The Elder Scrolls III: Morrowind
The Elder Scrolls III: Morrowind

Morag Tong Quests

Undertake sanctioned assassinations for Morrowind's Morag Tong guild. Fulfill Writs of Assassination and climb the ranks of this honorable organization.

Morag Tong Quests

The Morag Tong is a unique and venerable guild of assassins in Morrowind, operating under a strict code of honor and, perhaps most surprisingly, legal writs of execution known as 'Writs of Assassination'. Unlike common murderers or the more clandestine Dark Brotherhood, the Morag Tong's activities are officially sanctioned by the Dunmer Great Houses, making their assassinations entirely legal within Vvardenfell. This faction offers a distinct gameplay experience for players who enjoy stealth, precision combat, and a morally ambiguous approach to justice.

Joining the Morag Tong

To initiate contact with the Morag Tong and begin your journey as a sanctioned assassin, you must travel to Vivec City. The main Morag Tong guildhall, known as the Morag Tong Headquarters, is located in the Arena Canton Underworks. Look for the entrance on the lower levels of the Arena Canton. Once inside, seek out Grandmaster Eno Hlaalu to inquire about joining. He will test your resolve and commitment to the guild's principles before accepting you into their ranks.

Joining Requirements:

  • Be at least level 5 (recommended, though not strictly enforced for initial contact).
  • Possess skills relevant to assassination, such as Short Blade, Marksman, Light Armor, Sneak, and Security.
  • Demonstrate a willingness to follow orders and adhere to the Morag Tong's code.

General Morag Tong Quest Structure

Each Morag Tong quest typically involves receiving a Writ of Assassination from Eno Hlaalu. This writ specifies your target, their location, and often provides a brief justification for their execution. Your primary objective is to eliminate the target and return to Eno Hlaalu for your reward. While direct combat is often an option, stealth and careful planning are frequently rewarded and can make certain assassinations significantly easier.

Key Considerations for Morag Tong Quests:

  • The Writ of Assassination: Always carry your writ! If you are caught by guards after an assassination, presenting the writ will prevent you from incurring a bounty. Without it, you will be treated as a common murderer.
  • Bystanders: Killing innocent bystanders or non-targets will still incur a bounty, even with a writ. Be precise.
  • Discretion: While legal, not everyone appreciates the Morag Tong's methods. Try to be discreet when possible.
  • Rewards: Beyond gold, Morag Tong quests often reward unique enchanted weapons, armor, and artifacts that are invaluable for stealth and combat-oriented characters.

Notable Morag Tong Quests and Strategies

Here's a breakdown of some key assassinations you'll undertake, along with strategies and potential pitfalls:

1. The First Writ: Balagog gro-Nolob

Target: Balagog gro-Nolob, an Orc. Location: Vivec, Foreign Quarter, Lower Waistworks, in the Black Shalk Cornerclub. Strategy: Balagog is often found alone or with minimal company. A quick, silent strike with a dagger or a well-placed arrow from stealth is usually sufficient. He is not particularly strong. Common Pitfalls: Ensure no guards are directly observing the kill. The Black Shalk Cornerclub can have patrons; try to lure him into a less populated area if possible, or wait for a moment of solitude. Reward: Gold, advancement in the Morag Tong ranks.

2. The Second Writ: Feruren Oran

Target: Feruren Oran, a Dunmer. Location: Balmora, Hlaalu Council Manor. Strategy: Feruren is a member of House Hlaalu and can be found within the Hlaalu Council Manor. The manor is moderately guarded. Consider using invisibility or chameleon spells/potions to approach him undetected. He can be found in one of the private rooms. Common Pitfalls: The Hlaalu Council Manor is a busy place. Avoid engaging guards. If you are seen, be prepared for a fight or to quickly escape. Reward: Gold, advancement.

3. The Third Writ: Ethal Seloth

Target: Ethal Seloth, a Dunmer. Location: Ald'ruhn, Manor District, Llethri Manor. Strategy: Ethal Seloth is located in a Great House Redoran manor, which are typically well-guarded and maze-like. Stealth is highly recommended. Explore the manor to find a secluded spot or wait for Ethal to be alone. Using a paralysis poison on your weapon can make the kill swift and silent. Common Pitfalls: Redoran guards are tough. Do not engage them unless absolutely necessary. Llethri Manor can be confusing to navigate; bring a Mark/Recall spell or an Almsivi Intervention scroll for a quick escape if things go south. Reward: Gold, advancement.

4. The Fourth Writ: Guril Retheran

Target: Guril Retheran, a Dunmer. Location: Vivec, St. Olms Canton, Plaza. Strategy: Guril often patrols the Plaza area of St. Olms Canton. This can be a challenging assassination due to the open space and frequent presence of guards and civilians. Consider a ranged attack from a hidden vantage point, or waiting until he enters a less populated area. Invisibility or a high Sneak skill is crucial here. Common Pitfalls: The Plaza is very public. A botched assassination will quickly attract attention. Be prepared to flee or use a powerful, one-shot attack. Reward: Gold, advancement.

5. The Fifth Writ: Brilnosu Oran

Target: Brilnosu Oran, a Dunmer. Location: Suran, Suran Slave Market. Strategy: Brilnosu is found in the notorious Suran Slave Market. This area is less patrolled by official guards but can have other hostile NPCs. She is not a particularly strong opponent. A direct approach can work, but stealth is always safer. Common Pitfalls: The slave market can be chaotic. Be mindful of other NPCs who might react to your actions. Reward: Gold, advancement.

6. The Sixth Writ: Navil and Ranes Ienith

Targets: Navil Ienith and Ranes Ienith, two Dunmer brothers. Location: Ald'ruhn, Manor District, Indoranyon (a separate, small manor outside the main Redoran complex). Strategy: This is your first double assassination. The brothers are usually found together or in close proximity. This requires careful planning. You might try to separate them using a Frenzy spell or potion, or engage them both simultaneously if your combat skills are high. A powerful area-of-effect spell or a quick succession of attacks can be effective. Common Pitfalls: Fighting two opponents at once can be deadly, especially if they are skilled. Ensure your health and stamina are topped off. Consider using paralysis or silence spells to control the fight. Reward: Gold, advancement.

7. The Seventh Writ: Galtis Guvron

Target: Galtis Guvron, a Dunmer. Location: Gnisis, Barracks. Strategy: Galtis is located within the Gnisis Barracks, a highly guarded military installation. This assassination demands extreme stealth. Invisibility, Chameleon, and high Sneak are almost mandatory. Look for opportunities when Galtis is alone in his quarters or patrolling a less observed area. Common Pitfalls: The barracks are full of Imperial Legionnaires. Getting caught will result in a heavy fight against multiple strong opponents. Plan your escape route carefully. Reward: Gold, advancement.

8. The Eighth Writ: Tirer Belvayn

Target: Tirer Belvayn, a Dunmer. Location: Sadrith Mora, Wolverine Hall, Mage's Guild. Strategy: Tirer is a member of the Mage's Guild, meaning she will likely have access to powerful spells. Engage her quickly before she can cast debilitating magic. Silence spells or potions can be invaluable. She might be found in a private room within the guild. Common Pitfalls: Other mages in the guild might come to her aid if the fight is prolonged or noisy. Be prepared for magical resistance. Reward: Gold, advancement.

9. The Ninth Writ: Odral Helvi

Target: Odral Helvi, a Dunmer. Location: Ghostgate, Tower of Dusk. Strategy: Odral is located in the Tower of Dusk at Ghostgate, a significant stronghold. This is another highly guarded location. Utilize stealth and possibly levitation to navigate the tower and find him. He is often found in a private chamber. Common Pitfalls: Ghostgate is a crucial defensive point against the Blight. Expect strong resistance from Ordinators and other guards. This assassination is a test of your stealth and combat prowess. Reward: Gold, advancement.

10. The Tenth Writ: Severa Magia

Target: Severa Magia, an Imperial. Location: Caldera, Governor's Hall. Strategy: Severa Magia is a high-ranking Imperial official. The Governor's Hall is a heavily guarded location. This assassination is one of the most challenging due to the number and strength of the Imperial guards. Invisibility, high Sneak, and a powerful one-shot attack are highly recommended. Consider using a frenzy spell on her to make her attack guards, creating a distraction. Common Pitfalls: Imperial Legionnaires are formidable. A direct confrontation is extremely risky. This is a prime candidate for a "hit and run" strategy. Reward: Gold, advancement.

Grandmaster Quests and Unique Rewards

After completing a series of standard writs, Eno Hlaalu will begin to entrust you with more sensitive and challenging assignments, often involving the elimination of rogue Morag Tong members or individuals posing a significant threat to the guild. These quests often have more complex objectives and higher stakes.

Example Grandmaster Quest: The Threads of the Webspinner

This questline involves recovering the legendary artifacts of the Morag Tong, known as the Threads of the Webspinner. These are powerful enchanted items that significantly boost an assassin's capabilities. Each thread is guarded by a powerful individual or located in a dangerous dungeon. Recovering them requires significant exploration, combat, and puzzle-solving.

Threads of the Webspinner Rewards:

  • Ring of the Master Assassin: Fortify Short Blade, Fortify Marksman, Fortify Sneak.
  • Belt of the Master Assassin: Fortify Light Armor, Fortify Security, Fortify Acrobatics.
  • Amulet of the Master Assassin: Chameleon, Invisibility, Silence.
  • Gloves of the Master Assassin: Fortify Attack, Resist Magicka.
  • Boots of the Master Assassin: Fortify Speed, Fortify Athletics, Water Walking.

Upon completing all Morag Tong quests and recovering the Threads of the Webspinner, you will be recognized as the Grandmaster of the Morag Tong, gaining access to the guild's full resources and prestige.

Morag Tong Exclusive Items and Training

Beyond the Threads of the Webspinner, the Morag Tong offers access to unique items and services:

  • Exclusive Training: Trainers within the guildhall can provide high-level training in skills like Short Blade, Marksman, Light Armor, Sneak, and Security.
  • Unique Weapons: As you progress, you may receive or find unique enchanted daggers and shortswords, often with paralyzing or poison effects.
  • Special Armor: The Morag Tong's signature chitin armor, often enchanted, is available.
  • Potions and Poisons: Access to a steady supply of useful potions for stealth and combat, as well as various poisons.

Why Join the Morag Tong?

The Morag Tong offers a distinct and rewarding experience for players who:

  • Enjoy stealth-based gameplay and precision kills.
  • Are interested in the lore and unique legal system of Morrowind.
  • Seek powerful, unique enchanted gear for assassins.
  • Prefer a faction with a clear, albeit morally grey, code of conduct.

Embark on your journey as a sanctioned assassin, and bring the Emperor's justice (or at least the Dunmer's) to those who have earned a writ of execution!