Imperial Legion Guide by PFerris

Version: 1.0 | Updated: 05/31/02 | Printable Version

                 =  THE IMPERIAL LEGION GUIDE  =
                 =                             =
                 =      ELDER SCROLLS III      =
                 =          MORROWIND          =

Version 1.0 May 2002

Written By: Paul Ferris

Unpublished work Copyright 2002 Paul Ferris

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I wrote this mini walkthru as a guide to playing an Imperial Legionaire within
Morrowind. This guide is a work in progress, so if you see any mistakes please
email me an let me know so I can keep this document up to date. This is also my
first FAQ/Walkthru so please keep that in mind.

I entered the Imperial Legion Quest before undertaking the main Morrowind
Quests, so your experience may be different - depending on skills levels and
equipment. The reason I did this was to get some experience before tackling the
main quests, and to get some keep (free) armour for my money poor chaacter.

When you join the Imperial Legion you are given an Imperial Steel Curias
(medium armour). This (and the other types of Imperial issue curiass') serve as
the 'uniform' of the Legion. Once you have joined, you MUST be wearing your
curiass for the other members of the Legion to speak with you.

The character I created for this was a female Imperial with the custom class of
Legionnaire. I choose this race as it had the skill bonus' that fitted the
career path I was going to take.

The custom class had the following abilities.

Combat Class

Strength and Endurance as primary Statistics

Primary Skills:
   Long Blade
   Heavy Armour

Secondary Skills:
   Blunt Weapon

I choose these as the fitted with the favoured skills of the Imperial Legion
(see below) which I knew I had to advance to move up the ranks. Also, there is
smattering of skills favoured by the Blades (the main quest faction) to aid
moving up the ranks within that group as well.  


   Long Blade
   Blunt Weapon
   Heavy Armour

   Imperial Chain Cuirass

   Endurance   30
   Personality 30
   Need one favoured skill at 10
   Imperial Shield

   Endurance   30
   Personality 30
   Need one favoured skill at 20
   Imperial Steel Curiass

   Endurance   30
   Personality 30
   Need one favoured skill at 30 and two at 5
   Imperial Steel Helmet
   Imperial Steel Right Gauntlet
   Imperial Steel Left Gauntlet

   Endurance   30
   Personality 30
   Need one favoured skill at 40 and two at 10
   Imperial Steel Boots
   Imperial Steel Right Pauldron
   Imperial Steel Left Pauldron

   Endurance   31
   Personality 31
   Need one favoured skill at 50 and two at 15
   Imperial Templar Curiass
   Imperial Templar Greaves

   Endurance   32
   Personality 32
   Need one favoured skill at 60 and two at 20
   Imperial Templar Helmet
   Imperial Templar Left Bracer
   Imperial Templar Right Bracer

   Endurance   33
   Personality 33
   Need one favoured skill at 70 and two at 25


QUEST:   Land Deed
ENEMIES: Window Vabdas or Lugrub gro-Ogdum, Rats, Kwama Warriors, Kwama
Maggots, Slaughterfish

From the Silt Rider, turn right and walk down to the Madach Tradehouse. Once
inside head downstairs and speak with Generial Darius. Joining the Imperial
Legion you are presented with your uniform (an Imperial Chain Curiass), and
given your first orders.

Darius wants you to recover the Land Deed from the Widow Vabdas (her hut is
located just outside of Gnisis, to the south west) as her land is vital to the
expansion plans of the Legion. Speak to the widow to learn that her husband was
murdered in the Gnisis Eggmine by a fellow Legion member, and that the noble
thing to do would be to avenge her husbands death.

Either pry the Land Deed from the Widow's dead fingers (and report back to
Darius), or head over to the eggmine.

Speak with Vatollia Appo (guarding the Eggmine) to gain the key and entrance to
the mine. Go past the first staircase, and then up the second staircase, and
turn right, through the door to the Lower Eggmine. You are confronted with a
guard (Lugrub gro-Ogdum) and warned to leave. Ignore him and take the opposite
door to the Underground Stream.

Speak with the ghost of the dead husband to learn that Lugrub murdered him, and
threw his body into the pool ahead, along with the axe used to kill him. Dive
into the pool and retrieve the axe to take back to Darius.

HINT: Head past the pool with the body and you come to the stream. Dive in and
swim along until you enter a large chamber. Inside on a ledge is a body and a
book titled the Ransom of Zarek, which raises the ? skill

Tell Darius about the Land Deed, and let him know that Mansilamat Vabdas was
murdered - giving him the axe as evidence. Lugrub is delcared an outlaw, and it
is up to you to take revenge for the dishonour to the Legion. When you go back
to fight him, try to lure him to attacking you by staying close to the door -
this stops the Kwama Warriors down the side passage noticing you and joining in
on the fight. Once he is dead return to Darius for a reward (Imperial

HINT: There is a book inside the tradehouse titled the Death Blow of Abernant,
which raises the Block skill.

QUEST:   Cure the Kwama Queen
ENEMIES: Kwama Warriors, Kwama Maggots

Having proven yourself with the handling of the Vabdas affair, Darius orders
you to fix the Eggmine situation, by curing the Kwama Queen of the Blight. He
suggests you speak with Hetman Abelmawia (his hut is near the Temple entrance),
and obtain a scroll of Cure Blight.

After getting the scroll, head back into the mines, to the chamber where you
met Lugrub. If you havent already, dispose of the Kwama Warriors guarding the
Queen, and cast the Cure Blight spell on her. Before heading back to Darius,
for a small reward of 100 gold.

HINT: The passage leading of the approach to the Queen's Chamber, leads down to
an ancient Dewemer ruin called Bethamez. Inside you can recover a book titled
Divine Metaphysics, Dwemer plans for an Airship, and scap metal from he body of
a Steam Centurion. The book is part of the Mage Guild quests (so hang on to it
if you intend to go that route), and the scarp metal can be kept for a quick
solve to a later quest.

QUEST:   Rescue Madura Seran
ENEMIES: Ashlander Outcasts, Bandits, Rats, Guar

Darius orders you to rescue Madura Seran, who has been take hostage by outcast
Ashlander near the town of Ald Velothi. Head out of Gnisis and follow the road
signs to Ald Velothi - depending on the route you take you may run into small
side quests.

Reaching Ald Velothi, you learn that the Ashlanders have a camp just south of
the town, on a hill to the main approach to town. The camp consists of a single
yurt, campfire and two guards. Entering the yurt, speak with the leader (you
may need to bribe him before he likes you enough to tell you) to learn that he
will release Madrua for a ransom.

Either pay the ransom, or dispose of the kidnappers, and speak with Madura. She
asks that you escort her back to the Ald Velothi Outpost (first main building
of the town). Once you enter the Outpost with Madura following you the quest is
complete. Head back to Darius for your next assignment.

QUEST:   Rescue Ragash gra-Shuzgub
ENEMIES: Rats, Skeletons

Darius asks you to find to find the local tax collector Ragash gra-Shuzgub, who
was last seen entering the tower of Arvs Drelen (located on a hill next to the
entrance to the Temple) the home of a local wizard named Baladas.

Enter the tower and turn right, then turn left and enter the room at the top of
the stairs. Obtain the key to the summoning room, and then head up to the top
of the tower. Speak with Baladas about Ragash (after a couple of bribes) and
let him know that if he releases her he will not have to pay taxes again. He
gives you the key to Ragash's cell. Head down to the cells (lowest part of the
tower) and free Ragash, escorting her outside the tower completes the quest.

QUEST:   Find the Aims of the Talos Cult
ENEMIES: Oritius Maro, Arius Rulician

Darius is concerned that the Talos Cult is plotting against the Emperor asking
that you infiltrate the cult and find out what they are up to.

Head over to the Gnisis Barracks and speak with Oritius Maro. After a couple of
bribes/flattery he tells you about the cult, asking if you want to join. Take
the key and head down to the lower storeroom, opening that trapdoor in there.
Speak with Arius Rulician to learn more about the cult, and that they have

The evidence you need is in the locked chest on the alter. Take it and defeat
Arius and Oritius and return back to Darius with the evidence.

HINT: There is a book in the Barracks titled The Locked Room which raises the
Security Skill.

Darius advises you that he has no more quest for you - suggesting you go to the
other Forts and speak to the Commanders. Head to Balmora and Fort Moonmoth for
the next quest.

QUEST:   Retreive Scrap Metal
ENEMIES: Mad Wizard, Skeleton, Cliffracer, Dewemer Spider, Steam Centurion,
Dewemer Ghost

The Buoyant Armigers have challenged the Imperial Legion to a hunt. They claim
they will bring in the skin of a corprus beast. Radd Hard-Heart (the head of
the Legion at Fort Moonmoth) wants you to bring in the scrap metal from a
Dwemer Centurion.

While any peice of scrap metal will do (and if you kept the piece from the Egg
Mine quest you can end this quest without leaving the fort) the nearest
location is the Dewemer Ruin of Arkngthand which is on the hill next to the
Fort. (This is also the location of the first main story quest so you may want
to head into Balmora receive it).

In the mind explore until you find the Centurion, and kill it to find a piece
of scrap metal on  its body. Return to Radd to complete the quest

QUEST:   Resuce Jocien Ancois
ENEMIES: Diseased Rats (others depend on how you get to Erabenimsun camp)

Radd Hard-Heart asked you to rescue Jocien Ancois, who is trying to teach the
Ashlanders of Imperial culture and virtue. Radd informs you that he was taken
from the Erabenimsun camp by outcast Ashlanders, and that you should start your
investigation there (he marks the location on your map).

The camp is basically due east of the Fort, but is a fair distance away. I
found the easiest way to it was to head back to the Dewemer ruins, and just
follow the road that runs past the ruins into the ashlands. Eventually (keep
checking your map) you will reach the camp.

Speak to the villagers (may need to bribe) to learn that Jocien has run off,
like a love sick puppy, after the wise woman (Mabrigash) of the camp by the
name of Zennammu. Head north from the camp and you should spy some pages that
have fallen from the many books Jocien carries. Follow the trail of pages and
you eventually reach the camp where Jocien is being held.

Speak to Zennammu to learn that she will free Jocien if you bring the
Erabinimsun hunter Assaba-Bentus to her (he can be found in the Erabenimsun
camp). Go speak to him and question his bravery by saying he is too scared to
live in a camp with woman, and eventually he demands to follow you back to the

Escort him back to Zennammu to have her realse Jocien

QUEST:   Resuce Dandsa
ENEMIES: Humans, Slaughterfish, Crabs, Rats

Radd Heart-Hart asks you to rescue Dandsa, an Imperial citizen, who was
captured by raiders, and is being held in dungeon of Abernanit (on an island
south west Gnaar Mok). The easiest way to get there is to grab a silt rider up
to Caldera, and then travel west from there
to Gnaar Mok.

But before you do, head to Balmora and pick up two potions of water walking

Reaching Gnaar Mok, walk out to the dock, and then head south west out into the
ocean. Before you get to far you should see the island. The dungeon is in the
middle of the island.

Explore the dungeon and you should locate Dandsa, simply escort her outside the
dungeon to complete the quest.

QUEST:   Slay the Netch threating Gnaar Mok
ENEMIES: Bull Netch

Radd Hard-Heart asks you to head back to Gnaar Mok and kill the two Netch that
are breeding north of the town.

This is a pretty easy quest - just retrace your steps back to Gnaar Mok, and
you should find that there are two Bull Netch north (along the coast) of the

Slay them to complete the quest.

QUEST:   Slay the Sorkvild the Raven
ENEMIES: Sorkvild the Raven, other humand guards

Radd lets you know that a Necromancer living in the Dwemer ruins near Dagon
Fel, is threatening the delicate relations between Dunmer and Imperials. Radd
Hard-Heart wants the Necromancer dead before he ruins the reputation of other
Imperial citizens.

The easiest way to get up to Dagon Fel, is to catch a silt strider to Gnisis,
and then another up to Khuul. From there catch a boat up to Dagon Fel.

Sorkvild dwells in the Dewemer tower on the edge of town. While he lives in
style upstairs, three minions guard the lower levels. Defeat them, and then
head up the stairs and slay Sorkvild

HINT: There are several books upstairs that will increase stats. The downstairs
guards have a number of nice magic items (vey nice if you are doing these
quests be fore any others).

When you return to Radd, he informs you that he has no more quests available
for you to do. So head up to the next fort for your newest post.