Now that Fault has a more or less complete copy of the lost Neverine prophecies in hand it’s another trudge back to the ashlands and tell our favorite wise woman what we learned. Morrowind then once again shows off it’s excellent sense of open world pacing by having her suggest it might take her a while to figure out what all these new prophecies mean and that now would be a great time to go off and side quest.
Alternatively you can tell her to just make her best guess now and get the plot moving again.
Surviving Corpus disease and becoming immune to all illness in the process means Fault has now passed the second of the seven prophecies trials. For the third trial we’re going to have to talk to the chief.
Except he’s not so keen on talking. He’s not exactly questioning the wise woman’s opinion that Fault might be the Neverine but he sure would feel better about telling us the secrets of the third trial if we first proved ourselves a warrior by exploring the abandoned ruins of a sixth house fortress and bringing back: 1) Slime from a corpus monster to prove you’re really immune 2) A marked cup to prove you went to the right ruins 3) An ancient magical shield because a two item scavenger hunt is no fun.
The ruins themselves are probably one of the creepiest areas I’ve visited in a non-horror game. They’re dark and filled with bizarre plague monsters and misshapen tentacled wizards. Of course Fault is immune to plague and has more than enough JUSTICE to cleave through an army of mildly eldritch horrors but the whole atmosphere of the area gave me the creeps.