Fighters' Guild Guide by supermog

Version: 0.2 | Updated: 12/10/02 | Printable Version

The Elder Scrolls III: Morrowind
Fighters' Guild Guide   v0.2
Written by me, Warren Pena, aka supermog
Copyright 2002 by Warren Pena

*Table of Contents*
Part 0: Before you get started
 0.1     Purpose of this guide
 0.2     Notes about this guide
 0.3     Contacting me
Part 1: Ranks and advancement
 1.1     Rank 1: Associate
 1.2     Rank 2: Apprentice
 1.3     Rank 3: Journeyman
 1.4     Rank 4: Swordsman
 1.5     Rank 5: Protector
 1.6     Rank 6: Defender
 1.7     Rank 7: Warder
 1.8     Rank 8: Guardian
Part 2: Eydis Fire-Eye
 2.1     Quest 1: Slay the rats
 2.2     Quest 2: Slay the Egg Poachers
 2.3     Quest 3: Kill the Telvanni Agents
 2.4     Quest 4: Get the Code Book
 2.5     Quest 5: Helaviane Desele's Debt Money
 2.6     Quest 6: Dura gra-Bul's Bounty
 2.7     Quest 7: Kill an orc leader
 2.8     Quest 8: Stop the Verathi Gang
 2.9     Quest 9: Hunger in the Sarano Tomb
Part 3: Percius Mercius
 3.1     Quest 1: Clear out Vas
 3.2     Quest 2: Bring Nerer Beneran to justice
 3.3     Quest 3: Bring Daldur Sarys and his cronies to justice
 3.4     Quest 4: Delivery to the Elith-Pal Mine

*Part 0: Before you get started*

0.1 - Purpose of this guide
This guide details the quests needed to advance in the ranks of the
fighters' guild, as well as how to complete those quests.

0.2 - Notes about this guide
This guide is very much a work in progress.  More versions with more and
better content is coming.  This version has all of Eydris Fire-Eye's
quests, as well as all of Percius Mercius's quests up until you are
required to be a guardian to continue.  Yes, you can do all these
quests without doing any others, though you can go off and do others
if you wish, too.

All works are copyrighted by the people that created them.  That means
that this guide is copyrighted by me, and Morrowind is copyrighted by
Bethesda Softworks.  Please don't be a jerk and rip people off.

The only place this guide should be is  If you find
it elsewhere, it's been illegally copied.

I made this guide while playing a male character.  Some rank names may
be slightly different for female characters.

I made this guide as only a member of the fighters' guild and the
Blades (the story guild).  Members of multiple guilds may run into
some conflicts between the fighters' guild and their other guild(s).

The quests in this guide are sorted by who gives them to you.  They
don't have to (and, in fact, can't) be completed in the order they
are listed in this guide.  Many quest givers have rank requirements
that must be met before they will give you quests.

0.3 - Contacting Me
Please be sure to read the entire "Before you get started" section, as
well as all of whatever section you're on, before asking me for more
information.  If you need to contact me, I can be reached at

*Part 1: Ranks and Advancement*
Note: I made this guide as a male character; some rank names may be
slightly different for female characters.

The fighters' guild has several favorite skills.  As you progress in
ranks, the fighters' guild will require that you improve at least
some of these favorite skills in order to qualify for advancement.
These skills are:
Long Blade
Blunt Weapon
Heavy Armor

Each rank requires you to complete a certain number of quests.
You are also required to increase your stats and skills to certain
levels.  The stat and skill requirements for each rank are shown below.

1.1 Rank 1: Associate
Requires: Join the fighters' guild

1.2 Rank 2: Apprentice
Requires: 30 Strength
          30 Endurance
          1  Fighters' guild skill at 10

1.3 Rank 3: Journeyman
Requires: 30 Strength
          30 Endurance
          1  Fighters' guild skill at 20

1.4 Rank 4: Swordsman
Requires: 30 Strength
          30 Endurance
          1  Fighters' guild skill at 30
          2  Fighters' guild skills at 5

1.5 Rank 5: Protector
Requires: 30 Strength
          30 Endurance
          1  Fighters' guild skill at 40
          2  Fighters' guild skills at 10

1.6 Rank 6: Defender
Requires: 31 Strength
          31 Endurance
          1  Fighters' guild skill at 50
          2  Fighters' guild skills at 15

1.7 Rank 7: Warder
Requires: 32 Strength
          32 Endurance
          1  Fighters' guild skill at 60
          2  Fighters' guild skills at 20

1.8 Rank 8: Guardian
Requires: 33 Strength
          33 Endurance
          1  Fighters' guild skill at 70
          2  Fighters' guild skills at 25

*Part 2: Eydis Fire-Eye*
Eydis Fire-Eye hands out quests in the Balmora fighters' guild.
The first few quests she hands out are very easy, and since you
start the game by traveling to Balmora anyway, this is a great place
to start.

2.1 Quest 1: Slay the rats
Eydis Fire-Eye orders you to destroy an infestation of cave rats
in the house of Drarayne Thelas.  To get there, head east from the
fighters' guild and cross the river.  Thelas's house is straight to
the east of the middle bridge.  Head into the lower level door and
talk to Thelas.  Ask her about the cave rats.  She then tells you
there are three of them and gives you the key to the upper level.
The first cave rat is in her bedroom in the back.  Slay it.  Then head
outside and up the stairs to her storage room.  Slay the two rats in
there.  Go back to the lower level and talk to Thelas again about the
cave rats.  She gives you a reward of 100 gold.  Head back to the
fighters' guild for your next quest.

2.2 Quest 2: Slay the egg poachers
Fire-Eye now wants you to rid the local egg mine of poachers.  From
the fighters' guild, head south through the town exit.  Then, head
south along the river bank.  Eventually, you will enter the Ascandian
Isles Region.  Continue along the river bank, keeping en eye out for a
campfire on the right (shouldn't be too far into the region).  Right
next to this campfire is the entrance to the mine.  Go through it.
Head south and west along the path, fighting when you must, until a
yellow square appears on your map.  At that point, the path will turn
east.  Continue following it.  After a full circle, you will arrive at
the entrance to the queen's lair.  Go through it.

Head north, being careful to travel slowly so as to avoid having
both poachers attack you at once.  Not far at all into it, the first
poacher will aggro you.  Kill her.  Continue north and the other
poacher will aggro on you.  Kill him too.  At that point, turn around
and leave the mine through the same path you came in through, and
return to Balmora the same way you left.  Talk to Fire-Eye to receive
your reward of 100 gold and 4 Quality Restore Fatigue potions.

2.3 Quest 3: Kill the Telvanni Agents
A group of Telvanni agents have been responsible for some
disappearances and thefts at the Caldera Ebony Mine, and it's up
to you to stop them.  Go next door to the mages' guild, then to
the bottom floor of the guild.  Go all the way north and talk to
Nasaline Marian.  Choose travel, then Caldera as your destination.
Exit the Caldera mages' guild and leave town through south exit next
to the guild.  Head due southwest, making your way over the mountains,
until you reach the mine headquarters.   At the headquarters, head over
a bride going NNE through some mountains.  You should see a dude
standing on the other side.  This is Avelag, one of the Telvanni Agents.
Talk to him about the topic Telvanni Agents.  He'll aggro you.
Kill him.  Then, head straight west.  You quickly run across a door
into a cave named Ashanammu.  Enter it and kill all three Telvanni
agents inside.  Return to Balmora the way you came, and talk to
Fire-Eye to receive your reward of 400 gold!

2.4 Quest 4: Get the code book
Sottilde of the corner club has a code book, and Fire-Eye wants it.
To get to the South Wall corner club where Sottilde hangs out, leave
the fighters' guild, cross the river to the east, and pass through
the first row of houses.  The South Wall corner club is on the south
end of the second row.  Sottilde stands right inside the lower
entrance.  There are several methods of getting the code book from
her.  Don't out right attack her, as there are many people watching,
and either death or stiff fines await.  Another method is to taunt her
to attack you, and then kill her.  Careful, though, 'cause she's
thieves' guild and this will get you expelled immediately.  A much
better method to talk to her and ask her about it.  If she won't hand
it over, bride her with a little gold, and try again.  She gave it to
me at disposition 76, which took 20 or 30 gold pieces to get.  Note
that, since she's thieves' guild, if you are also a member, her
willingness to give it to you may be affected.  However you get it,
take the book back to Fire-Eye for your reward: 50 gold.  Grrrrr...

2.5 Quest 5: Helaviane Desele's Debt Money
Helaviane Desele owes a fighters' guild client 200 gold.  It's your
mission to collect the gold from her.  Travel south to the Balmora
silt strider.  Buy a ticket to Suran.  Head down the stairs from the
silt strider station.  At the bottom of the stairs is the entrance to
the House of Earthly Delights.  Go through the door.  At the bar
counter in front of you is Desele.  Through bribing, or another means
of your choice, get her disposition towards you to 75 or above, and
then ask her about the debt money.  She'll fork it over.  Go back to
Balmora and give it to Fire-Eye.  Your reward is half the gold, 100
pieces.  Since I used bribe, I barely broke even.  :(

2.6 Quest 6: Dura gra-Bul's Bounty
Fire-Eye informs you of a bounty on the head of an orc named Dura
gra-Bul.  Gra-Bul lives in a house in Balmora.  Simply cross the
southern most bridge to the east, and your at her house.  Enter and
taunt her until she attacks you.  Remember to use taunt so you’re
attacking in defense and thus risk no bounties on your head.  Kill
her, and return to Fire-Eye for a reward of 250 gold.

2.7 Quest 7: Kill an orc leader
Alof the Easterner is having some troubles with orcs.  Go to his farm
for more information and instructions.  To get there, take the silt
strider to Seyda Neen.  From there, travel along the road to Pelagaid.
Once you reach Pelagaid, travel to the body of water just north of it,
and then walk clockwise around it.  On the north side, you'll reach
Alof's farm.  Talk to him, and he'll tell you the orcs are hiding in a
shrine called Ashunartes and that you need to kill the leader, Burub
gra-Bamog.  This shrine has two entrances, and both are to the NNE of
the farm.  Travel NNE over land.  If you reach Marandus, you've gone
too far.  The entrance you want to go in is southeast of the other.
The correct entrance is in a valley between two hills, while the wrong
entrance is on a hill.  Once you enter the correct entrance, the orc
leader Burub gra-Bamog will aggro you.  Kill her, and then return to
Fire-Eye to receive your reward of 500 gold.  Caution!  Some of the
enemies in this area can't be hurt with a normal weapon.  Be sure to
carry an enchanted weapon in case you run into one of them.

2.8 Quest 8: Stop the Verathi Gang
A group of smugglers called the Verathi Gang is based out of a cave
called Mannammu.  Take the silt strider to Seyda Neen, and then the
road Pelagaid.  Head south out of Pelagaid, and follow the road
southwest.  Not far at all out of Pelagaid, you should cross a tiny
strip of land between two bodies of water.  Right after this is the
cave.  Like most of the gang exterminations, you only have to kill the
leader, Dovres Verethi, but you'll have to get past all the other gang
members to get to him anyway.  After you kill him, head back to
Fire-Eye for your reward of 1000 gold.

2.9 Quest 9: Hunger in the Sarano Tomb
A creature called a Hunger has invaded the Sarano ancestral tomb.
The Sarano family has contracted you to go and kill it.  Similar to
Fire-Eye quest 7, you're going to take the silt strider to Seyda Neen,
the road to Pelagaid, and then the road clockwise around the body of
water north of Pelagaid.  When you reach the shrine on the north
side of the lake, turn north.  The ancestral tomb shouldn't be far
off.  Be sure you have an enchanted weapon when you go inside, as many
of the enemies in there can't be hurt with a normal one.  Also, be
sure to save before entering, as some of the enemies can drastically
reduce your stats, and it really stinks when your strength gets
reduced to where you can't even wear your armor any more.  You can
trust me on that one.  :)  Not far in, you'll see two doors, one on
the right, and one on the left.  The one on the right is locked.
Enter the one on the left.  You'll fight some baddies, and then go to
the back of the room.  In the circle of ashes is the key to the room
on the left.  Take it.  If you haven't already, wield your enchanted
weapon, then use the key to go through the locked door.  Go down the
stairs.  Hunger's standing right there, just waiting for you to kill
it.  Do just that.  Guess what!  There's an ebony helm on his body!
Yea!  You can continue exploring the tomb if you want (there's not
much else), or you can return to Fire-Eye for your reward of 1000
gold (and you get to keep the helm!)

*Part 3: Percius Mercius*
Percius Mercius is the ex-guildmaster of the fighters' guild, and he's
a little disappointed with the way the guild is going these days.  If
you ever have questions about your orders, you can talk to him about
them.  Mercius hangs out in the fighters' guild in Ald-Ruhn, and gives
orders from there.

3.1 Quest 1: Clear out Vas
Ulyne Henim has hired you to help her clear out a den of necromancers
called Vas.  Ask Mercius about it, and he'll mark the location of it on
your map.  It's WAY up north!  Be prepared for a long journey!  I'm
sure there is a more efficient route than the one I took, and I'll put
in a better route when I discover it, but here's one way to get there
and shave off a little time.  Take the silt strider to Khuul.  From
there, head north straight to the coast.  Swim/walk along the cost,
but don't head north the islands until you have to swim the least
distance possible to reach the long island.  Pull out your weapon and
hop in.  You are gonna run into some evil fish along the way, but
nothing you shouldn't be able to handle as long as you choose the
shortest distance to swim.  Once reaching the first island, you want
to head east, once again trying to make the distance you must swim
from it to Vas as short as possible.  Swim across, and Vas shouldn't
be far from the shore.  Just outside the entrance to Vas, you'll run
into Henim.  Talk to her, and she'll join you.  Enter Vas.

Vas itself isn't much of a dungeon.  Just work your way down the hall
until you reach a door marked "Vas, Tower."  Enter the door.  You'll
find yourself in a circular room with some ghosts, some skeletons, and
a necro.  Kill them.  On one side of the circular room, on the upper
level, you'll see a passageway leading to another circular room.  Walk
through the passage way, and in the second room, you'll meet up with
Adram.  He'll aggro on you, so don't hold any reservations about
killing him.  Once he's dead, Henim will thank you and stay there to
"finish some business."  Take a breather and get ready for the long
trip home.  Go back to Ald-Ruhn the same way you came.  When you get
back to Mercius, tell him you finished the job for your reward of
500 gold!

3.2 Quest 2: Bring Nerer Beneran to justice
The cave Sargon is a criminal refuge southwest of Vas.  You have
orders to kill the criminal named Nerer Beneran, who hangs out in
Sargon.  Take the silt strider to Khuul.  From there, run along the
cost to the northern tip of Morrowind.  From there, swim north to the
long island.  Sargon is located on the far east side.  Several enemies
hang out inside Sargon.  If you're careful, you'll never have to fight
more than 2 at a time, but proceed slowly because it's easy to get
overwhelmed if you go too fast.  Once the first guy is dead, you can
rest at the cave entrance as long as you don't pull any other enemies
to it.  When you reach the conjurer on one of the bridges, ignore her
summoned monster and just pound on her.  She's a wimp, and when she
dies, so does her monster.  Nerer is at the very back of the cave.
He can be tough because his weapon casts poison and he wears ebony
armor.  If your race has inherent powers, use them!  Once you kill
him, take the ebony armor and put it on yourself. (Oooh!  Shiny!
Oooh!  Lots of defense!)  Return to Mercius and get your reward:
another 500 gold to go with your armor!

3.3 Quest 3: Bring Daldur Sarys and his cronies to justice
Bandits have been attacking Suran, and it's up to you to stop them.
They are led by Daldur Sarys and hide out in the cave Saturan.  The
first thing you need to do is head to Suran.  To get there, take the
silt strider to Balmora, then the mages' guild to Suran.  In Suran,
you need to speak with Avon Oran about bandits in Suran.  He is on the
second floor of his manor, which is due south of the silt strider,
although you'll have to go around some structures to get there.  He
tells you that Saturan, the bandits headquarters, is NE over the
mountains.  Too bad crossing the mountains directly NE of the town
isn't really an option unless you can levitate.  For you earthbound
heroes that can't take a straight path, leave town through the north
exit.  Walk along the eastern mountains, heading NE.  Eventually
(and it's a good ways down the line), you'll reach a spot were you
can cross over.  Go to the eastern side of the mountains.  You should
now be in a dark area.  On the east side of the mountains is a road
which forms a negative parabola.  On one end of this parabola is a
temple, and on the other end is Saturan.  Look for this road.  When
you find it, follow it to one of its ends.  If you reach a crossroad,
go southeast.  Eventually, after wandering on this road long enough,
you'll find Saturan.  Draw your weapon, and enter.

Similar to Sargon, it's a simple cave with only one intersection
and a river below.  It may just be because I gained two levels
trying to find the stupid place, but the enemies in Saturan are much
easier than those in Sargon.  None of them have ebony armor, and the
ones with weapons that cast spells aren't very powerful.  At the T
intersection, if you head left, you'll find a few more henchmen and
Sarys.  Kill him to finish the quest.  If you head right (before or
after killing Sarys), you'll find a door.  Enter it, and then head
to the upper level.  Kill the bad guy up there, and take the key
from him.  You can now free the slaves on the lower level if you
wish.  After killing Sarys, return to Suran.  I found the easiest way
to return sans casting mark and recall is to head west, jump in the
river, and swim south.  The river takes you straight to Suran.  Talk
to Oran to receive your reward: 1000 gold!

3.4 Quest 4: Delivery to the Elith-Pal Mine
After the first three Mercius quests, this one should be a breeze!
Mercius wants you to deliver 20 flin to Dangor in the Elith-Pal mine.
Ask Mercius about the Zainab Camp, which the mine is west of, and he
will mark it on your map.  To get there, take the mages' guild to
Sadith Mora, then the boat to Tel Mora, then the boat to Vos.  From 
here, you can just stay on the road!  Take the road to the Zainab Camp.
Whenever you reach a junction, take whichever path goes towards the
camp.  Once at the camp, stay on the road going west.  The mine will
be on the right side of the road and won't be far off.  Once inside in
the mine, you can't go wrong.  Just keep going down the path until you
bump into Dangor.  Try to avoid the temptation to take the raw ebony
since the guards will attack you if they catch you.  Once you give the
filn to Dangor, head back to get your reward from Mercius: 500 gold
and a bottle of Cyrodiilic brandy.