Netruk44/uesp-wiki-content huggingface dataset:
Ark'ay the God

So be it known that the gods were once as we.

Ark'ay, the god of death and birth, was an ordinary shopkeeper whose only unusual characteristic was a passion for knowledge. To indulge his hobby he became an avid collector of books on almost any subject he could find in print.

One day he stumbled across a tome which purported to tell the secrets of life, death, and the purpose of existence. After months of studying the convoluted logic, written in opaque language, he thought that he was finally beginning to understand what the author was saying.

During this time he became so intent on understanding the book that he ignored everything else: his business started to slide towards bankruptcy, his few friends stopped visiting him, he ignored the plague which was ravaging the town, and his family were ready to leave him.

Just as he felt that the book was opening visions of new worlds, the plague brought him low. His family tended his illness out of a sense of duty, but he slowly sank towards death. So, as a last resort, he prayed to Mara the mother-goddess to allow him enough time to complete his studies of the book.

"Why should I make an exception for you, Ark'ay?" asked Mara.

"Mother Mara, I am finally beginning to understand this book and the meaning of life and death" he answered, "and with a little more time to study and think, I should be able to teach others".

"Hmmm, it sounds to me like that 'teaching others' is an afterthought to appeal to me", she replied. "What is the reason for death and birth?"

"There are far more souls in the Universe than there is room for in the physical world. But it is in the physical world that a soul has an opportunity to learn and progress. Without birth, souls would not be able to acquire that experience, and without death there would be no room for birth."

"Not a very good explanation, but it does have elements of truth. Maybe with more study you could improve it," she mused. "I cannot give you 'a little more time.' I can only condemn you to Eternal labor in the field you have chosen. How say you to that?"

"I do not understand, mother," said Ark'ay.

"Your choice is to either accept the death that is so close or to become a god with us. But a god is not an easy nor pleasant thing to be. As the god of death and birth you will spend eternity making sure that deaths and births stay in proper balance in the physical world. And, in spite of what you believe you understand, you will always agonize over whether your decisions are truly correct. How do you decide?"

Ark'ay spent what seemed to him as an eternity in thought before answering.

"Mother, if my studies are not completely wrong, my only choice is to accept the burden and try to transmit the reasons for death and birth to humanity."

"So be it, Arkay, God of Birth and Death."
A Dubious Tale...

This story was first told to me when I was a neonate, newly studying in the Crystal Tower of Summerset. I was admiring the famous animal pens of the Tower when I was approached by an older student. The fellow who told me this tale seemed very trustworthy at first, but, as the reader will soon discover, the tale is very dubious indeed. Of course, I have told it since to other neonates of the Tower in the same spirit.

I offer the following for your august consideration, gentle reader.

Many, many years back, a talented but poor bard was passing through Summerset, looking for work. He could sing, he could dance, he could act, but no one had any use for his performances. The poor bard was lugubrious, but he still visited the taverns and palaces, day after day, begging for a chance to showcase his talents.

One day, dejected from more bad luck, he was approached by a tall elf in a long robe. A Magister of the Crystal Tower, in charge of the animal pens. The elf tells the bard of the white ape they made a cell for at the Tower, how it had died en route. There was a royal party from Firsthold visiting who had been promised a glimpse at the rare white ape. The Magister had a costume for the bard if he would deign to act out the part of the ape for the visitors. The bard had promised himself to take the first part that came his way, no matter how minor, so he agreed. The elf promised that the charade would last no longer than a fortnight, when the visitors left.

For the first several days of the masquerade, the bard did nothing more than sit in the back of the pen. He was afraid to move and show the possible imperfections of the ape costume. In time, he became bored and began walking around. He suddenly noticed that the royal party was watching, fascinated. Happy that the ruse was working, he decided to enliven the act.

Soon he had both a performance and a crowd. Instead of dancing a traditional elven jig, he would swing around the cell with every acrobatic trick he knew. Instead of singing a ballad, he would roar a roar he imagined a rare white ape might roar. The crowd loved it. The party outside his cell grew larger and larger every day.

One day, he was performing for the crowd -- his finest work to date. He swung himself round and round, roaring and bleating. His hand slipped and he went flying through the bar and into the cell next door, where a Snow Wolf was in residence. Hackling its back and growling, the Snow Wolf began to inch toward the bard.

Seeing no other way out, the bard screamed, "Help! Help!"

The Snow Wolf whispered, "Shut up or you'll get us all fired."
Jokes!

"How is your wife," asked Zalither. "She's in bed with laryngitis," replied Harlyth. "Is that Argonian bastard back in town again?"

"I keep seeing spots before my eyes." "Have you seen a healer?" "No, just spots." 

A big Nord named Julgen was set on by a gang of thieves. He fought them furiously, but in the end, they beat him into semiconsciousness. They searched his pockets and discovered that he only had three gold pieces on him. 
"Do you mean to tell us you fought us like a mad lupe for three lousy gold pieces?" sneered one of the thieves. 
"No," answered Julgen. "I was afraid you were after the four hundred gold pieces in my boot."

During the War of Betony, the Bretons in the Isle of Craghold were under siege for several days. After the island was liberated, Lord Bridwell found the ruins of the castle where a crowd of survivors were hidden away in the dark. It was going to be a difficult job freeing them, as part of the roof had collapsed trapping them all within. Bridwell stuck his head in the only opening and shouted to the Bretons below: "Are there any expectant mothers down there?" 
"It's hard to say, your Lordship," said a young woman. "We've only been down here for a few days."

An elderly Breton met with an contemporary of his at a guild meeting. "Harryston, old man, I wanted to express my sympathy. I hear that you buried your wife last week." 
"Had to, old boy," replied Harryston. "Dead, you know."

Why was the Sentinel army so useless during the War of Betony? 
The cannons were too heavy, so all three garbage scows sunk.

What does a new Sentinel private learn first as a combat technique? 
How to retreat.

What is the thinnest book in the world? 
Redguard Heroes of the War of Betony.

A Dark Elf man killed his wife after catching her making love with another man. When the magistrate asked him why he killed her instead of her lover, the man replied, "I considered it better to kill one woman than a different man every week."

A Dark Elf woman was being shown around Daggerfall. When she was shown the magnificent Castle Daggerfall, she smiled sweetly to her guide and whispered, "It reminds me of sex." 
"That's odd," said her guide. "Why does our Castle Daggerfall remind you of sex?" 
The Dark Elf sighed, "Everything does."

Yelithah told Vathysah that she was having dinner with a Dark Elf named Morleth that night. 
"I hear he's an animal," said Vathysah. "He'll rip your dress right off you." 
"Thank you for telling me," said Yelithah, "I'll be sure to wear an old dress."

How do you separate sailors in the Khajiiti navy? 
With a hammer and tongs.

"This orchard has sentimental value to me," said Mojhad, the Khajiit, to his friend, Hasillid. "Under that tree, for example, is where I first made love. And that tree, is where her mother stood, watching us." 
"She watched you while you made love to her daughter?" said Hasillid, clearly impressed. "Didn't she say anything?" 
"Meow."

What do you call a Wood Elf who doesn't lie or cheat or steal? 
A dead Wood Elf.
The Legend of Lovers Lament

The night is very dark. Wind gently ruffles the willow trees. All is quiet, or it so appears, around the shores of the small lake. Tamriel's moons reflect in the slightly rippling surface of the water. An owl's questioning call echoes. No lights are shining from the castle nearby; it appears deserted.

As the night wears on and the planet's satellites moves across the heavens, a faint glow appears near the castle. The light slowly moves towards the lake, and upon reaching the shore, stops. A figure, a beautiful woman by any measure, stands looking wistfully into the dark water. Her lantern flickers in the breeze, and illuminates her. Tears are streaming down her cheeks; her gown, once beautiful, is now tattered and stained.

The surface of the lake becomes agitated, but not from a wind as the night has become as still as it is dark. Slowly from the water emerges the figure of a man, a warrior, fully adorned in the armor of a knight on the field of battle. He seems to float over the water towards the woman and stop just short of her.

"Madylina," the ghostly warrior intones.

"My Lord, Gerthland," whispers the lovely Madylina as she kneels. "You have come to me again."

"Yes," Gerthland responds, "My days are long waiting for the night in which I can see my love."

The lovers stand looking wistfully at each other, unable to touch, unable to kiss, unable to satisfy their unrequited love until the first tinges of dawn start to color the western sky. Gerthland drops something to the ground as does Madylina as each depart. The waters of the lake again take possession of the handsome knight and the beautiful maiden walks slowly back to the castle. As the waters of the lake settle into a gentle ripple and the light of Madylina's lantern disappears, dawn breaks over the lake. 
On the shore are two beautiful roses--one crimson and the other white as fresh cream. Ripples from the lake overtake the two flowers and pull them into the lake leaving the shore bare as it was in the hours before darkness fell.

 

The townfolk around Gerthland Manor tell often of seeing these lovers in their nightly meeting. The Boar's Bristle Inn is always rumbling with conversation about them. Lord Gerthland and Lady Madylina who were betrothed. Lord Gerthland called to battle to defend the land. Hergen, the castle's resident sorcerer, becoming enflamed with love and lust for Madylina only to be rebuked by her. Lord Gerthland's death on the field of battle. Lady Madylina's death by her own hand at the news. Hergen's curse on both their souls that will not allow them to rest until Madylina will agree to become Hergen's consort even in death.

Hergen, to this day, wanders the deserted halls of Gerthland Manor hoping that Madylina will agree to his demands. And the lovers continue to meet for a few moments each night on the shores of the lake now known as Lover's Lament.
Ingredients

The table below lists all the effects available to alchemy and which new Tamriel Rebuilt ingredients have that effect.  This is useful in attempting to create potions by using several ingredients with the desired effect. A green background means a positive effect while a red background means a negative effect.

See also:
Alchemy - Main page for Alchemy
Morrowind Ingredients
Tribunal Ingredients
Bloodmoon Ingredients

Special Ingredients
Items

This is a list of pages that categorize the various playable items added by the expansive Tamriel Rebuilt community-driven mod. 

In general, the items added directly by this mod are specific to a location or quest. Many more new items are housed in the Tamriel Data asset archive and are listed and described  .

Equippable Items
 
Unique Armor — One-of-a-kind armor which uses generic item graphics.
Armor Artifacts — One-of-a-kind armor with unique graphics. Artifacts listed here are no longer in development and have placed into playable versions of TR.

 
Unique Clothing — One-of-a-kind clothing which use generic item graphics.
Clothing Artifacts — One-of-a-kind clothing with unique graphics. Artifacts listed here are no longer in development and have placed into playable versions of TR.

 
Unique Weapons — One-of-a-kind weapons which use generic item graphics.
Weapon Artifacts — One-of-a-kind weapons with unique graphics. Artifacts listed here are no longer in development and have placed into playable versions of TR.

Consumable Items
 
 
 

Other Items
 
 


 
 

Item Lists
Creatures

A list of the new creatures found only on the mainland of Morrowind. For a list of creatures that may be found here as well as on the island of Vvardenfell, see this page.

 - The various monsters and generic creatures typically found on the mainland.
 - Creatures of unnatural making.
 - The Daedra that can only be found on the mainland.
 - Currently unused creatures.
 - Insects unique to the mainland.
 - The various undead creatures of mainland Morrowind.
People

Lists by Location




Lists by Map
Services

In Tamriel Rebuilt, various services are provided throughout the province of  , usually in cities and settlements.
The services listed here are general and, for now, the locations of these services can be found by browsing  .

;  : Alchemists and apothecaries mix ingredients in order to brew magic potions.
;  : Blacksmiths deal with armor and weapons and can even repair these items if need be.
;  : Booksellers deal with the lore and knowledge.
;  : Clothiers deal with a range of clothes of varying quality, armor being the exception.
;  : Enchanters deal with imbuing items with magical powers.
;  : Healers provide ingredients, potions and spells to heal the wounded and cure the afflicted.
; Imperial Cult Altar: Blessings by Imperial Cult Altars is achieved through monetary donation.
;  : These practitioners offer many types of spells for sale, both custom and off-the-shelf.
;  : All types of merchants.
;  : Pawnbrokers function as traders of a wide array of used items.
;  : Priests provide spiritual guidance for the faithful, as well as books, alchemical ingredients, potions, and spells, for righteous causes.
;  : In these markets you can acquire strong workers or sensual concubines at a price.
;  : A complete list of all merchants selling spells.
;  : A complete list of all NPCs who offer custom spellmaking services.
;  : Taverns serve local liquors and some even provide accommodation for the night. 
;  : A Trader's trade is, hopefully, self-explanatory.
;  : Usually going by the title of Drillmaster, Master-at-arms, Thief or Monk, trainers are specialized in a few skills, and are willing to divulge the secrets of their trade - for a price, of course.
;  : Transportation across Morrowind, including Guild Guide, Silt Strider, boat and Propylon chambers.




A list of all service providers found on each map.
Removing the Guard

Quick Walkthrough
# Travel to   and speak to   about her little secret (her disposition should be high enough to trigger the quest)
# Travel to either   or   to look a for a guar thief.
## Traveling to Ranyon-ruhn yields no help as Galdasi refuses to be the thief.
# Once you arrive in Tel Ouada, talk to someone about guar thefts.
#Travel to Tel Ouada's Guar Farm where Erdlan Galelan tells you some slaves at a nearby plantation saw lights east of the guar Farm; travel directly east across the water until you find the cave Kalishlapal.
# Once inside, find Garas Diren and slay him;  once dead go upstairs and take the order form as proof that you killed him.
# Return to Ashamul to talk to Feduran Vandal who tells you to talk to the guard outside.
## If you don't have the order form with you, you can just persuade the guard to leave with high enough disposition
## OR show the guard the order form as proof and he will leave
# Once you have made arrangements for the guar, return to Master Mithras and he will reward you with 150 gold.

Detailed Walkthrough
 
Notes
  will only reveal her smuggler nature and give you this quest if her disposition is high enough and you use little secret topic in dialogue
Quest Stages
The Price of Wickwheat

Quick Walkthrough
# Speak with   in His hut in   about helping him with a minor task.
# Travel to   and speak with   in his general supplies shop about price of wickwheat.
# Take a boat ride to   and speak with   about his price of wickwheat.
# Return to Elammu Andrani to receive your reward.

Detailed Walkthrough
Obtaining the Quest
  can be found in the first hut on the left as you enter from the south entrance in  , a small town a ways off the shore of the   region, in the   region, northeast of Dagon Fel. Speak with Andrani and he asks if you wouldn't mind helping him with a minor task. He wants to know how much some of the other traders are selling their Wickwheat, and asks you to find out from one of the traders in   and  .

Finding the Firewatch Trader
Travel to Firewatch (or Tel Ouada, it doesn't matter which one you choose first; they are equal distance away from Bahrammu), and near the town center, northeast of the well and facing south, you will find  ; General Supplies shop. Speak with him and find out that he thinks a reasonable price for a sack of wickwheat is five septims.

The Trader of Tel Ouada
A quick way to Tel Ouada is by taking a boat ride from Firewatch. Once you arrive in Tel Ouada, a quick walk up the path reveals a small vender by the name of  , who will say that he sells his wickwheat at four septims per sack.

Returning to Andrani
Once you have the prices from both traders, travel back to Bahrammu. Andrani will be pleased that you have found which trader buys wickwheat at the higher price and rewards you with a small token of 50 gold.

Notes
The fastest way to complete the quest is to take a boat from Bahrammu to  , then the   to   and get the price there. Take the guild guide back to Bal Oyra then a boat to   and get the price there. Sail back to Bal Oyra then back to Bahrammu. The problem with this strategy is that even somebody with perfect negotiating skills will spend far more on transport costs than they will receive as a reward. It's probably best to do this quest "in the background" while taking care of other business.

Quest Stages
The Widow and the Sea

Quick Walkthrough
#Talk with the sorrowful   to find out that she has recently lost her husband out at sea, and wishes she could have something to remember him by. 
#Find Gavis Arantam on the sunken ship, and retrieve the blade from his body. 
#Confront   with the murder weapon, and kill him when he confesses and attacks you. 
#Return the ring to Lliretha for your reward.

Detailed Walkthrough
Widow's Weeping
 's cave dwelling can be found further to north of the eastern entrance of  . Speak to her and she will tell you that she wants to be left alone in her sorrow and that she has recently lost her husband out at sea. She recalls that the ship was seen toppling over near  , northeast of town, and marks the location on your map. She also informs you that a man by the name of   witnessed the incident, and may have some information on what might have happened.

Slain Sailor
Lliretha suggests leaving town from the eastern path and then following it towards the shoreline. Make your way to the point she indicated on your map, and you should begin to see a small fishing boat on the ocean floor. Dive in and reach the body. On inspecting it, it is clear that Gavis Arantam was murdered, and was not a victim of the treacherous sea.

An Assassination Avenged
Claim the knife from Gavis' body and return to the village. Confront Gavonir with the evidence you found and he will immediately confess to the crime and then attack you. Kill him and loot his body of his ring.

Ring and Reward
Return the ring back to Lliretha and she will reward you with the  , which has a constant 3 point Fortify Luck enchantment.

Quest Stages
Fast and Furious

Quick Walkthrough

#Speak to Murob gra-Magar and she will ask you to give her cousin a scrib pie in an attempt to stop his hunger strike.
#Get a scrib pie from   and take it to   in the   dungeons.
#Speak to Murob again and she will give you a   from Lish's mother to take to him.
#Give the letter to Lish.
#Speak to Murob again to complete the quest and receive your reward.

Detailed Walkthrough
The Concerned Cousin
Speak to Murob gra-Magar about 'hunger strike' to begin the quest (you can find her walking around outside, near the lighthouse).  She will tell you that her cousin, Lish gro-Garrok, is in the Keep dungeon and in protest has gone on a hunger strike.  She will ask you to source a scrib pie, and suggests getting one from Ilnori's Bakery.

Scrib Pie
Go to the bakery (it's the building left of the docks) and buy a scrib pie from Ilnori (she only has one in her barter inventory).

Take the pie to Lish in the Keep dungeon.  You get to the dungeon by going through the doors marked 'Curtain Wall'.  Speak to Lish through his cell door and lie, telling him that there is indeed a lockpick hidden in the pie.  He will take it from you.

The Anxious Mother
Go back and speak to Murob and she will ask you to deliver a  .  Take it to Lish and he will agree to stop his hunger strike.

Gratitude
Return once again to Murob and she will thank you and reward you with an Imperial Shield and Imperial Broadsword, thus completing the quest.

Quest Stages
Muskflies in Bal Oyra

Quick Walkthrough
#Enter the town.
#Talk to   in the keep about muskflies.
#Kill all the muskflies in town.
#Return to Tibera.
#Investigate about the cause of all this.
#Talk to  .
#Get the raw musk from the metal bucket in the fire place.
#Return to Tibera for your reward.
Detailed Walkthrough
Come Fly With Me
Upon entering Bal Oyra, if you are level 10 or higher, you will get a journal update about the muskflies in the town. When you talk to anyone in town they will tell you that   is giving a hefty reward to any who can deal with the flies.

Rone can be found in the keep in the southeast corner of the village. She will tell you about the flies and will ask you to kill them, so go outside and kill the remaining flies.

Something in the Air
When you go back she will tell you that she has already tried killing them all but more keep arriving in the town. She suggests that maybe there's something in the air. Head out into town and ask somebody about something in the air, and they will direct you to  ' house.

Cooking up a Stink
Go to the house, get Reyas' disposition over 70 then ask about muskflies, he will confess to be, not only a Telvanni loyalist, but also to having a masterplan to scare away the empire. Now he will attack you, he only has an iron tanto so won't prove much of a challenge. Looking around the interior of the house will reveal a piece of   in a metal bucket over the fire: evidently this is what has been attracting the muskflies. Remove it from the bucket and return to Tibera.

Reyas will try to persuade members of   (either the Vvardenfell or Mainland branches) to protect his secret and help him scare off the empire.

Sweet Smell of Success
Tibera Rone will be grateful to you for fixing the problem. If you killed Reyas, she will reward you with 500 gold and 2 Reputation points; if you are a Telvanni and pretend to her that it is the oil in being burned in the lighthouse that is attracting the flies, she will give you 400 gold and just 1 reputation point.

Notes
 will not admit responsibility until you have gotten the journal entry telling you about the smoke coming from his home.

Quest Stages