Netruk44/uesp-wiki-content huggingface dataset:
Journal of Tyertil

[This is the diary of Tyertil, a High Elf Alchemist]

Sundas, 19th of Sun's Dawn 
I headed east from Llothanis at sunrise. Although I had originally planned to head along the river towards Ranyon-ruhn, one of my fellow alchemists had told me that there was an interesting grotto east along the river. I hoped that the grotto would contain algae samples suitable for my studies, or perhaps, if I got lucky, some Dreugh.

Morndas, 20th of Sun's Dawn 
Interesting indeed! Unlike the typical grotto, this cavern started out submerged but soon rose upwards. Most of the cave had only knee-height water. In the beginning I was a bit disappointed to find no algae, but as I headed deeper into the cave my disappointment turned to glee. Instead of common plants, there were Bloat Spores! Although the alchemical ingredient Bloat is common, the Bloat Spore plant is surprisingly rare. I have decided to spend more time here in order to study these plants.

Middas, 23rd of Sun's Dawn 
My head is spinning. I am short of breath. My limbs feel as though they are made of solid steel. Why I feel this way is still a mystery to me. Most of my food spoiled due to the dampness of this place, and I have not been able to cast any of my spells successfully. I remember reading about the effects of the Bloat somewhere. But I cannot recall what it said...

[The rest of the entry is composed of the illogical ravings of the dying. The last few sentences are no more than scribbles.]
Keys

These are all the keys found in the mods of Tamriel Rebuilt


 

A


B

C


D

E

F

G

I


K

L


M

N


O

P

R

S


T

U

V

W


Y
Morrowind:Guild Halls

Guild Halls are buildings where faction members can meet, establish plans, practice skills, train recruits, and store supplies.
Almsivi Intervention

Ald'ruhn
Balmora
Gnisis
Molag Mar
Mournhold



Vivec

For more information, see the Morrowind article.
Almsivi Intervention
Divine Intervention

Buckmoth Legion Fort (Ald'ruhn)
 ( )
Fort Darius (Gnisis)
Ebonheart

Fort Frostmoth

Moonmoth Legion Fort (Balmora)
Mournhold
Fort Pelagiad (Pelagiad)
 ( )
 ( )
Wolverine Hall (Sadrith Mora)

For more information, see the Morrowind article.
Divine Intervention
Silt Strider

thumb|right|A Silt Strider in  
Colossal creatures resembling gigantic fleas, silt striders are domesticated to act as beasts of burden for long distance travel. The   breeds silt striders, as well as netch and the relatively smaller plain striders. Outside of the transportation trade, striders are valued for their hardy chitin.



  Added by TR_Travels.
Guild Guide

The Mages Guild maintain a network of teleporters, the Guild Guides, adept mystics who can teleport other persons instantaneously to a well-known location. In some places where the Guild cannot hold a full-fledged guildhall but where a guild guide is needed anyway, a small relay might be maintained instead; in these places the guide's services are usually restricted to guildmates and Imperial officials, while guides in guildhalls offer their services to anyone who can afford them.

Without TR_Travels, there is one guild guide network, with   connecting to every other location and vice versa. TR_Travels adds   and splits the network into two hubs (confined within a single Morrowind district), such that all guides connect to the other guides in the hub. The primary cities for these hubs are   and  . Additionally, it adds a new guild guide to Vivec and each main hub city that together form a district-level hub.

Without TR_Travels


With TR_Travels






Non-Mages Guild
Oddly, a non-Mages Guild member offers transport in a way that is presumably the same as a guild guide.
The Magic Mudcrab Logbook

There are dozens of names scrawled into this logbook.  You realize that you should probably add your name to the list when you check in.
Passion's Call

[This book is appallingly bad.  It follows the life of an apparently halfwit (but incredibly beautiful) Breton woman who makes decisions so amazingly foolish you cannot sympathize with her plight in the slightest.  Near the beginning of the book she meets a  handsome, noble Cyrodiilic knight, whom she cannot help but admire, but certain of his actions, for reasons you don't really understand, cause her to hate him with incredible fury.  Most of the book describes predictable "embarrassing" scenes where the two meet and make idiots of themselves, and gradually find a thread of romance developing between them.  The book feels like the cumulation of all the poorly written romantic plays you've ever heard of, taking the worst qualities of them all and meshing them into a masterfully horrible plot.  Adding to the effect, the author's writing style uses similes and metaphors so absurd they change romantic scenes into utter hilarity.]
Private Notebook

[ Most of the entries are normal boring ones, but a few of the interesting ones caught your eye ]

28th, Rain's Hand: Today is Jester's Day. Just as I expected, I received double the amount of the usual orders from The Den. I will have to fill up the back room and seal it just in case. Reminder: Increase price.


30th, Frostfall: The Emperor's birthday today. I should double my price if they decide to make sudden 'orders' like this again. Now where can I find 20 crates of moon sugar and get it back to The Red Den in a month? 
Reminder: Double up the stock when these holidays arrive - just in case His Excellency decides to 'let his hair down' again.


20th, Sun's Dusk: Finally got the shipment delivered for today's Warrior's Day celebration at the Den. I am going to  's to see whether I can get a free weapon. And I have given   a raise for finally finding a permanent source of the cargo for me.


21st, Sun's Dusk: Yes! The D has given me special dispensation to use this 'travelling' Inn as a cover for all my smuggling for her. Now I have an excuse to have this ship docked here as and when I want to. I must say, Polanna has done a very good job in 'twisting' the D's arm.... I wonder what else she twisted. 
Note: Give Polanna another raise.


16th, Sun's Dawn: In honor of the Lover's, I had to give my beds out for free. What a lovely Heart's Day it has been today.
Old Journal from Siridunbal

Day 1 : Balvir Isle is of ill repute, however we've not met a monster we couldn't defeat. The place is uninhabited, vast, and full of hospitable caves. It will bring us the shelter and calm we need for our operations. 
The cave we chose was named Siridunbal, according to that old scholar at the Firewatch Library. No idea what the name actually means, something about a dark jewel, maybe? I've never learned the old Dunmer tongue, as my weapons speak in a language everyone understands, and it has always been enough for me. 
Day 2 : Arrived on the island. The cove with the beach, with three great Emperor Parasol Trees, is exactly as the map said it would be. We're making camp outside, and searching for the entrance. 
Day 3 : The entrance was found, but it had collapsed. We worked most of the day in order to free up the passage. We cut the mushroom trees to make stays for the passageway, and built a door, too. 
Day 4: Exploration of the cave progresses. We found a source of fresh water inside. We're already making plans for equipping this cave. Cut down the remaining parasol to have the raw materials. 
Day 5: Sinia and Edaves went further in the cave, exploring the half-submerged death. When they came back, they looked strange, and didn't say a thing. Suddenly, we understood why; they were no longer alive! Two fresh zombies! We had to kill our former friends, and we lost Hulgar during the fight, too. The rest of the team decided to flee. I would have fled, too, if Sinia-zombie had not bitten my leg. It immediately swelled painfully, and I can't move that leg anymore. 
I still have my crossbow, a lot of bolts, and several healing potions. It doesn't offset the sight of my friend abandoning me to whatever necromantic horror lurks in the depths of the cave. I don't think I'll ever get to write a new entry in this journal. Can't fight for long when you can't move.
Telvannis District

-->
The Telvannis district is one of six Imperial administrative districts of the   province. Telvannis is composed of a large peninsula and an island chain, surrounded by the   and the  . The district is characterized by rocky highlands, steep cliffs, and rolling hills. Insects and arthropods of all sorts abound.
 

Before the Treaty of the Armistice in  , the area was mostly wilderness with a few old Velothi towns administered by the   and many isolated   towers. When the Empire became the occupying power, it started developing the area by taking over minor coastal settlements and gradually fortifying and expanding them, until they were entirely rebuilt. The first was  , chosen to be the seat of Imperial power in the district, then   and finally  , the most recent of the three. In reaction to this Imperial encroachment on their homeland, the Telvanni went through their own expansionist phase, taking over the Temple-controlled settlements of   and  . 

Political
The Telvannis District is divided clearly between two factions, the Imperials and the Telvanni. Theoretically, there should be a Grand Council in  , with representatives from House Telvanni and the Tribunal Temple present to defend the natives' interests before the Imperial officials. The mage-lords of House Telvanni, however, have no time for such 'unnecessary' procedures, or such obeisance to Imperial bureaucracy, and no such Council was ever formed. The Temple, with its dwindling influence in the region, prefers to concentrate its resources on its remaining faithful rather than on bureaucracy. As a result, the Imperial administration is nearly entirely made of foreigners with little grasp of Dunmer culture, and   suffers from the closed-mindedness that so often comes from living in an ivory tower.
On the Telvanni side, the so-called "Parliament of Bugs" and the Archmagister   are both found in  , by far the largest city of the entire area. Each Mage-Lord pursues their own agenda, and most of them do not care about the Empire.   and her staunch ally  , however, are acutely resentful of the Imperial presence.

Commerce
House Telvanni produces many valuable resources, ranging from Telvanni Bug Musk and molecrab armor to the gigantic Silt Striders. They also control many egg mines and plantations. The   negotiates indirectly for these products, having to go through intermediaries willing to trade with them. A few imperial products are popular enough to be imported in exchange, but it is still a large trade deficit for the Empire.

Geography
The mainland part is dominated by the   around which lie the hills and plains of the  . The rest of the district comprises the  .

The biggest   are  ,  ,   and  . The ancient past is still present in the form of  ,   and a few  .

 

The Telvanni, when they do not use levitation or teleportation, favor giant arthropods such as   or their exclusive  . Guars and   are also popular, especially with foreigners who may find the huge bugs unsettling. The   also started a teleportation network with its  .

Religion
Morrowind:Temples

The Tribunal Temple and the Imperial Cult both maintains places of worship with shrines or altars where the faithful can pray and be healed.
Tribunal Temple
Ald'ruhn Temple (St. Meris, St. Roris, The Tribunal)
Balmora Temple (St. Llothis, St. Rilm, The Tribunal)
Ghostgate Temple (St. Aralor, St. Delyn, St. Felms, St. Llothis, St. Meris, St. Nerevar, St. Olms, St. Rilm, St. Roris, St. Seryn, St. Veloth, ''Vivec's Fury)
Gnisis Temple (St. Llothis, St. Rilm)
Maar Gan Shrine
Molag Mar Temple
Mournhold Temple  (St. Veloth, The Tribunal)
Suran Temple
Vivec, Hlaalu Canton: Hlaalu Temple (The Tribunal)
Vivec, Redoran Canton: Redoran Temple Shrine (The Tribunal)
Vivec, St. Delyn Canton: The Abbey of St. Delyn the Wise
Vivec, St. Olms Canton: St. Olms Temple
Vivec, Telvanni Canton: Telvanni Temple (The Tribunal)
Vivec, Temple Canton: High Fane (St. Aralor, St. Delyn, St. Felms, St. Llothis, St. Meris, St. Nerevar, St. Olms, St. Rilm, St. Roris, St. Seryn, St. Veloth, The Tribunal, Vivec's Fury'')
Vos Chapel

Imperial Cult
In addition to the following, the Imperial Cult maintains shrines in each functioning Legion Fort. All have an Imperial Cult altar.
Ebonheart: Imperial Chapels
Wolverine Hall: Imperial Shrine
Daggerfall:High Rock sea coast

The High Rock sea coast is the region in the upper left corner of the overland map. It is the place where any ships you own are anchored after being bought. Every time you enter your ship via the Transportation Menu, you will be sent to this area. You can actually travel from this location to any other location on the map, both in fast-travel mode and normally. However, it is not possible to travel to this location by any other means than by entering the ship, since your position, which is displayed on the overland map, is too inaccurate to be of real use for the orientation.

To the northwest of this area you can find the entrance to the Mantellan Crux. But since you would normally enter this place via teleportation, this entrance would only be useful under certain conditions (e.g., if you want to re-enter the Crux after leaving prematurely).

Gallery
 

Notes
When the player enters any part of the world map where a sizable body of water (e.g. lakes, rivers, etc.) is present, the game will consider them to be in the "High Rock sea coast" region, regardless of whether they are in High Rock, Hammerfell, or anywhere in-between. While there do exist separate regions titled "High Rock bay coast", "Hammerfell sea coast", and "Hammerfell bay coast" in the game's files, none of these are actually used in-game.
Morrowind:Libraries

right

List of Libraries
Here is a list of all the major libraries in the game, sorted by location. This does not include private book collections in homes, Temples or Guild Halls.
Ladiaia Flarugrius

Ladiaia Flarugrius is an Imperial   listening to  's lecture in  .
 
Notes
Ladiaia is perhaps most noteworthy for her name, which bears a striking similarity to that of Ladia Flarugrius, a Thieves Guild operative living in Pelagiad.
Alluri Silnojar

Alluri Silnojar is a Dark Elf healer who searches the   to find medications for the many diseases in the Mainland. She currently is browsing the books on the first floor of the library.
Glomork gro-Kashak

Glomork gro-Kashak is an Orc guard and Trooper of the   who patrols the   and guards its contents against theft. He would be a powerful opponent were you to anger him.
Marcus Bennelus

Marcus Bennelus is an Imperial savant who is spending his time browsing on the first floor of the  . This makes him ideally placed to see the comings and goings of people who visit the library.
 
Related Quests
Silanus Antonius

Silanus Antonius is an Imperial guard who patrols the first floor of the  .
Theran Nerne

Theran Nerne is a Breton   who can be found on the first floor of the  . He seems to spend as much time watching the other patrons as he does reading, which some of them find a little annoying.
 
Related Quests
Antonius Machias

Antonius Machias is an Imperial journalist doing his research on the second floor of  . He's a friendly sort and will answer any questions you might have about Firewatch or journalism.
Stands-in-Sun

Stands-in-Sun is an Argonian mage who can be found on the second floor of the   in  .
 
Related Quests
Alexandrite

Alexandrite is a small gem. Because of its brilliant shine, it has a Light effect.

It can be found in the following locations:
 , Thendas and Varonis: Pawnbroker (&times;2)
 , Crepuscular Shrine (&times;2)
  (&times;2, in wooden chest)
Akamora, Dralethan Manor
 
 
 , Palace: Treasure Chamber
 ,  : East Empire Company
 , Shrine
 , North Tunnels
 , Customs
 
 
 , South Tower: Turret
 

It is also found in the following  :
 
 
 
 
 
 

Cursed Variant
A cursed variant that spawns a Dremora Lord when picked up exists with id  .

Guaranteed samples can be found in the following locations:
 , Shrine
 , Entrance Hall
 
 

It is not found in any leveled lists.
Tes4Mod:Stirk/Items

This is a list of the new items added by the Stirk expansion.

Apparel
Armor
Clothing
Weapons
----
Magic
Ingredients
Potions
Spells
----
Books
Notes
----
Keys
Miscellaneous Items
Other Items

These are all the items of Tamriel Rebuilt that do not fall within the other categories and are carriable.

Soul Gems


Clutter

Dwemer Items


Dishes


General
Tes4Mod:Stirk/Broken Fang Cave

Related Quests
 

 
Exterior

The exterior is located at coordinates: Tamriel -70, -4
The following plants can be found near the entrance: 1 Arrowroot plant
The chest nearby is found directly underneath the wooden bridge to the cave, between two boulders. It can be accessed only from the sea and contains some gold and a crystal ball.

 

Zone 1:
thumb|320px|Map of Broken Fang Cave
This dungeon is very small and largely linear: there is no way you will get lost. Take care in the first room, as you will face two Goblins at the same time. In the final room you might find yourself battling against the Shaman, the Warlord and a Berserker. Using stealth to fight with only one or two is recommended. Be wary of the bottomless pit in the middle of the room, at A. 

You will find Cassius Stirk's body (C) and Captain Steller's skeleton next to the campfire. Jean Ciscotte (B) is inside a cage which is opened with a key that the Shaman and War Chief are carrying on their person. Other than the boss chest (D) next to Jean's cage, some low-value clutter is spread across the south end of the room.

Occupants
2 standard Broken Fang Goblins
1 Broken Fang Goblin Berserker
1 Broken Fang Goblin Shaman (non-respawning)
1 Broken Fang Goblin Skirmisher
1 Broken Fang Goblin War Chief
Jean Ciscotte at B
Cassius Stirk III at C
Treasure
1 Boss Chest 02 (Goblin variety) at D
1 Chest 03 (Goblin variety)
Traps
One bottomless pit at A
Doors and Gates:
There is only one door (at Out) in/out of this zone, leading outside
Axes

Axes
1-Handed


2-Handed
Blunt Weapons

Blunt Weapons
1-Handed


2-Handed Close


2-Handed Wide
Long Blades

Long Blades
1-Handed


2-Handed
Marksman Weapons

Marksman Weapons

Bows


Arrows


Crossbows


Bolts


Throwing Weapons
Short Blades

Short Blades
Spears

Spears
Narvyn Dralas

Narvyn Dralas is a Dark Elf pilgrim who is trying to make a pilgrimage to the shrine in  . He is waiting for an escort to take him there.
 
Related Quests
Sarthos Varyn

Sarthos Varyn is a Dark Elf pilgrim who is trying to make a pilgrimage to the shrine in  . He is waiting for an escort to take him there.
 
Related Quests
Haflod

Haflod is a Nord warrior and one of two bandits who have attacked a caravan carrying a supply of pickaxes from   to  . He and his colleague,  , can be found near the remains of the caravan, just to the south of  , but not until the related quest is running.
 

Related Quests
Mothris Garvil

Mothris Garvil is a Dark Elf rogue and one of two bandits who have attacked a caravan carrying a supply of pickaxes from   to  . He and his colleague,  , can be found near the remains of the caravan, just to the south of  , but not until the related quest is running.
 

Related Quests
Dashel gro-Khazor

Dashel gro-Khazor is an Orc   who is part of  's Marrowmoth Legion. When a group of raiders starts attacking the roads around  , it is easy to accuse the Marrowmoth Legion of being the raiders, but should you be able to enlist their help, they will be of great assistance in defeating the real raiders.
 
Related Quests
Urob gro-Narob

Urob gro-Narob is an Orc   who is part of  's Marrowmoth Legion. When a group of raiders starts attacking the roads around  , it is easy to accuse the Marrowmoth Legion of being the raiders, but should you be able to enlist their help, they will be of great assistance in defeating the real raiders.
 
Related Quests
Olor gro-Matamph

Olor gro-Matamph is an Orc   who is part of  's Marrowmoth Legion. When a group of raiders starts attacking the roads around  , it is easy to accuse the Marrowmoth Legion of being the raiders, but should you be able to enlist their help, they will be of great assistance in defeating the real raiders.
 
Related Quests
Yazorku gra-Shuarg

Yazorku gra-Shuarg is an Orc   who is part of  's Marrowmoth Legion. When a group of raiders starts attacking the roads around  , it is easy to accuse the Marrowmoth Legion of being the raiders, but should you be able to enlist their help, they will be of great assistance in defeating the real raiders.
 
Related Quests
Agurz gra-Murzum

Agurz gra-Murzum is the commander of the Marrowmoth Legion Camp, which is located on a cape far northwest of  . She is a formidable fighter and prefers to use the vicious axe Last Rites, along with legion's officer's armor. She used to be a member of the  , but she became tired of all the corruption and decided to make her own fighting force. Soon her friends joined her and they became the Marrowmoth Legion. Their goal still is to serve the Imperial law, but by deserting from the legion they became outlaws themselves.  

When a group of raiders is active on the roads around  , it is easy to accuse the Marrowmoth Legion of being the raiders. This is unwise, however, because they have nothing to do with the raiders and they are very tough fighters. However, if you stay friendly to them, Agurz and her comrades will even help you to defeat the real raiders.
 
Related Quests
Morvin Girith

Morvin Girith is a Dark Elf warrior and an enemy of the  .

He only appears during the related quest, lying in wait outside   to ambush you and the two pilgrims you are escorting to the nearby shrine.
 
Related Quests
Jonas Artorius

Jonas Artorius is an Imperial savant who is part of a team of archaeologists investigating the recently-discovered Dwemer ruin of  . Most of the team have moved out, but Artorius has stayed to study some of the interesting material still remaining.
 
Related Quests
Garas Diren

Garas Diren is a Dark Elf   who hides out in  . He makes a living by stealing   and butchering them for their   and hides. His thefts have caused consternation in the local area, and the guard wants him tracked down and dealt with.
 
Related Quests
Dilnar Llenim

Dilnar Llenim is a Dark Elf commoner who owns a house in  . Lately, he has been feeling exhausted and his neck has been giving him trouble. When two other residents of the town get the same symptoms, the   takes an interest. The need for help from the temple might be problematic, however, given that he has insulted the local primate,  .
 
Related Quests
Dilave Ralvani

Dilave Ralvani is a Dark Elf assassin and White Thrall of the   who has been sent to kill  . She will not stand for anybody getting between her and her target.
 
Related Quests
Cartil Florius

Cartil Florius is an Imperial mage and Retainer in   who is supposed to be carrying out a census of  . He has run into a bit of a problem with the data gathering, and needs somebody to help him out.

Florius does not appear until the related quest is started. Depending on how you resolve the quest, he is either removed from the game or moved to   in  .
 
Related Quests
Marthas Dervenni

Marthas Dervenni is captain of the  , a ship currently moored just outside   but which is due to sail for Hammerfell soon. He is carrying a consignment of goods for the    , and there may be a need for him to transport one last item...

 
Related Quests
Azariah Thelas

Azariah Thelas is a Dark Elf   and the accountant in charge of the   in  . He lives in a fair-sized house just south of the main entrance into town.

The mine has been in trouble lately, and Thelas might be well-placed to know why—purely as the accountant, of course.
 
Related Quests
Arthal Eindari

Arthan Eindari is a Dark Elf commoner who owns a house in  . Lately, he has been feeling exhausted and his neck has been giving him trouble. When two other residents of the town get the same symptoms, the   takes an interest.
 
Related Quests
Mareih-Julah

Mareih-Julah is an Argonian agent who appears to be a slave. Along with his colleague,  , he has been sold to   to work in the   of  ... but all may not be as it seems.
 
Related Quests

Notes
He only appears during the related quest: before and after, he is nowhere to be found.