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You can take the Silt Strider from Sedna Neen or walk there. Just follow the road signs. Talk to Caius in Balmora to get the main quest under way.
You can join the Mages Guild and Fighters Guild in Balmora. The sooner you join the sooner you can take potions from the chests in each city and the sooner they respawn. You can also join the Thieves Guild there.
I suggest then going to Caldera, where you will find the NPC merchant Creeper. I would keep an eye out for a Mark or Recall scroll, enchanted item, or spell and use Mark standing next to Creeper. That way if you are over-encumbered you can use recall and sell your items to Creeper. It works great if you steal alot of items from crates for quick cash early on.
2. Read the journal. The directions NPCs give are noted there most of the time.
3. If all else fails, look at here: Google Maps for Morrowind[mwmap.uesp.net]
4. When you exit Seyda Neen, turn right. Don't climb the small hill the Silt Strider rider stands on, look to left, across to small pond. You should see door. Enter and die. If you're level 1, there's no way you can get past the first bandit, let alone clear the dungeon. Morrowind world doesn't level with you and you have to be careful about which dungeons to enter and which quests to take. I really hope your character has at least one weapon skill close to 50.
As mentioned before the roads alwayse have signs that point the way to go to get to settlements and the silt strider (the giant bug) is one of the fast travel systems avalible in Morrowind. But honestly i reccomend walking.
Exploration is one of the big selling points of Morrowind and your caracter needs expierence from the critters youl encounter along the way. Plus alchemy ingredients.
Personally I like the Journal in Morrowind. it has a bit of a realistic touch to it. It actually seems like a Journal that your caracter is keeping and as he/she writes something down they sometimes overlooks an important detail.
I'd say the lack of major handholding through the use of the compass and the quest markers is what makes exploring funner, and also makes the game feel larger.
As for with morrowind itself, have a main skill for a weapon type (or spell (which will require you to stock up on magicka potions) either way combat will be way more difficult if you don't, early on at least), listen closely to what the npcs say (cause the game won't just hand you what you need to find/get), the journal actually helps somewhat so always use it if needed. The game itself is rather different compared to the new ones that don't really care that much on skills for combat, doesn't matter if you listen to the npcs, nor pay attention where you look.
You gotta read your journal and you gotta talk to npcs for directions. Its much more realistic than Skyrim on this matter.
Actualyl quite the opposite, you died because your caracter is a nobody who just got off the prisoner release boat. Thoes bandits have been making a career out of robbing people and are competent at what they do even though they are pretty mucht he bottom tier of humanoid hostiles