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Portrait of Arethan Neranes. Digital painting by John Langley.
Arethan Neranes,
Knight of the House Redoran.

Ju'rohn, Muthsera.

Welcome, Outlander, to the Land of Morrowind. The third part of the Elder Scrolls series is one of my favourite games of all time. The strange, harsh landscapes battered by ash storms, filled with giant fungi, insectoid fauna, and racist arseholes, over the last quarter of a century have become like a second home to me. On this page I'm sharing some of my own fan art as well as a few thoughts on what makes this game so great.

If you've never played Morrowind before, let me attempt to convince you to do so!


Enjoying the weather in Ald'ruhn.
Yes, the GRAPHICS are dated. Even back when the game was released, I remember discussing with friends how the huge game world seemed ... barren, in comparison to other 3D role playing games of the time. Of course there are mods for high-res textures, denser vegetation, 'beautiful faces', and so on ... but I'd always recommend keeping the original graphics. In my opinion the rough edges and the, in parts, inhospitable environment add to the atmosphere of exploring a truly foreign, strange, exotic land—and changing textures and meshes bears the risk of watering down the original vision. But that might be personal preference or even nostalgia speaking. To me, the graphics contribute a very ragged, down to earth, somehow convincing charme.
The PACING of the game also plays a big role in creating this immersiveness. The progression of the main story line and the development of the main character strongly differs from more modern Bethesda titles. (Slight spoilers for the beginning sequences of Skyrim, Oblivion, and Morrowind ahead.)
  • In Skyrim, you start as a priso—oh, shit, there's a dragon, everything's burning, we need to get to Whiterun and warn the Jarl! What, why do you send me, a total stranger with no qualifications to get that important artifact? Well, I guess I'll follow the questmarker. Oh no, another dragon attack! Huh, I've killed a dragon, I'm the Dragonborn, and Thane of Whiterun.
  • In Oblivion, you start as a pris—oh, what's the Emperor doing in my cell?! The city is under attack? There are cultists everywhere, noooo, the Emperor is dead! With his dying breath he tasks ME to deliver the Amulet of Kings to "Jauffre"? Well, I guess I'll follow the questmarker. What, why do you send me, a total stranger with no qualifications to immediately travel to Kwatch to find the last heir to the throne? Oh no, the city's burning and now there are Oblivion gates and demons everywhere!
  • In Morrowind, you start as a prisoner who has been deported to the colonies. After dealing with three different immigration officers, I'm ordered to go see my parole officer in the city of Balmora. Well, I guess I'll follow the- oh, there is no questmarker. How do I get there? 'Balmora is north of Seyda Neen. The road passes Pelagiad village and Fort Pelagiad, crosses a deep ravine, passes Fort Moonmoth, then turns west across the Odai River and into Balmora. The South Wall cornerclub is in southeast Balmora, on the east side of the river. Go there, and ask for Caius Cosades — they'll know where to find him. For more detailed directions, talk to Elone the Scout at Arrille's Tradehouse here in Seyda Neen.' Ooookay, one adventurous journey later, we're ready for all hell to break loose! Come on, explain to me how I'm a destined hero! 'What am I supposed to do with a chump like you? Bugger off and gather some experience. Join a guild. Learn a trade. Make yourself useful. Get to know the land. Come back later and I may have some work for you.'
The game actually gives you a chance to familiarise yourself with the strange land and the culture of its inhabitants, and to grow your character, to slowly build a name for yourself. You'll find yourself drawing maps and taking notes.

A Redoran knight and his guar.
The CULTURE of the Dunmer is what really makes this game unique. You don't NEED to dive into it to enjoy the game, but the depth of the lore in the background is fathomless. Much of what I enjoy about the Dunmer and their homeland was contributed by Michael Kirkbride. His concept art and his writing have influenced much of my own creative work, some of which you can see on this page. The mythology he created literally bridges fiction and reality. I'd love to find—or found—a community of Dunmer-enthusiasts I can create and discuss Dunmer culture with, so please contact me if you're creating your own Dunmer art and/or literature! The three digital artworks shown on this page where created by me, and below you'll find my contemplations on the Dunmeri language.

My advice

for new players

  • During character creation, really think about what weapons/armour you'd like to use. Choose your major skills accordingly, and don't try to use anything else in the beginning. Hitting enemies, for example, is entirely dependent on your skill value. You can literally be slowly slimed to death by a worm while flailing your sword about for half an hour, reticle aimed directly at it, without hitting it once.
  • Also choose Athletics and Acrobatics, because these actually determine how fast you run and how high and far you jump.
  • Controversially, I'd recommend: don't be afraid to use the console (within reason). Bethesda games are glitchy. Use /tcl (toggle clipping) if you get stuck behind a rock ... or even if you can't get up an obviously very climbable little hill.
  • For me, using the console in this way doesn't break immersion, because the game is designed to be a true open world. There are no invisible walls and you could also fly using magic (or alchemy, potentially?) ...

Morrowind Discussion

(No spoilers!)



"In you is an egg of my brother-sister, who possesses invisible knowledge of words and swords [...]"

Translation of the 36 Lessons of Vivec

In my aforementioned urge to create Dunmer art and literature, I decided to start by translating a text into the Dunmeri language. I'm a bit of a language nerd; I studied German linguistics, and I love artificial languages. A few years ago I was sick for a week and thus had a lot of time to sink into a hyper focus phase. I picked the first of the 36 Lessons of Vivec for my translation project and used this un-official dictionary, which is also used and worked on by the Skywind team. Of course, translating a momentous religious work like this, full of strange imagery and allegories, necessitated the creation of some new vocabulary, which I discussed with Kena Smitehammer and contributed to the project. I might go into detail on these at some point, but for now enjoy this synopsis of the first of the 36 Lessons of Vivec in English and Dunmeri language:

The Thirty-Six Lessons of Vivec

Sermon One

Cahnahn'tahn Shoreshiik Vivec'm

Gahrudi Aln
He was born in the ash among the Velothi, anon Chimer, before the war with the northern men. Ayem came first to the village of the netchimen, and her shadow was that of Boethiah, who was the Prince of Plots, and things unknown and known would fold themselves around her until they were like stars or the messages of stars. Ayem took a netchiman's wife and said: Oas ebahr murhe'ag gher as araa jibu as Velothii, sha ayne'ag Chimer, gan as molgah enhi as N'waah Chiduhni. Ayem yagle'ag alna de aruhn am as netch'ekilaam, en eam tear ebahr as tear Boethiah'm, Ran am Malshore, en zuiil shogur en bahr'shogur balmephi'ag sudas eal telshahr asuhn abahr lacor silvaar sint venshiik silvaar'm. Ayem captu'ag ot daelikal netch'ekilam'm en dahrdi'ag:
'I am the Face-Snaked Queen of the Three in One. In you is an image and a seven-syllable spell, AYEM AE SEHTI AE VEHK, which you will repeat to it until mystery comes.' 'Os e as Shogan'Lanagaif Gahmerdehn am as Cahn'gher'Aln. Enhigher ohl edur ot tal en ot sahn'balmar almes, AYEM AE SEHTI AE VEHK, ist ohn ascavrin de el telshahr as farayn yaglag.'
Then Ayem threw the netchiman's wife into the ocean water where dreughs took her into castles of glass and coral. They gifted the netchiman's wife with gills and milk fingers, changing her sex so that she might give birth to the image as an egg. There she stayed for seven or eight months. Dash Ayem arche'ag as daelikal netch'ekilam'm gherde as ouafe, ku'ay Dreughu captu'ag eal gherde teel am calith en hlabal. Asuhn indukhi'ag as daelikal netch'ekilam'm enhi kwiith en almbrith'arcveer, nifikam eam kwell et ist eas muhrhahir as tal lakor ot vish. Diru eas alburo'ad sut sahn sint daskhor calhnsaan.
Then Seht came to the netchiman's wife and said: Dash Seht yagle'ag de as daelikal netch'ekilam'm en dahrdi'ag:
'I am the Clockwork King of the Three in One. In you is an egg of my brother-sister, who possesses invisible knowledge of words and swords, which you shall nurture until the Hortator comes.' 'Os e as Vurok'Baldefud Gahmerdohn am as Cahn'gher'Aln. Enhigher ohl edur ot vish am yi daesohn'daeseh, ku'or juzeig shogah bahrperhu am lehjii en chelduur, ist ohn tejin telshahr as Yivohn Nera'm yaglag.'
And Seht then extended his hands and multitudes of homunculi came forth, each like a glimmering rope through the water, and they raised the netchiman's wife back to the surface world and set her down on the shoals of Azura's coast. There she lay for seven or eight more months, caring for the egg-knowledge by whispering to it the Codes of Mephala and the prophecies of Veloth and even the forbidden teachings of Trinimac. En Seht dash falme'ag wah oam baldefuur en kivri hla'paahrn yagle'ag vinne, alni lacor ot jerlosh shivir damjulan as oua, en asuhn carye'ag as daelikal netch'ekilam'm bivi de as morhshogan hadishk en reste'ad eal huirf ghar as bahrdweek am Ouabal Azura'm. Diru eas shudi'ag sut sahn sint daskhor calhnsaan eshtik, ihasmikam sut as vish'shogah ru mulkarukam de el as aldweleeh Mephala'm en as biihn Veloth'm en hadot as shoreshiin bahrgaharuag Trinimac'm.
Seven Daedra came to her one night and each one gave to the egg new motions that could be achieved by certain movements of the bones. These are called the Barons of Move Like This. Then an eighth Daedroth came, and he was a Demiprince, called Fa-Nuit-Hen, or the Multiplier of Motions Known. And Fa-Nuit-Hen said: Sahn Daedra yagle'ag de eal aln san en alni jikhi'ag de as vish hagil okariihn ist muhrikar yali'ad ru shog'nei okaahn am as duruu. Tosk adur ayne'ag as Falmiil am Okad'Lacor'Isk. Dash ot daskhora Daedroth yagle'ag, en oas ebahr ot Ascver'ran, ayne'ag Fa'Nuit'Hen, sint as Vridil am Okariihn Shogur. En Fa'Nuit'Hen dahrdi'ag:
'Whom do you wait for?' 'Ku'om ohn hilyeg sut?'
To which the netchiman's wife said the Hortator. De ku'ilm as daelikal netch'ekilam'm dahrdi'ag as Yivohn Nera'm.
'Go to the land of the Indoril in three months' time, for that is when war comes. I return now to haunt the warriors who fell and still wonder why. But first I show you this.' 'Hava de as providihn Indoril'm gher cahn calhnsaan'm telsad, sut ist edur ku'elm molgah yaglag. Os devahrokag hij de hadarshad as molameer ku'or gokle'ad en telshahr'hij lakhag ju'it.'
Then the Barons and the Demiprince joined together into a pillar of fighting styles terrible to behold and they danced before the egg and its learning image. Dash as Falmiil en as Ascver'ran amuro'ag gherde ot tel am molhakam'malidii beshjikhikam de taljed en asuhn alda'hire'ag gan as vish en amel tal viyakam.
'Look, little Vehk, and find the face behind the splendor of my bladed carriage, for in it is delivered the unmixed conflict path, perfect in every way. What is its number?' 'Binthi, hla Vehk, en shotela as shogan pohim as merdekh am yi uripif felvagan, sut gher el edur pedihr'ag as bahr'vohrnifi'ag molgah sey, bahr'mumae gher hadik malidi. Ku'ilm edur amel aver?'
It is said the number is the number of birds that can nest in an ancient tibrol tree, less three grams of honest work, but Vivec in his later years found a better one and so gave this secret to his people. El edur dahrdi'ag as aver edur as aver am barmiaag ist thilinich gher ot tibrol bosmin ald, huirf cahn graam am baldefud lornihn, er Vivec gher oam telsuud eshtal aldis shotele'ag aln eshtal juli en et jikhi'ag isk farayn de oam mer.
'For I have crushed a world with my left hand,' he will say, 'but in my right hand is how it could have won against me. Love is under my will only.' 'Sut os harig opreye'ag ot hadishk enhi yi baldefur ayn,' oas dahrdin, 'er gher yi baldefur eyn edur ju'okor el harikar mujuli'ag bar lo. Daelha edur luvahr yi khamir alnef.'
The ending of the words is ALMSIVI. As dimihn am as lehjii edur ALMSIVI.


Music: Nerevar Rising and Peaceful Waters
from the Official Soundtrack

Created by John Langley in 2026
using assets belonging to BETHESDA.
As dimihn am as lehjii edur A S V