Netruk44/uesp-wiki-content huggingface dataset:
Morrowind:Sanctus Shrine

The Sanctus Shrine is marked on your paper map. It is a Holy Ground of the Temple where Archcanon Tholer Saryoni wrote his popular sermons. You can buy the book at any bookstore and it is found in many Dunmer homes.

You will visit this shrine on one occasion if you are in the Temple faction. Once you accept the quest, you are bound by a vow of silence which makes travel a little difficult. 

There is a hut next to the shrine, occupied by the Temple monk Llirala Sendas. 

 
Related Quests
Tribunal Temple
Morrowind:Khartag Point

thumb|right|Lore:Boethiah|Boethiah's newly built shrine at Khartag Point
It is something of a monument to Orcs, since a famous Orc warrior died there after a battle. Another Orc was dared to jump off the cliff, leading to his demise. A skeleton found in the water to the southeast still wears an Orcish left pauldron, suggesting it might be all that remains of the Orc who jumped to his death.

Khartag Point is the site that Duma gro-Lag chooses to build the new shrine to Daedra Lord Boethiah, if you complete his quest.
 
Related Quests
Daedric


People
 
The four Orcs listed here will only be at Khartag point during the construction phase of the statue; afterwards only Duma gro-Lag the sculptor will be present.



Notes
Khartag Point also appeared in The Elder Scrolls Online.  Along with an Orc named Khartag, who was in the business of freeing slaves in Dunmer lands, and fell foul of the Camonna Tong. It was presumably his hideout, and named after him, while he was alive.
Oblivion:Telepe

It contains only one zone, Telepe.
 
Related Quests



Notes
Telepe also appears in ESO.
 
Exterior

The exterior is located at coordinates: Tamriel 18, -33
This location's map marker (M on map) is named Telepe (editor name TelepeMapMarker). The entrance door is SW of the marker, 60 feet away.
0-1 Bandit Hedge Wizard is near the entrance
0-1 Bandit Bowman is near the entrance, atop the ruin. They might be difficult to reach, so use alternative methods to deal with them.
The following plants can be found near the entrance: 4 Clouded Funnel Cap plants
Shezarr Doom Stone is at location S on map
1 bedroll is at b

 

Zone 1:
thumb|right|123px|Telepethumb|right|Interior
One of the smaller Ayleid ruins found in Cyrodiil, this Ayleid ruin is overrun by Black Bow Bandits, and is where their leader, Black Brugo, visits. However, Black Brugo, as well as his two named henchmen, will only appear once the related quest has reached this stage.

After heading down the stairs you enter from, there is an intersection connecting the three areas of this ruin. To the left is a small chamber containing the leveled boss chest (B on map) with no enemies guarding it as well as a push block (cyan dot on map) opening a gate in the front corridor and some bedrolls. To the right is another room, but this area is populated by two Black Bow bandits. Forwards is a small chamber blocked by gate C that will open once you've pressed the previously-mentioned push block. Behind it is a small chamber that contains nothing until the related quest has reached this stage, in which an Ayleid cask (Q) containing 300 gold and a small note will appear on the altar in here.

Occupants:
2 archer Black Bow Bandits
Treasure:
1 Ayleid Coffer containing 300 gold and a Handwritten Note (only appears after related quest has started; non-respawning; locked, opened by Black Brugo's Key) at location Q on map
1 boss-level Chest 01 (Bandit variety; locked) at B
1 Chest 01
1 Restoration Ayleid Chest
1 Welkynd Stone
The other following items will always be found: 1 Bonemeal, 2 Bread Loaves, and 1 Iron Dagger
Doors and Gates:
There is one door (at Out) in/out of this zone, leading outside
1 Iron Gate (opened remotely) at C
Other:
3 bedrolls at locations b on map
Lore:Castle Ebonheart

Castle Ebonheart (or Ebonheart, after the mainland city of the same name) was the seat of Imperial authority in Vvardenfell. From this city, the Duke of Ebonheart, Vedam Dren, and his Grand Council determined law and policy for the Vvardenfell administrative district. The Imperial Chapels served the Duke, his retainers and the castle's garrisons, and were also an administrative center for Imperial Cult presence.

An Imperial Guard unit protected the Duke, and the Hawkmoth Legion was also garrisoned within the walls of the castle. Much of the business in Vvardenfell, which concerned either the Empire or House Hlaalu, was conducted in Castle Ebonheart, as the Hlaalu Grandmaster was the Duke himself.

Because the East Empire Company was chartered directly by the Emperor, its offices, warehouses and docks were adjacent to the castle, and its security was assured by the Imperial garrisons. The provinces of Skyrim and Black Marsh maintained diplomatic missions in Ebonheart, the latter mainly in concern for its citizens, due to the fact that the Morrowind province was exempt from the abolition of slavery. 

History
After visiting the mainland Ebonheart in  , Vivec was so enthralled by the city that he decreed that either the city be moved to Vvardenfell, or a new Ebonheart be built on the island in emulation of the original. The Tribunal canons and House Hlaalu engineers, who were already overseeing the ongoing construction of Vivec City, were immediately directed to draw up plans to fulfill Vivec's wishes. 

Centuries passed before those plans bore fruit, however. It was only after Vvardenfell was opened for settlement in   that Castle Ebonheart was finally built to serve as the new Imperial capital of the island. 

Due to the proximity of the fortress to Vivec City, it can be assumed that it was obliterated by the fall of Baar Dau in  , the Red Year. 
 
See Also
For game-specific information, see the Morrowind article.

References
Morrowind:Vvardenfell

thumb|right|Game map of Vvardenfell
Vvardenfell is a large island located inside the bay-like Inner Sea, and is surrounded by mainland Morrowind with the exception of its northern coast, which meets the Sea of Ghosts. The island is dominated by the great volcano, Red Mountain. The island itself is named after the original Dwemeri name of Red Mountain, literally translating to "City of the Strong Shield". It is characterized by arid wastes, rocky highlands and coastal wetlands filled with unusual and unique flora and fauna.

Vvardenfell is the main setting of Morrowind and encompasses the majority of the game world. The Bloodmoon expansion adds the island of Solstheim to the northwest of Vvardenfell, while the Siege at Firemoth plugin adds the island chain of Firemoth just off the southwestern coast. The Tribunal expansion takes place in the unconnected mainland city of Mournhold.
Lore:Ashlands

The   region was the largest contiguous geographical region on  &mdash;a dry, inhospitable wasteland characterized by clusters of stone obelisks; minimal, highly-adapted vegetation; and bubbling ash mires. It encompassed land from the   on the northern shore of the  , west to the   Council seat  , then south to where the slopes of   leveled off into the lava fields of  . The southern border ran on an approximate line from  , near  , to the southern border of the  .

The mountainous region to the southeast of Molag Amur was sometimes considered part of the Ashlands because of the similarity of its ecology, but was generally flatter, with open lava flows. Also, the slopes of Red Mountain itself were a separate region, bound by the  . Frequent ash storms limited visibility and spread  , affecting almost every creature found in the region. 

Only the western part of the Ashlands was under permanent control of House Redoran. The shrine in   was an important Temple pilgrimage site, and the village's houses volunteered militia for the fight against the forces of Dagoth Ur. The nomadic   tribe of the   hunted for game, foraged, and their herds found sparse grazing around ragged tent villages in the far northwest, but there were small Ashlander camps throughout the area outside the Ghostfence. The rest of the region was embattled with infractions of rogue Telvanni, bandits, and even vampires trying to gain a foothold. The interior of the Ashlands was thus largely devoid of permanent, occupied settlements, with the citadel of   being the major exception. This was due to the lack of water and vegetation in the area, as it rarely ever rained. Scattered throughout the land were various caves, eggmines,   and  , and wizards' towers.
Lore:Molag Amur

The   region is essentially the southern part of the  . The two regions are ecologically similar, both being characterized by an arid landscape whose plant life tends to be  ,  , and occasional  . Molag Amur is distinguished from the northern Ashlands by the presence of lava pools and rivers on the surface. The land is predominantly made up of dark volcanic rock covered with an overlay of ash and cinder, but of a different makeup and appearance from that of the Ashlands proper. Although it is hard to understand how they survive, fauna include  ,  ,  s,  s, and  s. There are also various   frequently seen in the area, including  s and all types of  s.

Molag Amur is a large region, stretching from just east of   clear to the eastern coast, and from the   south to  . It is an irregular triangle, with a truncated point at the region around the   of  , above the   opposite  . The northern boundary of the Molag Amur region starts just north of the bridge to Arkngthand, stretches eastward from there along the hills north of  , and turns north after the   towards the southwest corner of the Grazelands, near the stronghold of  , and then runs east to the sea. Roads mainly consist of  s, volcanic ravines, leading east and north to the important pilgrim sites of   and  .

The lower boundary begins below Arkngthand, over the mountains from Lake Amaya, and curves down above the  , taking a sharp southerly bend which sees it on three sides of  . It then goes due east to Molag Mar. On the east side of Molag Mar, there is an inlet, and Molag Amur lies to the north, and its border follows a rough line north from the eastern shore of that inlet.

The region is not dominated by any House: the majority of its inhabitants tend to be renegade necromancers and Mages, but   has made inroads into the area with the foundation of  . Relatively near there, the   is a testimony to the presence of   tribes in the eastern part of this region.

Molag Amur is generally an area one passes throughout of necessity, not a place where any but the desperate would make a home.
Lore:Foyada Mamaea

The Foyada Mamaea is one of the several fire-rivers of Vvardenfell, the island district of Morrowind. The foyada starts from the caldera of Red Mountain travels south through the southwest quadrant of the island until it reaches the southern tip of the West Gash, where it divides it from the Ascadian Isles. The ravine is a major route that bridges the Balmora–Pelagiad road and directly leads to the Ghostgate.  Some places are built on the ravine, such as the daedric temple of Assarnatamat,  the ebony mines of Vassir-Didanat,  the Imperial compound, Moonmoth Legion Fort,  and the Yassu Glass Mine.  Both the Shrine of Pride and the Foyada Essanudan diverge from the Foyada Mamaea. 
 

History
Because the Foyada Mamaea is the only way out of Red Mountain's caldera, the   built the Ghostgate over the gap between the volcano and the outside, and subsequently the Great   around the rest of it. It was built as a line of defense where   and his horde of Ash Creatures might emerge from to threaten Morrowind. 

In the mid- , the foyada was inactive and the construction company that oversaw  's assembly built a large quarry for   a little bit east of the Foyada Mamaea. The operation was overseen by the two foremen,   and   and the transport of granite was done on a series of wooden conveyors and pulleys. From the quarry's entrance, slabs of granite are pushed on a conveyor to the western shore of  , to which it sails down toward the mouth of the  , from there it goes down the river to   and then directly to Vivec City. 

The operation came to a sudden close when Red Mountain erupted and the Foyada Mamaea began to fill up,  up until it reached Assarnatamat, where the lava cooled over.  The lava spilled over to the east and flooded the quarry, rendering it unusable.  The   saw fit to re-work the quarry into a battleground, a place for gladiatorial combat,  much to the dismay of the foremen.  Because the lava did not spill further down the foyada, the rest of the ravine was left intact and the operation in Vassir-Didanat continued without interruption until it was taken over by the   bandit gang. 

By the late  , the   built one of their forts on the Foyada Mamaea, over the exact point where the Pelagiad–Balmora road met the foyada. It was called Moonmoth Legion Fort and it was the legion's base of operations in nearby Balmora.  In  , the foyada was emptied and accessible for travel.  The   scaled the ravine, all the way up to the Ghostgate before they entered Red Mountain to face Dagoth Ur and his inner council. 
 

Gallery
 

See Also
For game-specific information on the foyada, see the Morrowind article.
For game-specific information on the quarry, see the ESO article.

References
Lore:Grazelands

The   (also called Sunna Guradan)  were the pastoral heartland of  . On the northeastern corner of the island, these grasslands extended from the ancient stronghold of Falensarano north to the coast above  . To the east, the Grazelands stretched to the coast and the islands of  , facing the  . To the west, it was bounded by the forbidding steepness of the mountains of the  .

The flora of the Grazelands was dominated by wickwheat, and this is one of the few areas where it grew. There were trees spread sporadically around the landscape. Stoneflower was the most frequently flowering plant. It was home to wild guar, alit and shalk. The south was dominated by hackle-lo shrubs, whose leaves could be found across the island. It was also a region where, due to its scarce population, it was not uncommon to see  , including golden saints and ogrim, just walking around in the open.

Much of Grazelands was uninhabited and thus belonged to the Temple. The population of the Grazelands consisted of mostly nomadic  . Other inhabitants included those who lived in Tel Vos and the nearby town of  , along with Master Aryon in the tower of  .

Ashlander settlements in the area were the   in the north and the   to the south. The presence of Tel Vos and the proximity to the Telvanni homeland meant that this House was the most likely to make future claims in the region. 

Notes
There's mention of a place called the Telvanni Grazelands, it's unknown if it is an alternative name for the Grazelands, or a completely different location altogether. 

See Also
For more information, see the Morrowind and ESO articles.

Gallery
 

References
Lore:Ghostgate

Ghostgate was the main gateway through the ancient Ghostfence artifact to the Red Mountain region, which prevented monsters affected by The Blight from leaving. Ghostgate housed a large Tribunal Temple and contingents of both Buoyant Armigers and Ordinators. The two towers of Ghostgate, called Dusk (west) and Dawn (east), were constructed alongside the Ghostfence after many failed campaigns to defeat Dagoth Ur following his   reawakening.  

There was a route off the foyada leading up to the Ghostfence that would have taken one to Ald'ruhn, which rose up to the Ghostfence briefly, so you could have peered through at the quaint, curious and homicidal inhabitants of the Red Mountain region, before dropping south and skirting the   of   as it turned west again. Alternatively, one could have simply backtracked down the Foyada Mamaea until they reached the turnoff to Buckmoth Legion Fort and Balmora.

According to an annal of the Oblivion Crisis, the Daedra led a siege on Ghostgate after the destruction of Ald'ruhn.  The Dunmer's prayers to Vivec and the Nerevarine went unanswered, but the outcome of the siege was never revealed.
 
See Also
For game-specific information, see the Morrowind article.

References
Lore:Bitter Coast

The  , named for the salt marshes along the coast, was the part of Vvardenfell's coast nearest to the mainland of Morrowind. This largely uninhabited area was in the far southwest of   and lay between the mountains of the   to the east, the Sea of Ghosts to the north, and the   to the west.  The northern boundary of the region was generally considered to be marked by   just north of  , the Odai River the east, to and it followed the coast south and eastward through the tiny fishing and   village of   and the   outpost at  , finally merging into terrain more reminiscent of the   just west of  . The Firemoth region is sometimes considered part of the Bitter Coast.

The Bitter Coast was dominated by humid, putrid swamps and salt marshes. The giant   floated gently through the air, fearing no   or  , and hunting was considered fair.  Off the coast, divers found kollops with pearls, but even more   and man-like   with their hard shells and tentacles. Herbalists came to this region to harvest the various mushrooms, pods, and flowers which thrived in the marshy environment.  The region was also known as ''The Smuggler's Coast'', since the secluded coves and islands were littered with smugglers operating out of their hidden caves. The ever-present fog and rain provided additional cover for their boats. No major action had been taken to curtail their actions, as many smugglers counted on support from locals unhappy with high taxes on liquor. 
 
Gallery
 

See Also
For game-specific information, see the Morrowind and ESO articles.
References
Lore:Sheogorad

The   region is a wild maritime province consisting of about 28 islands extending into the   off the northern coast of  , Morrowind.  The high pillar-like menhirs characteristic of the area also result in hundreds of rocks, either just exposed, or lying just below the surface, which makes marine navigation almost impossible.  The only accessible port,  , is on the main island of the archipelago, reached by skirting the region and coming in from the north. The region is largely hostile and uninhabited.  

In the  , Sheogorad was politically non-aligned in the conflicts of Morrowind's  .  However, the wilds were home to plenty of smugglers,  bandits,   vampires,  and necromancers.  There are many ancient Velothi buildings,  , and   shrines throughout the region that provide ideal lairs for those who seek to skirt the eyes of the law,  and the perilous nature of the uninhabited islands  serves as a buffer against those who would seek to drive them out.

The port town of Dagon Fel is the only real settlement visited by ships in the region.  It is a fishing village whose population skews more heavily Nord than most of Vvardenfell. The village was founded by Nords thousands of years ago, and was inhabited by them until the Dunmer drove the Nords from Morrowind.  The local ruins extend into the town itself. The main body of the Dwemer ruin of   is south of the town, separated by walls and a steep range of hills, but the Dwemer towers and ruins are virtually part of the eastern town and extend to the island to the north. 

On the far south of the main island, also called Sheogorad,  is the ancient stronghold  . The small   can be found off the south coast of the main island, west of Rotheran. Shuran island lies between Vvardenfell and the island of Sheogorad.  The region is home to two very large Daedric shrines:   to the far east, and   on a long island in the west of the chain, which also holds the Velothi ruin of  .  One of the northern islands due west of Dagon Fel is home to the  , the site where Archcanon Saryoni did his meditations and wrote his famous  . 

References
Lore:Tel Mora

("Tower Forest" in Dunmeris) was the northernmost of the  -held islands. It was constructed in the middle Merethic Era by Aldmeri explorers.  It was the tower of the Telvanni Councilor  , one of the oldest of the Telvanni wizard lords. 

Tel Mora was typical of a wizard tower in that it had a reasonable community living in smaller mushroom dwellings around the base of the tower. The construction of Tel Mora was also interesting, since the tower itself was set between two islands with a network of walkways over the water.

Around  , Mistress Dratha fell mortally ill as a part of a plot by the Telvanni noble Savarak Fels to take her place as ruler of Vos. The plot was foiled by the  , and Dratha was restored to good health.  The near-death experience caused Dratha to make a deal with a servant of Molag Bal, Xykenaz, to achieve immortality. Although the deal made her immune to aging, she was prophesized by Xykenaz to one day be killed by a mortal man. 

By the  , all of the residents of Tel Mora had to be female to prevent the prophecy from being fulfilled. Males were allowed to shop in the town and get service there, but had to stay well clear of the tower itself. There was regular sea transport to nearby  , as well as  ,  , and  . Females, however, found warm welcome in Tel Mora and plenty of conversation at The Covenant, the local social center. Females could also avail the alchemy shop in the lower tower, which was considered perhaps the best alchemical supply shop in  , supporting the traditional idea of women's natural propensity for healing and herbal magic.

Dratha shared the Telvanni penchant for 'eccentricity'; in this case manifesting in an acute mistrust and hatred of males of any species, due to the prophecy concerning her death. While male Telvanni of high rank could talk to her safely and do chores, she was quite hostile toward male outsiders. 

See Also
For game-specific, see the Morrowind and ESO articles.

References
Lore:Vos

Vos was an ancient Velothi farming village on the eastern coast of Vvardenfell, near Tel Mora. A harbor lay downhill from the town, where there were ships to Tel Aruhn, Sadrith Mora and nearby Tel Mora. The large and friendly Varo Tradehouse was located near the wharves, and was a good alternative to Tel Mora for travelers seeking accommodation. Tel Vos is nearby.