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Morrowind:Wolverine Hall

< Morrowind: Places: Cities & Towns / Forts
Wolverine Hall
(view on map) (lore page)
Alignment: Imperial
Region: Azura's Coast
Transport:

Almsivi Intervention:

Divine Intervention:

Guild Guide:

Services:
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MW-banner-Imperial.png
Wolverine Hall
The Cornerclub

Wolverine Hall is south of Sadrith Mora, representing the Imperials' attempt to project power in a region of Vvardenfell where they are relatively powerless. The Telvanni tolerate the presence of the fort mostly because nobody cares enough to knock it down. Wolverine Hall houses the services not permitted in the town itself, such as the Fighters Guild, Mages Guild, and Imperial Cult shrine. Between the Hall and the town is Dirty Muriel's Cornerclub, a Nord-style building that is home to the local Thieves Guild.

The CornerclubEdit

Dirty Muriel's Cornerclub is a social gathering place for people of the shadier kind, just outside of the fort.

PeopleEdit

Big Helende is the boss of the local Thieves Guild. Erer Darothril is the master trainer of Illusion in the Cornerclub. Skink-in-Tree's-Shade is the Mage Steward and master trainer in Speechcraft, but only serves high-ranking Guild members. Hrundi is the Champion and quest giver in the Fighters Guild downstairs.

For a complete list, see People in Wolverine Hall.

Getting There and AroundEdit

Places of Interest Around Wolverine HallEdit

Related QuestsEdit

Aundae ClanEdit

Fighters GuildEdit

House TelvanniEdit

Imperial CultEdit

Imperial LegionEdit

Mages GuildEdit

Thieves GuildEdit

MiscellaneousEdit

  • Gateway Ghost: Solve the case of this haunted inn in Sadrith Mora.

NotesEdit

  • Unless you are a Telvanni retainer or kin, you're not supposed to sleep anywhere in Sadrith Mora except the Gateway, the official Telvanni hostel for outsider visitors. The Fighters Guild has beds for its members.

MapsEdit

 
Map Key
  • 1. Imperial Chapel
  • 2. Wolverine Hall