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If you know whene Fort Moonmoth is (not far from Balmora), the ruins are nearby. With distant land you can probably see their spires if you look east from Balmora silt strider post.
Your past dialogues are kept in the journal in the "topics" section so you can re-check the directions given by NPCs there
do take note of the journal entries, they give clues on how to tell if you're gone too far
not to mock you BUT: the quest direction is crystal clear.
hint: before reaching moonmoth take the left side an go up, you will see a necromancer grandpa on a bridge.
if your pc isnt a potatoe you should see dwermer towers, just go there.
https://en.uesp.net/maps/mwmap/mwmap.shtml
The silt strider can get you within walking distance of most key geographical locations the boats get you to some more obscure areas and the mages guild NPC will get you to many areas that either will not. Linking all three methods and you can get pretty much anywhere you need to.
Sheograd and Azura's Coast regions is probably the most remote regions and can be easy to get lost to new comers also harder to navigate to those that do not know the Fast travel routes.
I did the same when i first played the game spent hours worth of traveling its rewarding because you come across stuff that you won't know about which gives a good sense of achievement adventure and immersion.
I see what you did there. ooof, that hits like a brotherhood assassin with 400% attack speed.
"Difficult. Or exaggerating?"
Im not elitist and i rage at some games that are actually difficult so its hilarious to see some people struggling with rats and mudcrabs lol. And vague directions and not knowing where to go can be frustrating, but i take that over hand holding any day.
To die to a mudcrab... I don't know, they're so slow you can always just walk away, but I won't be surprised if modern generation of gamers is that stupid.