. In the ancient arcane traditions of House Telvanni, I am a wizard, skilled in all the crafts of war and rulership. By my own craft and dominion, I bring prosperity and power to my tower, honor to my house, and security to my kinsmen and retainers. So long as none dare challenge my sorcerous mastery, I thereby insure the health, wealth, and security of my house and its people.
- "fight bow or blade" correct?
I'm a scout. I know places, people, plants, paths, wind, and weather. I serve as guide for travelers and traders, or work as advance guard and pathfinder for expeditions. I know the geography of Morrowind, and the various geographic regions. My best defense is stealth, sneaking past trouble, but I can fight bow or blade, in various armor styles, when the job requires it.
acute disease
The most dangerous diseases plaguing Morrowind are astral vapors, brain fever, chills, rockjoint, red death, scarlet fever, both strains of witbane, and of course the blight disease and Corprus. Fortunately, the quarantine seems to be working, for blight diseases and Corprus are mostly restricted to Vvardenfell. Mostly.
colovian loaf
- condition on race
Colovian loaves are not actually imported from Colovia, as they would be completely stale otherwise. It's the recipe that's Colovian, though even then it was adapted to Morrowind's native wheat. They can't compare to real Colovian bread, but they're still quite tasty.
other cults
The Daedric cult worship the bad Daedra; these cults and their worshipers are evil.
The Imperial cult are the official religion of the Empire. Their worship is false and unworthy, but their worshipers are no more good or evil than any superstitious savage.
durzog meat
- nourrishing -> nourishing
greeting 4
- "But %Faction" -> "But the %Faction"
- With such a high price on your head, everyone assumes you are a murderer. %Name don't know the details, and don't want to know. But %Faction won't be pleased. We're judged by your actions, and we don't need thugs like you getting us a reputation as murderers.
smuggling
- parentheses? (edit:nvm, that's from vanilla, not worth editing anyway)
skyrim
(topic exists for the Imperial Cult and Legion) probably needs entry for house Redoran, ... generic entry for Nords...
TR_Mainland topics list:
Code: Select all
- deal with the default latest rumors (add some alternatives?)
"Have you noticed, for all its proclamations about protecting the rights of property and preserving law and order, the Imperial legion does little enough to capture and prosecute abolitionists? That's a bit hypocritical, don't you think?"
- block "Solstheim" latest rumor from irrelevant parts of TR (everything but m5?)
- little advice
- little secret
- various
"geographic regions" - entry for map3, update generic TR entry
"geography of Morrowind"
"Gorne" - has no TR conditions, should Vv scouts have that?
"guild guide" - TR version for Scouts, Savants
"settlements in Morrowind" - add m2/m3
"silt striders" - on Vvardenfel
"challenges" - block Vv entries for map >= 3
- review 'Morrowind lore' vv-centric entries (add non-Vv alternatives)
"House Dunmer are the common Dark Elves of Morrowind. They live everywhere on Vvardenfell, in towns, villages, manors, and farms."
"Western Imperial colonists of various races live mostly in the towns and villages of southwest Vvardenfell."
"The native Dunmer cultures are the civilized Great House societies of House Redoran, House Hlaalu, and House Telvanni, each with their own architectures, customs, and traditions."
"The Imperial cult brings Imperial religion to the Empire's remote provinces. Imperial cult priests provide worship and services for the Nine Divines at Imperial shrines throughout Vvardenfell."
"Town and city Dunmer live either in the metropolitan style of Vivec City, the urban style of towns like Ald'ruhn, or the Imperial style of recent settlements like Caldera."
"In Telvanni District, the few Telvanni tower towns are just big villages with wizard towers." not for m1
( FOR LATER = M1/M2 exclusive stuff
- review all old names and see if they're still relevant, esp. included in forgotten topics, esp. all those crap 'ouad' river names, was 'Vahn Isle' removed?
(local area, Ashamul, Balsincag Diamond Mine, Boethian Mountains Lighthouse, Dansudipat Egg Mine, Kaushaspi Egg Mine, Molagreahd, Nethre-Pulu Egg Mine, Sodri-Tilur Egg Mine, Soludanni Egg Mine, Terendas Gold Mine, Varethan Ebony Mine, Veramus Iron Mine, Verdunasha-Beracavada Egg Mine)
LOL Ouadavohr)