Morrowind:Generic Dialogue G

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G[edit]

Gaea Artoria
"Tough fighter. Short temper. She can be a bit thick, but there's no one I'd want more on my side in a fight. You can probably find her in the General Quarters, Upper Level."
"Tough fighter. Short temper. She can be a bit thick, but there's no one I'd want more on my side in a fight. I heard she was off on some errand for Captain Carius. She'll be back soon, I'm sure."
"She's with you, isn't she?"
"I'm sure she's around here somewhere. Check the General Quarters."
"Heard she'd been killed. That's hard to imagine with the way she swung the steel. I'm going to miss having her around."
Gang War
"It was inevitable. The local criminal organization, the Camonna Tong, wasn't going to stand by and let the Thieves Guild set up shop in their territory. It'll be bloody. And the Thieves Guild doesn't stand a chance."
Garisa Llethri
"Garisa Llethri is in his private quarters. Take the door across from the entrance, then turn right and take the first door you see."
"Take the first door just down the steps."
Gateway
"The Gateway is the official Telvanni hostel for outsiders visiting Sadrith Mora. Unless you are a Telvanni retainer or kin, you may not sleep anywhere else in Sadrith Mora. Unless you are a Telvanni retainer or kin, no one is permitted to walk abroad in Sadrith Mora without Hospitality papers from the Prefect of Hospitality, Angaredhel the Dunmer, at the Gateway."
"Unless you are a Telvanni retainer or kin, you're not supposed to sleep anywhere in Sadrith Mora except the Gateway, the official Telvanni hostel for outsider visitors. In theory, you're not supposed to walk around in Sadrith Mora unless you are Telvanni retainer or kin, unless you have the necessary Hospitality papers from the Prefect of Hospitality, Angaredhel the Dunmer, at the Gateway. In practice, stay out of trouble, and you can go where you want and do what you want."
Gateway Haunting
"Angaredhel mentioned your handling of the Gateway haunting affair. It was quite an embarrassment for our house, and we are grateful."
"By the way, we heard how you handled that business with Uleni Heleran and the Gateway haunting. We all like Uleni very much, and we're glad you kept her name out if it when you spoke with Angaredhel."
"You've heard about it? I saw it myself. Open the South Turret bed chamber door and there it is. Another fellow went in an [sic] attacked it. He wasn't badly hurt, and it wasn't hard to drive it away. But a couple hours later, someone else went up there and it was back. And it KEEPS coming back, no matter what you do. Neloth's Mouth, Arara Uvulas the mage, looked at it, but he doesn't know what's happening. The Gateway can't rent the room, and Angaredhel is very upset."
Gavas Drin
"The Lord Archcanon was murdered. We will find his killer."
"Someone has murdered the Lord Archcanon! That poor, poor man. How could this happen?"
"Someone killed the priest. Let the Ordinators handle it."
"I heard the Lord Archcanon was killed. How could someone do that?"
"The Lord Archcanon can usually be found in his offices here at the Temple."
"Drin? He's the head priest over at the temple. A powerful man, and has the ear of Almalexia."
Gentleman Jim Stacey
"Check Simine Fralinie's bookstore in the Foreign Quarter, %PCRank. You should be able to find him."
"I've heard he frequents a bookseller's place in the Foreign Quarter."
"I don't feel the need to tell you about that."
"He's gone, %PCRank."
Geographic Regions
"Vvardenfell has nine basic geographic regions, each with their own distinctive plants and terrain features. Scholars have based their classifications on the different types of land described by the native Ashlanders, so the designations are recognized by most local traders, travelers, and adventurers. These geographic regions are called: the Ascadian Isles, the Ashlands, Azura's Coast, the Bitter Coast, the Grazelands, Molag Amur, Red Mountain, West Gash, and Sheogorad."
"Vvardenfell has nine regions, each with their own plants and terrain. They're called: the Ascadian Isles, the Ashlands, Azura's Coast, the Bitter Coast, the Grazelands, Molag Amur, Red Mountain, West Gash, and Sheogorad."
Geography of Morrowind
"Morrowind is the northeastmost province of the Tamrielic Empire, bounded on the north and east by the Sea of Ghosts, on the west by Skyrim, on the southwest by Cyrodiil (also known as the Imperial Province), and on the south by Black Marsh (also known as Argonia). The southeast is a warm coastal plain with broad cultivated areas and marshes and swamps similar to those found in Black Marsh. The west and south-central region is mountainous and sparsely populated.
The rocky, rugged archipelago of the northeast is also sparsely populated. Most of the population is gathered in the high uplands and fertile river valleys of central Morrowind, especially around the Inland Sea. The island of Vvardenfel 
[sic] is dominated by the titanic volcano Red Mountain and its associated ash wastelands; most of the island's population is confined to the relatively hospitable west and southwest coast."
"The island of Vvardenfell, in north-central Morrowind, is known for the giant volcano Red Mountain and its ash wastes. Most of the Vvardenfell's population is squeezed into the green southwest coast."
Geography of Vvardenfell
"Only recently open to settlement and trade, most of the island's population is confined to the relatively hospitable west and southwest coast, centered around the ancient city of Vivec and the old Great House district centers at Balmora, Ald'ruhn, and Sadrith Mora. The rest of the island is covered by hostile desert wastes, arid grasslands, and volcanic badlands, and thinly populated by the nomadic Ashlander tribes."
"Morrowind is the northeastmost province of the Tamrielic Empire, bounded on the north and east by the ocean, on the west by Skyrim, on the southwest by Cyrodiil (also known as the Imperial Province), and on the south by Black Marsh (also known as Argonia). Vvardenfell District consists of the island of Vvardenfell, surrounded by the Inland Sea, and dominated by the titanic volcano Red Mountain and its associated ash wastelands."
Get cured
"Common disease and blight disease are different, and need different spells and potions for cures. And no one can cure corprus disease, I'm afraid. And I've heard that vampirism is a disease, but I've never heard of a vampirism cure."
"The Temple and Imperial cult have shrines and altars. Pay for a blessing, and get cured. Ranking members get cured free; others must pay."
"Buy cure potions from healers, apothecaries, alchemists, or traders. Enchanters sell cure scrolls. Best way, of course, is learn the spell and cure yourself, so you have an endless, portable, cheap source of cures."
"Get diseases cured at the Temple or Imperial cult, or a healer or apothecary or enchanter. Or get a spell and cure yourself."
Ghostfence
"Dagoth Ur is dead, Nerevarine. We don't need the Ghostfence. But its bare pylons will remain as a tribute to Almsivi, to all the Ordinators and Buoyant Armigers who died, to the victims of the Sixth House, and to you, Nerevar-Born-Again."
"Thanks to you, Nerevarine, Dagoth Ur is dead, and we don't need the Ghostfence."
"Now we don't need this magic wall, since you have killed Dagoth Ur."
"The Ghostfence is a magic wall around Red Mountain. The settled people created this barrier to keep the Devil Dagoth Ur and his beasts and servants trapped in Red Mountain."
"The chiefs of the settled people -- Vivec, Almalexia, and Sotha Sil -- are false gods, but they must be mighty sorcerers to create and feed the powerful magic of the Ghostfence."
"In the past, the Ghostfence was completely effective, but now we hear reports of encounters with blighted monsters outside the fence."
"The Ghostfence was created and is sustained by the divine powers of Vivec and the Tribunal."
"The Ghostfence is a magic wall running completely around Red Mountain. The barrier keeps blight storms and blight monsters from spreading across Vvardenfell."
"Nothing can pass through the Ghostfence except at Ghostgate. Ghostgate is guarded by Ordinators and Buoyant Armigers at the Tower of Dawn and the Tower of Dusk."
"The Ghostfence is a magic wall created by the Tribunal to imprison the devil Dagoth Ur and his evil servants within the crater of Red Mountain."
Ghostgate
"Ghostgate is a great warrior's fort of the settled people. But you killed the Devil, Nerevarine. Maybe they will abandon the fort, like all the ancient strongholds."
"Ghostgate is a great warrior's fort of the settled people. It blocks the only hole in the magic wall that keeps Dagoth Ur and his evil trapped inside. These warriors serve false gods, but they are brave fighters."
"I hope they maintain Ghostgate as a stronghold for the Ordinators and the Buoyant Armigers, and as a hostel for pilgrims. You know, Nerevarine, in years to come, they will make pilgrimages to Ghostgate and Red Mountain. We won't forget what you've done."
"Praise Almsivi! The Blight is gone, and the Devil Dagoth Ur is vanquished! Praise the Nerevarine! Bless you for delivering our people, and may Ghostgate stand forever as a monument to our victory."
"Ghostgate is garrisoned by the Ordinators and the Buoyant Armigers, and House Redoran maintains a hostel for pilgrims."
"Ghostgate is a stronghold that guards the only passage through the Ghostfence and into the blighted region of Red Mountain."
"For centuries Ordinators and Buoyant Armigers led by the Tribunal would passed through Ghostgate on annual raids against Dagoth Ur's ash vampire kin, but these raids were suspended because of heavy losses to the Temple forces."
"Now that Dagoth Ur is dead, and the Blight ended, I wonder if they'll maintain a garrison at Ghostgate. Or will it become a deserted ruin, like the old Dunmer strongholds. Only time will tell, Moon-and-Star."
"Ghostgate is the stronghold on the south slope of Red Mountain that guards the only passage through the Ghostfence and into the blighted region of Red Mountain."
"Ghostgate is the gate citadel of the Ghostfence Ordinator and Buoyant Armiger garrisons. Ghostgate sits astride the only gap through which the monstrous hosts of Dagoth Ur might emerge from Red Mountain to threaten the rest of Morrowind. The Ghostfence itself is a colossal magical artifact that completely encircles Red Mountain and prevents the Blight from spilling its corruption across the rest of Vvardenfell."
"Ghostgate was built as the gate citadel of the Ghostfence Ordinator and Buoyant Armiger garrisons. Now, since you've slain Dagoth Ur and banished the Blight, perhaps they should maintain the garrisons as a tribute to Almsivi and you, and all those who died to save Morrowind."
Ghoul Heart
"The substance called ghoul heart is heart tissue collected from the remains of an ash ghoul."
Gnaar Mok
"Everyone's worried about those two breeding netch that have been attacking."
"Thankfully those breeding netch have been taken care of. Everyone seems a bit better now."
"Gnaar Mok is a tiny island fishing village in the Bitter Coast region of western Vvardenfell."
Gnisis
"Gnisis is a small agricultural village on the Ouada Samsi, with a prosperous little eggmine. We sit on the caravan route to Ald'ruhn, with silt strider service, and traders come through here often. Like any small outland caravan village, it has a market, the Gnisis Temple, and a tradehouse -- the Madach Tradehouse. Unlike most outland villages, there's a Deathshead Legion garrison in Gnisis, and pilgrims come to see the Mask of Vivec at the Gnisis Temple."
"Gnisis is a small mining and trade village on the silt strider caravan route between the northwest West Gash and Ald'ruhn."
Gnisis Temple
"Gnisis Temple is the only shrine in Gnisis. Pilgrims visit the Temple to pray before the Mask of Vivec, a holy relic. The Temple maintains a hostel for pilgrims and travelers, and provides the other services common at any small shrine."
Goblins
"Little vermin. I'd love to get my hands on some of their scrawny little necks. The people have been making a stink about seeing some around the city recenty, especially in the Godsreach area. I'll keep my eyes out for them."
"Miserable, horrid creatures. They're vile and viscious [sic]. They vary in size from smaller than a Bosmer to larger than a Nord. Some are mindless animals; others have learned the ways of magic. You'll often see them with trained Durzogs, another filthy creature."
"Goblins? In Mournhold? I've heard some odd stories of creatures in the sewers beneath Godsreach, but I never thought they might be goblins. Terrible creatures."
"I don't even like to think about the vile little beasts."
Godsreach
"You're in Godsreach."
"You're in Godsreach. As you leave here, you'll see the Winged Guar directly in front of you, and the Craftsmen's Hall on your right."
"You're in Godsreach. That's where thee Craftsmen's Hall is located. As you leave, the two buildings nearby are the Winged Guar, a fine place for a drink or to rent a room, and the Museum of Artifacts."
"Godsreach is on the western side of the city. There are a number of manors there, owned by some of the more wealthy citizens. You'll also find the Craftsmen's Hall, which is a fine place to find armor and weapons. They'll even make them to order, provided you have the materials. You can check out the Winged Guar Tavern as well. Not a bad place for a drink, or if you need a place to stay for the night. You might check out the Museum of Artifacts as well. The curator is always trying to add to the collection."
Gold kanet
"Gold kanet is a flowering plant commonly found in the Ascadian Isles and on Azura's Coast."
Golden Saints
"These magical winged females are spawn of Sheogorath. Their hearts have modest magical properties."
Good Daedra
"The Temple says that Boethiah, Mephala, and Azura, the Anticipations, also called the Good Daedra, 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, are inconstant, rebellious, and unreliable, and ever eager to seduce the faithful into sin and profane worship. The loyal Three Good Daedra, knowing the tricks of their rebellious kin, help the Tribunal frustrate the devious schemes of the Bad Daedra."
"Boethiah, Mephala, and Azura are loyal friends of the Tribunal. These Daedra are the Good Daedra, which we also call the Anticipations."
Gothren
"Gothren is in the upper level, to the east."
"Gothren lives in the tower. There's a south-facing door into the Upper Tower at the top of stairs from the upper terrace. You have to fly to get to the upper terrace. You can't get to Gothren through the Tower Entry or the Tower Living Quarters."
Grahl
"I have heard them called that. We do not know what they really are. Perhaps an evil spirit, perhaps a great beast. Whatever they are, they are dangerous. Their claws and tusks rend armor and tear flesh. They will attack alone or in packs. Take care when they are near."
"I've heard tales of them, but I've never seen them. Don't hope to, for that matter."
"Awful creatures. As if the other things here weren't bad enough...."
Grandmaster
"Yes, you are the Grandmaster. What can I do for you?"
"To become the Grandmaster of the Morag Tong, you must slay the current Grandmaster, Eno Hlaalu."
Gravedust
"Gravedust is spirit-affinitive dust taken from remains buried in consecrated ground."
Grazelands
"The regular rain and dark soils of the Grazelands produce the rich grazing for Ashlander herds that gives the region its name. The region lies in the northeast of Vvardenfell, sandwiched between the Ashlands and Azura's Coast. Permanent settlements include Vos village and the towers of Tel Vos and Tel Fyr. The Ashlanders of Zainab camp move their herds across the plains in search of fresh grazing. There are no roads or tracks, but travel is easy across the open plains."
Great Bazaar
"You're standing in it."
"This is the Great Bazaar. Shop around!"
"You'll find the Great Bazaar in the eastern section of town. We don't want any trouble there, so mind your manners."
"It's in the eastern section of the Mournhold. You'll find some of the best wares in all of Morrowind on sale there. Check out some of the stores nearby, as well. They sell some excellent items. While you're at the Bazaar, see if anyone is putting on a play. Some of the actors they get are just terrible."
"It's in the eastern section of the Mournhold. You'll find some of the best wares in all of Morrowind on sale there. Check out some of the stores nearby, as well. They sell some excellent items. While you're at the Bazaar, see if there's a public performance. They can be amusing."
Great Houses
"Morrowind is dominated by five noble Great Houses. Three have holdings on Vvardenfell: House Redoran, House Hlaalu, and House Telvanni."
"Of the three Great Houses that rule Vvardenfell, House Redoran is the aristocratic house of noble warriors, and strong supporters of the Temple."
"House Hlaalu, the Great House that strongly supports the Empire, is ruled by traders and merchant princes."
"House Telvanni is an independent association of wizard-lords, equally hostile to the Empire, the Temple, and the other Great Houses of Morrowind."
"House Indoril and House Dres are also Great Houses of Morrowind, but they have no holdings on Vvardenfell."
"In modern times Morrowind is ruled by five Great Houses: House Hlaalu, House Redoran, House Telvanni, House Indoril, and House Dres. Three Great Houses, Redoran, Hlaalu, and Telvanni, have territorial interests on Vvardenfell; the other two, Dres and Indoril, are not represented on Vvardenfell."
"Vvardenfell's three Great Houses identify themselves by their traditional colors: red for Redoran, yellow for Hlaalu, and brown for Telvanni. For example, House Hlaalu members are called 'Yellows'."
"Great Houses derive from ancient Dunmer clan and tribes, but now function as political parties."
"Dunmer membership in a Great House is a matter of birth and marriage, but Imperial colonists may become retainers of a Great House, or may be adopted into a Great House."
"Three Great Houses rule Vvardenfell. House Redoran are noble warriors, and strong supporters of the Temple. House Hlaalu are traders and merchant princes, and strong supporters of the Empire. House Telvanni are independent wizard-lords, hostile to the Empire, the Temple, and the other Great Houses."
"The Red Party of Redoran preserves the ancient martial traditions of our ancestors, and deserves our thankful respect."
"The Brown Party of Telvanni honors great traditions of arcane mastery of our race, and deserve our respect, but they are careless in observance of Temple teaching, and scornful of discipline, doctrine, and obedience."
"The Yellow Party of Hlaalu honors and serves Fortune, Trade, and the Empire, and through such distractions they stray away from the narrow paths of duty, gravity, and piety."
Greater Bonewalker
"Greater bonewalkers defend the tombs of clan and kin. Greater bonewalkers are aggressive and dangerous. Bonemeal is a finely ground powder with modest magical properties made from the bones of the bonewalker."
Greater Saints
"The greater saints of the Temple, listed with their proper spheres, are: Blessed Almalexia the Warden -- Healers, Teachers, Lord Sotha Sil the Magus -- Artificers, Wizards, Lord Vivec the Poet -- Artists, Rogues, Saint Nerevar the Captain -- Warriors, Statesmen, and Saint Veloth the Pilgrim -- Outcasts, Seekers."
Greef
"The native comberry brandy is locally called greef. Greef is a strong stimulant, but like all intoxicants, it tends to impair physical coordination. That is, it makes you feel real strong, but makes you clumsy."
Green Lichen
"Green lichen is a hardy primitive plant with modest magical properties that grows in the Ascadian Isles and Azura's Coast."
Greenspore
"Greenspore is a serious common disease affecting a victim's behavior. Symptoms include irritability and violent outbursts, and may include mild dementia. It may be contracted from slaughterfish."
Grytewake
"Right. That's Velfred's ship. It never comes into Hla Oad, but sometimes docks near here. Follow the coast southwest to get to Hla Oad's less public docks."
"Velfred never docks in Hla Oad, but he sells goods here from time to time. He must have another dock near here."
Guar Hide
"Guar hide is cured to make guar leather, used in native clothing, armors, and household goods."
Guard
"Guards keep the peace and chase down criminals. Each district has its own guards. Legion troopers in Imperial districts, Ordinators in Temple districts, Redoran, Hlaalu, and Telvanni guards in their own Great House districts. Guards collect fines and compensation, or drag you off to prison if you can't pay."
"Guards keep the peace and chase down criminals."
Guard against bandits
"We need every Legionnaire we have."
"Speak with Flaenia. She handles contracts."
Guild Disciplines
"In the West they speak of three guilds of mercenaries and adventurers: the Fighters Guild, the Mages Guild, and the Thieves Guild. Each of these guilds by tradition acknowledge nine different disciplines as their proper areas of study and mastery. Thus it is common to speak of the nine fighter disciplines, the nine mage disciplines, and the nine stealth disciplines."
Guild Guide
"A guild guide is a spellcaster of the Mages Guild who provides magical transport for a small fee. You can only travel from one Mages Guild to another, but it is the fastest way to travel between Vivec, Balmora, Ald'ruhn, Caldera, and Sadrith Mora."