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In a second playthrough, going to that same mine and finding that same NPC meant that I could nab a Daedric weapon at level one. Knowing that little tidbit of information rewarded me, and suddenly, there was an incentive to replay in a way that Skyrim didn't quite pull off. Whether it was beyond the Ghostfence in the end-game or in the Dwemer ruins where the eerie golden ghosts of a vanished race lingered, my playstyle already had me in a good spot to take these challenges on. I was a mage casting custom spells, already getting by easily even in the most perilous spots in Vvardenfell. In that initial playthrough, getting a powerful weapon quite late into the game didn't mean too much. RELATED: My Favorite Part Of Oblivion Was The Arena, And It Should Return In The Elder Scrolls 6 It turns out that I had stumbled upon this desolate pit somewhere in my travels near Balmora, and for that, he rewarded me with a choice: pick any Daedric weapon. My dark elf was an outcast even in Vvardenfell, a n'wah as the locals put it, but persevering put my character face-to-face with Dram Bero, one of the NPCs you can report to when discovering the Vassir-Didanat Mine. When I first played Morrowind, I had to enlist the aid of House Hlaalu, getting them to honor me as their Hortator.
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If you know where to look, you can go from rags to riches in literal minutes. From here, your adventure begins, and the world that's ripe for your picking is already meticulously laid out. You've arrived at Seyda Neen, a quaint port town in Vvardenfell, the inner island of Morrowind. You're summoned by an agitated guard who slumps you up onto the creaking damp deck. Jiub's warmth beckons you to life, your character's eyes opening, ears tuning into the coarse waves caressing the side of the ship you're stranded on.