Morrowind Transport Guide


This is a short guide to getting to places in Morrowind.

We have two metrics: jumps and walks. A jump is a blackout fast travel screen. Distances within towns between fast travel locations are generally ignored unless the walk is actually significant. A walk is a short distance between two towns: like Balmora to Caldera, about 4 to 6 tiles from edge to edge. A short walk is probably either just across town or a single cell.

If you encounter a question mark, it is a location I am unfamiliar with reaching through the transportation network.

Home Locations

Home Locations are places quickly reached. They are all only jumps and one or two short walks away.

Mage’s Guild

Your home in the transport network is defined by the Mage’s guild. You can go from any guild to any other instantly just by chatting. The only caveat is the mage guild “hubs”, if you want to get from Balmora to Othmura your jumps are Balmora->Vivec->Narsis->Othmura through the guild guides. These jumps also have no short travel between them since guild guides are always adjacent. Here are the Mages Guild locations, all accessible through at most three jumps without any short walks.

I’m not going to specifically cover Tamriel Rebuilt for the rest of this guide, but it is quite important for the intervention map since it completely redefines it.

Vivec Hub (Vvardenfel)

  • Vivec (Foreign quarter)
  • Balmora
  • Caldera
  • Sadrith Mora (Wolverine Hall)
  • Ald-Ruhn

Almalexia Hub (Indarys)

  • Old Ebonheart
  • Bal Foyen
  • Akamora
  • Almas Thirr

Firewatch Hub (Telvannis)

  • Firewatch
  • Helnim
  • Nivalis

Narsis Hub (Hlaalis)

  • Narsis
  • Othmura

Intervention

Another great travel means without short travels are interventions. It, at the very least, takes you to a town in 1 or 2 jumps, and at its worst takes you somewhere you’ll have to do a few short walks to get back home. Early game, you can use intervention scrolls in the mage’s guild chests. Also early game, you can complete a few duties for the Ald ruhn quest giver and she’ll give you some intervention amulets.

For travel more generally, they’re best used to get from smaller towns to larger towns. Here’s the analysis.

Pelagiad

Pelagiad is a divine intervention location and on the border between the almsivi catchments between balmora and vivec. The best way to get here from home is to go to Vivec and walk to the silt strider, then divine intervention. Because of Vivec, it’s half a walk to get between the guild guide and the silt strider, and the normal trick of interventioning to the town’s temple won’t help since the vivec temple is a few cells away.

Ebonheart

New Ebonheart is easily reached by divine intervention from Vivec. Getting back to home is a bit trickier. It’s probably the fastest way to get to the ferry network from the guilds, from there you can go to Vivec or Hla Oad (and almsivi to Balmora). You can also jump into the sea west and almsivi to Bal Foyen. Make sure you’re not in Vivec’s catchment though because the walk from the Vivec temple to the other transport methods is a walk. Because of how hard it is to go from Ebonheart to other home locations, Ebonheart is on the outskirts of home.

Molag Mar

Molag Mar is an almsivi intervention target and on the border between the divine catchments of Old Ebonheart and sadrith mora. It’s default in the Old Ebonheart catchment, so be sure to walk north if you want to avoid paying the hub transfer fee (or use Molag Mar to avoid it!). To get to Molag Mar is a short walk south from Wolverine Hall

Vos

Vos is the almsivi intervention target for the grazelands, sheogorad, Nivalis, and Firewatch. It”s on the outskirts of home because you can get back to home through divine intervention to firewatch. You can get here through almsivi from firewatch, or half a walk from wolverine hall, just north of the docks.

Ranyon-ruhn

Ranyon-ruhn is a major intervention city. It’s an almsivi catchment for most of north Telvannis, and is in home because of these intervention links:

Firewatch: A short walk east of Firewatch into Ranyon-ruhn’s catchment. Helnim: Helnim is in Ranyon-ruhn’s catchment. Wolverine Hall: Ranyon-ruhn is in Wolverine Hall’s divine catchment.

Although Firewatch is already home, if you want to avoid the hub fee you can always walk east to Ranyon-Ruhn, and then intervention twice straight to Wolverine Hall.

Helmin

Helnim is already home, and it’s interventions take you to other home locations, but it’s cheaper and lets you avoid the hub fee between the Almalexia and Firewatch hubs. Through intervention, you can get to Helnim with half a walk from Ranyon-ruhn or Molag mar (guild guides are probably way better). To get away from Helnim, it’s in Ranyon-Ruhn’s almsivi, a short walk across the river brings you to Akamora (if you’re not already in the guild this may be faster than walking there), and a bit of a swim to get to Molag Mar.

Vuhl

I know I said I wouldn’t cover TR, but Vuhl is linked with Old Ebonheart through intervention, making it home.

Silt Striders

Using silt striders only really takes you between West Gash, the Bitter Coast, and the Ascadian Isles. A lot of the time, if you’re not already in the guild then silt striders will be faster than getting to the guild but may be more expensive. In Gnisis the silt strider is incredibly influential since it’s next to the temple as opposed to on the opposite side of town. The Vivec silt strider is quite far from the Vivec guild especially if you’re going up from the ground to the guild entrance.

Here are the towns that silt striders make home.

  • Maar Gan from Ald Ruhn
  • Gnisis from Ald Ruhn
  • Khuul from Ald’ruhn
  • Seyda Neen from Balmora
  • Suran from Balmora
  • Seyda Neen from Balmora
  • Molag Mar through Suran or Vivec

The mainland also has its own network of silt striders, but I haven’t scoped those out yet.

Ferries

Ferries also exist I suppose. They’re surprisingly inconvenient to get to from the guilds, so all ferry-reachable locations are the outskirts of home. The main ferry connection from guilds are Vivec and Sadrith Mora, but it is almost half a walk away for either distance. For also counting a silt strider jump Khuul also works. Ebonheart is only a short walk between the temple and the boat.

From these, all ferry locations are available in one hop (after the necessary short or half walks).

  • Dagon Fel
  • Tel Mora
  • Vos (use intervention though)
  • Tel Branora
  • Hla Oad
  • Gnaar Mok
  • Fort Frostmouth
  • Raven Rock

Ferries are also probably the best way to get around Telvannis, but like silt striders I haven’t scoped them out.

Propylon

Once you’ve unlocked them, the propylon chambers make most of Vvardenfel reachable. The propylon are properly home locations, since they are all reachable through the Caldera guild. They are also all walks away from towns, so basically you can go anywhere! They feel a lot less homey though since they don’t have any services.

Here are the Dunmer fortresses and the places they take from remote (2 or more walks away) to reachable (1 walk away from home).

  • Andraseth: southern West Gash
  • Berandas: central West Gash
  • Falasmaryon: southern Urshilaku ashlands
  • Valenvaryon: Northern Urshilaku ashlands (and the camp itself)
  • Rutheran: southern Sheogorad
  • Indoranyon: south-western grazelands and northern Azura’s Coast
  • Falensarano: southern Grazelands and a bit of north Molag Mar
  • Telasero: southern Molag Mar
  • Marandus: western Molag Mar
  • Hlomaryn: central bitter coast

Summary

Here’s a list of home, sorted by distance from guides. The brackets show how to get there. The symbols represent the travel method: ”>” is a guild guide, ”->” is a short walk and a jump (silt strider or boat), “d-” and “a-” are divine and almsivi interventions. Curved brackets are how to get there, square brackets are how to get back (if it isn’t just the reverse). Curly brackets are extra info.

  • Balmora

  • Foreign Quarter Vivec

  • Ald’ruhn

  • Caldera and all Propylon

  • Sadrith Mora

  • Old Ebonheart (Vivec >)

  • Firewatch (Vivec >)

  • Narsis (Vivec >)

  • Bal Foyen (Vivec > Old Ebonheart >)

  • Akamora (Vivec > Old Ebonheart >)

  • Almas Thirr (Vivec > Old Ebonheart >)

  • Helnim (Vivec > Firewatch > )

  • Nivalis (Vivec > Firewatch > )

  • Othmura (Vivec > Narsis >)

  • Maar Gan (Ald ruhn ->)

  • Gnisis (Ald ruhn ->)

  • Khuul (Ald Ruhn ->)

  • Seyda Neen (Balmora ->)

  • Suran (Balmora ->)

  • Pelagiad (Balmora -> Seyda Neen d-, Vivec d->) [a- Balmora]

  • Ebonheart (Vivec d- ) [a-> Bal Foyen > Old Ebonheart >, -> Vivec -> {Vivec guild}]

  • Molag Mar (Sadrith Mora a->), [d-> Sadrith Mora, d- Old Ebonheart > Vivec]

  • Vos (Sadrith Mora a->, Vivec > Firewatch a-) [-> Sadrith Mora d-, d- Firewatch > Vivec, -> Hla Oad a- Balmora]

  • Dagon Fel (Sadrith Mora ->) [a- Vos -d Firewatch > Vivec, -> Sadrith Mora]

  • Tel Mora (Sadrith Mora ->) [-a Balmora]

  • Tel Branora (Sadrith Mora ->, Vivec -d Ebonheart ->) [-> Molag Mar d-> Sadrith Mora]

  • Hla Oad (Vivec ->) [a- Balmora]

  • Gnaar Mok (Vivec -> Hla Oad ->, Ald’ruhn -> Khuul ->) [d- Moonmouth a- Balmora, a- Ald-ruhn]

Vivec

The City of Vivec is all techncially reachable, but it’s really big especially if you don’t have levitate. The main way you’ll get here is through the mage’s guild in the foreign quarter. After that, it the rest of the city is still a cell or two away. The cantons are seemingly built to maximise walking distance between floors and to maximise corridor inconvenience within them. Because of this, all but the foreign quarter are not home, they are only reachable.

The temple is instantly reachable through almsivi intervention, but this only really makes the southern cantons slightly closer. Hlaalu and Redoran are usually worth just walking out of the mages guild for. If you’re in Vivec, you will only ever get back home by finding your way to the foreign quarter.

Since the guild and the silt strider and ferry are actually quite far away, I’m considering them a short walk.

Remote Locations

Everywhere reachable from home within a walk is reachable. Remote locations are two or more walks away. Here they are:

Central and Eastern Molag Mar Annoyingly, this somewhat includes Tel Fyr and the Erabenimsun camp, and Mount Khuul. The home locations on the edge of here are Wolverine Hall, Molag Mar, Telasero, or Marandus. If you’re Telvanni, your stronghold goes here so you’ll probably have a mark (mark is a transportable home location, since you can always get back to home through intervention). These places divine to wolverine hall or almsivi to molag mar.

Azura’s Coast Much of Azura’s Coast is pretty remote, especially Azura’s shrine and Holamayan. The mudcrab merchant is somewhat remote and best reached through Telasero. Azura’s Shrine and Holamayan are probably closer to Molag Mar than Wolverine Hall, but Holamayan does have a boat from Ebonheart. The south divines to either Old Ebonheart or Helnim and they almsivi to Molag Mar.

Southern Ashlands & The Red Mountain There’s not really anything to do in the southern ashlands, and it’s pretty fair and obvious that Dagoth Ur would be. They intervention to Ald-ruhn, but the southern Ashlands may intervnention to Balmora / Moonmouth

East West Gash The are between Gnisis and Maar Gan is pretty remote. The only good way to reach it is by flying over the hill west of Mara Gan or just trunging through all of West Gash from Gnisis. There’s a few daedric ruins and tombs here.

Eastern Ashlands It’s quite hard to get here, there’s lots of mountains and no near home. There’s also quite a few things here including the Cavern of the Incarnate.

Central Grazelands The central grazelands are in the perfect middlepoint between a few home locations. The Zainab camp is in the perfect middlepoint between Vos and the two dunmer fortresses in the grazelands.