"The Temple regards the Daedra as powerful ancestor spirits, similar to the Tribunal, but weaker and more capricious. Before the Tribunal, the Daedra were worshipped as gods by the Dunmer, but were undeserving of this veneration, since they harmed their followers as often as they helped them. When they became gods, the Tribunal became the Protectors and High Ancestor Spirits of the Dunmer. The good Daedra became loyal friends of the Tribunal, but the bad Daedra remained foul and treacherous."
"The Daedra are our ancestors. Before the Tribunal, we worshipped the Daedra as gods, but they didn't deserve it, since they harmed us as often as they helped us. When they became gods, the Tribunal became our Protectors and High Ancestor Spirits. The good Daedra became loyal friends of the Tribunal, but the bad Daedra remained foul and treacherous."
Daedra Cults
"The Temple forbids the worship of the four bad Daedra -- Mehrunes Dagon, Malacath, Molag Bal, and Sheogorath. But it's a big island, and there's a lot of wilderness, with lots of old Daedric ruins just waiting for a new group of worshippers. The Ordinators have their hands full with heretics and dissidents at home. They can't go out chasing Daedra lovers."
Daedra Skin
"Daedra skin must be removed from the specimen while it remains on the mortal plane. Daedra skin has modest magical properties, but collecting it from the daedra is hard work and dangerous."
Daedra Worship
"The Mages Guild is permitted to invoke and summon Daedra by Imperial license. This is a source of friction between the Guild and local authorities, and the Guild insists that mages take care to avoid public controversy when using summoning magic."
"Despite the Empire's public policy of religious toleration, Imperial authority permits the Ordinators a free hand in persecution and extermination of Rebel Daedra cults."
"Cult worship of Molag Bal, Malacath, Sheogorath, and Mehrunes Dagon persists in remote regions despite the efforts of the Ordinators, and is particularly strong among Dunmer dedicated to expulsion of the Empire and restoration of an independent Dunmer nation."
"Council and Temple law forbids the worship of the Rebel Daedra Molag Bal, Malacath, Sheogorath, and Mehrunes Dagon in Morrowind."
Daedra's Heart
"A Daedra's heart must be removed during the brief period of its appearance on the mortal plane. The Daedra's heart has modest magical properties, but, since removing the heart is generally fatal to the specimen, the substance is rare and expensive."
Daedric Summonings
"Certain Daedric summonings are more often encountered on Vvardenfell. Good Daedra are the Daedra associated with Boethiah, Azura, and Mephala -- the winged twilight and the hunger. Bad Daedra are associated with Mehrunes Dagon, Malacath, Sheogorath, and Molag Bal. Atronachs are unaligned Daedra of the elemental planes. But don't judge a summoning by its patron. The summoner commands a summoning, and, good or bad, nice or nasty, they must do the summoner's bidding."
Dagon Fel
"This was a Nord settlement thousands of years ago, until the Dunmer drove the Nords from Morrowind. Then the Dwemer built a city here; the village built on the ruins of the Dwemer city. Since Morrowind became an Imperial province, Nord fishermen have returned here. Imperial scholars and adventurers also come here to explore the various Dwemer and Daedric ruins of Sheogorad."
"Dagon Fel is a tiny fishing village on the northern coast of Vvardenfell on the large island called Sheogorad in the Azura's Coast region."
"This is Dagon Fel. It's just a tiny fishing village here on the northern coast of Vvardenfell. We're on the large island called Sheogorad in the Azura's Coast region."
"People seem at ease now that Sorkvild the Raven has been done away with."
Dagoth Ur
NPCs with the sleeperScript in their code will say:
"He is the Lord, and Father of the Mountain. He wakes, and the land wakes with him. All the land, and all of its people, shall rise from sleep, and sweep the land clean of the n'wah. Why have you denied him? As Lord Dagoth has said. "All shall greet him as flesh, or as dust.""
"It is the Hour of Wakening. He comes forth in his glory, and his people shall rejoice, and his enemies shall scatter like dust."
Once Dagoth Ur has been killed, NPCs with the sleeperScript in their code will say:
"The Devil Dagoth Ur is dead, and all his kin. And the Blight has gone, too, and the skies are blue over Red Mountain."
"Dagoth Ur is the evil immortal enemy of the Tribunal Temple cult. The Temple blames Dagoth Ur and his hosts for all the evils that beset the Dunmer and Morrowind. Dagoth Ur dwells in fiery caverns beneath Red Mountain, served by his kin and legions of monsters."
"Dagoth Ur is the Devil and the Enemy. Dagoth Ur and his beasts and servants are the source of many evils that beset the Dunmer and Morrowind. Dagoth Ur dwells in fiery caverns beneath Red Mountain, served by his kin, called ash vampires, and by legions of deformed monsters."
After Dagoth Ur has been defeated, Ashlanders will say:
"You have slain Dagoth Ur and all his kin. But remember, %PCName. Once before, Lord Nerevar thought Dagoth Ur and all his kin were dead."
"A skooma-addict, that one. His wife works all the time in the Hall, and he takes the money and spends it all on the skooma. He and his friends spend all of their time down in the Underworks using the stuff. That poor woman."
"Darius is our Imperial Legion Commander here in the Deathshead Legion Garrison. You can find him downstairs at the Madach Tradehouse."
"Darius is the Commandant of the Deathshead Legion Garrison here. It can't be easy keeping the peace between his human and orc troopers, but his men all speak well of him."
"The Dark Brotherhood is a depraved perversion of the ancient law-abiding order of the Morag Tong. They do not advertise their services or their creed, but they are an outlawed secret society of assassins with an evil reputation, and are often associated with Daedra worship. The Morag Tong is the sworn enemy of the Dark Brotherhood."
"The Dark Brotherhood is an ancient secret association of assassins. They do not advertise their services or their creed, but they are an outlawed secret society with an evil reputation, and are often associated with Daedra worship. The Morag Tong claims the Dark Brotherhood is a depraved perversion of their ancient law-abiding order of assassins, and the Morag Tong is the sworn enemy of the Dark Brotherhood."
Guards on Vvardenfell will say:
"Scum, all of them. If they're after you, friend, you'd better find yourself some help. Or write a will. Or both."
"I don't know anything about who might have sent those people after you. If you're looking for help, try talking to Tienius Delitian at the Royal Palace. If you're a more religious sort, try speaking with Fedris Hler at the Temple. Either of them might be able to help you."
"Why would you want anything to do with those scum?"
"You want to know who sent the Dark Brotherhood after you? Don't ask me. I don't want any trouble. Speak with Tienius Delitian. You'll find him in the Throne Room."
"You want to go looking for them? It's your funeral. Look, I've heard rumors that they have a hideout in the ruins of Old Mournhold. You can get there through the sewers in the Great Bazaar."
"That's a touchy subject, and I'm not comfortable talking about it with someone I don't really trust."
"You've killed their leader, huh? Don't be so sure. You may have killed a high ranking officer around here, but there's always another to replace him. I don't know anything about who might have hired them, either. That's none of my business. Talk to one of the Royal Guard, or head over to the Temple."
"You say you've killed the local Dark Brotherhood leader, have you? And he spoke of his "liege" before he died? Well, I can tell you that the new king, Helseth, has been rumored to use the Dark Brotherhood's services. If he's the one who's after you, you'd better investigate it immediately. Try speaking with Tienius Delitian, his Captain. He's a reasonable man."
Destruction
"The destruction discipline is the mastery of the spell effects of the College of Destruction. The destruction spells harm living and undead creatures, and mages specializing in destruction are usually war wizards."
Dibella
"Dibella, the Goddess of Beauty, is the most popular god of the Nine Divines. In Cyrodiil, she has nearly a dozen different cults, some devoted to women, some to artists and aesthetics, and others to erotic instruction."
Discerning Eye
"My starkest madness seeming is divinest sense. Come! Grasp the chain, and prove you're sane!"
"These are difficult times, with much suffering. There are enemies all around. Yes, there is discontent. But our faith in Almalexia, Mother of All, heals and sustains us."
Dark Elves who are with the Temple in Mournhold will say the following prior to the meeting with Vivec regarding the Nerevarine prophecy:
"You know of our problems with the Dissident priests. They refuse to accept the authority of the Alma Rula and the Archcanons. They are heretics, and enemies of the Temple."
Dark Elves who are with the Temple in Mournhold will say the following after the player is confirmed as the Nerevarine and has met with Vivec:
"Lord Vivec has forgiven the Dissident priests and welcomed them back into the Temple. There are still many disagreements, and problems to be worked out. But things are not as bad as they used to be."
Dark Elves in Mournhold who are not part of Mournhold's Temple faction will say:
"Of course there is discontent in the Temple. There is discontent everywhere. Why shouldn't there be?"
NPCs who aren't Dark Elves will say:
"I'm afraid I don't know much about the Temple."
Dissident Priests
"The Dissident priests dispute Temple doctrine, and are outlawed and persecuted by the Temple. They falsely deny the divinity of the Tribunal."
"Now that Lord Vivec has proclaimed an end to the persecution of the Dissident priests, perhaps we can hope for reconciliation with the Temple."
"We are fiercely loyal to the Temple's ancient traditions. But we are troubled that the ultimate source of the Tribunal's divinity might be the same as the source of Dagoth Ur's evil power. Dagoth Ur's power seems to wax as the Tribunal's power wanes. Read 'The Progress of Truth' and other documents of the Apographa in our library, and you'll see why we are uneasy."
"Did you hear they stuck that Dissident Priests guy Malur Omayn in the Ministry of Truth? I guess the Temple Priests and Ordinators figure they can straighten him out in there. I'll bet they can."
"I know there's been a lot of talk about it for a long time, but now the Temple Priests and Ordinators are really going after heretics, especially Dissident Priests."
Divayth Fyr
"Divayth Fyr is one of the oldest mortals on Tamriel. He could be the Telvanni Archmagister, but he doesn't care about that stuff. He just wants to collect Dwemer artifacts and Daedric artifacts and corprus victims. He welcomes thieves and adventurers, says they can have anything they can get away with. He must have a right rich booty in there, considering the ones that go in and don't come out."
If your Disposition is 75 or higher, Sadrith Mora's inhabitants will instead say:
"The sorceress? We don't even like to speak her name aloud. She lives in the Abanabi caves not far to the southwest of town. Take care if you hope to speak with her, though. There are tales told of fearsome creatures guarding her lair, and she has powerful friends."
Dratha
"Mistress Dratha? Just keep going up and up to the top."
"Fastest way to get to Mistress Dratha is to fly to the upper terrace. The south-facing entrance to the Upper Tower leads you straight into Dratha's chambers. Or, if you like to climb stairs and ramps, enter through the west-facing lower entrance to the Upper Tower, and keep walking up and up, around and around."
Draugr
"These creatures are abhorrent to the Skaal. They are cursed by the All-Maker for atrocities they committed in life. Stay away from these horrors, friend."
"I haven't seen one, but they sound nasty. Undead Nords...that's not a pretty picture. The live ones smell bad enough."
"Ugh. And I thought the live Nords were bad. The dead ones are even worse, especially when they don't want to stay dead."
"Imagine an angry Nord. Now imagine a dead angry Nord with a taste for human flesh. Get the picture?"
Dreugh
"Dreugh are ancient sea monsters, half-human, half-octopus in appearance. Dreugh are hunted for their hides, which are used for making armor, and dreugh wax, a tough, waxy substance with modest magical properties, scraped from dreugh shells."
Dreugh Wax
"Dreugh wax is a tough, waxy substance with modest magical properties, scraped from dreugh shells. Dreugh are powerful aquatic creatures, and hunting them for their hides and wax is a dangerous occupation."
Dumac
"Dumac was a king among the Dwemer and a friend of the hero Nerevar before the war began. He served with Nerevar on the First Council and died with Nerevar at Red Mountain."
Dunmer
"We are the Dunmer. Once this was the Dunmer's land, and it will be once again."
"We are the Dunmer, the dark-skinned, red-eyed Elven people who followed the Prophet Veloth out of the southwest generation upon generation ago, settling here in Morrowind. We are the true Dunmer. We have remained true to the sacred rites and customs of our forefathers. The House People, also called the Settled People, called 'Dark Elves' by the outlanders, are also of the ancient lineage of the Prophet Veloth."
"Dark Elves are the dark-skinned, red-eyed Elven peoples of Morrowind. The 'dark' part may come from their dark grey skin, but it also fits their gloomy dispositions. Folks call them 'Dark Elf' in the West, but they call themselves the 'Dunmer.' They have no sense of humor, and always take themselves very seriously. They look down their noses at all the other races -- particularly the Khajiit and Argonians, which they treat like animals."
"Dunmer -- literally 'the Dark, or Cursed People,' or 'Dark Elves' -- are the dark-skinned Elven peoples of the East. 'Dark' is variously understood to mean 'dark-skinned,' 'gloomy,' and 'ill-favored by fate.' The Dunmer and their national character embrace these various connotations enthusiastically. In the Empire, 'Dark Elves' is the common usage."
"We are the dark-skinned, red-eyed Elven people of Morrowind. The Westerners call us 'Dark Elves' but we prefer to call ourselves 'Dunmer'."
"We Dunmer prize the virtues of duty, gravity, and piety. Duty is to one's own honor, and to one's family and clan. Gravity is the essential seriousness of life. Life is hard, and events must be judged, endured, and reflected upon with due care and earnestness. Piety is respect for the gods, and the virtues they represent. A light, careless life is not worth living. We are proud of being dark-skinned and dark-humored. Our race produces great warriors and wizards in equal proportion."
Dunmer Metropolitan Style
"Vivec City presents a unique panorama of high Dunmer architectural style. Grand multi-tiered blocks are arranged along canals. High bridges lead across the canals to block-top plazas and markets, while below gondoliers guide flat-bottomed skiffs along the canals. The whole city is overshadowed by the grand monumental architectures of Vivec's Palace and the Archcanon's High Fane."
Dunmer Urban Style
"Urban Temple compounds feature high-walled outer courtyards, with smaller shelters and halls clustered around the Temple Shrine itself. Aristocratic residences of the Great Houses are similar to Temple compounds with walled outer courts and outbuildings for craftsmen and servants, dominated by a grand manor residence in place of the Temple Shrine.
Dunmer towns are typically organized around a dominant central feature, either the Temple or the grand manor residences of the Great House nobles. Simple multi-storied public and commercial buildings -- tradehouses, craftguilds, and such -- are usually rectangular in floor plan, built from local materials, featuring organic curves with decorated exteriors. More modest one-story private dwellings follow the same plan, except with less decoration."
Dunmer Village Style
"The Dunmer village style is the most familiar style in all districts. Huts are built of local materials, with organic curves and undecorated exteriors inspired by the landscape and the shells of giant native insects. Villages are dominated by Temple compounds and courtyards in traditional villages, but in newer plantations, the manor houses are the central features."
Dura gra-Bol
"I think he lives by the river, on the east side of town."
"He lives in town somewhere. Look around, you lazy fetcher."
Dwemer
"Dwemer -- literally, 'the Deep, or Deep-Counseled or Secretive People' -- are the fabled lost Dwarven race whose ruins and splendid artifacts are scattered across Tamriel. Elves use the term 'Dwemer,' connoting variously 'deep-delving,' 'profound,' and 'close-counseled'; Imperial usage is 'Dwarven,' derived in fable from the affectionate regard of the Giant races for their 'little' Dwemer friends."
"The Dwemer were ancient enemies of the Dunmer, but they are long dead, destroyed in a holy war by Saint Nerevar and the Tribunal."
"Saint Nerevar and the Tribunal defeated the Dwemer in holy war, and banished them from the face of the world for their blasphemies."
"They call them 'Dwarves' in the West. In their folly and pride, the Dwemer conspired to create a god to serve them and to destroy the Dunmer. But now they are no more."
Dwemer Artifacts
"Artifacts salvaged from Dwemer ruins are valuable, but protected under Imperial law, and trade in such artifacts is illegal. Most valuable are Dwarven weapons and armor, both for their superb craftsmanship, and for their value to collectors and scholars."
Dwemer Battle Shield
"Hmmm...an odd construction to be sure. Let me see.... As I thought. These two pieces aren't supposed to be attached. Looks like a regular Dwemer shield with this other piece attached. Hope you didn't pay too much for that shield, friend. It's nothing special as far as I can see. The other piece is interesting, though. Dwemer in origin, but unlike anything I've seen before."
Dwemer Ruins
"Dwemer ruins all over the place up here on the island. Folks come hunting Dwemer artifacts, never mind the Emperor's laws. None of my business."
"Dwemer artifacts taken from Dwemer ruins are very valuable, particularly Dwemer weapons, armor, and other enchanted devices, but they are protected as property of the Emperor by Imperial decree, and trade in such artifacts is illegal."
"The ruins of the lost Dwemer race are found everywhere in Tamriel, but are most common in Morrowind, once the native land of the Dwemer."