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Morrowind:Seyda Neen

< Morrowind: Places: Cities & Towns
Seyda Neen
(view on map) (lore page)
Alignment: Hlaalu
Region: Bitter Coast
Transport:

Almsivi Intervention:

Divine Intervention:

Silt Strider:

Services:
MW-banner-House Hlaalu.png
View overlooking most of Seyda Neen from the north with Census and Excise Office and Silt Strider Port in the background

The port of Seyda Neen, "the Gateway to Vvardenfell", is a small village in the southern Bitter Coast region, bordering the Ascadian Isles.

House Hlaalu governs Seyda Neen, but the Imperial Legion guards the seaport. Its native population is small, though it is a common stop for Imperial travelers going to and from Vvardenfell. The Grand Pharos is a unique lighthouse at the harbor mouth renowned for guiding mariners throughout the Inner Sea. Most visitors are processed through the Census and Excise Office, part of the Empire's Coastguard station at the harbor. Though no boats offer travel, Imperial cutters use the dock as a restocking point to control smugglers and pirates running the waters off the Bitter Coast. Silt Striders provide convenient travel to Balmora, Gnisis, Suran, and Vivec. Wildlife in the surrounding area include cliff racers, netch, rats, scribs, and slaughterfish. There are also dreugh not far off shore.

Seyda Neen is especially significant as the starting point of the game, where you begin aboard a prison ship in the port and where the main quest is begun. For more information, see the lore article.

Census and Excise Office and WarehouseEdit

Socucius Ergalla is the chief agent in the Imperial Census and Excise Offices. In addition to helping select class and sign, he will provide release papers and training.

Down the hall, there is a bedroll that can be used if a safe resting spot is needed.

In the second building, a key on a shelf next to Sellus Gravius unlocks the warehouse across the street, which holds armor, weapons, sundries, and valuable illegal goods. A trick allows you to get this key during character creation; see Starting Out for details. Alternatively, players with the Tower birthsign may also use its Tower Key Power to break in. Upstairs, Adraria Vandacia offers training.

Arrille's TradehouseEdit

Arrille's Tradehouse is owned by the sole merchant in Seyda Neen, Arrille. He sells a selection of weapons, armor, spells, potions, and scrolls. He will not trade with you if you have Moon Sugar or Skooma in your possession. The tavern upstairs functions as the social hub for the village. Raflod the Braggart offers training, while Hrisskar Flat-Foot has an early opportunity to make money. Behind the counter, Elone gives detailed directions to Balmora. She also offers training, but only to members of the Blades.

PeopleEdit

Sellus Gravius is the second NPC you need to talk to; you give him your release papers from Socucius Ergalla, and he sends you on the first step of the main quest, to deliver a package to Caius Cosades in Balmora, which is best done before reaching level 4.

Giving Fargoth his ring will boost Arrille's disposition, thus fetching better prices. You can get the ring back later; get a Fargoth-related quest from the Nord guard upstairs at Arrille's.

Return to Socucius Ergalla in the Census and Excise Office for official matters, such as those involving a missing tax collector.

For a complete list, see People in Seyda Neen.

Getting There and AroundEdit

Transportation from Seyda Neen to other locations on the island is handled by Darvame Hleran at the Silt Strider port on the northeastern edge of the village. The road east of the village leads to Pelagiad, Balmora, Ebonheart, and the Ascadian Isles. A trail northwest leads into the swamps of the Bitter Coast and Hla Oad.

Strangely, despite this supposedly being the Empire's gateway port to Vvardenfell, there are no boats in Seyda Neen during "vanilla" gameplay, except when the Imperial Prison Ship drops you off here under the Emperor's orders. However, with the official Siege at Firemoth plugin, a boat appears for transportation to Fort Firemoth's atoll and back, but it disappears after the related quest is completed.

Places of Interest Around Seyda NeenEdit

  • North of the Silt Strider is Addamasartus, a smugglers' cave where you can test your combat abilities and acquire loot that can be sold for profit. Freeing the slaves inside initiates a quest that appears later in the game.
  • The useful Mentor's Ring can be found in Samarys Ancestral Tomb nearby, to the northwest up the coast.
  • If you decide to walk to Balmora, there are a few things to explore on the way. See Starting Out for details.
  • If you follow the north path out of Seyda Neen, Tarhiel will fall from the sky. See A Falling Wizard for details.
  • West of Seyda Neen, across the water, is Thelas Ancestral Tomb.

Related QuestsEdit

Main QuestEdit

BladesEdit

Fighters GuildEdit

Thieves GuildEdit

  • Land Deed: Steal a forged deed from the Library of Vivec.

MiscellaneousEdit

Official PluginsEdit

NotesEdit

  • For detailed starting tips, see the Starting Out article.
  • It is the only coastal settlement in Vvardenfell that has a Silt Strider as its sole means of long-distance travel.
  • Seyda Neen is described in Arrille's Tradehouse notice as lying within the district of and being governed by House Hlaalu, but Imperial authorities are the only ones present, and not a single member of House Hlaalu exists anywhere in the village.
  • Seyda Neen also appears in ESO.

BugsEdit

  • The Imperial Prison Ship remains on the minimap even after it permanently disappears from the game. ?

MapsEdit

 
Map Key

GalleryEdit