Netruk44/uesp-wiki-content huggingface dataset:
Lore:Inner Sea

The   (also called the Inland Sea  and the Vvardenfell Rift ) is a body of water that separates the mainland of the Imperial province of Morrowind from the large island of  . It stretches from the   and   regions in western Vvardenfell all the way to   in the east. It meets the   twice: the two meld together near Azura's Coast, and again near the large and icy island of   northwest of Vvardenfell.

The Inner Sea was created after the giant volcano   erupted and some of the landmass of Vvardenfell sank lower than sea level. The resulting crater was filled by the icy waters of the Sea of Ghosts, cooling the lava over time. Some reports place this event after the War of the First Council in  , referred to in the tales of numerous races&mdash;to the Nords it was The Year of Winter in Summer, to the Khajiit, ''Sun's Death''. However, there are conflicting reports stating that there might have been earlier eruptions creating this change in landscape.  Vivec's Sermons attribute the   to the creation of the Inner Sea. 

The main port of the Inner Sea on Vvardenfell is  , with minor ports being  ,  ,  ,   and the Imperial outpost of   with its lighthouse Grand Pharos guiding mariners. The Imperial Legion once held a strategic outpost called Fort Firemoth on an offshore island of the same name, but it was overrun by an undead army and never reclaimed. The Inner Sea is home to a species of bioluminescent and sentient   that grows exclusively on the land around it. The fields of   is the most notable example of a site containing this species of Land Coral. Vivec's antlers was also a battlefield in the   of  , for the final battle involving the   of   and their invasion of the province of  . 

The coast of Vvardenfell is rugged and treacherous, with shipwrecks scattered among the menhirs that protrude from the water. It has been a major center of   operations by the Cammona Tong and other groups. 
 
References
Bloodmoon:Regions

* Felsaad Coast — Solstheim's northeastern coast.
Hirstaang Forest — Solstheim's hospitable southern forest.
Isinfier Plains — Solstheim's central tundra.
Moesring Mountains — Solstheim's northwestern mountain range.
Bloodmoon:Unique Items

Unique items are specifically defined as those which there is only one of, but which use the same appearance as other generic items.  This is opposed to Artifacts, which are defined as any exceptional items with a unique appearance.
''Speed specifies how fast the weapon swings with higher values indicating a faster weapon. 
Charge'' indicates the enchantment charge available on the item.

 
Weapons
Arrows


Axe, 1-hand


Axe, 2-hand


Blunt, 1-hand


Blunt, 2-hand


Long Blade, 1-hand


Long Blade, 2-hand


Short Blade


Spear



Armor

Boots



Helmets



Pauldrons



Ancient Steel Armor

Most of the Ancient Steel Armor is found in Jolgeirr Barrow, while the helm is found in the ice cave Frykte.  It appears to be a set of armor that once belonged to an elven leader known only as the Snow Prince. Its appearance is identical to standard Steel Armor, but it has a slightly better armor rating.  Note that the Ancient Steel Tower Shield is available only via the console, as it does not appear in-game.



Clothing

Amulets



Gloves



Rings



Robes



Lights
Shivering:Interior Test Cells

These locations cannot be accessed in-game except through console commands.  Many are empty, or unnamed. See also .
Morrowind:Inner Sea

thumb|right|Imperial Prison Ship in Seyda Neen 
 
The Inner Sea is a body of water that separates the mainland of the Imperial province of Morrowind from the large island of Vvardenfell. It encompasses the Bitter Coast, Ascadian Isles and Azura's Coast to the east, where it meets the Sea of Ghosts. The expansion Bloodmoon adds the large and icy island of Solstheim, located northwest of Vvardenfell.

The Inner Sea was created after the giant volcano Red Mountain erupted and some of the landmass of Vvardenfell sank lower than sea level. The resulting crater was filled by the icy waters of the Sea of Ghosts, cooling the lava over time. Some reports place this event after The War of the First Council in 1E 668, referred to in the tales of numerous races—to the Nords it was The Year of Winter in Summer, to the Khajiit, ''Sun's Death''. However, there are conflicting reports stating that there might have been earlier eruptions creating this change in landscape.

The main port of the Inner Sea on Vvardenfell is Ebonheart, with minor ports being Hla Oad, Gnaar Mok, Molag Mar, Tel Branora and the Imperial outpost of Seyda Neen with its lighthouse Grand Pharos guiding mariners. The game starts as an Imperial Prison Ship makes land at the Census and Excise Office in Seyda Neen.

The coast of Vvardenfell is rugged and treacherous, with shipwrecks scattered amongst the menhirs that protrude from the water. It has been a major center of smuggling operations by the Cammona Tong and other groups.

See Also
For historical information, see the lore article.
Morrowind:Sea of Ghosts

thumb|left|Looking across the Sea of Ghosts from Morrowind:Ald Redaynia|Ald Redaynia towards Big Head's island
The Sea of Ghosts is the name for the waters to the north and northeast of Tamriel. The Sea of Ghosts is part of the Padomaic Ocean; it meets the Abecean Sea off the coast of northwestern High Rock, and the Inner Sea along the shores of northern Morrowind. Some exploration of the sea has yet to be completed, and icebergs are a common sight in its cold, misty waters. The island of Solstheim is located in the Sea of Ghosts, and the island's Harstrad, Iggnir, and Isild rivers flow into it. The Nedic people sailed from the northern continent Atmora to Tamriel across this sea.
Morrowind:Vacant Tower

As the name implies, the lower level is predominately vacant aside from a few rats. However, you can find an Amulet of Spell Absorption and a Blind Ring on the bench in the corner. 

Meanwhile, the top half of the tower is occupied by Khargol gro-Boguk, an Orc barbarian. He is the master trainer in Unarmored and also the highest level trainer of Medium Armor (82) in the game. The top half can be accessed through a trapdoor located in the central room of the lower ruins, across the lava pit from the entrance.

The items and bedroll here are all unowned, and you may take and use them all without consequences. Of particular note are the Dwemer Scarab Plans on the table in Khargol's room. These may be used for the Scarab Plans in Mzuleft quest for Edwinna Elbert of the Mages Guild (and they're a lot easier to get than the ones she sends you to find).

 
thumb|right|200px|Interior
People
UESPWiki:Dedicated Database Server

The next step in upgrading the site's serving capabilities is to move the Wiki database to its own dedicated server.

Hardware
The database server should a decent processor but, more importantly, should have at least 2GB of RAM with the option of upgrading to 4/8GB in the future. Hard drive space is less of a concern (the standard 80GB is plenty).

Once the dedicated database server is setup and running it can be profiled to determine what the best next step would be in upgrades (whether CPU, RAM, or an additional DB server).

A few current possibilities from iWeb:
:* Budget Dedicated (Core2 Duo 2.4GHz, 2GB RAM, 160GB Sata2, 1500GB Traffic), 84US$/month for a 24 month contract. RAM upgradable to 8GB (+65US$/month)
:* Clearance Dedicated (Athlon 64 X2 3800+, 2GB RAM, 2 x 80GB IDE,  1500GB Traffic) 89US$/month. Cannot upgrade and availability is subject to change.


Migrating
From the perspective of a user we ideally want zero downtime and minimal lockdown (read only) time when migrating from the content1 to a dedicated database server.

:# Purchase a server, name db1
:# Setup the required software (MySQL primarily)
:# Setup db1 as a secondary master (?) to content1 to mirror database contents 
:# Once db1 is verified as working switch the all systems to use db1 instead of content1
:# Once db1 appears to be working fine as the primary master turn shut down MySQL on content1


Databases
The following databases are currently in use on content1 along with rough usage of site traffic:
:# UESP Wiki (60%)
:# UESP Oblivion/SI Maps (20%)
:# UESP Forums (6%)
:# EQ Wiki (3%)
:# DungeonHack Wiki & Forum (0.1%)
:# UESP Old Page Counters (0%)
UESPWiki:Upgrade Path

The page details the planned upgrade path for the site as its traffic increases. Since this is a moving target it is likely subject to change at any time.

Upgrade History
The overall server upgrade history of the site is as follows:
:* Pre 2003? -- Server is run on a variety of dedicated servers.
:* Pre 2005 -- Move to a small virtual server.
:* 2005-2006 -- Hosted on a single, low powered (512MB RAM, 2.4GHz Celeron), dedicated server.
:* Aug 2007 -- Dedicated server is upgraded slightly.
:* Dec 2007 -- A dedicated Squid cache server is implemented (squid1).
:* Aug 2008 -- Moved to a deciated database server (db1).
:* Feb 2009 -- Two more content servers purchased (content2/3).
:* Feb 2010 -- A dedicated static content server (files1) is purchased for images, CSS, JavaScript, etc....
:* Oct 2010 -- A dedicated off-site backup server is purchased.


Upgrade Plan
There are currently no immediate upgrade or migration plans 

:* Move to a dedicated server rack (~250$/month). This would put all the site's servers (except the off-site backup1) into a single rack permitting GigaBit intra server Ethernet speeds which might improve site performance a bit. It would also consolidate the server bandwidth into a single pool which would not count any inter-server communication.
:* Dynamic DNS service for backup1. This would permit the server to be accessed more easily from the Internet (it is currently sitting behind a NAT router).
:* files1 may need upgraded if its disk access begins to become high (currently ~5%). Options include a more powerful disk system (i.e, some sort of RAID using faster disks), be duplicated or put behind squid1 or a similar load balancer. 
:* db1 may need to be upgraded or sharded if its CPU usage begins to become too high (currently at ~10%).
:* Content servers should be fine for a while and more can be easily added as needed.
:* The single squid1 should similarly be good for a while although a second Squid cache and a dedicated/backup load balancer sitting in front of them is an option.


Costs
Currently the site pays for itself from revenue generated by Google Adsense. Unfortunately, this revenue is inconsistent and can vary dramatically from month to month. Currently any excess revenue is being kept for future uses. Recent ad revenue easily supports the site's current 6 servers. It is important not to expand too quickly or the server cost will quickly overcome the site revenue.

Currently the dedicated servers cost in the range of 50-100$Cnd/month depending on the needed features. Once you get to a 100-200$ machine it is generally better to get two 100$ machines rather than go much past 200$/month although this depends on the purpose of the server (for example, a single more powerful database server might be much easier to manage than trying to shard into multiple master-slave servers).

Related Links
:* Wikimedia Servers
Oblivion:Landmarks

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Oblivion:Stables

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Morrowind:The Blight

thumb|left|Red-tinted Blight storms carry the Blight far beyond Red Mountain
The Blight is a weather phenomenon originating from Red Mountain. Dense red ash storms called "blight storms" rage from behind the Ghostfence, spilling out into the Ashlands. Those who come into contact with blight storms become infected with one of four Blight diseases. Infected animals become stronger, uglier, and more aggressive, making travel in Blight-prone areas dangerous. The Blight can also affect people in much the same way; angry, twisted husks have been shambling out from beneath Red Mountain, bringing death and disease along with them. The Ghostfence was erected to prevent the Blight from consuming all of Vvardenfell, and to try to prevent Blighted creatures from easily finding their way out to the rest of the island. Dagoth Ur is believed to be responsible for the occurrence of the Blight.

Blight storms look and behave like ash storms. The difference is that the dust kicked up by ash storms is grey, while Blight storms possess a vicious, ruddy hue.
 

Blight Diseases
  
Blight diseases are contracted by fighting Blighted creatures, which were themselves infected by walking through Blight storms. Blighted creatures are most often encountered in the Ashlands, and are guaranteed to be found behind the Ghostfence. The following Blighted creatures can be encountered while out and about:
Blighted Cliff Racer
Blighted Game Rat
Blighted Kagouti
Blighted Nix-Hound
Blighted Scrib
Blighted Shalk

Additionally, kwama foragers, kwama warriors, and kwama workers are especially susceptible to the Blight. They aren't named as such, but be wary when entering a Blighted kwama mine.

The Weakness to Blight Disease effect reduces a target's resistance to Blight diseases, while the Resist Blight Disease effect increases an affected individual's resistance to Blight diseases.

Blight diseases can't be cured by regular cure common disease spells and potions. Natives try and avoid exposure to the Blight, and wear special protective garments when traveling in regions exposed to Blight storms. Those infected can be cured by praying at Temple shrines, as well as the use of special potions and spells of Cure Blight Disease. Only two ingredients can be used to create Cure Blight Disease potions: ash salts and scrib jelly. 

See Blight Diseases for more information.

Related Quests


Books
Bloodmoon:NPCs

NPCs (or Non-Player Characters) are the various humanoids that populate the island of Solstheim. There are two types:
;Named NPCs:A full list of these can be found at People.
;Generic NPCs:NPCs without a specific name that have a group name instead.

Generic NPCs include the following:
Berserkers —- almost naked barbarians based on the Norse Warriors of the same name.
Fryse Hags —- women with a command over the cold.
Reavers —- groups of hostile men possibly based on the Border Reivers of the Anglo-Scottish wars.
Smugglers —- shady characters focused on making their illegal profits.
Thirsk Workers —— these three Nords only appear in the Thirsk Mead Hall while it is under repair.
Werewolves —— the unfortunate victims of lycanthropy who wander dazedly when no full moon is in the sky.
Bloodmoon:Reaver

thumb|right|A group of Reavers
Reavers are raiders, found in respawning groups in the Isinfier Plains and Felsaad Coast regions. They are found in groups of four or five near rivers or coastlines. Reavers attack on sight and use swarming tactics, with their archers hanging back.

There are four places in which groups of Reavers will be found:
:Isinfier Plains Region [-21,20] - four Reavers on the west bank of the Iggnir River, WNW of Raven Rock.  
:Isinfier Plains Region [-23,24] - four Reavers on the west of the Harstrad River, between Bjorn and the crashed airship.  
:Isinfier Plains Region [-25,21] - four Reavers on the south bank of the peninsula jutting into the unnamed river that flows into the sea just south of Thormoor's Watch.  
:Felsaad Coast [-21,26] - five Reavers on the west bank of the Isild River just west of the bridge leading to the Skaal Village.  
 
Notes
Reavers are probably based on the Border Reivers of the Anglo-Scottish wars.

 
Statistics
First Variety
 



 

Second Variety
 



 

Third Variety
 



 

Reaver Archers
First Variety
 


 

Second Variety
 


 

Third Variety
Bloodmoon:Smuggler

thumb|right|A group of Smugglers
There are three respawning groups of Smugglers in Solstheim: One group of three is located at the southernmost point of the island, on the coast in the Hirstaang Forest; a group of four hides at the spring of the Harstrad River in the Isinfier Plains, and the last group of four is located in that same region, about halfway along the Iggnir River. The first two groups have a small boat with them while the third is gathered around a campfire.
 
Equipment
Smugglers carry a variety of equipment, most of which comes from their own unique set of leveled lists. None of the lists contain bows, meaning that smugglers tend to attack en masse, surrounding their targets and attacking close in.
 

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Statistics
First Variety
 

 

Second Variety
 

 

Third Variety
 

 

Fourth Variety
 

 

Fifth Variety
 

 

Sixth Variety
 

 

Seventh Variety
Bloodmoon:Leveled Lists

=Lvl - Indicates that all items in list are calculated; any item at a level up to your level can be chosen.  Otherwise, only items with the highest level at or below your level will be found.
Each - Indicates that there is a chance of finding each item on the list.  Otherwise, only one will be chosen.
%0 - Indicates chance of finding nothing.  For items with the Each option, this chance is applied to all items in the list.

Ingredients


Karstaag Series


Loot


Nordic


Skaal Series


Smugglers Series


Other Weapon Lists
Bloodmoon:Base Clothing

Base Clothing
This page lists all the base models for clothing items in the game. Note that the Enchant values shown here are as used in-game. A fraction value shown here will be displayed truncated in-game. The construction set uses these values times ten for increased precision. As a rule of thumb, clothing is worth half of its amount of gold in enchantment points.

A full list of base clothing from Morrowind can be found here.

Gloves
Note: You cannot wear gloves and gauntlets or bracers at the same time.


Pants


Robes


Shirts


Shoes
Note: You cannot wear shoes and boots at the same time.
Bloodmoon:Capiton Popillius

Capiton Popillius is an Imperial assassin. He is one of the three assassins sent to kill Falco Galenus in his increasingly-vicious battle with Carnius Magius.

Capiton is wearing common pants as well as a netch leather cuirass with matching paudronsl, right gauntlet, greaves, and boots. He carries a silver longsword. Aside from his natural charm and ability to absorb fatigue from others, he knows no spells.

 
Related Quests
East Empire Company
Bloodmoon:Cimber Valerius

Cimber Valerius is an Imperial assassin. He is one of the three assassins sent to kill Falco Galenus in his increasingly-vicious battle with Carnius Magius.

Cimber wears a common shirt with matching shoes and a netch leather cuirass with matching pauldrons, greaves, and boots. He carries a steel longbow with 50 dire viperarrows. Aside from his natural charm and ability to absorb fatigue from others, he knows no spells.

 
Related Quests
East Empire Company
Bloodmoon:Alfbrand

Alfbrand is a Nord barbarian located either just east along the coast, near the mouth of the Iggnir River, or inside the mine in Raven Rock. He is one of a group of mercenaries under the command of Toralf.

Alfbrand can first be found in the Hirstaang Forest wearing a common shirt with matching pants and shoes. When Raven Rock mine is attacked by Alfbrand and his cohorts, he adds a bear cuirass with matching greaves. He carries a huntsman war axe. Aside from his natural resistance to shock, immunity to frost, ability to shield himself, and a natural frost damage spell, he knows no spells.

 
Related Quests
East Empire Company



Dialogue
Greetings:
"Talk to Toralf, not me."
''"Hand over the equipment yeh've got for me. Hurry up, now."
"What? I ain't yer pal. Scram."
equipment:
"Yeh don't have it? Well then what're yeh standin' around talkin' for? Come back when yeh've got the bear armor and the war axe I been promised."
"Oh, enough with the talkin'. Just give me this and go away." (Bear Cuirass has been removed from your inventory. Bear Greaves has been removed from your inventory. Huntsman War Axe has been removed from your inventory.)
"Yeh already gave it to me. Get lost."''
Bloodmoon:Balfring

Balfring is a Nord barbarian located inside the mine in Raven Rock. He is one of a group of nine mercenaries under the command of Toralf.

Balfring wears a common shirt with matching pants and a bear cuirass with matching greaves, and boots. He carries a huntsman war axe, and an extra pair of common shoes. Aside from his natural resistance to shock, immunity to frost, ability to shield himself, and a natural frost damage spell, he knows no spells.

 
Related Quests
East Empire Company
Bloodmoon:Bryngrim

Bryngrim is a Nord barbarian located either just east along the coast, near the mouth of the Iggnir River, or inside the mine in Raven Rock. He is one of a group of mercenaries under the command of Toralf. 

Bryngrim can first be found in the Hirstaang Forest wearing a common shirt with matching pants and shoes. When Raven Rock mine is attacked by Bryngrim and his cohorts, he adds a bear cuirass with matching greaves, both bear pauldrons, and boots. He carries a huntsman war axe. Aside from his natural resistance to shock, immunity to frost, ability to shield himself, and a natural frost damage spell, he knows no spells.

 
Related Quests
East Empire Company



Dialogue
Greetings:
"Carnius sent you, eh? Talk to Toralf."
''"Passin' out the equipment? Hand it over, then."
"What makes you think I want to chat with the likes of yeh?"
equipment:
"Bah! Come back when yeh actually have the armor and weapon yeh're supposed to give to me."
"Oh, enough with the talkin'. Just give me this and go away." (Bear Cuirass has been removed from your inventory. Bear Greaves has been removed from your inventory. Huntsman War Axe has been removed from your inventory.)
"What? Yeh gave me the equipment already. I ain't here to chat with yeh."''
Bloodmoon:Eifid

Eifid is a Nord barbarian located inside the mine in Raven Rock. He is one of a group of nine mercenaries under the command of Toralf.

Eifid wears a common shirt with matching pants and a bear cuirass with matching greaves, both bear pauldrons, and boots. He carries a huntsman war axe. Aside from his natural resistance to shock, immunity to frost, ability to shield himself, and a natural frost damage spell, he knows no spells.

 
Related Quests
East Empire Company
Bloodmoon:Fjrokvar

Fjrokvar is a Nord barbarian located inside the mine in Raven Rock. He is one of a group of nine mercenaries under the command of Toralf. 

Fjrokvar wears a common shirt with matching pants and a bear cuirass with matching greaves, and boots. He carries a huntsman war axe. Aside from his natural resistance to shock, immunity to frost, ability to shield himself, and a natural frost damage spell, he knows no spells.

 
Related Quests
East Empire Company
Bloodmoon:Ormvard

Ormvard is a Nord barbarian located either just east along the coast, near the mouth of the Iggnir River, or inside the mine in Raven Rock. He is one of a group of mercenaries under the command of Toralf.

Ormvard can first be found in the Hirstaang Forest wearing a common shirt with matching pants and shoes. When Raven Rock mine is attacked by Ormvard and his cohorts, he adds a bear cuirass with matching greaves and boots. He carries a huntsman war axe and a bear shield. Aside from his natural resistance to shock, immunity to frost, ability to shield himself, and a natural frost damage spell, he knows no spells.

 
Related Quests
East Empire Company



Dialogue
Greetings:
''"I ain't in charge. Talk to Toralf."
"I ain't lookin' to chat. Just give me the equipment yeh've got."
"Yeh did yer job. Now leave me alone."
equipment:
"Yeh don't have it? Well then what're yeh standin' around talkin' for? Come back when yeh've got the bear armor and the war axe I been promised."
"Oh, enough with the talkin'. Just give me this and go away." (Bear Cuirass has been removed from your inventory. Bear Greaves has been removed from your inventory. Huntsman War Axe has been removed from your inventory.)
"I got the equipment from yeh. I've got nothin' more to say."''